Eagle Day To Bombing The Reich Manual
Eagle Day To Bombing The Reich Manual
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© 2009 Matrix Publishing, LLC. and 2by3 Games. All Rights Reserved. Matrix Publishing, LLC. and Matrix Publishing, LLC. logo are trademarks of Matrix
Publishing, LLC. and Gary Grigsby’s Eagle Day to Bombing the Reich™ is a trademark of Matrix Publishing, LLC. and 2by3 Games. All other trademarks
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• Incorporates an updated anti-armor combat model, Norm Koger’s farewell gift to the
TOAW engine, which allows for hits to be made against weaker side armor.
• Enhanced play by email (PBEM) security, removing exploits of previous versions of TOAW.
• Enhanced PO functionality. Substantial improvements made to make the PO,
when properly set-up by a scenario designer, play much smarter.
• Support added for scenario and era specific graphics, sounds, and music. Ships with several sets
of default files, but is “mod-friendly” for those who wish to customize these items in their game.
• More Hotkey support, as well as several new UI enhancements.
• More advanced game options, affecting supply and fog of war.
• Turn logging enabled, both graphical and in text, to assist in the creation of “After Action Reports”
by players eager to show the community their greatest victories or most embarrassing defeats!
• Memory management issues with previous versions of TOAW under Windows XP have been solved.
• Several improvements on the combat system, so that low movement rate scenarios play better.
• Over three dozen additional fixes to bugs remaining from previous TOAW versions!
• Two terrain tile sets included, the original set and a high contrast version,
with easy switch installers to change between the two.
• French and German language support.
• All of the Classic TOAW scenarios from Century of Warfare are included,
along with 130 of the best scenario designs of the last 5 years.
Table of Contents
5
Table of Contents
6
Table of Contents
7
WORLD WAR II ARRIVES EARLY IN THE PACIFIC
Many additional man-years of development from a dedicated and experienced team including
subject matter experts and experienced programmers has resulted in an improved War in the
Pacific experience across the board. This is the entire War in the Pacific down to individual
aircraft, vehicles, ships, guns and squads - more than just a game, it’s an encyclopedia of the
war compiled from many sources to an unmatched level of detail. Add in a much improved AI
and more secure PBEM play and you have the makings of a new classic!
The Entire War in the Pacific on One Map! – If you thought the original map was something
to behold, wait until you see the new one! Completely redone to a 40 nautical mile per hex
scale (instead of the original 60 mile per hex scale) and with the original distance distortions
and inaccuracies greatly reduced, this is the most accurate and most stunning map of
the theater ever created. In addition, the smaller scale has allowed us to add a number of
important bases that would not fit in the larger scale, but which played a key role in the
strategy of various operations. On top of that, Admiral’s Edition now has off-map movement
through map edge boxes representing major bases across the world, allowing more realistic
movement of Allied assets and arrival of reinforcements and resources.
1.2 INSTALLATION
Please ensure your system meets the minimum requirements listed below. To install the
game, either double click on the installation file you downloaded or insert the Gary Grigsby’s
Eagle Day to Bombing the Reich CD into your CD-ROM drive. If you have disabled the autorun
function on your CD-ROM or if you are installing from a digital download, double-click on the
installation archive file, then double click on the file that is shown inside the archive. Follow all
on-screen prompts to complete installation.
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EAGLE DAY TO BOMBING THE REICH - GAME MANUAL
Games products in order to receive access to these game-related materials. Doing so is a
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Sign Up for a Matrix Games Member account – THIS IS A ONE TIME PROCEDURE; once you
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Go to www.matrixgames.com and click the Members hyperlink at the top. In the new window,
select Register NOW and follow the on-screen instructions. When youíre finished, click the
Please Create My New Account button, and a confirmation e-mail will be sent to your specified
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Register a New Game Purchase – Once you have signed up for a Matrix Games Member
account, you can then register any Matrix Games title you own in your new account. To do so,
log in to your account on the Matrix Games website www.matrixgames.com. Click Register
Game near the top to register your new Matrix Games purchase.
We strongly recommend registering your game as it will give you a backup location for your
serial number should you lose it in the future. Once you’ve registered your game, when you log
in to the Members section you can view your list of registered titles by clicking My Games. Each
game title is a hyperlink that will take you to an information page on the game (including all the
latest news on that title). Also on this list is a Downloads hyperlink that takes you to a page that
has all the latest public and registered downloads, including patches, for that particular title.
You can also access patches and updates via our “Games Section” http://www.matrixgames.
com/games/, once there select the game you wish to check updates for, then check the
“downloads” link. Certain value content and additional downloads will be restricted to
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Remember, once you have signed up for a Matrix Games Member account, you do not have to
sign up again at that point you are free to register for any Matrix Games product you purchase.
Thank you and enjoy your game!
10
Introduction
2.0 INTRODUCTION
Shortly after the fall of France in 1940, Germany’s mighty Luftwaffe, under the direction of
Hermann Goering, began a bombing campaign against Britain that became one of the most
dramatic air battles in history. In an attempt to gain air superiority and soften the island
nation for invasion (code-named Operation Sea Lion), the Luftwaffe pounded British airfields,
industries, and urban centers for months, but to no avail. Britain and its Royal Air Force (RAF)
rose to meet the challenge and fought back Hitler’s mighty air force that streamed over the
English Channel day in and day out. The Battle of Britain was the first major defeat Germany
suffered in World War Two, and it would help to turn the tide of the war.
As the war wore on and air superiority shifted inexorably to the Allies’ favor, Germany was
more and more on the defensive, protecting its valuable industry from Allied bombers. At first,
the Allied bombing campaign was a dicey thing, sustaining heavy losses to veteran Luftwaffe
fighter pilots. Time became the great equalizer, however, as Allied pilots gained experience and
new Allied fighters, including the long-ranged P-51 Mustang entered service. Allied industrial
superiority began to be felt in earnest and German industry took hammer blows from the
bombing campaign. It was all the Luftwaffe could do to attempt to hold them off, but eventually
their efforts failed as Allied armies swept into Germany in 1945.
Gary Grigsby’s Eagle Day to Bombing the Reich simulates these great clashes. Through careful
strategic planning, you can lead the German Luftwaffe to victory. Or, as commander of the
Allied air forces, you can savage Hitler’s bomber and fighter formations with such famous
aircraft as the Supermarine Spitfire and the B-17 Flying Fortress. Choose your targets carefully,
husband your forces, unleash bombs to cripple their war-making efforts, and protect your
airfields. It’s all up to you.
In the Eagle Day game, you can play either the official 1940 battle which lasts for three months,
or you can play the added hypothetical “what-if” campaign of 1941, which prompts the
question “If Hitler had to do it all over again, what would he have done differently?” In Bombing
the Reich, the table’s turned and you can command fleets of Allied bombers pulverizing the
Reich into rubble. Or, you can choose to command the Luftwaffe and attempt to change history
by making the Allied air fleets pay dearly for each bomb dropped on German soil.
This Player’s Guide explains in detail all the features and functions of the game. Read it
carefully. Read through the entire manual first to set you along the path of plotting raids. And
don’t forget to read the historical information near the end of the guide.
For simplicity, the pronoun “he” is used where appropriate. The
words “raid” and “mission” are interchangeable. The words “unit”
and “air unit” are interchangeable. The words “primary airfields”
and “primary sector airfields” are interchangeable. The word
“squadron” is used to represent both RAF units and Luftwaffe
Gruppes. The term “British” is used to represent the RAF and its
Commonwealth allies. And finally, items underlined in the guide
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EAGLE DAY TO BOMBING THE REICH - GAME MANUAL
(e.g., “Select Bomber Missions”) represent steps that the player
should take to complete certain tasks. Other text accompanying
the underlined steps is for informational purposes and should be
read to ensure full understanding of all game functions.
12
Getting Started
In this tutorial, we will walk you through the steps in choosing a campaign and plotting a
bombing raid against Kenley, a British airfield.
First, select “New Luft. Campaign” in the lower portion of the Start-up Screen. Resist the
temptation to play the RAF for now, as otherwise this tutorial will make little sense. You’ll get
your chance soon enough...
On the Campaign Selection Screen, select “Eagle Day, one day campaign.” When you do this,
the campaign’s description is displayed under the Campaign options and the map in the bottom
right-hand corner is highlighted.
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EAGLE DAY TO BOMBING THE REICH - GAME MANUAL
Read the Campaign Description carefully. To win this simple one-day campaign, you must
score more points than your British opponent. You do this by shooting down British aircraft and
by bombing FC (Fighter Command) Primary Airfields.
Ensure that you have “Human” selected for the German side (next to the German black cross)
and “Computer” selected for the RAF side (next to the RAF roundel). These should both be
selected by default.
Once you’ve read the campaign description, select the “Start Game” option beneath the map
on the Campaign Selection screen. The Loading Screen appears briefly. When the campaign is
finished loading, you are taken directly to the Main Game screen.
14
Getting Started
Along the right-hand side of the game map is the Preference Tool Bar. On this tool
bar, click the “zoom-in” button twice. This will bring you in a little closer to the
airfields. Once you’ve done this, scroll the map around a little (by moving the
mouse arrow left/right, up/down along the edges of the screen) until you are just
south of London (i.e., the big gray mass of urban area and targets in the bottom
right-hand corner of Britain, as shown below; the circle and arrow are added for clarity and are
not part of the game’s display).
Kenley airfield is just south of London and its suburbs. This is the airfield you will bomb. Move
your mouse arrow over the airfield to see its name appear in a shaded black box.
Upon entering the Main Game Screen, you may have cloud cover
over Kenley; to remove it, simply click the “cloud” button on the
Preference Tool Bar.
Find the “highlight target damage” button on the Preference Tool Bar and click it.
This highlights all targets on the map in green. As targets take damage, the
highlights turn yellow, orange, and red to show the level of damage. Kenley
airfield should now be highlighted in green, but your goal is to bomb it until it
changes color (to red, preferably). So, let’s begin planning your bombing raids.
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EAGLE DAY TO BOMBING THE REICH - GAME MANUAL
At the top of the screen are the mission options. To plan your first mission, select the “Primary”
button. This tells the computer that you will select the primary target for your raid. Once you’ve
done this, you are ready to select Kenley airfield as the first target.
16
Getting Started
On the game map, click on Kenley airfield. Immediately, a white and red line appears directly
across the English Channel connecting Kenley with a German airfield. The white line indicates
the inbound flight path. The red line indicates the outbound flight path. The German airfield
highlighted is where your air units ‘form up’ to begin their flight to Kenley. While you can modify
the inbound/outbound flight paths, and also set other flight orders using the other buttons on
the planning screen, we won’t do any of that now. Your primary target is set and we will move
on.
