advanced rule book 2

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GMT Games, LLC www.GMTGames.com P.O. Box 1308 Hanford, CA 93232-1308 This booklet offers rules for ‘advanced’ play (Section One), adding complexity, time, and challenge. It also offers a number of optional rules (Section Two) which may be included in either the Basic or Advanced game. One optional rule is so elaborate that it is given its own section (Section Three). You are also welcome to play with another player (explained in Section Four), using either the Basic or Advanced Game rules, and any or all of the options. Section Five is devoted to combining this game with Skies Above the Reich. How to use this booklet Section 1: Advanced Game Rules Section 3: Vectoring Storm Above the Reich Advanced Rule Book Pursuit Maps 2 Advanced Game EP & VP 3 Pursuit 4 Intercept 5 Section 2: Optional Rules Interference 10 YB-41 10 Shrinking Box 11 Sturm 190 12 Aggressive Attitude 13 Komet 14 Aft Firing Rockets 16 Staffel Erosion 17 Sonderkommando Elbe 18 Pursuit Map Set-Up 6 First Pass/Engage/Burst 7 Next Pass 8 Ju88 Cannon 8 Formation Turn 9 Regroup 9 Anatomy of the Vector Map 19 Vector Sequence of Play 20 Situation Table Results 21 Battle Results 23 Section 4: Two Players Rules for Two Players 27 Two Player EP 28 Two Player OP & TP 29 Taking Turns 30 Section 5: Skies and Storm Combining Skies & Storm 32 Staffel Assignment Table 33 Experte & Green 34 Combining Components 35 Combined Pilot Rosters 36

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Page 1: Advanced Rule Book 2

GMT Games, LLCwww.GMTGames.comP.O. Box 1308

Hanford, CA 93232-1308

This booklet o�ers rules for ‘advanced’ play (Section One), adding complexity, time, and challenge. It also o�ers a number of optional rules (Section Two) which may be included in either the Basic or Advanced game. One optional rule is so elaborate that it is given its own section (Section Three). You are also welcome to play with another player (explained in Section Four), using either the Basic or Advanced Game rules, and any or all of the options. Section Five is devoted to combining this game with Skies Above the Reich.

How to use this booklet

Section 1: Advanced Game Rules Section 3: Vectoring

Storm Above the Reich

Advanced Rule BookPursuit Maps2Advanced Game EP & VP3Pursuit4Intercept5

Section 2: Optional RulesInterference10YB-4110Shrinking Box11Sturm 19012Aggressive Attitude13Komet14Aft Firing Rockets16Sta�el Erosion17Sonderkommando Elbe18

Pursuit Map Set-Up6First Pass/Engage/Burst7Next Pass8Ju88 Cannon8Formation Turn9

Regroup9

Anatomy of the Vector Map19Vector Sequence of Play20Situation Table Results21

Battle Results23

Section 4: Two PlayersRules for Two Players27Two Player EP28Two Player OP & TP29

Taking Turns30

Section 5: Skies and StormCombining Skies & Storm32Sta�el Assignment Table33

Experte & Green34Combining Components35Combined Pilot Rosters36

Page 2: Advanced Rule Book 2

In the Advanced Game, you play normally until the Mission ends, using all the same rules and compo-nents for the Basic Game. However, there are two new features: �rst, you can give yourself more TP during a mission turn by performing the regroup action (this is done during the Recovery Phase, and is explained on p. 8 of this booklet); and second, you can pursue fallen bombers.

Pursuit Summary: Instead of putting Damage markers back in the cup when a Fallen marker is placed on the formation map, you place those markers in a stack on the Turn Track (place them in the current turn’s space of that track). Then, during the Move Phase of the following or subsequent turn, one or more �ghters may “pursue,” which means you remove them from the formation map and place them on the current turn’s space of the Turn Track. When the Flight Limit has been reached, or the Mission ends earlier, pursuing �ghters may attempt to intercept bombers on the Turn Track. Success shifts the game to the appropriate pursuit map, with the Damage markers being placed there (see p. 6 for pursuit map set-up). Use the map corresponding to the Season: for example, if playing the 1942 season, use the map titled “Pursuit Map 1942.”

In general, you will �nd that it is possible to garner more EP in the Advanced Game, because your �ght-ers can achieve a Fallen result on the formation map and then a Destroyed result on the pursuit map for the same bomber. VP is harder to come by, however, since in the Advanced Game you only earn VP for destroying bombers, not for making them fall out of formation.

Game Flow

Advanced Game RulesThe Advanced Game uses all of the Basic Game rules, plus those included in this section.

Pages 2 and 3 of this booklet provide an overview of the pursuit maps, unique to the Advanced Game. Set-Up for these maps is explained on page 6 of this booklet.

The reverse side of the Sequence of Play Card sets out the phases and steps of the Pursuit Sequence of Play.

Pursuit Player Aid M

Playing the Advanced Game takes a little longer, because it adds a Pursuit sequence of play that follows the Mission, which must be played out on the pursuit map. Luftwa�e pilots found it much easier to down the heavily armed and armored B-24 when it was isolated than when protected by its formation. The aim of attacking a formation became that of weakening its cohesion and thereby dislodging individual B-24s so they could be destroyed with less risk to German pilots and machines. The Advanced Game is harder than the Basic Game because you no longer earn VP for knocking bombers out of formation. You must actually pursue and destroy them.

Old timers may recognize the pursuit maps. They were inspired by the Avalon Hill game B-17: Queen of the Skies. They use a similar graphic format, providing a plan view of the bomber. Similarity ends there, because gameplay doesn’t require a book of tables and charts, which means the bomber’s fate is resolved much faster than in that old classic. And the point of view is turned around.

SECTION ONE

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R1R2

A

Pursuit Maps

Individual BomberThe two 8.5”x11” pursuit maps each depict a single B-24 �ying alone.

Attack SpacesSurrounding the bomber are diamond shaped spaces for placing �ghters. The spaces are grouped into four clusters, each corresponding to an attack position (Nose, Tail, and two Oblique; both Obliques use the Oblique Attack card deck). They are the equivalent of spaces on the formation map, except altitude blocks are not needed.

Lethal Level (Oblique is zero)

Damage Box: Wing

Three Rudder damage points todestroy the bomber

Attack Position: Nose (High, Level, Low)

(8 TP in this example)Use this marker to track TP

One Gunner Damage markerto lower the Lethal Level

Attack Position: Oblique (High & Low)

Evasive Return Box

No Sun marker if you roll 1-5at set-up (see p.6)

Use this map during the 1943 Seasons1942 is possible when combining

this game with Skies Above the Reich

Damage Box: Engine

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E0Damage BoxesDamage markers are placed in the Damage Boxes, each corresponding to its Damage type. On the pursuit map, ignore the Catastrophe Number on the Damage marker, and use the table printed in the Damage Box, if there is one:

Accumulated DamageThe Basic Game rule that says accumulated damage of 10 or more destroys a bomber is still in e�ect (p. 44), but only on the formation map. It is not in e�ect on the pursuit map. Instead, if the Damage numbers of all Damage markers in a box add to or exceed the Damage number printed in that box, the bomber is destroyed. This applies to WING, RUDDER, ELEVATOR, and FUSELAGE damage boxes, but not to the other boxes.

Letter indicates Damagetype (example: Engine)

Bail Out: Each time you place a Damage marker in the Cockpit or Engine Damage Box, roll a die. If the number rolled falls in the range printed in the box, the bomber’s crew bail out. The bomber is destroyed and you earn VP. Note: For Engine damage, to determine the row to use, count the Damage markers, not points of damage.

Fire: Each time you place a Damage marker in the Wing Damage Box, roll a die. If the number rolled falls in the range printed in the box, �ames engulf the bomber. It is destroyed and you earn VP. Note: Count the Damage markers, not points of damage.

Gunner: When there are enough Damage markers in this box, attacks against this bomber are less dangerous to your �ghters, because the Lethal Level on this map is reduced by 1. Note: Count the Damage markers, not points of damage.

Turret: Each time a Damage marker is placed in this box, roll a die. If the number rolled is EVEN, the bomber’s top turret is no longer in operation. If ODD, the bottom turret is inop-erable. When a turret is inoperable, it grants the player an Attack advantage: If the �ghter is Evasive the advantage cancels a Hit, if Determined a Hit is cancelled if you roll an EVEN number on a single roll of the die. Each advantage may be used once per turn. A �ghter in a High space may use the advantage if the top turret is inoperable, and a �ghter in a Low space may use it if the bottom turret is inoperable. If both turrets are inoperable, a �ghter in a Level space may use it. Only one advantage may be earned per turret.

Fuselage: Damage markers in the Gunner, Cockpit, Elevator, Rudder, and Turret boxes count as Fuselage damage for the purpose of accumulated damage. That is, if the Damage markers in all �ve boxes add to the number printed in the Fuselage box, the bomber is destroyed.

Engine: Each Damage marker placed in this box awards you Tactical Points, as noted in the box. TP earned this way may only be used against this bomber. Note: To determine the row to use, count the Damage markers, not points of damage.

Advanced Game EP & VPExperience Points (EP)In addition to EP awards in the Basic Game, all of which apply to the Advanced Game, a pilot may destroy a bomber on the Pursuit map, earning 2 EP (and 2 sta�el EP). If a pilot destroys a bomber and also su�ers a Hit, forcing the �ghter into the Fate Box, the pilot and the sta�el still earn the EP.

Victory Points (VP)In the Advanced Game, you do not earn VP for knocking a bomber out of formation (Fallen). You only earn VP for destroying bombers (on either the formation map or the pursuit map). You earn 2 VP if an Inbound Mission, and 1 VP if a Near Target or Outbound Mission.

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bomberFallen

-1

Bär

Ju88

+2

PursuitFallen

In the Advanced Game, when a bomber is knocked out of the formation (Fallen), instead of tossing its Damage markers back in the cup, put them in a stack on the Turn Track, in the space of the current Mission Turn. Place a Bomber marker on the stack. If the bomber has no Damage markers, just place a Bomber marker there.

Move PhaseDuring the Move Phase (Mission Sequence of Play), a �ghter may move o� the formation map to pursue a fallen bomber. It may do this only if a bomber has already fallen out of formation and its Damage markers are on the Turn Track (or a Bomber marker is on the Turn Track in lieu of Damage markers). Place the �ghter on the Turn Track, in the space of the current Mission Turn. If more than one �ghter pursues in the same turn, place them together as a group on the Turn Track.

