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RAF » Forums » Reviews
As I See It: Never was so much owed by so many to so few
The full, correct quotation:

Quote:
"The gratitude of every home in our island, in our Empire, and indeed throughout the world, except in the abodes of the guilty, goes out to the British airmen who, undaunted by odds, unwearied in their constant challenge and mortal danger, are turning the tide of the world war by their prowess and by their devotion. Never in the field of human conflict was so much owed by so many to so few."
-- Winston Churchill, House of Commons, 20 August 1940

('As I See It' are game reviews from the perspective of a gamer who is short on time and attention span. My favorite games that are fun and interesting, where the mental load is on making decisions not bean counting or fiddliness. Therefore the review spotlights innovative, clean, and elegant mechanics that work toward the above and key decision points. I play both eurogames and wargames, but since eurogames tend to be well reviewed in BGG already, I'll be mostly be reviewing wargames.)

Introduction

In anticipation of RAF II, this is a review of RAF I, why it's one of the great solitaire games, and areas I feel it can be improved in RAF II. RAF is an operational level game of the Battle of Britain. After the fall of France, Herman Goering told Hitler that he could bomb England into submission by destroying her morale, crippling her industry, or at least destroying the Royal Air Force and neutralizing the Royal Navy, making her unable to resist invasion from the Wehrmacht, which so far had an unbroken string of enormous successes since the beginning of the war.

In the game, the player fills the role of Fighter Command, placing the day's patrols and determining which squadrons intercept each raid. You are the thin blue line holding back the German onslaught. Though outnumbered, the British have three weapons: RADAR; an efficient centralized control system; and a resolve to never, never, never give in.

Gameplay

As usually, I feel the easiest way to explain gameplay is to walk through the sequence of play.

Daily Upkeep

Initial British setup (courtesy of Lawrence Hung)

Each scenario consists of a number of days of possible German raids. Each day, the following occur:

Reinforcements and replacements: Both sides receive replacement aircraft, which can either return eliminated units or restore damaged units.
Repair: Disrupted radar stations and Fighter Command headquarters can return to operation.
Weather Forecast: The weather over England can range from Clear to Cloudy to Storms. The weather tends to be cloudy, and storms prevent all raids and make the next day's weather more likely to be worse.
Squadron Patrol: At this time, you put up your morning patrols. (More on patrols later.)
German Effort: Depending on today's weather and yesterday's German Effort, you roll to see how strong today's German effort will be, ranging from Light to Normal to All-out. Not surprisingly, Germans tend to make a bigger push on Clear days.

Initial track setup (courtesy of Firepigeon)

Raids

Each day is comprised of a number of raids, which are resolved as follows:

Target Determination: The player draws a Target card. Each Target card contains a ton of information, but let's deal with each item as it comes up. Of immediate importance are the target's Type (Airfield, City, Industry, Port, or Radar) and Value (1 through 3). Based on these two and the current German Effort and Target Priority, a table determines whether it is a Major, Minor, or No raid. If it is No raid, another Target card is drawn until a raid occurs. Light days tend to be mostly Minor raids. Other days usually are about half Major and half Minor with a slight tilt toward the former.

German Target Priority tends to be slowly changing and determines what the current focus of the German bombing strategy is. It starts the game with High priority to Ports and Radar, Medium to Airfields, and Low to Cities and Industry. This actually has a large impact on play as Fighter Command will find their job toughest when the Germans are targetting their airfields and radar.

British Detection: This step determines how much warning Fighter Command receives of the raid (None, Late, Medium, or Early) and how much intelligence they receive (Poor, Vague, and Accurate). Major raids spend more time forming up over France, giving a bonus to the die roll. However, most of the British bonus drm comes from how many functioning radars can see the raid and an Observer Corps Value (the contribution of citizens armed with binoculars and good hearing, though it is halved on Cloudy days), both of which are printed on the Target card. Believe me, you will feel the difference if your radar network ever gets damaged.

Warning determines which squardrons can intercept. The Target card lists both sectors Enroute and In Range. Squadrons patrolling in the Enroute sectors are always eligable to intercept. With more warning, squadrons on the ground and squadrons In Range can also intercept.

Now is a good time to explain patrolling: the map is divided up, as it was historically, into Fighter Groups, which are in turn divided into Sectors. Each British squadron is based in a particular Sector. When patrolling, thereby allowing it to intercept raids with less warning, each squadron can patrol in its home sector or an adjacent one. Unfortunately, you cannot send every fighter into Hell's Corner to prey on the Hun.

