Professional Documents
Culture Documents
Probably it isn't, (You have no proof o f this and pointless. However, it has taken half a page t o
the continued success o f DIPLOMACY would deal with one statement by Dunnigan; t o analyze
MAP CHANGES:
1. SwamplTundra - additional hexes are
columns A: No. 34, 36-39, 42-43; B: No. 32-40,
43, 44; C: No. 29, 32-34, 37, 40-42; D: No.
27-28, 33, 35-36, 40-41; E: NO. 26-27, 29, 31-34,
40, 42; F : NO. 26, 28, 30, 32-34, 36, 41; G: No.
25, 29, 31; H: NO. 26-27, 29-30, 35; I: NO.
37-38; J: NO. 29-30.
2. Railroads - additional hexes are A-40,
B-40, C: 40-42, D: 42-43, E-43; and from
Vologda L-40 t o L-48, M: 48-49, N:
There have been many articles, and even euvers in "mud & snow" weather affected 49-5 1 . . . off the Eastern edge of the board.
"new" games, based upon the German-Russian terrain; especially if it were anywhere near the 3. Moscow Highway - indicate a major "High-
conflict, during World War II, that started with restrictive degree o f the "Russian" winter weather way" from Moscow t o Minsk, parallel t o the
the opening powerful overture of Operation o f 1941 and 1942, and with the type o f railroad.
"Barbarossa." and had passed the frozen ebb-tide equipment and vehicles available then. 4. Kirov - add this Minor City t o be located
at the gates o f Moscow, only to reach a dramatic The use o f Sub-Unit counters is basically for at N-49.
Dante's inferno turning point at Stalingrad: the the increased tactical-level o f operational free- 5. Minor Cities - all units on Minor Cities,
graveyard o f the German 6th Army. The variant dom, yet avoids the tremendous number o f such as Kaunas, Lwow, etc., have their Defense
rules that are presented here represent an attempt divisional units involved, and to try and represent Factors doubled. (The same as per Major Cities.)
at a more realistic 'Stage setting" o f this his- a more realistic means of determining the effect
torical chapter in this contested conflict o f World o f Combat Unit Losses, in the adopted CRT, for MOVEMENT OF UNITS:
War II. I'm sure that the research and design staff a Month Turn o f the time. This same degree o f
o f Avalon Hill did their best in producing tactical freedom is also applicable to the areas 1. Armored and Panzer Grenadier units only
Stalingrad for the level of play-operation they restricted by certain Stacking Limits and Move- shall receive a "Perfect Weather" bonus of one
were seeking to market. There is no doubt that ment restrictions. additional Movement Factor. This MF is reduced
the game Stalingrad has many fine features and it The initial placement o f the Russian Reserve t o the normal 3-MF during "Mud & Snow"
is within this operational play-structure that the units is basically to reveal the lack o f defensive months.
presented variants are provided for the realistic preparedness that the High Russian Military Com- 2. Swamp and Mountain hexes - "Perfect
player's challenge and interest. manders had to obey and be restricted by Stalin's Weather" movement for all units is Half the
The additional "Swamp" hexes, while not as directives. In line with this state of unpreparedness, normal Movement Factors (above "bonus" units
dense nor in depth as the Pripet Swamp area, was the Germans are allowed an extra turn o f can move 3-MF). "Mud & Snow" movement in
in fact numerous small swamp areas, small lakes, "Perfect Weather" for reflecting the initial speed, Mountains for all units is 1-MF. "Mud" move-
criss-crossing streams, in short, a very unfavorable surprise, and degree o f "blitz" style o f efficiency, ment in Swamps for all units is I-MF. "Snow"
Tundra area that would limit any military unit, that the Germans had inflicted upon the Russian movement in Swamps for all units is Half the
especially o f a Corp level, from operating as border defenders. normal Movement Factors.
effectively or efficiently as if it were located on a With the designated Fortress Cities, one can 3. Railroad Swamp and Mountain hexes are
"clear" terrain area. capture the military and political value of these treated as "Clear" terrain for movement purposes
The extra railroad lines do reveal two more cities, that the Russians were determined to only, and such hexes are only restricted by the
strategical inner Russian lines, yet avoids revealing defend. Stack Limit rules.
all o f the minor railroad lines, that would only In line with the powerful cast o f opposing 4. Moscow Highway - the following "Road
encumber the game and at the same time, these ground units, one should also involve the offen- Bonus" shall apply only during "Perfect Weather"
minor railroad lines could not have really handled sive and tactically coordinated value of the Air months and as: Infantry - 2 MF; Cavalry - 4
effectively the level of operation permitted by the Units. Presented here are comparable "Attack" MF; Armored & Panzer Grenadier - 6 MF. Use
present Railroad Bonus rules. Air Unit factors and also the possible "neutraliz- the "Special Terrain Movement" rules that applies
The Moscow Highway was not really a "high- ing" effect o f the initial Luftwaffe air strike at t o Railroad "bonus" movement. In order t o
way" by European standurds, but it was defi- the unprepared Russian air bases. utilize the road bonus, one must inform his
nitely an excellent roadway by Russian standards. The single "What i f . . . ? " situation is only one opponent that he has ordered his units t o use the
Thereby, the reasons for its limited "bonus" use. o f the many potential "what ifs" factors that Highway and not the parallel Railroad. To be
In referring to "bonus" movement rules, it should would have affected the campaign if a different more precise, units ordered t o move along the
be obvious to any student of the German-Russian result, order, movement, etc., had occurred. To Railroad/Highway hex-line connection, between
Campaign that the railroad gauges were dijyerent include them all would only overload the playa- Moscow and Minsk, can only use one of the
between the two fighting opponents, and there- bility level o f the game and thus reduce to some "Bonus" movements, and the transportation
fore the purpose of the "Railroad - Use & degree the enjoyment o f the game. method t o be used must be clearly ordered.
Conversion of:" rules. The hard-pressed Railway The Replacement Rates and Starting Points, Otherwise, it shall be assumed that the units t o
suppers, of both sides, had ,to repair blown-up for both sides, is truly more reflective o f the be moved will be using neither one and therefore
bridges and convert the Soviet board gauge to the campaign schedule o f committed and involved their movement shall be by their own normal
German standard gauge, and vice-versa, before forces. movement rate.
these vital lines could be o f use. 5. Railroads - "Use and Conversion of":
Perhaps to some it may appear to favor one (a) Axis units in Russia must first pass over the
The reduced Zones o f Control is quite obvious side over the other, but in any wargame, a railroad hexes in normal land movement before
for anyone who has had to attempt unit man- recreated "play-balance" would only be an in- the railroad bonus can be used in the following
PAGE 5 THE GENERAL
Axis Turn. However, it is not necessary t o pass The sub-units reflect, as near and accurately as units have been removed.
directly over them, as a unit's zone of control is per the Avalon Hill "Stalingrad" Corp units, the 8. Warsaw and Stalingrad shall receive the
considered sufficient. This becomes invalid if the "sub-corps," which respectively consist of two following applicable Fortress Cities' benefits of
zones of control are disputed by enemy units. main Divisions, with perhaps some minor Divi- rules number 3, 4, 5, 6, and 7.
(b) Russian units must also pass over the sions and/or attached Brigades, of a similar type
railroad hexes in the same manner, if those hexes Unit Organization. By the two main Divisions PREPARE FOR PLAY:
were last occupied by Axis forces, before the references were made t o the usual Military
railroad bonus can be used. 1. Both sides are allowed t o place their avail-
practice of structuring a Corp unit organization
(c) Conversely, Russian units are subject t o the able units adjacent t o the Axis-soviet border in
to consist of two strong, or principal, Divisions
same restrictions as the Axis forces when the the "initial" June 1941 turn.
plus up t o as many as three t o four total
Russians are in any country outside of Russia. 2. Only German Infantry units, a maximum of
Divisions per Corp.
(d) During "Snow" months, the railroad bonus 8 factors, may be placed in Finland during the
Therefore, since I wanted to maintain only a
shall be reduced t o 7 hexes per turn. same "initial" set-up turn.
two sub-unit breakdown, and not a burdensome
3. Russian Reserve - the following units must
and tlme-consuming Divisional OB, I selected the
ZONES O F CONTROL: be located as indicated, in the "initial" turn only:
two main divisions t o identify the two subunits
Leningrad - one 6-9-6; Riga - one 5-7-4, one
by a numerical ID, as per each applicable Avalon
(a) Applies t o Fortress 4-6-8; Minsk - one 7-10-4; Kiev - one 7-10-4;
Hill Corp unit. As for the remaining historical
Cities, at all times, and Odessa - one 5-7-4, one 4-6-6. Remaining units
"unlisted" Corps, that Avalon Hill includes in
t o all units only during placed anywhere east of the Axis-Soviet border.
