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18.64MB - View From The Trenches

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KNIGHTS OF THE AIR<br />

Q. Under the Combat Fire section, Rule 4b, it<br />

states that a machinegun cannot fire again until<br />

the plane has proceeded two Movement Points;<br />

Rule 4h states that a pursuer who decides or is<br />

required to move one position may fire machine-<br />

guns (unless already fired from the same posi-<br />

tion) before starting. What ~f he fired from the<br />

hex just before his current one, thus not having<br />

completed the two Movement Points? Is this a<br />

contradiction?<br />

A. Rule 4b predominates. A pilot cannot, under<br />

any circumstances, fire his machineguns con-<br />

tinuously. <strong>The</strong>re must be a gap of at least one<br />

Movement Point where no gunfire occurs<br />

between shots.<br />

Q. Are any Movement Points expended while<br />

performing the diagonal portion of a side-slip?<br />

A. Yes, though not by the usual one MP per hex<br />

usually followed. In a side-slip, it is possible to<br />

move&iagonally several hexes at a fractional<br />

movement cost. See the example below: a pilot<br />

travelline at 50 m ~h wishes to side-sli~ diaeonally<br />

to-the right f;ve hexes. He moves frowaFd<br />

two hexes, diagonally five hexes and ahead one<br />

hex. Since he can't auite move ahead two hexes.<br />

the remaining three half-seconds are lost. <strong>The</strong><br />

numbers indicate the number of half-seconds to<br />

reach that point of the maneuver.<br />

Q. <strong>The</strong>re 1s nothing in the combat rules that states<br />

how to attack a non-targeted aircraft. Is th~s your<br />

intention?<br />

A. Not exactly. A non-targeted aircraft can be<br />

attacked, but only in the Final Fire Phase after<br />

all movement for the turn has been completed.<br />

Q. If there are still some half-seconds remain-<br />

ing after completing a side-slip, may the re-<br />

mainder be converted to additional Movement<br />

Points for other maneuvers that turn?<br />

A. No; if these remaining half-seconds are in-<br />

sufficient to move another hex, they are lost<br />

instead.<br />

B-17<br />

Q. In Note 6 of Table BL-I (Wings), if both wing<br />

flaps and ailerons are inoperable is a Land-<br />

Ing roll on e~ther Table G-9 or Table G-I0<br />

modified by "-I" or by " -2"?<br />

A. By "-2".<br />

Q. For Table BL-3 (Hand-Held Extinguishers),<br />

shouldn't the player roll one die on this table,<br />

not two dice?<br />

A. Yes, roll one die.<br />

Q. Where can seriously wounded crewmen be<br />

placed on the plane to be out of the way, but still<br />

have heat and oxygen?<br />

A. One additional man may be placed in the<br />

pilots' compartment and in the radio room.<br />

Q. Where can dead crewmen be placed so to be<br />

out of the way?<br />

A. Up to two may be placed in the waist, one<br />

In the rad~o room, one In the pilots' compartment<br />

and two in the bomb bay (but only if the bombs<br />

are gone).<br />

Q. How does the presence of an extra wounded<br />

or dead crewman In a compartment affect further<br />

crew casualties?<br />

A. For simplicity's sake, whenever a crew<br />

casualty check is called for in a compartment con-<br />

taining an additional man, roll one die:<br />

I-4=original occupant checks for wound;<br />

5d=additional man checks.<br />

Q. Are die rolls on Table M-3 by German Ace<br />

pilots "+I "; are die rolls on this table by<br />

German Green pilots " - I "?<br />

A. Yes; yes.<br />

Q. Arc d~c rollc on Tahlc .M-2 (Damage aga!n\l<br />

Germdn F~ghter) dffrcted b) the Germdn pllol b<br />

status (Ace or Green or by the attacking gunner's<br />

status (Ace)?<br />

A. No; no.<br />

Q. What is the oval-shaped object attached to the<br />

bottom of a B-I7 under the nose as shown In the<br />

article "Operation Rainbow" in this issue?<br />

A. A radio compass which aided in navigation.<br />

L<br />

PANZERKRIEG $18.00<br />

Armored Warfare in the Ukraine, 1941-1944<br />

Our second attempt to evaluate this shortest scenario and an hour off the longest,<br />

reprlnt game finally gives a sample base making this a game that can be played to<br />

large enough to make some judgments conclusion in an evening or Sunday afterregarding<br />

it. <strong>The</strong>se ratings are much in line noon, no small advantage in this day of comwith<br />

those reported for PANZERKRIEG plex and lengthy wargames.<br />

back in Vol. 22, No. 3. In the critical eyes So, if you're lwking for a relatively<br />

of those who have played it, the game rated fast-playing game that is exciting and enjoybelow<br />

the average RBG values (as reported able. give PANZERKRIEG a try. Certainly<br />

