ADVANCED RICHTHOFEN'S WAR
Combining Si-Move, Maneuvers and Excitement to Improve RICHTHOFEN'S WAR

by David A. Bottger
from The General, 17, #5, pp 8-11

     Few variant articles are as solidly based as David Bottger’s state-of-the-art update of RICHTHOFEN'S WAR. Most variants add just that -- variety, a new way of playing a game which has grown tiresome from repeated play. Usually, such things are lacking a certain degree of historicity, playability, validity or all of the above. Such is not the case here though.

     Eight years later I can still remember the excitement and anticipation as I unwrapped RICHTHOFEN'S WAR and opened the box for the first time. Inside, that photographic board and those blueprint-like counters convinced me that this was the game air-war buffs had so long awaited. Here Avalon Hill had captured the chivalry, glamour, color and drama of World War I in the skies.
     Or so I thought. But my excitement turned to disappointment as I discovered that RW played more like aerial PANZERBLITZ than the air battles I had read about. First I move and shoot at you, then I hover there while you move and shoot at me. Enemy on your tail? No problem--just circle around to his tail while he sits there. In fact, the enemy hardest to hit is the one in front of you.
     So RW found its place on my dusty shelf with other flawed simulations, to rest there until AH's recent acquisition of AIR FORCE and DAUNTLESS started me wondering whether the AF/D simultaneous movement system could be transplanted to RW. That, plus other revisions intended to get RW off the hobby's dusty shelf, is the purpose of this article.
     All Basic, Tournament and Optional RW rules apply unless stated or clearly implied to the contrary. Following each advanced rule is a brief statement of its rationale.

SIMULTANEOUS MOVEMENT

     Each turn consists of three phases: (1) Joint Movement Plotting Phase: (2) Joint Movement Execution Phase: (3) Joint Combat Phase.

     JOINT MOVEMENT PLOTTING PHASE -- During the Joint Movement Plotting Phase, each player plots the movement of all aircraft under his control for the immediately following movement execution phase on the revised Aircraft Status Pad (figure 1). All movement is plotted secretly and is not revealed to any other player (friendly or enemy) until the Movement Execution Phase (exception: Tailing).


     Each turn, the owning player notes the speed and beginning altitude of his aircraft for that turn in the appropriate columns of the ASP. Next, altitude changes for that turn are inserted, the number of meters preceded by a "+" for climbs and a "-" for dives. Speed plus MP's gained or lost due to altitude changes equals net MP's which must be expended in movement that turn.
     The movement plot for each aircraft consists of a series of numbers and/or letters indicating how that aircraft will move that turn. Movement straight ahead is denoted by a number representing the number of hexes straight ahead the aircraft will move.
     Turns are indicated by an "R" (right) or "L" (left) for each hexside turned in that direction. Thus, an aircraft plotted "2RR3" will move two hexes straight, turn two hexsides to the right, then move three hexes straight ahead in its new direction.
     "Special maneuvers" consist of the maneuvers described in the article entitled "Unexpected Maneuvers" by Michael Turner in Vol. 14, No. 4 of THE GENERAL. Figure 2 summarizes the notations, MP costs and altitude changes for special maneuvers.

     The movement point cost and end position for loops depend on the size of the loop performed, which in turn is limited by the aircraft's climbing ability. Figure 3 shows the relationship of these factors.

Figure 3
Loop Chart

Maximum ClimbMP Cost End Position
up to 50m 2 start hex
100m 4 1 hex behind start hex
150m 6 2 hexes behind start hex
200m 8 3 hexer behind start hex
250m 10 4 hexes behind start hex
300m 12 5 hexes behind start hex
Note--Loop notation is circled number representing MP cost of loop, to be performed.

     Subject to limitations imposed by accumulated damage and critical hits, any aircraft can perform any special maneuver. However, no aircraft may perform more than one special maneuver per turn and no altitude changes other than those required by the special maneuver may be made during the turn a special maneuver is performed. In addition, special maneuvers must be separated from turns by at least one hex of straight movement, both before and after the special maneuver.


JOINT MOVEMENT EXECUTION PHASE -- During the joint movement execution phase, each aircraft is moved in accordance with its movement plot. Any illegal move plotted is disregarded, with any MP's left over as a result of ignoring the illegal move expended in movement straight ahead after legally plotted moves are executed. Any excess climb or dive plotted is also disregarded.
     Rationale --The addition of simultaneous movement eliminates the PANZERBLITZ qualities of RW. Simultaneous movement does not simulate air combat perfectly, of course--no pilot with a 10 second (turn equivalent) reaction time would have survived long. But the alternative, 1/4 (average reaction time) second turns, would be completely unworkable.
     The restrictions on special maneuvers reflect the usefulness of these maneuvers in combat. With no restrictions on their use, special maneuvers would make firing a rare event.
     Although any aircraft can perform any special maneuver, the special rules for loops were felt necessary to avoid the absurdity of an FK/8, for example, looping around to the tail of a Fokker Triplane.

