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THE GENERAL PAGE 2

the ~ ~ A L Q O N212@ENEB&L Avalon HiCC Philosophy Part 31


.. .a losing venture pualished bi-monthly
prbtty close to the middle of January,
March, May, July, September, and Novem-
ber. The General is published by The Avalon
Hill Company almost solely for the cultural NEW PLANS TArKlNG SHAPE-
edification of the serious game aficionado. I t
helps sell our merchandise, too. With the introduction of a new staff (see Vol. How do we convince the consumer t o start out
Articles from subscribers are considered 9, No. 4) many changes have been wrought in with a TACTICS I1 purchase which t o him may
for publication at the djscretion of our our publishing policy and several more are forth- lack the charisma of a FRANCE, 1940? Of
editorial staff. Articles shoufdbe typewritten, coming. You received a taste of this last issue course, we can advise him to buy it o n the box
double-spaced, and embrace the tenets of when we gave you a behind-the-scenes rundown cover if he's new to the hobby (we do incident-
good English usage. There is no limit to on the production of RICHTHOFEN'S WAR. As ally), but that's not really enough. So we had to
word-length, but articles should not exceed this sort of thing appears to be quite popular we search for another answer.
3,000 words. Accompanying examples and will be making more of an effort to keep readers
diagrams should be neatly done in black or privy t o our publishing plans in the future. Part of that answer can be summed up with
red ink. Photographs should have caption and one word: advertising. Prior t o this; the market
credit line written on back. No articles will be for such a select item as wargames had been so
returned without a stamped, self-addressed Carrying through on the above boast we have small and our financial situation such that heavy
envelope. several bombs to lay on you at this time which expenditures for product promotion just weren't
Back issues cost $1.00 each: out-of-stock we feel confident will more than meet with your made. This no longer holds true - due in part
issues are: Vol. I, No's 1-4,6; Vol. 2, No's approval. For starters, let's begin where the cover to the gradual growth of our popularity and,
7,5,6; Vol. 3, No. I ; Vol. 4, No's 4,5; Vol. story left off. Admittedly, we don't expect too just as importantly, due t o internal changes in the
6,No's 5,6; Vol. 8, No. 4; Vol. 9, No. 7. many of our hard corps PANZERBLITZ enthu- make-up of Avalon Hill itself. Up until recently,
To facilitate correspondence, we suggest siasts to do cartwheels over the re-release of Avalon Hill subcontracted some of the game
that all envelopes to Avalon Hill be marked TACTICS 11. However, we believe it will in- production process t o outside sources. Now,
in the lower left-hand corner as follows: directly have a beneficial effect on everyone. Too however, the entire nuts t o bolts operation is
Purchases of The General: Subscription many potential wargamers make the error of conducted under one collective roof. The result-
Dept. - Gertrude Zombro. buying a PANZERBLITZ or 1914 as their first ing economies of scale are producing the neces-
Purchases of games, play-by-mail kits, and game. Without any initial exposure to the basic
sary cash flow to pump into advertising and
game parts: Order Dept. - Christy Shaw. mechanics of wargames, too high a percentage of
services for the hard core itself. Don't be sur-
Questions concerning play: Research & these people are totally lost and left with a bitter
prised then when you see us mentioned fre-
Design Dept. - Randy Reed. taste towards wargames. The idea then, is to save
quently this year in national magazines. We're not
Articles for publication: Editor-inchief. as many of these people as possible by channeling
saying we'll be a household word but you'll
Requests for Brochures: Advertising Dept. them through a gradual sophistication process by
definitely see an improvement in the impression
Letters to the Editor: Editor-inchief. insuring that they break in with the "Intro-
wargames will make on the adult game market.
ductory Classic" games. The net result is more Advertising is the key - and special offers for
wargamers; which means more opponents for our introductory TACTICS I1 game will play a
you, more subscribers for us, and more money to big role in our promotions.
You've g t to let us know at least four
weeks in advance. Besure to let urknowthe pump back into the industry - assuring you, the
rip code of both your old and newaddress. consumer, more for his money in the way of Although advertising is the key, our real ace in
goods and services. the hole is the pricing structure. Those of you
Typesetting: Colonial Composition who have been around for awhile will recall that
Printing: Monarch Office Services, Inc. TACTICS I1 was a $7.00 game when we discon-
There is more involved here than just the
Copyright 1973. The Avalon Hill Company tinued it three years ago. How, then, can we now
Baltimore. Maryland. Printed in USA publication of a relatively simple game, however.
offer it for only $5.00 in this day of spiraling
costs? If one resorts t o reason for the answer we
PANZERBLITZ and LUFTWAFFE as the con-

COVER STORY sumer increases his skill and moves on t o the


more complex games.
Redesigned by our staff t o remove the original
can't. There is no conceivable way we can make a
fortune on the physical sales of TACTICS 11.
However, the whole point in releasing TACTICS is
t o get it into the hands of the novice, and thus
It has been said that history repeats itself, and flaws and make the game even more of an
broaden our base. The only surefire method of
that world events are destined t o revolve in a educational vehicle for beginning players than it
seeing that the newcomer doesn't cut his teeth on
never ending cycle of time. Although that theory was before, TACTICS I I will retail for a mere
the like of a 1914 is to undersell ourselves. This
has never been proven, backers of the doctrine $5.00. Do not place direct mail orders with us!
we are willing t o do with one title in order t o
may take solace in our recent publishing efforts. TACTICS I I will be coming t o your favorite toy
increase the percentage of "newbies" who make
First BASEBALL and FOOTBALL STRATEGY or department store, hobby shop, or stationary
it through their first game and become "hooked"
were resurrected from the cancelled list, re- outlet soon. In the meantime, consider this an
on the hobby. Besides the usual game fare, an
designed, and repackaged in the handsome book- advanced preview of coming attractions.
initiation sheet and similiar materials t o convince
case format. And now TACTICS I I returns in the TACTICS I I pits two mythical countries
the newcomer that he has become part of a
same flat-box packaging. What manner of master against each other in a battle for their continent.
hobby and not just a game owner will be
marketing stratagem is this, you might well ask? The game utilizes all the standards of modern
included in every TACTICS I1 set. The result, we
TACTICS I I was the game that started it all. warfare as players try t o annihilate their oppo-
hope, will be a considerably enlarged wargaming
The whole wargaming craze can be traced back t o nent or capture his cities. Armor, infantry,
fraternity.
the introduction of this game and it's predecessor paratroops, amphibious and mountain units com-
TACTICS in 1959. The art has taken great strides pose the forces of the two belligerents, and are
since then, but unfortunately, the market hasn't. handled in ultra-simplistic fashion with the new But news of a more immediate concern to you
The new simulation game player still has t o be streamlined rules. For the more advanced player, readers involves the GENERAL. Several issues ago
brought along slowly in the intricacies of the other variables in the form of nuclear, supply, we made a big point of how we were going to
hobby. And TACTICS I I remains one of the best prisoner, and weather rules can be added as improve the GENERAL and mold it t o your
vehicles going for providing that educational optionals. Although Red has the higher replace- specifications. You wanted a more open editorial
process. Thus, by keeping TACTICS I I on the ment rate, Blue counters with superior defensive policy and increased graphics. We believe we've
shelves t o initiate new members t o the wargaming terrain; thus making TACTICS I I one of the more been answering that request in recent issues and
fraternity, we insure the continued sales of evenly balanced wargames. plan to comply even more in the months ahead.
PAGE 3 THE GENERAL
More important, however, is our decision to yield
t o your demand for a larger magazine. Not
content with just losing money at 16 pages, we've
decided to blow the whole wad with a 24 page
extravaganza. Everything will be increased but the
Tiger by the Tail Tactics
by Marc Sheinberg
price, which will remain the same paltry $5.00
we've charged since the first issue in 1964. We Origins has been out for some time now but I B. The German can ignore your units and seize
doubt whether you'll be able t o find many other have yet to see a major discussion of tactics or Austria and either the Baltic area or, with
magazines of any type which have doubled their strategy. In an effort to remedy this situation I Russian help, Poland. This option is appealing t o
size while maintaining the same price for 10 offer the following: a German player because it gives him points
years. The Tiger strategy simply says that if you have immediately. After the initial turn the German is
"So it's bigger - will it be better?", you ask. a tiger by the tail it is dangerous to hang on and stopped cold. You need now throw only four
We think so. We've been preparing for this dangerous t o let go. You, as the British player factors into Germany t o preclude his getting
expansion for over a year, and have been busily can simulate this by throwing five factors into two-to-one odds (16/(5+4) = 1:I). Your extra
contacting the "name" players in the hobby. Germany and three into Poland on the first units can be used to harass the Russians or to
Many have agreed t o long range participation in move. Contingent with this is the placement of protect against a lucky German one-to-one attack.
the research and writing of features for the two USA and one French factor in Czechoslo- It is also pleasant to note that a British buildup
GENERAL. Well researched presentations of the vakia and three French factors into the Rhine- in Germany will force the German t o send his
winning strategy and tactics of Avalon Hill game land. In the case of the USA this won't be units out of his own country, at least for a few
playing and accompanying historical data are difficult since it requires British or French sup- turns, and against the French and Russians. The
being sought after and received. We already have port t o adequately defend an area. France may German will gain a few quick points but as the
several outstanding pieces on hand and more on prove difficult, but a combination of your refusal game goes o n he will be stymied and you can
the way. In addition, our staff will play a bigger to cooperate otherwise and a threat to Alsace will pick up understandings at leisure.
role than ever before in writing for the GEN- usually bring him around t o a proper placement. One need not worry about an American vic-
ERAL. We feel that if we play games for a living tory since either Austria, Poland or the Baltic will
The German player will be left with two fall. Besides, the German will be able to get
we should be qualified t o pass on some literary
options: understandings everywhere. France poses no prob-
gems to you ever so often. The commentaries on
games played between experts mentioned pre- lem since someone will mess him up in Alsace-
viously in our publishing horoscope will be A. The German can attack you at two-to-one Lorrain and with few political factors even at the
making their debut shortly, also. We call this odds on turn one. In this case he won't be able end of the game his understandings are highly
feature our "Series Replay" as it involves actually to seize any areas, that turn. Worse still for the vulnerable.
presenting a game t o you for study, move by German is the fact that he will probably get an
move until a decision point is reached. These will exchange or worse (p = 516) and thus be left with The Russians thus emerge as the strongest
be fully illustrated with the aid of our new a maximum of twenty three (7 + 16) factors for contenders. An independent Poland or Baltic area
photographic equipment. We are especially high turn two. You can easily counter this by sending will probably cause them t o fall short. In any
on this project as we feel it will do much to all ten British factors t o Germany forcing him t o case, the German player, humiliated once on his
restore the emphasis on quality of play - rather use twenty factors t o obtain two-to-one odds and own territory, will hardly let another player
than quantity, which seems t o be the trend these thus having only three factors for other areas. establish a six-point understanding over him.
days. We have 3 of these "replays" ready now In summary I feel that my strategy generally
with more on the way. Thus by the end of turn two the German, works, although it can give rise t o some harrow-
although smashing fifteen of your units, will have ing moments. Most important is the satisfaction
Also putting in its first appearance as a regular accomplished nothing. Mounting Russian, USA that you gain when you tell a would-be world
feature will be a design column devoted entirely and French strength augurs poorly for his future conqueror that he can't seize anything.
t o philosophizing on game design, the inherent expansion. You, as the British, although losing Of course a minor theoretical drawback is that
problems therein, and the relative merits of one factors have hopefully won the game, gaining it is possible t o so infuriate the German tiger that
game system over another. We're not sure yet understandings with the countries that you have he will at last turn on you and try to smash your
whether it will be worthwhile but we're willing t o saved. The one small hitch is the fact that if you understandings by one-to-one attacks. Such a
shoot the breeze a few times in order t o find out. have inept French and American allies you may strategy by the German has some chance of
The design column will not be housewritten but be forced to throw increasing numbers of units causing you t o come in second, but it would
will rotate from one authority to the next on a into Germany. If Germany does break loose, he guarantee a last-place German finish. Most war-
revolving basis. We are not so self-centered as t o and Russia will quickly devour the smaller coun- garners, as we all know, are too mature t o let
believe we know all there is about design and are tries, hence the name of the strategy. strategy be dictated by childish emotions.
inclined t o cast a willing ear in any direction.
Lastly, we will be going t o a two-color process
which will go a long ways toward improving the
graphics.
We will still depend in large part on article
contributions by the readership for a well-
rounded magazine. Although your article may
well be rejected, those accepted will be reim-
bursed with free games of their choice.
I t should appear obvious t o all but the most
obtuse observer that this type of endeavor neces-
sitates a considerable amount of funding. We can
continue this type of ambitious program only if
our circulation increases twofold in the coming
year. Should we meet with success, further
improvements may be in the offing. For this
reason, in an attempt t o increase circulation
quickly we will once again offer the 2 for 1
subscription arrangement described elsewhere in
this issue. Get behind us and support the maga-
zine and we'll give you a far better product in
return.
All of this is to take place in our tenth
anniversary issue which is due . . . next month.
THE GENERAL PAGE 4

