Section 5 Playing the Games

Effective play of Gary Grigsby’s Eagle Day to Bombing the Reich requires patience and study. For the Axis player to be successful for the Eagle Day side of things, he must bomb British targets again and again, send recon aircraft over targets to get good damage assessment photos, and also consider spreading out his attacks to stretch the British defenses to their breaking point. For Bombing the Reich, he must carefully balance his resources, especially his fighter strength, and commit them when victory is possible. Spreading out his fighter defenses in the face of overwhelming Allied air superiority would be a mistake, but so too would putting all fighter groups into only a handful of airfields.

On the other side of the coin, the British player must deal with a swarm of German raids in Eagle Day that never seem to end. He must consider when and if to redeploy anti-aircraft (AA) guns, balloon barrages and fighter squadrons, and must also make the calculated (though terrible) decision to allow certain areas of his country to go undefended in order to conserve his resources and protect more strategically important areas. It is all of these considerations and challenges that face you in this game, and the mastering of these elements takes time. The Allied player in Bombing The Reich has it somewhat easier as the roles are reversed, but will face the same challenges – the Axis will not die quietly.

This chapter and the following sections describe how to play the games.

5.1 Top Orders Bar

The top of the screen is where you will issue most of your orders. Depending on the order, additional orders may display prompting the player to make additional choices.

5.1.1 Bombing Missions

Select this option to plan bombing missions. Follow these steps:

  1. Select ‘Bombing Mission’ on the Raid Planning screen. This opens the planning screen.
  2. On the planning screen, select ‘Primary’ to set your primary target. Once you’ve done so, find and select a target on the map you wish to designate as the primary target. This is the main target your raid will go after.

5.1.1.1 Primary Target Selection

Once the primary target is selected, a white and red line is drawn from one of your airfields to the target. The white line is the inbound path the raid will fly; the red line is its outbound path. The course and direction of these lines can be modified (see below). Your airfield which is highlighted with these lines is called the ‘form up’ airfield. This is the airfield at which all of your air units will gather to form the raid.

  1. If desired, select ‘Secondary’ to set a secondary target. Once you’ve done so, select a target on the map (relatively close to the primary target) you wish to designate as the secondary target. When selected, a yellow line and box highlights it from the primary target.

5.1.1.2 Secondary Target Selection

It’s recommended that you set secondary targets often, because your raids may not always find (or reach) their primary targets Once your raids are in the air, there’s nothing you can do to help them, so help them now by giving them two targets to choose from.

Raids whose lead unit has Navigation Radar will blind bomb their primary target if no secondary is set during inclement weather.

  1. Set your flight paths.

    1. Inbound: This is the first navigation point that a raid will fly to on its path to the target. To set the inbound point, first select this option and then click on the map. The ‘white’ line will adjust its shape to indicate where the inbound point is. You can set three Inbound points (1, 2, and 3).
    2. Initial Point: This is the fourth navigation point that a raid will fly to on its path to the target. To set the initial point, first select this option then click on the map. The ‘white’ line (i.e., inbound line) will adjust its shape again to indicate where the initial point is.
    3. Exit Point: This is the first navigation point that a raid will fly to on its path from the target back to its base. To set the exit point, first select this option then click on the map. The ‘red’ line (i.e., outbound line) will adjust its shape again to indicate where the exit point is.
    4. Outbound: This is the second navigation point that a raid will fly to on its path from the target back to its base. To set the outbound point, first select this option then click on the map. The ‘red’ line (i.e., outbound line) will adjust its shape to indicate where the outbound point is. You can set three Outbound points (1, 2, and 3).

    You can rout waypoints around major flak concentrations, but be warned that more time over enemy airspace means more time for fighter attacks.

5.1.1.3 The Purpose of Adjusting Your Flight Paths

The purpose of adjusting your raid flight paths is two-fold. First, you can navigate around heavy flak areas (which is highly desirable), and second, adjusting your flight path dramatically can mislead your opponent into thinking that you are actually en route to another area of the map. But, be careful; if you adjust the lines too dramatically, you may actually change the location of a raid’s ‘form-up’ airfield, which in turn could change the list of units available for the raid (see below).

5.1.1.4 Targets of Opportunity

When setting flight paths, you may wish to consider flying over targets along your outbound line, because if a raid cannot find its primary or secondary target, then during its flight, its target spotters may get a glimpse of ‘targets of opportunity.’ If it does, then very likely the raid will drop its bombs. Consider this tactic with extreme caution, however, for if a raid flies over targets fat with ground defenses, you could get cut to pieces.

  1. Select ‘Follow’ to have this raid follow the same flight path as the previous raid. Of course, it isn’t necessary to select this feature if this is your first raid. However, later in the Planning Phase, it might be worth your time to consider having some raids follow others. This tactic was used quite often by the Luftwaffe during the actual battle, and to great effect. Having several raids following each other can give the illusion of one large inbound formation, which in turn could mislead your opponent into over-committing his forces.

  2. Select ‘Shuttle’ to have the raid return to a different airfield than its home base. Once you’ve selected this feature, you are prompted to choose a shuttle airfield. Choose one of your airfields on the map. This airfield is now considered the shuttle airfield for the raid. As soon as the raid reaches its shuttle airfield, it immediately reattaches itself to the new command under which that shuttle airfield is assigned and will be able to function normally in the future. One important note to make is that if you do assign a shuttle airfield to a raid, it’s possible that units in the raid may become ‘disbanded.’ A unit is disbanded only as a result of being reassigned to a shuttle airfield, and only if it runs out of operational aircraft at the time. The unit is removed from the game and its aircraft is rotated back into the replacement pool. One reason you may wish to ‘shuttle’ a raid to another airfield is to, again, confuse your opponent as to where your units are located.

Shuttle raids are only available to day bombers.

  1. Set the altitude for the raid. Each raid is assigned a default altitude. You may adjust this altitude by clicking on the left/right arrows on the planning screen.

You may wish to wait to set the altitude until after you’ve assigned units to the raid. Altitudes can be set up to 50,000 feet or as low as 100 feet. The altitude you set will dramatically affect the success of your raid (especially for bombing missions). If you set the altitude too high, the raid will probably do little damage to its target. If you set the altitude too low, you run the risk of getting torn apart by flak and balloon barrages. So, the best tactic to use when choosing an altitude is to first pick your units, then review their statistics in the weapons database to see aircraft ceiling limits, then set an altitude that works well within your aircraft’s limitations.

The tactics and training of the Luftwaffe in 1940 differed vastly from those employed by the Allied air forces in 1943 and later; therefore, during an Eagle Day campaign you will need to fly lower than you would in Bombing The Reich to achieve the same results.

Level bombers release their bombs from the assigned altitude and return to their home base before descending to land. Dive bombers dive down to 1000 feet to release their bombs and then climb back up to 5,000 feet to avoid barrage balloons (8,000 if they are Heavy Balloons) and light flak on the way home. If you set an incoming altitude for dive bombers below 10,000 feet they conduct a ‘glide’ bombing attack and are not as effective. Fighters on sweep missions (see below) will dive down to 1000 feet only if they strafe airfields and then climb back up to 5,000 feet (or 8,000 if Heavy Balloons) to avoid balloons and light flak. Fighter sweeps and any other outbound fighter units which are flying directly over locations with balloon barrages will dive down to attack the balloons, but keep in mind that there is a slight chance that they will get tangled in the cables.

Flying Under Radar: Setting the altitude below 500 feet allows the raid to fly ‘under radar.’ Chain Home (CH) radar sites detect incoming raids at a minimum altitude of 3,000 feet, while Chain Home Low (CHL) radar sites detect incoming raids at a minimum altitude of 500 feet.

Flying under radar has its advantages and disadvantages. Recons, night intruders, and small fighter sweeps have the best opportunity to fly under radar. They can reach their target, do their business, and be off before the enemy can do much about it. However, if you attempt to fly large formations under radar, you’re likely to get cut to pieces by light AA guns and balloon barrages. So, take extreme caution when assigning raids to fly under radar.

  1. Set the raid’s launch time (start time). The time you set is the time the raid launches from its form-up airfield. You cannot start a raid any earlier than 6:00 in the morning and raids can be set to launch into the early hours of the next day. A raid’s start time also directly affects its ‘time over target’ (TOT) time which the game calculates for you based on the raid’s start time and the units you choose. See below for more information about a raid’s TOT.

  2. Pick the lead unit for the raid by selecting ‘Pick Lead Unit’ on the planning screen. This is the air unit that will lead the raid. Immediately a window opens to show you a list of units from which to choose one unit as the raid’s lead unit. On this list, select the unit you wish to lead the raid. Read the unit details on this list carefully, as you want to pick the best unit possible. Your lead unit doesn’t have to be very large, but it should have good attributes, as this will be the unit whose pilot’s spot the target. So, the better quality the lead unit, the better chance the raid has of damaging the target. The list of units here is not a full list of every unit in the Luftwaffe. It is merely a selection of units that the game considers best suited for that particular raid from that particular form-up field. Once you are finished selecting the raid’s lead unit, click ‘Done.’ You are now ready to assign additional bomber units to the raid.

  3. Add additional bomber units to the raid by selecting ‘Add Bomber Units’ on the planning screen. Immediately, the screen refreshes to show you a list of bomber units you may add to the raid.

Select any and all units on this list you wish to add to the raid. These units are immediately marked with the word ‘BOMB’. Notice that the lead unit is present and is marked with the word ‘LEAD.’ The unit will also be highlighted. The additional bomber units appearing here are a small selection of units the game considers best suited to accompany the lead unit on its mission. Once you are finished selecting units, click ‘Done.’ You are now ready to assign escort fighters to the raid.

