30.1.18

Dueling Eagles: Aerial Combat over Malta

The Game:  "Dueling Eagles" is an exciting pocket game from High Flying Dice, LLC, that covers the first couple of air raids by the Italians over Malta. With it being part of the "Eagles" series of aerial combat, it does share a lot of commonality with all the other Eagles' games.

"Dueling Eagles" is designed by Paul Rohrbaugh, with graphics design by Nils Johansson. It took me about three mins to find a map of Malta and I was able to find the area that Nils used for the game map - the "Grand Harbor" but more specific "French Creek". Right down to the forked ship dry docks. (that's a plume of black smoke, btw.)

It is an introductory level game, with one page of rules and an equal small amount of counters with three aircraft each for the Italians and the British, three AAA markers, a game turn marker, altitude markers, and a target marker, for a total of 18 double-sided counters. It is played on a very beautiful 8x8 grid game map of Malta's Grand Harbor area. Of course one needs to supply a deck of cards (or order the card set made just for this) and a 1D6.
One can order this card set for $*, but I would strongly urge you to buy the card set when you buy another game or buy four games and can get this game card set for free.

I seem to be always pushing these card sets and here is the reason why - besides having the action points correct where one does not have to do the math, they do have nice art on them, and things like (for example) Italian can attack any AAA. Basically, they replace the math and having to remember red or black face card rules, etc. The cards make life a little easier. Reminds me of a jingle that a certain fast food restaurant who shall remain nameless stole from me, so many years ago (bun wishes!). If I remember the words right when I wrote it so long ago - "Take life a little easier with High Flying Dice Game card sets".

Now, I hope you are wanting to get this game, but how? It's a pocket game and the majority of them are free and given away when one buys a game from either LPS, Inc or HFDG. Aye, there's the rub.... 

Game Setup: Setup is a breeze, as is all pocket games. With only 18 counters to worry about, it takes a mere 90 seconds to set up, as compared to the hours to figure out what to play, lol.
  1. Grab your coffee or high octane soft drink, a deck of cards (or the Dueling Eagles Card set), a 1D6, and the game. Pizza or chips is optional. Don't forget to sleeve the cards!
  2. Shuffle the card deck with one joker. 
  3. British player picks the three sides that are friendly. 
  4. British player places two AAA in corners of these sides and places one AAA in one of the center four squares.
  5. British player places the "target marker" in one of the center four squares, but not the same square as the AAA marker.
  6. Italian player places his three aircraft on his side board edge in any square, at any level.
  7. Lastly, the British player places one non-ace Gloster Gladiator and the Fulmar aircraft in any square on the British side board edge, at low, medium, or high level, opposite of the Italian Players aircraft.
  8. The Ace Gladiator enters at any friendly map edge at the start of turn 3.
  9. Italian player gets the first card draw (CD). If a joker is drawn, dis-card and ignore it.
Actions:  Since a deck of cards is used for both movement and combat, one deals (sorry for the pun) with Red face cards, Black face cards, Red suits, Black suits, action points, math, and other stuff.  All cards are used except do remove 1 Joker out of the deck. Of course, the purchase of the genuine HFDG card set for this game (oh brother, here he goes again!) takes care of having to remember all this.  Also, don't forget to download the Action Point player's aid available for download, as some of this information is on there, too, just not as pretty. But in the mean time, here we go for:

Movement:  The Italian player uses the black suit and the British player uses the red suit of cards.
  1. No player's aircraft can spend more AP's than it's attack factor.
  2. The Italian player has first card draw (CD):
  3. Any aircraft that exits the map are out of the game.
Air Combat:  Combat is voluntary.
  1. If attacking, an aircraft must:
    1. Move at least 1 square or change level before attacking.
    2. Aircraft can only expend 1 AP per CD to make 1 attack.
    3. Aircraft have a weapons range of 2 squares. 
    4. No combat is allowed if the aircraft being attack is in the same square.
    5. Attacker must designate the defending aircraft and the attacking aircraft.
  2. To resolve combat, see the rules.
    1. For AAA, consult the AA rules in the game under "AAA".
    2. Same for Bombing. I don't want to print all the rules here.  :)
    Game Length:  The game lasts for four turns
      1. 4 turns (or card deck shuffles) OR
      2. ends early when no opposing aircraft are on the map OR
      3. for the British player all AAA is suppressed.
      4. The game turn ends immediately when a joker is drawn for movement or combat 
      5. or all cards have been drawn.
     Winning:  After four turns have been played the game ends.
      1. the Italian player wins.
        1.  If the Br.20m bomber successfully bombs the target or
        2. the Italian player has destroyed any of the British aircraft without losing any Italian aircraft.
      2. British Player wins  if the target marker is still on the map or if the British player destroys more than 1 Italian aircraft.
      3. Otherwise the game is a tie.
    Addendum:  Amazingly, this game is free of any type of errata.

    I have found though that when the rules in the pocket games don't state something, it is pretty much safe not to worry about it and just play the game. 

    There might be some ambiguity (pretty sure 99.99% of not having any ambiguity at all) in one or two rules, but they are usually answered somewhere in the rules. And of course, any disagreements can be worked out with both players either just agreeing, or drawing cards (highest wins of course) or a friendly roll of the die, before play begins or a friendly duel with either swords, pistols or fisticuffs... hmm, best to stick to the rolling of the die.

    I need to add, that Mr Colin Parker graciously allow the use of his painting "Faith, Hope and Charity" on my review. It is one of the few paintings that draw me in so close, it is like I am on an Italian bomber seeing these Gladiator aircraft flying at me. It is awe inspiring.
     
    A bit of history, mate...  Malta is 17 miles long by 9 miles wide comprising of several islands. At the time of June 1940 Malta had a population of around 250,000 with all, but 3% to 4% of the population being native Maltese. Of these, most of the inhabitants lived within 4 miles of the Grand Harbor, where the population density was more than six times that of the island average. Among the most congested spots was Valletta, the capital, and also the political, military and commercial center, with about 23,000 people that lived in an area of around 1/4th of a square mile. Across the Grand Harbor, in the Three Cities, where the dockyards and the Admiralty headquarters were located, another 28,000 people were packed into 1/2 square mile. It was these small areas that suffered the heaviest, most sustained, and concentrated aerial bombing in history.
     
    Malta’s strategic location made it a key stronghold in the Mediterranean theater from which the Allies could wage their North African campaign and from which they could launch their eventual attack on Italy. On June 10th, 1940 (the day after Mussolini declared war on Great Britain) Italian bombers attacked Valletta and its harbors. The Regia Aeronautica began the aerial bombardment of the island from airbases in Sicily. On the first day, 55 Italian bombers and 21 fighters flew over Malta and dropped 142 bombs on the three airfields at Luqa, Hal Far and Ta Qali. Later, 10 Italian Savoia-Marchetti SM.79s and 20 Macchi C.200s flew over the island, with no air opposition.