Must Be Able To Move: It costs nothing to move a �ghter to the Turn Track (zero TP), but the �ghter must be able to move. It can’t be in a Return or Evasive Return Box, and it can’t have a Hit marker attached.

bomber fell out of formation on Turn 7

one FW190 and one Ju88 pursued on Turn 9

one turn between Fallen and Pursuit, so the Interception Number is 1

Pursuit Sequence of Play

Outline of the Pursuit Sequence of PlayIntercept Fighters attempt to intercept the bomber (but see the escort optional rule, p. 9 of this booklet)

Shift �ghter(s) and Damage markers to the appropriate pursuit map

Place �ghters on attack positions (no TP cost for this initial pass)

Select each �ghter’s mode (do not use Maneuver chits on the pursuit map); check for advantage

Fighters attack and break away (Continuing Fire cards are not used)

Pay TP to move �ghters (costs printed on map); repeat the Engage and Burst Phases

Set UpFirst Pass

EngageBurst

Next Pass

The reverse side of the Sequence of Play Card lists the sequence of Pursuit phases, accompanied by an abbreviated explanation of each. There are six phases to be performed in order. Once you �nish the sixth phase (Next Pass), repeat phases 4 (Engage), 5 (Burst), and 6 (Next Pass), until Pursuit ends.

Pursuit Ends?Fighters move in and out of the Return and Evasive Return boxes, paying TP costs for being placed in attack positions, until the bomber is destroyed or you no longer have �ghters on the pursuit map. At any time after the �rst pass, Pursuit also ends if you have zero TP on the Pursuit Map. If the bomber is destroyed, you earn EP and VP (p. 3 of this booklet and the back of the Situation Manual).

play Pursuit after the Mission endsbut before determining Fate and tallying EP and VP

M

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E0EL3

Bär

Ju88

+2

evasive

Select a bomber on the Turn Track (that is, select the Damage markers representing it, or the Bomber marker). One or more bombers may be intercepted, as long as you have �ghters on the Turn Track to inter-cept with. If you wish to intercept more than one bomber, select them one at a time and resolve intercep-tion and pursuit completely before attempting interception and pursuit for another bomber.

Select a Bomber

After selecting a fallen bomber, select one �ghter group on the Turn Track. A group is one or more �ghters in the same space of the Turn Track. Groups may intercept di�erent bombers, or two or more groups may attempt to intercept the same bomber. A group may split into two or more groups to pursue di�erent bombers. A single �ghter may be a group of one.

Select a Fighter Group

Roll a die for each �ghter group attempting interception of the selected bomber. If the number rolled is equal to or higher than the Interception Number, the attempt succeeds and the �ghter group intercepts the bomber.

Interception Check

If the attempt succeeds, set up the pursuit map (p. 6 this booklet). Before setting up, however, another �ghter group may also attempt to intercept the same bomber (resolve all interception attempts before setting up).

Interception SucceedsIf the �ghter group fails to intercept the bomber, the �ghters in the group exit and are done for this mission. They may not attempt to intercept another bomber. Another �ghter group may attempt to intercept the bomber, but if none succeed, the bomber escapes.

Interception Fails

�ghter attempts to intercept this bomber (Interception Number = 0)success is automatic, no die roll necessary (unless using Interference, p.9)

�ghters attempt to intercept this bomber (Interception Number = 3)

Tactical Points: Before rolling the die, you may spend TP to grant yourself a modi�er. Add 1 to the die roll for each TP spent. You must spend TP separately for each interception attempt.

Interception Number: Determine the “Interception Number” by measuring the distance in turns between the bomber and the pursuit �ghters. Count the number of spaces on the Turn Track between bomber and �ghters.

during the Intercept Phase (Turn Track on the O� Map Panel)

Intercept

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2W

0E

2W 3W

TacticalPoints

bomber destroyed

Pursuit Map Set Up

Roll a die to determine the position of the Sun marker. Note the result on the pursuit map: each High space has the Sun icon and a number. If the number rolled matches that number, place the Sun marker in that space. If “none,” there is no Sun marker (the bomber is below the clouds or is �ying erratically).E�ect: A �ghter in the Sun marker’s space enjoys the Out of Sun advantage (p. 45 Rule Book).

Sun?

Transfer Damage markers from the Turn Track to the pursuit map. Place each marker in its corresponding Damage Box, according to the type of damage.

Damage Markers

Make Fire and Bail Out Checks if Damage markers are in Cockpit, Engine, and/or Wing Damage Boxes (see p. 3 in this booklet - if �re or bail out happens, the bomber is destroyed). Even if the bomber does not su�er �re or bail out, after placing Damage markers in the appropriate Damage Boxes, you may �nd that the bomber is already destroyed due to accumulated damage. That is, if the Damage numbers of a box’s Damage markers equal or exceed the Damage number printed in the box, the bomber is destroyed. If set-up reveals that the bomber is already destroyed before the First Pass, it means the aircraft met its demise just as pursuing �ghters catch up to it. Those �ghters may not intercept another bomber, but the sta�el earns EP and VP for the destroyed bomber. Individual �ghters do not earn EP. To earn Sta�el EP and VP for a bomber on the Turn Track, you MUST successfully intercept (p.5 this booklet).

Destroyed Already?

Remove intercepting �ghters from the Turn Track and keep them close at hand (you will place them in attack spaces). If there is a second �ghter group intercepting this bomber (or a third or fourth), place their �ghters in the pursuit map’s Return Box.

Transfer Fighters

You may transfer TP from the Turn Track to the pursuit map. Deduct them from the Turn Track and add an equal number to the TP Track on the pursuit map. Also, if the bomber has one or more Damage markers in the engine Damage Box, add TP as noted in the box. Set-Up is the only opportunity you have to transfer TP from the Turn Track, but future engine Damage markers will award you TP.

Transfer Tactical Points (TP)

Example:

Transfer 1 TP.11 1 2

2 TP for Engine damage2

Turret: There are two sections in the Turret Damage Box, one representing the top turret and the other the “ball” turret on the underside of the bomber. Roll a die to determine which section the Damage marker should go in: Even high, Odd low. Roll separately for each marker. For their e�ects see p. 3 of this booklet.

during the Set-Up Phase (Pursuit Map)

E

F

C

ELEngine

Fuselage

CockpitDamage Types

Elevator

G

T

Gunner

TurretW Wing

R Rudder

Wing damage

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E0EL3

Bär

Ju88

+2

evasive

Ju88

+2

evas

ive

These two Ju88s are two turns away, and so are not the “�rst group”(they may not attack during the First Pass)

These two �ghters are an equal “distance” away, so either may be selected asthe �rst group (the other will not be able to attack during the First Pass)

Example: Three �ghter groups Intercept the same bomber:

Fighter attacks fromthe Tail position (Level):

Lethal Level 2

First Pass/Engage/BurstOnly the �rst �ghter group is permitted to attack this phase. The �ghter group nearest the bomber on the Turn Track is the �rst group. If two groups are an equal number of spaces away from the bomber on the Turn Track, choose one to be �rst.

First Group Only

Place the �ghters of the �rst �ghter group in any space or spaces of any attack position on the pursuit map. Ignore notes in the spaces regarding TP costs (you pay zero TP on the �rst pass). If two �ghters are placed in the same space, do not check for collision (collision is ignored on the pursuit map). Select the mode of each �ghter. If you choose not to place a �ghter in a space to attack in this phase, place it in the Return Box or it may exit now (remove it from play).

First Group Engages

Attack Advantage: All the same advantages that apply in the Basic Game apply here, except that to earn the Rotte advantage, two �ghters must be in the same space (that means position and altitude have to be the same). Also, �ghters earning the Schwarm advantage may be at di�erent altitudes but must be in the same position (e.g., all four can be in the Nose Position, one High, two Level, and one Low).

Resolve each �ghter’s attack one ar a time. For each, draw an Attack card corresponding to its position (Nose, Tail, Oblique). Ignore Pass Through and Collision results, but other results are applied according to the Basic Game rules. After applying results, if any, the �ghter breaks away to the Return Box or the Evasive Return Box, depending on its mode. If the �ghter has a Hit marker, perform Recovery immediately.

Burst & Break Away

Skip Continuing Fire, and do not draw a Continuing Fire card (which means there is no Event Text to apply).No Continuing Fire

For each Hit result, draw a Hit marker and attach to the �ghter. Check for Recovery immediately (Recovery is explained on p. 23 of the Rule Book).

Fighter Hits

If the bomber is damaged by the attack, draw a Damage marker for each Damage result, but ignore the marker’s Catastrophe Number. Place Damage markers in their respective Damage boxes and check for Fire and Bail Out as noted in the box.

Bomber Damage

during the First Pass Phase (Pursuit Map)

Lethal Level: Use the Lethal Level indicated on the pursuit map, printed next to the position title. The Lethal Level may be modi�ed by Gunner and/or Turret Damage (see p. 3 of this booklet) or by the number shown on some auxiliary �ghters (see “Machines” on p.41 of the Rule Book).

47

48

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evasive

+1

cannon

Bär

Ju88 +2

Next Pass

After resolving the attacks of the �rst �ghter group, all �ghters in Return and Evasive Return boxes may move. Moving is optional. A �ghter may move from the Return Box to any attack space on the map, or from the Evasive Return Box to the Return Box. For those �ghters moving to attack spaces, perform the Engage and Burst Phases (p. 7 of this booklet).

Attack Again

Unlike the �rst pass, placing a �ghter in a space is allowed only by paying a TP cost for each �ghter. The cost is noted in the space or box, and it must be paid from the TP Track on the pursuit map.

Tactical Point Cost

Instead of attacking, a �ghter may exit. Exiting costs zero TP. Exiting �ghters are removed from play and may not intercept another bomber during this Mission. If the bomber is destroyed, all �ghters on the pursuit map must exit.

Exiting

When there are no �ghters on the pursuit map, or you have zero TP, the bomber escapes. Perform inter-ception for another bomber, if you have more �ghters on the Turn Track in pursuit. When you no longer have �ghters on the Turn Track, or there are no bombers on the Turn Track, the pursuit portion of the Mission ends. Resolve Fate (p. 55 of the Rule Book) and Tally VP, EP, and OP deductions (p. 56 of the Rule Book).

Bomber Escapes/Pursuit Ends

during the Next Pass Phase (Pursuit Map)

A Ju88 with a Cannon attachment may attack from the Return Box during the Burst step. To resolve the attack, use the same procedure described on p. 25 of the Rule Book. It costs zero TP to do this.

