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The Battle of France is over.

I expect that
the Battle of Britain is about to begin. Upon
this battle depends the survival of Christian
civilization. Upon it depends our British life,
and the long continuity of our institutions
and our Empire. The whole fury and might
of the enemy must very soon be turned on
us. Hitler knows that he will have to break
us in this island or lose the war. Let us
therefore brace ourselves to our duties, and
so bear ourselves that, if the British Empire
and its Commonwealth last for a thousand
years, men will still say,
"This was their finest hour."

WINSTON CHURCHILL, 18th JUNE 1940


FINEST HOUR
BATTLE OF BRITAIN
CAMPAIGN SUPPLEMENT
FOR USE WITH BAG THE HUN
BY NICK SKINNER

TABLE OF CONTENTS
1. INTRODUCTION................................................................................................................................................ 5
2. HOW THIS SUPPLEMENT WORKS .............................................................................................................. 6
2.1. Typical campaign process...............................................................................................................................6
2.2. The end of the campaign and victory conditions.............................................................................................6
2.3. RAF or Luftwaffe?..........................................................................................................................................6
3. THE BATTLE OF BRITAIN ............................................................................................................................. 7
PHASE I: KANALKAMPF ................................................................................................................................ 7
PHASE II: ADLER ANGRIFF........................................................................................................................... 7
PHASE III: GEGEN ENGLAND!...................................................................................................................... 8
PHASE IV: JABO! .......................................................................................................................................... 9
A note on the preliminary phase. ....................................................................................................................................9
4. SQUADRON GENERATION........................................................................................................................... 10
4.1. Squadron details............................................................................................................................................11
4.2. Assigning a group .........................................................................................................................................11
4.3. Home airfield ................................................................................................................................................11
4.4. Assigning aircraft:.........................................................................................................................................12
4.5. How many aircraft: .......................................................................................................................................12
5. PILOT GENERATION ..................................................................................................................................... 13
5.1. Squadron strength .........................................................................................................................................13
5.2. Replacement Pilots........................................................................................................................................14
(I) PILOT QUALITY ........................................................................................................................... 14
(II) RANK (OPTIONAL)....................................................................................................................... 14
5.3. Up from the ranks .........................................................................................................................................14
5.4. Representing characters with cards. ..............................................................................................................14
5.5. National characteristics .................................................................................................................................14
The Poles....................................................................................................... 15
The Czechs..................................................................................................... 15
The Canadians................................................................................................. 15
Fleet Air Arm.................................................................................................. 15
6. RUNNING THE CAMPAIGN.......................................................................................................................... 16
6.1. Aircraft availability.......................................................................................................................................16
6.2. Pilot availability............................................................................................................................................16
Pilots on leave ................................................................................................ 17
Pilots who are wounded ..................................................................................... 17
Pilots who are missing and subsequently turn up ....................................................... 17
6.3. Generate sortie ..............................................................................................................................................17
6.4. The sorties defined........................................................................................................................................18
The “is bounced by” sortie ................................................................................. 18
The “is about to bounce enemy formation” sortie ..................................................... 18
The “is scrambled to intercept” sortie ................................................................... 18
The “encounters unescorted bombers” sortie ........................................................... 18
The “is vectored onto reconnaissance aircraft” sortie................................................. 19
6.5. Determining who flies on this sortie: ............................................................................................................19
6.6. What type of bandit?.....................................................................................................................................19
6.7. Actions in the north.......................................................................................................................................19
6.8. Arrival of the Chianti Raiders .......................................................................................................................19
6.9. Fiddling the outcome for big games (surely not!) .........................................................................................20
6.10. Autoplay .......................................................................................................................................................20
7. POST SORTIE EVENTS .................................................................................................................................. 21
7.1. Making it home.............................................................................................................................................21
7.2. Determining the fate of pilots who baled out ................................................................................................21
7.3. Baling out over the channel ..........................................................................................................................21
7.4. Determining the fate of pilots who crash landed...........................................................................................22
7.5. Wounded pilots .............................................................................................................................................22
7.6. Victory tallies and Pilot Progression.............................................................................................................23
7.7. Gongs (completely optional!) .......................................................................................................................23
7.8. Is there another sortie that day? ....................................................................................................................24
7.9. Other daily events .........................................................................................................................................24
7.10. Moving to another airfield: ...........................................................................................................................25
8. TACTICS AND CAMPAIGN SPECIFIC RULES ......................................................................................... 26
8.1. Formations ....................................................................................................................................................26
The Vic ......................................................................................................... 26
Employing “The Weaver”.................................................................................... 27
Section Echelon Right ........................................................................................ 27
Section Echelon Left ......................................................................................... 27
Section Line Astern........................................................................................... 27
Section Line Abreast ......................................................................................... 27
The Pair ........................................................................................................ 28
The Schwarm .................................................................................................. 28
The Defensive circle.......................................................................................... 29
8.2. Messerschmitt 109e in a hard dive................................................................................................................29
8.3. Spitfire in a hard turn ....................................................................................................................................29
8.4. Messerschmitt 109e in a jabo role.................................................................................................................29
8.5. MK1B Spitfires.............................................................................................................................................30
8.6. Radar.............................................................................................................................................................30
8.7. Barrage Balloons...........................................................................................................................................30
8.8. Cannon or mg?..............................................................................................................................................30
8.9. Unlucky for some (optional rule for bombers out of formation)...................................................................30
8.10. No fuel to duel ..............................................................................................................................................30
9. RUNNING THE CAMPAIGN FROM THE LUFTWAFFE SIDE ............................................................... 31
9.1. Unit creation .................................................................................................................................................31
9.2. Staffel details ................................................................................................................................................32
9.3. How many aircraft: .......................................................................................................................................32
9.4. Pilots .............................................................................................................................................................32
9.5. Using the sortie generator for the luftwaffe campaign ..................................................................................32
9.6. The luftwaffe sorties defined ........................................................................................................................33
The “is bounced by” sortie ................................................................................. 33
The “is about to bounce enemy formation” sortie ..................................................... 33
The “is attacked by” sortie ................................................................................. 34
The “on jabo raid” sortie ................................................................................... 34
9.7. What bombers are being escorted?................................................................................................................34
9.8. What type of indian?.....................................................................................................................................34
9.9. After sortie events – german style.................................................................................................................35
9.10. Corpo Aereo Italiano – playing the game the Italian Way ............................................................................36
10. AIRCRAFT STATISTICS ........................................................................................................................... 37
11. APPENDIX – SQUADRON ROSTER ........................................................................................................ 38
12. APPENDIX – FIGHTER COMMAND ON 10TH JULY............................................................................ 40
1. INTRODUCTION

Vapour trails etched in the skies over Southern England in 1940 were a strangely beautiful side effect of
a vicious combat where death often came out of the summer sun and without warning.

This supplement is the first one to be published for use with the Bag the Hun set of WW2 aerial combat
rules from TooFatLardies. It fits very neatly with the core rules, simply because it was the dogfights of
the Battle of Britain and the Fall of France that I first wanted to battle when moving into the world of
aerial combat. However, there are certain features typically characteristic of the Battle of Britain that
should be emphasised when fighting that period, and I have included additional rules to cover these,
along with rules to cover pilot generation and other such campaign rules to enable you to game one,
some or all of the main phases of the battle running from June to October 1940. If desired, you can run
the entire campaign day by day. A short piece on tactical formations most typically adopted by the RAF
and Luftwaffe is also provided, along with some hex diagrams suggesting how this may be replicated on
the tabletop.

The general assumption is that players will wish to recreate the actions based around an RAF fighter
squadron. However, for those wishing to run the campaign from the Luftwaffe’s perspective, a separate
chapter has been included to easily enable this change to be made.

Remember to keep an eye on the TooFatLardies website (www.toofatlardies.co.uk), our Yahoo


discussion group and, if you are on the lookout for scenarios, take a delve into our Summer and
Christmas specials which always include plenty of goodies in support of Bag The Hun.

Finally, I must add a note of thanks to members of the TooFatLardies discussion group who have proved
an excellent source of motivation and encouragement, and in particular to UK wargamer Mike Brian®,
whose enthusiasm and ideas have contributed significantly to the finalisation of this supplement.

Go on, Bag the Hun!

Nick Skinner
2. HOW THIS SUPPLEMENT WORKS

Gamers are invited to use this supplement in whatever way they want! However, it has been compiled in
such a way that gamers can determine what phase of the battle they wish their campaign to cover,
construct a squadron, equip it with pilots, and then run through the days and weeks of each phase
constructing missions and playing them out on the table top. Running the full campaign, day by day,
would take very many missions and gaming 400 sorties may not be everybody’s idea of fun. For that
purpose an ‘autoplay’ option is included to enable you to ‘fast forward’ events and skip some – or all – of
the tabletop games.

The appendices include aircraft data sheets and a draft squadron roster sheet for use from the RAF side
(You’ll need to draft something similar if you plan to handle the game from the Luftwaffe side)

2.1. TYPICAL CAMPAIGN PROCESS

1. Determine which phases of the battle you wish to game

2. Build your squadron

3. Generate missions

4. Determine other daily events

5. Move onto next day and return to step 3

2.2. THE END OF THE CAMPAIGN AND VICTORY CONDITIONS.


The campaign can either be gamed as individual phases or as a full campaign. The full campaign covers
daily actions from July to the end of October and will require very many missions. For individual
squadrons it is not so much a case of winning or loosing as surviving. As such there is no points system
for winning or losing in these rules.

2.3. RAF OR LUFTWAFFE?


This supplement, played through by chapter, puts you in command of an RAF fighter squadron. However,
should you wish to play the campaign from the Luftwaffe (or Italian) side, simply refer to section 9 for
the different tables that you will need to game the action from the other side of the Channel.
3. THE BATTLE OF BRITAIN
It is not the aim of this supplement to give a running account of the Battle of Britain as it unfolded, but
it is necessary to provide a background against which this supplement is set.