As soon as you selected Kenley as the primary target, the “Pick Lead Unit” button appears at
the top of the screen (underneath “List Targets”).
Click this button to open a list of air units at the bottom of the screen.
Select the first unit in the list (Stab/ErprGr 210). This is a BF-110 fighter-bomber unit and will
be the raid’s ‘lead’ unit. A lead bomber unit is the unit in a raid that takes the point in the
formation. Once you’ve selected this unit, click the “Done” button at the top right of the screen.
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EAGLE DAY TO BOMBING THE REICH - GAME MANUAL
As soon as you clicked “Done,” the “Add Bomber Units” and the “Add Fighter Escorts” buttons
appeared on the planning screen.
Click “Add Bomber Units” to open a list of additional bomber units you can add to the raid. On
this list, notice that your lead unit (Stab/ErprGr 210) appears with an ‘L’ beside it. This is to
remind you of what unit you picked as the lead. On this list, select all three additional units (1,
2, and 3 ErprGr 210). A ‘b’ appears beside their names, showing that they have been selected.
These will fly in formation with your lead unit.
When finished, click the “Done” button at the top right of the screen. You’ve now committed
four squadrons of Messerschmidt Bf-110 fighter-bombers to a raid on Kenley airfield. If
you send them now as is, you’ll likely be dooming those pilots to a quick but violent death;
they’ll get slaughtered without a fighter escort. To minimize the damage to valuable Luftwaffe
property and pilots, let’s add some fighters to escort this raid.
18
Getting Started
After selecting additional bomber units, click “Add Fighter Escorts” to open a list of fighter
units.
On this list, select ‘Close Escort’ from the list at the top left of the screen. (The tactics of
choosing this instead of ‘High Escort’ is debatable, but we just want to get the raid off the
ground for now, so choose Close Escort.)
Next, from the list at the bottom of the screen, select units I/JG 51 and I/JG 52. These are two
capable fighter squadrons utilizing the Messerschmidt Bf-109 fighter. The letters ‘ce’ will now
appear beside their names, showing that they have been selected and will fly with the bomber
units as ‘close escort’ fighters.
When finished, click ‘Done.’ You have successfully completed the planning of your first mission.
Select “New Mission” to refresh the screen and plan mission #2.
Repeat steps 6 through 11 above to plot a bombing mission against Biggin Hill. Pick a lead unit,
additional bomber units, and fighter escort in the same manner you did for Kenley airfield. Once
you are finished with the second mission, click the “Done” button to return to the main Raid
Planning screen. You are now ready to enter the Movement Phase.
Click the “End Phase” button to exit the Raid Planning Phase and enter the Movement Phase.
The Movement Phase is where you, as the German player, will sit back and watch your raids
in action. Once you click the “START” button in this phase, the clock begins and the phase
continues until your raids have run their missions and a score is determined.
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EAGLE DAY TO BOMBING THE REICH - GAME MANUAL
To begin the Movement Phase, click the “START” button. The button immediately becomes
“STOP” and you may click it on/off to start/stop the Movement Phase as you wish. For this
tutorial, however, just sit back, relax and watch your planes roll over the English Channel
toward Kenley and Biggin Hill.
20
Getting Started
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EAGLE DAY TO BOMBING THE REICH - GAME MANUAL
name. Once you’ve made your selection, a brief description of the scenario appears below the
campaign list. Once you are finished reading the description, click on the game map in the
bottom right-hand corner (it should now be marked with “Start Game”). Clicking the game map
takes you to the loading screen; the campaign loads and then begins.
Zoom-in: Select this button to zoom in the map. You can zoom the map in
4 times.
22
Getting Started
Highlight Target Damage: Select this button to highlight all targets on the
map with colored outlines. The colors represent the amount of damage the
target has sustained.
Highlight Aircraft: Select this button to highlight all aircraft with ‘status’
colors.
Black = interceptors;
Green = patrols;
Blue = units returning home.
Highlight Aircraft: Select this button to highlight all aircraft with ‘status’
colors.
Toggle on/off Flight Lines: Select this button to play the game with
‘status’ colored boxes and flight lines. This is a useful option for players
experiencing very slow Movement Phases. The colors for each side are
as follows:
British
Black/White Boxes and Black Lines = interceptors
Green Boxes and Lines = patrols
Blue Boxes = air units returning home
German
Orange Boxes and Lines = incoming fighter sweeps and bomber formations
Orange Boxes only = recon and night intruder formations
Red Boxes = outbound raids
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EAGLE DAY TO BOMBING THE REICH - GAME MANUAL
The size of the box also indicates the approximate size of the unit. The larger the box, the more
aircraft are in the raid.
Toggle on/off Airfields: Select this button to toggle on and off all
airfields. This feature appears only to the attacking player during
his Raid Planning Phase.
Toggle on/off Factories: Select this button to toggle on and off all
industry, including rail yards and oil storage facilities. This feature
appears only to the attacking player during his Raid Planning
Phase.
24
Getting Started
Toggle on/off Ports: Select this button to toggle on and off all ports.
This feature appears only to the attacking player during his Raid
Planning Phase.
Toggle on/off Radar Sites: Select this button to toggle on and off
all radar sites. This feature appears only to the attacking player
during his Raid Planning Phase.
Show Urban Areas (and damage): Select this button to show only
urban areas. The red circles indicate the actual area of the urban
site. Damage sustained to urban blocks outside the red circles has
no effect. Damage to urban areas is represented by various hues
of yellow: the brighter the yellow, the higher the damage level.
Red dots in urban areas represent fires, and these fires mean that
damage can spread to adjacent areas and fires can also increase
the damage level of the area they are burning in.
Toggle on/off Targeted Sites: Select this button to toggle on and off
all targets that have already been selected for attack. This feature
appears only to the attacking player during his Raid Planning
Phase.
Toggle on/off Cloud Cover: Select this button to toggle on and off
clouds.
Toggle on/off Sound Effects: Select this button to toggle on and off
game sound effects.
Toggle on/off Music: Select this button to toggle on and off game
music.
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EAGLE DAY TO BOMBING THE REICH - GAME MANUAL
26
Playing the Games
path. The course and direction of these lines can be modified (see below). Your airfield which
is highlighted with these lines is called the ‘form up’ airfield. This is the airfield at which all of
your air units will gather to form the raid.
(3) If desired, select ‘Secondary’ to set a secondary target. Once you’ve done so, select a target
on the map (relatively close to the primary target) you wish to designate as the secondary
target. When selected, a yellow line and box highlights it from the primary target.
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EAGLE DAY TO BOMBING THE REICH - GAME MANUAL
But, be careful; if you adjust the lines too dramatically, you may actually change the location
of a raid’s ‘form-up’ airfield, which in turn could change the list of units available for the raid
(see below).
TARGETS OF OPPORTUNITY
When setting flight paths, you may wish to consider flying over targets along your outbound
line, because if a raid cannot find its primary or secondary target, then during its flight, its
target spotters may get a glimpse of ‘targets of opportunity.’ If it does, then very likely the raid
will drop its bombs. Consider this tactic with extreme caution, however, for if a raid flies over
targets fat with ground defenses, you could get cut to pieces.
(5) Select ‘Follow’ to have this raid follow the same flight path as the previous raid. Of course,
it isn’t necessary to select this feature if this is your first raid. However, later in the Planning
Phase, it might be worth your time to consider having some raids follow others. This tactic was
used quite often by the Luftwaffe during the actual battle, and to great effect. Having several
raids following each other can give the illusion of one large inbound formation, which in turn
could mislead your opponent into over-committing his forces.
(6) Select ‘Shuttle’ to have the raid return to a different airfield than its home base. Once
you’ve selected this feature, you are prompted to choose a shuttle airfield. Choose one of your
airfields on the map. This airfield is now considered the shuttle airfield for the raid. As soon as
the raid reaches its shuttle airfield, it immediately reattaches itself to the new command under
which that shuttle airfield is assigned and will be able to function normally in the future. One
important note to make is that if you do assign a shuttle airfield to a raid, it’s possible that units
in the raid may become ‘disbanded.’ A unit is disbanded only as a result of being reassigned to
a shuttle airfield, and only if it runs out of operational aircraft at the time. The unit is removed
from the game and its aircraft is rotated back into the replacement pool. One reason you may
wish to ‘shuttle’ a raid to another airfield is to, again, confuse your opponent as to where your
units are located.
Shuttle raids are only available to day bombers.
(7) Set the altitude for the raid. Each raid is assigned a default altitude. You may adjust this
altitude by clicking on the left/right arrows on the planning screen.
You may wish to wait to set the altitude until after you’ve assigned units to the raid. Altitudes
can be set up to 50,000 feet or as low as 100 feet. The altitude you set will dramatically affect
the success of your raid (especially for bombing missions). If you set the altitude too high, the
raid will probably do little damage to its target. If you set the altitude too low, you run the risk
of getting torn apart by flak and balloon barrages. So, the best tactic to use when choosing
an altitude is to first pick your units, then review their statistics in the weapons database to
see aircraft ceiling limits, then set an altitude that works well within your aircraft’s limitations.
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Playing the Games
The tactics and training of the Luftwaffe in 1940 differed vastly from those employed by the
Allied air forces in 1943 and later; therefore, during an Eagle Day campaign you will need to fly
lower than you would in Bombing The Reich to achieve the same results.
Level bombers release their bombs from the assigned altitude
and return to their home base before descending to land. Dive
bombers dive down to 1000 feet to release their bombs and then
climb back up to 5,000 feet to avoid barrage balloons (8,000 if
they are Heavy Balloons) and light flak on the way home. If you
set an incoming altitude for dive bombers below 10,000 feet they
conduct a ‘glide’ bombing attack and are not as effective.
Fighters on sweep missions (see below) will dive down to 1000
feet only if they strafe airfields and then climb back up to 5,000
feet (or 8,000 if Heavy Balloons) to avoid balloons and light flak.
Fighter sweeps and any other outbound fighter units which are
flying directly over locations with balloon barrages will dive down
to attack the balloons, but keep in mind that there is a slight
chance that they will get tangled in the cables.
Flying Under Radar: Setting the altitude below 500 feet allows the raid to fly ‘under radar.’
Chain Home (CH) radar sites detect incoming raids at a minimum altitude of 3,000 feet, while
Chain Home Low (CHL) radar sites detect incoming raids at a minimum altitude of 500 feet.
