18.64MB - View From The Trenches
18.64MB - View From The Trenches
18.64MB - View From The Trenches
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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.