Officially, the battle began on 10th July and lasted until the end of October. Aircrew who served
between these dates in RAF Fighter Command were entitled to wear the Battle of Britain Star and the
'Rosette and clasp' on their medal ribbons. For the purposes of this supplement I have broken the battle
down into four phases. Players are invited to game one, some or all of these phases.

Phase I: KANALKAMPF
10th July to 7th August

The fall of France and the invasion of the low countries had cost the RAF dearly
in terms of Hurricanes. This earliest official phase of the battle saw the
Luftwaffe attempting to gain air superiority over the English Channel and south
coast with a series of probing attacks along Britain’s southern air defences.
“We just attacked
each other head on. On the 10th July 1940, the Luftwaffe attacked shipping convoys in the Channel
I could see the little and Channel Ports. They also suspected the importance of the British radar
white dots on the masts and attacked the stations on the South coast, damaging some of them very
leading edge of his badly.
wing as he fired. I
was feeling a little
In one particularly nasty encounter for the RAF, six Boulton Paul Defiants from
bit stubborn that
morning so I didn't 141 squadron were lost in an encounter with Bf109’s near Folkestone. The
budge” Defiants, considered to be hopelessly outclassed by the more manoeuvrable
Luftwaffe fighters, were subsequently withdrawn to Scotland.
Geoffrey Page, 56
squadron, July 1940 Stuka raids were common incursions at this time, and the pilots of the RAF soon
began to claim increasing numbers of these slow moving dive bombers as they
attacked targets across the south of England. Spasmodic bombing raids by other
aircraft of the Kampfgeschwader continued throughout this first phase on such
places as Portsmouth, Falmouth, Swansea, Newcastle and Merseyside.

Tactically, the advantage resting comfortably with the Luftwaffe, but with the
hard learned experiences of fighting in France, some of fighter command’s most
squadron leaders began to advocate shifting away from the traditional three
aircraft ‘vic’ formation, believing that the German schwarm formation offered
greater tactical flexibility.

Phase II: ADLER ANGRIFF


8th August to 6th September

Having – so they believed – softened up the air defence network the Luftwaffe
upped the ante in August with more raids comprising greater numbers of aircraft
with the objective of destroying the fighting capabilities of the RAF. Tactics
“Two further pilots employed during this phase were to now bomb and destroy RAF airfields in
have come to us southern and south-east England and to obliterate the radar stations along the
straight from a south coast. It was during this phase that German intelligence reported back to
Lysander squadron Berlin that the RAF total strength had now been seriously depleted and that with
with no operational continued attacks the Luftwaffe would have command of the skies over the
experience
Channel and in Southern England.
whatsoever on
fighter aircraft”
Hitler then issued his directive No.16 which would put "Operation Sea Lion", the
Sandy Johnstone, 602 invasion of Britain into operation.
squadron, 3rd Sept
1940
“The German The 13th of August was designated Adlertag, and massed raids began on the RAF
bomber losses were airfields of 11 Group. Heavy fighting continued all through the next week.
becoming On the 15th of August all three Luftwaffe air fleets took part in the most intense
unsustainable. After day of raids seen during the battle. They attacked on a front stretching from
Kenley, Exeter to Edinburgh. The attacks however met with resolute defence and
Messerschmitts suffered heavy losses. Losses on some raids were such that Luftflotte 5,
protected bombers operating over Scotland and the North of England, scaled down it’s activities
more closely, after that date. Three days later multiple targets in the South were again
throwing away the
attacked and the airfields at Kenley, Croydon, West Malling and Biggin Hill were
key advantage of
altitude and speed” all bombed. Once again though the enemy did not get away lightly, and losses of
Ju-87 Stukas were so heavy that they were able to take little part in the rest of
Peter Snow, BBC TV’s the Battle.
“Battlefield Britain”
By the start of September the pressure building in the south was most acute, and
Air Vice Marshal Keith Park’s 11 Group, outgunned and outnumbered by it’s foe,
was in desperate straights. Pilots were in short supply and airfields were being
operated as best they could considering the substantial damage some had
received.

Suggestions were made that the fighters should be pulled back north of the
Thames, but Dowding and Park knew that this would hand the Germans air
superiority over the intended invasion area. So the 11 Group squadrons stayed.

The first Czechoslovakian and Canadian squadrons became operational during


this phase. By now though, more officers were feeling the shortcomings of the
vic, but attempts to move away from this were hampered by the fact that new
pilots joining fresh from training squadrons were barely trained in the vic, never
mind more flexible formations.

Night raids began at this time, and during one of these bombs somehow fell on
London. In reply, the British bombed Berlin which incensed Hitler and led to a
change in German strategy which allowed 11 Group vital recovery time and,
most historians agree, cost the Germans any chance of victory.

Phase III: GEGEN ENGLAND!


7th September to 5th October

By early September Hitler’s strategic shift saw the emphasis of the action
change towards attacks on cities and industry within range of the German
bombers. The Blitz was about to begin. This drew the battle further north
towards the industrial and population centres, and forced the Luftwaffe into the
“All we could see area covered by 12 Group and further restricting the time over target that was
was row upon row of available to jagdfleiger in their Bf109’s that were already operating at the limit
German Raiders, all of their range.
heading for London”
With larger urban targets to bomb, night time raids started. To counter this the
Sandy Johnstone, 602 RAF deployed numbers of aircraft to night time flying missions and, although
squadron, 7th Sept
1940
airborne radar was in its infancy, there were some successes for the Blenheim,
Defiant and early Beaufighter night-fighter Squadrons. Some of the Hurricane
and Spitfire day-fighter Squadrons also took part in the night defences, but
“It worked like a relied largely on luck to make an interception.
charm once or twice,
and the arrival of This period also saw the introduction of the Big Wing. Some senior officers in
this large formation fighter command (most famously Leigh-Mallory, commander of 12 Group, and
in support of hard- the tin legged Douglas Bader) were highly critical of Park’s strategy in 11 Group.
pressed 11 Group On 9 September a massed grouping of three squadrons operating from Duxford
squadrons was
highly satisfactory”
under the command of Bader successfully intercepted and turned back a large
force of German bombers before they reached their target. Keen to capitalise on
Douglas Bader muses the success of this Leigh-Mallory added two further squadrons to the formation.
on the ‘Big Wing’. This 60 fighter formation - Bader's 'Big Wing' (formally titled 12 Group Wing) was
ready for action by 15 September.
Phase IV: JABO!
6th October to 31st October

With losses of bombers during daylight raids mounting, the Luftwaffe switched
almost exclusively to night time bombing, restricting daylight activities to small
raids and the use of Bf 109s in fighter bomber capacity in a series of Jagd-
bomber or "Jabo" raids with the were aim of drawing RAF fighters into action
“I flew one of the and disrupting defensive operations over the South-East. Defenders, tired from
first Bf109’s in the the night attacks, were stretched still further by these raids. These Jabo raids –
staffel which was were difficult to spot and more difficult still to intercept. The radar warning was
modified to carry a not long enough to allow a Spitfire to climb to intercept, so the RAF instigated a
bomb. However, the policy of regular patrols between 15,000 and 20,000 feet. This was a costly and
staffel was not
inefficient use of the aircraft and pilots, exactly the situation the control system
properly trained,
which concerned me. had helped to avoid during the earlier phases of the Battle, but German losses
I did not think it was began to increase and the raids were not popular with the German fighter pilots.
a good idea – we had The weather also began to worsen and the raids stopped in late October.
a short enough range
before being It’s also worth noting that Italian squadrons of the Regia Aeronautica - began
weighed down by a deploying to the channel area at this time and began limited operations during
bomb” this phase.
Gefreiter Heinz Zag,
8/JG53

A note on the preliminary phase.


During June and early July 1940 the Luftwaffe engaged in some minor missions nibbling at the edges of
fighter command. The Imperial War Museum states the objective of these raids as being to “reconnoitre
airfields, practice methods of navigation, give crews experience of flying over the British Isles (including
night training) and to harass the civilian population and disrupt industry”. Some small actions can be
gamed in this period, but I have decided to exclude mechanisms for generating these are they are
outside the main battle dates.
4. SQUADRON GENERATION

There are two ways to approach this. You can either choose a historical squadron and fill it with
historical pilots, or create a ‘fictional’ squadron with ‘fictional’ pilots.

Choose which side the squadron will be, RAF or Luftwaffe, and then consult the table on the following
pages as necessary: (if you opt to game the action from the Luftwaffe side of the Channel please also
consult section 9)
4.1. SQUADRON DETAILS
To assign a plausible squadron number either make one up or roll a set of percentage dice (2 xd10)
counting one as tens and the other as units. If you get a double, throw again to determine the squadron
number, although this time precede the result with a 1 (e.g. if you throw two sixes, don’t call the
squadron ‘66 squadron’, instead, throw again (scoring say a one and a two) and call it 112 squadron.

4.2. ASSIGNING A GROUP


If you wish to, squadron’s can be assigned to higher groups as follows:

Roll percentage dice:

RAF FIGHTER COMMAND LUFTWAFFE


Score on d%
Group allocated Luftflotte

10 Group
1-10: Luftflotte 2
(SW England)
11 Group
11-49: Luftflotte 2
(SE England)
12 Group
50-75: Luftflotte 3
(Midlands)
13 Group
76-100: Luftflotte 3
(North)

4.3. HOME AIRFIELD


To determine which airbase the squadron starts at, roll 2d6 and consult the following table:

Dice
10 group 11 group 12 group 13 group
roll
Gravesend or
2 Pembury Kirton or Leconfield Catterick
Rochford
3 Northolt Exeter Coltishall Catterick

4 North Weald Exeter Coltishall Acklington

5 Martlesham St Eval Church Fenton Acklington

6 Kenley Middle Wallop Duxford Turnhouse

7 Biggin Hill Middle Wallop Duxford Turnhouse

8 Tangmere Middle Wallop Duxford Turnhouse

9 Croydon Middle Wallop Wittering Drem

10 Hornchurch Exeter Digby Drem


Grangemouth or
11 Hendon Exeter Digby
Wick
Collyweston or Castletown or
12 Debden or Manston Pembury
Fowlmere Usworth
4.4. ASSIGNING AIRCRAFT:
Once you know the Group and the base airfield, Roll 2d6 and consult the following chart to determine
what aircraft the squadron operates.

