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Eagle Day To Bombing The Reich Manual

Eagle Day to Bombing the Reich Manual Game Manual

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0% found this document useful (0 votes)
61 views112 pages

Eagle Day To Bombing The Reich Manual

Eagle Day to Bombing the Reich Manual Game Manual

Uploaded by

green chameau
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 112

EPILEPSY WARNING

PLEASE READ THIS NOTICE BEFORE PLAYING THIS GAME OR BEFORE ALLOWING
YOUR CHILDREN TO PLAY.

Certain individuals may experience epileptic seizures or loss of consciousness when


subjected to strong, flashing lights for long periods of time. Such individuals may
therefore experience a seizure while operating computer or video games. This can
also affect individuals who have no prior medical record of epilepsy or have never
previously experienced a seizure.

If you or any family member has ever experienced epilepsy symptoms (seizures or
loss of consciousness) after exposure to flashing lights, please consult your doctor
before playing this game.

Parental guidance is always suggested when children are using a computer and
video games. Should you or your child experience dizziness, poor eyesight, eye or
muscle twitching, loss of consciousness, feelings of disorientation or any type of
involuntary movements or cramps while playing this game, turn it off immediately
and consult your doctor before playing again.

PRECAUTIONS DURING USE:

- Do not sit too close to the monitor. Sit as far as comfortably possible.
- Use as small a monitor as possible.
- Do not play when tired or short on sleep.
- Take care that there is sufficient lighting in the room.
- Be sure to take a break of 10-15 minutes every hour.

© 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
and trade names are the properties of their respective owners and Matrix Publishing, LLC. and 2by3 Games make no claim thereto.
• 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

1.0 Gary Grigsby’s Eagle Day to Bombing the Reich............................. 9


1.1 Minimum System Requirements ................................................... 9
1.2 Installation .................................................................................... 9
1.3 Uninstalling the game ................................................................... 9
1.4 Product updates ........................................................................... 9
1.5 Game forums .............................................................................. 10
1.6 Need help? ................................................................................. 10
2.0 Introduction .................................................................................... 11
3.0 Getting Started ............................................................................... 12
3.1 The Anatomy Of A Raid ............................................................... 12
3.2 Playing a One-Day 1940 Campaign............................................. 12
3.3 Game Phases ............................................................................. 14
3.4 Continuing The Raid .................................................................... 14
3.4 Planning A Bombing Raid ............................................................ 16
3.5 Watching the Movement Phase ................................................... 20
3.6 Plot More Raids .......................................................................... 20
4.0 Start-Up Screen .............................................................................. 21
4.1 Campaign Selection Screen ........................................................ 21
4.2 Main Game Screen ..................................................................... 22
4.3 Preference Tool Bar..................................................................... 22
5.0 Playing the Games.......................................................................... 26
5.1 Top Orders Bar............................................................................ 26
5.1.1 Bombing Missions........................................................... 26
5.1.2 Recon Mission ................................................................ 31
5.1.3 Fighter Sweep ................................................................. 32
5.1.4 Night Bombing Mission ................................................... 33
5.1.5 Night Intruder Mission ..................................................... 33
5.1.6 Set Bomber Targets......................................................... 33
5.1.7 Auto-Plan Missions ......................................................... 36
5.1.8 Review Missions ............................................................. 36
5.1.9 Show All Paths ................................................................ 37
5.1.10 List Air Units.................................................................... 37
5.1.11 List Targets ..................................................................... 38

5
Table of Contents

5.1.12 Move Air Units ................................................................. 40


5.1.13 Game Options ................................................................. 42
5.1.14 Weapons Database ......................................................... 42
5.1.15 End Phase ....................................................................... 44
5.1.16 Move AA Guns................................................................. 44
5.1.17 Set Doctrine .................................................................... 46
5.1.18 List Top Pilots .................................................................. 47
5.1.19 Aircraft Losses ................................................................ 49
5.1.20 Aircraft Replacements ..................................................... 49
5.1.21 Action Reports ................................................................ 50
5.1.22 Replay Turn ..................................................................... 51
5.1.23 Quit Game ....................................................................... 51
5.1.24 Load Game ..................................................................... 51
5.1.25 Save Game ..................................................................... 52
5.1.26 About .............................................................................. 52
5.2 Bottom Bar Display ..................................................................... 52
5.2.1 Radio Activity .................................................................. 52
5.2.2 Message Level ................................................................ 52
5.2.3 Score .............................................................................. 53
5.2.4 Date................................................................................ 53
5.2.5 Turn ................................................................................ 53
5.2.6 Time ............................................................................... 53
5.2.7 Cloud Cover .................................................................... 53
5.2.8 Light and Moon ............................................................... 53
5.3 Game Phases ............................................................................. 54
5.3.1 Planning Phase ............................................................... 54
5.3.2 Reaction Phase ............................................................... 55
5.3.3 The “Start/Stop” Button................................................... 57
5.3.4 The Clock Speed Button .................................................. 57
5.4 Recall Unit .................................................................................. 57
5.5 Intercept Raid ............................................................................. 58
5.6 Intelligence Briefing Phase.......................................................... 61
6.0 Winning the Game .......................................................................... 68
6.1 Battle of Britain Game ................................................................. 68

6
Table of Contents

6.1.1 Battle of Britain Short Campaigns.................................... 68


6.1.2 Battle of Britain Long Campaigns .................................... 69
6.1.2 Playing to a Draw ............................................................ 72
6.1.3 Assessing Your Score ...................................................... 73
6.2 Bombing the Reich Game ........................................................... 81
6.2.1 Scoring Air Superiority Points .......................................... 81
6.2.2 Scoring Industrial Damage Points .................................... 82
6.2.3 Scoring Terror Points ....................................................... 82
6.2.4 The Strategic Bombing Campaigns ................................. 82
6.2.5 The Ground Support Campaigns ...................................... 84
6.2.6 Pre-Damaged Targets ..................................................... 86
6.2.7 Mandatory Targeting ....................................................... 86
6.2.8 Axis Ground Troops ......................................................... 86
6.2.9 How Allied Invasion and Ground Combat Works ............... 88
6.2.10 Winning the Bombing The Reich Game ............................ 91
6.2.11 Target Descriptions ......................................................... 91
6.3 Introductory Tutorial – Bombing the Reich ................................... 99
6.3.1 How Do I Score Points? ................................................. 100
6.3.2 Watching the Reaction Phase ........................................ 106
6.3.3 Plot More Raids............................................................. 106
7.0 Hot Keys ........................................................................................ 107
8.0 Credits...........................................................................................109

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.

Find out more at: www.matrixgames.com


Introduction

1.0 GARY GRIGSBY’S EAGLE DAY TO BOMBING


THE REICH
Thank you for purchasing Gary Grigsby’s Eagle Day to Bombing the Reich!

1.1 MINIMUM SYSTEM REQUIREMENTS


To play Gary Grigsby’s Eagle Day to Bombing the Reich, your computer system must meet
these requirements:
• OS: Windows XP, Vista
• CPU: Pentium IV 2.4Ghz
• RAM: 1Gb
• Video: DirectX Compatible video card with 16mb video memory
• Sound: DirectX Compatible sound card
• HDD space: 2 Gb
• DirectX: 9.0c (Included)

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.

1.3 UNINSTALLING THE GAME


Please use the Add/Remove Programs option from the Windows Control Panel or the Uninstall
shortcut in the games Windows START menu folder to uninstall the game. Uninstalling through
any other method will not properly uninstall the game.

1.4 PRODUCT UPDATES


In order to maintain our product excellence, Matrix Games releases updates containing new
features, enhancements, and corrections to any known issues. All our updates are available
free on our website and can also be downloaded quickly and easily by clicking on the “Update”
link in your Game Menu or by using the “Update Game” shortcut in your Windows START menu
folder for the game.
We also periodically make beta (preview) updates and other content available to registered
owners. Keeping up with these special updates is made easy and is free by signing up for a
Matrix Games Member account. When you are signed up, you can then register your Matrix

9
EAGLE DAY TO BOMBING THE REICH - GAME MANUAL
Games products in order to receive access to these game-related materials. Doing so is a
simple two step process:
Sign Up for a Matrix Games Member account – THIS IS A ONE TIME PROCEDURE; once you
have signed up for a Matrix account, you are in the system and will not need to sign up again.
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
e-mail account.
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
“Members Area” members. So it is always worthwhile to sign up there.
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!

1.5 GAME FORUMS


Our forums are one of the best things about Matrix Games. Every game has its own forum with
our designers, developers and the gamers playing the game. If you are experiencing a problem,
have a question or just an idea on how to make the game better, post a message there. Go to
http://www.matrixgames.com and click on the Forums hyperlink.

1.6 NEED HELP?


The best way to contact us if you are having a problem with one of our games is through
our Help Desk. Our Help Desk has FAQs as well as a dedicated support staff that answer
questions within 24 hours, Monday through Friday. Support questions sent in on Saturday and
Sunday may wait 48 hours for a reply. You can get to our Help Desk by going to http://www.
matrixgames.com/helpdesk

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

11
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.

3.0 GETTING STARTED


Gary Grigsby’s Eagle Day to Bombing the Reich is a game that requires study to learn well.
However, the actual mechanics of clicking buttons, plotting German and Allied raids, launching
British or German interceptors, etc., is really quite simple. This section of the Player’s Guide
will help you to get started quickly, by describing how to plot a few German raids and start the
Movement Phase for the Eagle Day version of Gary Grigsby’s Eagle Day to Bombing the Reich.
Bombing the Reich is controlled in much the same way. It is recommended that you begin
your play of Eagle Day as the Germans, as we believe it’s easier to get into the game this way,
because once you’ve plotted your raids, you can sit back and watch them fly.
For more information on the campaigns of Bombing the Reich,
please refer to section 6.2. A tutorial for Bombing the Reich is also
provided; to view it, please refer to section 6.3.

3.1 THE ANATOMY OF A RAID


Here’s a quick diagram of how the screens in Gary Grigsby’s Eagle Day to Bombing the Reich
relate to each other. Basically, beginning a new campaign begins by selecting either “New
German Campaign” or “New British Campaign” from the Start-up Screen, then on to the
Campaign Selection Screen, and then on to the Main Game Screen where the game is played.
Other screens can be accessed from these three main screens, but you shouldn’t concern
yourself with those until you become more familiar with the game.

3.2 PLAYING A ONE-DAY 1940 CAMPAIGN


You’re no doubt dying to jump right in
and try your hand at bombing, strafing,
and generally showing up your historical
predecessors. Fear not, because we
have put together the following short
tutorial to show you the bare bones of
managing thousands of pilots and their
machines. You will get to play a one-
day 1940 Campaign as the Germans.

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.

13
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.

3.3 GAME PHASES


It’s important to stop now and briefly describe the “phases” in the game. Gary Grigsby’s Eagle
Day to Bombing the Reich is played in phases. Viewable Phases will depend on the side being
played; for example, the Luftwaffe will not see the RAF or Allied briefings or movement. The
Phases are as follows:
• Planning Phase
• Movement Phase (Turn Resolution)
• Debriefing Phase
A Movement Phase lasts until all raids and/or patrols are completed and no planes are left
flying. This may stretch the Movement Phase well into the next day. Once the Movement Phase
ends, the player may review that day’s activity (if it is not the final Turn of the campaign). Once
done, a new Movement Phase begins and the process starts all over again.
As the German player in this Eagle Day scenario, when you first enter the Main Game Screen,
you begin in the Planning Phase. It is in this phase that you will begin planning your upcoming
day’s raids against British targets.

3.4 CONTINUING THE RAID


Kenley is classified as a “primary sector airfield.” That means that it is directly attached to one
of the four main British Air Groups (Groups 10, 11, 12, and 13). Primary sector airfields are very
important, as they maintain most of the British air units that will be trying to intercept your
incoming bomber formations; the German player receives points for bombing them. So, the
more you damage these airfields, the better your chances for victory.

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.

15
EAGLE DAY TO BOMBING THE REICH - GAME MANUAL

3.4 PLANNING A BOMBING RAID


Along the top of the Main Game Screen, is a group of buttons. In the Raid Planning Phase, these
buttons show all the functions necessary to plan your raids. For this tutorial, we will only
concern ourselves with plotting bombing missions. So, select Bombing Mission. This
immediately brings up a planning screen (as shown below).

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.

17
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.

19
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.