Ju88 Cannonon the pursuit map

6 TP if both move to Nose High

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fuselage

evasiveevasive

evasive

TacticalPoints

FlightLimit

Loos

Loos

Loos

Bär

Formation TurnDuring play on the formation map and the pursuit map, there is a chance that the formation of bombers will turn, changing their direction. The e�ect is that the Sun marker will move.

Sun Shifts Position?

This shift can be triggered whenever you are required to draw a Damage marker (because a �ghter damaged a bomber, for example). If the Damage marker you draw has the Sun icon printed on it, the Sun marker must shift position. This shift happens at the end of the current phase. It happens even if you put the Damage marker back in the cup (because you attacked with cannon and kept the other Damage marker).

Sun Shift Trigger

When triggered, roll a die. If the number rolled is EVEN, shift the Sun marker one position clockwise. For example, if the Sun marker is in the High Nose box, it shifts to the High Flank 2 to 4 o’clock position box. If the number is ODD, it shifts counterclockwise.

Shift Where?

on formation and pursuit maps

icon trigger

Example: Regroup

Shift Flight Limit marker from Mission Turn 7 to 6.

1

1

There are 7 �ghters in the selected box (Oblique Low), so add 7 TP to your total.

22

Regroup

One or more �ghters may “regroup” in order to increase your Tactical Points (TP) total.

What Regroups?

Regroup may only happen during the Recovery Phase of the Mission Turn, and ONLY if a bomber is not already on the Turn Track (that is, if a fallen bomber’s Damage mark-ers or Bomber marker is not yet on the Turn Track).

Regroup When?

First, decrease the Flight Limit by one Mission Turn (shift the Flight Limit marker to an earlier space on the Turn Track). Then, count the number of �ghters in the selected box and increase your TP by that number.

Procedure

The regrouping �ghters must be in the same box on the formation map. You may select only one box each Mission Turn for regroup. You may not regroup on the pursuit map.

Regroup Where?

during the Recovery Phase (formation map only)

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YB-41

+1

YB-41

SECTION TWO

Optional RulesStorm Above the Reich may be augmented by applying one or more of these optional rules. They may be applied independently or in combination, as you desire. Unless noted otherwise, you may include them when playing either the Basic or Advanced rules, with one or two players, at your discretion.

Enemy escorts may interfere with your �ghters’ ability to intercept.Preparation: Place Escort markers in a cup (use the same type assigned to this Mission; if none were assigned, use P-51s).

Interference Optional Rule #1 – Advanced Rules only

on the O�-Map Panel during interception, 1944 & 1945 seasons only

The United States experimented with inserting heavily armed gunships in their bomber formations. (The other side of this marker is for use with B-17s (YB-40), when you combine this game with Skies Above the Reich; see Section Five, this booklet). Although YB-40 saw limited service, YB-41 was never put into service.Preparation: Place the YB-41 marker in the cup with Damage markers. Damage result: When you draw a Damage marker from the cup, and instead pull out the YB-41 marker, place its Gunship marker on the bomber. Do this even when drawing multiple Damage markers due to Cannon attachment (if drawn, you MUST select the YB-41 marker). Then, one �ghter in the Gunship’s element is automatically Hit (draw a Hit marker for it). Remove the YB-41 marker from the Mission, but the Gunship marker remains in play and behaves like any other bomber on the formation map (except it increases the Lethal Level in its four spaces by +1). Cohesion: During the Cohesion Phase, the Gunship marker counts as a marker.

YB-41Optional Rule #2 – 1943 Missions only

on the formation map

Gunship markerYB-41 marker

Escort Interference Check: During interception, roll two dice instead of one. Use the black die to determine if interception is successful (following the procedure described in this booklet on p. 5). The red die checks for interference by escorts. You may spend TP to modify either die, but not both. Note: unlike mod�ying the black die, to modify the red die, each TP spent subtracts one from the number rolled.

Result: If the number rolled on the red die is equal to or higher than the total number of �ghters and bombers currently on the Turn Track, the escort interferes, in which case, draw one Escort marker from the cup – it initiates aerial combat (Fighters are not higher). Afterwards, put the Escort marker back in the cup. If the result of the aerial combat is B or R, Fighters may enter the pursuit map (but only if interception was successful, as determined by the black die). If the result is S (scattered) or D (dog�ght), the �ghters may not intercept. If the number rolled on the red die is lower, there is no interference.

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-1

-1

-1

-1

-1-1

-1

-1

-1

-1

-1

-1 -1

If all B-24s indicated by the oval are Fallen/Destroyed, -1 Lethal Level in the element(s) indicated by the arrow

Shrinking BoxOptional Rule #3

If a Mission goes well, many bombers will fall out of formation or be destroyed. Although Fallen, Destroyed, Loose, and Kaputt markers reduce the Lethal Levels as this happens, there are situations where a signi�cant section of the combat box is wiped out and yet some Lethal Levels do not adjust properly. For added realism, the diagram on this page indicates when and where additional -1 modi�ers to the Lethal Level should be applied. The diagram depicts Maps 7 and 8, but you are welcome to apply it to Map 6 by applying the same principle.

on the Formation Map

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cannon ARMOR

ARMOR

cannon

Aggressiv

e

Aggressiv

e

1944 Early

Designate half of your Pilot Roster as Sturm190 pilots. You may do this regardless of the Campaign type, Short, Medium, or Full. The easiest way to do this is to designate either the top or bottom half of the roster.

Sturm190 Armor & CannonSturm190s automatically are equipped with Armor and Cannon. They do not cost extra OP as attachments. You may not attach additional armor or cannon to a Sturm190, nor may you attach rockets (exception: Optional Rule #6).

Sturm190 CharacteristicsSturm190 have inhernent cannon and armor, as explained on this page. They also are allowed to adopt “Aggressive Attitude” during the Attack Phase (explained on the next page).

Sturm190 Aerial CombatSturm190 uses the FW190 row on the Aerial Combat Table. Its Armor and Cannon must be counted as attachments, and thus, modify the die roll by -2 (each Sturm190 modi�es the die by -2; thus, if three Sturm190s are in Aerial Combat against a P-38, the modi�er is -6).

Sturm190 DamageWhen a Sturm190 scores a Damage result, treat it as though the Fighter has a Cannon attach-ment (that is, draw two Damage markers and select one).

Sturm190 FateWhen checking the Fate of a Sturm190 in a Fate Box, add the +2 modi�er for Armor.

regular Fw190example:

Sturm190

Sturm190Optional Rule #4

In response to the combat box, in early 1944 the Luftwa�e began implementing a heavily armed and armored version of the Fw190, the Sturmböcke (battering ram). Sta�els were formed with these new aircraft, and their aggressive doctrine and élan set them apart from other units.

This option can be used in the Early 1944 Season or later, allowing half of your Sta�el to be equiped with the heavy FW190s, called “Sturm190s,” in these rules.

You may form such a sta�el.

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Aggressiv

e

Aggressiv

e

8engine 8

fuselage9

wing 8engine 8

fuselage9

wing

enginehit 8cockpit

hit 7

Apply 1 Apply 2 +

�rst...8engine 8

fuselage9

wing

Draw 3

if

then... or...

noam

mo

Burst StepDuring the Burst Step of the Attack Phase (or Burst & Break Away steps on the Pursuit map), you may select one or more Sturm190s to adopt Aggressive Attitude. To do so, the Sturm190 must be in Determined Mode. The Sturm190 retains this attitude until the start of Break Away, but only as long as it remains in Determined Mode.

Aggressive Attitude EffectsExtra Hit: During the Burst step, add a Hit result to the Attack Card. The Hit may be canceled in the usual ways (Advantages or Experte Luck skill; Luck is available in Skies Above the Reich). It may also be cancelled by spending 1TP, but only this extra Hit for Aggressive attitude may be cancelled by spending the TP.

Layered Armor: If Hit during the Attack Phase (or Burst and Break Away on the Pursuit map), draw the Hit marker normally. However, if it is a Cockpit or Engine Hit, it is cancelled. Put it back in the cup. Any and all Cockpit and Engine Hits are cancelled by a Sturm190 in Aggressive Attitude (including an extra Hit for Aggressive attitude).

Dual Cannon: When Damage is a result, draw three Damage markers instead of two, and apply one (put the other two back in the cup). This applies to each and every Damage result garnered by a Sturm190 in Aggressive Attitude. You may apply two of the three Damage markers if you volun-tarily add a No Ammo result.

Aggressive Attitude

Tenacity: If attacking from the Tail or Oblique, spend 1 TP to add an 'R' (Ride the Tail Result). If Oblique and you add an ‘R’ result, shift the Fighter to the space behind the bomber and ignore Pass Through results. If Oblique, you may immediately select a new Maneuver, but you MUST choose to attack again: draw a Tail Attack card for the next attack, and apply the results in the Level row. During Break Away, even if initially attacking from the Oblique, treat as though the �ghter attacked from the Tail Position.

during the Burst step of the Attack Phase (on the Formation and Pursuit maps)

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13 Storm Above the Reich

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Me163

-1

Me163

-1

CLIMB

maneuver

FlightLimit

1944 Late

KometOptional Rule #5

Late in the war, the Luftwa�e was equipped with a variety of experimental weapons. Although intended to provide an advantage over the combat box and its deadly escort, in many cases these experiments were not always reliable. One of the more unusual but promising weapons was a rocket-propelled aircraft, the Messer-schmit 163 Komet. By the time it was put into service, test pilots had managed to break speed records that would last a decade. It was a fast machine capable of high altitude operations, but had a short �ight time due to fuel limitations. The Komet raced vertically at the bomber formation, passing through it on its �rst pass, then arced back down through it to make a second pass. Fuel permitting, it could make a third and sometimes a fourth pass. These special rules allow you to utilize this unique weapon.

This option can be used in the Late 1944 Season or 1945. As many as four Me163 auxiliaries may be requisitioned each Mission. If using the Optional Rule Vectoring (SectionThree of this booklet), the Me163 is not placed on the Vector Map and takes no part in the Vector Sequence of Play.

FastThe speed of the Me163 a�ords this auxiliary a -1 Lethal Level deduction while in Determined Mode, and a -2 deduction while Evasive.

Entering and Leaving the Formation MapMost remarkably, the Me163 may never be placed in a Position Box, except in either a High or Low Approach Box. It moves directly to an Approach Box from the Turn Track, and when it Breaks Away, instead of being placed in a Return or Evasive Return Box, it either exits or moves to the Turn Track (as per the Me163 Break Away Table).

