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THE EAST IS RED BS ce) are The Magazine of Conflict Simulation Ecltor/ Publisher James F, Dunnigan An Director/Co-Eoltor Redmond A. Simonsen dri Chisopher J. Alen, Howetd Barasch, Stephen G. Betum, Frant Davis, B00 Folio, rod 8 Hordy, Dawa .lsby, Aor A. Nef, Stephen 8: Patic, Sig. Sackson, John Michael” Young, Kevin Zucker “Grapme Production: Kevin Melahn, Manirad Fain, Korsha Treber: Adminatrauwe: Kristin Andereon, Margaret Oavs, Potncia Dugan, Car lacabeen, Linda Mosca, George, Muto Brdget Mri, Kolene Seat. Kathy Scot. Margret M. Scot. Kathy Tennyson, Salvatore 20. Game Evaluation and Aosearch [Resctance. Morin Campion, Egnrd Curran, Omar Gar ue Evans, Steve utin, Steve Uist, Leo Nichoster, George Piles, Tom ‘Water Maleoim Watson Onigina Eator ana Founder: Cristopner Wagner Printing: Refi Otte, In, College Point, N.Y. Presswork: John Banks Bnding- Apolo Bindery, Cotege Poss No. De-curung Freedman Die cutter, Ine. NY, NY. STRATEGY & TACTICS Maguive copyight © 1873 by Siulaions eanans inane USA Al nghe eserves. etal and (ereta nal enous sent to SmultonsPubiestons ine, 44 East 2 en, Nan York, Nv. ODIO One Yen ie sash subscrptns ae $130) por year Plage sand checks ss money aaa ny Bone a 31S 20 per tnourond ate cod Sebi on raguest Smulatons Publeations, ne. doesnot usualy conse for publication ‘irc aomes an sis mted to S47 or Simulators Sere Gores Hehuenty, None ureniched materia desing te Gome ‘Secor pactce wld publeaton m MOVES Mogazne. 3 lse, SH Zen eau taponsbiy for Sven uneoetes mater Toten an endovsamant by SPT he goods of arwoes attard. SP ‘erect any pad Svein it eoniders Mel Aersamants of SP! poate back by »gusrantead radio cash ‘id tno pampseturn ofthe preduct ha Dyers cated (epbcomest he prsct 1 damaged rans In This Issue page THE EAST IS RED 4 The Potential for Sino-Soviet Conflict Stephen 8. Patrick 2 NAPOLEON AT WATERLOO 48 June 1815, Albert A. Nof ot Simulation: xs49 2 THE EAST IS RED 1 | The Sino-Soviet War B een Redmond A. Simonsen OUTGOING MAIL The Editors 2 SACKSON ON GAMES Sid Sackson 36 PASS IN REVIEW Albert A. Nofi 36 FOR YOUR EYES ONLY The Editors a FEEDBACK QUESTIONS Vox Populi, Vox Dei 46 SIMULATIONS PUBLICATIONS, INC, ‘44 East Z3rd Street, Now York, sphone: (212) 673-4103, ‘SBT 42 ENCLOSURES 1.East Is Red Map 2 East Is Red Counters 44. Subscriber Membership Card 5. Business Reply/Brochure Outgoing Mail “Outgoing Mai” is, primaiy, subsorbaringures and questons. “Outgoing Moll” ‘Sabo used to let subsenbers know whats going on ‘SPL What we'e doing and what we plan fo da. AD Sache | ar oie creetystectesubsenbere. "Outgoing Mi” 'B wnton, forthe most part, by Jim Dunnigan. The currant icgue of S87, a vl as the otis and he Seman the nex see ot SET. And, i rocessary, 8 Sede tom thse tems the oy ether ting that wr be snetuded in Outgong Mal wil be ame that we ‘conse fo.be of gulficent intrest to go long wath thenighly nopularsubects Just mentones. The test tt Outgong Mai witbacome a second column. Ths Colum wil be ealed "For Your Eyes Only” "For Your Eyes Oni vil contain business clad informeton, as wall x reples to readers questions, Ill eontain aot of technical type data which we sive together attude We suppect ht ‘rivia. But there are many who do, SO, as a txpariment we nll oparat what we Rave ened topics tobe covered are provided by reader letters 28 ijernt columns, Als, to be Included mn the ew COMING IN OUR NEXT ISSUE: 1 be The American Civil War, a stra ‘gama coverng the entire war. Also fn the same subject as well as an article on The Soldier ‘Kingslpre Napoleonic Warfare, 17th and Tein Century). Plus our regular We oe nel {nthe Cover A vepraducton of «PRC propoganda poster and the Chose ideograph for “Th Eas s Re, ‘wal as odds and ends generated land often wrt) by other SPY people cS ‘article wa ate making sore more changes, ute 3 thot we ate cranging the format of Outgong Mal ect, speeding