Gruppen Selection and Deployment: Intelligence determines how much information you receive before you decide which squadrons to intercept with. The raid composition is determined by drawing 2 Force cards. The 1st determines the size of the raid (~7 for Major raids, ~2 for Minor); the 2nd determines raid composition, which can be all bombers, all fighters, or anything in between. Based on how much intelligence you receive, you decide what to intercept with after the 1st or 2nd draw or before both of them. How many times have I tallied a Minor raid on Poor intel, hoping for a pack of vulnerable bombers, only to get jumped by a fighter sweep? Too many times, I tell you.

Raid Event: The last card draw is an Event card, which may modify this raid, the next raid, cause something to happen in between, have something happen on the campaign level, etc. I'll cover events in more depth later.

The other thing the Event card does is determine how much time passes while this raid is being resolved. Each day starts at 0600 hours and goes until 1800. The greater the German Effort, the less time passes between raids, and the more raids there are that day. My back of the envelope estimates are:

Light: 1-2 raids
Normal: 3-4 raids
All-Out: 5-7 raids

Raid Resolution

Tally ho! Not that this position could ever happen in the game (courtesy of Zopper-alf)

The raid is resolved on the Combat Display. In general, Me 109s are placed in the Hunt box, Me 110s is the Close Escort box, and bombers in the (surprise!) Bomber box. This can be can modified by various events; for example, some Me 109s may be ordered to close escort rather than free hunt.

Each raid is resolved as two combats. First, German gruppen in the Hunt box attack intercepting squadrons. If any squadrons remain, they may attack the bombers and close escorts.

Each combat is resolved by counting up the number of gruppen involved and the total combat strength of all attacking and defending units. This sounds a little odd, but I suppose the math works out: the combat strength of German bombers are pretty high (5-7), Me 109s are 0, Me 110s are 2, Hurricanes are 2, and Spitfires are 3; all fatigued units are 1 point worse.

These numbers are cross-referenced in a table (not quite a combat odds table), count down 1d6 rows, and read off the result for both Germans and British. Results range from No damage to Light to Heavy to Eliminated, each of which has different effects if the unit is already fatigued. Furthermore, each unit has a '+' or 'o' symbol, and the combat results table (CRT) gives different results for each.

If there are any bombers left, they bomb their target. If an Airfield was the target, squadrons on the ground may be damaged. Industry hits disrupt the flow of replacement aircraft. Damaged Radars are out for a number of days equal the amount of damage.

One quick aside: there is a line on the map beyond which Me 109s do not venture due to fuel limitations. Instead, all escorts are Me 110s. These raids are especially good targets for the British to intercept because there is no combat in the Hunt box to rough up squadrons before they engage the bombers.

End of the Day

Raids are resolved one at a time until the time marker reaches 1800. The main thing that happens during the end of the day admin phase is that both British and Germans conduct Relief. There are 6 states each non-eliminated unit can be in; from best to worst:

1) At airbase, ready
2) At airbase, fatigued
3) Rest box, ready
4) Rest box, fatigued
5) Damage box, ready
6) Damage box, fatigued

Units will be placed in various states mostly as a result of combat, but also due to Events and German attacks against British airfields. During Relief, each unit improves one state. Only units at airbases can conduct operations the next day, and fatigued units fight at a penalty.

Victory

Quote:
"We shall not flag or fail. We shall go on to the end. We shall fight in France, we shall fight on the seas and oceans, we shall fight with growing confidence and growing strength in the air. We shall defend our island, whatever the cost may be. We shall fight on the beaches, we shall fight on the landing-grounds, we shall fight in the fields and in the streets, we shall fight in the hills. We shall never surrender!"
--Winston Churchill, House of Commons, 4 June 1940

Victory in the game revolves around preventing Sealion, which is tied the current VP value. A month into the campaign, the player compares his VP value to target numbers printed on the calendar. Depending on how well (or how badly) he is doing, Hitler may begin preparations for Operation Sealion, delay it, or cancel it. If it is cancelled, the player wins. If Sealion is delayed, another check takes place in 1 to 3 days. If preparations begin, the player has 10 days to beat the Luftwaffe or else. As the days go by, the range of target values narrows so that it becomes easier to scrub Sealion, but it's also harder to prevent. There is also an automatic victory condition if the VP value ever goes to +35 or -35.

The player loses VPs from bombing, having squadrons eliminated, and resorting to reinforcements. The player gains VPs by eliminating German gruppen and simply surviving another day.

Ooh, Shiny!