by Dean E. Miller

Were one t o try to trace down the reason for


the early demise o f JUTLAND in the Avalon Hill
line, it is likely that the answer most commonly
received would be the game's complexity. '%st .-.,.
too tough for the mass market" is the refrain
we've heard over and over again. Yet, because o f
our faith in the above average ability o f the
GENERAL's readership and Our lhat JUT- harbor while German ships cruise the North Sea bring the opposing fleet to action under favorable
LAND popular Our hard and bombard the English coast unmolested re- conditions, or if not possible, cany out a series
we've laken Dean Mi'1er up O n his flects the state of affairs in 1916! A British of raids on the English coast and sorties against
Offer Of one-upsmanship and are presenting his
Admiral who followed this strategy would soon shipping along the Norwegian coast which will
souped-up Version O f JUTLAND as Our feature be retired, as would a government which tol- greatly embarrass the British, and may lead to a
for March. If thought JUTLAND was
erated such a course. Accordingly, a third means fall of the government and removal of the
much before, look Out because Dean Miller of winning is provided Black so that Blue will commander of their fleet. Thus, Black wins also
has gone the critics one better.
feel as motivated to intercept Black as Jellicoe if he can carry out 6 such raids or sorties without
was. being brought to decisive action.
NORTH SEA - 1916 The use of submarines is also revised in my Blue is in the position of Admiral Jellicoe. He
All war games which the designers hope to sell variation, more accurately to reflect their actual is by nature cautious, being well aware that he
to more than a small proportion of the public are employment in 1916. For example, while it is can "lose the war in an afternoon." But he is
bound to displease the purist. Playability requires true that British submarines did not take part in under increasing pressure from the Admiralty to
the sacrifice of realism. Avalon Hill's games, with the actual battle (neither did the German subs), destroy the High Seas Fleet. This pressure will
their options, achieve the optimum balance be- there were a number of them in operation in mount enormously if Black is able to carry out
tween playability and the demands of the buffs - conjunction with the British efforts to intercept successful sorties into British or Norwegian
but they usually still require additional modifica- the High Seas Fleet. coastal waters. Thus, he loses if he cannot stop
tion in order to approach satisfaction for the Also on this line, the Submarine Action Table them.
latter group. Jutland is no exception. What is unrealistic. They did not attack in packs, as the Black must plan his sorties carefully, using his
follows is my creation of a modified game which table would encourage, but operated individually. subs and zeppelins to the maximum. Good
more nearly places the players in the shoes of In addition, they had varied possibilities of visibility is most desirable. Scheer was not aware
Jellicoe and Scheer in the year 1916. success against the different possible combina- that the British had cracked the German code,
The prime modification is in the search pro- tions of ships which they might meet. The table and would have their fleet at sea before he sailed,
cedure, which was central to the struggle in the has thus been redrawn to reflect these facts and or that their directional wireless interception
North Sea in 19 16. Scheer's staff worked long the chances of success which actual experience in stations would reveal his location to Jellicoe if he
hours on their plans for sorties which would 1916 would support. broke wireless silence at sea (which occurs in the
bring out the British in a manner permitting an Other changes are designed to cure deficiencies game whenever Black decides to make course
action on a basis favorable to the Germans. in the AH rules - notably the Gunnery and changes for any of his units), and Black must
Canying out those plans under the prevailing Torpedo Action Tables and Reduced Visibility labor under these handicaps. Thus, if Black is
conditions - the continually changing visibility Rule. The system of halving hits in long range planning a sortie toward Norway or Northern
and the delayed and sometimes misleading reports and British night situations does not lead to England, he must first advise Blue to proceed to
of enemy positions was really the greater of realistic or equitable results. Neither do the sea east of the Long Forties (corresponding to
Scheer's problems - the battle was almost an Flotation Hit and Critical Hit Tables. Reduced the advice Jellicoe would receive from the Ad-
anticlimax. Jellicoe7s position was similar. The Visibility in the AH game is needlessly simple. miralty. Similarly, if he is planning to move
AH game lacks this element except in a very Finally, some changes simply are designed to against the English southern coast or the Dogger
rudimentary fashion, in the sweeps. My variation conform to the foregoing. Here are the Rules, Bank area, he must inform Blue to proceed
mitigates as much as possible the probability that listed in order as in the Battle Manual, with my south or west of the Long Forties. Both players
Blue will be able to deduce the location of modifications here appropriate. Rules not cited then plan the courses of their task forces and
Black's ships from the squares which the latter may be presumed to be the same as in the actual submarines on their Search Sheets, noting the
calls out, by imposing strict limitations on per-
'
AH time in 2 hour increments. Black also plans the
missable changes on a course which has been routes of his zeppelins, also noting the time in 2
previously plotted by Blue, and thus overcomes HOW TO WIN hour increments. Black's surface forces may not
the principle obstacle to realism in a search ~ d tod GERMANS win: leave port before 1:00 a.m. of the day chosen,
situation. although movements of zeppelins and subs may
The second major modification of the AH 3' if the are make 'Orties be made at earlier hours if necessary for them to
game is the Calendar Year rule. This provides a into the shaded squares off the British Or Nor- be at their assigned posts at daylight, or other
situation which is much more realistic, in that wegian coasts with units of their capita1 ships desired time. Blue's forces may leave their ports
successive sorties reflect the passage of time, the without being brought action which in at noon of the day preceding Black's departure,
ships being added, those being refitted or re- One the British or later. Both should plot their initial courses to
paired, the differences in the hours of daylight, objective and back totheir bases. NOTE: It may
etc. SEARCH PROCEDURE be easier to plot the subs and zeppelins on
The third major modification, which is allied Black is in the position of Admiral Scheer separate charts, for better readability.
to the second, is of the How To Win conditions. when he assumed command of the High Seas Black must adhere to his plotted courses until
No set of rules which permits the British to sit in Fleet, in January of 1916. He must attempt to the occurrence of one of the following:
PAGE 5 THE GENERAL
1. A contact between his subs and Blue's adjacent squares when weather permits); or (3) a EXHIBIT B
surface units. If his sub was not sunk, he may contact has been made between surface units in
then change his plotted courses at the beginning the same square, or in adjacent squares when TORPEDO DAMAGE TABLE
of the third hour following the contact; weather permits, the appropriate procedure is
2. A contact between his surface units or then followed. Thus, if subs are in the same
zeppelins and Blue's surface units, in which case square as surface units, players resort to the
he may change his plotted courses at the begin- Submarine Action Procedure. (No provision has
ning of the hour following the contact. been made for contact between subs; if subs of
Blue must adhere to his plotted courses until opposing players occupy the same square, it is
the occurrence of one of the following: assumed that they were unable to sight each
1. A contact between his subs and Black's other.) If the surface units of both players have
surface units. If his sub was not sunk, he may entered the same square, they resort to Battle REDUCED VISIBILITY
then change his plotted courses at the beginning Procedure. In the other instances, the entitled
of the third hour following the contact; During daytime the weather conditions in the
players decide whether they wish to make course
2. Receipt of advice of the location of Black'b North Sea were such that visibility changed in a
changes. Then the hour is marked off, and Search
flagship, in which case he can change his plotted matter of minutes. Thus, Black must roll the die
Procedure begun for the next hour.
courses at the beginning of the next hour; and consult the table to determine the visibility
3. A contact between his surface units and for the first 4 hours of daylight. For example, a
DAMAGE TO CAPITAL SHIPS
Black's surface units o r subs, in which case he die roll of 4 means that visibilitv is onlv. 18.000
,

