BA Living Playbook
BA Living Playbook
BA Living Playbook
For Pte. Wilfred Sharp (6468), 13th Btn. Northumberland Fusiliers, wounded north of Loos on 26th September, 1915.
PLAYBOOK
Table of Contents
Historical Background..................................................... 2 Scenario Setup General Rules.......................................... 9
Timeline of Major Events................................................ 2 Trench Lines.................................................................... 10
Examples of Play............................................................. 3 Scenarios.......................................................................... 11
Orders of Battle................................................................ 7
Historical Background
The myth of Bloody April is very powerful. As often told
the story is deceptively simple: brave young British pilots of the
Royal Flying Corps (RFC), with just a few hours of training,
were sent up daily to face the “Red Baron” and his ruthless gang
of merciless German aces. Outnumbered, lacking even basic
flying skills, outgunned and flying totally obsolete aeroplanes,
the young boys of the RFC went to their deaths due to blind Timeline of Major Events
stupidity, and at the whim of their commanders. They died,
like the men on the ground, as sacrifices to the doctrine of 1903, 17 Dec: The Wright brothers fly first controlled heavier-
the “offensive at any cost”. There is certainly no doubt of the than-air flight.
severity of the casualties suffered by the RFC in April 1917. 1909, 25 Jul: Frenchman Louis Blériot flew non-stop across
In that month alone the British lost 275 aeroplanes shot down, English Channel.
suffering 421 casualties of which 207 died. It took just 92 hours
1914, Aug: World War I begins.
of flying time for every tragic death incurred. And indeed the
worst carnage was amongst the new pilots—many of whom 1914, 25 Aug: Lt. H.D. Harvey-Kelly and Lt. W.H.C. Mansfield
lasted just a day or two once they actually started flying Task- flying a BE2a from 2 Sqn/RFC force a German Rumpler Taube
ings over the front. down by gunfire for the first British aerial kill of the war.
The legend of Bloody April is a vital component of the 1915, 1 Apr: Roland Garros installs a forward firing MG on his
sentimental view of the Great War (World War I). The com- Morane-Saulnier L, shoots down a German Albatros 2-seater
mon theme it shares with other popular war myths is that of for the first kill by a single-seat aeroplane.
innocence destroyed in futile attacks carried out for no logical 1915, 25 Jun: Capt Lanoe Hawker awardsed the first Victoria
reason against an impenetrable foe. Yet the pilots and observers Cross for air-to-air combat.
of the RFC flying over Arras were not helpless victims cast there
by some casual whim of cruel fate. They were there as the eyes 1915, 25 Aug: Hugh Trenchard promoted to Brigadier and
of the supreme British weapon of battle in the Great War—the becomes Commander of RFC.
artillery. The recon and artillery cooperation aeroplanes were 1916, 21 Feb: Battle of Verdun. The war’s first deliberate effort
the reason the British fought so hard in the air. For the troops to achieve control of the battlefield by massed concentration
on the ground to be effective they dearly needed the support of air assets by any of the combatants.
given by the RFC by vigorous and sustained opposition to the
German Air Force. 1916, Jun: German Ace Oswald Boelcke is tops among all
pilots with 19 kills.
The real story behind Bloody April then is one of selfless
heroism for a greater cause. The pilots of the RFC showed a 1916, Jul: Battle of the Somme. Germans realize that the
willingness to fly obsolete aeroplanes over the lines, knowing British offensive strategy dictated by Gen. Trenchard needs
the risks that they were taking, in order to carry out their duty to be countered by concentration of German air assets in
to the much larger numbers of men at risk on the ground. And British sector.
there is another set of German heroes who need our proper 1916, 23 Aug: First German Jasta formed, increasing
recognition. Manfred von Richthofen and his men were genu- concentrated fighter strength from two to five aeroplanes
ine heroes fighting and risking everything in the cause of their up to 10 to 14.
country. They may have had better aeroplanes, but they were
1916, 17 Sep: Manfred v. Richthofen (Red Baron) scores his
badly outnumbered and as the technological tide turned against
first of 80 official victories. The victim is an FE2b from 11
them later in the war, they too were almost all doomed to die
over the next two years. Any trivialisation of the story of Bloody Sqn/RFC.
April as some pointless, murderous farce does not do justice to 1916, 26 Oct: Oswald Boelcke’s score hits 40 kills. On 28 Oct.,
the men of either side in the tragic conflict in the skies above Oswald Boelcke and fellow pilot Boehme collide in mid-air.
Arras. Both sides fought against the odds and both sides knew Boelcke crashes to his death.
exactly what they were doing—and why! 1917, 21 Feb until end of March: German ground forces
1917 was the real beginning of modern air power. All the withdraw to the Siegfried Stellung also known as the
key components are in place. You have been put in command Hindenburg Line.
and the fate of your airmen is in your hands. The tasks at hand
1917, Bloody April: RFC admits losing 275 aeroplanes and
are daunting but you must prevail for there is no one else to
balloons with 421 aircrew killed or missing while claiming
take your place.
160 Germans shot down/ 206 Out of Control and 24 balloons
(Excerpts from Background taken from Bloody April: Slaughter destroyed. Germans admit losing 76 aeroplanes and 7
in the Skies over Arras, 1917 by Peter Hart) balloons. Germans report 12 aircrew killed, 6 missing and 6
wounded. Germans claim 298 British aircraft shot down and
34 balloons destroyed.
© 2012 GMT Games, LLC
Bloody April Playbook 3
at our heading, we are in one of the six facings that will gain a
+.5 MP marker which now mates up with our extra +.5MP from
the previous game turn and we drift one hex NE to (0426). We
want to climb so we select Climbing Flight. Our Climb Speed is
4.5MP – 1 = 3.5MP. So we will move 3MPs from (0426) to (0725)
and turn 30 degrees right to East (90-30 climbing restriction) as
a free turn on our 3rd MP. The extra +.5MP from our speed is
not used up so we will place a new +.5 marker on our flight and
we now increment our TtC from Deck +1 to Low +0 (our Time
to Climb from Deck to Low was 2D which meant it takes two
turns of climbing to get to new Altitude band). Game turn 10, no Random Event occurs but since it is game
Game turn 4, we repeat the processes again and have a Wind turn 10 during the Weather Phase, we must roll 2D10 to check for
Drift of +.5MP which combined with our previous marker will a weather change and our DRs are 9 + 8 for 17 and Wind Gusts,
combine and move us 1 hex in our current facing so we drift so now the wind picks up to 30MPH. We update the weather
into hexspine of (0824/0825) facing East. During the Movement dial on the map flipping it to the 30MPH side (nice while flying
Phase we select Climbing Flight again for 4MP – 1 = 3MP and toward Germany but this will slow us down on the way home).