Flying under radar has its advantages and disadvantages. Recons, night intruders, and small
fighter sweeps have the best opportunity to fly under radar. They can reach their target, do
their business, and be off before the enemy can do much about it. However, if you attempt to
fly large formations under radar, you’re likely to get cut to pieces by light AA guns and balloon
barrages. So, take extreme caution when assigning raids to fly under radar.
(8) Set the raid’s launch time (start time). The time you set is the time the raid launches from
its form-up airfield. You cannot start a raid any earlier than 6:00 in the morning and raids can
be set to launch into the early hours of the next day. A raid’s start time also directly affects its
‘time over target’ (TOT) time which the game calculates for you based on the raid’s start time
and the units you choose. See below for more information about a raid’s TOT.
(9) Pick the lead unit for the raid by selecting ‘Pick Lead Unit’ on the planning screen. This is
the air unit that will lead the raid. Immediately a window opens to show you a list of units from
which to choose one unit as the raid’s lead unit. On this list, select the unit you wish to lead the
raid. Read the unit details on this list carefully, as you want to pick the best unit possible. Your
lead unit doesn’t have to be very large, but it should have good attributes, as this will be the
unit whose pilot’s spot the target. So, the better quality the lead unit, the better chance the raid
has of damaging the target. The list of units here is not a full list of every unit in the Luftwaffe.
It is merely a selection of units that the game considers best suited for that particular raid from
that particular form-up field. Once you are finished selecting the raid’s lead unit, click ‘Done.’
You are now ready to assign additional bomber units to the raid.
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EAGLE DAY TO BOMBING THE REICH - GAME MANUAL
(10) Add additional bomber units to the raid by selecting ‘Add Bomber Units’ on the planning
screen. Immediately, the screen refreshes to show you a list of bomber units you may add to
the raid.
Select any and all units on this list you wish to add to the raid. These units are immediately
marked with the word ‘BOMB’. Notice that the lead unit is present and is marked with the
word ‘LEAD.’ The unit will also be highlighted. The additional bomber units appearing here are
a small selection of units the game considers best suited to accompany the lead unit on its
mission. Once you are finished selecting units, click ‘Done.’ You are now ready to assign escort
fighters to the raid.
Important Note: There are four primary attribute columns on the
‘pick lead’ and ‘add bomber’ tabs: ready, experience (exp), morale,
and range. Ready is the number of aircraft ready to fly in the unit;
experience represents the overall quality of the unit; morale is the
quality of the unit to press on in the face of losses; and range is
the distance of the unit from the ‘form-up’ airfield. You should
review these attributes carefully before picking bombers, as they
will affect the overall performance of the raid during its mission.
Pay particular attention to the ranges of your bomber units to
their form-up airfields, because bomber units will trade off bombs
for fuel; so if you have plotted a target a long way away from the
form-up field, you should be able to reach the target but you’ll be
carrying fewer bombs.
FIGHTER ESCORTS
(11) Add fighter escort to the raid by selecting ‘Add Fighter Escorts’ on the planning screen.
Immediately, the screen refreshes to show you a list of fighter units you may add to the raid.
Select any and all fighter units on this list you wish to escort the bombers. When you first select
them, they are set at ‘close escort’ (ce).
Close Escort (ce): Close escort fighters protect the bombers by getting between them and the
interceptors. This is a good tactic for preventing bombers from being attacked, but the escorts
usually fight at a tactical disadvantage.
High Escort: High escort fighters fly above the raid and pounce enemy interceptors that fly
nearby. High escort tactics will usually allow the escort fighters to engage the interceptors at
a tactical advantage. High escort tactics are not very effective at preventing the bombers from
being attacked, however. To change a fighter unit from close to ‘high escort,’ first select the
high escort button appearing at the bottom of the screen, and then set the altitude you wish
the fighters to fly above the bombers. Once you’ve made these settings, then choose fighter
unit(s). The units you select will have ‘he’ appear beside their ready aircraft, and their escort
status and altitude marked accordingly.
30
Playing the Games
Layering Your High Escorts: When setting escorts to higher altitudes, it’s important to know
how enemy interceptors will come in to attack the raid. Interceptors set to Direct tactics will
try to attack a raid at 1,000 to 2,000 feet above the raid’s altitude. Interceptors set to Bounce
tactics will try to attack the raid at 4,000 to 5,000 feet above the raid’s altitude. So, you might
want to set different altitudes for your high escort units in order to cover a larger area of sky
above the bomber formation.
Fighter Ranges: A fighter unit will only escort its bombers the distance of its fuel range.
Once its fuel reaches the amount required to return home, it will break off and leave. Drop
tanks increase a fighter’s escort range, but drop tanks are released as soon as the unit enters
combat. So, pay particular attention to your fighter ranges and assign escorts accordingly.
Setting a Delay: In addition to setting fighter units on high escort, you may also set a time
delay. The time delay is the number of minutes the escort will be delayed after the main raid
departs. This allows different fighter groups to escort the raid on different segments of its
flight path.
To set a delay, first set the delay time in the bottom right-hand corner of the escort screen, and
then select the fighter unit. The unit’s delay time will change to reflect your settings.
(12) Once you are finished choosing fighter escorts, click ‘Done.’ You have finished plotting a
raid!
(13) To begin plotting another bombing raid, select ‘New Mission’ on the planning screen. This
refreshes the screen and you are ready to repeat steps 2 through 11.
(14) Once you are finished plotting all bombing raids, click ‘Done’ at the bottom of the planning
screen to return to the main Planning Phase.
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EAGLE DAY TO BOMBING THE REICH - GAME MANUAL
quite so lucky (both German and Allied). Care must be taken when
launching recon missions. However, in Bombing the Reich, recon
missions have a greater chance of success since by this stage of
the war both sides had dedicated recon aircraft (instead of just a
regular aircraft with a camera bolted on).
Also, if you can coordinate it properly, you can run recon missions in the morning, have them
return to home base, and then launch missions against the target they reconned to get the
benefit of updated information. In other words, recon information on targets is immediately
updated as soon as the recon unit arrives home. So, it’s recommended that you run as many
recon missions as you can to keep your intelligence up to date. Your staff is good at plotting
recon missions.
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Fighter Sweeps are incredibly deadly missions, if planned correctly, it is possible to catch
enemy planes landing, which will place the landing planes at an extreme disadvantage. Setting
a secondary target to an enemy airfield may catch planes in this manner.
During the Battle of Britain, 12 Group was assigned by the RAF
to protect 11 Group’s airfields, while 11 Group did the brunt of
the interception work. This kind of strategy may work for an RAF
player as well.
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(2) As soon as this screen opens, you’ll notice a listing of air commands (if applicable). You may
change the command group by simply selecting a new one. Once you’ve selected a command
group, you are ready to choose targets.
(3) Select the target type you wish your staff to plot missions against. By default, Primary
Airfields are selected (as they are often the target most heavily attacked). Selecting another
target changes the picture and data in the bottom right-hand corner. This information is
extremely valuable as it explains what the target is and its importance in the game.
The target information in the bottom right-hand corner shows the target type name, the
number of actual locations of that target type, the number of locations currently damaged,
the capacity of the target, and the damage percentage. The textual description beneath the
target picture gives you details about the target and its significance in the game. If the target
is classified as a ‘critical industry,’ then that information is also shown.
(4) Once you’ve selected a target type, set the Maximum Cloud Level under which your staff
will plot missions. Setting a maximum cloud cover of 70, for example, tells your staff not to plot
any raids for the upcoming Movement Phase if the cloud cover will be 71 or higher.
(5) Once you’ve set the cloud cover, set the Minimum Unit Morale Level by which your staff will
select units for raids. Setting a minimum morale level of 35, for example, tells your staff not to
select any units that have a morale of 34 or lower.
(6) After setting cloud cover and morale levels, order your staff to plot a set of raids. You may
choose one of six orders:
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Playing the Games
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EAGLE DAY TO BOMBING THE REICH - GAME MANUAL
Raid Number and Lead Unit: The raid number and lead unit are listed first.
Type: This indicates the mission type. BOMB = bomber (night bomber also); FS = fighter
sweep; NI = night intruder; REC = recon.
Ftr: The number of fighters assigned.
Bmr: The number of bombers or recon aircraft assigned. Also, fight-bombers are classified as
bombers for game purposes.
Depart: The time the raid is due to complete forming up and launch.
Alt: The assigned altitude.
Time over Target (TOT): The time the raid is due to arrive over the target. Bomber units that
suffer losses may turn back before reaching the target. Bomber units may fail to locate a
target due to cloud cover or poor intelligence of the target area (i.e., no recon photo). It’s also
important to note that a raid’s TOT may change a few times as you are planning the raid.
As you begin to plan the raid, the game tries to give you an estimated TOT. But once the raid is
finalized, the TOT will change to reflect a more accurate time. However, if you ‘modify’ the raid,
the TOT may change again. So, do not interpret the TOT number as a perfect and exact time
the raid will reach its destination. Interpret it as a good ballpark figure.
Target: The name and type of the primary target.
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Playing the Games
Unit Name: This is the name of the unit (example: 238 Squadron).
Attached To: This is the headquarters to which the unit is attached. Most secondary airfields
trace a chain of command through a primary ‘sector’ airfield. A primary sector airfield is
one attached to either Group 10, 11, 12, or 13. Note that there are no secondary airfields in
Bombing The Reich.
Ready: This number represents the number of individual planes in the unit which are ready
to take off.
Unavailable: This number represents the number of individual planes in the unit which
are unable to fly. The four unavailable conditions are: (1) damaged (being repaired), (2) in
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EAGLE DAY TO BOMBING THE REICH - GAME MANUAL
maintenance, (3) moving from one base to another (in-transit), and (4) in reserve or without
pilots.
Experience: This number represents the average experience of all pilots in the unit. The higher
the unit’s experience, the better it will perform.
Morale: This number represents the unit’s willingness to press on in the face of enemy
opposition and high losses. A unit’s morale is reduced when its aircraft are destroyed and
also due to high pilot fatigue. A unit’s morale is increased due to inspiring leadership and by
successfully bombing targets (for the attacking player) or destroying enemy aircraft.
Base: This is the airfield at which the unit is based. This can change if the unit is transferred
to another airfield during play.
Once you have reviewed a list of air units, you may select one individually to view even more
details. Once you’ve selected the unit, click ‘Details.’ The ‘unit’ and ‘pilot’ tabs appear.
The number under ‘total’ represents the total effective value for that target type (i.e., the total
undamaged capacity of that industry). It is adjusted downward for damage to other industries
on which it is dependent. The number under ‘damage’ is the percentage of the total capacity
that has been damaged.