"Mud & Snow" months. their OOB Unit Counters, I used a strength
comparable random identification system of
(b) A unit's effective INITIAL ATTACK:
Zone of Control is re- assigning actual Divisions t o fill in the sub-units
"ID gaps" 1. To reflect the differences of the German
duced in Half, as in-
In all, everything does fairly well balance out well-prepared attacks and the restrictive border
dicated by the shaded
during the course of the game. What with the orders, issued by Stalin, affecting the Russian
area.
(c) Effect: Enemy units can now enter from higher German Replacement rate representing the Defenders, the normal Turn of June, 1941, shall
20% "uncommitted," yet available, Reserve units. require two turns t o complete the Month, under
(example) hex sides "A, B, or C," pass through the following restrictions:
without having t o attack or they can stop there With the Russians, one may wonder as t o where
are the numerous small Infantry and Armour (a) Axis - only German units can be used for
without having to attack. If stopping, the Enemy
Brigades? In effect, due t o the prevailing Russian any attacks during the first turn.
Stack Limit must be half of the Terrain hex
tactics at that time, they are well represented in (b) Defending Russian Units, on the border
normal Stack Limit, providing no attack is
the increased Defensive Factors and in the only, that are not attacked during the first turn,
ordered. The opposing unit (unit "U") does not
"Bonus" Replacement rate. are required t o remain in place (as per Stalin's
have t o reduce his Stack Limit and is not
Basically, a Corp can be used and listed as orders). If any German units advance t o an
required t o attack the now adjacent Enemy unit.
being a two-unit organization, but naturally, adjacent hex, the border Russian units are not
when the corp-sized unit is in play the two required t o counter-attack during their first turn.
ISOLATION: Regular River Defense rules apply t o the attack-
substitute counters can not be. Each subunit is
1. The Time Rate and Effect of consecutive basically equal to only % of the Corp unit. ing units.
Turns of Isolation is now dependent upon: FORTRESS CITIES: (c) The Russian Reserve units, and any other
(a) Any Terrain hex - 2 Turns before Isola- Russian units not placed on the border, are
tion elimination. 1. The major cities of Leningrad, Moscow, and
"free" t o move. Counter-attacks are required for
(b) Minor City - 3 Turns, after the 2nd turn Sevastopal shall receive an additional defense
any adjacent German units that have advanced/
Defense factors are no longer doubled. "bonus" of CDefense Factors, or less if the basic
moved across the border. This also applies t o any
(c) Major City - 4 Turns, after the 2nd turn defending unit's defense factors are less (then the
Russian border units that were involved in a
Defense factors are no longer doubled. "bonus" shall only be equal t o the basic defense
German attack during the first turn (initial
(d) Fortress City - 9 Turns, after the 6th turn factors), and are rated as being a permanent
"half") of June 1941.
Defense factors are no longer doubled. Fortress City for use by both sides. They are
never destroyed.
AIR POWER:
SUB-UNIT COUNTERS: 2. Units in a Fortress have their basic Defense
factors doubled and only half Zones of Control. 1. Starting in the first turn of June 1941, the
1. Sub-Unit Counters represent, as near and 3. Units in a Fortress do not have t o retreat Germans shall receive u - A i r "attack" Factors, t o
accurately as per the Avalon Hill Corp units, the when a "retreat" is called for in the CRT. be used in Ground Support missions and/or for
"Sub-Corps" (units) which usually consisted of 4. Any enemy attack must engage all defend- the "initial" Air Base Strikes.
two main divisions with attached minor divisions ing units. Soak-offs are permitted. 2. The Russians shall receive their available Air
and/or brigades. The two "main" divisions shall 5. If units in a Fortress decide t o attack out Factors, depending upon the result of the Ger-
be reflected in the sub-unit's ID number. Refer- then it can select any one or more adjacent hexes man Air Base Strikes, in their second turn of
ence is by the usual Military Corp organization of t o attack, and with any one or all of his units June 1941.
three t o four divisions per Corp. from the Fortress. It does not have t o engage all 3. The maximum number of supporting Air
2. Tactical Use - the listed subunit numbers of the adjacent enemy units. However, if the "attack" Factors that can be used per Battle, per
shall represent the initial Corp breakdown. Once "breakout" attack results in a CRT of "Retreat," Turn, are as follows: Germans '41 - 6 factors,
a Corp unit has been broken down, then it can then the attacking Fortress units are auto- '42 - 3 factors; Russians '41 - 2_ factors, '42 -
be reformed and broken down again as often as 6 factors. Air Factors cannot be used in battles
matically eliminated. -
CRT ordered and tactically ordered to, as fol- 6. A Fortress is considered t o be "under siege" of less than 1-2 odds.
lows: when completely surrounded by enemy units, or 4. The total attack factors of the supported
enemy Zones of Control as per Isolation rules. ground units must at least be equal t o the
(a) Only sub-units with the same Nationality Sevastopol can be supplied via the Black Sea. number of air factors committed t o that battle. If
can combine intolbreakdown from a Corp unit. However, if hexes PP-22, PP-23 (Sea of Azov not, then only an equal number of air factors t o
access) and Nororossik, Batum, Nikolayev, and ground unit attack factors can be used for that
(b) Only sub-units with the same Movement Odessa are in Axis control, then this supply link particular battle.
Rate can combine intolbreakdown from a Corp is considered "cut-off." In order to restore, the 5. Air Factors can only be used in conjunction
unit; regardless of its Unit type, ie. Armored and Russians must regain complete control of two of with ground units, in attack, and they cannot
Cavalry sub-units can form an Armored Corp unit. the hexes and then the supply line can operate absorb CRT attacker losses.
(c) In an attack, a defending unit listed as a again after three Russian controlled turns. 6. They are non-accumulative, and may only
Corp unit must be attacked as such, and not as 7. A Fortress "under siege" no longer qualifies be used during the "Perfect Weather" months.
two separate subunits. Likewise, if shown as as a Replacement City, nor do they receive any 7. Available Air Factors, per each turn of the
subunits, then separate attacks can be made. replacement credit, until all such adjacent enemy listed months, are:
THE GENERAL PAGE 6
Germans Time Record Russians AXIS REPLACEMENTS: RUSSIAN REPLACEMENTS:
12 - June - July '41 - 12 1. All Points of Starting are t o be considered 1941, August - 12 Defense Factors at Stalingrad
9 - Aug. - Sept. '41 - 9 as Supply Points for the Axis forces. and 5 Defense Factors at Moscow are available.
6 - Oct. - Nov. '41 - 6 2. GERMAN Points of Starting: Konigsberg Russian Replacements are received starting in
6 - Mar. - Apr. '42 - 9 (U-15); Warsaw (2-13); or Railroad hex EE-10. September, 1941, and are classified as being
9 - May - Aug. '42 - 9 "Regular" and "Bonus" replacements. Both types
6 - Sept. - Nov. '42 - 12 REPLACEMENT RATE: of Replacement Factors can be accumulated
6 - Mar. May '43 -
- 15 - per each month. 1. "Regular" Replacements are the standard
4-68 ratio of Defense Factors allotted for Mos-
GERMAN AIR BASE STRIKES: 1941, July - 6 Pz/Pz Gr; 6 Inf
cow, Leningrad, and Stalingrad. They can arrive
August - 4 Pz/Pz Gr; 4 Inf
1. During the first turn, of June 1941 only, only from their own eligible respective city.
September - 3 Pz/Pz Gr; 4 Inf
the Germans can effectively reduce the number 2. "Bonus" Replacements are received in addi-
October - 2 Pz/Pz Gr; 4 Inf
of available Russian Air Factors for the year of tion t o the "Regular" replacements and are
(1) (2) November - 2 Pz/Pz Gr; 4 Inf
1941, by assigning German Luftwaffe Air computed in the following manner: One Defense
(2) Dec. t o Feb. - -- 4 Inf
"attack" Factors for air strike missions on the Factor is received for each Russian controlled
(3) 1942, March - 2 Pz/Pz Gr; 4 Inf
Russian air bases. The results, from the listed Major City, and one defense factor for each of
April - 3 Pz/Pz Gr; 5 Inf
table, shall be the maximum limit of available air these Minor Cities - Archangel (B-49, Maikop
May-July - 4 Pz/Pz Gr; 4 Inf
factors for the Russians during the "Perfect (QQ-27), Astrakhan (LL-39), Batum (VV-27), and
Aug.-Nov. - 2 Pz/Pz Gr; 4 Inf
Weather" months of 1941. Dec.-Feb. - -- 4 Inf Grozny (RR-34). Therefore, theoretical tally is 15
Committed Luftwaffe Air "attack" Factors (air Major Cities, plus 5 Minor Cities. . . making an
1942, March - end - 2 Pz/Pz Gr; 4 Inf
strike missions) at Russian air bases: available total of 20 "Bonus" Defense Factors in
(1) Only if "Perfect Weather." If "Snow," then September, 1941 and for each Russian turn
Die-01 it is zero. This reflects the lack of proper winter thereafter until the game ends. On arrival, the
Air Factors:
9
12
3
3
3
6
6 I
2 1 3
6
9
6
9
49
GERMAN AIRBORNE CAPABILITY:
9 1 2
9 1 2
miTmF[[Z
applies, and almost invariably the German wins.
