B-17: Queen of the Skies

Tutorial · version 1.8.1 · a first mission, step by step

How to begin

The title screen offers three save slots, a choice of tour and a difficulty. For a first game pick the Winter–Spring 1942–43 tour on Regular and press New tour — solitaire. You are at base with a B-17 and a crew of ten. The information sidebar on the left shows the mission, the aircraft, the crew and the tour; the controls sidebar on the right holds every action.

1. Press Briefing. Leave the orders code empty for fresh orders (or type a friend's code to fly the same raid in formation). The briefing names the target, the zones there and back, the weather, the flak, your place in the combat box and the bomb loads you may carry. Choose a load and press Take off.

Controls

ActionMouse or touchKeyboard
Main action (the highlighted button)press itSpace or Enter
Auto-fly on or offthe Auto-fly boxF
Auto-assign gunsAuto-assign gunsA
Route map / combat board / aircraft sheetthe tabs above the mapM cycles them
Pan the route mapdragarrow keys
Zoom the route mapwheel or pinch; + and − buttons+ −, 0 to fit
Move between controls—Tab; Escape closes a dialog

The Aircraft tab shows the whole ship compartment by compartment. Settings (from the Menu) has larger text, high contrast, reduced motion, effects and voice volume, and the spoken intercom.

Turn order

A mission is a fixed sequence, and the right-hand panel always shows what comes next:

  1. Briefing — target, route, weather, position, bomb load.
  2. Take-off — a worn aircraft may suffer an early return.
  3. Each zone outbound — coast flak when crossing the enemy coast; roll for fighter waves; fight each wave; then the zone ends (fuel, fires, frostbite, first aid).
  4. The target — three rounds of flak, then the bomb run (or a decision if the target is under cloud).
  5. Each zone homebound — the same as outbound.
  6. Landing and debrief — credit, wounds, medals, the strike photograph, the group's losses.

Movement

Movement is zone by zone along the route drawn on the map: each press of Fly to zone N advances one zone and spends fuel. Zones over the sea draw fewer fighters; zones over Germany and near the target draw more. Watch the fuel bar on the left — it must reach England. You may abort on the way out (no credit), close up into a gap in your squadron if a ship ahead has gone down, or dive to blow out an engine fire (and lose the formation). A ship with two engines out or two control cables cut becomes a straggler, alone and attracting more fighters.

2. Press Fly to zone 2. Over England nothing happens; once over the sea and the continent, fighter waves may be sighted.

Combat and scoring

A wave puts fighters on the combat board at clock positions — 12, 1:30, 3, 6, 9 and 10:30, high, level or low, or diving and climbing vertically. On the right, each gun that bears lists the fighters it can fire at and the 2d6 roll it needs. Choose targets or press Auto-assign guns, then Open fire. Hits damage, drive off or destroy fighters; the formation's crossfire drives some off; survivors attack, and each hit is located and resolved on the damage tables. Surviving fighters may come round again, up to three passes. With a second player, the German player chooses where they set up.

3. When a wave appears, press Auto-assign guns then Open fire. Read the attack slip, then Continue.

Over the target the bombs are scored as the percentage within 1,000 feet of the aiming point; the group's strike photograph and the damage done to the target appear at the debrief. Fighters claimed, hits taken and the group's losses go into the logbook.

Winning

You win the tour when your pilot has flown twenty-five credited missions and goes home. A mission is credited only if the bombs are dropped on the target (or on a target of opportunity when the primary is closed in). The tour-over screen then offers a printable certificate.

Losing

The tour ends in defeat if your pilot is killed, missing, taken prisoner, evades capture and is sent home, or is invalided home with wounds. Losing the aircraft alone does not end the tour: surviving men return and a new B-17 is assigned. Men lost from the crew are replaced by green replacements, who shoot worse at first.

Saving and restarting

The game saves automatically in this browser after every action, in the save slot chosen on the title screen; there are three slots. Menu returns to the title screen, where Resume continues the tour in the chosen slot and New tour starts over in it (you are asked to confirm before a tour in progress is replaced). A finished tour stays in its slot, with its record, until a new one replaces it. Saved games stay in this browser only; clearing the site's data removes them.

The full rules and tables are in the manual (docs/manual.pdf).

Mission readiness and save tools (v1.9.0)

Before starting engines, compare the bomb-load table in the briefing. Target effect is a damage multiplier, not a probability of hitting. The recommendation balances target effectiveness with a planned reserve; fuel leaks and damage can consume that margin. Select Use recommended load to apply it.

Open Saves in the header to download the current tour or a stored slot. Download current tour includes the latest progress even if browser storage could not save it. To restore, select a JSON backup, wait for the check, choose a destination slot and confirm replacement if the slot contains data. Keep a backup before clearing browser data.

