CHAIN HOME
by mike marinos
mikemarinos@yahoo.com






Chain Home

The game combines successful use of radar and RAF fighter resources to intercept 
German air fleets  during the Summer of 1940

Game Length
Game lasts 15 moves.

Map
The map of England is divided into the 4 main sectors used during the Battle of Britain.  

RAF Fighters
1.	Allocate by filling in the circles 20 fighters between each sector and 
	divide each sector between planes ready for Scramble and Reserve.
2.	Scramble Aircraft can be committed at any time and before positive radar contact.
3.	Reserve aircraft can be committed to another sector and can’t participate 
	in combat until they arrive at the sector.  Reserve aircraft can only 
	be committed to combat in a sector only on positive Radar contact.   
4.	Reserve aircraft take 4 moves to move from sector to sector.
5.	Scramble aircraft will intercept within the sector
6.	RAF planes do not need to be on the ground at the end of play.
7.	RAF planes must be at the right height to intercept

Fighter flight duration
Planes can stay in the air for 6 moves.
Planes can be rearmed and refuelled in 2 moves

German Aircraft
Allocate 24 aircraft to the 4 directions of attack 

Altitude
There are 3 levels of altitude
It cost 1 movement point to go up one level.

Setting up Chain Home
Efficiency is deducted from die roll increasing the chance of a radar intercept
Allocate 5 efficiency points between the radar sites.  Record the number in the Efficiency Box.  Efficiency points do not need to be allocated

Roll and deduct efficiency points 
1 = height
2 = number
3 = nothing
4 = nothing
5 = nothing
6 = nothing

Height
Roll 1d6 
1 - 2 = level 1
3 - 4 = level 2
5 - 6 = level 3
 

Bombers Number 
Roll 1 d6 = number of bombers
1 - 2 = 4
4 - 5 = 5
6 = 6

Combat Contact
On first contact roll 1d6 
6 = feint - NOTHING THERE SUCKER reallocate quick!

Dogfight for each combat contact
Dogfight can last 2 moves then contact must be broken. 
Roll 1 d6 for each attacking fighter
1 - 3 = 0 planes but 1 bomber unserviceable for one move 
4 - 5= 1 plane
6 = 2 plane

German Defense for each combat contact
1 - 2 = 0 planes but 1 aircraft unserviceable for 1 campaign move
2 - 6 = 1 plane
 
Bombing
When German bombers reach the RAF roundel roll 1d6 and mark of Sector damage

If bombers not intercepted 
1 - 3 = 3 sector damage points
4 - 5 = 2 sector damage points
6 = 1 sector damage points

Bombers intercepted for 1 move before roundel
1 - 3 = 2 sector damage points
4 - 5 = 1 sector damage points
6 =  0 sector damage points

Bombers intercepted for 2 moves before roundel
1 - 4 = 1 sector damage points
5 - 6 = 0 sector damage points


Designer Notes

I wanted a solo game that relied on allocating resources and then managing the 
resources and calculated guess rather then the straight roll of the dice 
Everything based on D6. With the die  = fog of war, technological uncertainty.
 






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