can change his plotted courses at the beginning of Add a new second paragraph: yards. See Exhibit C. At the beginning of the
the next hour; A ship which has had its movement factor fifth hour of daylight, Black rolls the die again -
4. Black's surface units enter one of the reduced or lost may be towed by another capital a die roll of 2 increases the visibility to the next
shaded squares adjacent t o the English or Nor- ship of equal or larger size. If Battle Procedure is level on the chart, while a die roll of 4 or 5
wegian coast, in which case he may change his in process, the ship providing the tow must decreases it t o the next level. A die roll of 1
plotted courses at the beginning of the next hour. remain next to the ship being towed without increases visibility by 2 levels, a roll of 3 keeps it
If, pursuant t o one of the above occurrences, movement for one movement and fire turn. The at its present level, and a roll of 6 decreases the
Black or Blue decide to depart from their plotted two ships may then proceed. Towing can be no visibility by 2 levels. See Exhibit C. Thus, if the
courses, they must erase the courses being faster than half the movement factor of the ship visibility for the prior hour was 18,000 yards,
changed, and draw new ones for the remainder of providing the tow. and the die roll was 2, the visibility would
the time until their return t o port. Whenever Note also that the Weapons Systems Damage increase t o 24,000 yards; if it was 4 or 5, it
Black so elects t o change courses, he must at the option should be used. The Gunnery Table has would decrease t o 12,000 yards; if the die roll
beginning of the second hour following the been revised as well, providing a better system for was 6, the visibility becomes 6,000 yards, etc.,
change give the location of his flagship at the deciding long range action and British night If the Battle Procedure is being followed for
time the election was made. Course changes may action. See Exhibit A. that hour, then Black must also roll the die at
only be made to reflect the occurrence which the beginning of the second maneuver and fire
permitted the change, and not other moves o f the turn, and each succeeding one thereafter during
TORPEDO ATTACK
opponent o f which the player has become aware. that hour. This time, however, the die roll affects
Players cannot depart from new courses so Table changed to eliminate Flotation Hits the visibility in terms of half the difference to
chosen until the recurrence of one of the enumer- option. See Exhibit B. the next level on the chart. Thus, if the initial
ated conditions above.
After both players have plotted their initial EXHIBIT A GUNNERY DAMAGE TABLE
courses, Black calculates the first hour that a REGULARRANGE
r I
contact is possible, assuming the Blue forces were
to depart at noon of the day prior to Black's
departure and proceed at fastest speed t o Black's
nearest units (usually this would be a submarine).
At the beginning of the first such hour that a
contact is theoretically possible, and of every
hour thereafter, Black rolls the die to determine
visibility, (unless it is one of the first 4 daylight
hours). He then asks: "Do you have ships in
s q u a r e s ? " (Calling out: (1) all the squares
outside the German mine fields in which he has
ships, either subs or surface units; (2) if visibility
is 30,000 yards or better, all squares in which he
has zeppelins during daylight hours; and (3) if
visibility is 40,000 yards o r better, all squares
adjacent to those in which he has surface ships,
or zeppelins, during daylight hours.) He does not GUNNERY DAMAGE TABLE
disclose at this point the nature of the units he
has in or adjacent to the squares called out,
unless he has surface units in one of the shaded
squares adjacent to the English or Norwegian
coasts, in which case he must inform Blue of the
types of ships and their direction of movement.
Blue's answer must be one or more of the
following: (1) No; (2) I have subs in squares-;
(3) I have surface units in squares-, moving
-. He does not disclose at this time the nature
of the surface units which he has in the squares
involved. If this exchange reveals that: (1) a
contact has been made between subs of one
player and surface units of the other; or (2) a
contact has been made between Black's zeppelins
and Blue's surface units (either in the same or in
THE GENERAL PAGE 6
visibility for the hour was 18,000 yards and the STEP 2: His opponent then indicates which of After May 15: 5th Battle Squadron at Rosyth;
die roll was 2, the visibility would increase to the types present he elects to attack. 3rd Battle Cruiser Squadron at Scapa Flow.
21,000 yards; if the die roll was 4 or 5, it would STEP 3: The player having the sub in the Should an action take place prior t o these
decrease to 15,000 yards; if the die roll was 1, square then rolls the die and consults the Sub- dates which, while not decisive of the game, does
visibility would increase to 24,000 yards, etc. marine Action Table to determine the result. involve heavy losses t o the forces of one of the
Maximum firing range cannot be greater than STEP 4: If one or more hits are scored, the bases, redistributions may be made immediately.
the current visibility range. Increase or decrease players place the counters of the ships being In addition, ships can be reassigned from one
in firing ranges does not change the ranges where attacked into a hat, and the attacking player squadron t o another to replace such losses.
hits are doubled, tripled or determined by refer- draws one. This is the ship receiving the hits. However, no more than 8 BB's or BC's may be
ence to the Long Range Table. Where visibility is STEP 5: The players then make appropriate based at Cromarty, no more than 12 at Rosyth,
over 30,000 yards, all zeppelins and surface units notations of the delayed notice on their time and no more than 1 BB at Dover.
have a sighting capability as to adjacent squares. records (unless the sub was sunk), and Search
Procedure is resumed. CALENDAR YEAR OPTION
EXHIBIT C Each German sub may attack 6 times before
Admiral Scheer assumed command of the High
returning to port; each British sub, 4. Both may
Seas Fleet in January of 1916. Immediately
VISIBILITY TABLE be used for reconnaissance, even if their tor-
thereafter, he began t o engage in sorties designed
pedoes are exhausted.
t o bring a portion of the Grand Fleet into action.
1 If daylight and
die roll is:
I Maximum visibility becomes:
1
German subs available: U-24, U-32, U-43,
U-44, U-46, U-47, U-51, U-52, U-63, U-66, U-67,
U-70, UB-2 1, UB-22. British subs available: D-l ,
Contact between the fleets prior to Jutland was
missed only through chance on several occasions.
The battle could have been fought under differ-
Over 40,000 yards, or D-6, E-26, E-31, E-53, E-55.
ent weather conditions, with different units of
Up 2 levels (search procedure), or NOTE: If contact occurs at night, the player
the fleets, and at a time of the year when the
Up 1 level (battle procedure) having the sub must roll the die: if a 1 or 2 is
hours of daylight were much shorter.
rolled, play proceeds as outlined above, if a 3, 4,
30,000 yards, or 5, or 6 is rolled, darkness precludes any sighting Under this option, therefore, play begins on
Up 1 level (search procedure), or
Up % level (battle procedure) or action by either side. February 1, 1916. Prior to his first move, Black
EXHIBIT D rolls the die and consults the visibility table. This
24,000 yards, or will determine the visibility for the first 4 hours
Stays same (search & battle procedure) of daylight. After that, visibility is determined by
SUBMARINE ACTION TABLE
die roll at the beginning of each daylight hour.

I I 18,000 yards, or
Down 1 level (search procedure), or
Down % level (battle procedure)
Black then decides whether to sail or not under
the conditions revealed by his first die roll. If he
decides not to sail on that date, the calendar is

I 12,000 yards, or
Down 1 level (search procedure), or
Down % level (battle procedure)
advanced t o February 2, and Black rolls again. He
can continue t o exercise his option not t o sail
until he has done so 10 consecutive times. On the

1 6 1 6,000 yards, or
1 l t h day he must sail, regardless of the visibility.
Down 2 levels (search procedure), or The hours of daylight are as follows:
Down 1 level (battle procedure) February - 7:00 a.m. t o 5:00 p.m.
March - 6:00 a.m. to 6:00 p.m.
BRITISH SWEEP April - 5:00 a.m. t o 7:00 p.m.
Modified per rewritten Search Procedure. May - 4:00 a.m. t o 8:00 p.m.
June - 3:00 a.m. t o 9:00 p.m.
SUBMARINES July - 4:00 a.m. t o 8:00 p.m.
August - 5.00 a.m. t o 7:00 p.m.
Neither side employed submarines with their September - 6:00 a.m. t o 6:00 p.m.
fleet; however, both attempted to use their subs October - 7:00 a.m. to 5:00 p.m.
for ambushing capital ships. In addition, the FLOTATION HITS & CRITICAL HIT DAMAGE November - 8:00 a.m t o 4:00 p.m.
Germans used theirs for reconnaissance. The Not used - see revised Gunnery Tables. December - 9:00 a.m. t o 3:00 p.m.
German strategy was t o post their subs in areas
where it could be expected that the Grand Fleet WIND DIRECTION If a sortie fails to result in a decisive action,
would sail in responding t o movements of the Black cannot sail again for 10 days after return
High Seas Fleet. The British strategy was t o No change, except resort to long range portion
to port. Ships which have been damaged cannot
dispatch their subs, upon learning that the Ger- of Gunnery Table, rather than cutting hits in
sail again on subsequent sorties until damage has
man fleet was going to sea, to positions outside half.
been repaired. This requires 2 days for each
the German minefields in an attempt t o intercept gunnery hit and 3 days for each torpedo hit.
the Germans on their return trip. FAST SEARCH SPEED
Thus if Kaiser has received 4 gunnery hits and 2