Third, with the tanks on, a plane is a good bit
But if he draws one with only a few targets, such
as chemicals or steel, then the German has no slower and less maneuverable than with them off.
9 f i1bi2
This may seem t o contradict my previous idea
l6%':'7 hope. Chemicals targets disappear early, with
about the E ratings. But the key t o the German
little loss t o the U.S. player. Since the German
x2 x2 x4 x4 x7 attack on bombers was speed - not only t o get
must take on the escort first, the U.S. player can
past the escorts, but also t o set up on the
get through t o all the chemical and most of the
bombers. Remember, the bombers had very good
steel targets in the first four or five quarters. The
defensive weapons. Fourth, the jets could set up
German may as well be defenseless. This means
and get out so quickly that no U.S. fighter could
that without a critical industry, you may as well
touch them I understand that more of the jets
give the game up t o the German, but with it, the
crashed during the war for mechanical failures
game is virtually decided before the game begins.
and pilot errors than got shot down. Fifth, the
Of course I over-emphasize the imbalance a bit,
only real chance the U.S. escorts would have o n
but most veteran players remember the horrible
the German attackers, perhaps fortunately, would
imbalance of Midway. Further, the trend today is
occur before the Germans made their run, i.e.
towards play balance, and obviously something is
while they tried to set up. Therefore the Germans
missing here. Perhaps some wily players have
take casualties before they attack, and take none
cunning strategies that disprove my point, but if
after, despite the fact that they would have to fly
so, neither I nor the General have heard from
through the escort t o get away again.
you.
What I suggest involves suspending that un- I have used this method in several games
realistic and decisive rule and adding a few recently, and it works quite well and makes for
x2 x4 x4 x4 x2 x2 others: some very interesting air battles. The German can
(1) Ignore the rule forcing the German player protect a critical industry if he must, but of
t o attack escort fighters before he attacks the course the price is high. If he need not, he can go
British: bombers. back to his old strategy of eating up the U.S.
(2) The German may choose to attack either fighters, which leaves the U.S. player on the short
the escorts or the bombers or both. If he chooses end again. This brings me t o my next rule
to attack the fighters, play goes on as usual. If he change:
decides t o attack both, he must of course attack
x6 x2 x2 x6 xl x7 the fighters first and clear them away before he Using the critical industry rule, divide the
goes after the bombers, as in the regular rules. industries up into two categories according t o
But if the German decides to go after the how many targets exist and how easily the U.S.
Jc Distributed between two forts. bombers and ignore the escort, then player can get t o t h e m I do it as follows:
THE GENERAL
Gp.
L
L
L
L
Industry
Rail Center
Oil Refineries
Steel
Chemicals
Targets
20
17
4
6
I Defense Beyond the Ovrthe I
by Henry C. Robinette
S Shipping 9
Although much has been written about the tioned to prevent encirclement and should be
S Ball Bearings 5
Battle of the Bulge during the last four years in close enough to reduce the German strength to
S Transportation 8
the General, most of it has been about the be used against them without leaving them in an
S Armaments 7
German strategy and comparatively little has been untenable position after a retreat.
Gp. means group, in which L means large and S said about the American defensive strategy. Most Another fundamental of defense is the use of
means small. When the German draws his critical of those articles which did deal with the defense an all-around defense and defense in depth. This
industry, follow this procedure: First, he draws intimated that Bastogne should be held at all uses primary positions, alternate positions, and
from all eight types. If the first draw is a large costs and that the fall of the Ourthe was a major supplemental positions. (More about this in a
industry, then he draws no more. If he draws oil catastrophe second only to the fall of the Meuse. little while.)
as his large industry, then follow the rule limiting Hogwash! You can surrender both without neces-
the number of German aircraft in the air, which sarily losing. Heresy? Flexibility, maintaining aggresive posture,
is the first play balance rule listed. If, however, coordinating defensive resources, and time avail-
Except in Stalingrad and perhaps Guadalcanal
the German draws a small industry for his first able are the remaining fundamentals of the
and Gettysburg the defensive side is the most
draw, he must choose again. The second draw defense. Flexibility is the ability to capitalize on
difficult side to play. Executing a successful
comes only from the small industries. In effect, German errors and t o react t o the changing
defense is certainly one way to separate the
the German either gets one large critical industry, situation by changing positions, using reserves, or
professional warmonger from the amateur. Why?
or two small ones. Now, when the U.S. player counter-attacking. You must continue t o think
Too many defenders try to conduct their game
eliminates one of the small industries, the Luft- aggresively and be prepared t o assume the offen-
like an under-strength offense or they make
waffe is grounded for one full quarter. The sive as soon as possible. Generally you should
fanatic stands in untenable positions which they
German may delay any reinforcements and defer attack whenever it could result in the destruction
think should not be lost. Both these approaches
any replacements he wishes, but all other units lose sight of the purposes and fundamentals of of German units o r the retention of critical
must appear somewhere on the board. In the terrain without compromising your position in
the defense.
next quarter, all aircraft may fly as usual. When the event of an adverse CRT result. Time avail-
We should remember that defense is a basic
the second small industry is eliminated, or when able should be considered with setting up your
form of combat in which all means and methods
the large industry is eliminated, the Luftwaffe is defense line; you should not select a position to
available are used t o prevent, resist, o r destroy an
grounded permanently as in the regular rules. fortify which could be over-run before it could
enemy attack. Its purposes are: (1) to develop
If you still find the game balanced in favor of more favorable conditions for offensive action, be completed.
the Germans, then d o not allow him to look into (2) economy of force, (3) to destroy or trap a Without a doubt the game will be won o r lost
the U.S. stacks until he attacks them. All the hostile force, (4) to reduce the enemy's capability in the western half of the map board for most
German gets to know is whether there are for offensive action, (5) to deny an enemy entry General field marshalls place units along the
fighters or bombers or both in the stack. After he into an area. southern and northern edges of the board to
attacks them, he may freely inspect them at any The basic types of defense are area and mobile. prevent your reinforcements from attacking deep
time. The area defense has the mission to retain in his rear against his supply lines. (Now this may
I have found that the rule allowing the German specific terrain. Its highly mobile and critical seem to be an advantage for your opponent but,
to go after the bombers gives the U.S. player a forces are in the front lines. The mobile defense, as we shall see, it could well prove t o be a
psychological lift! Without it, the German accu- however, has the task of defending an area rather liability for him.) The question, then, is-where to
mulates replacements at a ridiculous rate, often than specific terrain. Its highly mobile and critical build the defense line?
coming t o 45 or more by the end of the fifth forces are held in reserve. Most Avalon Hill games
quarter. But when the German has to go after the cannot be played wholly as one type of defense The Ourthe is out. Why? The left flank of the
bombers first, the U.S. player puts a few dents in or the other; a balance must be attained. The O u r t h e is c o n t r o l l e d b y 2 - 1 6 which,
that replacement pool, and things do not look so generalismo must know when to substitute one unfortunately, can be surrounded with the result
bad. type for the other. that units defending north of there are cut off
from the road for at least a turn. The combina-
Generally speaking the area defense should be
Some players may think that once the U.S. tion of river and forest squares at U-24, U-25,
used only for those specific places whose loss
player knows he is about to eliminate a critical T-24 and T-25 separates this flank from the
would mean the loss of the game. In all other
industry (desperate attacks on bombers in ignor- center and prevents rapid reinforcement of either
cases the mobile defense should be used.
ance of the escort usually gives it away) the U.S. front by the other should such prove necessary.