    A total of eight raids were flown on that first day. The bombing did not cause much damage and most of the casualties suffered were civilian. No interception of the raiders was made because there was no RAF force ready to meet them. There were several airfields, the problem was lack of aircraft. RAF Hal Far, RAF Luga and RAF Ta'Qali were operational, with only RAF Luga having Tarmac runways. The others were grass or sod/hard packed dirt and affected by the weather.  Besides having airfields, there were several seaplane bases, of no use to the defense of Malta.

    Even without adequate aircraft, at least one RAF Gladiator flew against a raid of 55 Savoia-Marchetti SM. 79s and their 20 escorting fighters on 11 June. It surprised the Italians, but the defenses (AAA), almost non-existent on the ground and in the air, failed to impede the Italian force. On 12 June an Italian aircraft on a reconnaissance flight over Malta was shot down.

    At the time of these first air raids, the defending fighters on Malta consisted of obsolete Gloster Sea Gladiators, in the Hal Far Fighter Flight. Ten Gladiators in crates for transit were assembled and no more than three aircraft flew at one time. These were called 'Faith', 'Hope' and 'Charity'. The pilots for these aircraft came from flying-boats and other aircraft with no experience of fighter operations. One Gladiator was shot down but the rest managed to shoot down several Italian aircraft.

    Most of the things I am not touching on is how the island almost fell, or how the people were starving and the brilliant timing of a naval convoy that was torn to pieces by wolf packs made it with enough food and supplies for the population.

    Here are a few books you might find interesting:
    Fortress Malta: An Island Under Siege, 1940 - 43* (Hardcover) by James Holland
    ISBN-10: 1401351867 ISBN-13: 978-1401351861

    Siege: Malta, 1940-1943 (Hardcover) by Ernle Dusgate Selby Bradford
    ISBN-10: 0688047815 ISBN-13: 978-0688047818

    Malta During World War II - The strategic role of the island during the conflict.  by Charles Debono (paperback and this is the curator of the Malta Museum. If anyone knows the history, it is this man) ISBN: 978-99957-67-39-6
    *note - book in my library

    Time for the ratings:
    Complexity of the game =  LOW with med moderate overtones.
    Solitaire = HIGH (very little work is needed)
    Fun Level = VERY HIGH (the only thing missing is Prosciutto San Daniele!)
    Nail biting = 8 fingers worth, starting on the 9th but it was saved.
    Length of typical full game = 1/2 hour (30 minutes) to 1+ hours.

    Out of the 5 games I have played 1 Italiano win, 2 Brit wins, and 2 draws. Both sides won and lost, It is pretty even, just the luck of the draw, as it always is, in game and real life.

    Adapting the Game to miniatures:
    With the game map having squares, it would be very easy to adapt this game to miniatures. 

    Thanks for reading!

    -ab out 
     

    16.1.18

    A riddle for the mind...

    What was tougher than any US Special Ops, deadly in or out of water, likes flowers, so bad-ass that other countries had to have the same type of unit and they loved blowing up stuff?

    Go on, think about this.

    Give up?

    Why, it was one of the deadliest WWII commando groups ever assembled and trained, the Italian commando underwater unit called "Decima Flottiglia Mezzi d'Assalto", aka La Decima or Xª MAS (i.e. 10th Flotilla).  Essentially, it was comprised of four different parts during its fight against the British Royal Navy and Allied shipping with these being the Gamma Frogmen, manned torpedo craft, midget submarines, and assault motorboat craft. 

    Mamma Mia, Con tutto questo, è tempo di mettersi in gioco!
    Up for review are two solitaire WW2 Naval games about the "Decima Flottiglia Mezzi d'Assalto", aka La Decima or Xª MAS (i.e. 10th Flotilla). Though simple, both games comes thru with more fun than 90% of most Naval games ever made. And yes, I have a lot of them, and they are generally a rules lawyers dream. Not so with these two games.

    "Depths of Courage: The Attacks on Algeciras Harbor July-Dec 291942" and it's companion "Depths of Courage: The Attack of Gibraltar Harbor Sept 1942" both by High Flying Dice, LLC. Both designed by Paul Rohrbaugh and with graphics by Dariusz Buraczewski 2018.

    Both rule sets have 6 pages with 1 and 1/2 pages of actual rules, 1/2 page of scenario variants and 2 pages showing a sample of the game map and a page on how to read the counters.

    1.0 Introduction (to both games): 
    One would think that trying to game an elite group of frogmen would be hard to do. But for High Flying Dice Games, LLC, it seems like it was as simple as baking a cake.

    Decima Flottiglia Mezzi d'Assalto has been brought to life finally, within these two games, and "Depths of Courage: The Attacks on Algeciras Harbor July-Dec 29 1942" (DOC:TAOAH) and "Depths of Courage: The Attack of Gibraltar Harbor Sept 1942" (DOC:TAOGH).

    Before anything is said, both of these games are only concern with the Xª MAS attacks in the Bay of Algeciras using the 2-man human torpedo (S.L.C.). And there are at least another 4 or 6 (I lost track) planned for the "Depths of Courage" series of solo games. I do know one will concern the Brits, specifically Lt Cmdr Crabbe (UK) and his Chariots.

    The game Depths of Courage: The Attacks on Algeciras Harbor Dec 29 1942 - July 1943" covers the attack by Xª MAS in December 29th, 1942 and the attack in May-July 1943.

    While the game "Depths of Courage: The Attacks on Gibraltar Harbor Sept 1941 covers the attack by Xª MAS in Sept 1941. And for the most part both games share the same rules and play. It is in a small section of the scenario rules where the games differ. Pretty easy to play.

    For those who may have forgotten or don't know where these two harbors are located, the harbors are actually across from each other - one is in British territory and the other is in Neutral Spain in the Bay of Algeciras.   (see graphic to the left).

    Battle Campaigns of the Mediterranean: 
    The Battle of the Mediterranean was the name given to the naval campaigns fought in the Mediterranean Sea between June 10, 1940 to May 2, 1945. Outside of the Pacific theater, the war for the Med was the largest conventional naval  actions during WW2. This was due mostly with the Allied forces struggle to supply and retain the key naval and air base of Malta.

    By the time of the Sept 1943 armistice between Italy and the Allies, the Allies sunk aprx 83 Regia Marina (Italian Navy) warships for 195,100 tons and 83 submarines. Kriegsmarine(German Navy) losses in the Med from the start of the campaign to the end were 68 submarines. The Regia Marina and Regia Aeronautica Italiana (Italian Air Force) had sunk aprx 145,800 tons of Allied surface warships, with an additional 169,700 tons sunk by the Kriegsmarine. A total of 315,500 tons with the Allies losing 76 warships and 46 submarines.  Out of this,  "Xª MAS was responsible for sinking 86,000 tons of Allied warships and 131,527 tons of merchant shipping. Not bad for a very small, well discipline group of men.

