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THE GENERAL PAGE 2

h
;e *AVAL"ON %IL; @EMER&L
. . . a losing venture published bi-monthly
pr6tty close to the middle o f January,
Avalon Hill Philosophy - Part 32
March, May, July, September, and Novem-
ber. The General is published b y The Avalon Where Does The General Go Wrong?
Hill Company almost solely for the cultural
edification o f the serious game aficionado. It To paraphrase oft-used jargon, we are taking General is a house organ for selling new games
helps sell our merchandise, too. time out here t o appraise where The General has from AH. If that's your sole purpose in life, fine.
Articles from subscribers are considered gone wrong (if at all) and what can be done But don't expect much growth.
for publication at the whim and fancy o f about it. After all, this issue ends its eighth year Lastly, the questionnaire: As usual, it pains me
members o f our erudite editorial staff and of publication. to have to mention the obvious: Anyone who
company baseball team. To merit considera- Perhaps the negative side was best summed up tears out and mails the questionnaire loses the
tion, articles must be typewritten double- in the letter we received from John Van Deven- discount coupon on the reverse side. Poor plan-
spaced and not exceed 1,000 words. Ac- der, which we are reproducing as representative ning, I'd say. Especially as most o f your sub-
companying examples and diagrams must be of the major complaints and criticisms received scribers are on the young side, and use the
drawn in black or red ink. Payment for regarding the editorial makeup of this magazine. coupons to purchase new games without fail.
accepted articles is made according to the Sir: Should have been an announcement about allow-
dictates o f the voting subscribers. ing xerox copies, if that's the case. Finally,
I have been a subscriber to your magazine for
A full-year subscription costs $4.98(over- although the survey was a long time overdue, you
seas subscribers add $6.00to cover airmail.) the past three years and have purchased virtually
every Avalon Hill game to come down the pike left out an obvious (from your point o f view)
Back issues cost $1.00 each: out-of-stock question: How many @r wargaming magazines
issues are Vol. I, No's. 1, 2,3,4,6; Vol. 3, since there was an Avalon Hill Company. These
credentials established, I should like to discuss at do your readers subscribe to, and which ones are
No. I; Vol. 4,No. 4. they? If a majority are getting S&T, for example,
To facilitate correspondence, we suggest some length your magazine, and hope you will
take this discussion in the objective way it is you should not be printing articles from that
that all envelopes to Avalon Hill be marked mag.
intended. As a member o f the "Old Guard," so
in the lower left-hand corner as follows: Well, enough haranguing and making with the
Purchases o f The General: Subscription to speak, I think there is considerable room for
improvement. Unfortunately, I don't see this brickbats. Maybe something good will come o f
Dept. - Gertrude Zombro. this all. I hope you'll get around to making a few
coming in the short or long haul. I am not
Purchases o f games, play-by-mail kits, and changes on the basis o f this letter or someone
renewing my subscription, but I thought you
game parts: Order Dept. - Christy Shaw. else's. Maybe I'll change my mind about re-
might be interested in my reasons. I don't know
Questions concerning play: Research & upping for another year.
that you are, and halfway suspect you are not, as
Design Dept. - Randy Reed. John Van Devender
feedback o f any sort has never been an AH
Articles for publication: Editor-inchief. 44 Warren Street,
strongpoint. I think this hurts you. Anyway, I
Requests for Brochures: Advertising Dept. Crafton, Pa., I5205
hope you will read on awhile.
Requests for Parts Lists: Parts Depr.
The General hasn't improved substantially since Naturally we are not in agreement with all he
Letters to the Editor: Editor-inchief.
I first subscribed, although the number o f says. For example, Mr. Van Devender criticizes us

1 CHANGING YOUR ADDRESS?


"typos" and missing lines has been decreased. for not employing much in the way of feedback.
There's too much about AH and its philosophy in We disagree. We do not find it necessary t o print
You've got to let us know at least four too small a publication.
weeks tn advance Be sure to let us know the feedback forms, or inundate every issue with
zip code of both your old and newaddress I'm making this a separate paragraph because surveys and questionnaires. I n our early years we
it's the most important o f all: You have de- found such methodology repetitious. In short, we
Typesetting: Colonial Composition stroyed your biggest drawing card with the know a lot more about our clientele than Mr.
Printing: Monarch Office Services, Inc. "standardizing" (if that's the word) o f the "Op- Van Devender would be led t o believe. We feel
ponents Wanted" section. These in the past were that the best, and least distorted, type of feed-
Copvr~eht1972 The Avalon Hill Company
Baltimore. Maryland Printed ~n USA quite original, ofttimes useful and always highly back comes at random. Such as unsolicited letters
C
entertaining, even if they were printed in flyspeck from subscribers like Mr. Van Devender's. By
modern type. supporting this with an average of once-a-year

Dunkirk Starts it - Other things: The magazine isn't improved


substantially by running articles from S&T, etc.
You'll never be able to match S&T in quality
surveys, such as that which appeared in the
Jan-Feb issue, tells us all we need t o know. We've
known for many years what our shortcomings
You Finish it because the prose takes up far more space than are. Seldom, if ever, does anyone in the feedback
you have available. Additionally, the new Panzer- system ever come up with constructive ideas that
FRANCE 1940 . . . faust has five times the variety and number o f haven't already been obvious to our staffers. In
articles you can carry. If you're going to hang in
. . . is our brand new Spring introduction. While i t there with something bordering on relevancy,
fact, Mr. Van Devender doesn't even come up
with any answers. . . unless you consider his
comes as no surprise t o most o f you, we are now
hype up the originality and kill the stuff your comment that we, hype up the originality and
at liberty to state that FRANCE 1940 will be
staffers are doing. You can put in circulars kill the s t u f f your staffers are doing, as the
available i n local retail outlets by April 1, 1972.
(mimeo) to announce new games, etc. It works panacea. Our question is, "what stuff are our
Mail orders will be processed April 10.
good for S&T, and all you guys should learn staffers doing"? Only the Philosophy column is
If You Liked World War I1 from each other. It's beginning to look as $The the work of "our staffers," and the requests t o
expand on that has far overshadowed those who
. . . you'll love FRANCE 40 (short for France wish it eliminated.
1940). It's a lot like Panzerblitz i n that there are But our correspondent is not without some
a variety o f "What If?" scenarios that balance play validity on the point of originality. While he does
between the Allies and the Germans. O f course, not offer any solutions to-how this area can be
you will want to play the Historical scenario first 4,400 combat aircraft, and 33,000 pieces o f field
improved, we have already taken such steps. In
just to prove how stupid the allies really were. Then artillery i n the first major campaign i n history
brief, you improve on the originality by cultivat-
move on to the scenarios borrowing from 11 differ- where all combined as the decisive factor on the
ing a source of contributors whose expertise is
ent O/B1s provided. Don't plan anything else for battlefield. Needless t o say we've rated France 40
known far and wide among the wargaming fra-
the Summer - you'll be spending a lot of time just Tournament level.
ternity. Panzerfaust Magazine has built its solid
playing France 40. I n fact, you'll be spending a lot It's another $9.00 game (U.S. residents add reputation on this very premise. As you so
o f time just sorting out counters representing 300 $1.00, Canadian and overseas purchasers add correctly put it, John, all you guys should learn
infantry and motorized divisions, 7,000 tanks, over $2.00 for postage). from one another.
PAGE 3 THE GENERAL
But we are in violent disagreement that The
General is a house organ for selling new games
from AH. John hasn't been reading too many
other wargame magazines lately. For example,
every major club magazine now available devotes There have been numerous meritorious plans KK21. From there they can continue the drive to
10 to 20% of its page content t o advertising. The for prosecuting the German attack in Bulge. All Houffalize or close down on Vielsalm, depending
General devotes no space t o advertising, either its of them involve, however, tying up almost the on the response. The very threat of such a move
own or outside products. Mr. Van Devender whole of the German forces in the initial attack. forces one regiment of the 7thA to deploy at
confuses house organ with service. The General is This, it seems to me, cannot be best tactics. HH20 for digging purposes.
selling a service. Manteuffel's army achieved its successes because Ideally this offensive aims for the quick con-
The General is published expressly for helping it infiltrated the weak points. Other's plans aim quest of Houffalize and, more importantly,
AH game owners improve their game-playing to assault the strong points overwhelmingly. Is it DD24. From this central position the Germans
techniques. We are not interested in building not possible that Manteuffel's infiltration tech- threaten to obliterate any American forces hold-
circulation for its sake alone nor are we going t o niques can be transposed into the game at ing on to the Bastogne or Stoumont-Spa regions.
expand into non-AH literature. . .that's what the regimental level? The essence of the conduct of Presumably the opponent will prevent such a
other magazines are around for. the attack is t o employ B.H. Liddell Hart's development and so ease the road to Bastogne
Obviously, then, when the editorial policy is "expanding torrent" approach to assault. Hart and Spa.
such that you are limited in content, members of had been preceded in his views by the immortal What one hopes for is an uneven pace of
the old guard will eventually find The General American strategist, Ty Cobb, who urged "Hit advance in which some U.S. troops are tied down
passe, and move on t o other literary pastures. 'em where they ain't." by a firefight while in a neighboring sector the
This philosophy would spell doom for any other Let us proceed to that boring business of a line gets penetrated. This allows the engaged units
magazine simply because of the subscriber attri- deployment for the initial shock action of the to be surrounded - if consistent with undimin-
tion rate. But there are always new people just 16th (Abbreviations: A = armor, SS = the morally ished offensive power, at 2-1 - while the main
getting introduced t o wargaming - these are the degraded in tanks, 26 = 26th Volksgrenadier divi- body of the panzer armies maintain the pressure
ones that find The General so beneficial. Thous- sion). ISS-SS8, 26-SS9, 560-TT9, 62-TTll, on the front. The offensive benefits from stub-
ands of "newbies" fall into the fold yearly, 1 8 - U U l 1 , 3 4 0 - U U 1 3 , 12-TT15, 79-SS15, born American resistance, since it simplifies the
greatly benefiting from the services The General 9SS-QQ17, Lehr/l-0023, Lehr (-) + 1150-PP19, task of destroying regiments. Subsequently the
has provided them. In this respect, it has been a 3 - 0 0 2 2 , 3 2 6 - 0 0 2 4 , 2 7 7 - 0 0 2 5 , 2A-0026, large losses entailed in holding large chunks of
most gratifying scene. 116A-PP27, 5 - 0 0 2 6 , 3521704-3827, real estate will reduce the ability of survivors to
The Opponents Wanted column went a long 3521703-8329, 276-TT30, 167-UU30. hold a broad front to the Meuse. A penetration
way in fostering wargaming relationships and This is an eight attack system. 1SS hits 991361 in depth in one sector ought t o induce an
coordinating the expansion of the hobby itself. at 3-1 so as to block the road from Monschau to intelligent commander to back up all along the
While it is true that the earlier prose of these ads St. Vith under any circumstances and 213's of the line.
were original and not without entertaining time also t o screen the U.S. 2nd from participa- By 21 A.M. the Germans would like to have
charisma, their translation t o the more mature tion in the defense of St. Vith. The 114 at TTlO cleared Rochefort, Marche, Hotton, Aywaille,
approach has not reduced their effectiveness as is not attacked. The advanced units of the 106th Spa, and Bastogne. From that point one conducts
our correspondent infers. Again, the positive are assaulted at 2-1 from SW to NE. About half two tentative offensives toward Dinant and
comments have outweighed the negative ones in of the time Clervaux cannot be reinforced, which Andenne. Once the 22 and 23 A.M. reinforce-
this regard. So we did something right in this means a lively possibility of two more surrounded ments have committed themselves one decides
respect. regiments. Even if it is reinforced, the defense of which is the stronger line of advance and clears
It is not without regret that The General does Clervaux requires weakening some other area of lines of resistance there with powerful forces.
lose many of its original subscribers. We would advance. The VV31-Diekirch road is blocked in 8 Troops not in the spearhead devote their energies
prefer t o keep them in the fold if we can d o so of 9 games. to clobbering threats to vital supply lines. While
without sacrificing the premise on which The The essence of the attack, however, is the 73 waiting for Patton's hordes, the ISthA can
General has been built. We think we took a step combat factors (CF) not engaged. It is evident at disperse to Wilts, Vianden, and TT26, while a VG
in this direction with the Reader's Digest ap- a glance that they threaten to break into the division can go to DD 37 to serve as trip wire
proach. clear right after lunch. Therefore, the Americans forces. If possible, Neufchateau and Sedan ought
Reprinting outstanding articles from other must stop them, but who do they use? T o block to be occupied by 22 A.M. if it can be done
magazines, especially ones that have not appeared in force simplified the challenge of reducing St. without imperiling the main advance.
recently, built the Reader's Digest into a classic Vith and Clervaux, the two key points on the The critical phase of the attack comes when
, periodical. That's why our recent issues include a German lines of supply and advance. T o fail to the forests have been breached and fighting
Golden Pen Award which honors the best articles plug this hold in the line allows the rapid d e b o u c h e s into the open country before
appearing in early editions of other wargame encirclement of one or the other town's garrisons. Andenne, Namur, and Dinant. Here the Ameri-
magazines. And without exception, these golden- Marjorie Morgenstern anticipates that its cans will employ their ability t o counterattack on
goodies have been voted among the top five best threats will draw American forces northward the flanks of the advance so as to surround units
among our subscribers. . . thus contributing to- from the southern flank. There should be several and strike with those devastating air raids. To
ward improving the quality of The General plus U.S. units, not o n the line, but midway through a improve one's ability at Bulge it is recommended
generating interest in what other wargame maga- dash to cover weaknesses in the line, and the that one set up hypothetical combat situations in
zines have t o offer. This is what we mean by German has the advantage that his forces can this open area and fight them out so as t o gain
"service." threaten in two directions at once almost all experience in mobile battles. General experience
Supporting our contention that this has been a along the line. predicts that the initial impression will be of a
positive step is the success Donald Greenwood This is the essence of good offensive pro- vast, chaotic melee. Attacks and covering defen-
has experienced with his recent reprint series. To cedure, to threaten to attack two important areas sive positions should be determined by coordinat-
date he has published booklets on all the "best" from a central position. Large forces should ing the priorities revolving around road junctions,
articles relative t o Stalingrad and Afrika Korps. always be kept clear of engaging the enemy so supply lines, and weakly held enemy sectors.
Soon t o be available will be one on Battle of the long as they can threaten advantageous engage- Balancing these considerations against the proba-
Bulge. (Write 124 Warren Street, Sayre, Penna. ments of two distinctly separated enemy forma- bilities inherent in the CRT indicates the most
for info.) tions on the subsequent move. Such a device profitable attacks. It is rather complex but
Other "positive steps" are in the planning pursued religiously may not win big dividends in susceptible t o analysis. The good wargamer strives
stage. The next issue of The General will high- the beginning but will surely win the game by constantly to control impulsiveness and minimize
light our 9th year of publication. T o those of inducing mental exhaustion of the enemy com- risk. The ability to do that and not some initial
you who have stuck with us throughout, and mander. The best illustration of this theme comes deployment ought always t o determine the out-
suffered accordingly, we can promise you addi- about the 17 A.M. turn when armored and come of any well designed war game.
tional sewices through the pages of The General. infantry units can be sitting astride the south
Your wait will not have been in vain. branch of the Ourthe R. on or in the vicinity of R.E. FAUBER
THE GENERAL PAGE 4