Now let us quickly examiqe the fundamentals
player may forget about escorting the bombers, Yet, regardless of how bad the left flank is, the
of the defense. The estimate of the situation
since they will get shot up anyway, and that he center is much worse due t o the bend in the
entrails the defender's mission, his opponent's
should use his fighters to hunt down the enemy's Ourthe. Units defending in the bend can be cut
capabilities, the terrain, and his troops available.
own squadrons. That situation would of course off by the fall of LaRoche, Hutton, o r any of the
Lay out your Bulge mapboard and examine the
be unrealistic, but I have found that the U.S. road squares between them. (And just think what
western half of it, Your mission, of course, is t o
player often profits more from committing his a three square advance after the fall of Hotton
defend the Meuse. Your opponent has the option
fighters to escort duty at such a time, since only could do to units defending south of Marche!)
of three routes to attack - North, Center, or
escorting fighters get in a shot at the attackers. But the right flank is scarely better. After the
South. The troops which you can be reasonable
This especially holds in the advanced game, with hills west of Bostogne are lost, Neufchateau is the
certain of having are the reinforcements from 17
overrun attacks by fighter units. Also, the escorts last position before the Semois River and Sedan;
P.M. to 28 A.M.
can get in two licks on the Germans; one during however to its right there is nothing but clear
The only uses of the terrain applicable to the
the pass at the bombers, and another when the terrain. In other words, the flank dangles in thin
game are: obstacles, critical terrain, and avenues
U.S. planes get their own move. As per the rule air - there is no anchor!
of approach. The Ourthe and Semois Rivers and
that I did not change, once the bomber group The faults of the Ourthe as an ultimate defense
the hills west of Bastogne are the last natural
gets into a battle with the German fighters, the line, in summary, are several. It is too long to be
obstacles before the Meuse. The critical terrain
escorts may break away. So this rules change can adequately defended. But worst of all, it is a
features are the river crossings, the road squares
have a great effect on German casualties. defense based on exterior lines of communication
between LaRoche and Hotton, Sedan, Rochefort,
1 know this may meet with much criticism, but Marche, Hotton, and LaRoche. The avenues of which can be attacked from interior lines of
I believe these changes are both realistic, and approach are the gaps between the forests. communication since the terrain features split it
necessary. Security and mutual support with other into three fronts, AA - U-24, U-25 - V-37, and
*The fighters remain in the square with defending units are fundamentals of the defense V37 - V, which precludes mutual support by
the bombers. which cannot be ignored. Units must be posi- defending units.
PAGE 11 THE GENERAL
The object of the defense is to develop a
position based on interior lines of communication
which would at the same time compel the
German to attack on exterior lines of communi-
cation so that his spearheads would be separated
Effective Gettysbunsrg by Mark Wielga
.. .
from each other and unable t o provide effective
"Those who do not learn from history changed only by eliminating units.
mutual support.
are condemned to relive it". . . over, The victory conditions should be: Union -
and over, and over, and Eliminate at least 30 Confederate points and have
Here is the fortress line which will provide a at least 15 points more than the Confederates at
shield behind which your armored units can the end of the game. Confederate - Prevent
Gettysburg is one of the oldest and most
build-up for counterattacks or an offense. For- achievement of the Union's victory conditions.
played games in the Avalon Hill line. However,
tresses should be built on V-15, W-20, V-20,
despite its many good points the game possesses a
V-19, V-18, V-17, U-21, T-22, R-27, Q-29, Q-28,
major flaw. This flaw has been given considerable Practicality of the conditions
P-30, 0-34, 0-35, 1-52, and 1-5 1. Fortifications
attention for some time. The victory conditions,
should be built on N-36, M-42, S-20, and 0-28. What happens t o the play of the game under
which dictate how the players will play the game,
Supplemental fortresses can be built on 4-30, these conditions? Which side is favored? Let's
are historically inaccurate and are impractical for
P-33, and Rochefort. Supplemental fortifications compare the opponents when using this system:
the game. They can and should be changed t o
can be built at 0-49, S-22, N-27, M-29, and in improve realism and produce a good, even game. Chart 1
other positions between the fortress line and the Confederate Union
Meuse. Historical Accuracy
Total Pieces* 22 32
The major question is who should be the Total Combat Factors 52 70
The advantages of this defense are substantial. Average Combat Factor* 2.364 2.187
attacker in the game. To find out, it is necessary
It can only be outflanked with costly battles for Total Movement Factors* 70 90
t o examine what each side was trying t o do. Let
the Germans. It can only be penetrated by Average Movement Factor* 3.182 2.750
us look at the strategic situation in June 1863.
infantry which can be easily defeated by your Total Point Value 67 80
Lee invaded the North for several reasons: (1) t o
armored reserve. Several fortresses are built on Average Point Value * 3.045 2.500
bring the war into the North, (2) t o obtain
road squares and each must be reduced in turn. supplies, (3) t o encourage foreign powers t o assist
Any break-throughs are likely to be on a narrow *Excluding HQs
the South, and certainly (4) t o encourage the
front and can be contained or cut off by your As Chart 1 shows the South is stronger and
anti-war movement in the North. The army of
reserve. The German is forced t o attack on Northern Virginia was on the strategic offensive, faster per unit while the North is well ahead in
exterior lines communication while your reserve the totals. Although the Confederates have an
however, this does not necessarily mean it also
can operate on interior lines of commucication advantage in better, stronger units, this advantage
had to be on the tactical offensive. Longstreet
and can shift rapidly from one threatened sector suggested that the Southern Army should go on is offset by the fact that they can be crippled by
to the other. It is a defense in depth which is not the defensive if it met the Northern Army. He losing only a few pieces.
easily breached. thought that with Lee's army threatening Phila- Reinforcements are the heart of the game:
delphia, Baltimore, and Washington it would have Ninety percent of the units come on after the
The chief advantage, however, lies in the
t o be driven out of the North. Lee was accom- first turn. Chart 2 shows how each side gets on
nature of the line itself. Units defending next to
plishing most of his ends merely by being in the the board. Chart 2 indicates that the South is
fortresses cannot be surrounded for there is no
North, simply avoiding defeat there would bring superior in combat strength only for six turns
way to block their retreat. Even if units are
great advantages. While tactical victory was highly during the entire game. What i t does not show is
surrounded in a cluster of fortresses, they can
desired and t o be sought at appropriate risk, it that until 6 PM, July 1, they have an advantage
still retreat through adjacent fortresses. Not to be
was not necessary for the Southern Army t o in that all important artillery.
overlooked is the potential for shielding the main
pursue it through unacceptable hazards. The job Under the original victory conditions, a smaller
fortress line from direct attack by building
for Meade's army in this campaign was t o somewhat faster and better concentrated army
fortifications next to it; in this manner additional
frustrate Lee's plan by preventing him from must entirely eliminate a superior force which is
delay can be forced upon the German - delay he
accomplishing his mission. This could only be stronger nine-tenths of the game. If the Union
cannot afford.
done by driving Lee out of the North. In the player is not a complete dud, the South has two
process, Washington had to be protected at all chances - very slim and very, very slim.
Upon first sight it may seem that the south is costs. Since Lee would not return t o the South Now let's compare the armies under my con-
vulnerable since it is isolated from the bulk of unless he was seriously hurt, the army of the ditions. A superior army must cripple an inferior
your forces. But a German advance is not likely Potomac had t o assume the offense (unless Lee one with minimum loss: The strengths of the
in this sector since t o do so would place the was foolish enough t o shatter his strength by armies correspond t o what they must accomplish.
German main force away from your main forces. assaulting their position). Meade's army could I. have play-tested this system thoroughly. It
Also it is dependent upon a single supply route afford some losses so long as it could preclude changes a completely one-sided situation t o one
which can be cut by your 22 A.M. and 28 A.M. Lee from claiming a victory; it had a margin of that is almost perfectly balanced.
reinforcements. (It is unlikely that the German error that Lee did not possess. Therefore, if the With this system the greatest battle in Ameri-
will have enough units t o seal off the entire south victory conditions are t o be historically accurate, can history can be played the way it deserves t o
edge to Mezieres.) In addition, Sedan is a strong Meade must be required to hurt Lee badly be played, with justice t o the strategic and
my
road-block which can be expected to hold out enough to force his retreat without being hurt tactical problems faced by the senior field com-
until help arrives. much more seriously himself. manders on both sides, and with an equivalent
This balance of factors can be satisfied by an challenge t o their modem day counterparts who
The key to successful application of this appropriate point system. Points are assigned t o meet on the field at Gettysbnrg.
defense is manpower. Even the most elaborate
line will crumble if the defender lacks the units
to man it. Therefore the game must be played
each unit in direct proportion t o its influence on
the tactical situation. Unit values are:
Confederate Union
Julv1 July2 Julv3 %4
Union
-
60
with saving troop strength in mind. Terrain is
expendable to a certain degree but units are not.