    One of the fallacies during and after WW2 has been the belief of the ability of the Italian Armed Forces. Most, wrongly accuse the Italians of  being terrible fighting men, lazy, and incompetent. This fallacy was perpetuated not only by the Germans, but also by the English and the US (even today so called "Special Ops" web sites still call them incompetent and give erroneous information on anything Italian related including the Xª MAS.).

    However, Italian ships were very well design, as well as their subs and their aircraft. The individual infantry weapons, clothing, and tools were good. The average fighting man was just as brave and when well lead, gave a good account of themselves as would any other nation's soldiers would do.

    And when battles were lost, the Italians learned, just like the US did (can you remember Kasserine Pass, anyone?) unlike the Germans, who failed to learn time and time again about the Russians.  Where the Italians did fall short is their food rations in requiring more water than any other country to cook and where did they fight? Yuppers, Nord Afrika.  

    This unit was better than anything the Allies fielded.   Xª MAS was so good, that every country, once they found out about Xª MAS, had to have a unit like it. Even Germany put together combat frogmen after Hitler found out about these guys. The US put together the UDT frogmen that was used to great effectiveness in the Pacific and on D-Day. (and we all know what became of the UDT force - what?!? Skippy, you don't know? Why Skippy, they became the Navy SEALS.).

    Xª MAS excelled at sinking ships in the Med. Whether they used the 2-man human torpedo, or the fast assault boats, or was one of the 50 Gamma frogmen with Limpet mines, they simply excelled.  BTW, S.L.C stands for Siluro a Lenta Corsa (Slow-running torpedo). The operators nicknamed it "Maiale" (Pig).

    One of the strangest chapters in the units history is when the Italian Armistice was signed in Sept '43, part of the Xª MAS served with the Allies and part of them went north to the puppet state setup by the Germans and served with the SS in Northern Italy. These troops  became even more bad ass as they were used for hunting partisans, Yugo guerrillas  and dealing with them. I won't go into detail about them or the other half that stayed behind to support the Allies. Somethings, one has to look up and read for them-self and this is one of those times. Be aware, that both sides of this unit continued to sink ships, after Sept 1943, although no tracking records were kept of the tonnage destroyed. 

    Suggested reading for more info: 
    1. Italian Navy & Air force Elite Units & Special Forces 1940-45. By: P. Crociani & P.P. Battistelli, Illustrated by M. Stacey (Osprey Publishing, 2013)
    2. The Black Prince and the Sea Devils: The Story of Valerio Borghese and the Elite Units of the Decima Mas. (Da Capo Press, Cambridge, Massachusetts, 2004)
    3. The Royal Navy and the Mediterranean Volume II, November 1940-December 1941. Edited by David Brown, (2002).
    4. Frogmen First Battles. By: William Schofield and P. J. Carisella
    5. (Branden Publishing Company, Boston, 1987).
    6. Sea Devils-Suicide Squad By J. Valerio Borghese, by Translated James Cleugh.

    Game Maps: The graphics for both are truly a work of art.  Don't get me wrong, High Flying Dice Games has some of the best graphic designers out there, with each bringing his or her own unique talent to the company. But this person has that extra "humph", that naval games need. 
     
    How many times does all one see is the same shade of  "blue", for water. BORING. And if you look closely at both game maps, you will see that the water changes shades. I noticed it right off.

    I have never heard of this graphic designer before, but I did let Paul know how much I enjoyed seeing his work and to keep this person around and use them more often, especially on the next 3 or 4  or 5 Depths of Courage series games coming out.  I hope he does stick around, as I would like to see more of his game designer graphics in other games. Besides, Dariusz has the right stuff,  that I am calling this the "Dariusz- touch". Very nice work. 

    Counters:

    The same can be said for the counters too. I love the coloring of them! I can see the whole counter.

    Again, soft colors, no direct red or green (except up in the left corner) but pale versions of those two colors.  The info counters and Xª MAS counters are readable, a little bit bigger than 1/2" (more like 5/8, I'm thinking).

    Here are the front of the counters for the games. The difference in counters is the three capital ships in each game. The game has 11 counters representing Cargo ships (5) and Patrol Boats (6). The Italian counters are the S.L.C.'s (4). And of course the four various counters for keeping track of things. for a total of 22 front/back counters.

    And as with all games that High Flying Dice Games sell, there is a card set available for $* to replace the standard card deck that is used.  

    Note: $* price has changed and I am not sure what it is...

    2.0 What else is needed? 
    One six sided die (1D6) and a standard card deck is needed (unless you buy the special card set for this series.).

    3.0 Errata, oops, I mean Addendum:*
    *NOTE - High Flying Dice Games fixed all the errors in the game rules and the game maps. I know that set the company back a little bit, but it just goes to show you that HFDG is quality. A lot of the major companies better take notice! If any addendum comes up, I will list it.

    4.0 Final Impressions: The game play was nerve racking. The first game took roughly 45 mins as it is different from the Eagles system I have been playing for while and had to learn it. But after a couple rough starts and getting the small addendum from Paul, I finally was able to get into the swing of things. And played 3 games before sleep overcame my body last night. It's not so much that the game is hard to win, it has to be to have any chance of being a good game, but it is one of those games that grabs ya by the hairs of the chin and makes one play one more to see if a greater victory can be won.

    There are very few games like that these days, but I tell ya, this is one of them. (the other ones seem to be other pocket games, notably Rattenkrieg, Dueling Eagles and Showtime Hanoi.).

    The big difference between this game and it's sister game is that the "Scire" (a sub) can be sunk. If it is sunk, it will make it hard for the Italian player to win. I will look at the game later this week and write something up about it. But as it stands now, these games are a worthy addition to anyone's gaming library. Inexpensive (not cheap, as that takes away from the quality of these two games), fun to play, and will be one you will go back too, and so will I.

    5.0 Now for my favorite part - my ratings:
    Complexity of the game = LOW to LOW-Middle (decisions, decisions, decisions)
    Fun Level = HIGH (the only thing missing is the the salty sea spray!)
    Nail biting = 9 fingers worth, lost almost all of those nails...
    Length of typical full game = 30 mins to ??? (slow poke!)

    Out of the 3 games I played while writing this review, the Xª MAS won 1 minor victory and had 2 losses. I didn't care, as I had fun playing and the tension was there. I would never compare a game to what the actual combatants went thru, but I am wondering if it equaled at least a 1/10000% of what they experience for a nano-second.

    The bun says get it, play it, enjoy it!

    Thanks for reading!
    -ab out
     

    Also I need to add, this blog is considered to be a living blog. Changes will be made to it as needed to clarify, correct errors or update with new information.  Added graphics back, though I forgot where I got them and revised the review a little bit.  

