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Battleplan Magazine 7

Battleplan Magazine #7 from Aug/Sep 1988

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jmw082
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© © All Rights Reserved
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100% found this document useful (2 votes)
1K views72 pages

Battleplan Magazine 7

Battleplan Magazine #7 from Aug/Sep 1988

Uploaded by

jmw082
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

August/September 1988

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Feat uring a Complete Mini-Wargame:


ZULU W/AR

Also in this issue:


Battle for Moscow "Campaign Game"
Great Patriotic War Errata & Variants
Team Yankee Scenario Variants
Raid on St. Nazaire Variants
World in Flames Strategies
Fortress America Variants
Shogun Mega-Variant
Tank Leader Scenarios
a Fire Team Scenarios
B-17 Megafeature
Platoon Scenarios
QUALITY
"2300 AD is almost a daring role­
playing game. These days, role-playing
seems a field filled with licenses and
quirky appeals to a narrow audience.
2300 AD, on the other hand, sets out
to present state-of-the-art interstellar
role-playing. With finesse, polish, and
a mind-blowing star chart, the game
succeeds admirably."
-Matthew J. Costello,
Isaac Asimov's
Science Fiction Magazine,
in "1987 Science Fiction
Games of the Year."

"The rules are well adapted for large


or small groups & well stated &
understandable. I thoroughly enjoy
playing it."
-Jose Gomez, Jr.,
referring to Johnny Reb.

Critics and consumers agree: GDW


makes the best games in the business.
If this is news to you, it's not news to
our customers.
Production Quality: GDW produces
dustry.
extremely
highest
sistently Stack
competition, good
them
and
production
outshines games
up
the
values
you'll against
with
rest.
find GDW
in the the
con­
in­

Internal Quality: We also have a


reputation for making great rules
systems and game mechanics. We
wouldn't have won all those awards
if that weren't true. GDW has an in­
novative staff of designers who are
always breathing life into new ideas to
remain on the cutting edge of gaming
in this decade and the next.

1 5th
Number7 August/ September 1988
neighborhood of10,000, which is Games Editor
Editorial: very good, indeed! BattlePlan Magazine
5374 Village Road
The Birth of the BattlePlan
Mini-Wargame! A Look at Next Year's Origins Long Beach, CA 90808
We'll be running Origins in Or better still, call me, Alan
At last! After such a long wait, 1989 in Los Angeles. Because of our Emrich, at 3W (213) 420-3675 for
and a merger with 3W, the first company (and convention more information or if you have any
BattlePlan mini-wargame is born! management's) background, questions.
Welcome, please, in this issue: Zulu wargames will, once again, be the You won't get rich or famous
War, an Erich Faust design. traditional staple. Promotional with your first BattlePlan mini­
When 1 first saw Zulu War, I materials will be available around wargame, but what the hell! It's a
instantly conspired with Erich to the end of February. If you wish to start, and you may prove to be the
create a mini-wargame which would be added to the Origins information next Jim Dunnigan! See the top left
"play just like the movies." Surely, Mailing list, please send your name corner of page 62 for details.
we all remember those great battle and address to:
scenes with the Zulus charging the Thank You for All Those Cards
ramparts and the British thin red L.A. Origins Mailing List and Letters!
line firing off salvos according to P.O. Box 8399 As you will see in our highly
their battle drill. With that image Long Beach, CA 90808 popular Feedback Forum section,
in mind, grab a load of dice and give the publication of the last issue
Zulu War a try. Before you know it, Exhibitor booths are on sale generated a great deal of reader
you'll be renting those famous flicks now through our Long Beach office. response. Your feedback cards, and
for your VCR. If you buy BattlePlan over the the comments on them, are the
counter, you might want to tell the navigational beacon of this
The Production Schedules of3W store owner about GAMA's Trade magazine. Please, take a little time
You will doubtless notice that Show in Las Vegas. Many retailers out and drop us that postcard.
this issue of BattlePlan appears on from around the nation come each Maybe we'll reprint your comments
time from the last issue (I know, I Spring to meet the manufacturers in the next issue!
Forget the
know... "Butcover
the cover
date! We'll
date says..."­
fix and wholesalers and share
information which is extremely Looking Ahead to Next Issue
that!). This, of course, is largely due useful to retails sales. It will be held Next issue will feature Avalon
to the merger between DTI and 3W, March 5-7 at the Tropicana in Las Hill's Third Reich. There will be
and the adoption of the 3W methods Vegas. They can get more several pieces on the game,
of meeting publication schedules. information by contacting Howard including a complete mega-variant
A mention here should be made Barasch at (214) 247-7981. extending the map south from
about the methods employed by our There will also be a special Egypt to Italian East Africa.
new boss, Keith Poulter, used to Trade Floor on Thursday, June Variants and scenarios will include
keep his Editors in adherence to 28th, 1989, on the first day of local and limited wars, a 1940
their schedules. The rumors that Origins. This will be another scenario, a1941 scenario, a 1943
there are often threats of physical opportunity for retailers to hobnob scenario, a Cold War scenario, a
violence are totally untrue. To those with the manufacturers in L.A. peek at what's in store in the 5th
who've I recently met at Gen/Con Edition, plus tons of variant chit
Origins and GATEWAY 1988 and 3W Seeks Designers for Twilight ideas. James C. Gordon is our gold
expressed concern about my health, 2000 Modules medal author for this feature, with
I am assured that the welts will fade Under license from GDW, 3W special thanks to Siegfried Nelson
within a year (this after the delay in will be producing Twilight 2000 for his mega-variant feature.
the publication of issue #6). We're modules. If you would be interested This feature has come about for
on track and on time now, and I can in designing a Twilight module, three very good reasons. First, with
even give you a peek about what the contact Ty Bomba at our Cambria the advent of 5th Edition Third
next issue will bring you! office: P.O. Box F, Cambria, CA Reich approaching, it was time to
93428 for details. clear out all these great 4th Edition
But First, an Origins I Gen Con ideas. Second, Avalon Hill has come
Report BattlePlan Seeks the Next Battle through like a champ and provided
While not the most "wargamey" For Moscow as Mini-Wargame the cover art, new articles, and
of Origins, as you might have Yes, we're looking for another
Feature allowed some reprints from the
guessed by its TSR sponsorship, I General. And, finally, I like the
had a nice time. Sales were slow at "Battle for Moscowesque" type mini­ game and I'm the Editor, so there's a
the 3W booth (where mostly wargame to feature in BattlePlan. bit of"Editor's Choice" about a
wargames constitute our current If you can dig up your copy of Battle Third Reich issue. Special thanks
product line), but throughout the for Moscow and whip us to Rex Martin and Tom Shaw of
open gaming areas of the something of near equivalent size, Avalon Hill for their wonderful
convention, one could see grognards simplicity, balance, on a WWU or help.
and neo-grognards giving real modern topic and BattlePlan would
wargames a bash and having a be very interested in putting in a Until my next move... -AE
great time. Attendance was in the future issue. Please write to:
PAGE3

Enter in the Operations Phase


2. Eastern Front
of game turn one on any hex of the
West map edge.
Scenario: Assault on
the Frozen River
Soviet Reinforcements:
28th (209) Year: 1943
a/28 (210)
B.28 (211) German Formations:
C/28 (212) Kampfgruppe Hintze (100)
D/28 (213) Hintze I HQ (113)
Enter on game turn five on 1st (118)
any hex of the West map edge. C/33 (107)
W/33 (108)
Set up first in any hex south of
Battle Conditions:
Game Length: 16 turns. the river.
Visibility: 6 hexes.
German Reinforcements:
Tank Leader Season: Winter.
Contour: Hilly. N3 (111)
C/3 (112)
Scenarios Area: Forested.
Urbanization: Normal.
B/1 (109)
Roll one die and add two; the
Provided courtesy of West End Games result is the turn of entry for the
11lJ987 West End Games Special Rules:
above German reinforcements.
Movement restrictions for F
rated units are suspended in this The roll should be made in secret
1. Official Eastern before the start of play; re-rol1
scenario.
Front Tournament The German player may rally rolls of six.

Scenario shaken units which have failed Soviet Formations:


their morale check by expending a
62 (237)
Year: 1945 number of victory points equal to HQ/62 (238)
the difference between the die roll 1162 (239)
German l<'ormations: and the morale check value. This 2/62 (240)
N3 (111), set up within four hexes is only in effect until turn nine.
3/62 (241)
of hex 2023 (Akimowka). 4/62 (242)
B/72 (114), set up within four Victory Conditions: C/42 (226)
hexes of2415 (MoltarvofD. Victory is based on points. D/42 (227)
NI (115), set up within four hexes One point is accumulated for each
119 and 3 trucks.
of hex 2103 (Belsk). enemy unit killed and for each Set up second in any hex north
enemy formation which is shaken
ofthe river.
German Reinforcements: at the end of the 16th turn.
N2 (101) (Formations which are entirely Soviet Reinforcements:
B/2 (110) eliminated do not count as 3/6 (203)
A/91 (116) shaken). N3/6 (216)
Enter on game turn nine on In addition, the Soviet player B/3/6 (217)
any hex on the East map edge. receives one point for each C/3/6 (218)- In this scenario, C/3/6
friendly unit which exits the West is subordinate to 3/6.
Soviet Formations: map edge. Enter on game turn two. Roll
6th (200) one die on turn of entry; on a roll
1/6 (201) of 1-3 they enter on a Soviet road,
Nl/6 (204) on a 4-6 they enter on a German
B/1/6 (205) road. Roll again normally to
2/6 (202) determine which road, but ignore
N2/6 (207) a roll of six.
B/2/6 (206)
7th (214) Battle Conditions:
Game Length: 16 turns.
117 (236)
Nl/7 (229) Visibility: See special rule.
B/117 (230) Season: Winter.
217 (235) Contour: Variable.
N217 (233) Area: Variable.
B/217 (232) Urbanization: Normal.
PAGE4 BATTLEPLAN #7

Special Rule: Allied Reinforcements:


2. Western Front
The visibility begins at three None
hexes. Roll a die during the Scenario: Take
Reinforcement Phase of each turn. Biouville Battle Conditions:
On a roll of 5 or 6, the visibility Game Length: 18 turns.
increases by two hexes, up to a Visibility: 8 Hexes.
Year: 1944
maximum of20 hexes. Season: Summer.
Map Configuration: Contour: Hilly.
Victory Conditions: Area: Forested.
Victory id determined by B Urbanization: Normal.
control of Leniwka and Odrino. Road Net: Moderate.
One point is scored for each hex of
either town controlled by a player Smoke: The Allied Player
at the end of the game. To control tN receives 6 smoke points; the
a hex, a friendly unit must occupy German receives 3.
ofbe the last to have passed
through the hex. Strikes: The Allied player
If a player's points total is six receives 3 on-call artillery strikes.
or more greater than his German Formations:
opponent's he wins. Any other Kampfgruppe Gerbel (147) Victory Conditions:
result is a draw. Gerbel l HQ (148) The Allied Player wins if, at
N63 (145) the end of turn 18, only friendly
B/38 (154) units occupy Biouville.
HQI65 (139) If Allied units occupy the town
N65 (140) and 6 or less German units occupy
B/65 (141) the town, the game is a draw.
N752(129) If7 or more German units
occupy the town, the German
LEADER 3 trucks
Set up anywhere on the map
after the Allied Player secretly
wins.

chooses an entrance edge and


notes it on a piece of scratch paper.
Attention
German Reinforcements:
Grognards!
None
You Need The
Roll one die and add two; the
result is the turn of entry for the Canadian Wargamers
above German reinforcements.
The roll should be made in secret
Journal
before the start of play; re-roll Each and every issue of the
rolls of six. Journal is always full of reviews,
variants and strategy articles for
Allied Formations: board, computer and miniature
Combat Command A (300) wargames. While having a
B/55 (304) Canadian emphasis, it's
D/55 (306) information is useful to all real
HQ/91 (308) wargamers. A must for any
A/91 (309) grognard worth his salt!
B/91 (310)
N781 (312) It's only $10.50 (U.S. funds for
40th (313) non Canadians) for a six-issue, bi­
Enter the map on game turn monthly subscription. (US
one. All units must enter on the postage paid) or $1.95 (+$2.00
same map edge which must be postage) for a sample issue.
selected before the German player
sets up. Record the edge on a piece Send checks to: The Canadian
ofscratch paper or on your strike Wargamers' Group, 207 Bernard
log. Drive N.W., Calgary, Alberta,
Canada T3K2B6.

