Friday, 12 November 2021

Reaping the Whirlwind Campaign for Target for Tonight

Digital Artwork - Piotr Forkasiewicz
https://www.behance.net/piotrforkasiewicz
 
It was back in 2001 that I started playing Target for Tonight by David Wayne Thomas after taking part in a demonstration game run by the author at the annual show run by the Plymouth wargamers and being impressed with the immersive game it produced by breaking a typical night bombing operation into phases and the different risks to aircraft and crew that could happen at any time from take off to landing.

My original 2000 copy of Target for Tonight 

Since then the rules have been reprinted in a glossy new format that seems to be the requirement in this day and age, although the rules remain as they were in their first incarnation and the renewed interest in them following that publication inspired me to get to work on a project that had been long in the gestation period with ideas written down, played with and left and then come back to now and then.

The new look 2018 copy of Target for Tonight

That idea being to use the rules as the basis for a higher level of game recreating the campaigns of Bomber Command between the period 1942-1944 and specifically under the leadership of Air Marshal Sir Arthur 'Bomber' Harris.

Bomber Command Main Force plus Mosquito intruder night fighters all ready for the Berlin Campaign test

With a basic idea mapped out on various bits of paper and with a collection of thirty 1:600 model planes together with another group of 1:300th models covering all four of Bomber Commands main types (Wellington, Stirling, Halifax and Lancaster) plus all the German and British night fighter types, I finally had something to try out at club in March 2019.

The 1:300th collection of bombers and night fighters

Had it not been for a global pandemic interrupting progress the eight game Berlin campaign play test would have been concluded in April or May of last year, but we were finally able to get the last two games played in August and October this year and I've now completed the final set of campaign rules, suitably entitled 'Reaping the Whirlwind' recalling Bomber Harris' speech on June 3rd 1942, putting the Nazi leadership on notice that the air bombing war was about to be turned on German cities with interest.

If you haven't seen the eight game series recreating the first large scale ops that began the Battle of Berlin in August 1943 you can follow the links below.


So Reaping the Whirlwind will allow players of Target for Tonight to assume the role of Harris and his Group Commanders of Main Force as the raids into German occupied Europe are planned and then executed using the game rules before returning to the campaign framework to establish the results of the bombing in comparison to the aircraft and crews lost which will yield a victory point rate and thus a verdict on the progress or not of Bomber Command's campaign.

You'll need a 'Whimpey' if you plan to take a trip to the Happy Valley in Reaping the Whirlwind.

All the stuff you would want, such as Target Marking, Weather, Bomb load outs, Fuel Consumption  and the inclusion of the Wellington, Halifax and Stirling bomber types to fly alongside the Lancasters is included together with a roster of sixty randomised crews to speed up manning the thirty models representing the five groups of Bomber Command Main Force.

All the main bomber types are included to operate alongside the Lancaster squadrons.

As well as the option to play a month of the Berlin Campaign you can easily opt to play two, three, four or five months of the campaign if you have the stamina, and there is a Rhur Valley Campaign for those ready to brave the flak in the Happy Valley and if that is not enough of a challenge you could even have a go at taking out the V Rocket plant at Peenemunde for good measure.

Operations Room Conference, Bomber Command, October 1943 - Herbert Arnould Olivier
Royal Air Force Museum

I haven't tested the Peenemunde or Rhur campaign games but they will use the same structure as the Berlin module and nothing in the rules are written in stone so if you don't like something, change it, and if it works let me know.

The Cyberboard module I used to run our campaign is also included in the download of Reaping the Whirlwind.

If you're interested in some recommended reading and resource materials that informed Reaping the Whirlwind then the following books might be of interest.

Recommended Bomber Command reading and four books that informed Reaping the Whirlwind 

As well as the rules and the maps (campaign map and five city target maps), counters and blank aircraft record sheets needed to play, I have included the Cyberboard module in the download that I used for running our campaign, for those who would like to make use of it.

As with all the resources here on JJ's, I try to ensure they are done to a good standard and will add to the enjoyment of the hobby and most of the stuff is produced in collaboration with other gamers and friends in the Devon Wargames Group or with other interested gamers such as the Target for Tonight enthusiasts on the Facebook Group and in that spirit is made freely available.

Target for Tonight - Facebook Group

That said Reaping the Whirlwind is released in time for Armistice Day and Remembrance Sunday, so perhaps you might like to make a donation to the Royal British Legion in honour of the 55,000 aircrew who perished on operations with Bomber Command.

https://www.britishlegion.org.uk/get-involved/ways-to-give/donate


Reaping the Whirlwind - Target for Tonight Campaign Game

I have plans to come back to this project with a play through of the Rhur Valley Campaign module and a chance to run out the Wellington squadrons and the Peenemunde mission should make an interesting one off game.