Events: A lot of the chrome in RAF is implemented via the Event cards, which can have a variety of effects. Some of these have minor or fairly localized effects:

Quote:
Cloudy Weather Causes Abort: some raid elements fail to appear due to Cloudy weather
Mass Rendezvous Failure: some elements of a Major raid fail to meet up
Me 109s Close Escort: Me 109s protect the bombers instead of hunt
Me 110s Strafe: Me 110s strafe instead of protect bombers
Pathfinders: special recon equipment gives Germans a bonus to bombing
Patrolling Squadron Catches Recon Flight: a patrol catches a Me 110 gruppen
Raid on German Industries: German replacements are delayed
Radio Intelligence: British gain a bonus to detect the next raid
Snap Raid by Erprobungsgruppe 210: the elite fighter-bomber gruppen makes a lightning raid
Squadrons Intercept Blenheims: a squadron accidentally intercepts some Blenheim bombers
Sudden Weather Change: Clear becomes Cloudy, Cloudy becomes clear

There is one event that deserves mention: Secondary Target, which causes some or all of the bombers to hit the secondary target listed on the Target card instead. Occasionally, the primary target is something low on your priority list to defend, like a Port or City. However, if the secondary target is a Radar or Headquarters, you might want to take it more seriously as the player cannot change his response after seeing the Event card. This is the only way Fighter Command Headquarters can be attacked, but the penalty is severe: for attacks against affected sectors, the bonus to the detection roll is halved. I once had Sector 11 (Uxbridge) HQ suffer heavy damage; never again.

There are a few events which have a long-term effect that also deserve mention:

Change Target Priority: This causes the Germans to reevaluate their target priorities. The higher the drm, the more likely Hitler orders a Terror bombing strategy, the main effect of which is cards are added and others removed from the Target deck to focus on London.

Increase Fighter Escort: If the current VP total is +5 or higher, several cards are added to the Force and Event decks, slightly increasing fighter-to-bomber ratio and the likelihood of Me 109s close escorting.

Luftflotte 3 Gruppen to Luftflotte 2: Between 26 August and 10 September, Luftflotte 3 may be ordered to help Luftflotte 2, which faces southeast England and carries out most of the raids. This makes it more less likely fatigued gruppen in Luftflotte 2 will be called upon to participate in raids, but it does put more strain on Luftflotte 3.

There are two (important) events, but I'll save them for the next section.

Reinforcements and Green Pilots: If the British feel stretched thin, they can call upon reinforcement squadrons by taking a VP penalty, remembering that many things, including Sealion and Target Priority, are tied to the current VP value. This can be as high as -4 VPs for entering a Spitfire squadron in the first couple weeks of the game, equivalent to needing to shoot down 2 additional German gruppen.

Replacement squadrons, which occur after a squadron is eliminated, may enter with green pilots to give the player +2 VPs. However, until green pilots are blooded, they give a penalty to the die roll on the CRT. For example, in a combat involving 4 gruppen (not uncommon), a -2 green pilot penalty can be worth 4 combat factors, equivalent to 2 Hurricane squadrons. In short, it is best to introduce green pilots in very controlled environments, preferably in combats against 1 gruppen else they may adversely affect your other squadrons. Or, better yet, don't use them at all.

Night Raids: An optional rule allows you resolve night raids. On the one hand, night raids are another source of British VP loss as night interceptors can rarely stop them. On the other hand, it deprives the daytime raids of fresh gruppen while the British can use Blenheim bombers and Gladiator biplanes as interceptors, which would otherwise be useless. This rule only slightly increases the length of the game, adding about 3 die rolls per day.

Elite Gruppen: There are also a couple elite Me 110 Zerstorer gruppen which have a minor impact on the game.

As I See It

What is special about RAF is that it is one of the few games (the only?) that covers this much of the Battle of Britain (the entire southern coast) in so short a time. The reason why is that every raid is resolved in 4 card draws and 2 rolls of the dice, and there's on average only 3-4 raids per day, and only if there is combat that day. Truly, the Target, Force, and Event cards are a brilliant piece of elegant game design. The Target cards, which taken in conjunction with German Effort, generate believable German raids, British detection, and determine what squadrons can intercept without looking up clumsy tables or counting hexes. Though I have some issues with German raid composition (which I discuss below), the Force cards generate a mix of free hunt, close escorts, and bombers. And the Event cards, though I have issues with a couple of them (also below), add chrome and a little (good) uncertainty. The combat system I also discuss below.

It's my belief that the best British strategy in RAF is, when they intercept, to throw every ready aircraft they can at the raid. Without going into too much detail (this is a review, not a strategy article), this comes from analyzing the VP rewards and penalties. British lose VPs from getting squardons shot down: don't put squadrons into risky combats. British lose VPs from bombing: there is little reason to intercept unless you can get odds to inflict heavy damage or higher to stop them before they bomb. British gain VPs by eliminating gruppen: intercept raids if you can get odds to eliminate gruppen.

A corollary to this is that, since intercepting with fatigued squadrons is a Bad Idea, each squadron can intercept once per day and the British must choose which raids to intercept and which to leave alone. Unfortunately, this is complicated by the fact they rarely have both Accurate intel and Early warning. Thus, often they cannot bring their full weight to bear or must commit to intercepting without knowing what they're facing. Furthermore, they don't know where other raids will hit that day; maybe a better opportunity will come later, maybe this will be a squadron's only chance to intercept today. To intercept or not to intercept: that is the question. And it's an agonizing question, but that's what makes the game so fun.