move East to (1125) and now climb from Low +0 to Low +1. We Now during the Drift Phase, we will automatically drift one hex
are almost at our Patrol altitude of Low +3. On game turn 5, we and still retain our +.5MP marker from last turn. Move the flight
again gain a +.5 MP Wind Drift marker and select Climbing flight to (3121). We have drifted within range of the German Light AA
to continue climbing to Low +2 while moving to (1424/1425 unit and must roll for a possible barrage on the AA Table Light AA
hexspine). Notice that we didn’t have a +.5MP carry over from column. At Low band we note that a 16 or higher is needed for a
our game turn 4 movement so now we keep the +.5 marker from potential hit. Rolling 2D10 we get a 4 + 6 for 10 and Archie does
Wind Drift until it is paired with another one. not hit us but we do place a German Barrage marker on our hex
which helps enemy planes to visually sight us more easily. During
the Movement Phase, we continue with our patrol and now being
on the first hex of our patrol route (3121) we can now count hexes
flown towards (3613) as our first leg of patrolling (worth 2VPs
for a completed leg). Selecting Level Flight and a speed of 4MPs,
we will have to dodge Archie a bit. Move to (3220) turn 60L to
North. Light AA fires, 2D10; 5 + 5 for 10. The result is a miss but
a Barrage marker is placed. Move to (3219) on 2nd MP and turn
30R to NNE heading. AA fires again, this time rolling 8 + 8 for
16 is a possible hit. We now roll on the Archie Damage Table for
the Barrage column and apply a –1 DRM for Speed of 4. 2D10;
6 + 7 for 13 with a –1DRM for a final result of 12. Just missed; a
very close call and if we had been flying a slower aeroplane, we
would have been hit for a Damage result to one random plane in
the flight. Last two MPs straight ahead to (3318). During the Track
Phase we check to make sure we are still in range of a Trench Line
or a German aerodrome and we are within seven hexes of either
We cruise along for the next few game turns climbing to so are still Detected.
our Patrol altitude of Low +3 and then reverting to Level Flight
so by the end of game turn 8 we are in (2623) heading Northeast
to reach our Patrol start hex of (3121). At the start of game
turn 9, we are within range of the active German Trench Line
and are now subject to the Detection Phase (Ground Observer
sub-phase) and German observers on the ground attempt to spot
our flight. The closest enemy trench is (3021) and at a range of
four hexes we are well within the spotting range of six hexes
for flights in Low band. The enemy needs to roll a 12 or higher
on 2D10s and rolls a 7 + 6 for 13 result. We are now Detected
so our Generic counter is flipped from its Undetected to the
Detected side. The alarm is up and they will call to the Jasta
units to warn them of enemy activity crossing the front! During
the Movement Phase we select Level Flight and fly forward
4MPs to (3021). We are right over the trenches and about to
cross into Hun territory. We retain our +.5MP marker for next
turn and we spot an enemy Light AA unit in (3220). Looks like
we are about to meet Archie!
Game turn 11, Random Event DR=1 so a Random Event anxious to get his Albatros flight out of harm’s way and decides
occurs. Rolling on the Random Event Table we get a result of 9 to pull first on Small Force side (less than 10 flights per side)
+ 9 for 18; Engine Failure. As there are no damaged or crippled and pulls a 0 chit. Now we pull a chit and get a 1 chit and get to
aeroplanes in the flight this event is skipped. Otherwise, a subse- move. We have two choices; we can fly level and still attempt
quent DR would’ve picked which side would have an aeroplane to engage the enemy or dive and engage. Since we are in range
with a Dud Engine. Weather Phase; the Wind Drift is strong by selecting Level Flight we do so and have 4MPs to use. We
enough to push us 1 hex to (3418) as we are perpendicular to the move to (3515) turning 60R to NE, them move to (3614) turning
wind direction. Detection Phase; no changes, although at the end North. We use our last 2MPs to move forward to (3612), right
of this phase we remove all the Archie Barrage markers from the on top of the enemy flight. Time to engage! On the Engagement
previous game turn. Movement Phase; an undetected German Table we will use the Tally column and now add up our DRMs.
flight “A” is moving from (3812) to (3513) heading Southwest Capt. Ball as our flight leader has a +3 Aggression Value and we
at Low +0. This might be someone we may want to take a look get an additional +1 DRM for the target being lower (one reason
at. We select level flight with 4MPs and move ahead on our first not to dive to their level). So our total DRMs are +4 and we need
2MPs to (3517) turning 30L to North. On our last 2MPs we move a base 9 or higher to succeed. Rolling 2D10 we get a 4 + 3 for 7
ahead ending in (3515). Track Phase; no change. + 4 DRM and a final result of 11, more than enough to engage.
The Germans get to roll back, their training level is Regular so
we will roll on the Flight Quality Table for their Aggression
Value. Rolling 2D10 we get a 6 + 6 for 12 and they get a +0
rating. Our flight is Detected but not Tallied so they will need a
base 12 to engage but because we maintained altitude advantage
they get a –2 DRM. They roll 2D10 and get 6 + 5 for 11 – 2
and a 9 result which is a failure to engage so we have Surprised
the enemy flight and will get a bonus in combat. We now go to
the Manoeuvre Table to find out how many shot opportunities
our flight gets. We now figure our Manoeuvre DRMs. First is
the Manoeuvre Rating differential; so looking at our ADCs we
see the SE5 has a MR of 6 and the Albatros C.VII has the same.
Aggression Values a +3 to +0 so we get a +3 DRM. Geometry;
we were unable to manoeuvre behind the enemy so a +0 DRM.
Altitude advantage gives us a +1 DRM. We also have a +3 Sur-
prise DRM. So our total DRMs are +3, +3 and +1 for a net +7.
Rolling on the 3 aeroplane column, we get a 5+3 for 8 + 7 DRM
final result which is 15, so 2 shot opportunities. The Germans
on the other hand, have a –3 DRM for Aggression and –1 flight
disadvantaged for a total DRM of –4. They roll a 7 + 7 for 14 – 4
DRM final result is 10, so no shots. Now we go to Shot Resolution
Game turn 12, no random event rolled. Weather Phase; Wind step. The SE5 has two weapons and we can either select one or
Drift. Our flight is now flying into the wind and will drift one the other single weapon or shoot them both together. We decide
hex south to (3516). German flight “A” also drifts one hex back to use both and get a FP rating of +3/+2 for +5 total. Looking
to (3612). Detection Phase; we now have an opportunity for a at the Albatros C.VII ADC, they have a Damage Factor of –2
Visual Detection attempt. Our flight will attempt to get a visually (tough aeroplane) so our total DRMs are +5/–2 for net +3. We
identification (Tally) on German flight “A”. We need to roll a roll each shot individually and roll 7 + 7 and 4 + 3. With DRMs
12 or higher on 2D10, but the range is four hexes so we have a we get 17 and 10 results. The 10 is a miss but the 17 scores us a
–4 DRM. The Sun is to the East for our time block so no DRMs kill! Now, we roll for Depletion. We fired both weapons of the
apply for sun or weather. Flight size is the only other modifier SE5 and from the ADC we see that they have Ammo (3)/2D(6).