Urds Before 1942


by William B. Searight TMC (SS) Rivers
On the first turn only, rivers Nemunas and Bug
Operational Directive No. 2 1, later codenamed has been incorporated by the below dispositions. do not double the defense of units behind them.
Operation Barbarossa, had as its objective, the North: 41, 56 pz. corps, (1) 4-4-6, (6) 4-4-4 Prut River remains doubled as do the defenders
region of Archangel and the Volga which would Central: 24, 39, 44, 46, 47, 6R pz. corps, (2) in Brest Litovsk.
eliminate Russia's industrial capacity west of the
4-4-6, (1) 3-3-6, (2) 5-5-4, (6) 4-4-4
Urals. Hitler believed his armored spear heads Re-inforcement/Replacement(Rand R), Time Play
driving deep into Russia, followed up by infantry, South: 14, 57 pz. corps, (1) 4-4-6, (2) 5-5-4, (8)
would cause the defeat of Russia before Christ- 4-4-4, all Rumanian corps, 1 Italian (3-3-4), 1
Time play is broken down into weekly moves,
mas. Hungarian motorized corp, (a 1-1-6 made from a
blank). The Hungarian unit is started in Hungary beginning with the last week in June. Reinforce-
In order to create a more realistic game play, ments and Replacements are a combination of
certain combinations of historical and play bal- and may be moved on the first turn.
play balance and historical appearance. All Ger-
ance factions could be introduced to expand and Reserves: 26 divisions consisting of remaining man Reserves must be brought onto the board
revise the strategy on both sides, as well as add German units and two Hungarian units, (counted before replacements can be utilized from the
more realism. as' German). The remaining Italian and Hungarian
dead pile. Russian reinforcements can be made
Presently, the Germans are lucky if they can units are not utilized.
from blank counters if no units are available from
get across the Nemunas River by August and the On the first turn, Axis units are restricted to existing reserves or the dead pile.
Finns are knocked out of the war before Dec. attacking within their own assigned fronts. Units
'41. may be moved anywhere, second turn thereon.
Russian German Fins
By applying the following revisions, one can
Axis Rules on Stacking Units (factors) (basic factors)
create whole new tactics for both sides. After
experimenting a few times with these rules, one June
Pure infantry cannot be combined together 4 -
can see that initially the Axis makes a rapid with panzer, but motorized infantry can be
advance across the border, but is later slowed July
stacked with either panzer or infantry. 1 46-4
down by a lack of logistics and then weather.
Lack of forethought will bring the German 2 4-6-4
General shivering to his knees when caught 3 (2) 4-6-4,
Finland 7-10-4
unprepared by the Russian winter. Time is the
critical factor. Russian forces on the Finnish border are in 4 5-7-4
The Finns are in a better position to defend addition to the normal units and must be initially (a) Aug.
and attack within their own country, if the within one square of the border. They cannot be 1
Russians decide to invade. The play here could go moved south of row L until the 7th week and 2 5-7-4
either way or remain static. then only at the rate of one unit per week. These 3 (2) 5-7-4
As play progresses one can generally see that Russian units can be made from blank counters (b) 4
the German panzer and Motorized infantry are in or taken from German units in D-Day. The Sept.
the forefront with the infantry bringing up the following are for play balance: (4) 4-4-3, (2) 1
rear; much the same as in the actual campaign. 3-4-3, (2) 3-3-4. 2 (2) 5-7-4
The German must be careful of avoiding early Finnish units attack and defense factors are 3
panzer losses, for they could not be easily doubled only while within Finland. Although two 4 (4) 4-64
replaced. The earliest panzers could be brought German mountain corps (111, XXVI) were in * Oct.
back into combat play would be by the last week Finland, they operated far to the north and are 1 4-6-4
in August. not counted into the Finnish defense forces. No 2 (2) 4-6-4
Avalon Hill Rules apply, except for the follow- other Axis forces can be started in Finland as 3
ing revisions - replacements except Finnish units previously 4
eliminated. Nov.
1 5-7-4
How to Win 2
Prepare for Play German player must occupy Leningrad, Mos- 3
cow, Stalingrad and keep Grozny, Astrakhan, 4 5-7-4
A combination of history and play balance is
Kuibyshev and Archangel out of Russian control (c) Dec.
used to create the initial set-up for both sides.
by the last week in December. 1 5-7-4
Three fronts are designated below within the
2
following areas. North: row V to Baltic Sea.
3
South: row CC to Black Sea. Central: row W to
Special Terrain Movement 4
and including row BB.
Russian infantry units were designated as Railroads: Units cannot use the railroad bonus
armies, although they were comparable in size to outside their own border until they have been (a) Axis (except Finns) movement reduced % due
German army corps. Russian mechanized forces under control from the previous turn. Control to logistics.
were organized into Corps, (include cavalry). does not mean physically moving along the (b) Leningrad defense triples, but has no zone of
North: 8, 11, 27 armies plus any 3 mech. corps. railroads, but rather being under undisputed control, for remainder of play.
Central: 3, 4, 10, 13 armies plus any 2 mech. control (behind the lines). Bypassed enemy units * Weather factor - roll each week for 0ct.-Nov.
corps. on or adjacent to a rail line, prevents its use (c) Axis (except Finns) attack-defense factors
South: 5, (6), 9, 12, (26) armies plus any 5 past that unit until its elimination. reduced %.
mech. corps. ( ) Denotes actual units not
available; use 46-4 units instead. Remaining Initial Assault
Russian units are brought into play as indicated If a unit is attacked at odds of 7-1 or greater, Reinforcement Centers
on the R and R Time Play Table. units not engaged in combat may move by or
Various sources of information disagree on the over, but they cannot occupy the overrun units Russian - Leningrad, Moscow, Stalingrad,
exact number of Axis forces available on the square. The initial assault rule applies only during Grozny, Astrakhan, or Kuibyshev. Finnish -
opening of Barbarossa. A historical play balance the first turn. Helsinki
PAGE 5 THE GENERAL
Weather
Axis units: (play balance) Panzer and motor-
ized inf. reduced t o 2 movement factors and inf.
is reduced t o 1 movement factor during snow o r
mud weeks. Russian units movement as per A.H.
weather table.
another
Supply
Finnish units are supplied only from Helsinki. Situation
Isolation by MATHEW S. BUYNOSKI
Units encircled for two consecutive weeks are
eliminated except in Leningrad (for 6 weeks) and Pincers is a symbolic representation of an FORCES: GERMANS:
Moscow (for 3 weeks). New units cannot be armored envelopment closing in on a fleeing Force A: 6 Panther, 1 23414, 1 Hummel, 5
started from an isolated city. enemy. Rifle, 5 Halftracks
The attackers (Germans) have a large superior-
Force B: 6 Panther, 1 Maultier, 1 Engineer, 4
Questions and Answers ity in the number and quality of units, but they
also have a difficult objective. The Russians have Rifle, 5 Halftrack
Ques: Can Axis units advance after combat few units and must make full use of them and RUSSIANS:
across the Nemunas and Bug Rivers o n the the terrain t o trade space for time to escape. Delay Force: 8 T34c, 2 SU-76, 4 Recon, 6
first turn? The tight time factor and strength disparity Halftrack, 2 120mm mortars
Ans: No, since the defense is not doubled. make for a fast-moving game throughout. The
number of units is relatively small (35 G, 22 R) Escaping Force: 25 wagons (use trucks as
Ques: What is the rule o n stacking pertaining t o wagons)
the Rumanian cav? and the use of each is critical.
Ans: Treat it as a mot. inf. unit.
Ques: Does the stacking rule apply t o the Rus- START: Russians set up first. Germans move
Hints on Tactics:
sians? first. Force A sets up east of line E, board NO. 3.
1. The German armored car is valuable, especi- Force B sets up west of line Y, board No. 1.
Ans: No. ally if it can block the north-south road on board Delay force sets up east of line Z, board No. 1,
Ques: If a Russian delaying unit is surrounded in No. 2. The Russians have t o keep it out of the and west of line D, board No. 3.
Minsk, can the Axis use the Minsk-Smolen- gullies behind Opustochenya on turn No. 1 or it
ski rail line? will get behind them. A mortar on hilltop or
Ans: No, also the Axis cannot use the rail line slope is the best way t o do this. ESCAPE FORCE: A maximum of six wagons
starting from the above rail running to- per turn may be brought on, starting on turn NO.
wards Leningrad. 2. The Germans on the No. 1 board must use 3. They are put .on the hexes 0 , P, Q, R, and/or
the full width of the board. Channelization works S on the north edge of the No. 2 board at start
Leningrad to the advantage of the Russians. Some Panthers of the Russian player's turn. Placement does not
On the fourth week in August, Leningrad's and Maultier (if no Russ mortar around) should count against movement.
defense triples, but has n o zones of control. Axis be on slopes on the first turn t o sweep the nose
units adjacent need not attack. Units inside of the big central hill with fire and keep the
Leningrad may be attacked individually without a Russians from putting units on the slopes be- SPECIAL RULES: Germans may not place
soak-off. Defenders ignore a combat results of tween the green hex sides. units on the wagons' entry hexes, although they
Dback 2. Leningrad defenders may attack any may surround and fire into them. Wagons not off
3. The Germans have the option of a gambit the south edge of the No. 2 board by the end of
other adjacent single unit without having t o of offering the Russians a few units easily
engage in combat remaining Axis units, nor does Russian player's 12th turn are considered de-
destroyed in order to tie down Russian units and stroyed. Wagons are brought on at the Russian's
the Russian have t o use more than one unit in get others behind them.
the attack. option; he may elect to delay their entry if he
After experimenting a few times with these wishes, but no more than six may arrive on any
4. The Russians should make a stand only if
rules, one can see that initially the Axis makes a turn and those not brought on by the end of the
they can prevent Germans from getting around
rapid advance across the border, but is later game are considered destroyed.
them, or if they have run out of retreating room.
slowed down by a lack of logistics and then by
weather. Lack of forethought will bring the 5. The Germans should not leave all their TIME LIMIT: 12 turns.
German General shivering t o his knees when infantry behind.
caught unprepared by the Russian winter. Time is
6. The Russians should not overestimate the VICTORY CONDITIONS: There are 25 points,
the critical factor.
terrain on the No. 1 board. The German force is one for each wagon. The German receives a point
The Finns are in a better position t o defend o r
small and very mobile. for each wagon destroyed by fire, not off the
attack within their own country. If the Russian
decides t o invade, the battle here could go either south edge by the end of the 12th turn, or not
7. One or two units should be in Russian brought into play by the Russian. The Russian
way or remain static.
reserve on the No. 2 board as an "emergency gets a point for each wagon that gets off the
As play progresses the German must be careful
roadblock." If the Germans slip a number of south edge of the No. 2 board by the end of his
of avoiding early panzer losses, for they cannot
units by, one roadblock can delay him enough so twelfth turn.
be easily replaced. The earliest panzers could be
that you can recover. One recon infantry in a Since there are 25 wagons, there can be no
brought back into combat play would be by the
halftrack is sufficient. ties. These conditions are designed for good
last week in August.
The Russian player in turn cannot hold his players of equal ability. T o allow for unequal
ground nor retreat slowly as before. If he does, BOARD LAYOUT: ability, shift the number of wagons required for
he will find himself cut t o ribbons. Remember victory, or "spot" the weaker player a number of
that the German has a lot more territory t o units by removing some of the stronger player's
control in order t o win. Initial large territorial tanks.
losses should be given in order t o conserve the
Russian armies from being destroyed. M.S. Buynoski
136 Brentwood
William B. Searight TMC (SS)
San Francisco, Cal.
U.S.S. Robert E. Lee SSBN 601
94127
F.P.O. San Francisco, Calif.
THE GENERAL PAGE 6

cow, or Stalingrad. Based on seven years of


experience with the game, I believe that the
actual choice is dictated by the general progres-
sion of events, and that attempts to follow fixed
plans will be very frustrating, and in most cases
unsuccessful.
Stalingrad is the city farthest from the German
starting positions. It also has the most doubled
positions in front of it. As a result, it is easiest to

the take from the northwest o r north. Since it is very


hard to get at frontally, and since an approach
from due north tends t o imply that the Germans
are due north of the city (hence that they have
Middle Moscow greatly outflanked), I have not seen any
German players take Stalingrad first as a result of
a deliberate policy t o do so. References in the