-Units -
4-2
Points
5
-
Units -
3-2
Points
3
.....................
Confederate
Breakout Blitzkrieg
by Gregory T. Robleski
One of the most disgusting games is Blitzkrieg. 1.5 Units that have been fired upon by artillery factors can be regained the very next turn. By
Translated, Blitzkrieg means "lightning war"; at maximum range do not have t o retreat. They allowing replacements for air units every tenth
however, after the first few turns the game may if they wish to. turn, the burden of proper employment of the air
neither resembles lightning war nor is played with 1.6 Artillery may not fire over intervening city, arm is placed on a player. No longer may he
lightning speed. There is nothing one can do woods or mountain hexes. attack, regardless of losses. He must choose his
about the latter. Substitute counters are much targets carefully.
better than a casualty Reduction Pad. However,
we can try t o remedy the first problem. Let me 2. Overrun
cite an example. 2.1 Only armored units totaling more than three
It is the fourth turn of the game. Blue has combat factors may overrun enemy units.
overrun and captured three minor countries. In
the process a good portion of the Red Army has 2.2 T o overrun, the exit hex may not contain
been destroyed. Blue victory is almost assured. enemy units. (it may be, however, in enemy
Realizing his dilemma the red player has fallen zones of control)
back t o a suitable defense position. There, he 2.3 It costs two movement factors extra t o
reluctantly awaits the Blue attack. overrun infantry, one movement factor t o over-
Blue, with victory in sight, starts his armor and run artillery; there is no extra cost for over-
infantry units towards the Red lines. Ignoring running armored units.
enemy local air superiority, Blue sends masses of 2.4 There may not be more than six enemy
units (all squares stacked t o the twelve factor combat factors in the square t o be overrun.
limit) against a puny force. Against twelve enemy
infantry and seven armored divisions, Blue can 2.5 In an overrun attack the rules are reversed.
muster twenty-four infantry and ten armored Thus, the unit that has been overrun must attack
divisions. All is lost for Red. the armored unit.
Then suddenly from out of the sky, Red SAC 2.6 Armor may not overrun units in woods,
and medium bombers with open bombsights rivers, mountains o r cities. The square of exit
attack. I n two turns, because of strategic and may not be woods, rivers, or mountains.
nuclear attacks, the Blue army has suffered a
defeat that it will never recover from. Now Blue Discussion
brings up fighters and also builds a defensive line. These rules allow artillery t o soften up enemy
Instead of a World War II action, the game defenses before armored overruns. This also
disintegrates into trench warfare with air units forces defense in depth. The chance of armor
supplying the only offensive action. exploiting a hole is now created. The order of
The problem is not that this can happen, but attack is artillery, bombardment, overrun, and
that it usually does happen. No longer can tanks then normal. It is wise t o follow up an overrun
break through and rampage down a highway attack with a normal attack on the enemy unit.
overrunning and isolating enemy units. In fact, in Otherwise, the armored unit may be cut off and
Blitzkrieg, armor has no hole t o exploit. When a isolated.
breakthrough is made the advance units are either
cut off or the hole is quickly plugged. In either 3. Routine of Play
case, the player must sit and attack without the
3.1 Blue fires any non-adjacent artillery at Red Some tips on strategy
possibility of breaking a line by any means save
attrition. Thus armor, the main ingredient of any units two squares away. Breakthroughs can now be accomplished. At all
Blitzkrieg, has little or no role in combat and is 3.2 Resolve Blue bombardment attacks. costs, do not mass units on single squares
bled away in frontal attacks. Something must be during an advance. They will be destroyed. I have
3.3 Perform armored overrun of Red units.
done. Easy to say, harder t o do. found that the best way is t o stack four t o six
After careful study, I believe that I have found 3.4 Move all other units (including aircraft) factors in a hex. This forces an attack ranging
a solution. By proper use of one of the most 3.5 Red may now fire all non-adjacent artillery. from two t o four rows deep. Your crack infantry
integral units of a blitzkrieg one can break the 3.6 Artillery units that did not fire in step one should be in the first row, the second should
line. I speak of artillery. I have made some and are not adjacent t o enemy units may fire. contain scattered artillery units with infantry in
changes in the rules of Blitzkrieg which increases Resolve attacks. the other squares. Finally, the armor should be in
the importance of this vital combat army. Once the rear row.
again the tanks may roll and lead the Blitzkrieg. 3.7 Resolve overrun attacks. In defense the same set-up applies. The best
3.8 Resolve normal attacks. offensive tactics are t o engage the first row of
BREAKTHROUGH BLITZKRIEG 3.9 Resolve air combat and attacks. defenders with your infantry while your artillery
bombards the reserves. You should hold back
1. Artillery 3.10 Red repeats steps one t o eight.
your armor until the infantry reaches the third
1.1 All artillery units may fire at units two 3.1 1 Check off one turn o n Time Record Sheet.
row. Then execute overrun attacks. The enemy
squares away. These artillery may not be adjacent line will crumble before your eyes.
to enemy units nor isolated. 4. Replacements
This attack can be beaten back. When using
1.2 At maximum range artillery units attack 4.1 Every tenth turn (ten, twenty, thirty, etc.) SAC and nuclear attacks always engage enemy
factor is halved. each player is allowed twelve aircraft factors. infantry. If enough are destroyed, the enemy will
4.2 This is the only time that aircraft may be probably not attack, considering that he can
1.3 Artillery may fire only twice in a turn
replaced. ill-afford armored losses. Also have your artillery
1.4 Full strength artillery units have their attack constantly bombard the attackers. This will result
factor increased by two when either attacking o r in lower odds on the attrition table.
defending against adjacent armored units. This Discussion
In conclusion, the proper employment of
bonus is lost when artillery is firing at maximum This rule eliminates the massive air attacks armor, infantry and artillery units can and will
range. during which important factors are lost. These offset air superiority.
PAGE 13 THE GENERAL
Dear Sir, the larger and more complex games. He must
I have recently subscribed t o your Bi-Monthly look on while the players move their units and
paper "The General." I have received (most tell them when they pass through their opponent's
promptly) the Jan-Feb & Mar-Apr '72 editions zones of control. It is a good idea if the
I' and am eagerly awaiting the May-Jun issue. In the "Middleman" has the mid coordinates of the
Mar-Apr copy you printed an artlcle by one of respective pieces written down so he does not
Gentlenlen: have t o constantly refer back to the other player's
your "Old Guard" who I guess has gone astray.
We have enjoyed several of your optional & with some backing and some good timing. This board.
I too claim t o be one of the "Old Guard,"
experimental rules such as INDIRECT FIRE, would most likely discourage one from attacking at For Play-by-Mail, the length of this system
hav~ngpurchased almost everyone of your games
REAL-SPACE LOS, and IMPULSE MOVEMENT all. We feel our way does not discourage attacking, precludes it's use. An idea that might work,
t o come o n the market. The only war games not
& RETURN FIRE. Of these optional and experi- just makes it slightly harder and more brain-teasing though, is to have all three people playing the
in my possession now are your most current ones
mental rules, we found IMPULSE MOVEMENT tactical wise. same game and each act as the middleman for
"Origins" & "France 40" which I plan t o
and REAL-SPACE LOS t o be the most interesting one of the three cases. The steps t o follow using
purchase m the near future.
and realistic; much more so than their counterparts this proposal are:
Now, down t o the nitty-gritty. I completely
in the orig~nalmethod of play. Nick S. Jewett 1) A player moves his units and writes his
disagree with every written word in this article by
23 Shore Dr. move down showing all squares passed through
We fully reahze that Panzerblitz in reality is only Mr. Devender. I believe he asks for too much
Waterford, Conn. 06385 and in what order the units were moved.
a very rough approximation t o real combat, from your paper. Basically your paver is t o help
breaking true combat down into sections so that it improve on game play, which l f t h i n k everyone 2) The middleman then checks a list of the
is less confusing t o the players and more readily Dear Editor: can benefit from. Maybe he is a brain and doesn't grid coordinates t o see whether or not any
I'd like t o take the opportunity t o tell you need this. Good for him. I suggest he move on t o contact has been made. He then writes the player
adaptable for two persons. We also realize that
"timing" may be the big difference between a good how ridiculous I think your new (now old), other worlds t o conquer. He also states you use and tells him the results.
general and a great one; how one times his forces' space-saving Opponents Wanted Ads are. "The General" for a house organ for selling your 3) The player then writes his opponent and
coordination is the difference between victory and First off, the price of standardizing your once products. So what. Personally I think you should gives him the final positions of his units and the
defeat. We have noticed that while using IMPULSE colorful ads is about 35 ads per issue (the keep your readers informed of new games. In the combat in the normal way.
