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AirPower 32

The document reviews GMT's board game 'Rise of the Luftwaffe,' highlighting its appealing components and enjoyable gameplay, particularly for beginner gamers. While the game offers a fun experience with strategic elements, it has some limitations in historical accuracy and depth for hardcore air combat enthusiasts. Overall, it is described as a well-designed, accessible game that balances fun and strategy, despite some criticisms regarding wingman mechanics and aircraft performance representation.

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0% found this document useful (0 votes)
48 views20 pages

AirPower 32

The document reviews GMT's board game 'Rise of the Luftwaffe,' highlighting its appealing components and enjoyable gameplay, particularly for beginner gamers. While the game offers a fun experience with strategic elements, it has some limitations in historical accuracy and depth for hardcore air combat enthusiasts. Overall, it is described as a well-designed, accessible game that balances fun and strategy, despite some criticisms regarding wingman mechanics and aircraft performance representation.

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vespertin
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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!

JlOW
The Journal of Air Combat Gaming
Issue #32 GMT's Rise Of The Luftwaffe! MAR/ APR 1994

GMT's RISE OF THE LUFTWAFFE When I opened up the box I was presented with some very
professional, fine-looking game components. Rodger
DOWN IN FLAMES - VOLUME ONE MacGowan' s art direction remains superb, as usual, though I
found the game box a wee-bitheavy on the obviously computer-
Designed by Dan Verssen
generated aircraft views. Inside were two decks of cards, a rule
Developed by Gene Billingsley and Rodger MacGowan
book, 48 half-inch counters, nine double-sided game aids, one
Unmercifully Reviewed by J. D. Webster record sheet, and two sequence of play cards. Plenty of stuff for
your money.
TIDS GAME SUCKS!! - mainly because it's such a fun
little game to play and I don't have the time to play it more! I found the rules booklet complete, typo-free, and laid out
well enough that you can begin trying to play the game after one
I count Gene Billingsley, head of GMT, as one of my good reading (though you will end up going back to clarify things in
friends in the gaming industry and certainly Dan Verssen, who your mind several times before you're happy).
has five game designs published to date, rates my sincerest
respect for design ability. Therefore, Rise of the Luftwaffe The two decks of cards include one set of76 action cards and
(RotL) arrived atmy house from GMT with lots of fanfare and one set of 54 aircraft cards. The aircraft cards rate an A+ for
high expectations - expectations which, after a fair amount of attractiveness and function with crisp clear top views of each
playing, were found to be somewhat wanting. Nevertheless, I aircraft and appropriate information for playing the game. The
found the experience of learning to play RotL quite enjoyable. look of the cards also makes you want to dig right in and play,
which means they are also effectively designed from a market-
Lest I give the impression that Rise of the Luftwaffe is not ing standpoint. The aircraft cards included in this volume of the
a good game, letme say this: RotL is a great game, no two ways series come in three basic types: fighter (or light bomber)
about it. However, it was clearly targeted at the beginning leaders, fighter (or light bomber) wingmen and medium bomb-
gamer (and the beer-and-pretzels crowd). With regard to that ers. The types included are the following: Bf 109E, Bf 109F,
audience, it has much to offer; for the rest of us hard-core air Me noc, Fw 190A, Ju 87B, P.llc, MS 406, Hurricane I,
gamers it offers a little less. Without further ado, let me cover Spitfire I, Spitfire V, Il-16, MiG-3, P-40C, and the P-38F.
my initial impressions in order. (Say Gene, Dan, have you guys Medium bombers include the He 111,Do 17, Ju 88, Blenheim
recovered from my opening bold face remark? April Fool, heh and B-25. This is a fairly good historical mix for depicting the
heh heh!) early phase of World War Two and serves the game well.

THE COMPONENTS: The 76 action cards also come in three basic flavors: attack
cards, response cards and dual purpose cards (attack or re-
AIR POWER Rise of the Luftwaffe! Issue #32
sponse). Attack cards include a mix of Maneuver, In My Sights, This is somewhat ahistorical in that what your wingman can
Out of the Sun, and Half-Loop cards. Response cards contain accomplish in bis move usually determines what subsequent
a mix of Tight Turn, Barrel Roll, and the powerful but rare Ace strategy your leader adopts. Instead of protecting you, he leads
Pilot cards. There are two dual purpose card types as well, you into battle. Because of that, sometimes its better to bump off
Vertical Roll and Scissors. Both can be used either as an attack enemy wingmen first
card or as a response card, depending on the situation. Action
cards of all types are also used to resolve strafing attacks, AAA Before I go further, I should discuss bow maneuvering is
attacks, bombing attacks, and bomber defensive fire during represented in play. Only leaders maneuver, and they only
play. The cards are colorful, fairly well thought out and work maneuver against other leaders. The wingman's position in time
quite nicely within the context of the game. and space is ignored. I suppose the designer's assumption is that
they will remain "back there," floating around where they're
The counters include an initiative marker, a game tum supposed to be.
marker, damage point indicators, pilots of various capabilities,
and some altitude indicators. Like the aircraft and action cards, RotL utilizes three distinct positions of advantage for lead-
these counters are well-made. ers: neutral, advantaged or tailing. You are neutral until you
attack one of the other leaders and a gain a position of advantage
Six double-sided play-aid target cards are included, along against him. If you are advantaged, your leader's card is placed
with three double-sided Campaign scenario cards. so that the nose of bis aircraft silhouette is pointing at the side
of aircraft on the defending leader's card. If you are tailing, then
HOW IT PLAYS: your leader's card is placed to the rear of the defender's card so
that the attacking leader's aircraft nose is pointing at the other
RotL is fast and its fun. The basic game is simply a six-turn guy's tail. Only one leader can be in a position of advantage over
dogfight with each player taking a pair of aircraft, consisting of another at any time. When this occurs, both leaders are consid-
one fighter leader card, and its associated wingman card. The ered engaged.
leader card is rated for "Performance", "Bursts" and "Horse-
power". The wingman card is simply rated for "Offense" and Gaining a position of advantage is done by playing offensive
"Defense." Players control the leader through the play of action "Maneuver" cards or a "Scissors" response card (which allows
cards, which are initially dealt in an number equal to the an engaged defensive leader to reverse positions with the
Leader's performance rating. Any number of action cards can engaged offensive leader). Each maneuver card successfully
be played or discarded in a player's tum, but only a quantity played gains the attacker one shift in position (e.g., from neutral
equal to the aircraft's horsepower can be drawn to replenish the to advantaged, or from advantaged to tailing).
hand. A low number of cards in hand is indicative of a low
energy state in this game and is usually fatal, so beware. Shooting down the enemy is done by playing "In My Sights"
Wingman do not get a hand of cards to play. Instead, each time cards representing fire in units ranging from one to three bursts.
they attack, or are attacked, they draw a mini-hand equal to their Now, there are some restrictions to how many bursts an airplane
offensive or defensive rating as appropriate and use these cards can fire. The basic limit an aircraft has is its burst number. No
to play. Typical ratings for aircraft vary. The lowly PolisbP.l lc aircraft can fire more bursts in a turn than its listed number plus
gets a 4-0-1 for its performance - bursts - horsepower rating any bonus bursts allowed for gaining or being in positions of
while the bigpowerfulFw 190A is given a 7-2-3. No contest if advantage. Being advantaged grants one extra burst and being
these two fight. Spitfires are much better than a P.1 lc but still on an enemy's tail grants three extra bursts, Some aircraft of
not the equal of a Focke Wulf. lesser performance and/or low firepower have burst ratings of
zero, meaning they cannot fire any bursts unless they gain a
All shooting, flying, and maneuvering is abstract, but the position of advantage first. The size of the burst card played
general idea still gets through during play thanks to good design must not exceed the number of bursts an aircraft can utilize
work and development. The resulting dogfighting sequence of based on its rating and position of advantage. This requirement
play follows: thus provides the reason for maneuvering in the game.