Game literature to the Russians as "reverting to a zone


defense" when the Dnepr is crossed suggest how
this might occur in a real game, at least if
Stalingrad is relatively weakly defended, but I
haven't seen this happen with any frequency.
Leningrad appears t o be a favorite target for
German planners, several of whom have thought
it perfectly reasonable to use a force of 30-50
Part I factors of German infantry for the attack. Un-
fortunately, Leningrad is fronted by two rivers
(three if you count the Nemunas) which can be
army that it is reduced t o delaying for the rest of made 3-1 proof. While the Luga does freeze over
Now zt is Panzerfaust Magazine's time to head the in winter, the German must be quite lucky t o
Golden Pen Award. From all accounts, the the game, the middle game is in the process of
ending. Similarly, if the Russian Army has reach that river during the first winter; reaching it
magazine itself deserves Golden Pens because it during the second winter will usually be too late
continually receives the highest kudos from war- assumed the strategic offensive, the middle game
has ended. This can happen very early in a game: if Moscow and Stalingrad still remain in Russian
garners everywhere. And Mr. Phillies' article is the hands. The narrowness of the front, and the
best o f a great literary group, reproduced here I have seen games whose notes for their 12th
turns went: "Germans counterattacks t o prevent impassable gulfs and lakes in the area, make
with permission from Panzerfaust Publications, Leningrad an excellent defensive position, so it
124 Warren Street, Sayre, Pa. 18840. Russians from entering Poland fail." Similarly
games will occur where the Russian counterattack becomes a decidedly hard target.
is mounted as late as the 21st or 22nd turn, over The last city, and the usual first target for the
the last Russian city on the board. This latter is Germans, is Moscow. This city has several advan-
by George Phillies
really an end-game position, but one with ele- tages as a target, besides being the easiest to take.
ments more typical of the middle game. As a glance at the map reveals, the Russian
Stalingrad is not a game which is won or lost Discussiorrs of the middle game, often disguised railroad system is centered on Moscow. The
in the first few turns of play. Barring spectacular as discussions of general German and Russian possessor of this city is thus on interior lines with
incompetence on the part of one or the other of strategy, have appeared before. Many of them respect to a player trying to hold Leningrad and
the players, or an unusual run of good luck, the have been rather poor: I will discuss a few of Stalingrad, and is able t o concentrate on either
first few turns of the game will set a trend for these below. Some of them have contained of them. Also the length of Russian lines created
play, but will not decide the outcome. Rather, serious logical errors, notably when allusions are by a German capture of Moscow is much greater
the game will be decided later, during the made to game balance. than that created by the capture of either
prolonged German advance on Moscow, Lenin- Leningrad or Stalingrad, which will put a greater
The general problem facing the German player
grad, and Stalingrad. If the German succeeds in is well known. He must, within a sharply limited strain on the reduced Russian replacement capac-
his advances, he will probably win: if he is period of time, advance over fairly good defensive ity.
repelled, he will almost certainly lose. terrain t o capture the three cities of Moscow, Having suggested a goal, I ought also suggest a
The middle game is the time-period which Leningrad and Stalingrad. Failing this he must means of getting there. This is not a trivial
decides most games. It runs from the fourth turn destroy the Russian Army - the latter action problem. Many authors have made idiotic sugges-
or so to around the fifteenth or seventeenth turn. being much more difficult and rather rare. While tions, or at least ones more likely to destroy the
At its start, the German will have just crossed the his army is considerably stronger than that of his German than the Russian army, or have given up
Nemunas, or be in the process of doing so. He opponent, the Russian army has a much greater in despair (as in "German Victory? Impossible!"
will have linked up his Rumanian and Lvov fronts ability to replace its losses. This last observation in the February issue of PNZFST). However, the
into a single line. On the other hand, his Finnish has led to the incorrect conclusion that the problem is not insoluble, as many Russian
forces will be more or less wiped out. All of German army cannot afford a battle of attrition. player's I know have discovered, often to their
these are subject to some extent to the vagaries While it is true that the Russian army has a much dismay. The basic principle of the German army
of the game, but under normal circumstances, higher replacement potential, it starts from a has been characterized as "March and munch."
when facing normal opponents, this will be the much smaller base. Thus, if losses are significantly The German must do a great deal of damage to
approximate position. higher than replacement rates, it is still possible the Russian army if he is to win, although this
The end of the middle game is much more for the Russian army to run out of pieces before doesn't have to be accomplished in a few turns.
difficult to fix temporally. The 17th turn is the German does, or at least for the Russian Furthermore, the German must keep advancing,
probably reasonable, although if the German is at army to be so weakened that it must break off not necessarily just at the point of least resist-
that time very close to capturing the three ance.
battle or be completely destroyed. This is a
Russian replacement cities, it may last longer. relatively frequent event. Fundamentally, the German should try to
However. the end of the middle game is charac- advance on as broad a frbnt as possible. This
terized less by a time than by a situation. If A great deal of consideration, or at least talk, advance will generally be characterized by the
German attack has been met by Russian counter- has gone into the question of whether the utmost in economy of force, which in this game
attack, and the Germans have so hurt the Russian German ought to strike first at Leningrad, Mos- has a real meaning. The German player will rarely
PAGE 7 THE GENERAL
have any significant number of pieces to play
around with - he must use them correctly if he is
to win. Usually, the Russian will meet this plan
by throwing out a string of 4-6-4s and 2-3-6s,
most of which will be instantly destroyed. If the
Russian is permitted to do this, and the German
makes his advance only half-heartedly, this may
Tactics
be enough t o get the Russian into a winning I by 1st Lt. Charles L. Crow
position. If the German takes advantage of the
other opportunities which will be available, in
terms of making 3-1s on doubled positions, etc., In setting up the German Armies for the set up around Liege, designed t o attack and
he has a good chance of winning. He must still be onslaught across Belgium in August 1914, the destroy that fortress In the least amount of time.
cautious enough not t o throw away his army in German High Command strategy was very simple First we examine the terrain again, because this
useless attacks, but a good German player is by - sweep across the Belgian plain, knock aside the just about dictates the type of artillery the
no means in a hopeless position. small Belgian army, and sweep into France. Very Germans must use. There are only two squares
Such an advance will be accompanied by a simple indeed. where artillery may be placed and still be able t o
certain amount of maneuver. By adroit position- However, t o make this simple strategy work, attack Liege on the first turn - MS 6 and 7.
ing of his pieces, the German will be able to the German tactics must be very detailed. I Also, due t o the fortress artillery, 305, the
threaten moves which force a Russian response, learned the hard way in a play-by-mail game. Germans must attack with 305 t o insure victory.
without actually having to make attacks. A unit What I plan t o do is give you some considerations I would recommend uslng MS 7 because that
or two at the Straits of Azov forces a Russian on what t o look for on the German assault on would leave the northern area free for the
response, even if the German does nothing but sit Liege. This initial assault is very critical, because infantry assault. To support the artillery, I would
there for the rest of the game. Similarly, armor if it is not well planned it will cost the Germans use a reserve w r p s (5-8-3), because when attack-
appropriately placed may force the Russian to dearly in time - time the Germans can ill afford. ing 5 t o 14, or, 1 t o 3, there is a good chance of
put more force into covering river lines than First we will look at the area around Liege. not sustaining any casualities at all.
would otherwise be the case, thus weakening the The Germans must first cross the border in To assault the Belgian corps inside Liege, I
Russians elsewhere. This sort of threat is most mountainous terrain, attack the forts defending suggest attacking with two reserve corps (5-8-3)
effective if the deployed German forces are able Liege, cross the Meuse River, and also deal with from MS 6, which would give you 2 t o 1 odds
t o attack in several ways, as the Russians may any reinforcements the Belgians bring up. All (the best odds you can receive with 4 defending
feel impelled to meet all of them. four of these factors present totally different with PBM).
Maneuver also refers to the axis of the German problems. For the assault itself we have one reserve cows
advance. In a typical game, the German will flank The rough terrain restricts mobility from the and 305 artillery at GG-16 attacking the fortress,
the Nemunas at the southern end and then start, plus it limits the amount of troops that can and two reserve corps attacking the Belgian in-
advance north and south of Minsk, forcing the be brought t o bear on the fortress itself. The fantry from GG-15.
Russians to evacuate it or leave a sacrifice unit in forts around Liege demand you bring siege Now t o complete the assault and make the
it. In the south, the Germans will advance artillery forward in the first wave, plus additional initial crossing of the Meuse River, we have two
straight on Kiev, possibly with auxiliary attacks infantry for the follow-up assault. Crossing the active corps (starting from 11-15) moving to
over the Dnestr or Southern Bug rivers. The Meuse River will take time, plus it must be crossed FF-14. These two corps force the Belgians to
Dnepr will generally be broken more-or-less simul- in force. The problem here is getting a formidable retreat in more of a western rather than a
t a n e o u s l y on both sides of the Pripyat force across the river in a short period of time. northern manner. In addition, two cavalry divi-
marshes. Lastly, any reinforcements the Belgian army brings sions, starting at MS 8, move t o squares EE-16
up will add t o the confusion of moving in rough and FF-16, this almost totally surrounds the
The German must then do a certain Of fortress of Liege.
terrain, crossing the Meuse River, and it will take
thinking. If the Russian army is reasonably intact,
time to push any reinforcements back to clear the Should the Belgian army 'be foolish enough to
he may well have to concentrate his force a bit,
river crossing. counterattack, they would be doomed from the
although- he will likelv be able to advance slowlv
wherever the Russian position is not doubled. outset. About the only recourse the Belgian army
At the outset, there is a 3-4-2 and a 1-1-2 at
Many players will be tempted to concentrate has is retreat as slowly as possible with as few
Liege. This in itself is not a very formidable
directly on Smolensk and Moscow; I personally casualities as possible. The initial assault by the
fighting force when .compared to the German war
feel that this is a mistake. The key t o the Russian Germans has the possibility of spreading the
machine, however, when used properly it can be
defenses here is the city of Kursk - if that city a great nuisance to,.the G ~ ~ ~ Belgian
~ army
~ exceedingly
~ , thin, therefore making
falls the Russian lines become so long that it is (it is hoped) a strong defensive line impossible to
~ h following
, is an initial G~~~~~ mobilization
very hard for them t o counterattack. Once Kursk hold.
falls, Moscow will go, if it is to d o so, before a As can be seen, all of this is accomplished
wide-front German attack. Because of the limited : within just two days, the shortest time possible.
size of the Russian army, it is harder for them to .. All four major problems have been dealt with

0)
counterattack against a broad front attack than accordingly.
against a narrow front attack (another advantage Throughout this article, I have tried to express
over a first attack on Leningrad, incidentally).
Once the attack and counterattack are over the
@!JESS Wc30 the importance of tactics as opposed to strategy,
because without good tactics even the greatest of

"-
middle game has generally ended and with it this strategies will fail. In 1914, tactics is of grave
article. While the German may face considerable importance due t o the magnitude of the game.
problems in trying t o take Leningrad and Stalin- With so many units t o deal with, close investiga-
grad - problems which may prove insuparable in tion is mandatory in each assault or defense.
a real game, the German objectives and means
become very difficult and different. If the Ger- w=RL I hope I have given some food for thought t o
mans lose and are driven back, we will also have anybody playing 1914. Another reason I wrote
a new situation. I suspect that there will be this article is I am an infantry platoon leader, and
exceedingly little interest in an article entitled I have come t o reallze it is the small unit leader
"German and Russian Tactics during a Russian who wins or loses battles and wars, not generals.
Advance to Warsaw."

