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Table of Contents
1 Introduction............................................................... 2 16 Anti-Aircraft Artillery............................................... 25
2 Game Equipment...................................................... 3 17 Air-to-Ground........................................................... 27
3 Sequence of Play....................................................... 4 18 Air-to-Ground Attacks.............................................. 27
4 Scenarios................................................................... 5 19 Ground Target Damage............................................. 28
5 Air Units................................................................... 7 20 Track Phase............................................................... 28
6 Random Events......................................................... 8 21 Night......................................................................... 28
7 Weather..................................................................... 8 22 Ground Units............................................................ 29
8 Detection................................................................... 10 23 Campaign Game....................................................... 29
9 Initiative.................................................................... 11 24 Solitaire Game.......................................................... 29
10 Movement................................................................. 12 25 Designing Bloody April............................................ 30
11 Aerodrome Operations.............................................. 16 26 Tactical Hints............................................................ 31
12 Task Planning............................................................ 17 27 Appendices............................................................... 32
13 Air-to-Air Combat.................................................... 20 28 Rules Index............................................................... 33
14 Air Unit Damage....................................................... 24 “Time to Climb” Conversion Tables................................ 37
15 Post-Combat Procedure............................................ 24 German Scout Aircraft Availability Matrix...................... 40
Active Aerodrome. Any aerodrome that is listed in the scenario Schutzstaffel. German term for their two-seater units that pro-
Order of Battle for a particular date. vided protection for Recon (FA) and Artillery Cooperation
(FA(A)) tasked units. Shortened name is Schusta.
ADC. Aeroplane Data Card, a play aid that lists the performance
and capability data for each aeroplane type. Scout. Term used to describe the single seat fighters used by
both sides.
Service Ceiling. Maximum altitude that an aeroplane type can 2.2 Map
fly as denoted on its ADC.
Design Note: The map shows the area of France where the
Show. Medium scale scenario. majority of the air battles were fought during the March
SSR. Scenario Special Rule. A scenario special rule is only through May 1917 time frame.
applicable to that scenario or campaign. If a regular rule and
the SSR conflict, the SSR takes precedence. The game map portrays a portion of France, with Arras, Cam-
brai and Lens as the main cities displayed on the map.
Tally. Codeword used by the British, meaning that an enemy
flight has been visually sighted. The term Visually Sighted 2.21 Hex Grid
and Tally have the same meaning for game rule interpretation. A hex grid has been superimposed on the map to regulate the
position and movement of the playing pieces. Each hex is
Tasking. A particular mission type or “job” that a flight is
individually numbered. Where a four-number map reference
performing for that scenario.
is given, the first two digits (00xx) indicate the hex column on
Time to Climb (TtC). A term used as a compilation of an the map, while the last two digits (xx00) indicate the hex row.
aeroplane’s rate of climb and the amount of time needed to
Distances on the map are counted in hexes. To calculate a
climb to a new altitude band.
distance, trace the shortest possible path from one map hex to
Trench Line. Trench line consists of both British and German another and count the number of hexes the path enters.
controlled hexes. Initial British trench depictions are blue and
Example: An adjacent hex is one hex distant, the hex beyond
German trenches are red. Any hexes and portions of hexes
between the trench lines that do not have trench artwork in is two hexes distant, and the one beyond that is at three hexes.
them are considered to be No Man’s Land. When counting the distance to a flight occupying a hexside
Wind Up. British slang term denoting that a pilot/flight has count to the nearer of the hexside’s two hexes and vice versa
become scared and they are avoiding combat or running from (count from the nearer hex when counting distance from a flight
it. This is wind as in windy, not winding. on a hexside to another hex.)
Half-hexes on map borders are not playable.
1.4 Scale 2.22 Terrain Features
Hexes are one nautical mile across. Movement Points are
A key describes the features of the map. Land, Forest or Urban
multiples of 30 MPH. Game turns are two minutes long. There
artwork indicate types of land. Water artwork indicates rivers,
are five altitude bands, representing a flight’s height above the
lakes, canals and drainage systems. If more than 50% of the hex
ground, as follows: Deck (Surface-3,999 feet), Low (4,000-
is water (e.g., hex 3717) or enclosed by water (e.g., hex 5301)
9,999 feet), Medium (10,000-15,999 feet), High (16,000-18,999
then it is treated as a water hex and is a hazard to aeroplanes
feet) and Very High (19,000+).
attempting a forced landing. If players are in dispute as to
Altitude within an altitude band is tracked with Time to Climb whether a hex is land or water, flip a coin to settle the matter.
markers that vary in value based on aeroplane performance.
A hex with at least 50% Urban or Forest artwork is considered
an Urban or Forest hex otherwise they are considered Open
1.5 Dates land.
Bloody April scenarios represent battles that took place from
Example: Hex 2316 is Urban, but hex 2215 is Open, and hex
March through May 1917. Dates are usually listed by month
and year. 2008 is Forest but hex 1909 is Open land.
Example: Apr 17 is April 1917. Any hex that has road artwork run through it is treated as a
road hex.
The terrain type extends to the hexsides so that flights on hex-
2. Game Equipment sides are ‘in’ that terrain.
Scenario Planning Phase. Both players determine their down to the ground and removed from play if not destroyed
target(s) and plot the target hex(es) for their tasking(s) as [12.217]. Flights that will takeoff on the next game turn are
required. Log sheets are filled out [2.9]. placed on the map at their start aerodrome [11.1].
Air Deployment Phase. Both sides set up flights at readiness After the Admin Phase has finished, begin a new game turn.
at aerodromes or in the air if allowed [4.42].
Activation Phase. Both players may activate any AA con- 3.3 Completing the Scenario
centrations. The scenario finishes when the last German or British flight has
left the map, returned to its aerodrome or is destroyed, or when
3.2 During the Scenario both players agree to quit [4.5]. After completing the scenario,
During a scenario, resolve each game turn as follows: conduct the following phases:
Random Events Phase. One player rolls a die and if a one Recovery Phase. Roll for recovery of any remaining on-
(1) or less is rolled then an additional two dice are rolled for map flights [11.4].
a Random Event [6]. Random Event checks start on game Victory Phase. Players check for victory in the scenario
turn two and continue every game turn thereafter. [4.6].
Weather Phase. Every game turn follows this sequence:
Weather Event Sub-Phase. First if the game turn is a
multiple of ten (10) then roll on the Weather Table to see
4. Scenarios
what Weather Event occurs.
Design Note: While most of the scenarios try to recreate the
Wind Drift Sub-Phase. Check for wind drift every game order of battle and conditions for an historical date, exact
turn and adjust Flight, Dogfight, and Defensive Wheel data on flights that may not have been involved in combat
markers as appropriate. Drift of a flight (not Dogfight) are not listed.
may trigger an Archie attack and placement of a Barrage
marker. Each scenario provides the information required to set up and
play. Every scenario will be a Patrol or Show but some can be
Detection Phase. Conduct a Ground Observer Sub-Phase
combined and played as a Campaign [23].
and Visual Detection Sub-Phase.
Ground Observer Sub-Phase. Roll to detect undetected
flights.
4.1 Patrol or Show Scenario Format
The information in the scenario is as follows:
Visual Detection Sub-Phase. Flights within range may
attempt to Tally enemy flights [8]. Scenario Date. Date of the scenario. Certain aeroplanes,
weapons or capabilities may not be available on the given
At the end of the phase remove any previously placed Bar- dates. Check the Orders of Battle tables and ADC notes for
rage markers from Archie attacks [8.34]. date information.
Movement Phase. Flights enter/exit defensive wheels [10.5] Historical Outcome. This section provides background
and Spinning Flight effects are resolved [10.31] before ini- information on the scenario.
tiative chit draw. Draw initiative chits [9.1]. Flights move
in initiative order. During movement, flights may engage Time of Day. This lists at which time the scenario takes place
enemy air units [13.2]. During movement, (Advanced Rule) either during the day or at night [21], and the time block and
Dogfights may be activated and resolved or Bounced [13.41], number of game turns (using the 24 hour clock). If time of
AA/Flaming Onion may fire on moving flights [16.3, 16.33 day is later than 1900 (7 PM) but not designated as night
and 16.4]. Bombing attacks may take place [18]. Photo recon then Dusk conditions apply to visual sighting.
runs take place [12.216]. Flights that are landing are resolved Weather. Either a specific weather condition will be listed
[11.2] and if a crash landing occurs [11.4] it is resolved. or, more likely, players will be directed to roll on the Weather
(Advanced Rule) Any flights that are still locked in air-to-air and Wind Tables for the scenario month.
combat are removed to the Dogfight play aid and a Dogfight
Ground Setup. Listing of British and German ground units
marker is placed in their hex [13.41]
for that scenario.
Track Phase. Some detected or visually identified flights au-
Taskings. Taskings for both players will be listed and any
tomatically become undetected and some visually identified
specific parameters for the taskings.
flights may become detected. Flights with a Tally marker on
an enemy flight must roll to maintain Tally [20]. Flights may RFC Order of Battle. This lists the order of battle to be used
voluntarily drop a Tally on an enemy flight during this phase. for the scenario including the number of dummy air units.
The OOB also lists which aerodromes are active for the units.
Admin Phase. Recon tasked flights are credited with Pho-
tos taken [12.216]. Roll for Artillery Cooperation results DLS Order of Battle. This lists the order of battle to be used
[12.212]. Split flights [5.14]. Generate dummy counters for the scenario including the number of dummy air units.
[5.13]. Reload Ammo Drums [13.34]. Activate AA [16.2]. The OOB also lists which aerodromes are active for the units.
Observation Balloons that were under attack are winched Scenario Special Rules. This lists any SSRs that apply.
© 2012 GMT Games, LLC
6 Bloody April Rules Manual
Victory Conditions. This lists any changes or alterations All of the individual aeroplanes on the game’s counter sheets
to the standard victory conditions [4.6]. are part of the actual rosters of those Squadrons/Jasta units
(exception German FA/FA(A) and Schusta units are generic).
4.2 Planning Phases Most will be listed in the Taskings or SSRs for a particular
See the Sequence of Play [3.1] for the exact order in which scenario. A consolidated listing of all the British Squadrons and
planning functions must be completed. German Jasta units is available as free downloadable product
at www.gmtgames.com
4.21 Planning
The pilot/crew rosters can be used to populate your flights and
Each player plans the required flight route hexes for each task-
add a level of role playing to the game. NOTE: Not all pilot
ing and the game turn of entry for each flight. Players should
ranks are listed, especially for 2-seater crews. 2-seater crews
record these locations and timing on the log sheets.
are listed Pilot/Observer. Pilots with a rating of 0 or higher are
Aces or achieved Ace status during their career. Aircrew with
4.3 Flight Quality Generation a NR rating have to roll on the Flight Quality Table to get their
Design Note: Pilot quality is a decisive factor in combat as Aggression Value.
reflected in the Aggression Value. It is the product of each air
force’s experience and training. Notably Scout pilots may have 4.4 Set Up
a higher training level than 2-Seater squadrons. Scenario Setup general rules can be found in more detail on
page 9 of the Playbook.
The scenario will list pilot training levels for the forces on each
side: Trained, Regular, Veteran or Ace. When filling out the 4.41 AA Set Up
flight details on the log sheet, roll two dice for each flight on In the Ground Deployment Phase all AA upgrades and all non-
the Flight Quality Table, referencing the flight’s pilot training hidden AA concentrations (not AA points) must be set up on
level to determine the Aggression Value. Note the value on the the map, either active or inactive as desired [16.2]. 1/5 of the
flight log sheet. listed AA concentrations (fractions round down) may setup
hidden and inactive at the start of play.
4.31 Delayed Aggression Roll (Optional Rule)
Do not roll for a flight’s Aggression Value until the first time AA concentrations must be placed in any land hex. No more
the value is needed for air-to-air combat or a Wind-up check. than one concentration can be set up in a hex (so additional
AA cannot be stacked in a hex with another AA concentration).