Outgoing Mal into two vw ae reaeing tl Outgong Mal Etta aiference Ths pat of Outgoing Ma se Conan disoussion of he artles and te goes The Section isthe game. ratngs and. the. Fandback ‘Gute a few, this isu0 hopafuty wl not Nave the same real purallis_a¢ Ge! ou Sion game. Tho fact ed proved an extremely aiffeult game to design. Not {he usual ways, butn a rather oda way oe fa" 3 {amas go. The problem wits East» Red as that we ‘heinot know new itshoudend. Thi wl ays be 3 potent! prebiom fr gomes on evens that have \condinved en page 38 (0 22 June 1941, began a struggle of epic proportions between Germany and Russia, which has had no equal in history. These {wo nations waged total war against each ‘other witha ruthlessness not seen since the Thirty "Years. War. The Russian armed forces lost some 13.7 milion dead and missing during the fighting, plus another 11 millon cvilans. The German armed forces Tost some two milion dead or missing plus ‘another two milion civilians killed (primarily uring the last six months of the war. War in the East is a corpsi/division/brigade level simulation designed 10 recreate the ‘mobile batles fought back and forth over the endless steppe. The 44756" mapsheet {Your times the size of a norrnal map! covers ‘an-atea rom the Arcte Ocean to the Turkish border, rom the Urals into Poland ‘and Hungary. Each mapsheet hex repre: Sents thirty-three. kilometers of eal dis tance and each Game-Turn represents one ‘week of actual time. Two: thousand die-cut ‘counters {on five 400-unit countersheets) fepresent the Russian, German, Finnish, Slovak, Hungarian, Rumanian, Bulgarian, ‘and lian forces which Took part in the struggle, The basic mechanics belong to the Kursk family of games. However, the very scope ‘of tis game gives i a flavor all its wn. On 2. gven turn, each side has an average of 260 combat units on the map. AS the Axis Player, you can have huge pockets of Fussiang and stl be faced with a solid front ‘of Russian units, offen two deep. As the Fussian Player, you are trading ground for time, drawing the Axis out of supply while attempting 10 build up reserves for 3 ‘counter-offensve, ‘One of the outstanding facets of the game 's the Russian production. The Russian Player is not committed to a set Order of Battie in the Campaign Game. He has the ‘option to. build almost anything. from, ‘anti-tank brigades to artillery corps, trom Infantry divisions to air armies. This done bby appropriating population and armament points toward production af a unit and then having to go through @ Training Center for fa 'set period of time. The cost and time factors involved vary with the size and type of @ unit. AS the Russians you are presented with many of the decisions the Soviets faced concerning production dur ing the war. If you were to gear production toward the eventual offensive by building ‘ai, artilery and armor, is all probability the front will dissolve before these units are ready in quantity. It.takes a careful balance WAR IN THE EAST ‘in oxder to prevent ths, and you are always faced with the problem of not enough ‘people since the Axis are usually occupying ‘most of the population centers. Even the air battles which raged overhead fate taken into account. This is done with 2 Simple air point system, by which the players ‘simultaneously allocate. ai-to-a Combat missions oF ground suppert. An Initial surprise rule allows the Germans 10 catch the Red Air Force on the ground. The ‘esult is Axi air superionty for 1941. During 1942 and early 1943 the two at forces are felatively even and a shrewa guess would give one side a tremendous amount of {found support for a week. By late 1943, the Russians are stil around, » their production of aircraft will usually over ‘whelm the Luftwaffe. The relative simplicity Of these air rules isa minor Breakthrough in ‘game design. The importance ofthis part of the war is shown while leaving out all the