• Wingman Attacks Each "In My Sights" or "Maneuver" card played by an


• Adjust Altitude attacking leader constitutes an attack. When such a card is
• Leader Attacks (plays cards) played, the defender is allowed to play a "Response" card to
• Discard Unwanted Cards negate the attack. Each response card has a listing of which
• Replenish Hand types of attack cards it can negate. If a valid response card is
played, the original attacker is allowed to respond to the
The key to fighting and winning in this game is to gain a response in order to keep the original attack going, assuming be
position of advantage over enemy leaders. Since the wingman bas a card capable of responding to the response. Herein lies the
plays first it is important to use him to attack enemy leaders and game -playing cards to get your attacks to succeed, or to dodge
force them to deplete a few cards prior to your leader attacking. enemy attacks with response cards. The current attacker is
2
The Journal of Air Combat Gaming Kotea - Props Vs. Jets Issue #32
allowed to make as many attacks as he wants, each played to a to sweep the rest of his enemies aside while they are scattered.
successful conclusion or not, provided he has cards in hand to It should require extraordinary play from the vanquished to
make them. Of course the attacker must weigh the fact that he hold his own and come back to pull off a draw or even win, if
is limited in his ability to replenish his hand at the end of his turn. hecan.Heshouldn'tgetafreesuper-herotransformingwingman
This provides the requirement for strategy! Instead of attacking, to make things even again! This is the one aspect of the game
you can always simply discard unwanted cards and draw new I have the hardest accepting. Oh well, that's what happens when
ones in the hopes of improving your hand before attacking on people from California design games! (Take that Gene!).
the next turn ... assuming you survive your opponent's turn.
LASER GUIDED AAA & OTHER MUSINGS:
THOSE INCREDIBLE WINGl\IBN:
Now that I've ranted and raved about wingmen, let me just
One interesting aspect of the game is that wingmen are not reiterate that this does make for interesting gaming even if it is
restricted in the number of bursts they can fire. Also, they are somewhat odd. RotL is a beer and pretzels game and the
allowed to play offensive maneuver or scissor cards on behalf designers wanted to be sure everyone had fun. They do a good
of their leaders, meaning that they can play a card and if the job of that Its still a good game.
defensive leader does not respond, the wingman's leader gains
the position. This makes wingmen very important for good play Beyond the basic dogfight scenarios, there are the rather
and sometimes they are even more effective in attacking than interesting campaign scenarios composed of multiple missions
your leader is because if they draw several "In My Sights" burst and which introduce medium bombers, dive bombing, defen-
cards, they can play them all without restriction, causing the sive gunners and AAA. These are pretty well constructed and
attackee to scramble like hell trying to respond to them. Since I think RotL should always be played using these missions as
the wingman's leader goes next, he can then wade into the they give a sense of purpose to the flying in the game.
opposing leader who has now used up most of his defensive
cards and paste him (again, a case of the wingman leading the One word of caution: bombers are tough to shoot down, the
leader). Also, wingmen seem to be good pilots, as no matter defensive guns can be very effective at times (more so than they
how fast or slow the leader may be, or how many times they are should be) and AAA must be laser-guided because it usually
attacked, the wingman always gets the same number of offen- destroys many more aircraft in a typical game than defensive
sive or defensive cards, despite theoretically flailing all about fighters do. None of that bothers me, though, as I can accept
the sky trying to hang on to the leader as he pursues and shoots some stretches in reality in the name of fun and action (with the
his foes. The most interesting rule of the game, to me, is that exception of the aforementioned super wingmen).
when a leader card dies, his wingman transforms into a new
leader and replaces the dead leader, and is allowed to draw a full MISSING EXPECTATIONS:
hand of cards when he does, regardless of how few the original
leader had when he died ("Gee, I've hung onto and stayed Being the self-styled expert that I am on WW2 air combat,
behind my lead even though he is down to stalling speed, now there were a couple of elements about aircraft I felt were left out
he'sdeadandl'vesuddenlygot400mphofenergy!"). What this and should have been included. One is that aircraft turbo-
does, typically, is to convert the former wingman (supposedly supercharging had a big effect on aircraft at higher altitudes and
a less experienced pilot) into the "avenging angel of death from the use of only three altitude bands does not allow that to be
hell" who usually dusts off the just-victorious opposing attacker taken into account. Also, some aircraft like the Spitfire, the
because the opposing attacker is down to just a few cards (not Pz.11 and others were excellent dogfighters able to turn on a
having had enough time to replenish fully his depleted hand). dime, and that is nowhere reflected in the game. While I
understand that relative maneuverability as well as relative
While I find that quite humorous, I did call Dan and Gene and speed, roll rate and power were considered to some extent by the
ask them why they did things like that and the answer I got was size of the hands allowed to each aircraft, this is insufficient For
because it was more fun that way for the guy who just lost a card example, the Polish P. l lc is limited to a hand of four cards, the
who could then stay in the game longer. Originally, they had weakest in the game, yet it was one of the most maneuverable
tried just keeping the wingman card in play but they died too airplanes around. A 109 trying to dogfight it was in trouble in
quickly after the leader. I was amazed, by golly, because that real life, but not in RotL. Airplanes in RotL, given the right
means that this is the first Politically Correct air combat game quantities and types of cards in their hands, can follow any
to be published! The losing player should not be made to feel series of maneuvers. Historically, however, German pilots
bad by getting knocked out of play too early so he gets a better quickly and painfully learned that they could be out-turned by
than even chance of coming back to win. Could it truly be a case Spitfires. So how could we reflect this? Easily ...
of reality sacrificed for likability? Get real! If an inexperienced
wingman suddenly lost his leader in a fight, he should be Suggested Optional Rule: SUPERIOR TURNING AIR-
vulnerable to a swift follow up death due to his immediate CRAFT - Designate the following aircraft as superior turning
confusion. Air combat is vicious, the guy who fought hard to aircraft P.llc, 1-16, MiG-3, all Spitfires, Hurricane, and the
bring down his foe should then have the initiative and be able MS.406. Superior turning aircraft get the following benefits.

3
AIR POWER Rise of the Luftwaffe/ Issue #32

1. One Maneuver card each turn may be used to PROPS AGAINST JETS
improve position up to two places (for example, from neutral to
tailing).
Exploring the slow end of
2. A Tight Turn response to an IMS (In My Sights) or
Maneuver card also changes position one step in favor of the The Speed of Heat!
responder even if the attacker matches the response, unless the
attacker is also a superior turning aircraft or responds with a By J.D. Webster
Scissors. If the Tight Turn response is responded to by a normal
turning attacker, then the attack can still take place but from the I have always felt that the scale of play used in the Air
Superiority and Speed of Heat games was perfect for the era
new, less favorable position.
off ast jets and missiles but somewhat clumsy for slower jets and
3. A Scissors card played in response to a Scissors gun combat. While The Speed of Heat manages to portray
from a normal aircraft, allows a Superior Turning aircraft to not guns-only jet air combat adequately, it barely does so, and only
only follow, but gain position by 1 (for example, to go from with the help of special defensive pre-emption rules. The intrica-
advantaged to tailed). cies of achieving air-to-air guns parameters and the subtle in-
close jinks and evasive maneuvers that play into guns-only
This option is strictly my own idea and was not endorsed by combat cannot be shown at this scale and is thus built into the
Dan Verssen, the designer, because he felt that relative maneu- die rolling rather than in the flight rules used.
verability was already correctly interpreted by the size of the
For all of the above reasons, I have resistedforthebetterpart
hands allowed to each card. I personally think it makes the game of eight years the inclusion of prop planes in the game system.
a lot more fun, especially for the Polish. Try it if you want. Prop planes simply travel at comparatively slow speeds and
none carry air-to-air missiles. Unfortunately, I did break down
Other things missing from the game are head-on attacks in and include the A-1 Skyraider in The Speed of Heat and that
which the defender can shoot back and the necessary additional really opened up Pandora's box. I have received dozens of
altitude levels to better represent really high-flying aircraft like letters asking for Mustangs, Corsairs and their ilk for use in
B-l 7s and to show the effects of turbo-supercharging. Allied Korean era scenarios and for even late WW-II era jets to carry
superchargers were generally far better than those on Luftwaffe The Speed of Heat back to 1946. Since completing Over the
Reich, it occurred to me that I now have all of the performance
aircraft. These, of course, are little nit-picks and should not
data for Mustangs, Corsairs, and Me 262s. I could easily
really be allowed to color the fact that RotL, as is, is still fast and
scrounge up the Hawker Sea-Fury data as well. Since MiG-15s
fun, if not always furious. The more you play, the more you will were already in the game, I decided that if I was ever going to put
come to see its potential strategies. props into The Speed of Heat, I should do it now using the
Korean War as my excuse before I changed my mind. So here
THE VERDICT: you are. The theme is props against jets (including the Me 262).