4.32 Individual Flight Members
4.42 Flight Set Up
Players are encouraged to use the available unit rosters and
pick pilots/crews for each available slot within a flight. These In the RFC Air Deployment Phase and DLS Air Deployment
values will then be used if the flight breaks up into individual Phase the players place flights at aerodromes or already posi-
aeroplanes. The Aggression Value for these aeroplanes will then tioned in the air. Dummy flights may set up in the air, or at an
be the printed value or, if no value, the one rolled for individu- aerodrome. Dummy flights can take off like regular flights.
ally on the Flight Quality Table. Flights that start in the air near aerodromes are placed at any
altitude band (limited per the ADC) within three hexes of an
4.33 Highly Skilled Flight Leaders
active aerodrome (one that is in play for the scenario).
Flights that are led by highly skilled flight leaders defined as a
pilot or pilot/crew with an Aggression Value equal to or higher Only one flight from each aerodrome can start airborne unless
than the highest possible value for the unit’s pilot training level noted by SSR. All other flights from that aerodrome must take
will use that pilot or pilot/crew’s value in lieu of rolling on the off on game turn 1 or later.
Flight Quality Table. Some flights may have a lower value to All flights begin the scenario undetected.
represent a historical situation.
Example: If Manfred von Richthofen (+5) is leading a Jasta 11 4.5 Scenario Completion
flight (Jasta 11’s training level is Ace with a max +3 value) then The scenario is completed either when the last attacking flight
the flight is considered to have a +5 value unless von Richthofen has landed, or both players agree to end the raid because it is
has been shot down or separated from the flight. unlikely that there will be any more combats.
Example: 29 Squadron’s pilot training level is Regular. Its flight 4.6 Victory Conditions
leader’s Aggression Value of 0 does not classify him as a highly
At the end of a scenario, both the RFC and DLS players total
skilled flight leader as the maximum Aggression for Regular pilot
their Victory Points. The side with the highest point total is
training level is +2.
the winner.
4.34 Pilot/Crew Rosters
Design Note: These rosters are based on the historical pilots
and crews that fought during these battles. Some went on to
greater glory but most gave their life for their country in the
brutal skies over the Western Front battlefield.
5.12 Dummies
5. Air Units
Design Note: Dummy flights allow both sides to add a level of
Air units represent flights of between one and six aeroplanes, fog of war to a scenario and provide a means to mask locations
all of the same type. The number of aeroplanes in a flight is of real flights and aeroplanes. Without radar detection systems
determined by the scenario. both the British and Germans relied on ground observers to
report the location of enemy flights to allow some level of
5.1 Flights advanced warning. This is especially helpful for the Germans
Flights and Single Aeroplane counters have the characteristics who are at a numerical inferiority and must hold their limited
of the aeroplane that makes up that flight, as described on the numbers back until they are needed.
ADC [2.8]. Flight/Single Aeroplane counters have a front (or
forward) and rear edge. A scenario will allocate the RFC and/or DLS player a number
front edge of dummy flights. Dummies use generic counters. Dummies
pilot name contain no aeroplanes and only exist to confuse the other
aggression player. These will be moved as if they were real units. How-
value observer ever, they may not attempt to gain a Tally, engage or attack
squadron aeroplane type
enemy flights. Detected dummy flights are immediately re-
moved from the map. Dummies can be voluntarily removed
rear edge from the map at any time. Removed dummies can reappear
through dummy generation. During a turn, neither side is re-
Flight counters have a Squadron/Jasta designation and British quired to have its entire allotment of dummies on the map and
Squadrons and German Schusta/FA(A) units will also have a may keep unused dummies ‘in reserve’ for later use.
Flight Identifier. Single aeroplane counters have an historical
pilot/observer or ace name printed on the counter and single 5.13 Dummy Generation
aeroplane counters may include a preset Aggression Value. In the Admin Phase, if allowed by the scenario, one or both
This should be noted on the log sheet. The flight counter also player(s) may generate a dummy flight by placing it on the
indicates the specific type of aeroplane in the flight. map at any scenario listed aerodrome. Dummies may also
All flight/single aeroplane non-generic counters have two sides: be generated in the same hex and altitude band and with the
the visually identified side and a detected previously visually same heading as an Undetected generic flight counter. Only
identified side. Undetected generic flight counters (including other dummy
counters) generate dummies. Flights that have been Detected
5.11 Generic Counters [8.2] no longer generate dummies but can do so again if they
Design Note: Generic counters are used to conceal the true later become Undetected. Each flight counter may generate one
identity of air units. dummy every Admin Phase.
Until it is visually identified [8.31], a flight is represented on When a dummy counter is generated by a flight, that flight may
the map by a generic Undetected counter or a generic Detected secretly swap its current generic counter ID with that of the
counter. Generic counters are identified by a letter (German) dummy. A flight that swaps with a generated dummy loses any
or number (British). Players should note the letter/number of Tally it holds. Note the flight’s new counter ID on the log sheet.
each flight’s generic counter on the log sheet. Example: A flight using generic counter H generates a dummy.
Dummy counter B is placed in the same hex at the same altitude
and with the same heading. The player may choose to keep coun-
ter H as the flight’s generic counter, or adopt counter B instead.
He decides to swap the flight to counter B, making counter H
detected undetected
the new dummy.
No information is listed on a generic counter other than the
identifying alpha numeric. When a flight is visually identified, Dummies may be regenerated any number of times, but the
replace the generic counter with the actual flight counter. The players may never have more dummies than their starting al-
actual flight counter will continue to be used unless the counter lowance in play at any time.
is outside both Tally and Ground Observation range in which 5.14 Splitting Flights
case it would revert back to a Generic Undetected counter with
a new letter/number if desired. Design Note: This rule allows the player to send crippled or
dud engine aeroplanes home, freeing the rest of the flight to
continue with its mission.
A flight of two or more aeroplanes may split into two or more
flights in the Admin Phase. This may only be done if one or
more aeroplanes in the flight are crippled or have dud engine
effects. Add a new single aeroplane flight counter to the map
for each cripple and create a new flight log for the split flight(s).
Once flights are split they may not rejoin. 6. Random Events
One flight must comprise all the non-crippled aeroplanes. All Design Note: Random events cover facets of the air war that
the crippled aeroplanes must be generated as separate single can be modelled with an event versus a game rule to allow
aeroplane counters. All flights have the same ammo, endur- players to focus on the most important rules but still have
ance, ordnance, and tasking status as the original. Aggression
some thematic effects.
Values, if not present on the single aeroplane counter, must be
rolled for on the Flight Quality Table cross-referenced with the
Squadron/Jasta pilot training level. In the Random Events Phase (starting on the second game turn),
initially roll a D10 and if the result is a 1 or less then roll on
5.15 Stacking Flights the Random Events Table. This D10 is modified by the number
Two flights of the same nationality may stack together in the of Real/Dummy flights total from both sides that are airborne
same hex/hexside and altitude band (time to climb may be at the beginning of the game turn. For every multiple of 10
different) and they can move together as long as both flights flights airborne (fractions round down) for both sides, the DR
start and end in the same hex/hexside. Flights may only end in is modified by –2. There is a Flight tracking marker available
the same hex/hexside and at the same altitude if they declare to aid players in tracking the total number of flights airborne.
stacking and must move together on the next game turn. If the Place it on the game turn track.
two flights no longer want to move together after the first game
If a random event occurs, roll two dice and look up the result-
turn of stacking they must move separately during the Move-
ing event on the Random Events Table. Follow the instructions
ment Phase and cannot end in the same hex/hexside. This must
given there. Some Random Events may be excluded by SSR.
be declared prior to moving the flights and cannot consist of
partial movement of a flight then separating them.
Flights on the hexsides are not considered stacked with flights
fully on the hex although they may be attacked by flights in
7. Weather
either hex. Design Note: Weather had a profound effect on air combat
Stacked flights are not engaged as a single entity but must be in WW1. The pilots and crew were exposed to the elements
engaged separately. The attacking flight(s) select which flight in open cockpits with poor or non-existent instruments while
in the stack they will attempt to engage. attempting to navigate through atrocious weather and wind
In the rare situation where more than two flights of the same conditions.
nationality are stacked together, the owning player must move Weather effects in the game include Environmental Conditions,
excess flights to nearest hexsides to reduce stacking to two Line of Sight, Weather Change and Wind Drift.
flights per hex.
7.1 Environmental Conditions
5.2 Log Sheets Environmental conditions cover the entire map.
Each flight has a space on the log sheet noting the flight’s name,
7.11 Clear
generic counter, task, Aggression Value and various ordnance
and formation states. These states apply to all aeroplanes in No Weather Effects. Clear marker placed in Weather Box
the flight. In addition there are check boxes to note air-to-air 7.12 Mostly Sunny
weapons depleted and endurance expended in a tasking. Broken Cloud marker placed in Weather Box. Visibility
Log sheets should be filled out in the Planning Phases and the restricted between bands. A cloud layer exists between two
RFC/DLS Air Deployment Phase. altitude bands which makes visual detection [8.0, 8.3] tougher
(–4 DRM) between the bands. The altitude bands on either side
5.21 Aeroplane Boxes of the layer define it.
The log sheet has six boxes numbered one to six. Each box
represents the status of a single aeroplane in the flight. Example: A broken cloud layer at Deck/Low altitude
is considered to be between the Deck and Low altitude
Aeroplanes with empty boxes are operational and undamaged. bands.
A slash through a box indicates the aeroplane is damaged. A
crossed out box indicates the aeroplane has been crippled. A 7.13 Mostly Cloudy
crossed out and circled box means it has been shot down. Black Cloudy marker placed in Weather Box. Clouds affect the entire
out a box if the aeroplane does not exist in the flight. altitude band and block LOS.
Example: If the flight starts with two aeroplanes, black out NOTE: If a Cloudy marker occurs in the Deck band, flights
boxes three to six may still carry out their taskings (except Recon and Artillery
Cooperation) at Deck+0 and that altitude level is considered
Clear [7.11].
7.53 Dogfight and Defensive Wheel Drift Procedure 8.21 Special Detection Cases
During the Weather Phase, move a Dogfight and/or Defensive Any undetected flight that is successfully engaged (a hit is
Wheel marker one or more hexes based on wind speed and achieved whether causing damage or not) by anti-aircraft (Ar-
direction as determined by the scenario setup rules, Weather chie) artillery and/or conducts a ground attack (e.g., Balloon
Table or by random event. Dogfights and Defensive Wheels only Busting, Strafing, Bombing) will automatically have their de-
drift if the wind will move them completely one or two hexes. tection status changed to detected. The defending player must
Dogfights and Defensive Wheels never gain a +.5/–.5 marker. provide information on the flight as per [8.33] but the flight is
not marked with the actual flight counter unless visually identi-
Example: If the wind is out of the northwest at 30 MPH then
fied by another aeroplane [8.3].
each Dogfight marker on the map is moved 1 hex southeast. If
the wind was only 15 MPH then the marker would not drift.
8.3 Visual Sighting
Design Note: Detected flights allow a player to know that there
8. Detection is flight activity in his area but visually sighting them gives him
exact information on altitude, numbers and type and makes
Design Note: The detection of enemy flights is vital to combat. for the highest probability engagement roll.
Detection is the product of many factors, from ground observa-
tion to detection in the air. A player may make a visual sighting detection roll for each
enemy flight within five hexes (each altitude band difference
between flights adds one to the range) and Line of Sight [7.3]
8.1 Detection States of each friendly non-dummy flight (Dummy flights may not
Airborne flights will be in one of four states; Undetected, attempt Tallies). Choose an eligible friendly flight to make
Detected, Visually Sighted (VID) and Detected Previously the sighting attempt. The owning player must decide in what
Visually Sighted. Undetected flights can be real or dummy. order to attempt visually sighting as the first success will be the
Detected flights are real flights that have been spotted by ground flight that they visually sight (Tally) (i.e., each flight may have
observers or have attacked ground targets and may be engaged only one Tally marker on the map). Roll two dice and apply
in air-to-air combat at a reduced probability of engagement. the Visual Sighting Modifiers. If successful, mark the enemy
Visually sighted flights have been detected (Tally) by airborne flight with a Tally marker that matches the searching flight.
flights and may be engaged in air-to-air combat with the high-
est probability of engagement. Detected Previously Visually NOTE: The order of visual sighting rolls and their results may
Sighted flights are flights that had been visually sighted but influence subsequent attempts by other flights.
are no longer under a Tally marker and have been flipped to Example: “10” Flight is a formation from 56 Squadron flying
the reverse side of the actual flight counter. SE5s and is within four hexes of an undetected enemy flight.