Once you’ve reviewed this information, if you wish to review specific target damage, click on a
target type. The specific targets of that type appear.
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Playing the Games
Target List Name: This is the name of the target (i.e., Beaumont-le-Roger Airfield).
Damage: This is the percentage of damage to the target, broken down in three damage
categories (if airfields), two damage categories (if radar sites), and only one category for any
other target type. If the target has sustained damage, it will be listed here. The damage listed
here is always correct for the defending player.
Air Units/Capacity/Size: This number represents the production capacity or size of the target.
For factories and other industrial targets, this represents the production capacity; for rail yards,
this represents the size/importance of the yard; for airfields this represents the number of
air units the base can comfortably maintain. Primary airfields operate normally with 4 units;
secondary airfields operate normally with 2 units. You may over-stack an airfield if you wish
(i.e., have three squadrons at Croydon airfield), but the effectiveness of that airfield to get
aircraft ready to fly is reduced.
AA Guns: This is the number of anti-aircraft guns currently located at the target.
Balloons: This is the number of balloon barrages currently located at the target.
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Attached To: If you are reviewing a list of airfields, the Group (or primary airfield for secondary
fields) the airfield is attached to is listed here. If you wish to view even more information about
a target, select the target name, then click ‘Details’ and the information below appears.
Last Photo: The number of days that have passed since the last recon mission.
TARGET DETAILS
The target ‘details’ display gives you all the details of the target. It shows the target’s name,
which air group or primary airfield it is attached to (if an airfield), what kind of target it is, its
size, capacity, and other important information. Also included are the following:
Com-delay: This number represents the additional delay in communications caused by the
time required to transmit orders through the chain of command. This may be increased by
damage to communications facilities at airfields or radar stations. For example, if the alert level
of a unit is set to 60 minutes, if its airfield has com-delay damage of 15, it will take 75 minutes
for that unit to get off the ground once it’s ordered to launch.
Com-damage: This number represents the percentage of damage done to communications.
Like the com-delay number, com-damage increases a unit’s delay for launch. Once you are in
a target’s details, you can select any squadrons which appear there (if an airfield) and open
the ‘unit’ and ‘pilots’ screens.
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(2) Once you’ve done this, you are asked to ‘Select Airfield.’ When this prompt appears, select
the airfield on the map by left-clicking on it.
Note: You may also select an airfield by clicking the ‘List’ which
appears. Doing so places you in a list of target types, which you
then sort through to find the particular airfield you wish.
Once you’ve selected the airfield, the screen opens to reveal the details of the airfield you’ve
selected, and you are prompted to ‘Select a group to transfer.’
(3) On the airfield’s details, find the unit you wish to transfer and click on the button beside its
name. Some locations have more than one air unit (you may only choose one unit at a time for
transfer). You are then prompted to select a new base.
(4) Select the destination airfield (i.e., new base) you wish to transfer the unit to. The unit is
then transferred to that new base.
(5) When you are completely finished transferring all units, click ‘Exit.’ This places you back in
the Movement Phase. Transfer Time: The time it takes for the transferred air unit to arrive at
its new base depends upon the distance between the two bases, so you may see a substantial
delay before a transferred unit appears at its new base, although its name will appear at the
location immediately.
Transferred units automatically attach themselves to the group command that they are being
transferred to. For example, a unit transferred from Group 11 to Group 13 is now under control
of Group 13. The doctrine settings for that unit are automatically changed to the doctrine
settings of the group it’s transferred to. Operation points used to transfer air units is one point
per aircraft, but even if you only have one Op Point left, the entire unit will be transferred, but
its transfer delay is increased dramatically to account for the lack of the needed op points.
In Bombing The Reich, Allied units cannot transfer between commands, although Axis units
can.
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wish to redeploy more Hurricane units to that sector (for Hurricanes are very effective against
bombers).
And you may also wish to move some of Group 10’s Spitfire units to Group 11 to thwart
aggressive German fighter sweeps.
One important caution when moving units, however, should be noted. Each airfield has
a ‘capacity.’ This capacity number is the number of units that that airfield can maintain
comfortably.
Primary airfields have a capacity of 4; secondary airfields have a capacity of 2. If the number of
units at an airfield exceed the airfield’s capacity, then those units will take longer to refuel and
get back into combat. You may exceed the capacity of an airfield if you wish (and there may be
reasons for you to do so), but just be aware of the danger.
When moving AA guns, balloons and units, keep in mind the
number of Operation Points you have. The cost to move these
items comes out of the same Op Points pool, so if you’ve moved a
lot of guns and balloons around, you may not have enough points
to transfer squadrons and vice-versa. So, keep an eye on your Op
Points to ensure you have enough to conduct the transfers you
wish.
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Playing the Games
payload), gun value (a gun strength summation of the aircraft), and type. Weapons, loadouts,
and ranges are also displayed.
The way to review this information is to look at an aircraft’s attributes in context with other
aircraft. For example, the Hurricane I and Spitfire I are very similar aircraft, but the Spitfire is
slightly better in speed, cruise rate, maximum altitude, climb rate, and maneuverability, while
the Hurricane is slightly more durable and has a better endurance. In contrast, notice how
inferior the Gladiator is in many categories.
Aircraft Details: Clicking on the button beside an aircraft’s gun value opens that aircraft’s
details. Listed here are the selected aircraft’s guns (the number of each and their facings),
bomb load (if bombers), and any radar or electronic aviation components that the aircraft might
have. The gun facings break down as follows:
F = front
TT = top turret
TR = top rear
R = rear
BR = bottom rear
BT = bottom turret
S = side
A gun can only fire toward its facing (unless it’s a turret). So, depending upon what direction the
attack is coming from, only a certain amount of an aircraft’s guns will ever come into combat.
For example, if a JU-88A-5 was being attacked from the front by Hurricane I’s, then only its
forward facing 7.9mm and 13mm machineguns would respond to the attack. So, even though
the JU-88A-5 has a pretty sizable gun value, that doesn’t mean that it will always bring to bear
its full firepower. Bombers also have a location for their bombs as follows:
XT = external bomb location
INT = internal bomb location
SM = Schrage Musik for certain Axis night-fighters
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These are for information purposes only and have no bearing in the game whatsoever. NOTE:
Fully loaded bombers will fly 30 MPH slower than their normal cruising speed.
Guns: This is a list of guns which appear (in various quantities) on the aircraft in the game.
Like aircraft, guns have attributes that show their quality. For example, the .303 Browning
machinegun, when compared to other guns, doesn’t look very effective. But notice that its
accuracy is the second highest behind the 7.9mm MG 81, which makes it a pretty formidable
gun. Also appearing here are the effective ranges of light, medium, and heavy AA guns. Their
ranges indicate how high in feet their shells reach into the sky. Though not listed here, balloon
barrages reach up to 6,000 feet.
One useful point to make about reviewing these databases is that it will help you make better
decisions (especially for the defending player) on how to choose aircraft when plotting bombing
raids, escort fighters, and interceptors. If you know a particular aircraft’s limitations, then you
will know how to use that aircraft to its best abilities.
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(4) Once you are finished moving AA guns and/or balloons in this location, click the ‘Done’
button. Repeat steps 2, 3, and 4 until you are finished moving all AA guns and/or balloons
around the map.
(5) When you are completely finished moving all AA guns and/or balloons, click the ‘Exit’ button.
This exits you out of the Move AA Guns function completely and back to the Movement Phase.
OPERATION POINTS
Operation points are spent by the defending player each time a gun/balloon is moved. At the
beginning of each new Movement Phase, the defending player is given 100 Operation Points to
spend (in Bombing The Reich, it’s 500 Points) moving guns, balloons, and air units (see below).
The amount of Op Points spent moving these items is indicated in the ‘Move Cost’ column. So,
moving one balloon barrage costs 4 Op Points. Clicking the ‘Undo’ button cancels all transfers
you’ve conducted for the location you are currently working in. Once you’ve reached your
limit in Op Point spending, you may not move any more guns, balloons, or units until your next
Movement Phase.
The ‘pool’ and ‘transit’ columns: When moving guns/balloons out of a location, they always first
go into the ‘transit’ pool and then a day later (i.e., next Movement Phase), appear in the regular
‘pool’ ready for redistribution. The ‘transit’ pool basically serves to simulate (in an abstract
manner) the time it takes to break down the guns/balloons at their location to get them ready
for transfer. The regular ‘pool’ represents all guns/balloons ready to be deployed.
All new guns and balloons produced by the armaments industry during play appear immediately
in the regular pool.
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EAGLE DAY TO BOMBING THE REICH - GAME MANUAL
see which targets are more likely to be targeted by German raids, then deploy your ground
defenses accordingly. Take care, however, when placing balloon barrages around airfields, as
any units you have attempting to land at those airfields could get caught in the cables.
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(1) Select ‘Set Doctrine.’ This places you in the Set Doctrine mode. The screen opens and
defaults to the Luftflotte in the current map area. The screen refreshes to show you all five
Luftflotten (or Groups in Eagle Day).
(2) Select your group Group/Luftflotten, then set (by aircraft type) your fighter doctrines for
that Group/Luftflotten. Once you’ve done so, each squadron of that aircraft type (in that Group/
Luftflotten) will follow that doctrine.
(3) Repeat step 2 until you are finished setting the doctrine for each group, then click ‘Exit’ to
return.
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Fatigue (fat): This number represents the pilot’s fatigue level. A pilot gains fatigue ‘points’ in
the following categories:
Category Points
1 hour alert 0
15 minute alert 1 (per minute)
5 minute alert 2 (per minute)
1 minute alert 3 (per minute)
Flying through flak 10 (per instance)
Dogfight 30 (per instance)
Fighter pilot attacking bomber 10 (per instance)
Bomber pilot attacked by fighter 10-30 (per instance)
Each minute flying 10 (per instance)
Landing 100 (per instance)
When a pilot’s fatigue points exceed the number 10 plus his current fatigue level, then his
fatigue level is increased by one. During overnight phases (the time between the ending of one
Movement Phase and the beginning of another), a pilot’s fatigue level is divided by 4. A pilot’s
fatigue reduces his skill. For example, a pilot with 25 fatigue will have his performance reduced
by 25%. A pilot’s fatigue level will never exceed 99.
Missions (mis): This number represents the number of missions the pilot has flown.
Kills: This number represents the number of enemy aircraft the pilot is credited with shooting
down. Only pilots with one kill or more are considered ‘top pilots.’
