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THE GENERAL

1I A valon Rill PhiUosophy Part 39 1


L
WHERE DO WE GO FROM HERE?
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for free. It is unfortunate that there isn't more of
It seems like just yesterday we were discussing an attempt t o take advantage of this offer. It will
Philosophy No. 38. Time does fly - especially be the last year in which it is made. We are
when you're putting out a magazine like the new willing t o take it on the chin this year and bear
GENERAL. The improvements made i n the last the brunt of the cost of increasing the magazine's
few months have more than quadrupled the circulation. However, we cannot be expected t o
manhours we need t o put out an issue. And when continue this give-away philosophy forever. You
something happens t o throw the machinery out have 2 very good reasons t o take advantage of
of whack (like the press lay-up which resulted in this offer; 1. - it saves you money, and 2. - i f
the lateness of the May issue) we have t o run like we reach the level of circulation we're striving for
crazy t o catch up again. We realize that being late by the end o f the year, 1974 will see a further
with your magazine is an annoying habit we have, increase t o 32 pages at no added cost.
but it's a vicious circle which we have fallen into. The undefeated feature article premise almost
When an issue comes out late it automatically was upset last time, but the 'Waterloo Campaign'
makes the next one twice as difficult t o get out beat off strong challenges by the Gygax and
on time. However, we are of the opinion that Gross entries t o come in first. Our new rating
you would rather wait a few extra weeks than system gives 3 points for a first place vote, 2 for
sacrifice the quality of the mag and will continue second and 1 for third. Given our random sample
t o operate on that premise. And unlike other of 200 this means that 600 is a perfect score. I t
magazines we will continue t o maintain a printing will be interesting t o see whether anyone can top
schedule rather than coming out with an issue the 400 mark - let alone 600. The results for
when we can arrange it. This has caused consider- Vol. 10, No. 1 were:
able bad feeling in the past from people who CAMPAIGN AT WATERLOO ......................... ,254
receive their issue after or just prior t o the ADVANCED BISMARCK. .....................d 3
contest deadline. Therefore, let's go on record as D-DAY DEFENDED.. ............................... ,232
saying that the GENERAL is "pasted up" or
SERIES REPLAY PREVIEW ..........................,161
EXPERIMENTAL PANZERBLITZ .....................,136
prepared t o print long before it usually goes t o THE REST OF THE ALPHABET.. .....................,129
press. Thus, we cannot foresee delays which may DESIGN ANALYSIS .................................66
crop up after i t leaves our editorial offices and
AVALON HILL PHILOSOPHY ......................... 9
therefore the contest entry deadline often doesn't Getting on t o the more common day ques-
leave you enough time t o take part in the tions, we found that the average reader was 22.5
contest. When these mailing delays occur we are years of age and a sophomore in college who has
aware of the problem and automatically extend been active in wargaming for 5.4 years and owns
the entry deadline. So take it i n stride, and fill 11.3 Avalon Hill games. Only 38% of you play
out the contests regardless of stated deadlines - by mail but those who do average 7.8 games a
if we were late we will accept your entry. Until year. Afrika Korps, Stalingrad and Bulge are the
we can get into the age-old groove of experience most commonly pbmed games with Panzerblitz
with the new format we must seek your indul- and D-Day close behind. Waterloo and Blitzkrieg
gence in such difficulties. share a respectable 6th place in this respect with
the other land battle titles and Luftwaffe follow-
The results of our first Readers' Response were ing along with roughly 113 of the pbm popularity
quite interesting and gave us several clues as t o of the others.
how t o proceed with future efforts. Unfortu- On the average, you play 5.2 Avalon Hill
nately, many of you probably did not take the games per month, 6.2 simulation games per
time t o fill out the card properly. We received month and devote 23.3 hours t o the art every
many letters which praised the new GENERAL month. 54% favored the intermediate complexity
t o the heavens and then proceeded t o rate level as opposed t o 38% who opted for tourna-
everything with 9's and 10's. Remember, in our ment-style games. The land element was by far
system the lower the number the more favorable the most popular game environment - polling
the response. Nevertheless, a random sample of 68% of the vote compared t o 27% for naval
200 responses was used t o derive the following games. Strategic level games outpolled tactical
information which we will have t o repeat at a and grand strategic types by 56%, 34% and 10%
later date for verification. respectively. The balloting on favorite periods was
of special interest t o us - showing a few changes
The May issue was the first copy for 24% of we didn't expect.
the responses, although the average subscriber has World War II .......................................24%
been with us for 2.49 years. 94% indicated that
Modern ........................................... 17%
Revolutionary ...................................... 13%
they would resubscribe on the basis of the last Ancient ........................................... 13%
issue while 96% indicated that it was better than CivilWar .......................................... 13%
Nuclear ........................................... 8%
the preceding issue. Collectively, they rated the Napoleonic ........................................ 5%
issue at 3.81 - not bad considering the number World War I ........................................ 4%
of people who clearly misunderstood the rating Medieval .......................................... 3%
system. We will be repeating these questions The tabulation of Section Ill of the Response
regularly t o give us an indication of how we're held special interest for those o f us who work on
doing. We believe we can and will improve the GENERAL. Your responses gave above
tremendously in the months ahead, and a careful average ratings for all 14 departments and were
watch of these points should tell us how we're very gratifying. We are now proceeding on the
doing. Only 41% are taking advantage of the "2 assumption that we are heading in the right
for 1" deal whereby if they get a new subscriber direction and will judge accordingly. Especially
for the magazine, their subscription is extended Continued on page 9
Paee 3 THE GENERAL

by Scott Duncan and Lou Zocchi

LUFTWAFFE, although having been around for quite some time, has never been
the subject of a major analysis. With this thought in mind, we approached noted war
gamer Scott Duncan for his opinions. After almost half a year o f concentrated study,
Scott sent us the article which follows. We think you'll agree with us that it is the
most comprehensive, yet not overly assuming, piece yet done on this particular game.

For an historical touch we went straight t o the game's designer. Lou Zocchi has long
felt that the lack of play balance in his game is due to the fact that the German side
is not handicapped as it was in real life by inept leadership. The fact that wargamers
d o not make the same mistakes that Goering did, makes it very hard for the A -
One of many American bombers which spread h a w
mericans to repeat their real life performance. It is Lou 's historical presentation which over Germany and Nazi-occupied Europe.
precedes Scott's study.
bomber averaged 33% of its bombs on target, After the fall of France. Udet told his col-
which was considered fantastic in those days. leagues: "The war is over! To hell with all our
Although the loser of a war may have made Udet persuaded Goering to buy two demon- aircraft projects - they'll no longer be needed"!
better decisions than the victor, his conduct is stration machines but was unable to gain support Immediately thereafter, everything he touched
always the subject of closer scrutiny on the for his ideas until after he accepted a Luftwaffe was cursed. He was ridiculed for his unsuccessful
assumption that perhaps he could have changed position. Then he found himself competing with attempts to pioneer night fighter interception
the outcome by making a better choice. While General Wever, the first Chief of Staff, who techniques. His Stukas were so badly butchered
there is no valid reason to suppose that the wanted heavy strategic bombers; Goering, who during the Battle of Britain that they had to be
Germans made more mistakes than we did, it is wanted fast, twin-engined medium bombers, and withdrawn Goering began spiriting away Udet's
definitely more interesting to contemplate their a third faction who demanded a strong fighter few loyal staff members and intrigued against him
choices and ask what would have happened arm. until he succumbed to nervous exhaustion.
if .... ? Udet accepted an appointment as a colonel and When the Mk 108 thirty millimeter cannon was
Most certainly our major blunders will never became "INSPECTOR OF FIGHTERS AND demonstrated for him in 1941, he rejected it
receive the degree of scrutiny we accord our DIVE BOMBERS" in February of 1936, to assure saying "We don't need any aircraft weapons of
adversaries. If you think we didn't make any, that his dive-bombers were developed. When greater caliber than 20 mm. Our pilots are
you've forgotten about Roosevelt's decision to General Wever was killed in an air crash on June crack-shots and can destroy the heaviest bombers
make Hawaii into a Pacific bastion, Harris' deci- 3rd, 1936, several Luftwaffe leaders scrambled to with 20mm cannon at a distance of 65 feet." His
sion to bomb workers' homes instead of their promote their pet projects. Major Wolfram von decision appears contradictory since the produc-
factories which produced the weapons of war, or Richthofen, cousin of the famous ace, sent out tion of the Mk 103 which fired the same caliber
our own bullheadedness which sent unescorted directive LC 2 No. 4017136 on June 9th, which shell, was authorized. The Mk 103 weighed 319
bombers over Germany in broad daylight in the said, "Further development of the Ju 87 (dive pounds while the Mk 108 weighed only 127
mistaken notion that they could defend them- bomber) shall be discontinued"! On June loth, pounds. The Mk 103 fired 420 rounds per minute
selves, despite British warnings and ample evi- Udet took over the technical office and saved his while the Mk 108 fired 650 rounds per minute.
dence to the contrary, etc. brainchild while Richthofen was sent to Spain as Only 4 hits from a 30mm cannon shell were
During my Luftwaffe research, I found that Chief of Staff for the Condor Legion. needed to down a B-17.
two key men made more than their share of bad Udet used his new position to lower heavy Udet's ELK plan was designed to eliminate
decisions. Considering these bad judgements has bomber priorities while raising the priority of his aircraft from production, which failed under
left me wondering how the Germans managed to beloved dive bombers. His passion for dive-bomb- operational circumstances while expanding the
hold out as long as they did. ing was to become the Frankenstein monster that
The two men to whom I refer are Herman would return to destroy its creator.
Goering and his lesser known assistant, Ernst Udet's first major error was in June of 1938
Udet. Neither man was qualified for the position when he flew the He lOOA fighter to a new
he held and each penalized the Luftwaffe with world speed record. The Heinkel fighter hurtled
faulty judgements. Although Udet was far. more along at 394.4 mph which substantially outpaced
competent than the bumbling Goering, he was the 290 mph Me 109B & C fighters it was
overmatched by the responsibilities thrust upon designed to [eplace. The He 100 was further
him. Unfortunately for him, the mistakes he refined and improved until the standard produc-
made were so enormous that even Goering began tion model was reaching speeds of 416 mph with
to realize what was happening. the same engine used by the Me 109. The
Heinkel fighter was cheaper to build, involved
GENERAGLUFTZEUGMEISTER Ernst Udet fewer man hours in its construction and could fly
Ernst Udet was selected by Goering for his 550 miles while the Me 109 could not go much
Luftwaffe post because his 62 victories during beyond 400. Since range became a crucial factor
WWI made him a national hero second only to during the Battle of Britain, Udet's rejection of
Von Richthofen. He was a gay, reckless fighter the Heinkel fighter was a major blunder.
pilot who thrived on challenge in the air. During During the months following its rejection, the
the twenties he was an acrobatic barnstormer and fighter embarrassed and irritated Udet by estab-
in the early thirties performed as a flying stunt lishing new speed records. Finally Udet went to
man for the movies. Heinkel and said "For God's sake, Heinkel, the
Goering sent Udet to discover if the American Me 109 is and will be our standard fighter. It just
aviation industry had anything which would won't look good if another fighter proves faster"!
interest the Luftwaffe. During his visit, Udet flew Udet instructed Heinkel to stick to building
and fell in love with the Curtis Hell Diver which bombers and leave fighter development to others.
could dive vertically from great heights to drop He 100 Fighters would have won the Battle of
heavy bombs with fantastic accuracy. Whereas the Britain, but Udet valued his pride above better
accuracy of level bombers was abysmal, the dive weapons. Ju87'r (Udet's prized Stukas) in flight.
THE GENERAL Paee 4
Udet solved his dilemma by blowing out his is any point in continuing the attacks on radar
brains with a Colt revolver on November 17th, sites, in view of the fact that not one of those
1941. Goebbels pounced on the event to launch a attacked has so far been put out of action."
propaganda campaign which convinced Germany His shortsightedness was directly responsible
that the heroic Udet died while testing out a new for Luftwaffe losses suffered during the ensueing
"SECRET WEAPON." Udet was replaced by the battle. However, Goering's standard solution for
loyal and hard working party member, Hans unsatisfactory situations was to blame others.
Jeschonnek. Unfortunately for Jeschonnek, he When the Battle of Britain was not won in the 3
became Goering's next scape goat. His hard work days he predicted, Goering made a personal tour
t o correct the errors he encountered was nullified of each unit involved, t o tell the men what a
by the incompetent Goering and he too com- pack of cowards they were. When General Major
mitted suicide when he realized his situation. Osterkamp, commander of Luftflotte 2, wrote
the Inspector General that his pilots were being
REICHMARSHALL HERMAN GOERING pointlessly sacrificed by Goering's restrictions, he
Herman Goering was an ambitious, flamboyant was busted t o Major, and told that any further
egocentric whose arrogance was exceeded only by revelations would result in his Court Martial.
his technical ignorance and propensity for bad
decisions. He was such a liability that one
wonders how he could become the commander of
anything.
Goering emerged from WWI as the heroic
leader of the Richthofen Geschwader with 22
victories to his credit. During the chaotic years of
unrest which followed, he succumbed t o the
brilliance of Hitler's oratory and became his
disciple.
Udet, the incompetent hero.
Hitler needed the highly decorated hero t o give
tone and class to his bid for German leadership.
output of the few carefully selected models. The Goering was given command of Hitler's brown
plan flopped because Udet selected planes for shirted Sturmabtelung force. As their leader, he
production which were failures. The development turned them from an undisciplined mob of ragged
of the Do 217 and He 177 heavy bombers was agitators into an effective army of ruthless assas-
greatly delayed because they were required to sins and mobsters.
DIVE-BOMB. At that time, the technology for When Hitler took over in 1933, Goering was
making 20 tons of bomber as nimble as a fighter given the Luftwaffe and ordered t o make it the
did not exist. This requirement caused innumber- world's most powerful air force. Goering believed
able delays and both .programs fell far behind the job would take 10 years and planned accord-
schedule. He also ordered the Me 210 into ingly. Four years before the master plan could be
production as a replacement for the aging Me completed, Hitler plunged Germany into WWII.
110, but the new plane was so defective that it Initial Luftwaffe successes against poorly
had to be junked. In point of fact, a suitable trained or equipped and heavily outnumbered
replacement for the Me 110 was never developed enemy forces caused Goering and his staff t o
and it soldiered right up t o the end of the war as conclude that they could relegate aircraft devel- Herman Goering prior to the war.
a night fighter. opment and production t o a very low priority.
This, coupled with his continued interference on
In September 1941, Hitler berated Goering for
the pretext that he was "interpreting the wishes In the spring of 1942, the German high
Luftwaffe failures. Goering, in the presence of
of the Fuhrer," did irreparable damage t o aircraft frequency expert, Roosenstein, learned how to
State Secretary Milch, called Udet t o his head-
programs. His technical ignorance caused him t o jam radar with "DUPPEL." This seemed t o be an
quarters and passed on all the complaints, with
cancel many promising projects, some of which effective means by which German bombers could
liberal embellishments. As Goering finished his
had been started by his insistance in the first avoid detection during their nightly forays over
tirade, he made it perfectly clear that every place. Britain. When Goering heard about it, he sus-
disappointment Germany had since 1936 was all
To illustrate this point, you may find it pended further experimentation because he feared
Udet's fault. The He 177 bombers caught fire too interesting t o know that by diligently searching the British might learn of it. General Martini was
easily, they were behind scheduled production, all radio frequencies, the Germans learned that ordered to hide the files in his safe and mention
the Me 210 program was a failure. the Battle of British fighters were remotely controlled on VHF of the word "DUPPEL" became a court martial
Britain had been lost, and his Stukas could only frequencies from ground stations. They realized offense. Goering's directive left the Germans
be used against the Russians. Udet realized too that the ground stations were obtaining their without an effective countermeasure when the
late that Goering had tied his hands with red tape information from a new radio location system British used something similar to Duppel t o jam
and was using him as a scape goat. which was somehow connected t o the mysterious German radar during the battle of the Ruhr.
antennas along the English coastline. Goering promised Hitler that the beleagured
General Wolfgang Martini, Chief of Luftwaffe von Paulis and his 6th Army holding Stalingrad
Heinkel 100D's. sister craft to the HE100A's which communications, has assumed that Germany was could be completely supplied by air. They needed
Udet cancelled. ahead of the British in this field because of their a minimum of 300 tons per day to survive but
own Freya and Wurzburg systems. Freya was the Luftwaffe averaged only 100. This debacle
successfully being used t o spot ships moving in could have been averted if, on April 29th, 1937,
the English channel and Wurzburg was directing Goering had not cancelled all further develop-
flak batteries defending the Ruhr. ment of four engined bombers.
Martini discovered that the entire length of the With four engined bombers, the Germans might
east and south coasts were covered by radar have smashed the industrial complexes which
stations which were giving the British advanced armed the Russians who trapped von Paulis in the
warning of every raid. On August 15th, two days first place. The heavies could have been pressed
after the Germans had openly committed them- into service as supply transports whether the
selves to destroying the R.A.F., Goering drove factories were destroyed or not. But the real
another nail into the Nazi coffin with the measure of Goering's ineptitude is not gauged by
following directive. "It is doubtful whether there his lack of equipment, but rather his ignorance of
THE GENERAL
its limitations. His failure t o grasp the potential We don't have the space to recount each of
of the forces he commanded cost the Germans Goering's mistakes in detail. So let us end the
dearly. story by relating that Goering became more
remote from his responsibilities as the situation
deteriorated. He became addicted t o drugs as the
When Guderian had the British army pinned end drew near and, in retrospect, it appears that
against the Dunkirk beaches and was ready to the rotund Reichmarshall helped the Allies more
finish them off, Goering prevailed upon the than the Luftwaffe.
Fuhrer to let the Luftwaffe end the matter. "My
Luftwaffe can do it alone!," he bragged, in spite
of the opposition his subordinates voiced over the
Sources. . .
preposterous committment. And so, Goering
GERMAN COMBAT PLANES, Wagner
singlehandedly saved the British army.
WARPLANES O F THE THIRD REICH, Green
THE FOCKE-WULF 190, Nowarra
The only creditable action Goering ever at- THE MESSERSCHMITT 109, Nowarra
tempted was when he argued with Hitler against LUFTWAFFE DIARY. Bekker
- - -