3.5 WATCHING THE MOVEMENT PHASE


The first thing you’ll notice when you begin the Movement Phase is the radio activity in the
upper left-hand corner of the screen. It begins to increase. This represents your units forming
up and taking off. Your raids will appear eventually (depending upon their launch time), and
will fly over the Channel until they reach their targets. But it’s not as easy as that. Your British
opponent will scramble his air units to intercept your raids, and as the two air forces converge,
attack messages will appear, giving you details about how many of your aircraft are being shot
down, and vice-versa. The Movement Phase may take a while to complete, as the game is
constantly updating and calculating data to generate a final score. Once all of your units land,
the one-day campaign ends and you will either win or lose, depending upon the success of
your raid.

3.6 PLOT MORE RAIDS


Now that you have successfully completed the tutorial, you are ready to try again. Follow the
steps above a few more times and plot more raids against Kenley and Biggin Hill. Try different
things. Select different bomber units and escort fighters. Set your escorts to ‘high escort’ to
see how that changes your success. Change the formation’s altitude settings and stagger your
launch times to see if that affects the way the British respond to your incoming raids.
Plot even more missions against other British primary airfields (such as Filton, St. Eval,
Hornchurch, and Northholt). Plot some night bombing missions and fighter sweeps. Also, you
can increase the game speed up to x8 by clicking repeatedly on the clock face in the bottom
right-hand corner.
Note that x4 speed is the fastest possible speed in the game. If you
run the game at anything greater than x1 speed, you run the risk
of missing quite a bit of the game. Only use the faster speeds when
you want to resolve a turn quickly.
When you are finished trying your hand at the Germans, turn the tables and play the RAF.
Playing the British, however, is quite different than planning bombing missions. To get a full
understanding of how all functions in Gary Grigsby’s Eagle Day to Bombing the Reich work,
refer to Section 5.0 – Playing the Games.

20
Getting Started

4.0 START-UP SCREEN


The Start-up Screen appears. On this screen, choose whether to start Eagle Day or Bombing
the Reich; then, you will select to do any of the following:

• New RAF/Allied Campaign: Select to begin the appropriate campaign.


• New Luft./German Campaign: Select to begin the appropriate campaign.
• Multiplayer: Select to begin either a Play-by-Email or a
Hot Seat game between two human players.
• Load Saved Game: Select to loads a previously saved game.
• Options: Select to set various game options before beginning play.
To choose an option, move the cursor over your selection, then left-click to select.

4.1 CAMPAIGN SELECTION SCREEN


To start a new campaign, select either “New RAF/Allied Campaign” or “New Luft./Axis
Campaign” on the Start-up Screen. Once you’ve done so, the Campaign Selection Screen
appears.
Making your selection to begin
either a new RAF/Allied or Luft./
Axis campaign on the Start-up
Screen automatically sets you up
to play that side. You can change
your mind and play another side if
you wish. You will also be required
to select a Campaign from the list
at left.
Each game has several different
campaigns to choose from, some
lasting a single day while others
last many months. Select one by
clicking on the arrow next to its

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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.

4.2 MAIN GAME SCREEN


Once beyond the Campaign Selection and Loading Screens, you are ready to begin the game.
All play is conducted on the Main Game Screen.
Game Map – The Game Map shows the area of operation (i.e., where the game is played). All
German/Axis raids fly either out of France (bottom of map) or from airfields in Denmark and
Norway. The British Isles, on the other hand, not only contain all the primary and secondary
airfields where RAF and Allied interceptors, patrols, and bombers will be launched, but also
shows all British and Allied targets which can be selected for bombing by the German player.
Information Bar – The information bar at the bottom of the screen lists radio activity, the day’s
cloud cover and light, and the actual time of the current Movement Phase.
Mini-map: The mini-map displays a miniature of the entire area of play. You may click on this
map to shift around to other areas of the map to view the action. The dots appearing here
represent the air units as they move around the map. The colors correspond to the colors
indicated under the ‘flight lines’ function above, except for British interceptors. On the mini-
map, they are white dots.

4.3 PREFERENCE TOOL BAR


This tool bar along the right side of the screen allows you to toggle on/off and highlight various
visual preferences during game play. These preferences come in handy to keep ‘visual’ tabs
on all that’s occurring on the map. Below is a detailed description of each preference button,
although these differ depending on the side and Phase you are playing.
From top to bottom, they are:

Zoom-in: Select this button to zoom in the map. You can zoom the map in
4 times.

Zoom-out: Select this button to zoom out the map.

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.

Light/Bright Green = Undamaged target;


Yellow = 1-24% damage;
Orange = 25-49% damage;
Red = over 50+% damaged.
This highlighting function works in the far zoom-out mode as well, but targets in the far zoom
out are color-coded for easier identification. Use this highlighting function to clearly see target
damage.

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.

Orange = incoming raids;


Red = outgoing raids.

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 Stragglers: Select this button to toggle on and off


units classified as ‘stragglers.’ A straggler is a unit that breaks
off from the main element of the raid due to shortage of fuel or
damage. Each straggler will be displayed on the map; this feature
helps to reduce aircraft clutter by removing them, if you wish.
Stragglers, of course, occur for both sides.
Highlight Locations with Anti-Aircraft (AA) Guns: Select this button
to highlight all locations that currently have anti-aircraft (AA) guns.

Highlight Locations with Balloon Barrages: Select this button to


highlight all locations which currently have balloon barrages.

Highlight Airfields with Air Units (German/British): Select this


button to highlight all airfields which currently house air units for
the given side. This feature appears only to the player during his
Movement Phase.
Toggle on/off Following Bomber Units: Select this button to toggle
on and off all non-lead aircraft. This feature helps to reduce
aircraft clutter on the map.

Highlight Locations with Current Recon Photos: Select this button


to highlight all locations that have a current recon photo (defined
as a photo that is either one or two days old.) Any recon photo over
two days old is probably not reliable.

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

5.0 PLAYING THE GAMES


Effective play of Gary Grigsby’s Eagle Day to Bombing the Reich requires patience and study.
For the Axis player to be successful for the Eagle Day side of things, he must bomb British
targets again and again, send recon aircraft over targets to get good damage assessment
photos, and also consider spreading out his attacks to stretch the British defenses to their
breaking point. For Bombing the Reich, he must carefully balance his resources, especially his
fighter strength, and commit them when victory is possible. Spreading out his fighter defenses
in the face of overwhelming Allied air superiority would be a mistake, but so too would putting
all fighter groups into only a handful of airfields.
On the other side of the coin, the British player must deal with a swarm of German raids in
Eagle Day that never seem to end. He must consider when and if to redeploy anti-aircraft (AA)
guns, balloon barrages and fighter squadrons, and must also make the calculated (though
terrible) decision to allow certain areas of his country to go undefended in order to conserve
his resources and protect more strategically important areas. It is all of these considerations
and challenges that face you in this game, and the mastering of these elements takes time.
The Allied player in Bombing The Reich has it somewhat easier as the roles are reversed, but
will face the same challenges – the Axis will not die quietly.
This chapter and the following sections describe how to play the games.

5.1 TOP ORDERS BAR


The top of the screen is where you will issue most of your orders. Depending on the order,
additional orders may display prompting the player to make additional choices.

The orders available are:

5.1.1 BOMBING MISSIONS


Select this option to plan bombing missions. Follow these steps:
(1) Select ‘Bombing Mission’ on the Raid Planning screen. This opens the planning screen.
(2) On the planning screen, select ‘Primary’ to set your primary target. Once you’ve done so,
find and select a target on the map you wish to designate as the primary target. This is the
main target your raid will go after.

PRIMARY TARGET SELECTION


Once the primary target is selected, a white and red line is drawn from one of your airfields
to the target. The white line is the inbound path the raid will fly; the red line is its outbound

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.

SECONDARY TARGET SELECTION


It’s recommended that you set secondary targets often, because your raids may not
always find (or reach) their primary targets Once your raids are in the air, there’s nothing you
can do to help them, so help them now by giving them two targets to choose from.
Raids whose lead unit has Navigation Radar will blind bomb their primary target if no secondary
is set during inclement weather.
(4) Set your flight paths.
Inbound: This is the first navigation point that a raid will fly to on its path to the target. To set
the inbound point, first select this option and then click on the map. The ‘white’ line will adjust
its shape to indicate where the inbound point is. You can set three Inbound points (1, 2, and 3).
Initial Point: This is the fourth navigation point that a raid will fly to on its path to the target. To
set the initial point, first select this option then click on the map. The ‘white’ line (i.e., inbound
line) will adjust its shape again to indicate where the initial point is.
Exit Point: This is the first navigation point that a raid will fly to on its path from the target back
to its base. To set the exit point, first select this option then click on the map. The ‘red’ line (i.e.,
outbound line) will adjust its shape again to indicate where the exit point is.
Outbound: This is the second navigation point that a raid will fly to on its path from the target
back to its base. To set the outbound point, first select this option then click on the map. The
‘red’ line (i.e., outbound line) will adjust its shape to indicate where the outbound point is. You
can set three Outbound points (1, 2, and 3).
You can rout waypoints around major flak concentrations, but be warned that more time over
enemy airspace means more time for fighter attacks.

THE PURPOSE OF ADJUSTING YOUR FLIGHT PATHS


The purpose of adjusting your raid flight paths is two-fold. First, you can navigate around heavy
flak areas (which is highly desirable), and second, adjusting your flight path dramatically can
mislead your opponent into thinking that you are actually en route to another area of the map.

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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.

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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.

5.1.2 RECON MISSION


Select this option to plan recon missions. The specific steps to plan recon missions are exactly
the same as regular bombing missions (see above). Recon missions are usually conducted by
one aircraft or a small group. The purpose of launching recon missions is to fly over targets
to take aerial photos in order to gauge the amount of damage your raids have delivered to
the target. Recon missions can also be planned first to fly over a target to get a better idea of
where to attack. If there is no target photo for a target then it will be much more likely that
bombers will fail to locate it. If photos are out of date (i.e., any recon photo over 2 days old)
then the bomber planners will have less accurate information concerning air units stationed at
the target (if an airfield) the ground defenses, or damage.
A recon aircraft will take up to five photos during its mission; it will take a photo of its primary
target and any secondary targets, then will take additional photos if it has film left and comes
close to another target.
The German Ju86 is capable of flying at extremely high altitude,
making it nearly impossible to intercept. Other aircraft are not

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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.

5.1.3 FIGHTER SWEEP


Select this option to plan fighter sweeps. The specific steps to plan fighter sweeps are exactly
the same as regular bombing missions (see above). A fighter sweep is one or more fighter units
assigned to fly over a target or to a specific spot in Britain in an attempt to hinder RAF activity.
Fighter sweeps conducted over airfields will strafe the airfield and (hopefully) destroy/damage
aircraft before they leave the ground. So, a good use for fighter sweeps is to run them early in
the morning about 30 minutes to an hour before launching bombers and their escort in order
to catch the RAF off guard.
In the Battle of Britain game, only S/E (single-engine) aircraft can
be assigned to Fighter Sweeps. However, in Bombing the Reich,
twin-engined fighters may be used for Fighter Sweeps.
And, if planned carefully, fighter sweeps can also play an escort roll, if you assign them to cover
the area a bomber raid will fly into.
The Effects of Interceptions and Ground Defenses on Raids: There are various effects associated
with your raids being intercepted by units and ground defenses.
When fighters engage the enemy, they immediately begin to expend their fuel at four times the
normal rate. And when they reach the fuel level that they need to return home, they break off
the attack and fly home as ‘stragglers.’ Fighter bombers drop their bombs and then attack like
‘fighters.’ All other aircraft do not expend extra fuel once intercepted, they defend themselves
normally, and they do continue to their target (unless they are shot down or damaged). Once
they reach their targets, if still engaged, their bombing accuracy is reduced depending upon
the severity of the engagement (including ground defenses). Also, if a formation is attacked in
such an aggressive manner that it must make a morale check, if it fails the check, the whole
group will abort its mission, jettison its bombs, and head straight for home. This is where a
unit’s morale rating comes into play.
Furthermore, a Sweep can be turned into a Patrol mission. Assign a secondary target to the
unit; the unit will then sweep to the primary target and patrol at the secondary target. Since

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Playing the Games
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.

5.1.4 NIGHT BOMBING MISSION


Select this option to plan night bombing raids. The specific steps to plan night missions are
exactly the same as regular bombing missions (see above). The only exception is that night
bomber groups are not escorted by fighters, and therefore that step is skipped. However, night
intruder missions may fly along the same path as a night bomber raid and occasionally shoot
down an RAF night-fighter. So, night bombing missions can receive fighter escort if you plan
it correctly.
Nachtkampfgruppe is the command specifically involved in the coordination of the night
bombing offensive for the Luftwaffe. KGR 100 units are assigned to Nachtkampfgruppe.
It is recommended that these units be used only as lead units when planning night bombing
raids.

