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8<br />
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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