that would apply but we will have to wait for the DR results and Rolling 1D10 and get a four. We use up 2 ammo from the Fwd
our opponent would tell us if we are successful or not based on Fixed MG and 4 ammo from the UW MG. So our new Ammo
flight size. As long as German flight “A” consists of two or more depletion is (5)/2D(10). So UW has depleted an Ammo Drum
aeroplanes we will get a positive DRM. We roll 10 + 4 for 14 and once reloaded the SE5 ammo would be (5)/1D(6). Next step
result, now our opponent reveals that flight “A” is two aeroplanes is Damage Allocation and we roll on the two column with a D10
which gives us a +2 flight size DRM. Success! Tally-Ho! Flight result of seven. The number two Albatros in the flight is shot
“A” is revealed to be a flight of 2 Albatros C.VII 2-seaters and we down. There is a Shoot Down Chrome table that is optional but
place a Tally 1 marker on that flight and the Flight “A” counter is provides more flair for the shoot down results and rolling on that
replaced with an Albatros C.VII flight counter. The German flight table with a D10 result of three; “Shot Down in Flames – Crew
attempts to Tally our flight with the same range DRM of –4 and KIA”. Now at this point, depending on whether you are using
a +2 for our flight size of three. They roll 6 + 6 for 12 –2 DRM the Advanced Dogfight rules, the flights would either transfer to
and fail to spot us visually. During the Movement Phase; each the Dogfight playaid for continuation of the fight on subsequent
side will pull an Initiative chit to see how many flights/dogfights game turns or the combat is now ended and the flights would
are activated in any given segment. The Germans always get to Scatter and be marked with Manoeuvre markers.
decide whether to pull first or defer and the German player is
© 2012 GMT Games, LLC
6 Bloody April Playbook
Our next example of play will be an Artillery Cooperation 7 + 6 for 13 result. Battery Contact achieved and the signal to
Tasking. You are no longer a glamourous scout pilot but part commence firing has been given. Mark the shooter battery with
of a 2-man crew of a BE2 aeroplane. Obsolete by 1917, you a BTY CON marker and the target battery with a corresponding
however must soldier on as the ground troops rely on you for Target marker.
photographs of the Trench Lines along the front as well as the Game turn 14.
vital job of providing spotting and coordination for the artillery During the
that pounds the enemy daily. Weather Phase,
we now have a
headwind, so will
drift one hex NE
(2602). During
Movement Phase,
we again select
Level Flight and a
speed of 2.5 MP
plus our +.5 MP
carry over from
last turn so we
have total MPs of
three. We move
You will be flying a BE2 from 2 Sqn based at Hesdigneul, 2MPs forward to (2403) and then turn 180 degrees back to NE
the time is 08:00 am and environmental details are as per the (mark with Turn marker). During the Admin Phase, we roll on
first example of play with the wind out of NW at 30 MPH. the Commence Firing line and get a 2D10 result of 5 + 5. Mark
We start in (2304) heading NE at Low +0 (4000ft). There is a the shooter by flipping the BTY CON marker to CF side. Artil-
British Artillery unit in (2305) that we will be spotting for and lery spotting rounds are on the way to the target.
our target is a German Artillery unit in (2704). There is also a Game turn 15.
Medium German AA unit in (2705) so we want to avoid flying Again, we will
over that unless we want to get shot at. At 4000ft we can spot drift one hex NE
targets four hexes away so we want to make sure our positioning (2503) during the
always keeps our shooter and target within Line of Sight (LOS). Weather Phase.
From the Sequence of Play, you will notice that all Artillery Movement Phase,
Cooperation Tasking DRs are made during the Admin Phase so we select Level
where we end up during movement is key to ensuring we are in Flight with 2.5
position for our tasking. So it is now the Admin Phase for game MPs. We move to
turn 12, taking into account the time it took us to fly from the (2602) and on 2nd
Squadron’s aerodrome to get into position. Looking at the Artil- MP turn 180 de-
lery Cooperation Matrix playaid, we see our first step is to sight grees to SW (mark
our shooting Artillery Battery. What happens here is the Artillery with Turn mark-
Battery lays out a panel on the ground that we must sight to see er). During the
that they are ready for our shoot. Rolling 2D10 we get a 5 + 5 Admin Phase, we
for 10 result. Battery Signal is spotted. We immediately go to check to see if any
the next line and attempt to contact the Battery via our wireless spotting rounds are on target and roll 2D10 result of 3 + 4 for
set aboard the aeroplane. We roll 2D10 and get a 2 + 3 for five seven and the rounds are off target so we roll again on Off Target
result and fail our Battery Contact. We will have to attempt again Matrix and our 2D10 roll of 4 + 1 gives us a correction distance
the next game turn. of 200 yds and a +2 DRM for next game turn. Mark our firing
Game turn 13. No Random Events and Weather Phase, we Artillery with an Off Target marker.
will drift one hex NE (2403) due to 30 MPH wind from NW (note: Game turn 16. Drift our flight one hex NE (2702) during the
Wind Drift is with the current heading and not to SE except when Weather Phase. Movement Phase, we select Level Flight with
perpendicular to the wind). The BE2 in the Low band has a level 2.5MP plus a +.5 marker from last game turn. We have been
speed of 2.5 MPs from the ADC and we can select any setting drifting further into enemy territory so we head straight ahead for
for speed from 1.5 to 2.5MPs in level flight. We will select our 3MPs to (2403) heading SW. During the Admin Phase, we check
max speed of 2.5 MPs and move forward 1 hex (2503) and on on the On Target line and roll 2D10 for 6 + 5 for an 11 result but
2nd MP do a max turn of 180 degrees back to SW. Our flight is we get a +2 DRM from our correction last game turn and the 13
now marked with a +.5 marker for the extra portion of MPs we result total means the Artillery rounds are on target and we give
didn’t use and we should also mark the flight with a Turn marker the Fire for Effect signal (flip Off Target marker to FFE side).
to denote we used our max turn rate on the last MP and cannot We immediately roll on the Fire for Effect line and roll 2D10 and
turn again until we move to a new hex. Admin Phase, we will get a 6 + 8 result. Target destroyed. Our flight may now return
attempt again to make Battery Contact. Rolling 2D10 we get a to base or continue on to another Artillery Cooperation tasking.
