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B-17 Flying Fortress Leader Playbook

This document provides an example of setting up and playing through a sample mission in the B-17 Flying Fortress Leader game. It outlines purchasing bomber and fighter groups, placing Luftwaffe squadrons on the map, drawing target cards, and selecting the German defense commander - all to initialize a campaign. Then it provides details on the specific mission setup and flow, including pre-flight preparations, the target run, combat resolutions, and debriefing after returning from the mission.

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Riccardo Pittau
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0% found this document useful (0 votes)
138 views21 pages

B-17 Flying Fortress Leader Playbook

This document provides an example of setting up and playing through a sample mission in the B-17 Flying Fortress Leader game. It outlines purchasing bomber and fighter groups, placing Luftwaffe squadrons on the map, drawing target cards, and selecting the German defense commander - all to initialize a campaign. Then it provides details on the specific mission setup and flow, including pre-flight preparations, the target run, combat resolutions, and debriefing after returning from the mission.

Uploaded by

Riccardo Pittau
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 21

2nd Edition Playbook (June 2017)

1 Playbook Introduction .................... 1 4.1 Introduction ........................ 12


4.2 Terms ............................... 12
2 Sample Mission ........................... 2
4.3 Game Start .......................... 12
2.1 Campaign Setup....................... 2
4.4 Mission Start ....................... 12
2.2 Week Start........................... 3
4.5 Mission Encounter ................... 13
2.3 Intelligence......................... 3
4.6 Bandit Attack ....................... 13
2.4 Morning Briefing .................... 3
4.7 Flak Attack ......................... 14
2.5 Mission #1 – Pre-Flight ............. 4
4.8 Bombing Run (BR) .................... 14
2.6 Mission #1 – Target-Bound Flight .... 5
4.9 Post Mission ........................ 14
2.7 Mission #1 – Over Target Resolution . 7
4.10 Destroyed/Missions Complete......... 14
2.8 Mission #1 – Home-bound Flight ...... 8
5 Down in Flames Crossover ................ 15
2.9 Mission #1 – Debriefing ............. 8
5.1 Introduction ........................ 15
3 Single Bomber Variant .................... 9
5.2 DiF Setup – B-17 FFL Status......... 15
3.1 Introduction......................... 9 5.3 Two-Player Resolution ............... 16
3.2 Terms ................................ 9
5.4 Solitaire Resolution ................ 16
3.3 Game Start........................... 9 5.5 Turns ............................... 16
3.4 Mission Start........................ 9
5.6 German Bandit Turn .................. 16
3.5 Mission Execution .................. 10 5.7 American Fighter Bandit Turn........ 19
3.6 Post Mission........................ 11
5.8 B-17 FFL Game Updates ............... 20
3.7 Missions Complete .................. 11
4 B-17 Bomber Mini-Game ................... 12
1 Playbook Introduction
This Playbook contains the following information
relevant to the B-17 Flying Fortress Leader.
 B-17 FFL Example of Play
 Single Bomber Variant
 B-17 Mini-game
 B-17 FFL/Down In Flames Crossover
The B-17 FFL Example of Play walks through the
start of a Campaign, and an example of a Mission.
Use this in conjunction with the rules to learn
how to play the game.

The Single Bomber Variant allows you to fly and


manage the crew of a single B-17 Bomber that is
attached to one of your B-17 Bomb Groups. As
that Bomb Group gets attacked by Bandits or Flak,
you will determine if YOUR bomber was attacked as
well, and resolve those attacks. Your goal is to
keep your Bomber flying and your crew safe.

The B-17 Mini-game is a standalone game where you


try to fly your Bomber for 25 missions. You are
NOT playing B-17 FFL. You need a B-17 Mini-game
Log Sheet and the Mini-game counters.

The B-17 FFL/Down in Flames Crossover allows you


to use the Down in Flames system to resolve all
air-to-air combat between Bandits and Fighters or
Bandits and Bombers. You can play the system
solitaire or with 2 players.

1
2 Sample Mission
The following provides a Sample Mission.

2.1 Campaign Setup Next I have to place 12 Luftwaffe Squadrons (per


the Campaign) on the map. I rolled 2d10, added
Below is the setup for a sample mission from the the numbers, and placed them on the designated
B-17 Flying Fortress Leader. Following the hex number on the map.
setup, we will be ready to execute the mission.
I am playing the Combined Operations Campaign
(June 1943 – Sept. 1943) shown below.

Now I need to draw the initial set of Targets.


All Campaigns start with 3 Airfield Targets
I have 75 SO points to purchase my starting
(AF04, AF07, AF0) and each Campaign specifies the
Bomber and Fighter groups, special Noteworthy
number of starting Aircraft Factory Targets
Commanders, and Recon assets (optional rule). I
(AC05, AC17, AC21, AC25).
can save some of my Weekly SO point allocation to
purchase additional groups throughout the
Campaign.
I spent 62 SO points on the Fighter and Bomber
Groups shown below, leaving me 13 SO Points. I
have 1 Recruit, 3 Green, 1 Average, and 1
Skilled Group.