MISSION TURN 1 (Move Phase): When one or more Me163 have been requisi-tioned for a Mission, determine their entry turn, one Me163 at a time. Do this by rolling a die for each, placing the Me163 on the corresponding space of the Turn Track. You may spend TP to adjust the number rolled, 1 TP per +/- adjust-ment. Then, place a Climb Maneuver marker on it (do this regardless of TP spent – this signi�es that the Komet is climbing towards the bomber forma-tion). You are not obligated to spend TP, but if the turn of entry falls after the Flight Limit turn, the Me163 aborts the Mission (you do not get a refund on OP).

ENTERING: When the Mission Turn marker is moved into a space on the Turn Track with a Me163, that auxiliary must enter the Formation Map during the Move Phase. Transfer the Me163 to a Low Approach Box, in any Position. Unlike the Me262 in Skies Above the Reich, the Komet may approach from any Posi-tion.

Example: You roll a 7, and so, the Me163 will enter the Formation Map on Turn 7. You spend two TP to shift the Me163 to the 5 space on the Turn Track, allowing it to enter on Turn 5 instead. Finally, the player places a Climb marker on the �ghter.

7

rolled a 7

spend2 TP

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14Storm Above the Reich

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Me163 -1

Me163

-1

CLIMBmaneuver

DIVEmaneuver

CLIMBmaneuver

DIVEmaneuver

DIVEmaneuver

Me163 -1

Me163

-1

CLIMBmaneuver

DIVEmaneuver

Me163

-11+

winghit3

MissionTurn

CLIMBmaneuver

Example: It is Turn 4 and a Me163 has just attacked and is now breaking away. You roll a 7, and the Me163 is Climbing. Place the Me163 on the Turn 6 space of the Turn Track. Replace the Climb marker with a Dive marker. It will re-enter the Formation Map on Turn 6 and attack from a High Approach Box.

Nearly impervious to enemy escort (except when landing or on the ground), the Me163’s rapacious appetite for fuel and limited storage capacity made it �ckle and unreliable.

entersclimbing

second attackdiving

third attack

Me163 Break Away Table

replace

result

Komet’s Maneuver marker (climb or dive)...

die roll

1-3

4-5

6-8

9-10

Exit

3 turns

2 turns

1 turn

resultdie roll

1-4

5

6-8

9-10

Exit

4 turns

3 turns

2 turns

etc.climbing

fourth attackdiving

Low Approach High Approach Low Approach High Approach

RECOVERY: While on the Turn Track, perform Recovery for an Me163 normally. That is, if it has one or more Hit markers attached, perform Recovery during the Recovery Phase. If the Me163 exits, perform Recovery immediately.

PURSUIT MAP: An Me163 may intercept a Fallen bomber (Interception is explained on p.5 of this booklet). If interception is successful, the Me163 may attack twice, once from a Low position box and once from a High position. These attacks are free and do not cost TP. After its �rst attack, place it in the Return Box. After its second attack, it exits.

BREAK AWAY: When a Me163 Breaks Away, do not place it in a Return or Evasive Return Box. Instead, roll a die and apply the result on the Me163 Break Away Table (printed here and on Formation Map 8). Roll before changing the Maneuver marker. If the result is a number, place the Me163 that many turns ahead on the Turn Track (this is when you change its Maneuver marker). If the result is “Exit,” the Me163 returns to base (it exits).

CLIMB/DIVE: The �rst time the Me163 enters the Formation Map, it will have a Climb marker attached, and must be placed in a Low Approach Box. That Maneuver marker must remain attached until the �ghter Breaks Away, at which time it must be replaced with a Dive marker. If the Me163 enters the Formation Map again, during a subsequent Move Phase, it must be placed in a High Approach Box (and when it Breaks Away again, the Dive marker must be replaced with a Climb marker).

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rockets

aft

rocketsattachment or 1 OP

for 2 Rockets

1rockets

aft

CLIMBmaneuver

DIVEmaneuver maneuver

CLIMBDIVE

maneuver24

24proximity

NoImpact

1944 Early

Aft Firing RocketsOptional Rule #6

In its e�orts to counter the increasing lethality of the heavy bomber formations, the Luftwa�e brie�y experi-mented with attaching rear-�ring rockets to its heavy FW190s (the “Sturm190s” of Optional Rule 4). After making a run through the combat box, as it broke away for the safe perimiter, the pilot would �re rockets back at the bomber formation. Timing was vital, but this was not a precision weapon.

This option can be used in the Early 1944 Season or later. As many as two FW190s may be equipped with these special attachments (they do not have to be Sturm 190s).

You can requisition both Aft Firing Rocket attachments for 1 OP, or if you only requi-sition one, the cost is 1 OP.

One Rocket Type OnlyIf Aft Firing Rockets are attached to a FW190, it may not also have forward facing rockets attached. It may have Cannon and Armor attachments (but not Bombs, if combining this game with Skies Above the Reich). Other �ghters may have forward �ring rockets even if one or two FW190s have Aft Firing Rockets.

OP Cost

Firing Aft RocketsAs with normal Rocket attachment, this is a one-time use weapon. Unlike those other rockets, however, perform this rocket attack during the Break Away step of the Attack Phase, after resolving Continuing Fire and after applying the Event text on the Continuing Fire Card. If the Event text is Bounce, or the Event forces the Fighter to exit, you may not �re rockets.

PROCEDURE: Before placing the FW190 in the Return or Evasive Return Box, place a Target marker in the Fighter’s Element on the formation map. If the Fighter is not in an Element, it may not �re rockets (it is an automatic miss). Once the Target marker is placed, move the FW190 to its Return or Evasive Return Box. If the �ghter’s maneuver was Climb or Dive, perform the rest of the Blast sequence explained on p. 24 of this Rule Book. However, if the �ghter’s maneuver was Climb Roll or Dive Roll, roll a die: if EVEN, continue the Blast Procedure (on p. 24); if ODD, the rockets miss and you must replace the Target marker with a Proximity marker (ignore the e�ect of the Proximity marker; that is, this is not a Collision Check, the Prox-imity marker’s purpose is to in�uence next turn’s Cohesion Check – bombers swerve or bob to avoid the rocket).

Blastprocedure

EvenBlast

Oddmiss

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16Storm Above the Reich

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Your sta�el is doing more than attacking bomber formations, and this table is intended to present the e�ects of those other actions. The sta�el may be attacked on the ground, or it may perform an escort �ight of its own, or any number of other possibilities. Although this table will not tell you what those actions were, or what exactly has happened, continued use of the table will paint a slowly evolving picture of the Luftwa�e under siege. Use of this table makes your campaign more challenging.

Procedure: Roll a die after completing a Mission, and apply the result indicated in the Sta�el Erosion Table. If you won the previous Season, add +1 to your die roll. If you aborted the previous Mission, subtract -1 to your die roll. Two Players: Each player uses the table after each Mission, each rolling his own die and applying his own result.

Losing a Pilot: If the result calls for you to lose a pilot, you MUST cross a pilot of your choice o� your Pilot Roster. If that pilot was a replacement, he may not be replaced. Replacement pilots are green, unless indicated otherwise.

Sta�el Erosion Table

1or less

+1 if you won the previous Season; -1 if you aborted the previous Mission

1942-1943 mid 1943 late 1944-1945Pilot Killed

lose one pilot; you mayreplace him with a non-green pilot

Pilot Woundedlose one pilot to the Wounded Box

Air�eld Transfernext Mission deduct 2 OP

(if OP is reduced to zero, abort Mission)

Operational Crisisnext Mission may not use

Sta�el Commands

Operational Crisisnext Mission may not use

Sta�el Commands

Pilot Killedlose one pilot

Pilot Killedlose one pilot

Pilot Woundedlose one pilot to the Wounded Box

Logistical Problemnext Mission you start with 1 TP

maximum

Sta�el is Scatterednext Mission deduct 2 OP

(if OP is reduced to zero, abort Mission), and you may not use auxiliary �ghters

Logistical Problemnext Mission you start with 1 TPmaximum, and you may not use

auxiliary �ghters

Logistical Problemnext Mission you start with 2 TP max.

Pilot Woundedlose one pilot to the Wounded Box

Air�eld Attackednext Mission deduct 4 OP

(if OP is reduced to zero, abort Mission)

Air�eld Attackednext Mission deduct 4 OP

(if OP is reduced to zero, abort Mission)

Pilot Woundedlose one pilot to the Wounded Box

Air�eld Attackednext Mission deduct 4 OP

(if OP is reduced to zero, abort Mission)

Logistical Problemnext Mission you start with 2 TP max.

Sta�el is Scatterednext Mission deduct 4 OP

(if OP is reduced to zero, abort Mission);you may not use auxiliary �ghters

earn 1 Sta�el EP

Air�eld Attackednext Mission deduct 4 OP

(if OP is reduced to zero, abort Mission)

one pilot earns 1 EP one pilot earns 1 EP

earn 1 Sta�el EP

one pilot earns 1 EPand you get +2 OP next Mission

one pilot earns 1 EPand you get +1 OP next Mission

Pilot Laudedone pilot with experte skillmay not �y next Mission

one pilot earns 2 EP

one pilot earns 1 EP

one pilot earns 1 EP

2

3

4

5

6

7

8

9

10or more

die roll

Staffel ErosionOptional Rule #7

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Bär

Sonderkommando ElbeOptional Rule #8

In early 1945 Oberst Hajo Herrmann proposed an idea to Reichsmarschall Hermann Göring. His concept was to create new �ghter units where the pilots had a slim chance of returning. Volunteers were recruited with very little experience fresh out of training. They would �y modi�ed Bf109s with no armor, limited fuel, a metal propeller, and only one cowl mounted machine gun with 60 rounds of ammunition. The radio was even changed so they could only receive transmissions. Their job was to attack the incoming bombers by ramming with hopes of being able to survive the impact and bailing out if possible. As the war was fast nearing an end only a single mission used this desperate tactic, �own during the last weeks of the war.

In the �fth Mission of the 1945 Season, the player may invoke this rule. If invoked, the player may select FW190 or Bf109 pilots for rest and recuperation. Set those Fighters aside, they may not take part in the �fth Mission.

In the sixth and �nal Mission of the 1945 Season, the set-aside Fighters may be requisitioned normally. They operate normally, with the following special rules applying to them:

1. During the Burst step of the Attack Phase, when drawing an Attack Card for the Fighter, you must treat any ‘C’ (Collision) as an automatic collision. Do not draw a Proximity marker. That means the Fighter is destroyed and you must apply four Damage markers to the bomber.