If a save cannot be read, its original contents are retained. Save tools can download that data for recovery. A new tour in that slot requires confirmation before replacement.

Flight command and crew assistance (v1.10.0)

Flight command summarizes planned fuel margin, usable guns, escort and formation cover. Red and amber notices explain fires, low fuel, serious wounds, unmanned guns and empty ammunition boxes. The fuel margin follows your current route; it cannot predict later damage or continuing leaks.

Between zones, select Review suggested crew orders. Read which men will give first aid or change guns, including the posts they leave. Apply crew orders commits the displayed orders and saves them; Keep current posts closes the preview without making changes. Helpers already treating someone stay with their patients. Both pilots and ready top/tail gunners stay at their posts. First aid takes the next zone to complete, so check any remaining alerts.

Gun targets now show their 2d6 hit chances. These are hit odds, not kill odds, and each fired burst costs one ammunition box. A gun holds fire when an earlier shot has removed its target. Fighter coverage counts targets with at least one assigned shot that can hit; zero-chance shots are flagged.

Landing outlook and Ditching outlook enumerate all 36 equally likely dice pairs using current modifiers. Percentages are rounded to one decimal place. A controlled field landing is a forced landing with no initial landing injuries; it still ends the aircraft's mission as a forced landing. Later injury and rescue rolls are separate. Viewing any advice consumes no dice rolls.

Mission archive and reports (v1.11.0)

Open Logbook to search completed missions by target, aircraft, date, mission number or a word in the crew notes. Combine the Credit and Outcome filters, then choose a sort order. The four summary figures apply only to the displayed records. Bomb accuracy averages include actual drops, even zero-percent results, and exclude missions with no drop.

Report opens a sortie's comparison with earlier missions, recorded route events, group losses, aircraft and crew notes, and strike photograph when available. The current debrief also offers Detailed mission report. Earlier averages exclude the selected mission and every later sortie. Some older records lack optional details; these appear as not recorded. Returning to the logbook retains your filters and sort order.

Download shown missions (CSV) exports the displayed missions in the selected order, including notes. Clear the filters first to export the complete tour. The existing text download still exports the full logbook and crew list.

Map opens a historical route replay. Live mission actions and auto-fly stay paused while you pan and zoom. The left information panels still describe your live aircraft. Use Return to live tour to restore the previous view and camera; auto-fly then follows your existing setting. Replay does not rewind or overwrite the campaign.

Navigator (v1.12.0)

Press N or choose Navigator · route & fuel in the Mission card. The departure ledger shows remaining zones, escort coverage, contrails and fuel after each departure. Estimates include current tank damage and transfer valves; future damage can change the result. A zero reserve is an emergency, not a safe arrival.

During outbound cruise, preview turning home to compare fuel reserves. No orders are issued: return to the mission controls to abort. Auto-fly pauses while Navigator is open. Close the panel to resume normal scheduling. The same target zone appears on both legs because each departure uses fuel.

Gunnery Planner (v1.13.0)

During combat choose Review gunnery plan. Full defense covers as many distinct fighters as usable arcs allow, then adds spare guns. Conserve ammunition keeps one gun per covered fighter and holds the rest. Both consider ammunition, crew condition and current hit odds, excluding zero-chance shots.

Review current and proposed orders plus uncovered threats. Apply assignments to replace your orders without firing, or keep your current orders. Auto-fly pauses during the preview and resumes normal scheduling afterward. Hit odds are not kill probabilities; earlier shots can affect later shots. No combat rules or save formats change.

Bomb-run Outlook (v1.14.0)

Choose Bomb-run outlook in the briefing or Review bomb-run outlook during outbound cruise. Compare mean accuracy, chances of 40%+ or zero accuracy, flak exposure and the full distribution. With overcast forecast, compare bombing through cloud and a target of opportunity against bringing the bombs home. Decisions are issued through the normal mission controls at the target.

The outlook shares the actual game calculations, including working H2S, crew and system modifiers and the direct flak accuracy penalty. It holds current condition fixed; new damage, casualties and aircraft loss are not modeled. These are accuracy estimates, not target-damage or survival probabilities. Reviewing consumes no rolls, pauses auto-fly and leaves your saved progress untouched.

Crew Room (v1.15.0)

Choose Open Crew Room below the crew list. Search by name, role or decoration, filter the whole squadron by assignment or role, and sort by name, strain, experience or claims. Open a service record to inspect condition, recovery, decorations and ace claims. Filters remain in place on return.

At base, Review rest leave shows what sending a strained man to the rest home will do; Review 48-hour pass shows strain relief for assigned active crew. Rest reduces strain during recovery rather than immediately. Recovery counts completed sorties. Resting your campaign pilot pauses his personal 25-mission progress while a replacement flies.