hls decision to attack Russia. Since he was unable A HISTORY OF THE LUFTWAFFE, Killen Factory view of He1 15's and He1 11's under construc-
WARPLANES O F THE SECOND WORLD WAR, tion. The two-engined bombers were Germany's largest
to change the Fuhrer's mind, his track record for aircraft
ing thought
and otherwise.
totally unsuitable for strategic bombing. Gow-
failure remained unimpaired. AIRCRAFT IN PROFILE, Green
.......................................................................................................................
One is hard-pressed to find published material D-DAY comes close to this sort of planning in few months for presentation here.
on LUFTWAFFE. The game does not seem to the beginning since the freedom of selection of
I feel that the most important consideration is
have provoked the normal early flood of strat- defense and offense for both sides is highly
whether or not t o play with the freedom of
egies and game-winning plans which have char- flexible and occupies lengthy discussion; STALIN-
individual counters rather than mass typing of
acterized previous Avalon Hill offerings in the GRAD then came along with a further freedom
similar units. Personally, the game seems to me to
months following publication and distribution to of deployment and the naval games, by their very
demand that this step be taken as soon as you
the game-playing public. What has been written nature, brought even more initial unpredictability.
have a grip on the Basic Game and the funda-
consists largely of suggested revisions and LUFTWAFFE brings this all t o a new height of
mental rules of movement and combat. If this
optional rulings or historical commentaries and well-calculated strategy by not allowing either
method of play is delayed, the game bogs down
technical debates on the game's accuracy. Articles side a true knowledge of the opponent's begin-
and both Tournament and Advanced versions
on playing LUFTWAFFE have been few and far ning placements until after all positions are set.
must suffer - if indeed they are truly playable at
between and only one or two have presented The committal of American forces each quarter
all as I could not play them with any enjoyment
more than an intelligent reader could deduce to specific targets which may not be changed
or realism without freeing all units from the
from the suggestions in the instruction manual during the course of the quarter is an element of
demand t o act as one according to type. How-
itself. Having had the pleasure of playtesting a play totally unprecedented in Avalon Hill gaming
ever, the forbidding nature of the paperwork
prototype of the game several years ago (Spring - the preplanning in 1914 was not irrevocable in
involved must surely dampen the spirits of any-
of 1970 t o be exact), I find this a pleasant the way American bomber missions are in LUFT-
one attempting such an individual accounting of
opportunity to initiate what I hope will be some WAFFE. The timing of the release of these
units. LUFTWAFFE seems to me t o be intended
heightened interest in playing and writing about missions is quite free to compensate for the
to last several sessions over several weeks of play
it. committal to targets and the German player has
once the basics are grasped - this is the true
Perhaps it is the sheer expanse of the game - no idea of either the targets or the timing,
campaign spirit in operation as a key element of
it is certainly not a game you'd pull out Sunday making his job tougher than in most previous
the game rather than a mere outcome of the need
afternoon in order t o spend a few hours with games in which the objective was and has been
to postpone play until more time is available or
friends (save a quick single-quarter mini-game in very clear. Though there is a How To Win
the next PBM sheets arrive. But keeping track of
the Basic Game format). Barring its lengthiness, statement for each version of LUFTWAFFE there
the turns each unit must refuel or pass the
LUFTWAFFE is uniquely suited to a kind of is no set order for achieving this end be it a
Recovery Line is not conveniently or very visu-
comprehensive long-range planning not truly need to eliminate any 10 cities or every city
ally handled using paper and pencil (or even
matched in any other Avalon Hill game, including during the course of a full 10 quarters of play.
grease pen and plastic sheets). Diagram A suggests
the naval games which in some ways pretend Perhaps I overemphasize the situation and the
a pegboard arrangement which very visually in-
toward the same end in a small way. LUFT- strategic possibilities of the game - I do not
dicates when each unit must land t o refuel or
WAFFE does not lend itself t o the normal, think so. I am willing to admit that the nature of
pass back across the Recovery Lines from a
typical gaming analysis so familiar with land the game demands that it be played o n a
bombing mission. The initial outlay of materials
wargames given the latters' relatively defined campaign level after a while since the Basic Game
and time to prepare such boards is, I believe,
starting positions, limiting terrain features, and or a mere one quarter version of Tournament/
more than made up for by the ease with which
relatively predictable order-of-appearance data. Advanced play soon fails to keep up playing
records are then kept - and using a peg specially
LUFTWAFFE hardly has anything that one interest. And for this reason, the game becomes a
marked for each unit is as bad as having t o hunt
would define as "starting positions" save the lengthly battle, involving a complex records-
for counters, thus the use of rows for each unit
Recovery Lines, certainly has no dependable keeping system. The game does not seem to me
and random selection of any peg t o mark the
order-of-appearance as regards placement of units to be 'old' enough yet to submit it to too
turn for landing/recovery. Suggestions accom-
and has "terrain" of the most limited value in detailed an analysis of move-by-move positions
panying the instructions indicate that the essence
actually establishing defenses and planning offen- and tactics. LUFTWAFFE's many variables within
of the game is to get to this stage of individual
sive thrusts from the point-of-view of using the just a few well-defined rules for movement and
terrain. I can think of exceptions on a very small combat leave analysis of it in much the same
scale to all of the above such as is suggested in shape as I imagine early Chess analysis found TURNSIQUARTER
the instruction manual which recommends wind- itself: no real standards yet developed out of play Juaa
ing up your move behind a city so the American with apparently every possibility a good one. Any
can't get to you without risking AA fire (hence "do this on the first move" philosophy seems to NJG2.

"using" the terrain). However, for the most part, me to have to stand the test of time in play, and
NJG3.
LUFTWAFFE analysis does not have at its I am certainly unable, even after a few months of
disposal most of the 'obvious' points of reference, analysis, to lay down coordinates for placement
and success for either side rests quite firmly upon of units and "sure" targets for bombing runs. I
an ability for comprehensive long-range planning do feel that a "think about this before the first
and an equal ability to respond to the unfolding move" philosophy is possible and it is just this
of opposition planning. that I have attempted to compile over the past DIAGRAM A
THE GENERAL
accounting as soon as possible. I find this Otherwise you'd be forced t o ignore such integra-
pegboard arrangement a most useful method for tion of weak and strong units or only have
anyone seriously interested in testing out LUFT- limited use of such a tactic since the use of a few
WAFFE's potential for effective campaign plan- strong units with weaker ones would restrict
ning and reaction t o opposing planning. Many other similar strong units from flying at other
tactical and strategic concepts are truly foolish if times while those which had flown were refuel-
they must be tied t o operating all planes by type, ing. This sort of mass typing provides a very
so my analysis will presuppose counters being handy method for use by your opponent to
free t o operate o n their own even if specific "time" your ability t o use units (providing a sort
reference is not made t o this rule during the rest of fluid but d e f i n i t ~ order-of-appearance time-
of this article. table). The ruling resolves much possible argu-
ment over what units fight what units when
THE IMPORTANT STRATEGIC unmatched types meet but it does seem to me to
CONSIDERATIONS require accepting the burden of records-keeping
in a big way.
One of the subtlest of assumptions made in the The Aerial Combat Table has provided the
design of LUFTWAFFE concerns the accuracy of source of one article specifically dealing with the
American bombers: they are assumed t o be 100% analysis and play of the game (LUFTWAFFE -
effective in destroying a target if they survive A BATTLE O F WITS by Dennis Milbert). I don't
anti-aircraft fire (which can, at most, eliminate intend to repeat the whole basis for this Sept-Oct
one factor). Thus getting through to any target '71 article, but Dennis indicates that there is a
with two factors insures its elimination. Indeed, it maximized point of elimination of enemy factors
is not too grave a risk to suppose that one lone for each type of unit above which there is n o real
factor could eliminate a target since getting increase in the amount of destruction a single
through is really all that is required. For some, factor can produce (though more factors will,
this may not be very realistic in a very funda- naturally, result in more enemy losses in total).
mental sense since anti-+craft fire, even if not While the article is quite good and Dennis
successful in destroying bombers, could unfavor- presents statistics with which I have no real
ably affect the accuracy of the mission, requiring quarrel, there are other considerations which
several strikes for true elimination. However, this might color the decisions being made by a given
would probably only further the extreme com- player: the gap between "poor," "average" and
plications involved in keeping records and while I "good" luck with the die. Diagram B illustrates
have seen other games on the same topic use Dennis Milbert's article visually rather than
partial elimination of targets, they were based o n simply through figures: there is a leveling off of
single raids of one day duration in which no real the number of factors each attacking factor can
need existed to keep track of turns for landing, be expected to eliminate which occurs approximate-
etc. As it stands LUFTWAFFE does offer a fairly ly at 7 attacking factors. This is accurate for the
simple objective to the American due t o the average but note that with "Best Luck" the
simple need to "get through." Returning becomes levelling off begins at a higher level (roughly 11
.
something of another issue . . factors) and at "Worst Luck" there is a very hazy
stability achieved. But the significant fact which
The rules specify that there is a penalty for
failure t o land t o refuel or pass the Recovery this graph illustrates is that there is a significant
Line by the deadline for a given unit. There is gap between the levels of Luck: well over a full
factor's difference when the levelling off begins NO. OF ATTACKING FACTORS
NO direct penalty for loss through combat. Thus FW 190 DIAGRAM C
the implication strategically (barring the need to and almost a full factor between adjacent levels.
save on units from quarter to quarter) is that it Certainly the "average" overall equates very Perhaps Diagram C will illustrate the kind of
might be better in the long run to risk elimina- closely to the average luck levels, but it seems t o gap present as you climb the scale in numbers of
tion through combat to get to a target than to me to be instructive t o note that the overall attacking factors since it illustrates the severly
fail to attempt the target or fail to get back once average is derived from averaging widely separated widening gap between best and worst luck in
you make the target. That is, don't be afraid t o levels of chance. terms of the actual number of enemy factors y o u
go into the dragon's mouth because elimination can expect t o eliminate at each level of attacking
of his cities or bombers is what the game is all factors - Diagram B, remember, is the number of
about! Thus it may be quite sound to send a few factors each attacking factor can be expected t o
bombers at a target with less than complete eliminate while Diagram C is the total number
fighter protection if the target is truly necessary eliminated by summing up all enemy units elimi-
- the same might be true for the German nated by a given roll at a given total of attacking
defensive posture since one obviously does NOT units. Again, the average luck equals the overall
go after returning bombers in the Basic Game but average but the gap between lowest and highest
will want to go after them in Tournament or climbs very steadily from a couple factors t o
Advanced play in order to reduce the effective more than 20 (though the practical level is about
quarter-toquarter strength of the American 13-14). Again, over the course of a long game,
forces. you can count on averages t o balance out, but
specific encounters often can temper such averag-
Another important assumption made in the ing and statistical rationing of forces as Dennis
rules which definitely colors the composition of suggests. The phrase "on the average" is the catch
fighter groups is the "best vs best" requirements - we have all rolled several consecutive low o r
in all fighter combat. It is quite easy to use a high numbers many times in play and they d o
superior unit (or a couple such units) t o "shield" average out, but a few good rolls at key points of
less effective fighters rather than concentrating any game can make averages irrelevant because
the best units in groups, leaving weaker fighter the game may not last long enough for averages
types to fend for themselves. This fact is one of t o average out!
the major suggestions in the game itself but what
it does mean is that the individual accounting of Overall, I would agree with Dennis in his
units will have to be employed if such a ruling is NO. OF ATTACKING FACTORS assertion that the use of the combat table
t o have a desirability as a tactical element. FW 190 DIAGRAM B analysis he gives will give you some point of
Paae 7 THE GENERAL
reference in an otherwise lengthy table. His
concept of attrition is also useful but must be
tempered by the fact that you are moving
between these attrition attempts. His statement
that it is "quite hard to reduce" a stack of 24
bomber factors given a decent fighter coverage
seems to me to be more important than counting
up turns and factors to try t o reduce such a stack
because it might take three or four turns t o do so
and, by that time, the bombers could very easily
be at their targets. (Note, too, that there is
nothing preventing enemy fighters from attacking
bombers in the turn they are over a city since
there is no provision for anti-aircraft accidentally
knocking their own units out of the air.) The
point is that an air-combat situation is hardly
"automatic" though planning can be a lot easier
for the whole game using the Optimum Combat
Level and Kill Rate figures which Dennis gives for
each type of unit. Dennis admits t o having
"statistical deviations" as a part of the luck - I
think the two previous diagrams illustrate that
these "deviations" can be pretty significant and
create unpleasant setbacks. It becomes increas-
ingly clear that it is important t o concentrate
your forces whenever and wherever possible so
that you come out of combat ahead. Couple this
with the "most direct route" requirements, how-
ever, and we come to an even more extensive
strategic/tactical issue.

The problem of how t o concentrate force yet


use the most direct route, and still not give away
bomber missions too soon is perhaps the essence
of the American planning. The solution to this
involves two decisions: whether t o hit densely
occupied areas or not and in either case, where t o
disperse from concentrated formations so as to
preserve the protection of a large group for as
long as possible. Fortunately, the rules do NOT
require that you start from the point behind a DIAGRAM E
given Recovery Line which insures the shortest
route to a target. The rules do indicate that from
starting square t o target hex you do not spend
any more turns in the process than necessary and
I do not interpret this to mean that you can be
forced to start at a specific spot by the final
target - this often gives the American player a
better choice of a spot from which he may
disperse from mass formation to specific targets.
Diagram D indicates particularly good central
hexes toward which large groups of bombers may
aim and from there break-off to specific targets -
thus not giving away exact locations. The selec-
tion of these "jumping-off" points has been made
only as an example of the concept and not as
any attempt t o provide some sort of complete list
of such points. The numbered hexes are the
points from which the various aircraft factories
within the circles can be hit within the next turn.
The numbers in the hex refer to the number of
turns it takes t o reach the particular dispersion
point.

