Friday, 5 June 2026

Battle of Guilford Courthouse - rules, scenario, and game report

A couple of months ago I bought a pair of average dice (2, 3, 3, 4, 4, 5) with the intention of using them in some One-Hour Wargames-style games instead of standard six-sided dice (1, 2, 3, 4, 5, 6). This week I finally got around to setting up a game to try them out.

It feels like it has been a long time since my American War of Independence (AWI) forces last appeared on the tabletop. The collection is not particularly large, consisting mainly of old Peter Laing miniatures, with the cavalry being the only exception. Looking back, when I purchased them way back in 1978, I wish I had got more cavalry and along with some Highland troops.  Unfortunately, it was not until 2015, when I started dabbling in historical wargaming again, the figures were finally painted and based, many years after the miniatures had disappeared from the market.

Peter Laing 15mm miniatures back on the tabletop for the first time in a while.

My original plan was to select a scenario from the One-Hour Wargames book. I had my eye on scenario 26 - Triple Line. However, after browsing through a couple of books on the period, I decided instead to recreate the Battle of Guilford Courthouse, where an American force deployed in three lines. The main challenge gaming this battle is how to set it up so that the smaller attacking force has a reasonable chance of victory. Donald Featherston discusses this issue in his book when examining how to reconstruct the battle as a wargame.

The sources of inspiration for this game from  "Seven Steps to Freedom" by C. Wesencraft and "Wargamers Handbook of the American War of Independence" by D. Featherstone.

For this game I chose to modify the One-Hour Wargames Horse and Musket rules by adding a rally mechanism and allowing infantry units to charge. With these couple of additions, I hoped, would give the attackers a fighting chance. 

Here are the rules below followed by the scenario and battle report...

AWI Rules

Introduction

These simple rules are based on the One-Hour Wargames system, with additional inspiration drawn from the classic Charge rules. They use average dice (2, 3, 3, 4, 4, 5).

The game uses the troop types:

  • Infantry – The backbone of armies, fighting in line formations. Quality ranges from elite grenadiers, British regulars, and American Continentals to less reliable provincial and militia units.
  • Cavalry – Limited in use and number due to transport difficulties and terrain.
  • Skirmishers – Light troops, including light infantry and riflemen, trained to make effective use of cover and broken ground.
  • Artillery – Mostly smaller calibre guns, but useful support for infantry.
  • Generals – Commanders who can rally nearby troops.

These rules are designed for my 15mm armies, where: Infantry and skirmisher units have a frontage of 4", cavalry 3", artillery 2", and generals are mounted on 2" × 2" bases. Any basing system may be used, provided both armies are based consistently.

Sequence of Play

Each game turn comprises two player turns, where each player follows the sequence below:

  1. Movement
  2. Shooting
  3. Melee
  4. Rout
  5. Rallying

Movement

All unit movement must be in straight lines unless following a road:

  • Infantry and Artillery: 6”  
  • Skirmishers: 6”  
  • Cavalry and Generals: 12” 

Effects of terrain on movement:

  • Towns: Half movement. Impassible for artillery and cavalry except by roads.
  • Marsh/Lakes: Impassable.  
  • Rivers: Crossable only via bridges or fords. Halve movement.
  • Hills: Half movement when moving uphill.  
  • Roads: Add 3” to the movement.
  • Woods: Halve movement for infantry and skirmishers. Impassible for artillery and cavalry except by roads.

Turning - Units may pivot on their central point to change facing. A turn may be made at the start and/or end of a move.  

Moving and Shooting - Units cannot shoot if they have moved (including any pivots).

Interpenetration - Units cannot move through other units.  

Enemy Presence - Units within 6” of an enemy unit may only retire directly away from the enemy or advance directly towards them.

Charges - A charge is made by moving a unit into contact with an enemy unit. Charges are subject to the following restrictions:

  • A charging unit may make one pivot at the start of its move of up to 45 degrees.
  • An enemy unit may only be charged by one unit.
  • Melee is resolved during the Melee Phase.
  • Charging units receive no road movement bonus.

Unit Restrictions:

  • British Light Infantry may only charge enemy skirmishers.
  • Infantry may charge skirmishers and infantry.
  • Cavalry may charge any unit type.
  • Artillery never charge.

Musket Shooting

The procedure for shooting is as follows.

  • Adjudge Field of fire. Units may only target a single enemy unit within 45 degrees of their frontal arc providing there are no friendly units within 3” of the target. 
  • Measure the range. Muskets have a range of 6”.
  • Assess Casualties. All units roll an average dice (AvD) and apply the following modifiers in the order listed: 
    • -1 if the shooting unit is a skirmisher unit. 
    • +1 if the shooting unit is a British Regular unit or American Continental unit.
    • +2 if the shooting unit is a British Grenadier unit.
    • -1 if target in cover.

Artillery Shooting

The procedure for bombardment is as follows.

  • Adjudge Field of fire. Units may only target a single enemy unit within 45 degrees of their frontal arc providing there are no friendly units within 3” of the target. 
  • Check the range. Measure the range and calculate the number of 6” bounds to reach the target. For example, a unit at 20” range is at 4 bounds.
  • Assess Casualties. Roll an AvD and deduct the number of bounds. If the unit is in woods or buildings subtract 1.