All things said and done, BUY TIIE GAME! It certainly is One thing to notice is that due to the scale of the game
not in the same league as Over The Reich but it is fun and will system, the performance capabilities of these late-war prop-
driven fighters all tend to blend together. I couldn't really show
certainly be a useful and powerful tool for sucking in neophyte
the differences in speed and roll rate, or even climb rate,
air combat gamers into the hobby. No sense overwhelming
between the prop jobs. I could capture their essence but not in
them with the detail of OTR when RotL provides a short, the detail possible with the scale of a game like Over the Reich.
sweet, and humorous alternative that you can deliberately lose A big problem with any game design is keeping gameable
at (since you don't need to take it seriously). Remember, when numbers in use. The listed climb rates of all prop planes are
bringing in new ones, always lose the first time, so your friends more or less triple what was real. Since I did this for the
will want to play again! Also, it's priced low enough to be given Skyraider, I did it with the others to be consistent. Also, a new
as a gift and it's simple enough that my 11-year-old daughter category of performance, LOW BLEED RATE, had to be cre-
likes to play it Gust to see me make faces when I lose!). ated. The reason prop planes are so slow is that they have big
fat straight wings compared to jets. Of course, those same wings
create tons of lift and prop aircraft can usually tum on dimes in
I did find that after ten or fifteen playings, the game grew a
comparison to jets. Because of thegame system's sustained
little stale. There were no surprises left and I had gained a good turn rules, a low bleed rate category had to be created to more
feel for all the rules and strategies that could be used. This, of accurately show differences between prop and jet wings.
course, would not be a problem for a neophyte gamer who
doesn't play often and who isn't as into accuracy and detail as I New Bleed Rate Rules (2d edition proposed Speed of
am (and, I suspect, as are most of the audience of this journal). Heat rules change) - The cost for sustained turning will be
changed to 1.5 per 30 degrees of facing change byond the first
In summary, Dan and Gene did just a wonderful job in for High Bleed aircraft, 1.0 per 30 degrees for normal Bleed
creating a topical, if somewhat innaccurate, beer and pretzels aircraft, and 0.5 per 30 degrees for Low Bleed aircraft.
look at WW2 air combat. It is slickly produced and attractive.
The New Data Cards:
I think it will make a fine addition to any air gamer's collection.
4
The Journal of Air Combat Gaming Korea - Props Vs. Jets Issue #32
• P-51 D Mustang - The Mustang entered service in 1944
and was the key Allied fighter that helped win the air war against Prop vs. Jet Scenarios
Germany. Equipped with six .50 calibre machine guns and able
to carry a 2,000 lb. bomb load or six air-to-ground rockets, the Mustangs and Messerschmitts (262s, that isl}
Mustang proved to be a good all-around machine. Fairly well- 6 November 1944
behaved and easy to fly, it remained in USAF service well into
the 1950s with the Reserves and the National Guard. Many were Background: Capt. Chuck Yeager, leading a flight of 357th
activated and sent to Korea. Used as a fighter bomber, it FG Mustangs, spotted a trio of low flying Me 262s that had just
suffered high casualties to ground fire due to the vulnerability of become airborne from an enemy field. He bounced them from
its liquid-cooled engine. The Mustangs had several run-ins w(th above, damaging one before the jets pulled out of range.
MiG-1 Ss, and it was the obvious superiority of the communist Moments later he caught them again just below an overcast and
jets that hurried the USAF into deploying the F-86, F-84, and F- damaged another, but they eluded him anew with their superior
80 jet fighters to what was initially considered a backwater war. speed. Frustrated, Yeager returned to his patrol area and
sighted yet another Me 262 coming in to land (probably one of
• F4U-5 Corsair - The F4U Corsair, with its distinctive gull- the damaged ones). Despite heavy enemy flak, Yeager was
wing design, was an outstanding USN and USMC fig�ter, first able to shoot this one down .
entering service in 1943. It was also the only naval fighter to

©
remain in production after the end of WWII. Powered by a 2300 Maps: (TSOH)
HP radial engine, the F4U-5, which entered service in 1946,
could haul rockets and a 5,000 lb. bomb load and was armed
with four 20mm cannon instead of machine guns. Hundreds of
Corsairs served in Korea alongside Skyraiders, Banshees, and �
Panthers. At altitude it was even faster than the legendary P-51
Mustang. In 1952, Corsairs would tangle with MiGs twice. The Aircraft: Map Hex Fae. Alt. Spd. Cont. Load
first encounter was bloodless, but on the second occasion eight
Mi Gs harried two Corsairs for several minutes. Weaving desper- P-510 #1, #2 A1 2313 s 6 4.0 CL 0
ately, one F4U shot down a MiG but suffered damage from the P-510 #3, #4 A1 2413 s 6 4.0 CL 0
continuous attacks that eventually resulted in the pilot bailing Me 262A#1 A2 2118 NNW 2 4.0 CL 0
out. The battle ended with one loss per side. Me 262A#2 A2 2119 NNW 2 4.0 CL 0
Me 262A#3 A2 2320 NNW 2 4.0 CL 0
• Hawker Sea Fury-A post-WWII design like the F4U-5, the
Sea Fury entered service with the Royal Navy's Fleet Air Arm in German Flak Units: 3 x twin 20mm guns (use ZU-23
1947. A powerful aircraft, the Sea Fury was fast, carried a 2,000 counters), 3 x 37mm guns (use M-38 counters). Place the 20s
lb. mix of bombs and rockets and was exceptionally nimble, in hexes, A2-2224, 2225, and 2425. Place the 37s in hexes A2-
having some of the best balanced controls of any heavy prop- 2921, 2127 and 1919.
driven fighter. It carried four 20mm cannon, giving it more than
Game Length: 15 game turns.
enough firepower to deal with MiGs. In 1952, Sea Furies also
Notes:
tangled with MiG-15s on numerous occasions, shooting down
1. The Me 262s are surprised on turn 1 and may only fly
one and damaging several others for no losses (though several
straight ahead. They may not turn or change altitude.
Sea Furies sustained damage in the different fights). The Royal
2. The P-51 s were steep-diving the turn prior to the start of
Navy fought the Korean War exclusively with prop-driven air-
play. They are silver, and begin unsighted. The Me 262s are
craft. The few jets it had were never used.
camouflaged and are sighted.
3. Advanced Rules:
• Me 262A Schwalbe- This was the world's first operational
a) Fuel: P-51 start= 50, bingo= 20.
jet fighter. Its engines were delicate and prone to failure but the
Me 262 start= 100, bingo= 40.
Me 262 was breaking new ground when it entered service in mid-
b) Weather: Stratus at 10, dense layer from 15 to 18.
1944. Too few became operational to alter the course of the war
c) Pilot Quality: Yeager in P-51 #1 is a veteran-ace;
but it was a nasty shock to Allied pilots when it first appeared.
all others, including Germans, are regulars.
Mustangs scored many kills against Me 262s but in return took
many losses. Most often the short range jets were caught in the
Mustangs and MiGs, 1 November 1950
landing pattern. The jets were hard to catch in the air and heavily
armed with four 30mm cannon for the purpose of destroying
Background: A flight of four Mustangs from the 18th FW,
bombers. The cannons, however, were of the short-barreled
working a close support mission near the Yalu, were attacked
and short-ranged MK 108 variety, difficultto employ in a dogfight
by swept-wing jet fighters. In the first such encou�ter (n.the war,
against fighters. The Me 262 also carried air-to-air rockets.
six MiGs dashed across the river and made a quick diving pass
at the F-51 s. The Mustangs took evasive action and none were
Prop Versus Jet Tactics - Jets must always keep their
hit but the message was clear - MiGs would soon be a major
speed up and fight in the vertical, swooping down on prop planes
threat. Just days later, flights of Mustangs would be intercepted
for a pass and then zooming out of range. If a jet gets slow, it will
no fewer than five times with both sides exchanging shots and
invariably be outmaneuvered and endangered by a prop fighter.
one Mustang pilot earning a "probable" kill. Later in the year, the
Prop fighters should stay low and keep turning and weaving to
Mi Gs would better the score, blasting one Mustang out of the sky
spoil the vertical attacks of jets and strive to meet the� head-on
from a flight of four that had been strafing ground targets.
or catch them as the pull out their dives to zoom again.

5
AIR POWER Rise of the Luftwaffe! Issue #32
MiG-15s. In a series of confused firing passes, many of them
Maps: (TSOH) head-on, the Sea Furies managed to damage two MiGs and
send another down in flames. Two of the Sea Furies suffered
slight damage. Later that day, a pair of Sea Furies tangled with
Aircraft: Map Hex Fae. Alt. Spd. Cont. Load three more MiGs and both sides suffered damage. In a final
engagement, a single Sea Fury bounced and damaged by MiGs
F-510 #1, 2 C1 6107 w 2 3.0 CL 0
made an emergency landing at a U.N. air field. On the 1 Oth of
F-510 #3, 4 C1 6209 w 2 3.0 CL 0
August, another dogfight would occur in which two Sea Furies
MiG-15#1, 2 C1 6304 s 6 5.0 1/2 2
damaged a MiG.
MiG-15 #3, 4 C1 6403 s 8 5.0 1/2 2
MiG-15 #5, 6 C1 6501 s 10 5.0 1/2 2
Maps: (Air Sup.)
Game Length: 15 game turns.
Notes:
1. Both sides begin spotted. All aircraft are silver. Aircraft: Map Hex Fae. Alt. Spd. Cont. Load
2. Aircraft Loads: MiGs each have two empty 250L FTs.
Fury #1, 2 A 1014 NNE 8 3.0 CL 0
3. Advanced Rules:
Fury #3, 4 A 1115 NNE 8 3.0 CL 0
a) Fuel: F-51 start= 60, bingo= 30.
MiG-15#1 A 0607 s 8 6.0 CL 0
MiG start= 100, bingo= 60.
MiG-15 #2 A 0507 s 8 6.0 CL 0
b) Weather: Clear. MiG-15 #3 A 1506 s 10 5.0 CL 0
c) Pilot Quality: F-51 #1 and MiG 31 are veterans,
all others are regulars.
MiG-15 #4 A 1605 s 10 5.0 CL 0
Game Length: 20 game turns.
Corsairs and MiGs, 10 September 1952 Notes:
1. All aircraft begin sighted. The MiGs are silver, the Furies
Background: Two USMC F4U Corsairs of VMA-312 were at are uncamouflaged.
10,000 feet preparing to coast inland on a ground attack mission 2. On game turn 8, four more MiG-15s enter play in pairs from
when they were attacked by several pairs of MiG-15s. Spotting any map edge at speed 5.0 and altitude 15. Aircraft in each pair
the MiGs in time, the two Marine pilots jettisoned their bombs must enter from adjacent hexes. Each pair may enter a separate
and commenced twisting and turning. Trading shots with the map edge if desired.
slashing MiGs, Capt. Jesse Folmar caught one of the Fagots as 3. Advanced Rules:
it went by and shot it flaming into the sea. Moments later two a) Fuel: Fury start= 50, binge= 25.
MiGs got on his tail and before his wingman could help, cannon MiG start= 75, bingo= 40.
fire ripped his left wing apart, sending the Corsair out of control. 2d set of MiGs start= 90, bingo= 40
Capt. Folmar bailed out and was rescued as the MiGs withdrew. b) Weather: Stratus at 16, dense layer from 20 to 25.

