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- -<br />

b<br />

I (i) Maneuve<br />

SchedulM<br />

Unexpected Maneuvers<br />

(1) Maneuve~rl I,-~-<br />

TIGHT CIRC1.E<br />

(All MI')<br />

r<br />

Schedule ichedule Schedul<br />

NOSE DIVE<br />

(rema~nlng MP x 50 meters +<br />

normal dive max~mum)<br />

I<br />

- I _<br />

INITIAL: Dive speed or less<br />

I FINAL: Maximum speed<br />

( 100 meters) Irema~nlng MP x 50 meters)<br />

(i) Maneuve,<br />

Schedule -<br />

4<br />

I INITIAL: Minimum speed<br />

-<br />

FINAL: Minimum speed + 1 1<br />

I N I T I A L e e d I INITIAL: Lnimum sp<br />

FINAL: Maximum speed or less FINAL: Maximum spec<br />

1 i<br />

If the attacker fails the die roll, he may not alter<br />

his controls and must proceed six hexes straight<br />

ahead before making any turn, just as in the card<br />

variant. Unlike the card variant, however, after per-<br />

forming one of the Unexpected Maneuvers, aircraft<br />

in this variant must move straight ahead to the limit<br />

of their movement points without turning.<br />

Note that for each Unexpected Maneuver, one or<br />

both of the control counters is turned arrow-side up<br />

to denote that the control is held longer in position<br />

or more widely deviated than for the usual turn or<br />

climb. In some cases, the arrows show which way<br />

the controls are moved in sequence in a complex<br />

maneuver. For play in the game, it is sufficient to<br />

memorize the position of the counters as a simple<br />

symbol for the maneuver intended.<br />

Some maneuvers require that the aircraft be at a<br />

certain speed to initiate the maneuver. It must attain<br />

that speed, of course, by increasing or decreasing<br />

speed by two movement points per turn-not just<br />

moving the Speed Marker back as in the case of a<br />

dive. When the maneuver is completed, the Speed<br />

Marker is immediately moved to the specific$nal<br />

speed. Altitude loss for the Nose Dive andlor Spin<br />

is based on the final speed. Players must use some<br />

foresight in planning for maneuvers and executing<br />

them if they are not to exceed Maximum Overdive<br />

and crash.<br />

With the above, you have as much control of your<br />

aircraft as can be expected in any boardgame on this<br />

period to date. For the real aficionados, it should<br />

prove a challenge; to the novices, it should prove<br />

a revelation on how these old "crates" flew. But<br />

for all, it should prove fun.<br />

h<br />

12 Up Front AH 1 18 15<br />

Besides the usuaE standbys-the tinrr ,&LAX<br />

LEADER, THlRD REICH, 8-17 and RUSSFM<br />

CAMPAIGN-quite a few unexpeqted titles cropp@ a<br />

our regular sqrvey of what the readership is playing<br />

Mast pleasing, since we've severd tine articles on then<br />

we were planning to print soon, are the reappeawct<br />

of PANZERBLLG! and PANZER LEADER. Nthougt<br />

over ten years old now, they obviously are stil<br />

engrossing enough m keep both new and old player:<br />

~ntrrgued. SUBMARINE, due to its recent coverage<br />

resurfaces; and the interest in WSBrlMand W&P show1<br />

how well the readership can anticipate our articles<br />

unce the last isspe carried fine pieces 9n both of thesc<br />

game8. <strong>The</strong> hi& percentage rankings for ASL and S1<br />

indicate that both systems have their hard-lint<br />

adherents-a fascinating wggle for the dominanci<br />

of the minds of tactical wargame fans.

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