Strategy & Tactics
A JOURNAL OF AMERICAN WARGAMING
Volume 1 Ne 4
S&T GAME REVIEW
GAMESCIENCE VIETNAM
AH BLITZKRIEG
PART FOUR: FIGHTERS
The rules for employment of BLITZKRIEG
fighters are fairly clear-cut except in the following
case. Let's say Blue has 4 infantry factors and 12
FTR factors in city X27, Red stages a massive
para-drop in the area and attacks this fighter base
at 3-1 with the intent of eliminating the garrison
and the aircfaft. May Blue simply move the fighters
in question to another base during Red’s turn?
Obviously, if the attack were made with TAC or
SAC bombers, Blue could intercept them and land
his fighters at a different base after resolving combat
But let us assume that Red is not entirely inept
and has not provided Blue with an intercept target
within range of the fighters at X27. The first time
we asked Avalon Hill about this situation they ruled
that the fighters are eliminated if Red captures the
However, when we submitted exactly the
Dave.
same question a few months later in order to check
their position, the company not only ruled that the
fighters could change bases without intercepting,
but that this could be done, during the opponent's
tum, whether the fighters were being attacked on
the ground or not.
The latter ruling is more on the order of an
addition to the rules than an interpretation of those
in the Battle Manual. Use of this rule makes it
impossible to catch fighters on the ground. How.
ever, using the first interpretation leads to the rather
unrealistic withholding of air attacks in order to
keep enemy fighters on the ground. As a com: |
promise, we suggest fighters be allowed to intercept
unoccupied squares. By limiting their freedom of
movement (24 squares) during the opponents turn,
the enemy should be able to occasionally trap fight-
ers on the ground. By allowing them to move
without intercepting, we eliminate the deliberate
withholding of air attacks,
(Contd on page 4) |
‘Box 65, Adelphia, N.J., 07710
May 1967
by M.G. SMEDLEY
‘The Gamescience Corporation of New Jersey has
published something new and almost entirely differ
ent from the wargames currently on the market
VIETNAM; The Adult Action Guerrilla Warfare
Game
‘The company has gone to great lengths to include
every important factor involved in the current con-
flict, and has succeeded in recteating the highly
complex, ‘‘no-front”” type of ¢ontest existing in the
real situation. In addition, the system upon which
the game is based enables it to be modified to re-
main up-to-date with the current state of the war.
The game itself is simple to play’ in the same man:
ner that Chess is a simple’ game to play. Like
Chess or AH games, the amount of thought involved
in making a move is considerable; there are a large
number of “variables" to consider and it would
be nearly impossible to play exactly the same game
twice (unless, of course, it was done deliberately)
The rules are lengthy and quite explicit. They
must be read several times to become familiar with
the unique methods of movement and battle. Once
play starts, the action is constant and lasts approxi-
mately one hour. Much to the credit of the
designers, not one question was raised during the
many S&T test games that was not covered in the
Quite a feat in a game of this nature!
he object of VIETNAM is to obtain either a
“diplomatic” or a. military victory. These two
aspects of play effect one another and neither can
be totally ignored. A diplomatic victory is furthered
by the skillfull manipulation. of factors including
propaganda, world opinion, government stability,
etc. This could have been an area involving a
ood deal of “‘luckmanship’” but Gamescience has
handled it in a very realistic manner. A. military
victory can be won by controlling a given number
of provinces and bases with friendly forces. ‘The
Government Forces have the advantage of air-
mobility, strategic and tactical air power (including
the bombing of NVN and the ‘Laos infiltration
routes) while the Viet Cong have an advantage in
movement, infiltration, and tacties (including terror
and ambush),
(Conte on page 4)Page 2 STRATEGY AND TACTICS Vol Ne 4
— EDITORIAL —
1am very pleased to announce that Ken Norris has consented to represent S&T in Great Britain. It
is quite a problem to send funds outside GB at present, and Ken will be accepting subscriptions and
advertisements for S&F in pounds, ounces, etc., as a convenience for British wargamers. Mr. Nortis,
as you may have noticed, objects to almost everything printed here, However, he has several redeeming
virtues and we are very happy to have him with us
One of Ken's redeeming virtues is that he subscribes to just about every historical and military
publication worth its salt. One of the most valuable and interesting of these is a weekly periodical
entitled “History of the Second World War”. The bulk of the material is written by people who were
involved in the various campaigns of WWII and the photographs alone are worth the very reasonable
cost of the magazine (sbout 50¢ a copy). When complete, the 100 or so issues that are planned will
form a complete history of the war in six volumes. Special volume binders are also available for about
$2.80 each. The Publisher?, Purnell & Sons Ltd., Gulf House, 2 Portman St., London, W1, England.
‘The Editor-in-Chief ?, Sir Basil Liddell Hart—recommendation enough. We heartily recommend you drop
the publisher a note immediately. If you have any difficulty, please feel free to call on Mr. Norris for
assistance; his address is listed below.