Obviously, the opportunities for such uncom-


mitted positioning are greater where the concen-
tration of targets is correspondingly greater. It is
for this precise reason that while there is better
protection, i.e., more bases nearby for possible
fighter locations, there is a far better chance of
catching enemy forces offguard. The problem of
dealing with such protection is part of another
strategic ploy I will mention later; however, for
the moment it is sufficient t o note that there are
substantial numbers of targets in less densely
protected areas (about 10 along the Italian Front
Page 8
alone). German fighter protection will have to or bases and then turn back upon the bypassed Diagram G - note that most airbases are just the
expend some time in these areas, spreading them bases or make right angle moves from missions opposite, appearing (along the Western Front) in
thinner than the wealth of bases near Central headed in other directions t o cut-off support. the early turn bands rather than near the greatest
Germany and the Netherlands Border otherwise from defending fighters. The possibilities are number of targets. But it is the Baltic Front
suggests. Of course, when the objective is the fairly extensive but the point is that such attacks where many targets lie open to the American -
entire reduction of cities under German control, are quite effective and amount to harrassment of hence a strong sneak raid can be devastating. The
the targets open up drastically. In either event, it German resources in a manner perhaps even more figures after each front's identification on Dia-
is a good idea t o stagger attacks on more than devastating than expected. gram G indicate how many targets there are
one front and attempt to get the German player TOTALLY within 6 turns of each front.
to run back and forth, parrying thrusts into Diagram E reveals something fairly surprising:
widely separated areas at time intervals which there are very few bases actually n e a r the Note that the Baltic Front is THE most
maximize the time it takes t o get from one side central German targets of the Oschersleben area! lucrative in terms of pure number of targets
of the board to another. This is the essence of There are large numbers of bases surrounding this accessible t o American attacks and it has rela-
theAmerican plans since he is limited by time and area but few really in the area in comparison to tively few bases near the beginning hexes. Of
by route: he has no chance t o refuel and must the concentrations along the Western and North- course the total for the Baltic Front includes
follow a tight course once he starts out. However, ern/Southern approaches - an attack coming, many targets also in the Western Front where
this does not mean that fairly lengthy missions from the Italian Front requires a long flight there are more bases for defense - but a larger
are out of the question since it is possible t o which will allow German fighters to shift their number of targets are present early in the
begin on one front and travel with a very large positions from the more concentrated areas. movement on this front than for any other front.
group of bombers which drop off along the way, However, a sacrifice mission aimed in this direc- Limiting the number of turns t o 3 and not 6
ending up near an opposite front. The use of this tion with the express purpose of drawing fighters makes this apparent since the Italian Front has
with shuttle raids begins t o give the American from the West may give an American player a NO TARGETS within this distance and the
extended flexibility in his missions since missions, vast opportunity t o destroy MANY bases, laying Western Front has but 2. But the Baltic Front
in play without shuttle missions, consist of open the Western Front to later attack against has a full 17 targets within the first three turns
returns t o the same Recovery Line from which aircraft factories. This merely illustrates the of movement!! Expanding t o four turns gives the
the mission began. Otherwise, too many missions variety of strategic possibilities the American has Western Front up t o 7 targets with 2 for the
will span too lengthy a distance - this front-to- in a seemingly limited game of getting to a target Italian Front while the Baltic Front expands t o
front mission technique is merely a variation to and eliminating it. Though the Basic Game is 26! Thus there is sufficient hidden threat in the
be employed to put German defenses off-balance little else but a good practice for the more Baltic Front t o warrant careful consideration of
since the apparent strength at one front becomes advanced versions, it does provide opportunities defense Ijl this area. In fact, the major target
offset by the actual targets at another. to try out a variety of ideas in many games. areas are inaccessible to the Western Front (and
Sneak raids fulfill yet another American very distant from any Italian attack) before the
option, that being the tying down of German GERMAN RESPONSES fifth and sixth turns - yet they are within 3, or
defenses by the use of a threat. In fact, as with at most 4 turns of the Baltic Front. Fortunately
I have spent a good deal of space emphasizing
all military threats, the shuttle raid is probably for the German defense, only one raid per
American chances to the extent that some may
more valuable before it is launched than it is quarter may be launched (but bombers may move
think there is no real play going for the German
once begun, as it is not subject to analysis until in any direction from their jumping-off point).
save to hang in there as best he can. However,
this time. German defenses can only guess at the
the German player does have the best of it as the
real strength of the raid - if indeed there is one It would seem t o be the best German course in
victory conditions are expanded - saving ONE
in actuality. The situation is similar to the entry the Basic Game t o make EVERY effort t o reach
city does not seem t o be too hard though it
of the American forces in BULGE or the second the bombers and stop them as soon as possible.
becomes harder when one enters the game think-
Allied invasion in D-DAY: the effect is height- In more advanced play, tearing away at fighter
ing that ONE city is no difficult task simply
ened by delaying them past the expected arrival support will have its effect in later quarters of
because that becomes the goal and many sacri-
time. In LUFTWAFFE, the arrival time is totally
fices are allowed to pass thinking that there is
unknown leaving the German player with a
lots of time left. In fact, the fact that the
problem which, while it is not totally a surprise
responsibility for action lies with the American is
due to the requirements for announcement within
one of the greater problems for tke German since
two turns of the raid, does not give the German
he can permit himself t o sit back in some
player as sound a timetable as in the land games.
instances. This attitude is, of course, damaging
As with other elements of each quarter of play, since the German defensive chances have many
the sneak (and shuttle) raids become a more
variables which will serve t o confuse American
valuable tool when used during longer games
efforts just as effectively as the many American
since they may be varied in strength and timing
ploys. For example, the simple decision to hit
each quarter. In fact, the key t o success in the
American Missions early or at a more delayed
Tournament and Advanced games seems to me to
moment (or, in more advanced play, even after
lie very much in the variations upon a sound
targets have been hit in an effort to deprive the
strategy which both players can develop - since
American of units for later quarters) will begin t o
it is as much the German's ability t o confuse
American plans by variation of the defenses throw the American's rhythm off significantly '
which the latter must expect to face. and make it harder for him t o plan just when t o
break from formation t o go t o specific targets or
As mentioned earlier, the concentration of assault airbases.
German bases on the Western Front seems formi-
dable. Indeed, it could be if the American refuses Diagram F indicates the limits that bombers
to exercise the important option to attack these can reach after set numbers of turns no matter
bases, thereby depriving the German of the use of where they leave from. It is perhaps as enlighten-
these bases and cutting off possible refueling ing as Diagram E in what it reveals since it shows
spots and staging areas. The important fact is that how far away various targets are in terms of air
the German is lured into the area and then the time from each major front. Note that the Italian
bases are eliminated or the bases are eliminated, Front offers the American no real targets until he
suggesting an attack on aircraft factories, and has gone at least 4 turns in the air and at that he
pulling fighter support from an intended area of has but 2 bases! Most Italian targets lie within
real attack. The fortunate element in all this is the five turn band. The Western Front is hardly
that the "most direct route" is not followed in more promising since it offers but 2 targets
these attacks. Thus it is possible t o bypass such within 3 turns and adds but five more on the
targets in an apparent thrust at deeper factories next. Percentage-wise the bands break down as in
DIAGRAM G TURN BANDS
THE GENERCIL

DIAGRAM F

play even if it does leave some successful Ameri- A.H, Philosophy Continued from page 2
Fundamentally, I would have to give the edge
can missions early in play. The ONE city rule in a longer game to the German since intelligent encouraging t o us were the ratings for strategy
cannot become a crutch for weak movement but play will make it hard for him to not manage one articles and the Series Replay concept, an indica-
is a comfort in trying to wear away American city left by the end of play. However, it is by no tion that you approve wholeheartedly of our
fighter forces when this may allow bombers to means as cut-and-dried an affair as many shorter decision to concentrate on bringing back the
get through. During this time, protect the bases articles have suggested, I do not feel that the "art" of playing games well and not just playing
so that you are not alternately cut short by a German player cannot hope to do anything but for the sake of playing. Only the Game Design
clever American who seeks to stop your fighter win as one writer has suggested! Perhaps the Column, Philosophy, and RBG show any sign at
force early. Basic Game, again, is fairly easily predicted given all of being unhealthy appendages. With a rating
average luck with die mlls and average play (at of 5 considered average even these must be
The introduction of jets and school units does least matched play on both sides). As I have considered healthy additions to the magazine.
NOT alter any major elements of planning, stated, no other Avalon Hill game offers the kind
however, alteration of the concepts implied by STRATEGY ARTICLES.. ........................... .2.08
of play LUFTWAFFE presents - perhaps a OISCOUNT COUPONS. ............................. .2.53
figuring the number of targets within a certain limited number of people appreciate this offering. SERIES REPLAY CONCEPT . . . . . . . . . . . . . . . . . . . . .258
turn radius is very drastically changed in Ad- I am hoping that the number of people in this QUESTION BOX ...................................26B
vanced play since all cities are targets and these OPPONENTS WANTED ............................. .3.08
category increase if only because it will mean VARIANT ARTICLES .............................., 3 2 7
are very heavily concentrated in the Western further attempts to reproduce a truly "campaign" HISTORICAL ARTICLES ........................... .3.56
Front. But the objectives and methods are still game which is more than a loose conglomeration INCILTRATOR'S REPORT .......................... .3.69
the same no matter what version of the game you CONTESTS.. ......................................3.65
of ideal design plots which characterized many LETERS... ...................................... 3.77
play - I merely encourage the longer versions amateur inventions in this direction many years ....................... .4.W
READER'S BUYERS G U I D E . .
because of the variety they allow in using many
ago. DESIGN ANALYSIS ............................... .4.10
individual plans from quarter to quarter. PHILOSOPHY .................................... .4.11
THE GENERM

Harley Anton continues the CAMPAIGN AT less than 36 factors a 6-4 can hold the square.
WATERLOO series with the second part o f his Naturally, if the French player leaves 42+ factors STEINMETZ:
WATERLOO analysis. This month Harley takes a in the above area (and a smart one will) Stein- The Key t o PAA Defense
close look at the individual pieces o f the game metz must stay at AA27 until the heights are
and relates the best uses for each type. Next time abandoned. A particularly effective switch of
Harley will conclude his treatment of WATER- Steinmetz is to allow your opponent to infiltrate
LOO with a study o f the mapboard. the woods at BB23 (a multi-turn project) in an
attempt to hit the doubled 6-4 at AA25 from 3
PART V THE TACTICAL GAME squares, thus obtaining 3-1 odds. If your oppo-
The Pieces of Waterloo nent achieves BB23 with a stack of units and at
the same time falls below the 42 factor level in
There are 3 keys to victory through tactical the DD22-DD30 area Steinmetz should be
superiority in Avalon Hill's Waterloo. The first quickly switched to AA25. This will completely
and by far the most important of these is to blunt your opponents infiltration drive and cost
know your pieces and their capabilities. The him several turns as he backs out of the forest.
second is to know the mapboard. The last is a As soon as the heights are abandoned Steinmetz
realization of the major tactical techniques of the should be positioned at W3 1, or more commonly,
era and successfully translating them into game at S31. W31 is the option that should be taken if
turns that will insure tactical success. you have stalled your opponent's Nivelles drive
and at the same time are still strong enough to
NOTE: Should the French occupy BE23 on their next
fight as you back down off the heights. Stein- turn, leaving less than 42 factors in a position to hit AA27.
metz at W3 1 combined with judicious delay along Steinmetz and Jagow should switch positions.
THE 8-4's
the 228-32 line will anchor the PAA right.
The two 8-4's are the largest pieces in WATER- Meanwhile, a strong infantry force at R30-T32 The Steinmetz Options
LOO. Steinmetz is much more valuable to the (with at least 2 6-4's at S31) can be used to cost If the French are causing trouble at Nivelles S31 or R 2 7 is
PAA than his French counterpart. The reason for the French player extreme casualties as he the more likely position for Steinmetz. 3-1 proofing the
Genappe River.
his great value is his ability to hold a doubled attempts to cross the Genappe river. Later, if
position. When he is doubled, the maximum odds your retreat toward Mont. St. Jean is hurried,
a French player can achieve are the number of keep Steinmetz in the center of your force. If
squares available minus one. For this reason he you have been more fortunate and can effect a
can make squares like AA27, S31 or T39 impreg- vigorous retreat and your numbers are approxi-
nable from frontal assault, barring low odds mately equivalent to the French, let Steinmetz
attack. Holding key positions of this nature until anchor the PAA left at K35 and form a line
they are flanked instead of letting them fall from IK35 to Braine La Leude. For a last ditch
frontally can often buy the difference in game stand Steinmetz can be very effective at A45
turns between victory and defeat. A 2-1 on a unit because of the wooded terrain on either side. One
the size of Steinmetz is rarely attempted for of the major mistakes of the novice PAA player
several reasons. A loss of 32 factors in an A-Elim is to let Steinmetz lead his counter attacks.
result will cost the French player the game. Steinmetz should never counterattack unless it is
Whereas the loss of Steinmetz would only dam- unavoidable. A 7-4 or 6-4 will usually do as well
age, not destroy, PAA chances. Secondly, why or better due to the stacking rules, and anytime
would the French player attack Steinmetz at 2-1 Steinmetz is used in an attack he becomes an
when the usual alternative of 3-1 on a doubled automatic target for the French player on his
6-4 usually presents itself in an extended line following turn. The only exception to this rule is
situation? Third, even when a 3-1 is impossible, when you can counterattack and leave Steinmetz
2-1 is much more economically attained o n a in a doubled position.
doubled 6-4 and can be achieved from two The Imperial Guard Artillery suffers greatly
squares. Finally, the French player will have due to the 15 factor stacking rule, combined with
difficulty avenging a 16 factor exchange without the French lacking a 7-4. Despite this limitation When the heights have fallen W31 is an excellent position
losing a valuable 6-4 or even more valuable it can be used to great offensive advantage in for Steinmetz. Given four 16's for delay on 229, 230. 231,
Y 3 2 , and X33, the western flank can be held here for five
cavalry units. several ways. It can best be utilized with a 6-4 turns.
As the strongest PAA unit, Steinmetz should for infiltration and with a 2-6 and 5-4 for straight
always-be kept near the center of the PAA lines. offensive combat. Using the Imperial Guard in its maxim is to use the largest pieces possible t o
There he can stop gaps as they arise by using the attack formation with 2 squares to work from, avoid being cut-up piecemeal. Infiltration through
excellent PAA interior line road network and can the French player can assemble 28 factors (4-1 the woods between Nivelles and Quatre Bras
avoid being cut off by a victorious enemy flank on a 7-4) and a 2-6 soak off. After the attack he should never be tried unless your opponent is
thrust. He should always be moved to AA27 on ideally, will have four 5-4's and the Imperial already reeling and you are attempting t o burst
the 9AM/16th turn and should stay there until Guard t o repulse a counterattack. Although in- his defensive perimeter. However, infiltration by
one of two things happens. If the French leave filtration is a mediocre tactic at best, there is a an 8-4, 6-4 stack at V22-U23, o r CC22-BB23
less than 42 factors in the DD 22-DD 3 0 area he right way to go about it if it becomes necessary combined with continued pressure elsewhere will
can be replaced by a 7-4. Once the area is bled to (see below for cases of necessity). The primary cause the PAA player to retreat if handled
THE GENERhL
skillfully. The Imperial Guard can often be used through necessitates a rapid fallback. Always try tremely prevalent even among expert Waterloo
in conjunction with a 15 or more factor cavalry to avoid meeting the French 4-4's in open terrain players is the use of a 6-4, 5-4, 4-4 stack. While
thrust down the Tilly corridor. It can furnish where they can be effectively used in 1-2 attacks. this may be an acceptable marching stack it
good infantry support for the lighter units but its leaves no room for soak-off on an attack and the
limitations must be recognized. Its object should
be t o break the cavalry out into the plains
between the Thil and LaLasne Rivers. After this
it should never head for Waterloo unless the
THE 6-4's 1.
The 6-4's are the backbone of the PAA army.
4-4 is easy meat for a PAA counterattack.