Next time we'll take an in-depth view of the STAUNGRAD


Russian defense and cut up a few of the less 1st Lt. Charles L. Crow
inspired ones. In the meantime comments are 21 13 Infantry,
welcomed at 305 Memorial, Cambridge, Mass. JUST ROLLED HIS FOURTH SIX A T 2-1 ODDS! APO 09028
THE .GENERAL
by Riley R. Geary tors - each armed with a yardstick and an easily
erasable marking pen.
Panzerblitz, as most of you who have it know,
is a good game - certainly one of Avalon Hill's 2. THE UNITS
best; however, one cannot help feeling that it 2.1 All infantry and Engineer units (but not
could be a so much better game than it is now. towed guns) now have a movement factor of two MF on the MAT to complete the move. Until
The main problem seems to be with the fact that that time (mod), it remains in the hex it started
(2) so add one to their respective point costs.
it suffers from the same faults inherent in nearly from. To keep track of accumulated MF for
2.2 Russian cavalry units now have a MF of
all over-theboard wargames to date: the system individual units, place the appropriately num-
six (6) and cost 25 points each. Russian "I" class
of alternating turns and perfect intelligence. Aside bered token over each unit involved.
MG units are only worth 2 points each.
from being admittedly unrealistic, such a system 4.3 If a unit accumulates MF in order to move
2.3 All "A", "M", and "H" class towed guns
destroys one of the most interesting principles of to a certain hex but then decides to move to a
have their cost figured with FULL attack factor,
war (at least from a gaming standpoint) - the different hex instead, additional MF must be
not half; and all "M" class towed guns and
element of surprise, and tends to turn the spent "deaccumulating" the previous accumula-
German SPA units use FULL range factor, not
"simulation" into an exercise in mathematical tion before it may begin moving to the other
half, in determining point cost when using the
probabilities. But what to do? All previous hex. However, the most a unit need ever spend in
Indirect Fire option.
attempts t o incorporate simultaneous and/or hid- deaccumulation is the MF that would have been
den movement into wargaming inevitably pro- required if the unit had actually moved to its
duced unplayable games oust witness the coordi- 3. TERRAIN EFFECTS CHART original destination and were trying t o return to
nation factor of inverted counters or the sanity 3.1 General: For the sake of simplicity, assume the starting hex.
factor of written or drawn simultaneous move- that whenever a hex has any amount of a terrain 4.4 Loading: It takes 6 consecutive mods for a
ment). The solution is really quite simple: use the feature, even the tiniest sliver, the entire hex carrier unit t o load a nonvehicular unit. Loading
Kriegspiel System. The principal difference be- reflects that feature - even gullies. Roads are the may begin on the mod after the carrier moves
tween the Traditional and Kriegspiel systems is only exception. into the hex of the unit t o be transported or any
that 3 boards and 4 people are employed in 3.2 Slopes: It costs all units one less MF than time thereafter. Units may not begin loading if
Kriegspiel play. Each player plays the game on otherwise when entering a slope hex from a either they or their carrier units are already under
his own board, completely independent from the hilltop hex. It costs cavalry and wagon units 2 attack, but may continue loading if attacked
other, with the third board operated by 2 MF to enter a slope hex, 1 MF if entered from a during or after the initial mod of loading (in
moderators t o serve as the control. Only the- hilltop. which case units are always treated as if they
moderators on the control board know the actual 3.3 Streambeds: It costs cavalry and wagon were already loaded for purposes of defense). The
situation at any given time so it is up to them t o units 2 MF t o leave a gully; it costs all units, numbered tokens should be used to keep track of
coordinate the actions of the 2 players and including cavalry and wagons, 1 less MF than the number of mods a unit has been loading.
determine the correct consequences. The advan- normal to leave a gully at its end. There is no 4.5 Unloading: It takes only 1 mod for units
tages of this system are Legion. The use of a movement penalty for moving from a gully hex t o unload. Units may unload at any time -even
control board at last allows truly realistic hidden to a ford hex. Note that whenever a unit moves if they had been in the process of loading -
movement without the clumsiness and confusion onto a gully hex, it is considered to be in the whether under attack or not. On the mod of
of inverted counters (each player sees only those gully and suffers the full movement penalty when unloading, units are always treated as if they
enemy units he is entitled to by the rules of the moving from a gully hex t o a non-gully hex were still loaded for defense purposes.
game), while the coordinated reproduction of (except as above) even if it has not crossed over 4.6 The MAT has nothing to d o with range or
both players' movement produces the first practi- to the other side of the gully. defense factors - they remain as printed on the
cal simultaneous movement system. At little cost 3.4 Swamps: It costs cavalry units 3 MF to units throughout the entire game. Units need not
to playability, the ultimate in realism may be enter a swamp hex off the road; wagons may use their full modular MF each mod, but they
had. enter swamps only along roads. It costs all units may not transfer unused portions to later mods
Before presenting a complete list of revised with a MF or 1 or 2 two MF to move into a (except through normal accumulation: 4.2). Units
rules and methods of play for Kriegspiel Panzer- swamp hex off the road. may not accumulate MF when not moving nor
blitz, 3.5 Woods: It costs cavalry and wagons only 1 AF when not attacking. Units may not accumu-
of MF to enter a woods hex, but it costs 2 MF for late MF over and above that required to move
Before presenting a complete list of revised armoured vehicles and 3 MF for trucks. Only into the desired hex.
rules and methods of play for Kriegspiel Panzer- cavalry units of the above may cross green
blitz, I would like to acknowledge a special debt hex-sides off the road but it costs them 2 MF t o 5. COMBAT
of gratitude to Tom Oleson, whose "Situation do so.
5.1 Defense:
13" allows strategic as well as tactical surprise 3.6 Nonvehicular units: Remember, all units
with a MF or 1 or 2 never suffer movement a) When units are stacked together in a single
through open ended OOB's, and Dennis Mehaf- hex (including town hexes), they must employ
fey, whose "Panzerblitz MSM" started me think- penalties from terrain (except as noted under
Swamps) and may move through any type of one of the two possible defense modes: Inte-
ing in the first place. grated or Nonintegrated. The status of each unit
Except as herein modified, all AH Panzerblitz hex-side. Note however that all terrain restrictions
still apply t o all other mobile units (e.g. it would in a stack must be determined before it comes
rules (not counting experimental ones; Indirect under attack, otherwise all of the units are
Fire and Intensive Fire are still optional - see cost 4 MF for a wagon unit to move from a gully
automatically treated as nonintegrated. Both inte-
below), Oleson's "Situation 13" rules and correc- hex to a slope hex).
grated and nonintegrated units may be in the
tions (May-June and July-Aug., 1971), and same hex; however, once units come under
Mehaffey's "Panzerblitz MSM" rules (July-Aug., 4. MOVEMENT/ATTACK TABLE attack, their individual defense modes are "fro-
197 1) are still in effect. zen" and may not be changed until all attacks
4.1 Englosed is a revised MAT, designed for a
1. EQUIPMENT NEEDED more scientific accumulation of movement and/or against them have been halted. It only takes one
I. I Three complete sets of Panzerblitz (includ- attack factors. The upper corner of each box mod free from attack t o change individual de-
ing two compartmentalized plastic boxes or trays gives the MF/AF for the individual mod while the fense modes within a stack.
per game to keep the playing pieces in). lower corner gives the accumulated total - the b) Units that are part of an integrated defense
1.2 A hundred or so nickel-sized tokens which halves represent the lowest usable fractions must be treated as a single target by all attacking
can be marked with an erasable marker. These (though smaller fractions may still be accumu- units. The combined DF of the integrated units is
tokens should be permanently marked with a lated). Regardless of the actual mod/turn, all used for defense purposes (use their individual
number on one side and segregated accordingly (a units beginning an attack, or movement from a DF t o determine whether Armoured or Non-
good ratio would be 20 ''lh", 15 "I", 15 "I%", stationary position, must begin with mod 1 on armoured units predominate for the Weapons
10 "2", 10 "2W, 5 each of "3" to "4%", and 2 the MAT and continue from there. Effectiveness Chart - a tie means the stack is
each of "5" t o "8%"). 4.2 In order t o move from one hex to Non-armoured; units in a town are always treated
1.3 Four people, two players and two modera- another, a unit must have accumulated enough as Armoured). T o designate units employing an
PAGE 9 THE GENERAL
regardless of where it subsequently moves (unless ing may be combined with Point-blank attacking
it moves out of sight and/or range), attacking it but never with Close Assaults or Overruns. See 5.4.
t o the exclusion of all other targets. Units may
break off an attack and either LOT or Engage a 5.4 Proximity Attacking (less than 2 hexes
different target whenever desired (except as per from target:
tripwire method of LOTing and Engaging - see a ) All units employing proximity attack
integrated defense: write their combined DF on
5.2a and 5.4a). methods must first Engage the desired target. The
the blank side of a token along with an "A" or
5.3 Distant Attacking (2 or more hexes away process of Engagement is exactly the same as that
an "N" - depending on type predominance, circle
from target): for LOT, including the Scan and Tripwire tech-
it and place the token upon the units involved. A
a ) All units employing distant attacking niques (see 5.3a), except for the following differ-
unit may not become part of an integrated
methods must first Lock onto Target which ence: whereas LOTing has no effect as such upon
defense if either it or the unit(s) it would like t o
may be accomplished in one of two possible enemy targets, an Wngagement prevents the en-
join are already under attack, nor may it on the
ways: gaged target from lebving the hex it was engaged
mod it first joins the other unit(s). Integrated
(i) Scanning - attacking unit may LOT any in for at least one mod. As part of an overall
units must stay together so long as they remain
target within range at the end of the mod the attack agaihst a targ4t, engagement may be used a
integrated. If an integrated stack moves, it travels
desired target moves into sight and/or is spotted. maximum of 2 times to prevent target movement
at the rate of its slowest member and may not
T o signify that a unit is LOTing, write the PICS (and then only when using different units to
use road movement. Units may integrate, within
number(s) of the enemy unit(s) involved on the engage on the 2 mbds). After that, all additional
the above restrictions, while on the move and
blank side of a token which is then placed over engagements in that attack have no further effect
may continue moving when changing defense
the attacking unit. The same token is used to on the target's movement. Units employing only
modes.
record the buildup of that unit's AF by simply the Point-blank proximity method may engage
c) Nonintegrated units must be treated as
erasing the previous mod's total and writing in with effect only once in a given attack. Under no
separate targets by attacking units and use only
the new cumulative total. The attacking unit may circumstances may a unit ever engage with effect
their own individual DF for defense. Noninte-
then begin attacking on any mod following the against the same target more than once in 7
grated units may move apart from each other at
mod of observation. mods.
any time, whether under attack o r not.
(ii) Tripwire - attacking unit may Lock onto b) When changing targets, units engaged in
5.2 A tracking, General: any hex within sight and/or range, writing in the proximity attacks must also spend one full mod
a) In order t o attack, a unit must first either grid coordinate of the hex on the token instead between the end of one attack and the start of
Lock onto Target (distant attacking) or Engage of a target's PICS number. On the mod following another. If a target undergoing a proximity attack
(proximity attacking) - see below; and may then such a Lock-on or any mod thereafter, the first succeess in moving to a hex 2 or more hexes
attack for up to 6 consecutive mods, using the enemy target to move into that hex is automatic- away from the attacking unit(s), those attacking
MAT to build up its cumulative AF. After the ally Locked onto and attacked (for at least one units are still considered t o be Locked-on and
6th attack mod, all attacking units must spend mod). The advantage of this method is that the may continue their attack using a distant attack
the 7th mod "reloading," regardless of the type attack may start the instant said target moves method, providing there is n o attack type conflict
of attack, and may then resume their attack on into the Locked-on hex, using 5 . 2 ~and 5.2d as and the target is still within sight and range.
the 8th mod - but starting back with the mod 1 needed. Units using tripwire may still Lock onto c) There are three different attack methods
on the MAT. a target in another hex by reverting to the that can be classified as proximate:
b) Any time an attacking unit breaks off any scanning method, provided that no enemy targets (i) POINT-BLANK - which is simply a
type of attack for any reason whatsoever (e.g. have triggered the tripwire by the end of the mod normal attack against an adjacent target, regard-
reloading, dispersal or destruction of attacking of initial observation. If the target which trig- less of terrain or intervening hex-sides.