In Vol. 20. No. 1) in every category, not a classic, it will undoubtably have its<br />

However. its Overall Rating (3.34, making adherents.<br />

it 31st on our ongoing listing) is not<br />

abysmal, meaning that many reviewers<br />

found something to admire in the package.<br />

Overs'' Value: 3'34<br />

Components: 4.02<br />

Of some interest is how the values<br />

changed between the first rating and this.<br />

<strong>The</strong> ratings in four of the categories-<br />

Map: 4.17<br />

counters: 3.36<br />

Overall Value. Counters. Player's Aids, and<br />

Aids: 3.33<br />

Excitement-fell while those in all the others Complexity: 4.73<br />

actually rose. All, however, tend to indicate<br />

this to he a mediocre game. However,<br />

readers should note that the ratings for Playabiliry<br />

and Excitement Level are quite good.<br />

Completeness of Rules: 3.48<br />

P1ayability: 2'85<br />

Excitement Level: 3.02<br />

well above the norm. Interesting to note,<br />

too, is the fact that the ratings for Game<br />

Length, both the Shortest and Longest,<br />

Play Balance: 3.61<br />

~ ~ ~ h 3.27 ~ ~ ~ i ~ i ~ ~ :<br />

dropped. It would appear that as players be-<br />

Game Length<br />

came familiar with the system, they were Shortest: 1 hr., 58 mins.<br />

able to play a game to completion in a<br />

shorter time period. Indeed, if this evaluation<br />

is a guide, players have trimmed a halfhour<br />

off the average playing time of the<br />

Longest: 3 hrs., 23 mins.<br />

Year: 1983<br />

Sample Base: 59<br />

<strong>The</strong> following games are ranked by their reader-generated overall Value<br />

rating. Further aspects of reader response to our titles are indicated<br />

by the ratings in other categories. By breaking down a game's ratings<br />

into these individual categories, the gamer is able to discern for him-<br />

self where the title's strengths and weaknesses lie in the qualities he<br />

values highly. Readers are reminded that the Game Length categories<br />

are measured in multiples of ten minutes (thus, a rating of "18" equates<br />

to three hours). o<br />

WARGAME RBG !<br />

7. COD 2.23 1.97 10 3.12 3.08 1.85 12.15 30.20 1980 224<br />

8 TRC 2.29 2.53 4 2.52 2.12 3.11 17.44 37.74 1976 540<br />

9. SL 2.31 2.09 8 3.48 2.87 2.45 10.17 27.90 1977 680<br />

17. TLD 2.68 1.95 8 3.72 3.54 2.04 24.44 170.68 198<br />

18.VlTP 2.72 2.86 2 2.89 2.22 4.52 16.96 22.36 1977 420<br />

19. CAE 2.85 3.01 4 2.32 2.89 2.52 25.14 32.57 1976 252<br />

36. CL 3.54 3.35 5 3.15 3.33 3.79 12.53 25.53 1975 136<br />

37. DL 3.61 4.02 7 3.85 3.22 3.29 6.66 19.94 1981 120<br />

38. GOA 3.66 3.37 5 3.67 3.79 2.98 18.68 60.06 1981 297<br />

39.WAS 3.71 3.67 1 2.48 2.37 5.98 9.09 12.71 1976 396<br />

I<br />

. ' . . a , ,. . I<br />

57. FR 4.79 3.49 4 3.47 3.75 4.06 16.27 26.95 1972 244<br />

58. BL 4.73 4.16 7 3.65 3.77 5.27 20.43 41.44 1965 336<br />

59. TAC 5.62 5.25 1 2.79 3.23 6.34 11.70 19.29 1961 285

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