!Al AN
c) Pilot Quality: The Fury pilots are V, R, R, R. The
Maps: (Air Sup.) MiGs are V, R, R, G. The second foursome are R, G, R, G.
L_J �
War In Europe, January 1946

Aircraft: Map Hex Fae. Alt. Spd. Cont. Load Background (Hypothetical): Had Germany been able to
hold out another year, a number of interesting "what ifs" could
F4U-5 #1 A 1114 N 10 3.0 CL 0
have occurred. The AAF had made plans to transfer B-29s to the
F4U-5 #2 A 1014 N 10 3.0 CL 0
8th AF after the fall of Japan and certainly Me 262s would have
MiG-15 #1 A 1318 NNW 12 6.0 CL 0
been produced in greater numbers. B-29s escorted by P-51 s
MiG-15 #2 A 1419 NNW 12 6.0 CL 0
fighting against the German jets was a quite possible scenario.
MiG-15 #3 A 0514 s 15 5.0 CL 0
You are left up to your imagination on this one. B-29 rules
MiG-15 #4 A 0413 s 15 5.0 CL 0
appeared in TSOH.
Game Length: 15 game turns.
Notes:
1. All aircraft begin spotted. The MiGs are silver, the Corsairs ORIGINS 1994, SAN JOSE, CA!
are camouflaged (blue over water). 7to IO JULY
2. Advanced Rules:
a) Fuel: F4U start= 60, bingo= 20. Air Power will be there in full force! Tony Valle,
MiG start= 80, binge= 40. Rob Pruden, and J.D. Webster will be hosting the
b) Weather: Stratus at 20. Annual Air Sup./TSOH Tourney, A Dinner Roast,
c) Pilot Quality: The Corsair pilots are both R, and the first Annual Over the Reich Tourney.
the MiG pilots are R, N, R, N. Expect non-stop open gaming as well. J.D. will
be camping at the GMT booth between events.
Sea Furies And MiGs, 9 August 1952 Details to follow in issue 3 3. We are not listed
Background: On the morning of 9 August, four FAA Sea
in the pre-reg. material so don't be alarmed. We
Furies of No. 802 Squadron fought a 5-minute battle with eight will be there! Check 6!

6
�--1::
F-51D = Air Power
Mustang I�, Maneuver Costs: HFP Decel
['\
Crew: Pilot only
C:.'�,:> Lag/Displ. Rolls: 1.0 1.5
� Vertical Rolls: 0.0 1.0
Power Chart (Accel) ® <(ey,�
Power CL 1/2 DT Fue ' ffi)'! Turn Drag Chart (Decel)

Full Thr. 1.5 1.5 1.0 0.5 CL 1/2 DT
Half Thr. 0.5 0.5 0.5 0.2
Normal 0.0 0.0 0.0 0.1
Cruise Speed:3.0 Restr.Arcs: - TT
HT
0.0
0.0
0.0
1.0
0.0
1.0
Climb Speed: 1.5 BlindArcs: 30-
' Idle, · F� ·0 .. 5_:_P;S_ · 0,?:. 0.0 6 BT 1.0 1.0 NA
Visibility: Internal Fuel: 90
Sp.Br, FF�- NA,• .. NP.-:. 'NA _ _: ·.7"'"·)
Size Modifier: 0 ET 2.0 NA NA
Ata Refuel: No
If spd. > 3.0, reduce pwr. by 0.5 Vulnerability: -1 Ejection Seat: None

Minimum • Maximum Velocity Chart Climb Capability Chart


Alt. Conf CL 1/2 DT Dive CL 1/2 DT Alt
Bnd. Ceil. 41 33 22 Vel. AB Other AB Other AB Other Bnd.
EH+ 46+ -- -- -- - - - - - - - EH+
VH 36-45 2.0-4.0 -- -- 5.5 - 0.25 - - - - VH
HI 26-35 1.5-4.0 1.5-3.5 -- 5.5 - 0.5 - 025 - - HI
MH 17-25 1.0-4.0 1.5-3.5 1.5-3.0 6.0 - 0.5 - 0.5 - 0.25 MH
ML 8-16 1.0-4.0 1.5-3.5 1.5-3.0 6.0 - 1.0 - 0.5 - 0.5 ML
LO 1 - 7 1.0-4.0 1.0-3.5 1.5-3.0 5.5 - 1.0 - 1.0 - 0.5 LO

Radar: NONE ECM: F-510 Weapons Stations Diagram:


ECCM: IFF: Yes
Arcs: RWR: -
Search: DDS: -
Track: DJM: -
Lock-On: AJM: -
Gun Type: Six .50 Cal. M.G. Technology: Configuration Points Limits: CL = 0 - 2
Roll to Hit: 0= 6, 1= 3, 2= 0 1/2 = 3 - 4
Ammunition: 10.0 NONE Load Limit: 2,000 DT = 5+
Gun sight Mods: HT+ 1, BT +2
Weapon Station Allowed
Radar Ranging: -
Stations Limits Loads
AtA I AtG Rating: 4 I 4 **
Bomb System: Manual (-0) 4,5 1000 BB, FT.
1 to 3 150 RK.
Notes and Variants:
6 to 8 150 RK.
1. Low Bleed Rate.
2. High Transonic Drag (HTD) .

. Variant: RF-51 - Armed recon variant with cameras fitted


in aft fuselage. As F-51 D but delete rocket stations 1 to 3
and 6 to 8.

Note: This aircraft known as P-51 D during WW-II. V.P.s: F-51 D= 5, 3, 2, 1. RF-51 = 6, 4, 2, 1.
·�� �-
Me 262A-1 Air Power
Schwalbe -

HFl Decal
Maneuver Costs:

·1�
Crew: Pilot only !� � Lag/Displ. Rolls: 1.0 1.5
Power Chart (Accel) •• Vertical Rolls: 0.0 1.0
Power CL 1/2 DT Fue Turn Drag Chart (Decel)

Aft. Bur. - - - - CL 1/2 DT
Military 0.5 0.5 0.5 2.0 TI 1.0 1.0 1.0
Normal 0.0 0.0 0.0 1.0
Cruise Speed:4.5 Restr.Arcs: - HT
Climb Speed: 3.0 BlindArcs: 30- 1.0 1.0 2.0
Idle FP 0.5 0.5 0.5 0.0 BT 3.0 3.0 3.0
Visibility: 6 Internal Fuel: 150
Sp.Br. FP NA NA NA - ET NA NA NA
Size Modifier: 0 Ata Refuel: No
Vulnerability: -1 Ejection Seat: None

Minimum • Maximum Velocity Chart Climb Capability Chart


Alt. Conf. CL 1/2 OT Dive CL 1/2 OT Alt.
Bnd. Ceil. 37 30 22 Vel. AB Other AB Other AB Other Bnd
EH+ 46+ -- -- -- - - - - - - - EH+
VH 36-45 2.5-5.0 -- -- 5.5 - 0.5 - - - - VH
HI 26-35 2.0-5.5 2.0-5.0 -- 5.5 - 0.5 - 0.5 - - HI
MH 17-25 1.5-5.5 2.0-5.5 2.5-5.0 6.0 - 0.5 - 0.5 - 0.5 MH
ML 8-16 1.5- 5.5 1.5-5.5 2.0-4.5 6.0 - 1.0 - 0.5 - 0.5 ML
LO 1 - 7 1.5- 5.0 1.5- 4.5 2.0-4.5 6.0 - 1.5 - 1.0 - 0.5 LO

ECM: Me 262A·1 Weapons Stations Diagram:

.. :«,
Radar: NONE
ECCM: -- IFF: Yes
Arcs: -- RWR: -
Search: -- DDS: -
Track: -- DJM: - i

Lock-On: -- AJM: - 2 3 4

Gun Type: Four 30mm MK108 Technology: Configuration Points Limits: CL = 0 - 2


Roll to Hit: 0= 6, 1= 2, 2= O 1/2 = 3- 4
Ammunition: 6.0 NONE Load Limit: 2,400 DT = 5+
Gunsight Mods: HT+ 1, BT +2
Weapon Station Allowed
Radar Ranging: -
Stations Limits Loads
AtA I AtG Rating: 6 I 8*
Bomb System: Manual (-0) 1, 4 260 12X R4M RK only
2, 3 1100 BB, FT.
Notes and Variants:
R4M - These small 55mm ATA rockets were
1. High Transonic Drag (HTD).
fitted 12 under each wing and all were fired in
a single shot. They are treated as 2 factors of
2. Rapid Accel Aircraft when CL configured.
Air-to-Air rockets. Each set of 12 weighs 1 OOlbs.
and equals 1 load point.
3. Minus 2 to die rolls for pilot disorientation in night or
adverse weather conditions due to limited instrument
suite fitted in cockpit.