TAILING

     An aircraft may "tail" an enemy aircraft if the tailing aircraft: (1) is within four hexes of the aircraft to be tailed, including altitude differences: (2) is wholly or partially within the 60 degree arc extending from the hexside to which the tail of the tailed aircraft points; and (3) has the tailed aircraft in the field of fire of its forward-firing guns (see figure 4).
     Before the tailing aircraft's movement is plotted, but after movement for all other aircraft is plotted, the owner of a tailed aircraft must reveal a portion of its movement plot to the owner of the tailing aircraft. The portion of the tailed aircraft's movement to be revealed depends on the relative maneuverability of the aircraft involved and the range between them.
     For the purposes of this rule, aircraft are assigned a maneuverability index based on their maneuver schedule, as follows:

Maneuver Schedule Index
A and B 1
C 2
D and E 3

The relative maneuverability of two aircraft is found by subtracting the index number of the tailed aircraft from the index number of the tailing aircraft. Thus the relative maneuverability of a Fokker Triplane (maneuver schedule E) tailing a BE-2 (schedule A) is 2. Were the positions of these aircraft switched, the relative maneuverability would be -2.
     The maneuverability index is cross-referenced with the range between the aircraft (including altitude differences) on the chart labelled figure 5 to determine what percentage of the tailed aircraft's movement, in net MP's (rounded to nearest whole MP, with .5 rounded up), must be revealed to the owner of the tailing aircraft.

Figure 5
Tailing Chart
ManeuverabilityRange in Hexes
Index 1 2 3 4
-2 20 30 40 50
-1 30 40 50 60
0 40 50 60 70
+1 50 60 70 80
+2 60 70 80 90
     If the MP's to be revealed make up any part of the MP cost of a hexside turn or special maneuver, the entire hexside turn or special maneuver must be revealed. In addition, a tailed aircraft must announce whether it is climbing or diving, but not the amount of the altitude change.
     Rationale--One shortcoming in the AF/D system is that it significantly reduces the advantage to being on the enemy's tail, and therefore the player's incentive to get there. This is in marked contrast to actual World War I tactics, where being on the enemy's tail yielded great advantage and thus was much sought after.
     The tailing rule effectively reduces the turn length for the tailing pilot, thereby allowing him to react more rapidly to his target's movement. The tailing aircraft's ability to stay on the enemy's tail is a function of the maneuverability of the aircraft and the tailing pilot's ability to react, which may, for simplicity, be considered to depend on the distance between the aircraft. As a result, players will find that the best shooting range (point-blank) is not the best tailing position.

COMBAT

     FIELD OF FIRE--The field of fire for forward-firing guns consists of the hexes in the 60 degree arc extending from the hexside to which the aircraft points, to a range of 7 hexes. An aircraft wholly or partially within this arc may be fired at (Exception: Optional RW rule VIII). Figure 6 illustrates the field of fire.
     Rationale--Simultaneous movement makes it more difficult to get into firing position, since the enemy no longer sits still while you stalk him. To compensate, the field of fire is expanded.

     RANGE--Range is determined by cross-indexing the distance in hexes between the firer and target with their altitude difference, if any, on the chart labelled figure 7. During the Joint Combat Phase, aircraft are considered to be at their ending altitude for that turn, i.e., beginning altitude plus or minus altitude changes made that turn.

Figure 7
Range Chart

Altitude Difference Hex Distance
0 1 2 3 4 5 6 7
0 -- 1 2 3 4 5 6 7
50 1 1 2 3 4 5 6 7
100 2 2 3 4 4 5 6 7
150 3 3 4 4 5 6 7 --
200 4 4 4 5 6 6 7 --
250 5 5 5 6 6 7 -- --

     Rationale--As every geometry student knows, the hypotenuse of a right triangle does not equal the sum of the other two sides, but that is how range is computed in RW. Restoring real-world geometry adds almost nothing in complexity.
     As the range chart shows, as the distance in hexes increases, altitude differences have less effect on range. For example, at one hex a 200m altitude difference adds three hexes to range, while at six hexes, the same 200m adds only one hex.