2. During the Burst step of the Attack Phase, when drawing an Attack Card for the Fighter, a Hit result has a chance converting to a ‘C’ (Collision) result. This is not voluntary: When Hit, roll a die. If the number rolled is EVEN, the Hit is converted (apply rule #1 above); if ODD, treat as two Hits (draw two Hit markers and apply both).

If a Fighter su�ers two Hits from the play of an Attack Card, roll for both Hit markers. Both can result in a collision. Thus, it is possible for a bomber to su�er four, eight, or twelve Damage markers from a single attack.

on the Formation Map and Pursuit Map

In this example, the Fighter scores a Damage result and a Collision Check. The

Fighter is destroyed and four Damage markers are applied to the bomber, in

addition to the Damage result indicated on the card. The Pass Through result can be

applied �rst, in which case the Fighter could collide into a di�erent bomber (depending

on its maneuver).

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18Storm Above the Reich

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SECTION THREE

Vector Action: After Mission set-up but before Mission Turn 1, start the Vector Sequence of Play. It concludes with Fighters either transferring to the Turn Track (and then entering the Formation Map), or by aborting the Mission. Some Fighters might abort while others continue to the Formation Map.

Preparation: Use the Vector Map, and the Situation Check Tables printed below it. Organize your �ghters in one or more Groups and place them in the Vector Zone of the Vector Map (a “Group” can have as few as one �ghter in it and there is no maximum limit). Immediately add 2 TP to your total, and increase the Flight Limit by 2 turns (if the Flight Limit is already at 11 or 12 , add an additional 2 TP instead). Finally, spend 2 additional OP and add the new Fighters and/or attachments to those already in the Vector Zone.

Anatomy of the Vector Map:

Historically, much could happen on the way to the formation map, and this Section o�ers one more optional rule allowing you to play a bit of that �ight. It inserts a mini-game between Mission Set-Up and the start of the Mission on the formation map. As with the optional rules in Section Two, this may be used with the basic or advanced games, and in either case, will make your campaign longer to play.

Fighters start here

TP cost tomove to thenext zoneexample: 1 TP tomove from Far Zone(high) to Close Zone(high)

Fighters move towards here(the bomber formation)

Close Zone

Low

Level

High

each Zone has3 altitudes:

Vectoring

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evasiveevasive

Bär

DELAY

1 Turn

4 7

There are four phases: Vector, Situation Check, Flight Action, and Intercept. Play each in order. There is no turn track for this sequence (do not move the Mission Turn marker). Cycle through the sequence until all Fighters abort or enter the Formation Map.

The �ow of this sequence is as follows: During the Vector Phase, you move Groups into the adjacent zone, paying the TP cost if there is any (as indicated on the map). Then you roll a pair of dice to check the situation (refer to the Situation Check Table), then you apply the result. If escort is in the zone, Flight Action is necessary: you may attempt evasion and failing that, resolve battle. Finally, if in the last zone (Approaching Zone), your Groups intercept the formation and you initiate Mission Turn 1 by entering those Groups onto the Formation Map. If not in the Approaching Zone, cycle through the sequence again.

ZERO TP: If, at any time during this sequence, you are required to pay a TP cost for a Group but can’t (because you have zero TP), the �ghters in that Group return to base (for them, the Mission is aborted). If all Fighters abort, the Mission itself is aborted (you earn zero VP and you proceed to set-up for the next Mission).

1. VECTOR PHASEFirst, move each Group into the adjacent zone on the Vector Map, towards the Formation Map zone (this is mandatory). Follow the TP arrows and pay the TP cost, if any. Then, split or merge Groups (this is optional).SPLIT: You may split a Group into two Groups (they remain at the same altitude and in the same zone). This costs nothing (0 TP). If the splitting Group has a Delay marker, the new Group also gets a Delay marker (see p. 21 for the effect of a Delay marker).MERGE: You may merge two Groups sharing the same zone and altitude to make a single Group. This costs 1 TP. If one of the merging Groups has a Delay marker, the newly merged Group keeps that marker. If both have Delay markers, keep both (if more than one, keep all).

2. SITUATION CHECK PHASERoll two dice, add the numbers rolled to make a sum (no modifiers), and refer to the Situation Table. Regard-less of the number of Groups on the Vector Map, roll only once. In Early and Mid 1943, the “Germany” column is used only when combining Storm Above the Reich with Skies Above the Reich. Apply the result. If more than one result, apply them all in any order you choose.

Example: You roll a 4 and a 7, adding to 11. The result is Radio, so you roll another

die, a 5, which is an odd number, so you must attach a Delay marker to one Group and

deduct 1TP. If you had zero TP, then that Group would abort. You must also select one

Fighter to exit the Mission (Malfunction).

use this column

Group: 4 fighters

Group: 2 fighters

Vector Sequence of Play

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20Storm Above the Reich

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DELAY

1 Turn

DELAY

1 Turn

DELAY

1 Turn

SITUATION TABLE RESULTSIn most cases there will be a single result. Sometimes there will be two results, or none.

RadioThis result affects one Group (player’s choice). There are two outcomes possible. Roll one die: If the number rolled is EVEN (a ‘2’ or a ‘6’ for example), the result is Rendezvous. If the number is ODD, the result is Rerouted.

GarbleThis result affects every Group, independently. For each Group, either place a Delay marker on it, or, deduct 1 TP from your TP total. Example: if you have two Groups, you will either place a Delay marker on each, or deduct two TP, or, place a Delay marker on one Group and deduct 1 TP.

Delay marker effect: The marker has no effect until the Group is in the Approaching Zone and it is transferred to the Formation Map. Each Delay marker delays the Group’s entry by one turn. For example, if a Group has two Delay markers attached, it will enter during the Move Phase of Mission Turn 3.

As the staffel sorties and receives transmitted instructions from ground control, radio clutter and unreliable reception demand creative navigation on the part of your pilots.

MalfunctionSelect a fighter. It returns to base immediately (remove it from this Mission).

EscortRandomly draw an Escort marker and place it in the zone with fighters. Draw them randomly from those on the Escort Display (if none on that Display, draw a random Escort marker of the appropriate type). Altitude is of no consequence for this (it does not matter where in the zone you place the Escort marker). Do not look at the numeric side of the Escort marker. The escort type is indicated by the Escort icon in the Situation Table:

If two Escort icons are indicated, place two Escort markers in the zone. If three are indicated, place three markers.

An Escort marker placed in a zone on the Vector Map is ineligible to be placed on the Escort Display of the Formation. Thus, encountering Escort on the Vector Map has the potential to lessen the Escort your fighters will encounter on the Formation Map.

P-47: This is an Escort in Skies Above the Reich. If only using Storm Above the Reich, replace with Spitfire.

P-51 P-47 Spitfire P-38 P-40 Kittyhawk

g

m

R

smpt

s

s

m p t

RENDEZVOUS: you immediately get 2 Operations Points (OP). You must spend them now and you must requisition at least one fighter. Place that fighter(s) in its own Group in the same zone and altitude as the other Group(s). Place a Delay marker on this new Group.REROUTED: Place a Delay marker on one Group and deduct 1 TP from your TP total.

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Bär DELAY

1 Turn

3. FLIGHT ACTION PHASESkip this phase unless there is an Escort marker in the zone. If there is one (or more), perform the following, in order:

3a. ASSIGN ESCORT: assign one Escort marker per Group. If more Escort markers than Groups, assign extra Escort markers to the largest Group (if a tie, choose between them).

w

StragglerPlace a Bomber marker in the fighters’ zone (altitude does not matter, place it anywhere in the zone). If playing the Advanced Game (Pursuit), roll one die: if the number rolled is EVEN, place two Damage markers under it (select markers randomly and ignore the Catastrophic Number). If the number rolled is ODD, place one Damage marker under the Bomber marker.

While vectoring to intercept the bomber formation, a pilot spots a lone enemy bomberbelow.

WeatherYou must select one of three possible outcomes:1. Select one Group and have it immediately split into Two Groups.2. Select one Group and make it change altitude (from level to high, for example); there is no TP cost.3. Deduct 1 TP from your TP total; if you have zero TP, you may not choose this option.

3b. EVADE: Select a Group that wishes to Evade its Escort marker (any or all may attempt Evasion, one Group at a time and one marker at a time). Roll one die and compare the number rolled to the Evasion number printed in the zone (as determined by the Group’s Altitude). If equal to or higher, Evasion is successful and the Escort marker is removed from play (it may not enter the Escort Display, the Vector Map, nor the Formation Map this Mission). If less than the Evasion number, the attempt fails. After rolling the die, you may attach one Delay marker to the Group and thereby gain an immediate +2 die roll modifier (make this decision after rolling the die). Delay markers already attached to the Group do not provide a modifier.

Example: There is one Escort marker in the zone. You decide to assign it to the Group of four FW190s. (Either the

Fock Wolfs dive at the Kittyhawks seeking to protect the more vulnerable

Bf110s, or the Kittyhawks spot the FW190s and climb to engage.) The

FW190s are at high altitude. You roll a die for Evasion, rolling a 9, which fails.

However, you elect to voluntarily attach a Delay marker to that Group in order to bump your roll to an 11, which

is a successful Evasion roll. The Kittyhawk marker is removed.

Evasion number

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evasiveevasive

Bär

3c. ALTITUDE ADVANTAGE: if an Escort marker is not evaded, Battle is imminent. Roll a die to determine if your fighters have altitude advantage against the escort (that is, if they are HIGHER ). If the number rolled is equal to or higher than the Altitude Advantage number printed in the zone, fighters have advantage. After rolling the die, you may add a positive modifier by spending TP, +1 for each TP spent. In some cases, no die roll is necessary and the Fighter Group automatically has altitude advantage (High altitude in Approach and Close zones).

3d. BATTLE: Each assigned Escort marker attacks its Group. Resolve each attack one at a time, using the Aerial Combat Table (ACT). The procedure is as described in the Rule Book , but some results are interpreted differently (see “Battle Results” starting on this page).

The Aerial Combat Results were originally designed with the understanding that combat is taking place in close proximity to the bomber formation, and so, results such as Break Away and Dogfight pretty much assured that the combatants would lose contact with the bombers. Here, enroute to a violent rendezvous with the bombers, those results have a different effect. In particular, the Break Away result is quite different.

Example: An Escort marker has been assigned to a Group of four FW190s at

level altitude. In this example they attempted Evasion but failed, so Battle has been triggered. The player rolls a

die to determine if the Group has altitude advantage, rolling a 4. A 7 was

needed, so the FW190s do not have altitude advantage. However, the

player is keen that they do, and so spends 3 TP to adjust the number

rolled to a 7, awarding altitude advan-tage to the FW190s.