"Recommended Reading"- F&M Staff


PAGE 5

These ronin are placed both sides several times during


immediately before the next the battle since, if there are
player's movement phase. If there surviving ronin, rolls must be
are not enough ronin in the pool, made by the controlling side. If
place as many possible until the ronin remain after the battle is
pool is depleted. If there is more finished, they belong to the player
than one province is empty, roll to whom they last defected. Ronin
for each one separately. do not defect if they are the
inherent fortress defense pieces.
These ronin-bandits are not
controlled by any player and will
not attack any other players. They II. Ninja
will defend against any attack by Ninjas, being masters of
players (have another player roll stealth,were adept at penetrating
for their defense). Once the ronin castle defenses and hindering the
are eliminated, the province forces inside. Under this
Variants for becomes controlled by the variation, the player who has
attacking player and he receives successfully hired the ninja for the
Shogun the province card in the usual turn has the option to use the
fashion. ninja in battle against a castle or
fortress. At the beginning of the
by Robbie Robberson Ronin-bandits appear in the assault, after all battles are
opening set-up in empty provinces declared, the player declares that
In Issue #4 of Battleplan, a as well, after spearmen have been the ninja will be used to
replay of Milton Bradley's placed and before players place undermine the castle being
Shogun was printed. After that
their armies. Use the above table. attacked. He rolls a die (D12) and
game, in which I was a fortunate
uses the following table:
(?)participant, I began mulling B) Ronin, as mentioned in the
over the possible variants that Shogun rule book, were not Die
would have allowed me the completely trustworthy. During 1-2
7-8
5-6
3-4
Roll Result
victory that I rightly deserved... battles, entire regiments of'hired Remove all fortress ronin
swords' would switch sides, Remove 3 fortress ronin
especially if the enemy was Remove 2 fortress ronin
l. Ronin apparently winning. Under this Remove 1 fortress ronin
A) In feudal Japan, ronin were 11-12
variant, ronin become a double­ 9-10 No effect
more than just samurai without edged weapon. Any ronin that Attacking daimyo is
liege lords. Being masterless accompany a army marker into assassinated and removed
meant being without income to battle against another army
support yourself and your family. marker may defect to the enemy. Only the castle/fortress'
Thus, many ronin turned to Roll for each ronin piece inherent defending ronin are
becoming bandits, pirates, and separately. Use the following affected, not units in a daimyo's
highwaymen in order to bring table at the beginning of each army or other player's units who
home the daily rice. Under this combat sequence, before the are defending in the same
variant, at the end of any player's archers' phase: province as the castle. As in all
final movement phase, any other cases of hiring ninjas, the
province that is without a Die ninja is no longer in play for the
garrison becomes occupied by Condition Roll Result rest of the turn. Ifthe daimyo is
ronin. The number of ronin that Enemy Army 1 Ronin assassinated, the attack on the
appear is determined on the is smaller than defect castle is canceled, and the daimyo
following table:
your own. is removed and demoted as per
regular assassination attempts.
Die (012) #ofRonin Enemy Army 1-4. Ronin
1 5432345 is larger than defect
2 your own.
3-4
5-8 Upon defection the ronin
9-10 become part of the opposing
11 player's forces immediately, and
12 can attack that phase. Note that it
is possible for ronin to defect to
PAGE 6 BATTLEPLAN #7

IIl. Castles/Fortresses IV. Karma Only one card per player is


A) Castles and fortresses in Karma is the concept of drawn from the deck; the rest of
medieval Japan represented a unavoidable fate- whether good or the deck is then put away for the
concentrated effort of political and bad. A samurai's training remainder of the game. Play of the
economic power. A daimyo who included a certain amount of cards occur during the course of
erected a castle or fortress was stoicism and the patience of the game according to the
able to command a wider array of accepting what life handed to him. particular card being played; some
people and land, and A daimyo did not only have to cards will be played at the
demonstrated a capacity for worry about what his enemies beginning of the turn, others
stability, thus attracting more were plotting, but also what the during the planning action, and
commerce to his fief. gods and nature were planning, others during the movement
Using this rule, for each castle and to plan accordingly to and/or combat action, according to
a player has at the beginning of accommodate the sudden the instructions at the bottom of
the game turn, he receives a disasters that occurred. the card in question.
spearman at the location of the
castle. For each fortress the player Players may not avoid
has at the beginning of the game following the directives of the
turn he receives one (I) koku, Karma card for any reason and
along with the spearman (for the results must be carried out
castle foundation of the fortress). immediately. However, no player
may ever have more than one card
13) Besieging a castle or a played on him during any single
fortress did not mean that a game turn. The various cards are
successful conquest would result described below:
in the castle being captured
intact. Cannons may have been #I Tai-Fun! (Typhoon
used to breach the walls or fire to season). This card is to be played
destroy the interior buildings and at the beginning of the wage war
rout the defenders. AH such, the action before any daimyo's armies
conqueror could find himself in are moved. When this card is
possession of smoldering ruins played, all sea movement is
instead of stone walls to protect prohibited to all pieces of all
his weary forces. Under this players for the entire wage war
variant the player who action. No losses are to be taken.
successfully defeats the Typhoons strike Japan's
castle/fortress r·olls ad12 and shores with a vengeance, usually
consults the following table: bringing floods and mudslides
and halting .all traffic and
communications.
Die
Roll1 Result #2 Kamikaze! (Divine Wind).
Remove castle/fortress This variant requires the use 'l'his card is to be played during
5-12
2-4 Reduce fortress to castle of Karma cards. Each player at the wage war action of an
or remove castle the beginning of the game wiII opponent who is attempting a
No effect take one card from the shuffled naval invasion against you or
deck and keep it secret from all another player after the attacker
other players. During the course has declared his first battles.
All removals or reductions of the game the players will play When this card is played, the
occur immediately after the the cards on their opponents. They player's forces in that particular
castle/fortress is conquered before cannot play the cards on naval invasion (and no other) lose
any other battles are resolved. No themselves (this would be the rest of their movement, pius
roll is made for a castle/fortress tantamount to allowing a player half of the invading force is
that is attacked' and not to control his own 'karma'). eliminated by type, rounding
conquered. It is assumed that the Although some cards will benefit down.
defenders, in beating off the your opponents, obviously you For example, if a naval
atlack, preserved the integrity of will play them on those opponents invasion includes an army of live
the walls. who your allies or on those
arc spearmen, two gunners, three
who will benefit the least from the bowmen and a daimyo, the player
results. would lose two spearmen, one
gunner and one bowman. The
BATTLEPLAN #7 PAGE7

daimyo can never be lost in this Tsunamis, sometimes called player then designates
situation. tidal waves, are the result of which battle the card will effect.
In 1274, a naval invasion fleet earthquakes that occur offshore. The defending force then is
ofKublaiKhan's Mongol hordes The great destructive waves smash entitled to one round of ranged
was anchored off the Japanese into the shores. weapon and melee combat before
shore, ready to conquer Japan. Out proceeding with the regular
of nowhere, a great tai-fun swept #5 Plentiful Rains. This card combat sequence.
in and destroyed the fleet, thus is played at the beginning of the The terrain of Japan, far from
saving Japan and preserving her collect koku action before revenue being a tableland, is very rugged
unique culture. The Japanese is collected. The player chooses an for traditional warfare. Thus,
viewed this incident as divine opponent to play the card on. The every hill, forest and mountain
intervention, and revered the great opponent then may receive two held opportunity for an army to
winds. koku for every five provinces he swoop out and catch the invaders
has (dropping any remainder). He by surprise.
#3 Earthquake! This card is is entitled to receive a minimum
to be played immediately before of four koku. #8 Drought. This card is to be
the levy unit step. The card is Japan, being a feudal nation, played at the beginning of the
played to reduce an opponent's had its economy based on collect koku action before revenue
castle or fortress on the board. If a agriculture. Coinage itself was is collected. The player chooses an
castle, remove it from the board; if based on a system measuring a opponent to play the card on. The
a fortress, reduce it immediately family's consumption of rice for a opponent may only receive one
to a castle. year. Therefore, a good rain could koku for every five provinces he
Other pieces in the area are mean the difference of whether the owns, dropping any remainder. He
also effected, and one half are overlord could finance his wars or is entitled to a minimum of three
removed of each type, rounded not. koku.
down, as described in #2, above.
Earthquakes are no stranger #9 Amida Butsu Captured.
to Japan or to her history, This card is played immediately
wrecking the landscape and after the hire ninja action. Any
toppling any stone or brick player who had hired the ninja for
structures in the area, and that turn loses it and the ability
starting great fires and floods for assassination or spying (or
among large wooden cities. sabotage, if using that ninja
variant).
#4 Tsunami! (Tidal Wave}. The sect ofBuddism which
This card is played at the fostered the ninjas was called
beginning of the planning action AmidaButsu. Based on the belief
before revenue is spent. The that a person who could achieve a
player using the card selects the card#6
is played
Emperorat the beginning of
Betrayed! perfect kill would go to Nirvana,
coastal or island province of an the sect sprung up around the local
opponent to be hit by the tsunami. an opponent's wage war phase. temples of Japan. Attempts were
The owner of that province must The opponent is entitle to then made to stomp out the assassins
forfeit on koku from his revenue completely fill one army of his and, from time to time, were
to pay for damages. choice up to its limit of troops, for successful. But never
If it is a coastal province (or on free, filling in every empty space permanently...
an island with at least four on his card.
provinces), then the adjoining The Emperor, even though he #10 Banzai! This card is
coastal provinces on either side was a puppet of the current played after first battles are
are struck by the tsunami as well. strongman, was revered by declared on an opponent's army
They, along with the original Japan's populace as divine and who is attacking. As a result, all
coastal province, become flooded. holy. A daimyo could guarantee pieces attacking in the first
Any units in these provinces, or his army to be overflowing with missile fire and melee.step
entering them in the subsequent recruits if he could.persuade them subtract one from their die rolls.
move phases, must stop movement, that the Exalted had been duped or There is no modifier for
even if they are entitled to move was in danger. subsequent steps.
further. No battles are allowed to The average Japanese samurai
be declared into or from these #7 Ambush! This card is to was a highly trained, dedicated
provinces. All of the above effects be played after first battles are soldier. Ever ready to defend his
are removed at the end of the turn declared by the opponent on whom liege lord's honor, it was not
the card was played on. the card is being played. The uncommon to see mass charges of
PAGES BATTLEPLAN #7

emotional samurai at the enemy's match for the honed weapons of units than the rules state. You
lines, reckless of life and limb. battle. might wish to allow an army to
These initial charges were have six samurai pieces instead of
devastating but, if they failed to #14 Seppuku! This card is four, or twelve spearman and/or
break the ranks of the enemy, played at the end of the planning gunners, instead of the normal
could often be very costly to the action. The opponent must ten.
attackers. immediately demote his lowest One other possibility is to
rated daimyo to its first '1' allow armies to move and attack
# ll Barbarian Merchants. position on the army card. together, whether they belong to
This card is played on an opponent The ultimate sin for a samurai the same faction or to different
after he has declared first battles. was failure, be he Shogun or a allied players. Some rules will
All gunners, for the remainder of simple spearman. The only have to be devised to allow both
the turn, whether attacking or acceptable way he could recover armies to move together (such as a
defending, subtract one from their his honor was to commit seppuku, declaration of alliance phase
die rolls. ritual suicide, and thus keep where players, after declaring for
By the end of the 16th century, dishonor from staining his family each other, must then loan on of
Japan had been thoroughly and clan. their armies to the other player,
exposed to Western influence, who then moves it as though it
including the weapons the #15 Plague! This card is were a fourth army of his for the
Portuguese, English, and Dutch played at the end of the levy units next turn only). Be careful not to
brought with them. Many samurai action. The player selects a coastal allow things to get too wild, such
frowned upon the use of guns, castle/fortress as the center of the as six armies being moved by the
regarding them as cowardly, but epidemic. All units (excluding the same player, or you could end up
some daimyos saw the wisdom of intrinsic castle/fortress troops) in wiping everybody off the board in
employing firearms, giving them the castle fortress/sand every one turn!
the advantage over their more bordering province must roll a Sayornaya.
backward opponents. D12, adding two (+2) to the die
roll. If the adjusted die roll is
#12 Forced March. This equal to or lower than the combat
card is played at the beginning of value of the piece, it is eliminated.
an opponent's final movement Any province left without
phase. You select one ofhis garrisons is returned to the deck
armies, which may then move one of province cards.
extra province this turn than it Epidemics and plagues
would normally be entitled to. originating in Japan were rare,
J<'orced marches for any army and usually came from ships that
could often spell the difference traded with China or were
between victory and defeat. European. Japanese medical skills
and hygiene were more than
#13 Peasant Revolt! This enough to prevent a widespread
card isplayed at the end of the decimation of the entire
collect koku action, after all population.
revenue is received. The opponent
upon whom this is played must
roll a D12 for each of his pieces not V. Miscellaneous
assigned to an army, subtracting There are many obvious
two (-2) from each die roll. If he variants that can be devised for
rolls greater than the combat Shogun. One is allowing players
value of a piece, it is removed. to choose their provinces in the
Peasants were law abiding opening set up, rather than
citizens, as is most of Japanese allocating them by dealing
society. They were looked down province cards. Simply draw
upon by samurai, however, and swords to see who goes first and
occasionally became the victims of then take turns placing a
intolerance and over taxation. spearman in a province. This will
When a daimyo became too allow for players to begin the
unbearable, peasants would revolt game from a more consolidated
against his rule with whatever position and speed up play.
they could get their hands on, Another simple variant is to
usually farm tools which were no allow for armies to have more
BATTlEPLAN #7 PAGE9

Ancients Leuctra, 371 BC


This battle is the earliest example of a general weighting one
Scenarios flank and refusing the other. In this case, it gave a surprise victory to
the smaller force ofThebes who faced the legendary Spartan army.
by William L. Banks,
Any other tactic will probably result in Thebes' defeat as the Spartans
Good Industries will overwhelm them. While not much of a contest, it is an interesting
study in this battlefield maneuver.
If you haven't yet picked up a Thebes: 3 Phalanx, 2 Mixed Missile, 3 Light Cavalry,
2 Leaders,
copy of this fun little number, you 1 Camp. Panic = 14.
may want to. Even if Ancients Sparta: 2 Leaders, 5Phalanx, 2 Mixed Missile, 2 Light Cavalry,
aren't your favorite time period 1 Camp. Panic= 19.
and tactical isn't your favorite Scale: Phalanx 2,000; Missile Infantry
= 500; Cavalry
=
500 =

scale, this game still has a lot to


offer.
Ancients will take a pair of
grognards, from the time they
open the box, through sorting the
pieces, reading the rules, choosing
one of the many battles, set up and
play to completion (all scenarios
are six turns) only about an hour!
Note that a complete review of
Ancients is in Fire & Movement
#56.
Distribution to game stores is
still a bit sporadic, so if you can't
find one at your local retailer, you
can order directly from Good
Industries. The price is the same,
$15.00, but please include an
extra dollar for shipping. That's
Cannae, 216 BC
Any student of military history will recognize this as one of the
$16.00 total to:
most famous and spectacular victories ever won. What do you do when
Good Industries
your enemy outnumbers you by 3:1? If you're Hannibal, you surround
P.O.Box 6086
Vancouver, WA 98668-6086 them! It is difficult to duplicate his victory, but it is an exciting
challenge to try.
Note that each of these three
Carthage: 3 Leaders, 2 Heavy Infantry, 4 Light Infantry, 2 Mixed
new scenarios uses Mapboard D
Missile, 2 Heavy Cavalry, 2 Light Cavalry, 1 Camp. Panic= 15.
(the "blank" one). Rome: 12 Heavy Infantry, 2 Mixed
1 Leader, Missile, 2 Light
Cavalry, 1 Camp. Panic= 28.
Pydna, 156 BC Scale: Infantry =5,000; Cavalry 3,000
=