THE 5-4's
Genappe River has already fallen to frontal Because of their preponderance they make their 7
assault. Due to its defensive fortitude it can be of French counterparts doubly valuable for exchange The 5-4's are the mainstay of the French
purposes. The Allies must protect their 6-4's. A Army. Whenever possible exchange of two 5-4's
invaluable aid in flanking and breaking the
Genappe line by moving along any one square stack of two 6-4's should never be placed such for a PAA 6-4 or 7-4 should be avoided for
0-28, 0-27, P-26. After he establishes this break that the French player can gain 3 squares on it. obvious reasons. An exchange of two 5-4's for
he should join the main force on the road t o Perponcher and possibly one or two other 6-4's the PAA 8-4 would be of some advantage,
Mont. St. Jean. The Imperial Guard can also be should be sent to Nivelles early in the game t o expecially early in the game or when moving
used excellently along the line U-Z 18 if the Tilly counter major French thrusts in that area. By from a position of strength late in the game.
drive is aborted. He can mop up 1-6's and unless sending Prussian 6-4's to Nivelles, Picton and Most proponents of French strategy in Waterloo
the PAA player was foolish enough t o waste 24 Company can be routed to Quatre Bras. One argue for massive 2-1's using the 5-4's early in the
factors in the corridor the Imperial Guard can major reason 6's are valuable at Nivelles is due t o game. I feel t h s t o be a tragic misuse of factors.
stop cold any thoughts of counterattack. their ability to clog the forest corridors at Early deployment of 5-4's t o V22 can be prof-
AA35-AA38. A 6-4 is the smallest allied unit itable if weak PAA Tilly forces have been driven
which cannot be attacked at 3-1 from one square back and if it is combined with a drive in the
(or from 2 squares, when doubled). A 7 or 8 in Bors De Metz corridor. The I Corps 5-4's should
the same position is much more vulnerable to 1-2 come to TT18 and UU17 on turn 1 and proceed
The PAA ,.laj/cr is blessed with 5 units with a attacks. Further use of a 7 or 8 is a waste of up t o the foot of the Quatre Bras heights as a
combat factor of seven. Since these units are factors which violates a basic principle of war holding force which can be shuttled from the
unique t o the PAA side they can at least cause a best summarized by the phrase "economy of CC26 area t o the Bors De Metz corridor if
problem for the French player t o consider when force," and best demonstrated by odds of 29-10 necessary. The standard 8-4, 5-4, 2-6 stack (de-
he attacks at odds that may call for an exchange. when the 7-4 could have been used to replace a scribed earlier) can be supplemented by a 6-4,
Almost any exchange he makes will hurt him in 6-4 had adequate forethought been shown. For 5-4, 2-6, 2-6 attack stack, but this is not desirable
some way. At best these units can be tenacious this reason it is wise to send 6-4's to Nivelles and in most cases because a 2-6 would be left
defenders and can furnish a sharp cutting edge to shuffle 7-4's to Quatre Bras unless one wishes extremely vulnerable to resulting PAA counter-
a PAA offensive. In the final stages of a game early counterattacks against a weak French Nivel- attacks. A 2 square attack of five 5-4's and a 2-6
they are especially good in the latter capacity. les thrust. On the first turn of the game a 6-4 at or three 5-4's, two 6-4's and a 2-6 are usually the
On defense the 7-4 is at its best in a doubled CC21 and a 1-6 at EE19 illustrates the manner in most desirable.
position in which the enemy can achieve only 3 which the PAA can turn the 15 factor stacking The PAA player is blessed with only six 5-4's,
squares against it and must soak off from 2 of limit t o their advantage. One of the major uses of 3 of which come on late in the game. For
those 3 squares. Once supported on its flanks in the 6-4's is the Funnel principle. By stationing defensive purposes a 5-4 is useless by itself and
this manner (i.e., 7-4 at S31 and 6-4's at S-32 delay units at CC17 and DD20 and putting a 6-4 vulnerable in a stack because the competent
and R-31) 3-1 becomes impossible. Excepting this at BB20, 7 squares of terrain can be defended at French player will attack it. It can achieve
one rare case a 7-4 should never be tied to a a cost of only 2 factors. A further corollary of limited value by being placed with another 5-4
defensive position but should instead act as a this principle would involve a configuration of when the French player has only 1 square or 2
counterattack/defense bulwark force. When the two 6-4's at AA17 and AA19 and delay units at squares doubled to attack from. They can thus be
PAA defend the Quatre-Bras, Bors DeMetz corri- CC15 and CC19. By studying these examples, a used for short periods in the place of a 6-4 or
dors, sooner or later he must stop delaying and competent PAA player can use them all over the 7-4. The best use of the 5-4's is in counterattacks
stand to fight. This stand should always be board. By combining them wiih terrain even for exchange purposes against French 5-4's or
initiated with 6-4's because early in the game more advantages accrue (note in my last example 2-6, 3-6 cavalry stacks.
--
only 7-4's are available. They should be thrown a total of 9 squares are covered if no enemy units
into counterattacks t o replace a 6-4 lost or started the turn on the Ligne River.) As the PAA
thrown back on the previous turn. Combined forces are slowly driven back, 6-4's can be used THE 4-4's and 4-6's
with three 6-4's and the inevitable 1 factor to stop-gap such positions as W36, T41, U42,
soak-off the 7-4 yields 5-1 odds on a French 5-4 W31-Y31, R29, P30 and many others. When the Of all the pieces of Waterloo the French 4-4's
with no possible exchange and an ultra strong Pmssian IV corps arrives it can hold the LaLasne seem t o be the least useful. They are too small
defensive position facing the French. (i.e., 224, River from T35 to L36 while the main bulk of for offensive operations and too large t o be used
Y24 counterattack a 5-4 at 223 leaving 13 and the army can take a stand at L37-L40-J42. as soak-offs. Their best use is for exchanges and
12 facing the French). If you are still strong at Finally, if only a few turns remain in the game even then they rarely furnish an equal exchange
this counterattack juncture it might be wise to the PAA on rare occassions may gain a time-limit unless a valuable 2-6 is expended as well.
use four 6-4's to go after a French 6-4 at 4-1 and victory by keeping the major portion of remain- Early in the game the French 4-4's should
to conserve your 7-4's for later attacks. ing PAA units t o guard 39 and by detaching a proceed t o the CC24-26 area. From there, two
One major fact to remember is that 6-4's are couple of 6-4's t o guard the road to Brussels 4-4's make a good 1-2 gamble against the 8-4 at
almost equivalent to 7-4's on defense so 7-4's along A and B45. The enemy would have t o AA27 or the three 4-4's can be shuttled to
should not be tied down when 6-4's are available. waste 2 or 3 turns in flanking to obtain good Nivelles if that drive needs a boost. Later in the
Two 7-4's stacked with a 1-4 or 1-6 which odds and if 3 turns were remaining in the game game 4-4's can be used at 1-2 against undoubled
disappears in the soak-off will leave the French a then this uneven split of guarding factors might 7-4's and this is their greatest appeal. An ex-
tough problem t o counter on their following provide the difference. change of three 4-4's for 2 PAJA 6-4's should
turn. There are several ways not t o use the 7-4's. The French 6-4's along with the 8-4 should never be ignored.
The first of these is don't send them to Tilly. always be the vanguard of the French attack. The
Likewise, keep them on the Braine Le Compte 6-4's are the units that should infiltrate when The French 4-6 on the other hand is a good
flank only as long as necessary and not one turn necessary. Naturally they should always be used shock weapon due to its mobility. I usually
longer. The only exception to this rule is when to feed exchanges with PAA 6-4's whenever erroneously classify the French 4-6's and 3-6's as
your opponent's Nivelles drive consists of 36-41 possible. Late in the game if the French player heavy cavalry and the French 2-6's as light
factors. In this case three 7-4's and several 1-6's has 6-4's remaining he can hurt the PAA player cavalry. Although this is obviously not historic-
can delay him indefinitely. (7-4's at U42, T41, by sending a couple through the E48 corridor ally accurate it leads to a better fundamental
T39 and 1-6's down row 36.) Note that the 7-4's and down t o A46 in conjunction with the main understanding of Napoleonic cavalry tactics. The
should never be more than 4 squares from the French drive which should be aimed at Waterloo French 4-6 is always best used in conjunction
road to Mont. St. Jean in case a French break- itself. One major flaw which seems t o be ex- with 3-6's as discussed below.
THE GENERM
The PAA 4-6 should always be headed to V44 behind his main force as it crushes all remaining
where it can combine with the lone English 4-4
t o hold the Nivelles branch of the Somme River.
These units can effectively police the PAA far
defenses and moves off the board to victory. The
2-6's can also be used t o guard French flanks
early in the game in front of the main line. They
ADVANCED by Mike Shefler
right with little loss. Even if the center falls, the should be positioned in such a way that the PAA
4-6 can usually escape to Mont. St. Jean by way must expose 2 large units to kill them.
of the Plains near Hal and the 4-4 can retreat
under protection of the Somme River and by its KRIEGSPIEL, despite an excellent overall sales
The PAA 2-6's are extremely valuable as a
weakness and distance from the front become too appeal, is often criticized by the "hard corps" as
counterattack force against infiltration. (Com-
costly for the French t o chase. If defection one o f Avalon Hill's worst games. The reason for
bined of course with a few larger units preferably
occurs Cooke should be the first removed if he is its lack o f popularity among wargame fanatics is
5-4's and 4-4's) and against a Braine LeCompte
thus cut off. n o t hard to pinpoint. The very simplicity which
drive (combined with a 7-4, Cooke, and the Cav.
makes it such a good "beginners" game stands it
Batts). On the other hand, the PAA 2-4's are the
in bad stead as far as the "hard corps" is
least useful PAA unit. Their best use is for
The three Prussian 4-4's are usually best em- concerned, despite the innovative matrix CRT.
soak-off and delay when 1-4's and 1-6's are
ployed holding the Tilly corridor on the PAA far Mr. Shefler proposes some changes, including
unavailable. Usually these units can be gathered
left. Used in conjunction with rivers and delay some amendments to the CRT, which may make
into a stack which can absorb exchange losses
units they can form a testy maze for the French some o f you change your mind.
near the end of the game. This type of stack
to wade through. In addition, a 1-2 surrounded
should not expose itself early in the game
on 15 French factors by two 4-4's can often turn because a turn of fortune might make the 2-4's
the tide of the game. If the French do not pursue Many people have expressed their dissatisfac-
valuable as delay units.
a Tilly drive, the 4-4's can rejoin the remainder tion with Kriegspiel because of its lack of
Of the PAA army at Mont. St. Jean. Like Cooke complexity and realism, so here is an attempt to
they should be removed 1st in case of defection make the game more interesting, challenging, and
if by-passed by the French drive. A counterattack THE 1-4's and 1-6's 'fdC realistic. First, I have tried introducing a step-
drive at low odds toward Tilly is a good I have saved the mdst important PAA units 'till reduction system in which the second step is
desperation ploy to buy time when that becomes last. Proper use of these units for delay-screening written in on the back of the unit. New matrix-
more important than factors. is the key to PAA victory and will be discussed type CRTs have been thoughtfully provided by
in detail below. However, there are other intrinsic the author to take this into account. In these

THE 3-6's IL
The 3-6's are the French heavy cavalry. They
advantages which can be listed here. The major
secondary advantage of the 1-6's and 1-4's is that
the PAA player can always lose 1 factor o n
CRTs I have attempted to preserve the different
characteristics of the various offensive and defen-
sive strategies available to the players that are
present in the AH CRTs (and which, I might add,
soak-offs as compared t o the French 2. This
should be used with the 4-6 in raids down the yields the additional advantage of leaving the are missing in the only other Kriegspiel CRT
Tilly corridor or the Braine LeCompte-Hal road. PAA player with a large stack to await counter- revision I have seen - No. 7.3 of the General).
By early placement of these units in the Charleroi attacks. One should use the 1-6's and 1-4's in all To adapt them to PBM use, I suggest using L.
area these forces can threaten X24 by 1PM/16. types of delay operations with the exception of Mitchell Wein's excellent method as described o n
By using the narrow 212 corridor, 3-6's can attempting t o delay across large open terrain p. 7 of No. 7.4 of the General. I have also
infiltrate the Tilly area by turn 4. I don't favor corridors such as M35-542 and V41-048. This included some revisions to the rules o n prisoners
this strategy as the masses of rivers on the far type of delay would needlessly dissipate valuable and nuclear weapons to make them more realis-
French right rob the 3-6's of their major weapon; units when a fall back would be preferable. Never tic, and I have introduced some new optional
mobility. The more ordinary Tilly drive should expose large stacks of 1-6's t o enemy attack as rules. The rules and CRTs I propose follow:
have the objective of breaking (with its mobility, this is equivalent to cutting an artery!
not combat factors) the Dyle River between N24
and Wavre and then making a dash over the open
terrain to A39. Even when unsuccessful this
maneuver draws large PAA commitments off the
.........................Q
Continued from page 20
STEP REDUCTION: On the back of each unit
write in the attack and movement factors of the
unit's second step along with its corps, type,
color, and identifying number. Attack factor in
main front, to counter it. One word of caution: the second step is $5 of the unit's basic AF, while
this maneuver is not dangerous if supported by phalanx army was impossible; attempting it any- the movement factor is reduced by one. When
5-4's or the 8-4 as far as N24. Once there, the way he lost the war. Armies attempting "impass- called on by the CRT to lose a step, simply flip
large units flank the Genappe river and the able" obstacles have sometimes found them im- the unit over (if it is already flipped over, it is
cavalry must be withdrawn in time t o avoid being passable indeed. eliminated instead). If more than one unit is
trapped by the IV Corps if it is not immediately involved, then all such units are affected. How-
successful. The 3-6's should be used as soak-offs The point is that the game rules suggest that ever, they may instead elect t o eliminate units
only when no other alternative is available. In an attack in the old style, throwing armor against (from any of those involved in the attack) with
short, effective heavy cavalry tactics, consisting of well-defended rivers and canals in the face of a at least as many combat factors as would have
overwhelming delay forces, going on raids t o supplied and vigorous defense might have suc- been lost by step reduction. For instance, if two
extend fronts and draw off factors, and always ceeded - and even have been superior t o Guder- 4-4's attack an 8-5 and the attacking units must
retreating t o fight again when confronted by ian's nearly bloodless victories. In my judgment, a lose a step, they could remove one of the 4-4's,
force can spell the difference between victory and game design which produces that result has some instead of turning them both over. When the
defeat. explaining to do. CRT calls for elimination, all such units must be
eliminated, regardless of which step they are in.
For all my objections t o the simulation aspects

b
These rules lead to or suggest several changes in
of France, 1940 I return t o where I began. This other rules:
THE 2-6's and 2-4's
essay, although critical, is none the less a "rave
The use of the Frenc.. j's can be summarized review." Although the designers have failed t o A. Retreats after combat - Units forced t o
in the word soak-off. They are the only soak-off overcome many problems of simulation, they retreat after combat are still eliminated if forced
unit which the French can really afford to lose. have given us a very good game. They have also to retreat off the board, into sea or other
Because they appear in large numbers a few can designed a building block on which future simula- non-permissible squares, into enemy zones of
be used to aid the heavy cavalry on raids as long tions may be based; and they have done it while control, or onto or through other units. However,
as the main fronts are left with adequate soak-off providing important new contributions t o the art they may choose to retreat one square less than
units. These units have a few other uses dealing of gaming. France, 1940 is well worth the money the specified number at the cost of losing a step
with protection of the main body of the French required t o buy it and the time it takes to master instead (this does not apply t o units conducting
army. If it breaks through t o Waterloo with most it. an invasion). Thus, if a surrounded unit is forced
of the remaining PAA units in the Mont. St. Jean to retreat one square, it may forgo retreat and
area the French player may delay with 2-6's instead remain where it is and lose a step. If it
ABM Interception Chart

