Example of Sequence of Play

Tony Costa

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Here is a simplified version of the Sequence of Play for A Wing and a Prayer

CAMPAIGN SEQUENCE OF PLAY
4.0 Planning and Intelligence Phase (Pre-Mission)
5.0 Execute Mission Phase
7.0 Debriefing and Maintenance Phase (Post-Mission)

4.0 PLANNING AND INTELLIGENCE PHASE (PRE-MISSION)
4.1 ADJUST MISSION TURN COUNTER: Advance the Mission Turn counter to the next higher numbered box.
4.2 TARGET FOR TODAY: Draw the top Mission Card to determine the Target for today’s Mission
4.3 TARGET CLOUD COVER: Roll to determine Cloud Cover over the Target.
4.4 ASSIGN BOMBERS AND CREWS: Select the required number of Bombers, with their Crews, to fly the Mission.
4.4.1 LEAD BOMBERS: The selection of Lead Bomber and Crew is important because the Crew's Ratings can be used as modifiers throughout the mission.
4.5 COORDINATE WITH ESCORT FIGHTERS: The Mission Card indicates the number of Escort Fighters that will be escorting your Squadron.
4.6 Mission Route Planning: While not mandatory it may be helpful to plan a route to the Target Box before executing the Mission.

5.0 EXECUTE MISSION PHASE

5.1 MOVE BOMBER FORMATION: Your Bomber Formation moves one Box on the MISSION MAP per Mission Turn.
5.2 LEAD BOMBER AND FORMATION ADJUSTMENT: Adjust Bomber positions so that the Formation structure is maintained.
5.3 LOOSE FORMATION CHECK: If the Formation is currently Loose you may attempt to "Tighten it up” by making a Loose Formation Check.
5.4 DAMAGED AIRCRAFT CHECKS: For each damaged Bombers or Escort Fighter in the Formation conduct a Damaged Aircraft Check.
5.5 ESCORT FIGHTERS RANGE CHECK: Determine if Escort Fighters can continue to cover the Bomber Formation.
5.6 ESCORT RENDEZVOUS SITE CHECK: Determine if you receive a new set of Escort Fighters.
5.7 FLAK SITE ATTACK CHECK: Determine if the Bomber formation is attacked by Flak.
5.8 FORMATION EVENT CHECK: Check for random events.
5.9 CONDUCT AIR COMBAT: If there are Enemy Interceptors on the FORMATION CARD conduct Air Combat.
5.10 Repeat previous steps (Rule 5.1 - 5.9) in the Mission Turn Sequence until your Formation enters the Target Box.
5.11 CONDUCT THE BOMBING RUN: When the Bomber Formation enters the Target Box conduct The Bombing Run.
5.12 MISSION VICTORY POINTS (VP): Adjust the Mission VP counters to reflect the number of VP’s gained or lost during the Mission.
5.13 RETURN TO BASE: Repeat steps (5.1 - 5.9) in the Mission Turn Sequence to move the Formation along a return path back to the 8th Air Force Base Box.
5.14 LAND AIRCRAFT: When the Formation enters the 8th Air Force Airbase Box, conduct Landing Procedures.

7.0 DEBRIEFING AND MAINTENANCE PHASE (POST-MISSION)

7.1 CLEAN UP
7.2 VICTORY POINTS
7.3 DAMAGED BOMBERS REPLACEMENT AND REPAIR
7.4 CREW EXPERIENCE AND RECOVERY
7.5 WAR PROGRESS EVENTS CHECK
7.6 END OF GAME CHECK
 

Tony Costa

Member
Staff member
Joined
Mar 11, 2017
Messages
75
Points
18
Location
Pittsburgh, PA
Generally, while en-route to the Target and not on a Red land box, and before you are attacked by Enemy Interceptors, you'll mostly be conducting these steps:
5.0 EXECUTE MISSION PHASE
5.1 MOVE BOMBER FORMATION: Your Bomber Formation moves one Box on the MISSION MAP per Mission Turn.
5.5 ESCORT FIGHTERS RANGE CHECK: Determine if Escort Fighters can continue to cover the Bomber Formation.
5.8 FORMATION EVENT CHECK: Check for random events.
5.10 Repeat previous steps (Rule 5.1 - 5.9) in the Mission Turn Sequence until your Formation enters the Target Box.

So ,the first few boxes that your Bomber Formation moves into during a mission are simply: move the Formation marker, adjust Escort Range, check for an event.
An event check can generate an Enemy Interceptor attack. When your Formation moves to a Red land box with a Flak icon you'll add a Flak Attack check to your turn sequence.
If Bombers or Escorts are damaged you'll add Lead Bomber Adjustment, Loose Formation and Damaged Aircraft checks to your turn sequence if necessary.

So given the above, it's possible that going through the steps to move your Formation to the target box, especially for targets in France near your base, might take only 2-3 minutes of real time to resolve if there are no Events, Interceptors or Flak Attacks.
Usually the movement back to base takes a bit longer due to dealing with damaged aircraft and loose formations.

The game ships with two six-sided dice but it's a good idea to have 6-8 different colored dice on hand to help resolve some of the combat and damage effects faster (if you prefer). Especially for Flak Attacks which might require a "bucket of dice" type roll for each Bomber in the Formation.
Bombing the target usually requires a handful of dice also.
 

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