Wild Blue Yonder

Wild Blue Yonder Campaign Tutorial (Part 3 of 3): Mission 2

To start the second mission of this campaign, you’ll probably want to reshuffle the action decks before going back to 24.3.C.1 to generate a new mission. I’ll go through this part quickly, since we already covered mission selection in the first article. The Axis player draws an IN MY SIGHTS (1B) card and cross references it to […]

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Examples of Play

Wild Blue Yonder Campaign Tutorial (Part 2 of 3): Mission 1

In our last article, we set up the first mission. In this article, we will look at some examples of play. The first two turns of the first mission and most of the third will play out like a regular dogfight, and have been skipped over in this play-through. Let’s say that the turn order is one element

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Examples of Play

Wild Blue Yonder Campaign Tutorial (Part 1 of 3): Setup

Introduction and Overview If you are new to Wild Blue Yonder, it might be hard for you to break past the wall of rules to get into the campaigns. This short series of articles will help you dive straight into the easiest campaign (Rommel Attacks), and you can read the pertinent rules as you go.

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Examples of Play

Wild Blue Yonder: Campaign Training Mission

Author’s Note: Almost all of the inspiration for the little mission in this article came from the excellent book Battle of Britain Voices: 37 Fighter Pilots Tell Their Extraordinary Stories, by Jonathan Reeve (Amberly Publishing, 2015). The introduction provided helpful notes on chronology and tactics, and some of the first-hand accounts provided further ideas on which

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Scenarios/Variants, Strategy Articles

Wild Blue Yonder: Tips for Beginners

If you are trying to get into Wild Blue Yonder and you’ve never played a Down in Flames game before, the amount of material in the box can seem daunting. But it is being touted as a logical place for beginners and veterans of the system alike to dig into, so below you’ll find a

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Strategy Articles

Into the Wild Blue Yonder (Part Six): Operations and Progressive Campaigns

Besides the seven Land campaigns described last time, Wild Blue Yonder includes two Operations, three Progressive campaigns, and a solitaire campaign. Operations include one or more missions, often with a fixed order of battle.  They can be played as stand-alone campaigns, and also replace one of the “regular” missions when called for in a Land

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Designer Blogs

Into the Wild Blue Yonder (Part Five): Land Campaigns

In order to distinguish the traditional Down in Flames campaigns that first appeared in Rise of the Luftwaffe from later systems such as the Operations that debuted in Eighth Air Force, the Carrier Campaigns of Zero!, and the progressive Guadalcanal campaign of Corsairs & Hellcats, we’re calling them “Land Campaigns.”  Fully half of the campaigns

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Designer Blogs

Into the Wild Blue Yonder: Campaign Rules, Part 2

This time I’ll address how strike missions have changed in WBY, which is where the most notable differences from the previous rules are.  Most of the changes have one or two main purposes. Over the years, many players have noted that the Bomber most definitely does not “always get through,” and even less frequently gets

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Designer Blogs

Into the Wild Blue Yonder: Campaign Rules, Part 1

The Zero! and Corsairs & Hellcats rules with errata incorporated also formed the basis for the Campaign Rules in WBY.  Unlike the Dogfight Rules, though, there have been a lot of changes.  In this article, I’ll describe some of general application. Sequence of Play The Campaign Sequence of Play adds two steps, but like the

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Designer Blogs

Into the Wild Blue Yonder (Part Two): Dogfight Rules and Action Decks

As alluded to in the last article, there are no changes to the basic dogfighting rules from those that have grown familiar in the last 20+ years, just additions.  The Zero! rules with errata incorporated formed the basis.  A few concepts introduced in C3i magazine and Squadron Pack #1 have been included, as have the

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Designer Blogs
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