Orders of Battle
Royal Flying Corps – OOB 30 Units
Aeroplane Flight Quality Ratings
Squadron Aerodromes Aerodromes Type March April May
1(N) Bellevue Apr 11+ Tripes NR REG REG
2 Hesdigneul BE2 TRN TRN TRN
3(N) Marieux Mar 26+ Pups REG VET VET
5 Marieux until Mar 23 Savy Apr 7+ BE2 TRN TRN TRN
8 Soncamp May 8+ BE2 NR NR TRN
6(N) Bellevue Apr 8+ N17bis NR TRN TRN
8(N) Auchel Mar 28 – May 15 M St Éloi May15+ Tripes REG REG VET
10 Chocques BE2 TRN TRN TRN
11 Le Hameau FE2b REG REG REG
12 Avesnes-le-Comte BE2 TRN TRN TRN
13 Savy until May 8 Étrun May 9+ BE2 TRN TRN TRN
15 Léalvillers BE2 TRN TRN TRN
16 Bruay until May 24 Camblain May 25 BE2 TRN TRN TRN
19 Fienvillers until Apr 1 Vert Galand Apr2 SPAD VII REG REG REG
25 Lozingham FE2b/2d REG REG REG
27 Fienvillers until Apr 30 Out of Sector M.G100 REG REG REG
29 Le Hameau (12 Mar to N17) DH2/N17 REG REG REG
32 Léalvillers DH2 TRN TRN TRN
35 Savy Apr 5-May 12 Out of Sector AW FK8 NR TRN TRN
40 Treizennes until Apr 24 Bruay Apr 29+ FE8/N17 REG:FE8 VET VET
(9 Mar to N17) VET:N17
43 Treizennes Sop 1 1/2 REG REG REG
48 Bellevue Mar 8+ BF2a/b REG REG REG
55 Fienvilliers Mar 5+ DH4 TRN TRN TRN
56 Vert Galand Apr 7+ SE 5/5a NR VET VET
57 Fienvillers FE2d TRN TRN TRN
59 Bellevue RE8 TRN TRN TRN
60 Filescamp Farm N17 TRN REG REG
66 Vert Galand Mar 18+ Pups TRN TRN TRN
70 Vert Galand Mar 2- Apr 1 Fienvillers Apr 2+ Sop 1 1/2 REG REG REG
100 Le Hameau Apr 1-May 15 Treizennes May16+ FE2b NR REG REG
Squadron Ratings: TRN= Trained REG=Regular VET=Veteran NR=Not Rated (Squadron not active in area of operations)
Trench Lines
Trench Lines vary by date, and these are depicted on the
map in several ways. The trenches immediately before the
battle started on 9th April are shown as red and blue trenches
on a darkened background, running from west of La Bassée in
hex 2301 down to Beaurains in 2417, then southeast where the
British and German lines end at 4131 and 4331 respectively,
with hex 4230 being no man’s land.
• For the earlier scenarios before the German withdrawal
to the Hindenburg Line, the trenches follow the same line
from La Bassée to Beaurains, but then head southwest to
the ruins of Beaumont Hamel then east to Sailly-Saillisel
in hex 2931. This is the line for scenario 1.
• Scenarios 3 and 5 are unaffected, because the playing area
is restricted to north of xx15.
• In scenarios 8 and 9 the British ground forces were still
advancing to contact, being held up by German machine
guns covering the withdrawal. Bapaume had been captured
on the 17th March, but there were no fixed British positions
south of Beaurains at this time.
• After the Battle of Arras starts, trench positions are either
the original red and blue trenches on a darkened bark-
ground, or where advances had been made they follow the
relevant coloured line marking the new position. Some-
times these are in the same hexes as the original trench,
and are shown for historical purposes.
• For any scenario after 9th April up to and including 12th
April the line is Original Trench (OT) 2301-2309, green
line 2309-2922, OT 2922/3021-4131/4331.
• For any scenario after 12th April up to and including 14th
April the line is OT 2301-2506, blue line 2506-2714,
green line 2714-2817, blue line 2817-2820, then OT to
4131/4331.
• For any scenario after 14th April up to and including 24th
April the line is OT 2301-2506, blue line 2506-2812, red
line 2812-2920, then OT to 4131/4331.
• For any scenario after 24th April up to and including 3rd
May the line is OT 2301-2506, blue line 2506-2710, yellow
line 2710-2812, red line 2812-2920, then OT to 4131/4331.
• German counterattacks in the north saw the line pushed
back, whereas further British advances were made around
the river Scarpe, so for any scenario after 3rd May up to
and including 14th May the line is OT 2301-2506, blue
line 2506-2710, black line 2710-2811, red line 2812-2813,
black line 2914-2916, red line 2917-2920, then OT to
4131/4331.
• Further fighting after 14th May saw no significant changes
to the lines as depicted, so for scenarios after 14th May use
the same lines as above.
SCENARIOS
Bloody April Scenario 1 (Show/Campaign) German: Place 10xArchie counters inactive (5xMed/
5xLight)/Place 8xArtillery units (6xReal/2xDummy)
Scenario Date: 4 March 1917. On March 4th, Naval 3 had what
Raymond Collishaw described as one of its “more memorable Taskings:
days.” While the BE2 units performed photo reconnaissance and
artillery cooperation Taskings, Naval 3 was busy with multiple British: Offensive Patrols / Line Patrols / Recon/LR Recon
patrols including two flights escorting FE2 aeroplanes to Cam- / Artillery Cooperation
brai where they were engaged by Halberstadt scouts. Naval 3 German: Recon / Defensive Scrambles / Balloon Busting
claimed three of the German scouts out of control for the loss
of one pilot and another wounded. 40 Squadron claimed two en- SSRs:
emy machines forced down during their escort of 43 Squadron.
The Halberstadt scouts that Naval 3 ran into were from Jasta 1) Trench Line is La Bassée in hex 2301 down to Beaurains in
1 which claimed two Pups. Jasta Boelcke’s Ace Werner Voss 2417 then head southwest to the ruins of Beaumont Hamel
claimed a BE2 and Jasta 11 claimed five kills. Jasta 5 claimed then east to Sailly-Saillisel in hex 2931
three kills. In total in this sector, the Germans claimed eleven 2) AA may be placed in any hex on friendly side of Trench
kills suffering only two known losses. Lines but no two units may be placed adjacent.
Time of Day: Roll D10 for Time of Day; 1-4 Block 1, 5-7 3) Artillery must be placed within three hexes of friendly
Block 2, 8-10 Block 3 Trench Line. German places Artillery and AA units first.
Block 1 1030-1146 (38 game turns) / Block 2 1250-1406 (34 4) Sectors: North Sector (2301-2310)/Center Sector (2311-
game turns) / Block 3 1520-1620 (30 game turns) 2520)/South Sector (2521-2931)
5) Campaign play. Play through time blocks in order rolling
Weather: Roll on Weather Table for March.
for weather separately for each time block.
Ground Setup: Scenario VPs:
British: Place 5xOBs (Observation Balloon) in hexes 1425, Per Standards
2003, 2011, 2018, 1931 at maximum altitude.
• Campaign Day winner: Win two out of three blocks. Each
Place 10xArchie counters inactive (5xMed/5xLight)/Place block totalled separately
8xArtillery units (6xReal/2xDummy)
Tasking notes:
1. Roll for Jasta scout Type on Scout Availability Table. All 3. All remaining Jasta will fly Defensive Scramble. Three to
available each Block. six aircraft (Roll D10: 1-3 (3), 4-6 (4), 7-8 (5), 9-10 (6)).
2. Task one Jasta each block to fly Balloon Busting Task. 4. Select two FA(A) Staffeln to fly Artillery Co-operation per
Roll for number of aircraft on Scout Availability Table. Block.
Maximum aeroplanes are three for tasking reroll any results 5. FA45B may fly Trench Recon or Artillery Co-Operation and
greater than three. counts towards one of two non-scout flights for that block.
