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THE GENERAL PAGE 2

gb i v 2 m LLLQ @EMER&L
. ..a losing venture published bi-monthly Avalon Hill Philosophy - Part 30
pretty close to the middle o f January,
March, May, July, September, and Novem-
ber. The General is published b y The Avalon
Hill Company almost solely for the cultural Why The Luftwaffe Never Looses
edification o f the serious game aficionado. It
helps sell our merchandise, too.
Articles from subscribers are considered
for publication a t the whim and fancy o f I n spite of the fact that the number of loyal the hard core. Giving the Germans jets earlier
members o f our erudite editorial staff and A. H. fans grows largereveryday, we do not buy as makes them invincible when properly com-
company baseball team. To merit considera- many games as the general public. This means manded, but WHAT I F HITLER had been
tion, articles must be typewritten double- that even when we are wild about a game, it can obeyed back in 1941 when he ordered jet
spaced and n o t exceed 1,000 words. Ac- be withdrawn from sales because the general production discontinued because he didn't need
companying examples and diagrams must be public is apathetic. them? To find out, play the Advanced game
drawn in black o r red ink. Payment for without any jets at all. Where jets are authorized,
accepted articles is made according to the LUFTWAFFE was desianed t o meet both use FW 190's.
dictates o f the voting subscribers. market demands. The Public wanted something
These alternatives we,ve suggested are not
A full-year subscription costs $4.98 (over- which was not too difficult and rather quick t o
balanced games. They are not meant to be
seas subscribers add $6.00 to cover airmail.) play while the hard core wanted unlimited real- balanced for people with game expertise. They
Back issues cost $1.00 each: out-of-stock ism and a longer game. The general public will are designed t o show what WOULD HAPPEN IF.
issues are Vol. 1, No's. 1, 2, 3, 4, 6; Vol. 3, probably beyond the Tournament game.
For play balance instead of Historical accuracy,
No. 1; Vol. 4, No. 4. But the Tournament game is merely a transitional
Paragraph A of the Optional Games specifies the
To facilitate correspondence, we suggest vehicle t o teach the advanced game and all its
proceedures to follow. German produc-
that all envelopes to Avalon Hill be marked oprlons.
tion if he wins too easily or increase i t when he
in the lower left-hand corner as follows:
loses too often."
Purchases o f The General: Subscription We did not expect the hard core t o stop with
Dept. - Gertrude Zombro. the tournament or Advanced games or t o No two gamers have the same degree of skill
Purchases o f games, play-by-mail kits, and FREEZE them into the formats used for initial and this made it difficult t o determine the exact
game parts: Order Dept. - Christy Shaw. presentation. This is why we opened the door t o point of balance which is fairest for everyone.
Questions concerning play: Research & experimentation with paragraph A of the During the past months we've had several well
Design Dept. - Randy Reed. OPTIONAL GAMES section. We know that the known gamers working out the point at which
Articles for publication: Editor-inchief. Advanced and Tournament games are balanced the game balances for them. Although we've
Requests for Brochures: Advertising Dept. for players who don't play too often. Naturally, published their findings below, this does not
Requests for Parts Lists: Parts Dept. those who play frequently discover ways t o necessarily mean that you and your usual oppo-
Letters to the Editor: Editor-inchief. achieve superiority which will not be learned by nent will find balance at the same point as our
the general public who plays occasionally. Those investigators. Since your degree of skill must be
of you who are true fans have learned t o make greater or less than the investigators, their sugges-
You've a t to let us know at least four the Luftwaffe unbeatable. Here's why this is tions will hold little validity until you pit
weeks tn advance Besure to let us know the possible. yourself against the same conditions they've tried.
zap code of both your old and new addrers
The investigators, almost t o a man, determined
The Germans win because the game is too
that play balance was arrived at when the
Typesetting: Colonial Composition accurate! How is that for a rapid fire contradic-
German Production rate was lowered t o read,
Printing: Monarch Office Services, lnc. tion? Goering ordered his fighters t o ignore
"German needs 9 undamaged factories t o make
American fighter escorts and concentrate on the
Copyright 1971 The Avalon Hall Company one replacement factor." This was an adjustment
Baltlmore, Maryland. Planted tn USA bombers only. I f the German player was forced
b t o the original "4 for 1" requirement for the
t o abide by Goering's orders in the game, there
Tournament Game. Most claimed that this change
would be a different outcome. (To play out this
COVER STORY
"Put some tanks i n a game, and I'llguarantee
situation, the close escort fires first at attacking
fighters and extracts casualties before the surviv-
applied also t o the Advanced Game.

ing attackers may trade shots with the bombers.)


you a winner," so spaketh our marketing director Because such a foolhardy tactic puts the German Rule Revisions Now Available
and chief sales prognosticator. Well, i t takes no at a decided disadvantage, we wrote the rules so But this did not prove t o be the end of our
mental giant to figure that one out. Sales o f that it would be impossible for the German t o investigators' suggestions. Many other factors con-
games over the past three years have been ignore the escort. We couldn't see any point in tributed towards the play imbalance of the origi-
directly proportionate to the number o f tanks forcing the German player t o limit his tactical nal script. And so thoroughly were they tested,
that play a part in the games. options t o loosing tactics. Players who rack up a and so great was their validity, that many of their
Why the mystique with tanks? Our marketing string of German victories recognize the value of play-balance changes have been incorporated in
people have collectively decided that much o f fighter superiority and exploit it properly. This is the second printing of the Instruction Folder,
this mystique can be attributed to nomenclature. something Goering forbid his pilots t o do. now available from the Parts Department for 50
And because we have not really emphasized cents. (Make sure you ask for "Second Printing,"
nomenclature i n any o f the "tank games" battle Allied air commanders estimated that if the
otherwise you are liable t o get a copy of the
manuals, we hope t o make up for this b i t of Germans had started using jets 6 months earlier,
original rules that may still be sitting around.)
oversight with the following excerpts appearing the LUFTWAFFE would have regained air superi-
on pages 182-183 o f "Tank Data 2," an excellent ority. The Advanced game shows what would Our thanks for taking much of their free time
source e d i t e d b y E.J. Hoffschmidt and have happened IF the Germans had gotten their t o conduct these experiments go especially t o
W.H. Tantum IV. The book is available from We, jets as early as it was possible for them t o get Tyrone Bomba, Michael Forte, Michael Dean,
them. What happens on the gameboard is what Leonard Devine, Rodger Hart, members of Inter-
Inc. publishers, Old Greenwich, Connecticut.
would have happened in real life if the Jerries est Group Baltimore with Randy Reed, and a
German Armored Vehicles Nomenclature had gotten their Jets sooner. While this is very host of guinea pigs whose names were withheld
realistic, it favors the Germans more as you learn from us (because they were losers, maybe?). And
The nomenclature used for German army how t o properly employ the jets. The public of course, t o T/Sgt Lou Zocchi who initiated the
vehicles and components was somewhat similar t o thinks both sides have an even chance for victory experiment under the program he titled, "Field
(continued page 3) because they do not play as often or as well as Marshals' Handicap."
PAGE 3 THE GENERAL

Panzerblitz Championship Situations


by Lenard Lakofka, President IFW

The 4th annual Lake Geneva Convention is


history. The two day event, reported in the

ml
previous issue, promoted two major events: the North
Armor Team Game and the Panzerblitz Tourna- PANZERBLITZ Tournament Game No. 2 German - defense
ment. For those o f you who couldn't attend, we
are presenting those exact Panzerblitz Touma- Time Limit: 12 turns Board Configuration
ment Situations (Games No. 2, No. 3 , No. 41 for South
your replay. We are setting up the three situa-
tions similar in fashion to the way Situations I Objective: Keep as many of the hill tops as possible on board one while holding hill
thru 12 are presented in the game. Objectives and tops on boards two and three secondarily. Avoid excessive losses. Judging
forces are purposely printed separately from the will be by a point system. Keep track on a piece of paper of all hills lost and
victory conditions. . . all units lost and have your opponent ok it at the end of turn 10.

Forces: Set up on boards 1 and 2 only! 2 CPs, 2 150 howitzers, 2 50mm AT, 3 road
blocks, 2 mines, 1 fortification, 4 rifle, 1 SMG, 3 trucks, 2 81mm mortars,
3 M IV, 1 MV, 1 SG I I I . Russian t o enter from north edge.
COVER STORY -;Zt;:dI Note: enter losses of fighting units ONLY,do not count mines, road blocks

that followed by the United States Army. Sepa-


rate designations were assigned experimental and
production vehicles. As an example, the German
experimental tanks ordered by the Heereswaf-
fenamt (German Army Ordnance Office) were
or trucks.

PANZERBLITZ Tournament Game No. 3 German


-
+tl
North

Time Limit: 10 turns Board Configuration 3


designated as Vollketten-Kraft-Fahrzeug (full-
tracked vehicle) and their prefix was VK, based
o n a system as follows: Objective: Enter on north edge of board one and move armor off of south edge of
entire board configuration; keep track of units that have exited and Units
V K f X ) 1234, where the initial VK indicated that have been lost. Do not count trucks or half tracks in either tabulation.
the Vollketten-Kraft-Fahrzeug; the ( X ) ,
when used, indicated the manufacturer: the Forces: 3 81mm mort., 2 eng., 3 rifle, 3 SMG, 4 trucks, 4% tracks, 1 wirblewind, 2 SG
first two digits (12) indicated the weight 111,5 M IV,2 M V, 1 M,VI b.
classification in tons; and the last two digits
(34) the prototype number assigned that
series. Thus the VK 4501 was a 45 ton
experimental tank and the first ( 0 1 ) of that

