Rules of Play 2 Zeppelin Raider — Rules of Play TABLE of CONTENTS [1.0] Introduction
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Rules of Play 2 Zeppelin Raider — Rules of Play TABLE OF CONTENTS [1.0] Introduction ........................... 2 [7.0] Altitude Management & Gas Cell [12.0] Crew Advancement, Promotion & [2.0] How to Play the Game ............... 3 Tracking .....................................10 Awards .......................................17 [3.0] Game Equipment...................... 4 [7.1] Venting ............................................10 [12.1] Crew Advancement .......................17 [3.1] Zeppelin Display Mat ........................4 [7.2] Gas Cell Damage, Repair & Status .10 [12.2] Kommandant Skills & Awards ......17 [3.2] Combat Map .....................................4 [7.3] Emergency Jettison ........................11 [12.3] Promotion .....................................18 [3.3] The Playing Pieces ...........................4 [7.4] Decreased Crew Onboard ...............11 [13.0] Reassignment to a Newer Airship 19 [3.4] Charts and Tables .............................5 [7.5] Maximum Altitude ..........................11 [13.1] Transfer Due To Serious Wound ...19 [3.5] The Patrol Log Sheet ........................5 [7.6] Dynamic Lift ...................................11 [13.2] Transfer Due To Crash ..................19 [3.6] Game Scale .......................................5 [7.7] Lift Values .......................................11 [13.3] Transfer Due To Upgrade Marker .19 [3.7] Parts Inventory .................................5 [8.0] Wind, Weather & Fuel ..............11 [13.4] Base Change .................................19 [4.0] Game Setup............................ 6 [8.1] Takeoff ............................................11 [14.0] The Afrikaschiff ....................20 [4.1] Zeppelin Model Selection ..................6 [8.2] Weather Change .............................11 [14.1] Transfer to the AfrikaSchiff .......... 20 [4.2] Start Date .........................................6 [8.3] Determine Ship Size & ID ...............11 [14.2] First Mission ................................ 20 [4.3] Prepare Patrol Log Sheet .................6 [8.4] Wind Effects ...................................11 [14.3] Africa Special Rules ..................... 20 [4.4] Zeppelin Display Mat Setup ..............6 [8.5] Fuel Management ...........................12 [15.0] Multiplayer & Tournament Rules 20 [4.5] Bomb & Ballast Load ........................6 [9.0] Mission Requirements & Time ....12 [15.1] Two Player Game.......................... 20 [4.6] Status Markers .................................7 [9.1] Normal Mission Sequencing ...........12 [15.2] Top Damage Tournaments ........... 20 [4.7] Basing ...............................................8 [9.2] Mission Requirements ...................12 [15.3] Survival Tournaments ................. 20 [5.0] How to Win the Game ................ 8 [9.3] Passenger Missions .......................13 [16.0] Optional Rules ......................21 [5.1] Ending the Game ...............................8 [10.0] Bombing & Scouting ...............13 [16.1] Variable Antiaircraft Quality ..........21 [5.2] Determining Victory .........................8 [10.1] General Procedures ......................13 [16.2] Variable Pilot Quality ....................21 [6.0] Sequence of Play ..................... 9 [10.2] Encounters With Ships .................13 [16.3] German Name Generator ..............21 [6.1] Game Start Mechanics .....................9 [10.3] Encounters With Aircraft ..............14 [16.4] Zeppelin Number Chart .................21 [6.2] Mission Mechanics ..........................9 [11.0] Zeppelin Damage & Crew Injuries 15 [16.5] Historical Kommandant Cards .....21 [6.3] Flight Sequence ................................9 [11.1] Zeppelin Damage ...........................15 Designer's Notes ...........................22 [6.4] Post Flight Sequence ........................9 [11.2] Crew Injury ....................................15 Selected Bibliography ....................22 [6.5] Mission Success ..............................9 [11.3] Mission Abort & Crash Landings .16 Game Credits ...............................22 [1.0] INTRODUCTION having done your part on the front lines. You may optionally begin in 1914 if you wish or start with a more advanced model World War I brought forth a stunning array of technological of Zeppelin which may actually increase your chance to survive. advances in warfare and weaponry. For the first time weapons You may start at any month/year you wish, but notice that while such as the tank, poison gas, and the aircraft were used in large some Zeppelins classes are available right away, others are not numbers. But soon after the start of the war, it also brought available until later. Players