    6.1.18

    Showtime Hanoi

    Showtime 100 verses Colonel Toon

    This is the little game that began the "Eagles" gaming system.  Though only 4"x6" in size, counters that have to be cut out, rules so small, one needs a telescope to read, one would think, "self, what the fudge, is this?", and the answer is of course, "why it is a pocket game!". Small in size, yet as fun if not more so, than a monster game.  (I know setup is a whole easier!).

    This game is about Lt Cunningham* and Lt Driscoll's victory over Colonel Toon*,  May 10, 1972, during Operation Linebacker, making this team one of the few aces the Americans had in Vietnam and the only Navy Ace for the entire war.

    At Lt Cunningham's de-briefing, he stated that it was a MiG-17 he shot down, that he fired a Sidewinder missile, it hit sending the MiG-17 down into the ground and exploding. There was no parachute in sight.>

    On his way back to his carrier (the USS Constellation (CV-64), Kitty Hawk class, operational between 1961 to 2003) Showtime 100 run out of luck and was hit by a SA-2 in the aft (rear for those none military types).  Nursing his crippled F-4J back to the carrier, he made it to the ocean as the aircraft hydraulics failed. Picked up out of the ocean by helicopter, both "Duke" and "Irish" landed on the USS Okinawa before being transferred back to the "Connie".


    *Note - Did Lt Cunningham shoot down Col Toon? He believes he did. All we know is that the NVAF plane was a MiG-17, with the numbers of "3020" on it.  Most of the Aces of the  NVAF flew MiG-21's, not 17's, though there is at least one MiG-17 Ace with a score of 7 kills and that is Nguyen Van Bay, but he survived the war. 
     
    The NVAF claim that the plane Lt Cunningham destroyed was flown by a pilot named Nguyen Van Tho and that he survived the loss of his aircraft which doesn't correspond to the explosion Lt Cunningham witnessed.  Some believe it was a senior officer of the 923rd Fighter Regiment with the authority to ignore orders to disengage. 
     
    One thing about NVAF, many different folks flew the same aircraft and each time that aircraft was used to down an enemy plane, a star was painted on it. Basically a MiG could be seen with 13 stars and it could be a rookie flying it. I don't believe we will ever know for sure. Was Col Toon (Tomb) for real or just a case of a hero enshrined in legend by his opponents in the conflict? Who knows as people more in the know, know better than me. 

    But, enough of the history. We have a game to review!

    The Game: 
    Showtime Hanoi is designed By Paul Rohrbaugh with graphics by Craig Grando and this is Pocket Battle Game #3. ©2008, *LPS, Inc.

    *Note - LPS, Inc (Landsknecht Publishing Services, Inc) is the mother company of Last Stand Games, Turning Point Simulations, and Against the Odds magazine. All are good companies, it is just hard  to figure out where to spend one's money.  

    Parts of the Game, Part 1: Showtime Hanoi utilizes the standard 8x8 square grid over a remarkable game map thatlooks like it is an air chart (I know my Air Charts and this game map is pretty close). It has numbers printed in the squares that give the illusion of what is known as the Maximum Elevation Figures (MEF) grid on a standard JOG-Air chart. This could be the top of a hill or the height of a radio tower on a hill, etc. The game map MEF is actually the row of squares. Such as 1.2 is first row of squares, number 2 square from left, 5.5 is 5th row of squares, 5 squares from the left, etc. Pretty smart thinking on numbering the grid that way. 

    I also like the way the lake, rivers, village and what looks like an aircraft compass rose is indicated on the game map.  The graphics designer was top-notch in his making of this game map.  

    The same can be said for the counters, though to be honest, the top down view of the A-4's and the F-4's are a little too close in size. The A-4 was a much smaller aircraft.  But if you take your time and look closely, one can see the wings and tail are correct for a F-4. It is just if one is in a hurry, it is easy to confuse the two. No such luck on confusing the NVAF counters - MiG-17 Fresno, MiG-19 Farmer, and even got the correct look for the old Fishbed (MiG-21).

    Besides the game map, there are 18 counters that need to be cut out. Three counters for US aircraft (2 F-4J Phantom II's and 1 A4 Skyhawk) and 3 NVAF aircraft (1 MiG-17, 1 MiG-19 and one MiG 21). There is a turn marker, altitude markers, a target marker and AAA (SA-2's!). There is no sun marker or wind marker as these are not used in this game.

    A deck of cards will be needed (all cards plus 1 joker, please) and  one six sided die (1D6). Of course, not letting an opportunity go to waste, a set of cards can be bought for this game too! Cost is $* from High Flying Dice Games. Just click here to go to the web site to purchase these. 

    Parts of the Game, Part 2:  Movement is by the card system that Paul came up with and has over the years fine-tune. Of course there is a Movement Chart and a Combat Modifiers Chart (however these are on the rear of the postal game map. One needs to copy the map and play on that or copy the back side ,so you don't keep turning the map upside down and losing the counters. LOL ....

    And if you order a game from ATO magazine you can request a free set of die cut counters for this game. In this set of die cut counters are two F-4J, one A-4 Sky Hawk, one F-4 (extra), one A-1H Sky Raider, one A-6 Intruder, three F-105's (one ace), one RF-101 (should have been an RF-4C) and three counters with bombs on them.  For the NVAF, two MiG-17 (one Ace), one MiG-19, one MiG-21. In addition there are ten AAA (SA-2) sites with "?" on one side and a "2" on the flip-side, three dummies, four with different attack factors at the various altitude levels and three that has the "?" printed on the wrong side - these must be the original AAA counters and what looks like two counters for bombing opportunities.  

    But be warned, though there are extra aircraft counters in the die cut counters, you don't get the variant rules with the die cut counters, unless you also order ATO, issue #23 (at $32 a back issue, that is an expensive variant), but that could be how you should order to get  the variant counters and ask for the game with die cut counters, thereby killing two Fishbeds with one Sidewinder.

    I think it would be easy to come up with variant rules for the use of the new counters, With the F-105 Super Chief (i.e. Thud) it was consider a supersonic fighter bomber  and though it was one of primary attack aircraft in Vietnam, it has the distinction of being the only aircraft removed from combat due to the amount of casualties it sustained. Over 20,000 sorties were flown, 382 aircraft lost including 62 operational (non-combat) losses out of the 833 produced.  
     
    However, where the F-105 came into it's own was as the two-seat F-105F and F-105G Wild Weasel variants flying SEAD missions against the Surface to Air SA-2 platforms.  And that is where I believe the 3 F-105 counters come into the game in addition to flying as fighter attackers using the 3 weird bomb counters.  Outside of this, you are on your own.

    That pretty much sums up the game parts of this pocket game.  What's next? Oh yeah time to play it!