Black may start 14 subs on any search squares Add new sentence at end of paragraph: Simi- torpedo hits it cannot sail again for 14 days.
he chooses, including the shaded squares along larly, all ships with a movement factor of 10 may Black may delay further than 10 days, therefore,
the British and Norwegian coasts. Blue need not move 2 squares in every houf divisible by 3, i.e. if he wishes t o wait until certain ships are
be informed of their location if placed in the 3, 6, 9, and 12. repaired before sailing o n subsequent sorties.
shaded squares, however. Blue may start 6 subs, 3 Once he has elected to make his first die roll,
from any of the squares except the German REDISTRIBUTION O F FORCES however, he must sail by the 1 l t h day. The
minefields, and 3 from square CC2. Subs must be process is repeated until the game is decided.
employed singly. Since they moved quite slowly Except as noted below, Blue must follow the
they may only move 2 squares every 3 hours. actual British fleet dispositions as they existed
during 1916: Because he was able t o pick his time, Scheer
Their movements are recorded exactly the same
February 1: Same as at Jutland, except: 5th was able t o sail with his fleet practically intact,
as surface ships. When contact is made between a only one BB and one B being absent for repairs,
sub and surface units of the opponent's fleet, Battle Squadron at Scapa Flow; 3rd Battle Squad-
ron at Rosyth (Dreadnought flagship of 4th at Jutland. However, Jellicoe faced the constant
play proceeds t o Submarine Torpedo Procedure: necessity of having a number of ships away
Battle Squadron - Dominion flagship of 3rd);
STEP 1: The player having surface units in the 3rd Battle Cruiser Squadron at Rosyth; 3rd refitting when he sailed, inasmuch as he had t o
square must disclose which of the 4 possible Cruiser Squadron at Rosyth. be constantly ready to sail to meet Scheer. T o
combinations of surface ships indicated on the After April 25: 3rd Battle Squadron at Dover reflect this, the ships which were temporarily
Submarine Action Table (See Exhibit D) he has (Dreadnought flagship); 3rd Cruiser Squadron at away from the fleets should be added t o the Hit
in the square. Dover. Record Sheet, and markers made up for them.
PAGE 7
This should also be done for the ships which I
were added to the fleets later in the year. For the
British, this would be the Queen Elizabeth, the
Emperor of India, The Australia, and the Royal
Soverign. For the Germans, this would be the
Assault: A StrategicDecisiom
Konig Albert, the Preussen, and the Bayern. At There have been a number of interesting plans unrealistic is an invasion via Switzerland. Dis-
the beginning of each month, BB's and BC lately in the General for a German blitz against counting the little matter of Swiss resistance,
and should be withdrawn from the British the French-Anglo-Allied armies in 1914. Plans there's not much French real estate handy t o
fleet, and BB or BC and from the German .vary slightly, but each of the three basic types justify what should be at least a neutrality
fleet, If because of battle damage, Blue has less are supposed to guarantee quick and certain violation penalty of 100 points. It will be
than 25 available BB9s and BC's, he need only doom to anyone foolish enough to fight on the remembered that in a later war, Adolf Hitler
withdraw 2 BB's or BC's; if Blue has less than 20, Side of lhe French' decided against a Swiss invasion, although he had
he need only withdraw BB or BC. Regardless of The purpose of this article is to set down what the tanks and planes t o conquer the mountain
I believe is the best plan for French survival. passes. Kaiser Billy had no such tools, and any
losses, 1 B must always be withdrawn by Blue.
France is the key to German victory in 19 14 and such invasion in 19 14 could only be termed
These ships should be chosen on a rotating basis,
it is against metropolitan France that the German "risky."
so that the same ships will not be withdrawn for
must concentrate his strength. This is not to say I believe Plan Three comes closest to offering
refit twice in the year.
destruction of the Russian, English and Belgian the German a chance at victory. spreading out
armies are not important objectives. But the key the German forces does tend to sacrifice the
to victory in 1914 is to break the French army. chance for a breakthrough, but in more than 30
If this is not done, the German will lose the game games of 1914, I've rarely seen a breakthrough
- even if he has wiped out the Allied armies succeed - it's too easy to seal one off -
right down to the last can of Spam. although the French may have to give up ground
First, let's look at the three basic plans to do it.
suggested for the German attack. For con- Anyone reading this far might assume that the
venience, 1 have described them in reverse order French army in 1914 doesn't stand a chance of
of their chance of success: success. It doesn't - if it gets aggressive and
PLAN ONE has the German march most of his gallops off after Metz, or tries to liberate Belgium
troops off to deal with the Russians. For the single-handedly. The truth is that the French are
remainder of August he miraculously keeps Metz no match for Germans in equal combat. For one
from falling to greatly superior French forces. thing there just aren't enough Frenchmen, and
Then he assembles his returning troops on the for another they have no siege guns. Only if the
Belgian frontier. A few weeks drift by while he Germans send half their forces into Russia for an
continues his build-up, until. . . Whan! A surprise easy win, or commit a stupid blunder like an
attack on little Belgium! Because the French and Ardennes offensive should the French attack in
BEF are deeply engaged around Metz (he says), force. Otherwise, the order of the day should be,
the French border is crossed without opposition. "Stand Fast."
Paris falls. COMMENT: It's safe to say any
German general taken in by this plan would soon French geography makes this simple by provid-
find himself cleaning latrines on the ~~~~i~~ ing many easily defended north-south river and
Front. hilltop lines. The French cannot hope t o be
Certain of the ships at Jutland had only just PLAN TWO calls foi the German collossus to everywhere from the sea -
joined their fleets, or returned from repairs. New invade Holland. The ramshackle Dutch army is when goes under. At best, a
ships were added after June 1. The following disposed of. Antwerp is taken from the rear. few regions can be protected. The
ships should not be used as indicated: Malaya, Again, as if by magic, the French are drawn resistance must be made in the guard
until February 18; Valiant, until March 2; Hercu- toward Fortress Metz. Belgium goes under and economic points. Most the French first line
les, until March 19; Revenge, until March 20; the French border is crossed without loss. Paris and the BEF must be concentrated here if
Lutzow, until March 31; Royal Oak, until May 1; falls. COMMENT: This strategy gives France 80 the German juggernaut is to be This
Royal Sovereign, until June 2; Bayern, until June victory points for German neutrality violations. means weakening defenses It
5. should the G~~~~~ grab every ~ ~ l
and ~ not discourage
i ~ limited-objective
~ French attacks,
Provision should also be made for replacing destroy the Belgian-Dutch armies, he gains 102 however. Or the bushwhacking of Overextended
light ships and submarines lost in combat, Each points - a marginal victory which merely pro- German units. South France has few economic
longs the war another year o r so before Germany points and can be defended by second line
month both Black and Blue may replace 1 CL, 2
DD's and 1 sub which have been lost. These collapses. Again, the idea that France would strip And there's the chance this weak defense
her northern frontier is absurd. will be tempting enough to draw off some
replacements may be accumulated.
PLAN THREE concentrates roughly half the Germans assigned Operations in
Black may also replace any zeppelins which
may have been lost because of overstaying flight German strength against Belgium; the rest is the French get in position greatly
time, at the rate of 1 every 3 months. scattered to the south with the main forces at affects the game's outcome. Cover the Belgian
Metz and Strassburg. A German push through plan! The ~ u t - ~ u m b e r eFrench
d cannot
~ ~and ~~~~~b~~~
l ~ invites
i the ~~~~~h
~ to~ hit afford the luxury of shuttling units from one area
Comments: Dean E. Miller M~~~ in close of the original strategy. to another when the invasion occurs. Above all
870 1 Duvall St. Metz proves harder t o crack than it looks, and else, defense is the key to success. Preserve the
Fairfax, Virginia 22030 French forces are railed north to help plug the army!
Belgian border. A German push develops in the T o be sure, a defensive role is not as glamorous
south. The French, caught in transit and weak- to many wargarners as an attack posture. Some-
ened from the Metz battle, begin to fall back, times, it's not as much fun, either. But a good
filling holes in the line. When the line stabilizes French defense can hold the ~ e r m a nplayer to a
(if it does), the G~~~~~~ are in possession of marginal victory - and winning is what the game
enough real estate to gain a two-to-one victory is all about. Remember, what killed the French
point advantage. A few well-chosen limited of- originally was the. strategy of an advance all
fensives are launched from tirne to time, to along the line - to which there seems to have
capture a ~~~~~h city or two, and to keep the been no real alternative. An aggressive French
Allies off-balance until the gamC drags to a close. strategy will kill YOU too, if you don't watch out.
I omitted plans for an Ardennes offensive John H. Van Devender
-=- ..
--
- . .=- - - -=
.=-<-
because this strategy is unworkable unless the
German has plenty of time - t o kill. Equally
4 4 Warren St.,
Crafton, Pa., 15205
THE GENERAL PAGE 8