Note: For more "accuracy," the Romans should have a second


This is one of the classic
confrontations between legion and Leader piece. This tips play balance heavily in the Romans' favor.
phalanx. The legion won, but it
can get very close! This battle also
gives players a nice variety of unit
types on both sides and is a good
test of Generalship.
No map for set up on this
scenario. Players must use free
deployment.
Macedonia: 1 Leader, 6 Phalanx,
4 Light Infantry, 2 Mixed Missile,
4 Light Cavalry, 1 Camp.
Panic= 28.
Rome: 2 Leaders, 6 Heavy
Infantry, 1 Light Infantry, 4
Mixed Missile, 4 Light Cavalry, 1
Camp. Panic = 22.
BATTLEPLAN #7

objectives too. Each side receives Winter Effects


points for accomplishing goals,
and whoever has the most points The cold of Moscow's winter is
when the game ends wins. There legendary. German mess cooks cut
are three different ways to earn butter with saws, and boiling soup
points: could freeze nearly solid in the
(1)Each side gets I point per time a soldier took to retrieve a
enemy unit destroyed, even if dropped spoon. Therefore, both
they are replaced later. A unit sides suffer Winter Attrition.
is not just a step, but the During each player's
actual removal of an enemy Replacement Phase on turns 8
piece from the board. through12, each player rolls on
(2) Players receive 5 points for ·
the Winter Attrition Table. If the
each city they control at the result is Frostbite, one unit of the
end of the game. A player player's choice is reduced by one
controls a city if his units step. A player may choose which
What were the last to move through unit to reduce, and units which
it. Moscow is worth 20 points. are eliminated by frostbite do not
Happens (3) The Germans get 10 points yield Victory Points to the enemy.
if theycan occupy Moscow at
Next the end of any Soviet Player Winter Attrition Table
Turn, even if Russia Die Axis Soviet
Continuing play in recaptures it later. Roll
1 Frostbite Frostbite

Battle For Moscow The player with the greatest 2 Frostbite Frostbite
3 Frostbite No Effect
number of Victory Points at the
by Thomas M. Kane 4 Frostbite No Effect
end Game Turn 14 is the winner. 5 Frostbite No Effect
6 No Effect No Effect

"... The next day, amid the


onset of winter, the reinforced
Soviets launched their winter
counteroffensive. "

With these words, GDW


concludes the description of how
the original battle for Moscow
ended. Another battle was
obviously beginning, and one
which would make an interesting
"mini-campaign game" variant
for Battle For Moscow. This
scenario gives the Soviets extra
chances for revenge, and also lets
the German player experiment
with move conservative strategies
than the mad-dash-at-all-costs
approach to Moscow. Perhaps
such plans which might have
saved Germany from its utter
defeat on the Eastern Front.

New Victory Conditions

The Soviets controlled


Moscow when they launched their,
counteroffensive, and Germany
had no more hopes of taking it.
Therefore, the continued
campaign game rewards other
BATTLEPLAN #7 PAGE 11

Actually, winter did not effect On turn 13, the Soviet player
the armies as much as the autumn may designate any one army
muds had, but it still slowed them which is in communication as his
down. Tank unit. This requires the
All infantry units have one expenditure of one replacement
fewer movement point than point. The Soviet Tank unit may
normal during Snow turns (turns move during the Rail Movement
8-12), while Armor units lose two phase but need not follow any rail
movement points per Movement lines. Additionally, it receives one
Phase. This is because tanks column shift to the right when
suffered special problems during attacking. You may wish to write
the cold. (Their engines had to be "Tank" on a blank counter and
run regularly to keepthem warm. stack it on top of the designated
This resulted in severe gasoline Soviet tank unit.
shortages and, in spite of all
precautions, batteries warped and
oil congealed from the cold).

Replacements

The Soviets had been


concentrating their forces in the
Moscow area all fall, and by
winter they had begun to redirect
their attention to the South.
Therefore, beginning on turn
eight, the Soviet player only gets
two replacement points per turn.
However, the Soviets were finally
accumulating enough T-34 tanks
to build an armored force.

Historical Summary

When Hitler heard of the


Soviet counteroffensive, he
characteristically ordered
unflinching resistance without the
possibility of withdrawal. This
time, the policy might have been
appropriate. Perhaps the Soviets
could have overrun retreating
armies in the cold. As it was, the
offensive disappointed them,
leaving the Germans exhausted
but still controlling Rzhev,
Vyazma and Ore!. Naturally,
Hitler was convinced that he had
New Timetable personally saved the army, and he
exulted to his aides, "This little
This campaign scenario matter of operational command is
begins on Battle for Moscow's something that anyone can do."
usual Game Turn 1, but lasts But despite his confidence, Hitler
through turn 14, until early had already defeated himself by
March. A new Turn Record Track attacking a country too large for
is provided with this article. any army to master.
THE � BATTLEPLAN #7

strength step. Even if they take a Russian Lend Lease Table


GREATA_PATRIOTIC step loss, they are still garrisons!

Rules Book
Die
Roll
Replacement
Points Received
Rail Movement (page 7) 1 0
To clarify, Rail Movement 2 1
may, like all other forms of 3 1
movement, begin in an enemy 4 1

WAR zone of control, but must stop upon


entering one (i.e., it may not pass
through an enemy zone of control).
5
6
2
2
-1 from die roll during 1941 and 1944. Die
rolls less than '1' are treated at '1'(i.e., no
��·· =�,. w" -t-" additional replacement points received).
6·6 6·6 6·6 2 1·3 Combat (page 8)
Minimum and maximum odds The number result equals the
for a battle should be calculated in number of additional Russian
step 3 (not step 2) of the combat
Unofficial Errata and New Replacement points received that
sequence, after column shifts have game turn from Lend Lease.
Great
Variants for been applied. In this way, attacks
can be made at greater or lesser
Patriotic War odds than provided for by the
Withdrawals
If a German
(pagelO)
panzer corps unit

GDW wishes to especially thank Alan combat results table and "shifted" to be withdrawn is reduced or
Emrich, Gary E. Smith and the 3W Long back onto it. For example, a player
eliminated, any other panzer corps
Beach playtesters for their countless haurs could conduct a 1:2 odds attack, with a similar combat strength
ofpost-production work. While this body of
provided that after all Leadership, may be substituted for the
work incorporates what will be the final
errata,playtesting still continues and many
airpower, weather, and terrain withdrawing unit. Alternately, if
experimental ideas are being tried. Use odds column shifts are calculated, no such panzer corps is available,
these ideas for now, hawever. the minimum odds must be 1:1 in the Axis player must forfeit th,e
order to attack. replacement points necessary to
The Map
rebuild the unit from his next
The city on map B at hex 1301 Reinforcements and Replacements turn's allotment. The German
should be Bryansk, not OreI. (page 10) paratroop unit, and all the Italian
Neither map has a hex 2301 A correction, reinforcements units when withdrawn, need not
on it. Instead, the first hex in the and replacements must be be so replaced. Their reduction or
2300 hex row has been brought in any friendly major elimination is irrelevant when
misnumbered 2310. cities, even in enemy zones of withdrawn, has no effect, and no
Cernauti (map B, hex number control, provided their placement units need be substituted nor
2507) should not be a part of does not violate stacking limits. If replacements spent on them.
Romania. the red boundary line no friendly major cities are
should run along the hexside available, then they may appear, Aircraft (page 11)
between hexes 2607 and 2606. add!tionally, on any friendly Change the third sentence of
Cernauti is part of Bessarabia. In
minor cities. the second paragraph to read: "An
the campaign game and the The Russian Replacement airfield is any major city, city, or
Barbarossa scenario, it is part of Rate was found to be too low over rail hex which is connected to a
the Kiev Military District for the course of the campaign game.
friendly map edge unblocked by
setup purposes. Increase it by one (+ 1) per turn in enemy units or their zones of
On map A, rivers on the the Barbarossa scenario and the control (friendly units negate
hexsides between 1116 and 1216, campaign game. Also, add the enemy zones of control for this
and 1309 and 1408 should following Allied Lend Lease rule:. purpose, exactly like supply).
continue along the entire hex side.
The current air rule makes
Treat any movement over these Allied Lend Lease (new rule) bombers much too deadly against
hexsides as crossing a river. To simulate the vast intercepting fighters. Change the
shipments of war materials by the rule for air-to-air combat. Fighters
The Counters Western Allies to the Soviet will abort a bomber (or fighter­
The Hungarian and the Union, the Russian player rolls bomber on a bombing mission) on
Italian mechanized units have an for Lend Lease during his
a roll or 4, and destroy it on a roll
infantry symbol on their reduced Replacement Phase of either the of 5 or 6. Bombers still "return

sides; the symbol should be a Barbarossa scenario or the fire" and kill a fighter on a roll of
mechanized symbol. The factors campaign game. Beginning on the 6. (Note that this changes the
are correct. August, 1941 turn, and each turn
·
effects described in the example on
The Rumanian and thereafter through November/ page 11).
Hungarian Garrison units should December 1944, the Russian
be marked with a "G" on the top­ player rolls a die on the following
right corner of their reduced table:
BATTLEPLAN #7 PAGE13

Leaders (page 12) simulate this, on game turn one, During the second winter,
Leaders who must move to the Axis player enjoys a "free" (from September/October 1942 to
their capitals after it has been shock attack (this does not count March/April of1943), the Axis
captured, are instead placed off as the Axis player's 1941 shock player suffers adverse weather
their respect friendly map edges. attack, which may be conducted during a movement phase on a roll
Think of the new "capital" as on any subsequent turn). Units of 1 through 4 (on a roll of 5 or 6,
being moved offthe map edge. which begin the game in Romania he enjoys clear weather).
New Rule: Units may not exit an do not enjoy the benefits of this Subsequent winters are treated
enemy Zone of Control during a first turn shock attack (i.e., normally.
friendly movement phase unless infantry units may not move one
in the command radius of a leader. hex during the Axis Panzer Campaign Game Variant Rules
Movement Phase ofturn one). Had the Axis adopted a more
Shock Attacks (page 13) Additionally, on game turn humane occupation policy, many
A clarification, the Axis shock one, after the Axis General Russians would have welcomed
attack on the first turn of the Movement Phase, the Axis player them as "liberators." The
campaign game and the may conduct a second Combat following two variant rules
Barbarossa scenario is a "free" Phase. Aircraft may not be used simulate this:
shock attack, and does not count during this combat phase, but
as the one they are allowed in Leaders still shift two odds Ukrainian Separatists
1941. columns (i.e., the "shock attack" is During each Axis
Since leaders represent the still on). Replacement and Reinforcement
command elements needed to Phase in which Kiev is Axis
coordinate such large scale controlled, roll a single die. On a
operations as a shock attack, die roll of 5 or 6, one Ukrainian6-
during turns which a player is 4 infantry unit is created (use a
conducting a shock attack, leader green German 6-4 from the Battle
units shift the odds by two for Moscow game included). This
columns to the right for all unit is place in the Ukraine (i.e.,
attacks made by friendly units inside the Soviet Union; south of
within their command radii. hex row 1700; west ofRostov,
exclusive; and excluding
The Axis Allies (page 16). Sevastopol and Bessarabia), like
Hungary any other new unit. A maximum
On May, 1942, the Axis player ofthree Ukrainian6-4's may be so
receives more Hungarian built. After these three units are
reinforcements that there are brought into play, an Axis die roll
Hungarian cities to hold them. Axis Unpreparedness for Bad of 5 or6 merely creates one special
Place the extra Hungarian unit on Weather (page 7) replacement point, good only for
any friendly hex adjacent to a Germany had thought that Ukrainian units.
friendly Hungarian city. the war would be over before the
Bulgaria onset of winter. Not only was this Vlasou Volunteers
Add the following sentence to prediction wrong, but the first These are handled similarly to
the first paragraph: "The winter of1941-42 was one of the the Ukrainian Separatists. The
Bulgarians defect on the same most severe ever. Germany found differences are:
turn in which Romania defects." themselves fighting in bad The separate activation die
conditions exacerbated by their roll is a 6, only, and continues as
Campaign Rules own unpreparedness and poor long as the Axis control at least
Set up and First Turn (page 17) planning. five Russian major cities.
All advanced games rules To simulate this, during the Their units are 8-4's.
should be used in the campaign first winter (from Their are only two of them
game. The following rules apply to September/October 1941 to allowed.
both the campaign game and the March/April of 1942), the Axis They may be placed anywhere
Barbarossa scenario. player suffers adverse weather in Russia as per normal unit entry
The Germans achieved during a movement phase on a (not just in the Ukraine).
complete tactical and strategic roll
he enjoys
of 1 through 5 (on a roll of6,
clear weather). Additional rolls of 6 after both
surprise over the Soviet Union at Vlasov Volunteer units arrive
the outset of the war. Also, the Additionally, during the snow create one special replacement
German Army had extensive game turns (i.e., Nov/Dec and point, good only for Vlasov units.
combat experience and the first Jan/Feb) of the first winter, a
few weeks of the war were a further odds column shift to the National War Efforts of
practiced replay of the successful left penalty applies to all Axis Axis Minor Allies
blitzkrieg tactics practiced in attacks (i.e., they are shifted two To better reflect their
France and Poland. To better columns to the left). individual war efforts, during
PAGE14 BATTLEPLAN #7

each May's Axis Replacement and The soviet marine division Allied Bombing Effects Table
Reinforcement Phase, the Axis may amphibiously assault. To do
player received three additional this, it must start in a coastal city Die
replacement points which may (of any size) on the Black Sea (or Roll Effect
only be spent on Axis Minor Ally Sea of Azov, but may not assault 1 None
units (these replacements may through the Kerch Straight 2 None
even be spent on Italian units!) unless both hexes A2713 and 2714 3 None
are soviet controlled). During any 4 Rail Capacity is
German Army Refit soviet Movement Phase, the reduced by one.
Beginning in 1942, the Axis marine division may be moved to 5 Rail Capacity is
any non-mountain coastal hex reduced by one.
player may remove one reduced
strength German unit per game along the Black Sea (or Sea of 6 No rail movement
this turn, plus lose
turn off his friendly map edge (if Azov).
one replacement
this is done by rail movement, it The soviet marine division is
point.
does count against the Axis rail in supply as long as it can trace a
capacity) to the "Refit Box" (draw supply line back to a coastal hex. 7 No rail movement
this turn, plus lose
a box on the game turn track to The marines may not invade
two replacement
represent an off board area where during any turn in which the Axis
units are being refit). player occupies every city on the points.

