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18.64MB - View From The Trenches

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FLYING LESSONS FROM THE BARON<br />

Updating RICHTHOFEN'S WAR<br />

By Michael Anchors<br />

Back in Vol. 19, No. 6, in an article entitled<br />

"A Historian's Guide to AH Wargames", Seth<br />

Owens made a plea for "some Tom Oleson" to<br />

rescue RICHTHOFEN'S WAR from obsolescence.<br />

He advocated simultaneous movement and inclusion<br />

of the optional Maneuver Cards as standard features.<br />

Now that Mick Uhl has put physics back into air<br />

war games with KNIGHTS OF THE AIR, it is<br />

high time to refurbish that old WWI classic-<br />

but is Owens' formula the best? Actually,<br />

RICHTHOFEN'S WAR is so much fun already, I<br />

hate to louse it up making it more "realistic". Any-<br />

way, what is so realistic about complicated written<br />

movement orders? Let's try something new! Throw<br />

away your pencils, lads. Get your hands around the<br />

stick and your feet on the pedals. We are going to<br />

fly!<br />

5 .O Players may inspect the ASP of enemy aircraft<br />

only during the Attack Phase of their own segment.<br />

In other words, a pilot is not permitted to know the<br />

position of the controls of enemy aircraft when<br />

setting his own controls (Exception: ADVAN-<br />

TAGE). Of course, a player is always entitled to<br />

know the altitude of enemy aircraft.<br />

5.1 ADVANTAGE. A player can see the ASP of an<br />

enemy aircraft at times other than his own Attack<br />

Phase only if one of his aircraft "has an advantage"<br />

over it. This occurs when the enemy aircraft is<br />

within the forward 120" arc, seven-hex range and<br />

within 250m altitude of the friendly plane (i.e.,<br />

within the field of fire of an imaginary Fe-2 in the<br />

position of the friendly plane).<br />

5.2 If two opposing aircraft have advantage over<br />

each other, the advantage of both is cancelled.<br />

Variant 5.3 A plane can possess the advantage regardless<br />

of its ammunition or damage status.<br />

All movement and combat rules of the Tourna-<br />

ment Game in RICHTHOFEN'S WAR are in effect<br />

except as below:<br />

1.0 <strong>The</strong> Aircraft Status Pad (ASP) for each aircraft<br />

in play now contains a set of controls as well as the<br />

Altitude track and other data.<br />

1.1 <strong>The</strong> "Current Speed" marker on the Speed track<br />

represents the throttle and regulates engine speed.<br />

(It never was a good reflector of airspeed.) All the<br />

old rules apply: Speed can be increased or decreased<br />

by one or two movement points per turn; Speed cannot<br />

be less than Minimum Speed or greater than<br />

Maximum Speed; and so forth.<br />

1.2 A dummy counter, blank side up, represents<br />

thepedals. Place to the right, left or directly on top<br />

of the word "Maneuver Schedule"; this indicates<br />

right, left or neutral rudder respectively.<br />

1.3 A second dummy counter, representing the stick,<br />

is placed in or adjacent to the hexagon figure below<br />

the word "Schedule". When the stick counter is<br />

moved forward toward the word "Schedule", the<br />

elevators are depressed and the aircraft dives. Ease<br />

the stick back, and the aircraft climbs. Right stick<br />

in addition to right rudder effects a right turn. And<br />

so forth.<br />

5.4 A player must move his non-advantaged aircraft<br />

and set their controls before looking at the ASP of<br />

disadvantaged enemy aircraft.<br />

6.0 If the controls of an aircraft are found to be in<br />

a position other than those shown in Figure 1 (or<br />

Figure 2 if in play), the opponent may reposition<br />

them in his favor.<br />

7.0 Optional Unexpected Maneuvers<br />

Using the above variant, the optional Unexpected<br />

Maneuver cards (available from <strong>The</strong> Avalon Hill<br />

Game Company by mail order) can be used accord-<br />

ing to the rules supplied with them. At the start of<br />

Must climb 50m<br />

or more, if able.<br />

Control Effects Chart<br />

the Movement Phase, aircraft that were attacked in<br />

the previous Attack Phase may choose to ignore<br />

their controls and go through the ritual of drawing<br />

cards and selecting a maneuver. A reasonable<br />

addition to the rules would prohibit aircraft with<br />

damaged controls (Critical Hits #5, 7, 8 or 9), dead<br />

engines or a wounded pilot from performing<br />

Unexpected Maneuvers. In addition, planes that<br />

exceed Maximum Dive +200m in the course of a<br />

Nose Dive or Spin ought to roll the Overdive<br />

Penalty.<br />

Players may have more fun using their controls<br />

to generate Unexpected Maneuvers instead of the<br />

cards. In this form, pilots of aircraft that have been<br />

attacked may change their controls to any of the Un-<br />

expected Maneuvers shown in Figure 2, during a<br />

special "Maneuver Phase" that would follow the<br />

Defensive Fire Phase of their opponent's Turn<br />

Segment.<br />

Each plane that attacked the maneuvering plane<br />

can attempt to follow its quarry by rolling one die.<br />

If the die roll is equal to or less than the firing range,<br />

the attacking plane may alter its controls to one of<br />

the Unexpected Maneuvers or to any position that<br />

would allow it to get a shot on the defending plane<br />

next turn. <strong>The</strong> die roll is modified as follows:<br />

Maneuver Schedul-<br />

Must make at least one LEFT May NOT turn. Must make at least one RIGHT<br />

I turn and no right turns. turn and no left turns. I<br />

2.0 At the beginning of the game, the controls of<br />

all aircraft are set in any position desired by the own-<br />

ing player.<br />

3.0 On its turn to move, each aircraft must be moved<br />

according to the positioning of its controls. (See the<br />

Control Effects Chart in Figure 1.) (1) Maneuver<br />

4.0 <strong>The</strong> new Turn Sequence is as follows:<br />

FIRST SEGMENT<br />

1. Movement Phase. Player "A" moves his aircraft<br />

one by one according to the position of his controls.<br />

<strong>The</strong> controls of aircraft cannot be altered before or<br />

during movement of the aircraft counter. As each<br />

aircraft completes movement, its controls may be<br />

repositioned to determine movement for the next<br />

turn.<br />

2. Attack Phase. Player "A" executes attacks, if<br />

any, by firing his machine guns.<br />

3. Defensive Fire Phase. Player "B" returns defen-<br />

sive fire, if possible.<br />

SECOND SEGMENT<br />

4. Movement Phase. Player "B" moves his aircraft.<br />

5. Attack Phase. Player "B" executes his attacks.<br />

6. Defensive Fire Phase. Player "A" returns fire,<br />

if able.<br />

May not climb.<br />

May dive 50m.<br />

Must dive lOOm<br />

or more.<br />

1 Schedule

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