Score on 10 Group 11 Group 12 Group 13 Group Luftwaffe


2xd6
2 Hurricane Blenheim Blenheim Blenheim Bf109e
3 Hurricane Blenheim Defiant Hurricane Bf109e
4 Hurricane Defiant Spitfire Hurricane Bf109e
5 Hurricane Hurricane Spitfire Hurricane Bf109e
6 Hurricane Hurricane Spitfire Hurricane Bf109e
7 Hurricane Hurricane Spitfire Hurricane Bf109e
8 Spitfire Hurricane Spitfire Hurricane Bf109e
9 Spitfire Hurricane Hurricane Spitfire Bf110
10 Spitfire Spitfire Hurricane Spitfire Bf110
11 Spitfire Spitfire Hurricane Spitfire Bf110
12 Spitfire Spitfire Hurricane Spitfire Bf110

It is assumed that Blenheim are the 1F variant, whilst Hurricanes are Mk1 and Spitfires are the Mk1A
variant. Deliveries of the Mk1B cannon armed Spitfire began in June 1940, but technical problems meant
that take up was not widespread.

The Gladiator and Beaufighter have been excluded on purpose, although if that’s what lights your fire
then good for you. During the Battle of Britain only 247 Squadron, RAF, and 804 Squadron, Fleet Air Arm,
were equipped with Gladiators, whilst the cannon armed Mk1F Bristol Beaufighter entered service as a
night fighter with Fighter Command during August 1940.

4.5. HOW MANY AIRCRAFT:

Each squadron starts the campaign with a pre-determined number of aircraft. This is decided upon by
the following:

12 + 1d6.

However, not all the aircraft are serviceable. It is assumed that the number of unserviceable aircraft at
the start of your campaign is equal to the phase number. (e.g. a squadron beginning the campaign in
Phase three will have three unserviceable aircraft).

For rules on how these aircraft can get fixed, see section 6.1

Example:

Hugh Jarce, a wargamer in the West Midlands, wants to create an RAF squadron. He intends to
run a campaign for the full duration of the battle.

He creates his squadron by throwing two percentage dice. He scores a 5 and a 4, telling him that
his squadron will be 54 squadron.

He then determines what group his squadron will form part of. He’s not that bothered so he
decides to let the chart decide. He throws percentage dice again, this time getting a 46,
meaning that the squadron form part of 11 Group.

Next, he throws 2d6 to determine his home airfield, this time scoring an 8, which tells him the
squadron will start at Middle Wallop. He then throws 2d6 to determine what aircraft the
squadron are equipped with and scores a 10, giving him a Spitfire squadron. Finally, he then
throws a d6 again, this time getting a 4, telling him that the squadron has 16 aircraft although,
because he is starting in Phase One of the battle, one of these is in the hanger under repair.
5. PILOT GENERATION

Once you have settled on the mechanical and organisational aspects of the squadron, it’s time to bring
in the human element. Whether you are after moustachioed wing commanders with white scarves and
sports cars; grizzly Nazis in gleaming leather jackboots or fresh faced “sprogs” with no experience and
no chance this section contains ways to generate, develop and replace your pilots.

These rules cover the generation of attributes for all pilots in the squadron. However, it is important to
remember that only section / schwarm leaders or pilots with the status of junior ace or above are
represented by individual cards in the dogfight. Junior pilots are not represented as cards unless they
are “promoted” to section leader or gain sufficient kills to earn junior ace status.

5.1. SQUADRON STRENGTH


Firstly, determine how many pilots your squadron will have:

Pilot strength = 10 + 2d6 modified as follows:

RAF in Phase 1 or 4 -1
RAF in Phase 2 -3
Luftwaffe in Phase 3 -2
RAF in Phase 3 -2

For example:

Following on from the previous example, 54 squadron is a Spitfire squadron based in 11 Group.
It is July 1940. The 15 serviceable Spitfires are waiting patiently on the field. To determine the
number of pilots, the player rolls 2d6, scoring an average 7, from which 1 is deducted (we are in
phase one), meaning that the squadron has a convenient 16 pilots.

Firstly, the squadron leader is created using the Pilot Generation Table. A 4 means he is a
veteran pilot. The other pilots are now generated, starting with the other flight leader, who,
with a 5 is also a veteran pilot. Two section leaders are now created, with one 5 and one 8
meaning that one section leader is a veteran and the other a regular pilot. The remaining 12
pilots are now created, which results in seven regulars, three sprogs and two veterans. In all
then the squadron has a core of 5 veteran pilots, 8 regulars and three new boys.

PILOT GENERATION TABLE


Roll a d10
Top Ace Junior Ace Veteran Pilot Regular Pilot Sprog
Wing Commander
1 2 3-0 Not possible Not possible
or Stab
Squadron or flight
1 2,3 4-8 9-0 Not possible
leader
Section leader
1 2 3-5 6-9 0
(Rottefuhrer)
Section Pilot
Not possible 1 2-3 4-7 8-0
(Rottemann)

To make for easier administration, generate the pilots in order and assign each to their flight and
section as you go (see appendix for draft roster sheet), adding each pilot until you reach your maximum.
This will make it easier to determine who flies in which sortie (section 6.5)
5.2. REPLACEMENT PILOTS

(i) Pilot Quality

The quality of the new pilot will depend on the phase during which he enters the battle:

Dice
Phase I Phase II Phase III Phase IV
score
1 Vet Vet Vet Junior Ace
2 Vet Reg Reg Vet
3 Reg Reg Reg Reg
4 Reg Reg Sprog Sprog
5 Reg Sprog Sprog Sprog
6 Sprog Sprog Sprog Sprog
*non-English pilots receive a -1 when rolling on this chart

(ii) Rank (optional)

Roll a d6 and modify as follows:

Veteran Pilot or Ace: +2


Sprog: -2

Result RAF
1 or less Pilot Officer
2 Pilot Officer
3 Pilot Officer
4 Sgt Pilot
5 Sgt Pilot
6, 7 Flying Officer
8 Flight Lieutenant

Note: all squadron leaders will automatically enter at that rank.

5.3. UP FROM THE RANKS


As the squadron takes casualties, gaps will appear in the ranks. Gaps in section pilots or section leaders
are filled by moving a non-flying pilot up from a non flying section (if you have one!) into a flying
section. Replacement pilots go into the non-flying section unless any section posts remain unfilled, in
which case they are slotted straight in. The only exception to this is the squadron leader or flight leader,
whose place is filled as follows:

Roll d6: 1-4 filled externally, 5 or 6 filled by second in command (or most experienced section
commander)

5.4. REPRESENTING CHARACTERS WITH CARDS.


When fighting actions on the table top, section leaders, top aces and junior aces are represented with a
character card.

5.5. NATIONAL CHARACTERISTICS

The British Empire provided a good source of pilots for the RAF, with Australians, New Zealanders and
South Africans all being present in some numbers and hence these should appear now and then as
characters in your squadron if desired. However, to add even extra colour why not go for one of the
squadrons formed exclusively from overseas pilots:

The Poles
Two squadrons of Poles were operational during the Battle of Britain. Fervently
independent and driven by the red mist of revenge, the Poles were fearsome pilots
with an aggressive reputation. In BTH their independence is reflected by issuing more
character cards to these squadrons. These characters MUST move when their individual
card comes up, and by so doing will break their own formation.

The Czechs
Thirty Czech pilots arrived at Hendon in June 1940 eager to take up the fight against the Hun and soon
after were either commissioned or enlisted in the Royal Air Force Volunteer Reserve (RAFVR). On 10
July, the first Czech fighter squadron (310 squadron) was established with Hurricanes at Duxford, and
became operational on 17th August. This was followed by another (312 squadron) which became
operational on 2nd October.

As with the Poles, in BTH the strong Czechoslovakian independence is reflected by


issuing more character cards to these squadrons. These characters MUST move when
their individual card comes up, and by so doing will break their own formation, but
consequently will fight with greater tactical flexibility.

The Canadians
Over 80 Canadian pilots flew with fighter command during the Battle of Britain and a
quarter of these pilots were killed in action during the battle. Whilst cropping up in
various units, the most famous Canadian squadron was the RAF’s Hurricane equipped
242“Canadian” squadron that flew out of Duxford and was led by the infamous Douglas
Bader. No special rules apply, except that when Bader is flying as part of the squadron
he ignores the first ‘pilot wounded’ result as the fire clearly struck his tin legs. If he
bails out there is a 50% chance that he has to leave one of this legs behind (haven’t you
seen the film?)

Fleet Air Arm


As well as 804 Naval Air Squadron and 808 Naval Air Squadron, the Fleet Air Arm seconded over thirty
pilots to the RAF during the Battle of Britain. We can model this secondment in the wargame by allowing
replacement pilots the opportunity of being from FAA units. On the arrival of a replacement pilot, roll
2d6. On an 11 or 12 the new guy is from the FAA. Don’t do this for a new CO however because he must
be an RAF bod.
6. RUNNING THE CAMPAIGN

Once you have constructed a squadron, the next thing to do is to get it into action. The first thing to do
is create a Squadron diary, which starts on the day your phase of the campaign begins. You already know
from earlier sections just how many aircraft the squadron has, and how many pilots are assigned to it.

This section covers the generation of missions and the immediate post combat aftermath. The intention
is that gamers will wish to play each mission on the tabletop, but I have added an ‘Autoplay’ section at
the end of this chapter to enable gamers to fast track missions if desired.

Daily sequence:

Aircraft availability
Pilot availability
Generate Sortie
Sortie
Post sortie events
End of Day

The first four of these are covered in this section, whilst the post sortie events and end of day activities
are covered in the following section. If you’re wondering how to handle the administration of numbers
of pilots and aircraft etc, please refer to the template squadron rosters.