During each Axis Black Sea (and Sea of Azov) coast. -1 from die roll during 1943 and + .1 to the
Replacement and Reinforcement die roll during 1945. Die rolls less than 'I'
are treated at '1'.
Phase, roll a die for each unit in Soviet Artillery Corps
the Refit Box. If the unit is an The soviet player may add two Axis Scenario Book
armored unit, or a roll of'5' or '6' it artillery corps to the soviet forces. Operation Barbarossa
will return immediately at full One arrives on game turn 14, and Army Group Center's setup
strength. Infantry units will the other arrives on game turn 15. area should include hexes B-1616,
return immediately at full These are 2-4's with no reverse 1716and 1815.
strength on a roll of 4-6. If a unit side and are treated identically to Operation Bagration
fails to make its refit die roll, it airborne divisions in regards to Army Group South Ukraine's
may either be left in the refit box combat strength; stacking; and setup area should include hexes A
to try again next turn, or brought zone of control, etc. 2821, and B-2901, 2902 and 2903.
back at its original reduced Where they differ is that
strength. Returning units must artillery corps have no special Soviet Scenario Book
return by entering via a friendly movement abilities; cost three Operation Barbarossa
map edge (i.e., they may not be replacement points to replace; The 19th Army of the
brought back in on cities). and, when used in an attack, will
Strategic Reserve sets up in hex B
give the soviet player one odds 2101, not B-2111. The 3rd
Fighters us. Fighter-Bombers shift to the right. This bonus is Mechanized Group of the Strategic
Fighter-bombers, even while only for attacks; artillery corps Reserve sets up in hex B-2301
on bombing mission, should add nothing other than their
a
(incorrectly number on the map as
stand a better chance of survival combat factor for defense. No more 3210), not B-2311. Cernauti is
in air-to-air combat. To simulate than one artillery corps may add part of the Kiev Military District.
this, when a fighter-bomber on a it's column shift effect to any Operation Citadel
bombing mission is intercepted, it soviet attack. The Zhukov leaver unit should
is aborted on a roll of'4' or '5' and
not be shown as a reduced
shot down on a roll of'6'. Like Allied Bombing Effects strength unit. Leaders have no
bombers, it returns fire by Studies after the war revealed reduced strength.
shooting down the enemy that the Strategic bombing
Operation Bagration
interceptor with a '6'. offensive against Germany was The boundaries of the various
not very successful at disrupting
Ukrainian fronts are difficult to
Soviet Marines German production. The bombing distinguish from the rivers and
The soviet player may add one offensive did, however, disrupt the
national boundaries. The 3rd
marine division to the soviet German's ability to move Ukrainian Front's territory
initial set-up at Rostov. This strategically by constantly extends up to and includes hexes
marine division is exactly the destroying railroads and bridges. B-2402 and 2503. 'fhe 2rid
same as an airborne division in To simulate this, beginning in
Ukrainian front has seven hexes
regards to combat strength and 1943, during each Axis for setup, up to and including
movement allowance (2-6, no �.eplacement and Reinforcement hexes B-2404, 2505 and 2605. The
reverse side); stacking; zone of Phase, the Axis player must roll
4th Ukrainian front has hexes B
control; replacement, etc. Its use for the effects of Allied Bombing
2405,2406, 2506,2507 and 2606.
differs only in its special on the following table: The rest belong to the 1st
movement ability.
Ukrainian Front.
PLAYTESTERS WANTED!!
3W, Inc. seeks experienced
garners and wargamers to play
and evaluate future products�
Game Clubs or other groups of
regularly meeting garners
preferred. Must be reliable!
Also seeking wargame designers. Designs should be
submitted first as a one-page, two to three paragraph
descriptive proposals of your game ideas. Formats
desired are S&T size (22"x34" map, 200 counters) and
Battleplan size (11"x17" size map, 40 counters, low
complexity). Other game proposals welcome.
For Details Contact:
Ty Bomba; 3W, Inc.; P.O. Box F; Cambria, CA 93428

our Long
atRegular 3WBeach,
Saturday
California
Playtesting
Office!
i

Meet us and play! Call ahead to find out


what games are currently being
playtested at our Long Beach office,
located at 5374 Village Road, near the
intersection of Carson and Bellflower.
(213) 420-3675
PAGE 16 BATTLE PLAN #7

Reinforcements: turn 3
Fire Team 4th Platoon: 3 Squads, 3 MG's, 2 Dragons, 4 M2's,
1 LAW, 1 Stinger
Scenarios 5th Platoon: 4 M1's
6th Platoon: 4 M1's
7th Platoon: 4 M1's
by James C. Gordon 8th Platoon: 4 M106's, M577, observer
AA Platoon: 2 M163's
Helicopters: 2 AH-64's, 1 OH-58
Leaders: 8-1-7,8-0-7,9–2-7
1. Massed Assault
Soviet Forces: Elements, 6th Guards Tank
B A Division
CP Allowance: 50 = 1x2, 4x3, 4x4, 4x5
turn 2 + 28 = 2x1, 1x2, 2x3, 2x4, 2x5
turn 3 +21 = 2x1, 2x2, 2x3, 1x4, 1x5
Helicopters CP's: 10 = 4x1, 3x2
Off-map Artillery: 6 batteries of three 12-point tubes
each on turn 1, thereafter 3 batteries each turn
‘O Cl
Smoke: 6 points on turn 1, then 4 points
The Soviet offensive relies on the weight of Set Up: All Soviet forces arrive as reinforcements on
numbers to open a hole through the American the East edge.
forward defenses. 1st Platoon: 3 Squads, 3 MG's, 3 BMP-2's, 2 RPG-16's,
1 SA-14
Victory Conditions: The Soviet player wins by
exiting at least 25 squads and/or vehicles off the West 2nd Platoon: 3 Squads, 3 MG's, 3 BMP-2's,
edge. Otherwise, the American player wins. 2 RPG-16's, 1 SA-14
Game Length: 7turns 3rd Platoon: 3 Squads, 3 MG's, 3 BMP-2's,
2 RPG-16's, 1 SA-14
7th Platoon: 4 T-80's
U.S. Forces: Elements, 2nd Armored Division
CP Allowance: 38=2x1,3x2, 4x3, 2x4, 2x5 8th Platoon: 4 T-80's
turn 2 +22=2x1, 2x2, 1x3, 2x4, 1x5 9th Platoon: 4 T-80's
turn 3 +31 =2x1, 3x2, 3x3, 1x4, 2x5 14th Platoon: 3 ASU-85's
Helicopter CP's: 8=2x1, 3x2 AA Platoon: 2 ZSU-23-4's, 2 Spigots, 2 SPG-9's,
turn 3 +8 = 2x1, 3x2 2 AGS-17's, 3 BTR-70's
Off-map Artillery: 3 batteries of three 12-point tubes Helicopters: 2 Mi-24's, 2 Mi-28’s
each turn. Leaders: 10–3–7, 9-2-7, 28-1-7,8-0-7
Reinforcements: turn 2
Smoke: 4 points
Prepared Positions: 8 entrenchment/firing ramps, all 4th Platoon: 3 Squads, 3 MG's, 3 BMP-1's, 2 RPG-16's,
must be occupied. 1 SA-14
Set Up: The U.S. player sets up first, West of hexrows 5th Platoon: 3 Squads, 3 MG's, 3 BMP-1's, 2 RPG-16's,
1 SA-14
17XX (maps A and B) and 53XX (C,D).
Reinforcements arrive on the West edge. 6th Platoon: 3 Squads, 3 MG's, 3 BMP-1's, 1 RPG-16's,
1 SA-1
1st Platoon: 3 Squads, 3 MG's, 3 Dragons, 4 M2's,
2 LAW, 1 Stinger 16th Platoon: 6 120mm mortar, observer, 7 MT-LB's
2nd Platoon: 3 Squads, 3 MG's, 2 Dragons, 4 M2's, Leaders: 8-2-7, 9-1-7,8-1-7, 7-0-7
Reinforcements: turn 3
2 LAW, 1 Stinger
10th Platoon: 3 T-80's
3rd Platoon: 3 Squads, 3 MG's, 2 Dragons, 4 M2's,
2 LAW, 1 Stinger 11th Platoon: 3 T-80's
10th Platoon: 6 M2's 12th Platoon: 3 T-80's
Observer team: M981, observer 13th Platoon: 6 SAU-122's, ACRV, observer
Helicopters: 2 AH-64,s, 1 OH-58
Leaders: 10-3-7, 9-1-7,8-2-7,8-1-7,8-0-7
BATTLEPLAN #7 PAGE 17

2. The Redoubt 3. Supply Convoy


A Mobile force attacks a supply column behind
the front.

OJ

The Soviets attack U.S. forces bypassed by the


advance.
Victory Conditions: The Soviets win by
controlling al1 ofthe Hegenberg range hexes, Victory Conditions: The player with the most
otherwise the U.S. player wins. victory points wins. The U.S. player scores 10 points
Game Length: 4 turns for each BTR-70 eliminated and 2 points for each
squad or vehicle. The Soviet player scores 10 points
U.S. Forces: Elements, 4th Mechanized Division for each BTR-70 exited off the West edge and 3 points
CP Allowance: 20 = lxl, 3x�, 3x�, 1x1, for each U.S. squad or vehicle eliminated.
Off-map Artillery: three 12-point tubes available Game Length: 10 turns
each turn. U.S. Forces: Elements, 11th Armored Cavalry
Smoke: 4 points Regiment
Prepared Positions: 4 entrenchments/firing ramps CP Allowance: 24= lxl, 3x�, 3x�, 2x1,
SetUp: The U.S. player sets up first in any Set Up: No units deploy at start. The U.S. player
Hegenberg hex. must secretly write down the turn and point of
1st Platoon: 3 Squads (1 flipped), 2 MG's (1 flipped), entry for each unit.
1 Dragon, 1 LAW, 1 Stinger, 1 Observer, 1st Platoon: 3 Squads, 3 MG's, 2 Dragons, 4M2's,
Leader: 9-1-7 2LAW
lOth Platoon: 6 M3's
Soviet Forces: Elements, 176th Mechanized Leaders: 9-1-7,8-0-7
Rifle Regiment
CP Allowance: 34 I x2, 2x3, 4x4, 2x5
= Soviet Forces: Elements, 194th Tmnsportation
Set Up: The Soviet player sets up second, anywhere Battalion
except on Hegenberg. CP Allowance: 18= lx�, IX�, 2x1;, lx.Q. at start
1st Platoon: 3 Squads, 2 MG's, 3 BTR-70's, 2 RPG-16's +20 = lxl, lx�, 3x�, 2x1,, after first
2nd Platoon: 3 Squads, 2 MG's, 3 BTR-70's, attack
2 RPG-16's Set Up: All units enter as reinforcements on road in
3rd Platoon: 3 Squads, 2 MG's, 3 BTR-70's, hex 5807, map D.
2 H.PG-l6's, AGS-17 4th Platoon: 3 Squads, 2 MG's, 3 BMP-1's, 2 RPG-16's
14th Platoon: 3 ASU-85's 5th Platoon: 3 Squads, 2 MG's, 3 BMP-l's, 2 RPG-16's
16th Platoon: 3 120mm mortars, 1 observer, 15th Platoon: 2 T-62's
9-1-7,8-1-7 x2, 7-0-7
4 MT-LB's
Leaders: Convoy: 9 BTR-70's, treated as one platoon
Leaders: 8-1-7,7-0-7