“10” Flight attempts to visually sight the enemy flight and is
successful marking the enemy flight with the Tally “10” marker.
Any other attempts on this enemy flight by other flights will no
longer have Undetected –3 DRM.
Visual ID Detected
Do not roll for visual sighting at night [21.12]. If a scenario
Previously VID
time of day goes beyond 1900 pm but is not designated a night
scenario then Dusk conditions apply which will reduce visual
8.2 Detection of Flights sighting to two hexes. Aborting flights may attempt visual sight-
Design Note: Detected units have been located and friendly ing and should do so to avoid being attacked easily. Aeroplanes
units alerted to their presence. The Germans in particular in spinning flight may not visual search.
had a highly dedicated group of ground observer stations that 8.31 Visual Identification
reported via telephone to the Jasta units when enemy flights
Flights use generic flight counters (Undetected) or flip side of
had crossed over the front.
generic flight counter (Detected) [5.11] until they are visually
Each Detection Phase, both players roll two dice for each un- identified, at which point they are replaced with the actual flight
detected enemy flight on the map that is within detection range counter. Flights not visually identified during the detection
(consult the Detection Table play aid). Calculate the range and phase become visually identified if the flight enters air-to-air
modify the roll by the applicable DRMs. The result will be No combat.
Effect (the flight remains undetected), or Detection. Detected Flights cannot be visually identified at night [21.12].
flights have their generic Undetected counter replaced with the
Detected side of their flight counter. If the detected flight is a 8.32 Effects of Visual Identification
dummy, remove it from the map [5.12]. Flip the flight counter to its visually identified side.
In addition to regular detection rolls, players may make visual Identified flights cannot generate dummies [5.12]. The owner
sighting (Tally) attempts [8.3] against enemy flights that will allow of the identified flight must give Visual ID information to his
them a greater probability to engage that flight in air-to-air combat. opponent [8.33].
8.33 Visual ID Information Flights stacked together that will be moving together count as
Players keep the information on their log sheet secret from their one flight for initiative use but count as two flights for overall
opponent. However, if a flight is visually identified [8.32], the force size. Play passes back and forth between the players
following information must be given: until all flights and Dogfights on the map have moved or been
activated. Drawing a “0” chit immediately passes play back to
a. The total number of aeroplanes. the other player without moving any friendly units.
b. The type of aeroplane. No flight may move or Dogfight activate more than once per
c. The actual altitude of the flight in feet. Movement Phase. If all flights on one side have moved or there
are no Dogfights to activate, play passes to the other player who
d. The number of damaged and crippled aeroplanes.
must move all remaining flights or activate Dogfights. (No chit
8.34 Removal of Barrage Markers draws necessary.)
Any Archie Barrage markers are removed at the end of the 9.21 Non-Chit Pool Usage
Detection Phase.
For game turns where flights have not crossed the trench lines
[1.3] and are at least 10 hexes or more from an enemy flight
there is no chit pull required. The German player will move all
9. Initiative of his flights and the British player will move all of his flights.
If at the start of any game turn, any flight has crossed the trench
Design Note: Air battles are fluid and dynamic. The initiative line then a normal chit pull sequence occurs.
system models this ‘organized chaos’.
9.22 Large Force and Small Force Chit Pools
At the beginning of each Movement Phase, the German player
Use the Large Force side for 10 or more flights and Small Force
will decide whether to move first or second. Once this decision
side for 9 or less flights. Force size is calculated separately for
has been made the RFC and DLS players alternate movement,
each side. All airborne flights (including dummies) count for
the number of aeroplane flights moved being determined by
the force pool size. All flights that start the turn on the ground
the draw of initiative chits.
are not considered for the force pool count until they become
airborne (e.g., they will count towards your total during the
9.1 The Chit Pool next game turn).
The DLS and RFC players maintain a ‘chit pool’ consisting of
numbered initiative chits, usually kept in a cup or other opaque Example: The RFC player has 10 flights in play, he will use the
receptacle. Large Force side. The DLS player has 3 flights in play, he will
use the Small Force side. The DLS player is the defender and
Chits are drawn from the pool during play. The chits are double- decides that the RFC player will go first. The RFC player draws
sided with a Large Force side and Small Force side. The player a “3” initiative chit. He moves three RFC flights. Play passes to
checks the value on the appropriate side. After a chit has been the DLS player. He draws a “0” chit. The DLS player does not
drawn and flights equal to the chit value have moved, it is im-
move any flights and play passes back to the RFC player.
mediately placed back in the cup.
The RFC player now draws a “4” chit. He must move four RFC
9.2 Drawing Initiative Chits flights. (These can’t be flights that have already moved.) The
DLS player now draws a “1” chit, which means he must move
Design Note: The proximity of the ground observers gives a single DLS flight.
the defenders an edge. They get to choose to move first or
After the DLS flight has moved, the RFC player draws a “5” chit.
second. The RFC doctrine as set forth by their commander in
However, he only has three unmoved flights remaining. So the
chief Hugh Trenchard was to be on the offensive and take the
RFC player moves the three RFC flights and immediately passes
fight to the Hun. The German player will be on the defensive.
play to the DLS player. Since all the RFC flights have moved,
The player for the side that moves first draws an initiative chit the DLS player does not need to draw again. He just moves his
from the pool. The chits are double-sided with a large force remaining two flights.
side and a small force side [9.22]. The resulting value is the
number of flights (real or dummy) the player must move and/
or the number of Dogfights where the player is the attacker or
bouncer that he may activate. The player may choose which
flights to move or Dogfights to resolve and in which order.
Once flights/Dogfights equal to the chit value have moved or
been activated, play passes back to the other player who must
draw a chit and move the requisite number of flights or activate
Dogfights. Chits are returned immediately to the pool after they
are used and could be drawn again.
10.3 Movement Dangerous Dive Limitation: Some ADCs may list a Dan-
gerous Dive Limitation. If these aeroplane types attempt
10.31 Movement Types
to dive at their max dive speed they risk structural damage
The movement type must be selected at the beginning of the or even structural failure. At the end of each movement
turn. Flights cannot mix and match different movement types segment where they dove at max dive speed, roll a D10.
and the entire game turn’s movement is executed with the one On a (1-4 no effect), (5-7 damaged), (8-9 crippled), (10
selected movement type: aeroplane destroyed (crew KIA)). Use random selection
• Level Flight. Move one hex straight ahead for each MP to determine which aeroplane within a flight is affected by
allowed. On entering a hex the flight can make a free turn the result.
up to the allowance indicated on the Turn Table [10.32]. A • Gliding Flight. Gliding flight is not a selectable
flight may also use one MP to turn up to the flight’s maxi- movement type but can be forced by damage or
mum turn value without leaving the hex [10.32]. Flights in the aeroplane type exceeding its endurance. Mark
level flight will maintain their current time to climb marker the aeroplane with a Dud Engine marker. Dive
(i.e., they do not gain or lose altitude). one altitude band using Dive Speed minus two (Speed is
• Climbing Flight. Climb one increment after the expen- considered to be this value plus 1 for AA DRM purposes).
diture of any MP during the game turn (i.e., increase the On expending a MP the flight can make a free turn up to
Time to Climb marker by one). After each MP expended the allowance indicated on the Turn Table. A flight can
the flight can make a free turn minus 30 degrees. If the select any allowable value for its Time to Climb marker
flight has completed the required time to climb to the next for the new altitude band that it dived into. If starting in
altitude band it can be marked with the next higher altitude the Deck altitude band, the aeroplane will crash land [11.4]
band marker (i.e., Low replaced by Medium) otherwise at the end of movement if not finishing its movement at an
continue to mark it with the appropriate Time to Climb aerodrome.
marker incremented one tick. A flight that selects climb- Exception: BE2 aeroplanes are so inherently stable that
ing flight uses the same maximum speed settings as Level they have a minimum Gliding Flight speed of 2.
flight but has its total MPs reduced by one to represent the
vertical component of its flight movement. Mark the flight NOTE: A flight in Gliding Flight has its Manoeuvre rating
with a Climb marker if the possibility exists for the flight reduced to one.
to be engaged to denote the reduction in Manoeuvre rat- • Spinning Flight. Spinning flight is not a select-
ing. A flight may also use one MP to turn up to the flight’s able movement type but can be forced upon a
maximum turn value without leaving the hex [10.32]. single aeroplane due to damage or by a volun-
Example: A Sopwith Pup in the Medium band has a Max tary disengagement from a Dogfight (Spin Out
Level Speed of 3.0. If it selected Climbing flight its Climb [13.423]). Mark the aeroplane in spinning flight with a
Speed would be a value from 1.0-2.0 MPs and only those Spinning Flight marker. Flights in spinning flight are
resolved in the Movement Phase prior to drawing initia-
reduced MPs would count for movement and turning and
tive chits.
any Archie DRMs.
Roll a D10 and add the pilot’s Aggression Value and a
• Diving Flight. Dive to a lower altitude within the cur- damage modifier (–1 DRM Damaged/-2 DRM Crippled)
rent altitude band (i.e., lower Time to Climb value) or and/or Spinning Flight Tendency modifier (ADC) to the
one complete altitude band lower using Dive Speed MPs. die roll. If the aeroplane has been spinning for more than
Altitude change is considered to occur after expenditure one game turn add a +1 DRM to the recovery roll. If the
of last MP. On expending a MP the flight may make a free result is greater than or equal to five, the aeroplane is no
turn up to the allowance indicated on the Turn Table. If longer in Spinning Flight and may select any allowable
the flight dives into a lower altitude band then the flight movement type on the next game turn. Remove the Spin-
must subtract one MP from its total MPs to represent the ning Flight marker if the recovery attempt is successful,
vertical component of its flight movement, otherwise the place a Manoeuvre marker [10.33] and conduct a Wind Up
flight’s MPs are equal to its Dive Speed. check [15.1]. Recovery altitude is Band+0 of the altitude
A flight can select any allowable value for its Time to Climb band recovery occurred.
marker for the new band that it dived into or a lower value If unsuccessful, the aeroplane in spinning flight will not
within the band it started in. A flight can also use one MP to move normally but will stay in its start hex and by rolling
turn up to the flight’s maximum turn value without leaving a D10 will change its facing the number of times equal
the hex [10.32]. to the die roll, direction picked by the owning player. A
For AA attack purposes, the flight’s speed is considered to flight will decrease altitude by one altitude band to the new
be the total Dive Speed. altitude band+0 Time to Climb. If at Deck+0 altitude and
recovery is not made then the flight crashes and the crew
Example: A flight diving one altitude band has a Dive Speed
is killed.
of 4MP – 1MP for diving an altitude band. Any AA attacks
on the flight would use the 4MP DRM as the total speed but Spinning Flight Tendency: Some ADCs may list an addi-
the flight is only moving 3MP horizontally. tional positive or negative DRM that will be applied when
attempting to recover from Spinning flight.
© 2012 GMT Games, LLC
Bloody April Rules Manual 15
Flights in a defensive wheel do not expend MP. The player can- 10.71 Navigational Error (Advanced Rule)
not move flights in defensive wheels or count them toward the If an altitude band is completely covered with Clouds, flight
number of flights moved for initiative purposes. If stacked flights within that altitude band risks disorientation. At the end of a
are eligible to enter a defensive wheel then each flight becomes movement segment that started and ended within a Cloud band,
a separate defensive wheel in the hex (keep a sidenote as to which roll a D10. If the flight turned 30 degrees modify this roll by –2
flight applies to each defensive wheel). Flights in a defensive DRM and a turn of 60 degrees or more by –3 DRM. On a modi-
wheel are subject to wind drift [7.53]. fied result of 0 to 1 a navigational error has occurred. Conduct
Note: Flights tasked with Recon or Artillery Cooperation that a scatter check [15.2] and mark the flight with a Manoeuvre
enter a Defensive Wheel cannot perform those taskings during marker. If the modified result is less than 0 then one aeroplane in
game turns spent in a Defensive Wheel. the flight has entered a spin. Use random selection to determine
which aeroplane within the flight has entered a spin and follow
10.52 Defensive Wheel Benefits the Spinning Flight rules for that aeroplane [10.31].
Flights in a defensive wheel have no heading. All arcs are
treated as the forward arc for combat purposes. NOTE: BE2 aeroplanes may only enter a spin by Navigational
Error which simulates the aeroplane being flown in an unusual
Flights in a defensive wheel never suffer the penalties of dis- attitude causing loss of control.
advantage and attackers can never claim surprise against them
[13.232]; they do not scatter and cannot be marked with a
Manoeuvre marker. They use their Manoeuvre rating as listed
on their ADC.
