THE RIGHT STUFF
THE SPEED OF HEAT;
AIR COMBAT OVER KOREA AND VIETNAM, by J.D. WEBSTER
from CLASH OF ARMS GAMES
Six 9.5" x 10.75" geomorphic
maps; 240 counters; 32 8.5" x 11" charts and tables (backprinted);
one Rules booklet; one Scenario booklet; boxed. Clash of Arms, Box 60668, King
of Prussia PA xxxxx. $36
Reviewed by ROBERT KASTEN
The modern, single-aircraft tactical air-combat realm has
been, over the years, a difficult subject to simulate (at least with hexes and
counters). In 1975, Dunnigan's Foxbat and Phantom proved that the subject
was gameable in the traditional manner, although it left plenty to be desired
in terms of detail and realism. Gamers
- as they always do - demanded more.
They didn't exactly get overwhelmed, as the sporadic history
of tactical air boardgames shows. In the late 70's we got Dave Isby's and SPI's
Air War, featured by overkill and
underdevelopment, plus the obscure and graphically heinous MiG Killers, by the venerable Lou
Zocchi. In the mid-80's TSR reprinted Air War, but that word has to be used
literally: gamers were invited to send their questions to "SPI, 44 E.23rd
St, New York … ". A classic.
In 1987 our hero, J.D.Webster - a commercial airline pilot
by trade, Ace Drummond by avocation - and GDW came out with a huge leap forward
in design: Air Superiority,
followed quickly by Air Strike and
Desert Falcons. Here was the accessible, playable yet
"dirt"-laden system to warm the hearts of the computer-shunning,
dierolling sky jockeys. The popularity of the "AS" system was never
in doubt, to which the 13,000 copies of Air
Superiority (alone) sold by GDW can attest. AS, however, was not without problems. The
rules were only passably written, the games had several pages of errata and the
graphics presentation was only mediocre.
Remarkably - remarkable because almost NO game sells 13,000
these days - GDW dropped the series, allowing Clash of Arms to step into the
breach. The company best known for its magnificent contribution to Napoleonics
was now in the tactical air business; the latest evolution of the old AS
system, Speed of Heat, was now
upon us.
Speed of Heat's box cover
hits the eye with a fistful of garish silver, house artist Rick Barber going
Metallica. While not much worse than what adorned the old AS covers, it does
leave a bit to be desired. ( I am told that it is, at least, technically
accurate). The quizzical physical aspect here is that all the game's parts are
letter-sized and would have - our could have been made to - fit into a bookcase
box. The quintessential, CoA, large flat-box is really superfluous…and ugly.
Inside reveals few surprises. The components all bear a
striking resemblance to their earlier GDW cousins, with the exception that
everything (except the errata) is on somewhat heavier paper - a very nice
touch. Even the fonts used in the Heat rulebook are remarkably similar to
those used by GDW rules booklets, and many of the rule's diagrams are exact
replications.
As for those rules, if J.D.Webster isn't exactly
Shakespeare, then Phil Boinske is no Harold Ross in the editing department,
either. The scenario and rules
booklets, while they look reasonably clean and easy to read, are riddled with
typos and grammatical errors one would expect of a school term paper. Sadly (and seriously), in this, the age of Decision Games, 3W, and
the (late) FGA, this situation has become somewhat of the norm. It's time
someone informed these vocational dyslexics that simply running a piece through
a Spellchecker is not the final step; reading what you print also helps.
The six geomorphic maps, while adequate, are mildly
disappointing. Rick's
period-flavor map work has always been
quite appealing in the past. These
maps, however, appear out of place and unclean. The counters, though, demonstrate some impressive artwork. Can you think of a better place for Mr.
Barber to apply his evident supply of silver tint? Since many Korean-era, and some Vietnam-era, jets were unpainted
and remained raw aluminum-silver (picture American Airlines), the choice was a
natural for Rick. The counters' clear
line-drawings of aircraft and realistic coloration, look great; they're the
strongest physical aspect to an otherwise lackluster presentation.
Fortunately, this situation improves drastically as one gets
into the game system. Since the
rule-book is a mite intimidating at 72 pages, learning the game appears
difficult. One inevitably turns to the
nearly-as-voluminous scenario booklet (weighing in at 52 pages) for
salvation. Included are six, small,
solitaire training scenarios which allow one to access the system incrementally
and eventually absorb its rules and some of its subtleties. These training scenarios are essentially puzzles
to be solved. As such, they're
excellent learning tools that still manage to present a challenge and make one
want to get on to the master system.