V.P.s: Me 262 = 6, 4, 2, 1.
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F4U-5 ,,T_ Air Power
Corsair II

f-k _ 1•
'I
j I
� Maneuver Costs: HFlDecel
I I

Lag/Displ. Rolls: 1.0

'I
Crew: Pilot only r:, RH 1.5
Vertical Rolls: 0.0 1.0
Power Chart (Acee I) ® �:r_r==·�--�
Power CL 1/2 OT Fuel � Turn Drag Chart (Decel)
Full Thr. 2.0 1.5 1.0 0.5 CL 1/2 OT
Half Thr. 0.5 0.5 0.5 0.2 Cruise Speed:2.5 TT 0.0 0.0 0.0
Restr.Arcs: 180-
Normal 0.0 0.0 0.0 0.1 HT 0.0 1.0 1.0
Climb Speed: 1.5 BlindArcs: 30-
,ldl� :, . �p . · 9�5 :".q.�. 0.5· O'.O Visibility: 6 Internal Fuel: 70 BT 1.0 1.0 1.0
Sp:Bf. fE �A J�A·· 'NA'. . ...:..:_, Size Modifier: 0 Ata Refuel: No ET 2.0 NA NA
If spd. > 3.0, reduce pwr. by 0.5 Vulnerability: +1 Ejection Seat: None
If spd. > 4.0, reduce pwr. by 1.0

Minimum - Maximum Velocity Chart Climb Capability Chart


Alt. Cont. CL 1/2 DT Dive CL 1/2 DT Alt.
Bnd. Ceil. 44 34 23 Vel. AB Other AB Other AB Other Bnd.
EH+ 46+ -- -- -- - - - - - - - EH+
VH 36-45 2.0-4.0 -- -- 5.0 - 0.5 - - - - VH
HI 26-35 1.5-4.5 2.0-4.0 -- 5.0 - 0.5 - 0.5 - - HI
MH 17-25 1.5-4.5 1.5-4.0 1.5-3.5 5.5 - 0.5 - 0.5 - 0.5 MH
ML 8-16 1.0- 4.0 1.5-3.5 1.5-3.0 5.5 - 1.0 - 0.5 - 0.5 ML
LO 1- 7 1.0-4.0 1.0-3.5 1.5-3.0 5.0 - 1.0 - 1.0 - 0.5 LO

Radar: NONE ECM: F4U-5 Weapons Stations Diagram:


ECCM: IFF: Yes
Arcs: RWR: -
Search: DDS: - �
Track: DJM: - /"\ /I\. A
Lock-On: AJM: - 1-4 567 8-11
Gun Type: Four 20mm M3 Technology: Configuration Points Limits: CL = O - 4
Roll to Hit: 0= 6, 1= 3, 2= 2 1/2 = 5 - 8
Ammunition: 7.0 NONE Load Limit: 5,000 OT = 9+
Gunsight Mods: HT+ 1, BT +2
Radar Ranging: - Weapon Station Allowed
Stations Limits Loads
AtA I AtG Rating: 5 I 6*
7 1200 BB, FT.
Bomb System: Manual (-0)
5,6 1000 BB, RK, FT.
Notes and Variants: 1 to 4 280 BB, RK.
8 to 11 280 BB, RK.
1. Low Bleed Rate. For AU-1 variant add:
12, 13 280 BB, RK.
2. High Transonic Drag (HTD). Note: Stations 1 to 4, 8 to 11, 12 and 13 may each carry
two RK or one 1 OOlb. or 250lb. bomb. Because these
Variant: AU-1 Corsair -1952 armored ground attack variant (110 stations are closely spaced, 250lb. bombs may only be
built) with two extra stations, one under each wing for bombs and carried on every other station with nothing in between.
rockets. As F4U-5 but vulnerability= +2, reduce all ceilings by 3.0, 1-----------------1
and reduce power and all max speeds if in the MH+ bands by 0.5.
V.P.s: F4U-5= 6, 4, 2, 1. AU-1= 7, 5, 3, 1.
Hawker
Sea Fury FB.11 � \ �± Air Power

HF1 Decel
r, ':::;_ Maneuver Costs:
Crew: Pilot only l
l ..... ii .1FiD
-1 Lag/Displ. Rolls: 1.0 1.0
Vertical Rolls: 0.0 1.0
Power Chart (Accel) G) � bit: - .L_/!i
d :-;p;;:_:_ ·..!
Power CL 1/2 DT Fue I
'
Turn Drag Chart (Decel)
Full Thr. 2.0 1.5 1.0 0.5 �
I
CL 1/2 DT
Half Thr. 0.5 0.5 0.5 0.2 TT 0.0 0.0 0.0
Cruise Speed:3.0 Restr.Arcs: 180-
Normal 0.0 0.0 0.0 0.1 HT 0.0 1.0 1.0
Climb Speed: 1 .5 BlindArcs: 30-
Idle FP 0.5· 0.5 , 0.5 ,0.0. BT 1.0 1.0 1.0
Visibility: 6 Internal Fuel: 70
Sp.Br. FP NA . NA' NA ET 2.0 NA NA
Size Modifier: 0 Ata Refuel: No
If spd. > 3.0, reduce pwr. by 0.5 Vulnerability: +1 Ejection Seat: None
If spd. > 4.0, reduce pwr. by 1.0

Minimum - Maximum Velocity Chart Climb Capability Chart


Alt. Cont. CL 1/2 DT Dive CL 1/2 DT Alt.
Bnd. Ceil. 36 29 21 Vel. AB Other AB Other AB Other Bnd.
EH+ 46+ -- -- -- - - - - - - - EH+
VH 36-45 2.0-4.0 -- -- 5.5 - 0.5 - - - - VH
HI 26-35 1.5 -4.0 2.0-3.5 -- 6.0 - 0.5 - 0.5 - - HI
MH 17-25 1.5-4.5 1.5-4.0 1.5- 3.5 6.0 - 0.5 - 0.5 - 0.5 MH
ML 8-16 1.0-4.5 1.5-3.5 1.5- 3.0 6.0 - 1.0 - 0.5 - 0.5 ML
LO 1 - 7 1.0-4.0 1.0- 3.5 1.5-3.0 5.5 - 1.0 - 1.0 - 1.0 LO

Radar: NONE ECM: FB.11 Weapons Stations Diagram:


ECCM: -- IFF: Yes
Arcs: -- RWR: - I A
� =roe�
or
Search: -- DDS: - --=s..._;:roc
Track: -- DJM: - I I I I A I I /\
Lock-On: -- AJM: - 1 23 4 5 - 7 2 3 8- 10
Gun Type: Four 20mm Mk.V Technology: Configuration Points Limits: CL = 0 - 2
Roll to Hit: 0= 6, 1= 4, 2= 3 1/2 = 3- 4
Ammunition: 5.5 NONE Load Limit: 3,400 DT 5+ =
Gunsight Mods: HT+ 1, BT +2
Weapon Station Allowed
Radar Ranging: -
Stations Limits Loads
AtA I AtG Rating: 5 I 6*
Bomb System: Manual (-0) 1, 4 1000 BB only.
2,3 700 FT only.
Notes and Variants:
5 to 10 200 RK only.
1. Low Bleed Rate.
RK note: The standard FAA rocket in use was the
60 lb. HE which actually weighed about 85 lbs.
2. High Transonic Drag (HTD). each. Stations 5 to 1 O may carry two each for a total
of 12 rockets

V.P.s: Sea Fury= 7, 5, 3, 1.


