MiG Killers
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MiG Killers
''MiG Killers'' is a board game published by Gamescience in 1977 that simulates combat between jet aircraft from 1945 to 1977. Description ''MiG Killers'' is a board wargame of aerial combat for two players in which each player controls a jet fighter. The game comes with 40 historical scenarios that pair fighter aircraft equipped with technology representative of a particular era. The capabilities of each of the 57 aircraft in the game are listed on aircraft data cards. Players use control logs to track their maneuvers, weaponry and damage. In the Basic game, each aircraft has a turn mode that dictates how quickly it can turn. In the Advanced game, each aircraft is limited by the number of G-forces the aircraft frame (and the pilot) can take. This in turn has an effect on the speed of the aircraft coming out of a turn, and whether its speed falls below its stall speed. Due to the need to track variables and the many optional and advanced rules, the game has been characterized a ...
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Cover Of MiG Killers 1977
Cover or covers may refer to: Packaging * Another name for a lid * Cover (philately), generic term for envelope or package * Album cover, the front of the packaging * Book cover or magazine cover ** Book design ** Back cover copy, part of copywriting * CD and DVD cover, CD and DVD packaging * Smartphone cover, a Mobile phone accessories, mobile phone accessory that protects a mobile phone People * Cover (surname) Arts, entertainment, and media Music Albums ;Cover * Cover (Tom Verlaine album), ''Cover'' (Tom Verlaine album), 1984 * Cover (Joan as Policewoman album), ''Cover'' (Joan as Policewoman album), 2009 ;Covered * Covered (Cold Chisel album), ''Covered'' (Cold Chisel album), 2011 * Covered (Macy Gray album), ''Covered'' (Macy Gray album), 2012 * Covered (Robert Glasper album), ''Covered'' (Robert Glasper album), 2015 ;Covers * Covers (Beni album), ''Covers'' (Beni album), 2012 * Covers (Regine Velasquez album), ''Covers'' (Regine Velasquez album), 2004 * Covers (Plac ...
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Gamescience
Gamescience is an American game company that produces role-playing games and game supplements. History Gamescience Corp. was started by Phillip E. Orbanes in 1965. In that year, the company published the wargame Vietnam which was reviewed in issue #4 of Strategy and Tactics (S&T) magazine. In 1967 the company published another wargame which Mr. Orbanes designed called Confrontation, which was reviewed in S&T issue #6. In 1968, the company published the wargame, The Battle of Britain designed by Lou Zocchi, which was reviewed in S&T #13. The company was sold before Mr. Orbanes left college. Gamescience was founded by Lou Zocchi. Gamescience published the board game ''The Battle of Britain'' (1968), the wargames '' MiG Killers'' (1977), and '' Strike Team Alpha'' (1978), and the role-playing games '' Star Patrol'' (1977; originally called ''Space Patrol''), '' Superhero: 2044'' (1977), the second edition of ''Empire of the Petal Throne ''Empire of the Petal Throne'' is a ...
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G-forces
The gravitational force equivalent, or, more commonly, g-force, is a measurement of the type of force per unit mass – typically acceleration – that causes a perception of weight, with a g-force of 1 g (not gram in mass measurement) equal to the conventional value of gravitational acceleration on Earth, ''g'', of about . Since g-forces indirectly produce weight, any g-force can be described as a "weight per unit mass" (see the synonym specific weight). When the g-force is produced by the surface of one object being pushed by the surface of another object, the reaction force to this push produces an equal and opposite weight for every unit of each object's mass. The types of forces involved are transmitted through objects by interior mechanical stresses. Gravitational acceleration (except certain electromagnetic force influences) is the cause of an object's acceleration in relation to free fall. The g-force experienced by an object is due to the vector sum of all ...
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Stall Speed
In fluid dynamics, a stall is a reduction in the lift coefficient generated by a foil as angle of attack increases.Crane, Dale: ''Dictionary of Aeronautical Terms, third edition'', p. 486. Aviation Supplies & Academics, 1997. This occurs when the critical angle of attack of the foil is exceeded. The critical angle of attack is typically about 15°, but it may vary significantly depending on the fluid, foil, and Reynolds number. Stalls in fixed-wing flight are often experienced as a sudden reduction in lift as the pilot increases the wing's angle of attack and exceeds its critical angle of attack (which may be due to slowing down below stall speed in level flight). A stall does not mean that the engine(s) have stopped working, or that the aircraft has stopped moving—the effect is the same even in an unpowered glider aircraft. Vectored thrust in aircraft is used to maintain altitude or controlled flight with wings stalled by replacing lost wing lift with engine or propeller thru ...