Tasking notes:
1. Select two BE2 squadrons to fly Artillery Cooperation or 6. British Offensive Patrol pick a start hex in friendly territory
Recon. Each flight a single aeroplane. Blocks 1-3. Target and then plot an end hex in enemy territory at least seven
may be in any Sector. hexes east of Trench Line in enemy territory. Fly from start
2. Select three different scout squadrons (19, 25, 29, 32 or 60) hex to end hex to complete patrol; three to six aircraft (Roll
to fly an Offensive Patrol. Blocks 1-3 1-2 (3), 3-5 (4), 6-8 (5), 9-10 (6))
3. LR Recon w/Escort fly to target location and photograph 3 7. 3(N) is considered to start at Fienvillers for this scenario.
hexes around target hex; two to three aircraft (Roll 1-5 (2),
6-10 (3)). At least one hex must be 3VP or higher. Designate
up to two aircraft with cameras.
4. Line Patrol fly through sector for 10 hexes on straight line
flight path along Trench Line; two to four aircraft (Roll 1-5
(2), 6-8 (3), 9-10 (4))
5. British Escort fly with escorted aircraft to target and back
once joined up – three to six aircraft (Roll 1-2 (3), 3-5 (4),
6-8 (5), 9-10 (6))
Tasking notes:
1. German flights may not takeoff until a British flight is 3. Jasta 11 must include Manfred v.Richthofen as lead pilot
detected or enters a Trench Line hex. (+5 Rating).
2. Roll for Jasta scout Type on Scout Availability Table. All
available each Block.
© 2012 GMT Games, LLC
14 Bloody April Playbook
Tasking notes:
1. Offensive Patrols/Line Patrols fly between hexes twice for 2. 40 and 43 Sqn start with 10 endurance points used in hex
a complete patrol. 0901.
Tasking notes:
1. Offensive Patrols fly between hexes twice for a complete 4. 29 Sqn “A” Flight 2xDH2; Lt Sloan(NR), Lt Pearson(NR)
patrol. 5. 40 Sqn “A” Flight starts in [0901] Hdg SE at 10,000ft
2. 40 Sqn “A” Flight 4xFE8; Lt Blaxland (NR), 2Lt Neve (Med+0) with 66 endurance points remaining. 40 Sqn “B”
(NR), 2Lt Hills(NR), 2Lt Haseler(NR) Flight starts in [0901] Hdg SE at 10,000ft (Med+0) with
3. 40 Sqn “B” Flight 4xFE8; Lt Benbow(+1), 2Lt Shepard(NR), 66 endurance points remaining starting Game Turn 3. 29
2Lt Todd(NR), Lt Morrice(NR) Sqn “A” Flight may takeoff no earlier than Game Turn 3
from Le Hameau.
Tasking notes:
1. German flights may not takeoff until a British flight is 3. Jasta 30 Optional Rule: Roll D10 (1-5) Available (6-10) Not
detected or enters a Trench Line hex. Available. If Available; roll on German Scout Availability
2. Jasta 11 5xType; Ltn M.v.Richthofen(+5), Ltn Table for Jasta Flight Size (min of 2 aircraft) and Type.
K.Allmenröder(+2), Ltn Schäfer(+2), Ltn Wolff,(+3) Ltn (Note Jasta 30 did not participate in this battle historically)
Lubbert(NR). Roll for Type of aeroplane on German Scout
Availability Table
© 2012 GMT Games, LLC
16 Bloody April Playbook
Tasking notes:
1. Offensive Patrols/Line Patrols fly between hexes twice for
a complete patrol.
Tasking notes:
1. Roll for Jasta scout Type on Scout Availability Table. 2. German aircraft can only launch once a British flight is
detected or crosses the Trench Line.
Tasking notes:
1. British Offensive Patrol is a joint patrol with 25 Sqn / 43 2. If using the optional endurance rules: 43 Sqn starts with 30
Sqn. Patrol must be flown either stacked or the two flights endurance points used and 25 Sqn starts with 24 endurance
must maintain with one hex of each other. Start hex for at points used.
least one flight is Lozingham (1201). Patrol may begin at 3. Flight size is variable for both flights: Roll D10: 1-5 (4
either Souchez (2209) or Cuinchy (2302) and fly the com- aeroplanes), 6-10 (5 aeroplanes).
plete route. One leg is considered for either start point to
Henin Lietard (3108).
Tasking notes:
1. German flights may not takeoff until a British flight is 3. Minimum German Scout flight size is 2 aircraft; reroll any
detected or enters a Trench Line hex. 1 result.
2. Roll on German Scout Availability Table for Jasta Flight
Size and Type.
© 2012 GMT Games, LLC
18 Bloody April Playbook
Tasking notes:
1. German aircraft can only launch once a British flight is 3. Jasta 11 must include Manfred v.Richthofen as lead pilot
detected or crosses a Trench Line hex. German player may (+5 Rating).
launch one Jasta at game start but awardss the British player 4. Roll on German Scout Availability Table for Jasta Flight
5VP for doing so. Size and Type.
2. Roll for FA flight 2xType (1-4 Alb C.VII, 5-7 Ru C.1, 8-10
DFW C.V), FA(A) flight 2xType (1-5 Ro C.II, 6-10 Ru C.1)
Tasking notes:
1. Offensive Patrols/Line Patrols fly between hexes twice for
a complete patrol.
Tasking notes:
None
Tasking notes:
1. German aircraft can only launch once a British flight is 3. Jasta B must include Werner Voss as lead pilot (+3 Rating).
detected or crosses a Trench Line hex.
2 Roll on German Scout Availability Table for Jasta Flight
Size and Type.
Tasking notes:
None
Tasking notes:
1. German aircraft can only launch once a British flight is 3. Jasta 11 must include Manfred v.Richthofen as lead pilot
detected or crosses a Trench Line hex. (+5 Rating).
2. Roll on German Scout Availability Table for Jasta Flight
Size and Type.
© 2012 GMT Games, LLC
22 Bloody April Playbook
Tasking notes:
1. Assign Bishop (+2) as a pilot in 60 Sqn. If flight aggression aggression level of +2 while Bishop is in the flight. (His-
level is less than 2 then the flight is considered to have an torical note: he was not the flight leader).
Tasking notes:
1. German aircraft can only launch once a British flight is 3. Roll on German Scout Availability Table for Jasta Flight
detected or crosses a Trench Line hex. Size and Type.
2. Jasta 11 must include Manfred v.Richthofen as lead pilot
(+5 Rating).
© 2012 GMT Games, LLC
Bloody April Playbook 23
Tasking notes:
1. German aircraft can only launch once a British flight is 3. FA45b/S4 2xType. Roll D10 (1-6 Alb C.VII, 8-10 Ru C.1)
detected or crosses a Trench Line hex. German player may 4. Jasta 11 must include Manfred v.Richthofen as lead pilot
launch one Jasta at game start but awards the British player (+5 Rating).
5VP for doing so.
