B-17 Flying Fortress Leader Playbook
B-17 Flying Fortress Leader Playbook
1
2 Sample Mission
The following provides a Sample Mission.
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.
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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.
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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.
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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.
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.
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.
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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)!
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3 Single Bomber Variant XP (Experience Point): Earned for successful
missions, used to adjust DRMs or replace crew.
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.
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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
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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+.
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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).
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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.
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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).
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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.
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.
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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.
5.5 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.
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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.
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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.
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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.
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).
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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.
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