     DIE ROLL MODIFIERS--The following modifiers apply cumulatively to the die roll of attacking aircraft under the specified conditions:

Situation DRM
Side attack -1
Tail attack +1
Attack on aircraft tailed during preceding movement phase +1
Firing aircraft used 10 or more net MP's in turn -1
Target aircraft used 10 or more net MP's in turn -1
Firing aircraft moved in straight line during last % (to nearest MP) +1
of net MP's in turn

      Rationale--The optional RW deflection rule reflects the fact that as the relative speed of aircraft increase, accurate fire becomes harder. The +1 modifier for tail attacks reinforces this lesson, as do the -1 modifiers for the speed of the firer and target. In addition, the speed modifiers help rectify the unrealistic speed-maneuverability trade-off present in the game as published.
     The modifier for firing on a tailed aircraft (used in addition to tail attack modifier, where appropriate) represents an attacker's ability in such a situation to line up his shot, as contrasted with fire against an enemy suddenly appearing in the field of fire.
     The modifier for movement straight ahead prior to firing simulates the advantage of a stable gun platform. As such it, like the other modifiers, applies to fire by rear as well as forward-firing weapons. To a certain extent, this modifier replaces RW’s Tournament "sighting" rule, which is not used in advanced RW.

     CRITICAL HITS--When a critical hit is rolled on the Target Damage Table, the firer consults the Critical Hit Table (figure 8) corresponding to the angle of attack, either front, rear or side.
      Rationale--Besides allowing a greater variety of critical hits, the separate tables portray the characteristics of the various attack angles. Head-on (front) attacks present the greatest chance to inflict as well as receive serious damage. The tail (rear) attack can be fatal, but the odds are lower. A side attack can hit any part of the target, and so is the most unpredictable Critical Hit Table.

Figure 8

Critical Hit Tables

Roll Front RearSide
2Pilot killed, aircraft shot down. Pilot seriously wounded, no forward firing, turns limited to 1 hexside per turn, no special maneuvers Controls jammed in direction last MP spent, roll 1 or 2 to unjam.
3 Fuel line severed; immediate glide, no ff guns.Engine on fire; must sideslip 4 turns and roll 1 to put out, or aircraft destroyed Engine damaged; max. speed reduced 1 MP
4Prop hit, immediate glide at Elevator cables hit, no climb, Wing hit, max. climb, dive -100m
min. speed +1 MP max. dive 100m per turn
5 Engine damaged; max. speed reduced 2 MP FF guns hit; no further fire Aileron hit; turns limited to 2 hexsides per hex
6 Aileron hit; turns limited to 2 hexsides per hexTail skid hit, +1 on landing roll Elevator hit, max. climb, dive -50m per turn
7Landing gear hit; + 1 on landing roll Observer wounded; rear guns use TDT column D Struts shattered; max. climb, dive reduced 1/2
8Wing hit, max. dive -100m Observer killed Aileron cables fouled, turns limited to 1 hexside per turn
9Engine damaged; max. speed reduced 4 MP Tail hit; max. climb -100m, dive -200m Observer wounded; rear guns use column D
10Oil leak, roll each turn, engine seizes on 1,2 forcing glide Engine damaged; max. speed reduced 2 MP Aileron cables hit, no special maneuvers, +1 MP every turn hex
11Pilot seriously wounded (see above) Gas tank hit; glide on roll of 1 first turn, 1, 2 second, etc. Controls jammed; fly straight until 1 or 2 rolled
12Pilot killed, aircraft shot down Pilot killed, aircraft shot down Pilot slightly wounded (see above)
Notes
     1. A pilot or observer wounded twice is killed.
     2. Forward-firing guns may not be fired by an aircraft in a glide or with its engine on fire.
     3. An aircraft with its engine on fire must perform at least on sideslip per turn for four consecutive turns. A single die is rolled each turn and if a “1” is rolled, the fire is out and the aircraft can resume normal flight. If a “1” is not rolled or if the required sideslips are not performed, the aircraft is destroyed. A forced landing may be attempted if the aircraft is able to reach the ground within four turns, but a +2 die roll modifier is applied to the forced landing roll.
     4. If a “ff gun hit” is scored on an aircraft carrying both wing-mounted Lewis and fixed forward-firing guns, an additional die roll is required to determine which gun is hit. 1-3 = Lewis gun, 4-6 fixed foward-firing gun. The gun not hit may still fire.
     5. If “controls jammed in direction last MP spent” is scored, the damaged aircraft’s movement plot for that turn is examined. If that aircraft’s last MP was spent performing a turn, barrel roll, falling leaf, or sideslip, the controls are jammed in the direction of that maneuver. The aircraft must continue turning in that direction at a rate of one hexside per hex moved, until the controls are unjammed by a roll of 1 or 2. If the last MP was not spent in any of the listed maneuvers, the controls are jammed straight and the aircraft must move straight until they are unjammed.