5.1.5 NIGHT INTRUDER MISSION


Select this option to plan night intruder raids. The specific steps to plan night intruder missions
are exactly the same as regular bombing missions (see above). Night intruder missions are
flown to disrupt the enemy’s night air defense systems. They may fly along the path of friendly
night bombers and attempt to engage enemy interceptors. They may patrol or bomb enemy
airfields and attempt to shoot down enemy fighters that are trying to land. When planning night
intruder missions, you’ll notice that only one aircraft from the unit being selected is assigned
the mission. One night intruder aircraft is assigned to the mission per unit you select.

5.1.6 SET BOMBER TARGETS


As Luftwaffe commander, one of your options is to allow your staff to plot some (or all) of
your missions for the upcoming Movement Phase. Your staff can plot all of the less important
missions (such as small fighter sweeps and night intruders), giving you time to concentrate on
those missions you wish to personally plan. Too, if your staff plots missions you don’t like, you
may cancel or modify them as you see fit. To have your staff plot missions, follow these steps:
(1) Select ‘Select Bomber Targets.’ This places you in the Staff mode. Immediately, the screen
reveals a set of staff options.

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EAGLE DAY TO BOMBING THE REICH - GAME MANUAL
(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:

PLOT A SINGLE RAID


When you select this order, you are immediately prompted to choose a primary target on the
map. After choosing a primary target and clicking ‘Done,’ your staff chooses the unit(s) which
will fly that mission. They will also pick the type of mission to fly against that target.

PLOT A RAID GROUP


When you select this order, you are immediately prompted to choose a primary target on the
map. After choosing a primary target and clicking ‘Done,’ your staff will plot a single mission to
that target, plus a series of other raids against targets in the surrounding area.

PLOT ALL RECON


When you select this order, your staff automatically plots a series of recon missions against
various targets in Britain (with an emphasis on picking locations of the target type you have
designated).

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Playing the Games

PLOT ALL SWEEPS


When you select this order, your staff automatically plots a series of fighter sweeps against
various targets in Britain (with an emphasis on picking locations of the target type you have
designated).

PLOT ALL RAIDS


When you select this order, your staff automatically plots a variety of raids against various
targets in Britain (with an emphasis on picking locations of the target type you have designated).

CANCEL ALL RAIDS


When you select this order, your staff will cancel all raids it has plotted for the selected
Luftflotte only.
Repeat the steps above to continue ordering your staff to plot
raids until you are finished, or they tell you that you have ‘run out
of resources.’

RUNNING OUT OF RESOURCES


It’s important to note that your staff isn’t perfect, and they will generally be very conservative
when plotting raids. There’s a lot of randomness built into the staff function, and they may
often plot raids you consider foolish. But as the Luftwaffe commander, you have the right
to reject anything your staff suggests, and you may personally modify the raids accordingly.
During raid plotting, there will come a time when your staff will tell you that it has ‘insufficient
resources’ to carry out your request. Kindly smile at them, then escort them to a truck which
will carry them far, far away to a prison for their insubordination. But all kidding aside, you
need to know that your staff is doing the best it can and oftentimes, it will plot a lot of very
good raids. For example, you’ll notice that they almost always assign secondary targets when
planning bombing missions. This is a very good thing to do, as there are a lot of times when
a raid simply cannot reach or find its primary target. If it doesn’t have a secondary target to
attack, it’ll just turn around and go home. So, you can learn a lot from your staff. Just don’t
believe everything they tell you.
Modifying Raids: Your staff will show you the raids as it plots them, and you may modify them
accordingly. To modify a raid, click on its name then select the ‘Modify’ button to open the
appropriate raid plotting screen.
Canceling Raids: In addition to ordering your staff to cancel all raids for a particular
Luftflotte, you may select a raid in the list and then select the ‘Cancel.’ The raid is removed
from the list and its line stays open for any additional raids you may wish to add later.

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EAGLE DAY TO BOMBING THE REICH - GAME MANUAL

5.1.7 AUTO-PLAN MISSIONS


This sets the computer to plan all of your missions, if you feel too overwhelmed to plan them
all. The computer will work according to its set doctrine to carry out its mission, depending on
the current campaign. You can choose to turn this on or off at any time.

5.1.8 REVIEW MISSIONS


Select this option to review a list of all plotted raids. Once you are in this screen, you may select
either ‘Modify’ to adjust a raid (this takes you to the raid’s planning screen), or select ‘Cancel’
to remove the raid completely. The line on which the cancelled raid appeared remains in the
mission list and is filled in if you add a new raid later.

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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5.1.9 SHOW ALL PATHS


Select this option to review all inbound/outbound flight paths of all raids currently plotted.
This is a nice feature to use because it gives you a good visual idea of the flow of your attack,
where your raids are coming from and where they will all converge and then separate as they
reach Britain.

5.1.10 LIST AIR UNITS


Select this option to review your fighter squadrons. The information displayed here shows your
units’ morale levels, damage levels, etc.
The first screen that opens lists the aircraft types
(Hurricane I, Spitfire I, etc.). This is a list of all the aircraft
that are (or potentially will be) flying in the campaign you
are currently playing. If you wish to review a list of all units
of that aircraft type, select a specific type. A list of all units
using that aircraft appears (see below). It’s important to
note that you may see an aircraft type listed here, click
on it, and get no response. This means that that particular
aircraft type is not currently being used in the campaign
and so no units have them.
Aircraft that are not assigned to an on-map unit do not
appear on the list.

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 PURPOSE OF REVIEWING AIR UNITS


It’s important to review the status of your air units to see which are taking heavy losses,
which have low morale, and which have highly skilled or heavily fatigued pilots. Knowing this
information will help you decide which units to rotate out of their current airfields to areas with
less activity, or which units are getting the most enemy kills, etc.

5.1.11 LIST TARGETS


Select this option to review details about your industries and airfields. Upon selecting this
option, the screen refreshes to show you the full list of target types.

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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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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EAGLE DAY TO BOMBING THE REICH - GAME MANUAL
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.

THE PURPOSE OF REVIEWING TARGET INFORMATION


It’s absolutely necessary for the defending player to conduct good damage assessment in
order to decide how to prosecute his defense. You must know which targets are being heavily
attacked (so that you can decide whether to move air units to other, closer, fields). You must
know which industries are being pounded to dust in order to decide when and where to move
AA guns and balloon barrages.
Reviewing the target list, then, is one of the most important tasks you will perform in the
Movement Phase. Your opponent will conduct his attack based on what he needs to do to score
points for victory. Review Gary Grigsby’s Eagle Day to Bombing the Reich victory conditions
carefully to know which industries will be targeted most often. Although there are various
visual preferences you can set to see how much damage a particular target has sustained, you
still need to review the Target List often to fully understand how much damage your poor (yet
brave) country is taking.

5.1.12 MOVE AIR UNITS


Select this option to move air units from one airfield to another. To move a unit, follow these
steps:
(1) Select ‘Move Air Units.’ This places you in the Move Units mode. All airfields with air units
are highlighted.

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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.

THE PURPOSE OF TRANSFERRING AIR UNITS


There are a number of reasons for moving air units around from base to base. One very good
reason is to allow heavily engaged units (i.e., those that have flown a lot of missions) to rest.
As a unit’s pilots take fatigue, its combat effectiveness and morale go down. So, for example,
swapping low morale Group 11 units with high morale Group 12 units is a good tactic to use
to keep your readiness and attack quality high. Another good reason is to keep your opponent
guessing as to where your units are. During a campaign, your opponent will be conducting
recon missions to see where your ground defenses and aircraft are located. Redeploying your
units, then, keeps your opponent off guard.
Another good reason to move air units is to respond to the various tactics your opponent
may employ. For example, if during a campaign you find that the Luftwaffe is sending a lot
of low level bombing groups with little or no fighter escort against Group 10 targets, you may

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EAGLE DAY TO BOMBING THE REICH - GAME MANUAL
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.

5.1.13 GAME OPTIONS


Select this option to enter the Game Options screen to set various visual and play functions.
Cross of Iron Counter: Incoming raids, once they are picked up on British radar in Eagle Day,
appear first as a Cross of Iron counter. An orange counter represents an incoming raid; a red
counter represents an outbound raid. Once a raid is ‘visually’ sighted by ground spotters or
from units in the air (such as patrols, see below), the counter turns into a top-down graphic
model of the ‘lead’ unit in the raid.

5.1.14 WEAPONS DATABASE


Click this to view a database of information on Luftwaffe, RAF, and Allied aircraft, as well as
ground defenses.
Each aircraft has a list of statistics: its speed (combat
speed), cruise (its normal speed when flying in
formation), maximum altitude (how high it can fly),
climb rate (number of feet per minute it can climb),
maneuverability (ability to position itself effectively
for combat), durability (how much punishment it can
take before it goes down), armor value (its ability to reduce or defeat enemy shell damage
during combat), endurance (the number of minutes it can fly), load (maximum weapons

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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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EAGLE DAY TO BOMBING THE REICH - GAME MANUAL
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.

5.1.15 END PHASE


Ends the current Phase.

5.1.16 MOVE AA GUNS


Move AA Guns (and balloon barrages): Selecting this option gives you the opportunity to
review your AA gun and balloon barrage resources, and then move them to other locations
if so desired. Unlike moving aircraft (see below), AA guns and balloon barrages are moved to
and from a pool of available pieces, and then from this pool they can be transferred to other
locations. To move AA guns and balloon barrages from place to place, follow these steps:
(1) Select ‘Move AA Guns.’ This places you in the Move AA mode. All locations that currently
contain ground defenses are highlighted.
(2) Once you’ve done this, you are prompted to select a Location. When this prompt appears,
move the mouse arrow over the location on the map you wish to move AA guns and/or balloons
to, and left-click. The location’s details opens. Once you’re on the details, you may move guns/
balloons in and out of the location by clicking on the appropriate arrows.
You may also select a location by clicking on the ‘List’ which
appears at the bottom. Doing so places you in a list of target types,
which you then sort through to find the particular location you
wish.
(3) Click on the ‘+10’ or ‘+1’ arrows to move guns/balloons from the pool to the location. Click
on the ‘-10’ or ‘-1’ arrows to move guns/balloons from the location to the ‘transit’ pool. See
below for more details about the pools.

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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.

THE PURPOSE OF TRANSFERRING AA GUNS AND BALLOONS


As the defending player it’s important to distribute your ground defenses as effectively as
possible in order to hinder bombing. The more guns/balloons you have in a location, the better
defended that location is.
Each gun type has a fire range (i.e., the distance it can fire into the sky). Refer to the weapons
database for ranges. Suffice it to say that the effectiveness of AA gunfire diminishes with
altitude, so even though, for example, a heavy AA gun reaches up to 30,000 feet, formations
flying along those altitudes are less likely to get hit than those under heavy AA gun fire at
15,000 feet. Raiders, then, flying over targets with these ground defenses are more likely to
be shot down, or run into the balloon cables. Also, raiders flying near AA guns have a chance
of being shot down also; AA guns have a ‘slant’ range so raiders are not safe flying just to the
side of a cluster of flak guns. Thus, you’ll want to keep an eye on which targets have (and do
not have) ground defenses.
In Eagle Day, the area of Britain under Group 11’s command will probably receive the brunt
of any German attack (especially in the 1940 campaigns). So, pay particular attention to your
ground defenses in that area. Review each campaign’s victory and scoring conditions to

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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.