Important Note: There are four primary attribute columns on the ‘pick lead’ and ‘add bomber’ tabs: ready, experience (exp), morale, and range. Ready is the number of aircraft ready to fly in the unit; experience represents the overall quality of the unit; morale is the quality of the unit to press on in the face of losses; and range is the distance of the unit from the ‘form-up’ airfield. You should review these attributes carefully before picking bombers, as they will affect the overall performance of the raid during its mission. Pay particular attention to the ranges of your bomber units to their form-up airfields, because bomber units will trade off bombs for fuel; so if you have plotted a target a long way away from the form-up field, you should be able to reach the target but you’ll be carrying fewer bombs.

5.1.1.5 Fighter Escorts

  1. Add fighter escort to the raid by selecting ‘Add Fighter Escorts’ on the planning screen. Immediately, the screen refreshes to show you a list of fighter units you may add to the raid. Select any and all fighter units on this list you wish to escort the bombers. When you first select them, they are set at ‘close escort’ (ce).

Close Escort (ce): Close escort fighters protect the bombers by getting between them and the interceptors. This is a good tactic for preventing bombers from being attacked, but the escorts usually fight at a tactical disadvantage.

High Escort: High escort fighters fly above the raid and pounce enemy interceptors that fly nearby. High escort tactics will usually allow the escort fighters to engage the interceptors at a tactical advantage. High escort tactics are not very effective at preventing the bombers from being attacked, however. To change a fighter unit from close to ‘high escort,’ first select the high escort button appearing at the bottom of the screen, and then set the altitude you wish the fighters to fly above the bombers. Once you’ve made these settings, then choose fighter unit(s). The units you select will have ‘he’ appear beside their ready aircraft, and their escort status and altitude marked accordingly.

Layering Your High Escorts: When setting escorts to higher altitudes, it’s important to know how enemy interceptors will come in to attack the raid. Interceptors set to Direct tactics will try to attack a raid at 1,000 to 2,000 feet above the raid’s altitude. Interceptors set to Bounce tactics will try to attack the raid at 4,000 to 5,000 feet above the raid’s altitude. So, you might want to set different altitudes for your high escort units in order to cover a larger area of sky above the bomber formation.

Fighter Ranges: A fighter unit will only escort its bombers the distance of its fuel range. Once its fuel reaches the amount required to return home, it will break off and leave. Drop tanks increase a fighter’s escort range, but drop tanks are released as soon as the unit enters combat. So, pay particular attention to your fighter ranges and assign escorts accordingly. Setting a Delay: In addition to setting fighter units on high escort, you may also set a time delay. The time delay is the number of minutes the escort will be delayed after the main raid departs. This allows different fighter groups to escort the raid on different segments of its flight path.

To set a delay, first set the delay time in the bottom right-hand corner of the escort screen, and then select the fighter unit. The unit’s delay time will change to reflect your settings.

  1. Once you are finished choosing fighter escorts, click ‘Done.’ You have finished plotting a raid!

  2. To begin plotting another bombing raid, select ‘New Mission’ on the planning screen. This refreshes the screen and you are ready to repeat steps 2 through 11.

  3. Once you are finished plotting all bombing raids, click ‘Done’ at the bottom of the planning screen to return to the main Planning Phase.

5.1.2 Recon Mission

Select this option to plan recon missions. The specific steps to plan recon missions are exactly the same as regular bombing missions (see above). Recon missions are usually conducted by one aircraft or a small group. The purpose of launching recon missions is to fly over targets to take aerial photos in order to gauge the amount of damage your raids have delivered to the target. Recon missions can also be planned first to fly over a target to get a better idea of where to attack. If there is no target photo for a target then it will be much more likely that bombers will fail to locate it. If photos are out of date (i.e., any recon photo over 2 days old) then the bomber planners will have less accurate information concerning air units stationed at the target (if an airfield) the ground defenses, or damage.

A recon aircraft will take up to five photos during its mission; it will take a photo of its primary target and any secondary targets, then will take additional photos if it has film left and comes close to another target.

The German Ju86 is capable of flying at extremely high altitude, making it nearly impossible to intercept. Other aircraft are not quite so lucky (both German and Allied). Care must be taken when launching recon missions. However, in Bombing the Reich, recon missions have a greater chance of success since by this stage of the war both sides had dedicated recon aircraft (instead of just a regular aircraft with a camera bolted on).

Also, if you can coordinate it properly, you can run recon missions in the morning, have them return to home base, and then launch missions against the target they reconned to get the benefit of updated information. In other words, recon information on targets is immediately updated as soon as the recon unit arrives home. So, it’s recommended that you run as many recon missions as you can to keep your intelligence up to date. Your staff is good at plotting recon missions.

5.1.3 Fighter Sweep

Select this option to plan fighter sweeps. The specific steps to plan fighter sweeps are exactly the same as regular bombing missions (see above). A fighter sweep is one or more fighter units assigned to fly over a target or to a specific spot in Britain in an attempt to hinder RAF activity. Fighter sweeps conducted over airfields will strafe the airfield and (hopefully) destroy/damage aircraft before they leave the ground. So, a good use for fighter sweeps is to run them early in the morning about 30 minutes to an hour before launching bombers and their escort in order to catch the RAF off guard.

In the Battle of Britain game, only S/E (single-engine) aircraft can be assigned to Fighter Sweeps. However, in Bombing the Reich, twin-engined fighters may be used for Fighter Sweeps.

And, if planned carefully, fighter sweeps can also play an escort roll, if you assign them to cover the area a bomber raid will fly into.

The Effects of Interceptions and Ground Defenses on Raids: There are various effects associated with your raids being intercepted by units and ground defenses.

When fighters engage the enemy, they immediately begin to expend their fuel at four times the normal rate. And when they reach the fuel level that they need to return home, they break off the attack and fly home as ‘stragglers.’ Fighter bombers drop their bombs and then attack like ‘fighters.’ All other aircraft do not expend extra fuel once intercepted, they defend themselves normally, and they do continue to their target (unless they are shot down or damaged). Once they reach their targets, if still engaged, their bombing accuracy is reduced depending upon the severity of the engagement (including ground defenses). Also, if a formation is attacked in such an aggressive manner that it must make a morale check, if it fails the check, the whole group will abort its mission, jettison its bombs, and head straight for home. This is where a unit’s morale rating comes into play.

Furthermore, a Sweep can be turned into a Patrol mission. Assign a secondary target to the unit; the unit will then sweep to the primary target and patrol at the secondary target. Since Fighter Sweeps are incredibly deadly missions, if planned correctly, it is possible to catch enemy planes landing, which will place the landing planes at an extreme disadvantage. Setting a secondary target to an enemy airfield may catch planes in this manner.

During the Battle of Britain, 12 Group was assigned by the RAF to protect 11 Group’s airfields, while 11 Group did the brunt of the interception work. This kind of strategy may work for an RAF player as well.

5.1.4 Night Bombing Mission

Select this option to plan night bombing raids. The specific steps to plan night missions are exactly the same as regular bombing missions (see above). The only exception is that night bomber groups are not escorted by fighters, and therefore that step is skipped. However, night intruder missions may fly along the same path as a night bomber raid and occasionally shoot down an RAF night-fighter. So, night bombing missions can receive fighter escort if you plan it correctly.

Nachtkampfgruppe is the command specifically involved in the coordination of the night bombing offensive for the Luftwaffe. KGR 100 units are assigned to Nachtkampfgruppe.

It is recommended that these units be used only as lead units when planning night bombing raids.

5.1.5 Night Intruder Mission

Select this option to plan night intruder raids. The specific steps to plan night intruder missions are exactly the same as regular bombing missions (see above). Night intruder missions are flown to disrupt the enemy’s night air defense systems. They may fly along the path of friendly night bombers and attempt to engage enemy interceptors. They may patrol or bomb enemy airfields and attempt to shoot down enemy fighters that are trying to land. When planning night intruder missions, you’ll notice that only one aircraft from the unit being selected is assigned the mission. One night intruder aircraft is assigned to the mission per unit you select.

5.1.6 Set Bomber Targets

As Luftwaffe commander, one of your options is to allow your staff to plot some (or all) of your missions for the upcoming Movement Phase. Your staff can plot all of the less important missions (such as small fighter sweeps and night intruders), giving you time to concentrate on those missions you wish to personally plan. Too, if your staff plots missions you don’t like, you may cancel or modify them as you see fit. To have your staff plot missions, follow these steps:

  1. Select ‘Select Bomber Targets.’ This places you in the Staff mode. Immediately, the screen reveals a set of staff options.

  2. As soon as this screen opens, you’ll notice a listing of air commands (if applicable). You may change the command group by simply selecting a new one. Once you’ve selected a command group, you are ready to choose targets.

  3. Select the target type you wish your staff to plot missions against. By default, Primary Airfields are selected (as they are often the target most heavily attacked). Selecting another target changes the picture and data in the bottom right-hand corner. This information is extremely valuable as it explains what the target is and its importance in the game. The target information in the bottom right-hand corner shows the target type name, the number of actual locations of that target type, the number of locations currently damaged, the capacity of the target, and the damage percentage. The textual description beneath the target picture gives you details about the target and its significance in the game. If the target is classified as a ‘critical industry,’ then that information is also shown.

  4. Once you’ve selected a target type, set the Maximum Cloud Level under which your staff will plot missions. Setting a maximum cloud cover of 70, for example, tells your staff not to plot any raids for the upcoming Movement Phase if the cloud cover will be 71 or higher.

  5. Once you’ve set the cloud cover, set the Minimum Unit Morale Level by which your staff will select units for raids. Setting a minimum morale level of 35, for example, tells your staff not to select any units that have a morale of 34 or lower.