KRPEGSBIEL THEORY Number of ABM's


intercepting -
Die roll necessary
to intercept -
1-3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1
were forced to retreat two squares, or if it were it was carrying are also destroyed. If the unit
already in its second step, then of course it surrenders in battle, then it must also surrender 4-6 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 2
would be eliminated anyway. the weapons to one of the attacking units, which 7-9 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .I ,2,3
B. Fortifications - Units flipped over to may next turn carry these nuclear weapons back 10-12 . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1,2,3,4
make a fort are not reduced in step (they may be to their launching site. Captured nuclear weapons 13+. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1,2,3,4,5
turned rightside up again if you decide to destroy cannot be fired until the turn after they have ABM's, like Airpower factors, can never be
the fort). For convenience in keeping track of been moved to their launching site. captured and can be used even if your capital
which units have been reduced and which city is captured. However, they can never be used
haven't, I suggest that units which have been Here are some optional rules which may be of to attack enemy units or positions. They are only
reduced in strength not be permitted to make interest to the wargamer who goes all-out for used to intercept incoming missiles.
forts. Any unit may occupy a fort. complexity.
C. Replacements - Replacements must be You may use your accumulated airpower fac-
brought in at full s t r e n g t h . ~ h u s ,an 8-6 which tors to transport units from one city to another
Tactical Nuclear Weapons (including captured enemy cities). This is done in
had been reduced to a 4-5 and then eliminated
must be brought in as an 8-6 at a cost of 8 Black 3-4's and Red 4-4's which are not special the movement portion of your turn. Airpower
replacement factors. forces carry one short range tactical nuclear factors used for air transport may not be used for
PRISONERS - The POW camp may be located weapon (TNW) apiece. These TNW's have a range attack and are lost after use in this manner. One
anywhere in your home country on a noncity of three squares but may not be fired at a target airpower factor can transport up to two combat1
square. If you capture your enemy's POW facility which is in the zone of control of one of your factors, thus to transport an 8-6 by air would
then your prisoners re-enter the game from that units. They are fired after the movement portion require four airpower factors. You cannot trans-
square, at their second step. Prisoners can escape of the turn. A die roll of 5 or 6 means that all port units into a captured enemy city in the turn
from an ungarrisoned POW camp without outside units in the target square are eliminated and if it of capture, nor can you transfer units directly
help using the prisoner escape chart. However, if is a city square, it may not be used for supply or into enemy zones of control.
you roll the die for a prison break and it is replacement purposes for one turn. A roll of 3 or I hope the above rules and suggested changes
unsuccessful, you must remove one of the prison- 4 means all snits in the target lose one step and to Kriegspiel will make it more attractive to the
ers to the dead pile. If there is an enemy unit on no movement is allowed through that square for "hard-core" wargamer, Kriegspiel is, in my
his POW camp, then your units cannot escape by one turn. A roll of 1 or 2 means the attack has opinion, one of Avalon Hill's best games as it
themselves. Otherwise, use the following table. no effect. Fortifications are protected enough offers almost limitless opportunities for improve-
Prisoners which escape do so at the beginning of from TNW's so that a roll of 1, 2, 5, or 6 has no ment and improvisation. It should appeal to the
their turn and enter the game at their second effect, while a roll of 3 or 4 has the same effects game designing urge most wargamers have but are
step. as above. Each unit carrying TNW's may fire only unable to satisfy (it's too time-consuming to
once during the entire game, and if eliminated design your own game from scratch - I know,
Prisoner Escape Chart before they can fire, they lose the ability to do I've tried). I would like to see more games where
so, even if brought in again later in the game. To the player can write his own optional rules
Number of prisoners Die roll necessary
make up for the advantage that Red has under instead of being bound by a set of all-inclusive,
in POW camp - to release prisoners -
this rule (9 TNW's to 3 for Black), try starting pre-packaged rules.
both Red and Black with 14 units and/or giving
Black one additional ICBM and two additional
rockets in his initial nuclear inventory. A - attacker
D - defender
ABM system r - retreat (opponent may retreat your units
up to the specified number of squares)
Each side accumulates, beginning with the first
a - advance (you may advance your units up
NUCLEAR WEAPONS - When you capture turn and provided his capital city is unoccupied to the specified number of squares, but you
one of your opponent's launching sites, the by enemy units, four ABM's per turn. When a must stop in the first enemy controlled sq.)
capturing unit takes custody of the nuclear nuclear attack is launched by your opponent, he LS - lose one step (flip unit over, if already
weapons stored there. You do NOT immediately specifies only one target square. You may try to over, eliminate it)
transfer them to your launching site, the captur- intercept his missiles before they reach their E - eliminated
ing unit must do so. It can transfer the captured target(s) by using as many ABM's per nuclear NC - no casualties either side
rockets to another unit by moving adjacent to it. attack as you wish, up to the number you have X - exchange (player with fewer total combat
factors removes all his units; other player
To avoid unnecessary bookkeeping, no partial accumulated. ABM's may not be used against removes at least that many combat factors -
transfer of nuclear weapons between units is TNW's. Use the following chart to determine if units may voluntarily reduce themselves in
allowed. If the unit which is holding the captured the missile is intercepted (if not, then the attack step to account for the appropriate number
nuclear weapons is itself destroyed, the weapons was successful). of attack factors).
THE GENERAL
often took local superiority of 10-1 t o achieve
decisive results. Even o n the corps unit scale a
3-1 superiority was generally required to insure
against losses, while in 1940 an air-supported unit
may attack at 1-3 odds in the certain knowledge
that the worst that can happen to it is a retreat.
The CRT is coupled with stacking rules that at
first appear attractive, but on reflection seem
inaccurate. They make sense on the technical
grounds of troops, time and the 10 km. hex; but
this throws open the problem of what d o we
simulate? Sometimes it is better to abstract out
Dr. Pournelle is a noted historian with several the same time does not unduly complicate things. principles than to rigidly stick to "real" limits.
published works t o his credit who has recently The game is playable without an air battle staff - The CRT/stacking problem is a very knotty
turned to game design as a spare time endeavor although the post of "Air Marshall" as a subordi- one, because "in 1940 the decisiveness of the
His thoughts on conflict simulation as portrayed nate player is fun, so that the game can be Panzer thrusts of Guderian lay in producing
in FRANCE, 1940 bring to light some interesting played by teams without artificial divisions of paralysis after penetration, not in producing
design questions on the campaign. Dr. Pournelle responsibility. destruction of the enemy's forces in battle. It
presents a strong case for a revised C R T and Another good feature of 1940 is the handling really eliminated battle." (Liddell Hart, Deterrent
TEC, and in so doing, takes our designer t o task of armor/mechanized forces. By allowing them t o or Defense p. 183) Now, how do we simulate
for some o f the principles built into the game. move after combat the designer has given them a that, particularly since, at a later time in the war,
The questions Dr. Pournellt: raises on the design qualitative difference so that armor is not just "Allied attacks rarely succeeded unless the attack-
-f FRANCE, 1940 are well worth thinking about. fast, stronger, infantry - something lacking in ing troops had a superiority of more than 5 t o I ,
I many strategic games. Like all good rules the
drmor/mechanized rule is simple and intuitively
accompanied by domination of the air."
Thus, as simulation, the CRT is wrong, for in
obvious once thought of. Whether it is enough to the actual campaign there were almost n o "bat-
give armor of that period the role it actually tles," at least not of the march up and knock
played is something else again; but the rule is a down variety; and when this kind of equipment
good one and rather realistic. actually engaged that way, the results were grim.
A lot of research must have gone into certain In my judgment, 1940 would also be a better
Avalon Hill's France, 1940 is destined to aspects of 1940. The decision t o use 10 km. game if the CRT supplied were scrapped and a
become a classic game, It has attempted a hexes was probably difficult, but unavoidable. As new one substituted; but this would, as Dunnigan
campaign that defies simulation, to produce a Dunnigan points out in the design notes, division notes in his text, change the game entirely. It
very playable and enjoyable game with different size pieces would have meant an unholy number cannot be done in isolation, and careless changes
orders of battle to provide a variety of fascinating of units on the board, while including the whole in the CRT will make 1940 a worse game
problems, Moreover, the ''point handicapping" in France-German border would have required a lot although they might improve its realism.
which a country may "win" while, its player of wasted space in which combat would never The second major defect in 1940 is the Terrain
"loses" works well. As a game 1940 belongs in take place. The resulting ratio of combat units to Effects Chart. France and the Low Countries
every collection, and it makes a good introduc- playing space is a good one. were rather well roaded, and given the 10 km.
tion to serious war-gaming for those just starting The game scale chosen requires corps units, hexes it is arguable that roads are not relevant. In
out. except for the armor which is by divisions or terms of strict unit-size realism, leaving roads off
I wholeheartedly recommend France 1940. brigades. Given the stacking rules, armor/ the map-board makes sense. In terms of abstract-
The recommendation is strongly stated because mechanized forces again have a qualitative differ- ing the factors vital t o the campaign, it may have
this article is quite critical of many features of ence from the other pieces. Again, so far, so been a mistake.
1940. The designers have made a bold attempt, good. One major qualitative difference between
but despite a number of fascinating gaming Come now the problems. First, the Combat armor and other units, including mechanized, was
innovations, they have not produced a very good Results Table has not had the same research as that everything but armor was road-bound. It was
simulation of the German conquest of France. other parts of the game. 1 agree with the system the lack of tracked supply and support vehicles
Whether or not such a simulation can ever be in which increasing die numbers bring increasingly that slowed down the Blitzkrieg of 1940 as it was
packaged as a popular wargame is another ques- favorable results; among other benefits this makes t o slow down Patton years later.
tion, The Fall of France was unique and due to it easier to incorporate terrain effects and other Secondly, armor was nearly useless in city-
factors nearly impossible t o bring t o a games factors since you can add or subtract points to fights. The Germans quickly learned that taking
table. Some games simply by-pass the problem by the number actually thrown. What combat actu- their tanks into house-to-house combat was a
beginning after the Sedan break-through and ally accomplishes is something else again. 1 do drastic error; to clear out a defended town you
playing on from there an acceptable and not understand the logic of the involuntary need infantry and artillery, both rather slow and
enjoyable alternative. France, 1940 tries to pro- counterattacks which dominate the CRT. both confined to roads.
duce a more general simulation of war of the Worse, though, there are no possible results Rivers, too, were more important, especially on
1940 era, and it is a good beginning. other than retreats or eliminations. There is no a day-to-day time scale as 1940 uses, than the
I believe certain modifications can bring it ''contact" or ''engaged," although given 1940's game allows. Crossing rivers under fire, even with
closer t o a campaign simulation. time scale such results were very likely. An air support, was a tough job; and even unde-
The best new feature of 1940 is the use of "engaged" result with armor free to withdraw but fended rivers could and did slow down the tanks.
airpower. By separating air units into a movable infantry ''fixed" for a move would have been 1940 would have been a better game if more
but grounded base and an invulnerable in-flight very realistic. thought had been given to the terrain effects; and
component 1940 has come very close to the real In fact, the Bulge CRT modified for this game in my judgment would have been improved if
conditions of aerial combat for that era. Dog- would be more appropriate. In 1940 the attack- some of the major road net had been added,
fights are spectacular, but air supremacy was er's advantage is too great - that is, although it although the latter point is certainly open t o
never won by them in modern war. Air cover takes high odds to assure unit elimination, attack- debate.
could drive enemy air forces away, or exact ers are relatively safe from damage. The design Rules changes, even those suggested above, are
heavy attrition; and of course, if one side pursued notes state that in the 1940 time period the not the primary requirement for making 1940 a
an improper air strategy as did the Germans in attacker had an advantage over the defender. I better simulation - or are they? As the designer
the Battle of Britain, air superiority might eventu- cannot agree with that. During the Fall of France admits, the Germans always win by the rules of
ally be won in the sky. campaign it appeared that way, but this was due the game, even when the armored units are
Usually, though, it was necessary t o destroy to Allied misunderstanding of what Liddell Hart stripped away from them. The question is, would
enemy bases in order to dominate the air. The called "tank time"; it was not inherent in the this be true of the real world?
A-H game incorporates this feature very well. It military equipment available.
adds a realistic dimension of aerial warfare and at The reverse is probably true, in fact: WW 11 Design Analysis Continued o n page 20
Paae 15 THE GENERAL

$ERIES REPLAY

F11cr cint e MIDM'A Y rriutle 175 uppearunt e In 0900 JUNE 3


964 tritlrc have auld that the Arne~~ciin (~luyer USN MOVES Fleet F ~ E
r t ~ not win agulnct a tornpetent o p ~ o t i o l t Our SEARCHES 6c 5c 4c 3~
&D i t ~ f f5et 0147 lo pLit thzlr theory to l / l ? tcrt SlGHTlNGS A cruiser an C 6
r the fotm o f u Serle, Rrplaj tontest 7ht.
~ t t l t ,alded h j all olt ignored rullng In the MY Intentlon w" S E A R C H E S D3, D l ,
1 1'ERAL that chps r r u j leave the rearth hoard, eye wh ~roxi poa
"
h ~ scruir
,c t o have dicproled that tkeorv Dot1
era whilr g the cruisers t o in-
I didn't
f defending hIldw< ~ l dw e of s that d
~nel golng to ga UII In an ef III~
Lruisers non ,pite aylng m) A he
ART belief that hls carrle rt of nd that
I'll be able t o retreat helr _ _ and trv
in after nightfall atlor his cruls
E ones plus his me me,
S N MOVES Flee
t h ~ scruisers co t anywht
!ARCHES " - n TI ove into E4A arantee tl
GHTINGS
~ c d t e least one cru~,,. ,,,, ~ l s ot n
stan1 .tween myself and h ~ carr~
s
TLE
011e cruiser I IIC 1 3 i o ~ p c
found and dispatched the Na[
than the betrayal of my posi I had hoped
get hnth rrlllrers 111 the s ~ m e but wau una
e second .ntly
3ase
37A N
J O I ~

1, D7, D2 C
by Lloyd Berger In the May issue of *"""'
,RAL. As xs stated in the article this ~p ror aaaeu AH pro
rches by the time the cruisers
~utin love into the board' ter
b..-.ng that the Americans are
limits to search extremities of Row D - not
n exit 1 ,suming they
fur t possible advance still rest!
TLE NOTES: -'. s Americ as betra)
300 JUNE 3 the Nagt
ition by attac and sin1
5N MOVESs Fleet. G4C
~ r t hthe 1
14RCHESt 78, 7A. 66, "- ack cam1 .I
GXTINGS, A crulser In 878.
'ERAT1ONS. Readylng all atr- - : Crui D2E. Cruiser ~n D
North is obviou
n locate him later &
as he will In all probability
My search last turn has confirmed my
3icions that his carriers are retreating to me1
go directly to Row D to get the added ship xuisers and as such are no danger to ;
- A 3 ~ i and
, probably will be unable to ~ L U L G ,
search )ability. 1 only ny fleet
f SW& $cause mv ODDC 111 obvio :rs as well. Unfortunately, I now ha!
nove into what could well bc : teeth c
;earth. There is also still the c e that hi
THE GENERAL Page 16

Japanese search forces finally located U.S. Fleet find him, before he finds me. I am basing my my air search on squares which he would have
on their own. However, the range prohibits both search on the premise that he has advanced from moved into from outside the 7 squares round-trip
offensive and CAP operations over the Tone. The last known position to attack me. attack range.
move into D6 is designed t o escape U. S. search
efforts which may be reluctant to search the 0700 JUNE 4 1100 JUNE 4
same square two turns in a row. USN MOVES: Fleet: E6A USNMOVES: Fleet: D41
SEARCHES: 18, 28, 38.48 SEARCHES: 3C. 2C

NIGHT JUNE 3 SIGHTINGS: Combined fleet in B2E SIGHTINGS: Combined Fleet in C3E. Cruiser in C21