The Journal of Air Combat Gaming Korea - Props Vs. Jets Issue #32

Humor in Air Combat Gaming! World War Two


As a Los Angeles Department of Water and Power employee
who is skilled in using an electronic gadget that finds boo-boos
in underground water pipes, I've been getting a lot of practice
lately thanks to this season's extra-exciting doses of natural
earth-moving phenomenae. I hope to upgrade my physical state
from "exhausted" to just "tired" soon, but nevertheless, I have
found time to come up with those ever-important Earthquake
Rules for Air Power which have been missing.
Air Combat Gaming
Idea Submitted by Ken "Tin Eagle" Robbins, Covina, CA
I

EARTHQUAKE RULES FOR ASffSOH Over the Reich - Design Notes

Rule 88.1 Seismic Resistance Ratings What The Designer Meant To Say Was ...
Every ground target is given a seismic resistance rating
(SSR) of from zero to five based on structure and design. One thing for sure, rules writing for games is an art, not a
Trenches are a zero and concrete bunkers are a five. Tall science. Some things work some of the time and nothing works
buildings will vary from one to four depending on stories and all the time. I have decided that I must be a poor rules writer
construction. See play aids table for listing. (logical, since most fighter-pilots, ex- or otherwise can't write
anyway), since I seem to have such a difficult time getting
Rule 88.2 Seismic Activity Check across to John Q. Gamer what is usually an extremely obvious
concept to me, Joe Pilot (though perhaps sometimes it is the
After setting up your scenario, and as soon as all strike gamer who just can't reason in a normal manner).
aircraft are in play, roll eight ten-sided die at once. If all eight
die come up with a one an earthquake has struck the target. So let's look at a couple of the concepts of OTR that didn't
If, during play, any player uses a surface-detonating hydro- quite get explained properly in the rules. Hopefully this will
gen-based nuclear weapon, or drops more than two 3,000 lb. help answer some of the nagging questions you may have.
weapons at once, also make a seismic activity check.
The Sequence of Events in an Op-scale tum - My inten-
Rule 88.3 Seismic Activity Resolution tion was this (presented in plain English):

Roll one die, and apply the result to every ground unit and 1. Aircraft on the ground may take off.
man-made terrain hex on the game map. If the result is greater 2. Aircraft that were in the air (except those thatjust took off)
than the SSR of a target, that particular target is destroyed and get to move.
may be ignored for purposes of attack. If it was an assigned 3. During movement check for unintentional encounters,
target, the attacking player gets the V.P.s for the target. free hunting fighter intercepts and AAA in each square you pass
through but not AAA in the one you end in.
Modifiers: Add +3 to the die roll if seismic activity was 4. After all movement, check for random events.
caused by a nuclear device, or the scenario is set in California. 5. After random events, resolve deliberate encounters, then
AAA in the hex you ended in, then survivors of all that may drop
Rule 88.4 Seismic Activity Effects On Play their bombs on the target.
Built-Up Area hexes that are destroyed by seismic activity
no longer pose an obstacle to T-level flight. AAA units attempt- Jettisoning of Bombs, Fuel Tanks etc. -These are sup-
ing to fire during seismic activity add 6 to all die rolls. Roll one posed to be dropped in the combat phase by simply declaring the
die for each destroyed Urban or Built Up Area hex. On a one, act. You may not be inverted at that time.
either all the water mains break and the hex becomes a water
hex, or the gas mains break and burst into flames, creating Bomb Bays (left out of rules)-Aircraft with bomb-bays
battlefield smoke which becomes an obstacle to sighting. must have them open before dropping bombs (duh!). It takes
one full turn to open, meaning that if declared at the start of a
move, they still won't be open until the start of the next game
turn. It takes one full turn to close them as well. While either
AS Tournament Trivia: The Air Superiority record for open, being opened, or being closed, the aircraft in question will
rolling bad dice still stands with Dan "Dragon" Foxman suffer one decel point per game turn.
who managed four 10s in a row atacriticalmomentone year
at Ortgins. Can anyone beat this bit of bad luck yet? More on this kind of stuff next issue, JDW

11
AIR POWER Rise of the Luftwaffe/ /ssue#32

Over the Reich Optional Rule


Current Events
FAST BOMBER FATE RESOLUTION It has been a while since we've done a current events column
Over the Reich has proven to be fairly popular so far. If and I suppose now is a good time to take a look at what's
there is a legitimate gripe for it, though, it's that it can be too happening on various fronts ...
detailed in its damage resolution system, especially with all its
critical hit die rolls. These can really slow a game down when The U.S. Navy: Budget cuts are finally hammering away at
you are dealing with a large bomber formation and bombers are the Navy and a number of programs are being affected. Most
being pasted by multiple fighters. After some discussion with significantly, the high brass is looking at cutting the number of
Rob Pruden, I decided to come up with a generized bomber fate big deck aircraft carriers down to ten and decommissioning two
damage table to speed play for those of you primarily interested air wings by 1996. If you will recall, the Navy has always
in flying fighters and not worried about the bloody details and maintained that a minimum of twelve carriers was needed at any
specifics of how each bomber is dying. Bomber fans like one time to maintain and prosecute our maritime strategy. That
Canadian Terry Nonay will probably not care at all for this strategy has always been to keep a continued military presence
option. Then again, this is just a suggestion and not an official in all regions containing vital interests and to patrol and exercise
change to the game system. It has not been playtested, either. our freedom of navigation on the high seas. In the Reagan era,
there was even a major effort to expand to fifteen carriers in
With the FAST system you simply record the numberof hits order to fight a global war on two fronts. With twelve, the Navy
a bomber receives in an attack and then determine how many could only fight a war on one front, while maintaining some
critical hits would normally be rolled for. The number of presence in other regions. Even with twelve, meeting our
criticals that would be rolled for becomes the die roll or less for peacetime deployment commitments has been difficult, requir-
visible critical damage effects to occur. Roll the die to see if ing extended periods at sea and short tum-around times be-
visible critical damage occurs. If it does, roll again to determine tween cruises, which has been detrimental to the morale of the
what the visible damage is. Visible damage is also rolled for sailors and airmen involved and to the readiness states of the
each time accumulated hits on a bomber reaches a multiple of carriers prevented from keeping up their scheduled and routine
its defense factor. Bombers are destroyed by result 1 on the table maintenance programs. I have personally experienced this in
below or when accumulated hits exceed 2x damage rating. 1983 when the USS Ranger, on which my A-7 squadron was
Example: An Fw 190 attacks a B-17, scoring 8 hits. Since the deployed, set sail with malfunctioning air conditioning and
criticals rating of its 20mm guns is 2, 4 critical hits would have fresh water production systems. Everyone was quite distressed
been scored normally, therefore visible critical damage will after two weeks of operations off the coast of Nicaragua, during
which the temperature on the inside of the ship hit 110 degrees
occur on a roll of 4 or less. It also occurs automatically because
the bomber has taken more hits than its defense factor (7) so this during the day and only salt water was available for showering
every other day. Unless the maritime strategy is changed, ten
attack may cause up to two rolls on the VD table below.
carriers will leave regions of the world unprotected as the Navy
Visible Critical Damage Table will be unable to maintain a continuous presence where needed
1. Bomber destroyed by explosion. at all time.
2. Aircraft catches fire. Roll die at end of each turn after the
one in which it catches fire; on a 1 aircraft is destroyed, on Also, as a result of budget cuts, it seems the outright
a 10 the fire goes out. cancellation of the FA-18E/F and AIM-9X programs is pos-
3. Lose one weapons group or defensive gun. Randomly sible, and certainly a slowdown of procurement is very likely.
determine which of the remaining guns is lost. The continuously-troubled V-22 Osprey program will slide one
4. Lose one gun position as above. year, according to DoD sources.
5. Lose two gun positions as above.
6. Lose one engine. Randomly determine which of the The USAF: Air Combat Command has been tasked to
remaining ones it is. Engine-out effects apply. reconsider the use ofF-16E Wild Weasels (instead of modified
7. Lose one engine as above. Engine-out effects apply. F-15Es) in a a cost analysis study for the procurement of the
8. No apparent effect Gust minor smoke and debris). HARM - TARGETING system which will equip the next
9. No apparent effect Gust minor smoke and debris). generation of Weasels. The F-16ES, a stretched version of the
10. Bomber jettisons bombs, begins dive to reach altitude proposed F-16E, will be looked at as well since it offers
15.0 or 5,000 feet below its start altitude (whichever is significant increases in range and endurance.
lower, but not below altitude 0.1), and turns as tight
as possible to direction opposite that of its formation. Budget constraints may also force the cancellation of
Northrop's TSSAM (Tri-Service Standoff Attack Missile),
• Each time visible critical damage occurs or accumulated
which has been supported by the Air Force.
hits on the bomber reaches a multiple of its defense factor (7 for
B-17s and 6 for B-24s and B-26s), roll on the above table.

12
The Journal of Air Combat Gaming Korea - Props Vs. Jets lssue#32

The BUFF fleet assigned to strategic nuclear warfare may World War One
be reduced in number to as little as forty B-52H aircraft. Due to
the aircraft's age and maintenance costs, the Air Force origi-
nally planned to reduce its fleet of B-52Hs to 64 aircraft but
under a revised targeting plan in which fewer aircraft are
assigned to some of the strategic targets, the USAF now maybe
able to make do with fewer bombers.