6.1. AIRCRAFT AVAILABILITY


The number of aircraft available for the day’s sorties will depend upon how many aircraft were available
yesterday, plus any aircraft under repair that the ground crews have been able to get back into action.

Keep a log of the number of aircraft in the workshop (the template squadron roster will help you to do
this). The rate at which aircraft are repaired is calculated as follows:

At the beginning of each day you must determine how many aircraft are airworthy.

Roll a d6 and deduct the number of damaged aircraft in the workshop overnight and consult the
following table.

Net score Result


2 or more Up to 1 aircraft repaired
1 Up to 2 aircraft repaired
0 Up to three aircraft repaired

6.2. PILOT AVAILABILITY


Pilot numbers will go up and down during the campaign and you may find times when the squadron falls
to nothing more than a skeleton crew. Pilots will leave the squadron either because of enemy action
(i.e. they are shot down and killed, shot down and captured or wounded) or they can be lost due to a
post sortie event (see next chapter). This section primarily deals with the return to the squadron of
pilots who, for whatever reason, are temporarily absent from the squadron. This principally fall into
three types

Pilots on leave
Pilots who are wounded
Pilots who were missing and subsequently turn up
Pilots on leave
When these pilots leave the squadron the date of their planned return is known, and this record should
be logged in the roster. All such fellows are supposed to be fine upstanding chaps who dutifully report
back. They can therefore be added to the pilot roster on the day of their return.

Pilots who are wounded


Wounded pilots are out for a specified length of time, as determined by the rules covering this in the
next chapter. The date of their intended return is logged, but there remains a chance that they will take
longer to convalesce.

Roll a d6 on the day they are due to return and modify for luck. On a score of 2 or less the pilot doesn’t
return. Maybe he missed his train. Try again the next day.

Pilots who are missing and subsequently turn up


This covers pilots who baled out over friendly territory the previous day, or who crash landed in the
channel and picked up by friendlies. They should turn up the next day, but they are subject to the same
test as used above. Roll a d6 on the day he is due to return and modify for luck. On a score of 2 or less
the pilot doesn’t return that day. Maybe he’s been captured by the Home Guard. Try again the next day.

6.3. GENERATE SORTIE


Sortie generator: Roll 4 d6 (or one d6 four times) and consult the table below

The 1st d6 gives you the RAF strength


The 2nd d6 gives you the type of mission
The 3rd d6 determines how many bombers are involved
The 4th d6 tells you how many Luftwaffe fighters are involved

Phase Modifiers:

Phase One: Subtract two from first, second and third rolls.
Phase Two: Subtract one from first and third rolls
Phase Three: No modifiers
Phase Four: Add one to each roll

The mission can therefore be described in the following sentence, in which the blanks are replaced with
the chart results

_________ is _________. Enemy strength is ______bombers with ______ fighter support.

1st Roll 2nd Roll 3rd Roll 4th Roll


Dice
RAF Situation Luftwaffe Luftwaffe
score
Bombers Fighters
0 or less Single plane bounced by enemy fighters 0 0
1 Pair vectored onto reconnaissance aircraft 3 One schwarm
2 One section bounced by enemy fighters 6 Two schwarm
Two
Two
3 sections about to bounce an enemy formation 9
schwarm
(flight)
4 One flight encounters unescorted bombers 12 Three schwarm
Two
5 sections scrambled to intercept enemy raid 15 Three schwarm
(flight)
Full
6 scrambled to intercept 18 Staffel
squadron
Full
7 Squadron
scrambled to intercept 0 Staffel
EG: Continuing from our earlier examples, Jarce wants to create a mission for 54 Squadron. He throws
4d6 and scores, 4,3,2,6. Because he is in stage two he deducts two from rolls 1,2 and 3 to get; 2,1,0 and
6. This gives:

One section is vectored onto a reconnaissance aircraft. The other dice are ignored because the
reconnaissance aircraft travels alone (see below)

6.4. THE SORTIES DEFINED

The “is bounced by” sortie


In the ‘is bounced by game’ the RAF unit being bounced starts the game in the middle of the table, in a
formation of choice. The player taking on the roll of the Luftwaffe places his aircraft on the table AFTER
the RAF player has deployed, and may position his aircraft anywhere he wants in relation to the
formation being bounced, but may start no closer than ten hexes away from any RAF aircraft. In this
mission both sides should be deployed with no blinds.

The altitude of the RAF unit being bounced is determined by the roll of d6:

1 or 2 = Band 3
3 or 4 = Band 4
5 or 6 = Band 5

Obviously aircraft with a maximum ceiling of band 4 cannot be bounced in band 5!

In the “is bounced by game” then the third dice throw (number of bombers) is ignored – this is a fighters
only clash.

The “is about to bounce enemy formation” sortie


As above, except the Luftwaffe deploys first.

The “is scrambled to intercept” sortie


The classic Battle of Britain encounter in which the RAF are scrambled to give battle against the
approaching Luftwaffe. The Luftwaffe approach from the southern table edge, rolling a d6 +2 to
determine for altitude (max 6). In mixed formations fighters cannot begin the game at a lower altitude
than the bombers.

The RAF entry point can be determined by a dice roll: On a score of 1 or 2 they approach from the West,
3 or 4 the North, and 5 or 6 from the East. All formations/units should enter the table on blinds.

Altitude is determined by dice, with the score thrown being equal to the altitude band.

The “encounters unescorted bombers” sortie


This is the same as ‘is scrambled to intercept’ except that the third or fourth dice roll is ignored
because there is only one reconnaissance aircraft without support (at least initially). To add interest to
these games I recommend adding a blank card to the pack. When it is turned, roll 2d6. On a score of 10,
11 or twelve something arrives on the southern table edge:

On a score of 10: A blind arrives


On a score of 11: 1 x d6 Luftwaffe fighters arrive
On a score of 12: 2 x d6 Luftwaffe fighters arrive

The card should be discarded after being activated. Also, there is no reason why this ‘reinforcements’
option could not also be used in the other scenarios. If this is the case I suggest that the score of 12 be
changed to 1xd6 RAF fighters arrive.
Is “vectored onto reconnaissance aircraft” sortie
Game set up as per ‘is scrambled to intercept’. The blank ‘reinforcements card’ can also be used to
provide the threat of intervention from the Jagdfleiger.

To determine the height of the recon plane roll a d6:


1 or 2 = Band 4
3 or 4 = Band 5
5 or 6 = Band 6

The reconnaissance plane must fly through the central zone of the table, once this has been achieved it
must exit from the southern edge as quickly as possible.

6.5. DETERMINING WHO FLIES ON THIS SORTIE:


You will need a simple method of determining what pilots are caught up in the action. From your
squadron roster sheet you will have the unit listed by section, with the first two sections making up “A”
Flight and the second pair making up “B” Flight.

If just one flight is involved roll a d6: 1,2,3 = A Flight, 4,5,6 = B Flight

If just one section is involved roll a d4 (or a d6 ignoring 5 and 6) 1= red section,
2 = yellow section, 3 = blue section, 4 = green section

If just one aircraft is involved then use the method above to determine which
flight the pilot is from, and then roll a second d6 to determine which pilot is
involved. If the encounter involves a pair, then choose another pilot from the
same flight using the same method.

6.6. WHAT TYPE OF BANDIT?


The type of enemy aircraft encountered in the scenarios can be established by rolling a d6:

Phase One: -1
Phase Three: +1
Phase Four: +2

Dice Roll/Mission Bombers Escort Reconnaissance Reinforcements


1 or less Ju87 Stukas Bf110 Bf110 Bf110
2 Ju87 Stukas Bf110 Ju88 Bf110
3 He111 Bf110 Do17 Bf110
4 Ju88 Bf109 Do17 Bf109
5 He111 Bf109 Do17 Bf109
6 or more Do17 Bf109 Do17 Bf109

6.7. ACTIONS IN THE NORTH


The Luftwaffe’s fighter aircraft lacked the range to operate over much of the Midlands and Northern
Britain. For this reason all actions set in 13 Group territory ignore the fourth dice roll.

6.8. ARRIVAL OF THE CHIANTI RAIDERS


Aircraft of the Italian Air Force - the Regia Aeronautica – as represented by the CR42 and G50 fighters
and BR20 bombers of the Corpo Aereo Italiano began to deploy to Luftwaffe airfields in Belgium from
October 1940 and began launching attacks on the UK soon after. It might be fun therefore to allow for
mission engagements during Phase 4 to include the possibility of the RAF encountering Italians. For each
Luftwaffe unit engaged by the RAF in the 11 Group area in a Phase 4 mission roll 2d6. If the score is 12
then the enemy encountered is Italian.

For scenarios involving the Italians you should substitute the German bombers with BR20’s or Cant
Z1007s for reconnaissance. Fighters may be either CR42 or G50’s (roll a d6 1 to 3 = CR42, 4 to 6 = G50’s)
6.9. FIDDLING THE OUTCOME FOR BIG GAMES (SURELY NOT!)
If you are using the mission generator as a stand alone generator for a club game, and you want to make
sure that the game is a big one, simply add two to the first and fourth dice rolls, this will increase the
chances of larger numbers of fighters being involved.

6.10. AUTOPLAY
Too lazy to play a scenario? Shame on you. But why not use dice to determine what happened to your
squadron during that day?

For each aircraft in action roll two d6 and adjust for pilot luck:

If you choose to autoplay an ‘is bounced by mission’ then take an additional -2 on the dice throw
If the action is against bombers only then +2 on the dice throw.