11. Aerodrome Operations
10.53 Exiting Defensive Wheel 11.1 Take off
A flight may exit a defensive wheel formation at the beginning Taking off from an aerodrome is a two game turn process. On
of any Movement Phase, before any flights on the map move. the first game turn of take off, place the flight on the aerodrome
To exit, remove the marker from the flight. The flight may face hex that it is taking off from and mark it with a Deck +0 Altitude
in any heading desired. The flight can now move normally in marker. On the second game turn of take off, the flight may
that Movement Phase. now move in level flight at Deck Speed –2 or 1MP whichever
is greater and is still considered to be at Deck +0 for time to
10.6 Flight Abort climb (Wind Drift does not affect the flight on this game turn).
Design Note: Sometimes flights ‘abort’ or get “Wind Up” and During the second game turn of take off the flight may do free
break for home and safety. turns but is restricted as if it is climbing (60 degrees max free
turn) and may increment its Time to Climb marker [10.14] by 1
Flights abort as a consequence of random events, a wind up if free turning 30 degrees or less for the game turn. On the third
check, damage, lack of ordnance or depletion of air-to-air am- game turn, the flight may freely select Level or Climbing Flight
munition. The player may choose to abort a flight at any time. type. Endurance used for all flights during take off is 2 Endur-
Note the abort state on the flight log sheet. Optionally, use an ance points for the two game turn process (1 per game turn)
Abort marker to mark the flight.
11.11 Takeoff Direction (Optional Rule)
Any flight that aborts may move freely, unrestricted by the
Aeroplanes must take off into the wind. Depending on the
flight path rules. Aborted flights cannot initiate air-to-air combat
current wind direction, on the turn of take off the flight must
or conduct air-to-ground attacks and must jettison all bombs
be placed facing opposite the wind direction or any heading if
[18.11]. There are no specific restrictions on aborted flight
the wind is calm. For aerodromes that are on the map border,
behaviour because there are too many variables that would
use any legal heading for take off if the wind direction would
influence it, but an aborted flight should avoid all combat and
cause the take off to go off the map.
attempt to land at an aerodrome owned by their side [11.0].
Players should attempt to land at the flight’s home aerodrome 11.12 Takeoff Attrition (Optional Rule)
but due to damage or lack of endurance any aerodrome on their Design Note: WW1 era aeroplanes were not the most reliable
side of the lines can be used. aeroplanes and many an Ace was lost not to combat but to
engine malfunctions or other flight related mishaps.
10.7 Flight Navigation
Roll a D10 for every flight taking off at the end of the first game
Flights may be required by their tasking to predetermine start turn of take off. On a result of one (1), that flight has suffered
and end hexes (Offensive/Line Patrols). Bombing flights must an engine malfunction (apply a –1 DRM if the flight’s size is
predetermine their bombing hex. Recon flights must predeter- four or more). Roll a subsequent D10 and on a result of 1-3,
mine which hexes they will attempt to photograph. The hexes one aeroplane has crashed. Roll for crew survival. On a result
are determined during mission planning and players should of 4-10, the aeroplane has recovered successfully but is out of
write them on their log sheets or use another written method the scenario.
to prove to their opponent which hexes were used to fulfil their
taskings. Other than these hex requirements, flights are not
restricted in routing to get to their required tasking’s hex(es).
12.214 Contact Patrol Legal hexes for Recon are any Enemy Trench line, Road, Rail,
Any flight size from one to six aeroplanes may be assigned a Town, Aerodrome or Open (non-wood) hex. Once a Recon
Contact Patrol (CP) tasking. A Contact Patrol is flown at the flight has landed they will roll on the Photography Plate Table
Deck band and requires the flight to overfly ground units to to see how many VPs they scored based on the number of hexes
determine whether they are friendly or hostile. To identify a photographed and whether the flight suffered any damage.
ground unit, the flight must spend an additional MP in the hex to Flights assigned a Recon tasking must assign which aeroplanes
conduct the spotting. After the MP is expended, the ground unit in the flight are equipped with cameras and mark that info on
is flipped over from its generic side to show its type (Infantry, their log sheet (to be revealed to opponent only after the mis-
Cavalry or MG). Contact Patrols score VPs by the number of sion). All other aeroplanes in the flight are escorting the camera
friendly forces spotted. A flight must return to its home aero- equipped aeroplanes.
drome or another friendly aerodrome for VP credit to be scored.
Most aeroplanes are limited by the 15,000ft restriction or their
12.215 Close Escort Service Ceiling but some aeroplanes may be able to fly higher
Any flight size from one to six aeroplanes may be assigned a for Recon as denoted on their ADC.
Close Escort (CE) tasking. A Close Escort tasking will have an
German recon flights normally had one aeroplane from the FA
associated Bombing tasked flight that they will escort either to
or FA(A) units and one aeroplane from a Schusta unit escorting
or from the bombing location or some portion of the Bombing
it. The German player denotes on his log sheet which aeroplane
tasked flights route as listed by SSR. Close Escort flights may
is camera equipped and which is an aeroplane assigned to a
move when their Bombing flight moves as a single initiative
Schusta. Formations with Schusta aeroplanes get a modifier
order (i.e., Stacked [5.15]) or move separately but remain within
on disengagement.
one hex of the Bombing flight by the end of movement phase.
Prior to moving, a Close Escort flight can break off from their Example: A flight of 4 FE2bs are on a Trench Recon tasking and
escorted flight and attempt to engage an enemy flight but at aeroplanes #3 and #4 have cameras. During air-to-air combat
that point they are no longer considered a Close Escort and will aeroplane #3 was shot down but aeroplane #4 made it home
move separately on subsequent game turns. Both flights still safely. VPs for Recon would be rolled for only one aeroplane on
move on one initiative order for the game turn they split up. the Photography Plate Table.
Flights can move together later if they meet stacking criteria
again [5.15]. 12.217 Balloon Busting
Any flight size from one to six aeroplanes may be assigned a
12.216 Recon
Balloon Busting tasking. Balloon Busting can only take place
Any flight size from one to six aeroplanes may be assigned a at Deck or Low altitude based on the Balloon height. Balloons
Recon tasking (Maximum of two aeroplanes equipped with have an increment of 1,000ft per Time to Climb marker. The
cameras). The other non-camera equipped aeroplanes in the owning player can set Balloons at Deck+2 (2,000ft), Deck+3
flight are providing escort to camera equipped aeroplanes. There (3,000ft) or Low+0(4,000ft). This altitude is set at the scenario
are two types of Recon—Trench Recon and Long Range Recon. start and will not change other than to lower the balloon due
Trench Recon consists of one or more aeroplanes equipped with to engagement.
a camera taking photographs of target hexes within three hexes
of the current trench line. Long Range Recon consists of one Aeroplanes without Le Prieur or Buckingham ammunition will
or more aeroplanes that fly behind enemy lines (beyond three only destroy a Balloon with a shot down result. Aeroplanes
hexes of the current trench line) to report on troop concentra- with Le Prieur rockets or Buckingham ammunition can destroy
tions and enemy movements or other items of interest to Higher a Balloon on a crippled and/or shot down results. Attacking
HQ and will usually have the flight fly to a specific hex versus aeroplanes must have a Tally on the Balloon prior to attempting
a range of hexes. to engage it (note: Balloons are never considered Detected—
they are either Undetected or Tallied). Aeroplanes can only
Each camera equipped aeroplane may attempt to take a maxi- make one attack attempt per Balloon as the Balloon will be
mum of 10 hexes worth of photos or as directed by SSR. The pulled down to the ground during the Admin Phase of the turn
hexes flown over for photography must be over flown straight an engagement is attempted whether it was successful or not.
and level and only MPs used without turning can be used to Balloons are considered to have a Manoeuvre rating of two
take a photograph. Hexsides are not valid for photography, for Manoeuvre determination due to their difficulty to hit and
only full hexes. an Aggression rating of 0. Balloons are not considered flights
Example: A flight may enter a hex without turning on the 1st and do not incur the –3 DRM for being Undetected during the
MP, and take a photo then use the 2nd MP to turn within the hex Visual Sighting Phase.
up to its turning limit. 12.218 Trench Strafing
Recon aeroplanes that are damaged by AA or are engaged in Any flight size from one to six aeroplanes may be assigned a
combat do not count any of the hexes flown over for total pho- Trench Strafing tasking. Trench Strafing can only occur at Deck
tographed hexes during that game turn. Damaged aeroplanes altitude. Trench Strafing occurs in the target hex and is rolled
can continue with the tasking on a subsequent game turn. on the Air-to-Ground Table for determination of hit success.
Legal targets are enemy ground units (but not Balloons). Some
Determine if hexes flown over were valid during the Admin other targets may be designated by SSR such as road/railway
Phase (players may keep a side log of this on their log sheets). intersections.
Roll two dice on the Engagement Table and modify as indicated. The value obtained from the Manoeuvre Table is the number of
If the result is equal to or greater than the engagement value, shot opportunities the flight has. Shot opportunities are resolved
the flight engages the enemy. using the shot resolution system [13.32].
13.231 Engagement Roll Modifiers If a flight has no air-to-air weapons it may not roll for Manoeu-
Aggression Value applies to the flight making the roll. “Target” vre or take shots at enemy flights.
modifiers are applied to the enemy flight. 13.32 Shot Resolution
13.232 Engagement Results (Non-Dogfight) Design Note: The high manoeuvrability of the aeroplanes and
There are four possible results of the engagement roll: limited range of the weapons made shot attempts very hard to
a. If the attacker engages but the defender does not, combat come by against an aware opponent. Aeroplanes with multiple
commences. The attacker has surprise and the defender is weapons may let fly with everything they have.
disadvantaged. To resolve a flight’s shot, select a weapon or weapons to shoot
b. If attacker and defender both engage, combat commences with, roll two dice and modify this before consulting the Shot
but there is no surprise or disadvantage. Resolution Table.
c. If neither attacker nor defender engages no combat takes Shots from both sides are considered to occur simultaneously
place (do not resolve combat or post-combat effects) and and are resolved in any order as determined by the players.
the attacker/bouncer continues its movement, remaining at Allocate and apply damage [14.1, 14.2] after all shots have
its original altitude. been rolled. A player may refuse to roll for a shot if he wishes.
d. If the defender engages but the attacker does not, the de- Example: An SE5 flight has two shots. The first succeeds in
fender can choose to commence combat. There is no surprise shooting down the last aeroplane in an enemy flight. The second
or disadvantage. shot can be refused.
The defender cannot commence combat if it has no air-to- 13.321 Rear Gun Equipped Flights Shot Exception
air weapons, has aborted or is marked with a Manoeuvre
Design Note: Disengaging aircraft have positioned themselves
marker, or participated in air-to-air combat earlier in that
to attempt to run away from a fight which may allow rear gun-
Movement Phase.
ners better opportunities to get shots off.
If the defender does not begin combat, treat this as result c.
above—no combat takes place. In a dogfight, flights equipped with a rear firing gun(s) may roll
for shots (if ammo remaining and gun(s) not jammed) equal to
NOTE: Once combat begins, remove any Tally markers the one half the attacker’s shots rounded down on combat rounds
flights involved have on the map. They are too busy fighting where they failed a disengagement attempt. Shot total cannot
to watch for other flights outside of their combat. exceed the number of undamaged aeroplanes in the flight.