5. Roll on German Scout Availability Table for Jasta Flight
2. Select two German FA(A) units for Artillery Cooperation. Size and Type.
Tasking notes:
1. (1xBE2) 16 Sqn or 10 Sqn Artillery Cooperation (player 3. Offensive Patrols/Line Patrols fly between hexes twice for
choice on tasked Sqn). a complete patrol if not tied to Tasking Note 2.
2. British player may fly an Offensive Patrol with either
(choice of two Sqns):11/19/3(N)/8(N)/32/66 Sqns with
4xType. OP must be ten hexes on German side of line. Must
fly back and forth three times.
Tasking notes:
1. British player may fly an Offensive Patrol with either 2. Offensive Patrols/Line Patrols fly between hexes twice for
(choice of one Sqn):3(N)/8(N)/66 Sqn with 4xType. OP a complete patrol.
must be ten hexes on German side of line. Must fly back
and forth two times. If this patrol flown award the Germans
5VPs.
Tasking notes:
1. German aircraft can only launch once a British flight is 2. Roll on German Scout Availability Table for Jasta Flight
detected or crosses a Trench Line hex. German player may Size and Type.
launch one Jasta at game start but awards the British player
5VP for doing so.
Tasking notes:
1. German aircraft can only launch once a British flight is 2. Jasta 11 must include Manfred v.Richthofen as lead pilot
detected or crosses a Trench Line hex. German player may (+5 Rating).
launch one Jasta at game start but awardss the British player 3. Roll on German Scout Availability Table for Jasta Flight
5VP for doing so. Size and Type unless already noted.
Tasking notes:
1. (1xBE2) Player choice of either: 2, 10, 12 or 13 Sqn to fly 3. 2, 10 and 16 Sqns. Artillery Cooperation each Sqn sends
Trench Recon. 10 hexes. out 1xBE2.
2. Offensive Patrols/Line Patrols fly between hexes twice for
a complete patrol.
Tasking notes:
1. German aircraft can only launch once a British flight is 4. Roll on German Scout Availability Table for Jasta Flight
detected or crosses a Trench Line hex. German player may Size and Type.
launch one Jasta at game start but awardss the British player 5. German FA/FA(A) fly two by Trench Recon (ten hexes)
5VP for doing so. and two Artillery Cooperation. One of each tasking per
2. Roll for Type for FA(A)288-S4: (1-6 Alb C.VII, 7-10 Ru C.I) block 2 and 3. FA(A) 211 and FA8 will fly Trench Recon.
3. Jasta 11 must include Manfred v.Richthofen as lead pilot FA(A)224 and 288 will fly Artillery Cooperation.
(+5 Rating).
Tasking notes:
1. 2, 13 and 15 Sqns. Trench Recon each Sqn sends out 1xBE2 3. 2, 10 and 16 Sqns. Artillery Cooperation each Sqn sends
to photograph ten hexes worth of Trench Line. Block 2. out 1xBE2. Block 2.
2. 3(N), 29, 48, 60 and 66 Sqn. (4xType). Designate three 4. Offensive Patrols/Line Patrols fly between hexes twice for
Sqns per Block 2 and 3 to fly Offensive Patrol. Pick start a complete patrol.
and end point in German territory (East of Trench Line)
that is 10 hexes apart. Each Sqn must fly at least one block
during the day if playing as a Campaign Day.
© 2012 GMT Games, LLC
Bloody April Playbook 31
Tasking notes:
1. (4xBE2). Designate four BE2 squadrons to fly Trench 2. Offensive Patrols/Line Patrols fly between hexes twice for
Recon (10 hexes) and Artillery Cooperation. Two of each a complete patrol.
tasking. Each tasking flown by 1xBE2.
Tasking notes:
1. German aircraft can only launch once a British flight is 2. Jasta 11 must include Manfred v.Richthofen as lead pilot
detected or crosses a Trench Line hex. German player may (+5 Rating).
launch one Jasta at game start but awardss the British player 3. Roll on German Scout Availability Table for Jasta Flight
5VP for doing so. Size and Type.
Tasking notes:
1. German aircraft can only launch once a British flight is 3. Jasta 11 must include Manfred v.Richthofen as lead pilot
detected or crosses a Trench Line hex. German player may (+5 Rating).
launch one Jasta at game start but awards the British player 4. Roll on German Scout Availability Table for Jasta Flight
5VP for doing so. Size and Type.
2. Roll for Type for FA(A)233-S7: D10 (1-4 Alb C.VII, 5-7 5. Designate FA(A) units for Trench Recon (10 hexes) and
Ru C.I, 8-10 DFW C.V) Artillery Cooperation. One tasking of each type per Block
2 and 3. Player choice on which FA(A) gets which tasking.
Tasking notes:
1. Designate four BE2 or three BE2/ one AW FK8 squadrons 2. Offensive Patrols/Line Patrols fly between hexes twice for
to fly Trench Recon (10 hexes) and Artillery Cooperation. a complete patrol.
Two of each tasking. Each tasking flown by 1xType. Blocks
2 and 3.
Tasking notes:
1. German aircraft can only launch once a British flight is 2. Jasta 11 must include Manfred v.Richthofen as lead pilot
detected or crosses a Trench Line hex. German player may (+5 Rating).
launch one Jasta at game start but awards the British player 3. Roll on German Scout Availability Table for Jasta Flight
5VP for doing so. Size and Type.
Tasking notes:
1. (4xBE2). Designate four BE2 squadrons to fly Trench 2. Offensive Patrols fly between hexes twice for a complete
Recon (10 hexes) and Artillery Cooperation. Two of each patrol.
tasking. Each tasking flown by 1xBE2. Blocks 1-2.
“Archie”
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Bloody April Playbook 37
Tasking notes:
1. German aircraft can only launch once a British flight is 4. FA(A)233-S7. Roll 2xTypes [1-4 Alb C.VII, 5-7 Ru C.I,
detected or crosses a Trench Line hex. German player may 8-10 DFW C.V].
launch one Jasta at game start but awards the British player 5. Designate two FA(A) units per block for Trench Recon (10
5VP for doing so. hexes) and Artillery Cooperation. Blocks 1-3.
2. Jasta 11 must include Manfred v.Richthofen as lead pilot
(+5 Rating).
3. Roll on German Scout Availability Table for Jasta Flight
Size and Type.
Tasking notes:
1. Designate four BE2 or three BE2/one AW FK8 squadrons to 2. Offensive Patrols/Line Patrols fly between hexes twice for
fly Trench Recon (10 hexes) and Artillery Cooperation. Two a complete patrol.
of each tasking. Each tasking flown by 1xType. Blocks 1-3.
Tasking notes:
1. German aircraft can only launch once a British flight is 3. Roll on German Scout Availability Table for Jasta Flight
detected or crosses a Trench Line hex. German player may Size and Type.
launch one Jasta at game start but awards the British player 4. Designate two FA(A) units per block for Trench Recon (10
5VP for doing so. hexes) and Artillery Cooperation. Blocks 2-3 Only.
2. Jasta 11 must include Manfred v.Richthofen as lead pilot
(+5 Rating).