In addition another fellow member and friend in the DWG has put together a collection to run the 617 Squadron Dam Busters Operation and I look forward to bringing you pictures and updates around all these ideas in months to come.

In the meantime I hope you enjoy Reaping the Whirlwind.

Next up on JJ's: Battlefield walks with Mr Steve, Vassal games of 1805 Sea of Glory and OSG's Leipzig and we're 'All at Sea' with some new small ships added to the collection.

15 comments:

  1. That is an outstanding piece of work. Something to try out soon

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    1. Thank you, we had a lot a fun testing this system out and I am looking forward to coming back to it in the new year to look at running the Ruhr Campaign,

      Cheers
      JJ

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  2. Hi JJ - a quick question - would you mind giving some details and dimensions of how you made your tiles please? (Did you scale them to fit a set number of minis?) They look very robust - I was making mine out of foamboard, but worry that might not last. Also, did you make a 'full set', or recycle tiles through the game (eg - did you have coastal tiles/airfield etc for route out as well as return, or just swap positions?)

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    1. Hi eddie,
      I made a full set of tiles to allow for the whole route to be laid out which helps create added drama for the players when they can see how far the various legs are, particularly when aircraft are in trouble or severe casualties occur.

      The tiles are cut from cork tiles and are four inch square. They were sticky backed and I simply applied black card to them and added any detail required with acrylic paint. They are very robust and have lasted over twenty years since I first made them.

      Hope that helps
      JJ

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  3. Hi, what damage rules do you use? The supplied by the the game or the one available for download on the facebook group?

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    1. Hi Pedro,
      We used the damage rules as supplied in the game.
      Cheers JJ

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    2. And what about the risk tables? also as supplied in the game?

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    3. Yes, risk tables as well. If I've changed anything, it will be referenced both here on the blog and in any of the downloads.

      JJ

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  4. Not sure if your bombing rules are the same as supplied with the core game, I was reading your pdf file (which is very nice by the way) and I see you place the TI's in any location not necessarily as indicated in the rules in row X - Y, so I assume that when the bomber is over the TI you just call bombs gone and that's it? However the jumpy, steady and determined bomb aimer are still applied?

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  5. By the way I would like to get in contact with you, may I have your e-mail so I may forward some questions regarding the rules? Thank you, pedro

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    1. Hi Pedro,
      Thanks, glad you like campaign.

      All the rules in it are those we used in the play test and replace or add to the standard rules. So yes the TI placement is an integral part of the ops planning which are used in conjunction with the target maps.

      If the TI's are misplaced, you will not know until you go through the end of ops assessment, so you will need to place the TI's allowing for any potential drift based on the wind direction and strength, just like the real planners had to deal with, rather than an X-Y line which makes things much easier, but not very realistic.

      The bomb aimers quality are still applied.

      If you scan through the play test reports (under the Target for Tonight label in the right hand column) you will see how the rules were applied in our series of games.

      You are more than welcome to drop me an email via the contact form, top right, below the Tiny Wargames banner ad. However I will be a bit busy over the next few months so please don't expect an instant reply, and I will get back to you as soon as I get chance.

      Cheers
      JJ

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    2. Hi Pedro,
      I've just noticed, that I'm even more helpful than I realised!

      There are links though to all the games in the post above, which I think will give you an idea of how the games are generated by this campaign system and the rules we used.

      JJ

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  6. I've played TfT several times now using a rough home built module on Roll20 and am putting together a physical game, so have been reading this blog with interest. I noticed you mentioned looking at the Dams Raid, but nothing more has come of it. As it's the 80th anniversary of the raid this year, I'm interested in doing this as a TfT project. Did you get any further, or what tips can you pass on to adapt the game? Thanks.

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    1. Hi Paul,
      Sorry for a delay in responding, but I'm currently away touring in Australia and the internet in some of the areas we are based in can be rather indifferent at times.

      The Dambuster project was being worked on by another member or our regular play group, and we had discussed several mods to the current system which we felt might be quite playable, but have not done anything with them or TfT since I concluded the campaign module testing, so its one for another time when the mood takes us.

      Likewise, a Rhur campaign with the Wellington included is another similar mod that is something I would like to test, but it too will have to wait for now.

      Cheers
      JJ

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    2. No worries JJ, thanks for coming back to me. I hope the mood takes you in the near future!

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