5.1.17 SET DOCTRINE


Select this option to change your squadrons’ attack doctrine. There are four British fighter
groups: Group 10, 11, 12, and 13. There are five “Luftflotten” (corresponding roughly to Allied
righter groups): Luftflotte 2, 3, 4, Luftflotte Sud Ost (southeast), and Luftflotte Reich. Clicking
on “Set Doctrine” brings up the screen for the Luftflotte corresponding to the current region
shown on the map. but you may select any unit.
Alert Level and Radius: Fighter squadrons have four levels of alert: 1 hour, 15 minutes, 5
minutes, and 1 minute (the ‘highest’ level). The alert level is the time it takes a unit to get into
the air after it receives orders to take off. The problem with keeping units on the highest alert
level all the time is that their pilots gain fatigue while they are waiting for orders to take off.
The game allows units to start each day on 1 hour alert and then step up their alert level in
reaction to enemy activity. When the radio activity level exceeds 100, then all defending units
(except night fighters) go on 15 minute alert. Units go to higher levels of alert when detected
raids move within a radius that triggers a new level. The exception to this rule is night fighters.
Blenheims, Beaufighters, Defiant IA’s, and Havocs (during daytime hours) do not go on higher
alert when German raids are detected in Eagle Day. They stay at their default 1 hour level until
nighttime hours arrive, and then they can go on higher alert status. The reason for this is to
ensure that night fighters (who perform better at night and should be held in reserve and flown
at night) do not gain unnecessary fatigue during the day. Alternatively, when nighttime arrives,
day-time fighters such as Spitfires and Hurricanes do not go on higher alert. They stay on the
default 1 hour alert level.
Interception Tactics: Interception tactics are set by group and aircraft type. There are four
tactics:
(1) direct-fighter
(2) bounce-fighter
(3) direct-bomber
(4) bounce-bomber
Squadrons assigned tactics 1 or 2 will have a preference for attacking enemy fighters while
those with tactics 3 or 4 will try to attack enemy bombers.
Squadrons assigned direct tactics 1 or 3 will go straight in to attack enemy formations without
wasting any time.
Squadrons assigned bounce tactics 2 or 4 will maneuver into the best possible attack position.
Bounce tactics usually require more time to maneuver into position and sometimes enemy
escort fighters will attack them during this interval.
To set fighter doctrine, follow these steps:

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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.

THE PURPOSE OF CHANGING FIGHTER DOCTRINES


At the beginning of each new campaign, the game assigns a doctrine to each of your units
based on historical performance. For example, your Spitfire units are set to intercept German
fighters. If, however, you find that your German opponent is sending heavy bomber raids (with
light fighter escort) against Group 11 targets, you may wish to reassign your Spitfire units in
Group 11 to either bounce-bomber or direct-bomber.
It’s important to note, however, that even though a fighter is assigned a particular attack
doctrine, that doesn’t mean it won’t attack a different aircraft type if you order it to do so, or
if it finds itself in a situation where no other target exists. For example, if you order Spitfires
to attack a group of HE111 bombers, the units will do so, even though they may be set to
direct-fighter tactics.
Once these Spitfires get into the area of the bombers you’ve ordered them to attack, if there
are Me109s in the vicinity, they will ignore the bombers and go after the fighters because of
their doctrine setting. You must also keep in mind that there is a certain amount of randomness
built in to how your fighters will react during interception. The skies can get very cluttered, and
so your units will first choose targets based on their doctrine setting, and then choose targets
based on what’s in the area at the time of interception.

5.1.18 LIST TOP PILOTS


Select this option to review a listing of your top pilots. As the campaign progresses, the game
begin 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.
Pilot Rank: This is the pilot’s rank.
Pilot Name: This is the pilot’s name. Nearly every pilot (both Allied and Axis) who flew is in the
game’s extensive database.
Experience (exp): This number represents the pilot’s experience. A pilot gains experience
flying his aircraft, by shooting down enemy aircraft, and for successfully bombing targets.

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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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THE PURPOSE OF REVIEWING TOP PILOTS


Units with top pilots fly better interception missions. Thus, knowing which units have top pilots
helps you decide which to ‘scramble’ against incoming raids. Many of the pilots used in the
game are actual pilots that flew, so there’s certainly interest here for those players who are
familiar with the battle and recognize certain names.

5.1.19 AIRCRAFT LOSSES


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. Two numbers are
displayed for each aircraft type. The first number (under the ‘total’ column) is the total aircraft
losses for the entire campaign. The second number (under the ‘today’ column) is the total
aircraft losses for the day. To the right is listed
the total sorties both sides have flown for the day and for the entire campaign, and also total
aircraft losses.

THE PURPOSE OF REVIEWING AIRCRAFT LOSSES


For obvious reasons, knowing which aircraft are suffering the most losses will help you decide
if current attack doctrine is effective. For example, if you’re losing a lot of a certain type of
fighter and you have all of them set on direct-bomber tactics, this probably means that enemy
fighter aircraft are not being fully engaged and thus they have free reign to target and knock
out your fighters. Thus, you may wish to change your tactics to help reduce losses.
Very likely, you’ll lose more fighters during play than any other aircraft. This is not unusual
for the British player in Eagle Day, nor for the German player in Bombing The Reich. Don’t
be too concerned about losses; unless, of course, they grossly exceed replacements in the
replacement pool (see below).

5.1.20 AIRCRAFT REPLACEMENTS


Select this option to review a listing of all aircraft and their replacements. Two numbers are
displayed for each aircraft type. The first number (under the ‘total’ column) is the total number
of replacement aircraft that have been produced during the campaign. The second number
(under the ‘pool’ column) is the number of aircraft that have not yet been distributed to the
squadrons. These numbers change as the campaign progresses.

THE PURPOSE OF REVIEWING AIRCRAFT REPLACEMENTS


Keeping tabs on aircraft replacements is useful if you want to see how quickly aircraft are
being replaced. As play progresses, your aircraft production centers add new planes to your
replacement pool. These replacements are pulled out of the pool during play to fill holes in
units where necessary.

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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

5.1.21 ACTION REPORTS


Select this option to review all the raids against you for the day and their results.
#: This is the raid ID number assigned to the raid by the player. This number is not associated
with the raid ID numbers which the defender assigns to raids as they are detected. Basically,
this is just a numerical list of the raids in the order the attacking player planned them.
Type: This is the raid type. There are four different raid types:
(1) Bombing (Bomb)
(2) Fighter Sweep (FS)
(3) Reconnaissance (Recon)
(4) Night Intruder (NI)
Ftr: This number represents the total number of fighter planes in the raid.
Bmr: This number represents the total number of bombers in the raid.
F/Lost: This is the estimated number of fighters destroyed in the raid.
B/Lost: This is the estimated number of bombers destroyed in the raid.
I/Lost: This is the number of your fighters that were destroyed while attacking this raid. For the
opposing player, the number here is an estimate of enemy aircraft destroyed.
Target: This is where the raid attacked. This information shows the location name and what
kind of target it was.

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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

THE PURPOSE OF REVIEWING THE ACTION REPORT


The importance of reviewing the Action Report is obvious; as the defending player, you need to
know where the enemy is attacking. And, you need to know which targets are getting hit the
most. Depending upon which campaign you are playing, the enemy will attack targets based
on their needed victory requirements, and so you should review the Action Report carefully to
see how much damage your targets are taking, and where the thrust of the attack is occurring.
Once you take a full assessment of the damage, you can then make better decisions on where
to move your AA guns and balloon barrages, move air units, and what attack doctrines to set.

5.1.22 REPLAY TURN


Click to replay the previous turn so that missions can be watched/reviewed.

5.1.23 QUIT GAME


Click here to exit the game and return to the Campaign Selection Screen.

5.1.24 LOAD GAME


Select to continue playing a previously saved game.

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EAGLE DAY TO BOMBING THE REICH - GAME MANUAL

5.1.25 SAVE GAME


Select to save the game you are currently playing.

5.1.26 ABOUT
Click to read about the people that brought you Gary Grigsby’s Eagle Day to Bombing the Reich.

5.2 BOTTOM BAR DISPLAY


Beneath the main map display is a dynamic information area that changes depending on what
you’ve selected (either via orders or clicking on the map).

5.2.1 RADIO ACTIVITY


While they are forming up, raids generate radio activity that grows until all raids are ready to
launch. As radio activity increases, the number beside the radio activity indicator increases to
give you an idea of the amount of activity occurring. Single number equals at least one raid
forming, and maybe more. So, if the radio activity reaches three (around 150 points), then that
means at least three raids are in the works.
Radio Activity and Patrols: One thing you’ll want to do frequently as the defending player is
launch patrols once radio activity begins increasing dramatically. Launching patrols can help
get your units in position to spot and intercept raids.
Aircraft: Aircraft flying under radar (at 500 feet or lower) do generate radio activity; however,
they are not detected on radar. Recon aircraft, on the other hand, do not generate radio activity,
nor do night intruder aircraft. These types of raids will often just appear above their targets,
take their recon photos or drop their bombs, and quickly fly home. There isn’t a lot you can
do about these particular raiders, save for anticipating their arrival and have enough ground
defenses in place to hit them when they do arrive.

5.2.2 MESSAGE LEVEL


As action occurs during the Movement Phase, message windows pop up giving you information
about these situations. Adjusting the message level increases/decreases the amount of
messages received.
• At message level zero (0) no messages appear (a useful
setting to help speed up the Movement Phase).
• At message level one (1) only high priority messages
appear, such as combat results.
• At message level two (2) a set of intermediate information is displayed.
• At message level three (3) all messages are displayed.

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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.

5.2.7 CLOUD COVER


The overcast level represents the average density of cloud cover over the map. Cloud cover
greater than 69 represents hostile weather that may damage aircraft during flight. Overcast
may prevent bombers from visually locating their targets, or may hinder the ability of fighters
to locate and attack bombers. Higher overcast levels may also increase the number of landing
accidents. During the Movement Phase, then, it’s important to watch the overcast level carefully
and launch (or not launch) interceptors accordingly. The actual cloud graphic appearing over
land areas on the map is where cloud cover is currently in effect. If you fly units within these
areas, they may receive the effects of cloud cover. This is particularly problematic for the
attacking player, as dense cloud cover may prevent him from finding his targets. Also note that
clouds will drift during the day, so areas not previously covered in clouds at the beginning of
a Movement Phase may be covered at the end. You can toggle on/off cloud cover during the
Movement Phase.

5.2.8 LIGHT AND MOON


The light number represents sun or moonlight. When the sun is up, light will be 100. After the
sun sets, light is reduced to the moon level. During a full moon, light will never be less than 28.

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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.

5.3 GAME PHASES


The play of Gary Grigsby’s Eagle Day to Bombing the Reich is divided into a series of phases.
For each day of a campaign, the Axis player has a Movement Phase and a Reaction Phase. The
Allied player has a Raid planning Phase, a Reaction Phase, and an Intelligence Briefing Phase.

5.3.1 PLANNING PHASE


The Raid Planning Phase is the phase where the player plans his missions (i.e., raids) for the
upcoming day. Thus, the decisions you make here are of utmost importance. It is here in this
phase that your victory or defeat is determined. Though you have little or no control over how
the other player will assess and attack your raids as they begin arriving over his country, the
decisions you make here may greatly deter his interception success, and also seal your fate
as the commander.
The burden of achieving victory (in most of the campaigns) rests on your shoulders, depending
on the side you play. In Eagle Day, the British player simply has to prevent the German player
from winning, and as the defender, he has the advantage. Bombing the Reich is the same,
except reversed (the German player has to prevent the Allied player from winning). However,
it isn’t impossible for you to create a new historical precedence. You can win; you just have to
plan your raids carefully.
Also in the Planning Phase, the player has the opportunity to review the damage of the previous
day’s bombing missions (if it is Turn 2 or later) against his country. He may also review the
number of planes lost per side, the quality and condition of his pilots, and also move anti-
aircraft guns, balloon barrages, and fighter squadrons (or ‘units’) to other airfields/targets
respectively in order to bolster defenses in areas he considers weak. At the beginning of a new
campaign, the information included in the Movement Phase is sparse, as the campaign hasn’t
started yet. As the campaign progresses, however, more and more information is added, so it
is important for the player to review the information carefully and note changes.
Range Indicator: The Allied player can click on a target to see how far it is from the closest
Allied airfield. Move the mouse arrow over a target (like Schweinfurt, for example) and left-
click. A white line and box appears on the map connecting the target to an Allied field. The box

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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.

5.3.2 REACTION PHASE


The Reaction Phase is where it all happens, where raids are launched, and where the player
may ‘react’ to incoming raids by setting up patrols and interceptors. While one player simply
sits back and watches his raids perform their missions (which he has plotted during his Raid
Planning Phase), it is the other player who must rise to the occasion in the Movement 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).

ASSIGNING PATROLS TO INTERCEPT RAIDS


You can assign patrolling units to intercept raids before or after they reach their patrol
destination.