  6. After setting cloud cover and morale levels, order your staff to plot a set of raids. You may choose one of six orders:

    Plot a Single Raid

    When you select this order, you are immediately prompted to choose a primary target on the map. After choosing a primary target and clicking ‘Done,’ your staff chooses the unit(s) which will fly that mission. They will also pick the type of mission to fly against that target.

    Plot a Raid Group

    When you select this order, you are immediately prompted to choose a primary target on the map. After choosing a primary target and clicking ‘Done,’ your staff will plot a single mission to that target, plus a series of other raids against targets in the surrounding area.

    Plot All Recon

    When you select this order, your staff automatically plots a series of recon missions against various targets in Britain (with an emphasis on picking locations of the target type you have designated).

    Plot All Sweeps

    When you select this order, your staff automatically plots a series of fighter sweeps against various targets in Britain (with an emphasis on picking locations of the target type you have designated).

    Plot All Raids

    When you select this order, your staff automatically plots a variety of raids against various targets in Britain (with an emphasis on picking locations of the target type you have designated).

    Cancel All Raids

    When you select this order, your staff will cancel all raids it has plotted for the selected Luftflotte only.

    Repeat the steps above to continue ordering your staff to plot raids until you are finished, or they tell you that you have ‘run out of resources.’

5.1.6.1 Running Out of Resources

It’s important to note that your staff isn’t perfect, and they will generally be very conservative when plotting raids. There’s a lot of randomness built into the staff function, and they may often plot raids you consider foolish. But as the Luftwaffe commander, you have the right to reject anything your staff suggests, and you may personally modify the raids accordingly. During raid plotting, there will come a time when your staff will tell you that it has ‘insufficient resources’ to carry out your request. Kindly smile at them, then escort them to a truck which will carry them far, far away to a prison for their insubordination. But all kidding aside, you need to know that your staff is doing the best it can and oftentimes, it will plot a lot of very good raids. For example, you’ll notice that they almost always assign secondary targets when planning bombing missions. This is a very good thing to do, as there are a lot of times when a raid simply cannot reach or find its primary target. If it doesn’t have a secondary target to attack, it’ll just turn around and go home. So, you can learn a lot from your staff. Just don’t believe everything they tell you.

Modifying Raids: Your staff will show you the raids as it plots them, and you may modify them accordingly. To modify a raid, click on its name then select the ‘Modify’ button to open the appropriate raid plotting screen.

Canceling Raids: In addition to ordering your staff to cancel all raids for a particular Luftflotte, you may select a raid in the list and then select the ‘Cancel.’ The raid is removed from the list and its line stays open for any additional raids you may wish to add later.

5.1.7 Auto-Plan Missions

This sets the computer to plan all of your missions, if you feel too overwhelmed to plan them all. The computer will work according to its set doctrine to carry out its mission, depending on the current campaign. You can choose to turn this on or off at any time.

5.1.8 Review Missions

Select this option to review a list of all plotted raids. Once you are in this screen, you may select either ‘Modify’ to adjust a raid (this takes you to the raid’s planning screen), or select ‘Cancel’ to remove the raid completely. The line on which the cancelled raid appeared remains in the mission list and is filled in if you add a new raid later.

Raid Number and Lead Unit: The raid number and lead unit are listed first.

Type: This indicates the mission type. BOMB = bomber (night bomber also); FS = fighter sweep; NI = night intruder; REC = recon.

Ftr: The number of fighters assigned.

Bmr: The number of bombers or recon aircraft assigned. Also, fight-bombers are classified as bombers for game purposes.

Depart: The time the raid is due to complete forming up and launch.

Alt: The assigned altitude.

Time over Target (TOT): The time the raid is due to arrive over the target. Bomber units that suffer losses may turn back before reaching the target. Bomber units may fail to locate a target due to cloud cover or poor intelligence of the target area (i.e., no recon photo). It’s also important to note that a raid’s TOT may change a few times as you are planning the raid.

As you begin to plan the raid, the game tries to give you an estimated TOT. But once the raid is finalized, the TOT will change to reflect a more accurate time. However, if you ‘modify’ the raid, the TOT may change again. So, do not interpret the TOT number as a perfect and exact time the raid will reach its destination. Interpret it as a good ballpark figure.

Target: The name and type of the primary target.

5.1.9 Show All Paths

Select this option to review all inbound/outbound flight paths of all raids currently plotted. This is a nice feature to use because it gives you a good visual idea of the flow of your attack, where your raids are coming from and where they will all converge and then separate as they reach Britain.

5.1.10 List Air Units

Select this option to review your fighter squadrons. The information displayed here shows your units’ morale levels, damage levels, etc.

The first screen that opens lists the aircraft types (Hurricane I, Spitfire I, etc.). This is a list of all the aircraft that are (or potentially will be) flying in the campaign you are currently playing. If you wish to review a list of all units of that aircraft type, select a specific type. A list of all units using that aircraft appears (see below). It’s important to note that you may see an aircraft type listed here, click on it, and get no response. This means that that particular aircraft type is not currently being used in the campaign and so no units have them.

Aircraft that are not assigned to an on-map unit do not appear on the list.

Unit Name: This is the name of the unit (example: 238 Squadron).

Attached To: This is the headquarters to which the unit is attached. Most secondary airfields trace a chain of command through a primary ‘sector’ airfield. A primary sector airfield is one attached to either Group 10, 11, 12, or 13. Note that there are no secondary airfields in Bombing The Reich.

Ready: This number represents the number of individual planes in the unit which are ready to take off.

Unavailable: This number represents the number of individual planes in the unit which are unable to fly. The four unavailable conditions are: (1) damaged (being repaired), (2) in maintenance, (3) moving from one base to another (in-transit), and (4) in reserve or without pilots.

Experience: This number represents the average experience of all pilots in the unit. The higher the unit’s experience, the better it will perform.

Morale: This number represents the unit’s willingness to press on in the face of enemy opposition and high losses. A unit’s morale is reduced when its aircraft are destroyed and also due to high pilot fatigue. A unit’s morale is increased due to inspiring leadership and by successfully bombing targets (for the attacking player) or destroying enemy aircraft.

Base: This is the airfield at which the unit is based. This can change if the unit is transferred to another airfield during play. Once you have reviewed a list of air units, you may select one individually to view even more details. Once you’ve selected the unit, click ‘Details.’ The ‘unit’ and ‘pilot’ tabs appear.

5.1.10.1 The Purpose of Reviewing Air Units

It’s important to review the status of your air units to see which are taking heavy losses, which have low morale, and which have highly skilled or heavily fatigued pilots. Knowing this information will help you decide which units to rotate out of their current airfields to areas with less activity, or which units are getting the most enemy kills, etc.

5.1.11 List Targets

Select this option to review details about your industries and airfields. Upon selecting this option, the screen refreshes to show you the full list of target types.

The number under ‘total’ represents the total effective value for that target type (i.e., the total undamaged capacity of that industry). It is adjusted downward for damage to other industries on which it is dependent. The number under ‘damage’ is the percentage of the total capacity that has been damaged.

Once you’ve reviewed this information, if you wish to review specific target damage, click on a target type. The specific targets of that type appear.

Target List Name: This is the name of the target (i.e., Beaumont-le-Roger Airfield).

Damage: This is the percentage of damage to the target, broken down in three damage categories (if airfields), two damage categories (if radar sites), and only one category for any other target type. If the target has sustained damage, it will be listed here. The damage listed here is always correct for the defending player.

Air Units/Capacity/Size: This number represents the production capacity or size of the target. For factories and other industrial targets, this represents the production capacity; for rail yards, this represents the size/importance of the yard; for airfields this represents the number of air units the base can comfortably maintain. Primary airfields operate normally with 4 units; secondary airfields operate normally with 2 units. You may over-stack an airfield if you wish (i.e., have three squadrons at Croydon airfield), but the effectiveness of that airfield to get aircraft ready to fly is reduced.

AA Guns: This is the number of anti-aircraft guns currently located at the target.

Balloons: This is the number of balloon barrages currently located at the target.

Attached To: If you are reviewing a list of airfields, the Group (or primary airfield for secondary fields) the airfield is attached to is listed here. If you wish to view even more information about a target, select the target name, then click ‘Details’ and the information below appears.

Last Photo: The number of days that have passed since the last recon mission.

5.1.11.1 Target Details

The target ‘details’ display gives you all the details of the target. It shows the target’s name, which air group or primary airfield it is attached to (if an airfield), what kind of target it is, its size, capacity, and other important information. Also included are the following:

Com-delay: This number represents the additional delay in communications caused by the time required to transmit orders through the chain of command. This may be increased by damage to communications facilities at airfields or radar stations. For example, if the alert level of a unit is set to 60 minutes, if its airfield has com-delay damage of 15, it will take 75 minutes for that unit to get off the ground once it’s ordered to launch.

Com-damage: This number represents the percentage of damage done to communications. Like the com-delay number, com-damage increases a unit’s delay for launch. Once you are in a target’s details, you can select any squadrons which appear there (if an airfield) and open the ‘unit’ and ‘pilots’ screens.

5.1.11.2 The Purpose of Reviewing Target Information

It’s absolutely necessary for the defending player to conduct good damage assessment in order to decide how to prosecute his defense. You must know which targets are being heavily attacked (so that you can decide whether to move air units to other, closer, fields). You must know which industries are being pounded to dust in order to decide when and where to move AA guns and balloon barrages.

Reviewing the target list, then, is one of the most important tasks you will perform in the Movement Phase. Your opponent will conduct his attack based on what he needs to do to score points for victory. Review Gary Grigsby’s Eagle Day to Bombing the Reich victory conditions carefully to know which industries will be targeted most often. Although there are various visual preferences you can set to see how much damage a particular target has sustained, you still need to review the Target List often to fully understand how much damage your poor (yet brave) country is taking.