An improved, stealthy version of Russia's excellent Su 27


Flanker currently called the MRI (Multi-Role Interceptor) is Air Combat Gaming
being used by Air Force procurement planners as the baseline
threat around which improvements to theF-22Lightning II will
be made. The Air Force wants to increase the rate at which the
"'PANNE DE lVIOTEUR"
F-22 enters service in order to have all the bugs worked out of
the Lightning before the first Russian MRls are introduced into Being a Set of Occasional Notes on Gaming
service. World War Iin the Air
A chain of human errors has been deemed responsible for By Bill Koff
the shootdown of two UH-60s in Iraq by friendly F-15Cs. The
pilots mis-identified the Blackhawks as Mi 24 Hinds and the For those in the know, Yaquinto's Wings (1981), designed
Army chopper pilots had their IFFs turned off. The AWACs by Craig Taylor, has remained the boardgame of World War I
supervisor cleared them to fire, following the mistaken YID, air combat It has also just been re-released by Excalibre
even though two Army helos were known to be on a flight plan Games. One source of frustration and disappointment for many
in that area. All in all, a terrible tragedy. Wings afficionados has been that the expansion kit mentioned
in the game's rules has never been published. However, in
BosniaShootdowns:Bynoweveryonehasheardaboutthe recent years, a handful of players have gotten their hands on the
shootdown of four Super Galeb attack trainers by USAF F-16s additional plane data cards that were to have been included in
on patrol back in February. The details I have been able to the expansion. Our esteemed editor has now wangled permis-
gamer at this time were that six Galebs loaded with bombs and sion from Craig to print these additional data cards here in Air
rockets entered the no-fly zone and were immediately detected Power, so you'll be seeing them, eight at a time, in this and
by AWACs which vectored two pairs of F-16s. The F-16s upcoming issues (the first set of 8 appeared in issue 30.) They'll
attempted radio contact and ordered the Galebs to retreat The be accompanied by my brief comments on each plane.
Galebs either did not hear the calls (most likely) or ignored [Ed. note: These cards are based on roughs originally de-
them. In any case the first pair ofFalcons arrived in time to catch signed by Craig Taylor himself. The roughs were smoothed out
the Galebs as they zoomed up to 10,000 feet and then pitched by Dan "Dragon" Foxman and are reprinted here with the
over to commence dive bombing a target in Muslim territory. gracious permission of Mr. Craig Taylor.)
The F-16 leader received clearance to engage. With a lock-on
already in place, he fired one AMRAAM which destroyed the Until next time, Bill Koff
first Galeb before they were even aware of the attack. The
Falcon leader then closed in on two other Galebs, firing one Albatross DV -Nearly identical to the Albatross DVa (data
AIM-9M at each within seconds of one another. Both missiles card #82 in the original wings games), the DV was flown on all
scored destroying both Galebs. At this point the remaining fronts until the end of the war. This is a new card complement-
Galebs realized they were under attack and scattered, fleeing at ing the revised DVa given below.
low level back to their border. As the lead F-16 pulled off, his
wingman launched an AIM-9 against a fourth Galeb on the Albatross DVa - More numerous than the DV, the DVa
deck. This missile, however struck the ground just short of the offered some minimal improvements over the earlier Albatross
evading Galeb. The second pairofF-16sarrived and took up the Diii, but was still outclassed by many Allied fighters in the last
pursuit catching one Galeb and downing it with a Sidewinder to year of the war. This card is a revision of Craig's original.
score the fourth kill of the engagement. The last two Galebs
escaped on the deck. The no-fly zone has remained clear since; Fokker DVII - This is an earlier version of this outstanding
however, during the second week in April a Royal Navy Sea plane, with a smaller engine than the DVIIF featured on card
Harrier called in to attack a tank shelling one of the U.N.s #86 from Wings. The DVII was the only plane specifically
established safe zones in Bosnia was shot down by a Serbian banned by the Treaty of Versailles, a testament to the respect it
shoulder-fired surface to air missile. commanded from Allied fliers. This is a new card.
(continued next page)
Later,JDW

13
AIR POWER Rise of the Luftwaffe/ Issue #32
Fokker EV/DVIII - this parasol monoplane was another its day. However, the Altatross' superior armament (twin
successful design from the imagination of Fokker engineer Parabellum machine guns as opposed to only one on the
Reinhold Platz. As 1918 wore on, German authorities were Halberstadt), power and speed soon eclipsed the earlier fighter
interested in planes that could be manufactured simply, quickly, and it was quickly replaced. This is a new card for the game.
and cheaply. The "Flying Razor", with its steel tube framework
and cantilever wings, fit the bill perfectly. While it was pro- Sopwith Triplane-" ... the Sopwith triplane .. .must be placed
posed to use either a 145 or 200 HP engine, neitherof these was in history as approaching closely the pilot's ideal flying ma-
yet available in quantity, so a 110 HP rotary engine was used. chine ... " -MajorOliver Stewart, a British combat and test pilot
This relative underpowering was the only legitimate knock of WWI.
against the plane. However, the EV did get off to a rough start, Designer Herbert Smith intended the Sopwith Triplane to
as production was halted in August 1918 when wing failures improve on the maneuverability and pilot's visibility of his
resulted in three fatal crashes at the front. An investigation previous creation, the Pup. The triplane configuration was a
revealed that it was shoddy workmanship and the use of inferior radical departure, though the fuselage and tail unit were quite
timber by the contractor manufacturing the wings, rather than similar to the Pup's. The RFC and the Royal Naval Air Service
any problems with the design, that caused the fatalities. When both placed orders for the machine, but the RFC' s immediate
it was re-introduced in October, it was designated the Fokker need for planes caused them to swap their order for Spad VIIs;
DVIII (even though the D stood for doppledekker, i.e. biplane) thus, the Triplane was only flown operationally by the RNAS.
to disocciate it in pilots' minds from the EV' s reputation, and to The Triplane's introduction over Arras in April, 1917 had a
make it appear the heir apparent to the superb DYii. The new profound effect on the balance of air power over the Western
plane was a good performer, especially at altitude, but was Front, ending the domination of the Albatross DIII. According
introduced too late to have a real impact on the course of the war. to Britain's official historian of the air war, H.A. Jones, "the
This is a new card for the game. sight of a Sopwith Triplane formation, in particular, induced the
enemy pilots to dive out of range." In fact, it was perhaps one
Siemens-Schuckert Diii/DIV-In October 1918, Leutnant of the two most influential designs of the war (along with the
Lenz, StaffelfuhrerofJasta22, wrote that the Siemens-Schuckert Nieuport 11); no less than fourteen German and Austro-Hun-
DIV was "superior by far to all single seat fighters in use at the garian firms came out with triplane designs in response.
Front." Designed for use with the Siemens-Halske I I-cylinder The Triplane succeeded despite the fact it was ougunned
160 HP rotary engine, the DIII, introduced in May 1918, had a two-to-one by most of its German adversaries. A handful of
phenomenal rate of climb. It was also extremely maneuverable, Triplanes were equipped with twin Vickers, but the extra
but rather tricky to fly. The cylinders and crankcase rotated weight caused a detriment in performance. Only about 150
opposite to the direction of the crankshaft, which reduced the Triplanes were built, and as early as July, 1917, they were
gyroscopic effect but did nothing to lessen the powerful engine's beginning to be replaced by the more heavily armed (yet more
torque. The first Diils at the Front suffered engine failures from difficult to control) Sopwith Camel. By November, 1917, the
overheating after as little as seven hours in the air, due in part last Triplanes had been withdrawn from frontline service.
to poor-quality castor oil. Recalled for engine modifications, a While its unusual appearance in flight had earned it nicknames
cutaway to the lower half of the cow ling, and the addition of air like "the flying venetian blind" and "an intoxicated flight of
scoops, the planes returned in July. Meanwhile, the DIV was stairs," the Triplane was fondly remembered by those lucky
developed, with a shorter chord upper wing, in order to increase enough to have flown it. This is a new card for the game.
the plane's top speed (from 112 mph to 118 mph). One interest-
ing design element of the DIV was that the left wings measured Sopwith Snipe - The Snipe was designed to replace the
7 cm longer than the right wings in an attempt to counteract Sopwith Camel, which it resembled in appearance. It was a
engine torque. Because of their climb rate, a number of the stronger plane than its predecessor, and easier to fly. It served
planes were assigned to home defense units, where they were in the closing months of the war and could bold its own with any
expected to climb up to attack raiding bombers on a moment's enemy fighter. It continued in service with the RAF into the
notice. With its four-bladed propeller, stubby, rounded fuse- 1920s. This is a new card for the game.
lage, and distinctive fin-like tail, the Siemens-Schuckert fight-
ers presented a singularly aggressive appearance, and often
proved more than a match for their Allied opponents. This is a ATTENTION WRITERS! WE'VE ADDED A
new card for the game. FAX MACHINE TO OUR INVENTORY AND WE
ALSO HAVE SOFTWARE AVAILABLE TO READ
Halberstadt DII/DIII - A transitional plane of sorts, the DOS FORMATTED 3.5" DISKS WITII OUR MAC
Halberstadt fighters appeared after the Fokker Eindekkers had MACHINE. IBM USERS MAY NOW WRITE FOR
been outclassed by the Allies, but before the emergence of the US AS MUCH AS THEY DESIRE. SEND ARTICLES
Albatross single-seaters regained air supremacy for the Ger- AND ORDERS BY DISK OR FAX!
mans. While somewhat frail in appearance (especially in the
tail), the type proved to be a strong and capable performer for AIR POWER PUBLICATIONS FAX: 313-761-9041