Airfield Targets have a number of Luftwaffe


aircraft (Bandits) based there (which is the same
as the VP value) in the top right corner. The
Luftwaffe ground aircraft are destroyed if the
Airfield is destroyed. If 5 Bandits are
destroyed during a mission (including Bandits
destroyed by the Fighter and Bomber Groups), then
one Luftwaffe Squadron gets taken from the map.
Aircraft Factory targets have a Supply Point
value (which is the same as the VP value) in the
top right corner. At the end of each month, each
Supply Point from the remaining Aircraft
Since I’m playing with the optional intelligence Factories generates a new Luftwaffe Squadron.
rules, I purchased a Recon unit. I also Some may be assigned to other Theaters or
purchased two Renowned Commanders. Raper is reserve, but the remaining counters go back onto
th
assigned to the 379 Bomber Group, and Alkire is the map. For each Aircraft Factory target, I put
th
assigned to the 389 Bomber Group. All of my the associated Supply Point value counter on the
initial SO Points are now spent. Aircraft Factory track on the Tactical Display.
2
I draw the German
Defense Commander
that is responsible
Some Campaigns (including this one) have for Defending the
Secondary Missions assigned between March and Reich. I draw
November, with each Secondary Mission lasting two Schmidt.
months. While the primary objective of the
Eighth Air Force in Europe was to destroy the The German Defense
Luftwaffe, they were also assigned other Commanders
objectives to attack. I drew the Transportation determine how the
II Secondary Mission. Luftwaffe Squadrons
will respond (All
The Secondary Out, High, Average,
Missions primarily or Poor) and the
affect one of three tactics used by the
Theaters of War Bandits. They also
(Med, USSR, or ETO). determine the
As the Med and USSR technologies to
Theaters advance, research.
they soak up more
Luftwaffe Squadrons, Schmidt enables the Bombs and Rockets Tactics,
keeping them off of which will be used for Bandits with that Tactic
the European map. on the counter.
But there are also Finally, the Time Tracker is setup with the
other benefits or Campaign start year and month. The Campaign
penalties applied starts on Week 1. Two primary missions can be
depending on the performed each week.
success or failure
of the mission.
Based on this
Secondary Mission, I
draw 5 Transportation targets (T04, T08, T19,
T25, T31). Each target has the Transportation
points (also the VP worth) on the top right
corner of the card.

2.2 Week Start


At the beginning of each week, I receive my
weekly allocation of 25 SO points. I can decide
to buy another group, recon unit, or Commander.
I want to save some of my SO points this week to
roll over into future weeks, where I will then
purchase an additional Bomber Group.

2.3 Intelligence
Note: The Intel aspect is optional. If not using
the Intel option, then ignore the Low Intel
penalties on all targets.
I can now perform a Recon mission against a
selected target. All targets start off at a Low
Intel level, which includes various Air-to-Ground
bombing penalties and flak improvements.
I decide to run a Recon mission against Aircraft
Factory AC21 (Hex 14). I roll a 6, which
increases the Intel level to Medium. I place a
Medium Intel counter on the target.

2.4 Morning Briefing


If I was playing with the Weather option, I would
roll for weather in each sector.

3
I now choose which targets to attack. I will The target has the Incendiary trait, which means
attack Aircraft Factory AC21 for the first that Incendiary bomb hits can increase the bomb
mission (3 hexes away), and Transportation target damage level after the mission. I decide to
T04 for the second mission (2 hexes away). spend 10 SO points (out of my 18 total) on bombs
for this mission. I would like to have more
I am assigning the
th st bombs, but I’m confident that I can cause at
379 BG, 91 BG,
th least Heavy Damage and hopefully get an
and 369 BG, along
th incendiary hit, so then an incendiary damage roll
with the 78 FG to
of 6 or higher will destroy the target. I still
attack AC21. All of have another mission, plus I want to save a few
these Bomber Groups
SO points for next week.
must have a range of
6 to get to the
target and back. I
am assigning A b-26
nd
Marauder group (322
BG) and a B-25
st
Mitchell (321 BG)
to T04. They
probably won’t
destroy it, but
hopefully inflict a
lot of damage.

2.5 Mission #1 – Pre-Flight


Each target has 4 damage levels; Light, Medium, I now pick my mission path to the target and back
Heavy, and Destroyed. The Damage numbers reflect from the UK Base. The hope is that the Luftwaffe
how many hits it takes to achieve each damage Response will be Poor or Average, which means
level. For example, Target AC21 has damage that I won’t face any Bandits to and from the
numbers of 4/7/9/13. It takes 13+ hits to target. But if the Luftwaffe Response is High or
destroy the target, while 7 or 8 hits would All Out, then Bandits from the Luftwaffe
inflict Medium damage. A damaged target can be Squadrons in hexes 11, 12, 15, and 16 will attack
attacked again later in the game, and starts with my mission group. My Fighter Escort only has a
the number of hits associated with the current range of 4 (out and back), so they will have to
damage level. Because Target AC21 has the return after the second hex out.
Bandits: 2 trait, I place the Bandits 2 counter
on the target (or in the Target hex) as a
reminder to draw two additional Bandits when the
Mission group reaches the Target hex.
It’s now time to arm my Bomber Groups. There are
a bunch of different bomb types available. The
Attack numbers requirements the maximum amount of
damage that each bomb can inflict on the target.
For example, the M44 has attack numbers of 4/6/8. I now put my Group counters onto the Mission
If a 5 is rolled, then only 1 damage point is Display in the order they will approach and bomb
inflicted on the target (only greater than one the target. I place my Escort as High Escort to
number), but if a 9 is rolled, then 3 damage avoid the -1 AtA penalty on the first attack.
points are inflicted (greater than all three But if I have more than 2 Bandits, I need to roll
numbers). a 5+ to allow me to choose which Bandits to
intercept. Otherwise, I get the Bandits starting
Right to Left.

Ok... the final step before the Mission starts is


to determine the Luftwaffe Response to my
mission. I roll... and get a 7. The Luftwaffe
Response is High, which means I’m going to be
The B-17 Groups can carry a maximum bomb weight
fighting my way to the target and back. I place
of 6, and the B-24 Groups can carry a maximum
the appropriate Response level counter on the
bomb weight of 8.
German Commander.