BATTLE RESULTS

B - Break AwayEffect on Escort: The Escort marker is removed from play and may not come back into play this Mission.

Effect on Fighters: First, the group shifts to a lower altitude (if already low, it must spend 1 TP or return to base). Then, some or possibly all fighters in the Group must return to base (remove them from play for the duration of the Mission). Select one or more fighters whose Battle Value (BV) equals or exceeds the Escort number printed on the back of the Escort marker. Those fighters return to base (remove them from the Vector Map, and they may no longer participate in this Mission).

48

48

no die roll necessary

die roll is necessary

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23 Storm Above the Reich

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Battle Value (BV): Every fighter is rated for Battle Value, as follows:

D - DogfightSame as Break Away (‘B’) except after Aerial Combat there is a possibility that the Escort marker will immediately initiate a second attack. After applying the ‘Effect of Fighters’ of the ‘B’ result, if the BV of the Fighter Group did not equal or exceed the Escort number, the Escort marker indeed initiates Aerial Combat again. It targets the largest Group in the zone. Perform Evasion, but the Fighter Group automatically has altitude advantage.

e - Escort KilledApply this result normally, but it does not lower the Escort number for applying a Break Away result.

S - ScatteredTreat as a Break Away result (’B’), EXCEPT if in the Close or Far Zone, the Escort marker(s) is not removed from play for the duration of the Mission (that is, return it to the pool; it can operate on the Escort Display and the Formation Map, as well as the Vector Map; this is an exception to the note on p. 21 about Escort marker ineligibility).

R - Return

x - Fighter KilledApply this result normally (check for bail out), and the Battle Value of the destroyed fighter DOES count to satisfy the BV for a Break Away or Scattered result.

The BV of removed fighters must equal or exceed the Escort number of the removed Escort marker (if more than one marker, combine the numbers). Note the word “must” in the previous sentence. Additionally, one of the removed Fighters must be the same type used in resolving the aerial combat (that is, it must be the same type as the row used on the ACT).

Experte = 3

1 Wiley1 Veteran 3 Veteran

Veteran = 2 Green = 1 Twin Engine Auxiliary = 1Single Engine Auxiliary = 2

P–47Thunderbolt

6 Example: This Escort marker (six P-47s) requires the removal of fighters that equal or exceed a Battle Value (BV) of 6. That BV may be satisfied in a number of ways:

one way... another way...

1 Experte3 Green

another way...

Fighter Loss: If the BV of removed fighters does NOT equal or exceed the Escort number, one fighter is killed. Select the fighter with the highest Battle Value (if a tie, select randomly). Check for bail out.

Effect on Escort: The Escort marker is removed from play and may NOT come back into play this Mission. If the Battle took place in the Approaching Zone, randomly select a second Escort marker of the same type and it too is removed from play for this Mission. Effect on Fighters: One or more Fighters in the Group must return to base (remove from play for the duration of this Mission). The Battle Value (BV) of the removed fighter(s) must equal or exceed HALF the Escort number of the removed Escort marker (if more than one marker, combine the numbers).TP INSTEAD: Instead of actually removing the Fighter, you may pay 1 TP to keep it in the Group (its BV still goes to satisfying the removal requirement). The cost is 1 TP per fighter retained.

Wiley = +1

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Bär

evasiveevasive

4. INTERCEPT PHASEFirst, if one or more Bomber markers are in a zone with a Fighter Group, fighters may be assigned to intercept them. Then, after resolving all interceptions, if any, Fighters still in the Approaching Zone must intercept the bomber formation. When this happens, transfer them to the Turn Track on the Off Map Panel and initiate Mission Turn 1. If not in the Approaching Zone, play another Vector Phase and continue the Vector sequence.

INTERCEPTING STRAGGLERSIf a Bomber marker is in the Fighter’s zone (because of a Straggler result during the Situation Check), you may assign one or more Groups to attack it. You may split a Group now in order to have only some Fighters in it intercept the bomber. Only Fighters from the same Group may be assigned to the same straggler, you may not assign Fighters from different Groups to intercept the same Bomber marker, nor may you merge Groups during this phase. If playing the Advanced Rules that allow use of the Pursuit Map, Interception is automatic, no die roll is necessary (see “Interception Procedure – PURSUIT” below). If playing basic rules, interception is not auto-matic, but if successful, the bomber will be automatically destroyed. If there are two bomber markers in the zone, both may be intercepted, but not by the same Fighters (no Fighter may intercept more than one bomber). If you choose not to intercept a straggler, remove it.

Interception Procedure (basic rules): If there are two Bomber markers being intercepted, perform one interception at a time. Add the Battle Value (BV) of all Fighters assigned to the interception (p. 24). Then, spend TP and add what you spend to the BV (you may spend zero or more TP). Finally, roll a die. If the number rolled is equal to or less than the sum of BV and TP, interception is successful and the bomber is destroyed (award 2 staffel EP, and 2 EP to one pilot; you also earn 1 or 2 VP depending on the mission type, Inbound, Near Target, or Outbound). If the number rolled is higher, interception either failed or the bomber survived the attack. Regardless of the number rolled and the fate of the bomber, all assigned Fighters return to base (they do not participate in the Mission). Remove them and the Bomber marker from the Vector Map.

Interception Procedure – PURSUIT (advanced rules): Instead of using the above procedure, transfer the bomber, its Damage marker or markers, and the assigned Fighters from the Vector Map to the appropriate Pursuit Map. Transfer TP from the Turn Track to the Pursuit Map (that is, if you wish to Transfer TP for use on the Pursuit Map, deduct from your total; any unused TP on a Pursuit Map are forfeit). Resolve the attack immediately, using the Pursuit rules. Any Fighter that pursues (and survives)must return to base at the conclu-sion of Pursuit.

Example: There is one Bomber marker in the zone. You decide to assign two

FW190s to intercept it, each with a BV of 2 (4 total). You decide to spend 3 TP

as well, adding that to the BV (a 7). You toss the die, rolling a 9, which

fails. You remove the Bomber marker as well as the two fighters.

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25 Storm Above the Reich

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DELAY

1 Turn

evasiveevasive

Bär

INTERCEPTING THE FORMATIONIf Fighters are in the Approaching Zone, they must either return to base (abort the Mission) or enter the Forma-tion Map. In either case, this concludes the Vector Sequence and initiates the first Mission turn. Interception is automatic, place each Group on the Mission Turn Track, one Group at a time. Groups with no Delay markers attached are placed in the Turn 1 space of the track, they will enter the Formation Map during the Move Phase of Turn 1. Delay markers delay entry one turn per marker. If a Group has two Delay markers, for example, put it in the Turn 3 space. Keep the Fighters in a Group together, and do not mingle Groups that share the same box on the Turn Track. If no Group enters on Mission Turn 1, skip ahead to the first turn that Fighters enter (do not perform Escort actions, Flak, or Cohesion on skipped turns).

ENTERING THE FORMATION MAP: During the Move Phase of their turn of entry, all Fighters in a Group must enter the same Position Box, they may not be split during this initial Move Phase. If two or more Groups enter during the same turn, they may not be placed in the same Position Box, they must enter in different Position Boxes, if possible.

ALTITUDE: Unlike the basic rules restricting entering Fighters from being placed in anything but a Low Position Box, it is possible to place the Fighters of a Group in a Level or High box instead. This is dependent upon the altitude of the entering Group, as they leave the Approaching Zone of the Vector Map (while on the Turn Track, use altitude blocks to help you remember the altitude of each Group).

High – Approaching Zone: If the Group is at high altitude in the Approaching Zone of the Vector Map, you may spend 1 TP to enter in a High Position Box, or, pay nothing to enter them in a Level Position Box. They may not enter in a Low Position Box.

Level – Approaching Zone: If the Group is at level altitude in the Approaching Zone of the Vector Map, you may spend 1 TP to enter in a Level Position Box, or, pay nothing to enter them in a Low Position Box. They may not enter in a High Position Box.

Low – Approaching Zone: If the Group is at low altitude in the Approaching Zone of the Vector Map, the Group must enter in a Low Position Box. This costs zero TP.

The Group of FW190s has a Delay marker attached, so it must enter on Turn 2. If the player spends 1 TP, the Group may enter in a High Position Box (on Turn 2). The other Group will enter on Turn 1 (it does not have a Delay marker). At Level altitude, that Group may enter in a Level Position Box (by spending 1 TP), or a Low

Position Box (for free).

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Rules for Two PlayersIn the two-player version of this game, players work together to win the Campaign. They play each Mission together, cooperatively. They perform Mission Set-Up together, splitting OP and selecting their own �ghters, auxiliaries, and attachments (the stickers are color-coded to make this easy). They each keep track of their own pilots on their own Pilot Roster, but each player gets only 9 FW190 pilots. One player takes the pilots of the top half of the roster while the other takes the lower half (and its corre-sponding FW190s). Together, the players either win or lose...and yet, if they win, only one of them gets promoted (that player is the true victor). If they lose, only one player will get court-martialled. This makes the two-player version of Storm Above the Reich an (un)cooperative game.

The two-player version may be played using only the Basic Game rules, or, if players prefer, they may opt to use the rules for the Advanced Game. By mutual consent, one or more optional rules may be applied as well.

SECTION FOUR

one player gets these pilots

one player gets these pilots

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Two-Player EPCampaign and EPPlayers play the same Campaign, playing each Mission together. Each earns and spends Experience Points (EP) independently. Thus, each should maintain their own Sta�el Log.

Mission Set-UpFollow the “Instructions” in the usual way, cooperating to set up the Mission using the Mission Set-Up Table and the Situation Manual. When a die must be rolled (for example, to determine the map), it does not matter which player actually rolls the die.

Staffel CommandsEither player may use a Sta�el Command, or players may agree to share the cost of a command.

For example, to select the map, one may spend 4 EP and the other 3EP, splitting the cost.

If disagreement arises, a player is free to spend EP as they like. Thus, a player may use a Sta�el Command even if their partner does not wish them to do so. A Sta�el Command, once paid for, a�ects both players.

For example, one player may spend 7 EP to select an Inbound Mission, heedless of their partner’s protest.

Once a command has been paid for and the selection made, the other player may immediately spend an equivalent EP to make another selection, overriding the previous selection.

Thus, after watching their opponent select an Inbound Mission, the other player may immediately spend 7 EP to select an Outbound Mission.