Cancel leaves orders untouched. Apply uses the existing rules and saves the result. Crew Room pauses auto-fly while open and restores its normal scheduling when closed.

Auto-fly checkpoints (v1.16.0)

Choose Flight checkpoints in the auto-fly bar. Select stops before target approach or landing, after combat/bombing reports, and at cruise decisions. Key decisions is the default and pauses before target approach and landing. Every checkpoint selects all four; Classic auto-fly disables optional stops.

At an optional stop, Resume auto-fly schedules normal automatic play, or use the normal mission controls to act manually. Existing pauses for hazards and required player choices remain in force. Resume never skips those checks. Checkpoint settings are shared across save slots; opening the panel pauses auto-fly without changing mission progress. Older preferences receive the new default stops.

Flight Recorder and log reading (v1.17.0)

Scroll up in the live log or clear Follow latest to freeze the displayed feed. Gameplay continues and the new-entry count grows. Jump to latest resumes following.

Open Flight Recorder to search retained text, filter by mission and event type, sort oldest/newest, and browse pages of 50. Download matching entries exports every matching entry as text in the selected order. Filters remain in place when reopening during the same campaign.

Recorder pauses auto-fly while open; freezing only the live feed does not. The live feed shows up to 160 entries, and the rules normally retain the latest 600. Older entries may be unavailable; consult the Logbook for completed-mission summaries. These controls do not change saved progress.

Threat Board (v1.18.0)

During defensive combat, open Threat Board · focus fire. Compare expected incoming hits, hit probabilities and formation protection. The estimates include fighter type, damage, aces, difficulty, angle and straggling. Rockets bypass formation drive-off and use a separate hit table.

Inspect / focus fire shows a fighter's full hit distribution and the guns able to hit it. The concentration preview shows current assignments, hit odds, ammunition and any other targets losing coverage. Apply redirects usable positive-chance guns without firing; cancel preserves orders. Auto-fly pauses for inspection and resumes according to its settings.

Each estimate assumes the attacker survives your gunfire unchanged and excludes changes caused by other attackers. Expected hits are not survival odds.

Damage Control

During cruise, inspect active fires, oil-leak deadlines and fuel loss. Per-fire and combined catastrophic fire odds apply to the next upkeep with current damage unchanged; they exclude future attacks and other loss causes. Review emergency dives before executing: one 50% roll extinguishes all engine and wing-tank fires, while internal fires remain. Either result loses formation. Engines stay feathered, and tanks may continue draining. Execute dive rolls immediately; Return to flight preserves current orders. Auto-fly pauses during review.

Target Dossier

In the briefing, review damage remaining after repairs and earlier sorties against the assigned target. Change assumed group bombing accuracy to compare available bomb loads by resulting target damage and projected fuel reserve. This is a what-if calculation, not a prediction; group accuracy differs from your bomber’s accuracy. Target-of-opportunity attacks leave the assigned target unaffected. Selecting a card changes only the preview. Apply saves the chosen load; Keep current load returns without changing orders.

Rescue Outlook

When the aircraft is going down, compare per-person bailout and ditching outcomes. Wounds, oxygen deprivation, completed first aid, radio, distance from England and explosions affect the result. Over land, survivors may become prisoners or evade capture. Ditching uses shared impact and rescue rolls: individual probabilities do not imply whole-crew survival odds. Expected survivors are averages, not guarantees. Reviewing or closing the outlook does not commit an action; return to the emergency controls to decide.

Printable Tour Report

Open Printable Tour Report from the Logbook to preview the entire tour, regardless of archive filters. Download the self-contained HTML file and open it in a browser for offline reading or printing. It includes completed missions, strike assessments, crew notes and personnel service records. In-progress missions are excluded from the completed ledger. Zero-percent drops count toward average accuracy; no-drop sorties do not. The report is not a save backup: use Save tools to preserve restorable progress.

Crew Transfer Review

Choose a new gun station in the cruise crew controls to preview the move. Review affected gunners, readiness, hit chances and angles gaining or losing all coverage. Estimates use hypothetical undamaged, non-ace fighters under current conditions; they do not reveal future attackers. Apply transfer moves the crewman through the existing rules; Keep current posts cancels. Auto-fly pauses during review, and previews consume no rolls or ammunition.

First Aid Review

Choose a helper in the cruise crew controls to review the patient, location, lost gun availability and hazards. Redirecting a helper cancels the prior treatment order. Aid completes at the next zone upkeep only if the patient remains seriously wounded and the helper can act; the order ends even if it fails. Successful aid prevents the untreated-wound check but does not restore duty or prevent combat injuries. Apply issues the existing order; cancel preserves progress.