Melee

The procedure for resolving melees is as follows:

  • Two Sided Combat. Both the defender and attacker roll for casualties.
  • Assess Casualties. The unit rolls an AvD and apply the following modifiers in the listed order:  
    • +1 if regular or continental unit. 
    • +2 if grenadier unit or cavalry unit
    • -1 if a skirmish unit.
    • Double the result for flank and rear attacks. 
    • Double the result if attacking  artillery.
    • -1 if charging against units in cover or uphill.
  • Melee Retreat. The unit with the most total hits (not just from the melee) must retreat directly away a full move and end up facing away from their adversary.

Rout

Infantry and Skirmisher units are routed and removed from play when they accumulate 13 or more hits. Cavalry and Artillery units are routed and removed when they accumulate 9 or more hits. 

Army Resolve - If a force loses more than half of its units, the remaining units immediately suffer 2 additional hits to represent the fatigue and reduced battlefield cohesion.

Rallying

Generals may rally their troops during the Rally Phase to remove hits. Each General may attempt one rally per turn and has a limited number of rally attempts available during the game. Artillery and cavalry may not be rallied.

The rally procedure is as follows:

  • Check Command Range – The unit to be rallied must be within 12" of the General.
  • Attempt Rally – Roll an AvD. Remove one hit from one or more units for each point scored, subject to the following limits:
    • Grenadiers, Regular Infantry, British Light Infantry, and Continental Infantry: maximum of 2 hits removed.
    • Riflemen, Cavalry, Militia, and Provincial Infantry: maximum of 1 hit removed.

A General's total number of rallies available during a game may be determined using the following guidelines:

  • +1 rally for each Grenadier, Regular Infantry, British Light Infantry, or Continental Infantry unit in the force.
  • +1 rally for an average General.
  • +2 rallies for an above-average General.
  • +3 rallies for an exceptional General.
  • −2 rallies if the force is poorly supplied or has undertaken a forced march.
  • +1 if the force is well supplied

The Scenario

This game is my take on the battle using the scenario ideas from the books "Seven Steps to Freedom" by C. Wesencraft and "Wargamers Handbook of the American War of Independence" by D. Featherstone.

Background

A British force of approximately 1900 troops commanded by Cornwallis are pursuing of the American army commanded by Nathanael Greene with an estimated 5500 troops. Greene has chosen to make a stand near Guilford Courthouse, deploying his troops in depth.

On 15 March, Cornwallis attacked the American position. The British drove back the first two lines but suffered heavy casualties in the process. Greene opted to withdraw his third line and remaining troops from the field, but the British victory came at a heavy cost. Cornwallis's army was so weakened that it would ultimately lead to his defeat later that year. A tactical British victory but a strategic American victory.

Forces

British:

1 x Grenadier unit
3 x Regular Infantry units
1 x Light Infantry unit (skirmishing)
1 x Artillery unit
1 x Cavalry unit
1 x General with 8 rally attempts during the game

American: 

2 x Continental units
4 x Militia units
3 x Riflemen units (skirmishing)
2 x Artillery units
1 x cavalry unit
1 x General with 4 rally attempts during the game

Tabletop

A 4x4 foot tabletop is used for the scenario, as this size works well for my 15mm armies.

Map of tabletop

Deployment

The American must be deployed in three lines and each line must have at least 2 infantry units of any type. The Continental units must be in the third line, and one artillery piece must be placed in the first and second line.

The British deploy their units within 6" of their table edge.

Deployment areas

Game Length and Turn Order

The scenario has 15 game turns and the American player begins.

Victory Conditions

American victory - Rout more than 50 percent of the British units.
British victory - Rout or force off the tabletop 1 of the American continental units.

Battle Report

The Americans deploy their first line of defence along the fence line, consisting of two militia units, two units of riflemen acting as skirmishers, and an artillery piece. A second line, positioned in the central wooded area, had two more militia units and another gun, leaving sufficient space for the forward troops to retire through the position should they retreat. The final and third line, consists of two Continental infantry units, cavalry and riflemen.

Both armies deployed.

The British deployed with their artillery covering the road. On the right are the Grenadiers and a unit of regular infantry, while the left has two units of regulars supported by a unit of light infantry.

The British advance on the first American line of defence.

The British advance commences without delay. Their line moves forward against the American troops lining the fence. After exchanging several volleys to wear down the defenders they charge whenever a militia unit shows any signs of disorder. Three of the four militia units gave way to charges and retreat, though one unit stubbornly maintained its ground. In the confusion of the withdrawal, the American gun is abandoned. The British left wing press on in pursuit of the retreating militia, while on the right the remaining defenders were finally routed with the support of the Grenadiers.

The first line of defense retreats.

Grenadiers help rout the last defenders of the fence line.

With the first line swept aside, British attention turns to the second American position amongst the central wooded area. This line had been strengthened by some of the retreating troops from the first line. The attack opens with the British left wing, where the light infantry work their way through the woods to threaten the American flank. 

Supported by artillery fire, two units of regulars advance once more and successfully rout several of the defending units. One unit of British regulars are lost in the process of clearing out the militia.

The British left wing advances taking losses in the process.

