Alan, I have sent you Q & A etc. before that you have posted on Grogard.com. Here is something else that I'm sure fans of LUFTWAFFE would enjoy seeing. This info has never been published anywhere. Here is some correspondence between myself and the designer of LUFTWAFFE by Avalon Hill, Lou Zocchi 7/01 Dear Lou, I've always been a big fan of your 'Luftwaffe'. A few years ago you had told me about a key rule that never made it into the printed rules that come with the game. It was about German units moving Half of their movement points when taking off(drop fractions to be used upon landing). It does make a world of difference in balancing the game and simulating the 'Surprise' factor. Below are some Questions-some general and some relating to the 'Half' movement rule. Could you please answer these for me? Also if you ever had any errata/options for 'Luftwaffe' that never made it into the commercial version, how could I obtain those? Lou's answer: There are no revision ideas in print. 1. When using the 'Half' movement rule, does that apply to staging aircraft also or could they move their full movement? If staging aircraft could move their full MP to stage, could they also attack strafing planes(which are at the same altitude as staging planes)? Lou's answer: Half movement applies to staging aircraft also. Staging or refueling planes must spend one full turn on the ground to get fully refueled. Taking off partially fueled is not allowed. Staging planes can not move the full MP in the same turn as they takeoff. 2. When using the 'Half' movement rule for the advanced game, must you still be able to move 1 hex past the attacked hex? Lou's answer: In light of the above decision, is this question still valid? Lou misinterpreted this question-I meant when moving to attack a unit (s), the rules said you must have enough MP to move hex past the attacked unit(s). On second thought, maybe he is inferring that you can't attack in the turn that you take off. 3. When using the 'Half' movement rule, do you use German replacement rate of one for 3 or 4 factories or one replacement for every 9 factories? Lou's answer: 3 factories (he asked where the 9 factories idea came from-My note: It was in the 2nd edition of rules I believe as an optional rule) 4. When using the 'Half' movement rule, does that apply to jets? If they are Halved, they won't be able to move more than 5 hexes(assume here ME262) from their base at any point(only 2 turns in the air and on takeoff can only move 4 and will have to be within 5 for landing). Lou's answer: Half turn at takeoff speed; one full speed turn; another full speed turn; half turn at landing for ME262's. Basically, in Lou's letter, he said that you can't go back and reprint the 'Time in the air' counters to allow one extra turn in the air (To make up for the reduced takeoff and landing turns.) And since it took 40 minutes to refuel (2 game turns), all refueling planes must spend one full turn on the ground. 5A. Must Jets use the designated base the whole game? If the answer is Yes, then if a Jet base is RAF bombed there would be no base for one of your Jet units to start from in that quarter, or can you operate 2 Jets from 1 base at start of your turn? The rules say you can only start with 1 counter per base. Lou's answer: No 5B If the answer is YES, then if a Jet base if RAF bombed there would be no base fore one of your Jet units to start from in that quarter, or can you operate 2 Jets from 1 base at the start of your turn? The rules say you can only start with 1 counter per base. Lou's answer: One counter per base 6. The rules sat that all industries in a city are destroyed when one or more bombers bomb it. Does that mean that Railroads would be considered destroyed also? Lou's answer: Yes 7. The Rules say that both players have the option to drop their tanks during any portion of any turn. Lou's answer: At any time either wants to do it, or reconsider doing it. Who decides to drop tanks first? Lou's answer: Neither is irrevocably required to hold or drop tanks. I read in an old General Magazine that the attacker chooses first. If the Defender drops tanks during the Attackers turn, is his 'Aircraft Time' piece placed in accordance to where HIS own 'Time Now' piece is now or where the Attackers 'Time Now' piece is now? Lou's answer: His own time piece Prior to an attack, are all 'tank droppings' declared, or do you decide as each type goes into battle. Lou's answer: As each type goes into battle. My note: If it is done type by type, I believe there could be many confusing situations. Example: Attacker has FW's;Defenders have P-47's and P-51's. If there is no tank dropping to begin combat, the FW's attack the P-51's. Assume they kill all the P-51's. Overkill would go against the