Tasking notes:
1. Designate four BE2 or three BE2/one AW FK8 squadrons 2. Offensive Patrols/Line Patrols fly between hexes twice for
to 1. (4xBE2). Designate four BE2 squadrons to fly Trench a complete patrol.
Recon (10 hexes) and Artillery Cooperation. Two of each
tasking. Each tasking flown by 1xBE2. Blocks 2-3 Only.
British S.E.5
© 2012 GMT Games, LLC
Bloody April Playbook 41
Tasking notes:
1. German aircraft can only launch once a British flight is 3. Roll on German Scout Availability Table for Jasta Flight
detected or crosses a Trench Line hex. German player may Size and Type.
launch one Jasta at game start but awards the British player 4. Designate two FA(A) units per block for Trench Recon (10
5VP for doing so. hexes) and Artillery Cooperation. Blocks 1-2.
2. Jasta 11 must include Manfred v.Richthofen as lead pilot
(+5 Rating).
Tasking notes:
1. (4xBE2). Designate four BE2 squadrons to fly Trench Recon 3. British player select three 2-Seater squadrons (11, 35, 48,
(10 hexes) and Artillery Cooperation. Two of each tasking. 57 or 70 Sqn) for Line Patrol. Pick one of the following
Each tasking flown by 1xBE2. Blocks 1-2. line patrol routes for each flight (2705-2714), (2719-2710)
2. British player select four Scout squadrons (3(N), 6(N), 8(N), and (2517-2508). Fly between hexes twice for a complete
29, 32, 56, 60 or 66 Sqn) for Offensive Patrol. Pick ten patrol. Roll for flight size for each squadron (1-2, 3xType,
hexes within the rectangle (2409-3009-3820-2820) for each 3-5, 4xType, 6-8, 5xType, 9-10, 6xType). Block 1 only.
patrol. Fly between hexes twice for a complete patrol. Roll 4. Offensive Patrols fly between hexes twice for a complete
for flight size for each squadron (1-2, 3xType, 3-5, 4xType, patrol.
6-8, 5xType, 9-10, 6xType). Block 1 and 2.
© 2012 GMT Games, LLC
Bloody April Playbook 43
Tasking notes:
1. German player select three Schusta units (Roll 1-7 2xType, 3. Jasta 11 must include Manfred v.Richthofen as lead pilot
8-10 3xType). Offensive Patrol to attack British Contact (+5 Rating).
Patrols. Block 1. All aeroplanes in flight are Schusta. 4. Roll on German Scout Availability Table for Jasta Flight
2. German player selects two FA(A)/Schusta combos (2xType) Size and Type.
to fly Trench Recon from (3315-3008) ten hexes of own 5. German Jasta aircraft can only launch once a British flight
Trench Line. Each flight starts at a different end of route. is detected or crosses a Trench Line hex. German player
Block 2. (Note: These German trenches are behind the may launch one Jasta flight at game start but awards 5VPs
front lines and are being photographed as part of defensive to the British player for doing so.
network to fall back to in case British offensive continues.)
© 2012 GMT Games, LLC
44 Bloody April Playbook
Tasking notes:
1. (4xBE2). Select four (BE2) squadrons to fly (1xBE2) Contact 5. (3xType) 25 Sqn, 35 Sqn and 57 Sqn will fly Line Patrols.
Patrols to SSR#3 locations. Attempt to identify the location Each Patrol must designate a start and end hex for patrol that
of all six British ground units. Block 1. is at least 10 hexes apart and within three hexes of German
2. (3xBE2). Select three (BE2) squadrons to fly (1xBE2) each Trench Line (on either side of Trench Line).
Artillery Cooperation taskings. Blocks 1 and 2. Note: Same 6. Campaign play. If playing through both blocks. If any ground
units may fly in both Contact Patrols and Arty Coop. units were not flipped over during block 1, fly (3xBE2), pick
3. (4xType) 6(N), 8(N), 32 and 40 Sqn will all fly Offensive three BE2 Sqns to fly Contact Patrols to SSR#3 locations.
Patrols in Block 1. Each Patrol must designate a start and 7. Offensive Patrols and Line Patrols fly between hexes twice
end hex for patrol that are at least 10 hexes apart in German for a complete patrol.
territory.
4. (4xType) 3(N), 19, 48 and 60 Sqns will all fly Offensive
Patrols in Block 2. Each Patrol must designate a start and
end hex for patrol that are at least 10 hexes apart in German
territory.
© 2012 GMT Games, LLC
46 Bloody April Playbook
Tasking notes:
1. German player select two units for Trench Recon, any ten 4. Roll on German Scout Availability Table for Jasta Flight
hexes of trenches for each flight. German (2xType). Block 3. Size and Type.
2. Jasta B is led by O.Bernert (+2 Rating). 5. German Jasta aircraft can only launch once a British flight
3. Night Raid Block 1 is unopposed by aircraft but AA may is detected or crosses a Trench Line hex. German player
fire. may launch one Jasta flight at game start but awards 5VPs
to the British player for doing so.
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Bloody April Playbook 47
Tasking notes:
1. British player designates three BE2 squadrons for (1xBE2) 2. British player selects two units for Trench Recon any ten
each for Artillery Cooperation with a designated target of hexes for each flight. British (1xBE2 or 1xFE2b). Block 3.
German ground unit within five hexes of a British Artillery 3. Offensive Patrols and Line Patrols fly between hexes twice
unit. May substitute (1xAW FK8) for one BE2 Sqn. Block 2. for a complete patrol.
Tasking notes:
1. German player select two units for Trench Recon any ten hexes 4. Roll on German Scout Availability Table for Jasta Flight Size
of British trenches for each flight. German (2xType). Blocks and Type.
1 and 2. 5. German Jasta aircraft can only launch once a British flight is
2. Jasta 11 is led by M.v.Richthofen (+5 Rating). detected or crosses a Trench Line hex. German player may
3. German player may launch (3xType) from a Schusta unit to launch one Jasta flight at game start awards 5VPs to the British
fly Defensive Scramble. player for doing so.
Tasking notes:
1. (4xBE2) or (3xBE2/1xAW FK8). Designate four BE2 Sqns Artillery unit. Block 2. Optional: British player may use
or three BE2 and one AW FK8 Sqn to perform contact patrol (1xDH4) from 55 Sqn as one of three Artillery Cooperation
with (1xType) for each Sqn. Block 1. Taskings but German player will gain 3VPs at end of scenario.
2. (3xBE2). British player designate three BE2 squadrons for 3. Offensive Patrols and Line Patrols fly between hexes twice
(1xBE2) each for Artillery Cooperation with a designated for a complete patrol.
target of German ground unit within five hexes of a British
Tasking notes:
1. British patrols must fly between the listed hexes twice to com- ing Train starting (4611-3114) Class B Tgt. Moving train starts
plete patrol. during Random Events Phase game turn 10 and moves one hex
2. Select three BE2 and/or AW FK8 Sqns to fly Artillery Cooperation west each Random Events Phase until reaching (3114). Night
with a designated target of German ground unit within five hexes Rules: Full Moon.
of a British Artillery unit. Each flight a single aeroplane. Block 3. 4. Select four BE2 squadrons to fly Contact Patrols. Each flight a
3. Three targets with at least 1xFE2b per target. Railway Station single aeroplane. Block 2.
(3710) Class C Tgt. Stationary Train (3710) Class B Tgt. Mov- 5. Line Patrols may been flown starting at either point.