Boardl 1 11
North
development series.
Near the end of World War I1 another system PANZERBLITZ Tournament Game No. 4 German i 11
was adopted in which the VK prefix was dropped Configuration
and the experimental vehicles indicated by the South
Objective: advance west if possible, otherwise hold a mobile defense keeping as much
prefix "Em and a series of digits, indicating the terrain with minimum losses. Keep track of all armor lost. Record the
weight of the vehicles in tons. When the vehicle position of each armor unit, not dispersed, on turn 12; i.e. record on which
was standardized and adapted for service use, its board it is located (not grid number).
designation was changed t o Sonder Kraft-Fahr-
zeug (Sd. Kfz.) and a serial number assigned. Forces: Set up on the far eastern two boards only. 6 rifle, 3 SMG, 1 120mm mort,
Along with this designation, the tanks were also 1 150mm how, 3 75mm AT, 1 Jgd Pz IV, 2 Jgd Pz V, 6 M IV, 2 M V,
noted as Panzerkampfwagens (Pz. Kpfw.), such as 1 MVI b.
the series Pz.Kpfw. I, 11, and 111.
Half-track vehicles all had model designations
starting with the letters "HK" followed by a The German and Russian objectives within each situation appear on separate pages to simulate the
number. The basic chassis designation for such conditions at Lake Geneva where neither player was informed of his opponent's objectives. Dwing the
vehicles was Zugfuhrer Wagen (Z.W.). championship series, Situation No. 1 was not counted. Winners were determined from a point system in
The self-propelled artillery were called Selbst- which overall totals were gleaned from play of Situations No. 2, No. 3 and No. 4.
fahrlafette, abbreviated Sf. o r Sfz. Dependent on
the anti-tank vehicles' tactical mission, these were
called Panzejagerkanone (Pjk.) or Panzer- POINT SYSTEM (Victory Conditions)
abwerkanone (Pak.) Some tank hunters or anti-
tank vehicles were also called Panzerjagers Game No. 2: Give the Russian one point for each German infantry or armor unit destroyed plus these
(Pz.Jag.) with the gun carriages, Geschutzwagen points for hill tops captwed by undispersed Russian units or through which the Russian
(G.W.) The assault guns were called Sturmkanone was the last t o pass: 104, 126, 107 1 point each; 129, 132 2 pts. each; 109, 127, 130
(Stu.K.) 3 pts. each; 135, 123 4 pts. each. Give the German one point for each Russian infantry
This nomenclature was developed from the for armor unit destroyed. (do not count wagons, % tracks, or trucks).
actual German names and was typical of their Decisive German victory: Russian with 6 pts. o r less
custom of combining root words t o form a new Tactical German victory: Russian with 10 pts. or less
word. Thus, where Panzer referred t o armor, Marginal German victory: Russian with 15 pts. or less
Jager meant hunter, Wagen meant wagon or Marginal Russian victory: Russian with 19 pts. or less
vehicle, and Kampf meant war; the Panzer- Tactical Russian victory: Russian with 23 pts. or less
kampfwagen (Pz.Kfw.) was an armored war Decisive Russian victory: Russian with 24 pts. or more
wagon.
THE GENERAL PAGE 4
PANZERBLITZ Tournament Game No. 2 Russian attack
Bismarck
Objective: Capture as many hill tops as you can, give preference to the ones on board
one, but hills on boards 2 and 3 are of value. Keep track of each hill you
capture and of each unit you lose, for losses count fighting units only -
do not count trucks and wagons in the loss column. Your opponent is
by Mail
keeping a similar list. At the end of turn two compare lists. If there is any by Alan Augenbraun
argument as to hill ownership CALL A JUDGE! The specific point value of
hills is known only by the judge. Avoid excessive losses. Although face-to-face competition is un-
doubtedly more exciting and faster-paced than
Forces: 2 engineers, 2 recon., 2 guards, 2 rifle, 6 wagons, 3 trucks, 2 SU 76,2 SU 85, play-by-mail, not every wargamer has the time or
2 SU 100,2 KV 85.2 JSU 122.1 SU 152.1 T34185. Russian may enter on energy available for the many hours (or days)
the two roads of the north edge of board three or the farthest west road on necessary to complete most wargames when
board 1. played in person.
Avalon Hi1 fortunately recognized this prob-
lem and wisely provided PBM systems for most
PANZERBLITZ Tournament Game No. 3 Russian of its wargame line. It is no mere conincidence
then that the most popular wargames are also
those which are playable by mail and hence most
Objective: prevent German infiltration of this area and exiting from south edge of board. widely played.
Avoid excessive losses. I believe that almost any wargame can be
successfully adapted to play-by-mail. This article,
Forces: Set up Board one only: 3 rifle. 1 SMG, 1 120mm mort., 2 76mm AT, hopefully the first of others to come in the near
3 trucks, 2 T34176, 1 T34185. Board two only: 2 fortifications, 2 minefields, future, is devoted to the game of Bismarck and
2 guards, 1 120mm mortar, 2 SU 100, 2% tracks. Keep track of all ARMOR its adaptation to play-by-mail. Bismarck, one of
that you lose and all infantry units (including mortars and AT groups). the three Avalon Hill naval games, contains the
standard naval wargame elements of strategic
search and tactical maneuvering while it is both
short and simple to play.
PANZERBLITZ Tournament Game No. 4 Russian The rules that follow give the step-by-step PBM
procedure for the game. Unless otherwise speci-
12 turns fied, all AH rules for Bismarck remain in effect.
Objective: push the German back to the far eastern board, or reduce total German armor AREA SEARCH:
forces significantly with proportional losses. Keep track of each armor unit Step 1: In their respective homes, both the red
lost, count JSU, SU, KV, JS, and T34 only. Keep track of each armor unit (German) and the blue (British) players move
that enters the far east panel and is still there at the end of turn 12 in fighting their ship counters on the search board. This
position (not dispersed). starts the game.
Step 2: On a postcard, Blue lists the areas in
Forces: Enter on all roads on far western edge. 2 57mm AT, 1 120mm mort, which his counters lie and which he wishes to
I 122mm how, 2 engineers, 6 rifle, 2 guards, 4 wagons, 2 trucks, 2% tracks, "call out." Blue mails this postcard to Red.
2 JSU 122,2 SU 100.6 T34185, 2 JS 11, 2 JS 11 1.2 KV 8 5 , 2 SU 85. a) If the Bismarck is not in any of the listed
areas, Red so informs Blue, and play
reverts to Step 1.
b) If the Bismarck is in a listed area, play
Game No. 3: Russian points: one per German ARMOR unit destroyed or dispersed in turn no. 12. proceeds to Zone Search.
German points: one per Russian ARMOR unit destroyed or dispersed in turn no. 12. 3 points
for each German m o r unit off south edge of board.
ZONE SEARCH:
Decisive German victory: German has 18 points or more Step 3: On a postcard, Blue lists the zones of
Tactical German victory: German has 13 points-17 points the Bismarck's area in which he has his ship
Marginal German victory: German has 8 points-1 2 points counters. Blue must also indicate what type of
Marginal Russian victory: German has 3 points-7 points ship(s) he has in each zone.
Tactical Russian victory: German with zero-2 points or Russian with 1-2 points Step 4: When Red receives the postcard, he
Decisive Russian victory: Russian with 3 or more points. informs Blue of the results of his Zone Search.
Game No. 4: German points: one point for each Russian ARMOR unit destroyed or dispersed in turn a) If the Bismarck's exact zone is not listed
no. 12. 5 points for each German m o r unit on the far west board. 4 points for German Red has not been "sighted." Play reverts to
armor unit on the far west board no. 1;2 pts. each for German armor units on the eastern Area Search, Step 1.
board no. 1. b) If the Bismarck's exact zone is listed, Red
Russian points: one point for each GERMAN ARMOR unit destroyed or dispersed in turn has been sighted.
no. 12; 4 points for each m o r unit in far eastern board; 3 points for each armor unit in 1. If sighted by a carrier or cruiser, Red
eastern board no. 1;2 points for each armor unit in western board no. 1. must inform Blue of the Bismarck's
exact zone location. Play then reverts to
Area Search, Step 1.
Only in Situation No. 3 have we altered from 4 produced 1 Russian and 1 German winner. 2. If sighted by a battleship, play proceeds
the original Lake Geneva script: here, it is For readers interested in more complete details to Battle.
extended to 12 turns; and one Russian T34/85 on the championship series, and IFW information
has been added. Otherwise, you will be playing in particular, I invite your continued conespond- BATTLE PROCEDURE:
exactly as if participating in the Lake Geneva ence. Step 5: In their respective homes, Red places
championships. the Bismarck battle counter in the middle square
Here is how each side fared during the cham- Lenard Lakofka, President of the Battle Board, and Blue places the counters
pionships: Situation No. 2 produced 4 Russian and International Federation of Wargaming for each of his ships that sighted the Bismarck in
4 German winners; Situation No. 3 produced 3 1806 N. Richmond the Zone Search on any of the outer squares on
Russian and 1 German winner; and Situation No. Chicago, Illinois the Battle Board. (NOTE: For purposes of unit
PAGE 5 THE GENERAL
location, label the northernmost squares of the target is involved, Red must indicate exactly .what Battle Board: If Red wishes to play the Battle
Battle Board from "A" in the northwest comer ships he is firing at. Board Chance Table, he follows the procedure
to "G" in the northeast corner. Next, label the Step 8: Blue records the results of Red's outlined above. Red should indicate his Chance
sidemost squares from 1 to 7, starting with "1" attack. He also indicates the British salvo count Table stock after Step 9 in the play procedure.
in the northwest corner and finishing with "7" in and lists one stock for each salvo. Upon receipt of his salvo results, Blue informs
the southwest corner. Using this grid coordinate Step 9: Red records the results of Blue's Red of the results of Red's Chance Table play.
system, the center square in which the Bismarck attack. Steps 5 through 9 are then repeated until Blue may then play the Chance Table himself at
starts is D-4. The southeast square which the Bismarck or the British ships are sunk or this time.
contains the stern portion of the ship illustration until a withdrawal occurs through Chance Table If necessary, extra steps are inserted as dictated
is thus G 6 . ship facings must be indicated by play. by the results of Blue"s Chance Table play, after
noting the bearings after the square coordinates, which game play reverts to Step 5.
CHANCE TABLES:
e.g., "G4, NE," as in the accompanying dia- It should be pointed out here that since the
Search Board: If Blue has failed to locate the Search portion of this game depends very heavily
gram) Bismarck, he has the option of playing the on the integrity of both players, Bismarck will
Chance Table. To save game time and unneces- not be suited to tournament play unless a thrid
sary postage, Blue may indicate on his Area or playerlreferee supervises all moves on a thud set
Zone Search moves whether he wishes to play the of game boards. Alternately, both players could
Chance Table in the event that he does not locate maintain an accurate record of all moves for
the Bismarck,. Thus, in Step 2-a of the Area comparison at game's end.
Search or Step 4-a of the Zone Search, Red Despite this minor drawback, the above rules
would also inform Blue of the results of Blue's will provide a means of enjoying Bismarck
Chance Table play, if any. through the leisurely PBM system, a chance all
If Blue does not wish to play the Chance PBMing armchair admirals have certainly been
Table, Red may elect to do so. In this case, when awaiting.
Step 6: Blue records his ship movement on a Red informs Blue of the negative results of Blue's
postcard and sends it to Red. search, Red also lists a stock for the Chance Alan Augenbraun
Step 7: Red records the Bismarck's movement Table. When Blue sends his next search move, he 1755 Ocean Parkway
on a postcard. He also indicates his salvo count, informs Red of the results of the Chance Table Brooklyn, N.Y. 11223
listing one stock for each salvo. If more than one