unit, target moves out of sight and/or range, or gered a tripwire was composed on one or more (ii) CLOSE ASSAULT TACTICS - in which
attacking player's option), its previous AF ac- Armoured Fighting Vehicles carrying passengers, the infantry and cavalry units involved attack at
cumulation is gone for good and may not be the attacking unit has the choice of attacking 3x their normal AF (4x if infantry and engineer
continued or carried over by any other attacking either the AFV's or their passengers, but not units are stacked together and attack the same
units or itself. both. target), but never subtract 2 from the die roll or
c) Whenever a target moves to a new WEC b) If a unit decides t o break off an attack increase the odds of the attack by one column.
and/or TEC rating vis-a-vis an attacking unit, that against one target in order to attack a different Only those infantry and engineer units which are
unit simply starts accumulating AF at the new target, at least one full mod must elapse between stacked together in the same hex may use 4x
rate, adding them t o its previous accumulation attacks (reLOTing). Except when using the trip- their AF with CAT. Units using CAT must still
which is not affected. wire technique, no unit is ever forced to Lock Engage their target before attacking, and engage
d) If a target under attack moves more than onto or attack any particular target, nor does the only one target at any given time (except under
one hex during a single mod in such a manner selected target have to fulfill any criteria, such as integrated defense - 5. l b - stacked units are
that it is subject t o attack for only a part of the being the "weakest" member of a stack, etc. never treated as a single target). Units may use
mod, the attacking units' AF for that mod must c) There are two different attack methods that their maximum MF rate, including road move-
be further modulated t o reflect the fraction of can be classified as distant: ment, when moving into the hex they expect t o
the mod they could actually attack in. This can (i) NORMAL - in which the attacking pro- close assault from; however they may travel a
be calculated by comparing the MF spent by the cedure is, as the name implies, normal (i.e. units maximum of 1 hex per turn (including cavalry
target in moving into o r through attackable hexes-. LOT and attack from a stationary position using units) when pursuing targets they are close
(not counting the hex it starts from) with the the above restrictions and guidelines). assaulting. Units may use CAT even when being
total MF spent in that mod. Attacks against (ii) ARMOURED ASSAULT - available only overrun by armoured vehicles.
targets are always resolved on the last attackable to those units which can use the OVERRUN (iii) OVERRUN - in which the armoured
hex the target moves into or through for that attack method. AA allows such units t o LOT and units involved ignore the WEC and attack at 3x
mod. attack enemy targets within half-range (%RF) their normal AF (but do not subtract 2 from the
e) Sections "c" and "d" above may be com- while moving. Units using AA use their normal die roll, etc.). Units using overrun may not move
bined as needed. AF (taking into account WEC and TEC) for at the road movement rate and may only overrun
f) No unit may ever attack more than one attacking but may only attack targets towards targets on clear terrain (including non-orange
target at a time (see 5.lb). However, several units which they are advancing. Also, they may not hilltop hexes and fords). Units will usually (but
may attack the same target at the same time by move at the road movement rate while attacking, not always) begin an overrun by first LOT and
combining their individual cumulative AF into an though they may move at the dear terrain rate AA the desired target (see 5.3~-ii), in which case
overall AF and resolving combat against the along roads through slopes, woods, towns, etc. the engagement and overrun bonus begins with
target as a single attack. Except when using d) Both types of distant attacking may be the mod said armoured unit succeeds in moving
minefields, defending units may never be attacked combined with each other. Armoured Assault into o r through the target's hex. Units using
more than once in a single mod. may also be combined with Point-blank attacking overrun are the only exception to the rule that
g) Once an attacking unit LOTS or Engages an and as a preliminary t o Overrun, but may not be states units may not move into or through hexes
enemy target, it stays Locked onto that target combined with Close Assaulting. Normal attack- containing enemy units, and may in fact actually
THE GENERAL
end the mod in such a hex with no penalty. On 5 . 4 ~ - i i i- o v e r r u n - for only exception): 3 counted as half-units. The player with the higiet
an overrun, units must leave the target hex German, 2 German and 1 German and 2 Russian point total at the end of the game is declared the
through one of the 3 hexes opposite the entry (but only if German unit is already in the hex, winner.
hex. Units may continue their overrun attack otherwise the limit would be 2 Russian). Units
only by continuing to move into and through the may temporarily exceed the stacking limitations , .
8. THE MODERATORS' ROLE
target's hex. As with CAT, a unit may conduct while loading and unloading (see 4.4 and 4.5) but 8.1 Preparation: Once a playing area has been
an overrun against only 1 target at a time, must return t o normal limitations as soon after set aside and the players have selected their
regardless of how many targets may be stacked the operation as possible. respective "armies," the moderators should dupli-
together in a single hex. Units overruning mobile
7. OPTIONS cate the forces chosen from all three sets (keep-
units should circle the PICS number of their
ing them hidden from the players of course),
target on the token to signify that they will
7.1 Mines: When mines are used, the other using exactly the same units, by PICS number,
continue to try and overrun the target, regardless
player (i.e. the one who did not place the mines) and have them on hand as needed to reduce
of where it moves to (unless of course the target
does not know the location of a minefield until confusion.
moves onto non-clear terrain or succeeds in
at least one of his units enters it and is 8.2 Movement: Since there are (or should be)
outrunning the overrunning units). Armoured
"attacked." Units entering a minefield and their 2 moderators in Kriegspiel Panzerblitz, each
units may overrun each other by simply moving
mod (not turn) o n the mine and may continue moderator should be able to duplicate a player's
into each other's hex (providing they are both
moving on the next mod if nothing happened as exact actions on the control board immediately
clear terrain). A maximum of 3 German o r 2
a result of the minefield attack. However, if units (another reason for touch-move rules), cutting
Russian units may conduct an overrun through a
are dispersed by the attack, they continue to be playing time by over 50%.
single hex during the course of one mod. Mobile
attacked by the mine at 2-1 odds every mod they 8.3 Spotting: The biggest problem the modera-
armoured units to not count against the stacking
remain until they are either destroyed or become tors will have is in determining exactly what can
of enemy overrunning units, but stationary
undispersed and are able t o move off. Do not be seen by each player at any given time, which
armoured units or wrecks do count against enemy
subtract 1 from the die roll if the minefield is in is why the control board exists in the first place.
stacking limitations (see 6.1).
a town, wood, or swamp hex. Normal, AA, and At the end of the movement portion of each
d) Point-blank attacking may be combined
point-blank attacks may be conducted against mod but before any attacks are actually resolved,
with any other attacking method; CAT may only
targets on minefields, but overruns and CAT may the moderators - using yardsticks to determine
be combined with point-blank and overrun, and
not be used. Engineers remove mines by moving real-space line of sight between units - show each
overrun may only be combined with point-blank,
adjacent t o them and rolling die every mod player what he can see in the way of enemy units
CAT or AA. When overrun is combined with
thereafter that they remain adjacent. The die according t o direct line of sight and spotting rules
other methods, the overrunning units may not
must be rolled twice each m o d a n d only a roll of by placing the appropriate units on his board.
exit into a hex containing friendly units that are
"1" on both passes removes the mine (1136 of a Players get to see what AFV's may be carrying in
using either CAT or point-blank against targets in
c h a n c e e a c h m o d ) . Two engineer units the way of passengers but do not get to look
the same hex. Also, while AA may be continued
"attacking" the same mine are entitled to 2 such inside wagons, halftracks, trucks or forts. When
with overrun, AA and overrun may not be used
attempts each mod, and so on. enemy units disappear from a player's Line of
against targets in the same hex at the same time.
Sight, the moderators should so inform him,
e) Infantry units riding on Armoured vehicles 7.2 Forts and Blocks: When using blocks, all pointing out the hexes those units were moving
may "jump off" (unload) in the hex immediately units must spend 6 full mods on the block to when he lost visual contact. Players need not
in front of targets about to be overrun by those counter before moving off on the 7th. be kept informed of enemy units which are no
Armoured vehicles, and may begin a Close 7.3 Indirect Fire: Units using Indirect Fire longer visible at the end of the mod, unless they
Assault against those targets on the following attack at % normal AF, over and above the passed through the LOS of a stationary friendly
mod. (Panzerblitz Assault). effects of the WEC and TEC. CP units may only unit in which case the player should be kept
be used when employing the Indirect Fire option informed.
5.5 Combat Results Table:
and are the only units which may perform the 8.4 Combat: When a unit comes under enemy
a) Attacks may be initiated at any odds
fire-direction function. fire, that player should be shown the hex the
whatsoever, however at least a 1-3 is necessary
7.4 Intensive Fire: Units may use Intensive attack is coming from, even if it comes from a
before any casualties can be inflicted (the only
Fire by tripling their AF for 6 consecutive mods. town or woods hex, but not the actual unit that
effect of attacks at less than 1-3 odds is to alert
Units using Intensive Fire are removed from play is firing at it unless it is unstacked and clearly
the other player that he is being fired upon).
6 mods after they begin, even if they have not visible. If a unit comes under Indirect Fire, the
Under no circumstances does any form of attack
attacked in each of those 6 mods. attacker's hex is not revealed to the defender.
force the attacked units to break off their own
7.5 Time Control: Once players have become Only the attacking player and the moderators
attacks, though they are certainly free to d o so if
fairly familiar with the Kriegspiel method of play, know the actual odds of a particular attack, the
desired.
it is suggested that they use the following time defending player only knows that he is being
b) On the CRT, a "D" now means the target
control system to increase reality and decrease attacked but not at what odds. Both sides are
is dispersed for 2 consecutive mods; a "DD"
playing time: Allow each player only 5 minutes informed whenever a unit is dispersed or de-
means it is dispersed for 3 consecutive mods. Use
in which t o complete his movement for that stroyed through combat.
the numbered tokens to keep track of the
mod, any units that have not been moved in that Well, there you have it - Kriegspiel Panzerblitz.
dispersals. Once a target has accumulated a total
time limit do not get t o move in that mod. While it will probably take several games to get
of 6 mods of dispersal, that target is considered
Likewise, allow each player a maximum of 5 used to the Kriegspiel method of play, and may
eliminated. Once a target has,:been dispersed,, it
may subtract 1 from the dispersal total for every
minutes to complete his attacks for that mod. seem hopelessly confusing t o many , a f you ,at
Also, use the "touch-move" rule of chess that first; most of the problems should be solved with
mod that nothing further happens to it; however,
prevents the retraction of a move after it has a little practice. If there is sufficient interest,, I
if the target suffers another dispersal in a later
been made (i.e. once a player has moved one of would be more than willing to demonstrate how
mod, it adds the appropriate number of addi-
h i s own units on his board and removed his hand, other games can be similarly adapted to
tional dispersal mods t o the total and does not
he is not allowed to retract or change that move). Kriegspiel Play. Also, to those of you who would
subtract anything. Subsequent attacks made on
7.6 Victory Conditions: While virtually any be interested in trying out Kriegspiel Ppnzerblitz
dispersed targets do not have their effectiveness
mutually agreeable victory conditions may be but have a little trouble rounding up enough
increased by subtracting 1 from the die roll.
used with Kriegspiel Panzerblitz, you might give other players and boards, I will gladly offer my
c) When units employ an integrated defense,
the following point-count method a try. A player services as a PBM moderator (free of charge) for
the CRT result applies equally t o all of the
receives 1 point for each friendly unit he has on all interested parties.
members of such an integrated defense.
the board he started from, 2 points for each unit
he has on the center board, and 3 points for each
6. STACKING unit he has on the far board. Half-squares are Riley R. Geary
6.1 The following combinations represent the counted as being on the lower (nearer) value Box 660
maximum number of units and/or wrecks that board and units worth less than 10 points (trucks 1600 Campus Rd.
may be in the same hex at the same time (see wagons, CP's, and Russian MG units) are only Los Angeles, Ca. 90041
PAGE 11 THE GENERAL

