From: Karl Moens Subject: Re: OSG's Air Cobra Many, many years ago I played a scenario of Air Cobra. IIRC attackers were a WP mech battalion against a reinforced NATO Tank company (German Leopard tanks plus some infantry and ATk)? For good measure we added some Helicopters for both sides and -of course- some artillery. The game had an original movement system : depending on the movement factor of the unit, you accumulated movement points during some or all of the impulses of the game turn (fast units got MP's evey impulse, slow units (e.g. leg infantry) only once each game turn. If you accumulated enough MP's to get into the next hex you moved. You could only accumulate MP's if you were in "move"-profile. If you were in "fire"-profile could not move. Switching from move -profile to fire-profile was easy. To go from 'fire" to "move" required an order from the higher command (once every game turn, i.e. after 12 impulses) or a succesful initiative check. One Game Turn was 60 seconds real time. It took my brother and me 10 days during the Christmas holiday season to play approx. 5 game turns. After a few game turns every unit was in fire profile, nobody was moving and 50% of the attackers were either smoking wrecks or suppressed or hiding in the woods or blinded by a smoke screen. Due to very bad C3I on the WP side the attack bogged completely down. We estimated it would take the WP comander at least 30 minutes (in real time) to get his act together again and as we did not have 2 months of spare time, we put the game back into the box. The game is so detailed and it requires so much bookkeeping, that it is almost unplayable unless you limit yourself to a few units on each side. AIR CAV used the same maps and the same scenario's, but is a completely different game. Karl Moens "Regis Ultima Ratio"