complications one would normally expect ‘Another interesting side to the game is the ablity of infantry. to force march. This flows the infantry to double its movement for one Game-Turn, There s, of course, the chance that the unit wil dissolve on you fand a sudden gap will appear in the ine. During the early course of the game you have the Russians force-march away from the frontier toward. a. pre-determined defensive line while the Axis force-march further and further out of supply in order 10 caich the retreating Soviet forces. The fesult is that the majonty of Axis units spend the first winter out of supply. OF course, we have incorporated three factors without which this would not be 8 ‘gameon the war in Russia ~ fortfieations, Partisans and weather. There are. special fules for all of these features. Russian infantry divisions have the ability to dig themselves in. This causes the unt 10 lose its Zone of Control But in return, triples the 1 Combat Point division and doubles one other infantry unit which doesn't lose sts Zone of Control while stacked with it Parusans appear by various die rolls on destroyed Russian infantry and cavalry Units. And finally, the weather. There are three conditions! ‘normal, mud and. snow. The ellects of weather vary with the season. To rellect the severity of the first winter on the unprepared German army there is @ special frostbite rue To simulate the German ability to improvise and thei inability 10 totally destroy Soviet Units, we have included battlegroups. The biggest game ever produced © 2,000 counters and a 56x 44” map © 200-turn Campaign game ‘and four Scenario games These ate the remnants of destroyed divsions and corps. Not only is this done for armored units95 in previous games, but ‘also for infantry. In ths way you can stil hhave a ine even after suffering vemendous ‘casualties, The baltegroups ate printed on the reverse side of the units in order to ease play. There ate four scenarios (Barbarossa, Stalingrad, Zitadele, and the Destruction of Army Group Centetl each of which losis twenty Game-Turns, In addition there i campaign game of over two hundred Game-Turns. The Barbarossa scenario covers the early campaign. Basically, the Russians are giving ground quickly 10 save troops. The Germans are trying to kil units {and seize the centers of population. In the Stalingrad ‘scenario, the Germans are getting over the close call of the Sowet Winter Offensive. Although weakened, they stil have the abilty to break the line anywhere and often in two spots, This 's the only scenario where the Germans have fa chance of taking Moscow. The Russians. are faced with 3 strong. German army Starting at the gates of Moscow. A very tight game ensues as the Russian attempts to plug the gaps. Zitadelle is avery interesting scenario. Because of the Soviet efensive forces, the Axis cannot hope to allack, but musi fight @ mobile defense ‘The Soviets are faced with bludgeoning their way through the Germans at teribie cost. The Destruction of Army Group Center scenario provides the Germans with 2 desperate situation which will tax even the best player. The campaign game allows both sides 10 “correct” the mstakes of history. Pethaps you can win in 1941 as the German. The myriad possible strategies which may be employed should provide ‘many houts of contemplation and debate War in the East 1s the culmination of all Eastern Front games, All the years. you have waited have been worth it as we Can now give it to you in a highly finished state. War in the East is avaiable (boxed) trom ‘Simulations Publications for $20, NOTICE: Due to technical and produc- tion difficulties, War in the East will not bbe available for shipping until 20 March 1974. We apologize for this unavoidable delay and ask for your understanding, ‘All customers who purchased. the as this giant si tion line. Thank you

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