     JAMMING--Any gun which fires two or more consecutive turns is subject to jamming. On the second consecutive firing turn, a gun will jam on a roll of “1”. On the third consecutive turn, a roll of' “1” or “2” results in a jam: on the fourth turn, “1”, “2”, or “3” and on the fifth and succeeding turns, 1-4.
     For each turn that a gun is not fired, the die roll to jam is reduced by one. For example, a gun firing four consecutive turns will jam on a roll of 1-3. After one non-firing turn, the roll needed to jam is 1-2.
     Players roll separately for jamming of wingmounted Lewis and rear-firing guns.

     CLEARING JAMS--A jammed gun may subsequently be unjammed. The following table summarizes the die rolls needed to unjam each type of machine gun represented in RW.

MG Type Roll to Unjam
Wing-mounted Lewis 1-2
Fixed forward-firing 1-3
Rear firing 1-4
A gun jammed a second time cannot be unjammed.

     Rationale--Jamming and clearing jams apparently occurred more frequently than the standard RW rules allow. These advanced rules reflect that fact, as well as the increased probability of jamming as continuous firing heats up the gun. As guns cool, jamming becomes less likely.
     The chance of clearing a jam depended on a variety of factors too numerous to simulate. One factor, however, was the accessibility of the gun. Lewis guns mounted on the upper wing were least accessible. Fixed forward and rear-firing guns were about equally accessible, but the pilot could not generally give his undivided attention to the task, since there was an aircraft to fly. The observer had no such distraction--only the enemy on his tail.

     RELOADING--Lewis and rear-firing guns must be reloaded after each two turns of firing. Lewis guns are considered reloaded after one complete turn of level, straight movement. Rear-firing guns (including rear-firing Lewis guns) are considered reloaded after one turn without firing.
     Rationale--Lewis and rear-firing guns were drum rather than belt-fed, requiring frequent reloading. This rule, in conjunction with the specific rules for Lewis guns, presents players with the choice of continuing combat at reduced firepower or attempting to reload.

     LEWIS GUNS--Each ammunition supply (front) box for aircraft having both Lewis and fixed forward-firing guns should be divided in half diagonally, to represent the fact that these guns may fire separately. If both guns are fired, the entire ammo supply box is marked off and fire is resolved normally.
     If the Lewis gun is fired alone, only the upper half of the ammo supply box is marked off and fire is resolved by rolling on TDT column B but halving the result (fractions rounded down). Critical hits apply only on a roll of 1-3 on a single die.
     Similarly, if the fixed-forward gun is fired alone, the lower half of the ammo supply box is marked off and fire is resolved by rolling on column B and halving the result (fractions rounded up), with critical hits applying on a roll of 4-6. Aircraft carrying Lewis guns may fire at aircraft directly above in the same hex, using only the Lewis gun.
     Rationale--For the sake of historical accuracy, it should be noted that in this rule the term "Lewis gun" refers to wing-mounted forward-firing Lewis guns such as those on the SE5a and some Nieuport 17's. However, the reloading rules apply to all Lewis guns, including fixed forward-firing (e.g., Nieuport 11) and rear-firing (e.g., Sopwith 1/2 Strutter).
     Wing-mounted Lewis guns had a flexible mounting which allowed them to fire at aircraft above. Players may decide for themselves whether this advantage outweighs their reduced firepower effectiveness and reloading requirements.

     FOKKER D-VII--Fokker D-VII aircraft may fire at aircraft directly above in the same hex. This fire is resolved normally on TDT column A.
     Rationale--The Fokker D-VII had the unique ability to "hang on its prop," allowing fire at aircraft directly above.

LANDING

     After each mission a die is rolled for each surviving aircraft to determine whether it lands safely at its home airfield, using the table in figure 9:

Figure 9
Landing Table

Die Roll Result
1-6 Successful landing
7 Add 2 damage factors, crew survives
8 Add 4 damage factors, crew survives
9-13 Aircraft destroyed, crew killed

The following die roll modifications apply to this roll:

DRM Reason
+4 Pilot seriously wounded
+2 Pilot slightly wounded
+1 Critical hit on landing gear
+1 Critical hit on tail skid
+1 Aircraft has over 50% accumulated damage
-1 Ace pilot

     Rationale--Even victorious aircraft must land safely. This rule may be used in Campaign games to abstractly simulate this fact. In conjunction with it, players may wish to decide prior to combat how far from their respective airfields each mission takes place, so that it may be determined whether aircraft forced into a glide reach their airfield. Players wishing to adopt this procedure should remember that most combat occurred behind German lines.

Last update 19 Nov 04.

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