Getting my hands on PanzerBlitz recently and fooling around with it made me think of this game again. Knowing the fanatics on Board Game Geek come up with all sorts of variants I went in pursuit of a reason to buy this game again. Not only were there multiple variants, they all came through the pages of the General. I felt this meant they were solid variants because Avalon Hill wouldn't let any shoddy, balance-breaking rule changes be considered "official" content. These variants came out soon after the original game was released so seasoned grognards felt the same as I did when I played it. Even if I stumbled across these variants then I'm sure I wouldn't have known what to do with them. But I'm all grown up now and I want at these exciting looking upgrades.
After the plane has finished moving its controls
can be reset. Now, what is the point of all this besides giving you something more
that you have to diddle with. ADVANTAGE! A player can see the ASP of
an enemy aircraft at other times if they have any of their planes with an
advantage. This is when the enemy aircraft is within your forward 120o
arc, seven-hex range and within 250mm in altitude. A player must set his
controls and move before they can see any of the enemy’s ASPs. This puts a
premium on keeping the enemy in front of you. Knowing what they are going to do
before you set your controls is, well, and advantage. This is all when and
good, but I am playing solo so the wow factor of surprising your opponent is going
to be erased.
Fortunately, Michael has gone far enough to incorporate another popular variant, Unexpected Maneuvers. Unexpected Maneuvers are an additional schedule of 9 turns and elevation changes which simulate all those awesome moves which this game has always lacked. Here we have the Side-Slip, Tight Circle, Loop, all the hits. Not to get far off the track here with another variant, Unexpected Maneuvers, but it is based, mechanically, on a card draw. And you can play the game with this variant and make no changes to the Unexpected Maneuvers procedure. But do not do that. Mike has given you a schedule of “positions” to put your flight controls for each listed maneuver. Set the controls for the heart of the sun! Would you rather make a Vertical Spin by drawing a card or pulling the throttle way back and jam your peddles way forward in a desperate attempt to shake your attacker? This is done by the defender, if attacked (shot at) may change their controls to one of the unexpected maneuvers during a special “Maneuver Phase” that would follow the Defensive Fire Phase. We are going to get into the weeds of this in my next post where I take us through a vicious dogfight between a flight of Sopwith Camels and Fokker DR1s!
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