So which raids should the British intercept? Well, besides the targets it must defend (like Radars; too bad Radars are on the coast and get low warning), to earn VPs they should intercept raids where they have a good chance of eliminating German gruppen. Unfortunately, it's rather hard eliminate ready gruppen; to get maximum odds against a Me 109 gruppen takes 6 Hurricane squadrons (or 4 Spitfires). Against bombers it's a bit easier: 3 Hurricanes.

On that other hand, it's much easier against fatigued gruppen as a Heavy damage result will eliminate the unit. Unfortunately, since each gruppen partcipates in at most one combat per raid, it's impossible to fatigue then eliminate the gruppen in one raid (on the other hand, British squadrons can be fatigued by combat in the Hunt box then eliminated by combat in the Bomber box). This means the only way the British can tally fatigued units is when the system is dumb enough to use them while determining raid composition. Oh, sure, the British can make these events happen more often by inflicting damage on some gruppen, making the others take up the slack, but due to weather breaks and German Relief, as often as not it's because of bad German luck drawing too many force cards in one day with Ju 88s for Luftflotte 2 or similar.

This brings us to one of the Event cards: German Relief. When this event is drawn, every gruppen not participating in the current raid instantly improves one readiness state. How many times have I pulled this event in the middle of an All-Out day when the Germans have a ton of fatigued gruppen ready to be shot down? What did all of my hard work (and the lives of my men) accomplish? I feel the presence of this event indicates that the German and British relief rates are out of sync, that something is wrong with the raid composition mechanism and/or CRT, and this event is a (poor) fix.

While I'm on events, there is one more to discuss: Patrolling Squadrons Land. When this occurs, every squadron still on patrol lands and becomes fatigued, and thus they probably should not intercept anymore that day. The thing is, on average, one Patrolling Squadrons Land event happens per day, but they can come down after 3 hours or last until the end of the day, who knows. It just feels... random. Historically, standing patrols weren't a good idea because it quickly fatigued pilots and might not come to anything if the Germans don't attack that sector. So the logical conclusion may just be not to play that game and keep your squadrons on the ground. However, as I mentioned above, to get the best odds of eliminating gruppen, the British need to mass squadrons, which often requires having patrols waiting to pounce. Patrolling is also the only way some of the northern squadrons will be able to participate, though I don't even know if planes from Wittering (Sector 3/12) ever contributed to the battle in southern England. Other Battle of Britain games allow you to scramble fighters as you see the raids forming up over France; this is factored into the detection table and, if you get enough warning, squadrons on the ground can intercept.

There is one more mechanic I would like to discuss: the '+' and 'o' markings on the units. Sometimes I'm not sure if this is genius or looney (the dividing line can be thin). As mentioned above, the CRT lists separate results for each group. Furthermore, events Cloudy Weather Causes Abort, Mass Rendezvous Failure, Me 109s Close Escort, and Secondary Target affect one group or the other (sometimes both). This allows a very wide variety of results. For instance, half your squadrons may get chewed up by the free hunt, but the other half sneak past and tally the bombers. Or bombers you inflict Heavy damage on happen to be ones that would have hit their secondary target, like your Radar station. Or maybe the half you don't stop are the ones who do hit your Radar station (though you would think you'd order your squadrons in a manner to protect it). Well that's just it: the mechanism, while it produces a variety of results, it also produces them in way that has high variance. For instance, the Cloudy Weather Causes Abort and Mass Rendezvous Failure creates raids off all one type, so you may get all Heavy or all Light damage (rather than a mix, as you might expect). Or if you get a +L/oN result in the Hunt box, all your '+' squadrons are flipped to their fatigued side, so now all your squadrons are 'o' for the combat in the Bomber box. Now if each unit had a type that was something like a combination of symbol and color on backgrounds of different shape, Events and the CRT could use different partitions that don't create these extreme interactions.

Okay, enough talking about individual mechanics. How does the game feel overall? Well, actually, after a while it feels to be a lot of the same. There are fluctuations in weather and German Effort, sure, but weather doesn't really factor into my decision process. German Effort does to a small degree: if I think it's going to be a Light day (such as on a Cloudy day after an All-Out effort), with only 1 or 2 raids, I patrol heavily and throw everything I can at any raid that dares show itself; All-Out days, I try to grab at the likely opportunities while waiting for the gruppen to become overworked and I can pounce on fatigued units. Even the slower moving but more permanent events like Increase Fighter Escort don't really enter into the equation. Change Target Priority has a small impact because I really try to protect my Radars. Really, my decision making boils down to two data points: how many squadrons can I intercept with (largely a function of patrols and warning) and are there fatigued gruppen (or is the raid otherwise likely to net eliminated gruppen)? Luftflotte 3 Gruppen to Luftflotte 2 is annoying, but this is factored into where I look for fatigued gruppen. I mean, okay, the Battle of Britain was a grinding battle of attrition, but what ends up happening is that some squadrons and gruppen get Heavy damage or eliminated, both sides lick their wounds while the game is held up by rain, and the process starts over again.