MOVEMENT, a timing that occurs, in our belief, Mar-Apr 1972 issue has about 195 ads, while the Mar-Apr edition you use the lower left comer t o 4) The second player then repeats steps 1
from the sequence of play forces the players t o May-June issue of last year holds around 159). advertise "France 40." 1 guess in Mr. Devender's through 3.
become less tactical minded and more repetitive, Now, seriously, which one of the following mind this is not right and propaganda in the The purpose for this method of playing is t o
thereby making the game less of a challenge. sounds more appealing and which one would you extreme ~-. teach the players t o watch their flanks and t o
rather reply t o ? . . .
~ ~ ~
Enough sounding off on my part, but I believe scout with light forces t o locate the main body
We are referring t o what we term "snake tactics." EXPERT PLAYER OF AGE Avalon Hill Company has a good and unique of the enemy. This method also permits the
They come about in the following manner: DESIRING PBM OPPONENTS BLAH, thing going, and when I see a minority opinion of amassing of strong forces in secret, so the
Suppose you wish t o force the enemy out of a BLAH AND BLAH. REPLY TO SO AND SO. this sort it me, element of surprise which is also lost t o board
strategic location, such as a town or nearby woods. or: One last word. If you check your subscription games may be had.
In most cases, you would have t o use at least as MY GOOSE-STEPPING WAR MACHINE WILL department in a few weeks, you will see I have Air reconnaissance for the various games may
powerful a force to surround him, or enough DESTROY ANY AND ALL AT PBM SUCH AND requested a copy of every available issue of ' T h e be computed. But as the availability of such
spotters t o survive his fire so that they can call m SUCH General." As I hope you can see, I am a firm information is scarce, I suggest just ignoring it
locations. But, when using IMPULSE MOVE- or even: believer in "The General" and AH products as a unless you feel it is an absolute necessity.
MENT, you need only the necessary force of I WILL DECIMATE, ANNIHILATE AND whole. James C. Foster
attack factors and ONE spotter, if you time it UTTERLY DESTROY ANY AND ALL AT PBM Sgt. Gerald C. Nelson (DPMMR) Box 7057
correctly. You merely move adjacent to the enemy THIS AND THAT. FR55668-2835 Flagstaff, Arizona 86001
in the second half of movement (i.e., in impulse gD Another polnt t o be made is when "The 1141st USAF Sp Acty Sq (Hq Comd. USAF)
or rD). In this manner, if he elects not t o remain, General" comes, one usually reads the O.W.A. APO New York 091 3 1 Dear Sir,
which is likely knowing you get the first chance to right away (at least this is what most of my I write this letter in regard t o a subject that is
fire, your single unit for spotting would have 'victims' do), just for the heck of it. Now, one widely neglected - the complicity of your games.
can hardly read one column without dozing off. Dear Sirs:
indirectly forced him out. In true combat, he The true situation of any battle cannot be One phrase sums it up completely t h e y ' r e too
would most likely see your one unit approach, and I suggest (as have others, t o no avail,) that you hard!
duplicated exactly by any board game as both
probably destroy you instantly, realizing you shorten word content and retum t o the old way. Although I've always considered myself t o have
players know the exact location of their oppo-
would not intend to attack, but spot for your ' T h e General" certainly isn't the same without at least some intelligence, I was completely
nent's pieces. Games such as BISMARK and
other units instead. In essence, one truck unit those eye-catching ads from the likes of Geoff K. baffled when I opened the Ild of your game,
MIDWAY come close t o duplicating the uncer-
would be forcing the best tanks of the era t o leave Burkman, Panzer Gruppe West and C.I.E. WATERLOO. I must say that I've never seen
tainty of the enemy's pieces. My proposal t o give
a town, because of the way that the game has been What say? such a conglomeration of numbers and little
this uncertainty t o the regular board games needs
broken into sections from true, simultaneous three people and two games. An area that screens cardboardpieces in my life! T o this day I can't
Tom Voytovich
combat, not from ingenious tactical maneuvers. So, the two opponents from each other is also figure out just what one is supposed t o use the
15 177 Hill Drive
t o combat this, the units that had been snaked in needed. dice for!
Novelty, Ohio 44072
this manner simply move t o a safe spot on the first The name is .vlayed
. m the usual way, with the If anyone understands your games, I would
half of movement, then move back t o their original only difference being that the two players use appreciate a letter of instruction.
conflict area the second half, thereby snaking the Gentlemen: different boards and they operate through the Pat Carroll
snaker. This may sound like a ingenious tactic, but While experimenting with games like Panrer- thlrd person. The job this person has is easy with 433 N School St.
in reality is little more than a cat and mouse game, blitz & Stalingrad here in sunny Vietnam, MACV the simpler games, but can be quite trying with
and a dull one at that. One cannot blame the players Advisory Team No. 3 3 has developed a new - - - - - -- - - - - - - - - - - - . Lodi, CA 95240
------------------
for such tactics: the originator must try all in his concept in combat resolution. Instead of using
power t o disrupt and destroy the enemy in a key one die and depending on a form of "crap-
location, and the player that has the snake t o him shooter" luck, we have devised a system employ-
cannot be so stubborn-headed that he destroys ing a pair of dice in the following manner:
some units t o look adamant in his opponent's ATTACKER DEFENDER
approach t o such unreal tactics (discretion IS the In this, our golden anniversary issue, we are 6. Place an "X" next t o any feature of the
Shows A: 0 I EqualsA l I turning
the publication of the GENERAL over t o
better part of valor). GENERAL which you wish discontinued.
I 0 Equals A l I you. Contest No. 50 is not a question of strategic ( ) Contests
1 I EqualsA 2
So, t o combat this tactic that is "unfair" as well
I 2 Equals A 3
or tactical placements. Rather, it is our answer t o I ) Discount Coupon
as debases the whole idea of the game, that the
3 3 Equals A 6
I those who feel that the GENERAL is ignoring ( ) Question Box
better tactician will win in the end, we have
4 3 Equals A l
I the dictates of its subscribers. The GENERAL'S I I Opponents Wanted Listings
written into the impulse movement a built-in new editor has expressed a desire t o mold the I 1 General Diplomacy
protector that we feel helps the game, without Etc., Etc., Etc. I magazine's format in accordance with the reader's 7. In t h e field of wargaming periodicals I
making it impossible t o either hold or attack such a Once the total of the two die rises above 6 the re- wishes. S o here's your chance t o determine the would rate the GENERAL-.
stronghold as a town or a wooded area. We feel this sults start all over agam at I so: I GENERAL'S publishing policy in the year ahead! 8. Answer in 25 words or less. The one thing I
newly formed impulse movement chart disrupts
neither the conformity o r the balance of the game. 5
4 6
5
EqualsA 4
~qualA s 4
I TO complete the contest entrv s i m. ~.l vfill in
the survey as instructed. The t i n entries who
would do t o improve the GENERAL is: -
Our suggested impulses are as follows: 5 2 Equals A l I make the most constructive suggestions for
gA - German units fire upon any ADJACENT,
6 6 EqualsA 6 I improving the GENERAL will be determined the
Etc., Etc., Etc. winners. The verdict of our banel of judges is
enemy units wlth eligible units (i.e., units with-
in range, with allowed line-of-sight, etc.). Flips
In order t o indicate a zero the player does not I final. Contest deadline is August 20th. 1972.
expose his die but instead shows a closed fist (or I Entries not stating choice for best article will be
FIRED units. numbers could be written on slips of paper). voided.
gB - Gehnan units that have not fired or
SPOTTED in gA move/executes minefield attacks.
