Watch “Skies Above Britain - Interception Cycle,” a how-to-play guide for Skies Above Britain from Hexed And Countered on BoardGameVideo.
Description provided by Hexed And Countered on YouTube:
A playthrough of scenario #11, the last of the training scenarios in GMT Games' "Skies Above Britain" designed by Jerry White & Gina Willis. This scenario covers the interception cycle, which is the central piece of the game, tying the other elements together.
This builds on the previous 3 videos in this series. The first covered the dogfighting cycle (RAF fighters vs. Luftwaffe fighters) and the next two the bomber cycle (where the RAF fighters tangle with the Luftwaffe bombers and their escorting fighters). If you haven't watched those videos you may find them useful, though the dogfighting and bomber cycles are also shown in this video, albeit with less explanation than in the earlier videos.
Game page on BGG:
https://boardgamegeek.com/boardgame/325096/skies-above-britain
Game page on GMT Website:
https://www.gmtgames.com/p-897-skies-above-britain.aspx
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Music Credits:
Training in the Fire by Twin Musicom is licensed under a Creative Commons Attribution 4.0 license. https://creativecommons.org/licenses/by/4.0/
Artist: http://www.twinmusicom.org/
Mostly playthroughs. Skies Above Britain is covered on BoardGameVideo.com by 9 reviews, 6 how-to-play guides, 46 recorded sessions, and 8 unboxings.
1 players
20 - 120 min
Heavy weight: Expect a long teach
About Skies Above Britain, from BoardGameGeek:
Skies Above Britain is a solitaire game depicting a Royal Air Force squadron of Hurricanes or Spitfires waging a desperate effort to disrupt and destroy German daylight bombing raids over southeast England in the summer of 1940.
The player's individual aircraft-each represented by a stickered block-must locate the incoming raid, intercept it, and evade or defeat swarms of escorting German fighters that usually outnumber you and whose pilots have superior experience and tactics.
The game simulates the dogfighting and fighter-vs.-bomber action at an individual aircraft level using a card-assisted system that simulates key tactical decision-making without losing the feel of fast-paced aerial combat. A player can fly scenarios representing an individual patrol or use the patrol generator to create an endless variety of realistic individual patrols, multi-patrol campaigns, or larger campaigns covering the entire Battle of Britain. Each patrol will take a half hour or more to play, while a campaign can last anywhere between 6 and 28 patrols.
COMPONENTS
1 Interception Game Board
1 Squadron Display Game Board
1 Me-110 Circle Display
4 Counter Sheets
1 Rules Booklet
1 Situation Manual
1 Optionals Booklet
3 Player Aid Cards
200 Playing Cards
1 Pad of Roster Sheets
2 Historical Log Sheets
1 Sheet of Stickers
38 Wooden Blocks
10 Wooden Cubes
1 Wooden Cylinder
2 Dice
-description from the publisher
Designers
Jeremy White, Gina Willis
Artists
Antonis Karidis, Mark Simonitch, Jeremy White, Gina Willis