4
2.6 Mission #1 – Target-Bound Flight
The first step is
to draw the Target- I move the Bandit counters underneath my Fighter
Bound Mission Event Group on the Mission Display. The one FW-190 has
Card. I look at the Frontal Attack tactic (F+4), but the current
the top half for Luftwaffe Defense Commander Schmidt has Bombs and
the Target-Bound Rockets tactic, not Frontal. So the Frontal
event, and it’s Attack tactic would be ignored even if the Bandit
Occupation was attacking a Bomber group.
Resistance. It
doesn’t affect this It’s now time to resolve the combat. The
current mission, Thunderbolt Fighter Groups have a Durability of
but I can increase 1, which means that I
the Intelligence can subtract 1 from all
level of my other of the bandit attacks.
target T04 from Low My Fighter Group is
to High. That will slow, so the Bandits
make it easier to attack first, starting
destroy. from the top.
The first Bandit
(5/7/9) rolls a 4 (4 –
I advance my Mission #1 counter to the first hex 1 =3, miss) and the
on the path. Because the Response level is High, second Bandit (5/7/10)
the Luftwaffe Squadrons in hexes 11 and 12 (3 rolls a 9 (9 – 1 = 8,
total squadrons) will attack the group this turn. two hits). I place a
Destroyed -2 counter on
my Fighter Group.

Now it’s my turn. I need a modified 10+ to


destroy the Bandits, and my current Air-to-Air
(AtA) modifier is +3. Plus each bandit has a
Defense modifier of 1 (blue box) which is
subtracted from my roll, so I need an 8+ to
destroy the Bandits.
I draw three counters from the Bandit cup. I
I roll a 6 and a 9, missing the first Bandit, but
draw a No Bandit, FW-190, and another FW-190.
hitting the second, destroying it. I advance the
Because all of the Luftwaffe Squadrons are in
Bandits Destroyed counter from 0 to 1.
adjacent hexes, I place the Bandits with the turn
number in the White box. I return the No Bandit
counter back to the cup, and then choose to
intercept the two bandits with my Fighter Escort.
I can intercept both since my Fighter Group is at The remaining Bandit only has a turn of 1, so the
full strength (16). battle is over. Both Bandit counters are
returned to the Bandit cup.
The Luftwaffe Squadrons in adjacent hexes cannot
immediately re-attack, they need several turns to
replenish. I flip over the Luftwaffe Squadrons
and place the Rearm side with the number 3 face
up. Each turn the numbers rotate down until 0 is
reached, which flips the Luftwaffe Squadrons back
to their active side.

5
I advance My Mission counter to the second hex. nd
The rightmost BF-109 rolls a 5, attacking the 2
There are no active Luftwaffe Squadrons in the st
Bomber Group (91 BG). The ME-410 rolls a 2,
current or adjacent hexes, so no attacks this th
turn. My Fighter group has reached its maximum attacking the Lead Bomber (379 BG). The
leftmost BF-109 rolls a 4, attacking the Lead
range though, and must turn back. No more th
Bomber (379 BG). I place the Bandit Attack Turn
escorts for the remainder of the mission. I
0 counter on the Mission group.
rotate the Rearm Squadrons from 3 to 2.

Because the Rocket tactic is active due to


Schmidt, the BF-109 will attack first with
st
Rockets (R2D8) against the 91 BG. The Bandit
I advance my Mission counter into the Target hex. rolls 2 dice, and hits on an 8 or higher. All of
I will be facing three adjacent Luftwaffe the B-17 Bomber groups have a Durability of 1,
Squadrons in hexes 15 and 16, and also 2 which means that 1 is subtracted from all
additional Bandits due to the AC21 Bandits: 2 attacks.
trait.
The Bandit rolls a 10 and a 4. One hit! I place
st
a Destroyed -1 counter on the 91 BG. Also,
since it was attacked by a tactic, it must roll
to see if the Bomber group stays in Formation, or
is Dispersed (applies a -2 modifier to all air
st
and ground attacks). The 91 BG Formation value
is 7+. I roll a 7, so the Bomber group stays in
formation.
The following summarizes the three turns of
Bandit attacks made against the Bomber groups.
Since all of the Bomber groups are slow, the
th
Bandits attack first. The 379 BG has Commander
Alkire, and uses the Concentrate Fire tactic on
the second Bandit. The Concentrate Fire tactic
I draw 5 Bandit counters from the cup, with the counter is removed after use.
first 2 drawn being in the current hex and the Turn #1 Rolls
remainder for the adjacent hex. I draw a BF-109
th
with Rockets, a ME-410, two No Bandits, and 379 BG: ME-410 Bandit rolls – 8 (8-1=7, 2 hits)
another BF-109. I put the No Bandit counters and the BF-109 Bandit rolls – 2 (miss), BG rolls
back in the cup. The box following the last – 3 (3 + 3 AtA +1 Defense = 7, miss) and 8 (8 + 3
th
Bomber group (389 BG in this case) is used to AtA – 0 Defense +2 Concentrate Fire tactic, hit)
determine which Bomber Group each Bandit attacks. st
91 BG: Bandit roll – 6 (6 – 1 = 5, miss), BG
A die is rolled for each Bandit, and based on the
roll – 7 (7 + 3 AtA + 0 Defense = 10, hit)
die roll it attacks the associated Bomber group.
Only the ME-410 Bandit remains.
Turn #2 Rolls

6
th
379 BG: Bandit roll – 1 (1 – 1 = 0, miss), BG
roll – 3 (3 + 3 AtA + 1 Defense = 7, miss)
Turn #3 Rolls
th
379 BG: Bandit roll – 6 (6 – 1 = 5, 1 hit), BG
roll – 5 (5 + 3 AtA + 1 Defense = 9, miss)
Two Bandits are destroyed, and the last one
th
returns to the base after 3 turns. The 379 BG
suffered 3 hits, and I place a Destroyed -3
counter on it.

th
379 BG Flak Attack rolls: 4 (4 – 1 = 3, miss)
and 6 (6 – 1 = 5, miss).
th
379 BG Bomb rolls: M34 – 10 (10 + 1 AtG (Tgt) +
1 AtG (Group) + 2 AtG (Raper)) = 14 or 4 hits,
M43 – 6 (6 + 1 AtG + 1 AtG + 2 AtG) = 10 or 2
hits.
The Target suffers 6 hits already (currently
Light Damage). I place the 6 damage counter on
the target.