13.24 Surprise and Disadvantage 13.33 Ammo Depletion
The engagement roll may give the attacker the advantage of Design Note: A shot can represent one burst or all of an
surprise and bonuses in combat. The defending flight may start aeroplane’s remaining ammo. Depletion also models weapon
the engagement disadvantaged, resulting in penalties to combat jams which cannot be repaired until the aeroplane is back on
and wind-up. the ground, a fairly common occurrence in WWI.
Defensive Wheels never suffer disadvantage penalties and at-
After all shots in a combat have been resolved, roll one die for
tackers can never claim surprise against them [13.232].
each flight that resolved a shot. (Roll per flight that took a shot
and not per shot taken.)
13.3 Combat
Look up the depletion number of each weapon used to shoot.
Combat as a result of engagement commences at the defend-
If the result is less than its depletion number, that weapon’s
ing flight’s altitude and uses up all of the attacking flight’s
depletion number is increased by twice the number of shots
remaining MPs. All flights involved in a combat are visually
taken otherwise the depletion number is increased by the
identified [8.31].
number of shots. If a weapon’s modified depletion number is
13.31 Manoeuvre greater than or equal to 10, the weapon is depleted and can no
Design Note: To shoot, a flight has to manoeuvre into a good longer be used in combat [13.3]. If it was an Ammo Drum then
shooting position, usually right on the enemy aeroplane’s tail. that Drum is depleted and a new Ammo Drum can be loaded
This is difficult if the enemy is manoeuvring to avoid the shot. during the Admin Phase for guns manned by an observer or if
a single seat aeroplane when it attempts to disengage [13.42].
Each attacking and defending flight in a combat rolls for Ma- Any future depletion rolls will then be subjected to the new
noeuvre. Roll two dice, modify as indicated and consult the modified depletion number until the weapon is depleted (value
Manoeuvre Table, cross-referencing the roll on the Air-to-Air 10 or higher and/or no Ammo Drums available) unless a new
Column with the number of undamaged aeroplanes in the flight. Ammo Drum was loaded which resets the depletion number to
Exception: Always use the 1 aeroplane column if rolling for a that of the new Ammo Drum.
Defensive Wheel [10.5, 13.44].
13.34 Ammo Drum Reload disengaging flight has a higher total they are successful and
Some aeroplanes have guns that are fitted with ammo drums will Disengage from the Dogfight, after the Attacker rolls
that can be changed in flight. Ammo drums will be listed as on the Manoeuvre Table.
XdY (X is number of drums and Y is the depletion number for Example: A flight of 3xSopwith Pups from 66 Sqn are at-
that drum) on the ADC. Once the last ammo drum is depleted tempting to disengage from 5xAlb DIIIs from Jasta Boelcke.
that weapon is out of ammo. Ammo drums cannot be reloaded The Pups Aggression and Manoeuvre Ratings are +2/+8
during a Dogfight unless the flight attempts to disengage. and the number of undamaged aeroplanes is 2 (1 Pup is
Whether the disengaging flight succeeds in disengaging or damaged) so they have a total DRM of +12. The Albatri
not does not matter and the ammo drum would be reloaded. have Aggression and Manoeuvre Ratings of +3/+6 and 5
Otherwise an ammo drum can be reloaded during the Admin undamaged aeroplanes for a total DRM of +14. If the Pup
Phase of any game turn.
flight rolls a 4 and the Albatros flight rolls a 1 then the Pup
Exception: Rear gunners/observers may reload an ammo drum flight has disengaged (Pup total 16/Albatros total 15) and
during the Admin Phase even during a Dogfight. the Albatros flight rolls on the Manoeuvre Table with all ap-
plicable Dogfight Manoeuvre DRMs including disengaging
13.4 Special Combat Rules success. If the total was higher in favor of the Albatros flight,
The following rules cover special combat situations and Ad- then the Pups must remain in the Dogfight and the Albatros
vanced and/or Optional rules which should only be used by flight would roll on the Manoeuvre Table with all applicable
experienced players as they add complexity and play time. Dogfight Manoeuvre DRMs including disengaging failure. In
both cases, the Pups would not roll on the Manoeuvre Table.
13.41 Dogfight (Advanced Rule)
Design Note: As the speeds of modern aeroplanes increased d. If the Attacker (only) attempts to Disengage (following
the amount of time spent in a dogfight decreased tremendously, the procedure in c. above) and fails, and the Defender did
however, in WW1 some dogfights could last 15-20 minutes as not declare disengagement then the roles of Attacker and
the aeroplanes manoeuvred violently and had to get very close Defender are switched [13.421].
to their adversary to score hits. e. If the Dogfight continues, both sides roll on the Manoeuvre
Table with the following modifiers: (Aggression/Manoeuvre
A Dogfight marker is placed on any fight which is not completed
Rating/Disengaged Attempt Result (if attempted)/Fatigue).
in one game turn. Combat will end in one game turn either by
Combat is then resolved normally. Fatigue is calculated
both flights running out of ammo or one side shot down or un-
with a –1 DRM every 3 game turns in a Dogfight with a
able to continue the fight due to damage. If a Dogfight marker is
max (–3 DRM) at 10 game turns. Dogfight Fatigue is –1
located in a hex then on subsequent game turns both sides will
(Turns 4-6), –2 (Turns 7-9) and –3 (Turn 10). See Dogfight
have to decide whether to continue to fight or disengage. The
Manoeuvre Table.
maximum amount of game turns that the same two flights may
be in a dogfight is 10 game turns. If 10 game turns have occurred Special Dogfight rules: Dogfights have no speed but can be
both flights are auto-disengaged at the start of the 11th game affected by wind during the Wind Drift Sub-Phase and will drift
turn as per Step b. below, otherwise follow the sequence below: as applicable [7.53]. Dogfights lose one Altitude band after
every five game turns until the fight is at Deck altitude at which
a. Both sides declare whether to continue the Dogfight
time no further altitude loss occurs. When dropping a band the
or Disengage; Defender declares first, Attacker next then
Dogfight will drop to Band+0. Any Dogfight that drops into an
Bouncing flight if present. If all the Attacker aeroplanes are
Altitude Band with Clouds in that band (not Broken Clouds)
damaged then the Defender is automatically disengaged. If
or Fog will end. All flights in the Dogfight will then follow the
all the Defender aeroplanes are damaged or crippled they
Post Combat procedure [15.0].
must attempt to Disengage even if the results would be an
automatic failure. 13.42 Disengagement
b. If both sides declare Disengage then the Dogfight is over Disengaging flights do not roll for Manoeuvre and take no shots
and both flights are placed back on the map in the current whether their attempt to Disengage was successful or not (see
location of the Dogfight marker and follow the Post Combat [13.321] for special shot exceptions for flights with rear firing
Procedure [15]. guns). Flights attacking a successful disengaging flight apply
the disengagement success (–4) modifier to their Manoeuvre
c. If only the Defender declares to Disengage then there will roll. Flights attacking an unsuccessful disengaging flight apply
be a check made whether they are successful by first compar- the disengaging failure (–2) modifier to their Manoeuvre roll. A
ing their Level Speed then Dive Speed for the current Alti- successful disengaging flight does not scatter but is marked with
tude band against the Attacking flight. If their Level Speed a Manoeuvre marker after combat [15.2]. However, if both or
or Dive Speed is greater than the Attacking flight then the all flights disengage then they all are scattered and marked with
disengaging flight will escape after the attacker rolls on the Manoeuvre markers. Disengaging flights also apply a modifier
Manoeuvre Table using all applicable Dogfight Manoeuvre to their Wind Up Table roll. Any disengaging flight that does
DRMs including Disengagement Success [13.42]. Otherwise not scatter may be placed on the map at a TtC value equal or
add the Aggression Level and Manoeuvre Rating and the lower within the band that the combat or dogfight took place
number of undamaged aeroplanes in each flight as a DRM. that is a legal value for the aeroplane.
Both sides then roll a die and add their total DRM. If the
© 2012 GMT Games, LLC
Bloody April Rules Manual 23
13.421 Dogfight Role Reversal a. The Defender in the Dogfight must declare whether to
If the attacker in a Dogfight attempts to disengage, then the Disengage or stay and fight.
defender (if they did not declare disengagement) can allow the b. If the Defender states Disengage then the Attacker must
attacker to disengage. If so, the defender would no longer be declare whether he will stay and fight with the Defender
threatened and both flights will scatter and have a Manoeuvre or let him automatically disengage. If the Attacker lets the
marker placed on them. Otherwise the attacker would have to Defender auto-disengage, then the Attacker does not get a
check [if faster, it may not need to roll] for disengagement and shot on the disengaging Defender whether the Bouncer suc-
if they failed that roll, the attacker and defender positions on cessfully engages or not.
the Dogfight play aid are swapped and a new round of combat
is conducted normally. c. The Bouncer then rolls for Engagement using either the
Tally or Detected column. If successful and the Defender
13.422 Schusta Special Disengagement Rule (Advanced Rule) did not disengage, continue on to Step e. Otherwise, if the
Design Note: The Schusta aeroplanes were tasked with pro- Attacker allowed the Defender to disengage, then the At-
tecting the recon and artillery tasked aeroplanes from enemy tacker must attempt to engage the Bouncer on the Detected
attack and would do everything possible to tie up the enemy column. If successful they spot the bounce and are not sur-
and allow the more valuable aeroplane to get away. prised otherwise they are surprised. In either case slide the
Bouncer to the Attacker slot on the Dogfight play aid and
German FA or FA(A) units that have a Schusta aeroplane as- the previous Attacker to the Defender slot. The previous
signed to the flight may disengage if the Schusta aeroplane is Defender is moved back to the map and conducts a Wind
undamaged and a D10 roll of five (5) or higher is made. Up check [15.1].
The Schusta aeroplane may not attempt to Disengage on the d. If the Bouncer failed to engage continue the Dogfight
same game turn that this special disengagement is attempted. normally with the Attacker/Defender conducting Dogfight
If successful the flight splits and FA/FA(A) aeroplane is scat- activation [13.41]. The bouncing flight has failed to engage
tered and a Manoeuvre marker placed on it, otherwise a normal and is not in the Dogfight. If the Attacker let the Defender
round of combat is conducted but no modifier is applied for the disengage, the Dogfight is over.
unsuccessful disengagement.
e. If the Bouncer engaged and the Defender did not Disen-
13.423 Disengagement Spin Out (Optional Rule)
gage, the Attacker rolls to engage the Bouncer on the Un-
Design Note: Aeroplanes attempting to disengage from a detected column. If the Attacker is successful they spot the
Dogfight after suffering damage or being in an unfavourable bounce and are not surprised otherwise they are surprised.
situation would enter spinning flight to both expedite an escape A round of Combat [13.3] is then conducted between the
or cause the attacker to assume they were shot down and not Bouncer and Attacker.
continue to pursue. The Manoeuvre does have inherent risks f. If the Attacker survives the round of Combat with the
in that the spinning aeroplane may not be able to recover or Bouncer then the Attacker may now conduct a round of
may shed its wings. Combat with the Defender (if the Defender did not disengage
earlier). Ammo depletion is not checked until both combat
If the disengaging flight consists of only a single aeroplane it rounds have been completed.
may disengage by Spinning Flight unless unable to spin (i.e., g. Subsequent Dogfight activations will require the De-
BE2 aeroplanes). Declare this during Step a. of the Dogfight fender, Attacker and Bouncer to each declare whether they
sequence and disengagement is automatic. The aeroplane must Disengage or not. If the Defender and Attacker do not at-
follow the rules for Spinning Flight [10.31]. Aeroplanes that tempt to Disengage then the Bouncer and Attacker conduct
disengage by Spin Out do not allow the attacking aeroplane a a round of Combat followed by Attacker/Defender Combat.
roll on the Manoeuvre Table. Disengagement Spin Out cannot If the Attacker declared to Disengage then the Defender is
be attempted if the flight is at Deck altitude. automatically disengaged whether they declared it or not.
13.43 Bouncing a Dogfight (Optional Rule) Disengagement by the Attacker is then rolled for if the
Design Note: Dogfights tended to be lengthy affairs and al- Bouncer did not Disengage.
lowed time for another friendly flight to potentially come to NOTE: The bouncing flight in a Dogfight will use a different
the rescue of the defending flight. Dogfight turn counter for tracking Dogfight Fatigue [13.41e].