Robert Harmon continues his four part narra-


tive on the battle o f Waterloo with the following
description o f the activities on June 17th. In the already crossed the Genappe River when Welling- Waterloo area, at about noon. Blucher sent I and
last installment we saw the French carry the field ton, at Quatre Bras, beheld the sun glittering off I1 Corps toward St. Lambert at about this time.
at Ligny and Quatre Bras, but in so doing, plant the breastplates of a dense mass of Cuirasseurs, Thielemann was left t o cover Wavre, and was just
the seeds o f their own defeat. coming rapidly up the Namur road. beginning to pull across the Dyle when the
French appeared.
By 1400, the British had yielded Quatre Bras
Part 111: 17-June 1815: The French pursuit had not gone well. After
as great masses of French cavalry raced in. A
Cherchez e t Destroyez leaving Napoleon at about 1130, Grouchy
violent thunderstorm broke out overhead, drench-
The French activity on the morning of the ing the protagonists and turning the fields ad- ordered Vandamme t o march northeast, while he
17th June 1815 can only be described as mori- jacent to the Brussels road into quagmires. himself went t o give Gerard his march orders. For
bund. Thielemann's 111 Corps of the Prussian Napoleon, pressing forward, was halted at the Vandamme t o move in such a manner required
army, still adjacent to Marshal Grouchy's vedettes bridge over the Genappe River by dismounted him to march through IV Corps; the resulting
(pickets), got away undetected shortly after day- Allied cavalry. Uxbridge made a brief stand in the snarl, aggravated by the weather, delayed the
break. Some of Grouchy's cavalry had recon- town of Genappe, and fought a brief but violent French for several hours. The French had gotten
noitered to the east at dawn; they captured a action there. The cavalry retired almost unscathed only as far as Gembloux before encamping for
vagrant Prussian artillery battery on the road to the night. During the night, Grouchy received
after superior numbers of French closed in.
Namur but found little else. The main body of It wasn't until 1830 that the main Imperial word that the Prussians had fallen back on Wavre
the French army did not move. Napoleon, with and quite probably would attempt a juncture
army reached La Belle Alliance, before the
Grouchy in tow, personally left Fleurus at 0900 with Wellington.
Waterloo junction. Through the gathering
- - dark-
and toured the Ligny battlefield. They wandered ness could be seen Wellington's army, drawn up
about the field until after 1100, rubbernecking The situation was clear t o Grouchy; Napoleon,
for battle. Matters would have t o be settled o n
and discussing Parisian politics with some of the in supplementary orders (late morning, 17 June),
the following day, provided there was no inter-
generals. Receiving news of the engagement of informed Grouchy that his duty was t o follow
ference from outside.
the 16th at Quatre Bras at 1 100, Napoleon the main body of the Prussians and that he was
finally sent Lobau (minus Teste's division) with After being unhorsed at Ligny, Blucher had to basically act at his own discretion. Common
his VI Corps in pursuit of Wellington; he in- been carried to the town of Melioreux, near sense dictates t o the post-Waterloo historian that
dicated that he himself would follow with the Gembloux and northeast of the battlefield. Here, the best course of action was t o stop Blucher
Guard, Domont's cavalry division, and anything from joining Wellington. Such a drive t o intercept
he was joined by Gneisenau and his staff. The
else he did not detail t o Grouchy's force. seemingly-indestructible old man rallied quickly Blucher would have involved moving towards St.
Grouchy was given Teste, I11 and IV Corps, and Lambert or thereabouts - a 15-20 mile march
and announced his intention to retire t o Wavre -
Pajol's and Exelman's cavalry corps and ordered across muddy fields with the Dyle squarely in the
over the objections of Gneisenau, who feared that
to pursue the fleeing Prussians. the British would abandon them. way. As it was, Grouchy had enough problems
just getting to Wavre. His only course of action
To the west, the field of Quatre Bras had been Was as follows: Either move against the Prussian
By 0930, the orders had reached 111 and IV
silent. Ney's out-numbered force had not chosen rear-guard as quickly as possible, o r to march
Corps to retreat to Wavre with the rest of the
to advance; Ney knew that the main body of army; Thielemann, whose corps had been the last back through Sombreffe and Quatre Bras t o join
Lord Uxbridge's cavalry had reinforced Welling- Napoleon (which would have been against
to quit the field, moved by way of Gembloux,
ton during the night. Ney eventually received choosing to stay away from the northbound
word from Soult that the French had been roads littered with the debris of I and I1 Corps'
victorious at Ligny and that Napoleon intended retreat. IV Corps reacped Wavre by 2200; the last
to move. Ney did not move until he had of 111 Corps reached the town by midnight.
ascertained that the main army was o n its way;
this was at midday. At Wavre, the Prussians found the reserve
ammunition train, which had originally been
Wellington had realized during :he r;.ornir;g
directed to Gembloux. The Prussian forces were
that no French troops had appeared in force as
now able to replenish their supplies completely;
yet. He ordered those parts of his army still en
the army was able t o recover as best it could
route to Quatre Bras to divert t o Waterloo, which
from Ligny. Also waiting at Wavre was Lt.
lay near the junction of the roads from Nivelles
Massow, who brought word that Wellington was
and Quatre Bras to Brussels. A courier from the
retiring t o Waterloo. Blucher sent word t o
Prussians, Lt. Massow, arrived and informed
Wellington on the evening of the 17th that I1 and
Wellington of Ligny and of a decision by Blucher
IV Corps would move to his aid by way of St.
t o retire to Wavre, about 10 miles east of
Lambert, with I and I11 Corps possibly to follow.
Waterloo on the Dyle River; this news confirmed
These tidings reached Wellington early on the
reports he had been receiving from his scouts in
18th.
the east. Wellington sent Massow back with verbal
information as to his own intentions. Using the Early the following day, the IV Corps set out.
cavalry as a screen, Wellington began t o withdraw After a delay because of a fire in Wavre, the IV
his army t o Waterloo at 1 100. His infantry had Corps reached St. Lambert, about halfway to the
PAGE 9 THE GENERAL
orders). The misplacing of Grouchy's 33,000 men
was not the fault of the unimaginative Grouchy
but of Napoleon for putting him in that position! / IS DEFENSE
Grouchy did, however, demonstrate that he
was thoroughly incompetent to direct an inde-
REALLY
pendent command; he ordered Vandamme and
Gerard to march before dawn. Neither corps
could get under way before 0800 because of
mismanagement of rations distribution; when
they did march, Grouchy had sent both along the
1 NECESSARY?
same road and were thoroughly snarled. While o n
the march, Grouchy became aware of gunfire and
I by Larry Wessels
smoke off towards the general direction of
Waterloo (at 1100). Despite the pleas of Gerard,
who begged Grouchy to march t o the guns, the Although Mr. Wessel proposes a controversial
Marshal angrily refused with the statement that grand strategy for the French defense in 1940,
he was following the Emperor's orders. They his greatest contribution to his fellow gamesmen
continued north and presentlv. at about 1400 on in this article is his commentary on tactics. O f
the 18th June, gunfie was he'ard in the Bois de special interest is his technique for delaying an
la Huzelle, between them and Wavre. The cavalry enemy advance without suffering any casualties. this endangered area; thus having fewer units to
and Vandamme had encountered Prussian re- FRANCE 19405 unique rules allow Larry to take into Belgium. Frankly, the Allies just do not
sistance. make a proposal which heretofore has been have enough units t o hold such a long and
inapplicable t o Avalon Hill games. What is this continuous front once Belgium is invaded (to say
When the lead elements of Vandamme's corps grand strategem? Read o n . . . . . nothing of the attrition involved).
appeared in front of Wavre at 1600, Thielemann
Finally comes the German invasion of Belgium
pulled his forces back from the right bank of the In France 1940, it seems the Allies have a in which German troops come sweeping down
Dyle and the positions along the road to Water- knack for losing. Usually the Allied player posi- from Holland, Luxemburg, and Germany. While
loo, and arrayed them along the left bank of the tions his large units on the Franco-Belgian border, the Belgian army is being smashed, other German
Dyle - with the exception of the 9th Brigade, while placing his smaller units o n the Maginot forces are advancing through the Ardennes and/or
which went marching off for St. Lambert on the Line. Since the German player can see the Allied the Maginot Line. The sheer weight of the
assumption that the rest of 111 Corps had already setup, he can plan accordingly. German army is enough to wear down the Allied
left. Vandamme, without waiting for the deploy- For starters the Germans might not invade forces. Before the Allied player knows what's
ment of his o r Grouchy's forces, threw his lead Belgium on the first turn. Instead they might going on, German armored units are exploiting
division (Habert's) against the main bridge into bide their time by trying to blow a hole in the holes in his line and envelopment of segments of
Wavre; the division suffered terrible casualties and Maginot Line. If the Germans concentrate enough his army are evident. With the Allies having to
was pinned down on the right bank. At this point power against a weakly to moderately defended form a continuous front from the Maginot Line
( 1 700) Grouchy sent Lefol's division and Maginot hex, it is very likely they will break all the way down to Antwerp or Ghent, the
Exelmans t o aid Vandamme; Gerard and Pajol through. Once the fortified hex has been demol- Germans can easily force weak spots and break-
were ordered across the Dyle upstream from the ished, the German player can then pour his throughs in the line. Before long the Germans
battle and sent toward the Prussian right flank at troops through by possibly the second turn. The will be getting close to, and inevitably capturing
Limale, but not before Thielemann was able t o German would then have an easy time wiping out Paris; there goes the game.
cover this sector. The Prussian 12th Brigade the rest of the small units usually located in this
attempted t o take Limale and was repulsed as area around the Maginot Line. Now, I have devised an Allied defensive plan in
darkness fell. Along the Dyle, in the meantime, which the Allies can defend their homeland
the battle had been waged fiercely. The river line without getting their heads blown off. Actually,
At the same time the German player will
was denuded of troops t o meet the French you might call it a "retreating" plan instead of a
undoubtedly invade Luxemburg and Holland.
overland threat; four battalions were left t o stop defensive one. I have found that the Allies will
They can keep the Allies from advancing into
Vandamme. And stop him they did - every have a hard time forming any kind of effective
forward positions in Belgium by keeping Belgium
attempt by 111 Corps t o force the bridge failed defensive line (if the German knows what he's
neutral for the meantime. The German player
under withering fire. The 18th ended with doing) anywhere except one place. If you notice
achieves two things by invading these two coun-
Grouchy's force frustrated by only one Corps - the river which runs through Paris you will see a
tries (Holland and Luxemburg): (1) getting closer
and minus many of their men, including Gerard, complete river line without breaks of any kind.
positions t o attack from, and (2) mounting
who was wounded late in the day. Here, the Allies can form a line of defense;
pressure on Belgium from Holland, Luxemburg,
concentrate in effective numbers with sufficient
and Germany. By capturing the Netherlands, the
reserves. Almost all the defending units will be
The fighting on 19 June began with a Prussian Germans will have an excellent flanking action on
behind the river and the Germans will have to
cavalry charge upon the French left. Its breakup Belgium. They can sweep right into the Belgian
add two to their die roll. The line also provides
signaled the beginning of a general French attack army's flank and in some cases they can come up
protection for those small 1-6's, 2-2's, 2-6's,
by IV Corps and Teste. Two hours of heavy right behind them.
aircraft units, etc. It is these small units which
French gains caused the Prussians t o retreat at give the Germans easy Victory Points. Another
about 1000. Thielemann fell back along the road After the German turn has been completed, advantage to this is that the Germans will not
to Louvain, and, halfway there, set up a defensive the Allied player has witnessed German flanking really have too much time to assault the line. It
line at St. Achtenrode. The French mounted a actions on almost all sides. What can the Allied takes the Germans more than half the game to
pursuit, halting only when word reached them of player do about this? Nothing much except to reach the Line in sufficient numbers, therefore
developments at the Battle of Waterloo o n the move a couple of Dutch units around (if they they will not have time to d o any real damage to
18th June, 1815. haven't already met their destruction) and send the Allied forces. To the contrary, it is the Allies
reinforcements t o the Maginot Line, where the which will be able to d o the damage to the
The French actions of the 17th made that day Germans might be attacking or breaking through; Germans. When the Germans close on the river
probably the most crucial of the four days of whatever the case might be. line, the Allied player should see many oppor-
campaigning before Waterloo. Both Wellington tunities in which to attack German units. Since
and Blucher were able to escape and effect a If the Germans have broken the Maginot Line, the Allied player has a heavy concentration of
juncture. Despite the numbers facing him, Thiele- then the Allied player's situation is very bad forces, he will be able to attack and eliminate
mann's victory at Wavre was, perhaps, a logical indeed. With the Maginot Line broken, the Allied (hopefully) any over-extended German unit which
result. Possibly it was the same at Waterloo. player is forced to draw off forces to be sent t o happens to be close to his line.
THE GENERAL PAGE 10
My plan follows one rule, which states that the a. Two 1-6's placed anywhere near the c. Place all 3-4's, 4-6's, and 5-6's (if
Allies should never defend unless it is absolutely Franco-Belgian border, within three to you are playing an alternative) on the
necessary. Keep in mind that the Germans do not eight hexes south of Maubeuge. These Maginot Line and keep a 6-6 in reserve.
receive victory points for capturing territory, but two units can slow-up any German Place these units on the Maginot hexes
for killing Allied units. Paris is the only geograph- units that might be coming along (just which are exposed t o attack from three
ical feature that is worth something to the by staying out of their reach). sides. There are six of these exposed
Germans, but that is where the whole Allied hexes, but only the four most easterly
command will be located. It should be impossible ones are likely to be attacked because
for the Germans to take Paris or push the Allied it is only here that the Germans can
forces into an untenable position, if the Allied attack with a large concentration of
player stacks the right kind of units in the right force. Don't worry about paratroop
locations. units. I doubt if the Germans will
throw large forces against the Maginot
Line anyway, since the Allies will have
The initial placement of Allied units will show their biggest armored units here, leaving
that the Allies do start with a line close t o much free territory open to them in
Belgium and Germany, albeit a weak one. The Belgium, Holland, and France.
positions are as follows:

(1) Place Dutch units on the Belgium Remember, as soon as Belgium is in-
border, about two or three hexes north- vaded, the Allied forces defending the
west of Ghent. From here the Dutch Maginot Line should leave immediately
can be ready to run when Holland is for the river line, t o avoid being sur-
invaded, but of course they have to rounded by Germans. Why should the
wait for Belgium to be invaded. Allied player defend the Maginot Line
and not just hold up behind the river?
Because the Germans could blast a hole
(2) The Belgians should forget about saving in the Maginot Line and pour troops
the homeland and think about self-
through, while not invading Belgium.
preservation. The Belgian army should Two light Allied units in a succenful delaying formation againrt Ger-
man infantrv. With all French and British units be-
be stacked in threes on the Franco-
hind the river, the Germans could
Belgian border, between Maubeuge and
advance unhampered and surround the
Lille. Like the Dutch, the Belgians can b. Place a Rritish 8-8 in Sedan, one 6-6 Belgian and Dutch units waiting to flee.
leave in a hurry when the Germans in Montmedy, and a 1-6 behind
come. Montmedy. These units will also slow
d. Now, place the rest of the Allied
up advancing German units and at the
forces behind the "Paris River Line."
(3) Finally, the French and British should same time, provide time for the units in
Place all your strong units on the front
be set accordingly: the Maginot Line t o escape.
line, while protecting all your small fry
units by putting them in the back
somewhere. You should use your small
units t o cover against paratroop land-
ings. If you need t o cover a certain
hex, you may stack some small 2-6's
together t o make a feasible defensive
unit. You can place your units as you
please behind the river, taking care that
nothing is exposed to a point where it
might possibly be destroyed. Now that
all the steps have been followed, all the
Allies have t o d o now, is wait for the
German hordes.

There you have it! I just hope this plan works


as good for you as it has for me. If you spot
some way that the German player can adjust to
this new situation, then of course you can stop
his plan by just moving a few units around. So
far I haven't had any problem beating the
Germans and if you handle your tactics and
positioning correctly, you shouldn't either.