On the British right wing the remaining American gun finds its range, delivering accurate fire against the Grenadiers as they try to close with the second line. Determined to stop the troublesome gun, the British commander orders his cavalry forward along the road. Their charge successfully silences the gun, but they suffer heavily casualties and retire from the battle.

Cavalry charge down the road to silence the remaining gun.

As the American second line began to crumble, the Continental units and riflemen of the third line advance to meet the enemy. British units having gained possession of the wooded centre are now exhausted from the prolonged fighting. They exchanged a couple of volleys with the riflemen, but are not in a position to advance further without artillery support, which is yet to arrive.

The central wooded area is finally taken by exhausted British troops.

The Continental infantry are in good order and appeared ready to contest the field. However, with daylight fading no further assault would be attempted without the necessary artillery support. The British retain control of the central wooded area. 

The game ends in a draw with neither army achieving their victory conditions.

The British move up their artillery, but it would arrive too late to support their worn out infantry.

Wrap Up

This proved to be an enjoyable solo game, with American units focused entirely on holding their successive defensive lines for as long as possible. The game unfolded in a manner not dissimilar to the historical engagement, with the British forcing their way through the second line of defence but becoming too disorganised and exhausted to press on. Under the scenario's victory conditions, the result is recorded as a draw, which feels like a fair and fitting outcome.

From early in the game, the British commander was attempting to rallying units in order to keep them in the fight, the loss of any unit would reduce the army's firepower and slow its advance. By the time the British had secured the central wooded area, all the available rally opportunities had been used and most units were close to being eliminated.

The average dice also worked out well and I am tempted to experiment with them further with other One-Hour Wargames rules and rule variants.

Wednesday, 27 May 2026

Battle of Britain Campaign - Game 3 a solo game

This week has provided more hobby time, allowing me to play the third game in my Battle of Britain campaign, covering the period from 22 July to 28 July 1940.

The games are being played using the Blood Red Skies rules from the Airfix Battle of Britain Boxed Set, with some additional rules for bomber operations. Details of the campaign system can be found here.

Lots of twisting and turning as the RAF fighters try and avoid the fighter escort and target the bomber.

The dice determined that this week’s Luftwaffe mission would be a raid against RAF airfields. For the mission the Germans were fielding:

  • 1 × Dornier 17
  • 1 × Messerschmitt 110
  • 3 × Messerschmitt 109s (Note: I made an error and only pulled out 2 Messerschmitt 109s and did not realise until the end of the game. I guess one had engine trouble and had to turn back early.)

Under the original campaign rules this scenario called for four 109s, but I decided to mix things up by replacing one of the Messerschmitt 109's with a 110. It is still early in the campaign and the Luftwaffe were continuing to employ the twin-engined fighters in support of their bombers.

The mission selected was to bomb the airfields.

Normally the RAF would be able to deploy two barrage balloons in defence of their airfields. However, following the successful bombing raid on London in the previous campaign week, one balloon and associated flak had been diverted to strengthen the capital’s defences.

The weather was improving, with clearing skies leaving only a single cloud over the battlefield. Moving to intercept the incoming raid the RAF force consisted of:

  • 2 x Hurricanes
  • 2 x Spitfires

All fighters begin the game at a medium altitude, while the Dornier 17 was approaching at a lower altitude.

The Luftwaffe formation was led by an Ace pilot, with all the remaining German pilots rated with a regular skill levels. During the early stages of the campaign, the Luftwaffe are receiving a plus 1 to their pilot skill rolls. This reflects their greater combat experience at this point in the campaign. The RAF force was more of a mixed group. Having lost a Sortie mission in the previous two weeks, the RAF subtract 1 from all their pilot skill rolls. The RAF force was led by a veteran pilot supported by two regulars and one novice pilot.

The start of the game.

Battle Report

The RAF intercepting force sighted the incoming Luftwaffe formation as it was crossing the coast, the Dornier 17 pressing steadily onwards beneath its fighter escort. Almost immediately the Spitfires clashed with the escorting Messerschmitt 109s in a fast-moving aerial melee. The Spitfire pilots twisting clear of the attacks and escaped without serious damage. They then headed towards the bomber.

The Messerschmitt 109s attack the Spitfires.

Meanwhile, the Hurricanes used the cloud to slip by the Messerschmitt 110, emerging to get a bead on the Dornier. Tracer flashed across the bomber’s path, but the attack caused no visible damage. The Spitfires soon joined the attack. Sweeping in behind the bomber, they found their range. A burst struck home and moments later a thin trail of smoke could be seen streaming from one of the Dornier’s engines. It seemed like the bomber might be finished, but the damage was minor and it continued on with its mission.

The Hurricanes emerge from the cloud.

The Messerschmitts 109's having swung around, returned at precisely the right moment. Attacking fighters before another pass could be made. The novice Spitfire pilot was caught in their sights and was sent spiralling down out of the fight.

A Spitfire is shot down.

The Hurricanes now found themselves hard-pressed, dodging both the pursuing Messerschmitt 110 and the returning Messerschmitt 109s and they struggled to line up the bomber for another attack. The Dornier continued to fly on towards its target.