5.1.12 Move Air Units

Select this option to move air units from one airfield to another. To move a unit, follow these steps:

  1. Select ‘Move Air Units.’ This places you in the Move Units mode. All airfields with air units are highlighted.

  2. Once you’ve done this, you are asked to ‘Select Airfield.’ When this prompt appears, select the airfield on the map by left-clicking on it.

    Note: You may also select an airfield by clicking the ‘List’ which appears. Doing so places you in a list of target types, which you then sort through to find the particular airfield you wish.

    Once you’ve selected the airfield, the screen opens to reveal the details of the airfield you’ve selected, and you are prompted to ‘Select a group to transfer.’

  3. On the airfield’s details, find the unit you wish to transfer and click on the button beside its name. Some locations have more than one air unit (you may only choose one unit at a time for transfer). You are then prompted to select a new base.

  4. Select the destination airfield (i.e., new base) you wish to transfer the unit to. The unit is then transferred to that new base.

  5. When you are completely finished transferring all units, click ‘Exit.’ This places you back in the Movement Phase. Transfer Time: The time it takes for the transferred air unit to arrive at its new base depends upon the distance between the two bases, so you may see a substantial delay before a transferred unit appears at its new base, although its name will appear at the location immediately.

    Transferred units automatically attach themselves to the group command that they are being transferred to. For example, a unit transferred from Group 11 to Group 13 is now under control of Group 13. The doctrine settings for that unit are automatically changed to the doctrine settings of the group it’s transferred to. Operation points used to transfer air units is one point per aircraft, but even if you only have one Op Point left, the entire unit will be transferred, but its transfer delay is increased dramatically to account for the lack of the needed op points.

    In Bombing The Reich, Allied units cannot transfer between commands, although Axis units can.

5.1.12.1 The Purpose of Transferring Air Units

There are a number of reasons for moving air units around from base to base. One very good reason is to allow heavily engaged units (i.e., those that have flown a lot of missions) to rest. As a unit’s pilots take fatigue, its combat effectiveness and morale go down. So, for example, swapping low morale Group 11 units with high morale Group 12 units is a good tactic to use to keep your readiness and attack quality high. Another good reason is to keep your opponent guessing as to where your units are. During a campaign, your opponent will be conducting recon missions to see where your ground defenses and aircraft are located. Redeploying your units, then, keeps your opponent off guard.

Another good reason to move air units is to respond to the various tactics your opponent may employ. For example, if during a campaign you find that the Luftwaffe is sending a lot of low level bombing groups with little or no fighter escort against Group 10 targets, you may wish to redeploy more Hurricane units to that sector (for Hurricanes are very effective against bombers).

And you may also wish to move some of Group 10’s Spitfire units to Group 11 to thwart aggressive German fighter sweeps.

One important caution when moving units, however, should be noted. Each airfield has a ‘capacity.’ This capacity number is the number of units that that airfield can maintain comfortably.

Primary airfields have a capacity of 4; secondary airfields have a capacity of 2. If the number of units at an airfield exceed the airfield’s capacity, then those units will take longer to refuel and get back into combat. You may exceed the capacity of an airfield if you wish (and there may be reasons for you to do so), but just be aware of the danger.

When moving AA guns, balloons and units, keep in mind the number of Operation Points you have. The cost to move these items comes out of the same Op Points pool, so if you’ve moved a lot of guns and balloons around, you may not have enough points to transfer squadrons and vice-versa. So, keep an eye on your Op Points to ensure you have enough to conduct the transfers you wish.

5.1.13 Game Options

Select this option to enter the Game Options screen to set various visual and play functions.

Cross of Iron Counter: Incoming raids, once they are picked up on British radar in Eagle Day, appear first as a Cross of Iron counter. An orange counter represents an incoming raid; a red counter represents an outbound raid. Once a raid is ‘visually’ sighted by ground spotters or from units in the air (such as patrols, see below), the counter turns into a top-down graphic model of the ‘lead’ unit in the raid.

5.1.14 Weapons Database

Click this to view a database of information on Luftwaffe, RAF, and Allied aircraft, as well as ground defenses.

Each aircraft has a list of statistics: its speed (combat speed), cruise (its normal speed when flying in formation), maximum altitude (how high it can fly), climb rate (number of feet per minute it can climb), maneuverability (ability to position itself effectively for combat), durability (how much punishment it can take before it goes down), armor value (its ability to reduce or defeat enemy shell damage during combat), endurance (the number of minutes it can fly), load (maximum weapons payload), gun value (a gun strength summation of the aircraft), and type. Weapons, loadouts, and ranges are also displayed.

The way to review this information is to look at an aircraft’s attributes in context with other aircraft. For example, the Hurricane I and Spitfire I are very similar aircraft, but the Spitfire is slightly better in speed, cruise rate, maximum altitude, climb rate, and maneuverability, while the Hurricane is slightly more durable and has a better endurance. In contrast, notice how inferior the Gladiator is in many categories.

Aircraft Details: Clicking on the button beside an aircraft’s gun value opens that aircraft’s details. Listed here are the selected aircraft’s guns (the number of each and their facings), bomb load (if bombers), and any radar or electronic aviation components that the aircraft might have. The gun facings break down as follows:

F = front 
TT = top turret 
TR = top rear 
R = rear 
BR = bottom rear 
BT = bottom turret 
S = side 

A gun can only fire toward its facing (unless it’s a turret). So, depending upon what direction the attack is coming from, only a certain amount of an aircraft’s guns will ever come into combat. For example, if a JU-88A-5 was being attacked from the front by Hurricane I’s, then only its forward facing 7.9mm and 13mm machineguns would respond to the attack. So, even though the JU-88A-5 has a pretty sizable gun value, that doesn’t mean that it will always bring to bear its full firepower. Bombers also have a location for their bombs as follows:

XT = external bomb location 
INT = internal bomb location 
SM = Schrage Musik for certain Axis night-fighters

These are for information purposes only and have no bearing in the game whatsoever. NOTE: Fully loaded bombers will fly 30 MPH slower than their normal cruising speed.

Guns: This is a list of guns which appear (in various quantities) on the aircraft in the game. Like aircraft, guns have attributes that show their quality. For example, the .303 Browning machinegun, when compared to other guns, doesn’t look very effective. But notice that its accuracy is the second highest behind the 7.9mm MG 81, which makes it a pretty formidable gun. Also appearing here are the effective ranges of light, medium, and heavy AA guns. Their ranges indicate how high in feet their shells reach into the sky. Though not listed here, balloon barrages reach up to 6,000 feet.

One useful point to make about reviewing these databases is that it will help you make better decisions (especially for the defending player) on how to choose aircraft when plotting bombing raids, escort fighters, and interceptors. If you know a particular aircraft’s limitations, then you will know how to use that aircraft to its best abilities.

5.1.15 End Phase

Ends the current Phase.

5.1.16 Move AA Guns

Move AA Guns (and balloon barrages): Selecting this option gives you the opportunity to review your AA gun and balloon barrage resources, and then move them to other locations if so desired. Unlike moving aircraft (see below), AA guns and balloon barrages are moved to and from a pool of available pieces, and then from this pool they can be transferred to other locations. To move AA guns and balloon barrages from place to place, follow these steps:

  1. Select ‘Move AA Guns.’ This places you in the Move AA mode. All locations that currently contain ground defenses are highlighted.

  2. Once you’ve done this, you are prompted to select a Location. When this prompt appears, move the mouse arrow over the location on the map you wish to move AA guns and/or balloons to, and left-click. The location’s details opens. Once you’re on the details, you may move guns/ balloons in and out of the location by clicking on the appropriate arrows.

    You may also select a location by clicking on the ‘List’ which appears at the bottom. Doing so places you in a list of target types, which you then sort through to find the particular location you wish.

  3. Click on the ‘+10’ or ‘+1’ arrows to move guns/balloons from the pool to the location. Click on the ‘-10’ or ‘-1’ arrows to move guns/balloons from the location to the ‘transit’ pool. See below for more details about the pools.

  4. Once you are finished moving AA guns and/or balloons in this location, click the ‘Done’ button. Repeat steps 2, 3, and 4 until you are finished moving all AA guns and/or balloons around the map.

  5. When you are completely finished moving all AA guns and/or balloons, click the ‘Exit’ button. This exits you out of the Move AA Guns function completely and back to the Movement Phase.

5.1.16.1 Operation Points

Operation points are spent by the defending player each time a gun/balloon is moved. At the beginning of each new Movement Phase, the defending player is given 100 Operation Points to spend (in Bombing The Reich, it’s 500 Points) moving guns, balloons, and air units (see below). The amount of Op Points spent moving these items is indicated in the ‘Move Cost’ column. So, moving one balloon barrage costs 4 Op Points. Clicking the ‘Undo’ button cancels all transfers you’ve conducted for the location you are currently working in. Once you’ve reached your limit in Op Point spending, you may not move any more guns, balloons, or units until your next Movement Phase.

The ‘pool’ and ‘transit’ columns: When moving guns/balloons out of a location, they always first go into the ‘transit’ pool and then a day later (i.e., next Movement Phase), appear in the regular ‘pool’ ready for redistribution. The ‘transit’ pool basically serves to simulate (in an abstract manner) the time it takes to break down the guns/balloons at their location to get them ready for transfer. The regular ‘pool’ represents all guns/balloons ready to be deployed.

All new guns and balloons produced by the armaments industry during play appear immediately in the regular pool.

5.1.16.2 The Purpose of Transferring AA Guns and Balloons

As the defending player it’s important to distribute your ground defenses as effectively as possible in order to hinder bombing. The more guns/balloons you have in a location, the better defended that location is.