There is no limit to the number of Sta�el Commands that may be paid for in a single step of Mission Set-Up. The last selection paid for is binding on both players.

Obviously, cooperation is bene�cial for both players. However, this system is deliberately designed to let negotiation and competitiveness complicate matters.

ANOTHER WAY: If a (un)cooperative game is not what you’re looking for, there is another way to play with two or more players. You can play 100 percent cooperatively without any shred of competition. Make deci-sions together, or take turns making them. Experiment with combinations and assignments.

For example, one player take the FW190s and the other take the auxiliaries.

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7

ZickHaase

KnockenAhlens

Escort

ArrivesTactical

Points

TacticalPoints

FlightLimit

FlightLimit

Operation Points (OP)Players must evenly split the OP, and spend them independently. Each player is allowed two FW190s for free, however, in addition to their OP (attachments on free FW190s must be paid for). OP may not be given to another player or traded.

Example: It is the 1943 Early Season and the Mission Type is Inbound. When determining the number of OP, a 7 was rolled, garnering a total of 4 OP. Thus, in addition to the two FW190s each player gets for free, each spends 2 OP. In the 1942 Season the only item on the Operations Menu is FW190s, so each player plays the Mission with four �ghters, all of them FW190s (for a total of eight �ghters between them).

Tactical Points (TP)Each player starts with the TP indicated by the Situation Manual. Thus, if the mission is to start with only 1 TP, each player starts with 1 TP. There are two TP markers provided in the game, one for each player.

Spending TP: Each player spends their own TP. Tactical Points may not be given or traded to the other player.

Regroup (Advanced Game): Two Flight Limit markers are provided in the game, one for each player. Each player may regroup during the Recovery Phase, and TP earned belong only to the regrouping player. Only count the player’s own �ghters when adding TP. Both players may regroup in the same turn. Their regrouping �ghters may share the same box with the �ghters of the other player, but this is not a requirement. If they share the same box, and both players regroup, they do so independently, earning TP only for their own �ghters.

Two-Player OP & TP

4 OP

2 free

Player 1 Player 2

+ +

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SCHWARMAdvantage

ROTTEAdvantage

POSITIONAdvantage

When following the Mission Sequence of Play, players should perform tasks simultaneously. This may not always be practical during some phases (especially the Attack Phase), or when a disagreement arises (squabbling over how to use an Attack Advantage, for example). Either player, at any time, has the option to impose a turn order, but once invoked, the remainder of the Mission must follow turn order.

Turn Order: When called for by either player, actions must be conducted in turn order. Invoking Turn Order may happen at any moment. However, once Turn Order has been invoked, establish the �rst player at the start of each phase, or if a phase has multiple steps (such as the Attack Phase, which has an Engage step and a Burst step, etc.). Regardless of what transpires during the phase (or step), the �rst player remains the �rst player for the duration of the phase (or step), unless players mutually agree to suspend Turn Order. During Turn Order, a player may not pass their turn unless there is no action they can take (if both players pass, move on to the next phase or step).

Who is the First Player? The player with the most TP goes �rst, taking the �rst action or making the deci-sion. If players have the same amount of TP, the player who has more �ghters in play on the Formation Map or Pursuit Map goes �rst. If still a tie, the player with fewer Green pilots on his roster is the �rst player (and if still a tie, roll a die to determine who goes �rst).

There are key moments in the Sequence of Play when Turn Order may become interesting:

Approach Step (Attack Phase): When taking turns during the Approach step, each player moves one �ghter from an Approach Box to a space in the formation, followed by the other player. Play goes back and forth in this manner until a wave of six �ghters is complete. (Note: a wave is 6 �ghters, not 6 �ghters per player.) If a player passes, he may not place another �ghter that phase.

Engage Step (Attack Phase): Perform this step simultaneously. When assessing advantage (for Position, etc.), consider both players’ �ghters. For example, Player A placed a �ghter in an element from the Nose Approach Box, and Player B placed her �ghter in the same element but from the Oblique Approach Box, and they are at di�erent altitudes. This earns the Position advantage. One Advantage marker is placed in the element, and either player may use it when it is their turn.

Burst Step (Attack Phase): When resolving an attack, only one advantage may be used by a player taking their turn (Exception: an Out of the Sun advantage may be used by the �ghter it is attached to, in addition to another advantage).For example, a player may choose to use a Position advantage during her �ghter’s attack. She may not also use the Rotte advantage during resolution of the same attack. After using the Position advantage, she removes the marker, which means her opponent lost his chance to use it.

Taking Turns

when it is your turn,use one only

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Collision Checks

Turn Order clarifications...

When a Collision Check is triggered and both players have �ghters in the space, use Turn Order to deter-mine which player performs the check. That player gets to select the �ghter to receive the Proximity marker. Once placed on a �ghter, the owning player applies the result. TP costs may not be shared.

Escort PhaseWhen an Escort marker moves, and a decision must be made as to its destination, use Turn Order to determine which player makes the decision.

Pursuit (Advanced Game)INTERCEPTION: During interception, players must keep their groups separate, and must take turns during the Intercept Phase of the Pursuit Sequence of Play. The player with more TP goes �rst (use the most �ghters on the Turn Track to break ties, and if tied, the player with fewer Green pilots on their roster goes �rst). When it is a player’s turn, that player selects a fallen bomber and one of their own groups. Both players may attempt to intercept the same bomber. Do not transfew a bomber or intercepting �ghters to the Pursuit Map until all �ghters have had a chance to intercept.

PURSUIT MAP: If both players intercept successfully, each player keeps track of their own TP on the pursuit map (each player earns TP for Engine damage; do not split the TP). After the �rst pass (played by only one player), play each phase together, taking turns moving one �ghter at a time.

Victory Points (VP)Players keep a tally of the VP they earn. If VP is earned as a result of an action by their pilot or auxiliary during the Attack Phase, or by immediate Blast E�ect during the Blast & Flak Phase, the owning player earns the VP. VP earned as a result of �ak or cohesion are split.

At the end of a Season, add the VP of both players to determine if the players win, lose, or may continue the Campaign. If players win the Campaign, compare each player’s VP. Refer to the Situation Manual, p. 25, for promotion and court-martial.

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31 Storm Above the Reich

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Combining Skies & StormYou may play Campaigns combining Skies Above the Reich with Storm Above the Reich. You can do this playing either the basic or advanced rules, and with one or more optional rules. It may also be played cooperatively. The procedure for setting up a Mission remains unchanged except at the start of a Season your sta�el will be assigned a theater of operations. This is called Sta�el Assignment, and it happens before set-up.

At the start of each Mission, when combining Skies and Storm, use the Sta�el Assignment Table to deter-mine the Formation Map. Roll a die and refer to the right half of that table, its columns will tell you which map to use (a Sta�el Command may NOT be used to override this die roll). After determining which Formation Map to use, use the Set-Up Table and Operations Menu appropriate to the sta�el assign-ment (Sta�el Commands may be used): Germany North = Skies, Germany South or Mediterranean = Storm.Cable & Bomb attachment exceptions: they may be used in either theater, see p. 35.

Choose a Campaign (Short, Medium, or Full) as described in the Rule Book of either game. Before com-mencing the �rst Season, and at the start of each Season thereafter (that is, before playing the �rst Mission of each Season), make a Sta�el Assignment Check. Do this by referring to the Sta�el Assign-ment Table (p. 33 of this booklet and on the back cover). It is organized in rows, each row corresponding to a Season, and by columns, the �rst three corresponding to the type of sta�el (Bf109, FW190, or com-bined). Roll a die and apply the result at the intersection of row and column. The result will tell you where your sta�el is assigned for the duration of the Season, either the Mediterranean or greater Germany (either Germany North or Germany South). In 1942, the assignment is automatically Germany North (no die roll is necessary).Example: You just played the 1942 Season and now you are about to start 1943 Early. You command a sta�el of Bf109s. You roll a die to make a Sta�el Assignment Check, rolling a 6. You �nd the result at the intersection of the 1943 Early row and the Bf109 column: Your sta�el is assigned to the Mediterranean.

SECTION FIVE

Formation Map & Mission Set-Up

Sta�el Assignment

You are welcome to use either Bf109s from Skies, or FW190s from Storm, or a combined sta�el. Let this choice be your �rst decision in the Campaign, and you will have to stick with it until completion. Regard-less of which Operations Menu you are using during any given Mission, each pilot costs 1 OP and they are available from 1942 to 1945. For example, if your sta�el consists of FW190s, even when using the Op Menu from Skies, each FW190 pilot costs 1 OP.Auxiliary Bf109s: If playing a FW190 sta�el, or a combined sta�el (see below), you may requisition Bf109s as auxiliaries. They cost 1 OP each and are available in every Season.

Your Sta�el

Your sta�el may have a combination of FW190s and Bf109s. The last few pages of this booklet include a set of Combined Pilot Rosters to make this easy, mixing Bf109s and FW190s.

Combining Pilot Rosters

Then, use one of the Situation Manuals (if Maps 1-4 use the manual in Skies, if 5-8 use the manual in Storm). Example: Your sta�el of FW190s has been assigned to Germany South. It is Late 1943. You roll a die to deter-mine which Formation Map to use, rolling a 2. Referring to the right half of the Sta�el Assignment Table in the 1943 Late row, you note that you will play this Mission on Formation Map 3 (B-17s). You will use the Set-Up Table and Operations Menu from Storm Above the Reich, but will use Skies Above the Reich’s Situation Manual.

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Storm Above the Reich 32

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Season

1942

1943Early

1943Mid

1943Late

1944Early

1944Late

1945

Staffel Map

Staffel Assignment Table

Bf109 FW190 Combined 3 4 5 6 7 81 2

3 4 5 6 7 81 2

1-10 1-10 1-10 1-6 7 - - 8-10 - - -Germany North

1-4 1-6 1-5 1-2 3-7 8 - 9 10 - -Germany North

1-4 1-6 1-5 - 1-3 4-7 - - 8-9 10 -Germany North

1-4 1-6 1-5 - - 1-6 7 - 8 9-10 -Germany North

1-4 1-6 1-5 - - - 1-6 - - 7-8 9-10Germany North

die roll: die roll: die roll: die roll:

Formation Map

Assignment

Use the Mission Set-Up Table and Operations Menu from Skies Above the Reich.

Germany North

Use the Mission Set-Up Table and Operations Menu from Storm Above the Reich.

Germany South

Use the Mission Set-Up Table and Operations Menu from Storm Above the Reich.