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PAGE 1.8 BATTLE PLAN #7

4. Crossroads Bottleneck Set Up: All Soviet units enter as reinforcements on


the east edge of maps A and C, as indicated by
groupings A and C.
American rearguard units hold vital Group A
intersections to slow the Soviet advance until
reinforcements arrive.
1st Platoon: 3 Squads, 3 MG's, 3 BMP-2's, 2 RPG-16's,
1 SA-14
2nd Platoon:3 Squads, 3 MG's, 3 BMP-2's,
2 RPG-16's, 1 SA-14
3rd Platoon: 3 Squads, 3 MG's, 3 BMP-2's,
2 RPG-16's, 1 SA-14
7th Platoon: 4 T-80's
16th Platoon: 6 120mm, observer, 7 MT-LB's
AA Platoon: 1 ZSU-23-4, 1 Spigot, 1 SPG-9, 1 BTR-70
Leaders: 10-3-7, 9-0-7, 8-1-7 x2
Group C
4th Platoon: 3 Squads, 3 MG's, 3 BMP-1’s,
2 RPG-16's, 1 SA-14
10th Platoon: 3 T-80's
Victory Conditions: The Soviet player wins by 11th Platoon: 3 T-80's
controlling all hexes in Fladungen and Schlizau. 12th Platoon: 3 T-80's
Otherwise, the American player wins. AA Platoon: 1 ZSU-23-4, 1 Spigot, 1 SPG-9, 1 BTR-70
Game Length: 9 turns Leaders: 9-2-7,8-0-7
U.S. Forces: Elements of 8th Mechanized
Helicopters: 2 Mi-24's, 2 Mi-6's, 2 Mi-8's
Infantry and 2nd Armored Air Assault units
CP Allowance: 26= 1x1, 2x2, 3x3, 3x4 5th Platoon: 3 Squads, 3 MG's, 2 RPG-16's
turn 3 + 36= 3x1, 3x2, 3x3, 2x4, 2x5 14th Platoon: 3 ASU-85's
Helicopter CP: 6x1, 2x2 (on turn 3) The Air Assault units can only enter the map
Off-map Artillery: 3 batteries of three 12-point tubes by helicopter. If the helicopters are lost before all
each turn
Air Assault units have deployed, the remainder
Smoke: 6 points may not be used. No units may exit the west edge
Prepared Positions: 4 entrenchments/firing ramps of maps A or C.
1st Platoon: 3 Squads (1 flipped), 2 MG's, 2 Dragons,
4 M2's, 1 LAW
5th Platoon: 2 M1’s 5. Armored Duel
10th Platoon: 4 M3’s
Observer team: M981, observer
Leaders: 9-1-7, 8–1–7
Reinforcements: turn 3
2nd Platoon: 3 Squads, 3 MG's, 2 Dragons, 4 M2's, O
2 LAW, 1 Stinger
3rd Platoon: 3 Squads, 3 MG's, 2 Dragons, 4 M2's,
2 LAW, 1 Stinger When combined arms operation become snafu'd,
6th Platoon: 4 M l’s a pure tank battle develops.
89th Platoon: 4 M106's, M577, observer Victory Conditions: The player with the most
9th Platoon: 4M60A3's (use 2 M1 counters), victory points wins. The Soviets score 3 points for
AA Platoon: 2 M163's each American unit eliminated and 3 for each tank
Helicopters: 2 AH-64's, 1 OH-58 exited off the West edge. The Americans score 4
Leaders: 9–2–7, 8–1–7, 8-0-7 points for each Soviet unit eliminated.
Game Length: 5 turns
Soviet Forces: Elements, 23rd Guard Tank U.S. Forces: Elements, 3rd Armored Division
Division CP Allowance: 12= 1x1, 2x2, 1x3,1x4
CP Allowance: 38= 1x1, 1x2, 3x2, 4x4, 2x5 Set Up: All units enter as reinforcements on the road
turn 2 + 34 = 2x1, 2x2, 2x3, 3x4, 2x5 in hex 5514.
Helicopter CP 12=6x1, 3x2 5th Platoon: 4 M l’s
BATTLE PLAN #7 PAGE 1.9

Soviet Forces: Elements, 9th Guards Tank The Air Assault units must be deployed by
Division helicopter.
CP Allowance: 14 = 2x1, 3x2, 2x3
Set Up: All units arrive as reinforcements on the road Soviet Forces: Elements, 179 Motorized Rifle
in hex 3621. Division
7th Platoon: 3 T-80's CP Allowance: 36=2x1, 3x2, 2x3, 3x4, 2x5
8th Platoon: 3 T-80's Prepared Positions: 6 entrenchments/firing ramps
Set Up: The Soviet units are deployed first on maps A
or D (within 6 hexes of map 1). Reinforcements
6. Counterattack enter on map C.
1st Platoon: 3 Squads, 3 MG's, 3 BMP-2's, 1 RPG-16,
1 SA-14
2nd Platoon: 3 Squads, 2 MG's, 3 BMP-2's, 1 RPG-16,
D A C 1 SA-14
3rd Platoon: 2 Squads, 2 MG's, 2 BMP-2's, 1 RPG-16
4th Platoon: 1 Squad, 1 MG, 1 BMP-1
7th Platoon: 3 T-80's
AA units: 1 ZSU-23-4
Leaders: 7-0-7,8-0-7, 9-1-7, 9-2-7
Reinforcements: turn 3
15th Platoon: 4 T-62's

Once the Soviet offensive stalls, the Americans


regroup for a counterattack.
Victory Conditions: The U.S. player must have
a 2:1 majority of units (squads, vehicles and teams) >{-X X X X X X X X X X X X X x X x X x k
on map C at the end to win. Otherwise, the Soviet
player wins.
Game Length: 8 turns
U.S. Forces: Elements; 1st Armored Division
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CP Allowance: 48=2x1, 5x2, 5x3, 4x4, 1x5 (301).937–4504
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Helicopters CP: 16=6x1, 5x2
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BATTLEPLAN #7

China and France who get one track to count the number of turns
each). These can be used each since the Germans conducted a
impulse to transport one HQ, land attack (for a new optional
division, Paratroop or Mountain rule allowing them a Surprise
unit by air (6 hex range). They Impulse i fthey are nice and don't
may also "air supply" units (i.e., attack anybody for a while. This
unflip them). or course, all this opens up possibilities in attaking
exposes them to interception (even France and Russia).
Paradrops), but then that's the While there are no new charts
fun of it all, right? and tables on the game aid card,
The U.S. gets a couple more thethe U.S. entry section has been
carriers to toss in their force pool modified considerably. The U.S.
(a 1-§.-2-5 and a 1-1;-2-5); the can now: Intern a French CV
British get a couple more regular (level l); Escort ships in the
infantry pieces (6-4 South African Central Atlantic (level 9); and
and 6-4 Australian); the Japanese send the Commonwealth to
get a 7-4 regular infantry and a 5 Militarize the Netherlands East
4th Edition 1 Marine corps; Germany adds Indies (level 13). Also, Axis
two light ships (3-1-2-5 and 2-1-1 declarations of war on Spain I
World in 6). Sweden I Turkey and Switzerland
"Major Minor" force pools I Yugoslavia are now on separate
Flames have been created. There are
purple Turks (7xlnf., 1xMtn.,
Entry Modification lines.
The Production Spiral adds
lxHQ(2), 1xFtr., lx LS); the years 1936-38 and 1946 to the
Preview burgundy Poles (lOxlnf., lxCav., Year Track, and adds Air
lxArm., lxHQ(2), 2xFtr.); buff Transports (3 turns), Volksturm (1
By Alan Emrich Czechs with hard-to-read white turn) and Home Guard/Japanese
face units, that's for sure! (7xlnf., Militia (2 turns) to the track.
lxMtn., 2xArm., lxHQ(3), 2xFtr.,
The 1988, 4th edition of the 2xTac.); white Yugoslavians The new maps are great! On
tremendously popular World in (4xlnf., lXCav., lxHQ(l), lxFtr.); the European map

Flames has reached my editorial and pink(!) Spaniards designated Czechoslovakia, Austria,
desk. Since this game has with an 'E' for Espaflol (llxlnf., Lithuania, Latvia and Estonia
repeatedly rated high in the lxArm., lxHQ(2), 2xFtr., lxLS). have been added. Also, a lot of new
feedback among our readers, I Also available are markers with Area Boxes have been added
thought I would rush you some the names of all of the minor including: Central Atlantic I
information on this fine strategic powers with the promise in the Iceland (if the Germans want to
WWII wargame. rules that these will be quite threaten the U.S. or Canada,
useful for the 1936-46 campaign they've got to have Iceland), South
What I received was the campaign game in the works (due Africa, British Each Africa,
"expansion kit." This is basically out in March, 1989). Italian East Africa, Sudan,
every revised component for the The last of the counters adds Khurasan (Persia), Afghanistan
4th edition (which constitutes Militia units for the British and the North-West Frontier
everything but the counters and (Home Guard), Germans Province (India).
the box). So there is a new rules (Volksturm) and Japanese On the Pacific map the only
book; advanced & optional rules I (Japanese Militia). Naturally, real change is the addition of the
scenario book; charts and tables; these are cheap, quick to build, following Area Boxes: New
production spiral; a new builds weak and slow treading units to Zealand and Northern India. Off
chart; two new maps; and a new be used as fodder. The weakest map boxes are now connected by
counter sheet (#6) with 120 new ones are 2's; the strongest ones are two different types of
counters. Short of the old pieces, 4's. communicat.ions lines (solid and
it's all new! · dashed), depending on their
The new game aid cards are quality. Restrictions apply to
Since the counters are quite about what you would expect. The dashed lines of communications.
colorful and catch my eye, I'll Builds Chart gives you a place to
start with their description. The keep a written record of your The rules have a great many
counters add Air Transport production (for gearing limits), clarifications and a few changes
aircraft pieces for all of the major the previous turn's weather, the and additions. Many examples
nationalities (3 for the U.S., 2 for U.S. entry level and chosen U.S. have been added for clarity.
everyone else except for Italy, pre-entry options, plus a new Fortunately, all of these are
BATTLEPLAN #7 PAGE21

highlighted from the previous New optional rules include 4th Edition World in Flames
(3rd) edition of the game. the German Blitzkrieg. This will be available at game stores
Declarations of VVar have been means that provided no German soon (look for a green sticker on
clarified in terms of the sequence land unit has attacked for three the back announcing the fact that
of play (prior to beginning each consecutive game turns, they may it is 4th Edition). The complete
impulse), and the limited Sino­ lash out on the fourth with a game will have a suggested retail
Japanese VVar restrictions are Surprise Attack impulse, price of$50 US, and the expansion
also clarified. including a free odds column in kit(if you can find it) will sell for
Air mission now include Air land combat! If you can't get it at your local
$30.
Transport, Paradrop and Air Many optional rules are game store, you can order direct
Supply, as previously discussed. included; some for realism and from the manufacturer for the full
+ 2 gets added to all aircraft detail, some for play balance. price (which includes shipping). If
ranges beginning on the January I Scenarios now include campaign you own a previous edition of the
Strategic movement between
Februaryturnof1944. games which begin with game, you may send in the
Barbarossa and the "Day of original cover from any earlier
mapboards is further defined, Infamy." There is also a Decline edition of the Rules Book along
especially through the use of the and Fall (of the AxisPowers) with only $25 for the expansion
previously mentioned dashed and campaign game. kit or $40 for the game to:
solid lines between Area Boxes. The greatest addition to the Australian Design Group
Paradrops now require overall package is a comprehen­ P.O. Box 1009
physical air transport and have no sive glossary of terms and a full VVoden,A.C.T.2606
zoe on the impulse during which index of rules. Australia
they land (the same goes for sea Payment in U.S. funds is quite
invasions). acceptable.
A lot of definition has been
added to Vichy France, the
conquest of France, the U.S. and
the Commonwealth have all been
changed. Also, the Russo­
Japanese war and peace terms
have been modified a bit.
A Russian declaration of war
against Germany now depends on
the troop ratio along their border.
If the Russians exceed a given
ratio, then they can fly off into
war. This ratio drops from 5:1
superiority of Russians to
Germans in 1939 to 1:1 in 1943.
Finally, a good deal has been
rewritten about Off-Map Boxes.

The Advanced Rules now


include such things as Militia
units (no restrictions on the
Japanese, Germans can't leave
Germany, British can't leave
Commonwealth). There is also the
German National Effort rule.
Germany can declare during any
Production Phase that this rule is
being invoked, at which time their
Militia is added to the Force Pool,
they may only build INF, VS, HQ
and FTR units, and all INF units
cost two.
BATTLEPLAN #7

invasion of Poland had put the Western front should be: 2 TAC, 1
"appeasers"
to the test again. This NAV, 1 STR, and 4 FTR's. A
time, however, Britain and preemptive ground strike can
France had declared war in burn up a French HQ and stall the
support of their Polish ally. attack for an impulse. This allows
Poland's strategy was to hold on time for extra units from the
until the Allies' offensive in the Polish front to arrive.
West succeeded. Germany's top Defending Saarbrucken is a
generals had been given the hated debatable proposition. Should the
two front war by Hitler. But French have a ground strike
Hitler had read the Allies succeed, with a good mix of troops
correctly again. Poland is still they can get a 2:1 (+ 1) assault on
waiting for help. World in Saarbrucken. Holding terrain in
Flames' 1939 Campaign Scenario Southern Germany is not too
presents the same dilemmas to the important as your attack will go
German and Allied players. through Belgium anyway. So why
Take The Germany must commit over not let the French immolate
half of its land forces to take out themselves in Germany rather