Just as it appeared the German bomber might escape, the ground defences struck. As the bomber flew past the barrage balloons protecting the airfield, the flak gunners found their mark. Bursts exploded around the Dornier and, within moments, the aircraft was hit and began an increasingly steep dive towards the ground.
The Dornier 17 is shot down.

With their bomber destroyed, the Luftwaffe fighters broke off the engagement and turned for home.
It had been a close-run affair, but in the end a useful victory for the RAF.

Summary

With one RAF fighter already shot down, it looked as though the Dornier might successfully slip through  and reach its target. The remaining RAF aircraft would have managed another one or two attack runs, but   further engagement with the escorting Messerschmitts could easily have resulted in additional losses and forced them to break off entirely.

The successful flak hit proved to be a dramatic and unexpected turn of events. In fact, I almost forgot to roll the solitary flak die at all. Thinking I had better make the roll anyway, I did so with little expectation of any result.

The campaign map and tracker is updated.

So, at Turn 3 of the 17 turn campaign, the Luftwaffe remain on a single victory point, earned from their successful bombing raid on London. Looking ahead to the next turn, the situation is improving for the RAF, as they will no longer suffer the minus 1 penalty for pilot skill dice rolls. Given how important pilot skill is to aircraft activation and combat effectiveness, this could prove a significant boost to their fortunes.

Monday, 25 May 2026

Finishing a few left over English Civil War miniatures

A rather delayed and short post this week, Things have been rather busy around the home the last week or two, leaving limited time for painting and wargaming activities. With the time that was available, I decided to paint up a small unit of commanded shot and an officer for my English Civil War forces. These figures had been lying around for quite a while and, for one reason or another, always seemed to get pushed to the back of the painting queue.

Commanded Shot and Officer. The figures are a combination of Hinchliffe and Minifigs.

Additionally, I painted up some barrels that I had spotted at the local model shop last year, intending to use them as out-of-ammunition markers to replace the cardboard ones I currently use. Although having now painted them I find I still quite like the old cardboard markers. I guess I can now choose the type of marker that is to my liking at the time.

Cardboard barrel counters showing out-of-ammunition.

Wooden Barrels Kit.

All the barrels painted up. Not all the barrels are suitable as some are just too big, but I painted them up anyway as they will get used as smaller terrain in and around buildings.

The new out-of-ammunition barrel.

All being well this coming week, I will be able to return to painting my Zulu forces and also get a couple of games played for my Battle of Britain campaign using the Blood Red Skies rules.

Sunday, 10 May 2026

Battle of Britain Campaign - Turn 2 and a remote game

The dice were rolled for Turn Two (15 July to 21 July) of my Battle of Britain campaign to determine the Luftwaffe’s next mission. (For details of the campaign system, click Planning an Air Campaign.) A roll of 3 resulted in a Bombing Raid on London scenario. This game would be played remotely against Jon from Palouse Wargaming Journal.

The campaign missions for the Luftwaffe.

The forces Involved:

Luftwaffe

  • 1 × Heinkel 111
  • 1 × Dornier 17
  • 3 × Messerschmitt 109s

RAF

  • 2 × Hurricanes
  • 2 × Spitfires

In addition, the RAF would deploy two Barrage Balloons with Flak.

The game used the Blood Red Skies (BRS) rules from Airfix's Battle of Britain Boxed Set. The major difference is I have added the rules for bombers and the game does not use trait cards as per Warlord Games' rules. I have additionally adapted the rules for play on a hex grid. For remote gaming, I find a grid so much easier as it simplifies movement and positioning during play.

Jon would command the Luftwaffe, while I would take the role of the RAF defenders.

Scenario Setup

The scenario was prepared at the start of the remote session.

Weather - A dice roll of 2 produced Overcast conditions, resulting in three clouds being placed on the tabletop. Clouds were deployed alternately by the players, beginning with the Luftwaffe.

Defences - The RAF player then positioned two barrage balloons and Flak defences to protect the target area.

Pilot Skill - Pilot experience was then determined. The Luftwaffe continued to benefit from their early-campaign veteran advantage. Jon’s force consisted of:

  • 1 Ace
  • 2 Veterans
  • 1 Regular pilot

The RAF, meanwhile, suffered a penalty to skill rolls following their defeat in the opening Sortie mission. Despite this setback, my RAF roster included:

  • 1 Ace
  • 2 Regular pilots
  • 1 Novice

Deployment -  The Luftwaffe deployed first, entering along the table edge opposite the target zone, which was located in the centre of the far table edge. The RAF then deployed anywhere within their half of the table in preparation to intercept the bombers.

Altitude - Finally, each aircraft’s starting altitude state was determined as:

  • Advantaged
  • Neutral
  • Disadvantaged

Under the rules, bomber aircraft could never begin or gain an advantaged altitude. They just plod along in a straight line to the target.

With all preparations complete, the scenario began.

Game Report

The RAF patrol sighted the approaching Luftwaffe formation well before it reached the coast. Even as the bombers were identified, the British pilots were searching the skies above for the escort fighters that were certain to accompany them. Sure enough, the Messerschmitts were spotted higher up, ready to protect their bombers.