blows to isolated Federal units while praying that


"...there never was a body of 15,000 men the die leaves them with little or no casualties.
Robert E. Lee was in Pennsylvania to do
something. Above all, he had to accomplish some
who could make that attack successfull~y." sort of victory. The burden of attack is with
these men in grey. If they should leave the North
having made no decisive action, their hope for
by Paul McBrearty day's fighting. He sat along Seminary Ridge. victory in the war has evaporated. Lee was
Being a Civil War "buff" (I dislike that word; According to the rules, the South had to take the committing himself to a gamble, something he
let us say "historian") from my earliest days, and initiative and attack or be lost. This would mean was well acquainted with. Lee's superiors were
more recently an Avalon-Hill nut (here, there is suicide for my brother with his relatively weaker told they would have results, and some definite
no more appropriate word) - I went into the force. I threw caution to the winds and told my victory had to be obtained north of the Mason-
play of Gettysburg with interest, excitement, and brother he wouldn't have to knock himself out Dixon Line to take the pressure away from
enthusiasm. And thinking back on the few games against my position for I would attack him, and Vicksburg and the last hope on the Mississippi.
I've gotten into compared with the more experi- have him whipped, I thought to myself, in short Mr. Augenbraun hinted at a general Northern
enced Lees and Meades of the country, I can say time. superiority in arms which early in the game is
that the game was well worthwhile. To get to the point, I went through a Pickett's simply not there. The South has the upper-hand
I read an article not too long ago by Mr. Charge in reverse, losing my men, the battle, and the entire first day. And artillery is the key to
Augenbraun, (Vol. 8, No. I), which attempted to lengthening the war for years. I was certain my that strength. Why Avalon-Hill chose to give the
remedy the defects in the game he felt existed forces were adequate enough to have over- Confederate more artillery in its game than to the
concerning victory conditions. I felt these same whelmed my brother's line and beaten him if not Yanks is beyond me. In the actual engagement
weaknesses and was moved to take pen in hand easily, at least decisively. But I lost. the Union had more artillery and used it more
and make a modest attempt myself to help clear As I mentioned earlier, Mr. Augenbraun of- effectively. Anyway, the South must employ this
up the question, I may at times criticize Mr. fered some changes in the game which would early advantage to its greatest potential (easily
Augenbraun's work, but I am under no illusions have called for a Northern offensive. He fails to siad, I know). I have not yet determined where
as to the difficulty of preparing an article define what exactly an offensive consists of, but the balance lies between exploiting this advantage
containing both valid and workable solutions to in any event he suggested this with the intention and conserving your units. I shall leave this for
the wargarmer's problems. Perhaps this article will of depriving the Union of the option of sitting others to theorize.
only serve to fuel the furnaces of discontent and upon his defenses and forcing the South to attack In the game, the defender with sufficient
offer no real answers. I hope to at least en- as per the rules. Both sides would be induced to numbers will be able to break a considerable
courage interest and invite more worthy contribu- attack, and any other situation that did not result attack upon his position and form an effective
tions from others. in elimination of one force or the other, would counter-attack. This becomes more important in
It was nearing dusk for the second day upon be considered a draw. His other examples of later stages of the game when any Confederate
the field and I, as Union Commander studied my cat-and-mouse play are highly improbable if not dominance begins to wane as Union artillery
surviving men, who were many, in their positions ridiculous and should be dismissed on that ac- arrives. The next time I find my Rebel brother
on the Round Tops, along Cemetery Ridge, and count. perched upon any ridge in a situation that
on Cemetery Hill. In short, I had my artillery up It is true that the South carries a burden in the seemingly favors my launching an attack, I will
and my postionsposition was classically excellent. game in that it must attack easily defensible pause, glance at my own ridge position and
My brother, posing the past hour as Robert E. ground in the vincinity of Gettysburg. But I remembering Longstreet's words remark, "Well, I
Lee and dedicated to the proposition that all maintain this is as it should be. After thinking it guess you've got your work cut out for you."
Yankees were skunks, had retained the best part over on may occasions I have come to the Paul McBrearty
of his army, losing perhaps in vital quality what I conclusion that the Confederate forces must use 104 S. Garth
lost in expendable numbers during the first two every opportunity they receive to deal death- Columbia, Missouri 6520 1
THE GENERAL PAGE 6
beach is quite a ways from the south
end, of which I will speak on later.
This site is risky for both sides.
Terracina enjoys the advantage of
Anzio? having no garrison. HG and 15 PzGr
flank Mondragone, and the German has a
choice of covering Salerno, Mondragone
by Norman Beveridge,Jr. or Terracina. Salerno and Terracina
both have good defenses for the German
so 16 Pz usually goes somewhere near
Napoli. Too bad Terracina is so con-
and their gaming record takes a nose stricted. 2 Para and 15 PzGr seal it
dive as word gets around. So how can off very quickly. Invasion reaction
such an error be avoided in ANZIO? and Rome Garrison have the same effect
First let me assume that the rules as Mondragone. No room for expansion
in this game include all optionals in makes this site of little value for an
Game 111, Extra Units, and Game intiial invasion.
Variations with SRT for combat Termoli or Pescara could work, sim-
resolution. ply because of the shock effect on the
German player. Invasion reaction is
very unlikely, but so is Italian help.
A key decision in the outcome of At Termoli, Foggia falls by default,
the gamk lies with the U.S. player in and at Pescara the Cassino line stret-
selecting the first invasion beach. ches a nit longer and weaker than the
Salerno is nice, and the Allies actu- German might like. Slow buildup and
This month's "Award Winner" is Norman ally chose it, but that does not mean IL capabilities hinder the Allied
Beveridge's fine article that first appeared in the
it is the best site. First of all, no player too much for the German to take
July issue o f Spartan International Magazine, other beach is so far from the objec-
reprinted here with permission from Spartan
these area seriously.
tives necessary for satisfying the What can I say about Rome? A lot
International, 4121 Long Beach Blvd. Long victory conditions. Further, the of Italian help, and 67% chance of
Beach, Cal. 90807. . . first turn advance of invading units invasion reaction troops coupled with
could not capture enough of the good open positions points to one side or
I look at ANZIO and thrill at the defense positions in the Pompeii-Avel- the other gaining a great advantage
prospect of great battles with AV sit- lino-Auletta-Val10 line to prevent the very early. Paratroop drop on Rome
uations and second combat carrying the German from bottling the invasion on and a ranger attack force a German
lines at a lightening pace. I sit turn one. Capturing the Vallo hills counterattack. Italians play havoc
down and spend 45 minutes sorting does little good, for the German can with German roads, bonus replacements,
counters and setting up. Three moves defend Eboli-Auletta-Sapri, and U.S. and capture of road junctions spurs on
pass and the U.S. Army bogs down. A has abandoned the port of Salerno. If the Allied player. Happy 4th of July!
stiff wall of German units inhabit the U.S. goes for both Vallo and Salerno, Cititavecchia might surprise the
hills and river positions. The U.S. the German can counterattack and blow Germans and the U.S. player as well.
player attacks and gets slaughtered. the Allied units right off the board. Unopposed landings north of Rome look
By Novemeber IV, 1943 the U.S. player The one advantage at Salerno is the nice, but lack of defense and slow
has had it. He might continue the small chance of invasion reaction buildup make this area more risk to
struggle for fifty more moves before troops. This does not offset the loss the good guys than it is worth. Same
the outcome of the game becomes inevi- of the Italian units. applies to Grosseto. These areas
table. But he quits because the game Looking northward a bit, we see Na- could turn out very important as sec-
has bogged down and now he is bored. poli. HG has the city and good place- ond invasion areas.
Six attacks at maximum odds of 1-1 all ment of 16 Pz should severely restrict Cecina invasion could capture Liv-
bomb out, losing 14 steps while the any ranger attack aimed at surrounding orno, but then why not invade the Liv-
German lost 5, plus only gaining one Napoli. That port must fall to the orno beach? Nearness to North Italy
square. Granted, he did force the en- Allies if they want any chance of suc- units and probability of invasion re-
emy off that river position, but a re- cess, and an invasion right on the action could kill the U.S. chances
treat of only two squares on a three wharves can precipitate a battle very from the start. Also, 94 Inf at C-13
square front re-established the solid quickly. Probably only a small part makes a Genova invasion just as unten-
defense line. During this time, the of the Rome Garrison leaves the board, able.
U.S. player replaced 12 of the 14 lost and the chance of invasion reaction IL of 10 (+3 for paratroop rules*)
steps, while the German replaced all remains small. The beach is still makes Rimini look sick. Italian units
five and actually accumulated an ex- very far from Bologna, and except for melt away, but very few invasion reac-
cess of five. All this with only av- the cramped positions below Vesuvio, tion troops appear. 2R SS and 24 Pz
erage die rolls! this area is vastly superior to Saler- come automatically, though, and if the
Obviously, U.S. strategy lacks no. invasion fails kiss good units good-
something. His moves have become too Set your sights a bit farther north bye. Remember that no good airbases
stereotyped. (1) Invade Salerno. (2) to Mondragone. The invasion squares fall easily to the Allies when they
Advance to capture Foggia. (3) Back encompass a very important area of invade north of Rome.
to Naples. (4) Attack one key posi- German defense. Invading units can The choice of an invasion area is
tion at 1-1 each turn, once the German occupy a cornerstone of the Cassino tough. If you know what the rest of
finds a defensive position. (5) Pull line, providing 15 PzGr does not mind your strategy involves, pick the inva-
wounded units out to take replacements too much. Also Napoli lies exposed. sion area best suited to it. Avoid
sub in others to keep up the attack. Unfortunately, so do the initial posi- choosing - an area and then looking for
(6) Hold some units at sea to keep the tions for the invading units, which a strategy.
Germans worried. invites a German counterattack. A 33% Tactics used in the invasion can
GARBAGE. Anytime the enemy knows chance of invasion reaction troops spell success for a few turns or an
what you are likely to do, he can meet loom over the area, though the Rome early defeat. Often the best idea is
you head to head and you have lost. garrison could bottle them up and de- to avoid combat on the first move un-
Too many players lack inventiveness, lay a counterpunch one turn. And the less high odds are possible. Even
PAGE 7 THE GENERAL
t h e n t h e p o s s i b l e l o s s e s must come on- f i n d t h a t u n i t d e s t r o y e d and t h e two one w i t h t h e h i g h e r odds, even i f it
l y with a g a i n o f a v e r y good p o s i t i o n divisions estracted. I doubt t h a t i f means moving s o u t h i n s t e a d o f n o r t h .
o r t h e a t t a c k i s w o r t h l e s s . Most a r e - some i n v a s i o n r e a c t i o n t r o o p s d i d n o t J e r r y ' s b i g weakness i s r e p l a c i n g l o s -
a s have such low IL v a l u e s t h a t no come t h e German c o u l d make t h e 1-1 a t - ses. E a r l y i n t h e game h e c a n h a r d l y
s t e p s s h o u l d b e r i s k e d . Second combat tack. I f t h e y do come, t h e n t h e b i g afford t o p u l l units out of the line.
might look i n v i t i n g , b u t do n o t f o r g e t U.S. u n i t s a r r i v i n g S e p t . I 1 1 and The e x t r a c a s u a l t i e s you c a u s e by go-
t h a t a t t h e end o f your move t h e Ger- South End O p t i o n u n i t s would o u t f l a n k i n g t h e wrong way may p r o v i d e a n o t h e r
man can a t t a c k you i n r e t u r n . Always t h e Germans and k i l l him. T h i s i s on- e x c e l l e n t t a r g e t on t h e n e x t t u r n .
keep i n mind t h a t t h e f i r s t t u r n a - l y one s i t u a t i o n , and q u i t e a few I F ' S Even when a h i g h e r odds a t t a c k works,
s h o r e p r e s e n t s t h e b e s t chance f o r a r e involved, but I think t h i s i l l u s - t a k e c a r e when d e c i d i n g t o make a s e -
German r e a c t i o n , and t h e i n v a d i n g un- t r a t e s my p o i n t . cond combat a t t a c k . Where w i l l t h e
i t s must have some p r o t e c t i o n . T h i s u n i t s end up a f t e r t h e a t t a c k ? And
b r i n g s up a v e r y common question: Another c r u c i a l d e c i s i o n comes on w i l l t h e r e s u l t s b e b e t t e r i f you a t -
should t h e Allied player p l a c e u n i t s t h e second t u r n when t h e A l l i e d p l a y e r t a c k r a t h e r t h a n simply moving a d j a -
i n two weak s t a c k s i n a d j a c e n t p o s i - must d e c i d e on what u n i t s t o u s e f o r c e n t and f o r c i n g t h e enemy t o a t t a c k
t i o n s which t h e German cannot s u r r o u n d BU. S t r o n g u n i t s u s u a l l y come on, o r withdraw? I . E . , can t h e U.S. r i s k
o r s h o u l d h e make one s t r o n g s t a c k n a t u r a l l y , r a t h e r t h a n more numerous the possible loss? I n most c a s e s , I
t h a t J e r r y can o u t f l a n k ? I would weak u n i t s . T h i s f o l l o w s t h e i d e a s e t doubt i t .
choose t h e l a s t c o n f i g u r a t i o n . The f o r t h i n t h e p r e v i o u s example t h a t one T h i s d o e s n o t mean t h a t t h e U.S.
f o l l o w i n g example shows why: s t r o n g s t a c k b e a t s s e v e r a l weak o n e s . p l a y e r s h o u l d p l a y c h i c k e n . I f a ris-
Allied u n i t s i n question: 56 and Some s i t u a t i o n s may demand a l a r g e ky advance through a n AV h o l e o r a -
78 B r . i n f . German u n i t s a v a i l a b l e number o f u n i t s t o c o v e r t h e p o s i t i o n s round a f l a n k o r maybe t h e chance f o r
f o r counterattack: 1 P a r a , 24 Pz, gained i n advance. But be c a r e f u l . advance a f t e r second combat would c u t
16 Pz, HG, 15 PzGr. Other German un- Qose rinky-dink brigades disappear o f f German u n i t s and s t i l l g i v e t h e
i t s used t o s e a l o f f t h e beachhead. fast! surrounding Allied u n i t s a f i g h t i n g
P o s s i b l e p o s i t i o n s f o r t h e U.S. u n i t s : Also, I t h i n k an i n j u s t i c e i s done chance t o s u r v i v e , I s a y t a k e i t . One
P-60 o r P-61 o r b o t h . The a t t a c k i n g t o t h e A l l i e d armored b r i g a d e s . I a - s i d e o r t h e o t h e r may end up w i t h f a -
Germans can r e a c h almost any of t h e g r e e t h a t two i s r e a l i s t i c f o r i n v a - t a l l y c r i p p l e d u n i t s , b u t e i t h e r way
f o l l o w i n g s q u a r e s : P-59, 4-59, 4-60, sion points. Tanks do t a k e much more t h e 1I.S. s i d e g e t s more r e p l a c e m e n t s
4-61, and P-62; a l s o P-60 and P-61 i f room t h a n i n f a n t r y on t h e l a n d i n g b a r - and s h o u l d r e c o v e r s o o n e r t h a n t h e
t h e U.S. u n i t s a r e n o t t h e r e . I f U.S. ges. But a more r e a l i s t i c s t a c k i n g German. Such a chance i s r a r e , u n l e s s
h o l d s b o t h , German a t t a c k s l i k e t h i s : v a l u e f o r t h e s e u n i t s would b e 1 I / ? . t h e German i s t u p i d , and t h e n h e de-
1 P a r a , 15 PzGr, 26 Pz, HG a g a i n s t one Count t h i s a s two f o r t h e f i r s t u n i t serves t o l o s e .
u n i t a t 3-1 odds. 16 Pz a g a i n s t t h e b u t o n l y one f o r t h e second. A stack A t i m e w i l l come when b o t h s i d e s
o t h e r a t 1-2 odds. With ERS u n i t s i n of four then costs s i x stacking points have l i n e s c o m p l e t e l y a c r o s s t h e pen-
t h e s t a c k s t o a b s o r b any l o s s e s , t h e r a t h e r than e i g h t . A maximum o f f i v e insula. The German may s t i l l r e t r e a t
3-1 w i l l l i k e l y l e a v e a b i g s t a c k ad- could occupy t h e s q u a r e . The d i f f e r - i n f r o n t of t h e Allied player. Take
jacent t o the other B r i t i s h u n i t . If ence is s m a l l , b u t i t makes a g r e a t c a r e t h a t t h e A l l i e d u n i t s d o n o t ov-
t h e 1-2 works, s c r a t c h two d i v i s i o n s . difference i n the usefulness of the e r e x t e n d t h e i r 1i n e s . The A1 1i e d
Second combat on t h e second u n i t c o u l d units. p l a y e r may f e e l t h a t h e can g a i n p l e n -
move t h e s t a c k down t o t h e beach. I Anytime an i n v a s i o n comes i n any t y o f s q u a r e s w i t h o u t an a t t a c k which
admit t h a t t h e chances o f t h i s a r e a r e a s o u t h o f Rome, e x p l o i t a t i o n o f could cost s t e p s . T h i s i d e a can c o s t
s m a l l , b u t w e l l worth a t r y f o r t h e t h e South End o p t i o n s c o u l d mean t h e the Allied player dearly. Besides
German. I f t h e A l l i e d p l a y e r would d i f f e r e n c e i n t h e game. B e s i d e s h e l p - l e t t i n g t h e German have two moves t o
s t a c k t h e two t o g e t h e r , t h e a t t a c h i n g t o g e t more u n i t s on t h e board s e t up a p o s i t i o n , h e h a s a t l e a s t one
would b e o n l y a 1 - 1 s u r r o u n d e d . J e r r y than otherwise possible, use of t h i s turn f r e e of attacks t o replace losses
h a s much l e s s chance o f coming t o t h e r u l e f o r c e s t h e German t o d e l e g a t e a I f t h e A l l i e d p l a y e r r i s k s o n l y one
beach, although t h e U.S. p l a y e r must number o f u n i t s t o b o t t l i n g up t h e un- well-selected a t t a c k , he can f o r c e t h e
t h e n e x t r a c t h i s two u n i t s . Low odds i t s , o r e l s e he w i l l soon be o u t f l a n h - German t o c o n t i n u e f a l l i n g back r a t h e r
and a g r e a t e r chance o f h i g h l o s s e s ed and c u t o f f from Rome. They g e n e r - than s o l i d i f y i n g h i s l i n e . Here i s
probably w i l l d e t e r t h e German from a l l y iuve l i t t l e value f o r invasions where t h e A l l i e d p l a y e r wins o r l o s e s .
making t h e a t t a c k . He may even f i n d n o r t h o f Rome. They g e n e r a l l y have NEVER l e a v e t h e Germans a l o n e f o r even
some o f h i s own u n i t s s u r r o u n d e d , o r l i t t l e value f o r invasions north of one t u r n . He may even t a k e t h e o f f e n -
t h e U.S. p l a y e r may b r e a k o u t somewhere sive!
Rome. I would go e i t h e r way a t Rome.
else. F u r t h e r , IF t h e U.S. p l a y e r Advance o f s o u t h e r n u n i t s might f c r c c Never have I s e e n an AVZIO game
chooses P-61 f o r t h e d e f e n s e , o n l y t h e Germans t o abandon Napoli and may- p l a y e d i n which t h e German c o u l d n o t
29 PzGr c a n make P-62, and J e r r y might b e t u r n h i s f l a n k , b u t i t might a l s o form a t l e a s t one f o r t r e s s l i n e and
l e a v e t h e U.S. i n v a s i o n u n i t s outnwn- h o l d f o r many t u r n s . Here i s where
bered beginning turn three, which t h e German wins. I f t h e A l l i e d p l a y e r
could s p e l l d i s a s t e r . c a n h i t a s q u a r e anywhere a l o n g t h e
Breaking o u t from t h e beachhead on l i n e s a t 3-1 o r b e t t e r , do i t ! This
t h e second o r t h i r d t u r n c a u s e s many may b e t h e o n l y chance f o r b r e a k i n g
p l a y e r s problems, i n c l u d i n g me. Quick t h e l i n e without an invasion. I f not,
e x p a n s i o n through a s m a l l h o l e c o u l d p i c k a n u n f o r t i f i e d s p o t and a t t a c k i t
leave several u n i t s cut o f f i f J e r r y a t 1-1. Choose t h e s t a c k w i t h t h e
c o u n t e r a t t a c k s and c l o s e s i t up. More l e a s t s t e p s i n it, unless t h a t posi-
o f t e n one o f t h e enemy u n i t s on t h e t i o n i s m e a n i n g l e s s t o t h e German de-
s h o u l d e r o f t h e h o l e p r e s e n t s an e a s y fense. Avoid 2-1 a t t a c k s u n l e s s you
target. I would n o t s u g g e s t h i t t i n g a r e v e r y d e s p e r a t e . O f t e n one s p o t i n
any u n i t s a t l e s s t h a n 3-1 odds and i f t h e German l i n e s c a n f o r c e t h e Germans
I c o u l d n o t , I would e x p l o i t t h e h o l e , t o retreat i f lost.
but very cautiously. O f t e n when no Find i t ! Look o v e r t h e s i t u a t i o n
h o l e e x i s t s , a small s t a c k o r s i n g l e from a n u n a t t a c h e d view. Maybe a neu-
u n i t may p r o v i d e t h e A l l i e d p l a y e r t h e t r a l r e s u l t on t h e SRT c a l l i n g f o r
means o f c r e a t i n g one. I f two s u c h n e i t h e r s i d e t o r e t r e a t w i l l leave
p o s i t i o n s o c c u r on one t u r n , t a k e t h e y o u r u n i t s n e x t t o a r o a d which any
THE GENERAL
r e i n f o r c e m e n t s must come down.
t h e l o s s of one s t e p w i l l i n v e r t a bn- I
it. Maybe a one s q u a r e advance w i l l
c u t o f f p a r t o f t h e German u n i t s be-
-
Maybe I