    Game Setup:  Shuffle the deck! Don't forget to add only one joker (important).  Game setup is just like the other Paul Rohrbaugh air combat series - 
    1. On the map the NV picks out three sides which will be friendly. 
    2. Place 2 AAA (SA-2) counters in each corner of the three sides. 
    3. Place a 3rd AAA (SA-2) in one of the four middle squares and also 
    4. place the target marker in one of the four squares, But not the same space as the AAA!  
    5. American places his 3 aircraft, at any level in any of the squares on his friendly side opposite the US player.
    6. The NV places his MiG-17 & 19 in squares friendly to him at low, medium or high level. 
    7. The MiG-21 will come on at turn 3. 
    Actions:  Jump down, turn around, pick a card...
    1. The US has the first card draw (CD)
      1. if the CD is a joker, discard and draw again, if the CD is a black suit, all US Aircraft may expend a number of Action Points between his aircraft equal to 1/2 of the card value, rounding up. An Ace =1.
        1. example - a Black 5 is turned over - this is 5/2=2.5, rounded up is 3 APs to spend. REMEMBER - no aircraft can exceed it's printed Action value (lower left of counter). US player can move 3 aircraft 1 square or move 1 aircraft 3 squares or move 1 aircraft 2 squares, leaving 1 AP to fire with.
        2. It takes 1 AP to be able to attack the enemy aircraft or AAA or target.
      2.  if the CD is a black face card then the US player can move one aircraft 3 squares 
      3. OR allow a free attack on an AAA unit
      4. if the CD is a red suit then the NV player may expend a number of APs (like #8.2 above) for his aircraft. 
      5. if the CD is a red face card then the NV move one of their aircraft up to 3 spaces
      6. OR allow a free attack from an AAA unit against an US aircraft.  
    Combat:  Combat is another card draw and of course this has it own set of rules too.
    1. Combat is voluntary! 
    2. If you are going to attack, you must 
      1. move one square forward, 
      2. OR change a level (up or down). 
    3. Combat costs 1 AP from the action phase (see above). 
    4. Aircraft have a range of 2 squares, but watch out for that modifier!
    5. Don't forget there is also the Combat Modifier Table!!!
    6. And of course under combat, you have 
      1. plane versus plane, 
      2. bombing, 
      3. AAA combat. 
      4. Each has it's own set of rules. Not long, but you need to read them.
    Game length is 4 turns, but inside those 4 turns is a deck of cards to go thru until 1 of 2 things happen - you run out of cards (new turn) or a joker pops up (whether for combat or movement and that is also a new turn).

    Addendum: This game is pretty much standard like Fighting Eagles. Honestly, if you have that one, then this will be a piece of cake. If you have Head Honcho, the rules are the same, just the names have been changed to protect the guilty.

    I keep thinking how brilliant the design of the game map is, all on a little 4"x6" card. The designer must have been prior military.  (he wasn't)

    Ok, hopefully I have given you a review that WILL make you want to go and spend whatever it takes to get this game. Since it is a pocket battle game, one needs to order something from LPS, Inc and request it. Or maybe my review sucks and you say to heck with it.  
     
    Whichever it is, you really do owe it to yourself to get this. Like all of Paul's Eagle game systems, this one too, is a gem. And not a rough one either. It is highly polished.

    Without further adieu it is time for the ratings:
    Complexity of the game = LOW (easy to learn, difficult to master)
    Solitaire = HIGH (very little work is needed)
    Fun Level = HIGH (the only thing missing is Nước Mắm (fish sauce if you ever been to Nam or Thailand)
    Nail biting = 7 fingers worth.
    Length of typical full game = .5 hour (30 minutes) to 1 hour.

    Out of the 5 9 games I have played 1 3 NV win, 2 4 US wins, 2 draws. Both sides won and lost, It is pretty even, just the luck of the draw, as it always is. With the game map having squares, it would be very easy to adapt this to miniatures.
    AAA - Below 2,000 feet, small arms were the most serious threat, but US directives limited most operations to altitudes above 4,500 feet, the maximum effective altitude of small arms fire, which limited the effect of these weapons. Other weapons included 14.5mm, 23mm, 37mm, 57mm, 85mm, and l00mm gun batteries, with effective altitude coverage up to 45,000 feet.

    Then came the surface to air missiles such as the SA-2, SA-7, among the many different types. Of them all, the SA-2 was the deadliest.  However, like most weapon systems, the US worked out how to negate the effectiveness of the SAM's.

    I really hope you can get this game before it is out of print. It is worth it. 
    thanks for reading!
    -ab out 
     

    Also I need to add, this blog is considered to be a living blog. Changes will be made to it as needed to clarify, correct errors or update with new information.  And I apologize, but this review may contain references to graphics that are no longer on this blog. Long story, but it was Google who removed them.

    4.1.18

    Head Honcho, Jet Combat over the Yalu

    Yes, today's review is on another fun to play, introductory level, small, exciting, good game called: 

    "Head Honcho, Jet Combat over the Yalu"

    This game is set during the Korean War after the US deployed the F-86 Saber to combat one of the bigger surprises the U.S. Military ever received from another nation, the MiG-15.

    As typical, thru out the cold war (and even now with all of the world), the US grossly under-estimated the Soviet Union when it came to deploying new and at times better, military equipment (SA-2, AK-47, etc). Both sides developed their 2nd generation jet aircraft from captured German documents, this being a primary give away - give the wings a 30+ degrees swept back and watch what happens from take off.

    Yeah, the Bun is being simple here. But hold on, there Skippy!  Both aircraft came out within a month or so of each other - in 1947 and both deployed in 1949. Coincidence? Or aliens?  You decide, but in the mean time it's not time to be anal probed, we got a game to review, but it sure is funny how the Soviets made a plane that looked just like the Focke-Wulf TA-183, more so than the F-86. 

    First published in 2015, this game is one of the few Korean War air combat games out there (if not the only one).  Since the Korean War is known as the "Forgotten War" in the US (I can guarantee, it is NOT called that in Korea), gaming in this era, seems to be forgotten as well. 

    Luckily game publishers within the last few years have realized this and is correcting the lapse of games.  I can remember SPI (S&T) had a few games on Korea, division level I believe, and there was John Hills "Yalu". 

    In the 90's SPI/S&T's/TSR's Korean War in the modern time period, but really, no one else. I don't remember an Avalon Hill, GDW, or anyone else publishing a game set in the Korean War for that matter. 

    And if I skipped over someone, I don't believe Wiki is the best place to take as fact, and my gaming/memory stopped in 1990.  Having picked it back up, I am re-learning who makes what these days.

    "Head Honcho, Jet Combat over the Yalu" is designed by Paul Rohrbaugh and graphics are by Bruce Yearian. It is very affordable and available for $*. Mounted counters is available for $*.  
    Note: $* prices have changed. Check the website.

