set the rect of card field "rules" to 81,212,409,236
visual effect wipe left slowly
go to next card
end mouseUp
-- part 4 (field)
-- low flags: 01
-- high flags: 2004
-- rect: left=0 top=0 right=342 bottom=512
-- title width / last selected line: 0
-- icon id / first selected line: 0 / 0
-- text alignment: 0
-- font id: 2
-- text size: 12
-- style flags: 0
-- line height: 14
-- part name: RULES
----- HyperTalk script -----
on mouseup
set the rect of me to 0,0,512,342
end mouseup
-- part 1 (button)
-- low flags: 00
-- high flags: 0000
-- rect: left=488 top=319 right=342 bottom=511
-- title width / last selected line: 0
-- icon id / first selected line: 1013 / 1013
-- text alignment: 1
-- font id: 2
-- text size: 12
-- style flags: 0
-- line height: 16
-- part name: Next
----- HyperTalk script -----
on mouseUp
set the rect of card field "rules" to 81,212,409,236
visual effect wipe left slowly
go to next card
end mouseUp
-- part 14 (button)
-- low flags: 00
-- high flags: 8004
-- rect: left=193 top=278 right=300 bottom=301
-- title width / last selected line: 0
-- icon id / first selected line: 0 / 0
-- text alignment: 1
-- font id: 2
-- text size: 12
-- style flags: 0
-- line height: 16
-- part name: Help
----- HyperTalk script -----
on mouseUp
set the scroll of card field "notes" to 0
show card field "Notes"
end mouseUp
-- part 3 (button)
-- low flags: 00
-- high flags: 0000
-- rect: left=0 top=317 right=340 bottom=19
-- title width / last selected line: 0
-- icon id / first selected line: 1014 / 1014
-- text alignment: 1
-- font id: 2
-- text size: 12
-- style flags: 0
-- line height: 16
-- part name: Next
----- HyperTalk script -----
on mouseUp
set the rect of card field "rules" to 81,212,409,236
visual effect wipe right
go to previous card
end mouseUp
-- part 5 (button)
-- low flags: 00
-- high flags: 0000
-- rect: left=121 top=188 right=200 bottom=443
-- title width / last selected line: 0
-- icon id / first selected line: 0 / 0
-- text alignment: 1
-- font id: 2
-- text size: 12
-- style flags: 0
-- line height: 16
-- part name: New Button
----- HyperTalk script -----
on mouseUp
show card field "patrol"
end mouseUp
-- part 17 (button)
-- low flags: 00
-- high flags: 8004
-- rect: left=193 top=297 right=319 bottom=301
-- title width / last selected line: 0
-- icon id / first selected line: 0 / 0
-- text alignment: 1
-- font id: 2
-- text size: 12
-- style flags: 0
-- line height: 16
-- part name: Historical Notes
----- HyperTalk script -----
on mouseUp
show card field "History"
end mouseUp
-- part 7 (button)
-- low flags: 00
-- high flags: 0000
-- rect: left=121 top=202 right=214 bottom=444
-- title width / last selected line: 0
-- icon id / first selected line: 0 / 0
-- text alignment: 1
-- font id: 2
-- text size: 12
-- style flags: 0
-- line height: 16
-- part name: New Button
----- HyperTalk script -----
on mouseUp
show card field "moveplanes"
end mouseUp
-- part 16 (button)
-- low flags: 00
-- high flags: 8004
-- rect: left=193 top=314 right=336 bottom=301
-- title width / last selected line: 0
-- icon id / first selected line: 0 / 0
-- text alignment: 1
-- font id: 2
-- text size: 12
-- style flags: 0
-- line height: 16
-- part name: Bibliography
----- HyperTalk script -----
on mouseUp
show card field "Bibli"
end mouseUp
-- part 6 (field)
-- low flags: 81
-- high flags: 2004
-- rect: left=0 top=0 right=342 bottom=512
-- title width / last selected line: 0
-- icon id / first selected line: 0 / 0
-- text alignment: 0
-- font id: 2
-- text size: 12
-- style flags: 8192
-- line height: 16
-- part name: patrol
----- HyperTalk script -----
on mouseup
hide the target
end mouseup
-- part 8 (field)
-- low flags: 81
-- high flags: 2001
-- rect: left=0 top=0 right=342 bottom=512
-- title width / last selected line: 0
-- icon id / first selected line: 0 / 0
-- text alignment: 0
-- font id: 2
-- text size: 12