The three Luftwaffe Squadrons are flipped to the


Rearm 3 side, and the three Luftwaffe Squadrons
in hexes 11 and 12 are rotated to the 1 side.

st st
Next up is the 91 Bomber Group. The 91 BG
also has a Durability of 1. It is carrying 3
Incendiary bombs.
st
91 BG Flak Attack rolls: 3 (3 – 1 = 2, miss) and
8 (8 – 1 = 7, 1 hit). I place a -1 Destroyed
2.7 Mission #1 – Over Target Resolution st
counter on the 91 BG card.
st
The Bombers are now over the target, and begin 91 BG Bomb rolls: 2 (2 + 1 AtG (Tgt) – 1 AtG
their bombing run. Each Bomber is attacked by (Group) = 2 or no hit, 3 (3 + 1 AtG – 1 AtG = 3
Flak from the Flak guns surrounding the Target, or no hit, 8 (8 + 1 AtG – 1 AtG = 8 or 1 hit.
and then it drops its bombs on the target and
checks for damage. The Target suffers 1 hit. I place the 7 damage
counter on the Target, and I also place the
th th
First up is the 379 Bomber Group. The 379 BG Incendiary counter on the target to indicate it
has a Durability of 1, which subtracts 1 from all has been hit by an Incendiary.
Flak attack rolls. Plus, Commander Raper adds a
+2 Air-to-Ground (AtG) modifier on the Bomb
attacks. The AC21 Target rolls 2 attack dice for
the flak attacks, and has a +1 AtG modifier used
by the Bombers. Because the Intel level is
Medium, there are no additional Flak or AtG
modifiers.

7
I also remove a Supply 3 counter from the
Aircraft Factory track, and I place a Build
Factory counter on the July month space to remind
me to replace the Aircraft Factory target when
the next month starts.

th
Next is the 389 BG. Because of Commander
th
Alkire, the 389 gets a -1 Flak Defense modifier.
th
389 BG Flak Attack rolls: 8 (8 – 1 = 7, 1 hit)
th
and 3 (3 – 1 = 2, miss). The 389 suffers 1 hit,
and I place a -1 Destroyed counter on the card.
th
389 BG rolls: M34 – 8 (8 + 1 AtG (Tgt) + 1 AtG
(Group)) = 10 or 4 hits, M34 – 3 (3 + 1 AtG + 1
AtG) = 5 or 2 hits.
The Targets suffers a total of 13 hits and is
Destroyed (just barely)!

2.8 Mission #1 – Home-bound Flight


The first step is to draw the Home-Bound Event
card. I look at the bottom half of the card and
it’s German Radar System Down.

I do want to attempt to lower the Luftwaffe


Response, and I roll a 5 for a final Response
value of 3 – Poor. Because there are no Bandits
on the mission path home, I do not face any
additional Bandit attacks and arrive safely back
at the base.

2.9 Mission #1 – Debriefing


The target was destroyed. I get 3 Victory Points
(VPs) for destroying the target, and each
participating group gets 2 Experience Points
(XPs), one extra, since the target was destroyed.

8
3 Single Bomber Variant XP (Experience Point): Earned for successful
missions, used to adjust DRMs or replace crew.

3.1 Introduction 3.3 Game Start


The B-17 FFL Single Bomber Variant is played with Write the year of your B-17 FFL Campaign (1942 –
B-17 FFL, and allows you to manage a single 1944). Name your Bomber and Crew (if desired).
bomber that is attached to one of your B-17
Bomber Groups.
You will need a new copy of the B-17 Single
Bomber Variant Log Page. Use a pencil when
marking the log sheet.

Use the following counters when playing the The Mission track at the top indicates the crew
Single Bomber Variant. Skill Level and Skill Modifiers (Recruit (-2),
Green (-1), Average (0), Skilled (+1), Veteran
(+2), and Ace (+3)). As you execute missions,
you will be checking boxes in the Mission Track.
Your current mission number is the first
unchecked Mission box.

Your Bomber is assigned to one of your B-17 FFL


Bomber Groups (B-17). Place one of the Bomber
The goal of the variant is to fly your B-17 FFL counters on the Group.
Campaign missions without your Bomber being
destroyed. You will be using the default AtA values, Lead
AtG value, and Mechanic Fix Damage value.
3.2 Terms
3.4 Mission Start
AtA (Air-to-Air): the number that must be rolled
or higher to get a hit on the Bandit (Bomber When the Bomber Group your Bomber is assigned to
attacking) or Bomber (Bandit attacking). is executing a B-17 FFL Mission, then perform
these steps.
AtG (Air-to-Ground): the number that modifies
your bombing attack on the Target during the 1. If your Bomber is
Bombing Run (BR). Damaged (Frame or
Engine), roll for
Fast: If the Bomber is Fast, the Bomber attacks the Mechanic Fix
the Bandit before the Bandit attacks. Otherwise, Damage. If the
the Bomber is Slow and attacks after the Bandit roll >= Mechanic
attacks the Bomber. Fix DRM, then
DRM (Die Roll Modifier): a modifier applied to remove the Damage
your die roll. counter. If not, then your Bomber cannot fly
on the current B-17 FFL mission.