Mathematically one number probably has a better I 1. Would you prefer t o see one large feature
gC - Russian fires.
chance of comlng up than the other 5 (we haven't 1 article in each issue at the cost of losing a few of
calculated the odds), but the whole point is t o the smaller articles? I I yes ( )no
gD - German returns fire with units NOT 1 2. The amount of accompanying illustration in
out-think your opponent and force the total you
flipped. Flips over firing units.
require. In short, you attempt to pair up numbers ( the GENERAL is: ( I Sufficient ( ) Insufficient
gE - G e m a n units, that have NOT fired,
move/execute Overruns.
to equal a desired total. If two zeros are shown the I
( 1 too much (Headline of this issue's "Best Article")
opponents must repeat the process or they may 3. Do you want the "GOLDEN PEN" method
gF - German makes Close Assaults/Flips ALL
declare the engagement t o be drawn with units I of repeating articles from other magazines con-
units righfside up.
remaining in contact, etc. The system has added t o 1 tinued? ( ) yes . 0 no
Same procedure for the Russians as above with the enjoyment of our games, especially Stalingrad. 4. Which form of Opponents Wanted Listing
roils reversed. The reason that gB reads "not fired For now, bold operations can be attempted I do you prefer? Name
without depending on luck! Hope you like the
OR S P O T T E D is that otherwise the same cat and
idea. Happy Wargaming!
I ( ) present format
mouse game would occur in reverse. The attacker ( ) allow any 35 word message
I ( I other (specify) Street Address
would snake himself by attacking, because you
merely spot for the fire in impulse gA, move t o
safety in gB from gC, and then move back to the
original spot in gE, thereby probably destroying
CPT. John Robert Finch
095-38-441 9
MACV Advisory Team No. 33
,
1 5. What percentage of article types would you
like t o see in each issue?
(a) Variants %
City
several of his units and not losing one. In this case, APO San Francisco, Cal. 96297 I (b) History %
our phantom truck could hold off several tanks Ban Me Thuot, RVN (c) Strategies % State Zip
I
I
THE GENERAL PAGE 14
BLITZKRIEG: 1914:
Q. If Blue units are on G I 3 and G15. may Red
units at p a still pass through G I 4 to get t o the
The Question Box Q. Can units be withdrawn by sea from a
non-port square. ~f the units cannot amphibious
assault?
beaches further east?
A. Yes, but they lose 1 step In doing so.
A. Yes - because unlts at sea cannot be attacked
- thus, there is no zone of control in pure sea KRIEGSPIEL: FRANCE. 1940: Q. Can lone EB units retreat before combat?
A. No.
hexes. Q. Does the defender surrender his units before Q. Are units allowed t o move again after their
Q. When using the nuclear rule, may 4 bombers or after the result of combat is known if he combat phase, and if so, do they use their full Q. If not, are they automatically eliminated?
wants them to become prisoners rather than risk movement allowance? A. Yes.
attack to make sure that one of them gets through
to deliver the bomb? their elimination? A. No. Units can only be moved again in the same Q. Can Belgian units use French railroads within
A. Before. turn during the mechanized movement phase and the French transport lim~t?
A. NO!!! This would violate the "one bomb" per
turn philosophy of the rule. Q. When battle odds are 2:l or greater and the even then, only mechanized units can do so. A. No.
unit is surrounded with no escape route, can the Q. May air units fly more than one type of mission Q. Can units move from MM41 to MM40 and
Q. May paratroops be flown out of a city with defender still select any defense card? during a given turn? then directly t o MM39?
no supply capacity? Similarly, may troops land at A. Yes, but if he chooses A or B, he is naturally
A. No. A. No!!!! This would force units t o cross into
a port with no supply capacity? eliminated after the combat. However, the at- Switzerla4 which is not allowed.
A. No. tacker is still subject t o losses sustained in the Q. What happens to an air unit which is forced to
attack. retreat or counterattack when it is attacked by Q. Can units move from a rlver square t o a
enemy ground forces? swamp square or vice versa (such as W24 t o X24)
without losing one movement factor?
A. I t is eliminated. A. No.
D-DAY:
BISMARCK: Q. Suppose that the air unit is away on a mission
Q. May Allied reinforcements land on a coastal when the ground support element is attacked and
Q. In night battle are the carriers allowed t o square which is in a German unit's ZOC? forced t o retreat? Does the air unit end it's mission
launch attacks? LUFTWAFFE:
A. Yes, but it may go no further. It must stop and and retreat immediately, or is it eliminated
A. No; the 5 and 6 results on the chance table attack. instead? Q. Are shuttle ra~ders still considered to be
are ignored during night turns. "shuttle" aircraft while using Russia as their
A. I t may perform its current mission but is then
home base?
eliminated.
A. No - as lone as the olanes start from and
return to the same Russian " R line they are not
considered shuttle raiders; and thus the ab~lityt o
JULY-AUG 1972 shuttle cannot be lost if they are eliminated.
25e MIDWAY:
Q. If a single TI attacks a ship with n o screening
Q. In the Basic Game can close escort fighters take
Each coupon is worth 25 cents. H o w off from Italy and pick up Baltic Sea sneak raiders
AA fire whlch is defended only by I surplus and provide close escort?
ever, n o less than 4 coupons can be used in any
fighter, are the odds 1-1, or 1-2?
one purchase. Orders m k d accompanied by A. No - Fighters providing close escort must start
A. 1-2.
three coupons o r less will be returned unfilled. behind the R Line on top of the bombers they
Coupon Any number above 4 m y be used in any single
purchase. No photostats please. . .
protect.
Q. There appear to be two different versions of
ANZIO: the rule booklet. Which one is to be used in case of
disputes?
2 5e G o o o T o w A R o THE PURCHASE O F ALL PRODUCTS 25e Q. Must an invasion be made on the first turn?
A. Yes, an invasion must be made at Salerno on A. The rules of play manual with the white arrow
\i Sept. 1 1, 1943, unless you are playing the Game below the introduction is the 2nd edition and
111 Optional Invasion Rule in which case an should be used in case disputes arise between the
invasion still must be made somewhere. two. The one with blue arrow is an older version
Q. When using the Coastal Commands Rule, which has been discarded.
E
where d o the units leave from and enter? Q. If an American fighter is flying back t o the
Opponents A. Ligurian forces at A13; Adriatic at Y6.
Q. Assuming that the Allied player attacks the
recovery line for lack of fuel, may it fire back if
attacked by German air units?
Rome beachhead and occupies the city of Rome A. No.
Wanted STATE
on that very same turn, does the German player
retain his increased air superiority attack ratio for
the remainder of that turn, or does he lose it
Q. If attacked by two different groups of fighters
in the same turn may bombers fire back each time
I or only once (for example - first a group of
right away?
We're experiencing growing pains. More subscribers means more Want Ads. We just don't have the space I MelOQ's and then Ju88's attack - both from the
A. The German maintains the advantage for the
for every subscriber to wax rhetorical as in the p a s t To make i t easier, and more meaningful for all 1 remainder of that turn, losing its advantages o n
same square but utilizing separate die rolls).
A. Bombers may return fire only once; the
concerned, we introduce the Mini-ad. All you d o is strike o u t the words provided below that d o n o t I the very next turn.
apply. 1 German player decides which of the two types will
I Q. Does an isolated unit lose its ability t o attack
absorb the resulting losses. Any extra losses being
I as is the case in Afrika Korps, or can it still
1) Print your city and state in Box A above. carried over t o the other group of attacking
function normally until it is either restored t o
2 ) Cross o u t words and phrases below not applicable. I fighters.
supplies or eliminated?
3) Insert copy where required o n lines provided. I
A. It functions normally until eliminated.
4) Print your name and address where indicated. I
We cannot list specific items for sale or trade. Interested I Q. If a unit begins a turn adjacent t o a high JUTLAND:
parties must write you direct for complete details. I appenine side, can the unit cross the high Q. Could you explain further the relationship
I appenine side and continue normal movement? between the Zeppelin visibility and the reduced
A. Yes, if it exits that hex through a hex side visibility d ~ roll?
e
which is non-high appenine. A. Instead of rolling for Zeppelin visibility, simply
I Q. Must a beach square contain a port in order use the reduced visibility roll. Visibility of 30,000
I am: novice, average, expert player of: high school, college, I to allow Allied units t o withdraw out t o sea after yards would be required for the Zeppelin to search
I attacking enemy units? the two squares he passed through. Over 40.000
A. No - see: "Allied Amphibious Transfer," yards would be necessary in order to call out
adult age desiring: FTF and/or PBM opponents for option b. adjacent search areas as well.