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Jon Freeman (game Designer)
Jon Freeman is a game designer and co-founder of software developer Automated Simulations, which was later renamed to Epyx and became a major company during the 8-bit era of home computing. He is married to game programmer Anne Westfall, and they work together as Free Fall Associates. Free Fall is best known for '' Archon: The Light and the Dark'', one of the earliest titles from Electronic Arts. Career Automated Simulations and Epyx Freeman worked as a game designer for video game developer and publisher, Epyx, which he co-founded with Jim Connelley in 1978 as Automated Simulations. Their first game, '' Starfleet Orion'', was a two-player only game developed mainly so Connelley could write off the cost of his Commodore PET computer. Freeman provided design while Connelley handled the programming in BASIC. Freeman was amazed when they actually had a finished product and they had to create a company to publish it. So, both he and Connelley fell into the computer game industry by ...
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Air War (game)
''Air War'', subtitled "Modern Tactical Air Combat", is a board wargame published by Simulations Publications, Inc. (SPI) in 1977. Description ''Air War'' is a wargame that details air combat in the 1970s. The game has been called "the most complex wargame ever." The description on the 1st edition box uses the term "ultra complex". Components The game contains: *700 die-cut counters *48-page rules booklet *16-page booklet of additional rules & scenarios *72-page chart booklet * eight 8-1/2" x 11" maps scaled at 500 ft (152 m) per hex * various play aids. Gameplay Each player takes control of a 1970s-era combat airplane and tries to destroy opposing aircraft. The game contains ten scenarios, with each turn representing 2.5 seconds of game time. Publication history ''Air War'' was designed by David C. Isby, with art and graphic design by Redmond A. Simonsen, and was published by SPI in 1977 in either a flat box with counter tray or a bookcase box. A second edition with revised r ...
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Simulations Publications Inc
A simulation is the imitation of the operation of a real-world process or system over time. Simulations require the use of models; the model represents the key characteristics or behaviors of the selected system or process, whereas the simulation represents the evolution of the model over time. Often, computers are used to execute the simulation. Simulation is used in many contexts, such as simulation of technology for performance tuning or optimizing, safety engineering, testing, training, education, and video games. Simulation is also used with scientific modelling of natural systems or human systems to gain insight into their functioning, as in economics. Simulation can be used to show the eventual real effects of alternative conditions and courses of action. Simulation is also used when the real system cannot be engaged, because it may not be accessible, or it may be dangerous or unacceptable to engage, or it is being designed but not yet built, or it may simply not e ...
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Dragon (magazine)
''Dragon'' is one of the two official magazines for source material for the ''Dungeons & Dragons'' role-playing game and associated products, along with ''Dungeon (magazine), Dungeon''. TSR, Inc. originally launched the monthly printed magazine in 1976 to succeed the company's earlier publication, ''The Strategic Review''. The final printed issue was #359 in September 2007. Shortly after the last print issue shipped in mid-August 2007, Wizards of the Coast (part of Hasbro, Inc.), the publication's current copyright holder, relaunched ''Dragon'' as an online magazine, continuing on the numbering of the print edition. The last published issue was No. 430 in December 2013. A digital publication called ''Dragon+'', which replaces the ''Dragon'' magazine, launched in 2015. It is created by Dialect in collaboration with Wizards of the Coast, and its numbering system for issues started at No. 1. History TSR In 1975, TSR, Inc. began publishing ''The Strategic Review''. At the time ...
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Adventure Gaming (magazine)
''Adventure Gaming'' was a consumer magazine published by Manzakk Publishing, Inc. covering all aspects of the burgeoning gaming industry. It ran for 13 issues starting in July 1981. The magazine ceased publication in 1982. History and profile Tim Kask departed from TSR after finishing his run with '' The Dragon'' #36 (April 1980) to work on a magazine of his own, ''Adventure Gaming'' (1980–1982); according to Shannon Appelcline, "His new venture was more generalist than ''The Dragon'', but otherwise looked a lot like Kask's first magazine with an emphasis on (generic) FRPs, ''Traveller'', and wargaming. ''Adventure Gaming'' was launched in 1981. The founding and continuing editor of ''Adventure Gaming'' was Tim Kask, long of TSR and founding editor of '' The Dragon''. ''Adventure Gaming'' was based in Norwood, Ohio. ''Adventure Gaming'' took an editorial stance squarely in the middle between the booming FRP (fantasy role-playing) segment of the industry, and the tradition ...
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The Complete Book Of Wargames
''The Complete Book of Wargames'' by Jon Freeman and the editors of Consumer Guide was published in 1980 by Simon & Schuster under the Fireside imprint. Contents This book comes in both a 285-page hardcover edition and a paperback version. In both editions, it is divided into two parts: * Part 1: "An Introduction to Wargames" takes up about 25% of the book, and is divided into five chapters: # Can War Be Fun? A brief history of wargaming, some of the notable companies, and what type of people play wargames. # The Nature of the Beast Definitions of wargaming; realism versus playability. # All's Not Fair The components of wargames, including hexfields and terrain, the Combat Resolution Table (CRT), the rulebook. # Kassala An introductory game to demonstrate the concepts mentioned in the previous three chapters. # Playing to Win Victory conditions, reading a CRT, maximizing odds, using terrain, defensive tactics of the hexgrid. * Part 2: "Evaluating the Games" takes up about thr ...
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