I U~ss~rnulat~ng
the Art of War
I - 0
PAGE 8

cause o f adjacent High Appenines


squares. I f two such p l a c e s e x i s t ,
a t t a c k i n b o t h p l a c e s . S u c c e s s i n on- Fauber
I Y one o f them w i l l c a u s e t h e German
t o s w e a t . The b i g g e s t m i s t a k e t h e A l -
l i e d p l a y e r c a n make i s t o l e t up t h e Simulation is not a very dependable way of rule is inane. Armies regularly deployed 20,000
pressure t o replace u n i t s with only understanding human behavior and should be men in half mile squares. At Bautzen in 1813
one s t e p gone. These u n i t s c a n t a k e regarded with the greatest suspicion. What a Marmont delivered a charge with his VI Corps,
many more l o s s e s t h a n you imagine! simulation tests is not alternative courses of two divisions of the Guard and two divisions of
But o f c o u r s e t h e e a s i e s t way f o r behavior and outcomes in real situations but only cavalry in exactly such an area. At Waterloo
t h e ~ l l i player ~ d to break a foriressalternative courses of behavior and outcomes Lobau, the Guard, and Jacquinot's cavalry divi-
line is w i t h an invasion.~~~~~~i~~ possible within the framework of the assumptions sion formed up in a half mile square. Marcognet's
or pescara could break t h e cassino of the simulation designer. It is all an Alice-in- 4,200 man division assaulted Wellington on a
l i n e f a i r l y easilyi f accompanied by a Wonderland world. Depending on the quality of front of 200 yards and at a depth of 52 yards. It
b i g push i n some c o o r d i n a t e d area. ~~t research and design it may be very like the real was a dumb thing to do, but rules ought to
if t h e German has any junk to spare he world, but it is still not the real world. The permit plausible stupidity.
g e n e r a l l y c o v e r s a l l t h e c l o s e beaches outcomes, then, have no scientific validity and It is equally a mystery why Pournelle wants to
For t h i s r e a s o n t h e A 1 l i e d p l a y e r must suggestive value only in some cases. permit cavalry to charge artillery before the
choose a n a r e a f a r away from t h e l i n e . One of the least valid attempts at simulation artillery get to shoot, nor why the only riposte
Try f i n d i n g a n a r e a f a r enough away appeared in The General, Val. 8, No. 2, J.E. allowed is a counter-charge. Cavalry should be
from t h e Axis r e s e r v e s t o b e s e c u r e , Pournelle's "Simulating the Art of War - Part permitted to charge but so as to absorb losses in
y e t i m p o r t a n t enough t o f o r c e t h e Ger- 111." From the beginning we 'may justly question place of infantry. At Waterloo the cavalry charg-
man t o p u l l a t l e a s t a few u n i t s o f f whether he is describing Napoleonic warfare as it ing the English line were pelted by case and grape
t h e l i n e . Roma would h u r t t h e C a s s i n o was or as he wished it had been. He insists that a until the moment, whereupon the gunners with-
l i n e by c u t t i n g o f f t h e major r o a d s . bayonet charge "generally carried everything be- drew into the red-coat squares, and the infantry
C i t i t a v e c c h i a o r G r o s s e t o would b r e a k fore it: IF the preparation had been sufficient." completed the execution. When the cavalry re-
a Rome l i n e b e c a u s e it o u t f l a n k s t h e It is well that he puts "if' in all capitals. If the treated, the gunners resumed their posts and
p o s i t i o n s and t h r e a t e n s i s o l a t i o n . HOW enemy infantry were already shattered by hastened the horsemen on their way. Even unsup-
much t o s e n d i n c a u s e s s p e c i a l prob- lery and under pressure from the flanks, they ported artillery crushed cavalry as Senarmont's 30
lems. Enough s h o u l d b e s e n t t o s e c u r e would give way. If there were no units available guns managed handily at Friedland.
the area and c a u s e damage t o t h e Ger- to support them, they would stampede. The Section 7 about headquarters units contains
man. much might weaken t h e f r o n t charge was not the moment of glory; it was just certain peculiarities, but the most glaring is giving
l i n e s enough f o r a German c o u n t e r a t - the unfortunate tactical finale needed to effect a bonus to stacks fighting in the presence of Ney.
tack Nap1es Or Other breakthrough. Neither was the bayonet much of a Ney's conduct on that day indicates that any
port. l i t t l e may killer. David Chandler in The Campaigns o f units he influenced were led to commit multiple
lose units and have l i t t l e effect On Napoleon asserts that they were best employed at idiocies. It would be better for the French to
t h e German f r o n t . the Pyramids when bent into fish hooks to create a mistress counter and keep Ney in
I t h i n k I s h o u l d end w i t h some corn- retreive Mameluke corpses from the river for Charleroi with her.
ment on Genova. I f some o p p o r t u n i t y plunder3s sake. The supply rule is illogical. The French infan-
presents an Marshal Bugeaud described a charge where the trymen customarily carried fifty cartridges on
some r e l a t i v e l y minor u n i t s which c a n prep,tion had not been sufficient: u ~ their
b bodies.
~ ~ By the
~ time these were used up
grab good p o s i t i o n s i n t h e h i l l s with- 1,000 yards from the English line the men their muskets were so fouled that they couldn't
Out it! Isolating Geneva became excited, called out to one another, and fire anyway. In a three day span the need for
often causes t h e Allied player t o l o s e hastened their march; the column began to supply was minimal except for the artillery.
I f t h e German g e t s t o o f a r b e h i n d h e become a little confused. The English remained The advantage of slightly over-lapping a line is
may c o n c e n t r a t e on h o l d i n g t h e Geneva quite silent. . . . . . This steadiness invariably pro- too great; forming front to flank was a standard
and Verona a r e a s , c o u n t i n g o n c o u n t e r - duces an effect on our young soldiers.. . . . The
a t t a c k s t o h o l d o n t o Verona t o t h e contrast was striking; in our innermost thoughts
end and maybe even o p e n i n g t h e we a11 felt the enemy was a long time in firing,
east e d g e t o Geneva. U s u a l l y the Gen- and that this fire, reserved so long, would be very
oa G a r r i s o n u n i t s s t a y t o o c l o s e * p l u s unpleasant when it came. . . . . At this moment
several I t a l y units within lo of intense excitement, the English wall shoul-
s q u a r e s t o make t h i s move p r a c t i c a l . dered arms; an indescribable feeling would root
The main i d e a of t h i s a r t i c l e is many of our men to the spot.. . . The enemy's
suggest that the U - S - player waste steady, concentrated volleys swept our ranks;
much time units that decimated, we turned round seeking to recover
have taken a One loss rather than our equilibrium;" then the English charged, scat-
attacking. The German n o t o n l y must tering the grognards in all directions.
withdraw t o r e p l a c e l o s s e s , he h a s one also has to demur about the pursuit of a
v e r y few r e p l a c e m e n t s ! Keep t h e P r e s - broken enemy by cavalry causing more casualties
s u r e on him and h e w i l l r u n down v e r y than the main combat phase. During the initial
q u i c k l y - But b e aware t h a t one messed phase of disintegration the attacker's kill would
up attack can many many issues at increase sharply, but the main point of pursuit
the time- Britain's was to accentuate disintegration, to prevent units
g r e a t e s t g e n e r a l s p r e f e r r e d to from reforming. Their presence was most power-
up and at Once* then stop^ ful as an inducement for soldiers to toss away
up* and again' Patton their muskets and packs the better to run away.
preferred push and Such a pursuit, however, could hardly be effected
never give the enemy a moment" rest' until the whole army was broken and routed, an
Both s t r a t e g i e s may work i n most c a s - extremely rare occurrence. w
es9 but I cast my for George in Pournelle's tentative rules for Advanced Water-
ANZIO. loo also leave one with questions. His stacking JUST ATS THE I~ISMARCK!
PAGE 9 THE GENERAL
procedure. For a flank attack t o have its dislocat- infantry units not supported by artillery. As it is, Waterloo is a good game. There is a
ing effect it should deploy along a two mile line After that we would have to come up with a tension between the armies because each has
as did Davout's decisive maneuver at Wagram. new combat results table, after which we would strengths and weaknesses. It also has the "favor"
Pournelle is justly insistent that the ideal game pump in some other modifications. The game of the real event. This is not only my opinion
needs to reward the skillful use of combined would become nothing but rules with no flexibil- but also the view of my favorite opponent, the
arms, but he overstates the A-H games's derelic- ity. Human ingenuity would be expunged. The "Revolution and Napoleon" historian at Sacra-
tions. In the A-H game infantry attacks ought winner would be he who best understood the mento State College. A little flavor is all one
always t o be supported by cavalry. The difficulty rules and conformed; the excitement of the game should ask of a game. If we are "to hear the
is that most of the killing the attacker did in would set the formaldehyde in your veins t o drums roll, feel the earth . . ." we should at least
infantry engagements was the result of the artil- boiling. Certainly the contrast between this com- be willing as the losing Napoleon to spend five
lery. One might perhaps subtract from the attack- plexity and probably the most profound of all years exile o n Catalina Island in penalty.
ing effectiveness of units not supported by the strategy games could not be greater. The R. E. Fauber
artillery and modify the zone of control rule to Japanese game of Go has only one rule. Beyond 6601 Moraga Drive
neutralize at least the frontal zone of control for that the mind is free. Carmichael, Cal. 95608