We note that the Avalon Hill Company was kind enough to give S&T an excellent review, along
with a completely garbled account of the AHIKS KOMMANDEUR and a nice outline of KAMPF, in
the March issue of their house organ, THE GENERAL. In that same issue, we found an excellent
article on the early North African WWII campaigns by James Tribolet, and a light but competent review
of AH MIDWAY tactics by Richard Shagrin particularly noteworthy. Of course, the AH PHILOSOPHY
series has always intrigued us since it commenced, by coincidence, with the first issue of S&T.
Roger R. Cormier, whose ad appears elsewhere in this issue, is about to go into limited production
of a wargame dealing with the Battle of Trafalgar. Mr. Cormier has promised to pass an early copy to us
game of exception:
for review and has gone to great lengths to produce what looks to be a very reali
ally high physical quality.
— Christopher Wagner —
Strategy and’ Tactics
A Journal of American Margeming
Vol I Ne 4—May 1967
IN THIS ISSUE...
S&T GAME REVIEW
Copyright @ 1967 by Christopher R. Wagner GAMESOIENGE: VIETNEM =< seepage 1
Geert, eb Gremente Mawes || aur perrzanieG PART FOUR me
sige al neni Core Consent, | WaRPARE WITH MINIATURES
inked ja Ge eee ates | | by Henry HL. dems wd
Musashino, Fussa-machi, Nishitama.gun, Tokyo-to,
Japan, Ail editorial, “business, and general mail
shoal be sent to Box 5, Adelphia, N. J. 07710,
Information is also available c/o J. K. Norris,
Custom House, Wick, Caithness, Great’ Britain
Subscriptions are available at either address for
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(He. Overseas: add 10¢ an issue for postage.
Readers are invited to contribute articles. Authors
AH STALINGRAD: THE NORTHERN OFFENSIVE
by Fred Keuger: z page 5
MIDWAY PROBABI
by Jared Johnson page 6
RED ARMY OB:
JULY 1941 through OCTOBER 1942
‘of published articles will receive a free one-year by John Videtto and Scott Berschig s-:----page 7
Sulncription op cash at our current rates REMAGEN BRIDGE—PART FOUR (COMBAT)
CHRISTOPHER WAGNER by HH. Bodenstedt enepage:
Editor/Pabliser :
HENRY H. BODENSTEDT, TT Editor and U.S. EXSTBOR. = reaped
presenttive, J. K_ NORRIS, Representative for | | FUTURE pawe 12
Great Beans SCOLE . BERSCHIG, Variants and | | gy
Design Editor; MYRON R, BRUNDAGE, Contribut- 7 pane 4
ing Editor: JOHN VIDETTO, Research; LYLE E. KAMPE am 8
SMETHER:
Graphic Arts and Copy
TRAFALGAR GAME page 6Vol 1 Nr 4
WARFARE
MINIATURES
WARGAME TERRAIN
The construction of wargame ter-
rain, an often neglected subject, can
be as much fun as creating an army.
Many wargamers spend hundreds of
hours molding, assembling and paint-
ing their miniatures only to have
their artistic masterpieces fight for
wooden blocks, cardboard strips, and paper boxes.
‘This doesn’t seem to make sense and (again) I
wonder if it wouldn’t be just as well to stick to
mapboard games.
is is not to say that I feel wargame terrain
should look like a diorama of a battle scene, as
displayed in museums or at exhibitions. But 1 do
feel that a little effort in building scenery “props”
will greatly enhance the appearance of the table-
top battlefield
‘The most realistic battlegrounds can be created
ina sand box. There are no limits on your imagina-
tion and changes can easily be made (you could even
bury your casualties). Another excellent setting
for a grand-scale wargame is the outdoors; nothing
man-made can compete with nature's scenery. Ex.
cellent plastic figures in 54mm scalé, as produced
by Britains and Marx, are ideal for use in outdoor
battles. Eyen a sudden downpour will not do them
much harm. I have seen games that were left set
uup overnight (except for artillery pieces and me-
chanical equipment) and continued the next day
with no adverse effects, Just make sure to keep
the dogs away... Sandbox and outdoor set-ups
however, are a subject in themselves. For now,
let us look at the Regulation Wargames Table (S&T
Vol 1 Nr 1) and the possibilities of covering it
with realistic and useful seenery.
From the diagram, you will notice that the table
is divided into 4-inch-square sectors, each of which
represents a definite area of terrain. ‘The seven
basic forms of terrain, as they are usually dis-
tinguished in wargame rules are: (1) Open (Fields) ;
(2) Hills, Mountains; (3) Woods ; (4) Roads, Trans-
portation Lines; (5) Rivers, Lakes; (6) Swamps;
(7) Buildings, “Structures. ‘(Hedge rows, fences,
stone walls, ete, used in certain games are usually
considered obstacles with limiting or protecting
features)
‘On the map for Remagen Bridge, all terrain fea-
tures closely follow the squares. This is to show,
without leaving any room for argument, the exact
outline for each section of terrain. This does not
mean, however, that the shape of the actual terrain
must follow the schematic right down to the “letter
‘As a rule of thumb, any sector which consists partly
of woods, hills, ete, is considered as being that
type of terrain as far as the rules are concerned
‘This means that the outline of the terrain section
could be in almost any desired shape. Let us take
fa closer look now at the construction of a mountain.
The first illustration shows the northern mountain
section as it appears in the schematic set-up for
Torananeon