The RAF fighters opened their throttles and climbed hard to intercept. In response, the German fighters surged forward while the bombers, a Dornier 17 and Heinkel 111 laden with bombs for London and the docks pressed steadily onward towards their target.

RAF fighters climb to intercept and the escort fighters surge forward.

The Messerschmitts swept in fast and aggressively, machine-guns blazing, and the RAF pilots were forced to weave and turn sharply to avoid the incoming fire. They used the cloud cover and the tighter turning circle of their fighters to evade the worst of the attack.

The Messerschmitts engage the RAF fighters.

The British pilots broke through towards the bombers. As they swung in behind them, the Hurricanes and Spitfires began making attack runs against the enemy bombers, knowing time was short before the escort fighters returned. Short bursts of fire stitched across the bombers’ fuselages. Some damage was inflicted, and both German bombers were forced to lose altitude under the attack. Yet neither bomber was seriously damaged. The RAF pilots began glancing nervously over their shoulders for the inevitable return of the Messerschmitts.

Spitfires and Hurricanes make attack runs against the bombers.

The Luftwaffe fighters were soon diving back into the fray, forcing the British aircraft into evasive twists and turns. Even so, the RAF pilots did their best to press home their attacks on the bombers whenever the chance presented itself.

The bombers were proving to be difficult targets, and before critical damage could be inflicted, the Messerschmitt pilots struck decisively. Two RAF fighters were shot down in rapid succession, their aircraft falling away from the battle. Now outnumbered and with little prospect of stopping the raid, the surviving RAF fighters were forced to break off the engagement and turn for home.

German fighters are able to down two RAF fighters.

With the skies cleared of opposition, the German bombers continued towards London, now facing only the London's barrage balloons and flak batteries defending the capital.

Summary

Pilot skill is an important factor in the BRS game rules, influencing initiative, shooting accuracy, and ability to dodge hits. While Jon may have had better skilled pilots, the turning ability of the Spitfires and Hurricanes evened things up. Allowing my fighters to avoid the initial rush of the Messerschmitts with only minimal damage.

The RAF pilots were able to work their way onto the tails of the German bombers. Unfortunately, their shooting failed to make the most of the opportunity. Jon’s Messerschmitts regrouped from their first attack run and returned to the fight. This combined with the defensive fire from the bombers, disrupted my attack and inflicted sufficient damage to drive the RAF fighters off.

Bombers in formation.

The game took about an hour to complete. This included scenario setup such as determining pilot skill, altitude states, and weather conditions.

As the rules are still new to both of us, particularly for Jon, and with me having only played a handful of games, we occasionally had to stop to confirm certain rules which did slow the pace of the game at the start. 

Compared to our previous remote game, which began with only a single aircraft per side before later introducing an extra aircraft each, the larger forces in this scenario made for a far more challenging game. The activation system which is based on altitude and pilot skill creates some interesting tactical decision-making.

After the game, our discussion turned to whether the rules might also work for First World War air combat. As it happens, Jon has some WWI aircraft, along with a sizeable collection of kits still waiting to be built. I had previously come across a fan-made WWI adaptation in the "Blood Red Skies Ready Room" Facebook Group, so I downloaded a copy and sent it through to Jon the following day. No pressure, of course.

Updated campaign map and tracker.

Sunday, 3 May 2026

A change of painting subject

I have been painting Zulus for a few weeks now, 240 completed so far, and felt it was time for a change of subject. 

The 1:72 scale plastic Zulus completed so far.

The perfect excuse arrived with a postal delivery of some Star Wars Legion models I had spotted on sale. Some Wookiees and B2 Battle Droids were quickly painted up and added to my growing Star Wars collection, adding a bit more variety of units in my skirmish games.

Battle droids.

Wookiees.

While I had my Star Wars figures out, I decided to upgrade the Emperor model. It is a nice enough model, but it looks like an old man rather than a truly menacing figure, even when accompanied by his bodyguard. To give him a bit more menace, I decided to try and add some bolts of crackling energy coming from his raised hand.

My current model of the Emperor lacks menace.

Adding his body guard helps increase the level of menace.

This was done by bending some wire into shape, coating it with glue, and sprinkling sand over it for texture. Once dry, I sealed it with a second layer of glue before painting it in successive layers of mid-blue, light blue, and white to try and create an energy effect. A small hole was drilled into the Emperor’s raised hand, allowing the wire to slot neatly in place. This means the energy effect can be added or removed as needed.

"Luke, turn to the dark side!"

It can be removed when not needed.

Later this week I have a remote Blood Red Skies game scheduled which will be part of my Battle of Britain campaign.

Sunday, 26 April 2026

Battle of Britain Solo Campaign – Week One

This week I finally managed to get my Battle of Britain campaign underway. I had delayed the start of the campaign until I could collect and paint a Ju 87 Stuka to finish off the Luftwaffe force used in the campaign, and with that now completed, everything was ready to begin.

My latest purchase was quickly painted and ready for a game.

I made one adjustment to my solo campaign mission rule mechanism. Rather than starting with a randomly generated mission, I decided that the opening week of the campaign (8th–14th July 1940) should start with a Sortie and Reconnaissance mission. From that point on, missions will be randomly generated, until the final mission which must be a bombing raid on London.