9
2. If your Bomber is not Damaged (no Damage position AtA value, the Bandit is Destroyed.
counter), roll on the Bomber Position chart Remove the Bandit counter and earn 1 XP.
to determine the Bomber position in the 6. Roll for the Bandit attack. Use the Evasion
Group. Apply the Bomber Skill Level tactic if desired prior to the roll (roll
modifier. Place your Bomber counter on the twice and use lowest value). Modify the roll
indicated position. based on the Bandit Attack Modifier chart.
If the Bandit attack die roll is >= the
Bandit AtA value, the Bandit hits the Bomber.
7. If the Bandit hits the Bomber, then execute
the Bomber Damage steps (3.5.4)
8. If the Bomber is slow (i.e. not Fast), do
step 5.
9. The Attack is complete. Remove the Bandit.
Example: In B-17 FFL, a Bandit attacks my Bomber
Group. My Single Bomber is currently Skilled and
in the Rear position. I roll to see if a Bandit
attacks my Bomber. I roll an 8, which is
modified to 9 (Rear position). The Bandit
attacks my Bomber. I roll to see which Bandit
attacks. I roll a 9, which is a ME-410. I roll
to see what direction it attacks from. I roll a
Example: I am flying my first mission as a
7, which is modified to 5 (Rear position). It
Recruit, which means I have a -2 modifier. I
attacks my Port side. I roll to see if my Bomber
roll to place my Bomber position. I roll a 7.
is Fast. I roll a 5, which is modified to 6
With the -2 modifier, my roll is a 5, which means
(Skilled +1). I’m Slow. I now roll to see if
I put the Bomber marker in the Middle position.
the Bandit hits. I roll an 8 that is modified to
7 (Year = 1944), which is a hit (Bandit AtA is
3.5 Mission Execution 7+). I roll for damage. I roll a 6, which is a
Crew Member killed. I roll a 5, which means my
As the assigned Bomber Group executes a mission, Engineer is killed. I change the Front AtA value
certain events will cause you to return to your from 6+ to 7+. It’s now my turn to attack. I
Single Bomber Variant Log page. roll a 4, which is less than my Port AtA value of
3.5.1 Bandit Attack 7+. So I miss. The Bandit Attack is now
complete.
If the Bomber Group is attacked by a Bandit,
resolve the Bandit attack in B-17 FFL. After 3.5.2 Flak Attack
that, execute the following steps to see if a If the Bomber Group suffers Flak Damage in B-17
Bandit attacks your Bomber, and if so, resolve FFL from the Target, execute the following steps
the Bandit Attack. to see if the Bomber suffers Flak
1. Roll on the Bandit Damage.
Attacks Bomber chart to 1. Roll on the Flak Damage chart
determine if a Bandit to determine if the Bomber is
attacks your Bomber in hit by Flak.
the Group. If No, then 2. If the Bomber is hit, then execute the Bomber
end Bandit Attack. Damage steps (3.5.4).
2. If a Bandit Attacks,
select the Bandit Type 3.5.3 Leader Bomber – Bombing
that matches the Bandit If the Single Bomber is in the Lead Position,
type attacking the Bomber Group. then use the Single Bomber Lead AtG modifier
3. Roll on the Bandit instead of the Bomber Group AtG modifier when the
Attack Direction chart Bomber Group bombs the target.
to determine the
attack direction. 3.5.4 Bomber Damage
Place the Bandit If your Bomber suffers
counter in the damage due to a Bandit
appropriate attack attack or Flak, roll on
position. the Hit Damage chart to
4. Roll on the Fast chart to determine the Damage.
determine if the Bomber is
Fast. 1. If Superficial Damage, no damage is applied.
5. If the Bomber is Fast, roll 2. If Crew Member Killed, roll a die and compare
for the AtA attack using the the die roll to the Crew Position number.
appropriate AtA box based on That crew member is KIA. Apply any AtA
the Bandit position. Use the Concentrate penalties. Reset AtA means the original AtA
Fire tactic if desired prior to the roll. If values are used again.
the modified die roll is >= the Bomber
10
3. If Frame or Engine damage, place the
appropriate Damage counter in the Damage box.
If the Bomber is already damaged, then the
Bomber is Destroyed. If the Bomber suffers
Engine damage, then flip the B-17 FFL Group
counter to Dispersed.
4. If the Bomber is destroyed, then stop
tracking your bomber.
Example: The Ball Gunner crew member was killed
due to a Bandit attack. The Port AtA value is 6+
and the Starboard AtA value is 7+. Because the
Ball Gunner was killed, adjust the Port AtA value
to 7+ and the Starboard AtA value to 8+.

3.6 Post Mission


After the Bomber Group completes the mission,
perform the following steps.
1. Check the next box on the Mission track.
2. Earn XPs per the XP Earned by Position chart.
Record the XPs in the XP Pool box.
3. If the Bomber is Damaged, roll for the
Mechanic to Fix Damage. If the die roll is
equal to or greater than the Mechanic Fix
Damage number, then remove the Damage. If
NOT successful, the Bomber retains the Damage
and cannot fly the next mission. Roll again
after the next Group mission.
4. If a Crew Member was killed, pay SO points to
replace and/or reset modifiers, or use XPs
from the XP Pool.
5. If desired, use unspent XPs in the XP Pool to
adjust the AtA value or Mechanic value (ex:
Rear AtA 7+ to 6+), or purchase a Tactic
(Concentrate Fire or Evasion).
Example: I just completed Mission #4, so I check
the box under #4. For my next mission (#5), my
Group is now Green and has a -1 Skill Modifier.

I was in the Rear


position, so I earn 2 XPs,
increasing my total to 6
XPs. My Front AtA value
is currently set to the
default of 9+, so I spend
3 XPs to change my Front
AtA value from 9+ to 8+.

3.7 Missions Complete


If your Bomber survives all of the B-17 FFL
Campaign missions, congratulations!!!!

11
4 B-17 Bomber Mini-Game 4.3 Game Start
Select the year of your game (1942 – 1944). Name
4.1 Introduction your Bomber and Crew (if desired).

The B-17 Bomber Mini-game is a standalone game


that is played without B-17 FFL.
You will need a new copy of the B-17 Bomber Mini-
game Log Page.

The Mission track at the top indicates the crew


Skill Level and Skill Modifiers (Recruit (-2),
Green (-1), Average (0), Skilled (+1), Veteran
(+2), and Ace (+3)). As you execute missions,
Use the following counters when playing the you will be checking boxes in the Mission Track.
Single Bomber Variant. Your current mission number is the first
unchecked Mission box.

You will be using the default AtA values, Lead


AtG value, and Mechanic Fix Damage value.