Fate: This applies only to pilots who are currently or permanently unable to fly. There are three
fate types:
WIA = wounded in action (this pilot may return later)
MIA = missing in action (in game terms this is the same as KIA). MIA is more likely to happen
to pilots because they fly over enemy land
KIA = killed in action
Unit: This is the unit the pilot is assigned to. You cannot reassign pilots to other units. They stay
with the unit they are assigned for the entire game.
Type: This is the type of aircraft the pilot is (or was) flying.
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If, for example, the replacement pool number (second number) for Hurricanes is zero (0), it
means that the minute a new Hurricane rolls off the assembly line, it’s being assigned as a
replacement. Thus, knowing that a certain aircraft is not being manufactured quickly could give
you incentive to not scramble units of that type for a while in order to help replenish the pool.
Upgrades and the Replacement Pool: During a campaign, some units begin to upgrade their
aircraft. For example, during the month of September in 1940, all Blenheim units begin
receiving Beaufighters. The old Blenheims are not scrapped; they are simply rotated into the
Blenheim replacement pool to be used by Blenheim units which have not fully upgraded.
Other Aircraft Replacement Sources: In addition to receiving replacement aircraft from your
production facilities, you also receive aircraft from other sources. In 1940, you receive the
following replacement aircraft on even-numbered turns:
From Canada: 4 Hurricane I’s
From Bomber Conversion: 1 Blenheim IF
In 1941, you receive the following replacement aircraft on even-numbered turns:
From Canada: 4 Hurricane I’s
From USA: 1 Havoc I
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R,C,S: The ‘rcs’ numbers represent the damage the target sustained from the raid. The letters
mean different things for different target types. For airfield targets:
R = Runway damage
C = Communications damage
S = Service area damage
Note: Damage to the runway (R) is easily repaired and so you shouldn’t be too concerned with
high R damage against airfields (although there is a risk of your aircraft crashing on a heavily
damaged runway).
Damage against an airfield’s communication and service areas is important, as the attacking
player receives victory points by damaging these areas.
For radar targets:
R = Radar damage
C = Communications damage
For area and railyard targets:
R = Urban damage
S = Railyard damage
For all others:
R = Damage to Factory/Installation
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5.1.26 ABOUT
Click to read about the people that brought you Gary Grigsby’s Eagle Day to Bombing the Reich.
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5.2.3 SCORE
The game’s current score. Both sides are listed.
5.2.4 DATE
The current day of the campaign. There are several different campaigns in Gary Grigsby’s Eagle
Day to Bombing the Reich. One-day campaigns last for 1 day. One-week campaigns last for
7 days. One-month campaigns last 31 days. The full-length 1940 campaign lasts for 79 days.
The full-length 1941 campaign lasts for 184 days. The Bombing The Reich 1943 campaign
lasts 700 days, while the 1944 campaign lasts 500. One-day and one-week campaigns last for
the full time limit. Exact campaign lengths can be viewed in the campaign description when
selecting one.
One-month and full-length campaigns, however, last for the full time limit or until the German
player achieves victory, or until the game stops due to monthly score checks.
5.2.5 TURN
The current Turn number. Some campaigns are limited to one turn (one-day campaigns).
5.2.6 TIME
The time represents military time. When you click the ‘Start’ button to begin or resume a
Movement Phase, the clock starts and continues until either you have halted the Movement
Phase or the phase ends.
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Once the light number reaches 50, the sun has gone down and the Reaction Phase has
moved into nighttime. This is important to watch carefully as your units are affected by night
conditions.
During a new moon, light will be reduced to zero. Night conditions exist whenever light is less
than 50. Lower light levels reduce the range and the chance of visually detecting aircraft.
Lower light levels reduce the ability of aircraft navigators. Lower light levels also reduce the
effectiveness of bombing missions. And finally, lower light levels increase the likelihood of
aircraft crashing during landings.
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and line stays on the map for a short time. and a message box, showing the target name and
range from the connecting field, appears.
Command Highlighting: The Allied player may also click on any HQ shown on the map. When
selected, all attached airfields and subordinate commands highlight in blue. Once you have a
command group highlighted, if you THEN click on an Axis target to view range (see above), the
game will find the nearest airfield for the highlighted group. Depending upon the maximum
range you’ve set on the “Set Bomber Targets” screen, a red range circle appears showing you
the maximum mission range that units from that command group will fly (if you allow your
staff to plot raids for that group). IMPORTANT: THIS FEATURE ONLY WORKS IN THE Allied Raid
Planning Phase.
SET PATROLS
At any time during the Movement Phase, you may place units on patrol. To do so, follow these
steps:
(1) Select ‘Set Patrol.’ This places you in the Set Patrol mode.
(2) On the bottom display, you are prompted to ‘Set Patrol Location.’ Select a spot on the
map you wish a unit to patrol. The game calculates whether the spot is defender or attacker
airspace and will warn you with a message if the location is invalid. This restriction represents
the control of the skies, and prevents the defender from patrolling too close to the attacker’s
airspace.
(3) Once you’ve selected a location, the screen opens to give you a list of units to choose from.
From this list, choose your unit(s) to patrol the selected location. You may choose to launch
a unit in full, or launch a small group of three aircraft from that unit. Select all the units or
portions you wish. Use the scroll bar to advance down the list.
IMPORTANT: Before you choose units, you must set the altitude
of the patrol. You will see an altitude indicator. If you wish to set
your patrols at lower or higher altitudes, then set the altitude
here first before choosing units. The default altitude for patrols
in Bombing The Reich is 25,000 feet (which means it may detect
raids coming in between 10,000 and 20,000 feet). For Eagle Day,
the default is 15,000 feet. Setting patrols at 5,000 to 6,000 feet
will help detect raids attempting to fly under radar. So, patrols can
usually detect raids coming in within 5,000 feet above or below
their current altitude setting.
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(4) When you are finished selecting units, click ‘Done.’ This places you back into the Set
Patrol mode and you are prompted to select another patrol location. Notice that your selected
locations are marked on the map. This helps you keep track of where you’ve sent patrols.
(5) Repeat steps 2-4 to set as many patrols as you wish. Once you are completely finished
setting all patrols, select ‘Continue’ to return to the Movement Phase. Your patrols will launch
according to their delay number (see graphic above), which is the number of minutes it will
take the unit to launch. Once it reaches its patrol location, a unit will fly a square pattern over
the area and remain there until it must return to base due to low fuel, or you choose to move it
to another location (see ‘Move Patrol’ below).
MOVE PATROLS
Once you have patrols in the sky, you may move them to other locations. To do so, follow these
steps:
(1) Select ‘Move Patrol.’ This places you in the Move Patrol mode. Immediately, all patrols on
the map are highlighted.
(2) Select one highlighted patrol on the map.
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(3) You are prompted to ‘Set New Patrol Location.’ Select any legal spot on the map (see ‘Set
Patrol’ above). Immediately, a line draws from the selected patrol to its new patrol location.
(4) After setting a new patrol location, the prompt changes to ‘Select Patrol to Move’ again.
Repeat steps 2 and 3 until you have moved all patrols you wish.
(5) When you are finished setting new patrol locations, select ‘Continue’ to continue the
Movement Phase. Your patrols will begin moving to their new locations.
Move Patrols has the same restrictions as Set Patrols in terms of location.
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As you select units, notice that the total of all interceptors is displayed. This helps you keep
track of how many planes you’ve assigned to attack the raid. You may also select the ‘base’
name of a unit to draw a line from its base to the selected raid (this helps give you a visual idea
of how far away from the raid the interceptors’ base is).
Also note that some units listed are either already in the air on patrol or are en route to intercept
other raids (‘flying’ column). You can still select these units and redirect them to intercept the
current raid, but it may take time for them to respond to the order and frankly, it may not be
worth your time. When choosing interceptors, you’ll want to keep in mind the distance from
the unit’s base to the raid, and also the time (i.e., delay) it will take for the interceptors to get
off the ground. You’ll also want to choose units based on their attack doctrine (‘doc’ column).
For example, if you’re attempting to intercept a formation of 25 bombers with no fighter escort,
you may wish to scramble Hurricane units set on Direct- or Bounce-bomber tactics (DB or BB).
(4) Click ‘Done’ once you are finished selecting your units.
(5) Repeat steps 2-4 to continue selecting and intercept raids.
(6) When you are finished selecting and intercepting raids, select ‘Continue’ to continue the
Movement Phase. Your interceptors will begin to launch according to their ‘delay’ number.
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Raid ID: This is the ID number assigned to the raid by your controllers. Alongside the ID
number, you may see a ‘-0.’ Raids with this symbol are outbound.
A/C: This is the estimated number of aircraft in the raid. For raids that have not been visually
sighted, this number may be quite inaccurate.
Ftr: This is the estimated number of close escort fighters in the raid. If the raid has not been
visually sighted, this will be a question mark (?). High Escort fighters are considered a separate
raid and are listed as such.
Bmr: This is the estimated number of bombers in the raid. If the raid has not been visually
sighted, this will be a question mark (?).
Spd: This is the estimated speed of the raid. Slow moving raids tend to be easier to intercept,
and often (but not always) denote formations with bombers.
Alt: This is the estimated altitude of the raid. When you scramble interceptors, you don’t have
to worry about altitude. The game automatically takes your units up to the altitude necessary
for interception and then attacks according to doctrine.
Sector: This indicates the nearest sector airfield to the raid.
Range: This is the distance to the nearest sector airfield.
Intercepts: This is the number of interceptors currently assigned to attack the raid.
(2) To choose a raid on this list, simply click on the button to the left of its ID number. The raid
immediately highlights on the map. You may continue to select raids in this fashion until you
find the raid you wish to intercept. You can only intercept one raid at a time.
(3) Once you’ve chosen a raid, select either the ‘Intercept’ or ‘Recall.’ If ‘Intercept,’ proceed to
step 4. If ‘Recall,’ step 5.
(4) Selecting ‘Intercept’ places you in the list of units you may choose from to intercept the raid.
Select the units on this list, then click ‘Done’ to return to the raid list. Proceed to Step 6 below.
(5) Selecting ‘Recall’ places you in the list of units which are currently intercepting the raid.
It’s only necessary to select this option if you’ve already ordered
units to intercept; otherwise, there will be no units to recall.] Once
here, select the units you wish to send home (i.e., recall them), or
set the units on patrol in their current location. When finished,
click ‘Done’ to return to the raid list. Proceed to Step 6 below. On
the Raid List is a ‘Recall All’ button. You may select this button to
recall all interceptors from all raids.
Units selected for recall return to their home base as soon as the Movement Phase continues;
units set on patrol stop intercepting their raid(s) and begin patrolling in place as soon as the
Movement Phase continues.