Comments: Larry Wessels


10423 Londonderry
Houston, Texas 77043
PAGE 11 THE GENERAL

INITIAL MOVE - GERMAN

by Jerold Thomas Of the divisions available, 3 are subject to easy


reinforcements delay, the 4th, 2nd, and 99th; and
the equivalent of one more is subject to elimina-
N o . . . . Mr. Thomas is not proposing a high tion and/or surrounding, through obvious tactics.
calcium diet for your troop counters! However, The key to initial success is to delay some of the
he coins a few new terms for old principles which other units, especially those of the 28th Div.,
are almost as hard to believe. Actually, Jerold has which are centrally located. If this is successful, a,
shed some new light on the age-old question o f crisis can be precipitated along the St. Vith-
how to penetrate the American center in BULGE, Houffalize and St. Vith-Vielsam road axis.
What he says, although not new in principle, At the end of this article is an initial move for
should prove controversial in the overall scheme the German, which is not advanced as perfect,
of things. but does serve t o illustrate the ideas 1 am
discussing, and I refer to it in the following
In talking about tactics in Battle of the Bulge, paragraphs.
I will use two descriptive terms. They are Unit Battle No. 1. Only one reg't of this division is
Hunger and reinforcement delay. attacked. I use 1-1, but a 2-1 can be easily
Unit Hunger refers to situations where, due to obtained if the German is willing to use an 8-4 or
lack of units, defending units must defend singly larger unit. Only one reg't is attacked for three
'where they can be surrounded. reasons:
Reinforcement Delay means what it says, the I) the need for the German to avoid engage-
delay of available units, to prevent their rein- ments which can tie up vital 2nd turn
forcement of a battle area where the defender supply;
suffers from unit hunger.
Assuming all optional rules to be in effect, 2) the fact that the 4th division can't reach the
(some persons feel that I-way traffic is not vital areas on its 1st move in any case;
realistic, they never saw the Ardennes roads in 3)ec0n0my of force - Only regiments (US)
1944), many tactical and strategic factors are are involved, and the single 1-1 used gives a
eiven., some of the kev ones are: 2-1 chance of delaying all three with mini-
-
1) The US player is on the tactical, as well as mum force.
strategic, defensive, he has no units t o spare for Four other 4's are stationed so as to enforce
offensive concentration: abandonment of the river line.
2) The initial US dispositions can be utilized Battle No. 2 - The usual 8-1 on 9/CCR, but
to create severe unit hunger in the crucial central the German should make sure that the PzGrd. are
sector, through reinforcement delay: not advanced, so that they will be poised either
3) Supply becomes a tactical consideration for to pursue or enter Battle No. 3. Note also that
the Germans, 10 attacks 1st turn, 6 from then armlinfantry are used here where there is no
on, and only two per road line: chance of an engagement:
Battles No. 3 & 4. Both represent the same
tactic for reinforcement delay, a 2-1 attack
4) Armor's role in combat is differentiated executed with pure armor against infantry. (1-1
from that of infantry and arm/inf. I will use can be used also.) This avoids exchanges, and the
these factors to discuss specific objectives for the use of pure armor avoids engagements, providing
first turns, and general ones for subsequent turns. a 5-1 chance of winning the position, and a
At the start, the US player has six divisions better than even chance of engaging, and subse-
available. All these divisions can be considered as quently eliminating, one of the reg'ts attacked.
potential reinforcements, since they cannot effec- Note that the Armor is positioned to be able to
tively participate in the main battles where they move across the river if an engagement is rolled,
are, and those that can still must move to plug and that unengaged infantry is nearby to follow
the wide gap between the 28th and 106th up any success. This tactic is useful throughout
divisions. Usually the 28th Div. must plug this the game, especially with units behind river lines:
gap.
2

UNIT ATTACKED O m UNITS ATTACKING LOCATION COMMENTS


No. 1. 418 1-1 one VG div. TT-30 adv. if succ.
No. 2. 9/CCR 8-1 5 Para RR-28
2,116, Lehr PzGrdr. Vianden adv. Para.
No. 3. 281109 2-1 Lehr/ l,2 PP-27 adv. if succ.
3, 3, 7,
N0.428/110 2-1 218 00-25 3, >, ,?
116/310,312 00-24
NO. 5. 1061422 3-1 79/153,154 TT-15 Don't adv.
(surround)
3, ?
,
277/553,554; 150 Brig. SS-15
NO. 6. 1061423 3-1 18/35 UU- 13
(surround)
,, 9,
18/36 VV-11
,, 7.
56019 15,916; 9SS/ 19 UU-11
3, 3,
NO. 7. 991361,393 3-1 3401680 SS-8
3401679; 1 SS14,Peip. SS-9 Adv. if succ.
No. 8. 991395 1-2 621123 SS-8 Resolve last, Adv. if succ.
No. 9. 2/38 3- 1 6211 14; 2615 1,52 SS-7 Adv. 26 div. if succ.
. ---
THE GENERAL PAGE 12
Battles 5 & 6. This is an orthodox treatment should be able to cut the Martelange road, and meet a new threat may be beyond the US
of the two 106th reg'ts; however it should be delay the 10th Arm., and still draw off one or capability.
noted that the 150th Brig. is poised to advance in two reg'ts, delaying their reinforcement of the What about US tactics? Initially, there is very
any case, and substantial unengaged forces are central front. little room for flexibility. Several factors deserve
placed opposite the gap to force a US retreat, There may be a need for a German decision if notice, however;
and to cut the St. Vith-Clervaux road: both attacks on 28th Div. succeed in getting 1) remember, only 2 attacks per road line for
Battles 7, 8 & 9. These are pure reinforcement engagements, though there should be sufficient the German, this restriction can be a saviour,
delay, as this is the largest concentration of US force available for action on all south-central especially in the Martelange area, where there is
units at the start. The 3-1 on the two 99th reg'ts fronts. only 1 road.
is necessary to insure some delay of those reg'ts. Initially the Clervaux area should be left alone 2) remember, Armor can always pull out, so if
Note that armor is again placed so as to have a unless a surroundable position is offered, the you will have t o abandon a line on your next
choice of alternatives in case a 6 is rolled. The main thrust should be along the roads from St. turn, put armor in the sections that will have to
1-2 and 3-1 battles have as their objective the Vith. Here the most ground can be gained, and be given up. In this case an infantry reg't is not
cutting of the Monschau-Malmedy road, which the US player will have to either lengthen his as good as a CCR.
will cause a long delay in the availability of 2nd lines or give up Clervaux without a fight. Atten- 3) In attacks on German supply lines, the
Div. A successful 3-1 will also surround the tion should be paid t o final placement of infantry tactic of a 1-1 or 2-1 pure armor against infantry
991395, with a good chance for elimination. units on the 2nd turn in this sector so that they or PzGrdr. is just as valid for the US, in that an
The minimum of units are used to surround can occupy key woods hexes on subsequent engagement immobilizes the defense but not the
the 14th Grenadier Regiment. turns. This can result in breakthrough to the Our attacker, (a historically valid rule, as players of
Only 9 attacks are made, and even at the worst by turn 5 or 6. PANZERBLITZ will agree). Such attacks are not
the German will be able to supply all the Contrary to belief, the Elsenborn Ridge area recommended too early in the game.
engagements next turn, with at least one attack can be very fruitful in terms of reinforcement 4) Once the Ourthe has been breached by the
available. With the 9 attacks all the feasible delay. Often German units will reach the Mon- German, (inevitable, sooner or later) care must be
objects have been attained. The Our has been schau-Malmedy road west of the allied units, taken to hold the road running from Neufchateau
carried, St. Vith has been at least compromised, forcing the US player to send elements of the 7th through Dinant. Severance of thia road early will
and a critical shortage of units has been created Armored to the area, and, in some cases, a very delay arrival of the southern Corps, and con-
in the center. What next? successful diversionary offensive can be pursued tinued possession of it will threaten and limit
Continuing operations must continue to keep German supplies as he advances towards the

. ..
with minimal forces.
two items in mind - Unit Hunger as a condition The German player should constantly seek to Meuse.
to be created, and Reinforcement Delay as a surround units on the central front, and delay a

means to create it. reinforcement of this front. Due t o the supply We believe Mr. Thomas' initial attack plan to
In the South, a successful attack on the 4th rules, the German will have to form at least two, be somewhat lacking in the practical application
div. will result in 1 reg't being left behind. This and probably three, task groups, to avoid over- of sound tactics. Therefore, as a tactical exercise
reg't should be destroyed @ 8-1, using armor as loading a given road. In line with this, the we invite the readership to submit their improve-
necessary, so as t o create a strong strike force German should give serious thought to using the ments on Jerold's opening move with accompany-
south of the Our. This force will then either keep 18 AM units t o open a new front, o r activate a ing commentary as to why you believe your plan
the whole 4th Div. occupied in this area, or it quiet one. The force adjustments necessary t o of attack to be superior.