THE PURPOSE OF SETTING PATROLS


The purpose of sending up patrols is to get units in the air quickly to intercept incoming
raids, and to get a ‘visual’ confirmation on a raid’s aircraft complement. When raids come
into the general vicinity of a patrol, the patrol may break off and intercept the raid, so if you
can anticipate when and where raids will appear, you can already have fighters in the sky for
interception. Also, when a raid is first identified by radar, it’s simply a number of aircraft and not
the complement of fighters versus bombers. Having patrols in the sky to meet raids as soon as
they come over the English Channel gives you quicker unit identification and thus makes your
task of assigning interceptors that much easier.
There’s no hard-and-fast rule about when it’s appropriate to launch patrols, but here are some
suggestions:
• Watch your radio activity closely and when it begins to
reach 400-500 points, consider launching patrols.
• In Eagle Day as the British player, use your Blenheims, Beaufighters,
Defiants, and Gladiators or groups of 3 Spitfires or Hurricanes to
patrol the coastline. Patrolling along the coast helps you visually
spot and identify raid aircraft complements quickly.

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.

THE PURPOSE OF MOVING PATROLS


The purpose of moving patrols is to redirect your units into areas where raids are moving.
Oftentimes, you’ll pick patrol locations that prove fruitless and so it’s necessary to correct the
problem. Moving patrols can also bring them into the direct path of incoming raids, thus turning
patrols into interceptors.

5.3.3 THE “START/STOP” BUTTON


The Movement Phase begins in a ‘paused’ state. This allows you to review the map (if
desired) before the phase begins. To start the Movement Phase, click the START button. When
depressed, the start button becomes the Stop button. To stop the Movement Phase, click the
Stop button.

5.3.4 THE CLOCK SPEED BUTTON


During the Movement Phase, you may click on this watch face to increase game speed. There
are three game speeds: x1, x2, and x4.

5.4 RECALL UNIT


Any unit in the sky can be ordered to return to its base (i.e., recalled). To recall a unit, follow
these steps:
(1) Select ‘Recall Unit.’ This places you in the Recall Unit mode. Immediately, all of your units
on the map are highlighted (if they weren’t already highlighted).
(2) You are prompted to ‘Select Unit to Recall.’ Select the unit you wish to recall. The unit
immediately is no longer highlighted to show you which units you’ve already recalled, and
you’re prompted again to select another unit.
(3) Repeat step 2 until you are finished recalling units.
(4) Once you are completely finished, select ‘Continue’ to continue the Movement Phase. Your
recalled units should now begin returning to base.

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THE PURPOSE OF RECALLING UNITS


There are a number of reasons why you might wish to order a unit to return to base. If you’ve
put up a lot of patrols and the Germans only threw a few raids at you, you are going to have a
lot of units in the sky doing nothing but gaining fatigue and wasting fuel. You’ll probably want
to order these units back home quickly. Also, if you’ve ordered units to intercept a raid (see
below) and you realize that the interceptors can’t reach their target, you’ll want to order them
home to keep them from wasting time.

5.5 INTERCEPT RAID


Intercepting raids will certainly be your primary task during the Reaction Phase. Getting
enough patrols in the air will help alleviate some of the pressure of having to launch so many
interceptors, but inevitably you’ll spend a lot of time spotting raids and then scrambling units
to attack them. There are two ways to intercept a raid: by picking them individually on the map,
or by using the ‘List Raids’ function (see below). To intercept a raid by picking it on the map,
follow these steps:
(1) Select ‘Intercept Raid.’ This places you in the Intercept Raid mode.
(2) At the bottom of the screen, you are prompted to ‘Select Raid to Intercept.’ Move the cursor
around the map to find the raid you wish to intercept and then click on that raid.
Notice that as you hover the cursor over the raid(s), the message box appears giving you some
information about the aircraft in the raid.
The message box gives you the raid ID number and the estimated number of aircraft in the raid
(in parentheses), and if known, the complement of bombers and fighters.
A model of an aircraft appearing (which represents the ‘lead’ unit in the raid) means that that
raid has been visually spotted. This information should help you better determine which units
to select for interception.
If you move the cursor over a large group of raids and then click,
you will first be prompted to select one raid from the group. Select
this raid, and then proceed to step 3 below.
(3) Once you’ve selected a raid to intercept, the screen opens and prompts you to ‘Select
Interceptors.’ Select the unit(s) in this list you wish to intercept the raid. You may select units in
full, or you may select groups of 3. As you select, a series of double arrows appear next to the
‘ready’ column. This means that this entire unit (or a portion of that unit) has been ordered to
intercept the selected raid. You may choose any number of units to intercept.
IMPORTANT: Notice that not all of your units are listed here. The
available number of units will display from which you make your
selection. This list represents the units (in range order) which
could possibly reach the selected raid in time to intercept it.

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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.

THE PURPOSE OF INTERCEPTING RAIDS


You should begin intercepting raids as soon as they start appearing on the map. Intercepting
raids is really the only way the defending player can destroy and break up bomber formations.
Though you have ground defenses which will destroy their share of raiders as they pass over
targets, scrambling your units to intercept is essential to prevent the Germans from achieving
victory. You scramble interceptors to engage and destroy enemy aircraft, and you also scramble
interceptors to ‘break up’ raid formations. Since the attacking player scores points by both
destroying defending aircraft and targets, intercepting a huge bomber formation and forcing
it to break off and return home is just as significant as actually destroying aircraft in that raid.
As the Movement Phase progresses, and as more and more raids start pouring in, your first
inclination may be to try to intercept every single raid detected. This is not recommended. Not
only is it virtually impossible to intercept every raid, attempting to do so will just put too many
of your aircraft in jeopardy, and unnecessarily increase pilot fatigue. You’ll want to review all
raids carefully, and pick those you think you can damage the most. To conduct a better, more
thorough review of which raids to attack, you should use the ‘List Raids’ function described
below.
List Raids: Instead of intercepting raids by selecting them on the map, you can also review a
full list of raids by selecting ‘List Raids.’ This allows you to review the details of the raids more
thoroughly. To intercept raids using this function, follow these steps:
(1) Select ‘List Raids.’ This places you in the Intercept Raid mode. Immediately, the screen
opens to reveal a set of raids currently underway.

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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.

THE PURPOSE OF INTERCEPTING RAIDS USING THE ‘RAID LIST’ FUNCTION


Using the ‘Raid List’ function allows you to review a larger list of raids and then assign
interceptors to all or some of them. Also, the raid list gives you more information about the raid
speed, altitude, etc.
The raid list changes quickly and often. One moment you may see a raid listed with 100
aircraft, and the next moment that raid may turn into a dozen smaller raids. One common
tactic for the Germans is to have several smaller raids fly together in one large group, and then
break apart once they reach a specific spot over England. They do this to mislead and confuse
your radar facilities and spotters. So watch for this carefully. Also, it’s important to know that
the raid list is not a full list of all raids currently in the air. The raids listed here are those that
Fighter Command considers the most valuable (or most dangerous). Raids that have already
dropped their payloads and are returning home in smaller groups or have broken into smaller
groups due to interception are often not listed here because if they were, the list may very well
be over 100+ raids. Such a number of raids would be difficult (at best) to keep track of in an
all encompassing list, and hamper game speed. So, if you wish to intercept a raid that doesn’t
show up on the list, then use the interception function described on page p. 40 to select that
specific raid.

5.6 INTELLIGENCE BRIEFING PHASE


The Intelligence Briefing Phase is where the results of the day’s missions are reviewed by the
player. The selections here are ‘information-only’ features. This one gets its own major section,
as there’s a lot that can be reviewed here.
Action Reports: Select this option to review all the raids you’ve conducted for the day and their
results. And, information here may be inaccurate.
The Action Report represents an immediate ‘results sheet’ that your staff hands to you after a
day’s bombing, and so the number of reported fighters shot down, the actual target damage
amount, etc., might be a bit exaggerated. Review the other databases in the Intelligence
Briefing Phase to get a fuller and more accurate assessment on how your day’s missions
performed.
List Targets (information-only): Select this option to review details about industries and airfields.
The difference, however, is the kinds of information displayed. First, as the attacking player,
you can never access a target location’s details. You may select a target type that appears
and review a list of specific locations, but that’s it. The information listed is discussed below:
Name: This is the name of the target.

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EAGLE DAY TO BOMBING THE REICH - GAME MANUAL
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.

THE PURPOSE OF REVIEWING TARGET INFORMATION


It’s absolutely necessary for the player to conduct good damage assessment in order to
determine how to prosecute his attack. You must know how successful your attacks have been
in order to determine if your strategy is working. What targets are you attacking? How are you
attacking them? What intelligence (i.e., recon information) do you have on enemy targets? It’s
very likely that you’ll coordinate your attacks according to your victory conditions. Review Gary
Grigsby’s Eagle Day to Bombing the Reich victory conditions carefully to know which industries
should be targeted most often. Although there are various visual preferences you can set to see
how much damage a particular target has sustained, you still need to review the Target List
often to fully understand how much damage your mighty Luftwaffe is dishing out.

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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.

GERMAN AIRCRAFT PRODUCTION, BATTLE OF BRITAIN 1940


Aircraft Type # of Replacements/Notes
Bf 109E-1 1 Production ends 8/40
Bf 109E-3 3 Production ends 8/40
Bf 109E-4 6
Bf 109E-4/B 2
Bf 109E-7 2
Bf 109E-7/B 1
CR.42 Falco 1
G.50bis Freccia 1
Bf 110C-4 4
Bf 110D-0/B 2
Bf 110D-1 1
Bf 110C-6 1 Production ends 8/40
Ju 87B-2 4
Do 17Z-2 5

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Aircraft Type # of Replacements/Notes


He 111H-4 6
Ju 88A-5 6
Fw 200C-1 1
BR.20M Cicogna 1
Bf 110C-5 1
Do 17P-1 1
Do 215B-1 1
He 111P 1
Ju 86P-2 1
Ju 88D-1 1
Cant Z.1007 Alcione 1
Do 17Z-10 1
Do 215B-5 1
Ju 88C-2 1

GERMAN AIRCRAFT PRODUCTION, BATTLE OF BRITAIN 1941


Aircraft Type # of Replacements/Notes
FW 190A-1 3 Production starts 8/41
Bf 109E-4 2 ends 5/41
Bf 109E-7 5
Bf 109F-2 8 ends 7/41
Bf 109F-4 10 starts 7/41
Bf 110C-4 4
Bf 110C-4/B 2
Bf 110D-3 1
Bf 109E-7/B 2
G.50bis Freccia 2 ends 7/41

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Aircraft Type # of Replacements/Notes


MC.200 Saetta 3
MC.202 Fologore 3 starts 7/41
Re.2000 Falco I 1
Re.2001 Falco II 2
Ju 87B-2 1
Ju 87D-1 4
BR.65bis 1
BR.88 1
Do 17Z-2 1 ends 8/41
Do 217E-2 6
He 111H-4 8
Ju 88A-4 12
Fw 200C-1 2
BR.20M Cicogna 2
SM.79 II Sparviero 3
SM.81 Pipistrello 1
Z.1007bis Alcione 2
Bf 110C-5 1
Do 17P-1 1
Do 215B-1 1
He 111P 1
Ju 86P-2 1
Ju 88D-1 1
Cant Z.1007 Alcione 1
Bf 110C-4 1
Do 17Z-10 1

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ALLIED AIRCRAFT PRODUCTION, BOMBING THE REICH


Aircraft Type # of Replacements/Notes
Beaulighter VIF 2
Mosquito II 1
Mosquito Xlll 1
Fortress RCM 0
Baltimore V 3
Mosquito RCM 1
Liberator RCM 0
Wellington RCM 1
Wellington III 1
Wellington X 2
Stirling RCM 0
Stirling III 4
Halifax RCM 0
Halifax I 2
Halifax III 2
Lancaster I 4
Lancaster Ill 2
Mosquito FB VI 1
Mosquito lV 1
Mosquito XVI 1
Spitfire III 1
Spitfire XI 1
Spitfire FR XIV 0
Mosquito PR XVl 1
Mustang I 2
Hurricane II 4

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Aircraft Type # of Replacements/Notes


Spitfire Vb 2
Spitfire IX 6
Spitfire XIV 0
Typhoon 3
Tempest 0
P-39 3
P-40 6
P-38G 9
P-38J 12
F-5A 1
F-5C 0
P-47C 3
P-47D 12
A-36 1
P-51B 6
P-51D 0
F-5C 1
P-61A 1
A-20B 4
A-20G 0
B-25D 4
B-25J 0
B-26B 6
B-26G 0
A-26B 0
B-17F 9
B-17G 9

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Aircraft Type # of Replacements/Notes


B-24D 6
B-24J 6

Endphase Button: When you are finished with your Intelligence Briefing Phase, press the ‘End
Phase’ button to enter the next Raid Planning Phase.

