Rolling Thunder
Air War Over North Vietnam

Robert Bodine

Reviewed by Rick Swan


Designed by Stephen Weiss
Group Three Games P.O. Box 614, Floral Park, NY 11002-0614
Released: July, 1985
Catalog No. 001
Price: $29.95
Complexity. Expetienced
Solitaire Suitability: Low
****

American involvement in Vietnam took a significant step forward in 1965 when it was decided to augment the efforts of U.S. ground troops by taking the war to the air. The joint Chiefs of Staff favored a show of strength and lobbied for a quick and decisive disruption of enemy supply lines. But the idea was rejected by President Johnson and Defense Secretary Robert McNamara who favored a more limited use of U.S. air power, preferring a smaller number of air strikes that would increase in proportion to continued Communist aggression. Johnson's policy of graduated response was controversial from the beginning.

While many thought the policy was appropriately cautious, others maintained that it effectively prolonged the war through indecision and a lack of commitment.

Rolling Thunder (the code name for the bombing campaign) examines in detail the American air war in Viet_ nam from its inception in 1965 through the December, 1972 Hanoi offensive. It's a fascinating game from a dark era of American history, vividly recreated by Steve Weiss who did much of the research while serving overseas as an intelligence analyst with the USAF 6910 Squadron. If this isn't the definitive simulation, it's as close as we're likely to get. Weiss includes an intriguing disclaimer that the design is based on declassified government information "even when I believe these sources to be inaccurate." What is this man hiding?)

With bland graphics and only the barest hint of what the game's about, the box isn't likely to attract many impulse buyers. The components are also lackluster, but there are a generous number of them and all are quite functional. A 22 X 34 inch operational map shows North Vietnam and portions of Laos and Thailand along with all of the necessary charts and tables (except for a terrain key which is nowhere to be found). There are also four 22 X 17 inch tactical maps, full-size blow-ups of key hexes from the operational map. The 800 counters include a variety of American and North Vietnamese units as well as a healthy number of status markers (unfortunately with tiny type and computer-style numbers that make them tough to read). Two dozen 81/2 X 11 inch aircraft control panels, a 28page rule book, and an assortment of play-aids complete the package.

Simulating three dimensional air combat on two dimensional playing surfaces has been a frustrating problem for game designers, and the results have been mixed. Designers struggling for realism (as in TSR, Inc.'s Air War) tend to produce rules that take a semester's study to master while those opting for simplicity (as in The Avalon Hill Game Company's B-52) risk losing credibility as a simulation. Designer Weiss has come up with a system that's complicated but clear. Perhaps the best thing that can be said about Rolling Thunder is that it gives the player a real sense of what it must have been like to fly bombing mission in Vietnam, quite an achievement for a board game.

At the heart of the flight system are the control panels. Each flight of planes (usually four) shares a panel. Markers keep track of speed, altitude, attitude, and fuel consumption. Current speed is indicated on one of three dials, each corresponding to a different altitude range. Charts on the dials indicate the amount of fuel currently being used, options for acceleration and deceleration, and vector considerations used for turning.

Each decision by the player results in a change of variables on the dials. The player can tell at a glance if his planes are flying too high for optimum bombing accuracy or how much fuel it will take to make a steep dive at the current speed. it's an elegant and innovative system that works.

After a scenario is chosen, the USAF player makes a die roll and secretly consults a chart for the location of his bombing mission. Dice are also rolled to determine the USAF forces and the NVAF defensive forces (added to the NVAF discretionary forces). The NVAF defense is deployed secretly in and around anticipated targets on the operational map. The U.S. player readies his planes at bases in Thailand. Movement is "hidden" as destination hexes are displayed only on the control panels using number counters. Players may attempt radar searches and if successful, the enemy planes are placed on the map. As only "revealed" planes are actually displayed, the number of counters on the game board is kept to a minimum.

When the USAF reaches a target hex or when opposing flights meet in the same hex, the action shifts to one of the tactical maps where combat begins. Reflecting the times, both sides have impressive arsenals: Air-to-air missiles (such as the Sparrow and F-111), precision-guided munitions (the laserguided KMU-370), and anti-aircraft artillery are among the possibilities. At an opportune time, the USAF player will attempt a bombing of his designated targets. His relative success results in an award of victory points, and the number of victory points determines the winner.

Attention to detail is what gives Rolling Thunder an extra lift, and Weiss brings an expert's eye to the fine points of the design. American pilots, for instance, aren't told of the extent of their bombing damage or even if they hit because, as Weiss rightly points out, the smoke made it impossible for the pilot to see. Detailed statistics for aircraft and missiles simulate as closely as possible their actual characteristics. There's even a section on the most common flight patterns and bombing techniques used during the war. Rolling Thunder is not just a good game; it's a first class history lesson too.

The primary problem with Rolling Thunder is its production. Aside from the dull graphics, the rule book is unnecessarily dense. There's no glossary or index and concepts are introduced and explained haphazardly. Even after several trips through the rule book, players may still be vague on exactly where to put the aircraft carrier or the precise workings of all the radar systems. Experienced gamers will be able to fill in the blanks, newcomers will likely be scratching their heads. Thank" to the victory point rules, the two side,, are reasonably balanced, but the USAF side is more fun to play by a long shot. Finally, be warned that you'll need a large playing area to lay out all the required maps and charts.

Six historical scenarios are provided along with a multi-mission campaign game, but the number of "what if" scenarios is limitless. The combination of operational and tactical decisions, the threat of hidden forces, and. the challenge of piloting an airplane under combat conditions add up to an irresistable game. For wargaming vets with an interest in air combat and Vietnam, Rolling Thunder is state of the art.

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© Copyright 1985 by Dana Lombardy.
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