-- style flags: 8192
-- line height: 14
-- part name: moveplanes
----- HyperTalk script -----
on mouseup
hide the target
end mouseup
-- part 9 (button)
-- low flags: 00
-- high flags: 0000
-- rect: left=134 top=243 right=255 bottom=164
-- title width / last selected line: 0
-- icon id / first selected line: 0 / 0
-- text alignment: 1
-- font id: 2
-- text size: 12
-- style flags: 0
-- line height: 16
-- part name: New Button
----- HyperTalk script -----
on mouseUp
SHOW CARD FIELD "RAID"
end mouseUp
-- part 10 (field)
-- low flags: 81
-- high flags: 2007
-- rect: left=0 top=0 right=342 bottom=512
-- title width / last selected line: 0
-- icon id / first selected line: 0 / 0
-- text alignment: 0
-- font id: 2
-- text size: 12
-- style flags: 0
-- line height: 14
-- part name: RAID
----- HyperTalk script -----
ON MOUSEUP
HIDE THE TARGET
END MOUSEUP
-- part 11 (button)
-- low flags: 00
-- high flags: 0000
-- rect: left=189 top=244 right=271 bottom=364
-- title width / last selected line: 0
-- icon id / first selected line: 0 / 0
-- text alignment: 1
-- font id: 2
-- text size: 12
-- style flags: 0
-- line height: 16
-- part name: endofday
----- HyperTalk script -----
on mouseUp
show card field "endofday"
end mouseUp
-- part 12 (field)
-- low flags: 81
-- high flags: 2001
-- rect: left=0 top=0 right=342 bottom=512
-- title width / last selected line: 0
-- icon id / first selected line: 0 / 0
-- text alignment: 0
-- font id: 2
-- text size: 12
-- style flags: 8192
-- line height: 14
-- part name: endofday
----- HyperTalk script -----
on mouseup
hide card field "endofday"
end mouseup
-- part 15 (field)
-- low flags: 81
-- high flags: 2007
-- rect: left=0 top=0 right=342 bottom=512
-- title width / last selected line: 0
-- icon id / first selected line: 0 / 0
-- text alignment: 0
-- font id: 2
-- text size: 12
-- style flags: 0
-- line height: 16
-- part name: notes
----- HyperTalk script -----
on mouseup
hide card field "notes"
end mouseup
-- part 19 (field)
-- low flags: 81
-- high flags: 2001
-- rect: left=0 top=0 right=342 bottom=512
-- title width / last selected line: 0
-- icon id / first selected line: 0 / 0
-- text alignment: 0
-- font id: 3
-- text size: 10
-- style flags: 0
-- line height: 12
-- part name: bibli
----- HyperTalk script -----
on mouseup
hide card field "bibli"
end mouseup
-- part 20 (field)
-- low flags: 81
-- high flags: 2001
-- rect: left=0 top=0 right=342 bottom=512
-- title width / last selected line: 0
-- icon id / first selected line: 0 / 0
-- text alignment: 0
-- font id: 2
-- text size: 12
-- style flags: 0
-- line height: 16
-- part name: history
----- HyperTalk script -----
on mouseup
hide card field "history"
end mouseup
-- part contents for card part 4
----- text -----
Rules of the Game.
The Objective
The game starts on Aug.10 1940. It ends on Sept.10 1940. You win if at the end of the game you (Britain) have amassed more points than Germany.
A difference of 25 points at the end of the game spells a stunning victory. Or a major defeat.
Events: (Click on any word in quotes for clarification)
0600 hours. Begin new day:
1. 'Order' any or all Standby Squadrons to Patrol.
2. 'Move' any or all Patroling Squadrons on the Map.
3. Advance hour. (Click on the Clock display.)
4. Repeat event 3. until either
'Raid' or 'End of Day' occurs.
Repeat sequence 1-4 'til 'End of Game'.
-- part contents for card part 6
----- text -----
Order to Patrol:
Click on any airbase button on the map.
You will be presented with a 'tote board' of all squadrons
currently operating from that base.
If a squadron is AT STANDBY, and if there is no raid
in progress,you may click on ORDER TO PATROL.
When you return to the map you will find the squadron(s)
patrolling near its base.
-- part contents for card part 8
----- text -----
Move Squadrons:
Click on the squadron icon on the map.
Click where you wish to send it.