These last two objectives are most likely to

French Tactics in 1914 have the greatest effect in Belgium or northern


France. Here, in the clear open terrain, it may be
possible t o not only push back a German advance
by Louis J. Jerkich but also, with judicious attacks, to isolate enemy
units and destroy them.
There are two critical points to look for as a
signal to launch a counterattack. One is to attack
French Tactics. . . is a followup on JerkichS allows the French to move units along the
important railroad which parallels the Meuse. If when it's least expected. There is a tendency for
fine article in the previous issue (Vol. 8, No. 31
the Germans haven't invaded Luxemburg at least the offensive player to suddenly revert to the
dealing with French Strategy in 1914. Last
one of the French-Luxemburg border squares defensive when faced with an unexpected
month, Jerkich told you what t o do. This month
counterattack. He can be temporarily thrown off
he tells you how to do i t . . . should be held as long as possible t o prevent easy
lateral movement along the German line. balance t o the point of thinking defensively for a
In 19 14 the Germans have a superiority in the In the south there are many combinations of few turns. A sudden counterattack may thus give
number and strength of combat units which, if defensive lines possible . . .just don't let the the defender a breather. The other point to look
used correctly, can break a deadlock and bring Germans get around your flank. for is when many of tRe German "A" and "R"
ruin to the French. The latter, however, can The 2-4-3 Divisions: The French 2-4-3 divisions Corps have only two steps left. A counterattack
offset this German superiority by the use of are very useful when used t o relieve front-line then, even if it means taking a risk, could put a
various tactics. units needing replacements. They are best used number of enemy units down t o their last step.
Terrain: In defense, the most important con- along portions of the line which are under heavy This will precipitate a German panic and with-
sideration of the Allied Commander is how t o attack and good use of them as relief troops can drawal, enabling the French t o regain ground and
make the most advantageous use of terrain. It is completely frustrate a German assault, no matter hopefully destroy a few enemy units. (The loss of
of practical value t o defend o n terrain which you how massive it may be. even one "A" Corps hurts!)
can't be forced t o leave, such as rough terrain, The Belgian Army: In the event that the For example, if t h e Germans are pressing the
forests, rivers, and ridges. A fort, as long as it Germans first cross into Belgium and build up Allies hard on the Antwerp-Brussels-Charleroi-
holds out, is valuable o n any kind of terrain. east of the Meuse, the Belgian Army should move Givet line, an allied counterattack could leave a
Unless a square is vital to the French line and forward to a line behind the Meuse between number of German units with only one step left
replacements are available, care should be taken Liege and Namur. When the Germans finally cross and cause a German withdrawal. Pressing the
not to leave units o n clear terrain surrounded by the Meuse, they will be in a position to slow attack, the French could hope t o trap the
any form of non-clear terrain. Units would thus down the Germans until the French can form a Germans with their backs t o the Meuse, leaving
have to lose two steps when attacked successfully defensive line. no opening for retreat. The tables would be
by the Germans. For example, units in Belfort Allied Counteroffensives: When the Allied turned, indeed!
(with the forts destroyed) or on GG-25, are very Front is about t o crack under German assaults The British and Belgian units are best used in
vulnerable t o loss. what can the French player do? Retreat? Yes, if counterattacks. Since these forces have little or
In addition t o these factors the French must there is good defensive terrain behind himself and no replacement rates, they are very vulnerable. In
secure their flanks and try to form as short and he has the ability t o hold this second line. counterattacks they should be combined with
easily defendable a line as possible. In the event However, in certain places a retreat by the French units, so that the French forces can take
that the Germans take Liege or cross the Meuse French can open up new victory points to the any losses, leaving the Belgian and British units
into Belgium, the French will be able to form a Germans. intact. These units are easy victims when left
good defensive line from the Antwerp forts to Should he stand firm and pray that his line alone to hold a square.
Brussels along the river, then across t o the forest won't, indeed, be broken? Possibly, but this French Artillery is also good to use in counter-
square, through Charleroi to AA-14, and then could lead t o a German breakthrough which no attacks, as is cavalry. The latter can be used not
south t o Givet. This line can be formed in two second line could repair. only for cutting off the retreat of enemy units
turns and should be held as long as possible, even Should the Allies surrender? Never!!! As but also for holding a square from which a
taking a two-step loss o n the square south of General Foch once said, "The will t o conquer is successful attack was made, so that the victors
Brussels t o prevent a German breakthrough. the first condition of victory." (Guns o f August, can advance without fear of being cut off.
The central portion of the Allied line, although p. 49.) While the gains from counterattacks can be lost
short, is extremely important. A breakthrough The only alternative then is to do the most again, the German player will fall far behind his
here by the Germans would split the Allied line unexpected thing - counterattack! Counter- timetable and the French will buy time for
in two and could force both flanks t o withdraw a attacks should not, however, be premature. There executing their own strategy.
considerable distance in order to form a new line. ought t o be some goal in the player's mind when When you win a game of 1914 you have a
The defense of the center is best done along a he attacks. This goal or objective can range sense of accomplishment unequaled in any other
straight line extending from Givet to the square through a gamut of reasons such as recapturing game. So go out and accomplish something!
northeast of Longwy. French forces cannot be key cities or economic squares, re-establishing Louis J. Jerkich
forced from these border squares and their line oneself on good defensive terrain, halting an 418 E. 274th Street
would be both short and strong. This line also enemy attack, or eliminating weak enemy forces. Euclid, Ohio 44132
THE GENERAL PAGE 10

Decision Analysis for Wargarners

Tenet No. 4 is that values can be placed o n all After modeling the alternatives, we must con-
the outcomes in terms of a single measure (like sider outcomes. Each significantly different out-
dollars, or combat factor). You may balk at that, come of a course of action must be listed,
many do, but with imagination it can be done - including those that are not too likely. The
a difficult chore and good mental exercise, but probability estimation will be done later, not
solvable. We will need this ability in order t o now.
make choices between different outcomes. Value Assignment. When the outcomes are
(First of Two Parts) specified, we must place values on them in terms
Tenet No. 5 is that we believe that the axioms
by Mathew S. Buynoski of a single measurement (like combat factor or
of probability theory and utility theory are valid.
victory points). One usual method is to ask
You can get some arguments o n semiphilosophi-
For the hard core wargamer whose "minor" is yourself how much of your resources you would
cal grounds here; I will avoid all that by saying
Applied Mathematics, Buynoski has just the thing give up in order to achieve a certain outcome.
that it works in practice very well. No better
to turn you on. Here is the first o f two parts in a Another one is t o use some intrinsic value of the
model has been proposed.
short series on decision analysis; boiled down outcomes if there is such. In games with victory
from notes he took o f a quarter-length graduate The Tools of the Trade points, this is often a superior method. Let me
course and applying it t o wargaming. So! Onward A decision analysis usually consists of four emphasize that it is not always easy to reduce
into modern optimization mathematics. . . phases: everything t o value terms, but with a little
1. Deterministic thought on what an objective really gains you, it
2. Probabilistic should be possible.
Wargames are really a series of interrelated 3. Value of information Probability Estimation. Now we come to the
decisions of how t o best apply one's resources 4. Decision point where our military experience and judge-
against the enemy in the uncertain atmosphere of The first is outlining and modeling the basic ment is called upon. Considering the forces,
enemy actions and the die. Such resource alloca- structure of the problem: what are the alterna- terrain, length of front, etc, etc, we must make
tion problems are the domain of the branch of tives, the possible outcomes, the values t o us of our best estimates as t o how likely each outcome
applied mathematics known as decision analysis. the outcomes, the sequence of events, and so on. is for each alternative. If their probabilities are
In its fullest form, decision analysis draws from We must make every effort here to simplify the very small, we may choose to drop some out-
advanced probability and utility theories, uses real situation in a model without removing the comes here. A caveat though, do not go "prun-
masses of computer time, and is used to solve basic flavor of the problem. ing" too drastically! You must also be as accurate
problems involving hundreds of millions of dollars The second phase is where our own experience as you can in your assessments, remembering
worth of investment decisions. and knowledge are mixed in; we must estimate t o there are no "right" and "wrong" answers here,
the best of our knowledge how likely each only differences of opinion. Hopefully, you will
We will be concerned here with the basic come up with realistic estimates of the chances
outcome is for each choice of action. This is
aspects of the discipline and apply them to where we play General Staff for ourselves. for success and failure; the validity of the whole
wargaming. The mathematics will be kept as process rests on it.
The Information value phase is of small use in
simple as possible and we will stress more the Risk Averral Assessment. Unless you are a rare
most wargames. It might have applicability in
basic ideas than wizardly tricks from math books. animal known as the expected-value decision-
advanced, limited-information wargames, but not
The Basic Ideas enough t o merit any discussion here. It also maker, we need to go into personal risk prefer-
Like any discipline, this one is founded o n a requires more mathematics than I wish t o go ences. There is a natural tendency in all of us to
certain central idea. The primary one here is that into; those interested will have t o consult the magnify the effect of bad outcomes, a trait called
decision analysis is nothing more than common reference. risk averral. It is not necessarily a bad habit; too
sense, set down and codified. It seeks t o take the The last phase is the decision itself. much will sap initiative, but too little is just as
decision process from hunches and unconscious Through this process, we will need four tools: bad as it leads t o more frequent disasters.
calculations onto a piece of paper where we can 1. Modeling a complex situation If someone offered you a choice between being
apply logic t o it. Much of what is in decision 2. Value Assignment given X dollars or flipping a coin with $100 for
analysis actually occurs each time we make a 3. Probability estimation heads and $0 for tails, how large would X have
decision, although we do not follow a strictly 4. Risk averral assessment to be before you become indifferent between the
logical process in the subconscious. Modeling. Our first task is to take a real two? If you answered $50 (the expected value of
The next basic tenet is that no matter how situation and condense it until only the essentials the coin flip, or lottery) then you have no risk
much you try with statistics, you can not remove are left. Things otherwise become bogged down averral; if X is less than $50, you prefer t o avoid
the basic uncertainty from a situation. Many in needless minutae. For example, if we are risk; if X is greater than $50, you prefer to take
people fool themselves in this regard. considering how many of 100 available units to risks. The amount of the difference between X
Basic tenet No. 3 is that a good outcome does commit, we do not have to consider all 101 and 50 is a measure of how much you avoid or
not imply a good decision, nor does a good t h e o r e t i c a l l y possible alternatives (0, 1, prefer risk.
decision imply a good outcome. Now that sounds 2,. . . 100). The structure of the problem will Such tests of a certain equivalent (X) versus a
as if the practitioners in the field are leaving normally narrow things down into fewer alterna- risk-containing lottery (coin flip and associated
themselves a ready excuse, but what it really tives. For instance, we might commit everything, payoffs) are how one measures his utility curve.
means is an extension of the previous tenet. That none of it, conduct a feint (say 10 units), or try The lottery has a different value for each of us,
is, if we analyze a problem correctly and take a minor, limited offensive (50). That may exhaust instead of a rock-solid, measureable real value.
account of all the possibilities, and still Fate all the viable alternatives without quibbling over When we evaluated outcomes earlier, it was in
decrees against us, we are not at fault. Decision whether 49 is a better number than 50. You terms of real values: combat factors, victory
analysis can no more remove uncertainty and the must do this kind of pruning as much as possible points, or whatever. Now we have a way of
probability of bad outcomes any more than in order to make the problem manageable. How- weighting these real values in the face of un-
anything else; what it will do is guide us to the ever, oversimplification is t o be avoided; the certain lotteries, and it is the utility.
choice of alternatives which gives us the best essential elements of the problem must not be To codify your risk averral, you take a series
chance of success. lost. If they are, the analysis is worthless. of tests similar t o the coin flip above. See Figure 1.
PAGE 11 THE GENERAL
Each of the sideways V's with the dot at the
notch represents a lottery, with the numbers at
the ends being the rewards, and the numbers on
the branches being the probabilities that that
particular branch will be selected by Fate. The
number t o the left of the double-headed arrow is
the cqttain equivalent, the amount which you
would take instead of playing the lottery.