Adjusted score
0-3 4-8 9-10 11-12 >12
What Plane Pilot returns. Pilot returns. Aircraft Pilot returns. Pilot returns.
happened? destroyed and Plane intact. damaged (roll d6. Pilot Achieved one Achieved 2
pilot killed No kills wounded on 5 or 6) kill* kills*

*as an optional rule, roll a d6 for each kill and adjust for luck. A net score of 3 or less counts as a ‘probable’ with 4
or more being a confirmed kill.
7. POST SORTIE EVENTS

By running the BOB as a campaign we are concerned not only with the events that take place during the
dogfight, but also the events that occur after the tabletop action has ceased.

This section provides guidance on the fate of pilots who crash-land or bale out, as well as the rate of
repair of aircraft and some of the more administrative aspects such as pilot rotations.

7.1. MAKING IT HOME


Any aircraft that completes a dogfight and flies off table without damage is assumed to make it home
safely.

Any aircraft that exits the table having sustained critical damaged, or with a wounded pilot, must test to
see if it makes it home:

At the end of the game roll a d6 and modify:

D6 +/- pilots luck

Each Minor damage: (Cut fuel line, cockpit or gunsight damage) -1

Serious damage: (Elevator or wing damage, bad aileron or wing damage, critical
instrument damage, engine damage) -2
Pilot wounded: -1

Check the score against the table below:

Adjusted score Outcome


-1 or less What rotten luck. Aircraft does not return. Pilot missing. Fate unknown (Dead).
0 Aircraft crash lands somewhere on the way back – take crash land test
Aircraft crash lands back at airfield. Roll d6 for pilot and adjust for luck:
1
On a score of 1 the pilot is killed. On a score of 2 or three he is wounded and out
of action for d6 weeks. Aircraft destroyed.
2 Aircraft crashes on landing. Pilot unhurt. Aircraft out of action for d6 days
3 or above Plane and pilot return safely

7.2. DETERMINING THE FATE OF PILOTS WHO BALED OUT


German pilots who bale out over England spend the rest of the war in captivity. RAF pilots who bale out
over France spend the rest of the campaign in captivity. Pilots who bale out over friendly territory
should may not take part in further sorties that day but should turn up the next day (subject to section
6.2)

7.3. BALING OUT OVER THE CHANNEL


(if you’re not sure where the action takes place, roll a d6 and add the phase number. A net score of 5 or
less places the action – or at least the position of the bale out – over the sea)

Pilots/crewmen who bale out over the sea roll a d6 and adjust for luck and other modifiers as follows:

Top Ace +2
Junior Ace +1
Veteran Pilot 0
Regular Pilot 0
Sprog -1
Wounded -2
RAF in phase 1 0
RAF in phase 2 onwards +1
Luftwaffe in phase 1 or 2 +1
Luftwaffe in phase 2 onwards 0

Note: all non-pilot crewmen count as ‘regular’ for luck modifiers.

Result:

4 or more Picked up by his own side and should return to the squadron the next day
(subject to section 6.2)

2 or 3 Fished out by the other side and captured.

1 or less Drowned.

7.4. DETERMINING THE FATE OF PILOTS WHO CRASH LANDED


We assume that pilots who crash land manage to do so on dry, English, soil. Pilots who crash land in
enemy territory (i.e. Germans or Italians) are deemed to have been taken prisoner. Pilots who crash
land in friendly territory (i.e. British and Allied) take the following test:

Roll a d6 and modify as follows:

Top Ace +2
Junior Ace +1
Veteran Pilot +1
Sprog -1
Pilot wounded -1

Result:

1 or less Pilot is killed on landing. What rotten luck.

2 Pilot is badly wounded and out of action for d6 weeks.

3 Pilot is wounded and out for 2d6 days.

4 or more Pilot gets out, dusts himself down and walks away, not forgetting to take snapshot on
box brownie.

7.5. WOUNDED PILOTS


To assess the extent of the wound (or wounds) sustained during the dogfight or on landing roll a d6 and
adjust for luck (i.e. Top Ace +2, Junior Ace +1, Veteran Pilot +1, Sprog -1

Result:

1,2 or 3 : Serious. Loads of blood, nasty scars or burns etc. Out for d6 weeks
4 : Nasty. Out for 2d6 days
5 : Painful. Out for d6 days
6 : Needs a good drink and ten minutes with a pretty nurse. Out of action for one day.
7.6. VICTORY TALLIES AND PILOT PROGRESSION
During the tabletop action be sure to note who claimed the victories, and assign kills as follows:

Each clean kill not shared with a colleague: 1 kill


Each aircraft confirmed destroyed in concert with a colleague: ½ kill
Each enemy aircraft damaged but not confirmed as destroyed 1 probable

A sprog who achieves 1 kill becomes a regular pilot


A regular pilot who achieves three kills becomes a veteran pilot
Any pilot with a total of 5 kills becomes a “Junior Ace”
A junior ace who achieves a total of 10 kills becomes a “Top Ace”

7.7. GONGS (COMPLETELY OPTIONAL!)


Some gamers like the character development aspect of
campaigns. For those who wish to include such events,
individual pilots can be awarded medals:

Earning the DFC or DFM


First awarded in 1918 to officers and warrant officers who
displayed courage or devotion to duty whilst flying in active
operations, approximately 20,000 DFC’s were awarded during
WW2, along with around 1,500 first bars and 42 second bars.

The DFM, of which around 6,000 were issued in WW2, could be


won by NCOs and other airmen. In addition to the 6,000 DFM
awards there were 60 first bars and 2 second bars.

In BTH, any pilot who gets at least two confirmed kills has a chance of being awarded the DFC
(Distinguished Flying Cross). Any pilot who scores two kills in one action must roll a d6. On a score of 5
or 6 he is awarded the DFC. Remember that non-commissioned pilots can not receive the DFC, but get
the DFM instead.

All pilots who gain Top Ace status are automatically awarded the DFC/DFM, or a bar if they have one
already.

Any squadron leader or flight leader who survives two full phases will receive the DFC regardless of how
many kills or missions flown.

In any action in which four or more aircraft from the squadron are shot down, one of the remaining
pilots will be awarded the DFC/DFM. The medal is awarded to the surviving pilot who reported the most
victories or, if none of these, the most senior surviving pilot gets the medal.

Posthumous awards are possible.

The Victoria Cross


Britain’s highest award for gallantry, VC’s are seldom issued. It is especially rare for airmen to get the
VC. Only one fighter pilot was issued the award during the Battle of Britain – Flt Lt Nicolson of 249
squadron (in fact he was the only fighter pilot to be awarded the Victoria Cross during the whole of
WW2). Award of this honour in the campaign should be something which you decide upon, but it may
only be given for a truly heroic act. As an example, Flight Lieutenant Nicolson’s citation reads:

“On 16 August 1940 near Southampton, Flight Lieutenant Nicolson's Hurricane was
fired on by a Messerschmitt 110, injuring the pilot in one eye and one foot. His
engine was also damaged and the petrol tank set alight. As he struggled to leave
the blazing machine he saw another Messerschmitt, and managing to get back into
the bucket seat, pressed the firing button continuing firing until the enemy plane
dived away to destruction. Not until then did he bale out, and when he landed in a
field, he was unable to release his parachute owing to his badly burned hands”

7.8. IS THERE ANOTHER SORTIE THAT DAY?


Arriving safely back at the airfield may not be the end of the days events.

Roll a d6 and modify as follows:

Phase 2 +1
Phase 3 +2
11 Group +1
Each mission already flown that day: -1

If the net result is 5 or 6 then another mission takes place on the same day. That mission should be
generated and played as normal. If the result is 4 or less, then move on to the section below.

7.9. OTHER DAILY EVENTS


Once all the day’s sorties are complete, check on the table below to see what other events occur that
impact on the squadron:

Roll 2d6 and consult the following chart:

Other Daily Event Chart

Score PHASE I PHASE II PHASE III PHASE IV


2d6 Event Event Event Event
Squadron CO is Squadron CO is Squadron CO is Squadron CO is
posted to another posted to another posted to another posted to another
squadron. Leaves squadron. Leaves squadron. Leaves squadron. Leaves
2 today. Senior officer today. Senior officer today. Senior today. Senior
acts as CO until acts as CO until officer acts as CO officer acts as CO
replacement arrives replacement arrives until replacement until replacement
(d6 days) (d6 days) arrives (d6 days) arrives (d6 days)
One aircraft suffers One aircraft suffers One aircraft suffers One aircraft suffers
3 mechanical mechanical mechanical mechanical
breakdown breakdown breakdown breakdown
Pilot rotated to Pilot rotated to Pilot rotated to Pilot rotated to
another squadron. another squadron. another squadron. another squadron.
4 Dice to see which Dice to see which Dice to see which Dice to see which
pilot goes. Leaves pilot goes. Leaves pilot goes. Leaves pilot goes. Leaves
immediately immediately immediately immediately
One pilot selected
One pilot selected at
at random is
random is granted
5 No notable events No notable events granted leave for d6
leave for d6 days.
days. Leaves
Leaves immediately
immediately
6 No notable events No notable events No notable events No notable events
7 No notable events No notable events No notable events No notable events
8 No notable events No notable events No notable events No notable events
Airfield is bombed
One aircraft
9 No notable events damaged. No notable events New pilot assigned
Roll d6 for each
plane 6= destroyed.
Two new pilots
10 New pilot assigned New pilot assigned New pilot assigned
assigned
Airfield is bombed. Airfield is bombed.
Airfield is bombed. 2 planes damaged. D4 planes damaged.
11 New pilot assigned
Roll d6 for each Roll d6 for each
plane 6= destroyed. plane 6= destroyed.
Squadron is moved
Airfield is bombed Squadron is moved
to another airfield.
and out of action for to another airfield.
Spend next two
one day. D4 planes Spend next two days
New pilot assigned days moving.
damaged. Roll d6 for moving.
each plane 6=
12 One aircraft suffers
destroyed. Chance Roll 2d6 and add
mechanical Roll 2d6 and add
of pilot also being one. On a score of
breakdown one. On a score of
killed in the 10, 11, 12 or 13 the
10, 11, 12 or 13 the
bombing. Roll d6. 6 squadron moves to
squadron moves to
= one pilot killed. that group sector.
that group sector.

