Three Hampden bombers braved the night skies on a moonless night while an Me110 tried real hard to find them with the aid of a Freya radar station.

Even with this wunder weapon the nightfighter still had to get super close (as in same hex, which are a mile across) to get a Tally.
The first bomber was only detected by the radar as it left the zone.
The second bomber was too far along for the nighfighter to turn and catch after it was detected.
But the third bomber was unlucky. The Freya radar had helped the nightfighter determine the path (hex column) being used and knowledge of the relative speeds allowed the Me110 to get in close. It still had to get a visual. Two dice needing a three on one of them. Mark B rolled well, but could he shoot well? He rolled two dice and got an 8. To that you add the fire power which was either a 1 or a 4. A result of a nine would be no effect, but a 12 would produce three hits which would shoot down the poor Hampden. A bit of hunting in the rules clarified the fire factor as 4. The Hampden and its load of deadly leaflets went down in flames.

Not much to look at, but the game plays quick and gives a good feel for blindly searching the night sky for prey (but without the cold, boredom or risk of physical danger).
Nice. I know Phil Sabin had some solo rules for this which I attempted once but found too hard to get my head around without knowing the game properly. Thanks for this - might have to dig Nightfighter out again.
ReplyDeleteI've had one read of the solo rules that you mention. I find all the rules not very understandable until I get out the counters and have a play. So far, all the mechanics are working well, but we are taking our time. Currently reading Bomber by the just deceased Len Deighton to get some extra inspiration.
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