4.4 Mission Start


1. If your Bomber is
The goal of the mini-game is to fly your B-17 for Damaged (Frame or
25 missions. Engine), roll for
the Mechanic Fix
Damage. If the
4.2 Terms roll >= Mechanic
AtA (Air-to-Air): the number that must be rolled Fix DRM, then
or higher to get a hit on the Bandit (Bomber remove the Damage
attacking) or Bomber (Bandit attacking). counter. If not,
then reduce a selected AtA box by 1 DRM (Ex:
AtG (Air-to-Ground): the number that modifies Change Rear AtA from 8+ to 9+) and repeat
your bombing attack on the Target during the this step.
Bombing Run (BR). 2. If your Bomber is not Damaged (no Damage
counter), roll on the Bomber Position chart
Fast: If the Bomber is Fast, the Bomber attacks
to determine the Bomber position in the
the Bandit before the Bandit attacks. Otherwise,
Group. Apply the Bomber Skill Level
the Bomber is Slow and attacks after the Bandit
modifier. Place your Bomber counter on the
attacks the Bomber.
indicated position.
DRM (Die Roll Modifier): a modifier applied to
your die roll.
XP (Experience Point): Earned for successful
missions, used to adjust DRMs or replace crew.

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4.5 Mission Encounter
Based on the Mission Encounter, execute Bandit
Attacks, Flak Attacks, and Bombing Runs (BR) in
the order given. At the end of the Encounter,
the Bomber has returned to Base.
Example: For Mission Encounter #9, execute a
Bandit Attack, Flak Attack, Bombing Run (BR),
Bandit Attack, and Bandit Attack.

4.6 Bandit Attack


1. Roll on the Bandit
Attacks Bomber chart to
3. Roll on the
determine if a Bandit
Mission
attacks your Bomber in
Encounter chart
the Group.
to determine the
Mission
If No, then end Bandit
Encounter for
Attack.
this mission.
The Mission
Encounter
2. If a Bandit Attacks, roll on
determines the
the Bandit Type chart to
possible number
determine the Bandit type
of Bandit
attacking your Bomber.
Attacks
(Bandits), Flak
Attacks (Flak),
and the Bombing
3. Roll on the Bandit Attack
Run (BR), where
Direction chart to determine
the Lead Bomber
the attack direction. Place
bombs the target.
the Bandit counter in the
appropriate attack position.
Record the Mission Encounter
number in the Mission
Encounter/Event box.
Example: My
Bomber is flying
4. Roll on the Events in the Rear
chart to determine position when it
the current mission gets attacked. I
Event. Record the roll a 7, which is
Event number in the modified to a 5.
Mission The Bandit attacks
Encounter/Event box. on the Port side.
Apply the Event
throughout the
mission. 4. Roll on the Fast chart to
determine if the Bomber is Fast.
Special Notes:
5. If the Bomber is Fast, the Bomber
a. Crew Wounded Only (Temporary Penalty) – Crew
attacks the Bandit first. Roll for the
members aren’t killed, but any modified DRMs
Bomber AtA attack using the appropriate AtA
apply for the remainder of the mission. The
box based on the Bandit position.
Crew member returns to duty the next mission
with the original DRM.
Use the Concentrate Fire tactic if
b. Replacement Ball Gunner – The Ball Gunner is
desired prior to the roll.
permanently replaced. Apply DRM changes to
Port & Starboard AtA.
If the modified die roll is >= the
c. Bandit Attacks 2 Turns – If the Bandit isn’t
Bomber position AtA value, the Bandit is
destroyed after the first attack, roll on the
Destroyed. Removed the Bandit counter and
Bandit Attack Direction chart to determine
earn 1 XP.
the new attack direction, and have the Bandit
attack again.
6. The Bandit attacks the Bomber. Roll for the
Bandit attack.

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Use the Evasion tactic if desired 4.8 Bombing Run (BR)
prior to the roll (roll twice and
use the lowest value). Perform the following steps to execute the
Bombing Run.
Modify the Bandit Attack roll based on the
1. If you are not in the Lead Bomber Position,
Bandit Attack Modifier chart.
then don’t perform the next step.
If the modified Bandit attack
2. If you are in the Lead Bomber Position, then
die roll is >= to the Bandit
roll a die, modify it by the Lead AtG
AtA value, the Bandit hits
modifier, and compare it to the Target Hit
the Bomber.
number (6+). If your modified die roll is >=
6, then earn 4 XPs for the mission. If your
7. If the Bandit hits the
modified die roll is < 6, then you earn no
Bomber, roll on the Hit
Mission XPs.
Damage chart to
determine the Damage.
a. If Superficial 4.9 Post Mission
Damage, then no
damage is applied. Perform the following once all of the Mission
b. If a Crew Member is Killed, roll a die and Encounters are complete.
compare the die roll to the Crew Position 1. Check the next open Mission box.
number. That crew member is KIA. Apply 2. Earn XPs per the XP Earned by Position chart.
any AtA penalties (right side of Crew If you were the Lead Bomber and missed the
Position). Reset AtA means the original Target, then you do not earn any XPs. Add
AtA value is used again. your XP count to the XP Pool box.
c. If Frame Damage or Engine Damage, place 3. If a Crew Member was killed, pay XPs to
the appropriate Damage counter in the replace him (if applicable). If you don’t
Damage box. If the Bomber is already have enough XPs, then the Game is over.
damaged, then the Bomber is Destroyed and 4. Use unspent XPs from the XP Pool (if desired)
the game is over. to adjust any AtA value, AtG value, or
8. If the Bomber is Slow (i.e. not Fast), then Mechanic value.
the Bomber attacks the Bandit per step 5. 5. Use unspent XPs to purchase a Tactic (if
9. The Attack is complete. Remove the Bandit desired and Average + Skill level).
counter.
Example: I just completed Mission #4, so I check
Example: The next step in the Mission Encounter the box under #4. For my next mission (#5), my
is Bandit. I am currently Skilled and in the Rear group is now Green and has a -1 Skill Modifier.
position. I roll to see if a Bandit attacks my
Bomber. I roll an 8, which is modified to 9 (Rear
position). The Bandit attacks my Bomber. I roll
to see which Bandit attacks. I roll a 9, which is
a ME-410. I roll to see what direction it attacks I was in
from. I roll a 7, which is modified to 5 (Rear the Rear position, so I earn 2 XPs, increasing my
position). It attacks my Port side. I roll to see total to 6 XPs. My Front AtA value is current
if my Bomber is Fast. I roll a 5, which is set to the default of 9+, so I spend 3 XPs to
modified to 6 (Skilled +1). I’m Slow. I now roll change my Front AtA value from 9+ to 8+.
to see if the Bandit hits. I roll an 8 that is
modified to 7 (Year = 1944), which is a hit
(Bandit AtA is 7+). I roll for damage. I roll a
4.10 Destroyed/Missions Complete
6, which is a Crew Member killed. I roll a 5, Determine your outcome based on the number of
which means my Engineer is killed. I change the Missions completed by your Bomber:
Front AtA value from 6+ to 7+. It’s now my turn
to attack. I roll a 4, which is less than my Port  25 Missions Complete: Great!
AtA value of 7+. So I miss. The Bandit Attack is  20-24 Missions Complete: Good
now complete.  10-19 Missions Complete: Average
 9 or less Missions Complete: Poor
4.7 Flak Attack
If the Mission Encounter is a Flak Attack,
perform the following steps to resolve.
1. Roll on the Flak Damage chart
to determine if the Bomber is
hit by Flak (could be modified
by Event #8).
2. If the Bomber suffers damage, roll on the Hit
Damage chart to determine damage (see Bandit
Attack step 7 for details).