Each gun type has a fire range (i.e., the distance it can fire into the sky). Refer to the weapons database for ranges. Suffice it to say that the effectiveness of AA gunfire diminishes with altitude, so even though, for example, a heavy AA gun reaches up to 30,000 feet, formations flying along those altitudes are less likely to get hit than those under heavy AA gun fire at 15,000 feet. Raiders, then, flying over targets with these ground defenses are more likely to be shot down, or run into the balloon cables. Also, raiders flying near AA guns have a chance of being shot down also; AA guns have a ‘slant’ range so raiders are not safe flying just to the side of a cluster of flak guns. Thus, you’ll want to keep an eye on which targets have (and do not have) ground defenses.

In Eagle Day, the area of Britain under Group 11’s command will probably receive the brunt of any German attack (especially in the 1940 campaigns). So, pay particular attention to your ground defenses in that area. Review each campaign’s victory and scoring conditions to see which targets are more likely to be targeted by German raids, then deploy your ground defenses accordingly. Take care, however, when placing balloon barrages around airfields, as any units you have attempting to land at those airfields could get caught in the cables.

5.1.17 Set Doctrine

Select this option to change your squadrons’ attack doctrine. There are four British fighter groups: Group 10, 11, 12, and 13. There are five “Luftflotten” (corresponding roughly to Allied righter groups): Luftflotte 2, 3, 4, Luftflotte Sud Ost (southeast), and Luftflotte Reich. Clicking on “Set Doctrine” brings up the screen for the Luftflotte corresponding to the current region shown on the map. but you may select any unit.

Alert Level and Radius: Fighter squadrons have four levels of alert: 1 hour, 15 minutes, 5 minutes, and 1 minute (the ‘highest’ level). The alert level is the time it takes a unit to get into the air after it receives orders to take off. The problem with keeping units on the highest alert level all the time is that their pilots gain fatigue while they are waiting for orders to take off. The game allows units to start each day on 1 hour alert and then step up their alert level in reaction to enemy activity. When the radio activity level exceeds 100, then all defending units (except night fighters) go on 15 minute alert. Units go to higher levels of alert when detected raids move within a radius that triggers a new level. The exception to this rule is night fighters. Blenheims, Beaufighters, Defiant IA’s, and Havocs (during daytime hours) do not go on higher alert when German raids are detected in Eagle Day. They stay at their default 1 hour level until nighttime hours arrive, and then they can go on higher alert status. The reason for this is to ensure that night fighters (who perform better at night and should be held in reserve and flown at night) do not gain unnecessary fatigue during the day. Alternatively, when nighttime arrives, day-time fighters such as Spitfires and Hurricanes do not go on higher alert. They stay on the default 1 hour alert level.

Interception Tactics: Interception tactics are set by group and aircraft type. There are four tactics:

  1. direct-fighter
  2. bounce-fighter
  3. direct-bomber
  4. bounce-bomber

Squadrons assigned tactics 1 or 2 will have a preference for attacking enemy fighters while those with tactics 3 or 4 will try to attack enemy bombers.

Squadrons assigned direct tactics 1 or 3 will go straight in to attack enemy formations without wasting any time.

Squadrons assigned bounce tactics 2 or 4 will maneuver into the best possible attack position. Bounce tactics usually require more time to maneuver into position and sometimes enemy escort fighters will attack them during this interval.

To set fighter doctrine, follow these steps:

  1. Select ‘Set Doctrine.’ This places you in the Set Doctrine mode. The screen opens and defaults to the Luftflotte in the current map area. The screen refreshes to show you all five Luftflotten (or Groups in Eagle Day).
  2. Select your group Group/Luftflotten, then set (by aircraft type) your fighter doctrines for that Group/Luftflotten. Once you’ve done so, each squadron of that aircraft type (in that Group/ Luftflotten) will follow that doctrine.
  3. Repeat step 2 until you are finished setting the doctrine for each group, then click ‘Exit’ to return.

5.1.17.1 The Purpose of Changing Fighter Doctrines

At the beginning of each new campaign, the game assigns a doctrine to each of your units based on historical performance. For example, your Spitfire units are set to intercept German fighters. If, however, you find that your German opponent is sending heavy bomber raids (with light fighter escort) against Group 11 targets, you may wish to reassign your Spitfire units in Group 11 to either bounce-bomber or direct-bomber.

It’s important to note, however, that even though a fighter is assigned a particular attack doctrine, that doesn’t mean it won’t attack a different aircraft type if you order it to do so, or if it finds itself in a situation where no other target exists. For example, if you order Spitfires to attack a group of HE111 bombers, the units will do so, even though they may be set to direct-fighter tactics.

Once these Spitfires get into the area of the bombers you’ve ordered them to attack, if there are Me109s in the vicinity, they will ignore the bombers and go after the fighters because of their doctrine setting. You must also keep in mind that there is a certain amount of randomness built in to how your fighters will react during interception. The skies can get very cluttered, and so your units will first choose targets based on their doctrine setting, and then choose targets based on what’s in the area at the time of interception.

5.1.18 List Top Pilots

Select this option to review a listing of your top pilots. As the campaign progresses, the game begin to promote pilots and adjust their attributes. Units with good pilots perform their duties better, so it’s important to review your pilot information often and know which squadrons have the top guns.

Pilot Rank: This is the pilot’s rank.

Pilot Name: This is the pilot’s name. Nearly every pilot (both Allied and Axis) who flew is in the game’s extensive database.

Experience (exp): This number represents the pilot’s experience. A pilot gains experience flying his aircraft, by shooting down enemy aircraft, and for successfully bombing targets.

Fatigue (fat): This number represents the pilot’s fatigue level. A pilot gains fatigue ‘points’ in the following categories:

Category Points

1 hour alert

0

15 minute alert

1 (per minute)

5 minute alert

2 (per minute)

1 minute alert

3 (per minute)

Flying through flak

10 (per instance)

Dogfight

30 (per instance)

Fighter pilot attacking bomber

10 (per instance)

Bomber pilot attacked by fighter

10–30 (per instance)

Each minute flying

10 (per instance)

Landing

100 (per instance)

When a pilot’s fatigue points exceed the number 10 plus his current fatigue level, then his fatigue level is increased by one. During overnight phases (the time between the ending of one Movement Phase and the beginning of another), a pilot’s fatigue level is divided by 4. A pilot’s fatigue reduces his skill. For example, a pilot with 25 fatigue will have his performance reduced by 25%. A pilot’s fatigue level will never exceed 99.

Missions (mis): This number represents the number of missions the pilot has flown.

Kills: This number represents the number of enemy aircraft the pilot is credited with shooting down. Only pilots with one kill or more are considered ‘top pilots.’

Fate: This applies only to pilots who are currently or permanently unable to fly. There are three fate types:

WIA = wounded in action (this pilot may return later)
MIA = missing in action (in game terms this is the same as KIA). MIA is more likely to happen
to pilots because they fly over enemy land
KIA = killed in action

Unit: This is the unit the pilot is assigned to. You cannot reassign pilots to other units. They stay with the unit they are assigned for the entire game.

Type: This is the type of aircraft the pilot is (or was) flying.

5.1.18.1 The Purpose of Reviewing Top Pilots

Units with top pilots fly better interception missions. Thus, knowing which units have top pilots helps you decide which to ‘scramble’ against incoming raids. Many of the pilots used in the game are actual pilots that flew, so there’s certainly interest here for those players who are familiar with the battle and recognize certain names.

5.1.19 Aircraft Losses

Aircraft Losses (information-only): Select this option to review all the aircraft that have been destroyed (on both sides) for the day’s raids and for the entire campaign. Two numbers are displayed for each aircraft type. The first number (under the ‘total’ column) is the total aircraft losses for the entire campaign. The second number (under the ‘today’ column) is the total aircraft losses for the day. To the right is listed the total sorties both sides have flown for the day and for the entire campaign, and also total aircraft losses.

5.1.19.1 The Purpose of Reviewing Aircraft Losses

For obvious reasons, knowing which aircraft are suffering the most losses will help you decide if current attack doctrine is effective. For example, if you’re losing a lot of a certain type of fighter and you have all of them set on direct-bomber tactics, this probably means that enemy fighter aircraft are not being fully engaged and thus they have free reign to target and knock out your fighters. Thus, you may wish to change your tactics to help reduce losses. Very likely, you’ll lose more fighters during play than any other aircraft. This is not unusual for the British player in Eagle Day, nor for the German player in Bombing The Reich. Don’t be too concerned about losses; unless, of course, they grossly exceed replacements in the replacement pool (see below).

5.1.20 Aircraft Replacements

Select this option to review a listing of all aircraft and their replacements. Two numbers are displayed for each aircraft type. The first number (under the ‘total’ column) is the total number of replacement aircraft that have been produced during the campaign. The second number (under the ‘pool’ column) is the number of aircraft that have not yet been distributed to the squadrons. These numbers change as the campaign progresses.

5.1.20.1 The Purpose of Reviewing Aircraft Replacements

Keeping tabs on aircraft replacements is useful if you want to see how quickly aircraft are being replaced. As play progresses, your aircraft production centers add new planes to your replacement pool. These replacements are pulled out of the pool during play to fill holes in units where necessary.

If, for example, the replacement pool number (second number) for Hurricanes is zero (0), it means that the minute a new Hurricane rolls off the assembly line, it’s being assigned as a replacement. Thus, knowing that a certain aircraft is not being manufactured quickly could give you incentive to not scramble units of that type for a while in order to help replenish the pool.

Upgrades and the Replacement Pool: During a campaign, some units begin to upgrade their aircraft. For example, during the month of September in 1940, all Blenheim units begin receiving Beaufighters. The old Blenheims are not scrapped; they are simply rotated into the Blenheim replacement pool to be used by Blenheim units which have not fully upgraded.