USN MOVES: Fleet to E41 If he is steaming at full speed my search of I have moved into D4 because he has searched
OPERATIONS: Ready Aircraft 1-4B should find what I hope t o be his combined it the last two turns, and I doubt he will search it
I hope to stay out of his reach until he is fleet. Otherwise, I shall have to be very wary of a third time. It would probably be wiser t o
found again. With my superior searchpower I any approach while the position of his carriers is shadow his fleet until nightfall but if I can
hope to find him first tomorrow and launch the unknown. manage a strike from a central square which
first strike. provides a 33% chance of escaping his followup
IJN MOVES: Combined Fleet: B2E search and allows me the possibility of making
SEARCHES: 84. C4. D4 another attack prior t o nightfall I will do so.
IJN MOVES: CV Force: A 2 8
Continuing to search within 7 squares of my
With my cruisers gone, I will proceed North IJN MOVES: Combined Fleet: C3E Yura: C21
position. If his carriers are within sinking range I
where I will join with the Atago group before SEARCHES: C2. C3, C5. A4. E 4
desperately need to find .him before he locates
proceeding to Midway. U. S. last sighted in E4G.
me. I no longer have the faintest idea as to his
location. His failure t o attack me the last 2 turns
NIGHT JUNE 4
0900 JUNE 4 suggests that he is nowhere near me and is hiding
USN MOVES: Fleet: F5E
U S N MOVES, Fleet: E 5 E in a far off corner. Am setting course for
IJN MOVES: CV Force: A1 l
SEARCHES: C3, C2, C1, 83 Midway, leaving Yura out as bait for my oppo-
SIGHTINGS: Cruiser in C2G Carrier Fleet in B3C nent who appears to have a fondness for knock-
0500 JUNE 4
He has again lost sight of me, making my ing off solitary cruisers.
USN MOVES: Fleet: E6C
S E A R C H E S : A5, A4, A6, A7 chances of launching the first attack exceedingly
good, after finding his combined fleet in B. It 1300 JUNE 4
I am proceeding on the assumption that the USN MOVES: Fleet: E 4 E
should be an easy matter to shadow him until I
Japanese will hold their carriers back until 0500 can launch a strike because if he alters course SEARCHES: 3D. 4 D
to unite with the Atago group before proceeding Westward I'll have gained another turn, and SIGHTINGS: A cruiser in D3E. Carrier Force in D4A
West. Therefore, my search should be centered on thereby another point for holding Midway. OPERATIONS: 5 DB to 0 3 E , all remaining aircraft including
the A row finding the Atago group if nothing
-
Midway forces to D4A.
else. IJN MOVES: Combined Fleet: B3C Yura: C2G
My move to E4 was prompted by his search of
SEARCHES: 83, C2, D2, D4, 85
that square last turn and the fact that D4 is
IJN MOVES: CV Force: A l l Yura breaks away from main fleet to give extra susceptible to a ship search. 1'11 definitely attack
S E A R C H E S : C3, C4, C 2
searching capacity. 1 don't believe him to be too him this turn barring an unexpected variance in
Atago group has joined with main fleet. I am close or he would have attacked last turn after his eastward course. I should have at least a 33%
now prepared to give battle. The trick now is to locating my fleet. Therefore, I am concentrating chance of escaping his 1500 search pattern.
Paae 17 THE GENERAL
THE GENERAL
BATTLE NOTES: 5 DB from the Enterprise 1700 JUNE 4 Again I made a serious error and did not adjust
dispatched the Yura at D31 with an automatic USN MOVES: Fleet: F3A my defense to compensate for the Hornet's
attack. My 32 fighter facters overwhelmed his 6 SEARCHES: D3, E3, E4, A4
weakened condition. It cost me a carrier and I
CAP at 5-1 but still suffered a 6 factor loss when SIGHTINGS: Battleship a t D3C. cruiser at E3E. Task Force a t
can offer no excuse for such shabby play. His
the Midway fighters ran out of fuel on their E4E attack had a probability of 3.1 hits, when only 3
return to the carriers. The T2 and D6 from were needed. It also would have sunk the Atlanta
I now have sufficient victory points t o with- and seriously threatened the Vincennes. There-
Midway assumed the losses taken in the attack.
draw from the board and win, assuming I lose fore, realizing that the score still left me 1 point
The fact that his decks are still loaded with
only a few ships during my eastward retreat. He ahead and that the surplus planes could land on
readied AC makes the prospects for this attack
will probably be able to locate me easily from Midway, I opted t o give up the carrier in hopes
exceedingly good when coupled with the added
here o n despite the approach of darkness if he of being able t o hold my own defensively at
punch of the Midway planes. My aim: an ambi-
guesses my intent. However, he will have t o split 0900 when he will only be able to hit me with
tious effort t o sink 3 carriers and cripple his
his forces to both pursue me and to take Midway 16 bomber factors.
counterattack capabilities. The chances of sinking
which he has already dallied too long in reducing. The situation is extremely volatile and capable
all 3 carriers are about 30% while the chances of
Hopefully, he will continue t o send out solitary of going either way. Doubtless he will find me on
getting two are extremely high. Unfortunately, 4 ships for search purposes which will enable me to
of the 6 fighters which he lost in the air battle the 0900 turn and sink at least the Atlanta. I do
pick up easy points with my now diminished need t o deepsix at least one more Jap ship.
were from the Zuiho, thus minimizing his loss in airforce.
fighters. The attack on the Yura was necessary to However, my main advantage now is that Midway

my chances of escape 11%.


-
lessen his search capacities next turn, increasing IJN MOVES: CV Force: E4E. Kirishima D3C. Yamato Group
AZF, MikumaE3E
has not, as yet, been reduced. He no longer has
an effective airforce capable of reducing it in one
SEARCHES: D3, E3, E4, 134, F3, F4 raid. With the 3 battleships he currently has in
IJN MOVES: Combined Fleet: D4A Yura: D3E SIGHTINGS: Fleet in F3A his main fleet heading towards Midway it appears
SEARCHES: D3, D4, H4, H5, H6 that it will be a long task - which should mean
OPERATIONS: 6 Fighters CAP over D4A
Mikuma separates from fleet to increase search
capacity. Am guaranteed of finding him - un- another 6 or 7 points and a clear margin of
I am putting up 6 fighters CAP over my fleet fortunately I have no readied planes and night victory. As a result of attacks this turn the
which is the amount of my fighter superiority at will soon be here allowing him to escape again. Kongo and Hornet were sunk. Additional damage
present. It would be pointless t o use more as I was administered t o the Chikuma and Vincennes.
have no idea when he will attack, as he has
already passed up three opportunities t o do so. NIGHT JUNE 4 IJN MOVES: CV Fleet: G3H. Kongo: F3B. Mikuma: F2E.
Until I find him, I will reserve my remaining 26 USN MOVES: Fleet: F2F Kirishima F1 E, Yamato Group: C2C
fighters for my counterattack when it comes. OPERATIONS: Ready A/C SEARCHES: F1, F2, F3, G3. H I , HZ, H 3
BATTLE NOTES: His attack has finally come; IJN MOVES: CV Fleet: F4G Kirishima: E2H Yamato Group: B2E SIGHTINGS: Fleet: H l G
Kongo: E31 Suzuya: F3G
and from surprisingly close. I was correct in OPERATIONS: All aircraft to H1G
assuming he'd go after Yura. He seems to have a SEARCHES: E2, FZ, E3, F3
SIGHTINGS: Fleet in F2F Hosho's aircraft are sent o n a one-way mission.
penchant for sinking cruisers at no cost. I feel it
OPERATIONS: Ready AIC They assume the losses of the attack. He is
was worth the loss t o distract five more of his
obviously now trying t o get off the board. I must
DB from the Hiryu. Zuiho, Soryu, Kumano and Separated one BB and one cruiser from main hit him with every available plane.
Yura were lost t o his attack - the first two with fleet for night search purposes.
a loss of 25 factors in planes.
0700 JUNE 5
NIGHT JUNE 5 USN MOVES: Fleet: H11
1500 JUNE 4 USN MOVES: Fleet: G 2 E
SEARCHES: 2G. 1G. 3G. 3 F
USN MOVES:Fleet: E3H SIGHTINGS: CV Fleet in G3H, BB in F3B SIGHTINGS: BB and CA: ZGA Task Force: G3C
SEARCHES: D4, D 3
If he suspects my intentions he will have 2 He seems to have totally ignored Midway. This
SIGHTINGS: Task Force in D4C. Battleship in 031
more shots at me with aerial attacks. I must be will cost him any remaining chances he has for
My northward move, directly in his line of ready to pick off something of his as he is sure victory.
approach, hopefully will be unsuspected. I believe t o get at least my crippled ships.
he will suspect a retreat to Row F which will
IJN MOVES: Suzuya: F4C. CV Fleet: F4C, Kongo: F3B. IJN MOVES: CV Fleet: G3C Kirishima, Mikuma GZA, Yamato
allow me to escape and launch yet another strike Mikuma: FZB, Kirishima: E2C. Yamato Group: C2A Group: D2B
before nightfall. SEARCHES: F2, F3 SEARCHES: G I . G3, G2. H I
BATTLE NOTES: Having been found, I hate SIGHTINGS: Fleet in H I 1
to give up plans for another strike today as I The sighting at F 2 F convinces me that he is
OPERATIONS: Ready all AIC
don't dare t o ready aircraft with a strike coming going t o try t o get off the board - otherwise he
in. The Enterprise was doomed due t o my would never back himself into a corner as he is I will get one more strike at him in the I Row.
placement which tried t o "cut the corners" in now doing. The game appears lost if he does indeed go off
fear of the dreaded Jap torpedo plane. Instead, the board.
his DB's did the job. The only possibility of 0500 JUNE 5
saving the Enterprise meant taking a chance on USN MOVES: Fleet: H1G 0900 JUNE 5
losing both carriers. I therefore directed my AA SEARCHES: 1G. 2G. 3G. 3 F USN MOVES: Fleet: 12E
fire in such a way as to take the maximum losses SIGHTINGS: CV Fleet: G3H. Kongo: F3B SEARCHES: 2H, 2E, 3H. 1H
from the Japanese attackers. The Enterprise went OPERATIONS: 6DB. 6TP, all fighters to F3B; all remaining SIGHTINGS: Yamato Group: E2D. CV Fleet: H 2 E
bombers to G3H over fleet.
down with almost a full complement of aircraft. OPERATIONS: All bombers to E 2 D ; all fighter CAP
BATTLE NOTES: Bill has made a serious error BATTLE NOTES: Discovery of Yamato group
in leaving the battleship in the open. The force I removes all doubt of Midway's status. Now that
IJN MOVES: Task Force: D4C. Kirishima: D31
have sent guarantees that the Kongo will sink at all his ships are accounted for I am positive
SEARCHES: D4, D3, D5, E5, E3
minimum loss t o my aircraft - an expensive price Midway will not fall for many turns after I exit
SIGHTINGS:Fleet in E3H
to pay for an extra search. the board, insuring me plenty of insurance vic-
OPERATIONS: All bombers to E3H
There is some question as to whether the tory points. The game is mine.
The Kirishima is separated from the main fleet attack on the Chikuma was worthwhile. 6 factors This time I made no mistake in set-up. His
for search purposes. I searched the nearby areas lost for 1 hit on a cruiser does seem extravagant. success in sinking the Atlanta and Vincennes was
using a "doublethink" theory. The retreat t o However, I plan t o leave the board in 2 turns due primarily to good fortune. I, on the other
Row F is too obvious. which means there is only one air strike left in hand, sent all remaining bombers t o E2A o n a
BATTLE NOTES: Having found the American the game. Planes, not being worth points, have one-way mission. With my limited bomber
fleet I concentrated my attack on the Enterprise little value now except for what they can sink on strength an attack on his carrier force would be
and Hornet. If he tries t o save the Enterprise he the 0900 turn. Perhaps I can pick off Chikuma hopeless I could only inflict a few meaningless
may lose both. then. hits on outlying cruisers. This is my last turn on
THE GENERAL
the board, I must get points now. Despite the me any good. if that is unfeasible at least the two crippled
three battleships, he has limited AA power t o IJN MOVES: CV Fleet: H2E. Yamato Group: E2D. Kirishima & cruisers.
deal with a dispersed attack coming from many Mikuma: G2F At this point the game was virtually over. The
directions; a possibility thanks t o my remaining 3 SEARCHES: G2, H2, 11, 12, H I American left the board ahead 14 points. It
torpedo planes. I have a good chance of sinking SIGHTINGS: Fleet in 12E would be the 1900 turn before any ships reached
both the Hosho and Sendai which are worth 6 OPERATIONS: All AIC to 12E except 3 fighters to CAP a t HZE. Midway. Combined bombardment and bombing
points. To save them, he would have to sacrifice I do not care about loss of planes at this point. did not reduce Midway until 0700 of June 6th.
a battleship worth far more. The loss of the The island fell t o the Japanese at 1500, June 6th
planes is of no concern. They can no longer do I must sink ships, preferably the Yorktown, but - giving both players 15 points for Midway.
THE GENERAL Paae 20
Dunnigan prefers the term "idiocy" for the Now, even the most cursory examination of almost by default.
strategic mistakes of the Allies during the cam- the history of 1940 reveals that the British were The Norway incident is not very important;
paign. Although that is perhaps too strong a not merely tempted, but actually did invade but I have labored the point because it is
term, let it stand; but what would have happened Norway, not in reaction t o a German move, but illustrative of the kind of serious defects often
if there had been no "idiocy" factors? As Liddeli on their own hook. The only controversy remain- found in Dunnigan designed games. While he is
Hart points out, the advance through the Ar- ing is just how far the British were prepared to very strong on military technology, he is weak on
dennes could easily have been halted; and he, at go. the broader pictures, both military and political;
least, was convinced not only in 1941 but at the It is true enough that German Admirals were unfortunately, they tend t o make as many un-
end of his life that the defense could have convicted at Nuremburg of "waging aggressive qualified statements about the one as the other,
dominated had it been properly conceived. If he war" for planning the invasion of Norway; but and the unwary reader, impressed with their
was right, then 1940 is a bad simulation of the rules of the trial prohibited their calling technology scholarship, is tempted t o put more
warfare of the time, and a number of rules British officers t o testify about the British plans faith in their other judgments than is always
changes are needed - but if they are made, the for the same thing, and documents later released deserved.
game may be no fun at all. If that's the cost of make it quite plain that both sides were guilty. The Campaign of 1940 has received a great
more accurate simulation, Dunnigan and A-H For an unimpeachable source, see Lord Hankey deal of analysis, and deserves more. My own
made the proper decision. 1940 is too good a (formerly Sir Morris Hankey, Secretary to the suspicion is that it defies simulation: that is, that
game t o be ruined by quickie efforts at simula- War Cabinet) Politics, Trials, and Errors Oxford, no mere game which realistically incorporates the
tion. 1950 p. 78. Lord Hankey approved of Churchill's capabilities of the forces of the time will produce
However, if we concede that the game as "prescience," in planning a pre-emptive invasion, the results actually obtained in battle. The real
published is an accurate simulation - a conces- and notes that the British actually mined Nor- question, though, is this: has the A-H game been
sion I do not make, but grant for the following wegian waters 2 4 hours before the Germans successful in the simulation of 1940 equipment
discussion - then there is one glaring ommission. landed, while British troops were on their way and forces?
Although 1940 has an admirable list of "what even as the Germans came ashore. The campaign analysis suggests that the Schlief-
ifs" including likely possibilities and some intrigu- A more popular source is Laurence Thompson, fen Plan which Plan D was designed t o counter