7.10. MOVING TO ANOTHER AIRFIELD:


If the squadron is moved, use the table below to determine the new airfield (if the roll suggests that you
don’t move, then roll again til you do!).

Dice
10 group 11 group 12 group 13 group
roll
Gravesend or
2 Pembury Kirton or Leconfield Catterick
Rochford
3 Northolt Exeter Coltishall Catterick

4 North Weald Exeter Coltishall Acklington

5 Martlesham St Eval Church Fenton Acklington

6 Kenley Middle Wallop Duxford Turnhouse

7 Biggin Hill Middle Wallop Duxford Turnhouse

8 Tangmere Middle Wallop Duxford Turnhouse

9 Croydon Middle Wallop Wittering Drem

10 Hornchurch Exeter Digby Drem


Grangemouth or
11 Hendon Exeter Digby
Wick
Collyweston or Castletown or
12 Debden or Manston Pembury
Fowlmere Usworth
8. TACTICS AND CAMPAIGN SPECIFIC RULES

There are many specific characteristics of the aircraft that fought in the Battle of Britain that can be
isolated as particularly important features worthy of highlighting in the tabletop wargame. I have chosen
a few of what I consider to be the most essential characteristics of the fighting of this stage of the war
to be reflected in suggested formations, as well as a few rule amendments, all of which are aimed at
achieving a more historically accurate game.

8.1. FORMATIONS

This section briefly covers some of the more standard formations adopted by the RAF and the Luftwaffe
during the Battle of Britain and uses diagrams to show how these formations appear on the BTH hex
tabletop. It’s important not to be too pedantic about these formations, and while most are shown as
occupying adjacent hexes it is not unreasonable for there to be a one hex gap between aircraft.
Consistency and a reasonable approach is the main thing here.

The Vic

The diagram on the right shows an


RAF squadron adopting the classic
“vic” formation. This formation was
deployed as a standard formation
for Fighter Command squadrons
during the spring and summer of
1940.

The formation is flying towards the


top of the page. All aircraft are in
the same altitude band.

Red and Yellow sections make up


“A” Flight and are flying in the “vic”
as sections echeloned to the left.
Blue and Green sections make up “B” Flight and are again flying as section vics in echelon, but this time
to the right. The Squadron leader flies as Red 1, with Blue 1 being the leader of “B” Flight. If more than
twelve aircraft were flying they would normally operate as White section, and could be attached to one
of the other two flights, again most probably operating in the standard vic.

The basic vic formation has its origins in the Great War. In the time before radio communications
between pilots was possible, the tight vic formation enabled sections and flights to form on a leader
whose hand signals were clearly visible. The downside, which was to be exposed in the Second World
War, was that the vic also meant that pilots were forced to look within the formation to maintain their
position, and that the sheer proximity meant that the focus of the pilot was on keeping his place
relative to the leader, and not scanning the skies for enemy. Some of the squadrons flying in the battle
for France soon learned to discard the vic in its purest forms, although this was difficult to achieve as
new pilots joining the squadron were not trained to fly in looser formations. Some S/Ldrs who had
experienced the shortcomings of the vic formation first hand advocated flying in pairs, but for the most
part the standard amendment became the adopting of ‘weavers’
Employing “The Weaver” Æ

A variation on the vic included the use of


“weavers” to cover the rear of the
formation (see diagram right). Also known
as the ‘Tail-End Charlie’ first hand
accounts form the Battle of Britain are full
of instances when the weaver was one of
three things: If he was lucky, he’d be the
first to spot enemy aircraft and shout a
warning to the squadron. If he was fairly
unlucky he’d get lost and become
separated from the squadron, and if he was
really unlucky he’d be shot down by a Hun
that he hadn’t spotted and that none of his
mates have noticed. The diagram shows
Green 3 being employed as the weaver, but
in practice it could be any other aircraft,
pair of aircraft, or even a full section that
took on the role.

Other standard section formations

Other standard formations are as follows, most show the line up for the RAF three aircraft section, but
there’s nothing to stop the Luftwaffe using these for their four aircraft sections. In all cases the section
is travelling towards the top of the page:

Section Echelon Right Section Echelon Left

Section Line Astern Section Line Abreast


Å The Pair
A pair consists of a leader and a wingman and is
the natural subdivision of the schwarm. Some RAF
squadrons began to use the pair during the Battle
of Britain – particularly for patrolling and
particularly during the latter phases of the battle.
Note: squadrons flying as vics were not practised in
this tactic and so, for vic trained squadrons, the
pair should not count as a formation. Vics that are
disrupted therefore become three individual
aircraft, and not a leadr plus wingman.

A Pair

The Schwarm Æ

The two formations shown on the right illustrate


the Schwarm formation as adopted by four
Luftwaffe fighters. The Schwarm (which would
later be adopted by the allies as ‘the finger four’ –
a formation still in use today) really consists of two
pairs operating in mutual support. This diagram
shows two schwarm, the top one representing a
much looser formation than the one below. Both
formations are acceptable in BTH.

Aircraft 1 is the leader, or the “Schwarmfuhrer”,


with his wingman flying as number 2 on his left.
Aircraft 3 is the leader of the second pair, or
“Rotte”, hence his title of “Rottenfuhrer”. Aircraft
4 flies as wingman, or “Rottenmann” to Aircraft 3.
Once combat begins the four would easily break up
into two pairs of leader and wingman. This gave
the Schwarm a significant tactical advantage over
the vic, which became a near impossible formation
to maintain during combat.

Although not obvious from the diagram, another


major advantage enjoyed by the schwarm was that
it offered improved visibility and, as it was a
generally looser formation to the vic, meant that
pilots could focus more on observation and not
simply on maintaining their position relative to the
leader. Aircraft in this schwarm were also more
able to operate with cohesion even when their
altitudes were staggered to improve visibility even
further. Given the wide range bands in BTH
though, all aircraft are considered to be operating
in the same altitude band.

A typical staffel formation would consist of twelve


aircraft flying in three schwarm in line astern, with
one schwarm leading, one in the middle, and one
at the rear.
ÅThe Defensive circle

When engaging fighters which threatened to outmanoeuvre


them, the pilots of the Messerschmitt Bf110 Zerstorer had a
tendency to adopt a defensive tactic known as the defensive
circle. This spiralling formation enabled the two-seater
aircraft to fly round in a tight circle in such a way that each
aircraft provided gunfire support to the ones in front and
behind. This tactic was not restricted to the Bf110, and was
also used during the Battle of Britain by Boulton Paul Defiant
crews.

In BTH this defensive circle should count as a recognisable


formation allowing aircraft in the spiral to act as if they are in
formation, in which case the formation moves on the turn of
the section card whose aircraft make up the bulk of the
formation (any other section’s aircraft the by counting as
attached to this section whilst the circle is maintained). One
aircraft is designated ‘leader’ of the circle and the others
simply maintain formation on him. The formation counts as a
tricky manoeuvre, so some pilots will need to take a control
test to maintain the formation under combat conditions.

The spiralling nature of this manoeuvre resulted in a loss of


altitude, and this should be reflected by a reduction in
altitude on one band for every two moves that the spiral is
maintained. If an aircraft is forced out of formation either as
the result of failing a control test or as a consequence of
either a bad miss or enemy fire, then the formation is broken
and each aircraft must act independently until either the
formation is re-established or another one adopted.

8.2. MESSERSCHMITT 109E IN A HARD DIVE


The engine characteristics of the Bf109e were such that in a dogfight, Bf109 pilots were able to use the
hard dive as a useful evasive manoeuvre as Spitfires and Hurricanes were less able to perform a similar
manoeuvre. To encourage gamers to replicate this tactic, undamaged Bf109’s may count a hard dive as
an easy manoeuvre. To replicate the difficulties RAF pilots had in staying on the tail of a BF109 in a hard
dive, all RAF aircraft attempting to stay on the tail of a Bf109 in a hard dive roll receive a -1 on the
staying on the tail test, making it more difficult for them to stay with their target.

8.3. SPITFIRE IN A HARD TURN


The superb handling characteristics of the Spitfire are well documented, and veteran pilots talk of the
excellence of the Spitfire when performing a tight turn at speed. To incorporate this characteristic in
the rules, undamaged Spitfires count the hard turn as an easy manoeuvre, and enemy aircraft wishing to
stay on the tail of a Spitfire in a hard turn receive a -1 modifier on the staying on the tail test, making it
more difficult for them to stay with their target.

8.4. MESSERSCHMITT 109E IN A JABO ROLE


To reflect the deterioration in performance that comes with bolting bombs to the underside of fighters,
109’s acting in a fighter bomber role have their manoeuvrability reduced by one.
8.5. MK1B SPITFIRES

The Mk1B Spitfire was the RAF’s first attempt at mounting 20mm cannon on the Spitfire, and the initial
results, which were trialled during the summer of 1940, were far from impressive. The cannon
frequently malfunctioned or jammed and as such aircraft equipped with this weapon should have an
increased chance of weapon jam. They also carried significantly less ammo, only enough for 5 seconds of
fire. (What’s the gunnery factor of the MK1B?)

8.6. RADAR
“The RAF fought the Battle of Britain, bur RADAR won it”. Ah, that old chestnut! This is difficult to
represent on the table, but the effect of radar can be reflected in the briefings given to players. RAF
pilots scrambled to intercept raiders should be given reasonably accurate information on the altitude
and direction of their prey.

8.7. BARRAGE BALLOONS


The massive inflatables of barrage balloon command were a common feature of the WW2 skyline.
Whether installed to protect airfields, industrial sites and cities, or floating above the stern of a
merchantman chugging up the channel, the barrage balloon was both an effective deterrent and a target
in its own right.

In BTH barrage balloons should ideally be indicated by a barrage balloon model (which you will probably
need to scratch build). They are effective at altitude bands 1 and 2. Any aircraft flying through a hex
containing a barrage balloon must throw a d6 and modify for luck. On a score of 5 or 6 the aircraft has
struck a balloon or cable and suffers Catastrophic Structural Failure from which there can be no
recovery (although the pilot may attempt to bail out on the bail out card should it come up before he
hits the ground).