Other Aircraft Replacement Sources: In addition to receiving replacement aircraft from your production facilities, you also receive aircraft from other sources. In 1940, you receive the following replacement aircraft on even-numbered turns:

From Canada: 4 Hurricane I’s
From Bomber Conversion: 1 Blenheim IF

In 1941, you receive the following replacement aircraft on even-numbered turns:

From Canada: 4 Hurricane I’s
From USA: 1 Havoc I

5.1.21 Action Reports

Select this option to review all the raids against you for the day and their results.

#: This is the raid ID number assigned to the raid by the player. This number is not associated with the raid ID numbers which the defender assigns to raids as they are detected. Basically, this is just a numerical list of the raids in the order the attacking player planned them.

Type: This is the raid type. There are four different raid types:

  1. Bombing (Bomb)
  2. Fighter Sweep (FS)
  3. Reconnaissance (Recon)
  4. Night Intruder (NI)

Ftr: This number represents the total number of fighter planes in the raid.

Bmr: This number represents the total number of bombers in the raid.

F/Lost: This is the estimated number of fighters destroyed in the raid.

B/Lost: This is the estimated number of bombers destroyed in the raid.

I/Lost: This is the number of your fighters that were destroyed while attacking this raid. For the opposing player, the number here is an estimate of enemy aircraft destroyed.

Target: This is where the raid attacked. This information shows the location name and what kind of target it was.

R,C,S: The ‘rcs’ numbers represent the damage the target sustained from the raid. The letters mean different things for different target types. For airfield targets:

R = Runway damage
C = Communications damage
S = Service area damage

Note: Damage to the runway (R) is easily repaired and so you shouldn’t be too concerned with high R damage against airfields (although there is a risk of your aircraft crashing on a heavily damaged runway).

Damage against an airfield’s communication and service areas is important, as the attacking player receives victory points by damaging these areas.

For radar targets:

R = Radar damage
C = Communications damage

For area and railyard targets:

R = Urban damage
S = Railyard damage

For all others:

R = Damage to Factory/Installation

5.1.21.1 The Purpose of Reviewing the Action Report

The importance of reviewing the Action Report is obvious; as the defending player, you need to know where the enemy is attacking. And, you need to know which targets are getting hit the most. Depending upon which campaign you are playing, the enemy will attack targets based on their needed victory requirements, and so you should review the Action Report carefully to see how much damage your targets are taking, and where the thrust of the attack is occurring. Once you take a full assessment of the damage, you can then make better decisions on where to move your AA guns and balloon barrages, move air units, and what attack doctrines to set.

5.1.22 Replay Turn

Click to replay the previous turn so that missions can be watched/reviewed.

5.1.23 Quit Game

Click here to exit the game and return to the Campaign Selection Screen.

5.1.24 Load Game

Select to continue playing a previously saved game.

5.1.25 Save Game

Select to save the game you are currently playing.

5.1.26 About

Click to read about the people that brought you Gary Grigsby’s Eagle Day to Bombing the Reich.

5.2 Bottom Bar Display

Beneath the main map display is a dynamic information area that changes depending on what you’ve selected (either via orders or clicking on the map).

5.2.1 Radio Activity

While they are forming up, raids generate radio activity that grows until all raids are ready to launch. As radio activity increases, the number beside the radio activity indicator increases to give you an idea of the amount of activity occurring. Single number equals at least one raid forming, and maybe more. So, if the radio activity reaches three (around 150 points), then that means at least three raids are in the works.

Radio Activity and Patrols: One thing you’ll want to do frequently as the defending player is launch patrols once radio activity begins increasing dramatically. Launching patrols can help get your units in position to spot and intercept raids.

Aircraft: Aircraft flying under radar (at 500 feet or lower) do generate radio activity; however, they are not detected on radar. Recon aircraft, on the other hand, do not generate radio activity, nor do night intruder aircraft. These types of raids will often just appear above their targets, take their recon photos or drop their bombs, and quickly fly home. There isn’t a lot you can do about these particular raiders, save for anticipating their arrival and have enough ground defenses in place to hit them when they do arrive.

5.2.2 Message Level

As action occurs during the Movement Phase, message windows pop up giving you information about these situations. Adjusting the message level increases/decreases the amount of messages received.

  • At message level zero (0) no messages appear (a useful setting to help speed up the Movement Phase).
  • At message level one (1) only high priority messages appear, such as combat results.
  • At message level two (2) a set of intermediate information is displayed.
  • At message level three (3) all messages are displayed.

Once the light number reaches 50, the sun has gone down and the Reaction Phase has moved into nighttime. This is important to watch carefully as your units are affected by night conditions.

During a new moon, light will be reduced to zero. Night conditions exist whenever light is less than 50. Lower light levels reduce the range and the chance of visually detecting aircraft. Lower light levels reduce the ability of aircraft navigators. Lower light levels also reduce the effectiveness of bombing missions. And finally, lower light levels increase the likelihood of aircraft crashing during landings.

5.3 Game Phases

The play of Gary Grigsby’s Eagle Day to Bombing the Reich is divided into a series of phases. For each day of a campaign, the Axis player has a Movement Phase and a Reaction Phase. The Allied player has a Raid planning Phase, a Reaction Phase, and an Intelligence Briefing Phase.

5.3.1 Planning Phase

The Raid Planning Phase is the phase where the player plans his missions (i.e., raids) for the upcoming day. Thus, the decisions you make here are of utmost importance. It is here in this phase that your victory or defeat is determined. Though you have little or no control over how the other player will assess and attack your raids as they begin arriving over his country, the decisions you make here may greatly deter his interception success, and also seal your fate as the commander.

The burden of achieving victory (in most of the campaigns) rests on your shoulders, depending on the side you play. In Eagle Day, the British player simply has to prevent the German player from winning, and as the defender, he has the advantage. Bombing the Reich is the same, except reversed (the German player has to prevent the Allied player from winning). However, it isn’t impossible for you to create a new historical precedence. You can win; you just have to plan your raids carefully.

Also in the Planning Phase, the player has the opportunity to review the damage of the previous day’s bombing missions (if it is Turn 2 or later) against his country. He may also review the number of planes lost per side, the quality and condition of his pilots, and also move anti-aircraft guns, balloon barrages, and fighter squadrons (or ‘units’) to other airfields/targets respectively in order to bolster defenses in areas he considers weak. At the beginning of a new campaign, the information included in the Movement Phase is sparse, as the campaign hasn’t started yet. As the campaign progresses, however, more and more information is added, so it is important for the player to review the information carefully and note changes.

Range Indicator: The Allied player can click on a target to see how far it is from the closest Allied airfield. Move the mouse arrow over a target (like Schweinfurt, for example) and left-click. A white line and box appears on the map connecting the target to an Allied field. The box and line stays on the map for a short time. and a message box, showing the target name and range from the connecting field, appears.

Command Highlighting: The Allied player may also click on any HQ shown on the map. When selected, all attached airfields and subordinate commands highlight in blue. Once you have a command group highlighted, if you THEN click on an Axis target to view range (see above), the game will find the nearest airfield for the highlighted group. Depending upon the maximum range you’ve set on the “Set Bomber Targets” screen, a red range circle appears showing you the maximum mission range that units from that command group will fly (if you allow your staff to plot raids for that group). IMPORTANT: THIS FEATURE ONLY WORKS IN THE Allied Raid Planning Phase.

5.3.2 Reaction Phase

The Reaction Phase is where it all happens, where raids are launched, and where the player may ‘react’ to incoming raids by setting up patrols and interceptors. While one player simply sits back and watches his raids perform their missions (which he has plotted during his Raid Planning Phase), it is the other player who must rise to the occasion in the Movement Phase.

5.3.2.1 Set Patrols

At any time during the Movement Phase, you may place units on patrol. To do so, follow these steps:

  1. Select ‘Set Patrol.’ This places you in the Set Patrol mode.

  2. On the bottom display, you are prompted to ‘Set Patrol Location.’ Select a spot on the map you wish a unit to patrol. The game calculates whether the spot is defender or attacker airspace and will warn you with a message if the location is invalid. This restriction represents the control of the skies, and prevents the defender from patrolling too close to the attacker’s airspace.

  3. Once you’ve selected a location, the screen opens to give you a list of units to choose from. From this list, choose your unit(s) to patrol the selected location. You may choose to launch a unit in full, or launch a small group of three aircraft from that unit. Select all the units or portions you wish. Use the scroll bar to advance down the list.

    IMPORTANT: Before you choose units, you must set the altitude of the patrol. You will see an altitude indicator. If you wish to set your patrols at lower or higher altitudes, then set the altitude here first before choosing units. The default altitude for patrols in Bombing The Reich is 25,000 feet (which means it may detect raids coming in between 10,000 and 20,000 feet). For Eagle Day, the default is 15,000 feet. Setting patrols at 5,000 to 6,000 feet will help detect raids attempting to fly under radar. So, patrols can usually detect raids coming in within 5,000 feet above or below their current altitude setting.

  4. When you are finished selecting units, click ‘Done.’ This places you back into the Set Patrol mode and you are prompted to select another patrol location. Notice that your selected locations are marked on the map. This helps you keep track of where you’ve sent patrols.

  5. Repeat steps 2-4 to set as many patrols as you wish. Once you are completely finished setting all patrols, select ‘Continue’ to return to the Movement Phase. Your patrols will launch according to their delay number (see graphic above), which is the number of minutes it will take the unit to launch. Once it reaches its patrol location, a unit will fly a square pattern over the area and remain there until it must return to base due to low fuel, or you choose to move it to another location (see ‘Move Patrol’ below).

