Description: Over the Reich review It is a fairly detailed game, but the rules are presented in layers (so you need never read the tactical, operational, or air-to-ground rules if you just want to dogfight, leaving maybe 15-20 pages of actual rules) and there are "training scenarios" interspersed to aid in learning the game. It is definitely much more complex than Mustangs, though it may make more sense. Speed of play varies; a little 2 vs. 2 dogfight might take an hour for evenly-matched opponents with a reasonable grasp of the rules (less for real experts - not me!), or you can fly a mission with 36 B-17, maybe 16 escorts and a like number of interceptors over the course of many days. Pick a scenario to match your taste (and time). I have already posted an exhaustive list of aircraft; you'll find the Tempest and Spitfire in several variants, but I'm afraid that's about it for the RAF and the rest of the Commonwealth. That is because the focus is primarily on the daylight strategic bombing offensive, but the next game in the series, Achtung! Spitfire, will emphasize the Battle of Britain and will definitely have the Mosquito, Typhoon, Hurricane - in fact, there was a big debate about whether to include the Fairey Battle! At the combat scale each turn is 4.2 seconds, each hex 100 yards, each altitude level 100 feet. This makes each speed point 50 mph, which is handy. Each turn all aircraft roll an initiative die to determine order of flight. Wingmen may choose to fly based on the leader's initiative, and aircraft "tailing" an enemy move immediately after the tailed aircraft. All aircraft move and combat is resolved simultaneously at the end of all movement except for head-on attacks (which carry significant colision risks). When you move, you acquire accel points based on your engine's power and select a flight type (level or one of a few choices of dives or climbs, restricted by the previous turn's choice). You then spend each flight point (of which you have a number = your current speed) either to move a hex, gain or lose altitude, or execute a maneuver (such as a slip). As you lose altitude you accrue acceleration points; as you climb and maneuver you accrue decel points. At the end of the turn, you find the net accel or decel and change speed .5 speed points per 5 net accel or decel (and carry any balance <5 into the next turn. Turning is accomplished by cross-referencing your speed with several turn rates; the result is the number of flight points you must expend to change direction 30 degrees. Provided you're going fast enough to pull that turn without stalling (min speeds are on the data cards) you simply turn in the direction of bank after spending the requisite flight points and tally the decel point cost on your log. The logsheets are logically arranged to guide you through the turn, and the bookeeping is not too odious. The combat damage system is very entertaining. When you score hits you generally also score a number of "critical" hits, which represent damage to key systems ranging from the engine to the pilot. A good battle results in bombers trailing smoke, fighters with landing gear hanging down from hydraulic system damage, fires, fuel leaks, and the occasional total structural failure of a wing or tail. Every shot has the potential of imminent doom for the recipient, which greatly enhances the tension of battle (last time out my Fw-190 pilot took a golden BB through the skull at long range from a B-26 tail gunner in an extremely low-odds attack that just managed to score a critical hit). If you're a real aviation fanatic and a wargamer you can't miss this. The closest thing to this on WWII is Air Force, but OTR is a vast improvement on Air Force and the only drawback is that the aircraft selection is still limited. But this is, after all, just the first release. -- John Caraher caraher@umich.edu Date: 20-JAN-1994 18:25:04 Description: List of Over the Reich Plane Models & Variants Here goes... #1 P-47C/D (Razorback) covers C-5 through D-23 models #2 P-47D/M covers D models not on card 1, plus the M model #3 P-51B/C #4 P-51D #5 P-38J base card is for J-25-LO with boosted ailerons, dive flaps variants include J-1 through J-15 (no flaps, control boost) #6 Tempest V variant notes for Tempest VI #7 Spitfire F. Mk.IXC variants are IXE (different guns), XVIE (Packard Merlin-powered) #8 Spitfire F. Mk. XIVE variants are XIVC (different guns), F.R. Mk XIVE (recon) #9 B-17F late model variants with extra fuel tanks #10 B-17G #11 B-24H/J #12 B-26B variants: B-4 ("widowmaker" short-winged variant), B-10+ #13 Bf-109G-6 variants: G-6/R1, G-6/R2 (rocket-armed), G-6/R3, G-6/R6 (extra cannon) #14 Bf-109G-10/U4 + Bf-109K-4 variants: G-10/R1, G-10/R5 (extra cannon), later model K-4 (better cannon) #15 Bf-110G-2/R3 variants: G-2/R4 #16 Me-410A-2 variant: A-2/U4 (with Bk 5 50 mm cannon!) #17 Fw-190A-4 variants: A-4/U1, A-4/U3, A-4/U8, A-4/R6 (rocket-armed) #18 Fw-190A-8 variants: A-8/R1, A-8/R2, A-8/R3 #19 Me-262A-1 variants: A-1a, A-1b (with R4M rockets), A-2a (bomber) #20 Me-163B-1a #21 Fw-190D-9 variants: unboosted engine D-9, D-9/R1, D-9/R2 #22 Ta-152H-1 variant: Ta-152H-0 #23 Do-335B-2 variant: Do-335A-1 #24 Ju-88C-6 -- John Caraher caraher@umich.edu