Tasking notes:
1. Large Scout Flight Formation (20xType). Jastas 3, 4, 11, 33 fly 3. Roll for DLS scout Type and number on Scout Availability Table.
together as four flights stacked in same hex. Flights will takeoff German player may launch (3xType) from a Schusta unit to fly
from their aerodromes and join together as a stack in 3513. Roll Defensive Scramble. Block 3 and 4.
for Type as per normal Jasta rules but total number of aircraft 4. German Jasta availability. Block 2: JB, 3, 4, 11, 12, 33. Block
must equal 20. Roll for first three Jastas in any order to determine 3: J4, 5, 30, 33. Block 4: J3, 11, 12 and 30.
numbers and last Jasta will have numbers to bring total to 20 (min
5. Designate three Schusta units and fly that Type as 3x(1xType) Trench
Flight size is four for any one Jasta). Flights may takeoff on game
Strafing against any identified British ground unit. Schusta unit may
turn one with no restriction. Block 2 Only.
attempt to identify any undiscovered British ground unit by spending
2. Large Scout Flight Formation attacks as per normal rules with one MP to spot them as if flying a Contact Patrol. Block 2.
following exceptions. Designate one flight as the lead attacker
6. Select two FA(A) Staffeln to fly Artillery Co-operation. Per
and if that flight fails to engage, the remaining flights may at-
Blocks 2, 3 and 4.
tempt to engage in any order up to four engagement attempts
for four flights in the stack. A successful engagement will split 7. Select two FA(A) Staffeln to fly Trench Recon (maximum 10
the attacking flight from the stack. hexes). Blocks 2, 3 and 4.
© 2012 GMT Games, LLC
Bloody April Playbook 53
Tasking notes:
1. Roll for DLS scout Type and number on Scout Availability 3. Jasta 11 is led by Lothar von Richthofen (+2 Rating).
Table. 4. German Jasta aircraft can only launch once a British flight
2. German FA(A) fly one Trench Recon and two Artillery is detected or crosses a Trench Line hex. German player
Cooperation per Block. may launch one Jasta flight at game start but awards 5VPs
to the British player for doing so.
Tasking notes:
1. British patrols must fly between the listed hexes twice to 2. Select five squadrons to fly Artillery Cooperation per Block.
complete patrol. Each flight is a single aircraft. 35 and 59 Sqns are eligible for
this tasking besides the BE2 Sqns.
Tasking notes:
1. Roll for DLS scout Type and number on Scout Availability 3. Jasta 11 is led by Lothar von Richthofen (+2 Rating).
Table. 4. German Jasta aircraft can only launch once a British flight
2. Select two German squadrons to fly Artillery Cooperation is detected or crosses a Trench Line hex. German player
per Block. may launch one Jasta flight at game start but awards 5VPs
to the British player for doing so.
Tasking notes:
1. British Offensive Patrols must fly between the listed hexes 2. Select three squadrons to fly Artillery Cooperation per Block.
twice to complete patrol. Each flight is a single aircraft. 35 and 59 Sqns are eligible for
this tasking besides the BE2 Sqns.
Tasking notes:
1. British Offensive Patrols must fly between the listed hexes 2. Select three squadrons to fly Artillery Cooperation per Block.
twice to complete patrol. Each flight is a single aircraft. 35 Sqn is eligible for this tasking
besides the BE2 Sqns.
Tasking notes:
1. Roll for DLS scout Type and number on Scout Availability 4. German Jasta aircraft can only launch once a British flight
Table. is detected or crosses a Trench Line hex. German player
2. Select two German squadrons to fly Artillery Cooperation. may launch one Jasta flight at game start but awards 5VPs
to the British player for doing so.
3. Select one German FA(A) staffel to fly a Recon mission.
Select any two British aerodromes to photograph. FA(A)
aircraft camera equipped. Schusta aircraft flies protection.
Tasking notes:
1. British Offensive Patrols must fly between the listed hexes 2. Select three squadrons to fly Artillery Cooperation per Block.
twice to complete patrol. Each flight is a single aircraft. 35 Sqn is eligible for this tasking
besides the BE2 Sqns.
Tasking notes:
1. Select two FA(A) Staffeln to fly Artillery Co-operation. Per 4. German Jasta aircraft can only launch once a British flight
Block. is detected or crosses a Trench Line hex. German player
2. Roll on German Scout Availability Table for Jasta Flight may launch one Jasta flight at game start but awards 5VPs
Size and Type. to the British player for doing so.
3. Select one FA(A) Staffeln to fly Trench Recon (maximum
10 hexes). Block 1 only.
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60 Bloody April Playbook
Tasking notes:
1. British patrols must fly between the listed hexes twice to 3. Select three BE2 squadrons to fly Artillery Co-operation. Each
complete patrol. flight a single aeroplane.
2. Assign any three squadrons that fly Offensive Patrol in Block
1 to repeat that patrol in Block 2.
Tasking notes:
1. Select two FA(A) Staffeln to fly Artillery Co-operation 4. German Jasta aircraft can only launch once a British flight
2. Select one FA(A) Staffeln to fly Trench Recon (maximum is detected or crosses a Trench Line hex. German player
10 hexes) may launch one Jasta flight at game start but awards 5VPs
to the British player for doing so.
3. Roll on German Scout Availability Table for Jasta Flight
Size and Type.
Tasking notes:
1. British patrols must fly between the listed hexes twice to com- 2. Assign any three squadrons that fly Offensive Patrol in Block
plete patrol. Exception 56 Sqn flies between all three hexes 1 to repeat that patrol in Block 2.
once for a complete patrol. 3. Select four (Block 1) and three (Block 2) BE2 squadrons to
fly Artillery Cooperation. Each flight a single aeroplane.
Tasking notes:
1. Select two FA(A) Staffeln to fly Artillery Co-operation per Block 3. Roll on German Scout Availability Table for Jasta Flight
2. Select one FA(A) Staffeln to fly Trench Recon (maximum Size and Type.
10 hexes) per Block 4. All Jasta units available each block.
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Bloody April Playbook 63
Tasking notes:
1. Select two FA(A) Staffeln to fly Artillery Cooperation 5. German Jasta aircraft can only launch once a British flight
2. Select two FA(A) Staffeln to fly Trench Recon (maximum is detected or crosses a Trench Line hex. German player
10 hexes) may launch one Jasta flight at game start but awards 5VPs
to the British player for doing so.
3. Two of the FA(A) Staffeln may not takeoff prior to turn 10.
4. Roll on German Scout Availability Table for Jasta Flight
Size and Type.
Tasking notes:
1. British patrols must fly between the listed hexes twice to 2. Select three BE2 squadrons to fly Artillery Co-operation.
complete patrol.