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