Starting out, set the utility of 100 value units


(you may use another number, positive, and
replace 100 by that number, if you desire) at 1,
and the utility of zero value units t o zero. That
we can do this is assured by utility theory. There
are now four (or more) lotteries t o be done. Start
out by asking yourself what X make you indif-
ferent t o the zero-one hundred lottery@. Plot
this value X versus a utility of %, as on Figure 2.
Now ask what amounts Y is equivalent t o a
zero-X lottery,@, and plot that value versus a
utility of %. Do an X-100 lottery and plot the
result, 2, versus a utility of %. T o interpolate
downward, determine what negative value, W,
makes a W-100 lottery have a worth of zero t o
you. Plot W versus a utility of minus 1. These six
points should be sufficient to draw a curve, from
which you can read off the utility o n the vertical
scale, of any number of value units on the
horizontal scale. See Figure 2.
Further points can be computed by taking any
two known points bracketing the desired point,
setting up a lottery likes,@, o r @ , and plotting
the certain equivalent you think the lottery is
worth versus a utility value equal t o the average
of the two utilities of the known points. T o
extend the range, use a lottery like@, with one
known point at the end of the range, and one
inside the range. Then ask yourself what value
makes you indifferent between a certain equiv-
alent of the end-range point and a lottery of the
inside-range point and the unknown point. The
utility U of the new point is equal to:
u = 2(Uep - %UiP)
where Uep is the utility of the end-range point,
and UiD is the utility of the inside-range point.
Let it be noted that utility preferences (the
curve in Fig. 2) can change with time. This one
represents a "normal situation" curve. If you're
desperate, things can change your preferences.
That's human nature. The most common curve-
shape is bulging slightly upward, which indicates
some risk averral. If it sags in the middle, you fill
inside straights. If it is a straight line, you are an
expected-value decision-maker, totally indifferent
t o risk. First, we convert all the lotteries into utilities Acknowledgement and Reference
All our tools being in hand now, we would by looking up the utility of each value and All of the ideas in this article are gleaned from
normally proceed to the information value phase replacing the value by the corresponding utility. the notes of Dr. R.A. Howard's graduate course
of decision analysis. But since this is marginally Then we reduce each lottery we can, those with
at Stanford University on decision analysis. For
useful to wargamers, we'll skip it and proceed to no further dots or boxes beyond, to single those further interested, an excellent place to
the fianl phase, the decision. numbers by summing the products of the utility
look is Vol. 4 of Systems Science and Cyber-
The alternatives and outcomes can be repre- at the end of a branch times the probability on
netics, a journal of the I.E.E.E. This issue is
sented as a tree like Figure 3, where: the branch. The numbers so obtained are placed
entirely devoted t o decision analysis.
1. The box represents a decision point, and where the dots were, see Figure 4, stage I. We
then work backwards through the tree. At each Mathew S. Buynoski
branches are alternatives.
2. The dots represent lotteries, and the box point (decision), when each alternative has a 136 Brentwood
branches from them represent outcomes. The number at the end of it, choose the branch with San Francisco, California 941 27
numbers o n these branches represent probabilities the highest number; this represents the choice
from the probability estimation phase. The num- that gives us the best overall chances. See Figure In the final installment, PartII, Author
bers at the tips of the tree are the values of the 4, stage I and the second box point. This decision Buynoski renders an example o f application of
outcomes in our measurement of combat factors is made and the tree reduced to stage 11. When a the above to a hypothetical battlefield situation.
or whatever. tree reaches stage 11, and we pick the highest Space limitations preclude us from printing it in
3. The Roman numerals represent a numbering utility branch, all decisions are made and we are this issue - make sure you keep this issue handy
of alternatives - bookkeeping. done. for use with the Part I1 installment. . .
THE GENERAL PAGE 12
up" attack, in which the first waves go in to blast
Indispensable near bases, next wave deeper bases, etc. until
deep penetration has been achieved is an extreme-

for a n Historian ly valuable kind of attack, while systematic


destruction of all of an enemy's air bases together
with his means of supplying them, can achieve air
by J. E. Pournelle, Ph.D. supremacy. It's true that Europe of the time
probably had too many bases for this t o have
succeeded: we don't know, since although the
LUFTWAFFE is nearly indispensable for any- Finally, in 1944, the operations research
strategy was advocated by certain air generals it
one who wants t o understand the air war over people forced the USAAF and RAF Bomber
was never adopted. Incidentally, it is now
Germany, design an air war game, or simply have Command t o concentrate on worthwhile targets:
definitely known that had the Luftwaffe con-
a good time fighting the world's most complex transportation and oil. The effect was dramatic.
tinued this strategy in the Battle of Britain
air campaign over again. It's quite playable and Coal deliveries t o factories in Bavaria fell by 50%
instead of abandoning it for the relatively useless
both sides have a good chance if handled intelli- before November. The interdicted Ruhr fields
city raids and "strategic" attacks o n factories,
gently. Among them, Zocchi, Avalon Hill, and piled coal in larger and larger masses, while what
England would have been knocked out of the
Vercammen have designed a winner. In particular, coal that got out was subject to confiscation by
war.
Zocchi has brought the enormous mass of book- the railroad to supply locomotive requirements.
The Zocchi rules presently allow a base to be
keeping into some kind of control, although, like The same was true of oil and gas; in June,
knocked out for the rest of the quarter if
Battle of Britain, the game is better played with 1944, oil became a high priority target, and
bombed; that's probably not enough, given that
several persons per side; this is going t o be before September aviation petrol had fallen from
we can have only one raid per quarter. I'm not
inevitable when you get that many units on a 175,000 tons/month t o 5,000, while oil refinery
arguing that cratered runways can't be repaired in
board, each with different characteristics. output went from 3 16,000 tons/month in May to
that time, but that if you are attempting this
The game isn't perfect, of course; but the 17,000 in September.
kind of air war you'll run the raids more
critiques I offer below should be read, keeping in The interdiction of transport and oil nearly
frequently.
mind the paragraph above. I like LUFTWAFFE crippled the Reich. All the countless tons of
Air supremacy is defined as "being able to fly
and heartily recommend it t o air war buffs. bombs rained down on civilians in cities had little
where you will, while the enemy is unable to fly
The problem with the game is that it really effect. Yet, LUFTWAFFE makes victory con- at all." To get it, you have to kill his air force;
doesn't allow any experiments with air war tingent on blasting cities "with aircraft factories" and you can't do that in the air, at least not very
strategies. The players, particularly the Allied or "destroying" such cities by hitting them with profitably. You have to get it o n the ground,
player, is stuck with the misconceptions of the a single raid. The optional rules make more sense. either by destroying aircraft on bases, knocking
time. This may produce historical realism, Avalon Of course, in the real world the Allies stub-
out the bases, or denying him the fuel and other
Hill's forte, but it's frustrating to have game after bornly held t o city busting as a winning tactic
essentials required to operate his planes. Once
game build strategic mistakes into its rule struc- until quite late in the day. Faulty intelligence
you've done that, as the Israelis did to the
ture. This is particularly true of games in which coupled with over-enthusiastic reports of damage
Egyptians in the Six Day War, the rest is easy.
air warfare is either the principal o r an important done t o the enemy made the generals all too
factor. willing t o listen t o politicians who curried public
The greatest myth of World War I1 is that favor with their accounts of "paying the Huns In other words, my critique of LUFTWAFFE
"strategic bombing" was effective. It wasn't. back in kind." The American people, after all, is concerned with the victory criteria and those
Neither the German attacks on Britain nor the believe war t o be so evil that anyone who forces rules which build the historical mistakes of WWII
U.S. attacks on German industry had much of an us into it must be some sort of monster, not fit into the games; I wouldn't like for our future air
effect on the outcome of the war; in fact, it can t o live on the same earth with us; what did we strategists who may be playing LUFTWAFFE to
be argued that air attacks often increased war care about German civilians. The fact that our make the same mistakes again. As for the rest of
production, and they certainly had an effect on President had deliberately maneuvered us into a the game, it's excellent. I'm truly amazed at the
German morale: Goebbles figured that U.S. war he was elected t o keep us out of ("Again and work that has gone into the air combat rules, the
attacks on civilian populations were worth several again I say that not one American boy is going t o board, target lists, aircraft capability simulations,
panzer divisions. die o n foreign soil") wasn't generally known; at and all the rest of it. The quality of the game
After Hamburg was ruthlessly destroyed, many least, not then. equipment is also high, although I personally wish
workers who had formerly been in nonessential The worst of the tragedy was that about 35% that economics didn't dictate that AH use the
industries went t o work in war plants; munitions of the U.S. war effort, and 60% of the British, "bookcase" format; the order of battle charts
and war materiel production in the area increased was devoted to aircraft production, most of have t o be folded, there are more folds in the
as a direct result of the raid. Furthermore, which was wasted in "strategic bombing." Had boards, and it's just harder t o get everything back
according to the Strategic Bombing Survey made the wasted effort gone into ground armies, ships, in the box without mixing it all up. And, to top
by USAAF (United States Army Air Force) after and battlefield aircraft the war might well have it off, just before AH went t o matchbox I went
the war, bombing of factories had nothing like ended at least a year sooner. In any event Europe t o the trouble of designing a whole shelf system
the effect the AAF generals thought it had; would not have been reduced to post-war beg- to hold the older sized boxes!
buildings were knocked down, but the tools gary. For the real air war nuts, when you buy
remained largely undamaged, while German re- Thus, Zocchi's game certainly reflects "real- LUFTWAFFE get an extra set of counters and
covery capabilities were much greater than we ities" as seen by the strategists of the time. We some cardboard to mark off into turn counters;
imagined. It is strange that the similar experiences thought we were winning by bombing cities, even that way you can keep track of the number of
of the English didn't tip us off; but we suffered if, as it turns out, we should have been better off turns each unit has left in the air and not have to
from believing our own propaganda about Ger- to have left the aircraft at home, closed the employ the artificial rules which LUFTWAFFE
man morale and the "inefficiency" of National factories, and turned the productive forces t o includes in order to make the game playable. The
Socialism. something else. "turns to fly" problem gets particularly sticky
As Zocchi's tables and the Strategic Bombing The next fault of the game is in the bombing when the German player is staging his aircraft to
Survey show, German war production increased of bases. Again, I don't see quite what could have intercept a major raid, and a heavy cardboard (I
steadily from 1939 through 1944; so did ammu- been done about it. If we break up the bomber made mine of plywood, but then I'm a REAL air
nition, weapons, armor, artillery, and naval con- counters into smaller units, we couldn't play the war nut) status board along with an extra set of
struction. Our "strategic bombing" was a costly game; if we don't, attacks on bases make no game pieces makes it all a lot easier.
failure, as well as a moral outrage t o our own sense because there simply aren't enough bombers LUFTWAFFE isn't perfect; but so much work
Christian heritage. With atomic bombs it may be to take out the bases in a wide area. Yet, the has been done that it's indispensable for those
possible, although morally ourtageous t o win wars destruction of enemy air bases is not only who want to design air war in Europe games; and
by killing helpless civilians - atomic weapons can allowable under the laws of war (as we accepted until the perfect game comes along sometime in
do it efficiently and in large numbers - but with them prior to throwing them out for "strategic" early 1994, I recommend that you get and play
WWII technology it just wasn't possible. bombing) but of great military value. The "roll- LUFTWAFFE. You'll like it if you like air war.
SOLUTION TO CONTEST NO. 45 involved a
Welcome to the first annual traditional Xmas
bit of complex "leapfrogging" in order m obtain
giftgiving recommendations on wargaming litera-
enough auto-victories so that at the end of the
ture.
combat c or ti on of the turn, Red units are
I t is quite possible that many of you have
been unable to think of what to give your cousin,
11 'I adjacent t o the cities (or captured them). The
battle that springs everything, however, is the
or Uncle Ned, or yourself for that matter. A from wargame fanatics. Its pages contain no happen to be AH fanatics. But if your cup of tea
auto victory against the 124th Inf. brigade which
subscription t o one or more of the periodicals we clubposition papers nor is it opinionated one is miniatures, WARGAMERS NEWSLETTER is
is much too weak for effective para-screening.
are about to describe might be a wise solution. In way or the other. This could be good and bad; it the bible. A full-year subscription costs $5.50 and
Once this is done, there but remains the tasks of
alphabetical order, we'll begin with the AHIKS seems many commercial magazines thrive on is published by Donald Featherstone, 69 Hill
capturing the city where the Blue 35th Div. is
KOMMANDUER, the official publication of the controversy. Apparently PANZERFAUST is so Lane, Southampton, Hampshire, England, SO1
located, and isolating the other city held by Blue.
Avalon Hill International Kriegspiel Society. inherently good that it doesn't need controversy. 5AD. Featherstone also writes books for com-
The obvious lesson here, too often unappreciated
While basically a house-organ type, the society Greenwood appears to insist on factual analysis in mercial sale in the book trade. His entire line is
by the novice, is t o avoid the enemy's strength.
has much to offer. Especially since you must be a his magazine philosophy. We say, "try it - you'll available from Sports Shelf, P.O.Box 634, New
and attack him only where he is weak. In that
member to get anything worthwhile from its li-i-ike it." Greenwood unfortunately takes a Rochelle, New York. They include his ever-
way, a tactically inferior position can yield very
magazine. dilatory view of the financial end; issue No. 48 popular WAR GAMES, now in its fifth "impres-
worthwhile results. The approximate winning
We feel that membership alone is very worth- neglected to include its cost or mailing address. sion," and NAVAL WARGAMES, in its third
solution is given below. Order of attacks and
while. I t is one of the few such societies made up Try 124 Warren Street, Sayre, Pa. 18840 for printing.
p'lacement may vary without weakening the plan.
solely of mature individuals (we believe the 25 complete details. Also on the "must have" list if you are
and older restriction has been lifted) who play interested in authenticity in research is the
historical simulation map games by mail. Estab- Probably the most prolific publisher is the W. H. Tantum IV and E. J Hoffschmidt series DEF' ODDS ATTACI(ER CRL53
lished in 1966 by adults "who were tired of easy.
immature, sporadic, andlor disappearing oppo-
SlCL (Spartan International Competition League,)
on par with the IFW regarding size and member-
published by We, Inc. (see Cover Story.) Their
RISE & FALL OF THE GERMAN AIR FORCE (14*15s16) - - -
nents." Ahiks exists to facilitate playing-by-mail ship. The SlCL also participates in the "Opera- might be just the thing for those of you who
and t o minimize encounters with undesirable or
35 34. 1,2,3,2P 4
tion Contact" program with Avalon Hill. This have been delighted with AH'S Luftwaffe Game.
unreliable opponents. The society has members club engenders a fanaticism by its members, even 3
scattered throughout the globe. Nonmembers may down to its garb, unmatched by any other The WORLD WAR HISTORICAL ASSOCIA- 5
subscribe t o the KOMMANDEUR at the rate of organization. It has its share of mavericks but not TION, 212 West Main Street, Bennington, Vt. lu)
$214 issues from Editor Bob Johnson, P.O.Box t o the detriment of its overall purpose and 05201 publishes a small but informative news
134, Whippany, N.J. 07981. And as the case with quality of its major magazine, SPARTAN INTER- letter of special interest. 113 F1 AV 3
many wargame groups, there is at least one sister NATIONAL MONTHLY. This is a professionally
publication, "AHIKS WEST" available from Ted printed 16-page effort liberally sprinkled with
Holcombe. Pacific Region Editor. 10012 Valley photos, diagrams, and advertisements for wargame
Blvd. Apt. 38, El Monte. Cal. 91731. AHIKS CONTEST NO. 45 WINNERS were: Brad
supplies. Its benefit is greater, however, to SlCL
WEST is not intended for nonmember distribu- Lacy, El Paso, Texas; Gregory Harrison, Allen
members than nonmembers as a good portion
tion but "special arrangements can be made with Park, Michigan; Lansing W. Wong. San Francisco;
contains organization news, mostly concerning
its editor." Rodger A. Pudwill, Washburn. N. Dakota; Pfc.
tournaments played for cold cash plus a goodly
Robert W. Lewis, Kirkland AFB, N. Mexico;
number of trophies. A wargame aficionado would
Typical of the newsletter a small club distrib- hardly be without several copies of SPARTAN Steve Gossey, Woburn, Mass.; W.W. Wilfong Jun-
utes is BATTLE FLAG. Admittedly poor in INTERNATIONAL on hand even if he were not ior, New Orleans, La.; Richard D. Thurston,
physical quality, it does list source information in total agreement with their "spartan" existence. Spanaway, Washington; Dwight Kucera, N. River- LITERARY CONGRATULATIONS are in
for both historical data and wargame supplies Of course SlCL publishes a variety of other
side, Illinois; and Kazimierz Rybak, Waterbury, order for Tom Hazlett's outstanding "Afrika
(such as hex sheets, catalogs, miniatures, etc.) Connecticut. Here's WHY they won: Korps Thesis" article which ranked No. 1. in the
newsletter-tv~eswhich would be of little value
BATTLE FLAG typifies what a small, inex- unless you were definitely a member. Editor
pensive magazine should be like. Try a single Daniel Hoffbauer and his staff have done a fine
issue first. Write Golden Hegemony Wargaming job with graphics presenting a magazine of import -- --- - - -- -- - - - ---- ---- -- - - -- - - - - - - - -- - -----
Club, 406Crockett Avenue, Philadelphia. Miss. t o membks and nonmembers alike. Subscriptions
II
39350. No price given.
Will there be another DER NEUE ANGREI-
FER since its editor Mark Jumper is rumored to
run $5,00112 issues for members; $7.00112 issues
for nonmembers of SICL. Single copies are 51.25.
Address is SPARTAN INTERNATIONAL. 4121
1
8
Contest No. 46
have turned-off of wargaming? a shame because Long Beach Blvd. Long Beach. Cal. 90807. I Last Stand at St. Lo
the last issue we received was well edited. Its I
This issue's contest finds us on the D-Day
contributors listed impressive names, making i t a
worthwhile publication for the true sophisticate
The above completes our thumbnail analysis of
the "semipro" magazines now available. I f it boils
I beachhead three weeks after the initial invasion.
The Germans have attacked on their half of turn
in wargaming. While it is the official publication
of New Aggressor, it is far from being a house-
down to subscribing t o just one of the above, it
would have to be a coin flip between the IFW's
II two which, besides putting you in their zones of
control, has cut off control of your supplying
organ. The MayJune issue carried absolutely INTERNATIONAL WARGAMER and Spartan's I beach squares. Your objective here is to design
nothing of a "political" nature. I t did, however. SPARTAN INTERNATIONAL. The quality of I and execute a counter attack that will a) leave
carry the false rumor that we are planning to printing in both is equal. And some of the same I the most units on the Continent at the end of
discontinue Stalingrad. DER NEUE ANGREIFER writers contribute to both, a phenomenon curious I the turn, and b) will leave as many of them as
is published bimonthly at 22 Williamsburg Road, t o the wargaming industry. In both magazines, possible in a supplied condition. Only the units in
St. Louis, Missouri 63141. Its printer, Oliver columns are justified and liberally sprinkled with the diagram have any bearing in the contest.
Wischmeyer happens to edit another magazine,
EUROPE'44, which we have reen but don't
about the same ratio of graphics. The per-page
cost of the lFWs is lower, but Sparta throws in
I Ignore strategic air attacks.
Simply fill in the chart below; write in the unit
I
happen to have review copies at present. We are "tear-away-battle-games," also a trend that seems I designation for each unit attacking. I f a unit is
only told that as a specialty magazine i t is among t o be catching on with several other publishers. I attacking more than one enemy unit write its
the best. When you send in your I-year subscrip- So it's a toss up. We feel that the major points of I number in each box of the appropriate units.
tion for DER NEUE ANGREIFER ($2.50 wl3rd advantage in deciding between either of these two I Please be neat and legible. Contest Closes Decem-
class. $3.50 wllst class mailing) also ask about is in the benefits offered by membership to the I ber 20th, 1971.
EUROPE '44. respective organizations. I