    Parts of the Game:  This game is part of what I have dub "HFDG-ACGS", sounds like a radar system. In other words, the "High Flying Dice Games, LLC-Air Combat Gaming System". Though Paul will tell you it's just a game, he has used this game play type on several games with the 8x8 square grid game map, card system movement and attack, altitude levels, 1D6, etc, it works. This one is no different. 

    The basic rules are the same as Fighting Eagles (FE), though this one does add a different Victory Point (VP) campaign that FE should have.  If you have both games, it isn't that hard to meld the VP from this game to FE.  And no, I am not going to publish on the blog how I did it. Go on, buy both games. $16 is pretty cheap these days.

    a moment of reflection - Planter's Honey Roasted Nuts, I swear is addicting. First time I have had these. A beer would go swell with these. Be right back........ ok, got it and back....

    The game comes with 3 sheets of rules comprised of the basic rules set, the expanded rules set and the Combat Modifier Table and Movement Costs Chart. The 8.5" x 11" game map is of a river with an airfield south or could be east (see map below) of it, covered in a 8x8 square grid. And of course the unmounted game pieces. But Paul does offer a mounting service for this.  
     
    The game map looks remarkably like a true reconnaissance photo taken from high up and it looks to be of the Yalu river with either Sinuiju Afld or Uiju Afld. Both are North Korean airfields in Mig Alley and very close to the Yalu River.

    it is a good possibility that this is one of the two NKPAF (North Korean People's Air Force) aflds that the game map represents.  

    Wherever it is, it represents the aerial playground where foes met, fought their duels, and either won or died well away from others as the only participants invited to this deadly boxing match were the F-86 and the MiG-15 (MiG-15bis).

    The game has 28 double-sided counters, consisting of 11 counters of information (sun, bridge/truck convoy target marker, game turn, altitude levels, target marker and Air Support), 4 counters of AAA, 4 Soviet/PCR aircraft counters (3 MiG-15s and 1 Il-2 Sturmovik (ground attack)), 9 US aircraft counters (3 F-86, 3 F-9F, 1 B-29, 1 F-84 Recce Bird and 1 AD-4 Skyraider).  The F-84 serves as the reconnaissance aircraft in addition to ground attack like the AD-4 or Il-2.  

    There is a card set for this game too, just like the others.  Cost is $*. Or free if you buy 4 or more games (only available thru HFDG).  Is it worth it? I would say yes and now why did I say that? Because what I have and am learning is that the card sets carry information where you don't have to remember all the nit picking rules. And to me, it is worth that not having to create a player's aid card, like I am doing now *well, not this minute, but in a few when I am done typing here.  

    It's nice to see the F-9F Panther in a game. It is one of my favorite Navy Jets, from where
    else, "The Bridges at Toko-Ri" of course. Love story, yuck, Naval aerial combat, hell ya.

    Game Setup:  Just like Fighting Eagles - use all the cards plus 1 joker and shuffled together. The Chi-Com player selects one side and places the "target marker" in one of the 4 middle squares (sound familiar?).  

    The American player places his 3 aircraft at any level, in any square (even all in 1 square) on his side, opposite of the Chi-Com (the opposite side). Chi-Com player places his "Ace" and 1 non-ace at one of these levels - low, medium or high in any square on his side. The Sun does affect the Combat Modifier Chart and is placed by rolling a 1D6 roll - "Even" it is place on the map to the left of the American player. "Odd" it is placed to the right of the American player. And the US Player draws the first card.
     
    Actions:  If the Card Draw (CD) is "black" all the American aircraft my expend a number of "Action Points" (AP) between them equal to 1/2 of the CD value (round up) (example - the CD is a black 7. 1/2 of 7 is 3.5, round up is 4 Action Points to be used among 3 aircraft. For example two F-86 aircraft can move forward 1 square and each attack a Mig-15. that's 4 APs).  Of course if the drawn card is "red' then the Chi-Com player has his movement and expends a number of APs like the American.  And of course the following:
    1. If a black or red face card is drawn then the owning player is allowed to move a single aircraft up to 3 Aps (remember, no aircraft can spend more APs than what is printed on it's counter.).  
    2. OR a black face card allows the American a free attack on a AAA unit. 
    3. OR a red face card allows the Chi-Com a free attack using the AAA on an American aircraft that is LOW or MEDIUM altitude and not in or next to a Chi-Com Aircraft. 
    4. Or you can climb or dive
    5. Or just not move.
    6. But to have combat, you must either move 1 square or dive or climb and have 1AP left over to initiate combat. whew. 
    Now there are exceptions to all of this and one needs to read the rules on how to conduct movement with the APs; see the movement costs table for what it costs in APs to move; read how to attack AAA from the American aircraft to the Chi-Com AAA attack on the American aircraft.

    Combat:  Combat is another card draw and of course this has it own set of rules too. 
    1. Combat is voluntary! 
    2. If you are going to attack, you must 
      1. move one square forward, 
      2. or change a level (up or down). 
    3. Combat costs 1 AP from the action phase (see above). 
    4. Aircraft have a range of 2 squares, but watch out for that modifier!
    5. There is also the Combat Modifier Table. 
    6. And of course under combat, you have 
      1. plane versus plane, 
      2. bombing, 
      3. AAA combat. 
      4. Each has it's own set of rules. Not long, but you need to read them.
    Game Length: 4 turns, but inside those 4 turns is a deck of cards to go thru until 1 of 2 things happen - you run out of cards (new turn) or a joker pops up (whether for combat or movement and that is also a new turn).

    And then there are the Expanded Rules Set that adds"
    1. aircraft abilities:
      1. such as power diving
      2. or climbing 
      3. damage for AD-4 or Sturmovik
    2. Bombs Away rules, 
    3. Fighter Sweeps,
    4. Variable Targets, 
    5. Air Support Missions, 
    6. Additional Aircraft, 
    7. Other Bombers, 
    8. Photo Recon Missions 
    9. Communist Bombing Mission, 
    10. Victory Points and 
    11. Multiple Missions.
    Addendum: This game is pretty much standard like Fighting Eagles. Honestly, if you have that one, then this will be a piece of cake. If you have the pocket game (aka Post Card Game) Showtime Hanoi, the rules are the same, just the names have been changed to protect the guilty.

    Ok, hopefully I have given you a review that WILL make you want to go and spend the $* it costs. Or maybe my review sucks and you say to heck with it.  Whichever it is, you really do owe it to yourself to buy this. Like all of Paul's Eagle games, this one too, is a gem. And not a rough one either. It is a very polished game. 

    Here are some specification sheets for both the MiG-15 and the F-86.  Look at that rate of climb and service ceiling for that MiG! One of it's features was it could zoom up in a climb, higher than what the F-86 could do. But here's the funny part - Soviets and Chinese did not have zero-g suits. What does that mean? LOL, they blacked out when doing high speed climbs and turns. 