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(6) Repeat steps 2-5 until you are finished assigning or recalling interceptors, then click ‘Done’
to return.
(7) If the Movement Phase is ‘stopped,’ select the ‘START’ button to begin again.
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Damage: This is the percentage of damage to the target. The number here is not necessarily
accurate. Its accuracy is based on the age of the recon photo of the site (see below). If the target
is an airfield, remember that airfield damage is divided between three categories: Runway,
Service, and Communication areas. You only receive victory points for damage to Service and
Communication areas, but the damage listed here is an average of the runway and service
area damage, and its accuracy is based on the age of the recon photo. While airfields are the
primary targets for Eagle Day, Bombing The Reich has a greater target-rich environment and
damage is handled differently. For more information please refer to the Bombing The Reich
section later in this manual.
Size/Fighters/Capacity: This column will indicate the size of the target, the number of enemy
fighters present, or the industrial capacity of the location. For factories and other industrial
targets this represents the production capacity; for rail yards this represents the size/
importance of the yard; for airfields this represents the number of aircraft (‘fighters’) currently
stationed there.
AA Guns: This is the number of AA guns at the location.
Balloons: This is the number of balloon barrages at the location.
Last Photo: Your Target List has a column for the age of the last recon photo taken of that
location. If a ‘none’ appears in the column, you have not taken a recon photo of that target.
The number appearing here tells you how old (in days) the recon photo is. So, if the number ‘1’
appears beside an airfield, the recon photo is one day old. A ‘current photo’ is considered 1 or 2
days old. Any photo older than that means that your intelligence of that location is not reliable.
It’s important, then, to try to run recon missions as often as possible to keep your photos
current. Without current recon photos, you cannot tell how damaged the target is (targets do
repair themselves over time), or how many air units or ground defenses are located there. Also,
targets without any recon photo at all are difficult (if not impossible) to locate and destroy. Once
you’ve run at least one recon mission against a target, then any missions against that target in
the future have a higher chance of finding and targeting the location.
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List Top Pilots (information-only): Select this option to review a listing of your top pilots. As
the campaign progresses, the game begins to promote pilots and adjust their attributes. Units
with good pilots perform their duties better, so it’s important to review your pilot information
often and know which squadrons have the top guns.
List Air Units (information-only): Select this option to review your units. The information
displayed here shows your units’ morale levels, damage levels, etc.
Aircraft Losses (information-only): Select this option to review all the aircraft that have been
destroyed (on both sides) for the day’s raids and for the entire campaign.
Aircraft Replacements (information-only): Select this option to review a listing of all aircraft
and their replacements.
German Replacement Aircraft: In Eagle Day, unlike the British player, German aircraft
replacements come from a steady stream of off-map industrial sources. In 1940, the British
receive replacement aircraft on even-numbered turns, so this averages out to once every two
days. Also, they may receive more or less aircraft than is listed. Refer to the list below to know
your replacement rate.
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Endphase Button: When you are finished with your Intelligence Briefing Phase, press the ‘End
Phase’ button to enter the next Raid Planning Phase.
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Airfield Damage: German player receives 1 point per 4 percentage points of damage to base
“communications” area of Fighter Command Primary Airfields (R:C:S). These are primary
airfields attached to British Groups 10, 11, and 12. Group 13 is not included in the damage.
Runway damage (the “R” number for damage) is not factored into
points scored for hits against airfields, because runways are fixed
quickly.
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For example, if the German player does 20% damage to the Service area of an airfield, he gets
60 points; if he does 50% damage to the Communication area of the same airfield, he gets 150
points, for a total of 210 points.
At the end of each Movement Phase, the ‘Air Superiority’ level shown is obtained by dividing
the German air superiority points by the British air superiority points (German points / British
points = Air Superiority Level).
At the end of a one-month 1940 campaign (or at any time during play), if the German player
has achieved an 8 Air Superiority Level, he wins.
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* The number to the left of the slash is the critical number in Battle of
Britain; the number to the right of the slash is the critical number in
Bombing the Reich.
** Only in Bombing the Reich.
Recon Missions: The player will notice that the Critical Industry Output number (CIO) shown
in the “total” column of the List Target is much lower than many of the totals indicated under
’critical level’ above. This is to reflect partial or no recon information of that industry type. For
example, as the player, you may notice that the electric power CIO number is listed below 500;
this means that you have only limited intelligence information about that industry and so you
don’t have a good idea about how effective your attacks are against electric power plants. As
you run more and more recon missions against an industry type, then the ’total’ number (CIO)
will change to reflect a more accurate reading.
SCORING TERROR POINTS (IN BOTH BATTLE OF BRITAIN AND BOMBING THE REICH)
Terror points are scored by knocking out each square mile of urban area (i.e., one pixel on the
far zoom-out mode). The player receives 1 point per each percentage point of damage to each
square mile of urban area. Therefore, the attacking player receives 100 points by completely
knocking out one square mile.
The Terror number represents the ‘level’ of all damage to urban areas, and is obtained by
dividing the terror points scored by 20,000. Once the terror points reach 20,000, the terror level
increases to 1; once the terror points reach 40,000, the terror level increases to 2, etc. During
play, the only way you can see urban damage on the map is to click on the ‘Urban’ button on
the Preference tool bar. This will remove all other targets except the urban areas. If the urban
area has any damage at all, small dots of yellow or red (fire) appear. The brighter the yellow,
the more heavily damaged that urban area is. Red dots indicate fires burning in that area, and
these fires can burn for a time, and also spread to other connecting urban areas.
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month 1940 campaign, he must have at least an Air Superiority of 4 by game end, and in the
one-month 1941 campaign he must have at least a combined score of 8. Any other results than
those described in this paragraph will equate to either a win or a loss.
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Points for Terror Bombing: The attacking player scores points for urban bombing. This is the
current point total.
British Industrial Output: This is the current British industrial output strength. As Britain’s
industrial might is attacked, this number goes down.
The information under ‘Score Details’ will update itself during the
Movement Phase whenever you click on the Summary. And, it will
fully update itself once the current Movement Phase is complete.
The ‘Attrition Summary’ section is a running total of various data which are important for you
to review to see how quickly your air force is being whittled down. It shows totals for both
the current turn and the campaign. It shows the number of sorties (i.e., the total number of
aircraft launches), the number of aircraft lost, and highest aircraft loss type, and KIA, MIA, and
WIA pilot totals. This information does update during the current Movement Phase, unlike the
information under ‘Score Details.’ It’s important to note that the ‘Highest Aircraft Loss’ totals
represent the highest losses for the indicated aircraft type, and also the total losses of that
type for the campaign.
For example, if you lost 13 He111-4s during the current turn, the number 13 appears for the
day and the total number of He111-4s lost for the campaign will be listed under the campaign
heading.
Also, if a Reaction Phase comes and goes without any attacking sorties (and that’s very likely
in long campaigns), the highest aircraft losses remain the same as the last turn in which the
attacker’s sorties ran.
It’s important to note that the score summary information is very useful but it IS summary data.
If you want more detailed information about the status of specific air units, location damage,
top pilot lists, etc., refer to the specific database where that information can be found.
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Primary Airfields (AF): Primary ‘sector’ airfields are the main airfields from which most RAF
units operate. These airfields are attached to Groups 10, 11, 12, and 13. Destroying these
airfields is of the utmost importance, as doing so curtails the performance of aircraft flying out
of that field and also reduces the effectiveness of attached satellite airfields (i.e., secondary
airfields). Air units cannot launch from primary airfield with over 50% damage. You must also
attack primary airfields to score Air Superiority victory points.
Also note that there are a series of coastal and bomber command airfields on the map which
are the exact same size as sector airfields. While these airfields do act as primary airfields,
they are not classified as ‘sector’ airfields and thus the German player does not receive Air
Superiority points for bombing them.
Secondary Airfields (AF): Secondary airfields are small airfields which operate from
converted grass fields or pastures. Many secondary airfields are attached to a neighboring
primary airfield, which means that they receive orders to scramble through that primary
airfield’s communication system. Air units cannot launch from secondary airfields with over
50% damage. Though difficult to damage, the RAF do use secondary airfields, so it is in your
interest to attack them whenever possible. A good tactic is to strike a secondary airfield in
conjunction with an attack against its HQ (primary airfield), thus reducing the effectiveness of
both at the same time. A list of HQs and their secondary airfields is below.
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Chemical Factory (CHEM): Chemical factories are classified as “critical industries.” Destroying
chemical factories (along with attacks against oil storage facilities and oil refineries) begins
to create a fuel shortage, which in turn reduces the amount of sorties the RAF can conduct.
Damage to chemical factories also reduces the effectiveness of rubber factories.
Ball Bearing Factory (BBFAC): Ball bearing factories are classified as “critical industries.”
Damage to ball bearing factories reduces the effectiveness of aircraft and armaments factories,
thus hindering the production of replacement aircraft.
Electric Power Plant (POWER): Electric power plants are classified as “critical industries.”
All factories and facilities need electric, so heavy damage to electric power plants reduces the
effectiveness of all other industries in the game.
Steel Factory (STEEL): Steel factories are classified as “critical industries.” Damage to steel
factories reduces armaments factory production, which in turn hinders aircraft repairs and
replacements.
Rubber Factory (RUBBER): Rubber factories are classified as “critical industries.” Damage to
rubber factories reduces armaments factory production, which in turn hinders aircraft repairs
and replacements.
Aircraft Factory (AFAC): Aircraft factories are the assembly facilities for replacement aircraft,
thus destroying them hinders Britain’s ability to replace aircraft.
Engine Factory (EFAC): Engine factories make aircraft engines, thus destroying them hinders
Britain’s ability to replace aircraft.
Avionics Factory (CFAC): Avionics factories manufacture parts for aircraft, thus destroying
them hinders Britain’s ability to repair and replace aircraft.
Armaments Factory (ARM): Armaments factories manufacture the weapons of war. Damage
to armaments factories hinders Britain’s aircraft and ground defense production.
Railyard (RAIL): Railyards are the hubs of the transportation system of Britain. They also act
as the primary communications network, and thus damaging them can greatly reduce Britain’s
ability to transport its resources (i.e., fuel, aircraft parts, etc.) and ground defenses. Also,
attacking railyards will reduce the effectiveness of any and all industries in its general area.
Ports (PORT): Ports are where foreign crude oil arrives. Thus, destroying ports (along with the
systematic bombing of oil storage facilities, oil refineries, and chemical factories) can cripple
Britain’s fuel resources and greatly reduce her ability to fly aircraft.