Mediterranean

5-10 7-10 6-10 - 1-6 - - 7 8-10 - -Mediterranean

5-10 7-10 6-10 - 1-4 5 - - 6-9 10 -Mediterranean

5-10 7-10 6-10 - - 1-4 - - 5-6 7-10 -Germany South

5-10 7-10 6-10 - - 1-2 3 - - 4-9 10Germany South

1-5 1-5 1-5 - - - 1-6 - - 7-8 9-10Germany North

6-10 6-10 6-10 - - - 1-4 - - - 5-10Germany South

1-7 1-8 1-5 - - - 1-6 - - 7-8 9-10Germany North

8-10 9-10 6-10 - - - 1-4 - - - 5-10Germany South

Germany North

Germany South

Mediterranean

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33 Storm Above the Reich

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Me163

-1

Me262

-11+

Regardless of which sta�el type you select, Bf109 or FW190, you may use any of the Experte skills in both games. Likewise, when assigning Green penalties, draw them from both games.

Experte & Green

When combing Skies and Storm, these auxiliaries may be used in Germany North and Germany South. They are available from 1944 Late to 1945.

Me262 & Me163

Experte Skills Green Penalties

Ppanic

Zzeal

Eerratic

hit

BAanywherebreak

9wing

Adraw 2

hit

L

T

Timing: Automatically Damage a bomber during the Burst step of the Attack Phase (p. 44). The �ghter must be in Determined mode to use this skill.

Aim: When the �ghter’s attack scores a Damage result, draw 2 Damage markers instead of 1. Each counts as a separate Damage result (apply both of them). If the �ghter is equiped with Cannon, draw two Damage markers for the �rst result (apply one marker), and then another two for the second Damage result (again apply one).

Luck:Cancel 1 Hit (Burst step of the Attack Phase, or Blast & Flak Phase, see p. 45). Does not cancel an x result in aerial combat.

Break Anywhere: Instead of passing through, the �ghter may immediately break away to any Return or Evasive Return Box, regardless of mode and Maneuver marker (see p. 53). Do this BEFORE drawing a Continuing Fire card.

Erratic: When performing Break Away (p. 53), spend 1 TP. If you can’t spend 1 TP, or choose not to spend it, the �ghter immedi-ately exits (remove it from play).

Zeal: The �ghter must be in Determined mode (p. 35).

Panic: When Hit, the �ghter immediately exits. Perform recovery immediately (for Recovery, see p. 24).

Dogfight?

W

change

ModeQ

Fpro

ximity

proxim

ity

Rrookie

Bblackout

Ddisorie

ntedFlyer: When this �ghter triggers a Collision Check, during the Attack Phase, draw two Proximity markers and select one (put the other back in the cup). You may look at both markers.

Wiley: When the Aerial Combat result forces the �ghter to the Dog�ght Box, use this skill to either exit or move to the Tail Return Box, high or low. The Escort marker exits and other �ghters remain where they are (they do not go to the Dog�ght Box).

Quick: Change mode anytime. For example, when you draw an Attack Card, you may look at the card and then change the �ghter’s mode. When applying Attack results, however, you may change mode before or after applying all of the results. Thus, as an example, if a �ghter would score a Damage result in either mode, don’t apply the result and then change mode to apply a second Damage result due to the change in mode.

Blackout: When performing Break Away (p. 53), roll a die and apply the result:

Remove the �ghter and cross the pilot’s name from the roster;

Rookie: When Hit, draw two Hit markers. Look at both and select the marker with the higher number (put the other back in the cup). If the numbers are the same, select either of them.

Disoriented: When Hit, change mode. Apply the mode change after placing the Hit marker. Thus, if by Continuing Fire, apply the event text �rst (unless it tells you to apply the event after Continuing Fire).

1 = pilot killed

Remove the �ghter;2-3 = exit

4+ = Break Away

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34Storm Above the Reich

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When combing Skies and Storm, use the VP Schedule particular to Sta�el Assignment. If assigned to the Mediterranean or Germany South, use Storm’s VP Schedule for that Season. If assigned to Germany North, use Skies. If playing a Full Campaign, start in 1942.

When playing Skies and Storm together as a single game experience, the components of both games may be combned, as follows:

Victory Point Schedule

Use either O�-Map Panel. The columns in the Fate Boxes are categorized in the same manner (Me163 and Me262 use the same column; Bf109 and MC202 and IAR80 use the same column).

O�-Map Panel

Regardless of theater assignment, in 1943 Bomb attachments are available. Also, from Early 1943 on, Cable attachments are avail-able.

Bombs & Cable Attachments

On the formation map, a �ghter equipped with either a Bomb or Cable attachment may enter the High Bombing Box. This means that a cable-equipped Fighter may climb above a formation of B-17s and make a cable attack. Likewise, a Fighter may release its bomb on maps 5-8.

High-Bombing Box

The Damage markers in each game are identical. You may either use one set, or combine them and use both (you’ll need a bigger bowl).

Damage Markers

The Hit/Proximity markers in each game are identical. You may either use one set, or combine them and use both (you’ll need a bigger bowl).

Option 2: Combine the decks. This will alter the probabilities but only a little. It will make things easier for your FW190s, but not much easier.

Option 1: Use the Storm deck when performing Continuing Fire on a FW190 and use the Skies set when performing it on a Bf109. For auxiliaries, use either deck.

Hit & Proximity Markers

Attack Cards

The sets of Continuining Fire cards are not identical in the two games. You have two options on how to handle this in your combined game:

Continuing Fire Cards

Combining Components

wing

NoImpact

proximity

Except for the art on the card backs, there is no di�erence between the card sets. Use either, or combine them to make double-sized decks.

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35 Storm Above the Reich

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Wurzer

Pi�er

Oesau

Zick

Unger

Ruhl

Specht

Münster

Knoken

Skies/Storm Above the Reich 1

Pilot NotesEP

Heller

Dahl

Ademeit

Johann

Kremler

Grimm

Clade

Frieling

Bauer

Combined Pilot Roster

Page 38: Advanced Rule Book 2

Skies/Storm Above the Reich 2

Pilot NotesEP

Heller

Dahl

Ademeit

Johann

Kremler

Grimm

Clade

Frieling

Bauer

Combined Pilot Roster

Grislawski

Doppler

Ahrens

Haase

I�and

Frey

Clausen

Ehlers

Bär

Page 39: Advanced Rule Book 2

Skies/Storm Above the Reich 3

Pilot NotesEP

Combined Pilot Roster

Grislawski

Doppler

Ahrens

Haase

I�and

Frey

Clausen

Ehlers

Bär

Thimmig

Obleser

Neumann

Zweigart

Schmidt

Puttfargen

Richter

Maack

Loos

Page 40: Advanced Rule Book 2

Use the Mission Set-Up Table and Operations Menu from

Skies.

Germany North

Use the Mission Set-Up Table and Operations Menu from

Storm.

Germany South

Use the Mission Set-Up Table and Operations Menu from

Storm.

Mediterranean

1or less

1942-1943 mid 1943 late 1944-1945Pilot Killed

lose one pilot; you mayreplace him with a non-green pilot

Pilot Woundedlose one pilot to the Wounded Box

Air�eld Transfernext Mission deduct 2 OP

(if OP is reduced to zero, abort Mission)

Operational Crisisnext Mission may not use

Sta�el Commands

Operational Crisisnext Mission may not use

Sta�el Commands

Pilot Killedlose one pilot

Pilot Killedlose one pilot

Pilot Woundedlose one pilot to the Wounded Box

Logistical Problemnext Mission you start with 1 TP

maximum

Sta�el is Scatterednext Mission deduct 2 OP

(if OP is reduced to zero, abort Mission), and you may not use auxiliary �ghters

Logistical Problemnext Mission you start with 1 TPmaximum, and you may not use

auxiliary �ghters

Logistical Problemnext Mission you start with 2 TP max.

Pilot Woundedlose one pilot to the Wounded Box

Air�eld Attackednext Mission deduct 4 OP

(if OP is reduced to zero, abort Mission)

Air�eld Attackednext Mission deduct 4 OP

(if OP is reduced to zero, abort Mission)

Pilot Woundedlose one pilot to the Wounded Box

Air�eld Attackednext Mission deduct 4 OP

(if OP is reduced to zero, abort Mission)

Logistical Problemnext Mission you start with 2 TP max.

Sta�el is Scatterednext Mission deduct 4 OP

(if OP is reduced to zero, abort Mission);you may not use auxiliary �ghters

earn 1 Sta�el EP

Air�eld Attackednext Mission deduct 4 OP

(if OP is reduced to zero, abort Mission)

one pilot earns 1 EP one pilot earns 1 EP

earn 1 Sta�el EP

one pilot earns 1 EPand you get +2 OP next Mission

one pilot earns 1 EPand you get +1 OP next Mission

Pilot Laudedone pilot with experte skillmay not �y next Mission

one pilot earns 2 EP

one pilot earns 1 EP

one pilot earns 1 EP

2

3

4

5

6

7

8

9

10or more

die roll

Season

1942

1943Early

1943Mid

1943Late

1944Early

1944Late

1945

Staffel Map

Bf109 FW190 Combined 3 4 5 6 7 81 2

3 4 5 6 7 81 2

1-10 1-10 1-10 1-6 7 - - 8-10 - - -Germany North

1-4 1-6 1-5 1-2 3-7 8 - 9 10 - -Germany North

1-4 1-6 1-5 - 1-3 4-7 - - 8-9 10 -Germany North

1-4 1-6 1-5 - - 1-6 7 - 8 9-10 -Germany North

1-4 1-6 1-5 - - - 1-6 - - 7-8 9-10Germany North

die roll: die roll: die roll: die roll:

Formation Map

Assignment

5-10 7-10 6-10 - 1-6 - - 7 8-10 - -Mediterranean

5-10 7-10 6-10 - 1-4 5 - - 6-9 10 -Mediterranean

5-10 7-10 6-10 - - 1-4 - - 5-6 7-10 -Germany South

5-10 7-10 6-10 - - 1-2 3 - - 4-9 10Germany South

1-5 1-5 1-5 - - - 1-6 - - 7-8 9-10Germany North

6-10 6-10 6-10 - - - 1-4 - - - 5-10Germany South

1-7 1-8 1-5 - - - 1-6 - - 7-8 9-10Germany North

8-10 9-10 6-10 - - - 1-4 - - - 5-10Germany South

+1 if you won theprevious Season;

-1 if you abortedthe previous Mission

StaffelErosion

Table

StaffelAssignment

Table