by Gary Gehrke
and Brian Libby
Gary GehrkeThe following procedures were developed to facilitate playing LUFTWAFFE by mail. Each procedure is an independent system and is intended to solve a particular problem. The first concerns the American player's mission plans and can be applied to all versions of the game. The second addresses itself to German set ups for the early quarters of Tournament and Advanced games, and the last two present methods for using the interesting Oii and Industrial Complexes optional rules in play-bymail games. Although these four procedures are designed for use with the original game, they could also be of use when playing variants by mail. Mission PlansThe American player must preplan quite a few things before each game and quarter! and the German player is entitled to make certain that he followed this plan. This is no trouble in face-to-face play but with play-by-mail it can be a problem, The play-by-mail instructions for LUFTWAFFE offer two systems: using a third person to hold the plan, or sealing the plan in an envelope until the end of the quarter when it is sent to the German player. A third player can be difficult to find, delays the game with extra communication, and is likely to lose interest and quit which desrupts the game. The second method is not really fair to the German player for he must take it on faith that the plan was sealed in the envelope at the beginning of the game (or quarter) and not at the end. However, with the simple procedure outlined below the German player can be certain that the plan was seaied in the envelope at the beginning of the game and quarter).
Step 2. The German player examines the envelope, but do" not open it. He marks it so that he will be able to identify it later and be certain that it has remained sealed. He then returns it to the American player with the first German turn. Step 3. The American player makes certain that the German player did not open the envelope to examine the plans and then puts it away until his last move of the game (or quarter) when he returns it to the German player. Step 4. When he receives the envelope a second time at the end of the game (or quarter) the German player opens it after verifying that it is the original and remained sealed and examines the plan to check the American player's actions. This procedure does not delay the game in any manner for the envelope is exchanged in the normal course of correspondence during the game. German Set UpsThe purpose of this procedure is to speed play in the eady quarters when it is quite likely that the American player will skip some quarters. If the German player openly sends the American player set ups for several quarters at one time this gives the American player information concerning later quarters which he would not normally have before he decides to skip a particular quarter. The following procedure seems to successfully eliminate this problem
Step 2. The American player may study only the set up for the quarter then in play. If he decides to skip that quarter then he opens the envelope containing the German player's set up for the next quarter. If he also decides to skip this quarter he mav open the next envelope and so on. Once he decides to attack in a particular quarter he must return still unopened any set ups sent to him for quarters beyond the one in which he has chosen to attack. If he does not send back any set ups and begins an attack he is considered to have skipped all but the last quarter sent to him. Strategic Target Variant: OILThe Strategic Target Variant: Oil optional rule is quite interesting. The following is a procedure for applying this rule to play-by-mail games.
2. 3. 4. 5. no effect 6. 7. 8. no effect 9. Step 2. The American player examines the stock returns for the specified date (Usually printed in the next days paper) and beginning with the starting stock he works down the list until he finds a stock with a final numeral in the sales in hundreds column which is not '0'. The first such number he writes on the envelope which he returns still um opened to the German player along with a clipping from the paper which verifies the number and the date. He should also mark the envelope so that he is able to identify it later and be certain that it has not been tampered with by the opposing player. Step 3. The German player examines the envelope to make certain that it has remained sealed. He also checks the clipping sent him by the American player to verify the result. He then checks this result against his copy of the list and finds if the bombing of oil targets will have any effect on him. The still sealed envelope is filed away for the rest of the game. Step 4. After the game the German player sends the still sealed envelope to the American player who opens it to verify the actions of the German player during the game. Strategic Target Variant: Industrial ComplexesGeneral Procedure
Step 2. The American player consults the stock results for the specified date (usually printed in the next day's paper) and beginmng with the starting stock he works down the returns until he finds a stock with a final numeral of the sales in hundreds column which is 1-8 inclusive. The American player writes this number on the envelope and clips the area from the paper so the date shows. He also marks the envelope so that he can identify it later and be certain it has remained sealed. With this done he sends the envelope and the clipping back to the German player. Step 3. The German player checks to make certain that the envelope was not opened, verifies the number which has been generated and checks it against his copy of the list to find out which of his industries is critical. He puts the still sealed envelope in his files until the end of the game. Step 4. After the game the German player sends the still sealed envelope to the American player so that he can verif y that it is the original and open it to consult the list and check the critical industry. Alternative The German player makes up the same sort of list but "oil" appears three times while each of the others is only listed once. This results in a ten digit list which is easier to work with originally and the higher probability of oil as a critical industry is historically accurate. The use of this variant also involves the use of the two "spy" rules. Procedures for their inclusion in play-by-mail games follow: American Strategic Spy InformationOn his final move sheet of each quarter the American player draws a large circle around the "American Strategic Spy Information" area on the play- by-mail sheet. He also fills in the top of the sheet with a closing transaction date and a starting stock. Upon receiving a sheet with such a circle, the German player consults the stock returns for the date specified by the American and beginning with the starting stock he counts down 32 stocks. The 32nd stock's last sales in hundreds digit is the spy result which he puts on the sheet. If the result is 1,2, 3,7, or 8 he also discloses a noncritical industry to the American player. It should be noted that the German player counts down 32 stocks form the starting stock regardless of the number of other results. This is an exception to the normal procedure but it is necessary as otherwise the German player could change the result by firing or not firing his ''other cities" A.A. German Spy ResultsOn his set up sheet for each quarter the American player draws a circle around the "German Spy Results" area on the back. He also fills in the top of the sheet with a closing transaction date and a starting stock. When he mails this sheet to the German player he also includes a sealed envelope wnich contains an alternative set up sheet that discloses the exact number of units behind the H line. (The number of sneak raiders and units not assigned missions of any sort need not be given.) The German player consults the stock results for the date specified by the American and counting down 31 beginning with the given starting stock he finds the German spy result. (f the result is 1.2,3,7, or 8 he opens the envelope and consults the alternative set up sheet. With any other result he mustreturn the envelope to the American unopened with his first turn. He also sends a clipping form the newspaper which includes the date, starting stock and the stock which determined the result so that the American player can check his determination of results (Such a clipping should also be returned to verify the American Spy Information above.) In this case the German also finds the spy result by counting down 31 stocks rather than the normal procedure to avoid the German player being able to change the result. BRIAN LIBBYAvalon Hill has, in Luftwaffe, an enjoyable game which ignores many realities of World War II. Specifically, provision for the capture of airfields and cities by the Russians and the Western Allies during 1945 are not made, and the oil rules are incorrect. In addition, the rules have a few anomalies which were probably caused by inadequate proofreading Therefore, we offer the following modifications -- (to be used with the advanced gamer -- one set on Luftwaffe in general and one on oil. We think they add a significant degree of accuracy to the game without impairing playability. 1. a)German planes begin counting turns in air the turn they take off. b)American planes begin counting turns in air the turn they cross the R line or, in the case of fighters from Russia, the turn they move off the numbered square. Of course, fighters must still subtract the square number from their total turns in air.) 2.Excess fighters in any stack which is attacked may fire back immediately, except that they may not fire back at jets. Fighters which fire defensively must be those which weren't attacked. Close escort planes may fire defensively without breaking off close escort. 3.American fighters may come on the board, fly to a bomber stack, and close escort it. Such fighters must fly to the bombers by the most direct route and may not dogfight or strafe, although they may fire defensively if they outnumber any attackers. Once they haye linked-up with the bombers, they obey regular close escort rules. 4.HE-162's are jets. They must take off and land in the same turn. 5. a)One jet factor costs two replacement factors to replace b) Note rule H. under Jets. Germans may always build enough jet bases in a turn to accomodate their jets. 6. a) Sneak raiders may shuttle to Russia by leaving through the Baltic or by coming on in the Baltic and leaving through Poland. Any plane with sufficient range may shuttle to Russia via the Baltic b)Bombers do not have to bomb anything to shuttle to Russia c)Shuttles may always be attempted regardless of losses. d) No more than 5 plane factors may be based in Russia at one time. 7. a) One jet factor takes two oil factors to keep it flying. b) The German receives 6 oil factors per turn if all his oil is knocked out. 8. The Allies must still bomb all 79 cities in order to win. However, as shown on the accompanying chart, the Germans lose the use of certain airfields and of the production facilities of certain cities before their January and April, 1945 turns, even if the Allies have not yet bombed them. Remember: The Allies must bomb all seventy-nine cities in order to win. THE OIL PROBLEM The Luftwaffe map does a fine job of locating the oil production centers of Germany -- your'e interested in total fuel oil. Unfortunately, we are interested in aviation fuel, the lack of which will ground the German Air Force, and here the board falls short. It not only omits Politz, one of the largest synthetic producers, but it makes no distinction as to percentage of oil produced. In addition, many of the oil centers on the map produced no aviation fuel at all. We percent, therefore, the following rules to rectify the situation. I.The chart shows the Fischer-Tropsch and Berguis Hydrogenation plants producing aviation fuel. Most plants are in board squares containing the names of only one large city. The chart also indicates how many plane fae~n can be flown using fuel produced by each target. II.A successful RAF raid destroys the whole city for victory purposes, but only one half the production of fuel. Thus, if the RAF burns Marseburg, that area would go from producing 65 to 33 oil factors, but the city would be con- sidered destroyed totally as far as win. ning the game goes. Of course, the RAF can bomb the same place twice and thus destroy all fuel production. III. A successful American raid by 2 or more bomber factors eliminates all fuel production. If only one factor (i.e., a flipped counter} gets through, production is only halved. IV. Ploesti is off the map. it is eliminated before the October, 1944 turn. V. The oil factors are used in the same way provided in the rules. For example, if before his January, 1945 turn the German has only Gelsenkirchen remaining, only 37 plane far,tors could fly during that turn. JANUARY 1945Railroad Centers lost: AACHEN APRIL 1945Railroad Centers lost: AACHEN, DURENAircraft Factories lost: BRESLAU, BUDAPEST, DIOSGYOR, LIEGNITZ, MARIENBURG POZNAN,WARSAW Oil Centers lost: BUDAPEST Airfields unusable: VENLO, All Czech bases except PRAGUE, All Hungarian bases, All Polish bases, All German bases which are: North of Schweinfurt South of Furstenau West of Gotha except DUSSELDORF
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