The campaign itself is very abstract, with each turn representing one week of real time. Each week a single tabletop mission is played and its outcome will determine the broader operational situation. See my previous post (here) for the campaign rules.

For the mission games I am using a variation of Blood Red Skies rules converted to a hex grid.

Mission Setup

As the Sortie and Reconnaissance mission was not a bombing raid, there was no need to deploy any barrage balloons or flak. So the first step with this game was to determine the weather, which would determine the number of clouds on the tabletop:

  • 1 = Poor (4 clouds)
  • 2 = Fine/Overcast (3 clouds)
  • 3–4 = Fine (2 clouds)
  • 5 = Clearing (1 cloud)
  • 6 = Clear (0 clouds)

A roll of 5 resulted in a single cloud, which the Luftwaffe (who always place clouds first) positioned roughly in the centre of the table.

Deployment

The Luftwaffe deployed first, placing three Me109s and one Me110 along a single table edge.

The RAF deployed second anywhere within the opposite half of the table. They chose to split their force, positioning two Spitfires in one corner and two Hurricanes in the other.

Advantage Levels

Each side then rolled to determine their aircraft starting Advantage Level for all aircraft:

  • 5–6 is Advantaged
  • 3–4 is Neutral
  • 2 or less is Disadvantaged

The Luftwaffe rolled a 6, giving all their aircraft an advantageous starting position. The RAF, however, rolled a 2, suggesting they had been caught somewhat unprepared for this sortie and would begin the game at a disadvantage.

Pilot Skill

Finally, pilot quality was determined. For the first five weeks of the campaign, the Luftwaffe would benefit from better skill levels, adding +1 to all skill rolls to reflect their pool of combat veterans.

  • 6+ = Ace
  • 5 = Veteran
  • 2–4 = Regular
  • 1 or less = Novice

Despite the odds favouriting the Luftwaffe, the RAF rolled exceptionally well with one Ace, two Veterans, and one Regular. Opposing them were four Veteran Luftwaffe pilots.

The first game of the campaign was ready to began.

After Action Report

Week One (8th–14th July 1940)

Mission Type: Sortie and Reconnaissance

It was a fine summer’s day, the sky was clear but for a lone drifting cloud. The Luftwaffe sighted the RAF fighters ahead at a lower altitude. Wasting no time, the German formation split in two groups, each group heading off to engage its opposite number.

The formations split into two groups as they close.

The RAF pilots quickly responded, turning towards the oncoming German fighters and climbing hard, engines roaring as they fought for height to gain advantage. Within moments the sky was full with aircraft manoeuvring for advantage. Short bursts of fire rattling out as pilots sought to land hits on an enemy aircraft.

Then came the first decisive moment. A Me110 lurking on the edge of the confused engagement, was able to slip onto the tail of a Hurricane. Seizing his chance, the pilot opened fire at close range. The heavy fighters guns landed some critical hits to the British fighter. Smoke started to stream from the Hurricane showing it was badly hit and doomed. A second Hurricane, showing quick thinking, had broken away and vanished into the safety of a nearby cloud.

In the confusion of a dogfight a Me 110 seizes it chance and downs a Hurricane.

Elsewhere, the fight had become a furious contest of skill and nerve. Two Spitfires tangled with a pair of Me109s, wheeling, diving, and climbing in a dogfight. Time and time again, each pilot used their skill and luck to dodge the incoming fire.

A second dogfight underway between Me 109s and Spitfires. In the background a Hurricane emerges from the cloud.

But the situation would not last for long. In a coordinated move, the German fighters were able to isolate one of the Spitfires, the wingman of the RAF Ace. They struck with precision. A burst of fire found its mark, and smoke began to pour from the Spitfire’s engine. With its engine failing, the aircraft tipped into a steep and uncontrolled descent.

A British Spitfire begins an uncontrolled decent.

Having taken two losses in the encounter, the surviving RAF fighters disengaged and made for their home airfields. Today belonged to the Luftwaffe.

Campaign Outcome

My campaign map and tracker. The first campaign week (8th-14th July) has been crossed off with “2L” circled for a Sortie mission with a Luftwaffe victory.

Though no campaign victory points were gained from this encounter for the Luftwaffe, the cost to the RAF will be keenly felt. For the next two weeks, their pilots will have a -1 applied to all skill dice rolls. 


Sunday, 19 April 2026

Planning an Air Campaign

In between painting Zulus, I am up to 180 now, I have finally managed to put together all my Battle of Britain campaign notes for use with the Blood Red Skies rules. The games will feature my small collection of 1:72 scale aircraft and will be played either indoors on the tabletop or, weather permitting, outside in the garden (see here).

Here are the campaign rules...

A campaign tracker I made.

This is a solo campaign where the player takes the RAF role. The campaign is played over 17 turns with each turn representing one week during the period from 10 July to 31 October 1940. The RAF objective is to minimise Luftwaffe bombing success against London, industry and Channel convoys.

Each tabletop game is a key encounter that determines the campaign outcome for the entire week. A very "bath-tubbing" approach with my handful of models.

Turn Sequence

  1. Luftwaffe Target Selection: Determine the Luftwaffe’s objective for the week.
  2. Mission Briefing: Note campaign modifiers and set up the tabletop.
  3. Engagement: Play the game using the Blood Red Skies rules and a Solo Flowchart.
  4. Debrief: Record the result and update the Campaign Calendar.

