by Brian Schoner
As for opinions, I own a copy but have never played it. Maneuvering is simple yet interesting, and seems to depend in equal measure on the quality of the plane and the skill of the pilot. Basically, you choose a destination hex and facing. Depending on where that is in relation to your starting position, you need a certain amount of velocity to get there, and you will pull a certain number of Gs to achieve your new position. If your plane can't handle the Gs or accelerate quickly enough, you can "push the envelope", and risk damaging your plane or losing control. Pilots have a variety of skills, and can gain experience from game to game if they stay alive (if you use the campaign rules). The world is entertaining, an alternate 1930s US in which Prohibition was left up to the individual states to enact or ignore, which in turn led to the balkanization of the U.S. No interstate highway system was ever built, so airships are the main source of cargo and passenger transport, and air privateers are everywhere... Think of it as a swashbuckling version of airborne Battletech, and you won't be far wrong. Looks like fun if you enjoy that sort of thing. [DISCLAIMER: I am a freelance writer who has worked for FASA in the past, including some background fiction for the Crimson Skies supplement "Beyond the Crimson Veil". As mentioned, though, I haven't played the game itself, so take my opinions lightly. 8-)] Back to Strategist 331 Table of Contents Back to Strategist List of Issues Back to MagWeb Master Magazine List © Copyright 1999 by SGS This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |