RED SUN/BLUE SKY


Red Sun Blue Sky (RS/BS) pub. by Simtac, Inc. further refines and hones the game system. The rulebook contains 58 pages of rules, a 2 page catalog of 1/300 aircraft, 4 pages of ship and terrain templates, two cards containing data for 36 Allied and Japanese aircraft, and equipment data for 96 ships. Scales are: 1 model = 1 aircraft; 1 hex = 100 tum = 1.7 seconds. The play sequence is: Bombers move (typically, only one side has intercepter player until all fighters altemating fires between the players, formation by formation; AA fire (typically only by one side...); and bombing at which point the bomber player tries to sink sometling.

Aircraft have several speed characteristics that govem their foward movement each turn. Basically, a plane will fly at full speed for its flight attitude, as modified by its brake factor. The net result is that the plane has a moderate range of airspeeds in any flight attitude.

The original Squadrons altitude system has been expanded from six basic altitude levels to 24 to allow more detail when attacking ships, etc. Climbing an altitude level slows tlings down; diving speeds them up. Maneuvers are addressed in terms of how many hexes a plane must fly straight forward before it can perform the maneuver; maneuvers include turns, slips, half rolls and half loops. All aircraft fly in formations - groups of aircraft that (as detailed in the rules) must maintain specified proximities to one another. As noted in the play sequence, the formations control when aircraft move.

Fire combat is quite simple. Each aircraft has a specific number of fire factors usable in a given fire arc. Generally, guns have a range of 10 hexes though light armament may have a range of only 6 hexes. Players cast dice equal to their fire factor. D10s for most guns, D6s for short-ranged guns, with hits scored for any dice exceeding the (modified) range to target. Doubles or triples cause critical hits with dire results to the target. There are modifiers: firing while upside down is harder; firing while tailing one makes life interesting. Bombing and antiaircraft fire are handled at an equivalent detail level, and there are advanced rules for loaded unloaded aircraft, clouds, and aces.

All in all, the air game is simple and quick. The author didn't emphasize single plane engagements, but wanted to capture the flow of an air battle; I think he succeeded. Buried in the middle of the book is a four page synopsis of the air war in the Pacific. The remainder is taken up by the 3 solitaire, 9 normal, and 3 campaign (including 11 more normal) scenarios. Each includes an OB, nice historical narrative, special rules, and basic victory conditions; all are well done. One and a half pages of scenario design notes will help move air battles from your reference books to the tabletop. Two pages each of player and designer notes provide (good) suggestions on how to play a coherent game and some insights (again, good) on just what John Stanoch was thinking when he designed RS/BS.

Finally, one and a half pages of modelling tips provide players with some valuable RS/BS is available from your local game shop, or, failing that, direcdy from SimTac Inc., at 15G Colton Rd., East Lyme, CT 06333. Lots of fun - and highly recommended to those who like the subject and period. - BILL RUTHERFORD


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