    Without further adieu it is time for the ratings: 
    Complexity of the game =  LOW (easy to learn, difficult to master)
    Solitaire = HIGH (very little work is needed)
    Fun Level = HIGH (the only thing missing is the Kimchi)
    Nail biting = 7.5 fingers worth.
    Length of typical full game = .5 hour to 2 hours (my fault as I was learning the Expanded rules 1st) (Basic game was 30 mins)

    Out of the 11 games I have played both sides won and lost. It is pretty even, just the luck of the draw, as it always is.

    With the game map having squares,  it would be very easy to adapt this to miniatures. There are a few 9mm (or 1:200) scale metal and plastic miniatures available.  

    Thanks for reading!

    -ab out 


    Also I need to add, this blog is considered to be a living blog. Changes will be made to it as needed to clarify, correct errors or update with new information. And I apologize, but this review may contain references to graphics that are no longer on this blog. Long story, but it was Google who removed them.


    26.12.17

    "Fighting Eagles"

    Up for review is "Fighting Eagles", an introductory level WW1 Air Warfare game from High Flying Dice Games.
     
    Though simple, it comes thru with realism and more fun than 90% of the WW1 air games ever made. And yes, I have most of them, and they are generally a rules fest - not fun at all, and where the rule book is thicker than most law books.
     
    This game is completely opposite - simple, with only 1 and 1/2 pages of rules, and another 1 and 1/2 pages consisting of the four scenarios and how to read the aircraft counters and movement chart.

    "Fighting Eagles" by High Flying Dice is designed by Paul Rohrbaugh and  graphics by Bruce Yearian, 2011-2018.

    Fighting Eagles has a low amount of counters to move about and it does include AA, balloons, bombers, and of course the rickety aircraft made of wood, bailing wire and cloth. 1917 to 1918 was the time when the aircraft finally began to be built strong, fast, and deadlier.

    About the only thing missing is the smell and breathing of castor oil, yes, that same old castor oil Mom may have given you to get you regular, that was used for lubricating the engines of these aircraft (aka "acft"). Now, imagine what effect on your body would be by breathing that in while flying for the 2 or 3 hours on a typical mission? Yeah... it happen.

    First Impressions - The game comes with 78 *unmounted front and back counters for a total of 39 actual double sided counters, a game map, all on an 11"x17" card stock sheet (The actual game play map is 8.5"x11") and separate rules plus a 1/3 of a page errata addenda sheet. (I emphasize that one should make the corrections from the addenda sheet to the rules before starting the game.)

    Also, one of the pieces of errata is for the Fighting Eagles Card Deck and it is just an explanation of that particular deck.

    Game Map - That this is one good looking game map that I have seen in a very long time is an understatement. Since the air combat was mostly was over "no man's land", it was a pretty ugly and dismal looking, area. The game map is 64 squares (8 x 8 square grid) and is used to regulate movement. The line pattern you see are trenches (one side or the other, not both as the trenches are all joined).

    Counters- The counters are about an inch big and are very nice. Showing a top down view of the aircraft. When flipped over for damage, there is a flame along the plane and a reduction of the Action Factor and Defense. The observation balloons are side views. There are eight fighters, one bomber, and one balloon for each side. Plus eighteen other informational counters, used by both players. This includes the turn counter, a sun counter and a wind direction indicator (both important). The game map has a turn track on it and a combat die roll modifier table (remember to use ALL that applies) in addition to showing how to read an aircraft counter. 
     
    You might want to purchase an extra counter sheet to have on hand to replace that any counters you might lose. I am glad I did, as I did lose the British bomber. Probably shot down while I wasn't looking. Usual cost is $1 to $2 or maybe more.

    *note - don't forget Paul does offer a mounting service for all his games that have unmounted counters. it is low cost and per counter sheet for the mounting of counters. The counter sheet is glue to a nice cardboard backing, but you still have to cut them out.

    By now, you should have notice that the turn track only has 4 spaces. Oh, don't believe it. This game, like most of Paul's designs, uses a deck of cards and once the entire deck is exhausted or a joker shows up, then the turn is over, not before.

    In addition to the game, one will need a standard deck of cards or the enhance "Fighting Eagles Action Deck" (or as I like to call it the "FEAD" for this game.)  Cost is $*. Why the deck?

    I am pushing it because if you buy these, a lot of "specialized" math rules go out the window... which is good.

    For example, though the math is simple, one has to figure it out first. With the FEAD, one doesn't have to figure all that out, what you see is what you get - if a Black 5 is drawn, as the German, you would have 5 APs to move your planes.

    Also, if in combat, when the same card color is drawn for your nationality, the number shown is doubled (example - as the German if you are in combat and draw a black 5, then it is doubled to 10 and then all the modifiers are applied. Pretty Slick.). Since there are no face cards, then any type of special activity is printed on some of the cards, such as "check for Guns Jamming". At that point you follow the cards. Makes life (and playing this game) so much easier. Plus in addition to the card deck, one will need to supply a standard 6 sided die (1D6)

    Action Points "just a fancy name for doing stuff" - Action Points (AP) are equal to half of the card value, rounding up (example: a Red three (3) card is drawn, halved is 1.5, rounded up gives the Allied player two (2) APs to use for movement.) I believe (though not asked) this rule stops a player from moving everything at once. And puts the game into more manageable time elements, I believe. I am not sure what the size of a square is on the ground or the how many seconds/minutes an AP is - it just ain't important.

    Once the AP's for movement and attack setup have been used, then the card is discarded. If one player is attacking the other, then the attacker draws a card for combat. These cards can be any color, doesn't matter for combat, with a regular card deck.

    Movement - Each aircraft can move, but not all can move like the next. Does that make sense? Found on page 1 of the rules, is a movement diagram showing the cost and how these planes can move. The diagram also shows one how both the inline engine acft makes its moves and turns and how a rotary engine acft makes it's moves and turns. It is large and well placed. But I bet after using it 5 or 7 times, you will remember it.

    Altitude with an attitude - The game does have different altitudes. These range from - very low, low, medium, high and very high. You use markers behind the acft to should where you are in the scheme of things (no markers for medium). And of course when it comes to bombing or strafing or being shot at by AA, altitude makes the difference.

    More than one acft can be in a square, but you can't fire at anyone in your square. Heck you will find this all in the rules. There is also acft fragility (look's Italian, a major award!), Power Dive, High Climber, Observer Fire, Observer being incapacitated. And of course winning the game.

    Fighting Eagles comes with just the right mix of items to keep the game going.