Midway and the British Home Fleet


by ~ i c h a r dD. Thurston e n e m y battleships with quadruple turrets to hold back the Japanese in the Pacific until US
approaching from the southeast. strength can be restored. Ostensibly bound for
Yamamoto is stunned. He needs no recognition the Indian Ocean, the British ships have sneaked
manuals to account for these mysterious ships around Cape Horn and have now arrived at
now. The oddly-configured battleship that has Midway just barely in time to bring the US Fleet
The time is 1700 hours, June 4, 1942 and destroyed Hiei and Kongo can only be HMS to a rough parity with the Japanese.
Admiral Yamamoto is worried. His flagship is Rodney, killer of Bismarck and "sharp-shooter" So much for history, (unusual and far-fetched
now just arriving in the combat area and his of the Royal Navy. The other three can only be as this chronology appears, it could have hap-
confidence has been shaken already by the King George V, Anson and Duke o f York, the pened this way, given a few disasterous decisions
unexpected American resistance to his thrust at newest and deadliest in the Vritish Navy. Worse by the Axis and some really good luck for the
Midway. Intelligence has estimated only one US yet, there are probably two British carriers out Allies in battle.) In the situation described in the
carrier and four cruisers in the area, but he has there somewhere. Grimly, he recalls his scattered first five paragraphs, of course, poor, old Yama-
identified three carriers and eight cruisers and the fleet. Rally around the flagship! Only the power- moto has just about had it. This makes for
air/sea battle has been ferocious. Already, Akagi ful 18-inch guns of Yama to and the 16-inchers of exciting reading, but not very good wargaming.
and Soryu have sunk and Hiryu, badly damaged, Nagato and Mutsu can save the day, now! So, let's just turn back the clock a couple of
is fleeing to the west with virtually all her aircraft Outnumbered in the air and only slightly superior days. It is now 0500 hours, June 3d. Yamamoto
lost. Three Jap cruisers have sunk and battleship on the surface, Yamamoto must now fight, not has just lost his appetite upon receiving the
Haruna is limping back with Hiryu, her decks for Midway and easy victory, but for the survival following dispatch from IJN Intelligence:
nearly awash. of his navy. "Reconnaisance submarines have just reported
All is not lost, however, in fact the Japanese How did this all come about? The details are the majority of the British Home Fleet has been
fleet is still in good shape to take Midway and not really important. In broad outline, the Ger- sent to the Pacific instead of the Indian Ocean as
destroy the remnants of the Yankee fleet. York- man surface Navy was virtually destroyed in an previously reported. This powerful force is di-
town, Hornet and four US cruisers are already on all-out attack on an Arctic Convoy. Cut off from vided into three groups. Group 1, which includes
the bottom and Enterprise has fled to the their base by the British Home Fleet, assisted by the battleship Rodney, carrier Victorio and three
southeast with slight damage. Kaga, having re- the US battleships Washington and South Caro- cruisers will arrive on your Search Board at about
covered the surviving aircraft from the two lina, both of whom were seriously damaged in 1500 hours today. Group 2, which includes
sunken Jap carriers, is now almost at full strength the battle, every German battleship and battle- battleships King George V, Duke of York and
and is a match for Enterprise. All he has to do cruiser was sunk or damaged so severly as to be Anson, with two cruisers will arrive about 0500
now is press on t o Midway and let his battleships out of action for at least a year. hours, June 4th. Group 3, which includes battle-
chase down and sink the elusive US ships. ship RamiNies, battlecruiser Renown, carrier Illus-
As night falls, however, he receives disquieting Similarly, a German-Italian invasion of Malta trious and two cruisers will arrive at l I00 hours,
news. A scout plane has reported a battleship, was annihilated by Anglo-American sea and air June 4th. Also, confirming earlier reports. US
three cruisers and an undamaged carrier steaming power. The Italian fleet was almost totally de- carrier Yorktown has been repaired and will be
toward his transport fleet. Yamamoto smiles. As stroyed at the cost of the USS Wasp and HMS with Enterprise and Hornet. Good luck!"
a former aviator, he knows how easily cruisers Ark Royal, Nelson and Warspite. Since British Searchboard counters for these ships will be
can become battleships and destroyers can be- battleships and carriers were no longer needed in found in your Bismarck game set, escept for
come cruisers, especially in the twilight. This is European waters, and in compensation for the those for Anson, Duke o f York, Illustrious and
undoubtedly the Enterprise and her escort, mak- loss of Wasp and the temporary disability of Cairo. You'll have t o make Battleboard counters
ing one last sortie to try and disable the Jap fleet Washington and South Carolina; Churchill has for the carriers and cruisers and the two new
before their inevitable destruction. True, the pilot offered the British Home Fleet to Admiral King BB's. Ship characteristics are covered in the
says there is something odd in the appearance of following table:
these ships, but warships take on strange shapes
under combat conditions, especially in poor light. Surface Factor AA Factor Hit Boxes Victory Points
Ship (s)
Supremely confident, Yamamoto orders Kongo
King George V, Anson,
and Hiei, with three heavy cruisers, to intercept
Duke o f York (BB) 12 8 8 8
these survivors at dawn. He knows that Enterprise
has very few aircraft left aboard as the survivors Rodney (BB) 15 7 7 8
from Hornet and Yorktown have landed at Ramillies (BB) 10 5 6 7
Midway. Kaga and the rest of the fleet will deal Renown (CB) 9 5 5
with them. Victorious, Illustrious (CV) 3 3 5
At dawn, the situation is radically changed. Kenya, Norfolk, Suffolk,
First, the Enterprise, with three cruisers, is Sheffield, Dorsetshire (CA) 6 3 4
discovered again near Midway, recovering aircraft Cairo, Hermoine (CLAA) 2 6 3 .
from the island. Then a group of torpedo
bombers strike at the crippled Hiryu and Haruna, Aircraft Carrier Capacities:
sinking both in minutes. Kongo and Hiei are Victorious T-8, D-4, F-6
attacked by another group of torpedo bombers, Illustrious T-6, D-4, F-8
Kongo taking one hit and Hiei, three. Still
pressing their the Jap All British Ships enter from the Southeast edge specifically mentioned below remain in effect.
are suddenly straddled by heavy-calibre shellfire of the Searchboard. Rodney, v ~cairo, ~ 1. Search~ procedures
~ are~ unchanged
~ except~
at extreme range by an unseen enemy. Despite Norfolk and Suffolk enter at 1500 hours, June 3. that US player loses his extra search square and
the accurate and shellfire, the KGV, Anson, Duke o f York, Kenya and Dorset- full-board capability on any turn in which id-
Jap ships press On and are in sight of their shire enter at 0500 hours, June 4. RamiZlies, way is bombarded by Jap ships,
assailant, a large battlehsip with three turrets Renown, Illustrious, H~~~~~~~ and Sheffield
forward. Taking four more hits in rapid succes- 2. B-17 rules are completely discarded. (B-17's
enter at hours, June 4,
sion, Hiei blows up. Kongo, now alone, continues now can only be used against transports, for
the unequal fight until she is hammered t o Because of the additional units now at the those who ~ l -a vwith trans~orts.)
A ,

oblivion, scoring three hits on her attacker in the Allied commander's disposal, some of the rules 3. For those who use destroyers, each British
process. Finally, Cruiser Nagara, scouting ahead imposed by AH t o give the US side a reasonable group is accompanied by one DD division consist-
of the transport group, reports sighting three chance are no longer needed. All rules not ing of four DD's.
THE GENERAL. PAGE 12
4. US player no longer receives any credit for
delaying Jap capture of Midway. Jap receives 25
-
bonus voints if he actuallv. cavtures Midwav.
extra points if he reduces Midway defenses to
., 10 I The Hundred Days
0-0, but does not capture it. Midway reduction by L.L. Baggett, Sr. through the woods is that it must be made upon
rules are unchanged, except that Midway defenses a wide enough front and with enough troops to
"Damn the fellow, he is a mere pounder after prevent successful PAA counter-attacks.
are reduced by 1 point per turn for each 10 all." It was these words which the Duke of
surface factors (BB and cruiser only) used in Our first move sends 1st Corps', Ney's, and the
Wellington used t o describe Napoleon's direct cavalry at 001 5 toward Nivelles. D'Erlon's
shore bombardment. Shore bombardment is frontal attack at Waterloo; a mistake which cost
accomplished only by BB and cruisers in the infantry crosses the Pieton River and toward QB.
Napoleon his empire. Half of the I1 Corps infantry goes toward QB and
Midway square and only if there are no US or Since earliest times it has been evident to all
British ships in the square during the turn. half to the Tilly area. The units at Fleurus move
great military commanders that t o launch an to the Tilly area via 1115. All remaining units
5. British planes may not be readied on US assault upon a prepared enemy in a fortified
carriers or on Midway. They may land and fly off move toward QB. It must be presumed the PAA
position is folly. From the French at Agincourt is a reasonably competent player who places a
from US carriers or Midway, but cannot conduct to the British at New Orleans t o the Confederates
offensive or defensive missions. Same rules apply 1 - 6 on EE-23. Otherwise the QB ridges can be
at Gettysburg, history has shown that a direct seized on the first turn and our plans changed
to US planes and British carriers. attack, except upon a much inferior enemy force,
6. To avoid the common "Tower of Pisa" accordingly.
has little chance of success. As the French By the end of our 11 AM turn the cavalry
tactical formation, no more than six major ships, general, Bosquet, said of history's most famous
(not counting destroyers & transports, if used), units detailed for that purpose reach the Nivelles
direct attack, the charge of the Light Brigade at
may be placed on any single square. Exception: area. Most of them act as a pinning force while
Balaclava during the Crimean War, "It is magnifi-
no stacking limit on the Midway square o r during Ney maneuvers to the west to outflank the PAA
cent, but it is not war!" Even the bravest of men
the later stages of surface combat. secondary defense line around W-44. Fifty-four
cannot avail when the deck is stacked in the
7. No more than one carrier's load of planes (54) factors (15 cavalry and 39 infantry) move to
enemy's favor.
the west of QB and into the Bois de Bossu at
may attack a single square in one wave. Wave It therefore follows that if the direct appraoch
AA29, AA30, AA31, and 232 with their flank
attacks are authorized, anvil attacks are not. is unwise, all indirect approach is the best
protected by 1st Corps infantry which is now in
Exception: no limit is placed on planes attacking solution. By indirect approach is meant an ad-
reach of QB. The remaining units concentrate in
Midway or defending it. vance into enemy-held territory in such a way as
the Tilly area and may launch an gttack in that
8. Battleboard procedures: to (1) upset the disposition of the opposing
direction depending on the size and location of
a. Players roll the die to determine who army, (2) separate the enemy force, and (3)
the PAA blocking force. We now have twenty-six
sets up first. Roll of 1, 3 o r 5 means Allies set up endanger supplies and/or lines of retreat. This will
(26) factors at Nivelles, thirty (30) in front of
first; 2, 4 or 6 means Jap sets up first. Movement result in the enemy commander being suddenly
order same as setup. QB, fifty-four (54) in Bossu Wood, and eighty-
forced to change the placement of his troops to
three (83) in a position t o either advance down
b. British Battleships have a range of 5 meet the menace, thereby (1) forcing him t o
the Tilly road and/or take QB in flank.
squares on Battleboard during the daytime, 4 fight on terrain of own choosing and (2) weaken-
There are several points about our advance
squares at night. British Cruisers have a range of ing his original positions so that successful attacks
which should be stressed. We have surprised our
4 in daytime, 3 at night. Jap Battleships have a can now be launched on them. We have, in fact,
opponent by taking the course which he least
range of 4 during day, 3 at night. All other ships deprived the enemy of his freedom of action and
expects, which is also naturally the most lightly
have a range of 3 during day, 2 at night. forced him into a course which enhances our own
defended. Our two areas of greatest concentra-
(Difference is due to the overwhelming superior- chances of victory.
tion, Tilly and Bossu Wood, are poised on
ity of British radar at this stage of the war. US Napoleon's victory at Ulm, the first von
interior lines, able t o strike out in several direc-
radar was not nearly as good until the 1944-45 Schleiffen plan, and the Korean War landing at
tiofis. Our push in the center has put the enemy,
period, Jap radar was never as good.) Inchon are all examples of the indirect approach.
as General Sherman put it, "On the horns of a
c. Escape from the battleboard can only be The basic principles of this technique can be
dilemma." He simply does not have sufficient
accomplished by rolling a "6" o n the die. Then applied t o AH games with the same brilliant
strength t o oppose all our thrusts. And none of
only the ships o n the last row of the board may results they have gained in actual warfare.
the PAA reinforcements can reach the area in
escape. Since we used Napoleon's disaster at Waterloo
d. An air strike may precede surface com- time to be of help. If he weakens his original
t o exemplify our point, lets use this game to
positions t o oppose the breakthrough in the
bat, but once surface combat has begun, no air demonstrate the application of our battle plan.
center, we have sufficient strength poised to take
strikes may be conducted against ships involved. The initial placement of French units is de-
(Too hard to tell friend from foe.) QB and Nivelles frontally. If he fails to halt the
signed t o facilitate our somewhat unusual
9. Battle damage results: A ship is considered central attack, he risks having the units in QB cut
maneuvers. Place fifteen (1 5) factors of cavalry
off and surrounded. In either case, QB is lost and
"crippled" if it has received more than 112 the on 0015 and PP15. Put fifteen (15) infantry
number of hits required to sink it. (Exam~les: the PAA primary defense line broken.
factors each on RR15, SS15, and TT15, and
Hornet would be crippled by 3 hits, Yamato by 6 twelve (1 2) factors on 001 6. The remaining units The advance from here to the Waterloo posi-
hits, Hiryu by 2 hits.) Once a ship has been should be placed at Fleurus. tion is the easiest part of the campaign, for us.
crippled the following limitations apply: It must be remembered that even though the The PAA must be continually pushed and har-
a. It is restricted to 1 square per turn French are inferior to the PAA in total numbers, assed, never given a chance t o form a defensive
movement. at start they have a superiority of 193 t o 116. It line. Take every opportunity to cut off and
b. Its surface and AA firepower is reduced was at this stage of the actual campaign that the destroy his rear guard. It is now, while he is in
to 112 normal. (round this figure up for defense, French failure t o exploit their temporary numeri- the open and disorganized that the greatest
down for offense.) cal superiority cost them their best chance for a casualties can be inflicted on the PAA.
c. Its aircraft handling capability is reduced decisive victory. If confused orders hadn't sent If he attempts t o form along the Genappe, a
t o 112 normal. (Excess planes on carriers at the D'Erlon's corps marching - like "the noble Duke strong push around T-34 coupled with the turn-
time of crippling need not be removed, but only of York" - back and forth between the battles of ing of his flank by Ney to the west of Nivelles
112 the normal number may be launched or Quatre Bras and Ligny on the 16th without firing will compel1 another retreat. The advance down
landed during a single turn.) a shot in either, there would never have been a the Tilly road must be pressed with equal vigor.
d. It cannot bombard Midway. battle of Waterloo. The French Army would Fifteen (15) cavalry and at least an equal number
10. Recovery squares for aircraft participating have won hands down and been in Brussels the of infantry factors should be detailed for this
in an aerial attack are given only if enemy ships next day. It is therefore important that all of our purpose. This route must be cleared rapidly and
or fighters are encountered on that airstrike. units be brought into play rather than be forced the forces there should then, as Grouchy was
into inactivity by the restrictive terrain around advised to do, "march to the sound of the guns."
Richard D. Thurston Quatre Bras. For this reason and to avoid a direct By 11 AM on the 17th we should be in
Route 2, Box 2643-5 attack upon the prepared PAA, the main thrust
Spanaway, Wash. 98387 will be t o the west of QB. The key to an advance (Continued bottom next page)
--