If the location is within range (20 miles) it will go there.
If you get a beep, click on the squadron again and
try a nearer location.
You may NOT move squadrons if there are enemy planes visible
on the map
-- part contents for card part 10
----- text -----
Raid:
Detection:
RDF advance warning may arrive from radar stations on the
coast. This will allow you enough time to get any Standby
Squadrons into the air and to move your patrols to more
advantageous positions.
O.C. (Observer Corps) warnings may be the first warning you
get of a raid. In this case the raid is already over land and may
be over its target. You will not be able to move your patrols.
Combat:
If an enemy raid is visible on the map you may attempt to
intercept.
To intercept a raiding force you must reenter your airbase
and Click the DETAIL TO RAID button.
If you have a patrol within range of the raid it will take
on a rectangular outline and it will attack when you click
the Time display on the map.
You may DETAIL squadrons ON STANDBY if the raid is
visible on the map, is in range, and is not yet over its target.
Range may be as great as 20 miles (raid is in the vicinity
of target), as little as 10 miles (raid is attacking target).
Interception takes place only once during a raid.
• ORDER TO LAND all DETAILED squadrons still on the map at
the end of each raid. They will return to standby after refueling.
Raid Results:
Click on RAID REPORT which will appear in the top bar after
each raid.
-- part contents for card part 12
----- text -----
End of Day
Occurs at 1900 hours each day.
The Daily Mail provides useful and generaly reliable information . Pay particular attention to the weather. The "Cricket Score" headlines are accurate, but as you will see they tend to present a distorted picture of what's really happening.
Fighter Command, in their wisdom, will often communicate with you at this time. They may even send you a squadron or two of brand new Spitfires from time to time.
End of Game
The game ends on Sept 10 1940 at 1900 hours. Click on the envelope when it arrives and you will be suitably rewarded.
Note: Battle of Britain takes several hours to complete. Clicking the "Quit" button on the Map automatically 'Saves' the game.
-- part contents for card part 15
----- text -----
HOW THE GERMANS THINK.
√∏ The German High Command attaches varying degrees of importance to each of the target 'types' in Southern England. These priorities can and do change during the course of the game. If it appears that your airbases are suffering the brunt of the attacks, tomorrow or the next day Hitler may change his mind and start going after your ports.
√∏ The Luftwaffes' resources are not as limited as yours', but they too must conserve planes and pilots. Heavy raids one day are not likely to be followed by heavy raids the next.
√∏ Also, just as the weather affects the accuracy and detail of your raid warnings, the Germans prefer sunny ,cloudless days for their heavy offensives. Pray for rain.
√∏ None of the foregoing is hard and fast. The German can be just as unpredictable as the British.
BRITISH INTELLIGENCE
Having broken the German Enigma Code The Brits had some knowledge of German intentions. Check the Ultra report at the top of the map every morning and after every raid.
√∏ A Heavy effort report means large formations, frequent raids, and the likelyhood that anything at all could be a target.
√∏ Conversely, a reported Light effort indicates small formations, infrequent raids going after primary, occasionaly secondary, targets only. Incidently, these reports are authentic. Very cloak and daggery.
WEATHER
CLEAR weather maximises the chance that a raid will be detected early and accurately.
CLOUDY weather minimizes this chance.
RAIN. No raids today. Hurrah!
SQUADRONS vs. GRUPPEN
√∏ British Squadrons number twelve or thirteen planes each. German Gruppen, bombers or fighters, number approximately twenty-four planes each. British Spitfires are an even match for the ME109 (German fighters). British Hurricanes are not as effective.
√∏ In general, you will achieve parity pitting two Spit Squadrons or three Hurri Squadrons against one German Fighter Gruppe. On the map, Spitfire Squadrons have pointy wings. Hurricane wings are blunter. Moving your cursor over a Squadron will reveal its identity.
√∏ The Bomber gruppes are an entirely different matter. They are composed of a mixed bag of ME110s, JU88s, JU87s, DO17s and HE111s. Of these, only the ME110s will give you any trouble. Unfortunately you'll never know the exact makeup of the bombing party. At the height they're coming in Ground Observer Corps can distinguish only between single and multi-engined craft.
HOW TO READ THE TOTE BOARDS
RELEASED squadrons will take more than one day to repair. Click on a hi-lited Released button to see exactly how long.
AVAILABLE squadrons will move up to Standby tomorrow.