ing improbables, for some inexplicable reason it 1940 New York: Wm. Morrow, 1966. On pp. may have been superior t o the Mannstein Plan
leaves out the most likely of all: British develop 51-52 Thompson describes the Altmark incident: actually adopted by Hitler. The argument runs
ment of mobile tank and mechanized anti-tank the Altrnark, supply ship to the Graf Spee, thus: had the German forces chewed into Bel-
forces. escaped t o Norway and took refuge in a fiord, gium and pushed the Allies south, there would
On May 28, 1937, Leslie Hore-Belisha became but was driven aground in neutral waters and have been no escape at Dunkirk.
British Secretary of State for War, and im- there boarded by HMS destroyer Cossack. When This point requires more analysis than I can
mediately invited Capt. Basil Henry Liddell Hart, the British sailors came aboard they asked the give here. However, it is appropriate t o quote
then Military Correspondent for the London prisoners "Any English here"? and when being from the memoirs of the one man most respon-
Times, t o become his pqsonal advisor. The story told there were, coined a popular cry: "Well, the sible for the Blitzkrieg of 1940. Both Guderian
is told in all- its tragic detail in Volume I1 of Navy's here"! This early British violation of and Mannstein acknowledge their indebtedness t o
Liddell Hart's Memoirs: the upshot was that very Norwegian neutrality was praised by Churchill. Liddell Hart, Guderian going so far as t o describe
few of Liddell Hart's ideas were actually incorpo- Thompson shows that Churchill planned the himself as "disciple and pupil" t o the British
rated into the British military system. invasion not only of Norway, but of Sweden as newsman-theorist.
Suppose, however, that they were: that his well, but his plans "met with resistance inside the Liddell Hart (MEMOIRS, Volume 11) says of
"Role of the Army" paper prepared on Hore- War Cabinet, some members of which believed the campaign:
Belisha's appointment became, as it very nearly themselves to be fighting for the rights of small "The collapse of the West in 1940 was a world-shaking disaster
did, the official policy of the Imperial General nations such as Norway. . . finally the War Cab- which changed the course of history for the worse. Yet never was a
great disaster more preventable.
Staff. Britain would have entered the war with inet reluctantly agreed to land an expeditionary "The panzer forces' thrust could have been stopped long before
several armored divisions instead of only one; and force for Finland in Norway, if necessary in the reaching the Channel by a concentrated counter-stroke with similar
most of her infantry units would have been truly face of armed Norwegian resistance . . . forcer But the French, though having more and better tanks than
the enemy, had them strung out in small packets in the 1918 way.
"mechanized" in that they would have had not "[Field Marshall] Ironside has left us a memor- The one British armored division available was not despatched to
only the motor equipment, (they had that any- able picture of these decent peace-loving men France until after the German offensive was launched ... "
way) but the appropriate tactical doctrines. steeling themselves t o bloody resolution: Halifax "The thrust could have been stopped earlier, on the Meuse, if the
French had not rushed into Belgium leaving their hinge so
Suppose, in other words, that we play the recoiling from the shedding of innocent Nor- .
weak.. Guderian's Panzer Corps, reaching the river early on May
game with the "historical" orders of battle, but wegian blood, Chamberlain inquiring what effects 13, stormed the crossings that same afternoon (the fourth day). A
the British have three "5-8" armored divisions an 8 inch shell would have on a troop transport, 'tank-time' pace of action bowled over an out-of-date 'slow motion.
instead of their 8-8 infantry corps, while the rest then advancing an opinion that he was prepared "But this Blitzkrieg pace was only possible because the Allied
leaders had not grasped the new technique and so did not know how
of the British forces can use the "mechanized" t o risk a 4 inch shell but not an 8 inch. The to counter it. The thrust could have been stopped before i t ever
rules. Other alternatives are possible, including Cabinet was saved from such horrors by the .
reached the Meuse.. by minefields [or1 the simple expedient of
combinations in which Allied air doctrines are Finns, who on the night of the final decision t o felling trees along the forest roads which led to the Meuse. The loss
of time would have been fatal to the German chances for the issue
better developed, more or fewer British armored force a landing in Norway announced that they turned on the time factor.''
and mechanized units are introduced, etc. This had accepted Russian terms."
seems in my judgment t o be a far more likely Churchill, however, was not interested so much Of the Mannstein plan, Liddell Hart says its
situation than one in which the Maginot Line was in Finland as in the Swedish iron mines at
adoption "changed the whole outlook of the
not built, so that the French had many more Galivare. He continued to press for occupation of
war."
mobile forces. Why it was not included in the Norwegian ports and mining of Norwegian waters;
"For the old plan, with the main advance going through the
"what-if's" of 1940 is a mystery to me. and the result was that the British and German canal-lined area of central Belgium, would in fact have led to a
Actually, the mystery is probably of my own invasions took place, by coincidence, almost head-on collision with the best part of the Franco-British forces, and
making. Dunnigan has always been much stronger simultaneously, the Germans being so successful so would probably have ended in failure - shaking Hitler's
prestige."
on game design than historical research, (although that Chamberlain was forced t o resign.
his research into military technology and the The irony is that Churchill, who had precipi- In fact, the 1940 campaign illustrates a time-
nitty-gritty of weapons systems capabilities has tated the Norwegian disaster, became Prime honored principle: the line of least expectation,
few peers). There are ample clues that 1940 Minister after Chamberlain's fall. It is even more particularly one considered, impassable, is often
suffers from the customary biases of its designers. ironic that he would not have got that post if better than a frontal assault. We generally only
For example: on German Order of Battle Alterna- hear of this when it works, of course: the 1940
Hitler's successful invasion of France hadn't hap-
notes call the Allies stupid and idiotic for not
tive No. 1 there is the following comment: "This pened when it did. Chamberlain and the King did
realizing that the Ardennes was passable by
assumes that there was no German invasion of not care for Churchill and preferred Halifax, who
armor, but we should have just as quickly called
Denmark and Norway in the Spring of 1940. It declined; and if the crisis had lasted much longer
the Germans stupid if their attack had been
also assumes that the British did not become Lloyd George would probably have been recalled
bogged down there. In 300 BC Pyrrhus the Red
tempted t o invade Norway themselves (a possi- as Prime Minister. Guderian's slash into France
King was told that a night march in forest by a
bility which seems t o have existed primarily in created such a crisis that a Prime Minister was
German minds)." needed immediately, and Churchill got the office Continued on page 12
THE GENERAL
Dear Sir: Dear Sir:
In Contest Number 5 3 the objectlve is "move
and attack in a decisive fashion that affords the
best opportunity of capturing Tobruch before the
Letters to the Editor ... CHANCELLORSVILLE may have had its short-
comings as a game, but its demise left a void in
simulation gaming that t o my knowledge remains
British June reinforcements arrive." However a unfilled. It dealt with the problem of an opposed
liberal lnterpretatlon of the situation gives the river crossing operation, to be accomplished with
German player a I O W chance of gaining Tobruch Gentlemen, "Hey! Here's an idiot who never played assault boats and pontoon bridges. This is q u ~ t ea
in the required amount of time. The contest It was with great interest when I read Phillip chess!" standard and important operation, not easily
states that CARPATHIAN is on the coast road Costaggini's suggestion in the General, Vol. 9, No. If, after that, his interest continues, attempt to understood, so a game o n that subject might be
moving from HB to Tobmch, however no posi- 6 suggesting a method to determine the Allied give him the impression that if he buys, he is worth some thought (either set in Russia o r again
tion is given for the unit. I assumed that the unit order of battle using die roll outcomes for France getting a special price. Say something like: at Chancellorsville).
had not yet reached the SIDI' OMAR - SALUM 1940. Indeed, Mr. Costaggini has found a way to "Normally this game is $9.98, but for you. only
area, such that 2115 is able with the ROMMEL produce a die roll within the range of I and I I ten dollars." The real value of STALINGRAD seems t o me
bonus to reach the coast road a t 134, and move corresponding to the various Allied orders of And finally, always ignore such demands as, "I often overlooked in all the excitement. It simulates
back westerly toward 4117 and 4111 1 into H27. battle. However, I would like to point o u t that want my money back." the problem of necessity of lightning victory when
This eliminates these two Allied units (three to Mr. Costaggini's method does not produce equal at war against a country of vastly superior re-
probability for the occurrence of the I I numbers. Russell E. Saltzman
one surrounded) and with 2115's advance into sources; this is really what the game is all about,
As pointed o u t In the appendix, o u t of 216 cases, Post Office Box 141
127 seals Tobruch off with interlocking axis but it's a quite abstract idea when you think about
only 1 instance occurs wherein the French Olathe, Kansas 66061
ZOC's. Because 9Al2O is also being attacked a t it. The game makes it all very concrete.
3-1 onsurrounded and retreated to H25 and then general gets to play alternative I I, and in only 1 -Sorry Russell, you're o little lore. Tom Shaw I'm rather wary about the current trend toward
to 125. With 15133 a t K26, 9A/20 and 213 are out of 1 0 cases will the French obtain a strength has been using the same tactics for 7 years increasingly "mechanical" wargames, in which the
also eliminated on the allied turn when they are rating of less than 8 0 (i.e. orders 8, 9, 1 0 and 11) situation dictates the move and little o r no
forced to attack 1518 a t 1-3 odds with n o legal while one third of the time the German will have judgement is required. These games are definitely
retreat path open to them. less than 8 0 strength points (i.e. orders 5 and 6). valuable and have their place, but they also have
The way I have analyzed the situation will Thus, while Mr. Costaggini's suggestion may be their limits. Thus, PANZERBLITZ was very valu-
always result in the Axis player capturing To- welcomed by the French player, the German able in teaching weapons interrelationships and
player may not be as enthusiastic about it. T o be Dear A.H.: small unit tactics. However, once you've mastered
bruch. However, assuming that CARPATHIAN is
fair to the German player and reiterating my I am writing t o tell you that Origins has t o be
blocking the coast road a t SIDI' OMAR and these, it becomes rather like a slide rule - it is
original belief that any of the eleven French the best, yes best, game that has ever been put on
SALUM, 3-1 attacks against 4117, 41/11 and useful in working out whether a particular military
orders of battle is equally probable, a simple the line. Want t o know how great it is? My old high
9A/2O with retreat away from Tobmch and operation would be feasible. But there's no need to
method may be devised: school civics teacher ordered two of them for her
advances by 2115 and 1518 will always result in "think out" the individual moves - you just set up
Throw two dice and determine the French class t o aid in instruction about political maneuver-
the attainment of Tobruch, though with less the problem and work out the answer.
order as follows: ing in the world. It is the best. Congratulations.
material gain due to allied elimination. Along the same lines, FRANCE, '40 was worth
I think that in view of the fact that Tobruch the purchase price for the Idiot's Game alone.
can be gained by a number of different ap- I would also like to reply to W. B. Searight's
article, "Urals Before 1942." If you don't want t o Also, for the first time, the "mechanized after-
proaches, the objectives of the contest should move" helped me to really understand the blitz-
D 2 4 4 4 go t o rll t ! trouble
~ t o make new units, etc., try
have specified clearer tactical results than those krieg breakthrough -- and why, for example. the
given. The result of "the best opportunity of 1 3 6 6 6 this suggestion. Simply double the Movement time.
Each move would be a half-month. Most other Chinese were not able to exploit non-mechanized
capturing Tobmch before British June reinforce- breakthroughs in Korea. But beyond this, as a
A.H. games run 4 0 5 0 turns, but Stalingrad only
ments arrive.", leaves a number of solutions that game, it quickly becomes awfully mechanical -
runs 26. This is quite ridiculous. This is borne out
the Axis player may use. However if the ob- one tends to feel more like an office clerk than a
jectives had been more specific, solutions can be by the fact that a unit of Manstein's corps drove t o
x - indicates throw both dice again. Daugavpilo in a httle over a week. But as the rules, military commander.
compared against each other for maximization of
the objectives. Objectives such as: you can barely get there in one month. This rule, I Again, I regard both these games as extremely
If Mr. Costaggini disagrees with the equal-
believe, will perfectly balance this great game. valuable, but ~t should be recognized that their
I ) minimize AXISlosses probability hypothesis (despite the use of the
2) maximize Allied losses handicapped option), this simpl~fiedmethod can value is of a very limited and spec~alizedsort.
3) combination of 1 and 2 still be applied by varylng the number of occur- Bill Fisher
4) mln~mizesupply uses rences of each order. Box 21 5
Missouri City, Texas 77459 Mark Saha
would help t o define the best result, that results
in capturing Tobruch. Without specif~cobjectives, Peter Hsu ...................................................-.....................,
.........*........................................
all solutions become feasible due t o individual
interpretations of the Axis' game strategy. Ef-
fective arguments can defend individual game
1560 Bloor St. E. No. 35
Mississauga, Ontario
CONTEST NO@56 B
strategy, such that ~t becomes unfair to say which
solution is "the" correct one for the contest. In Gentlemen:
this particular situation, 8 of 9 lhclors for the
Allies can be effectively eliminated around To- If you think that maintaining a wife and an
bruch. I would assume that most solutlotis would interest in Avalon Hill wargammg is difficult, try
maximize Allied losses and minimize Axis losses, selling AH games for a living. After nine months
and this is how I saw it. However, more speciflc of owning a hobby shop I have decided that
objectives would make the contest more mean- marketing an unknown (in this town) product is
ingful. definitely more difficult.
Of course, ..,alun Hill games are not the only
Edward Patrick, Jr things we sell But I assumed since I have such an
Box 665 overpowering passion for AH, others naturally
5 Nash Rd. would also. And I expected to sell out of our AH
West Acton. MA 01720 inventory within hours of opening.