Command Headquarters (HQ): Fighter and bomber commands appear on the map. They
appear so that the defending player can know where his command centers are. They are not,
however, viable targets which can be attacked by raids. So, the attacking player should not
bother in trying to target these during his Raid Planning Phase.
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Tactical Repair Rates: Airfields repair very quickly and therefore fall under tactical repair rates.
In addition to airfields, radar sites also have a communication section, and it too repairs quickly.
Below is a list of tactical repair rates.
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put, as air combat occurs, both sides take losses, so at the end of each turn, the losses are
calculated and an Air Superiority level is obtained.
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(4) Nachtjagd III: (7/16/44 - 8/26/44) This six-week campaign (42 turns) depicts the third
phase of the British night bombing campaign. This reflects the beginning of a very successful
British effort to jam German radar and radios using RCM and Night Intruder aircraft. This is a
night campaign using only Bomber Command. The scoring system for this campaign works as
described above with the following exceptions: You score triple terror points for hitting urban
areas, and normal points for all other targets. To see how many points you need to win as the
Allied player, see the ,’to win” display.
You can also play a shorter version of this campaign by selecting
“Change to Short Scenario” on the Campaign Selection Screen.
(5) Big Week: (2/20/44 - 2/26/44) This one-week campaign (7 turns) depicts a period of good
weather, where the 8th and 15th Air Forces could coordinate their attack. Their primary targets
during this period were aircraft production facilities (i.e., aircraft factories, avionics factories,
and engine factories). The scoring system for this campaign works as described above with the
following exceptions: You score double points for hitting aircraft, avionics, and engine factories,
and normal points for all other targets. To see how many points you need to win as the Allied
player, see the “to win” display.
(6) Oil Offensive I: (6/6/44 - 6/12/44) This one-week campaign (7 turns) depicts the 15th Air
Force and its assault against the oil industries of Eastern Europe. The scoring system for this
campaign works as described above with the following exceptions: You score triple points for
hitting oil storage sites, oil refineries, and synthetic fuel plants, and normal points for all other
targets. To see how many points you need to win as the Allied player, see the “to win” display.
(7) Oil Offensive 11: (6/16/44 - 7/27/44) This six-week campaign (42 turns) depicts the 8th
and 15th Air Forces in a combined assault against oil industries. The campaign area covers
most of Europe. The scoring system for this campaign works as described above with the
following exceptions: You score triple points for hitting oil storage sites, oil refineries, and
synthetic fuel plants, and normal points for all other targets. To see how many points you need
to win as the Allied player, see the “to win” display.
You can also play a shorter version of this campaign by selecting
“Change to Short Scenario” on the Campaign Selection Screen.
(8) Full Campaign 43: This 700 Turn full campaign depicts the entire conflict from August 17,
1943 to the end of the war. As the Allied player, you score points as described above To see
how many points you need to win as the Allied player, see the “to win” display. In addition to
scoring points as described above, Axis “ground troops” are present in this campaign (refer to
section 6.2.5). However, you do not score points directly for damaging them. But by reducing
their effectiveness, you may accelerate the Allied ground advance which results in the capture
and “permanent” destruction of Axis industry In addition, “mandatory targeting” is in effect
(see section 6.2.7).
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Score Checks for Early Ending: At the end of each 31 turns of play, the game looks to see if
your total points is less than the number of months played times 2. So if you’ve played 10 (310
turns) months and you have less than 20 points, you lose and the game ends.
(9) Full Campaign 44: This 500 Turn full campaign depicts the start of the period where allied
escorts were able to protect the bombers deep into Axis territory As the Allied player, you must
score points as described above. To see how many points you need to win as the Allied player,
refer to the Campaign Summary. In addition to scoring points as described above, Axis “ground
troops” are present in this campaign (refer to section 6.2.5).
However, you do not score points directly for damaging them. But by reducing their
effectiveness, you may excellerate the Allied ground advance which results in the
capture and “permanent” destruction of Axis industry In addition, “mandatory
targeting” is in effect (see section 6.2.7).
Score Checks for Early Ending: At the end of each 31 turns of play, the game looks to see if
your total points is less than the number of months played times 2. So if you’ve played 10 (310
turns) months and you have less than 20 points, you lose and the game ends.
(10) Jet Age 44: This “hypothetical” 500 Turn full campaign covers the same period as the
regular 44 campaign, but shows what might have happened if the Germans had received the
ME-262 jet fighters early. As the Allied player, you must score points as described under the
full 44 campaign.
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mouse arrow over targets in Italy and referring to the coordinate displayed.
Ground Troop Strength: The Axis player receives points for effective ground unit strength of
any troops below y-coordinate 1,000 (just south of Rome). For example, if there are troops with
a total of 800 strength below y-coordinate 1,000, the Axis player receives 800 points for them.
At the end of each turn, troop strength is calculated and the Axis score is adjusted accordingly.
Capturing Axis Buildings/Airfields: During play, the invasion of Italy will occur and the Allied
player will eventually overrun Axis buildings and airfields. The invasion begins in Southern Italy
and moves up the peninsula until it hits the Gustaf Line, where is grinds to a halt. As areas are
overrun, the captured buildings disappear to reflect the Allied advance. Axis airfields, however,
stay on the map and turn gray. One week later (7 turns). these captured airfields will turn white,
to show that they are fully operational and can maintain Allied air units. Once this happens,
the Allied player can transfer air units into these fields and begin using them normally. The
Allied player scores 100 points per airfield captured. The Allied player receives 50 points times
capacity of any captured buildings (50 x capacity).
Service Damage to Airfields: The Allied Player receives 1 point for every 2 points of service
damage to airfields anywhere on the map. So, if an airfield has 90 points of service damage
the Allied player receives 45 points.
Industrial Damage Points: The Allied player receives 1 point for every 2 points of damage
times capacity of any industrial targets, including rail yards.
(2) Overlord 1: (5/1/44 - 8/31/44) This four-month campaign (123 turns) depicts the bombing
offensive used in support of the invasion of France. The first five weeks of the campaign depict
the softening up of Northern France prior to the invasion of Normandy while the last part of
the campaign depicts the Allied air forces in tactical support of the army’s advance. Overlord I
is a “ground support” scenario, which means that Axis ground troops are present. The scoring
system for Overlord I is the same as Avalanche (see above) with the following exceptions:
Axis Points: The Axis player receives 1 point per serviceable aircraft in Belgium and France
(west of x-coordinate 500). You can find the general location of this coordinate by moving the
mouse arrow over targets in Belgium/France and referring to the coordinate displayed.
Ground Troop Strength: The Axis player receives points for all troop strength left on the map
at the end of play.
Airfield Damage: Same as Avalanche scoring.
Mandatory Targeting: There is “mandatory targeting” in place for this scenario (see section
6.2.7).
(3) Overlord II: (6/4/44 - 8/31/44) This three-month campaign (89 turns) is basically the same
as Overlord 1, but it begins about five weeks afterwards. The softening up of Axis defenses has
already begun; you are jumping right into tactical support. The scoring system is the same as
Overlord 1, but many targets begin this campaign with damage (see below). Bomber Command
is not present in Overlord II, and there is “mandatory targeting” in place (see below).
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Allied player can deliver to ground troops, the easier it will be for Allied troops to cause a
breakthrough (a breakthrough occurs when a permanent defensive line has been breached - i
e , the Gustav Line, the Gothic Line, the Normandy Front, and the West Wall). The sooner the
Allied breakthrough occurs, the better chance the Allied player has to score points necessary to
win the campaign. But all is not as easy as it seems, for ground troops collect reinforcements
as play goes on (through a line of rail yards), which helps them to maintain their combat
effectiveness and hold their defensive lines.
There are several different ground troop types in Bombing the Reich:
(1) Infantry (divided between regular infantry (a box with a full X), static infantry (an empty box),
and parachute troops (a box with paratroop symbol). There are no real differences between
these infantry types; the difference is reflected in their Combat Values (see below).
(2) Panzergrenadier (a box with an X and an oval armor symbol) These units represent lighter
armored units, half-tracks, etc.
(3) Armor (a box with an oval armor symbol). These represent stronger and more fully armed
units.
Damage to ground units is handled basically the same way as damage to other targets.
As it takes damage, a ground unit changes color from gray to orange to red. This damage
represents a unit’s disruption level. During play, this disruption is alleviated by reinforcements
and resupply, which are piped into the unit through connected supply-line rail yards. Attacking
a unit’s supply line (which is reflected by a white line when you select the unit), can delay
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reinforcements and supply from reaching the targets, but will rarely ever permanently cripple
the unit.
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levels: Air Superiority, Industry Damage, and Terror. At the end of each turn, the numbers here
will change if a score change has occurred. In Ground Support Campaigns, the score may
change often and usually between each turn. In the Strategic Bombing Campaigns, the three
damage levels may change often, though it is expected that you’ll notice little change between
individual turns. This is due to the nature of strategic bombing. It takes a long time to deliver
enough damage to the enemy before the score begins to move. As a result, we’ve added a
“campaign summary” (see below) which gives you more information about how the course of
the battle is going.
Turn/End: This section shows you the current turn and the total turns (or days) in the campaign.
When you reach the last turn, the game ends.
To Win: This section shows you the number of points you need to win the campaign. This only
appears in Strategic Bombing Campaigns.
Attacker and Defender Losses: This is an up-to-the-minute tally of destroyed aircraft for
both sides.
Campaign Summary: You may review the Campaign Summary during play. It provides a more
detailed overview of your score and how it was derived.
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This section shows the date, the campaign being played, the turn you’re on, and the current
cloud cover. The “Score Summary” section shows the score broken down by damage level
(if necessary). The “Score Details” section divides both Axis and Allied scoring into separate
categories, as described below:
Points for Ready Aircraft: This IS the number of aircraft ready for service for the Allies.
The number in parentheses is the number of aircraft currently out of service.
Points for Strategic Bombing: The Allied player scores points for damaging Axis industry).
This is the current point total.
Points for Terror Bombing: The Allied player scores points for urban bombing. This is the
current point total.
Points for Ready Aircraft: This is the number of aircraft ready for service for the Axis. The
number in parentheses is the number of aircraft currently out of service.
Axis Industrial Output: This is the current Axis industrial output strength. As the Reich’s
industrial might is attacked, this number goes down.
Damaging/Destroying Aircraft on the Ground: The “on ground” display shows two numbers
divided by a colon (0:0). The first number is the number of Axis aircraft destroyed on the
ground; the second number is the number of Axis aircraft damaged on the ground. Keep in
mind that even with this adjustment, there will almost always be more damaged aircraft than
destroyed aircraft.
