Richthofen’s War
Overview
Richthofen’s War: The Air War 1916-1918 is a board wargame published by Avalon Hill in 1972, simulating aerial combat during World War I. One player controls German aircraft and the other controls Allied aircraft over a section of the Western Front. Players maneuver their planes, attempting to outmaneuver opponents, score kills, and become an ace. The game includes Basic Rules (one aircraft each with identical flight properties) and Advanced Rules (multiple aircraft with varied characteristics). The first edition includes eight scenarios.
Components
- 1 Mounted hex grid map (22” x 24”) depicting Western Front with trenches and no man’s land
- Die-cut cardboard aircraft counters
- Player aid sheets (combat tables, lookup charts)
- Aircraft Status sheets
- Scenario cards
- 2 White six-sided dice
- Mission Briefing Manual
- Rules sheet
Setup
- Place the map in the center of the table.
- Select a scenario from the eight available.
- Each player takes the aircraft counters specified by the scenario.
- Fill out Aircraft Status sheets for each plane.
- Place aircraft on the map at starting positions per the scenario.
- Set initial altitude, speed, and heading for each aircraft.
- Review the Mission Briefing for special conditions.
Turn Structure
Each game turn represents a few seconds of aerial combat:
- Planning Phase: Both players simultaneously and secretly plot their aircraft’s movement (direction, altitude change, speed adjustment).
- Movement Phase: Reveal plotted moves and execute them simultaneously. Aircraft move across hexes based on speed and maneuver selection.
- Combat Phase: Aircraft within firing range and arc may fire at enemy planes. Roll dice and consult the combat table for results.
- Damage Phase: Apply damage results to targeted aircraft (structural damage, engine damage, pilot wounds, fire, etc.).
- Status Update: Update Aircraft Status sheets with new altitude, speed, damage, and ammunition levels.
Actions
- Maneuver: Plot aircraft movement including turns, climbs, dives, and speed changes. Maneuvers are limited by the aircraft’s capabilities.
- Fire: Attack enemy aircraft within your firing arc and range. Machine guns have limited ammunition.
- Climb/Dive: Change altitude to gain tactical advantage (altitude = energy for future maneuvers).
- Formation Flying (Advanced): Maintain formation with wingmen for combat bonuses.
- Strafing (Advanced): Attack ground targets (trenches, observation balloons, airfields).
- Evasive Maneuver: Special defensive maneuvers to avoid incoming fire (at cost of offensive capability).
Scoring / Victory Conditions
- Kill Scoring: Shooting down enemy aircraft earns victory points. Different aircraft types are worth different amounts.
- Mission Objectives: Scenarios include specific objectives (escort bombers, defend observation balloons, strafe trenches, etc.).
- Ace Status: Pilots who accumulate enough kills earn ace status with combat bonuses.
- Scenario Victory: The player who achieves their mission objectives and/or scores the most kills wins the scenario.
Special Rules & Edge Cases
- Basic vs. Advanced: Basic Rules use identical aircraft with simplified movement. Advanced Rules introduce historical aircraft with unique speed, climb, maneuverability, and firepower ratings.
- Altitude Advantage: Higher altitude provides energy for dives and better firing positions. Managing altitude is a key tactic.
- Ammunition: Aircraft have limited ammunition. Firing too freely can leave you defenseless.
- Aircraft Damage: Damage can affect specific systems: engine (reduced speed/climb), wings (reduced maneuverability), weapons (reduced firepower), or pilot (wound penalties).
- Fire: Aircraft can catch fire, requiring evasive action to extinguish before structural failure.
- Spinning: Severely damaged aircraft may enter uncontrollable spins.
- Historical Aircraft: Advanced Rules include specific WWI aircraft types (Fokker D.VII, Sopwith Camel, SPAD XIII, etc.) with historical performance characteristics.
- Weather: Optional rules for clouds, rain, and wind affecting visibility and flight performance.
Player Reference
Turn: Plot movement -> Reveal & move -> Fire -> Apply damage -> Update status
Combat: Roll 2d6 + modifiers -> Consult combat table -> Apply result
Key Factors: Altitude, speed, firing arc, ammunition, aircraft type
Scenarios: 8 included, covering various WWI aerial missions