Lnaftwafffe Situatioxn 13 Paul Crabaugh


by
While of questionable historical relevancy, the 11. BOMBERS the points. The player with the most points wins
following effort to 'expand' LUFTWA FFE could the game.
The American player determines a bomber
lead to some very unusual games. I f you don't
unit's value by tripling the movement factor. This VI. THE RAF
happen to have time to play an entire Advanced
gives a value of 9 for a B-17, 15 for an A-26, etc. If the Ami wants the help of the Limeys, he
Game, give this a try.
111. JETS may get it by expending 3 0 points for each RAF
I direct your attention t o Mr. Oleson's article attack, with a maximum of two such attacks. The
The value for an Me-262 is found by adding
in Vo1.8, No. 1 - "PANZERBLITZ-Situation Allied player can only GAIN points for RAF
it's E-rating and movement factor and doubling
13." He says that one of the problems with attacks. The German gains nothing if the attack
that, i.e.: an Me-262 is worth thirty points. An
PANZERBLITZ is the limited number of situa- fails.
He-162 is worth it's E-rating plus it's movement
tions available, and goes on to propose a system factor plus five, which totals 20. The reasoning VII. LONG GAME
whereby the players build their own armies on a behind these rules is that this is still World War This system may be adapted t o a ten-quarter
point basis. Many of the things he says are 11, not 111, and jets are special, not S.O.P. game. In this case, ignore sections V and VI
relevant to LUFTWAFFE. Really, how many above. You may play either the Advanced or
IV. ROCKETS
people get turned on by the basic game? Even for Tournament games this way. All you do is
those who have time for the ten-quarter games, An Me-163 is worth ten points. If we assume
that it has an E-rating of 6, like the jets, we calculate the number of points each player would
there are too few choices to be made: almost all receive each quarter as reinforcements and permit
of them tactical decisions. Now to the point of arrive at ten in the usual fashion. This unit is so
limited that it is not necessary to impose a him t o 'build' his own reinforcements. In this
this article. I suggest that you use a system case, the German may not build Me-262 units
similar t o Mr. Oleson's. I have come up with such penalty on it.
before 1944. The same goes for the Ami as
a variant which I wish t o present now: V. VICTORY CONDITIONS
Both players are alloted 300 points, t o T o determine the winner, total the point values
"spend" as I have outlined below. Points are for the units shot down. Round fractions for
expended as follows:
individual factors UP. Next, add the points for
industrial centers bombed. An oil complex is
I. FIGHTERS worth 20 points, an aircraft factory is worth 15
Both sides should calculate the values for the and anything else is worth 10. YOU MAY ONLY
fighters by simply adding the movement factor GET POINTS FOR ONE TYPE O F TARGET
and the E-rating together. Example: A P-47 UNIT PER HEX. If the Allied player attempts t o bomb
- not factor - costs 10 points, a P-39 costs 6, a a target in a hex and succeeds, he is awarded the
FW-190 costs 11, etc. points. If he is unsuccessful, the German receives
Dear Sir: defense against the Japanese who otherwise roam
I ha4e been playing Avalon Hill games for the island at will; (b) the Japanese build for an
several years (though none by mail as yet), and
have never had any problems understanding
Letters to the Editors ... offensive t o recapture the field, or a t least make
it so costly for the Americans t o hold that the
sophisticated game concepts, but, for some rea- Japs will win on victory points (attrition); (c)
son, I seem unable to get by one problem in finally, with the Japs ahead o n victory points
Panzerblitz. in tactical situations involving Ger- results, and then the remaining die roll result they serve a much less dramatic purpose in their (but the Americans again in possession of t h e
man armored units and Russian infantry, the subtracted from that sum. respective games (in fact, Bob Crayle suggests field, which may have exchanged hands a couple
latter has an advantage which is almost always Die Roll Result Computations dropping step reduction in his recent "Total of times) the Americans must hope t o win back
insurmountable, given their high defensive rating, Fint 1 Mobility Blitzkrieg"). enough victory points through search-and-destroy
and the offensive rating of the tank at half value. Second 2 6+1=7; (3) Hidden movement; this is something we'w operations, clearing the island of the enemy once
Rather than express myself in generalities, how- Third 6 7-2=5. all worried over for years - good hidden move- and for all, t o give them the final victory.
ever, allow me t o pose a specific example. ment games either lack playability or require the
O n another page of this letter I have indicated The Allied Order of Battle for the game i s "five."
services of a third player, or both. Again, in (6) Last but not least, Guadaicanal is half of a
Russian dispositions in Situation 3. Here a small, Needless to say, using the above two methods, Guadaicanai, fortuitous circumstances dictate hid- magnificent two game set. Guadaicanal and Mid-
mobile force of German tanks and artillery, with there will always be a fmal result lying conveni- den movement t o only one player, thus giving us way, taken together, sum up the strategic and
a few infantry, must try t o drive a hole through a ently between one and eleven, inclusive. The very realistic hidden movement in a very playable tactical essense of the Pacific theatre island-
solid line of Russian infantry, backed by artillery, negative numbers, zero and numbers greater than game without a third player. The game is simply hopping war. Guadalcanai maroons two opposing
early enough t o consolidate their position. It is early eleven (e. g. twelve) are not obtainable. Note: excellent in this regard. commands on a hellish little rock in t h e Pacific,
in the war: from an historical point-of-view, one "Zero" may obtain as an interim result, but never (4) Judgemem; the essens? of good military while Midway reveals the vast navallair strategic
might assume the advantage would belong t o the as a final result. command is, after all, proper use of judgement. struggle that also goes o n at the same time. It's
tanks. From my experience this is never the case Phillip A. Costaggini This is a quality unfortunately lacking in the only by playing both games that you gradually
- in fact, barring extraordinary luck, the German 3004 McKinley St. N.W. otherwise excellent PanzerBiitz and France, 1940 begin t o see what was really going on; how very
may fail t o ever breach the f i s t defensive line. Washington, D.C. 20015 games. Too often, in them, the situation dictates intimately the operational assignments of the two
My reason for the last conclusion is simple: the move (at least t o an intelligent player) so that games are interrelated, and so how the war in the
though the German can mount a 1-1 o r 2-1 the game that "designs itself" (in Dunnigan's Pacific was fought and won.
attack o n some point of the line, he must follow words) often also "plays" iaelf. Guadaicanai, on If a game fails, it's for a reason, and one can
it with a CAT by all the infantry t o have any Sir: the other hand, requires crucial decisions of find reasons enough for the failure of Guadal.
chance of victory (there is no place for an I've been an Avalon-Hill wargamer since I first judgement a t every phase of the game: should the canal. The basic game is not even a game, it's just
over-run attack), but the infantry is very vulner- picked up a copy of the original Gettysburg in Jap player open up with his artilkry and thereby ridiculous; and even the tournament game is not
able t o the Russian infantry and artillery. The 1959 and tried t o f i r e out what the die was reveal its location t o the enemy? Since the arrival satisfactory without full optional rules. Further,
slopes, woods, and minefields t o the North and used for; since then, I've come a long way, as we of ammunition is uncertain for both sides, how the perimeter defense which is the heart of the
Center make for formidable defenses, and the all have, and I feel entitled by the years at least much shell should be expended - and when - game probably lacks the sweep and dash and
passage t o the South is guarded by the artillery t o say a few words in praise of a great, great and where? These are true military command romance of a D-Day invasion or a Stalingrad
o n the hill - itself protected by the woods and game that we are now about t o lose. Avalon-Hill, decisions, not game artifacts, and put a great deal offensive (the game's chief competitors a t the
impossible t o spot. of psychological s u e s on both commanders. time of release).
it seems, is planning to discontinue its "worst
My question is: how does the German obtain a seller," the notorious and always so controversial Thus, you must play against your opponent, and Nonethless, the game is a legitimate and excit-
victory in this situation? An answer to this will Guadalcanal. can never simply "play against the board." ing simulation/study of an important military
likely satisfy similiar problems in other situations. (Midway is even more excellent in this respect, assignment; and, as I have pointed o u t above, the
It's frankly one of the best games in the
I am hopeful you, or someone t o whom you catalogue. Therefore, I urge those of you who by the way.) It bemmes even more realistic if the relatively few number of playing pieces and other
might refer this, can give me as meaningful an have never seen or played this game t o acquire a commanders make secret die rolls for their supply fortuitous circumstances have made possible an
answer as possible. Thank you. copy now, before it's too late; further, for those ships, so neither knows exactly how much ammu- excellent combination of realism, playability, and
who have bought or played the game and felt nition the other has. some unique tactical combat simulations not
Yours, skunked, I'd like t o invite you t o look again. It's (5) Finally, the game is remarkable in that it duplicated in any other wargame. Guadaicanal is
one of the most playable and yet realistic (that simulates a constantly changing kind of war, not the very best game in t h e Avalon-Hill
Steve Powlesland most difficult combination!) in the line; more through a several months long campaign, without catalogue, but it is one of the best - and when it
realistic, in some ways, as I shall try t o show, the simulation ever breaking down. Thus, (a) is gone there is nothing currently available t o
than even the Likes of 1914 and PanrerBIitz and initially, the Marines are assigned t o seizing replace it.
France, 1940. Henderson Field and holding it in a perimeter - Mark Srha
Gentlemen:
First, let me tell you that your new game, Before going any further, let me make one
France, 1940 is a very good assemblage of important qualification: there is only one game
research and realism. I am a long-time retired of Guadaicanai, and that is the full tournament
Avalon Hill War Game buff (I had, a while back, version with a// the options, especially hidden
every war game up to 1914) who decided t o movement. If A-H should ever reissue the game,
leave the sanctions of retirement and buy France, the only change I would suggest would be the
1940. rules booklet; the basic game should be dropped,
I'll get right t o the point. There are two things and rules given for the complete game only.
I wished t o comment on and suggest. The f i n t is Either you play the game or you don't; and this,
a suggestion t o put the rules in a booklet fonn. I suspect, would quash most of the criticism the
Late at night, when you're lying in bed trying to game has drawn. After all, if A-H fans have now
fgure out these admittedly difficult rules, it's matured t o the point where they can accept a
pretty hard t o wield that map-sized sheet. 1914 and PanzerBiitz, they can surely accept a
The second suggestion is a rather simple plan tournament-version-only Guadalcanai.
t o choose the Allied Order of Battle using die
rolls. It's fool-proof, and you could add it t o the ( 1 The step reduction system: Guadaicanai is
rule book as follows: fortunate in having few enough pieces t o use a
casualty reduction pad instead of substitute
Suggested Rule to Determine counters. This means (a) faster setup, since you
Allied Order of Battle don't have substitute counters t o worry about,
Using Die Roll Outcomes: and (b) faster play, since the players don't have
(1) The Allied player will roll the die three t o scramble around "making change" after every
times. He will, whenever possible, subtract the die roll. Now, don't let the casualty pad frighten ! This issue we approach a subject of interest t o executed, indicate such o n the map with an
result of the third die roll from the largest result you; after a couple of games, you'll become quite ! anyone who has ever gotten into a "fine mess" arrow. Contest deadline is April 30th, 1973.
obtained in either of the two previous die rolls. familiar with your pieces, and have no trouble at i during the course of a game. Avoiding sudden, Entries not indicating "Best Article" choice will
Then he will add the difference t o the remaining all keeping track of you and your opponent's ! unexpected problems (counter-attacks, isolation, be voided. Avalon Hill contests are open t o all
die roll result. strengths. It's faster, simpler, easier - you'll see. i supply problems) can only be learned through subscribers, staff members excluded. The decision
(2). Example of procedure in ( 1) above: (2) Artillery: furthermore, in all the games I experience. However, once caught in such a of our judges is final.
usinu reduction of units 11914, Blitzkerial. onlv
in cuadaicanai is this taken advantage of ;o allow
.. -
l o l -i l t .. minimizine the neeative asnects
~ .=-... of
.. the
....
j situation can provide interesting exercises. Some-
I IATTACKING I 1 1
Die Roll Result Computations realistic use of artillary. Guadaicanal is the only !times called 'Salvage Operations', these minimiz-
First
Second
3
4 4-1=3;
game in which you can use artillary t o "soften i ing procedures form the basis for o w contest.
Third I 3+3=6.
up" your opponent before the infantry assault, : Early in a BULGE game, the Americans have
just as your opponent (defender) can use his !counterattacked at low odds, with startling re-
The Allied Order of Battle for the game is "six." artillcry against your concentrated assault forces. jsults. Now, with the burden of attack, the
(3) The above order of computations cannot This is a quite fundamental and important mili- :German must attempt t o save as much of his
always hold. In cases where either or both of the tary tactic, and yet only in Guadaicanai is it j force as possible. Due t o commitments in the
first two die roll results islare less than the third simulated. j south however, (Limited German Attack) he has
die roll result, the third die roll results will be Thus, the step reduction systems in 1914 and j only three attacks t o expend in the operation.
added t o the smallest of the first two die roll Blitzkrieg are not only much less playable, but !Your objective, as the German commander. is t o
/move and attack in such a fashion as t o i v e as
,..""-..., " ". .,.,*
:much of the German force as possible - especi-
DISCOUNT COUPON !ally the Panzer and Panzer Grenadier units. For
:the purposes of this contest ignore isolation and
Name
Each coupon is worth 25 cents. H o w
j supply rules and assume optional rule "Retreat
jthrough blocking terrain" t o be in effect. Re-
ever: n o less than 4 coupons can be used in any j member the German units can execute only three
one purchase. Orden received accompanied b y S m t Address
jattacks.
three coupons o r less will be returned unfilled.
Any number above 4 may be used in any single i To enter the contest, merely fill out the City
purchase. No photostats please.. . !accompanying BATTLE CHART with the proper
Good Towards t h e Purchase of ALL PRODUCTS information and indicate advances after combat
j by circling the proper units. If any movement is Swte Zip
READER BUYER'S GUIDE