To AA Fire: The “To AA Fire” display shows two numbers divided by a colon (0:0). The first
number is the number of Allied aircraft destroyed by AA; the second number is the number of
Allied aircraft damaged by AA.
Order of Battle Display: Select ‘Show Order of Battle’ to open your side’s list of units by
command. You may then select a specific command to highlight all airfields on the map
attached to that command. You may also select individual units in the list to see where they
are currently located, and then review further details. The “R” column indicates the number
of ready (serviceable) aircraft in the unit; the “U” column indicates the number of unavailable
(out-of-service) aircraft in the unit. Units with an asterisk (*) beside their names are units with
nighttime navigation equipment. The commands listed here are specific to the campaign you
are playing. During the Reaction Phase, the information listed here is in a state of flux, because
data is being updated all the time. It’s recommended that you review the Order of Battle during
the Movement, Briefing, or Raid Planning Phases.
The information under “Score Details” will update itself during the Reaction Phase whenever
you click on the Summary. And, it will fully update itself once the current Reaction Phase is
complete.
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TARGET DAMAGE
During the course of play, targets suffer damage due to Allied bombing. Potential target damage
occurs when a bomber formation reaches its target and drops its bombs. The severity of the
damage depends upon the number of bombers involved, flight altitude, recon photos status,
etc. All non-airfield targets can take up to 100% damage. Airfields, however, because they
have separate damage categories, could potentially receive 200% damage, because both the
runway and the service area can suffer up to 100%. So, as you are watching your messages
on the screen and the number “150” is flashed for damage to an Axis airfield, that could mean
that the runway has suffered 75% damage, and the service center has suffered 75% damage.
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One Week Campaigns and Industrial Repair: Regardless of the repairs rates mentioned above,
no industrial targets repair damage during one-week campaigns.
Tactical Repair Rates: Airfields are repaired very quickly and, therefore, fall under tactical
repair rates. In addition to airfields, radar sites also have a communications section, and it, too,
is repaired quickly. Below is a list of tactical repair rates.
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An airfield with over 50% runway damage cannot launch aircraft.
However, as you can see by the repair rates above, this will hardly be a problem in most cases.
Runway damage to airfields usually translates into launch delays. which can change quickly
during play. Hostile Weather and Critical Industry Damage: Neither hostile weather nor damage
suffered to targets due to critical industry adjustments affect repair rates in any way.
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It’s important to stop now and briefly describe the “phases” in the game and how the scoring
system works. Bombing the Reich is played in phases. The Allied player has a Raid Planning
Phase, a Reaction Phase, and an Intelligence Briefing Phase. The Axis player has a Movement
Phase and a Reaction Phase. As the Allied player, when you first enter the Main Game Screen,
you begin in the Raid Planning Phase. It is in this phase that you will begin planning your
upcoming day’s raids against Axis targets. For this simple tutorial, we will walk you through the
planning of three bombing raids against the ball bearings factories of C.A.M. Ivry, Vereinigte
#1, and C.A.M. Bois. The two C.A.M. ball bearing factories are located near Paris, whereas the
Vereinigte factory is near the Schweinfurt area. Your goal in targeting these three factories is to
earn enough industrial damage points to win.
You win by having a total score of 10 or more points by the end of the turn.
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(4) Looking at the map on the Main Game Screen, you’ll notice a lot of target icons. This
swarming sea of gray, yellow, and blue targets might seem intimidating, but don’t worry
There’s an easy way to find the factories you need to attack. To begin plotting your bombing
missions, first select the “Bombing Mission” button in the upper left part of your screen.
Clicking this button places you in the planning screen. You are now ready to plot your first
bombing mission.
At the bottom of the screen are the words “SET PRIMARY TARGET Mission 1.” This means the
game is ready to take your first mission order. To plan your first mission, select the “Primary”
button.
This tells the computer that you will select the primary target for your raid. Once you’ve done
this, you are ready to select Kugelfischer as the first target.
(5) At the top of the screen is a button called “List Targets.”
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Click this button to open a list of available targets. From this target list, you will choose ball
bearings factories.
(6) On the List Targets screen, select the “ball bearings factory” button.
On this list, click on the column heading “capacity” to sort the factory list from highest capacity
to lowest. Once you’ve done this, notice that C.A.M. Ivry sorts to the top. This is because it has
the highest capacity of any ball bearings factory in the game, and thus is the best factory to
attack for this scenario.
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(7) To choose C.A.M. Ivry to attack, click on the word “target” to the far right on the list of ball
bearing factories. Immediately, the window will close and C.A.M. Ivry is marked on the map
with a white and red line connected to an airfield in England.
These lines represent the flight path your raid will follow inbound (white) and outbound (red).
You can modify this flight path in many ways, but for this tutorial, we’ll leave the flight paths
alone.
(8) As soon as you selected C.A.M. Ivry as the primary target, the “Pick Lead Unit” button will
display at the top of the screen directly beneath “List Targets.”
Click the “Pick Lead Unit” button to open a list of air units at the bottom of the screen.
(9) On this list, find the 92nd BG, a unit of B-17F Fortresses. You can scroll the list down to find
the unit. This unit will be the raid’s “lead” unit. A lead bomber unit is the unit in a raid which
takes the point in the formation. To select it, click the button to the left of the bomber group’s
name. Next, click “Done” at the top of the screen.
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EAGLE DAY TO BOMBING THE REICH - GAME MANUAL
(10) Once you have selected the lead unit, you’ll notice that another set of buttons appear
beneath the “Pick Lead Unit” button. To add extra bombers that will accompany the “lead” unit
to the target, select “Add Bomber Units.”
(11) On this list, find and select the 351st and 381st BG. For the purposes of this tutorial, it
really doesn’t matter which ones you select; these are merely chosen arbitrarily to illustrate
this point. These units will accompany the lead unit (marked with an “L”) to C.A.M. Ivry. You
have now finished adding bomber units to the raid and are ready to add escort fighters. Click
“Done” at the top of the screen.
(12) Now that you have assigned all bombers to the raid, you are ready to support them by
adding escort fighters.
As soon as they are selected, you’ll notice a “ce” appearing beside their names. This means
that these fighters will conduct a “close” escort of the bomber units. You may also put fighters
on high escort (he). For now leave these units on close escort and select “Done” to close and
end mission plotting for mission #1.
As you selected each fighter escort, you may have noticed that a green box, green line, and
yellow box appeared alongside the inbound/outbound night path of the raid. These elements
indicate where the escort unit will form-up with the raid (green box), the distance it will protect
the bombers (green line) and where it will turn around and go home (yellow box). You can
modify the location of these elements by first selecting an escort unit in [he list (as you are
assigning them), and then right clicking anywhere on the flight path. Adjusting these elements
changes the escort unit “delay” time. For now, leave these elements alone and proceed with
the next step below.
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Tutorial - Bombing the Reich
(14) After assigning escorts to the raid, you are ready to close mission #1 and start mission #2.
To do this, select “New Mission” at the top of the screen. This secures your mission #1
assignments, and sets you up to begin plotting the next mission.
(15) Following the steps above, plot bombing mission #2 against the ball bearings factory of
Vereinigte #1. Remember to pick a “lead” bomber unit, extra bombers (2-3 extras), and 2-3
escorts. When you are finished, select “New Mission” again to plot mission #3.
(17) Now that you are finished plotting your missions, you are ready to enter the Reaction
Phase and watch your bombers do their work. To do so, click the “Done” button at the top of
the page.
Next, click the “End Phase” button at the top of the screen. This places you in the Reaction
Phase.
The Reaction Phase is where you, as the Allied player, will sit back and watch your raids in
action. Once you click the “START” button in this phase, the clock begins and the phase
continues until your raids have run the missions and a score is determined.
(18) To begin the Reaction Phase. click the “START” button. The button immediately becomes
“STOP” and you may click it on/off to start/stop the Reaction Phase as you wish. For this
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EAGLE DAY TO BOMBING THE REICH - GAME MANUAL
tutorial, however, just sit back, relax, and watch your B-17s and P-47s fly across the Channel
en route to the unsuspecting factories around Schweinfurt.
To get a better view of the map and the area of play, we recommend that you click the full
screen button which appears on the bottom of the Preference Toolbar. This collapses the tabs
and puts the map in lull screen. This is the best way to play the game.
106
Hotkeys
GENERAL
Q ________________ Quit Game
CTRL-S ____________ Save Game
Z_________________ Zoom in the map
X ________________ Zoom out the map
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EAGLE DAY TO BOMBING THE REICH - GAME MANUAL
108
Credits
8.0 CREDITS
MADPOLE SOFTWARE GROUP PUBLIC RELATIONS & MARKETING
(MPSG) Sean Drummy
PRODUCTION ASSISTANT
PROJECT LEAD Andrew Loveridge
Ron Lorence
CUSTOMER SUPPORT STAFF
LEAD PROGRAMMER Daniel Heath, Alex Fiedler, Andrew Williams
Harley Diwell
FORUM ADMINISTRATION
PROGRAMMER Andrew Williams, Marc von Martial,
Waynn Thomas Welton Erik Rutins, David Heath, Paul Vebber
ARTWORK QUALITY ASSURANCE LEAD
Steve Ford Erik Rutins
BETA TESTERS OUR STRENGTH
Ron Kemlo, Ian Phillip, Werner Pruckner, We thank God for giving us the
Steven Clarke, Andrew Fletcher, David Brian ability and strength to complete this
Stevens, Laurent Rizzotti, Soeren Schaper, project and follow our dream.
Gavin Bailey, Kevin Pooley, Eric Phillip
Johnson, Jimmy W. Little, Didier Chevalier, We would also like to thank our families
Richard Godfrey, Steven Pope, Mark Nelms, and friends for giving us their non-stop
Ryan Crierie, James King, Lawrence West, love and support during this project.
Jean-Francois Charest, Billy W. Bradley
Jr., Nathaniel Gousset, Andrew R. Black,
Andrew Dixon, David Sinclair, Ian Ratcliffe,
Rasmus Klitgaard, Paul Michowicz,
Montgomery L. Spencer, John Cleaver
HONORARY BETA TESTER
Thomas Lendabarker
MATRIX GAMES
EXECUTIVE PRODUCER
David Heath
ASSOCIATE PRODUCER
Erik Rutins
BOX AND LOGO DESIGN
Marc von Martial
ARTISTS
Jim Martin
MANUAL EDITING AND CONTENT
Michael Eckenfels
MANUAL DESIGN AND LAYOUT
Marc von Martial
SOUND AND MUSIC
Scott Cairns of SCA Studios
109
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