8.8. CANNON OR MG?


(This optional rule courtesy of Mike Brian) The Luftwaffe’s 109s were armed with only about 8 seconds
worth of 20mm cannon fire but a plentiful supply of machine gun ammunition. As an optional rule let the
109’s have the first eight seconds of burst at Fire Factor 9 and the rest at Fire Factor 3. As long as at
least two bursts of cannon fire remain then it can fire a longer burst and still retain full effect.

Example: A 109 has used 6 seconds ammo to date. If it wished to fire another burst of, say, 5 seconds,
then it could do so at Fire Factor 9 as it still has two seconds worth of cannon ammo remaining.

8.9. UNLUCKY FOR SOME (OPTIONAL RULE FOR BOMBERS OUT OF FORMATION)
In games involving attacks on large bomber formations (i.e. staffel strength and above), an optional rule
can be included to emphasise the plight of the damaged bomber that drops out of formation. Any
aircraft that attacks a bomber which has dropped out of formation gets and additional +1 for luck when
firing at that target, it obviously being the fighter pilots lucky day to have come across such a tempting
target.

8.10. NO FUEL TO DUEL


Luftwaffe pilots engaged over England had to keep a close eye on their fuel gauges. To recreate this in
some games the Luftwaffe can be given a time limit to the number of turns they can stay over the table,
perhaps 15 is a good number for most games.

Alternatively, add a blank card in the pack and throw 2d6 when it is turned. An 11 or 12 will mean that
one of the Luftwaffe pilots (selected at random) now sees a very low reading on his fuel gauge and must
disengage and head for home as quickly as possible.
9. RUNNING THE CAMPAIGN FROM THE LUFTWAFFE SIDE

Whilst most gamers will be looking to run the campaign from the British side, there will always be some
who would rather run the campaign from the German side (you know who you are). Most of the tables in
the supplement can be applied either to RAF or Luftwaffe, but some are specific to RAF use – most
notably creating squadrons and airfields etc. Use this section to generate Luftwaffe specific results for
these areas.

9.1. UNIT CREATION

To determine the Luftflotte, unit, aircraft type and location of your staffel roll a d10 and a d6 and
consult the following table (read down for the d10 and across for the d6). Cross referencing the scores
will give you the unit type, identification and location. All that remains is to determine the staffel
number, and that is addressed in the next section.

D6 score
D10/ Unit LF* type 1 2 or 3 4 5 6

Wierre au Desvres, Le
1 JG3 2 Bf109 Bois
Grandvilliers Samer Samer
Touquet

Marquise-
2 JG26 2 Bf109 Audembert Audembert
Ost
Caffiers Caffiers

Pihen bei Marquise- Marquise- St. Omer-


3 JG51 2 Bf109 Wissant
Calais West West Clairmarais

4 JG52 2 Bf109 Coquelles Coquelles Peuplingues Zerbst Zerbst

Campagne- Campagne- Guines-en- Guines-en-


5 JG54 2 Bf109 les-Guines les-Guines
Hermelingen
Calais Calais

Yvrench, St. Crècy, Crècy, St. Barly,


6 ZG26 2 Bf110 Lille
Omer St. Omer Omer Arques

Beaumont- Beaumont- Beaumont-


7 JG2 3 Bf109 le-Roger le-Roger le-Roger
Le Havre Le Havre

Cherbourg-
8 JG27 3 Bf109 West
Plumett Crèpon Crèpon Arcques

Rennes, Dinan, Dinan, Brest,


9 JG53 3 Bf109 Cherbourg
Guernsey Guernsey Guernsey Sempy

Toussus-le- Caen- Caen-


10 ZG26 3 Bf110 Noble Carpiquet Carpiquet
Guyancourt Guyancourt

* Luftflotte. All data based on dispositions in August 1940.

All Bf110 are c variants except ZG26 at Guyancourt, where they have a 50% chance of being d variants
In general any throw of 1 indicates a Stab, 2 or 3 indicates I Gruppe, 4 or 5 indicates II Gruppe and 6
indicates III Gruppe
9.2. STAFFEL DETAILS
Roll a d6 and add the result of the d6 from the table above. Check your total score against the table
below to generate the staffel number. This is a purely arbitrary method of calculation but it works for
me!

D6 combined Staffel
score Number
2 Stabschwarm
3 1
4 2
5 3
6 4
7 5
8 6
9 7
10 8
11 9
12 10

9.3. HOW MANY AIRCRAFT:

The number of aircraft assigned to the staffel is calculated as per the RAF game – however, to save you
flicking back and forth it is replicated here (Note: Stabs schwarm should contain 4 aircraft and may be
treated in the rules as a mini staffel)

Each staffel starts the campaign with a pre-determined number of aircraft. This is decided upon by the
following:

12 + 1d6.

However, not all the aircraft are serviceable. It is assumed that the number of unserviceable aircraft at
the start of your campaign is equal to the phase number. (e.g. a staffel beginning the campaign in Phase
three will have three unserviceable aircraft).

For rules on how these aircraft can get fixed, see section 6.1

9.4. PILOTS

See Section 5

9.5. USING THE SORTIE GENERATOR FOR THE LUFTWAFFE CAMPAIGN

Whilst you coul use the RAF sortie generator and simply play the game form the ‘other side’ I have
included below a specif Luftwaafe generator to add a little more variety to the Luftwaffe brief:

Sortie generator: Roll 4 d6 (or one d6 four times) and consult the table below

The 1st d6 gives you the Luftwaffe strength


The 2nd d6 gives you the number of bombers involved
The 3rd d6 determines the situation in which the action takes place
The 4th d6 tells you how many RAF fighters are involved
Phase Modifiers:

Phase One: Subtract two from second, third and fourth rolls.
Phase Two: Subtract one from second and fourth rolls
Phase Three: Add one to first roll
Phase Four: Subtract one from first and second rolls. Add one to third roll

The mission can therefore be described in the following two sentences, in which the blanks are
replaced with the chart results

_______ and __________ bombers is ______________. Enemy strength is __________.

1st Roll 2nd Roll 3rd Roll 4th Roll


Dice
Luftwaffe Luftwaffe Situation RAF
score
Fighters Bombers
0 or less A pair 0 attacked by Single plane
One
1 3 attacked by Pair
schwarm
Two
2 schwarm
6 attacked by One section
about to
Two
Two bounce an
3 9 sections
schwarm enemy
(flight)
formation
Three
4 schwarm
12 bounced by One flight
about to
Two
Three bounce an
5 15 sections
schwarm enemy
(flight)
formation
Full
6 Staffel 18 on Jabo raid
squadron
Full
7 Staffel 0 on jabo raid
Squadron

9.6. THE LUFTWAFFE SORTIES DEFINED

The “is bounced by” sortie


In the ‘is bounced by game’ the Luftwaffe unit being bounced starts the game in the middle of the
table, in a formation of choice. The player taking on the roll of the RAF places his aircraft on the table
AFTER the Luftwaffe player has deployed, and may position his aircraft anywhere he wants in relation to
the formation being bounced, but may start no closer than ten hexes away from any Luftwaffe aircraft.
In this mission both sides should be deployed with no blinds.

If this result is drawn the bombers are automatically removed from the scenario.

The altitude of the Luftwaffe unit being bounced is determined by the roll of d6:

1 or 2 = Band 3
3 or 4 = Band 4
5 or 6 = Band 5

It is assumed the Luftwaffe are heading home.

Obviously aircraft with a maximum ceiling of band 4 cannot be bounced in band 5!

The “is about to bounce enemy formation” sortie


As above, except the RAF deploys first.
The “is attacked by” sortie
This is simply the Luftwaffe side of the “is scrambled in intercept” scenario and represents the classic
Battle of Britain encounter in which the RAF are scrambled to give battle against the approaching
Luftwaffe. The Luftwaffe approach from the southern table edge, rolling a d6 +2 to determine for
altitude (max 6). In mixed formations fighters cannot begin the game at a lower altitude than the
bombers.

The RAF entry point can be determined by a dice roll: On a score of 1 or 2 they approach from the West,
3 or 4 the North, and 5 or 6 from the East. All formations/units should enter the table on blinds.

Altitude is determined by dice, with the score thrown being equal to the altitude band.

The “on jabo raid” sortie


If this result is achieved the number of bombers on the second d6 represents the number of fighter
aircraft acting in a jabo roll, and the fighter result represents the number of escorting unencumbered
aircraft. Whether the jabo armed aircraft continue on their mission (we assume, as for all bombers, that
they are headed for an off table target or a designated target on the table top) or jettison their bombs
to engage the RAF is up to the player.

9.7. WHAT BOMBERS ARE BEING ESCORTED?


If the scenario generator dictates that bombers are present then use this table to determine what make
of bomber is being used. This is identical to the table used in the earlier section, but again it is included
here for convenience.

Roll a d6 and modify as follows:


Phase One: -1
Phase Three: +1
Phase Four: +2
Dice Roll/Mission Bombers

1 or less Ju87 Stukas


2 Ju87 Stukas
3 He111
4 Ju88
5 He111
6 or more Do17

9.8. WHAT TYPE OF INDIAN?


Luftwaffe pilots refered to enemy aircraft as ‘Indians’ much in the same way that allied pilots used the
term ‘Bandit’. The type of enemy aircraft encountered in the scenarios can be established by rolling a
d6:
Add one to the score if the action is taking place in Phase One.