may be reassigned to a newer model stalemate: trenches and machineguns with supporting artillery of Zeppelin under some circumstances. far outmatched the bravery and élan of the massed infantry formations that made up the bulk of the fighting forces. Forward The rules are numbered and presented in sets of major sections, thinking German officers, however, dreamed of a way to break each section divided into numerous major and secondary cases. the stalemate and bring England to her knees from the air. The rules cross-reference other rules using (parentheses), so for With the help of Count Ferdinand von Zeppelin, the concept example, you will see, “Load your Zeppelin. You may adjust of strategic bombing was born. Leading this effort for Imperial ballast and bombload. (4.5),” meaning Case 4.5 is related to this Germany was their Marine Luftschiff Abteilung—the Naval rule. The rules of this game have been arranged both for ease of Airship Division. By the end of the war, more than 70 naval comprehension on first reading and for ease of reference later. airships, mostly Zeppelins, would fly over a thousand missions for Imperial Germany, including raids on London and other IF YOU ARE NEW TO OR UNFAMILIAR WITH cities in England. HISTORICAL GAMES, DON’T PANIC! First look at any of the Zeppelin Display Mats, the map of Europe, and the Zeppelin Raider is a tactical level game placing you in command playing pieces, then give the rules a quick read through. Please of one of several models of WWI Zeppelin airships as part of don’t try to memorize them. Follow the setup instructions for the Imperial German Navy. Your mission is to destroy as much play and then read Section 2.0 that describes the general course English war facilities as possible via bombing raids, or to conduct of play. Section 4.0 provides the framework to help you get reconnaissance over the North Sea... and still come home. Players started. As questions arise simply refer back to the rules. After will find it challenging to survive an entire tour from 1915 to a few minutes of play, you will find yourself becoming familiar 1918 at which time, if still alive, you will surrender at base, with the game mechanics. Copyright © 2019 Compass Games, LLC Zeppelin Raider — Rules of Play 3 Online game support is available, with several options to GENERAL OVERVIEW choose from. In general, play revolves around conducting sorties from a base on the German coast, to either conduct reconnaissance over the Visit us on the Web: North Sea or to bomb targets in England. Upon completion of each sortie you assess the success achieved by consulting https://www.compassgames.com your Log Sheet, which may result in a promotion/award for (Navigate to the Rules and Downloads area for the game.) yourself as Kommandant or possible crew advancement. Between sorties your Zeppelin will be refitted. You may also need time to Contact us by email: recuperate from any personal injury before being able to conduct [email protected] your next mission. We also recommend you visit the official game discussion topic CONDUCTING MISSIONS on ConsimWorld for game support, to read after-action reports, Your Zeppelin Display Mat shows the overall status of your and to share your play experience with others. You will find the Zeppelin and crew, including armaments. When conducting Zeppelin Raider game topic by visiting talk.consimworld.com sorties, your Zeppelin progresses from area to area on the map, and navigating to the Era: World War I folder in the individual checking for possible encounters in each area entered, including games and game series discussion area. You will also find game the possibility of a random event, mechanical breakdown, or a support on BoardGameGeek. change in weather. Typically, a random encounter involves aircraft. During Throughout the rules you will see numerous indented blue reconnaissance, ship encounters usually involve an unknown sections such as this one. These sections are filled with examples, force, which you must try to positively identify. On a bombing Note clarifications, play hints, design notes and other assorted mission, you will travel at night to England and conduct bombing wisdom in order to help ease you along. against (hopefully) militarily significant targets. At sea at night you will not encounter aircraft, but once over England it is possible before or after you conduct your bombing. You must constantly monitor and manage your altitude. Further danger comes from the multiple antiaircraft batteries near most targets. [2.0] HOW TO PLAY THE GAME ZEPPELIN REFIT Once your Zeppelin completes its patrol assignment by returning to base—after any possible encounter in the last Travel Box OBJECT OF THE GAME on the Patrol Track—it undergoes a refit. The length of refit The object of the game is to conduct numerous missions depends