Now we come to one of the giants. The Initiating the trend of more graphics and the
DIVISION ATTACKED BY ODDS
INTERNATIONAL WARGAMER is the 60-cent, "tear-aways" was the only real professional maga-
monthly magazine of the IFW. Averaging 22 zine on the commercial side, STRATEGY &
125s
pages per issue, i t is offset reproduced with TACTICS. I t draws from the same literary
photos. The top literary talent in the wargaming sources as do those listed above - but only 275
world contribute to the pages of a magazine that sparingly so. Its forte is historical research. Their
is quite broad in wargaming scope. Much space is efforts in this area are unimpeachable. Their 709 The ten entrants who come closest to what our
devoted to miniatures and 3-0 games. I t also graphics man, Redmund Simonsen, is premier in experts consider is the optimum tactics will be
carries paid advertisements from professional the field. His ability to graphically transcend the 711 awarded gift certificates. Entries must be post-
people and retail shops. The IFW is one of several material given him by James F. Dunnigan, that marked no later than December 20, 1971. Make
organizations sanctioned by Avalon Hill to par- most prolific game designer of them all, makes 277
sure your entry lists what you consider to be the
ticipate in "Operation Contact," a referral pro- S&T an outstanding magazine. I t is also some-
343 best article of this issue. This selection has no
gram recently initiated. With members of the IFW what outspoken in its editorial philosophy but
bearing on the contest results but entries not
virtually in every geographic region in the U.S., this is the rule today rather than the exception -
244 bearing this information will be voided.
one of the services offered by the IFW is that of and certainly does not detract from all that it
personal contact between a regional member and offers. And basically this is what i t offers: orders
331
a novice seeking help in playing wargames. This is of battles, research data on any battle no matter
a "must get" for the serious aficionado. John P. how obscure in history, game analyses, and of
Bobek is the editor. Subscription is $6.00lyear. course a complete playable game in every issue.
But it may be more advantageous t o become an Such games include unmounted mapboards, die-
IFW member for $7.00lyear and get the magazine cut counters and all necessary charts and rules.
Name
plus all the literary supplements plus certain Many of these games are trial balloons for future (Headtine of this issue's "Best Article")
benefits derived from membership itself. For this, publication in the more slick commercial form.
write to Lenard Lakofka, 1806 N. Richmond S&T is published by Simulations Publications,
Street, Chicago, 111. 60647. 34 E. 23rd Street, New York City 10010. Its cost Street Address
510.00lyr. $3.00lissue.
PANZERFAUST is another one of those
diamonds-in-the-literary-rough. Editor Donald WARGAMER'S NEWSLETTER, the longest
City
Greenwood has that knack of selecting the continuing publication in the wargaming field is.
"right" material. Until recently, it wasn't wen a unfortunately, a British publication almost ex-
professionally printed magazine (it has just gone
offset) yet continued t o rate the highest kudos
clusively devoted to warfare in miniature but
does have American contributors, some of whom State Zip -
last issue according to the reader poll. I n fact it HONORED AS THE CADET DIVISION PETTY
outpulled the second place winner. 1st Lt. Shelby OFFICER o f 1971-72, Cadet Mike Mueller could
Stanton's "Airborne Panzerblitz" b y a 2 t o 1 be saying, " ~ award
~ recipients
~ t have to be
margin. Next in line were Louis Jerkich's "French content with a handshake from President Nixon
Strategy - 1914," Tom Smiley's "Bologna - - lucky me, Igot a Jutland game instead."
Anzio Mini-Game No. 4." and Dennis Milbert's
Gentlemen: Wirblewind, 4 quad 20mm. 4 20mm. 1 Cp and
"Luftwaffe- A Battle of'wits."
1st Lt. Stanton in the Sept. issue of the General 13 half-tracks.
came forward with the interesting idea of using Anti-tank Battalion - 4 Hertzer (75mm gun,
Collectors of memorabilia might very well flip the "Herman Goring" Division as it was originally 12 tonsl 1 88mm At, 1 Rifle. 1 Smg and 3
i f they ever took a trip t o Ray Bunting's World planned to be used, as an airborne Armored half-tracks.
War I I Collector's Shop. I t is a museum of sorts Division. Lt. Stanton has shown all the industry Anti-tank Battalion - 4 Hertzer (75mm gun,
on the main route t o Rehobeth Beach, Delaware. and eagerness expected of an airborne trooper. 12 tons) 1 88mm At. 1 Rifle. 1 Smg and 3
Bunting's marque is a huge naval mine implanted And he has even exceeded the resourcefulness half-tracks.
on his front yard. Ii's free, and he has a large needed b y the paratrooper. He has stuffed four Recce Battalion: 4 20mm armored cars (8
enough collection of guns, photos, uniforms, battalions of tanks ( 2 Panther, 45 tons: 2 Tiger, tonsl, 4 75mm armored cars, 2 Rifle, 2 half-
you-name-it-he's-got-it t o make such a trip worth- 67 tonsl and a good number of assault guns of tracks.
while even if you can't nand beach traffic. A t about the same weight into planes with a carrying Divisional Headquarters - 1 Cp, 3 Engineers, 1
least write for his fliers: RD No. I. Box 125, capacity of between 18 tons (Me 323) amd 23 tons Rifle, 2 trucks, 3 half-tracks.
Argo Corner, Del No. 14, South of Milford, Del. (Fw 200). These were the largest German planes This force is air transportable if the Germans
used for anything during the war. The largest use the limits of their technology. A balanced
PRIZE LIST in Spartan's $600 tournament in- glider carried 20 tons (Me 321) while the standard combat group can be dropped in the first few
cludes participants all the way down t o 23rd plane and glider (Ju52-5 tons, glider-4 tons) waves strong enough t o hold the needed airstrips
dace. Registration deadline for this PBM tourney were not only much smaller, but also in short for later waves and supplies.
is ~ovemiber 30, 1971. Open t o members and H Ralph Prager, long-time admirer ofAvalon Hill supply. I t is unlikely that even fighter dominance The Nebelwerfer were not included as it was
non-members of SICL. Fees are $500 - 55.00 t o games, beams o n as L t Commander Howard over the Eastern Front could have allowed the felt that they were not accurate enough for such
members, $10.00 t o non-members. Write SICL. Barch, U.S. Naval Sea Cadet Corps skipper, massive formation Lt. Stanton envisions to have an operation, where t o be effective they would
Russell Powell. 5820 John Avenue. Long Beach, congratulates Cadet Mueller o n his selection for been carried. have t o burn up more trainloads of ammo than it
Cal. ... the honor. Massive it is. The regular Panzer Division of the would be easy t o fly into an airhead. As t o the
period was operating with slightly over 100 tanks order the Division lands in, how task groups
of all types. "Herman Goring" was supposed t o would be formed, and the missions it would be
have 1M) Panthers alone. Regular Panzer Divisions likely t o get we are open t o suggestions.
*'
were lucky t o have a Tiger Company temporarily David Huss
NOV-DEC 1971
256 256 attached t o it. "Herman Goring" has two bat-
talions organically built in. Half the armored
vehicles are the huge and underpowered Tigers,
Lawrence Huss (Spec 4, Hon Din)
200 Spook Rock Road
Each coupon is worth 25 cents. H o w Suffern. New York 10901
hardly the thing for a fast moving offensive
Discount ever, n o less than 4 coupons can be used in any
one pumhase. Orders receiwd accompanied b y formation deep behind enemy lines. Even the
superb Panther is not what you would use for
Dear Sirs:
three coupons or less will be returned unfilled. I would like t o see a return t o the Opponents
Coupon A n y number above 1 may be used in any single
purchase. N o photostats please. . .
recce. I t would seem the Lt. wants t o use
infantry and half-tracks for that. Why not drop
Wanted section without the form letter approach.
if needed reduce the amount of words t o 25. The
some armored cars? Perhaps the SdKf 234 (8 creativity of the subscribers is great and helps
tons, 75 mm gun), or the SdKf 231 (8 tons, 20 develop interest.
2 56 Gooo THE PURCHASE ALL PRODUCTS 256 mm gun, but faster)?
The Division is unrealistic in other ways. The
I would like t o see more articles on game
variants, especially those for some of the open
amount of Smg is sufficient t o send A l Capone ended games like Tactics II, Blitzkrieg and Pan-
into ecstacy, while the Rifle sections couldn't zerblitz.
keep the crows out of the cnrn. The mobility is I think it would be interesting t o see some
weak: counting everything that rolls under its figures on game popularity. Things like your
own power there are about 248 vehicles. There all-time best seller, loser, consistent good seller