Dice Roll/Mission Indians

1 or less Spitfire
2 Spitfire
3 Hurricanes
4 Hurricanes
5 Hurricanes
6 or more Roll again:
1 = Defiant
2 = Blenheim
3,4 = Hurricanes
5,6 = Spitfire
9.9. AFTER SORTIE EVENTS – GERMAN STYLE
Section 7 can be followed without adjustment for the Luftwaffe side, with the exception of ‘airfield is
bombed’ results which have largely been replaced with ‘new pilot assigned’ results. There’s also the
chance of a visit from the big man himself…

LUFTWAFFE AFTER SORTIE EVENTS TABLE

Score PHASE I PHASE II PHASE III PHASE IV


2d6 Event Event Event Event
Staffel CO is posted Squadron CO is Squadron CO is
Staffel CO is posted
to another posted to another posted to another
to another squadron.
squadron. Leaves squadron. Leaves squadron. Leaves
Leaves today. Senior
2 today. Senior officer today. Senior today. Senior
officer acts as CO
acts as CO until officer acts as CO officer acts as CO
until replacement
replacement arrives until replacement until replacement
arrives (d6 days)
(d6 days) arrives (d6 days) arrives (d6 days)
One aircraft suffers One aircraft suffers One aircraft suffers One aircraft suffers
3 mechanical mechanical mechanical mechanical
breakdown breakdown breakdown breakdown
Pilot rotated to Pilot rotated to Pilot rotated to Pilot rotated to
another squadron. another squadron. another squadron. another squadron.
4 Dice to see which Dice to see which Dice to see which Dice to see which
pilot goes. Leaves pilot goes. Leaves pilot goes. Leaves pilot goes. Leaves
immediately immediately immediately immediately
One pilot selected
One pilot selected at
at random is
random is granted
5 No notable events No notable events granted leave for d6
leave for d6 days.
days. Leaves
Leaves immediately
immediately
6 No notable events No notable events No notable events No notable events

7 No notable events No notable events No notable events No notable events


Aircraft being
modified for Jabo
8 No notable events No notable events No notable events
role. No more
sorties today.

9 No notable events No notable events No notable events New pilot assigned

10 New pilot assigned New pilot assigned No notable events New pilot assigned

Two new pilots


11 New pilot assigned New pilot assigned New pilot assigned
assigned
Squadron is moved Squadron is moved
New pilot assigned to another airfield. to another airfield.
Surprise visit from
Spend next two days Spend next two
Hermann Goering
12 One aircraft suffers moving (reroll the days moving (reroll
No more sorties
mechanical location d6 used in the location d6 used
today.
breakdown section 9.1.) in section 9.1.)
9.10. CORPO AEREO ITALIANO – PLAYING THE GAME THE ITALIAN WAY
Some 200 aircraft of the Regia Aeronautica began deploying to Belgium during Phase Four of the battle
and add some colour to events. Official titled the Corpo Aereo Italiano the force soon earned the nickname
of the Chianti Raiders.

If you choose to fight the game from the Italian perspective then run it as per the Luftwaffe game described
in this section, but replace table 9.1 with the table below, using a d6 to determine the squadron.

The Chianti Raiders

D6 Squadriglia Gruppo Type Airfield

1 83a 18 CR42 Ursel

2 85a 18 CR42 Ursel

3 95a 18 CR42 Ursel

4 351a 20 G50bis Ursel

5 352a 20 G50bis Ursel

6 353a 20 G50bis Ursel

The fighter element of the CAI, 18 and 20 Gruppo were referred to by the Luftwaffe as 18/JG56 and
20/JG56 respectively. In addition to the fighters, eight squadrons of Fiat BR20 bombers were also
deployed in two Stormo (equivalent to the RAF Group) based at Melsbroeck and Chièvres along with a
reconnaissance squadron - 179a Squadriglia which was based at Melsbroeck and was equipped with the
Cant Z.1007bis.

Although some of the Italian pilots had seen action in Spain and more recently in Southern France, no
Italian pilots may start the campaign with a pilot ability above Veteran.

NB: Because the Italians operated in sections of three aircraft it is most appropriate to use the RAF
squadron roster.
10. AIRCRAFT STATISTICS
This table not only includes stats for the aircraft included in the sortie and squadron generation tables
of this module, but also includes some of the other aircraft that also saw action during this period.

Manoeuvrability

Rate of Climb
Basic Speed

Robustness
(Hexes)

Ceiling
Name

Front

Right

Rear
Size

Left
BRITISH
Supermarine Spitfire Mk1 7 6 6 2 1 1 8 0 0 0
Hawker Hurricane Mk1 7 5 6 2 2 1 8 0 0 0
Gloster Gladiator 5 4 5 2 2 1 4 0 0 0
Bristol Blenheim 6 3 6 2 4 3 4 1 1 1
Boulton Paul Defiant 6 3 6 2 2 2 0 4 4 4
Fairey Battle 4 2 5 2 3 3 0 0 0 1

GERMAN
Messerschmitt Bf109e 7 6 6 2 1 1 9 0 0 0
Messerschmitt Bf110 7 3 6 2 3 3 9 0 0 1
Junkers Ju87b/d 6 2 6 1 3 3 2 0 0 1
Junkers Ju88A 6 2 6 1 4 4 2 1 1 2
Dornier Do215 6 1 6 1 4 4 2 2 1 1
Dornier Do17P 5 1 6 1 4 4 1 2 0 0
Dornier Do17E 5 1 6 1 4 4 1 2 0 0
Junkers Ju52 3 1 4 1 4 5 0 1 1 2
Heinkel He111 5 1 6 1 5 5 1 1 1 3
Heinkel He59 seaplane 3 1 4 1 4 6 1 0 0 1
Focke-Wolf 200 Condor 4 1 5 1 5 6 2 2 2 2

ITALIAN
FIAT CR42 Falcon 6 4 5 1 2 1 4 0 0 0
G50 6 4 6 2 1 1 4 0 0 0
Cant Z1007 5 3 5 1 4 4 0 1 1 2
FIAT BR20 5 3 5 1 3 3 1 0 0 2

A note on the factors: I am not overly obsessed with the technical factors and minute differences
between the many and varied models of all aircraft, and am more concerned with their general relative
dogfighting abilities. Therefore if you feel strongly that a factor needs adjusting to suit a particular
aircraft variant please feel free to change them!
11. APPENDIX – SQUADRON ROSTER
A draft RAF squadron roster might look like this. The sheet represents one day of the campaign.
A completed roster might look like this:
12. APPENDIX – FIGHTER COMMAND ON 10TH JULY

Order of Battle
RAF Fighter Command
July 10th 1940
11 GROUP
Biggin Hill
32 squadron (H) Biggin Hill S/L John Worrall
141 squadron (D) Biggin Hill S/L William Richardson
610 squadron (S) Gravesend S/L A.T.Smith
600 squadron (B) Manston S/L David Clark

North Weald
56 squadron (H) North Weald S/L Minnie Manton
151 squadron (H) North Weald S/L Teddy Donaldson
85 squadron (H) Martlesham S/L Peter Townsend
25 squadron (B) Martlesham S/L K.A.McEwan

Kenley
64 squadron (S) Kenley S/L N.C.Odbert
615 squadron (H) Kenley S/L Joseph Kayll
111 squadron (H) Croydon S/L John Thompson
501 squadron (H) Croydon S/L Harry Hogan

Hornchurch
65 squadron (S) Hornchurch S/L Henry Sawyer
74 squadron (S) Hornchurch S/L Francis White
54 squadron (S) Rochford S/L James Leathart

Tangmere
43 squadron (H) Tangmere S/L John Badger
145 squadron (H) Tangmere S/L John Peel
601 squadron (H) Tangmere S/L Max Aitken

Debden
17 squadron (H) Debden S/L R.I.G.McDougal

Northolt
1 squadron (H) Northolt S/L David Pemberton
604 squadron (B) Northolt S/L Michael Anderson
257 squadron (H) Hendon S/L H.Harkness

10 GROUP (originally formed part of 11 Group until 21st July)


Filton
92 squadron (S) Pembury S/L F.J.Saunders
87 squadron (H) Exeter S/L John Dewar
213 squadron (H) Exeter S/L H.D.McGregor
234 squadron (S) St Eval S/L R.E.Barnett

Middle Wallop
609 squadron (S) Middle Wallop S/L Horace Darley
238 squadron (H) (non – Middle Wallop S/L Harold Fenton
operational)
12 GROUP
Duxford
264 squadron (D) Duxford S/L Philip Hunter
19 squadron (S) Fowlmere S/L Philip Pinkham

Coltishall
66 squadron (S) Coltishall S/L Rupert Leigh
242 squadron (H) Coltishall S/L Douglas Bader
(Canadians)

Kirton-in-Lindsey
222 squadron (S) Kirton S/L H.W.Mermagen

Digby
46 squadron (H) Digby F/L A.D.Murray
611 squadron (S) Digby S/L J McComb
29 squadron (B) Digby F/L J.S Adams

Wittering
229 squadron (H) Wittering S/L H.J.McQuire
266 squadron (S) Wittering S/L R.L.Wilkinson
23 squadron (B) Collyweston S/L L.C.Bicknell

Church Fenton
73 squadron (H) Church Fenton S/L J.W.C.More
616 squadron (S) Church Fenton S/L M.Robinson
249 squadron (H) Leconfield S/L John Grandy

13 GROUP
Catterick
41 squadron (S) Catterick S/L H.West
219 squadron (B) Catterick S/L J.H.Little

Usworth
607 squadron (H) Usworth S/L J.Vick
72 squadron (S) Acklington S/L Ronald Lees
152 squadron (S) Acklington S/L Peter Devitt

Turnhouse
79 squadron (H) Turnhouse S/L Harvey Heyworth
253 squadron (H) Turnhouse S/L Tom Gleave
245 squadron (H) Turnhouse S/L E.W.Whitley
603 squadron (S) Turnhouse S/L G.Denholm
602 squadron (S) Drem S/L Johnstone
605 squadron (H) (non- Drem S/L W. Churchill
operational)

Dyce
263 squadron (H) Grangemouth S/L H.Eeles

Wick
3 squadron (H) Wick S/L S.F.Godden
504 squadron (H) Castletown S/L John Sample

(H) = Hurricane, (S) = Spitfire, (B) = Blenheim

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