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The General Vol 17 No 5

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8<br />

---<br />

ADVANCED<br />

RICHTHOFEN'S WAR by David A. Bottger<br />

Combining Si-Move, Maneuvers and Excitement to Improve RICHTHOFEN'S WAR<br />

Few variant articles are as solidly based as<br />

David Bottger's state-o/-the-art update 0/<br />

RICHTHOFEN's WAR. Most variants add just<br />

that-variety, a new way 0/playing a game which<br />

has grown tiresome from repeated play. Usua{{y,<br />

such things are lacking a certain degree 0/hisloricity,<br />

playabifily, validilY or all 0/Ihe above. Such is<br />

nOI the case here Ihough.<br />

Eight year later I can still remember the excilement<br />

and anticipation as r unwrapped<br />

RICHTHOFEN'S WAR and opened the box for<br />

the first time. Inside, lhat photographic board and<br />

those blueprint-like counters convinced me that this<br />

was the game air-war buffs had so long awaited.<br />

Here Avalon Hill had captured the chivalry,<br />

glamour, color and drama of World War r in lhe<br />

skies.<br />

Or so I thought. But my excitement turned to<br />

disappointment as I discovered that R W played<br />

more like aerial PANZERBLITZ (han the air battles<br />

I had read abOUl. First I move and shoot at you,<br />

then I hover there while you move and shoot at me.<br />

Enemy on your tail? <strong>No</strong> problem-just circle<br />

around 10 his tail while he sits there. In fact, the<br />

enemy hardesl to hit is the one in front of you.<br />

So RW found its place on my dusty shelf with<br />

other nawed simulations, to rest there until AH's<br />

recent acqui ition of AIR FORCE and<br />

DA UNTLESS started me wondering whelher the<br />

AF/D simultaneou movement system could be<br />

lransplanted to R W. ThaI, plus other revisions intended<br />

to get R Woff the hobby's dusty shelf, is the<br />

purpose of lhis article.<br />

All Basic, Tournament and Oplional R W rule<br />

apply unles staled or clearly implied 10 Ihe contrary.<br />

Following each advanced rule is a brief statemenl<br />

of ilS rationale.<br />

SIMULTA EOUS MOVEME T<br />

Each lurn consislS of th.ee phases: (I) Joint<br />

Movement Ploning Pha e: (2) Joint Movement Execution<br />

Phase: (3) Joint Combal Pha e.<br />

JOINT MOVEMENT PLOTT) G<br />

PHASE-During lhe Joint Movement Ploning<br />

Phase, each player plot the movement of all air·<br />

craft under his control for the immediately following<br />

movement execution phase on the revised Aircrafl<br />

Status Pad (figure I). All movement is plotted<br />

secretly and is not revealed to any other player<br />

(friendly or enemy) until the Movement Execulion<br />

Phase (exception: Tailing).<br />

Each turn, the owning player notes the speed<br />

and beginning altitude ofhis aircraft for lhat turn in<br />

the appropriate columns of the ASP. Next, altitude<br />

changes for that turn are inserled, the number of<br />

meters preceded by a " +" for climbs and a " - "<br />

for dives. Speed plus MP's gained or lost due 10<br />

altitude changes equals net MP's which mu t be expended<br />

in movement that turn.<br />

<strong>The</strong> movement plot for each aircraft consist of<br />

a series of numbers and/or letters indicating how<br />

lhal aircraft will move that turn. Movement<br />

straight ahead is denoted by a number representing<br />

lhe number of hexes straighl ahead the aircraft will<br />

move.<br />

Turns are indicated by an "R" (right) or "L"<br />

(Jefl) for each hexside turned in thaI direction.<br />

Thus, an aircrafl plotted "2RR3" will move lWO<br />

hexes straighl, turn lWO hexsides to the right, then<br />

move lhree hexes slraight ahead in its new direction.<br />

FiRurt I; Revised Airerllfl ShHuS PUd<br />

...<br />

Turn<br />

1<br />

2<br />

3<br />

4<br />

5<br />

6<br />

7<br />

8<br />

9<br />

10<br />

II<br />

12<br />

13<br />

14<br />

15<br />

16<br />

<strong>17</strong><br />

18<br />

19<br />

20<br />

21<br />

22<br />

23<br />

24<br />

Sped<br />

Beg.<br />

All<br />

(a) Speed (in movement points)<br />

max.<br />

"Special maneuvers" consisl of the maneuvers<br />

described in the arlicle enlitled "Unexpected<br />

Maneuvers" by Michael Turner in <strong>Vol</strong>. 14, <strong>No</strong>. 40f<br />

THE GENERAL. That arlicle and lhe Maneuver<br />

'Cards it describes are available separately from<br />

Avalon Hill for $4.00. Figure 2 summarizes the<br />

notations, MP costs and altilude change for<br />

special maneuvers.<br />

<strong>The</strong> movement point co I and end po ition for<br />

loops depend on the size of the loop performed,<br />

which in turn is limited by the aircraft's climbing<br />

abililY. Figure 3 shows the relationship of these factors.<br />

Subject to limitations imposed by accumulated<br />

damage and critical hits, any aircraft can perform<br />

any special maneuver. However, no aircrafl may<br />

perform more than one special maneuver per turn<br />

and no altitude changes other lhan lhose required<br />

by the special maneuver may be made during the<br />

All. Net<br />

Change MPs 7 Movement Piol

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