Furthermore, a good strategy for winning the game is to get to +9 VP as soon as possible and stay up there. Why? Because once the Hitler orders a terror bombing strategy, the game becomes much easier. Half the time, London is the target. This means you don't to worry as much about your Airfields being bombed, and you can mass squadrons to defend London. And the way to get the game to start terror bombing is pulling a Change Target Priority (VP) with a positive drm, and +9 VPs is where you get a +1 drm (climbing to +2 at +19 VPs). But this means if you're already winning the game, the game becomes easier. Meanwhile, if you're doing badly, the target priority chart tends to have the Luftwaffe continue pounding on your airfields, making your life harder. This may make sense from a historical perspective, but not from a gaming perspective.

Decisions, Decisions

I think the previous section covered this pretty well. Basically the British decisions boil down to this:

* Do you use standing patrols? If so, which squadrons and where? What do you when Patrolling Squadrons Land happens?

* For each raid, do you intercept or let it go? What if you have little warning and can only intercept with a couple squadrons? What if you have no intel and don't know what you're facing? Will this be the best opportunity for that squadron to intercept that day?

* Do you bring in reinforcements? Will the extra squadrons offset the VP penalty, making it easier for Sealion preparations begin and harder to get a positive drm on Change Target Priorities?

Components

I'm not a bits man. And, frankly, if you're looking at a 1986 wargame, you're probably more interested in the game than the components anyway.

Map: Real map not in Spanish (courtesy of Felisan88)

It's a 22" x 34" unmounted map. It doesn't have the matte finish of contemporary game maps, but feels thicker and sturdy. And though everyone agrees I have no eye for art, I like the layout of the map. Not only are the curves a welcome change, but it's very easy to select raid composition, resolve combats, and track unit damage. Artwork is a bit dated.

Counters (courtesy of bbhanson)

160 0.5" counters. The 'artwork' are aircraft silhouettes in the background. These days, such a counter would have a good sized, full-color aircraft taking center stage... with all the numbers getting pushed to the corners. Though they don't look much, it's very easy to read unit ratings and which sector/airfield they return to. My counters were die cut so the nibs were at the corners. Side nibs? Eww. :p

Cards (courtesy of domus_ludorum)

134 Target, Force, and Event cards. These are smaller and flimsier than what you'll find in card driven wargames. On the other hand, you rarely have to handle them, so they'll last.

Rules: A 16-page rulebook, 4 pages of which are a pull-out player aid containing tables. The rules are clear with plenty of illustrations and examples, not that the game is particularly hard to grasp. I usually have the rulebook turned to the Event Summary toward the back since I rarely have to reference the rules.

Conclusion

Quote:
"Let us therefore brace ourselves to our duties, and so bear ourselves that if the British Empire and its Commonwealth last for a thousand years, men will still say, 'This was their Finest Hour.'"
-- Winston Churchill, House of Commons, 18 June 1940

RAF has a reputation as a hard solitaire game. This is partly due to the fact that the player is asked to make some grueling decisions, either intercepting at not-ideal odds or with incomplete information upon which to make the decision. That is the part that makes the game interesting and fun. You can also play the entire Battle of Britain campaign in one (long) sitting.

However, the game is also hard because the British score most of their points from eliminating German gruppen, which only occurs under precise circumstances. But there's a couple events that interfere with that, and I don't know what they're modelling or feel they model it poorly. That, combined with the fact that the game can get repetitious and the way the Change Target Priorities (VP) event causes positive feedback (making the game harder for a losing player, making the game easier for a winning player), causes me to rate RAF

6+ Ok game, some fun or challenge at least, will play sporadically if in the right mood
+ tilt factor for some elegant pieces of design


But RAF has some very good ideas, and if RAF II addresses some of the issues I have with the original, I think it'll be a winner.

Also thanks goes to Winston Churchill, who is an infinitely better wordsmith than me.
Last edited on 2008-08-07 03:47:07 CST (Total Number of Edits: 2)
Chuck Pierce
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I pulled my copy of RAF off the shelf last week and have played several full battle scenarios. The game system is difficult to beat, but I seem to do well (in the long run). I think that you have to have patience. It's tough to sit on the ground when a major raid of unknown strength is inbound, and it can be really frustrating when the radar-detection rolls work against you, repeatedly. Managing which squadrons to put on patrol and when to scramble/sortie several squdrons is the key to the game, and what makes it fun. Being a solitare game, it's not surprising that there is some randomness, but RAF does a really good job of simulating the BoB, from a strategic war perspective.