    "Combat Part I or "WTF, why are they shooting at me?" - There are a couple of rules that one can use for face cards in combat as they aren't counted. Both players can (and should) agree that a face card is a miss or if one is drawn then it is discarded and another card drawn. Whatever you want. Some of the good-stuff rules forces the use of the rule "Face Cards being a miss". Such as guns jamming (any face card) and that happened a lot of the time due to faulty ammunition, dirt on ammo, MG's not clean correctly if at all, etc), or if you have a bomber with a rear observer/gunner, then he may be wounded/ killed by turning over a Queen or King face card. Face cards are required for bomb drops in addition to regular suit cards.

    Combat Part II (continue) -
    There is one rule you need to know about and that is about these two face cards - the Queen and King, if drawn in Combat it is a "miss" and you will need to check your guns by rolling a 1D6. If the die roll is greater than the acft AF (Action Factor) then your guns are jammed. 
     
    Don't worry, while you can't shoot, you can try to unjam your guns each time your card color comes up and spend 1 Ap.

    To unjam those deliverers of death, you spend 1 Ap, and roll a 1D6. If you were attacking a balloon, add +1 to the die roll. If the Pilot is an Ace, then -1 to the die roll (and yes, you could be an Ace pilot attacking a balloon, then they would cancel each other out.). If you roll less than or equal to your acft AF (you should know what that is, by now) then the guns are cleared (unjammed, able to fire).

    I am not sure if this can only be done once a game or if it can be done every card draw. Me, I believe that the reason pilots carried wooden mallets was just for this - to whack at the MG to get that miss-fed cartridge out of the breech. Sometimes it worked, sometimes it didn't. And I would support in my games, rolling when one's card is drawn and spending that 1 AP. But if you want to know the the correct version, I believe you should sent HFDG, LLC an email asking to clarify - then let me know. 🙀

    Combat Part III (continue) - One draws a card, consulting the Combat Modifiers Chart table on the game map, You take the value of the card and add or subtract all of the modifiers that applies to arrive at your final number. Remember, everything is accumulative and add or subtract it from the card's value that you drew. If the attackers value is greater than the defenders defense then the defender's acft is damage and flipped over. That's it. A damage acft has various rules that get applied to it. Be sure to look them up.  There is also AA combat, Strafing, Bombing, and Balloon Busting. Just read the rules and don't try to read too much in them. They will make sense.

    The five scenarios included in the game are Red Baron's Final Flight, Frank Luke's Final Flight, Bombing, Balloon Busting, and the primary scenario giving in the beginning. You can always change things up by switching places, make the British sweat watching his balloons go "POOF" or the Death of Albert Ball (don't forget the 3 AA guns and 3 dummies).

    This game is more than a game, it is a gaming system where all sorts of battles can be played. If you don't like the time period late 1917 to end of 1918, then with a little research, you can come up with planes from 1915 - DH-2, anyone? Or an Eindecker, bitte! And if you don't like having weather or sun, then just play without.

     
    Play with the DH-4 Bomber or Halberstadt C.1, only this time they are Recon acft, out taking photos of the front lines. for example They could be protected by 2 SE-5a's or several Tri-planes if you want.

    With this, I am going to close on this review:
    Complexity of the game = LOW.
    Solitaire = HIGH (very little work is needed, but very doable!)
    Fun Level = HIGH (the only thing missing is the Castor Oil)
    Nail biting = 8 fingers worth, lost almost all of those nails.
    Length of typical full game = 1 hour to 3 hours (my fault as I took my time!)

    Update - 25th April 2019 - Out of the 50+ games, I have played both sides and won and lost, victories have been very even. I tend to think of it as it that as in real life, the game is just the luck of the draw.

    Other tidbits of useless info...

    Words to live by...
    Oswald Boelcke did something that up until 1918 no person ever did. He wrote a set of rules to teach on how to become a better killer in an acft. He set pen to paper and wrote these rules. Presented first in his native language, then in English for the rest of us.

    Die Dicta Boelcke von Oswald Boelcke
    1. Sichere Dir die Vorteile des Luftkampfes (Geschwindigkeit, Höhe, zahlenmäßige Überlegenheit, Position), bevor Du angreifst. Greife immer aus der Sonne an.
    2. Wenn Du den Angriff begonnen hast, bringe ihn auch zu Ende.
    3. Feuere das MG aus nächster Nähe ab und nur, wenn Du den Gegner sicher im Visier hast.
    4. Lasse den Gegner nicht aus den Augen.
    5. In jeglicher Form des Angriffs ist eine Annäherung an den Gegner von hinten erforderlich.
    6. Wenn Dich der Gegner im Sturzflug angreift, versuche nicht, dem Angriff auszuweichen, sondern wende Dich dem Angreifer zu.
    7. Wenn Du Dich über den feindlichen Linien befindest, behalte immer den eigenen Rückzug im Auge.
    8. Für Staffeln: Greife prinzipiell nur in Gruppen von 4 bis 6 an. Wenn sich der Kampf in lauter Einzelgefechte versprengt, achte darauf, dass sich nicht viele Kameraden auf einen Gegner stürzen.

    Dicta Boelcke by Oswald Boelcke (English)
    1. Secure the benefits of aerial combat (speed, altitude, numerical superiority, position) before attacking. Always attack from the sun.
    2. If you start the attack, bring it to an end.
    3. Fire the machine gun up close and only if you are sure to target your opponent.
    4. Do not lose sight of the enemy.
    5. In any form of attack, an approach to the opponent from behind is required.
    6. If the enemy attacks you in a dive, do not try to dodge the attack, but turn to the attacker.
    7. If you are above the enemy lines, always keep your own retreat in mind.
    8. For squadrons: In principle attack only in groups of four to six. If the fight breaks up in noisy single battles, make sure that not many comrades pounce on an opponent.

    My love of WW1 aviation came about several ways - my family has always been with flying in one form or another. Watching World War I aviation movies (my family has always been involved with movie production and theaters too).

    This is my collection of DVDs/Blu-Rays:
    The Blue Max (1966) - Good, though one has to think beyond the modern bi-planes used.
     Hell’s Angels (1930) - Tops. The action makes up for the love story and even has Zeppelins.
    Aces High (1976) - ok, not great.
    The Dawn Patrol (1930) - The original. Very good 
    The Dawn Patrol (1938) - a better remake of the original. Tops
    Von Richthofen and Brown (1971) - Good
    Wings (1927) - Great movie. Great action and the planes are the real McCoy. Being only 9 years after the great war.
    The Eagle and The Hawk (1933) - Good
    Suzy (1936) - too much of a love story for my taste.
    FlyBoys (2006) - never watched, too much CGI for me
    The Great Waldo Pepper (1975) - Interesting story. What starts at the end of WW1 is finished some years later.

    Thanks for reading!
    -ab out 


    Also I need to add, this blog is considered to be a living blog. Changes will be made to it as needed to clarify, correct errors or update with new information. And I apologize, but this review may contain references to graphics that are no longer on this blog. LOL, it was Google who removed them.