5.3.2.2 Assigning Patrols to Intercept Raids

You can assign patrolling units to intercept raids before or after they reach their patrol destination.

5.3.2.3 The Purpose of Setting Patrols

The purpose of sending up patrols is to get units in the air quickly to intercept incoming raids, and to get a ‘visual’ confirmation on a raid’s aircraft complement. When raids come into the general vicinity of a patrol, the patrol may break off and intercept the raid, so if you can anticipate when and where raids will appear, you can already have fighters in the sky for interception. Also, when a raid is first identified by radar, it’s simply a number of aircraft and not the complement of fighters versus bombers. Having patrols in the sky to meet raids as soon as they come over the English Channel gives you quicker unit identification and thus makes your task of assigning interceptors that much easier.

There’s no hard-and-fast rule about when it’s appropriate to launch patrols, but here are some suggestions:

  • Watch your radio activity closely and when it begins to reach 400-500 points, consider launching patrols.
  • In Eagle Day as the British player, use your Blenheims, Beaufighters, Defiants, and Gladiators or groups of 3 Spitfires or Hurricanes to patrol the coastline. Patrolling along the coast helps you visually spot and identify raid aircraft complements quickly.

5.3.2.4 Move Patrols

Once you have patrols in the sky, you may move them to other locations. To do so, follow these steps:

  1. Select ‘Move Patrol.’ This places you in the Move Patrol mode. Immediately, all patrols on the map are highlighted.
  2. Select one highlighted patrol on the map.
  3. You are prompted to ‘Set New Patrol Location.’ Select any legal spot on the map (see ‘Set Patrol’ above). Immediately, a line draws from the selected patrol to its new patrol location.
  4. After setting a new patrol location, the prompt changes to ‘Select Patrol to Move’ again. Repeat steps 2 and 3 until you have moved all patrols you wish.
  5. When you are finished setting new patrol locations, select ‘Continue’ to continue the Movement Phase. Your patrols will begin moving to their new locations. Move Patrols has the same restrictions as Set Patrols in terms of location.

5.3.2.5 The Purpose of Moving Patrols

The purpose of moving patrols is to redirect your units into areas where raids are moving. Oftentimes, you’ll pick patrol locations that prove fruitless and so it’s necessary to correct the problem. Moving patrols can also bring them into the direct path of incoming raids, thus turning patrols into interceptors.

5.3.3 The “Start/Stop” Button

The Movement Phase begins in a ‘paused’ state. This allows you to review the map (if desired) before the phase begins. To start the Movement Phase, click the START button. When depressed, the start button becomes the Stop button. To stop the Movement Phase, click the Stop button.

5.3.4 The Clock Speed Button

During the Movement Phase, you may click on this watch face to increase game speed. There are three game speeds: ×1, ×2, and ×4.

5.4 Recall Unit

Any unit in the sky can be ordered to return to its base (i.e., recalled). To recall a unit, follow these steps:

  1. Select ‘Recall Unit.’ This places you in the Recall Unit mode. Immediately, all of your units on the map are highlighted (if they weren’t already highlighted).
  2. You are prompted to ‘Select Unit to Recall.’ Select the unit you wish to recall. The unit immediately is no longer highlighted to show you which units you’ve already recalled, and you’re prompted again to select another unit.
  3. Repeat step 2 until you are finished recalling units.
  4. Once you are completely finished, select ‘Continue’ to continue the Movement Phase. Your recalled units should now begin returning to base.

5.4.1 The Purpose of Recalling Units

There are a number of reasons why you might wish to order a unit to return to base. If you’ve put up a lot of patrols and the Germans only threw a few raids at you, you are going to have a lot of units in the sky doing nothing but gaining fatigue and wasting fuel. You’ll probably want to order these units back home quickly. Also, if you’ve ordered units to intercept a raid (see below) and you realize that the interceptors can’t reach their target, you’ll want to order them home to keep them from wasting time.

5.5 Intercept Raid

Intercepting raids will certainly be your primary task during the Reaction Phase. Getting enough patrols in the air will help alleviate some of the pressure of having to launch so many interceptors, but inevitably you’ll spend a lot of time spotting raids and then scrambling units to attack them. There are two ways to intercept a raid: by picking them individually on the map, or by using the ‘List Raids’ function (see below). To intercept a raid by picking it on the map, follow these steps:

  1. Select ‘Intercept Raid.’ This places you in the Intercept Raid mode.

  2. At the bottom of the screen, you are prompted to ‘Select Raid to Intercept.’ Move the cursor around the map to find the raid you wish to intercept and then click on that raid.

    Notice that as you hover the cursor over the raid(s), the message box appears giving you some information about the aircraft in the raid.

    The message box gives you the raid ID number and the estimated number of aircraft in the raid (in parentheses), and if known, the complement of bombers and fighters.

    A model of an aircraft appearing (which represents the ‘lead’ unit in the raid) means that that raid has been visually spotted. This information should help you better determine which units to select for interception.

    If you move the cursor over a large group of raids and then click, you will first be prompted to select one raid from the group. Select this raid, and then proceed to step 3 below.

  3. Once you’ve selected a raid to intercept, the screen opens and prompts you to ‘Select Interceptors.’ Select the unit(s) in this list you wish to intercept the raid. You may select units in full, or you may select groups of 3. As you select, a series of double arrows appear next to the ‘ready’ column. This means that this entire unit (or a portion of that unit) has been ordered to intercept the selected raid. You may choose any number of units to intercept.

    IMPORTANT: Notice that not all of your units are listed here. The available number of units will display from which you make your selection. This list represents the units (in range order) which could possibly reach the selected raid in time to intercept it.

    As you select units, notice that the total of all interceptors is displayed. This helps you keep track of how many planes you’ve assigned to attack the raid. You may also select the ‘base’ name of a unit to draw a line from its base to the selected raid (this helps give you a visual idea of how far away from the raid the interceptors’ base is).

    Also note that some units listed are either already in the air on patrol or are en route to intercept other raids (‘flying’ column). You can still select these units and redirect them to intercept the current raid, but it may take time for them to respond to the order and frankly, it may not be worth your time. When choosing interceptors, you’ll want to keep in mind the distance from the unit’s base to the raid, and also the time (i.e., delay) it will take for the interceptors to get off the ground. You’ll also want to choose units based on their attack doctrine (‘doc’ column). For example, if you’re attempting to intercept a formation of 25 bombers with no fighter escort, you may wish to scramble Hurricane units set on Direct- or Bounce-bomber tactics (DB or BB).

  4. Click ‘Done’ once you are finished selecting your units.

  5. Repeat steps 2-4 to continue selecting and intercept raids.

  6. When you are finished selecting and intercepting raids, select ‘Continue’ to continue the Movement Phase. Your interceptors will begin to launch according to their ‘delay’ number.

5.5.1 The Purpose of Intercepting Raids

You should begin intercepting raids as soon as they start appearing on the map. Intercepting raids is really the only way the defending player can destroy and break up bomber formations. Though you have ground defenses which will destroy their share of raiders as they pass over targets, scrambling your units to intercept is essential to prevent the Germans from achieving victory. You scramble interceptors to engage and destroy enemy aircraft, and you also scramble interceptors to ‘break up’ raid formations. Since the attacking player scores points by both destroying defending aircraft and targets, intercepting a huge bomber formation and forcing it to break off and return home is just as significant as actually destroying aircraft in that raid.

As the Movement Phase progresses, and as more and more raids start pouring in, your first inclination may be to try to intercept every single raid detected. This is not recommended. Not only is it virtually impossible to intercept every raid, attempting to do so will just put too many of your aircraft in jeopardy, and unnecessarily increase pilot fatigue. You’ll want to review all raids carefully, and pick those you think you can damage the most. To conduct a better, more thorough review of which raids to attack, you should use the ‘List Raids’ function described below.

List Raids: Instead of intercepting raids by selecting them on the map, you can also review a full list of raids by selecting ‘List Raids.’ This allows you to review the details of the raids more thoroughly. To intercept raids using this function, follow these steps:

  1. Select ‘List Raids.’ This places you in the Intercept Raid mode. Immediately, the screen opens to reveal a set of raids currently underway.

    Raid ID: This is the ID number assigned to the raid by your controllers. Alongside the ID number, you may see a ‘-0.’ Raids with this symbol are outbound.

    A/C: This is the estimated number of aircraft in the raid. For raids that have not been visually sighted, this number may be quite inaccurate.

    Ftr: This is the estimated number of close escort fighters in the raid. If the raid has not been visually sighted, this will be a question mark (?). High Escort fighters are considered a separate raid and are listed as such.

    Bmr: This is the estimated number of bombers in the raid. If the raid has not been visually sighted, this will be a question mark (?).

    Spd: This is the estimated speed of the raid. Slow moving raids tend to be easier to intercept, and often (but not always) denote formations with bombers.

    Alt: This is the estimated altitude of the raid. When you scramble interceptors, you don’t have to worry about altitude. The game automatically takes your units up to the altitude necessary for interception and then attacks according to doctrine.

    Sector: This indicates the nearest sector airfield to the raid.

    Range: This is the distance to the nearest sector airfield.

    Intercepts: This is the number of interceptors currently assigned to attack the raid.

  2. To choose a raid on this list, simply click on the button to the left of its ID number. The raid immediately highlights on the map. You may continue to select raids in this fashion until you find the raid you wish to intercept. You can only intercept one raid at a time.

  3. Once you’ve chosen a raid, select either the ‘Intercept’ or ‘Recall.’ If ‘Intercept,’ proceed to step 4. If ‘Recall,’ step 5.

  4. Selecting ‘Intercept’ places you in the list of units you may choose from to intercept the raid. Select the units on this list, then click ‘Done’ to return to the raid list. Proceed to Step 6 below.