I won't dispute any of the negatives that you posted. I hate the card-stock cards; they're a real PITA to shuffle and sort. It's tough to keep stacks of counters in a hex on the paper map (but, this can be solved with a sheet of plexiglass). Despite the charts on the map, you still need other pull-out charts (which I've condensed onto a single sheet). Oh, and this is a good one, I'm red/green color blind and have a very hard time spotting Ready vs Fatigued RAF counters. But, what's a wargame without tons of counters, pull-out charts, dice, and warped maps. :devil:

I didn't know that a second edition RAF was about to be released. I'll be first in line to buy it! I'll be very interested to see what the new release has to offer in the way of components and rule modifiations.

Thanks for the review. It's always good to read fresh reviews of old games, especially old games that I love. :cool:
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Fantastic review. Being an owner of this game, I've read the rulebook a few times but never sat down to play a game. After reading this, I think I will.

Thanks!
Last edited on 2007-11-19 00:00:10 CST (Total Number of Edits: 1)
Let F[n+1] = F[n] + F[n-1]. lim n→∞ F[n+1]/F[n] = φ
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Oxotnik wrote:
I pulled my copy of RAF off the shelf last week and have played several full battle scenarios. The game system is difficult to beat, but I seem to do well (in the long run).

Yes, I usually do well in the long run too, but the short scenarios can be difficult to win. And I'm not sure if this is indicative of problems within the system. The other Battle of Britain campaign game I have, London's Burning, also has this problem, though for different reasons (you 'upgrade' to Ace pilots while letting some hard to defend targets get bombed out, forcing raids to travel further inland, where they're easier to shoot down). From the British perspective, their goals during the campaign were to prevent bombing damage, shoot down German aircraft, and maintain their own force by being smart with what they intercept and with how much. Based on this, I don't see why a short scenario should be any harder.

Instead, I feel the player turns the corner in RAF by either 1) getting the target priorities off airfields so he has fewer raids undermining his force readiness, or 2) getting the Germans in a state so that raids are easier to shoot down. And while I'm not well-read about the campaign, I don't think the game models these well. Were German target priorities driven by how well the campaign is going, or was it Goering and Hitler playing soldier? (Fair dues, since this was the first instance since the WW1 zeppelin raids, no one really knew how to run a strategic bombing campaign.) If the Luftwaffe was short on ready aircraft and crews, would they really overwork the ones they had on hand or just cut back on the number or size of raids? That is sort of what the German Effort track models in that effort is lighter after All-Out days, but you would think effort would be better tied to force readiness (i.e. if Luftflotte 2 was still more or less intact after an All-Out day, they could go All-Out again).

Actually, I feel that many of the games problems stem from the fact that the both sides only earn VPs for eliminating units, not shooting down aircraft. This forces the player into the mindset where one eliminated gruppen is worth more than 2-3 heavily damaged gruppen.
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Good review. When I first bought this game (in the eighties, a new Butterfield game was always reason to celebrate, for me), I must have played the campaign a half-dozen or more times in a row - it's that good a game.

I think that any solitaire system (that doesn't end up getting completely boring after one play-through) is going to end up with random element(s) that can conspire to generate wilder deviations from the norm during scenarios shorter than the primary (campaign) focus of the game. My experience with the full game mirrors what I've read from a couple of other people, here - that good and bad tends to pretty much even out, and leave you with a harrowing challenge, but seldom outright denies you a chance at victory.

While tweaking the system might allow you to dampen out some of the range of variation in outcome, I fear this might result in a game that just isn't as tense as this one.
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fusag wrote:

Yes, I usually do well in the long run too, but the short scenarios can be difficult to win.

Yep. I seem to do okay in the late-war short game (I forgot the actual name of the scenario), but it is definitely tougher. It seems that you have to win a war of attrition in the early game. While making unopposed raids, the Luftwaffe is fatiguing pilots. So, when the fatigued + shot-down Luftwaffe pilots gets high, it can turn into a turkey shoot over the English country side, but the RAF has to be patient and try to keep its pilots Ready as much as possible. Committing the RAF squadrons too soon can be distrastous in the long run.

fusag wrote:
And I'm not sure if this is indicative of problems within the system. The other Battle of Britain campaign game I have, London's Burning, also has this problem, though for different reasons (you 'upgrade' to Ace pilots while letting some hard to defend targets get bombed out, forcing raids to travel further inland, where they're easier to shoot down).