14
5 Down in Flames Crossover

5.1 Introduction
The B-17 Flying Fortress Leader/Down in Flames
Crossover lets you use Down in Flames to resolve
the battles between Bandits and the Fighter/Bomber
Groups. Once the DiF battle is complete, the
results of the battle get reflected back into the
B-17 FFL game.

5.2 DiF Setup – B-17 FFL Status


Whenever a Fighter Group and/or Bomber Group is
attacked by a Bandit, the B-17 FFL Mission display
defines the DiF Setup.
For Fighter-to-Fighter attacks, pull a DiF German
Aircraft card that matches the Bandit type and
year and a DiF American Aircraft card that matches
the Fighter Escort type to oppose each Bandit.

For Fighter-to-Bomber Attacks, pull two DiF German Aircraft cards matching the Bandit type, and two DiF
American Bomber cards matching the Bomber type.

For Fighter-to-Bomber Attacks, pull two DiF German Aircraft cards matching the Bandit type, and two DiF
American Bomber cards matching the Bomber type.

Place all of the Bandit Profile counters


into a cup. Randomly draw a counter and
place it next to the Bandit’s card.

15
For your Fighter or Bomber, find the appropriate Skill counter
and place it next to your card.
For both Bandits and Fighters/Bombers, apply the indicated
Performance (P), Horsepower (H), and Burst (B) adjustments
throughout the battle.
You can play with 2 players (one person German and one American), or you can play solitaire with you
playing the Americans. If playing solitaire, resolve all German Bandit movements per the instructions
below.

5.3 Two-Player Resolution


Play 6 turns and resolve the battle per the DiF Rules. If there are multiple attacks on the current
turn, draw all of the aircraft cards relevant to the attack. Opposing aircraft are paired together as
they are on the B-17 FFL Mission box. If an aircraft is Destroyed, the opposing aircraft can attack
any remaining enemy aircraft on the next turn.
EXAMPLE
Per the diagram on the left, draw a German FW-190, BF-109, and 2 ME-410 cards, plus two P-47 and two B-
17 cards. Pair the aircraft as follows: FW-190 & P-47, BF-109 & P-47, and two ME-410s & 2 B-17s.

5.4 Solitaire Resolution


For German Aircraft, draw Action cards up to the modified Performance + 6 Additional Cards. For
American Aircraft, draw Action cards up to the modified Performance based on the Group skill level.
Perform the Turns section below.

5.5 Turns
Start all Aircraft at High Altitude. Play 3 Turns with Fighter/Fighter and 6 Turns with
Fighter/Bombers. Bandits always Maneuver first (if possible), then Attack.
1. If the Fighter Group is Fast or the German aircraft is VERY SLOW, perform the American Fighter
Turn.
2. Perform the German Bandit Turn.
3. If the Fighter hasn’t had a turn, perform the American Fighter Turn.

Bandit Aircraft Action Card Reactions:


When you play a card (either when initiating a Maneuver or Attack or reacting to a Bandit
Aircraft Action card), always look left to right for a Bandit Aircraft reaction card. If the
Bandit can react, then always play the left-most reaction card.

5.6 German Bandit Turn


5.6.1 Bandit Card Setup
1. Draw Pre-Turn Horsepower cars up to the Bandit’s modified Performance + 6.
2. Shuffle Bandit Action cards
5.6.2 Altitude
1. If Disadvantaged and the Bandit Profile has ALTITUDE CHANGE, decrease the altitude by one level.
Allied Fighter can react to Altitude Change
5.6.3 Maneuvering
1. If Disadvantaged or Tailed, play Barrel Roll or Scissors if available.
2. Place 6 Bandit Action cards face down, then place Action cards face up left to right (up to
Modified Performance maximum).
3. Use Speed difference to Maneuver to Best Position – see below (Allied Fighters can React). If
Bandit Profile is DOUBLE MANEUVER, then 2 Maneuvering points are required to maneuver one position.
The card sequence can go back and forth as you play reaction cards and the Bandit plays reaction
cards. Play any available Bandit reaction card, starting from left to right.

16
4. Use Bandit Maneuvering cards to
Maneuver Bandit to Best Position.
Maneuver with Reaction Cards left to
right, then Attack/Reaction Cards left
to right, then Attack Cards left to
right.

Best Position:
• If Bandit Profile is NEUTRAL MAX, the Bandits can only maneuver to Neutral position (not
Advantaged or Tailing).
• If Bandit Profile is ADVANTAGE MAX, the Bandits can only maneuver to Advantaged position
(not Tailing).
• Otherwise, maneuver to Tailing position (unless 2 or less Actions cards are left).