STANDBY squadrons may Patrol or be Detailed To Raid.
ORDER TO PATROL. Click on button to order Standby squadrons into the air.
DETAIL TO RAID. Order Standby or Patrolling squadrons to intercept the raid. Raid must be visible on the map.
ORDER TO LAND. Squadrons that have participated in a raid and that have not landed by themselves have suffered no damage and should be Ordered ToLand. They will land, refuel, and return to Standby in 1 hour.
LANDED AND REFUELING. See above
SORTIES keeps track of how many battles this squadron has fought. As a squadron gains experience it becomes more effective in combat. If a squadron losses too many pilots it losses all of its experience points.
HOW TO READ THE MAP
√∏ The map displays only one enemy fighter and one bomber symbol regardless of how many enemy fighters or bombers are present.
√∏ On the map, Airbases are represented by rondels. Radar Installations by small towers on the coast. Cities by shaded gray areas (except London). Industries are cities with a tiny factory symbol. Ports are cities on the coast. A milage scale is shown at the lower right corner of the map.
√∏ You will find that a few cities and ports are out of range of your patrolling Squadrons. Hopefully, you have no loved ones residing in these places.
MAKING POINTS
√∏ You gain 2 points for each fighter or bomber gruppe put out of action.
You gain 2 points for each raid turned back.
You gain 2 points a day just for surviving.
√∏ The Germans gain 3 points for each RAF Squadron put out of action for five or more days.
Their fighters gain .25 points for each gruppe that gets through to straffe the target.
Their bombers gain 1 point for each gruppe that gets through to bomb the target.
If the raid is not opposed the germans gain 1 point.
If an airbase is disabled the germans gain 1 point.
Rene Vidmer
3/23/88
New York
Compuserve
70057,616
-- part contents for card part 19
----- text -----
Bibliography:
John Butterfield. RAF. WWII Solitaire board game. 1987; West End Games Inc. New York *
Richard Collier. EAGLE DAY:THE STORY OF THE BATTLE OF BRITAIN. 1980; EPDutton, NewYork
Norman Gelb. SCRAMBLE. 1985;Harcourt Brace. New York
Alfred Price. THE HARDEST DAY.1979;Scribners.NewYork
Alfred Price. SPITFIRE AT WAR. 1974;Ian Allen.London
Norman Franks. AIRCRAFT VS. AIRCRAFT. 1986; Macmillon.NewYork
Norman Franks.THE BATTLE OF BRITAIN. 1981;Bison Books.London
Len Deighton. FIGHTER. 1977;Cape.London
Edward Bishop. THE BATTLE OF BRITAIN.1960;Allen and Unwin.London
Peter Fleming.INVASION 1940.1957;Hart-Davis.London
John Kramer.KRAMERS' ORAL HISTORY OF WWII; JustAsk.New York
Winston Ramsey.THE BATTLE OF BRITAIN THEN AND NOW; BBPIL.London
* A superb board game. The inspiration and prime source for this rendition of The Battle of Britain.
Playtesters:
John Kramer
Eve Hartman
Tony Vidmer
The Battle of Britain Hypercard Simulation
is copywrited 1988 by Rene Vidmer & DeadlyGames Ltd.
It may be freely given away but may not be sold under
any circumstances without written permission from
the copywrite owner.
Publishers notes
-- part contents for card part 20
----- text -----
What Really Happened or How Accurate Is This Game Anyway?
What really happened is that RAF Fighter Command narrowly won the Battle of Britain. Won, in the sense that they denied Goering's Luftwaffe supremacy over the skys of Britain long enough to force Hitler to cancel his invasion plans. He was smart enough to realise that sending hundreds of barges full of soldiers across the English Channel while the RAF still existed as a fighting force was suicidal. By mid-September he had run out of time.
Air Chief Marshal Sir Hugh Dowding, and Keith Park Commanding 11th Group played a politically risky game; allowing many raids to go unchallenged in order to conserve an already badly outnumbered air force. Putting first priority on protecting airbases, and committing less than the available number of squadrons to raids drew strong criticism even from colleagues. It proved to be the wisest strategy: The Germans, who thought the Brits were sending up everything they had on every raid, as a result consistantly underestimated the RAFs true strength.
As to the accuracy of the simulation- generally conservative tactics, with occasional bold strokes, combined with a modicum of luck, and a little rain won the day for Dowding and Park. It would appear that much the same is needed to win the game. R.V.