P-47's, but what if the P-47's want to drop their tanks at this point? Lou's answer: They could do so. Another similar Example-If FW's and P-51's do not drop tanks, but the P-47's do drop their tanks, the FW's would fight the P-47(with their tanks dropped, they have a better rating than the P-51's). If the FW's kill all the P-47's, overkill would be applied to the P-51's , but what if the P-51's want to drop their tanks at this point? Lou's answer: They can do so after seeing how the P-47's battle went. My note: To have all tank dropping take place before the battle begins is the least problematical I believe. Lou's answer: We agree on this point, but in real life the defending fighter commander held back as much of his force as possible, to assure that it could protect bombers for as long as possible. 8. Is the Recovery line the same as the Start line? Lou's answer: Yes 9. If Russian home based planes are eliminated, does that cease the further use of Russia as home base? Lou's answer: Yes, because the first time we tried it, the Germans tailed our planes to their new Russian bases, and returned later to deliver a devastating attack on our grounded forces. Because Russian fighters couldn't protect our grounded planes, we never went back. 10. Can you Sneak Raid from Area '6'(next to Gydia)directly into Russia without bombing?(You would spend one turn on a Baltic Sea square and be open to attack there of course) Lou's answer: No, the whole idea was to avoid facing German fighters which hit us on our way to the target, then refueled and re-armed and hit our bombers again as they flew back to England. My note: I am not sure Lou interpreted this question correctly-maybe Lou is saying that they only sneak raid to bomb a target, not to only shuttle. 11. The rules sat that all industries in a city are destroyed when one or more bombers bomb it. Does that mean that Railroads would be considered destroyed also? Lou's answer: Yes 12A. When playing the Advanced Game, it says you must bomb every city on the Target Sheet. All the cities on the Target Sheet have a Dot next to their names on the map. City names without a dot-are they airfield names? Do they have any significance other than historical? Lou's answer: Yes 12B. City names without a dot-are they airfield names? Lou's answer: Yes, and some target cities also had an air base nearby which is why the red airport symbol like Munster and Kassel. 13. Can you use the Advanced rules when playing OPERATION CUSTER. Lou's answer: Yes 14. When put counters in back of start lines can you put counters that represent more than one bomber(so it would look like you had less strength)? Lou's answer: No 15. If you send more than one bomber to a target(sent at different times) and city gets bombed by the first bomber, can you abort the second bomber? Lou's answer: No Must the second bomber proceed to the target?(important for losses in CUSTER!) I believe since you normally can't abort, the second bomber would proceed. Lou's answer: Yes My note: If there were enemy fighter(s) in the same square as a base and you wanted only to attack them, the base AA guns would NOT fire. But if you wanted to strafe, the base AA guns WOULD fire and then you would have to fight the enemy fighters and eliminate them before units on the ground could be taken as losses. Rules about shuttles-when shuttlers are eliminated, you must cease future shuttles;what if sneak raiders are eliminated going to Russia? What if coming from Russia, you hold back one on purpose and then all others are eliminated-this would be a 'cheap' tactic(avoiding 100% elimination)which would enable future shuttles. It seems like loose rules(no dramatic effect on play though) I asked Zocchi if in fighter vrs. fighter, do the 'Defending' fighters get to fire back in the same turn that they were fired on(i.e. in the german half of a turn)? Answer: No (This is the way I always played it, but on the internet there were arguments about it). Zocchi said to solve the problem of lack of simultaneous combat, it is done this way. Ex: FW's attack P-51's and kill three p-51's. The P-51's do not return fire in this half turn of the German. In their half of the this turn, it is their opportunity to 'fire'. Zocchi told me there was an intended rule (vital), that did not make it into the printed rules. Whenever a 'plane' takes off, it can move half its MP and half on landing(any fractions are rounded down and used for landing). Ex:FW(MP of 7)will use 3 MP's for takeoff and then they will use 4 MP's for landing. After planes have taken off, they use their full MP for movement until they are going to land. Joe Geistwhite Jgeist@paonline.com -- This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks transtec Computers for their support.