I
ILISTGAMESI
. Also seek
I When submittirzg questrorrs to 11s for atzswers,
I please note the following:
members for (LIST CLUB1 I I.! Include a stamped, selfaddressed envelope.
I The letters that include one are answered first
Those that do not are answered last: as a resgrlt.
. Will trade or sell games. Please reply to: I
I
these letters get back to you a t least a week later.
2.) If your question refers h, a specific sitrra-
I tion, please inclrrde a diagram of the sitrrotiorr. I t
takes a good deal of rime to answer the letter
I
otherwise. whrclr will delay your reply.
I
3 1 We wislr we could answer teclinical qrres-
I tions arid d o research f o r .voir, brrt the large
NAME (in all caps) I amorrnf of mail we receive prohibits this. We >vill
I
be glad to answer qrrestiorrs orr die p l a ~ .of tlre
I
game. but we can,lot, unfortrr~ratel,v,ar#s,ver tltose
on tecknical or lrisrorical poirlrs >lor cart we
STREET PHONE I
I research data for those of yorr desigrrhlg ,your
I €K &- own games.
...FLEET--
I 4.1 Keep orders and other nrarl separate from
WAS "*S@q" FROM THE OLEAN ?! questions. Separatirrg the items of your letters
CITY STATE ZIP I
I
into different departmnirs takes rime arid de1a.v~
your reply.
All Ads must be on a special printed form; those received that are n o t will not b e accepted.
PAGE 15 THE GENERAL
The convention date cited last issue for the CONTEST NO. 49, besides being an introduc-
SICL's L A convention has been changed t o tion t o AH'S newest release, FRANCE 40, was a
August 5th and 6th. The Capitol Con previously study i n the efficient use of available materials..
scheduled for that date has been cancelled. Those The German player had pushed a long, narrow
interested should address their questions t o salient into the French line that had t o be
Russell Powell at his 5820 John Ave., Long Many meresting developments are arising from
contained and eliminated. However, the French
the Lowry premises in Evansville, Indiana. Sub-
Beach, Calif. address. player also had t o align his units in such a
scribers t o PANZERFAUST magazine were
fashion as t o minimize the German reaction
Also scheduled for the same weekend is a pleasantly surprised by that journal's most recent
attack with the same units that participated in
smaller gathering at the St. Cloud Civic Center. issue as a marked physical improvement accom-
the assault. Below you will find the Battle Chart,
A n Avalon Hill wargame tournament will be the panied Lowry's takeover of the magazine. Also in
along with the contest diagram showing first
feature attraction both days. Other info is avail- conjunction with PANZERFAUST, Lowry has
phase troop movement, which best fulfills both
able upon request from Thomas Kaeter, 129 6th published a booklet entitled "An Introduction t o
of the objectives i n the opinion of our judges.
Ave., Waite Park, Minn. 56387. Wargaming." The title speaks for itself as t o the
Note especially that the attack on the GD unit
contents of this 20 pp. offset booklet. A well
at (6-1) completes isolation of the other German
Fans of the old television series STAR TREK done and helpful aide t o the newly initiated
units which allows the ssV t o be engaged by the
will be happy t o learn that a STAR TREK members of the wargaming population. Last, but
WARM division at (3-1) instead of (1-1). Elimina-
BATTLE MANUAL now exists. The brainchild of by no means least, is the third in Lowry's series
tion of the ssV is assured i f the ssLAH unit is
Sgt. Lou Zocchi, this 30 pp. booklet provides the of Wargamer's Guidebooks. This time the topic is
also attacked before the ssV unit IS attacked. The
experienced wargamer with everything he needs our BATTLE OF THE BULGE game. Edited by
French should have no difficulty destroying all of
t o be able t o reenact engagements of the Starship Don Greenwood, this 50 pp. offset booklet
the German units attacked. Placement of the
ENTERPRISE with Klingon and Romulon adver- should be a boon t o anyone trying t o enhance his
units as indicated on the diagram and proper
saries. Amply illustrated, the manual can be powers of persuasion over a BULGE board. placement of screening motorized units should
obtained directly from the Sarge at his 388 Available for $2.00 from Panzerfaust Publi-
leave the German with only a (1-1) and a (1-2)
Montana, Victorville, Calif. 92392 abode for cations, P.O. Box 1123, Evansville, Ind. 47713.
attack possibilities on his next turn.
$3.00.
SPECIAL OFFER t o subscribers: every once In Other periodicals which draw occasional raves BATTLE CHART
a while we like t o cut our readers in on a good from our design staff include Donald Feather- ORDER OF
deal - more or less as a reward for their loyalty stone's WARGAMER's NEWSLETTER. Now i n
through the years. Thus, we offer the following its 125th issue, this English publication outdates
items t o subscribers only ,st a 50% discount. Each even the GENERAL in point of service. Although
item originally sold for $1 and under the terms dealing solely in military history and wargaming
of this special offer is now available for only 50 with miniatures, the NEWSLETTER is still
cents. The items are: worthy of note and those interested may find out
more by investing an overseas stamp and ad-
KRlEGSPlEL PBM PAD dressing it t o 69 Hill Lane, Southampton,
Blank unit counter sheets Hampshire, England, SO1 5AD.
Volume 4, No. 1 of the GENERAL
Volume 7, No. 2 of the GENERAL The newest and far from the least impressive
wargame magazine on the market is the San
Be sure t o add the 50 cents postage and Diego-centered CON F LlCT magazine. Their first
handling charge. Direct all orders t o Avalon Hill, issue included a "tear-out" game and die-cut
451 7 Harford Rd., Baltimore, Md. 21 21 1 - Attn: counters dealing with the 1940 campaign in
Parts Dept. France and entitled 'Guerre a Outrance.' Highly
professional, this magazine displayed an immense
Our Question and Answer Department has amount of worthwhile material in it's very first
announced that it will no longer reply t o indi- issue. Copies are obtainable for $2.00 from:
viduals who neglect t o include a stamped, self- Simulations Design Corporation, Box 19096, San
addressed envelope with their inquiries. Your Diego, Calif. 921 19.
chances o f getting a reply are also infinitely
better if you include a diagram t o cover your The following games have been discontinued
situation, rather than listing grid co-ordinates. and are no longer available from Avalon Hill;
Readers are reminded that our answering service U-BOAT, BASEBALL STRATEGY, FOOTBALL
does not go into the why's of a game's rules and STRATEGY, BISMARCK, CHOICE, JOURNEYS
thus questions on game designs cannot be an- OF ST. PAUL, YEAR OF THE LORD, TACTICS
swered. II, ANZIO, and GUADALCANAL. Game col-
lectors will undoubtedly be searching for these
titles i n years t o come so we suggest that you
In an effort t o avoid duplication of effort and
order the two latter titles while we still have
infringement of copyrights we ask that all those
them in stock. Once our limited supply is
readers submitting articles t o the GENERAL not
exhausted there will be no more.
forward copies of their manuscripts t o other
magazines. When we receive an article it should
be understood that the article is intended for our Leading tne literary vote getters for the second
exclusive use. straight issue was George Phillies for his "Stalin-
grad - the Middle Game." Maintaining his perfect Fifteen readers h i t Contest No. 49 on the nose
record (George's articles have never missed a first with perfect responses, forcing a drawing for the
Avalon Hill's warehouse personnel recently place finish in the GENERAL) was not easy this 10 winners. Those surviving the luck o f the draw
accomplished a Herculean feat by moving the time as David Kimberly posted a strong challenge were: Jack Morell, Rochester, N.Y.; Jeff Franklin,
company stock down the street t o our new with his "Time t o Invade Holland" article t o take Duluth, Minn.; Mike Pecken, Wilmette, Ill.; Wm.
spacious facilities at 1501 Guilford Ave. in second place. Other top vote getters were William Groover, Cyprus, Cal.; Dave Barney, Long Beach,
downtown Baltimore. The uproar caused by the B. Searight for "Tobruch"; SSgt. Lou Zocchi for Cal.; John Bailey, College Park, Md.; Mathew
move naturally put a crimp in our shipping "Debate on LUFTWAFFE"; and Ian L. Strauss Mikulich, Concord, Calif.; Joe Meyer, Monterry,
department and as a result we have had t o for his "PANZERBLITZ DOUBLE ATTACK." Calif.; David Minke, Minneapolis, Minn.; and
backorder many items. Free games went t o all of the above gents. Lonny Alger, Griffith, Ind.