6.0 WINNING THE GAME


Now that you’ve read and understand the mechanics of Gary Grigsby’s Eagle Day to Bombing
the Reich, it’s important to know how to win.

6.1 BATTLE OF BRITAIN GAME


In the Battle of Britain’s one-month and full-length campaigns, the British win by preventing a
German victory. In the one-day and one-week campaigns, the side with the highest point total
wins. Also, depending upon your final score, you may achieve a draw.
There are two sets of campaigns which you can choose from to play: four 1940 campaigns and
four 1941 campaigns. The 1940 campaigns are divided into one-day (August 12), one-week
(the first week of the full campaign), one-month (the first 31 days of the full campaign), and
full-length (the entire three month battle). The 1941 campaigns are also divided into one-day,
one-week, one-month, and full-length (a six month battle). On the Campaign Selection Screen,
you choose which one you wish to play. The one-day and one-week campaigns are considered
‘short’ campaigns. The one-month and full-length campaigns are considered ‘long’ campaigns.
Each campaign has its own set of victory conditions and scoring system. So, you win a
campaign by achieving its victory conditions, and you do that by scoring points. Read the
information below carefully to see how to score points.

6.1.1 BATTLE OF BRITAIN SHORT CAMPAIGNS


ONE-DAY AND ONE-WEEK 1940 CAMPAIGNS
Aircraft Destroyed: German player receives 1 point per enemy aircraft destroyed.
Aircraft Destroyed: British player receives 2 points per aircraft destroyed.
Airfield Damage: German player receives 1 point per every 4 percentage points of damage to
base “service” 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.

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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.

ONE-DAY AND ONE-WEEK 1941 CAMPAIGNS


Aircraft Destroyed: German player receives 1 point per enemy aircraft destroyed.
Aircraft Destroyed: British player receives 2 points per aircraft destroyed.
Factory Damage: For every 25 points of damage to factories (including oil centers), railyards,
and ports, German player gets 1 point times Capacity of target. For example: If factory sustains
25 points of damage and its capacity is 2, then German player gets 2 points.

ACHIEVING VICTORY IN SHORT CAMPAIGNS


To win a short campaign, you must score more points than your opponent.

6.1.2 BATTLE OF BRITAIN LONG CAMPAIGNS


The scoring and victory conditions for long campaigns are quite different from the short
campaigns. To achieve victory in the one-month or full-length campaigns, the German player
must score points in three separate categories: Air Superiority, Industrial Damage, and Terror
(i.e., Urban bombing). If the German player scores enough points in these categories, then he
wins. If not, the British player wins by default. Also, depending upon the German player’s final
score, he may achieve a ‘draw’ (see below).

ONE-MONTH 1940 CAMPAIGNS


Scoring Air Superiority Points
Serviceable Aircraft: Each player receives one point per serviceable aircraft on his side when
the game starts, and this amount is adjusted as the campaign is played and as aircraft are
deemed out-of-service. A serviceable aircraft is defined as one that is ‘fueling,’ ‘ready,’ ‘taking
off,’ ‘flying,’ and ‘landing.’ An aircraft listed under any other category is not serviceable.
Airfield Damage: The German player receives three points (3) per percentage point of Service
and Communications area damage to Primary Sector airfields (R:C:S). These are primary
airfields attached to British Groups 10, 11, and 12. Group 13 is not included in the damage
calculation.

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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.

SCORING INDUSTRIAL DAMAGE POINTS


Industrial Damage Points are obtained by the player for reducing the enemy’s Industrial Output
level by bombing factories (including oil centers), rail yards, and ports. The industrial damage
‘level’ number indicates the overall damage level of industry, and is obtained by taking 8,500
minus the current industry level and dividing by 500 (8,500 - Output)/500 = Industrial Damage
Level). As soon as the player knocks the enemy’s Total Industrial Output down under 8,001, the
Industrial Damage Level reaches 1; knock it below 7,501, number goes to 2, etc.

DAMAGING CRITICAL INDUSTRIES


There are certain industries in the game which are classified as “critical industries.” Damage
to these industries will begin to reduce the effectiveness of other industries and subsequently
drive down their point values. Here’s how the critical industries damage works.
When a Critical Industry’s Output (CIO-indicated on the List Targets screen under the “total”
column) is reduced below its ‘critical level’ (CIL), then “dependent” industry outputs (DIO) will
be adjusted down using the following equation:
Dependent Industry Output Adjustment -- DIOA = DIO x (CIO/CIL)

Critical Industry Critical Level (CIL) Dependent Industries


BoB/BTR *
Electric Power 500/1500 All other industries
Chemical 100/500 Oil Refineries and
Rubber Factories
Steel 100/300 Armaments
Ball Bearings 100/500 Aircraft Assembly
(Armaments)
Rubber 100/500 Armaments
Aluminum 100/200 Aircraft Assembly

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Critical Industry Critical Level (CIL) Dependent Industries


BoB/BTR *
Fuel ** 0/200
Armaments 100/500
Oil Storage 100/200
Oil Refinery 100/200

* 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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ACHIEVING A NON-AIR SUPERIORITY VICTORY


Besides trying to win the one-month 1940 campaign through air superiority, the German player
may try to win a non-air superiority victory by having damage “levels” which add up to 12
points.
Example: Air Superiority = 5; Industrial Damage = 4; Terror Level = 3 for a total of 12 points.

ONE-MONTH 1941 CAMPAIGNS


In a one-month 1941 campaign, the German player scores points as per the details described
above under the one-month 1940 campaign. However, the German player cannot achieve an
air superiority victory alone; he must win by having victory “levels” which equal or exceed 12
points.

FULL-LENGTH 1940 CAMPAIGNS


The points the German player must score for victory in the full-length 1940 campaign are the
same as described above under the 1940 one-month campaign. The only difference is that
the German player can only achieve an air superiority victory within the first 40 days of the
campaign.
If he does not achieve an air superiority level of 8 by day 40, then the victory conditions are
changed so that he can only win by achieving a total “level” of victory which equals or exceeds
12 points.
Besides winning by air superiority as indicated above, a full-length 1940 campaign ends when
certain scoring conditions are not met. To continue play after the first 31 days, the German
player must have an air superiority level of at least 4. And, at the end of the second month, the
German player must have a combined victory total of 8 or more or the game ends immediately.

FULL-LENGTH 1941 CAMPAIGNS


The points the German player must score for victory in the full-length 1941 campaign are
the same as described above under the one-month 1941 campaign, but he can only achieve
victory if his victory “levels” are equal to or exceed 16 points. And, as indicated under the 1940
full-length campaign, continuation of the full-length 1941 campaign is checked at the end of
each month (every 31 days).
End of first 31 days = 8; end of second 31 days = 9; end of third 31 days = 10; etc.

6.1.2 PLAYING TO A DRAW


In addition to winning or losing outright, you may also play at a level sufficient to reach a draw.
In the short campaigns, if both scores are the same (i.e., you tie), then you have a draw. In
the full-length campaigns, if the attacking player fails to suffer an early ending due to score
checks at the end of each month (see above), then the worst he can do is a draw. In the one-

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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.

6.1.3 ASSESSING YOUR SCORE


It’s important that you keep track of your score during play. You can do this in two ways:
(1) By watching the score numbers, and
(2) By accessing the ‘campaign summary.’
Game Score: For simplicity’s sake, the game score is kept and displayed at all times on the
main screen. If you are playing a short campaign, the score is a total for both sides. If you
are playing a long campaign, the score is divided out among the three damage 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 short campaigns, the score will change often and usually between each turn. In the long
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 shows you the current turn and the total turns (or days) in the campaign. When
you reach the last turn, the game ends.
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.
The top 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 German and Allied scoring into separate
categories, as described below:
Points for Ready Aircraft: This is the number of aircraft ready for service. The number in
parentheses (_) is the number of aircraft currently out of service.
Points for Sector AF Damage: The attacking player scores points for damaging enemy
airfields. This is the current point total.
Points for Strategic Bombing: The attacking player scores points for damaging enemy
industry. This is the current point total.

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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.

WHEN IS VICTORY ASSESSED?


Victory is assessed at the very end of each Reaction Phase. If victory is achieved, the game
ends.
Area (AREA): Areas represent population centers (i.e., towns, suburbs, etc.). Bombing area
targets (or “blitz” bombing) increases British terror, which goes toward achieving victory in
many of the campaigns.
Civilian Factory: Civilian factories serve no purpose in the game, save that when a legitimate
industrial location is destroyed, it may ‘relocate’ itself to the closest civilian factory and begin
production anew. As the attacking player, you are most welcome to bomb these targets if you
wish, but spending a lot of time and resources doing so may not be in your best interest.
Radar Site (RADAR): Radar sites are Britain’s first line of defense. There are two types of
radar: CH (or Chain Home high radar), and CHL (or Chain Home Low radar). Knocking out radar
sites reduces Britain’s effectiveness to spot and attack your raids.

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CH Sites CHL Sites


Ventor Poling
Dunkirk Truleigh
Rye Beachy Head
Pevensey Foreness
Hawk’s Tor Dover
Canewdon Fairlight
Bromley St. Cyrus
Bawdsey West Prawle
High Street Rame Head
Easington Carnanton
West Beckham Walton
Stenigot Happisburgh
Saxton Wold Ingoldmels
Danby Beacon Rosehearty
Ottercops Moss Flamborough Head
Drone Hill Shotton
Thrumster Cresswell
School Hill Bamburgh
Hillhead Cockburnspath
Nether Button Donnies Hill
Worth Dunwich
Anstruther Fairisle
Stoke Holy Cross Drytree
Douglas Wood St. Twynells
Haycastle Strumble Head
Warren Whitstable
Catnip
Prestatyn

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GCI sites, 1941


Durrington
Sopley
Willesborough
Avebury
Waldringfield
Orby
Exminster
Langtoft

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.

HQ (Primary Airfields) Secondary Airfields


St. Eval Roborough
Filton Exeter
Filton Bibury
Filton Kenley

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Winning

HQ (Primary Airfields) Secondary Airfields


Filton Driffield
Filton Pembrey
Middle Wallop Warmwell
Middle Wallop Boscombe Down
Middle Wallop Hullavington
Middle Wallop Chilbolton
Middle Wallop Colerne
Tangmere Westhampnett
Northholt Heathrow
Kenley Croydon
Kenley West Malling
Biggin Hill Gravesend
Biggin Hill Hornchurch
Biggin Hill Hawkinge
Biggin Hill Lympne
Biggin Hill Detling
Hornchurch Rochford
Hornchurch Eastchurch
Martlesham Stapleford
Debden Martlesham
Debden Castle Camps
Debden Wattisham
Duxford Fowlmere
Wittering Bircham Newton
Digby Ternhill
Church Fenton Leconfield
Church Fenton Ringway

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HQ (Primary Airfields) Secondary Airfields


Church Fenton Dishforth
Turnhouse Drem
Turnhouse Grangemouth
Wick Castletown
Wick Kirkwell
Wick Lossiemouth
Wick Sumburgh
Tangemere Shoreham
Tangemere Ford
Northholt Hendon
Coltishall Horsham St. Faith
Catterick
Usworth
Acklington
Dyce

Secondary Airfield with no HQ other than Group


Aldergrove
Prestwick

Aluminum Factory (ALUM): Aluminum factories are classified as “critical industries.”


Aluminum factories help in the production of replacement aircraft, so serious damage to them
reduces the effectiveness of aircraft factories.
Oil Storage (OILS): Oil storage facilities house most of the crude oil reserves of Britain.
Britain’s oil comes from foreign sources, so destroying oil storage facilities (along with attacks
against oil refineries and chemical factories) begins to create a fuel shortage, which in turn
reduces the amount of sorties the RAF can conduct.
Oil Refinery (OILR): Oil refineries convert crude oil into fuel for British aircraft. Destroying
oil refineries (along with attacks against oil storage facilities and chemical factories) begins
to create a fuel shortage, which in turn reduces the amount of sorties the RAF can conduct.

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Winning
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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TARGET DAMAGE REPAIR RATES


Target Damage: During the course of play, targets suffer damage due to 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 Biggin Hill, that
could mean that the runway has suffered 75% damage, and the service center has suffered
75% damage.
Strategic Repair Rates: Target damage is repaired at various rates. There are two repair rate
categories: strategic repair and tactical repair. All targets except airfields fall under strategic
repair rates. Each target repairs an average number of points between Movement Phases, as
per the chart below.