This may allow a Dogfight to continue past 10 game turns but
If a Dogfight has not been activated for the current game turn,
only for the Bouncer and Attacker. The Defender will disengage
it is possible for another flight to pile into the Dogfight as a
at 10 game turns and the Bouncer is limited to 10 game turns
Bouncing flight. The Bouncing flight must be on the same side
in a Dogfight but the original Attacker may be in longer than
(German or British) as the Defending flight. Dogfights are
10 game turns but less than 20. The easy way to remember is
considered to be Detected for the duration of the Dogfight but
the first in will be the first out and the last in will be the last
a flight may still attempt to get a Tally on a Dogfight during the
out. The maximum fatigue value is –3 DRM.
Detection Phase which would increase its chances to bounce the
attacker. If a legal flight enters a hex with a Dogfight marker it
must attempt to engage. Follow these steps:
Each player plots the locations of AA concentrations in the 16.31 Resolving Flak Barrages
Planning Phase [4.2]. Some of these AA concentrations are Roll two dice on the AA Table using the column for the density
set up on-map in the Ground Deployment Phase [3.1] on their of AA being projected into that hex, cross-referenced with the
active or inactive side. The remaining AA concentrations are flight’s altitude. If the flak barrage roll is as a result of a change
hidden (i.e., not placed on the map) and are inactive. in altitude, the player may choose to attack either the altitude
16.12 AA as Targets where the flight started or where it ended.
AA concentrations are target profile C [18.13]. Example: An RFC flight at Low altitude climbs to Medium. The
DLS player may select either the Low or Medium bands as the
16.2 AA Activation flight’s altitude for the barrage attack.
Design Note: AA active state represents the AA being cleared If more than one AA concentration projects its barrage into
to shoot at anything that enters their barrage zone. Inactive the hex, the player chooses one concentration (only) to roll
AA is lying in wait, ready to spring a ‘flak trap’. the barrage attack.
Example: A flight moves into the barrage zone of a Light and
Medium concentration. One barrage attack is rolled, using the
Medium column. The Light concentration does not attack.
activated inactive If the roll is equal to or greater than the AA number listed, the
AA concentrations are either active or inactive. The player target flight is hit. If the target is hit, roll for damage on the
chooses when to activate AA. Once active, AA cannot become Barrage column of the Flak Damage Table. Roll two dice and
inactive. Inactive AA concentrations can be activated only at apply the barrage flak modifiers to obtain the damage result.
the following times: Note: No modifiers to this die roll are applied if it was the
a. The Admin Phase. result of wind drift or post combat scatter.
b. When a flight moves adjacent to the concentration. A ‘D’ result means one aeroplane is damaged; ‘C’ that an aero-
c. When a flight expends a MP while adjacent. plane is crippled, and ‘K’ that an aeroplane is shot down [14.2].
d. When a flight is scattered adjacent to a concentration If more than one result is listed, all are applied to the flight.
e. When a flight drifts adjacent to the concentration during Once a barrage occurs, mark each hex attacked with a German
Weather Phase or British Barrage marker which makes visual detection on
that flight easier. Barrage markers are removed at the end of
When an AA concentration is activated, flip the AA counter to
the Detection Phase.
its active side. Hidden AA is revealed and placed on the map.
Once revealed, AA cannot become hidden again. 16.311 Flak and Weather (Optional Rule)
AA flipped to Active due to cases b. to e. above do not fire. Apply the Rain and Snow DRMs for any AA barrage into alti-
Further activity from the flight within the AA’s barrage zone tude band affected by those weather conditions.
[16.3] is required. 16.32 Air-to-Ground Modifiers
Design Note: One of the chief effects of flak is to disrupt
16.3 Flak Barrage bombing, or strafing attacks by interrupting the pilots’ aim.
Design Note: The AA barrage fills an area of sky with shrapnel
Flak barrage also applies as a modifier, listed on the AA Table
and blast in the hope of hitting an aeroplane flying past.
(in parentheses), to those bombing air-to-ground attacks where
An active AA concentration projects a flak barrage zone into the bomb run passed through a flak barrage zone [16.3]. Apply
its hex and all adjacent hexes. Roll a barrage attack on a flight the modifier even if flak fails to hit the flight. Where more than
immediately each time the following applies to it: one barrage zone affects the attack, apply the greatest negative
a. It enters a hex in a flak barrage zone via movement, drift modifier.
or scatter. (Exception: Flight/AA Deconfliction [16.33].) 16.33 Flight/AA Deconfliction
b. It expends a MP turning in a barrage zone. Friendly flights that enter a hex at Deck/Low altitude are not at-
c. It attacks an enemy flight in a barrage zone. (Use the de- tacked by a friendly flak barrage. Friendly flights that fly within
fending flight’s hex and altitude to resolve combat). barrage range of friendly flak at Medium altitude or higher can
d. It declares that it is pressing the attack [18.33] be attacked by those AA units unless they are inactive if flying
towards friendly territory (west for British / east for Germans)
Flak barrage rolls are made regardless of whether the target and their movement started in enemy territory (i.e. across the
is detected or undetected but the AA unit must have a LOS to active trench line). Roll 1D10 (1-5 safe)(6-10 AA fires).
the target [7.3].
Design Note: This simulates the use of flares to help identify
Exceptions: AA units will not fire into a Dogfight hex and Heavy friend from foe but sometimes mistakes happened.
AA may not fire at Deck+0 flights.
Strafing flights calculate the column as for flights with Bomb A flight that has a Tally marker on-map must roll to maintain
ordnance. However, the bomb strength for a strafing attack is this Tally using all applicable DRMs to include a +3 Tally
0.5 per aeroplane either forward or rear guns unless the aero- DRM. Failure of this roll results in removal of the Tally marker.
plane has dual firing MGs in which case the bomb strength is A flight that is no longer visually tallied by an airborne flight is
1.0 per aeroplane. flipped to their Detected Previously Visually Sighted (Scope)
18.42 Attack Roll side unless they are outside of Ground Observer detection range
Roll two dice and modify the roll as indicated. Look up the in which case they would become Undetected.
result on the attack column of the Air-to-Ground Attack Table. Flights that have ended air-to-air combat or exited a Dogfight
The AA modifier [16.32] applied to the attack is the largest one are flipped from their Visually Identified side and replaced by
applied in any hex or Altitude band flown through on the bomb run. a Generic Undetected counter.
The result is an attack success value from 0 to 4. If the success Any flight that no longer has LOS to the enemy flight they
is 1 or more, place a marker equal to the attack success on the have a Tally on will result in the enemy flight being flipped
target hex. If more than one attack is made on the target, place to its Detected Previously Visually Sighted side or Generic
a separate marker for each attack. Undetected counter if no ground observation possible. Flights
may voluntarily drop a Tally to allow them to attempt to Tally
Roll for damage resolution. another flight on the next game turn.
Design Note: Success numbers represent the pilots’ perception
of how well the attack has gone. A low success means no ef-
fects are seen after the attack. A high success means secondary 21. Night
explosions or debris are seen.
Design Note: Surprisingly night flying did occur during WW1
with some success for the units trained in that environment.
Only one squadron (100 Sqn RFC) was night qualified for
19. Ground Target Damage the time frame and area of operations modelled in the game.
Night conditions apply where specified by the scenario. Night
Resolve damage against ground targets as follows: limits the ability of units to fly and fight.
Design Note: Campaign Day Scenarios provide a more long 24.2 Changes to Baseline Scenarios
term look at the effect of sustained operations of an entire day. The scenarios can basically be played out as written for solitaire
play but realistically only from the British side. All planning
The campaign day is a series of consecutive time blocks, for the German side should be completed prior to any planning
simulating a day’s worth of taskings. Campaign days can be for the British side.
combined with other non-Campaign day scenarios to form
an even larger campaign if so desired. Most scenarios can be 24.3 Combat
played as a campaign by flying through all blocks in sequence.
German aircraft will stay in combat until out of ammo or only
one plane is left and if only one plane left and aggression level
23.1 Campaign Game Concepts is 0 or less they will disengage by spin out if allowed or if at
Day. A campaign is divided into a number of time blocks Deck will attempt to disengage normally.
within a scenario day. To complete a game day the players
must play through the number of time blocks as noted on
the campaign scenario.
Weather. Weather will be rolled for each time block within
a campaign day scenario.
Roster. Players should use the roster of pilots and allocate
them to flights throughout the campaign day.
25.2 Scale
The game system foundation that Bloody April is built upon
was designed to model post-WW2 jet aircraft with limited BVR
(Beyond Visual Range) capability. While the main foundation
of the game flow was maintained, the switching from fast jets to
relatively slow WW1 aeroplanes required a major overhaul of a
few but major game system components. Most particularly, the
map scale was reduced from 2.5nm per hex down to 1nm. The
time increment for each turn was changed from 1 minute to 2
minutes of real-time and finally each Movement Point (MP) is
30mph vs. 150mph. Players will note that the aeroplanes move
almost as fast along the map as their DT/EV jet descendants but
it is an optical illusion. As a point of comparison, take an F-4
flying at 450mph and a Sopwith Pup flying at 90mph. The F-4
moving at the scale of Bloody April would have 15MPs to the
Pups lowly 3MPs!
25.3 Aeroplanes
Ask anyone to name two aeroplanes from WW1 and they
probably will tell you the Fokker Triplane and Sopwith Camel.
Two very famous aeroplanes that people associate closely with
WW1 and made famous by the Red Baron and Snoopy in popular
cartoons, however these aeroplanes came to the front later in 1917
than the period depicted in Bloody April. Players will become
intimately familiar with their predecessors, aeroplanes such as the
Sopwith Pup and Triplane, the SE5 and SPAD VII and workhorses
like the BE2s, DH4s and RE8s. The Germans hunt the skies with
25. Designing Bloody April Albratros and Halberstadt Scouts and their own recon aeroplanes
such as the Rumpler, Albatros and Roland. With the plethora of
Commentary by Terry Simo with additional background informa- aeroplanes in the game, it required a level of detail in performance
tion provided by Lead Graphic Designer Ian Wedge: that is a big step above Downtown and Elusive Victory but still al-
lows players to quickly resolve manoeuvres and combats. Players
won’t be yanking and banking their aeroplanes as in a tactical game
25.1 Why WWI? but get the same feel that air commanders had of the sweeping
My next game design that I had in the works after doing the panorama of the burgeoning air combat that occurred in this sector
historical study, Elusive Victory was to be Cactus Air Force, a of the Western Front during the War to end all Wars.
solitaire game on the air combat that occurred over Guadalcanal
in 1942. While I had done a lot of preliminary research work There are advanced variants of some aircraft such as SE5a
for that game, I happened to come across a book by Peter Hart and Bristol F2b that players can use for what-if or continue on
called appropriately “Bloody April, Slaughter in the Skies over with scenarios set in June 1917 or later.
Arras, 1917”. The book went into fascinating detail describing
air combat of that era and really struck a chord with me. It had 25.4 Air Combat
all the facets of what makes for an interesting combat situation; Air battles of this era could and normally would be pro-
brave recon pilots and crews facing impossible odds, dashing tracted turning combats. The short range of the weapons and
defenders and of course the buzzword from Downtown, asym- the lack of any sophisticated gun aiming aids all lead to very
metric warfare. The British in 1917 had a dizzying array of dif- limited opportunities to put lead on a target in a decisive man-
ferent aeroplanes in different stages of their combat life cycle. ner. This is the primary reason to add the Dogfight rules to the
Aeroplanes such as the BE2 were totally obsolete by 1917 but game which portrays the lengthy process that some combats
soldiered on with English pluck for many months performing evolved into lasting 15-20 minutes.
invaluable Artillery Cooperation and Recon missions which was
The Manoeuvre differential is an assessment of relative
the main tasking put on the RFC by Higher Headquarters. The
aeroplane performance. Manoeuvre ratings account for wing
Germans on the other hand had just transitioned within the last
loading, top speed and excess power and are an overall rating.
few months to their Jasta organization for their scout aeroplanes
and their pilots had been presented with a target rich environment Historically, training, tactics and pilot quality were often
to ply their trade. The British scout pilots had the unenviable job decisive in securing kills. Adopting the term ‘Aggression value’
of trying to stop the Germans from doing just that. Throw in the for this reflects the extent to which the willingness to close and
larger than life personalities of Manfred von Richthofen, Albert fight is a key aspect of these ‘human factors’. The Wind Up
Ball, Billy Bishop and many other Aces of the time and you can mechanism is a way to determine whether a pilot or flight is still
see what attracted me to this subject. willing to continue in “harm’s way” or head for home.