It did not quite happen that way. 'some


Dear Avalon Hill, problems were immediately evident. First, Olath-
I am totally impressed by the re-publication of eans had gotten along very well without a hobby
the old Tactlcs 11. In a timewhenprices are going shop for years and were apparently determined to
bananas it is comforting to know that AH is keep it that way. Second, most of the buying
giving new people a chance t o get a game for the public in Olathe had never heard of Avnlon Hill.
long-gone price. Some people have condemned But I thought that fa11 - Avalon Hill had never
AH for the quality of the General. They don't heard of Olathe.
stop to think that AH gives them a chance to However, 1 was determined t o rock the collec-
advertise free, put in their two-cents like me, and tive consciousness of the consumers by promoting
get a chance to win games in the contests. And wargaming to every customer who walked
let us not overlook the 25c coupon, which is through the door.
handy to have. I figured it out and in the years
I've taken the General, I have come out with a "Want to buy a war game?" I'd cry. RICHTHOFEN'S REVENGE determined a t the di~cretion of the entrant.
profit from the coupons and some contest vic- Most flashed a peace sign and walked out lnitial starting hex may be off the diagram so
This issue's contest picks up in the middle of a
tories. It went on like that for several months. long as distance from first hex of diagram is
f r e e - f o r m Tournament-level balloon busting
And even more bargains, with every new The situation has improved a bit since then, indicated. Judges will give consideration t o initial
scenario of RICHTHOFEN'S WAR. Shown in the
subscription a person hrings in, he o r she gets a but, to date, 1 have not actually discovered a starting hex as possible point of the (hypotheti-
diagram is a typical defense of four AA units and
free year subscription. What other gaming mag sure-flre way of selling war games. I do, however. call previous turn's fire position. Neatness counts!
four MG units protecting a German observation
.can offer such a good deal without raising prices? have a few modest suggestions which Thomas An illegible or ambiguous entry will be invali-
balloon which is a t an altitude of 400 meters. As
And let AH'S detractors think about this. AH Shaw may even want t o try.
the British pilot flying a BristolIfZb, you must dated. Contest deadline is August 20, 1973.
could easily sell the Tactics I1 game for the When the customer says he has never heard of T o reply t o the contest, fill o u t the contest
initiate a series of two movement-and-fire turns
Avalon Hill, attempt t o shame him into making entry form on the Reader Response page; DO
average price and not lose a cent in the process. that MAXIMIZE the possible damage t o the
the purchase. I have found that if you shout to NOT cut out this section of your magazine. It is
But it seems I am overlooking the fact that if balloon and MINIMIZE the possible damage from
the back room, "Hey, here's an idiot who never intended as a permanent record of the contest f o r
more wargamers are introduced t o the hobby, AH the anti-aircraft defenses AND the possible de-
heard of Avalon Hill," you can usually expect you t o keep. Indicate movement by drawing a
will make more money. But I can't overlook the struction in the event of spontaneous ignition of
some sort of reactlon from the customer. line on the contest map.
fact that in the process AH sure is helping a lot the balloon (HINT: acceptable percentage = 33%
If the customer shows a slight Interest, e x t d
of wargamers t o enjoy the hobby. overall f o r spontaneous ignition). Both the bal-
the virtues and advantages in playing an Avalon
loon and the aircraft have seven accumulated
Hill game over some other conventional game, as
damage boxes filled.
Robert Olimski for example chess.
3804 Quill Court "Once you play this game you'll never play lndicate the path of the BRIf2b and the hexes
El Paso, Texas 79904 another game of chess." from which it fires on the diagram, and fill o u t
the chart as indicated with the pertinent informa- I I I l l I I
"I don't know how to play chess," he might
say. tion. lnitial starting hex. speed, and altitude are Sflrting Speed - Sflrfiw ALT. -
Paee 22
READERS RESPONSE
The questions posed below are meant t o be a permanent part of your magazine. There is no need t o
TITLE: STALINGRAD SUBm:Corps level invasion of Russia,l941 $7.00 remove this section from the rest of the issue. Elsewhere within the magazine you'll find the Reader's
STALINGRAD was the first of the "classics" game's components suffer only in comparison t o Response page. Among other things, it has a section specially constructed for your answers. We suggest
t o go under the scrutiny of the REG. As such, the mapboard of a France '40 (1.75). you tear out the Reader Response page so that you can hold it parallel t o the questions below while
we awaited the tabulation o f your ballots with writing out your answers. Detailed instructions on how t o fill it o u t can be found on your answer card.
considerable eagerness. The results were not par- 'Grad set negative ratings in
ticulariysurprising;sticking pretty closeto what the play balance and realism categories. Here, the
SECTION I 11. On the average, how many of your pbm
we had envisioned. degree of the rating is such that there would be
games are played t o a satisfactory conclusion?-
~~~~~d~ were set for fineratings in the two room for concern were it not for the misconcep-
tion that runs rampant on this title. Ever since Name and rate the best three articles in this 12. ~f ~~~l~~ill were to sponsor a national
categories that count for the ,,classics"group:
yase of ~ ~ ~ dand ~s,~ompleteness
~ ~ ~of d thei game
~ came
~ *out ~people complained that a issue, giving your top choice a 1, second best a 2. convention in ~ ~ lwitht several
i ~hundred
~ ~ ~
competent Russian could not lose. However. etc. dollars in tournament ~rizes. tours of the AH
~~l~~~~ both of which fared extremely wellwith
2.07 and 2.52 ratings. I t is these same traits everyone was playing the game wrong! facilities, and two yeak of advanced publicity
coupled with the convenient playing timewhich The rules quite plainly call for exchange at would you make an effort t o come?
stand the game insuch good stead among attack factors, something which almost everybody 0 Definitely
who are competition oriented. These three factors for years. Given exchange at attack 0 Perhaps
are what make STAL~NGRADa game fint, and a factors and the suggested 4-5-6 replacement 4. On a scale of 1-10 how would you rate 0 No
simulation second. playing timeisa consideration option the game is evenly matched! I n fact, many this iswe? - 13. I f so, how much money would you be
of a game,s makeup that many designers ignore. experts swear by the Germans chances under such 5. Was this your first iswe? - willing t o spend for entrance fees and sleeping
Our studies have shown that the average war- conditions. 6. How many years have you subscribed t o accommodations?
gamer wants t o play contests which are longer ~ h , valueratingof 3.04 and the the GENERAL? - 0$15
than conventional games Of chance, yet tend cumulative Score of 3.44 are both very creditable 7. Would you resubscribe on the basis of this
shy away from marathon undertakings which characteristics of this granddaddy of the Avalon issue? - 0 525
0 535
can't be brought t o a conclusion in one setting. ill line,without the misconceptions on play. 8. Was this issue better than the last one?-
9. Are you taking advantage of the two for 14. I f interested in such a convention, what
balance STALINGRAD would have fared very
one subscription deal t o recommend the magazine type of prizes would you want t o compete for?
Everything didn't come up roses however. indeed.
t o your friends? 0 cash
o trophy
0 free games
SECTION II
15. I n what month would it be most con-
1. Your age in years. - venient for you t o attend such a convention.
2. Your education in years - a 10 would
signify 10th grade education, a 16 a four year 0 November
college degree. - 0December
OJanuary
3. How many years have you been active in OMav
wargaming? - OJune
4. How many Avalon Hill games do you OJulv
personally own?- OAugust
5. Do you read the Opponents Wanted Page? OSeptember
OOctober
6. Have you ever gotten an opponent through SECTION 111
the Opponents Wanted Page?-
Place an X next t o all game subjects which
7. What do you hope t o find on the 0 ~ ~ 0 you
- definitely would n o t purchase were it t o
nents Wanted Page? come out as the next Avalon Hill uame.
0 PBM opponents 0 club listings 0 1. Ancient Period
OOPS! 0 FTF opponents 0 tournaments 0 2. Basketball Strategy
Q. I n Vol. 7, No. 2 o f the GENERAL you state Q. May I use my advance after combat to o o l d discontinued 0 other (specify) 0 3. Civil War Period
games
that allied reinforcements may land o n a coastal surround the unit Ijust attacked? 0 4. Medieval Period
square i n the zone o f control of a German unit. A. I n some cases, but remember that advances 8. How many times a year do you place an 0 5. Modern Period
Is this correct? and retreats are simultaneous - you can't move ad in the Opponents Wanted Page? 0 6. Napoleonic Period
A. No. The Allies must hold the coast square an attacking unit t o block the retreat route of a 0 7. Naval Games
free o f German zones of control.
0 6 times 0 1.2 times
unit you have just attacked before i t gets a 0 8. Non-Historic
0 3-5 times 0 never
Q. I n the last issue you gave contradictory chance t o retreat. 0 9. Nuclear
rulings i n Bulge on the question o f advance after 9. On the average, how many replies do you 010. Political
combat. Which is correct? LUFTWAFFE receive from your Opponents Wanted Ad? - 01 1. Revolutionary War
A. The ambiguity i n the rules regarding retreats 012. Science Fiction
and advances i n automatic situations should he Q. Who actually chooses the cities to be de- 10. Have you ever located someone in your 013. World War One
reconciled b y using the tournament CRT advance stroyed or rebuilt i n the case of a penalty for area through the Opponents Wanted Page? - 014. World War Two
rules. The contrary ruling i n the appendix of the planes running out of fuel?
Battle Manual should be ignored. A. The opposing player always has the option o f
selection.
When submitting questions to us for answers, tions and do research for you, bur the brge
MIDWAY Q. What happens when 20 factors of P47's attack
please note the following' amount of mail we receive prohibits this. We will,
Q. May ships leave the search board? 2 ME262's, 2 ME109's, and 10 JU88's when the
I.) Include a stamped, selfaddressed envelope. be glad to answer questions on the play of the
A. "Yes, but once they do, they may not die rolls are 5, 4, 3 and 6?
7he letters that include one are answered first. game, but we cannot, unfortunately, answer those
return." This ruling has appeared before i n the A. First of all, only one die roll is required - the
Those that do n o t are answered last; as a result, on technical o r historical points n o r can we
GENERAL. We now amend i t as follows - The first one. Thus, a die r o l l o f 5 would equal 2
these letters get back to y o u at least a week later. research data for those of y o u designing your
American may not withdraw any vessel until his (subtracting 3 because o f the superior E rating o f
2.) If your question refers to a specific situa- own games.
fleet has been attacked and he has sailed West of the 262). A "2" for 20 P47's results i n a loss of
6 planes - both the ME262's, both MElOYs, and tion, please include a diagram of the situation. I t 4.) Keep orders and other mail separate from
Midway. takes a good deal of time to answer the letter questions. Separating the items of your letters
two o f the JU88's. A group of fighters of the
otherwise, which will delay your reply. into different departments takes time and delays
same type may fire only once - against the best
3.) We wish we could answer technical ques- your reply.
opposing fighters - any overkill is taken from the
D-DAY
defender.
Q. I n PBM when a % A E L I M is called for what
Q. What happens when 10 ME262's and 20
happens t o the remaining half?
ME109's without tanks attack 10 tankless P-51's,
A. The surviving attackers stand fast and the
defender i n his turn must either counterattack or
6 P-47's with tanks, and 20 B17's with die rolls
o f 5, 6 and 3?
withdraw, assuming that the combat did not take 1.C I N ' T S l D P HIMSELF?
A. The 10 M E 262's meeting the best vs. best
place across a river line. 2 HAS T m "BUYING MR.?
requirement would attack the 10 P-51's with a
Q. I f the Allies are wiped out i n their first turn ctwr A R M UP HIS "IN*
die r o l l o f "5," getting 8 o f the P-51's. As the
invasion, do the Germans get t o make moves i n best American fighters (P-51's) are still not
the interim between the next ipvasion? eliminated the M E 109's must attack them. The
A. Yes second die r o l l o f 6 is adjusted downwards 2 due
to the difference i n E ratings. Thus, a "4" for the
20 attacking M E 109's eliminates 10 more Ameri-
A.K. can fighters; the two remaining P-51's. all 6
P-47's, and 2 B-17's. Since bomber losses oc-
Q. Units may move from a plain square to a
curred, the Americans do get the benefit of
road/escarpment square and use the road bonus
defensive fire - 20 B-17's with a die r o l l of "3"
i n the same move. However, may the same unit
thus shoot down 4 ME109's.
then move o f f the road/escarpment square i n the
same turn? Q. Which is considered the better plane for
A. No. Units may either enter or leave a road/ meeting "Best vs. Best" requirements - a P-47 or
escarpment square without penalty but they may a Spitfire?
not do both i n the same turn. A. P-47's.
THE GENERAL
There's still time t o make your reservations for SPARTAN INTERNATIONAL is currently the
the United States's oldest wargaming convention. only licensed source for official Campaign Game
The 6th Annual Lake Geneva affair is scheduled player aides for RICHTHOFEN'S WAR. Each pad
for August 18th and 19th. Featuring the Napole- sells for $1.00, postage paid. Mail orders t o
onic period, the big event this year will be the SPARTAN INTERNATIONAL, Box 1017, Bell-
WATERLOO tournament. WWll buffs should be made aware of the flower, CA 90706.
existence of two fine organizations which can
Running conventions is a year-round business. supplement their interests. Photo File has a
Witness: Kevin Slimak, president of MITSGS is collection of military photographs for sale t o Contest No. 55 was an exercise in understand-
already making plans for WINTER CON II t o be interested parties at very reasonable rates. This ing a game's victory conditions. The victory
held on the M I T campus in Cambridge, MA. on fine organization is the source for many of the criteria for the American player is t o destroy 14
January 12th. WINTER CON I proved very photographs which appear in the GENERAL, and oil targets and maintain his losses at less than
successful and we expect even bigger things from can be reached at their Box 262, Avalon, Cali- double that of the German's. Realizing that the
the M I T lads this time. fornia address. Of similar interest are the services American losses at this point in the game are
offered by the WORLD WAR II HISTORICAL already double that of the German's and that
ASSOCIATION. The Association offers through even a perfect attack on the B-24's would still
Congratulations are due for the newest addi- leave 2 bomber factors remaining i n easy range of
its newsletter all sorts of military memorabilia
tion t o our editorial staff: Bruno Sinigaglio, for the refineries at Vienna and Bratislava, the only
including actual WWll equipment, photographs,
placing first in the Avalon Hill tournament at reasonable choice for the German is t o bounce
and news of interest t o all students of WWII.
East Con Ill. Bruno was the recipient of a the P-47's. Barring very bad luck this should
Direct your inquiries t o Ray Merriam at his 218
handsome trophy and $100 for his efforts which insure a favorable rate of attrition which will
Beech St., Bennington, V T 05201 abode.
included five wins i n AFRIKA KORPS, D-DAY, cause the game t o end in a tie. Any other course
WATERLOO and BULGE. While we're at it we WE HAVE BEEN INFORMED of the forma- of action would almost definitely end in a
might as well congratulate Damian Housman and tion of The Simulation Games Committee. SGC is German defeat.
the rest of the Spartan organization for conduct- an unusual new concept in wargaming organiza-
ing a very professional convention. The Hotel
tions. Not a club, the key concept of SGC is a
McAlpin affair was the best we've yet attended!
nine member central coordinating committee
Less than 10% of those who responded had the
which will act as a resource center for the
Owners o f our award winning FOOTBALL right solution. However, even this number neces-
projects of any group or individual gamer. SGC
STRATEGY game may be interested t o hear that sitated a drawing t o pick the 10 winners. Those
will place major emphasis on increasing coopera-
we have replaced the "scoreboard time dials" surviving the luck of the draw and submitting
tion and understanding between existing compet-
with a pad which not only makes time keeping a perfect entries were: Jay Leone, San Francisco,
ing and divergent groups. SGC's vision of war-
much easier task but records the use of time outs CA; Don Kammer, Bakersfield, CA; Wesley
gaming is that it has the promise of becoming a
as well. I n addition, instructions are given for the Letzin, Rochester, NY; Steve Parker, Indianapolis,
hobby of the highest intellectual caliber, and SGC
finer points of time keeping. IN; Dan Gardner, New England, ND; James
intends t o do everything i t can t o promote this
O'Neil, Williamsburg, VA; Ray Clark, E. Hartford,
promise. A major project now underway at SGC
CT; R. Mastrangelo, N. Plainfield, NJ; Paul
Along similiar lines but of even more use t o is a thorough re-writing of the Classic AH game
DeVolpi, Lisle, IL; Robert Korpanty, Charleston,
the game buff is the pad we've designed for use rules for potential use in national tournaments.
SC. Incidentally, due t o the lateness of the
in the revised BASEBALL STRATEGY game. SGC hopes t o encourage and assist the local
GENERAL we extended the contest deadline
Having done away with the scoreboard printed on independent convention organizing groups with-
until Julv 20th.
the gameboard itself in favor of the additional out dominating or diluting their efforts. For more
charts for this much more realistic edition, we information contact David Roberts, R.F.D. No. 1,
included an extensive "scoreboard" pad in the Houlton, Maine.
LOYAL SUBSCRIBER'S DEAL: T o reward
game. More than just a place t o record linescores, our full time subscribers for their loyalty we
this pad provides you with a permanent record of The newest casualty in the Avalon Hill line is continue t o offer various parts and materials at
your games played and makes the replay of an 1914. We must announce the demise of this title, half price. This month we offer the rules t o many
entire league season that much easier. I n addition, a veritable abortion of a game designed by the of our discontinued games. Although you can no
each pad provides the charts necessary for the same people who did PANZERBLITZ. Because of longer obtain the games, you can order the rules
vital information pertaining t o pitcher use, with- the great title we tried every which way t o t o see what they were like. We list the items
out which the play of our tournament game salvage it, even t o the point of setting up a offered below at full price. You may total your
would be very difficult. As if that wasn't enough, special answering service t o handle the flood of order, deduct half the cost and add 50c for
on the back of each page is a statistician's sheet questions it generated. It proved too costly in postage and handling. Mark the items you want
t o aid you in keeping track of your player's man-hours and money t o continue with this title. by circling the items in the list below and mail it
averages - so important in our advanced game. Our fall entry will fill its place in the line. t o our parts dept. along with the accompanying
Each pad contains enough pages for 150 games. Collectors should order now because once our discount star. This offer e x ~ i r e sSeotember 30th.
So, if you've been neglecting your purchase of limited supply has been exhausted it will take its
our new sports releases because you have an place in the land of unavailability. Production
earlier edition of the game, we urge you t o was stopped on this title six months ago and
reconsider. Extensive revisions have made these
ANZlO Game I rules.. ................................
1 .50
stocks are running low. OlACards-each ..................................... 50
two titles an entirely new "ball game." Those Step Red. Card .......................................50
wishing t o just purchase the pads may do so from BISMARCK rules .....................................50
our Parts Dept. for $1.00 each, plus the usual 50 We are pleased t o announce that our own Reference Folder .....................................50
Thomas N. Shaw has been selected as one of the GUADALCANAL rules.. .............................. .50
cents postage and handling charge. OIACards. ..........................................50
judges for the prestigious IRVING SALOMON CRT ...............................................50
prize in gaming and simulations sponsored by the JUTLAND rules ..................................... .50
LEMANS rules ...................................... .50
M.O.W. informs us that the initials now stand Institute for Diplomatic Studies. Our Vice Presi-
U-BOATrules ........................................50
for MIDWEST ORGANIZED WARGAMERS due dent is enjoying some impressive company as he C&OIB&O Train Manual .............................$1 .OO
t o their decision t o expand their Michigan base t o joins the ranks of judges which include among DISPATCHER rules ................................$1.00
include Ohio, Illinois, Indiana and southern others: Dr. Richard Gripp, Chairman, Dept. of Set of timetables ................................... $1.50
CHANCELLORSVILLE rules .........................$1.00
Ontario. The M.O.W. is one of the better organi- Political Science, California State University; Dr. Reference Folder ..................................$1.00
zatlcins t o come along in recent months and i f Sidney Warren, Chairman, Dept. of Political ClVlLWARrules ..................................51.00
you live in their area and are desirous of further Science, U.S. International University; Dr. GETTYSBURG rules ............................... $1 .OO
GUADALCANAL Battle Manual .......................$1 .OO
face-to-face contact we suggest you write them Lincoln P. kloomfield of M.I.T.; and Dr. Robert JUTLAND Battle Manual ............................$1.00
c/o Lew Pulsipher, 423 N. Main St., Bellevue, MI Noel, Director of the POLlS Laboratory at the MANAGEMENT rules. ..............................$1.00
4902 1. University of California. VERDICT ll rules folder.. ...........................$l.W

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