Opponents are about 240 or so counters that would have t o


be pulled or carried. This does not leave in the
way of supplies or wounded that could be taken
flash in the pan, most difficult, easiest and your
staff's preferences in these games and others.
Steve Spoulos
along in the mighty dashes that would made the

Wanted STATE
risk of this valuable Division worthwhile.
While a Situation 13 need not be totally
historically accurate we feel that Lt. Stanton's
A H NOTE: We cannot divulge too precise data
on best sellers for the obvious competitive rea-
sons. B u t y o u might be interested i n knowing
situation is wildly improbable, technically impos- what the criterion is for determining whether or
Wete experiencing growing pains. More subscribers means more Want Ads. We just don't have the space I sible and operationally impotent. not a game will be a winner A new game will
for every subscriber to wax rhetorical as in the past. To make i t easier, and more meaningful for all I AS an alternative we would like t o suggest a always sell well during its first three years. But
what will i t do in ensuing years? If a game's sales
concerned, we introduce the Mini-ad. A l l you do is strike o u t the words provided below that do n o t I modified "Herman Goring" Division. Lighter and
apply. I more mobile it is all air transportable, yet is still remain steady, o r even increase from that 4th
a full blooded Panzer Division. year on then y o u may count on i t staying in the
11 Print your city and state in Box A above. Panzer Regiment - 3 Battalions of PzKw I V l i n e . Games suck as Gettysburg, Football
2) Cross out words and phrases below not applicable. (approx. 20 tons) 40 tanks each, which works Strategy, and Blitzkrieg have done just that Mosr
3) Insert copy where required on lines provided. out t o 24 counters for all tanks in the Regiment. consistent best seller seems to be Blitzkrieg. . .
4) Print your name and address where indicated. 2 Wirblewind counters, a Cp. 1 Engineer unit and
We cannot list specific items for sale or trade. Interested Two half-tracks complete the Regiment.
parties must write you direct for complete details. Panzer-Grenadier Regiment - Two Battalions, Dear Sir,
each of which consists of 10 Rifle, 10 Smg, 2 I was very happy t o receive the battlefield
81mm Mortar. I 120mm mortar and 23 half- version of the original Gettysburg in the Auction
I tracks (approx. 10 tons). For the Regiment add a of Collecto<s Items.
I am: novice, average, expert player of: high school, college, I Cp and another half-track.
TWOInfantry regiments each of two Battalions.
But, there is another side t o the story, too,
I which might be of interest (particularly to Mr.
Each Battalion having 10 Rifle, 10 Smg, 1
Wagner who paid $35 for a Civil War game). I n
adult age desiring:' FTF and/or PBM opponents for Engineer and 2 81mm mortar units. T o be carried
on 23 Trucks. For the Regimental Staff add a Cp
California, at least around here, we have a
popular weekend diversion called swap meets,
I and truck.
which are little more than monstrous garage sales.
ILlST OAMESI
. Also seek Artillery Regiment - 4 75mm At, 2 105mm
Wespe (12 tons), 6 120mm mortars, 1 Rifle, 1
They are held in parking lots, drive-in movies and
other large open spaces and generally have several
I Smg, 1 Cp3 trucks, 10 half-tracks. hundred sellers and thousands of buyers. Most of
I Flak Regiment - 4 8Bmm A t 15% tons), 4
members for (LIST CLUB) I
the stuff that is being sold is junk, but every now
I and then, something worthwhile can be had-like
a Tactics II game which I bought for 25 cents
-. Will trade or sell games. Please reply to:
Don't expect the postal people to forward The
1
I
General. YOU will have to notify our subscription
department each time you move. Simply cut out
and like a Civil War game (complete and almost
unused) which I bought for (this is not a typo)
10 cents.
I your address label and anach it to this form. We
cannot be responsible for isrues skipped because of Jim Reilly
I
an address change. Please notify us one month prior 200 West Midway Drive
I
to change of address date. L o t 134
I Anaheim, Ca. 92805
NAME (in all caps) I
I
ATTACH LABEL HERE, OR FILL OUT BELOW

I Name A H NOTE: Already completely o u t of stock is


I Tactics 11, LeMans, and Bismarck. These cannot
STREET PHONE I
OLD Address be ordered from us - there simply isn't a copy
I around. O f course, many stores may still have
FORMER City State -
I some left in their inventory. While we have n o t
I - -- - - --- - - - - - - - - - - -- made definite plans to this effect, and a re-

CITY STATE ZIP 1 NEW Address


surgence i n sales occasionally saves a title
marked for demise, games such as Anzio, Guadal-
City S t a t e z i p - canal, Jutland, C&O/B&O are scheduled for phase
A l l Ads must be o n a special printed form; those received that are n o t will n o t be accepted.
out...
THE GENERAL
divisions high. For these purposes consider all

A Panacea for Blitzkrieg? brigades with a c.f. of 1 plus all ranger battalions
as % division, and all brigades with a c.f. of 2 as
'/z division. Stacking rules remain the same for
by Steve Ambler aircraft units.
Comments, Or-Why The Rules Is As They Am
The problem which has been plaguing designers the perfect game t o use as a medium for 1. The figures may be high or low, but they
and players of AH type games from time im- exploring new possibilities. were adopted to give armoured units the probable
memorial has been the creation of an accurate chance of engaging in 3 attacks per turn, artillery
Multi-Movement Multi-Combat System
and playable system for armoured warfare on the the possibility of 2 per turn, and infantry the
division and corps level. Minor hang-ups at- 1. Armoured units now have a m.f. of lo!, likelihood of only 1 attack a turn, unless the
tendant to this problem include enabling a player artillery 6 , and all forms of infantry 5. attacks are a result 'of the kind of attritional
t o exploit a breakthrough or pursue his retreating 2. Units must expend an extra m.f. to enter warfare involved in rolling a series of exchanges
enemy, trying t o create ri proper role for armour or leave the 2.o.c. of an enemy unit, and an on the CRT, in which case infantry could
in this tvoe of exnloitation and vursuit. and additional m.f. to engage a unit in combat; a unit conceivably attack as many as S'times per turn.
<.

finding a suitable solution to automatic victory, may not move into an enemy Z.O.C. unless it also
has the extra m.f. required t o attack that unit. 2. Again, no great long technical explana-
t o name only a very few. The trend at present in
Units starting movement in an enemy 2.o.c. may tions. Someone with the data readily available
game design is towards seeking solutions t o
move directly into another Z.O.C. by paying both may want to correct.
problems such as these by concentrating on their
leaving and entry costs. 3. Purists will argue that the fraction of the
main aspects and finding unique concepts t o deal
3. When more than one attacking unit partici- turn required by the slowest unit to get there
with them.
pates in an attack against enemy forces, each unit should be considered, and all I can ask is that
And as far as new concepts in relation t o is considered t o have spent as many m.f.'s in you assume that the infantry units in the game
simulation of armoured conflict go, there have "getting there" as the slowest unit to arrive. This can be driven into making long marches at night
been many. The one that is very much in vogue is for purposes of movement after combat as t o get t o the battle in time.
at the moment involves a double movement described below. 4. This prevents the absurdities pointed out
impulse for mechanised units which allows them 4. Any units which are not participating in in the automatic victory rulings of AH from
an additional full movement phase after combat combat are now flipped upside down and may showing up here. A unit cannot now exploit a
takes place. This system is present in such participate in no further action of any kind breakthrough that has not even occurred yet.
Strategy & Tactics/Simulations Publications games during the turn. 5. An enemy that is retreating is not always
as Barbarossa, Battle of Moscow, and Strategy I, 5. Attacks are now resolved as normal, ex- retreating in perfect order, and the victor should
and will be found in France 1940, a future AH cept that if a retreat is called for, the loser have some opportunity to apply pressure to
game; it allows exploitation of a hole in the retreats '/z of the c.f's involved and the winner enemy units as he pursues them and "herd" them
defender's lines and forces employment of re- '/z (loser retreats the odd c.f.). The winner to where he wants them to go. This rule also
serves and defense in depth to prevent these retreats his % first. Also, ignore all advances for applies added pressure on the defender in that he
possibilities. Variations on the automatic victory the attacker. must retreat what units he can with great care so
theme have been presented in the General (see 6. After all attacks are resolved, the attacker as to prepare for his enemy's exploitation of
vol. 6 nos. 3&4), as has been the introduction of flips over all units that have expended their total victory. One also has to position reserves behind
pursuit into Afrika Korps (see "Simulating the movement allowances. They may find themselves a line to prevent total collapse. True, this is
Art of War" by Professor Pournelle in March- in enemy z.'s o.c., but they are not required t o employment of reserves in anticipation of an
April '711, and the possibility of second combat attack again; ignore these units for all purposes attack rather than as a reaction, but it's the best
in Stalingrad (see the article by Daniel Krone- except stacking. I've been able t o do.
myer in July-August '7 1). 7. Any units which remain right side up may 9. There should be some reward for attacking
move and attack again, using the same process. a position with overwhelming strength.
All these concepts have some degree of validity 1 1. This adds increased variable and interest in
Units which start their new movement phase in
in dealing with their problems, and indeed any the area of employment of air strength in a blitz
enemy z.'s O.C. and have at least 1 m.f. remaining
new twist is now considered valid in game design warfare situation. Both players have to budget
must attack again or move out of all enemy z.'s
if the result is a game that presents -vlavers
- with ..
their use of air power very carefully.
U.C.
the major puzzle; that forced the original com- 12. This is an attempt t o retain the first turn
8. This process may be repeated indefinitely
manders and offers the same techniques as were balance of Blitzkrieg because of the increased
as long as m.f.'s last; at the end of the turn flip
available to the original commanders in trying t o movement factors now involved. Otherwise, a
all units upright once again.
evolve their own particular ideas as t o the 9. There is no automatic victory as such, but player could practically capture his opponent's
resolution of these problems in a particular units which attack at odds of 7-1 or greater do capital on the first turn by land.
situation or simulation. In other words, the goal not have t o expend the extra m.f. required to 13. The ability t o create a more potent
is now the recreation of the proper "feel" of a attack the unit. armoured striking force is now present.
particular situation. I feel that this step is a major
advance from the early brand of AH games in 10. Using this movement/combat system, all Conclusion
which neither the fell nor the details (which parachute drops, sea movement, air transport, There you have it, and I hope I have impressed
regiment was where) of a particular situation were invasions, etc., must take place in the first a few of you and not totally turned off anybody,
adequately simulated, and the techniques of movement phase. because I think the system is a good one. The job
games such as 1914 and Anzio, in which a mass 1 1. An exception to 10, above is that all is a little patchwork in some places, mostly
of detail failed t o make up for a fundamental forms of air activity may take place during any because of the difficulties of transposing one's
lack of the recreation of the salient problems of of the movement phases. However, all units may own ideas and movement factors onto someone
the particular campaign. still only fly one mission per turn; after returning else's unit counters, mapboard, and terrain fea-
Below is offered my own personal solution to t o base they are flipped upside down. This tures. I only hope that some brilliant designer
the problem of mechanized warfare. It is, I feel, applies t o defending fighters as well. with far more resources, knowledge, and experi-
superior t o many other versions I have seen. I 12. Using this system, a unit must expend an ence than are available t o me will use the system
have tried to simulate all or most of the major extra m.f. to move next to a minor country city as an integral and cohesive part of some new
aspects of this type of warfare that I have and an extra m.f. t o attack. However, these "z.'s game that will come close t o being an accurate
mentioned, and have probably done some aspects o.c." around cities are only "semi-active" and a and playable simulation of a conflict between
better than others. And, I have applied my ideas unit is not obligated t o attack the city if it is mechanised armies. Forward in the great search
t o (what else?) Blitzkrieg. I hope those of you next t o it, and may even continue t o move for the Perfect Wargame, fellow garners!!!
who are sick of all Blitzkrieg variants will bear around the city by expending the extra m.f. for Steve Ambler
with me; I feel my solutions have applications for each square next t o the city that it enters. 61 1 75th Ave., S.W.
simulations in general, and after all, Blitzkrieg is 13. Land units may now stack no more than 3 Calgary 9, Alberta, Canada

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