  5. Selecting ‘Recall’ places you in the list of units which are currently intercepting the raid.

    It’s only necessary to select this option if you’ve already ordered units to intercept; otherwise, there will be no units to recall.] Once here, select the units you wish to send home (i.e., recall them), or set the units on patrol in their current location. When finished, click ‘Done’ to return to the raid list. Proceed to Step 6 below. On the Raid List is a ‘Recall All’ button. You may select this button to recall all interceptors from all raids.

    Units selected for recall return to their home base as soon as the Movement Phase continues; units set on patrol stop intercepting their raid(s) and begin patrolling in place as soon as the Movement Phase continues.

  6. Repeat steps 2-5 until you are finished assigning or recalling interceptors, then click ‘Done’ to return.

  7. If the Movement Phase is ‘stopped,’ select the ‘START’ button to begin again.

5.5.2 The Purpose of Intercepting Raids Using the ‘Raid List’ Function

Using the ‘Raid List’ function allows you to review a larger list of raids and then assign interceptors to all or some of them. Also, the raid list gives you more information about the raid speed, altitude, etc.

The raid list changes quickly and often. One moment you may see a raid listed with 100 aircraft, and the next moment that raid may turn into a dozen smaller raids. One common tactic for the Germans is to have several smaller raids fly together in one large group, and then break apart once they reach a specific spot over England. They do this to mislead and confuse your radar facilities and spotters. So watch for this carefully. Also, it’s important to know that the raid list is not a full list of all raids currently in the air. The raids listed here are those that Fighter Command considers the most valuable (or most dangerous). Raids that have already dropped their payloads and are returning home in smaller groups or have broken into smaller groups due to interception are often not listed here because if they were, the list may very well be over 100+ raids. Such a number of raids would be difficult (at best) to keep track of in an all encompassing list, and hamper game speed. So, if you wish to intercept a raid that doesn’t show up on the list, then use the interception function described on page p. 40 to select that specific raid.

5.6 Intelligence Briefing Phase

The Intelligence Briefing Phase is where the results of the day’s missions are reviewed by the player. The selections here are ‘information-only’ features. This one gets its own major section, as there’s a lot that can be reviewed here.

Action Reports: Select this option to review all the raids you’ve conducted for the day and their results. And, information here may be inaccurate.

The Action Report represents an immediate ‘results sheet’ that your staff hands to you after a day’s bombing, and so the number of reported fighters shot down, the actual target damage amount, etc., might be a bit exaggerated. Review the other databases in the Intelligence Briefing Phase to get a fuller and more accurate assessment on how your day’s missions performed.

List Targets (information-only): Select this option to review details about industries and airfields. The difference, however, is the kinds of information displayed. First, as the attacking player, you can never access a target location’s details. You may select a target type that appears and review a list of specific locations, but that’s it. The information listed is discussed below:

Name: This is the name of the target.

Damage: This is the percentage of damage to the target. The number here is not necessarily accurate. Its accuracy is based on the age of the recon photo of the site (see below). If the target is an airfield, remember that airfield damage is divided between three categories: Runway, Service, and Communication areas. You only receive victory points for damage to Service and Communication areas, but the damage listed here is an average of the runway and service area damage, and its accuracy is based on the age of the recon photo. While airfields are the primary targets for Eagle Day, Bombing The Reich has a greater target-rich environment and damage is handled differently. For more information please refer to the Bombing The Reich section later in this manual.

Size/Fighters/Capacity: This column will indicate the size of the target, the number of enemy fighters present, or the industrial capacity of the location. For factories and other industrial targets this represents the production capacity; for rail yards this represents the size/ importance of the yard; for airfields this represents the number of aircraft (‘fighters’) currently stationed there.

AA Guns: This is the number of AA guns at the location.

Balloons: This is the number of balloon barrages at the location.

Last Photo: Your Target List has a column for the age of the last recon photo taken of that location. If a ‘none’ appears in the column, you have not taken a recon photo of that target. The number appearing here tells you how old (in days) the recon photo is. So, if the number ‘1’ appears beside an airfield, the recon photo is one day old. A ‘current photo’ is considered 1 or 2 days old. Any photo older than that means that your intelligence of that location is not reliable. It’s important, then, to try to run recon missions as often as possible to keep your photos current. Without current recon photos, you cannot tell how damaged the target is (targets do repair themselves over time), or how many air units or ground defenses are located there. Also, targets without any recon photo at all are difficult (if not impossible) to locate and destroy. Once you’ve run at least one recon mission against a target, then any missions against that target in the future have a higher chance of finding and targeting the location.

5.6.1 The Purpose of Reviewing Target Information

It’s absolutely necessary for the player to conduct good damage assessment in order to determine how to prosecute his attack. You must know how successful your attacks have been in order to determine if your strategy is working. What targets are you attacking? How are you attacking them? What intelligence (i.e., recon information) do you have on enemy targets? It’s very likely that you’ll coordinate your attacks according to your victory conditions. Review Gary Grigsby’s Eagle Day to Bombing the Reich victory conditions carefully to know which industries should be targeted most often. Although there are various visual preferences you can set to see how much damage a particular target has sustained, you still need to review the Target List often to fully understand how much damage your mighty Luftwaffe is dishing out.

List Top Pilots (information-only): Select this option to review a listing of your top pilots. As the campaign progresses, the game begins to promote pilots and adjust their attributes. Units with good pilots perform their duties better, so it’s important to review your pilot information often and know which squadrons have the top guns.

List Air Units (information-only): Select this option to review your units. The information displayed here shows your units’ morale levels, damage levels, etc.

Aircraft Losses (information-only): Select this option to review all the aircraft that have been destroyed (on both sides) for the day’s raids and for the entire campaign.

Aircraft Replacements (information-only): Select this option to review a listing of all aircraft and their replacements.

German Replacement Aircraft: In Eagle Day, unlike the British player, German aircraft replacements come from a steady stream of off-map industrial sources. In 1940, the British receive replacement aircraft on even-numbered turns, so this averages out to once every two days. Also, they may receive more or less aircraft than is listed. Refer to the list below to know your replacement rate.

5.6.1.1 German Aircraft Production, Battle of Britain 1940

Aircraft Type # of Replacements/Notes

Bf 109E-1

1 (Production ends 8/40)

Bf 109E-3

3 (Production ends 8/40)

Bf 109E-4

6

Bf 109E-4/B

2

Bf 109E-7

2

Bf 109E-7/B

1

CR.42 Falco

1

G.50bis Freccia

1

Bf 110C-4

4

Bf 110D-0/B

2

Bf 110D-1

1

Bf 110C-6

1 (Production ends 8/40)

Ju 87B-2

4

Do 17Z-2

5

He 111H-4

6

Ju 88A-5

6

Fw 200C-1

1

BR.20M Cicogna

1

Bf 110C-5

1

Do 17P-1

1

Do 215B-1

1

He 111P

1

Ju 86P-2

1

Ju 88D-1

1

Cant Z.1007 Alcione

1

Do 17Z-10

1

Do 215B-5

1

Ju 88C-2

1


5.6.1.2 German Aircraft Production, Battle of Britain 1941

Aircraft Type # of Replacements/Notes

FW 190A-1

3 (Production starts 8/41)

Bf 109E-4

2 (ends 5/41)

Bf 109E-7

5

Bf 109F-2

8 (ends 7/41)

Bf 109F-4

10 (starts 7/41)

Bf 110C-4

4

Bf 110C-4/B

2

Bf 110D-3

1

Bf 109E-7/B

2

G.50bis Freccia

2 (ends 7/41)

MC.200 Saetta

3

MC.202 Fologore

3 (starts 7/41)

Re.2000 Falco I

1

Re.2001 Falco II

2

Ju 87B-2

1

Ju 87D-1

4

BR.65bis

1

BR.88

1

Do 17Z-2

1 (ends 8/41)

Do 217E-2

6

He 111H-4

8

Ju 88A-4

12

Fw 200C-1

2

BR.20M Cicogna

2

SM.79 II Sparviero

3

SM.81 Pipistrello

1

Z.1007bis Alcione

2

Bf 110C-5

1

Do 17P-1

1

Do 215B-1

1

He 111P

1

Ju 86P-2

1

Ju 88D-1

1

Cant Z.1007 Alcione

1

Bf 110C-4

1

Do 17Z-10

1


5.6.1.3 Allied Aircraft Production, Bombing the Reich

Aircraft Type # of Replacements/Notes

Beaulighter VIF

2

Mosquito II

1

Mosquito Xlll

1

Fortress RCM

0

Baltimore V

3

Mosquito RCM

1

Liberator RCM

0

Wellington RCM

1

Wellington III

1

Wellington X

2

Stirling RCM

0

Stirling III

4

Halifax RCM

0

Halifax I

2

Halifax III

2

Lancaster I

4

Lancaster Ill

2

Mosquito FB VI

1

Mosquito lV

1

Mosquito XVI

1

Spitfire III

1

Spitfire XI

1

Spitfire FR XIV

0

Mosquito PR XVl

1

Mustang I

2

Hurricane II

4

Spitfire Vb

2

Spitfire IX

6

Spitfire XIV

0

Typhoon

3

Tempest

0

P-39

3

P-40

6

P-38G

9

P-38J

12

F-5A

1

F-5C

0

P-47C

3

P-47D

12

A-36

1

P-51B

6

P-51D

0

F-5C

1

P-61A

1

A-20B

4

A-20G

0

B-25D

4

B-25J

0

B-26B

6

B-26G

0

A-26B

0

B-17F

9

B-17G

9

B-24D

6

B-24J

6


Endphase Button: When you are finished with your Intelligence Briefing Phase, press the ‘End Phase’ button to enter the next Raid Planning Phase.