14
The Journal of Air Combat Gaming Korea - Props Vs. Jets lssue#32

Incoming! Questions & Answers


Hi, FIGHTING WINGS RULES - OVER THE REICH
OTR is great, probably the best air combat boardgame yet 1. When an aircraft takes critical hits to a wing spar, do
done by anybody. The quality control wasn't perfect, but I you roll to see which wing is hit?
appreciate how clean it is compared to The Speed of Heat. I • No, wing spar hits are generic. Which wing doesn't matter,
played my first game with Guy Alcala and Scott Silvey last its just the third hit that gets you.
Saturday. If there is space, I will be running it using miniatures
at Vicicon, March 12-13. 2. Rocket Attacks • The rules say to place a blast marker
at exactly 11 hexes and the game charts say 12 hexes,
Thanks, Ed Allen, Berkeley, CA which one is correct?
Dear Ed, by quality control do you mean the fact that COA • Aach! I'm der dumbkopf. The rules are correct, place the
opted not to put charts and AD Cs on card stock for cost reasons? marker at exactly 11 hexes.
Regards, JDW
3. Why are one pair of the Focke Wulf's A·S's MG-151's
rated lower than the other pair, and the MG-151 pods for that
To whom it may concern at Air Power, matter? ls this a mistake?
As an air combat fanatic and avid wargamer (or should I say • Negative on the mistake. The inner pair of MG-151's were
"adventure gamer" to be PC), I would like to thank J.D. for his synchronized to fire through the propeller arc and thus have a
past and continuing efforts to support and promote air combat slightly lower rate of fire.
gaming. Air Superiority was the most detailed and realistic air
combat game ever published. Only its descendents, The Speed 4. When is the penalty for climbing inverted actually
applied? ls it when you begin a game turn inverted, or if you
of Heat and Over the Reich, have surpassed it. I hope to see
are inverted at any point in a turn, or only if you expend a
J.D.'s work continue to be published. I am looking forward to VFP while inverted?
the next revision to the current Air Power game system- I
expect to see some of the refinements developed for Over the • The + 1 decel penalty is applied only if you expend a VFP
Reich incorporated into jet combat plus a few new ones. while inverted. That is+ 1 per increment gained with that VFP. It
Someday I would like to see better vertical maneuvering rules is not applied, if the aircraft rolls inverted upon expending a VFP
as it began the VFP still in an upright bank.
(aircraft with turn rates of greater than 20° second should not be
restricted to a fixed pitch for 12 seconds. Likewise I find flaws 5. I just played the Rommel Gets Strafed scenario and
with the vertical accel/decel penalties (gravity effects depend had my Spitfire's clocks cleaned by the M.G.'s on the
only on pitch angle rather than simply the altitude gained or Kubelwagon and motorcycle. It seems to me that there
lost). In the mean time, I'll keep 'em flying high with "Air should be some penalty for firing AAA guns from a moving
Power". Thank you J.D., for the will and the way! vehicle, they are too effective otherwise.

Sincerely, STS2 Stephen Flores, USS Dolphin, FPO. Good point; actually the AAA rules assume a nice stable base
for the guns. I didn't give firing from a moving platform much
Dear Stephen, thanks for the kind words. Justto let you know, consideration since only two scenarios use them, the strafing
(and everyone else, too, since we've been kind of quiet about it one and the P-38 attack on the train. My suggestion, add + 1 to
lately), 2d edition Air Power rules have been in the works for well shots from a train or boat and +2 to all shots from motor vehicles.
over a year now. A task-force headed up by Tony Valle, Mark
Bovankovich, and other AS!TSOH experts has been working on 6. Since vertical reversals are limited to being executed
what we hope will be the final clean up and revision of the Air at the end of an aircraft's move, it is impossible to follow an
Power system. Don't lookfor it anytime soon, though we will start aircraft through a loop or split·ess. Example, if I am two
publishing some of the revisions in Air Power this year. hexes behind another aircraft which doesa vertical climb
Again, thanks, JDW. with a facing reversal, and I have the same speed, I will end
up in front if done in the same turn.HI delay one turn, then
the target gets away gaining separation while I reverse.
Dear J.D.
Another good point. My fix is to allow aircraft which are tailing
I got your OT'R and I must say it is everything you promised another to delay a reversal till the start of its next move. They
and more. It is one thoroughly enjoyable game as well as must still meet the reversal parameters in the current move.
authentic. In fact, I like it better than AP in some ways as the
focus of the game is more squarely on flying. I am already Note: Issue 31 contained 2 pages of published errata for
drooling in anticipation ofAchtung-Spitfiret which has my wife OTR and also featured a revised Bf 109G-101K·4 data card
and a new Bf 109G-14 data card.
upset - my shirts are always soggy under the chin. Thanks for
Additional OTR Erratum: The defense strength and hit
the best air combat games available today! capacity of a POL unit is •a· a•. The numbers were omitted
Sincerely, Eric B. Verhulst, Hague, ND on the counters by mistake.

15
AIR POWER Rise of the Luftwaffe/ Issue# 32
Mar I Apr 1994
UPCOMING CONS: BIG KAHUNA J. D. Webster.
�LK�A�lViLMt� .. C<ON 9�� EDITORS
STAFF
John Caraher, Karl Mueller.
Bill Koff, Dan Verssen
(South Kansas Area Mud Movers) Tony Stanfl (Illustrator).
Hosted by our very own Jim Owens: AIR POWER is published two or more times a year (six
When? May 7th and 8th, 1994. usually). All rights on the contents of the journal are reserved. No
part of the journal may be reproduced, in whole or in part, without
Where? Sunny Wichita Kansas prior consent of the publisher. Portions of the journal may be
explicitly released from these restrictions. Use of a product
• Featuring an Air/Superiority I name without reference to its company or trademark does not
Speed Of Heat Tourney. constitute a challenge to its trademark status by that company.

For more info and registration call BACK ISSUES are available at US $3.00 for domestic
subscribers and US $3.50 for overseas subscribers, postage
Jim Owens at 316-729- 7578. included. Some back issues are original prints, some are photo-
copies. All issues still available.

WITNGS COlF W A.TJR ITIT � SUBMISSION GUIDELINES Any previously unpublished


material is welcomed. Articles, reviews, scenarios, etc. should
Hosted by our very own Bob Gross: be submitted on 8.5 x 11 white paper, typed and double-spaced
When? May 21 and 22, 1994. or submitted as text only files on a Macintosh formatted 3.5"
diskette. Artwork should be full or double-sized, on white paper,
Where? Super-8 Hotel Conference and camera-ready. All submissions become the property of AIR
room, Rt. 322, Burnham, PA. POWER Publications. Contributers receive credit for one free
issue for each 3 pages ( or less) of their work which is published
• Featuring Air/Superiority I Speed per issue.

Of Heat I Over The Reich Tourneys. Send letters, comments, questions, sugges-
tions, etc., with SASE for reply, to the address
Pre-reg. cost $10.00. For more info
listed below. Your feedback is welcome!
and registration write to Bob Gross:
SUBSCRIPTIONS: All payment must be made in US
Robert A. Gross dollars. Payment may be made with checks drawn on US
PO Box 1114 banks only, or via International or Postal money order. No
billing option. Please send your name, address, shipping
Lewistown, PA, 17044-3014
option (if applicable) and payment to the address below.
Current Rates (as of January 1993)

Air Superiority I Air Strike Single issue .................. US $ 3.00


Single issue (overseas). US$ 3.50
components for sale! 1 year (6 issues) ........... US $14.00
Air Power has acquired all remaining stock of GDWs 2 years (12 issues) ....... US $22.00
Air Sup./Strike games. Replace your worn out, pizza and Canadian & Mexican .... Add US $3.00/year
beer stained components with brand new ones. Act now, Overseas Surface ......... Add US $5.00/year
limited quantities on some parts (No boxes). Overseas Air Mail ......... Add US $15.00/year
• Map Sections: $0.50 (Specify by letter code) Direct subscription inquiries, address changes, and
• Data Card Set: $2.00 (Specify AS or S1R) general feedback to:
• Rules/Scenrio Booklet: $2.00 (Specify AS or S1R)
• Play Aid Booklet: $2.00 (Specify AS or S1R)
• Air Sup. Counters: $2.00 AIR POvVER Publications
• Air Strike Counters: $2.00 ea. (Specify sheet 1 or 2) 1395 Kelly Green Dr.
• Complete Air Sup. or Strike game in zip-lock: $10.00 Ann Arbor, MI, 48103
(Great gift to get your friends hooked on air gaming!)

16

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