Average Repair Target


Points Per Day
0.5 Urban
2.0 Civilian Factories (these factories serve very
little purpose in the game, save that they may
take the place of a factory (like an Aircraft
Factory) if it is damaged severely)
5.0 Radar Site
1.0 Aluminum Factory
1.5 Oil Storage
1.0 Oil Refinery
1.0 Chemical Factory
1.5 Ball Bearings Factory
1.0 Electric Power Plant
1.0 Steel Factory
1.0 Rubber Factory
1.5 Aircraft Factory
1.5 Engine Factory
1.5 Avionics Factory

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Average Repair Target


Points Per Day
1.5 Armaments Factory
1.0 Railyard
1.0 Port

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.

TARGET SECTION POINTS


Communications 1 per 4 hours (airfields and radar sites)
Airfield Service 1 per 4 hours
Runway (over 50%) 1 per minute
Runway (50% less) 1 per 2 minutes

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.

6.2 BOMBING THE REICH GAME


There are 13 Campaigns (10 Strategic Bombing and 3 Ground Support) in Bombing the
Reich. They cover various phases of the air war from 1943 to 1945. In these campaigns, the
Allied player much score victory points in three different categories: Air Superiority, Industrial
Damage, and Terror (urban “blitz” bombing). Below are descriptions on how to score these
points.

6.2.1 SCORING AIR SUPERIORITY POINTS


At the end of each Reaction Phase, the ‘Air Superiority’ level shown is obtained by taking the
total number of “serviceable” Allied aircraft and dividing it by the total number of “serviceable”
Axis aircraft (Allied serviceable aircraft / Axis serviceable aircraft = Air Superiority Level). This
number is generated using only the active air groups in the scenario you are playing. Simply

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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.

6.2.2 SCORING INDUSTRIAL DAMAGE POINTS


Refer to the “Scoring Industrial Damage Points” section in the previous chapter (under section
6.1.2).

6.2.3 SCORING TERROR POINTS


Refer to the “Scoring Terror Points” section in the previous chapter (under section 6.1.2).

6.2.4 THE STRATEGIC BOMBING CAMPAIGNS


Below is a list of the Strategic Bombing Campaigns. For each of these campaigns, the Allied
player must score points across all three categories in order to achieve victory). The points the
Allied player needs to win is listed as “to win.” At the end of each turn, the current score is
recalculated. If the Allied player5 score equals or exceeds the points “to win,” he wins. If at the
end of the campaign the Allied player has not scored enough points to win, the Axis player wins.
(1) Introductory Scenario: This one-day campaign (1 turn) is a tutorial scenario for beginning
players. The scoring system for this campaign works as described above, with the following
exceptions: You score triple points for hitting ball bearings factories. See section 6.3 for a run-
through of this scenario.
(2) Nachtjagd 1: 8/22/43 - 10/2/43) This six-week campaign (42 turns) depicts the period
right after the destruction of Hamburg, when the British were trying to exploit the ability to jam
German radar. 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.
(3) Nachtjagd II: (2/16/44 - 4/4/44) This six-week campaign (42 turns) depicts the second
phase of the British night bombing campaign. During this period. the Germans developed their
“tame boar” interception tactics and their SN-2 radar which was immune to Window jamming.
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.

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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.

6.2.5 THE GROUND SUPPORT CAMPAIGNS


There are 3 Ground Support Campaigns in Bombing the Reich. In these conflicts, the Allied
player is in support of his ground troops as they make their various invasions of the Reich.
Like the Strategic Bombing Campaigns. the allied player has the burden of victory; but unlike
those other campaigns, he wins by overcoming a severe point deficit. The Axis player begins
with a score. The Allied player has to beat that score at the end of any Reaction Phase to win.
Also, Ground Support Campaigns have “ground troops.” Below are the scenario descriptions.
(1) Avalanche: (8/17/43 – 10/15/43) This two-month campaign (60 turns) depicts the
bombing offensive used in support of the invasion of Italy Avalanche is a “ground support”
campaign, which means that Axis ground troops are present. To win, the Allied player must
attack transportation targets (rail yards and ports), airfields, radar stations, and ground forces.
Both players also get points for destroying enemy aircraft and the Axis player receives points
for having troops in certain locations at certain times during play. The scoring is calculated as
follows:
Destroying Enemy Aircraft: The Allied player gets 1 point per Axis aircraft destroyed; the Axis
player gets 2 points per Allied fighter plane, and 3 points for all other plane types.
Serviceable Aircraft: The Axis player gets 1 point per serviceable aircraft in Southern Italy
(below y-coordinate 950) located on any airfields with less than 50 points of service damage.
You can find the general location of this coordinate by moving the

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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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6.2.6 PRE-DAMAGED TARGETS


At the beginning of most campaigns, some targets have already been hit. This reflects prior
bombing attacks. These industrial and terror damage points are factored into the Allied player’s
starting score. These sites repair normally.

6.2.7 MANDATORY TARGETING


Mandatory Targeting reflects the political realities faced by the Allied commanders during the
air war. During play of all full and Overlord campaigns, certain commands may be forced
to attack certain target types. A message is displayed to show the Allied player this at the
beginning of his Planning Phase. The mandatory targets are:
• U-Boat Pens
• V-Weapon Sites
• Avalanche Targets
• Overlord Targets
Pre-emptive Strikes: To prevent the game from forcing certain mandatory targeting
restrictions against your commands, you may make pre-emptive strikes against the following
targets:
• By destroying U-boat Factories (and bringing their total capacity
down under 1.000). you won’t be forced to target U-Boat pens.
• By destroying V-Weapon Factories (and bringing their capacity down
under 200), you won’t be forced to target V-Weapon Sites.
During play, if you are in doubt as to which commands are under mandatory targeting
restrictions, open the “Set Bomber Targets” option and select a command. If that command is
under the restriction, it will be marked in red. Commands under mandatory targeting cannot
be ordered to attack non-mandatory targets as “primary targets.” However, you can attack any
and all target types as “secondary” targets.

6.2.8 AXIS GROUND TROOPS


To simulate some of the ground war taking place during World War II, Bombing the Reich
includes Axis ground troops (or ground units). Only Axis ground units are present in the game:
Allied units are represented abstractly by removing targets and switching ownership of airfields
as the Allied troops roll forward.
The only scenarios in BTR that have ground troops are Avalanche, Overlords I & II, and the
full-length Campaigns of ‘43 and ‘44. In all of these campaigns, the targeting and (possible)
destruction of these ground troops is important. As the Axis player, you cannot move these
units. ‘M They are static for the most part, but will move on their own depending upon various
conditions during play. For example, during the Avalanche campaign, all ground troops will
begin to pull back to the Gustav line sooner or later, and then try to hold that position until
the end of play (if they get there, they are very difficult to take out). The more disruption the

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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.

TROOP COMBAT VALUE


Each ground unit has a Combat Value. This represents how strong it is. As the unit takes
damage, this number goes down and its disruption number goes up. Units with really high
disruption values are weaker and therefore cannot fight as well, and thus are less likely to keep
Allied troops from causing a breakthrough. All ground units are comprised of a certain number
of infantry, artillery, and armored fighting vehicles (AFVs). Ground units also have then own
intrinsic AA strength, so low-level bombing of them is difficult at best.

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.

6.2.9 HOW ALLIED INVASION AND GROUND COMBAT WORKS


The ground war in Bombing the Reich is handled behind the scenes. The player does not
specifically control any ground units, move them, attack with them, etc. The goal of the Allied
player, through his coordination of the air war, is to try to deliver as much disruption damage to
ground units as he can. The more disruption/damage he delivers, the better his invasion forces
will fight and the better the breakthrough.
At the end of each turn after an Allied invasion has occurred (a message will appear telling you
when the invasion begins), the game determines the current state of the ground war by rolling
dice. The game makes a separate roll for each Axis unit on the map. The game compares the
combat value of the Axis unit against the roll, and if the Axis player wins, a breakthrough is
delayed by one day. If the Axis player fails the roll, then the breakthrough is accelerated by one
day. There are four Allied invasion stages:
First Invasion Stage: Right after the Allies come ashore. Axis units start moving toward their
initial defensive line (the Gustav Line in Italy or the Normandy Line in France).
Second Invasion Stage: This is the Allies attempt at breaking through the initial defensive line.
Third Invasion Stage (delaying phase): After the breakthrough of the initial defensive line,
Axis forces withdraw to their secondary defensive line (West Wall in Germany or the Gothic
Line in Northern Italy). During this stage, there are dice roll chances that the Axis troops may
delay the advance.
Fourth Invasion Stage: This is the Allies attempt at breaking through the secondary defensive
line.
Fifth Invasion Stage: This is the period following the Allied breakthrough of the secondary
defensive line. If Allied troops break the West Wall, they advance towards Berlin and (ultimately)
win the scenario. If Allied troops break the Gothic Line, they advance towards Northern Italy.

ASSESSING YOUR SCORE


It’s important that you keep track of your score during play. You can do this in two ways: 1) by
watching the score numbers, and 2) by accessing the Campaign Summary.
Game Score: For simplicity’s sake, the
game score is displayed at all times on
the main screen. If you are playing a
Ground Support Campaign, the score is
a total for both sides. If you are playing
a Strategic Bombing Campaign, the score
is divided out among the three damage

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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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6.2.10 WINNING THE BOMBING THE REICH GAME


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 Reaction 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 B-17s during the current turn, the number 13 appears for
the day and the total number of B-17s lost for the campaign will be listed under the campaign
heading. Also, if a Reaction Phase comes and goes without any Allied sorties (and that’s very
likely in long campaigns), the highest aircraft losses remain the same as the last turn in which
German sorties ran.
The Score Summary section is a 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.
When is Victory Assessed? Victory is assessed at the very end of each Reaction Phase, right
before the next Axis Movement or Allied Intelligence Briefing Phase. If victory is achieved, the
game ends.

6.2.11 TARGET DESCRIPTIONS


Area (AREA): Areas represent population centers
(i.e., towns, suburbs, etc.). Bombing area targets (or
“terror” bombing) increases Axis terror, which goes
toward achieving victory in many campaigns.

Radar Site (RADAR): Radar sites are Germany’s first line


of defense. Knocking out radar sites reduces Germany’s
effectiveness to - spot and attack your raids. German radar can
detect raids flying at 500 feet or higher. In addition, German
radar can also be jammed by electronic warfare aircraft. This
comes into play more frequently during the Nachtjagd scenarios.

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Airfields (AF): Primary airfields are the main airfields


from which all Axis units operate. Destroying primary
airfields are of utmost importance, as doing so curtails
the performance of aircraft flying out of those fields. Axis
controlled airfields (in the far zoom-out mode) are colored
yellow. These are the airfields you should try to destroy.
Allied controlled airfields are colored white. Captured Axis
airfields (during ground combat) are colored grey. Once an
Axis airfield has been captured, you may move your units
into that field and begin using it normally. Air units cannot
launch from primary airfields with over 50% damage.
Aluminum Factory (ALUM): Aluminum factories are
classified as “critical industries.” Aluminum factories help in
the production of replacement aircraft, so serious damage
to them reduces the effectiveness of aircraft factories.

Oil Storage (OILS): Oil storage facilities house most of the


crude oil reserves of Europe. The Axis’ oil supplies are limited,
(one of the reasons the Axis tried so hard to take North
Africa and move on into the Middle East), so destroying oil
storage facilities (along with attacks against oil refineries and
chemical factories) begins to create a fuel shortage, which
in turn reduces the amount of sorties the Axis can conduct.
Oil Refinery (OILR): Oil refineries convert crude oil into
fuel for Axis aircraft. Destroying oil refineries (along
with attacks against oil storage facilities and chemical
factories) begins to create a fuel shortage, which in turn
reduces the amount of sorties the Axis can conduct. The
famous Ploesti raids are an example of such attacks.

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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 Axis can conduct. Damage to chemical
factories also reduces the effectiveness of rubber factories.

Synthetic Fuel Refineries (FUEL): Synthetic fuel refineries


are large chemical plants used to convert coal into gasoline
substitutes. All Axis aviation fuel comes from these
refineries. Attacking these facilities scores you industrial
damage points and also reduces the fuel available to
fly aircraft and resupply ground troops. Synthetic fuel
refineries are dependent upon oil storage facilities and
chemical factories, so attacking those facilities along with
systematic attacks against synthetic fuel is good policy.
Ball Bearings Factory (BBFAC): Ball bearing factories are
classified as “critical industries.” Damage to ball bearings
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/facilities need
electricity, 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.