TIrLE: Luftwaff e PRICE: $9.00 TlnE: 1914 PRlCE:$7.00 AFRIKA KORPS FRANCE 1940
SUBJECT: Aerial Combat over Germany, SUBJECT:WWI Corps level invasion of Q. Does a besieged unit in a fortress have a ZOC Q. If one French u n ~ tmoves into the zone of
o n squares outside the fortress for purposes of control of a German unit, does any subsequent
1943-45 France isolating the besieger? unit moving through that zone of control also
Although LUFTWAFFE received t h e poorest INSTRUCTIONS: Rate all categories by placing a A. No have t o use the extra 3 movement allowances?
cumulative ratings thus far found in the RBG number ranging from 1 through 9 in the ap- A. Yes
(2.87 compared t o FRANCE'S 2.82 and PAN- propriate spaces t o the right (1 equating excel- Q. Situation: German 21st Div and a supply unit
at E18. British 7-31 Motor at E17. Can British Q. If, after rolling a BR, the defensive unlts are
ZERBLITZ's 2.581. it was still rated very high. lent; 5-average; and 9-terrible). EXCEPTION:
player capture German supply unit and move it eliminated because their retreat is cut off can the
Its weakest category (play balance) still merited Rate item No. 1 0 in terms of minutes necessary
through his own position t o a place behind his attacking units move into that hex under the
a better-than-average rating. Actually, we were t o play game as recorded in 10-minute incre-
lines? priority rules dictating retreat into 'lvacant"
rather surprised that it did so well; showing ments. EXAMPLE: If you've found that it takes
A. No - but had the British enough units at hexes first?
a clear-cut superiority t o both FRANCE and two and a half hours t o play FRANCE 1940, you
E-17 to attack the 21st Div. at 1-6 or better and A. Yes.
PANZERBLITZ in the Ease of Understanding would give it a GAME LENGTH rating of "15."
category. On the negative side however, it was Participate in these reviews only if you are still have an extra unit left over t o "attack" the
supply unit he could capture it in the above ORIGINS O F WWII
roundly thumped by PANZERBLITZ in the familiar with the game in question.
Realism, Excitement Level, and Overall Value described manner. Q. In the aggressive Brltish/US Alliance version
ratings. The one flaw in the rating process Q. Do friendly units in a square negate the what happens t o Germany if Britain gains a
occurred in the reader's estimate of the Game effects of ZOC for purposes of retreat through control in Germany itself!
Length category Unfortunately, we neglected t o that square? A. G e r m h y continues in the game but is not
mentlon w h ~ c h verslon of the game we were A. No - this is true only in France, 1940. allowed t o place PF's in it's own country.
cons~derlng and many people rated the bas~c Q. Is hex T-29 a pass through the escarpment? Q. When playing with variable allies, is it permis
game, as opposed t o the tournament game Thls A. No - any hex which contains the escarpment sable t o place that ally's control counter in an
brought the Game Length flgure down substant! symbol is considered an escarpment. area where he receives no points in order t o
ally from what ~t should have been Even so Q. Situation: 2 units in Tobruch; one German block it from another player?
however, a look a t the ratlngs will show a piece at G25. Can units land at Tobruch, move A. No - controls can only be placed in countries
wh into H26 and G24 and attack that unit if those called for by the Objectives chart. However, PF's
can still be allocated t o any country regardless of
1. squares are unoccupied?
objectives.
2. A. Yes
3.
4. WATERLOO
5. The review sheet may be cut out, photocopied,
or merely drawn on a separate sheet of paper.
Q. In the initial set-up may the French set up on
6. Mail it t o our 4517 Harford Road address with,
the primary road which goes from Charleroi t o Q. May a unit fire through a green hex side
7. Fleurus via Gosseiles? through the width of a road in that hex?
your contest entry or opponents wanted ad. Mark
A. No A. No - unless the units are adjacent.
8. such correspondence t o the attention of the R &
9. D Department.
110. Game Length 24.2 Same to be reviewed next: I When submiffing quesfions to us for answers. tions and do research for you, but the large
please note the following: amounf of m i l we receive prohibits this. We will.
I . ) Include a stamped, self-addressed envelope. be glad to answer questions on the play of the
The letters that include one are answered first. game, but we cannot, unfortunafely, answer those

E
Those that do not are answered last: as a result, on technical or historical points nor can we
Opponents these letters get back to you a t least a week later.
2 ) If your quesfion refers to a specific situa-
research data for those of you designing your
own games.
tion, please include a diagram of the sifuafion. I t 4.) Keep orders and other mail separate from
fakes a good deal of time to answer the lefter questions. Separating fhe i t e m of your lefters
Wanted STATE
otherwise, which will delay your reply.
3.) We wish we could answer technical ques-
info different departments takes time a n d delays
your reply.

We're experiencing growing pains. More subscribers means more Want Ads. We just don't have the space I
for every subscriber to wax rhetorical as in the p a s t To make i t easier, and more meaningful for all I
concerned, we introduce the Mini-ad.
I
I
I
1) Print your city and state in Box A above. I
2) Insert copy where required on lines provided. I
3) Print your name and address where indicated. I
I
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I

NAME (in all caps)

STREET PHONE
-I
I

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1 25$ DISCOUNT COUPON
Good Towards the Purchase of ALL PRODUCTS
25$
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MARCH-APRIL 1973
CITY STATE ZIP :-
PAGE 15 THE GENERAL
The International Federation of Wargaming units are forced t o fight i n place and be elimi-
appears once again t o be involved in the sponsor- nated.
ship of the International Game Show in Chicago. Some finer points of tactical execution: 1) I t is
Held this year at the Bismarck Hotel from neither necessary nor worthwhile t o surround the
Friday, June 22nd through Sunday, June 24th - 4117 and 41/11. By doing so (moving one unit of
the IFW once again promises a number of tion for their efforts was extended to all of the the 15th Panzer around Salum t o H-271, a
outstanding events. Among them are a 49 player above gentlemen. situation requiring two supply units is created.
Diplomacy tournament with an inlaid wooden Otherwise, one supply unit is able t o supply both
Diplomacy board valued at $100 as the top prize Inhabitants o f the Bay Area will be glad to attacks. 2) Ignore the 41/5: he can't hurt the
in addition t o the traditional Diplomacy Cup. hear of Andrew Phillips' listing o f wargamers and Germans unless they haven't: 3) moved the
Bobby Fischer fans will want t o take in one of hobby shops i n the San Francisco area. Printed excess supply units out of the way (Gazala isn't
the members of the Chicago chapter of the U.S. on a computor printout sheet and listing 144 bad for this purpose). 4) Why drive the enemy
Chess Federation giving a simultaneous Chess separate individuals, Andrew's contribution to away from Tobruch when he can be nailed where
exhibition, as well as see the collection of ancient Operation Contact is more extensive than any- he is? A screening unit at K-26 is essential t o
Chess sets, and artifacts of old and precious thing else we've yet seen on the subject. Arranged make this good attack into a decisive attack.
games in the museum exhibit displayed at the i n zip code order and 20 pp. long, Andy lists all Remember: given the situation in the contest, the
show. Of primary interest to Avalon Hill devotees available information on each entry including Allies are down but not out, if they still have a
will be the board games tournament and minia- their exact want-ads as taken and compiled from force-in-being to screen Salum from the German
tures competition which this year will feature all back issues o f the GENERAL. Mr. Phillips will be advance. This is especially true if exchanges and
periods. For further information on rates and glad to add you to his list or send you a copy the loss of a few Italian units has occurred. The
events, contact: The INTERNATIONAL GAME 'free o f charge if you'll provide him with a entry presented here is a typical example of
SHOW, 205 W. Wacker, Chicago, 111. 60606. stamped, self-addressed envelope bearing 32d properly executed tactics.
postage at his 128 Oliver St., Daly City, Calif.
Speaking of conventions. . . a recent one which 94014 address.
turned out t o be quite a success was WINTER
CON I held on the 4th-floor of the Student
Center at M.I.T. on January 13th. Over 100
wargamers were in attendance, doubling the pro-
jected estimate. Definitely a factor in the latter
happening was the attendance of the convention's
guest of honor and designer of six Avalon Hill
games James F. Dunnigan. By far the most
popular of the convention's events was the
STALINGRAD tournament won by perennial
East Coast scourge Dave Roberts. The best news
of all is that plans are already underway for
WINTER CON 11. Hats off to Kevin Slimak and
George Phillies for another outstanding hobby
gathering.

We are taking yet another step t o provide Voss is dis?!? I f you guessed Abraham Lincoln
services for the wargamer by offering blank, trying t o make time with a comely chick you Although many entries were close t o the
standard Avalon Hill gameboards for sale t o weren't far from the truth (in regards t o his optimum solution, relatively few presented per-
GENERAL subscribers. No mapsheet is supplied, intentions that is, not the identity). Actually, it's fect answers in every detail. Among those who
we offer only the board itself. You may then none other than venerable Avalon Hill Vice did were: Thomas Wise, Harrisburg, Pa; Matt
adhere mapsheets of your own design t o the President Thomas Shaw trying his sales pitch out Gilmartin, Olmsted Falls, Ohio; Kent Colbath,
surface. Available i n both the standard 8" x 22" on Dorothy Collins, noted television and radio Upland, Calif; Scott Davis, Fayetteville, NY;
and 14" x 22" sizes, the boards will sell for personality. Our 01' sage is shown above pointing Michael Hilton, Baileys Crossroads, Virg; Joel
$1.50 plus the usual 50 cents postage and out the gems of knowledge found in The Foot- Davis, Boulder, Col; Robert Reynolds, Woodville,
handling charge per parts order. ball Widow's Handbook t o the shapely femme Texas; Gary Elder, Cockeysville, Md., J. Ryan,
fatale. Despite being penalized for Illegal Use of West Haven, Conn; and A l Drehman of Miami,
Perhaps the most encouraging factor for war- the Hands, Tom was successful in describing the Florida. Free merchandise was distributed t o all
games t o appear i n some time has been the intricacies o f Avalon Hill's FOOTBALL of the above gents.
reappearance of old guard "name" garners from STRATEGY game t o millions of Dorothy's syndi-
cated radio and television show following. Just LOYAL SUBSCRIBER'S DEAL: To reward our
the past who had given up the hobby and gone
another in the many steps Avalon Hill is taking full time subscribers for their loyalty we continue
on t o other pursuits. Among the illustrious names
t o promote simulation gaming in the United t o offer various parts and materials at half price.
from the past t o make an appearance here in the
States. Written in somewhat humorous fashion, This month we are featuring items which have
past month are: Scott Duncan, Jared Johnson,
the handbook is designed t o inform all members been revised from an earlier printing. Thus, if you
and Carl Knabe. We are hoping t o see some of
of the family as t o just what football is all about. have a pre-1965 D-DAY game or a pre-1964
their fine literary work in these pages in future
It comes assembled free with every copy of the AFRIKA KORPS game, or 1st edition copies of
issues. I n the meantime, you could do far worse
new F O O T B A L L STRATEGY game. Said PANZERBLITZ or LUFTWAFFE, here is your
than answering their opponents-wanted ads which
Dorothy: "If I had read something like this back chance t o update your games at a reduced cost.
appear in this issue. I f you live in their area, you
then, I may have become a football announcer The items described may be purchased by cutting
won't want t o pass up the chance t o meet these
instead." out and sending in the Discount Star and accom-
old pros.
panying descriptive copy. This offer expires May
I n contest No. 53, the optimum solution 31st, 1973. Be sure t o mark your order "Loyal
Our feature article premise continued its un- involved attacking the flanks of the Allied posi- Subscriber Deal" - Parts Dept. and enclose an
blemished record last issue when Dave Robert's tion, at 3-1, and retreating the defender t o either additional 50 cents postage and handling charge.
"Putting Blitz in Your Krieg" was selected as best 1-25 or 1-26. The two 7-7-10's advance into the The items this month are:
of issue on the basis of a 29% backing by the vacated hexes in any eventuality. By positioning a PANZERBLITZ situation cards 50 cents
readers. Following closely behind were Andy unit (the Ariete Division is the best) at K-26, all LUFTWAFFE rules 25 cents
Lavis' 'Panzer-bush or Panzer-blitz?" and Rick of the Allied units except the 41/5 are sur- AFRIKA KORPS rules 15 cents
Mover's "Assualt from the South" with 21% and rounded in enemy zones of control and isolated. D-DAY rules 15 cents
20% of the vote respectively. Proper remunera- Tobruch is defenseless. On the Allies' turn, the AFRIKA KORPS OB sheet 15 cents

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