Dear Readers of The General: FROM DISPATCHER


The Question Box I1
Since you have stuck with us so long and have
supported us by reading and participating in The
5 0 Instruction Supplements. .......... .50c ea.
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ORIGINS O F WWII: Q. Must a CP unit unload t o observe? following. In a few months, Avalon Hill will be 100 each of 5 Time
moving t o larger facilities. Thus we have been Tables ( 5 cards) ........... .$1.50 a set of five
Q. In the Aggressive French Policy Game is a A. Yes! doing some house cleaning. .. and along with
player out of the game if another player gains Q. In Situation 12, Wespe and Hummel units rome articles that have come from stores around FROM MANAGEMENT
Control of his home country? If not, what cannot move. Can they be transported by trucks? the country.. . w e now have a variety of parts 1,000 Counters .....................50c ea.
happens? A. Yes. In this case those units represent towed that are available nowhere else in the world! 2 0 Situation Cards ...................50c ea.
A. No, the player is not out of the game. He can divisional artillery. 200 Instructions. ................... .50c ea.
still allocate factors and place Understanding and FROM CIVIL WAR
100 Time Record Cards. ..............25c ea. Also we have on hand a few discontinued
Control counters in other areas. He just can't use LUFTWAFFE:
his home country. 100 Reference Folders. . . . . . . . . . . . . . ..50c ea. games. These games are complete. In many cases,
Q. Can you combine planes of different types for
100 Instructions. . . . . . . . . . . . . . . . . . . .50c
. ea. the boxes are damaged or have been put in boxes
Q. Is there any way a player could challenge a one attack if one or the other types is still of other games in the line. However, the parts are
Control counter in his home country? represented on the CRT? FROM CHANCELLORSVILLE all there and are perfect.
A. NO! Once established, Control cannot be A. NO! 275 Time Record Cards.. .............25c ea.
7 Wordpower.These are the ones that
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Q. May two players, by agreement, share Under- Me-163 counter?
275 Historical Summary & Notes card .. .25c ea.
2 Le Mans ....................... $7.00 ea.
standing (for one player) and Control (for the A. It means you ignore the Eratings in fighter
500 Reference Folders. ............... 5 0 c ea.
9 Chancellerwille................. $30.00 ea.
other player) counters in the same area? vs. fighter combat (the Me-163 is only in the air 3 Dispatcher.. ................... $10.00 ea.
A. No. Only Control counters. for one turn: the U.S. fighters never have a FROM GETTYSBURG 1961 HEX VERSION 3 Management .................... 57.00 ea.
18 Boards. ....................... ........................$7.00 ea.
................... When ordering any games, please add $1.00 per
game for shipping and handling. When ordering
...................$1.00 ea. any of the pans, please add 50 cents per order
................$1.00 ea. for shipping and handling, An order of games
20 Combat Results Tables . . . . . . . . . . . ..50c ea. or more is postage free,

A. Yes.

since the defender must be eliminated? beaches?


the dash, "-," mean? A. NO!!! A. No. Automatic Victory is defined as being A. Yes in both cases.
A. It means "No Effect."
achieved at 5-1 or 6 1 odds if the defender has Q, How do aircraft pt Automatic Victory?
n o retreat, or 7-1 or better in any circumstances. A, If they participate in an attack tactically, it
JUTLAND: BLITZKRIEG
Q. When an odd number of gunnery hits must he Q. Can airborne troops move after landing in takes 5-1 or 6-1 if the defender has no retreat, or
Q , If I attack an enemy city containing only
halved, what do you do with the extra % hit? and mountains? 7-1 otherwise. If they participate strategically (no
fighter units with my para units and have no air A. Yes, subject t o regular movement re~trictions, ground units), it is necessary to achieve 7-1 odds
A. When a fractional hit count occurs, roll the operations that turn, can the fly out of
die: an even number means add one hit, an odd; of course. for Automatic Victory.
the city to avoid destruction?
drop the fraction. Ex: three hits must be halved; A, No, fighters can only fly out of the city to .- - - - - - - - - - - - - - - - -- ---- - - - - -- - - - - --- - - - ----
,
I
equal t o 1% hits. The die is rolled: if the number intercept enemy aircraft, ~h~~~ aircraft must be
is even the 1% hits become two hits; if odd, the
1% hits become one hit.
within the
attemoted.
range for interception to be

I
Contest No. 48
For the past year we have attempted t o 2.) If you were ATTACKING in this manner:
PANZERBLITZ: Q. Can paratroops be air transported and then 1 upgrade the quality of material found in the a.) A vs. 1 at (6-3).
Q. The CRT shows results for die-roll subtraction jump 20 squares from the terminal city in the contests t o keep pace with the continuing sophis- b.) B vs. 2 at (8-4).
to -2; but it is possible t o have a -3 subtraction. same turn? I tication of our readership. But in doing so we c.) C vs. 3 at (1-5).
What happens? A. No. I have always risked alienating some gamers who d.) D vs. 5 at (7-1).
A. For attacks at 1 4 and 1-3; when a -3 is rolled are not so intensely involved in the hobby. Some e.) E vs. 4 at (3-1).
take the results from the -2 line of the next I critics have even gone so far as t o say that these f.) F vs. 6 at (2-5).
higher odds column. Therefore: -3 at 1-4 When submitting questions to us for answers,
I contests are aimed at the gamer with a 100-1 You would be playing
odds= DD; -3 at 1-3 odds = X. won and lost record and a Master's Degree in
please note the following: I statistics. In contest No. 48 let it always be said, as the side.
Q. If I had a unit o n a slope hex directly behind I.! Include a stamped, selfaddressed envelope. I we placated our critics: the only requirement
a brown hex side is my unit in the LOS of a unit The letters that include one are answered firrt. here is that you be familiar with our entire line
firing from a hilltop (assuming n o other obsta- Those that d o not are answered last; as a resuu, I of games.
3.) If you were ATTACKING in this manner:
cles)? these letters get back to you a t least a week later. Simply answer the five questions below. For a,) A vs. 2 at (10-6).
A. Yes. Brown hex sides block LOS only when 2.1 If your question refers to a specific situa- I the first three questions, refer t o the diagram. In
b.) B vs. 1 at (12-7).
the target unit is on ground level (See TET). tion, please include a diagram of the situation. 11 the last two, circle what you consider t o be the
I
takes a good deal of time to answer the letref c.) C VS. 5 at 13-11,
most correct answer. Contest deadline is May 1 5

,
Q. Are you sure transports can move after otherwise, which will delay your reply. d.) D vs. 4 at (8-4).
..
unloading? The rules (Transporting. A) say
3.) We wish we could answer technical ques-
1972. Contest entries that d o not indicate prefer- e.) Evs.Gat(1-6).
"Load, Transport, or Transport and Unload." ence for best article will be invalidated.
tions and d o research for you, but the large
How can you justify that? amount of mail we receive prohibits this. We will \ 2 = = L b You would be playing
A. If a transporting vehicle has MF left over after be glad to answer questions on the play of the as the side
unloading it can move. "Transporting" does not game, but we cannot, unfortunately, answer those
equal "moving." "Transport" is a specific type of on technical or historical points nor can we
movement. 4.) A "secondary zone" is:
research data for those of you designing your
a,) A zone of control in Neuchess.
Q. Can the German unload three units in the own games.
b.) A zone of control in Gewsburg.
same hex? 4.) Keep orders and other mail separate from
questions. Separating the items of your letters c.) A zone of control in Chancellorsville.
A. Yes. I f t h e transporting units ail have extra d.) Both b.) and c.).
MF. However, he can never load those units again into different departments takes time and delays
e.) A figment of the R&D Dept.'s
..
(Transporting. B) unless they have a movement your reply.
imagination.
capability and can move to other hexes. f.) None of these.

(Continued) 5.) Water and/or Sea movement is possible in


destroy. And once one of the roads is in our Avalon Hill games, past and present (count
position before Waterloo. We now employ possession, the campaign is won. titles only, NOT editions.)
Napoleon's "la manoeuvre sur les derri&resW- the Whether the actual camoahn. - could have been a.) 4
advance of envelopment. won in this way is highly possible. Napoleon I 1.) If you were ATTACKING in this manner: b.) 8
The majority of the infantry should act as a seemed t o think so. He said, "I should have 1 a,) A vs. 2 a t (3-5). c.) 1 3
frontal pinning force. The cavalry, reinforced turned the flank - t h e right flank. I should have b.) B vs. 3 at ( 5 8 ) .
with some infantry units, moves west, around the kept the English Army occupied by a demonstra-
1 d.) 15
c.) C VS. 6 at (7-12). e.) 17
flank. The object of this force is not t o attack tion to attack, while 1 was in fact moving the I d.) D vs. 5 a t 3-1). f.) 21
the main enemy army, but t o dispose of any main body by Hal o n Brussels." 1 e.) E vs. 4 at (6-6).
minor opposition and advance either through We have seen the benefits of maneuver fol- f.) F vs. 1 at ( 9 8 ) .
E-48, by the Hal road, or both, to A-46. The lowed by assault when the odds are in our favor. I
force from Tilly, meanwhile, should threaten the The greatest living proponent of the indirect I be 'laying Name
enemy's last flank and, if possible, cross the approach is British author B.H. Liddell Hart and as the side.
LaLasne River. These multiple threats, combined it is to his works that those interested should 1
with a little pressure on all fronts, will usually turn for further information. And our application Street Address
send the PAA scunying t o protect the two roads
I
of this theory, coupled with a little luck, has set
through the Forest de Soignes. He is left with no the sun o n the British Empire. I
alternative but t o divide his army. (Headline of this issue's "Best Article") City
Even though now we must resort to a direct L.L. Baggett, Sr.
I
attack, o w maneuvers have enabled us to choose P.O. Box 2541 I State Zip -
which blocking force to concentrate o n and Valdosta, Georgia 3 1601 I
I
spoken German since he was a boy and maintains of the most recent issue of the General, I was
his fluency to this day. The first deficiency is the surprised t o find C&O/B&O on your list of games
word "Entwicklungtypen." Anyone with a good to be phased out. It is my favorite non-battle AH
knowledge of the German should recognize this game and it is a shame to see it leave your line.
as meaning "Development Types." That's just I've saved all of the mail you've sent me and it
what these tanks were, prototypes in the develop- would seem if you would send out some of the
Gentlemen: the point where we can wrlte you a more specific ment stage. The classification numbers are the literature on the games, you might be able to get
My wife bought this game at Christmas, think- query. In the meantime, 1 would not buy any desired weight (in tons) of the prototype models. sales back up. It is disappointing t o see such fine
ing it would be good for us to play or our more of your games or recommend them to In the design stage, without exception, weight games taken off the market.
teenage son. As yet, In spite of several hours of anyone else unless the other person were some problems are bound to occur. It is a rare Robert Olimsk
frustration, we have been unable to make even kind of a "nut." machine, indeed, that actually weighs close to the 3804 Quill Court
the first move in a game. Your instructions are so Donald E. Scheer envisaged figure, when it finally comes off the El Paso, Texas, 79904
complex and jumbled up that it utterly blows my 177 Winged Foot Place assembly line. Thus the E.10 was originally
supposed to weigh around ten tons, but the Dear Sir,
mind. San Ramon, CA. 94583
finished product welghed quite a bit more. Thus Regardmg Mr. Fauber's article in the Nov-Dec
1 am a consulting electrical engineer and spend PS: Haveany of your customers ever been able t o
each of the "En classification numben was the General:
a lot of time working out process control logic play this game successfully?
approximate weight tank desired by the German ( I ) Mr. Fauber must be nearly alone in sup-
circuits; therefore 1 feel that your game should be
General Staff. It's no mystery that they didn't posing that the bayonet was not an important
within my intellectual grasp, given several hours Dear Sir: weapon of Napoleonic tactics; and the fact that
to study it. But we haven't even been able to I would like to thank Mr. Merriam for h ~ s turn out quite that way.
they had other uses at the Pyramids is hardly
figure out how t o place the counters o n the interesting letter on the derivation of German There's one other mistake. Avalon Hill was
important. Every contemporary account of
board t o start the game, except for those in the Armored Vehlcle names. It was fairly thorough correct the first time when they translated
Napoleon's successful battles - and he did, after
Order of Appearance Tables. Are the other ones and generally accurate. However, Mr. Merriam "vollkettenkraftfahrzeug" as full-tracked vehicle
all, have a few successes - describe the decis~ve
all stacked on one square? should heed his own warning on background (actually: fully-tracked motorized vehicle). While
actton as a charge of bayonets. So do modern
Beyond the problem of not knowing how to material. it is true that the Germans originally designated
start the game, the rest of the subject is so professional military historians.
experimental tanks w ~ t ht h ~ sword, nowhere in
As for my background material, my father (2) Marshal Bugeaud's account of Busaco,
unclear that I am unable to even formulate an the word itself is the concept "experimental"
designed heavy equipment (Including tracked which Fauber takes from Montgomery's History
intelligent question for you. If we can ever get a expressed.
vehicles) in Germany during the war. He has of Warfare, is an example of Peninsular War in
game started, the subject matter may unfold t o In fact, this seems to be the reason why the
"EM designation was adopted late in the war. which Wellington defeated Napoleon's generals.
When a German saw the word "volkettenkraft- As I said in my own artlcle, Napoleon's imitators
fahrzeug," he translated ~t literally as fully- including his own marshals often made the
tracked motorized vehicle, not understand~ngthat mistake of throwing men agamst an unshaken
these tanks were experimental models. Thus, late enemy with disastrous results. So what?
in the war, to clear up this misunderstanding, the (3) My stacking rules allow enormous numbers
German General Staff adopted the new classifica- of men t o attack from the same square, but not
Each coupon is worth 25 cents. How- defend from it. The reason should be obvious,
tion, "Entwicklungtypen," in its place, which
Discount ever, n o less than 4 coupons can be used in any
one purchase. Orders received accompanied by
plainly means "Development Types."
A little deeper research, or a look into the
and I have no quarrel w ~ t hFauber's statistics,
although I question their relevance.
three coupons o r less will be returned unfilled. (4) I have never claimed Ney to be much of a
Any number above 4 may be used in any single German language, would have corrected these
strategist; but as a leader of men he was
purchase. No photostas please. .. deficiencies. As tt was, Mr. Merriam, your letter
was still one of the most enlightening and
something else. His presence at the forefront of
interesting works in the January issue. 1 com- his men was often the key to successfully
pressing home the attack. The exact manner in
mend you on the fine job.
which the higher hq. units aid their troops can be
John W. Muije disputed, but I would have thought some way of
314 Myrtle Lane using them was desirable.
Altavista, Va. 245 17 (5) Mr. Fauber is a master at knocking down