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EAGLE DAY TO BOMBING THE REICH - GAME MANUAL

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 the Axis’ ability to replace aircraft.

Engine Factory (EFAC): Engine factories make aircraft engines,


thus destroying them hinders the Axis’ ability to replace aircraft.

Avionics Factory (CFAC): Avionics factories manufacture


parts for aircraft, thus destroying them hinders the
Axis’ ability to repair and replace aircraft.

Armaments Factory (ARM): Armaments factories manufacture


the weapons of war. Damage to armaments factories
hinders the Axis’ aircraft and ground defense production.

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Winning

Railyard (RAIL): Railyards are the hubs of the transportation


system of Europe and also act as the supply lines for all
ground troops. They also act as the primary communications
network, and thus damaging them can greatly reduce the
Axis player’s ability to transport his resources fuel, aircraft
parts, etc., and ground defenses. Bombing a railyard also
directly affects the performance of those industries near
it. For example, if you are bombing a railyard close to a
chemical factory and an armaments factory, the chemical
and armaments factory’s performance goes down.
Ports (PORT): Ports contribute to the industrial
strength of the Reich. Thus, destroying ports can
help cripple the Axis’ industrial power.

Command Headquarters (HQ): Axis fighter and bomber


commands appear on the map for the Axis player only.
They appear so that the Axis player can know where
his command centers are. They are not, however, viable
targets which can be attacked by Allied raids. The Allied
player should not bother trying to target these during his
Raid Planning Phase. Occasionally, you will receive reports
that a HQ has been bombed. This occurs sometimes
when an HQ is hit as a “target of opportunity.”
U-Boat Factories (UFAC): U-Boat factories are the assembly
plants for U-boats. Though not considered a critical
industry, U-Boat factories may occasionally be classified
as “political” targets and thus you may be forced to attack
them under the mandatory targeting rules. But by taking
the initiative and attacking these factories on your own,
you may avoid being forced to bomb U-Boat pens, which
are very often classified as “political” targets. Like other
industrial targets, however, you do receive industrial damage
points for attacking U-Boat factories. U-Boat factories are
dependent upon armament, steel, and rubber factories.

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EAGLE DAY TO BOMBING THE REICH - GAME MANUAL

U-Boat Pens (UPEN): U-Boat pens are the protected ports


where U-Boats are refueled and repaired before returning to
water. Though not considered a critical industry U-Boat pens
are often classified as “political” targets and you may be
forced to attack them under the mandatory targeting rules.
You receive no victory points for attacking U-boat pens, so
it is in your interest to either avoid them. or attack U-Boat
factories to reduce political pressures for mandatory targeting.

V-Weapon Factories (VFAC): V-Weapon factories are the


assembly plants for V-weapons. Though not considered a
critical industry, V-Weapon factories may occasionally be
classified as “political” targets and thus you may be forced
to attack them under the mandatory targeting rules. But
by taking the initiative and attacking these factories on
your own, you may avoid being forced to bomb V-Weapon
sites, which are often classified as “political” targets. Like
other industrial targets, however, you do receive industrial
damage points for attacking them. V-Weapon factories are
dependent upon armament, steel, and rubber factories.
V-Weapon Sites (VSITE): V-Weapon Sites are a serious threat
to England. They are often classified as “political” targets and
you may be forced to attack then under the mandatory targeting
rules. You receive no victory points for attacking V-Weapon sites,
so it is in your interest to either avoid them, or attack V-Weapon
factories to reduce political pressures for mandatory targeting.

Ground Troops (TRP): Ground troops are represented by


three infantry types (regular, defensive, and paratroop) and
two armor types (light and heavy). In many campaigns,
ground troops are present, and they represent the forces on
the ground that will attempt to prevent Allied invasion and
breakthrough. You may attack ground troops during play, and
the more damage you give them, the more difficult it is for the
Axis player to prevent successful invasion and breakthrough.

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Winning

Overlord (OVER): Overlord is a collection of different target


types located in Belgium and France. Overlord targets are
railyards, airfields, ports, troops, radar stations, and V-weapon
sites. During play of those campaigns where Overlord targets
are available, you may select this target type and your staff
will plot a variety of missions against airfields, ports, troops,
V-weapon sites, and/or radar. Overlord targets are often
classified as “political” targets, and thus you may be required
to attack them under the mandatory targeting rules.
Avalanche (AVAL): Avalanche is a collection of different target
types located in Italy and its surrounding areas. Avalanche
targets are railyards, airfields, ports, troops, and radar sites.
During play of those campaigns where Avalanche targets
are available, you may select this target type and your staff
will plot a variety of missions against railyards, airfields,
ports, troops, and/or radar. Avalanche targets are also often
classified as “political” targets, and thus you may be required
to attack them under the mandatory targeting rules.

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.

STRATEGIC REPAIR RATES


Target damage is repaired at various rates. There are two repair rate categories: strategic
repair and tactical repair. All targets, except airfields and radar sites, fall under strategic repair
rates. Each target repairs an average number of points between Reaction Phases, as per the
chart below.

Average Repair Points Per Day Target


0.5 Urban
1.0 Aluminum Factory
1.5 Oil Storage

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EAGLE DAY TO BOMBING THE REICH - GAME MANUAL

Average Repair Points Per Day Target


1.0 Oil Refinery
1.0 Chemical Factory
1.5 Ball Bearings Factory
1.0 Electric Power Plant
1.0 Steel Factory
1.0 Rubber Factory
1.5 Aircraft Factory
1.5 Engine Factory
1.5 Avionics Factory
1.5 Armaments Factory
10 Railyard
1.0 Port
3.0 V-Weapon Sites
1.5 V-Weapon Factories
1.0 U-Boat Pens
1.5 U-Boat Factories
1.0 Synthetic Fuel

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.

Target Section Points


Communications 1 per 3 hours (airfields and radar sites)
Airfield Service 1 per 6 hours
Radar Site 1 per 3 hours
Runway (over 50%) 1 per minute
Runway (50% or less) 1 per 2 minutes

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Tutorial - Bombing the Reich
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.

6.3 INTRODUCTORY TUTORIAL – BOMBING THE REICH


Follow the steps below to play the one
day (or one turn) 1943 “Introductory”
scenario as the Allies. This scenario roughly
simulates the Allied bombing attack against
the Axis. In this tutorial, we will walk you
through the steps in choosing a campaign
and plotting bombing raids against Axis ball
bearings factories.
(1) Select “New Allied Campaign” on the
Start-up Screen. This takes you to the Campaign Selection Screen where you will choose your
campaign.
(2) On the Campaign Selection Screen, select “Introductory 10/43” at the top of the campaign
list.
When you do this, the campaign’s description appears and the map in the bottom right-hand
corner highlights. Read the campaign description carefully. To win this campaign, you must
score 10 or more points. We’ll discuss how to score points later in this tutorial.
(3) Once you’ve read the campaign description, select “START GAME.” The Loading Screen
appears. Don’t be surprised if it takes a long time for the campaign to load! Bombing the Reich
is a very complex game with large internal databases. It takes time for all the internal data to
be organized for play. When the campaign is finished loading, you are taken directly to the Main
Game Screen.

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EAGLE DAY TO BOMBING THE REICH - GAME MANUAL
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.

6.3.1 HOW DO I SCORE POINTS?


Good question! There are two different scoring systems in Bombing the Reich. For now, just
follow the information below. Your score is divided between the damage categories of Air
Superiority, Industry Damage, and Terror.
Air Superiority affects the current “readiness”
difference between the Allied and Axis air forces,
Industry Damage reflects the amount of damage
sustained by industrial targets, and Terror reflects
damage sustained by urban areas. Notice that these
categories already start with points in them. Most
scenarios in the game start with the Allied player
having some points. It’s your goal, then, as the Allied
player to increase these points to earn victory. The
total points needed to win are displayed to the right of
the three damage categories. If your final points equal or exceed this “to win” number, you win!
In this introductory scenario, the scoring system has been adjusted so that you receive triple
points for all damage delivered to ball bearings factories. This is why you are going to target
these factory types. Though they are not the only ball bearings factories in this scenario, they
are among the largest and will yield you more Industry Damage points than many of the others.
You start this scenario with 2 Air Superiority points, 2 Industry Damage points, and 6 Terror
points, for a total of 10 Points. You only need 2 more points to win.

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Tutorial - Bombing the Reich
(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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EAGLE DAY TO BOMBING THE REICH - GAME MANUAL
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.

The list of ball bearings factories will be displayed.

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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Tutorial - Bombing the Reich
(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.

To add escort fighters, select “Add Fighter Escort.”


(13) On the escort fighter list that appears, find and select the 353rd, the 4th, and the 56th
P-47C Thunderbolt fighter groups. Again, it doesn’t really matter for the purposes of the tutorial
which ones you select (although it most definitely does matter in terms of range and such what
fighters you assign to what units).

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.

6.3.2 WATCHING THE REACTION PHASE


The first thing you’ll notice when you begin the Reaction Phase is the radio activity in the
bottom right hand corner. The black stripes at the top and bottom of the mini-map display
the radio activity that is created by your units as they form up and take off. Your raids will
eventually appear (depending upon their launch times), and will fly over the Channel until they
reach their targets. But its not as easy as that. Your Axis opponent will scramble his air units
to intercept your raids, and as the two forces converge, attack messages appear giving you
details about how many of your aircraft are being shot down, and vice-versa. The Reaction
Phase may take a while to complete, as the game is constantly updating and calculating data
to generate a final score. Once all of your units land, the introductory scenario ends and you
will either win or lose, depending upon the success of your raids.

6.3.3 PLOT MORE RAIDS


Now that you have successfully completed the tutorial, you are ready to try again. Follow the
steps above a few more times and plot more raids against even more ball bearings factories. Or,
try your hand at attacking other industrial sites, railyards, and ports. In this scenario, you score
triple points for hitting ball bearings factories, but you score normal points for hitting other
targets. You may find a winning strategy that doesn’t include hitting ball bearings factories at
all. In addition, changing the altitude of your raids, or staggering their launch times can greatly
change the dynamic (and outcome) of the battle. You are welcome to plot any combination of
missions, provided the resources are there. Be creative. And have fun.

106
Hotkeys

7.0 HOT KEYS


Below is a list of hot keys in Gary Grigsby’s Eagle Day to Bombing the Reich. You may refer
to this list as you play to refresh your memory, or you may hover the mouse arrow over a
particular button, and if there is a hot key associated with that function, it will appear in the
message box in parentheses (example: ‘go to the game options menu (CTRL-O)’).

GENERAL
Q ________________ Quit Game
CTRL-S ____________ Save Game
Z_________________ Zoom in the map
X ________________ Zoom out the map

BRITISH MOVE PHASE


G ________________ Move AA Guns
A ________________ Move Air Units
D ________________ Set Doctrine
R ________________ Action Report
T_________________ List Targets
P ________________ Top Pilots
U ________________ List Air Units
L _________________ Aircraft Losses
N ________________ Aircraft Replacements
E, ESC _____________ End Phase

BRITISH MOVEMENT PHASE


S ________________ Start/Stop
P ________________ Set Patrol
M ________________ Move Patrol
R ________________ Recall Unit
D ________________ Set Doctrine
I _________________ Intercept Raids
CTRL-R ____________ List Raids
CTRL-M ___________ Message Level
CTRL-O ____________ Game Options
CTRL-T ____________ Game Speed

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EAGLE DAY TO BOMBING THE REICH - GAME MANUAL

GERMAN RAID PLANNING PHASE


S ________________ Set Bomber Targets
B ________________ Bombing Missions
N ________________ Night Bombing
R ________________ Recon
I _________________ Night Intruder
F _________________ Fighter Sweep
CTRL-P ____________ Show all Paths
CTRL-R ____________ Review Missions
A ________________ Move Air
U ________________ List Units
T_________________ List Targets
E. ESC _____________ End Phase

GERMAN MOVEMENT PHASE


S ________________ Start/Stop
CTRL-R ____________ Review Missions
CTRL-M ___________ Message Level
CTRL-O ____________ Game Options
CTRL-T ____________ Game Speed
E, ESC _____________ End Phase
German Intelligence Briefing Phase
R ________________ Action Reports
T_________________ List Targets
P ________________ Top Pilots
U ________________ List Air Units
L _________________ Aircraft Losses
N ________________ Aircraft Replacements
E, ESC _____________ End Phase

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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