Axis Poland in two or three impulses than you on the Maginot Line? In
(assuming competent Polish set­ one game I took three different
World in Flames up). Four TAC and one FTR will hexes of the Maginot Line. Each
also be required. Warsaw, Lodz, time I was pushed back out. The
Strategy Notes
the HQ, and another hex will have loss of four infantry and two
by Ken Hole to be softened up in the ground planes to my opponent's slightly
strike phase. The FTR can be used higher losses was not worth it.
This article is reprinted courtesy of to counter any Polish air, Also, if the French attack at 2:1 or
The Canadian Wargamers Journal, as although a fight should be avoided less, always choose the Blitz table.
advertised in this issue.
(one doesn't want to lose planes to The loss ratios are much more
a country that will soon be acceptable and he will still have to
When choosing which side to
extinct). Be prepared to lose one, use HQ's to flip back units.
take in a game there are several possibly two ground units.
criteria that can be used. You Conservative attacks can In Search of Victory
could roll a die or, as in chess, hold probably reduce this, but they will Each of the next two turn
a piece in each hand. Some people
take longer to defeat Poland. It's (Nov/Dec 1939 -Jan/Feb 1940)
have favorite sides. An Aryan
not the end of the world if Poland will be used to take out first the
Brotherhood member would likely lasts to the fourth impulse, but if Netherlands, then Belgium, with
take the Axis. Joseph Communist the turn ends early due to an your reinforcements from the east.
would probably request Russia.
Allied pass option, "it ain't good France itself will be attacked in
Myself, I prefer the side most either." When there is a chance of Mar/Apr or May/June or 1940.
challenging to play (usually the the turn ending, make sure your Exploit the non-cooperative
underdog) and/or the side which HQ's are in cities. I've seen HQ's nature of the Commonwealth
tends to be the attacker. in Poland watch the attack on (CW) and French. Neither air
Defending is generally easier but France because a muddy winter force is strong enough to stand up
requires patience. Although, after has locked them in place. to the Luftwaffe individually. If
a late night I've been known to A good balance of forces must the CW are in northern France,
demand the easy side. also be kept West to hold the they will make a good target. An
In World in Flames the Axis French and British at bay. Most 'S' or 'B' result sends them home,
is the most interesting side to
Allied players are reluctant to anyway. Should they take losses it
take. For until 1943, the Allies repeat the Sitzkrieg of 1939. will have long term benefits. The
usually only react to Axis moves. Coupled with the realization that CW is the ones you will be fighting
This assumes they even make it
France will almost certainly fall in the coming years anyway.
that far. The Commonwealth within a year anyway, why not The paratrooper is well placed
(CW) and Russia need a lot ofluck in Liege (it is a small partisan
attrition the Germans?
to survive. And if winning is also The key to defense is having garrison as well) and threatens
paramount to you, then you had enough air support combined with both London and Paris. Maintain
better take the Axis. . a minimum exposure of troops for an Italian threat on the French
the Allies to attack. The navy border and in Libya.
The Crucial Period should be set up in Konigsberg Should the CW commit too
September 1939 was a critical and Stettin to avoid a port attack. greatly to France, several options
time for Hitler's Germany. The are open. A sortie against an
Deployed within range of the
BATTLEPLAN #7 PAGE 23

undefended Scapa Flow has a 50% B) An attack on Spain B) Attrition the Chinese,
chance of success (or better if you with Gibraltar, Suez, and the grab the two easy resource
move first, assuming Optional Caucausus in Russia to follow. centers and build towards a
Rule 23.5 used). Suez, Gibralter, You wouldn't believe the maximum war effort against
and even Britain may be subject Russian problems then! the US and CW.
to CW neglect. Above all, try to C) The "historical A compromise of either
keep losses to a minimum. 4-1 or strategy" can also be followed. strategy will show up later in
3-1 (+ 1) should be a minimum Hit Russia in the Summer of Japan's early demise.
attack unless circumstances 1941. Here Russia has to pray The Axis have everything
dictate otherwise. It's fine if to the End of Turn God or its going for them. They have a very
!<'ranee doesn't fall until Jui/Aug, curtains. good chance of knocking out the
as long as losses are low. CW or Russia before the US enters
Depending upon your long term Samurai Role the war. Either one and the game
goals, time is not of the utmost As with the Germans, the is over. The true weight of the US
importance (yet). Japanese have a difficult is not felt until the beginning of
lfall has gone well, then beginning. They have to be 1943 at the earliest. Most games of
chances of victory are very good. careful and not get overconfident World in Flames end before that
Yugoslavia can be taken out in their battle with the Chinese. time, one way or another. If you
easily in Jan/Feb or Mar/Apr'41. Here they will always do better want the side with the best
This is the best time due to the than historically as the Chinese chance, take the Axis.
reduced US Entry roll. If are no match for them. Early, they
something has gone awry in the should consolidate their line and Optional Rules
first turn or two, it is still possible wait for their builds to arrive These following changes come
to revise your long term goals. before striking for the Burma from various opponents I've
Experiment. Nothing is more Road and Chung King. They have played. They add to the game and,
frustrating then playing the a couple of easy turns to not watch I feel, add historical accuracy.
Allies three or four times until the the Russians, as an early attack With the exception of the fourth
Axis finally get "satisfactory" die by Russia would assure option, they do not affect a
rolls so that the game can nonintervention by the US and particular country too much. In all
continue. One option is to attack seal the Allies' fate.
But come cases, Ibelieve they add overall
Russia in the summer of 1940. I've early 1940,Japan had better have balance to the game.
always been interested in trying a good garrison in Manchuria. 1) Only subs friendly to the
this strategy which should have a Without the Japanese threat, owner of Gibraltar may pass to
reasonable chance of success with Russia can have a very effective and from the Mediterranean. Ever
Japan both helping and attack force in the east. The three watch Das Boot? This gives
benefiting. A holding force is resources necessary to force a meaning to the capture of Suez or
required in the West of course. If peace with Japan can fall quickly Gibralter.
Russia holds you are "toast," but and easily. However, once 2) Subs cannot be more than 6
at least you tried. The nature of Japanese builds are into play and MP's from a friendly port. They
World in Flames allows many Russia pays more and more are still allowed to stay out at sea.
options to be explored. attention to Germany, Japan will Even subs had basing
By Nov/Dec '39 your long term have a freer hand. requirements.
strategic plan should be Japanese intervention in 3) Note 2 on the weather chart
formulated and, hopefully, based China will depend upon the Axis applies to Finnish units as well. I
on your chosen victory conditions. grand strategy and how early they would say the Finns were
The major German Strategic want the US in the war. Unless acclimatized.
options I can think of are below: early help from the US has 4) A division only counts as a
A) Seek a CW surrender. occurred, the Chinese will be in 1/2 unit loss if the attacker takes
This will require the building for a tough time. Even then a losses against corps or army sized
of a strong air force (NAV, major assault in 1940 or 1941 will units. Otherwise the naval powers
STR, FTR). Italian air builds be devastating to the Chinese. (US,CW, and Japan) use divisions
can also help here. A strong I feel there are two choices on as an unrealistic soak-off tactic on
sub fleet and a couple more this front; land.
TRS will also be needed. Since A) Go for the major
the CW
is on its own until assault in mid 1940 (avoiding
1942 and the German will isolating some Chinese
outbuild the CW 200-300%, it factories to reduce US Entry
has a surprisingly good rolls) with the Burma Road,
chance of succeeding. Chinese resources, and later
India as the goals.
BATTLEPLAN #7

crippling strike against Germany. are ignored in this scenario. The


The German forces in the West only exception is that the British
were outnumbered and outgunned Army must begin play in the First
in almost every category. The Army area.
Allied governments, however
procrastinated and lost the Rule 18 (The Attack) must be
opportunity. modified to account for the special
nature of this scenario. Tn this
Unless otherwise mentioned, variant, only the French units in
all rules for 1940 will be in effect Army Group 2 may move on turn
at all times. The regular game 1. On turn 2, and all subsequent
rules will be used to resolve any game turns, all Allied units may
disputes that may arise between move and attack normally. No
the variant material in this German unit may move on turn 1.
article and the regular rules. Allied units move first in this
variant. On the first turn of this
The scenario, neither player gets a
Across the Rhine in '39! second impulse.

Unfought ln this scenario the German


player receives the following Victory conditions (rule 19)
are also modified for this scenario.
Battle forces in simulation of those
deployed in theW est during the In addition to the victory points
invasion of Poland: 4 x (1)- 4 awarded under rule 19, the Allies
by James E. Meldrum fortified units; 1x 1-6 airborne get five extra Victory Points for
(the 22nd); 5x 5-6 infantry; 3x3-6 each hex of the Ruhr, Frankfurt,
One of the gTeatest mysteries infantry; 5x 2-5 infantry; 2x 1-6 and Mannheim that they occupy
of World War Two is why the infantry; and 2 air points. at the end of the game. The Allies
French and British did not attack win by having a larger victory
Germany when they invaded The 1-6 airborne unit is point total than the German
Poland in 1939. Every military deployed in Frankfurt and 1x 1-6 player and by occupying at least
consideration favored a violent infantry unit is deployed in each three hexes of the Ruhr. Any other
Anglo-French counteroffensive of the Ruhr and Mannheim. All result is a German victory.
that could have struck deep into other units are deployed
the heart of Germany and brought anywhere inside Germany within
down Hitler's Third Reich in short two hexes of the western German Variants
order. This variant for GDW's border, as the German player sees Several variants are possible
1940 game assumes that Hitler fit. for ahypothetical Allied invasion
lost his gamble and that both of Germany in 1939. One of these
Britain and France came to The Allied player receives all is to use only French units.
Poland's aid by attacking in the initial units as per the regular Another possibility is to use only
West. game, and deploys all units as per the BEF units without British
the standard game rules. In reinforcements to reflect a reduced
Many people thought that the addition, the Belgians, Dutch, and British commitment. Also try
next war in Europe would be little Swiss are all neutral. playing the late Belgian Alliance
more than a replay of World War rule in this variant.
One. The French Army combined The Allied player receives all
with the British Navy and reinforcements and replacements Another possibility for a
Airforce were expected to make in the usual manner. The German variant in this scenariois to
short work of the Germans. It player, however, receives only simulate a German
didn't work that way, but suppose those units designated as either counteroffensive. Any invasion of
that it did. Suppose that the reinforcements, replacements, or Germany would have been met by
French executed war plans, with reserves in the regular game. No a counterattack employing
British support, (in existence other German units of any kind German units being transferred
since 1938) which could have are used including the 8-12 form Poland. The Germ�ns would
decided the Second World War in armoredreserve unit. The probably first have released units
its first year, 1939. German player may not conduct from their armored reserves in
airdrops. Poland. This is simulated by
With the bulk of the German allowing the 8-12 armored reserve
Army and Airforce in Poland, the Rules 16 (Planning and unit and three 1-12 motorized
French could have launched a Deployment) and 17 (Command) units to appear as reinforcements
BATTLEPLAN #7 PAGE25

on game turn 4, in addition to any indicates that the unit was lost at
other German units received as Another variant is to simulate sea because of German naval and
reinforcements. German naval efforts to interfere air action. Units lost in this
with the reinforcement of the manner do count for victory
As analternative, these units BEF. On any turn when the Allied determination purposes. On a roll
could also be used as initial units player is slated to receive British of 1-4 the reinforcement arrives
to simulate a decision by the reinforcement units he must roll a normally. This procedure must be
German general staff to hold some die; a five indicates that the units followed for each British unit
mechanized forces back in case of will arrive one turn late; a six arriving as a reinforcement when
an emergency in the West.
this variant is used.

Journal, as advertised in this issue Tobruk (211104 mechanized is


ofBATTLEPLAN. reduced by one step).
INITIAL SUPPLY:
Craig Besinque is the Four Supply Cards.
Designer of Rommel in the REINFORCEMENTS:
Desert and the Editor of "5" and "7" units.
Columbia Games newsletter, RESUPPLY:
Around the Block. This the Two Supply Cards per month.
scenario used at Origins'87.
This scenario picks up the ALLIES (deploy second)
1941 Campaign in the fourth INITIAL FORCES:
month with Rommel investing All "S" units (except 2/3 armor
Tobruk and holding frontier. The and 2/SG mechanized infantry,
British have escaped major losses which are eliminated), "T," "2,"
by giving ground, and have and "4" units: Free deployment
accumulated a supply advantage. anywhere in Egypt and Tobruk.
Operation LENGTH
INITIAL SUPPLY:
Eight Supply Cards
1942).
4-102-3 1941-
Battleaxe Months
January, (July,
hours. REINFORCEMENTS:
"6," "8," and "10" units.
RESUPPLY:
by Craig Besinque AXIS (deploy first) Three Supply Cards per month.
INITIAL FORCES:
This article appears courtesy All "S" and "3" units: Free VICTORY
o{The Canadian Wargamer's deployment in Libya, except Usua! Victory Conditions
apply.
BATTLEPLAN #7

As I recall from many a uBut if I could change


conversation of the game, the
game balance always seems to be
1ng....
one th."
at one extreme or the other· "The
As the game mechanics would
American player is too po�erful"
or "The American player just indicate, it seems that the
doesn't stand a chance." Mostly, Bombers should be called
they say the American player Fighter/Bombers. In the game,
always wins. But there is a select they are able to attack both land
few of us that have played often and air units, bombing one and

enough to see that this isn't quite dogfighting the other. However,
true. Time has shown that the being that they are the most
game is well balanced (and that's powerful piece on the board (aside

a balancing act ifi ever saw one!). from the laser towers), it seems to
Yet, the game could still be me that they should be handled a
bit differently. More accurately, in
modified, optionally, and by the
FORTRESS player's choice, without tipping
one of two ways:
First, as bombers, they should
the balance too far.
be required to attack in the same
AMERICA In Battle Plan #4 there was a
short article by Christopher territory (rather than from an
adjacent territory) and be able to
VARIANTS Miller. He also believes that the
balance is slightly in favor ofthe
attack all non-air units only.
Also, they must return to a