25.5 Orders of Battle Where possible within the confines of a hex grid the
aerodromes are accurately positioned to within a few hundred
For Bloody April, there is a lot of data available on the
yards of their historical locations. In some cases this has proved
individual squadrons of the Royal Flying Corps and German
impossible to track down, and a best guess has been arrived at
Jagdstaffeln. This data included names of individual pilots
based on proximity to railways and how level the ground is.
and observers which allowed me to develop a database with a
Corbehem for example turned out to be a complete mystery
fairly representative listing of these crew members. The one
and Douai/La Brayelle was a fascinating research trail with
area where there is not a lot of available information is on the
the results still being argued on by experts.
German Recon units as that data was destroyed during WW2.
That is the one weak area in the Orders of Battle but an excel- The various aeroplanes on the counters are all to the
lent book on the Schusta units provided much of the missing same scale, with the exception of the FE2 which would be too
data and helped close the gap in this area. large to fit, so now you can easily see the difference between
the scout machines and the two-seaters. Colour schemes for
25.6 Scenarios and Campaigns aeroplanes were drawn from a variety of sources, but Ian is
The scenarios are representative of activity for the three indebted to the late Dan-San Abbott and the work he has done
months in 1917 that they the game models. In most cases they on various standard German schemes. Some of the individual
depict actual missions as closely as the data provided. A lot of German aeroplanes are conjecture, as Ian used artistic licence
data on missions was available and individual combats were in cases where a scheme is known to have been used several
detailed especially where losses occurred that can be cross ref- months later in 1917 and so might have applied it to machines
erenced to locations on the game map. Numerous sources were flown during the Battle of Arras. And no, it isn’t a mistake—the
looked at to cross check information but not everything was evidence we’ve found shows the Red Baron was not flying an
available especially for some of the less glamorous missions all red machine at this time! However, an alternative version of
such as bombing and recon. The game is designed as best as his machine has been provided for those that prefer him in red.
possible within the boardgame medium, to give the players a By contrast, British machines were simple. These were
snapshot feel for the challenges and mission taskings that WW1 either clear doped linen, or doped in a colour coded PC10 for
air commanders faced for a block of time within a typical day of RFC machines and PC12 for the RNAS. Squadron and Flight
battle. On another level the game is also a ‘tool kit’ for players markings are also well documented, and these are reflected in
to create their own scenarios and experiment with alternatives. various symbols and coloured engine cowlings. Not as individual
as the German machines, but not as drab as is often supposed.
25.7 Scenario Weather
The weather during the three months modelled in the game
is quite variable. There was a lot of historical data available that 26. Tactical Hints
gives a general feel for what weather occurred on a particular
date (as noted in Historical Outcome section of each scenario) but 26.1 Tactics
not the data needed for the actual wind speed and cloud cover. A
lot of research went into modelling the weather effects and a ten Tactics were evolving constantly during WW1 and play-
year period of historical weather was used to determine primary ers will quickly discern on their own the tactics that work best
wind direction and speed as well as the ratio of how many days for them. One of the things that players will find that is much
during a month a certain weather condition occurred. All of this different from Downtown and Elusive Victory is the need to
has been distilled into the Scenario Weather Table to allow you stalk your targets carefully in regards to altitude. It takes time
the player to face the same variability that had such a key role for a WW1 aeroplane to get up to proper altitude and altitude
in how missions played out. It also adds a significant amount of advantage is very much a key to success not only in defence
replayability to scenarios, as a scenario flown in Clear Weather but attack. Having altitude advantage as a defender means that
is much different than one with Rain, Snow or Fog. any attacker is forced to climb to try and attack and they must
be at your altitude or higher to do so. As an attacker having
that altitude advantage allows you to decide when and where
25.8 Map and Aeroplane Art a combat takes place as you can avoid it or initiate it at will.
The first choice Ian was faced with is what overall style Much time in the game will be spent tackling that issue. For
he wanted for the map. The counters are important, but it’s the the British player, the key tactic will be protecting and posi-
map that first grabs attention when a game is laid out. As one tioning his recon and artillery cooperation missions to ensure
of the main functions of air forces in WWI was to photograph they are able to successfully complete those taskings. Easier
the ground for the creation of maps, the obvious inspiration to said than done as the Germans first order of business should
draw on was the trench maps of the period. Not only would these always be to strike hard and fast any flights they perceive as
provide all the detail required, they also give a look appropriate being recon or artillery cooperation missions. This asymmetric
for the period, something Ian was keen to provide. Obviously warfare battle rhythm will dictate many of the campaign days
a lot had to be removed to avoid clutter, so you only see major and larger scenarios.
roads (and not all of them), but the bulk of the rail network is
present, and a proportion of the villages sufficient to represent
the building density of an area and to provide the players with
appropriate reconnaissance targets.
© 2012 GMT Games, LLC
32 Bloody April Rules Manual
F L
FA: 1.3, 4.34, 12.216, 13.422 Land: 2.22, 4.41
FA(A): 1.3, 4.34, 5.1, 12.216, 13.422 Landing: 2.22, 3.2, 7.5, 10.21, 10.4, 10.41, 11.2, 11.21, 11.3,
Facing: 10.1, 10.11, 10.12, 10.14, 10.31, 10.32, 11.11, 11.21 11.4, 11.5
Firepower: 2.81 Large Force pool: 9.1, 9.2, 9.22
Flak barrage: 16, 16.3, 16.31, 16.32, 16.33 Le Prieur: 12.217
Flak Damage Table: 16.31 Level Flight: 10.31, 10.32, 10.4, 11.1
Flaming Onion: 1.3, 2.32, 2.9, 3.2, 16.11, 16.4 Line Patrol: 10.7, 12.2, 12.213
Flight: 1.3, 1.4, 2.21, 2.22, 2.31, 2.33, 3, 3.1, 3.2, 3.3, 4.21, Log sheet: 2.9, 3.1, 4.21, 4.3, 5.1, 5.11, 5.13, 5.2, 5.21, 8.33,
4.3, 4.42, 4.5, 5, 5.1, 5.2, 6, 7.13, 7.15, 7.3, 7.5, 8, 8.1, 8.2, 10.6, 10.7, 12.212, 12.216, 16.4
8.3, 9, 9.1, 9.2, 10.1, 10.2, 10.6, 10.7, 11.1, 11.2, 11.3, 11.4, Long Range Recon: 1.3, 12.216
11.5, 12, 12.1, 12.2, 13, 13.2, 13.24, 13.3, 13.41, 13.42, 13.43, Line of Sight/LOS: 7, 7.13, 7.3, 8.3, 12.212, 16.3, 20, 21.32
13.44, 14.1, 15, 15.1, 15.2, 15.3, 16.1, 16.2, 16.3, 17, 17.1, Low: 1.4, 7.12, 10.13, 10.31, 12.2, 12.213, 12.217, 16.31, 16.33
18.1, 18.2, 18.3, 20, 21.13, 21.21, 22.1, 23.1
Flight leader: 4.33 M
Flight log: 2.9, 4.3, 5.14, 10.6, 12.2, 14.1 Machine gun (MG): 12.2, 12.214, 13.11, 13.14, 18.32, 18.41,
Flight Quality: 4.3, 4.33, 4.34 22.1
Fog: 7.15, 12.212, 12.213 Manoeuvre: 2.81, 10.31, 10.33, 10.34, 10.52, 10.71, 11.3,
Forest: 2.22 12.217, 13, 13.11, 13.2, 13.22, 13.232, 13.31, 13.41, 13.42,
Forward firing guns: 13.11, 13.12 13.421, 13.422, 13.423, 13.44, 14.21, 14.24, 15, 15.2, 18.11,
21.31
Free Turn: 10.31, 10.32, 11.1, 18.2
Manoeuvre marker: 10.31, 10.33, 10.52, 10.71, 13.232, 13.42,
G 13.421, 13.422, 14.24, 15, 15.2
Manoeuvre Rating: 2.81, 10.31, 11.3, 12.217, 13.11, 13.22,
Generic counter: 5.1, 5.11, 5.12
13.41, 14.24, 18.11
Gliding Flight: 10.31, 10.4, 10.41, 11.4, 14.24
Max Altitude: 12.2
Ground Deployment Phase: 3.1, 4.41, 16.11
Max Turn: 10.32
Ground Planning Phase: 3.1
Maximum allowable speed: 10.21, 10.4
Ground Setup: 4.1
Medium: 1.4, 10.13, 10.14, 10.15, 10.31, 16.31, 16.33x
Ground unit: 1, 2.3, 2.32, 2.34, 2.9, 3.1, 4.1, 7.3, 12.2, 12.214,
Moon phase: 21.11
12.218, 16.1, 19.1, 22, 22.1, 22.2, 23.12, 23.13
Mostly Cloudy: 7.13
Mostly Sunny: 7.12
Movement Phase: 3.2, 5.15, 9, 9.2, 10.2, 10.31, 10.32, 10.34,
10.51, 10.53, 11.2, 11.3, 12.215, 13.2, 13.21, 13.232, 18.1
Movement Points: 1.4, 10.2, 10.33
Movement type: 10.2, 10.21, 10.31
Multiple guns:13.12
© 2012 GMT Games, LLC
Bloody April Rules Manual 35
N S
Navigation: 10.7, 21.2, 21.21 Scatter(ing): 10.33, 10.52, 10.71, 13.42, 13.421, 13.422, 13.44,
Navigational error: 10.71 14.24, 15, 15.2, 15.21, 15.22, 15.3, 16.2, 16.3, 16.31
