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Air Combat Games → Bomber Command

Bomber Command

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An Update from designer Lee Brimmicombe-Wood, as of October, 2011
The past month has been very intense, resulting in what I hope are the last substantive changes to the game design before release.

Curiously, most of these decisions have not been about what to add to the game but what to take away. For example, a thorough review of historical nightfighter losses in all major raids from September 43 to March 44 revealed a lot about patterns of loss and prompted me to take out a rule about flak effects on Wild Boars, instead shifting friendly fire effects to the card deck. The change also allowed me to remove a clause from the Mosquito combat rules. Rules on the effects of weather on flak have actually simplified and streamlined those mechanics.

A number of small tweaks have been implemented that should shift the balance back towards the Nachtjagd in the game. I expect to see kill rates climb slightly, especially for Tame Boar nightfighters. The Germans should also suffer fewer accidents, especially in good weather, which should shift loss ratios in the German favour.

The maps have also undergone revision, with information on city radar signatures making its way onto them, as well as a change to the way England is represented.

The bombing rules continue to undergo review. It is possible that the current rules make it too easy for the British player to maintain bombing concentration on the target, so recent changes have been designed to help the German player reduce the concentration more easily.

This month we have also seen a good proofing pass of the rules and card deck. It is looking solid at the moment but I'm sure there will be more proofing between here and completion. I probably won't be laying out the rulebook until around December or so.

Finally, the box art has been commissioned, and I am working with digital artist Mark Davies on an action-packed CGI cover. No spoilers, but the game will look very cool!
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SneakPeeks

Note: All samples below are from playtest graphics, not final game art. GMT Games claims no copyright on these images. Coyright remains with the original creator.

  • Historical Notes on Cards, Part 1, by Lee Brimmicombe-Wood
  • Historical Notes on Cards, Part 2, by Lee Brimmicombe-Wood
  • Historical Notes on Cards, Part 3, by Lee Brimmicombe-Wood
  • Countersheet 1
  • Countersheet 2
  • 1943-44 Berlin Game Map
  • Bomber Command Design Notes, Part 1, by Lee Brimmicombe-Wood

  • Consimworld's Bomber Command Discussion Topic

  • Bomber Command Game Page on BoardgameGeek

  • Check out Lee's Bomber Command Designer Website for more details



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    The Night War Over the Reich, 1943-1945

    "We all love him; he's so bloody inhuman."
    - A 5 Group squadron commander on Sir Arthur 'Bomber' Harris


    BOMBER COMMAND is a game of the night war in the skies over the Reich in World War II.

    The game recreates the great RAF bombing raids against the heart of Germany and the defence of the German night fighter arm.

    Based on an air combat system derived from the award-winning Downtown and The Burning Blue 'raid-scale' games, Bomber Command details the tactics of night fighting.

    The German player must manage flak, Himmelbett zones, Wild Boar and Tame Boar tactics. RAF 'main force' raids are supported by Mosquito diversions, 'Gardening' operations (mining of seaways) and decoy raids. Two card decks--one for each player--are used to resolve the complex interactions of electronic countermeasures and radars, along with other operational factors such as Mahmoud patrols, Flower raids, and Beleuchter illumination units. A detailed bombing resolution system depicts the difficulties of marking targets and area bombing at night.


    There are two scenarios:

    1. 'Berlin' covers raiding from the 1943 Hamburg firestorm to the great Battle of Berlin and the RAF's defeat over Nuremburg in March 1944.

    2. 'Downfall' The second scenario recreates the period from the Summer of 1944 to the collapse of the Luftwaffe in the face of fuel shortages and the RAF's 'bomber support' effort.

    The game is fast-playing and raids typically resolve in 2 hours or less.

    COMPONENTS:

     

    One rule book (28pp)
    One play book (12pp)
    Two 22 x 34” maps
    One 8.5 x 11” play aid sheet
    One 8.5 x 11” planning map sheet
    One 8.5 x 11” raid display
    One sheet of 5/8” counters
    One sheet of 1/2” counters
    Four 8.5 x 11” city map displays
    One deck of 55 British cards
    One deck of 55 German cards
    Two six-sided dice
     
     
     
     
     
    Game Design: Lee Brimmicombe-Wood