SEPTEMBER 1939 TO MARCH 1940 | |||
2D6 |
TIME
OF MISSION
|
||
2 |
Day mission - Very good weather - Bomb Run +1. | ||
3 | Night mission.(See also Search Light Table below.) | ||
4 | Night mission.(See also Search Light Table below.) | ||
5 | Night mission.(See also Search Light Table below.) | ||
6 | Day mission. | ||
7 | Night mission.(See also Search Light Table below.) | ||
8 | Day mission. | ||
9 | Night mission.(See also Search Light Table below.) | ||
10 | Day mission. | ||
11 | Day mission. | ||
12 | Night mission - Very good weather - Bomb Run +1. | ||
HISTORICAL
NOTES * On April 12, 1940, 6 Hampdens and 3 Wellingtons were lost on a misson to Stavanger, Norway. It was the last day mission for these bombers. |
SEPTEMBER 1939 TO MARCH 1940 | |||
2D6 |
TARGET
AREA AND TARGET |
||
2 |
Brunsbüttel, Navy Ships (Flak: +1) | ||
3 | Bremen, Leaflets (Nickelling) | ||
4 | The Ruhr, Leaflets (Nickelling) | ||
5 | North Sea (1) Anti-Shipping Patrol | ||
6 | North Sea (2), Anti-Shipping Patrol | ||
7 | North Sea (3), Anti-Shipping Patrol | ||
8 | Heligoland Bight, Navy Ships | ||
9 | Wilhelmshaven, Port | ||
10 | Hamburg, Leaflets (Nickelling) | ||
11 | Hamburg, Leaflets (Nickelling) | ||
12 | Hörnum (on Sylt), Seaplane Base | ||
HISTORICAL
NOTES * Blenheim, Wellington, Whitley and Hampden were used on these missions. * The first daylight mission of the war was on September 29, 1939 to Heligoland Bight. * Due to bad weather in February 1940 there were no night missions and day missions were cancelled during the first two weeks. * The Seaplane base at Hörnum (on Sylt) was bombed 19/20 March 1940 after an attack on Scapa Flow two nights earlier. |
GAZETTEER SEPTEMBER 1939 TO MARCH 1940 |
||||||||||
TARGET AREA AND TARGET | ZONE 1 | ZONE 2 | ZONE 3 | ZONE 4 | ZONE 5 | ZONE 6 | ZONE 7 | ZONE 8 | ZONE 9 | ZONE 10 |
Bremen | E/W | W | W | W | -1/W |
+1/G |
+1/G |
|||
Brunsbüttel | E/W | W | W | W | -1/W |
+0/W |
+2/W/G |
Your bomb run will be on the Anti-Shipping Patrol Bomb Run Table below. | ||
Hamburg | E/W | W | W | W | -1/W |
+0/W/G |
+2/W/G |
+2/G +1 |
||
Heligoland Bight | E/W | W | W | W | -1/W |
+0/W |
Your bomb run will be on the Anti-Shipping Patrol Bomb Run Table below. | |||
Hörnum | E/W | W | W | W | -3/W | -2/W -1 |
+0/W/G -1 |
|||
North Sea (1) | E/W | W | W | W | W | -1/W -2 |
Your bomb run will be on the Anti-Shipping Patrol Bomb Run Table below. | |||
North Sea (2) | E/W | W | W | W | +0/W -1 |
Your bomb run will be on the Anti-Shipping Patrol Bomb Run Table below. | ||||
North Sea (3) | E/W | W | W | -3/W | Your bomb run will be on the Anti-Shipping Patrol Bomb Run Table below. | |||||
The Ruhr | E | E | W | W/N | N |
+2/G +1 |
||||
Wilhelmshaven | E/W | W | W | W | -2/W |
-1/W/G |
+0/W/G |
|||
NOTES North Sea (1), (2) and (3): When you are in the Target Zone, roll first on Table B-2 below and then on the Anti-Shipping Patrol Table to spot ships. On NIGHT MISSIONS: Night fighters may appear in the zone. Roll below on Table B-1 or B-2 Night! Use only terrain and only the modifier beneath the insignia if stated. (If no modifier beneath the insignia DR is +0.) HISTORICAL NOTES * Routes over Belgium and the Netherlands were usually avoided. (The route over the Netherlands to the Ruhr would probably be over Germany along the border from the North.) |