Night: 4.1, 8.3, 8.31, 12.211, 21, 21.1, 21.12, 21.13, 21.2, 21.21, Scenario: 1.3, 2.5, 2.6, 3, 3.1, 3.2, 3.3, 4, 4.1, 4.3, 4.34, 4.42,
21.3, 21.31, 21.32 4.5, 4.6, 5, 5.12, 5.13, 7.16, 7.51, 7.53, 8.3, 11.12, 11.4, 11.5,
Night combat: 21.3, 21.31 12, 12.2, 12.217, 13.12, 16.1, 18.13, 21, 21.11, 22.1, 23, 23.1,
23.11, 23.12, 24.2
Night navigation: 21.2, 21.21
Scenario Planning Phase: 3.1
No man’s land: 1.3, 11.4
Schusta: 1.3, 4.34, 5.1, 12.212, 12.216, 13.422
O Scout: 1.3, 4.3, 12.219, 13.14, 24.1
Observers: 1.3, 3.2, 4.34, 5.1, 5.12, 8.1, 8.2, 9.2, 13.33, 13.34, Scramble: 12.2, 12.219
16.33, 20 Service Ceiling: 1.3, 2.81, 10.14, 12.216
Offensive Patrol: 12.2, 12.213 Shot down: 4.33, 5.21, 10.34, 12.2, 12.216, 12.217, 13.41,
Off-map: 11.5, 15.2 13.423, 14.1, 14.25, 16.31
Optional Rule: 1.2, 4.31, 7.16, 10.4, 11.11, 11.12, 11.21, 11.5, Show: 1.3, 2.5, 4, 4.1
13.4, 13.423, 13.43 Single aeroplane: 5.1, 5.14, 5.21, 10.31, 10.51, 12.211, 12.212,
Ordnance: 5.14, 5.2, 10.6, 12.2, 17, 17.1, 17.11, 17.12, 18.12, 13.423, 18.41
18.31, 18.32, 18.41 Slight Damage: 19.1
Other Behavior: 12.2 Small Force pool: 9.1, 9.2, 9.22
Snow: 7.14
P Solitaire: 2.5, 24, 24.1
Partial movement: 5.15 Speed: 2.81, 7.51, 7.52, 10.2, 10.21, 10.31, 10.32, 10.4, 11.1,
Patrol: 1.3, 2.5, 4, 4.1, 10.7, 12.2, 12.213, 12.214, 22.1 13.41, 21.21
Photography Plate Table: 12.216 Speed setting: 10.21, 10.31
Photography: 12.216 Spin Out: 10.31, 13.423, 24.3
Photos: 3.2, 12.216 Spinning Flight: 3.2, 10.31, 10.71, 13.423, 14.11, 14.23, 15.1
Pilot: 1.3, 4.3, 4.32, 4.33, 4.34, 5.1, 10.31, 23.1 Squadron: 4.3, 4.34, 5.1, 5.14, 8.3, 21, 21.21
Planning Map: 2.7 SSR: 1.3, 4.1, 4.34, 4.42, 6, 7.4, 12.2, 12.21, 12.211, 12.212,
Playbook: 1.22, 2.5, 2.6 12.213, 12.215, 12.216, 12.218, 21.21, 22.1, 22.2, 23.12
Previously Visually Sighted: 8.1, 20 Stack/Stacking: 4.41, 5.15, 9.2, 10.51, 12.215, 13.2
Stacked flights: 5.15, 10.51, 13.2
R Strafing: 8.21, 12.2, 12.218, 16.32, 17.13, 18.12, 18.32, 18.33,
Railway: 12.212, 12.218, 22.2 18.41
Rain: 7.14 Sun Arc: 7.2
Random Events: 3.2, 6, 7.53, 10.6 Surprise: 10.52, 13.2, 13.232, 13.24, 13.43, 13.44
Random Events Phase: 3.2, 6
T
Rear firing guns: 13.11, 13.42
Take off: 4.42, 11.1, 11.11, 11.12, 11.3, 11.5
Rear gunners: 13.11, 13.321, 13.34
Take off attrition: 11.5, 11.12
Recon: 1.3, 3, 3.2, 7.13, 7.15, 10.7, 12.2, 12.216, 13.422, 14.21
Tally: 1.3, 3.2, 5.11, 5.12, 5.13, 8.1, 8.2, 8.3, 12.217, 13.21,
Recovery: 3.3, 10.31, 11.4, 21.21
13.23, 13.43, 15, 20
Recovery Phase: 3.3, 11.4
Tally marker: 3.2, 8.1, 8.3, 13.23, 15, 20
Regular: 4.3
Target hex: 3.1, 12.2, 12.216, 12.218, 18.11, 18.2, 18.42
Reload: 3.2, 13.12, 13.34
Target profile: 16.12, 18.13, 22.2
RFC: 1, 1.1, 2.31, 4.1, 4.42, 4.6, 5.12, 5.2, 9, 9.1, 9.2, 9.22,
Tasking: 1.1, 1.3, 2.6, 3, 3.1, 4.1, 4.21, 4.34, 5.14, 5.2, 7.13,
11.5, 16.31, 21
7.15, 8.21, 10.7, 12, 12.1, 12.2, 13.21, 14.21, 18.11, 21.1, 23
Road: 2.22, 12.212, 12.216, 12.218
Time of Day: 3.1, 4.1, 7.16, 8.3
Time to Climb: 1.4, 2.81, 5.15, 10.14, 10.15, 10.31, 11.1, 11.5,
12.217, 13.22, 15
Time to Climb marker: 1.4, 10.31, 11.1, 11.5, 12.217, 15
Total Destruction: 19.1, 23.13
Track Phase: 3.2, 20
© 2012 GMT Games, LLC
36 Bloody April Rules Manual
V
Very High: 1.4, 10.13
Veteran: 4.3
Visual Identification: 8.31, 8.32, 8.33, 21.13
Visual sighting: 4.1, 7.3, 8.2, 8.3, 21.12
Visual Phase: 3.3
Victory Points (VPs): 4.6, 12.214, 12.216, 23.2, 23.21
After Arras – Later in 1917, the three Sopwith designs that flew during the battle were replaced by
a famous machine, the Sopwith Camel.
© 2012 GMT Games, LLC
Bloody April Rules Manual 37
LOW 4.00 to 9.99k TtC 3L TtC 4L TtC 5L TtC 6L TtC 7L TtC 8L TtC 9L
Time to Climb LOW+1 6000ft 5500ft 5200ft 5000ft 4850ft 4750ft 4666ft
Time to Climb LOW+2 8000ft 7000ft 6400ft 6000ft 5700ft 5500ft 5330ft
Time to Climb LOW+3 8500ft 7600ft 7000ft 6550ft 6250ft 6000ft
Time to Climb LOW+4 8800ft 8000ft 7400ft 7000ft 6666ft
Time to Climb LOW+5 9000ft 8250ft 7750ft 7330ft
Time to Climb LOW+6 9100ft 8500ft 8000ft
Time to Climb LOW+7 9250ft 8666ft
Time to Climb LOW+8 9333ft
LOW 4.00 to 9.99k TtC 11L TtC 12L TtC 17L TtC 21L TtC 24L
Time to Climb LOW+1 4545ft 4500ft 4350ft 4285ft 4250ft
Time to Climb LOW+2 5090ft 5000ft 4700ft 4570ft 4500ft
Time to Climb LOW+3 5635ft 5500ft 5050ft 4855ft 4750ft
Time to Climb LOW+4 6180ft 6000ft 5400ft 5140ft 5000ft
Time to Climb LOW+5 6725ft 6500ft 5750ft 5425ft 5250ft
Time to Climb LOW+6 7270ft 7000ft 6100ft 5710ft 5500ft
Time to Climb LOW+7 7815ft 7500ft 6450ft 5995ft 5750ft
Time to Climb LOW+8 8360ft 8000ft 6800ft 6280ft 6000ft
Time to Climb LOW+9 8905ft 8500ft 7150ft 6565ft 6250ft
Time to Climb LOW+10 9450ft 9000ft 7400ft 6850ft 6500ft
Time to Climb LOW+11 9500ft 7750ft 7135ft 6750ft
Time to Climb LOW+12 8100ft 7420ft 7000ft
Time to Climb LOW+13 8450ft 7705ft 7250ft
Time to Climb LOW+14 8800ft 7990ft 7500ft
Time to Climb LOW+15 9150ft 8275ft 7750ft
Time to Climb LOW+16 9500ft 8560ft 8000ft
Time to Climb LOW+17 8845ft 8250ft
Time to Climb LOW+18 9130ft 8500ft
Time to Climb LOW+19 9415ft 8750ft
Time to Climb LOW+20 9700ft 9000ft
Time to Climb LOW+21 9250ft
Time to Climb LOW+22 9500ft
Time to Climb LOW+23 9750ft
MED 10.00 to 15.99k TtC 4M TtC 6M TtC 7M TtC 8M TtC 9M TtC 10M TtC 13M
Time to Climb MED+1 11500ft 11000ft 10850ft 10750ft 10666ft 10600ft 10460ft
Time to Climb MED+2 13000ft 12000ft 11700ft 11500ft 11230ft 11200ft 10920ft
Time to Climb MED+3 14500ft 13000ft 12550ft 12250ft 12000ft 11800ft 11380ft
Time to Climb MED+4 14000ft 13400ft 13000ft 12666ft 12400ft 11840ft
Time to Climb MED+5 15000ft 14250ft 13750ft 13230ft 13000ft 12300ft
Time to Climb MED+6 15100ft 14500ft 14000ft 13600ft 12760ft
Time to Climb MED+7 15250ft 14666ft 14200ft 13220ft
Time to Climb MED+8 15230ft 14800ft 13680ft
Time to Climb MED+9 15400ft 14140ft
Time to Climb MED+10 14600ft
Time to Climb MED+11 15060ft
Time to Climb MED+12 15520ft
MED 10.00 to 15.99k TtC 15M TtC 16M TtC 18M TtC 20M TtC 30M
Time to Climb MED+1 10400ft 10375ft 10333ft 10300ft 10200ft
Time to Climb MED+2 10800ft 10750ft 10666ft 10600ft 10400ft
Time to Climb MED+3 11200ft 11125ft 11000ft 10900ft 10600ft
Time to Climb MED+4 11600ft 11500ft 11333ft 11200ft 10800ft
Time to Climb MED+5 12000ft 11875ft 11666ft 11500ft 11000ft
Time to Climb MED+6 12400ft 12250ft 12000ft 11800ft 11200ft
Time to Climb MED+7 12800ft 12625ft 12333ft 12100ft 11400ft
Time to Climb MED+8 13200ft 13000ft 12666ft 12400ft 11600ft
Time to Climb MED+9 13600ft 13375ft 13000ft 12700ft 11800ft
Time to Climb MED+10 14000ft 13750ft 13333ft 13000ft 12000ft
Time to Climb MED+11 14400ft 14125ft 13666ft 13300ft 12200ft
Time to Climb MED+12 14800ft 14500ft 14000ft 13600ft 12400ft
Time to Climb MED+13 15200ft 14875ft 14333ft 13900ft 12600ft
Time to Climb MED+14 15600ft 15250ft 14666ft 14200ft 12800ft
Time to Climb MED+15 15625ft 15000ft 14500ft 13000ft
Time to Climb MED+16 15333ft 14800ft 13200ft
Time to Climb MED+17 15666ft 15100ft 13400ft
Time to Climb MED+18 15400ft 13600ft
Time to Climb MED+19 15700ft 13800ft
Time to Climb MED+20 14000ft
Time to Climb MED+21 14200ft
Time to Climb MED+22 14400ft
Time to Climb MED+23 14600ft
Time to Climb MED+24 14800ft
Time to Climb MED+25 15000ft
Time to Climb MED+26 15200ft
Time to Climb MED+27 15400ft
Time to Climb MED+28 15600ft
Time to Climb MED+29 15800ft
HIGH 16.00 to 18.99k TtC 4H TtC 5H TtC 6H TtC 10H TtC 15H TtC 20H
Time to Climb HIGH+1 16750ft 16600ft 16500ft 16300ft 16200ft 16150ft
Time to Climb HIGH+2 17500ft 17200ft 17000ft 16600ft 16400ft 16300ft
Time to Climb HIGH+3 18250ft 17800ft 17500ft 16900ft 16600ft 16450ft
Time to Climb HIGH+4 18400ft 18000ft 17200ft 16800ft 16600ft
Time to Climb HIGH+5 18500ft 17500ft 17000ft 16750ft
Time to Climb HIGH+6 17800ft 17200ft 16900ft
Time to Climb HIGH+7 18100ft 17400ft 17050ft
Time to Climb HIGH+8 18400ft 17600ft 17200ft
Time to Climb HIGH+9 18700ft 17800ft 17350ft
Time to Climb HIGH+10 18000ft 17500ft
Time to Climb HIGH+11 18200ft 17650ft
Time to Climb HIGH+12 18400ft 17800ft
Time to Climb HIGH+13 18600ft 17950ft
Time to Climb HIGH+14 18800ft 18100ft
Time to Climb HIGH+15 18250ft
Time to Climb HIGH+16 18400ft
Time to Climb HIGH+17 18550ft
Time to Climb HIGH+18 18700ft
Time to Climb HIGH+19 18850ft
VH 19.00 to 22.0k TtC 4VH TtC 5VH TtC 15VH TtC 20VH
Time to Climb VH+1 19250ft 19200ft 19200ft 19100ft
Time to Climb VH+2 19500ft 19400ft 19400ft 19200ft
Time to Climb VH+3 19750ft 19600ft 19600ft 19300ft
Time to Climb VH+4 19800ft 19800ft 19400ft
Time to Climb VH+5 20000ft 19500ft
Time to Climb VH+6 20200ft 19600ft
Time to Climb VH+7 20400ft 19700ft
Time to Climb VH+8 20600ft 19800ft
Time to Climb VH+9 20800ft 19900ft
Time to Climb VH+10 21000ft 20000ft
Time to Climb VH+11 21200ft 20100ft
Time to Climb VH+12 21400ft 20200ft
Time to Climb VH+13 21600ft 20300ft
Time to Climb VH+14 21800ft 20400ft
Time to Climb VH+15 20500ft
Time to Climb VH+16 20600ft
Time to Climb VH+17 20700ft
Time to Climb VH+18 20800ft
Time to Climb VH+19 20900ft