This "training" process, however, does require significant
time and effort for those unfamiliar with the AS system. And, like any complex system, this is not
something you want to learn by jumping head-first into the most complex
scenario.
Clearly, the more tedious aspects of the game system - apart
from actually learning it - involve configuring aircraft, keeping track of
their weapons load-out, and the concomitant pencil-and-papering. While the AS record-keeping system may not
appeal to some, for playability's sake it's better than the physical "tracks" used in Air War and Foxbat - especially when one gets several aircraft on the
board at once. In general, when you get
more than two jets per side, the game system begins to slow down
noticeably. Four per side is really the
maximum for my tastes, and it is also the point at which more than one player
per side becomes a true necessity. Once
airplanes are readied with weapons, one records speed, throttle setting,
altitude, and other (somewhat less important) values. However, these values can
change throughout the turn depending on what the aircraft does, and, thus, they
are recalculated at the beginning of every new turn!
The system is complex, and, unfortunately, that complexity
defies simple description. Basically, it's an exercise in simple arithmetic
combined with a guessing game as to what the opponent will do. With each hex representing one-third of a
mile, and turns of 12 seconds, we have a highly and truly tactical game
situation. This is not a fight between
weapons platforms; this is an old-fashioned duel of capabilities and wits that
is especially true to the period. Make
the right guesses, get one move ahead of your opponent, and you'll win. In Air
Superiority - where cutting edge technology is employed - many air
battles were over before the combatants were ever in visual range of one
another. In Heat, guns are the primary weapons upon which one relies upon,
with maneuver and tactics the order of the day.
While the system is thus time-consuming to learn, the time
spent is well rewarded. And once the
system is learned, the rationale behind particular rules are easy to
recall. And anyway, most of it is
gathered together on the plethora of charts provided. It's accurate to say that virtually nothing has been left out. If
it plays a role in air combat - either air-to-air or air-to-ground - it's in
here. This is easily one of the most
complete game systems available, as sort of flying ASL. And is if that weren't enough, you can get J.D.'s
excellent, bi-monthly 20-page journal "Air Power," now in it's 22nd
issue. With the game plus the journal your coverage of tactical air combat is
now complete.
It's important to consider how this "board" system
compares with most popular genre in the computer gaming realm - the air combat
simulator. Many consider manual, board
games on this subject to be obsolete.
Such is not the case! The flight
sims in the desktop computers use models which are similarly accurate (and, in
some areas, less accurate!), but provide more iterations (of calculations) per
turn to provide the illusion of flight in the guise of animation. The model in Speed of Heat is completely adequate and provides the greater
learning experience, as it requires more analytical thought and
interaction. So, for all you zealous
computer jet-jocks out there, consider learning the AS system, as it will
provide insight into the world of air combat that the computer simply cannot
provide. At worst, it is the perfect
partner (some would say antidote) to your computer simulations.
The Speed of Heat
rules represent the culmination of many years of testing and development. The popularity of the system is not
coincidental; it works and has proven itself over the past 5 years. The Heat
package also includes many scenarios which are carefully designed and laid out
to provide an interesting and incisive study of the evolution of jet combat
during the period depicted. The
combination of good research, history and a solid game system make Speed of Heat a game which will not soon be
forgotten.
I had a dream...I dreamt that the perfect airwar-game was
published. It was designed by J.D Webster, developed by John Butterfield,
edited by Phil Boinske (let's give him one)… with graphical design by Rodger
MacGowan, maps by Mark Simonitch, and counters by Rick Barber. A dream? Perhaps
… but there is the reality of Speed of Heat,
as close to this dream as one can presently get.
CAPSULE COMMENTS:
Graphic Presentation: Adequate
overall: great counters; good rules; fair charts; tacky (big) box.
Playability: Dependent upon
the number of aircraft involved. More
than 4 aircraft per side slows the system down to the painful level for one
person per side. Certainly not for the beginner or the casual gamer, though.
Replayability: Almost
unlimited; the scenarios and their variants variants can keep one busy for
years.
Historicity: Tops. This is a complex and incisive overview of
Korean and Vietnam-era jet air-combat tactics worthy of academic study.
Comparisons: Nothing (that's
in print). The GMT "Leader" series is more operational than tactical.
Overall: A
State-of-the-art, cutting edge simulation, and a must buy for the jet-combat
fan.