TABLE B-1 AND B-2 | ||||
2D6 |
DAY | NIGHT | ||
B-1 | B-2 | B-1 | B-2 |
|
2 |
None | None | None | None |
3 | None | None | None | None |
4 | None | None | None | None |
5 | None | None | None | None |
6 | None | 1 | None | None |
7 | 1 | 1 | None | None |
8 | 1 | 1 | None | None |
9 | 1 | 1 | None | 1 |
10 | 1 | 2 | None | 1 |
11 | 2 | 2 | 1 | 1 |
12 | 2 | 3 | 1 | 2 |
NOTES If fighters appear, go to Table B-3. HISTORICAL NOTES * The night fighters were usually operating at dusk or dawn using the evening or morning sunlight to spot bombers. They were not effective. |
ANTI-SHIPPING
PATROL ROLL ON THIS TABLE AFTER B-2 ABOVE |
|||
2D6 |
TIME OF MISSION | Notes | |
DAY | NIGHT | ||
2 |
None | None | |
3 | None | None | |
4 | None | None | |
5 | None | None | |
6 | None | None | |
7 | None | None | |
8 | None | None | |
9 | Ships! | None | Ships spotted! Bomb run!* |
10 | Ships! | None | Ships spotted! Bomb run!* |
11 | Ships! | None | Ships spotted! Bomb run!* |
12 | Ships! | Ships! | Ships spotted! Bomb run!* |
*
ANTI SHIPPING PATROL BOMB RUN D6: Brunsbüttel: DAY: +2 first roll. NIGHT: +1 first roll Heligoland Bight: DAY: +1 first roll. NIGHT: No modifier. 1-5: Miss! 6: Ship HIT! (Roll D6 again: 1-3: Light damage. 4-5: Serious damage. 6: Ship sunk! You re responsible for the critical hit that sunk the ship!) HISTORICAL NOTES * These missions were usually ineffective, especially at night. |
SEARCH LIGHT | |||
1D6 |
Notes |
||
1 |
Search lights around your bomber but they miss you! | ||
2 | Search lights around your bomber but they miss you! | ||
3 | Search lights around your bomber but they miss you! | ||
4 | Search lights around your bomber but they miss you! | ||
5 | Your bomber is caught in a search light! | ||
6 | Your bomber is caught in a search light! | ||
NOTES * If you are not caught in a search light, roll for flak To Hit x2. * If you are caught in a search light, roll for flak To Hit x3 and +1 on Fighter Table B-2 (Night). HISTORICAL NOTES The Luftwaffe ground and air defenses were not co-ordinated yet. |
TARGET ZONE ORDER OF ACTIONS | |||
STEP |
Notes |
||
1 |
Check the weather (if you haven't already at breifing). | ||
2 | Night fighter might find you! Roll 2D6 on Table B-2 (Night). | ||
3 | You have reached the Target! Check for search light, if Good weather only! | ||
4 | You have a choice of rolling for Flak To Hit or 2D6 on Table B-2 (Night). | ||
5 | If
step 4 was fighter, roll for flak to hit. If step 4 was Flak To Hit, roll for fighter. |
||
6 | Bomb run! | ||
7 | Turn around over the Target. | ||
8 | If good weather, check for search light again. (Your bomber was lost if caught before when you turned around, and a new position is trying to find you.) | ||
9 | You have a choice of rolling for Flak To Hit or 2D6 on Table B-2 (Night). | ||
10 | If
step 4 was fighter, roll for flak to hit. If step 4 was Flak To Hit, roll for fighter. |
||
11 | Move into the next zone. | ||
NOTES HISTORICAL NOTES |