AirPower 32
AirPower 32
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.
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
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
.. :«,
Radar: NONE
ECCM: -- IFF: Yes
Arcs: -- RWR: -
Search: -- DDS: -
Track: -- DJM: - i
Lock-On: -- AJM: - 2 3 4
V.P.s: Me 262 = 6, 4, 2, 1.
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F4U-5 ,,T_ Air Power
Corsair II
f-k _ 1•
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� Maneuver Costs: HFlDecel
I I
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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
HF1 Decel
r, ':::;_ Maneuver Costs:
Crew: Pilot only l
l ..... ii .1FiD
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Vertical Rolls: 0.0 1.0
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Power CL 1/2 DT Fue I
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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
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
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.
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
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
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copies. All issues still available.
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