TFH2: German Oct II 40
Autumn has arrived and the weather finally turns against the Germans. Poor weather and rough seas means no invasion this turn, and all bombing factors are halved.
The victory point differential remains close, only about 5 points. The question for the Germans at this point is do we go for an invasion if the weather clears, or do we force the game to a draw by keeping the victory points close?
Because of the weather, an all out night bombing campaign is launched against London, particularly Buckingham Palace and Whitehall. Nothing like a bombing raid to remind the King there’s a war on.
The night He-111 leads all available He-111s, Do-17s, and Ju-88s to the target. Night patrols desperately try to turn the night bomber back before it reaches London, but are unable to do so. However, newly minted Beaufighters jump the night bombers over the target hex and shoot up quite a few of them, forcing them to turn back to base for repairs, but not before they have led the force to their target.
The bombers unload, delivering over 20 strategic bombing factors on the city, sending the citizens fleeing in panic as Godzilla makes his way through the city. German bomber pilots are surprised to see what looks like the Bat-signal searchlight turned on. (Later in the comments, you’ll probably see the British proclaim that they hit Berlin first, but they hit little more than a school, and maybe a homeless guy or two).
I am using a photo from last turn that shows the arrival of German troops to their embarkation ports to show which hex of London was hit. That’s what the blue arrows mean.
Twenty SBF is not anywhere near what the Germans could deliver. Their bombing strengths are halved not just for the weather, but because they are bombing at night as well. The Germans could have delivered 80+ SBF if the weather was decent (for a total of 16 VPs). Victory points are awarded 2 points for every 10 SBF delivered on London, and the Germans score 4 VPs, bring them to within a victory point of the British.
Unless the British can score 16 VPs in the next 5 turns (and recent history suggests they won’t) while shutting the Germans out, they will not score a victory. Then again, neither will the Germans. In order to score a victory, one side or the other has to have at least twice the number of victory points as the other. That is unlikely to happen at this point (unless there is a failed invasion attempt).
It is the return to base that things start going wrong. The Ju-88s return to Germany, one crashing as it lands at Hamburg. The Do-17s lose two air units to crashes at Le Havre in France, and the He-111s lose 5 air units that crash at their bases in France and Belgium, including the night bomber. All told, 6 air units crash land returning to base. More damage than the RAF dealt out.
But we discovered a bug in the rules. The night bomber was aborted in air combat. It then crashed at Lille, which should abort it. Two aborts equals a kill in later rules, but not in this game. If an air units crashes, it is aborted, no matter what its status is coming in. Alan left it up to me to decide when we were discussing it, and I elected to follow self-interest and leave it on base, but in need of repairs.
This is an issue that definitely needs to be addressed.
Victory points are now Britain: 18, Germany: 17.
The last of the Kriegsmarine arrives next turn; the battlecruiser Gneisenau and light cruiser Leipzig, but time is running out, if it is not too late to launch an invasion already. It is now or never. If the weather breaks, we’re going. It may cost the Germans the game, but games are supposed to be fun. How much fun is it to have the Germans just stand on the beach and wave?