I love London's Burning, too. It's another excellent solitare BoB game! It's been several months since I've played a game, but I seem to remember that it's critical to keep your aces alive (LOL). And you need to avoid the Luftwaffe aces as much as possible (if you can gang up on them and kill them, even better) and pick/guess good attacking positions (altitude, aspect, etc) on the bombers.


fusag wrote:
Actually, I feel that many of the games problems stem from the fact that the both sides only earn VPs for eliminating units, not shooting down aircraft. This forces the player into the mindset where one eliminated gruppen is worth more than 2-3 heavily damaged gruppen.

True... I think. I'm not sure that I follow your distinction between eliminated vs shot down aircraft. I do find it very frustrating when the advantage is in your favor and you attack with overwhelming strength, but by luck of the dice, only score Heavy Damage on the Luftwaffe gruppen, especially on the ME109's. It's critical to cull the Luftwaffe ready reserves down to a small enough size so that they can't sortie full-strength raids, especially with ME109's.
Let F[n+1] = F[n] + F[n-1]. lim n→∞ F[n+1]/F[n] = φ
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DarrellKH wrote:
My experience with the full game mirrors what I have read from a couple of other people, here - that good and bad tends to pretty much even out, and leave you with a harrowing challenge, but seldom outright denies you a chance at victory.

Well, if you read the Design Notes, John Butterfield says that the purpose of the +/o designations was so that he could have different results within the same combat. But this same mechanic also creates instances where everything gets hit with the same result, and I do not think that was intentional.

Released playtest counters of RAF II show designators A, B, and C, and I am hoping John Butterfield is doing this to address issues related to the ones I raised.


Let F[n+1] = F[n] + F[n-1]. lim n→∞ F[n+1]/F[n] = φ
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Oxotnik wrote:
True... I think. I am not sure that I follow your distinction between eliminated vs shot down aircraft. I do find it very frustrating when the advantage is in your favor and you attack with overwhelming strength, but by luck of the dice, only score Heavy Damage on the Luftwaffe gruppen, especially on the ME109s. It is critical to cull the Luftwaffe ready reserves down to a small enough size so that they cannot sortie full-strength raids, especially with ME109s.

Sorry, my writing is not clear after waking up at 4 in the morning.

What I meant was, historically, every German aircraft shot down over England was another plane and another crew they would have to replace. Do not hold me to this, but I believe The Burning Blue counts individual downed aircraft rather than sweeping things under the unit level like RAF.

From what I gather from the RAF II playtest reports, the VP rewards are Light = 1, Heavy = 2, and bombing is normal. Unit damage works both ways, so the British can expect to lose VPs from making bad interceptions. The CRT also appears to be tweaked.

Edit: I asked the designer in the CSW thread. His reply:

Quote:
VPs in the new RAF are +1/-1 for light loss to a Gruppe or squadron, +2 for heavy loss to a Gruppe, and -3 for heavy loss to a squadron. Units suffering loss cycle back into play for the next raid day (if light loss) or in two raid days (if heavy loss), at the cost of replacement points. British player must also spend Experienced Pilot points to return squadrons suffering loss to play. Green pilots appear as the reserve of experienced pilots is exhausted, resulting in less effective squadrons. For the Germans, aircraft replacements can be exhausted by excessive losses over time, resulting in an overall reduction to the Luftwaffe's effectiveness in air combat (representing Gruppen flying understrength). The British side can also run out of replacements, though with their production rates, this is less likely.

VP's for bomb damage range from 0 to -3 VPs per raid.

While this slightly increases the load on the player, RAF is far from overwhelming right now. I think this is an excellent change.
Last edited on 2007-11-19 15:46:29 CST (Total Number of Edits: 1)
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The ME109 counter is an F or G model. To the best of my memory, only Emils flew during the Battle of Britain, right? I actually had to look twice at the ME109 counter, because at first glance (before I saw German emblem) I thought it was a Spitfire because of the near head-on aspect ratio. The new counters look nice, but it might be better if they aren't depicted as near head-on images.
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Oxotnik wrote:
The ME109 counter is an F or G model. To the best of my memory, only Emils flew during the Battle of Britain, right? I actually had to look twice at the ME109 counter, because at first glance (before I saw German emblem) I thought it was a Spitfire because of the near head-on aspect ratio. The new counters look nice, but it might be better if they aren't depicted as near head-on images.

Yeah, John just grabbed some public domain images to use in counters, and a number of them are probably the wrong variant to historically appear in the BoB, but I believe the playtesters are on it.
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I have onwned this game for many years....i think 1989 or 90. I have enjoyed it but do see where a little more developement could have really made this a top pick in my book. Don't get me wrong...the gameplay is good and nail bitting at times!!! I will have to see what RAF II brings to the table!
Very good review!:)
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fusag wrote:
Yeah, John just grabbed some public domain images to use in counters, and a number of them are probably the wrong variant to historically appear in the BoB, but I believe the playtesters are on it.