By Perrin D. Tong It- American player. Others think


that the Invaders will simply
walk all over the U.S. But it's
friendly territory during the
Second Movement Phase.
turns six, seven, and eight that Secondly, as "fighters," they
are the critical turns in this game; should be required to attack from
After seeing Axis & Allies an adjacent territory. They would
not the beginning where the
and Conquest of the Empire, I
be able to attack any unit.
had come to expect Fortress American players gets stomped,
or after turn eight when the However, their second movement
America to be as good a game as is limited to either staying in the
it is. At Origins '861 eagerly Invaders lose there reinforce­
territory they attacked from or
ments. No, it's those middle turns
awaited its appearance. Ex­
that are critical each player's
and advancing to a conquered battle
pectedly, even though I didn't get area if accompanied by at least
my copy on the first day, Milton strategies and tactics (as well as
one ground unit from the area
Bradley had sold out all the games luck) will determine the winner.
It's these turns, in my opinion, they attacked from.
they brought to the dealer room
that are particularly well in my ,is
save about 17. I, being a dealer ,' _This,
maJor opinion
rules change the
isonly
balanced. I believe
was able to get one of the last
necessary for playable "realism."
copies by being fortunate enough
to be in the dealer room and
I have experimented with
standing in line prior to the
ways (otherwise known as
opening of the doors that morning.
"variants") to make Fortr·ess
It was worth the 30minute wait!
America even more fun and
As I bought my copy, I was
exciting! Players may choose to
warned that the molds were new
use any or all of these variants as
so that the pieces might be
they wish, but everything should
difficult to break off, and that
agreed to prior to the start of the
there was extra playing pieces
game. Without further ado, I give
including, "be sure to count out
to you my...
and use the proper amount of each
unit for each player."
And as you may already be Fortress America
aware of, the plastic pieces have Variants
that Milton Bradley quality All rules to follow are
typical of the GAMEMASTER available to the Invaders on the
SERIES. first turn only. If used, they should
be played in the order that they
are presented here.
BATTLEPLAN #7 PAGE 27

l. Tactical Nuclear Strike


-
-� 2. For every 1 infantry unit
opportunity to fire ahead ofthe
Thelnvadershavethe "working" a resource


v
� territory, the Invader may
invading forces and launch
submarine based nukes. Each of
p supply one unit in an
adjacent territory.
the Invading players has one
3. Paradrops 7
�- ·�
..'I 3. For every mobile unit
attack he may perform on turn 1. "working" a resource
The Invaders now have the territory, the Invader may
Range: 3 territories form any opportunity to drop paratroops supply one unit as far as 2
supply lane. behind enemy lines. This gives controlled and adjacent
Target: A U.S. city. them the opportunity to threaten territories away.
Combat procedure: an inland city early on in the Invader units are considered
1. Roll3 10-sided (blue) dice. game. Each of the Invading "working" a territory if they do
2. Attacked units are players has one attempt during not attack from it during the
destroyed on a roll of 5 or turn 1. combat phase.
more.
3. Range; 3 territories from any 5. Reinforcements
Any units that are not
destroyed must be supply lane. It is recommended that Milton
retreated. Target: Any unoccupied Bradley's optional rule of rein­
forcements (the Invaders rein­
territory.
For the remainder of the game Attempt Procedure: force with 5 units per turn for 8

the city is a "blue zone" 1. Roll a 6-sided (red) die. A turns) be used when using any of
(designate by inverting city result of 1-5 is the number the above.
piece), no unit may enter this of the starting infantry
territory. units you may use for the
This destroyed city is not drop. A roll of 6 and that
counted for Invader victory points player may not conduct
Player
but it is counted against the any paradrops.
American player for the victory 2. You now choose a Strategies:
territory in which to drop
troops. (You may consider
them as a helicopter unit
for tactical purposes). You
also have the option to
decline the drop at this
point.
2. Tactical Support Strike 3. Place a battle marker and
The Invaders have the your paratroops into the
opportunity to fire ahead of the desired territory during
invading forces with missiles and the First Movement
strike the American forces in an Segment.
attempt to weaken a city's Paradropped infantry units
defenses. Each of the Invading may not move during the Second
players has one attack he may Movement Segment nor may they
perform on turn 1. This is in conduct combat during turn one.
They do not have to check for ASIAN PEOPLES ALLIANCE
addition to the tactical nuclear
supply at the end of turn l, but Northern Attack
strike.
must check for supply on turn 2 Turn 1: take Portland and
Range: 3 territm·ies form any and thereafter. nuke San Francisco or Los
supply lane. Angeles. Missile strike Seattle,
4. Holding Resource and send paratroops close to Salt
Target: Any U.S. unit.
Combat procedure: Lake City or east ofSealtle.
Territories
1. This die roll is performed Turn 2: take Seattle and move
Since an Invader may control
during the Laser Fire resource territory, is it not across the northwest, possibly into
a
Salt Lake City on this turn or the
Segment. possible that he may usc its
2. Roll a 10-sided (blue) die. resources? Try this: next.
Turn 3: put pressure on the
3. Attacked unit is destroyed I. Any Invader ground unit
on a roll of 5 or more. in a Plains Sector. Remember, the U.S.
resource territory
4. A roll of 1 and the player's defense is based in the
need not check for supply.
attacked unit is retreated. Plains.
PAGE 28 BATTLEPLAN #7

Southern Attack strike in Texas. Paratroop in the nuking a city they really don't
Turn 1: take San Francisco Rocky Mountains. want to).
and/or Los Angeles. Nuke Turn 2 on: march towards Turn 1: you should pull back
Portland or Seattle, and use a Denver. Put pressure on the all remaining forces to take of the
missile strike to soften up San Plains Sector. defense ofthe Plains Sector.
Francisco or Los Angeles. Land However, if there is a captured
paratroops south of Salt Lake City city that is not well defended and
or east of Los Angeles (but not in you have surviving units close by
East L.A., which is controlled by (at least a 2 to 1 ratio), you may
Turn 2: take San Diego (if
gangs). consider this attack for an extra
Partisan Card next turn.
For the first couple of turns
blue hasn't) and march towards
Salt Lake City and Denver. you should try to strengthen your
Turn 3 on: put pressure on the defense perimeter (the Plains
Plains Sector. Remember, the Sector) until later in the game.
U.S. players defense is based in However, don't pass up the
the Plains. opportunity to recapture a city or
Eventually, no matter where cut off enemy supply lines!
you attack, you'll want to conquer
all the western sector. If possible,
include the Rocky Mountain EURO-SOCIALIST PACT
sector in your conquest! Southern Attack
Turn 1: take Tampa and
Miami. Nuke Atlanta or Buffalo
(nuking Buffalo takes away a
partisan card reinforcement!) or
anywhere handy on the northeast
coast. Missile strike anywhere
handy. Paratroop (and helicopter
advances) in the Appalachian
Mo:.mtains, or paratroop outside of
Memphis if you get a large force.
Turn 2 on: March towards
Memphis, Cleveland and Pitts­
burg. Otherwise, there is not
much else. You're going to have a
tough enough time as it is!
CENTRAL AMERICAN
FEDERATION �
Attack Texas
Turn 1: lake San Antonio and

v
k

nuke Phoenix or San Diego.


Missile strike Dallas or Houston,
and paratroop southwest of St.
'V.
"'

Louis or north of New Orleans.


Turn 2: take Houston.
Possibly into St. Louis on this
turn or next.
Turn 3 on: New Orleans and
Dallas should soon be taken. Put
pressure on the Ohio Valley area.

Western Attack
Not recommended. But if you Overall Defense
must, make sure the Asian Initial set-up should take into
Peoples Alliance is conducting a consideration that you are most
Northern Attack or you'll get in likely going to lose three cities to
each other's way. nukes at the start. Place your
Turn 1: take Phoenix and/or units knowing this (and maybe
San Diego. Nuke and missile even to intimidate the Invaders to
PAGE 29

When playing this scenario, NATO:


set up the historical scenario 4-8-6 One each in hexes: 2613,
(13.0) as indicated, except the 2910,2605,2406,2018,
Western Allied forces which are 1901,1809, 1603, 1612,
not used; Soviet forces are set up 1014,0908,0711.
as indicated. Next, set up the West 6-6-7 One each in hexes: 2508,
German forces, but remove the 1803,0211 .
following units; 1 x 6-5-6; 1x 5-6-5; 7-4-8 In hex 2008.
1x !-3-4; lx 2-3-4; 1x 4-5-5.
Removal of these units represents Reinforcements:
the forces eliminated by the Only theN ATO player
Western Allies during the BaWe receives reinforcements. All
of the Bulge. In order for the NATO reinforcements appear· in
Germans to have won the Battle of hex 2302. Reinforcements appear
the Bulge, they would have to on the following schedule:
have sustained very heavy losses,
Two and these units represent these Turn 1:
6-6-7
losses and peacetime border 1x 7-4-8; 2x

Historical garrisons.
All German units in Italy are Turn 2:
redeployed one per hex in a line of 2x 7-4-8; lx 6-6-7
Fantasies hexes running from 1310-1314.
All Western Allied units in Italy As an option, the Soviet player
for Battle for are removed from play. may roll one die on each turn that
After these changes have been the NATO player receives
Germany made to the set up,play the reinforcements to simulate the
scenario to completion with the effects of soviet submarine attacks
by James E. Meldrum Germans fighting the Russians. on NATO convoys in the Atlantic.
Both sides take replacements, etc. First, the Soviet player rolls one

The SPI game Battle for as in the regular game and use the die; ifthe result is even, the
same victory conditions. Players reinforcements for that turn are
Germany has scenarios that deal
with the historical conclusion of ignore the theater boundary line. delayed one turn. If the result is
World War II in Europe as well as odd, there is no delay and the

a "Patton's Fantasy" scenario. Cold War I Hot War 1948 reinforcements appear normally.
The next variant in this
There are, however, other ways
that the war in Europe could have article concerns itself with a

ended. This article is intended to hypothetical war as a result of the

present two alternative ways (or Berlin Crisis of 1948. Game

wars) that the War in Europe length is 6 turns (turns 11-16).


Use the same replacement values
could have ended in.
for both sides as given in the Red
Allied Separate Peace Star/White Star scenario. Units
Many historians have are set up as follows:

speculated about what might have


happened if the Nazis managed to Soviets:
5-6-4 Four anywhere in
negotiate a separate peace with
the Western Allies, and how they Yugoslavia,at least one in

could have forced such a peace to hex 0922.


be negotiated. 8-20-3 One each in hexes 3526,
The variant
presented here assumes that the 1523,2811,2611,2511,
2311,2211.
Germans managed to win the
Battle of the Bulge and also 3-3-4
2-5-4
6-4-6
7-7-4 One each in hexes: 3015,
succeeded in making poison gas 2220,2126,1913,1625,

attacks on Allied airfields in 1425, 1522.


One each in hexes: 2915,
Britain. As a result, Nazi
Germany would face the Russians 2517,2213,2012,1522.
in the East and have to fight them In hex 2723.
to guarantee the existence of a In hex 2418.

Nazi state in the post-war era.


Zulu War

Zulu War
Rules of Play Zulu lmpi Marker
British Redoubt Marker

3.1 of Terms
Ibutho- Zulu Combat unit (beginning the game with from 10 to
60 strength points). Approximately one Zulu"Regiment."
Impi - Zulu marker which "holds" Ibutho in off-board boxes,
hidden from the British Player to simulate the fog ofwar.
Horns. One of the three Zulu attack lines (includes the center,
Shot- Group of dice thrown by a single British Combat !<'actor in
ftChest"line).

F'ire Combat(see Firing Line Table).


Combat Segment- Consists of Zulu Advance Rounds plus Melee
Combat Rounds and ends with either every Zulu Ibutho failing a
morale check (which begins another Combat Segment) or with one
side withdrawing.
Zulu Advance Round - Consists of a British Fire Phase, and
Zulu Morale Checks, withpassing Zulu units closing in to the next Fire
Line (and another Zulu Advance Round> until either reaching the
Melee Line (after the fire from which, Melee Combat begins), or with
every Zulu Ibutho failing a morale check (which begins another
Combat Segment unless the British withdraw or the Zulu's are
defeated and forced withdrawal).
Melee Round - Consists of comparing the total Zulu Strength to
the total British Strength, a die roll and applied losses. This is
followed by appropriate Zulu Morale Checks, followed by another
Melee Round. This continues until either every Zulu Ibutho fails a
Morale Check (which begins another Combat Segment unless the
1. Introduction
Zulu War is an historical simulation game of the first British British withdraw) or all British units are eliminated.

invasion ofZululand, South Africa, in January, 1879. The game board


is divided into squares that represent approximately 13.5 miles from
4. General of Game
side to side depicting part of Natal Province and Zululand.
Zulu War is played in game turns, each of which is composed of
The game is played in turns that represent appro�i�ately �5 two player turns. The Zulu player conducts his player turn first each
days each in real time. The pieces represent the actual nu!Jtary un1ts
game turn, followed by the British player, with units moving and
which fought in the campaign. Each Zulu ibutho unit is represented by
fighting according to the sequence of play. The game ends, and the
strength points that equal 100 warriors. Each British unit is
winner is determined according to the victory conditions, when 5��
of
represented by strength points that equal 100 British regular,
either side's strength points are eliminated (220 Zulu or 32 Bntlsh,
auxiliaries and native contingents.
not counting artillery or Gatling Guns), or if the British player
occupies Ulundi for two consecutive turns, or the end ofgame turn 15,
2. Game whichever comes first.
. .
When opposing forces meet in the same square, a battle is usually
A complete copy of Zulu War should contam all of the followmg:
fought. Both players place their units from the game map onto the
One map.
Tactical Battle Display, and the Zulu player continues to attack the
One set of counters (which you should mount on thick
British player until either the British player withdraws from battle or
cardstock before cutting apart). the attacking Zulu force sufers losses so great that they are compelled
One tactical battle display
to withdraw.
One set of charts and tables
One set ofrules
5. of
Additionally, players must provide their own six sided dice. Zulu War game turns consist of two player turns, each of which
Several dice would serve best.
consists of several phases which must be performed in the exact
sequence outlined below:

3. Unit Identification
The following units and markers make up the counters in Zulu ZULU PLAYER TURN
I. Movement Phase (3 movement points per unit)
War:
British Force II. Combat Phase
Zululbutho A) Roll for surprise (see 8.6)

' / Strength
Melee
N arne B) Roll for Redoubt attack option (see 8): 1-3 =<may attack,4
6=mustattack
C) Determine Zulu battle at-start strength
Dl CombatSegment
1. Set up units on Tactical Battle Display
2. Zulu Advance Rounds (see 8)
/ 2a) British l''ire Phase (see 8.1l
factor
Rifle
iMartini-Henry One
2b)Zulu Morale Checks (see 8.4)
Artillery 2c) passing & unscathed Zulu units advance to
factor next line and begin another Zulu Advance Round
until either: surviving the Melee Line, after which
Note for British units, the single large number represents both
go to Melee Combat (3, below); or every Zulu
the mele: strength and Martini-Henry Rifle factor, and will be
Ibutho fails a morale check (which begins a new
referred to as either in thesa rules.
Zulu War