EXAMPLE
The German Bf-109F Friedrich starts its turn as disadvantaged.
The current Bandit Profile allows Tailing. The Bandit has 6
cards face down (not playable) and 5 cards face up. The German
Bandit will attempt to maneuver to a Tailing position.

For the Bandit, play the Redline (Reaction) card first as a Maneuver card. You play a Barrel Roll
card. The Bandit must react with Yo-Yo (left to right). You cannot react to Yo-Yo, so the Bandit
maneuvers to Neutral position. There are 3 cards remaining. For the Bandit, play the In My Sights
(Attack/Reaction) card as a Maneuver card. You cannot react to a Maneuver card, so the Bandit
maneuvers to Advantaged. Because there are only 2 cards left, the Bandit ends Maneuvering.
5.6.4 Attack
1. If the Bandit profile has OUT OF THE SUN, then have the Bandit play the
equivalent of an Out of the Sun card (2 Bursts, 3 Hits). You can react to Out
of the Sun.
2. If the Bandit profile has INEXPERIENCED, then don’t use any Bandit Ace Pilot
cards.
3. Group all German Action cards together, shuffle them, place 6 cards face down
, then place Action cards face up left to right (up to Modified Performance
maximum).
4. Play Tactic: Score +1 card if available.
5. Use Burst cards that fit within the remaining Bursts.
Start with Attack cards from left to right, then
Attack/Reaction cards from left to right. You can react to
Bandit cards, playing until card play ends. Apply damage
if applicable (including Bandit card damage due to Bomber
cards).
6. If you are damaged, apply the appropriate Damage counter to your Fighter/Bomber.

17
7. If a Bandit cannot attack, then the turn is over.
8. If more Bandit cards are available, repeat steps 3-6 until all cards are used.

EXAMPLE
Two German ME-410s are attacking one of
the B-17 Bombers. Each Bandit has a
set of Action cards. For the B-17
getting attacked by Bandit #1, draw 7
cards (5 Turret Defense cards plus 2
Turret Support cards).
Bandit #1 counter gives it an extra
Burst, giving it a total of 2 Bursts
(one for being Advantaged). Bandit #1
has a total of 10 Action cards. Place
6 cards face down and the remaining 4
(below Performance max) face up left to
right.

Bandit #1 can’t play the first card


because it only has 2 Bursts. But
it can play the second card with 1
Burst, attempting to apply 1 Hit.
You play your In My Sights card to
reduce the Bomber damage by 1 Hit.
No damage is applied to your Bomber.
Bandit #1 has one more Burst, but
doesn’t have any cards remaining
with 1 Burst.

5.6.5 Bandit Card Draw


1. Draw Post-turn Horsepower cards up to the Bandit’s modified Performance + 6.

18
5.7 American Fighter Bandit Turn
5.7.1 American Fighter Card Draw
1. Draw Pre-Turn Horsepower cards up to the your modified Performance.
2. Adjust your starting number of Bursts based on your Fighter Group’s AtA value.
5.7.2 Altitude
1. If changing your Fighter’s altitude, change the Bandit aircraft altitude and if discarding, then
discard card using left-most Reaction card (blue/blue), then left-most Attack/Reaction card
(red/blue), then left-most Attack card (red/red).
You can choose to maneuver and/or attack in any order.
5.7.3 Maneuvering
1. Choose which card to use to Maneuver.
2. Shuffle Bandit Action Cards. Place 6 Bandit Action cards face down, then place Action cards face up
left to right (up to Modified Performance maximum).
3. If possible, react with Bandit Action cards per the Bandit Aircraft Action Card Reactions note
until card play ends. If successful, maneuver your Fighter card appropriately.

EXAMPLE
Your Average P-47 is in a Neutral position against
a Fw-190. You have 4 Action cards. You have a 3
Burst In My Sights card, but currently only have 2
Bursts. You need to maneuver to Advantaged to use
your card. You decide to play your Redline card
as a Maneuver card.
Shuffle the Fw-190 Action cards, place 6 cards
face down, and place the remaining 3 cards face up
left to right.

The Bandit plays the Tight Turn card in response to


your card. You decide to play your Tight Turn card.
The Bandit has nothing to react to your card, so you
maneuver your Fighter card to Advantaged.

5.7.4 Attack
1. Assuming you have Bursts, choose which card to use to Attack.
2. Shuffle Bandit Action Cards. Place 6 Bandit Action cards face down, then place Action cards face up
left to right (up to Modified Performance maximum).

19
3. If possible, react with Bandit Action cards per the Bandit Aircraft Action Card Reactions note
until card play ends. If successful, apply appropriate Damage counter to the Bandit card.
5.7.5 Fighter Card Draw
1. Draw Post-Turn Horsepower cards up to your Fighter’s modified Performance.

EXAMPLE
Your Average P-47 is in an Advantaged position after
Maneuvering against a Fw-190. You have 2 Action cards
remaining. You have a 3 Burst In My Sights card and a
Yo-Yo card. You currently have 3 Bursts available.
You decide to play your In My Sights (Fuel Tank) card.
Shuffle the Fw-190 Action cards, place 6 cards face
down, and place the remaining 2 cards face up left to
right.
The Bandit doesn’t have any response to your card, so
it is Destroyed.

5.8 B-17 FFL Game Updates


After all DiF Turns are complete, reflect the results of your attack back into the B-17 FFL game.
1. If you destroyed the Bandit, then remove the Bandit counter from the B-17 FFL Mission display and
increase the Bandit Destroyed counter by one.
2. If a Bomber was Damaged, then apply one Destroyed marker to your Bomber Group card. If a Bomber
was Destroyed, then apply two Destroyed markers to your Bomber Group.
3. If your Fighter was Damaged, then apply one Destroyed marker to your Fighter Group card. If your
Fighter was Destroyed, then apply two Destroyed markers to your Fighter Group.

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