I sure hope so. Something as mundane/innocent as using historically inaccurate playing pieces could really be the death of an otherwise good game (sometimes we hobbyists are our own worst enemies :-/ ).
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German Effort: Depending on today's weather and yesterday's German Effort, you roll to see how strong today's German effort will be, ranging from Light to Normal to All-out. Not surprisingly, Germans tend to make a bigger push on Clear days.

Initial track setup (courtesy of Firepigeon)



hi ,don't want to sound picky but the initial setup shown is wrong.
GERMAN EFFORT should be "normal" not "ligth a shown.

nice piece,,,, thank you
Amos
Last edited on 2007-11-25 10:24:56 CST (Total Number of Edits: 1)
David Span
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The thing that bothered me the most about RAF is that the player has too much information about the fatigue levels of the German gruppen. As fatigued gruppen are more likely to get eliminated, the player can artificially commit more to a combat when fatigued gruppen are involved.

At the time, I didn't come up with a satisfactory solution, but a workable solution would involve incremental losses for the Germans (and also for the British), VPs linked to these losses, and adjusting losses at the end of the day based on the number/sizes of raids. Fatigue for British squadrons would be maintained, and a revamped CRT to include incremental losses.

An interesting aspect of TSR's Battle Over Britian was that German losses could be reduced if they aborted the raid. This procedure might be related to time period and VP situation.
stuart cudahy
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Oxotnik wrote:
I pulled my copy of RAF off the shelf last week and have played several full battle scenarios. The game system is difficult to beat, but I seem to do well (in the long run). I think that you have to have patience. It's tough to sit on the ground when a major raid of unknown strength is inbound, and it can be really frustrating when the radar-detection rolls work against you, repeatedly. Managing which squadrons to put on patrol and when to scramble/sortie several squdrons is the key to the game, and what makes it fun. Being a solitare game, it's not surprising that there is some randomness, but RAF does a really good job of simulating the BoB, from a strategic war perspective.

I won't dispute any of the negatives that you posted. I hate the card-stock cards; they're a real PITA to shuffle and sort. It's tough to keep stacks of counters in a hex on the paper map (but, this can be solved with a sheet of plexiglass). Despite the charts on the map, you still need other pull-out charts (which I've condensed onto a single sheet). Oh, and this is a good one, I'm red/green color blind and have a very hard time spotting Ready vs Fatigued RAF counters. But, what's a wargame without tons of counters, pull-out charts, dice, and warped maps. :devil:

I didn't know that a second edition RAF was about to be released. I'll be first in line to buy it! I'll be very interested to see what the new release has to offer in the way of components and rule modifiations.

Thanks for the review. It's always good to read fresh reviews of old games, especially old games that I love. :cool:


Ditto---nice review. The sign of a good solitaire game is where the owner pulls it out at least once every 2 years to relearn and beat. I would also like to thank those concerned for publishing the countersheet in pics. I'd lost 3 Germans and it was driving me nuts! :)
good gaming Cheers Stu
stuart cudahy
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As I read it, you can choose all zero or all plus Germans or a variation in between? Thereby adding the gambler to your obvious vices? :)
This game, with vp kills in mind, will have you doing 2 things. Intercept hopefully large minor raids and occasionally/ perhaps riskilly small major raids.

Ignore, usually, large raids with crappy detection rolls, and almost always choose to let small raids on non-essential targets go by in the hope of zero VP.

In case you haven't realised, the exceptions/ variations are bound to deliciously/ seemingly disastrously embrace you with choices.
Perhaps definitely late in the day that small raid should be intercepted?
Half the RAF, mostly spitfires, is ready over Kent and the me-109's of luftflotte 2 are exhausted?
This is hard to organise but if you are compulsively attracted to such things, in this game it can happen! Send your hurricanes first on an all out day----God I would never dream of doing that! Me109's are bastards :)

There is a pattern to target selection, but target priorities, apart from adding a historical lesson ( Goering and Hitler were mad), seems to happen often enough to confuse even the most level headed wargamer. If only for a while :) .

Which makes this one of the best solitaire games I've played.

You will win 2/2.25 times out of 3. The odds are you will restart often!
You will play the game 1 time out of 2 over halfway in order to win
( the card variants sort of give it to you if you can nudge the VP's in the right direction early on)
But the game still grabs you!.....every 2/3 years you will probably come back.
Wargamers forget but good game design requires gamers go back.
1986 :) All good cheers Stu

My own style is to buy 2 spitfires early and try to dig myself out of the hole! Brilliant solitaire game! cheers Stu
Last edited on 2008-12-26 21:27:52 CST (Total Number of Edits: 5)
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