Fi
straw men. I can't recall ever saying that pursued
Gentlemen: men were killed; the word casualties in general
I have been playing Origins now for several refers to men removed from action. whether
Opponents months with people from all walks of society. I
have played with novices, as well as experienced
killed, wounded, captured, or deserted. In AH
games, such units are removed from the board ...
players. In this spree of playing I have virtually Of course the major purpose of cavalry pursuit
failed to find one person who disliked the game. was t o disperse enemy units, although Fauber
Wanted STATE
I have never come out in public and endorsed
a game manufactured by anyone prior to this
makes no distinction between immediate tactical
pursuit and strategic pursuit. Or is it his purpose
letter. I do so now, solely because this is the first to argue that pursuit has no place in the
game I have ever seen, that successfully blended principles of war?
We're experiencing growing pains. More subscribers means more Want Ads. We just don't have the space I
for every subscriber to wax rhetorical as in the past. To make i t easier, and more meaningful for all I simplic~ty, strategy, complex~ty,playabihty, and
pure simple fun in one package.
(6) 1 permit cavalry t o charge unsupported
guns because at Waterloo they did so; and the
concerned, we introduce the Mini-ad. All you d o is strike o u t the words provided below that d o n o t 1
This game is in my opinion far superior t o any charge of the Blues accomplished qulte a bit ...
apply. I game that has come out (to my knowledge) in (7) 1 can't find any supply rule in my article.
the last 10 years. 1 highly recommend this game If what Fauber attacks as a "supply" rule is the
1) Print your city and state in Box A above.
to the consumer. It's the best buy in a game isolation rule, I've discussed the effect of having
2) Cross out words and phrases below not applicable. today - bar any.
31 Insert copy where required on lines provided. cammunications cut before. So has every other
4) Print vour name and address where indicated. Russell Powell military analyst. The rule may be too stringent,
We cannot list specific items for sale or trade. Interested President but it is hardly illogical. What the number of
parties must write you direct for complete details. Spartan International, Inc. cartridges and fouled muskets among troops who
shouldn't have carrled bayonets either - accord-
Dear Sirs: ing to Fanber - has to do with anything I am
Why must wargame designers, and wargamers afraid 1 don't know.
I (8) I'm inclmed to agree that the flanking rule
themselves, for the most part, insist on wargames
I am: novice, average, expert player of: high school, college, I which are balanced? I myself prefer a wargame may give a bit too much advantage to the
I attacker, but certainly having flanked the de-
which places one side at a disadvantage. But why
I fender should be worth something.
in God's name would 1 prefer a wargame that IS
adult age desiring: FTF and/or PBM opponents for I not balanced one might ask? Because I believe (9) As to the balance of Mr. Fauber's article, I
that a game is much more challenging, and declare incomprehension. Presumably he is argu-
I
(LIST GAMES1
. Also seek interesting if your forces are pitted against a
numerically superior enemy. There is more of a
ing that Nieuchess is a better game than Waterloo
since it has fewer rules. I would have thought
I thrill when you outmaneuver and administer the that Wei-Chi, or Go, had more than one rule, but
I Coup de gr2ce to an enemy who started out as a then I've only been playing it for twenty years.
members for (LIST CLUB1
I larger force. Besides winning with a disadvantaged I've argued elsewhere against needless complexity
I force takes more skill and a little more luck. in wargames.

.
- Will trade or sell games. Please reply to: II
Anyway, who ever heard of a real battle situation
beine- oerfectlv
. . balanced? Balance in a wareame
can be a blesslng or a curse, depending o n if you
I do apologize to anyone who was offended by
my Waterloo suggestions. The article was in-
tended to stimulate some thought on how Water-
have an equal chance t o destroy your opponent loo could be made more realistic. 1 confess that
I
or to prove your skill in wargaming. Playing with my efforts were too complex, as I said in the
I
a disadvantaged force tends to bring out the article itself. They were intended to get some
I
better wargaming qualities In a player. He must discussion going, and to my delight they did
I ( I ) use economy of force, (2) play a more stimulate some letters from wargamers who tried
NAME (in all caps) I
I
cautious game thus he cannot afford any mistake them out and worked out their own modifica-
on his part. Examples of these games are Stalin- tions.
grad and several Panzerblitz situations. In con- Let me also take this opportunity to con-
clusion I feel that an "imbalanced" wargame is an gratulate Steve Ambler on his Blitzkrelg rules.
STREET PHONE I important aspect of serious wargaming. Opening up Blitz Into a mobile armored warfare
I game is an objective that all game improvers
Douglas Myers
I should seek, and anything aimed at improving the
I409 Arbor View Rd.
"feel" of armored warfare is laudable.
CITY STATE ZIP I Wheaton, Md. 20902

Dear Editor,
J.E. Pournelle, Ph.D.
1205 1 Laurel Terr.
All Ads must be o n a special printed form; those received that are n o t will n o t b e accepted. After reading the AH note o n the letter page Studio City, Calif. 91604
PAGE 15 THE GENERAL
IF YOU ARE PLANNING a gaming convention On the Germans' half of the Turn they will be
or Open House this summer and wish t o an- forced t o counterattack at poor odds or retreat.
nounce the event in the General, it would be wise I n the case of the 12ss Division; this unit's retreat
to mail this information to us post haste t o be will give the Amis the required two beach
included in the May-June issue. That issue is the squares. Also note that it is more advisable t o
last opportunity before the summer convention attack at 1-3 than 1-2 because the 1-2 attack
season. does not have that high a probability for achiev-
MISCELLANEOUS LITERATURE submitted for ing the objective while it risks six factors.
review: the first two installments of a new series
WE HAVE RECEIVED a tentative schedule, for
of 8" x 12" softcover photo-books on German
upcoming spring-summer conventions, courtesy of
AFV's and aircraft. Entitled SIGNAL, they are THE TEN WINNERS matching our answer
Operation Contact:
published by the same people behind Squadron exactly were: Gary Bafus, Kansas City, Missouri;
May: 27-28 IFW West Coast Con (Rough Shops. SIGNAL-Armor I:Pz - 111 in Action is Dennis Graven, Milwaukee, Wisconsin; Donald
and Ready, Cal.) devoted exclusively t o the PZ-l l l and its variants. Hov, Weston, Connecticut; William Groover,
June: 17-18 2nd Annual Cincinnati Con While the outside artwork leads one t o believe Cypress, California; Lovell Hunter, III, Louisville,
23,24,25 SlCL East Con II (Fall that it is a profile-data book, it is in fact a Kentucky; Oleg Kis, Livingston, New Jersey;
River, Mass.) collection of action photographs. The creator, Louis Meglio, Cranston, Rhode Island; Brad
July: 8-9 SlCL South Con (Birming- Uwe Feist, has gone t o great pains to assemble Moore, Fremont, California; Paul Pawlak,
ham, Ala.) this unusual and distinctive collection of black Addison, Illinois; and David Rupp, Decatur,
14-15 4th Annual Columbus Con and white photographs. Those boardgamers who Georgia. Congrats and a tip of the old warbonnet
(Tentative) are also miniaturists and modelers will find these t o these gentlemen.
22-23 I FW Prospect II, Diplo Con photographs invaluable for their wealth of close-
V (near Chicago) up, detailed views of PZ.-Ill's. SIGNAL books are CONTEST NO. 47 WINNERS earn a tip of the
28-29 I FW East Coast I (Winsted, available from Military Model Distributors, Inc. old Marketing Bonnet for predicting 1971's best
Conn.) 33454 John R. Street, Hazel Park, Michigan selling Avalon Hill game, LUFTWAFFE. Curi-
48030 for $3.50 each. ously enough, not too many contestants had
August 5-6 SlCL Cap Con I (Washing-
considered Luftwaffe; it was 10 t o 1 for Panzer-
ton, D.C.)
Swabbers, a 22 page magazine for the naval nut is blitz. That's the second best seller. The following
12-13 SlCL L.A. Con V (USC, Los
available from Herb Barents, 157 State St., winners came closest to guessing the yearly sales
Angeles)
Zeeland, Michigan for $1.5018 issues a year. figure for Luftwaffe. Those earning the Gift
19-20
While the mimeo quality is poor, there is a Certificate are: Robert H. McArthur, Seattle,
OR
wealth of histories, profiles, variants, and amateur Washington; Robert Sledge, Antioch, California;
26-27 IFW Gen Con V (Lake
games in each subscription. I f you are interested Thomas Hilton, Brooklyn, N.Y.; George Paulik,
Geneva, Wisc.)
in naval warfare it may be worth your while t o Manistee, Michigan; Brad Schaffer, No. St. Paul,
For more accurate and detailed information on invest in the sample copy for 60 cents. Minn.; Joe Holland, Encino, California; James
these events write t o the sponsoring groups or Silsby, Jr., Ellsworth, Maine; Michael K. Paul,
Operation Contact, c/o Alister Macintyre, 2729 Madison Hgts., Michigan; Joel S. Davis, Boulder,
Stratford Ave. Cinn., Ohio, 45220. For those gamers interested in medieval history
Colorado; and Carl C. Courtney, Shiremanstown,
and games, the Doomsday Book crams lots of
Penna.
SPEAKING OF OPERATION CONTACT: I f you quality material into 17 stenciled pages. Sample
desire FTF opponents in your area, need info on copies are available for 50 cents from publisher
OUR APPOLOGIES for printing part of the
retail game outlets, want t o open your house t o Chris Schleicter, 5122 W. Carmen Ave. Chicago,
survey on the reverse side of the Discount
transient gamers or myriad other services write t o 111. 60630.
coupon. Thankfully, most of you had the wisdom
Operation Contact. Even if you don't need t o write in elsewhere on the form your answers
anything, drop them a card. Alister Macintyre is IN THIS AGE OF TECHNOCRACY and super-
for the first few questions. Your response was
putting forth a herculean effort in orgalizing lists sophisticated communications it is of little
gratifying, indicating how integral a part you wish
of gamers by geographic areas and gaming inter- surprise t o learn that many gamers are now
to play in the company's marketing policy. I n
ests. His results t o date have been impressive t o conducting their PBM games using cassette tape
fact, there were many more replies than antici-
say the least. I f you have a gaming group that recordings. Our mail also indicates that Play-by-
pated - hopefully we'll have them available for
wants t o see some fresh faces, send a list of your Phone, using a modified PBM system, has gained
publishing in the May-June issue.
members' addresses t o O.C. and they will attempt favor with a great many gamers who like t o
to inform other gamers in your area of your ponder their moves and at the same time con-
LITERARY CONGRATULATIONS t o A l Nofi
existence. clude a game in two or three weeks. Seems as
whose "The Renaissance of Infantry" ran away
though one phone call a night is all it takes. . .
with first place by 3 t o I,justifying our selection
SHORT SUBJECTS: Interest Group Baltimore,
of this S&T reprint for the Golden Pen Award.
The Catch-22 held their first twoday Open IN CONTEST 46 it was necessary t o attack in Other winners were: Peter R. Bradie for "Panzer-
House Jan. 29-30. As usual, their low-budget, such a way as t o obtain the highest probability
blitz Concealment"; Richard Thurston for "The
minimal-organization affair was a huge success. for capturing at least two beach squares and at
Bonaparte Squint"; Lewis Blivins for "Available
But now they lay claim t o the fact that IGB has the same time maintain losses at a minimum. The
Units in Blitzkrieg;" and Anthony Fabrizio for
organized and executed history's first Origins diagram and chart list below is the most correct
"In Defense of Strategic Bombing."
face-to-face tournament. I f you want t o know the answer submitted t o our judges. Note that it was
secrets of their success, you can write t o these not necessary t o gain control on the Amis' half
mavericks at IGB, 605 'D' Cranbrook Road, AT LAST; someone has gathered all the best
of the Turn, but only at the end of Turn Three.
Cockeysville, Md., 21030. "How To" literature previously available on
Stalingrad and Afrika Korps. They now appear in
DIVISION ATTACKED BY ODDS
FIRSTS: This has not been officially documented two separate booklets. The Wargamer's Guide to
yet, but the forty members of the Central Ohio
12Ss 66 1-3 Afrika Korps contains the eleven "all time
275
Wargamers' Association must make quite a power- 709
greats." Similar treatment is given the guide for
ful voting bloc in Columbus, Ohio. It seems that "1
Stalingrad. The "greats" were selected from a
4-1 variety of periodicals with proper credits given.
the Mayor was so impressed by the group's 277

activities that he publicly declared a certain Both booklets were prepared by Panzerfaust
343
71,60 4-1 Editor, Donald Greenwood, and available from
auspicious calendar day as Wargaming Day in 244

honor of their many accomplishments. I f you him for $2.00 each: 124 Warren Street, Sayre,
331
4 1-1 Pennsylvania 18840.. . an investment well spent
would like t o become a ward-heeler in this
machine contact: Terry Hollern, 3291 Dresden for those wishing t o improve their playing skills
St., Columbus, Ohio, 43221. for both games.

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