Luftwaffe Target Selection

At the start of each campaign turn, roll 1D6 to determine the Luftwaffe’s primary target.

  • 1 = Bombing industrial areas.
  • 2 = Sorties & Reconnaissance - Probing defenses and fighter sweeps.
  • 3 = Bombing London (Mandatory Target on Turn 17).
  • 4 = Bombing Airfields
  • 5 = Bombing coastal Radio Direction Finding (RDF) Installations.
  • 6 = Bombing Channel Convoys.

Note: If you roll the same target as the previous turn, the mission is scrubbed due to weather. Mark a dash (—) on your calendar; no game is played for that week. A reprieve for the RAF!

Record the target selection on the campaign map’s calendar. For example, cross off the week and write “3” at the end of the week if the target was London.

An example of a campaign game turn ticked off with a line through the week. The target selection was a Sortie game indicated with a "2" that was won by the Luftwaffe shown with an "L".

Mission Briefing

Once the mission is decided the next step is to create the forces involved. The forces are based on my limited 1:72 scale collection.

A couple of Hurricanes chase down a Messerschmitt 109.

Force Composition for Mission Engagements

  • Bombing industrial areas - Luftwaffe (1x He 111, 1x Do 17, 3x ME 109) vs. RAF (2x Hurricanes, 2x Spitfires).
  • Sorties & Reconnaissance - Luftwaffe (1x Me 110, 3x ME 109) vs. RAF (2x Hurricanes, 2x Spitfires).
  • Bombing London - Luftwaffe (1x He 111, 1x Do 17, 3x ME 109) vs. RAF (2x Hurricanes, 2x Spitfires).
  • Bombing Airfields - Luftwaffe (1x Do 17, 4x ME 109) vs. RAF (2x Hurricanes, 2x Spitfires).
  • Bombing coastal RDF Installations - Luftwaffe (1x Ju 87, 4x ME 109) vs. RAF (2x Hurricanes, 2x Spitfires).
  • Bombing Channel Convoys - (1x Do 17, 3x ME 109) vs. RAF (3x Spitfires, 1x Boulton Paul Defiant).

Weather & Defences

Bombing Targets - For all missions except Sorties, place a target marker/objective on one tabletop edge.

Barrage Balloons - For bombing missions on Industry, RDF installations, or London missions, the RAF player can place 2 barrage balloons within their half of the table. This is reduced to 1 balloon if London was successfully bombed within the previous 2 weeks.

Flak - For bombing missions on Industry, RDF installations, or London missions, the RAF player may place 2 Flak units anywhere within their half of the table.

Weather - Roll 1D6 for the number of clouds. Players alternate placing clouds (the Luftwaffe place the first cloud). Clouds must be 6” (or 2 hexes) away from other clouds or targets.

  • 1 = Poor (4 Clouds)
  • 2 = Fine/Overcast (3 Clouds)
  • 3-4 = Fine (2 Clouds)
  • 5 = Clearing (1 Cloud)
  • 6 = Clear (0 Clouds)

Aircraft Deployment and Pilot Skills

Aircraft Placement - The Luftwaffe starts by placing their aircraft along one tabletop edge (opposite the target if a bombing mission). The RAF may then deploy anywhere within the opposite half of the table.

Starting Advantage Levels - All bombers begin Neutral. For all other aircraft, roll 1D6:

  • 5-6: Advantaged
  • 3-4: Neutral
  • 2 or less: Disadvantaged

The RAF roll 2D6 and use the lowest score if an RDF installation was successfully bombed in the previous turn.

Pilot Skills - Roll 1D6 per aircraft for their pilot’s skill level. Subtract 1 if a Sortie mission was lost in the last two weeks.

  • 6+ = Ace
  • 5 = Veteran
  • 2-4 = Regular
  • 1 or less = Novice

The Luftwaffe adds +1 during weeks 1–5; subtracts -1 during weeks 13–17.

At the beginning of the campaign the Luftwaffe had the edge in pilot skills having on hand combat veterans who had already fought in: Poland, Norway, France & the Low Countries. However, they were fighting over enemy territory and overtime they lost their edge in experience. While the RAF pilots were fighting over home territory, that meant a safe landing in friendly territory with quick rescue on land or by the Royal Navy.

Airfield Damage - If the Luftwaffe successfully attacked an Airfield last turn, the RAF begins this game with 1 Boom Token.

A He 111 on a bombing run.

Gaming Notes:

  1. The use of aircraft traits in the game allows players to gain advantages with their aircraft. However, the Blood Red Skies full version of the game from Warlord Games uses trait cards, so all aircraft do not always get to use their traits. As I have no trait cards with the Airfix version, where traits can always been used, I have opted to limit the use of traits. Players can use up to 2 traits in a game turn, then must roll a dice and score 4+ to use any more traits during the game turn.
  2. When any of the games are played solo, I will be using a Blood Red Skies solo flowchart for determining the actions taken by the Luftwaffe. I found the flowchart in the files of a FaceBook Group “Blood Red Skies Ready Room”.

Campaign Victory Conditions

At the end of Turn 17, count the total number of Luftwaffe Successes (L) involving London, Industry, and Convoys.

RAF Victory - 3 or fewer Luftwaffe successes.

A draw - 4 Luftwaffe successes.

A Luftwaffe Victory - 5 or more Luftwaffe successes.


Saturday, 11 April 2026

Air Wargaming of the Garden Variety

I had hoped to get my Battle of Britain campaign rules all written up this week, but hat was not to be and they currently remain a collection of notes and scribbles on a first draft that still needs to be written as a second draft. I also wanted to play-test a bomber scenario, this will help with the design of for some of the campaign missions.

The game set up on the lawn with the target industrial complex in the distance. Two Hurricanes can be just seen patrolling in the upper right of the photo.

As my tabletop was already occupied with a game and the weather being fine and sunny, I decided to take the Blood Red Skies game outside. This is something I have been keen to try out for a while, as it gives the game more space and the aircraft do not feeling as crowded as they do on my 6x4 foot tabletop. I had earlier in the week made some larger bases for the telescopic rods to slot into, they keep the models stable on the lawn, so most of what I needed was already prepared. (Information on the making of the telescopic stands for indoors can be found here.)

The only question I needed to answer was how to represent clouds in an outdoor setting? In the end, I used quilt batting, which is the soft material used between layers of fabric on a quilt. Fortunately, with my wife is an avid quilter and there is always a ready supply of offcuts. She helped me find some suitably sized bits of white batting, which I then cut into cloud shapes for the game.

White quilting batting being used to represent the clouds.

The Scenario

A single Heinkel 111 bomber is being escorted by two Messerschmitt 109s. All are flown by regular pilots. Their objective is to bomb an industrial target.

Intercepting them were two Hurricanes on patrol. One is flown by a regular pilot and the other by a veteran pilot. In Blood Red Skies the pilot skill is important when it comes to the activation order of aircraft, additionally it helps provide an edge with both shooting and dodging any hits.

To represent the target, I used some factory buildings and flak gun emplacements I had made a few years ago (2020!) from wooden blocks for a St Nazaire raid game (info here). The buildings were laid out on a board to create an industrial complex. The complex is defended by two flak positions.


The Rules

For this game I used the Blood Red Skies rules from the Airfix Battle of Britain boxed set, which are a slightly cut down version of Warlords rules without the tactical and doctrine cards. When playing on my tabletop, I have adapted these rules to work on a hex grid, but for the outdoor game I switched to free movement, treating 12 inches, or one foot, as the equivalent of one hex. While I did have a measuring stick, I did on occasion use my feet to measure out distances. This was very convenient as it saved me always having to bend down to measure.

Although I do not have Warlord Games full Blood Red Skies rulebook and supplements, I was able to glean enough information from various quick reference sheets (QRS) found online to pull together a workable set of rule mechanisms for the bomber.

Game Report

As the Heinkel 111 with its bomb load, droned steadily toward its objective, it was sighted by a pair of patrolling Hurricanes. The RAF pilots wasted no time in turning to intercept the incoming raid. In response, the Messerschmitt escorts broke formation and began accelerating forward to engage.

The Messerschmitts move to engage the patrolling Hurricanes. While the Heinkel maintains its course towards the industrial complex.

The Messerschmitts and Hurricanes climbed and engaged each other in a tight dogfight, each pilot jockeying for position. Using a bank of cloud as cover, one Hurricane pilot using the aircraft's agility, slipped into position and shot off a burst or fire that cause minor damage to a Messerschmitt. An unexpected but useful blow.

A Hurricane uses the cloud to its advantage.

A Messerschmitt takes light damage.

Seizing the initiative, the veteran Hurricane pilot broke away from the dogfight and made for the bomber. The German fighters, recognising the danger, abandoned the dogfight and gave chase, using their great dive ability to close the gap and get in behind the Hurricane.

A Hurricane breaks away from the dogfight to threaten the Heinkel.

Pressing home his attack, the Hurricane pilot manoeuvred to tail the Heinkel and fired several quick bursts. The bullets stitched across the bomber’s fuselage, and soon smoke began streaming from one of its engines. The advantage was short-lived, as the Messerschmitts fell in behind the Hurricane and attempted to drive it off as it dodged their bursts of fire.

The bomber takes a hit on one of its engines.

Messerschmitts attempt to drive off the Hurricane.

While the first Hurricane weaved and jinked the tailing Messerschmitts, the second Hurricane had not been idle. Appearing out from a cloud bank, it lined up the stricken bomber and delivered a well-aimed burst of fire. This proved decisive, the bomber's second engine faltered, and it began a steep, uncontrolled descent.

The Heinkel is shot down by the second Hurricane.

With their bomber lost and also having taken light damage, the Messerschmitts saw little point in prolonging the engagement. Breaking off, they turned for home, leaving the skies to the RAF.

Outside on a sunny day wargaming. So enjoyable!

Hopefully this game report provides enough details on how the game progressed. When dogfights occur in the game and aircraft are going up, down, left, right. and centre. It is very difficult to describe all the different manoeuvres which are going on. Anyway, the game worked out well and now I have all the pieces I need to finish off writing up the campaign rules.