Combat Segment III.D, above] if the British do not 6.3 British Probes
withdraw; or the Zulus are forced to witl1draw). When the British Player first enters a square containing a Zulu
3. Melee Combat Rounds (see 8.5) impi marker, the Zulu Player must infonn him if the impi cuntains
3a> Determine odds, roll die and apply losses any ibuthos (ie. whether or not it is a "dummy" forcel. If it is a dummy
3b> Zulu Morale Checks <die roll of'6' only) force, it is immediately removed and the British unit may continue
3c) Redoubt F'ire, if any (see 6.42) moving if it has a movement point remaining. If it contains Zulu
3d) Zulu Morale Checks from Redoubt f'ire, if any ibuthos, the Zulu Player must stale how many it contains, but may
Idie roll of'4-6'> exaggerate the report by plus or minw; three ibuthos. NOTE that no
3e) Passing & unscathed Zulu units begin another mention is made by the Zulu player of Zulu Strength Points!
Melee Combat Round until every Zulu Ibutho fails
a Morale Check (which begins another Combat 6.4 British Pre-Combat Withdrawal and Redoubts
Segment [Il.D, above ] if the British do not 6.41 Upon hearing the results of a British probe, described above,
withdraw, or forces Zulu Withdrawal, depending the British player may either:
on total Zulu casualties in the battle thus far); or a) withdraw one square towards the south or west. board
all British units are eliminated. edges; provided it does not enter a square containing another
4. British Withdrawal Attempt(see 7.2) Zulu impi marker (see 7), or
b) stand and fight an open (i.e., nun-redoubt) battle <see 8>,
BRITISH PLAYERTURN or
I. Movement Phase <2 movement points per unit> c) !orm a redoubt (see belowI and not fight a battle during
A> Reinforcements (see 10) the ensuing combat phase.
B) Movement and Probes (see 6.3)
C) Special pre-combat withdrawals (see 7.1) 6.42 The British player may from a redoubt by the following
D> Redoubt marker placement/adjustments (see 6.42) procedure:
II. Combat Phase A #3 redoubt marker is placed on top of the British
A> Determine Zulu battle at-start strength force unit. At the end of each subsequent British Movement
B) Combat Segment Phase it is replaced by a redoubt marker one lower until #l
See Zulu step ll.D, above. is reached. British units which begin a British Movement
Phase under a#1 redoubt marker may move normally that
ADVANCEGAMETURNMARKER turn. British units under other redoubt markers may
neither move nor withdraw. They are "frozen" in place and
will fight to the last man in battle.
6. Movement The benefit of the redoubt is that if all British units in a
The playing pieces (units) in Zulu War are moved by a player squat·e are in redoubts, the British gel a two colwnn shift to
during his or her own Movement Phase. During a player's Movement the left in melee combat and the British player may fire on
Phase, some, none or all of that player's units may be moved. the melee line during each Zulu melee phase. Melee odds of
Each unit has a movement allowance; three for Zulu units and less than 6-1 are treated as no effect, and the Zulu player
two for British units. A unit spends movement points from its move­ must withdraw immediately (either beginning a new
ment allowance to enter an adjacent square. It costs one movement Combat Segment or, if force to by losses, withdrawing
point to move one square either horizontally or vertically, and two completely from battle, see 7, below).
points to n1ove one square diagonally.
A square with a river running through it costs all of a units
movement points to enter (thus it can be the only square a unit enters 7. Withdrawals
during its movement phase) unless either: When a player withdraws from enemy l(lrces, the withdrawing
a) unit began
b) the river has a ford (ie. "Drift")
the turn on that on
same river.
that square,or units must retreat one square towards that player's friendly map
edges. The north and east edges are friendly to the Zulu Player, while
In either of those cases, the river square may be moved into normally. the south and west edges are friendly to the British Player.
Withdrawls may be made diagonally if a horizontal or vertical move is
6.1 Forces not available.
Units must cease movement upon entering a square containing A player may not withdraw into a square containing enemy units.
enemy units. An exception is made for Zulu units entering a square in If no other box is available to withdraw to, the units may not withdraw
which all British units are in redoubts. Zulu units need not stop in a and must stand their ground and fight to the last man.
square containing only British units in redoubts. Withdrawals are performed, optionally fur the Briti�h player and
Note, the Zulu Player must stand and fight a battle when his mandatorily for the :tutu player, at certain times as follows:
units enter squares containing British forces and that the British I. For the British immediately after a British probe (see
Player may not form redoubts (see 6.4, below) during the Zulu Player's 6.3).
turn! 2. For the British at the end of any round of open battle
(ie, never from a redoubt defense> if the British Player
6.2 Zulu Markers successfully rolls the die roll result requircd for withdrawal on for
Zulu impi (army) markers arc the units which the Zulu player that game turn, as indit:ated on the Turn Record Track. If
actually moues on the map. These may be moved inverted (upside unsuccessful, the British Player fat:es another round of combat.
down) by the Zulu Player, if so desired, to hlep conceal the strength of 3. For the Zulu at the end of any sin�:le round of battle
the impi from the British player. Zulu lmpi Markers may be added or which has seen them suffer losses greater than 20% (during that
removed from the map by the Zulu Player freely during his Movement one round) of those Zulu forces which were present at the
Phase, transferring units as appropriate between holding boxes. beginning of the entire battle.
Each impi marker is represented by a holding box on the player 4. For the Zulu at the end of any round of baLtle which has
aid card, with Zulu ibutho pieces placed off the map in the holding seen their total losses in that battle exceed 50% of the Zulu forces
boxes corresponding to the impis in which they are currently located. which were present at its beginning.
This information may be concealed from the British player. Six impi
markers are provided, and impi markers may be placed and removed If the Zulu player is forced to withdraw, the British player· may
at any time during a Zulu Movement Phase when Zulu ibuthos enter not also withdraw, but must instead remain holding the battlefield.
or depart from the same square. Note that all Zulu ibuthos must move
on the map via impi markers.
Impi markers need not contain any Zulu ibuthos in order to be 8. Combat
moved about the map. In this way "dummy" or "bluff" filrces may be Combat is fought when both players have units o<:wpying the
maneuvered about the map by the Zulu player to confuse the British same square during a player's Combat Pha:;e (exception, sec 6.41.cl.
Player as to the actual location ofZulu Strength.
More than one impi marker and/or British force marker may
occupy a square. There is no slacking limit.
Zulu War

8.4 Zulu Morale Checks


Zulu Redoubt Attack Each Zulu ibutho receiving one or more hits in combat
must undergo a morale check at the end of each round in which
An exception is that,Zulu units need not attack British units I
I it suffered losses. A die is rolled on the lbutho Morale Table and
in the same square during a Zulu Combat Phase if they are all in I compared to the Firing Line occupied by the Zulu ibutho to see if the
redoubts and a one, two or three is rolled on a separate die. (If a I unit passes or fails its morale check. If it passes, it may continue into
I
four, five or six is rolled, then all Zulu forces must attack British I the next round of battle, advancing another line (or prolonging the
I
forces in the redoubt). I melee, as the case may be). If a unit fails a morale check, it is
�------------------------------------------�
placed at the edge of the Tactical Battle Display and must wait
Regardless of who's turn it is, the Zulu player is always the
for a chance to start over again if a new Combat Segment is
attacker in combat. Combat is conducted by placing all of the units begun.
involved in the battle on the Tactical Battle Display. The British units When all ibuthos on all three horns are removed through
are placed in the center, the Zulu units are divided as evenly as casualties or failed morale checks, then that Combat Segment is over
possible among the three "horns" (outside rows). For example, if the and a new Combat Segment begins (if the British do not withdraw, see
Zulu player had eight units in the battle, two horns would have three 7.2) with all surviving Zulu ibuthos (even those which have previously
units each, and the third horn would have only two units. The strength failed morale checks). British fire rounds continue until Zulu units
of the units is not considered at this time, only dividing them as evenly either all fail Morale Checks or make it to the melee combat. Melee
as possible. rounds continue until all Zulu units on the melee line are either
Basically, in combat, Zulu units close in on defending British eliminated or fail their morale checks, even beyond the 50% causality
level if necessary.
units on the Tactical Battle Display, one row at a time, undergoing
fire, until they manage to close in for melee combat, which will last
from that point through the duration ofthat battle round. 8.5 Melee Combat
The Zulu Player losses are recorded on the Loss Record Track. Once the Zulu player's units reach the Melee Line, the British
When setting up, the 20% and 50% breaking points of the force Player gets one last round of fire combat and the Zulu player

involved in the battle must be calculated. These numbers should be undergoes one last series of morale checks (if any). Following this,
noted on a piece of scratch paper for determining forced Zulu Melee Combat begins.
withdrawals (see 7.3 and 7.4). Melee Combat continues round after round, with losses applied
simultaneously followed by continued Zulu ibutho morale checks (as
necessary) on the Melee Line. No further fire combat ensues
8.1 Rounds of Fire Combat
The British player rolls a number of dice times the amount (exception, Redoubts, see 6.42) and Melee Combat continues until one
of the following occurs:
indicated on each firing line of the Tactical Battle Display for each
�All Zulu ibuthos are eliminated or fail morale checks in Melee
strength point of that type he has firing on that line. For example, if
the British player had three strength points of Martini-Henry Rifles Combat.
firing on the Martini-Henry line, that would equal twelve (3x4) die •All British melee/Martini-Henry Rifle factors are eliminated.
rolls. Remember, each "G" or "A" on a British force represents only one
In Melee Combat, total all surviving Zulu strength points on the
Gatling Gun or artillery factor, respectively (2A equals two artillery
factors). Melee Line and divide the number of British melee strength points
Following all British Fire Combat on a given range line, the Zulu being attacked into it. Reduce this into one of the simple odds ratios
player checks the morale (see 8.4) of each unit that received damage expressed on the Melee Combat Results Table (ignore all fractions).
The Zulu player rolls once per melee round and losses are applied to
during the British Fire Phase on that line. In this way, if a Zulu unit is
continually hit on several firing lines while closing to melee, it may both players (as appropriate) simultaneously.
Note: losses are multiplied once for every ten (or fraction
undergo several morale checks before actually engaging British units.
thereoO British melee strength points present in the melee. !<'or
Note that British fire on the Melee line is the last fire the Zulu
units must undergo before engaging in melee combat. example, 87 Zulu strength points survived British lire combat and all
morale checks necessary to finally engage 11 British factors in melee
8.2 Fire combat. The odds are 7-1, and so the Zulu player rolls on the 6-1 to 10-1
Each artillery, Gatling Gun or Martini-Henry Rifle factor may column on the Melee Combat Results Table, A die roll of'four' is made,

only fire on one horn per round of Zulu advance on the Tactical Battle indicating four Zulu strength point losses, and six British losses (the
result numbers are doubled for the British player having between 11
Display. Artillery and Gatling Gun factors may be divided between
horns freely, and changed freely between Combat Segmentsas the and 20 strength points in the melee).
British player sees fit. Martini-Henry Rifle factors, however, must be
divided as evenly as possible among the three horns (for example, 13 Die
Melee Combat Results Table
strength points of Martini-Henry Rifles would divided into two groups 1-l to 2-1 3-1 to 5-1 6-1 to 10-1 ll-1to20-1 21-1 +
of four, and one group of five). As with artillery and Gatling Guns, the 1
Roll 4/0 4/1 3/1 2/2 DE
British player may not vary which factors are firing at each horn once
the Zulu advance begins. 2 3/0 3/1 2/1 2/3 DE
F'urthermore, the British player may announce the ibutho that is 3 3/1 3/2 2/2 1/3 DE
being fired upon for each shot (group of dice) from each attacking
2/1 2/2 2/3 2/4 DE
British Combat Factor. In this way, fire can be directed against
several ibutho, or concentrated upon a single ibutho. Such 5 1/1 2/3 2/4 DE DE
designations should be made before any fire on that line of that horn. 6 2/2 2/4 DE DE DE
Should the British Player fail to designate a target ibuthos, the Zulu
COMBAT RESULTS EXPl.AlNATION:
Player may take any losses from those shots as he desires among the The number to the left of the slash represents the Zulu
ibuthos in that horn.
casualities that melee round; the number to the right of the
slash represents the British casualities. Zulu units sufering
8.3 Zulu Advance to Melee
losses must undergo a morale check. DE means that the
Zulu ibuthos advance through British fire combat, obviously
defending (ie. British> force is entirely eliminated. Zulu losses
ignoring the Artillery and Gatling Lines if the British player has no
on a DE result are equal to one-half of the British losses
artillery and/or Gatling Guns, respectively, in the battle. The British
eliminated by the DE result, rounded down.
Player indicates the number and type of to be fired at each Remember,losses are multiplied once for every ten (or
"shots"

ibutho and rolls the nun1ber of dice indicated on the British Firing
fraction thereoO British melee strength points present in
Lines Table. Each time the British player rolls a six or a pair of fives
the melee.
(ie. each five is worth 112 a hit, rounded up) when attacking Zulu units
with fire combat, a hit is scored against the designated Zulu ibutho
(mark oft' one box on the hit record sheet), lowering its Combat
Strength by one per hit.
Zulu War

8.51 Melee Combat Results ZULU:


Both players must divide losses as evenly as possible among the Insquare3 (one ibutho): abaQulusi
units (regardless of size) present in the melee. In effect, no unit may In square 33 (two ibuthos): unXapho, uDhlambedhlu
receive a second hit in a Melee Combat Round until each other unit In square 12 (sixteen ibuthos):uNokenke, umHianga, uDududu,
present on that side has received one hit. Within this restriction, isAngqu, umDabakawombi, uThuluwana,
players may assign losses to specific units in any order desired each inDiuyengwe, inGobamakhosi, uDloko, amaKwenke,
Melee Combat Round. umBonambi, umCijo, umQakamatye, umTulisazwa,
[For example, the British Player has Chelmsfi,rd (with all 27 uVe, inDlondhlo
boxes remaining), Pearson (with 6 boxes left), and Pulleine (with only
one box left). In the first round of Melee combat, the British Player
----------

sufrs two losses, and so applies them to Chelmsford and Pearson,


protecting Pulleine as eliminated British units count for double Game Design Credits
victory points for the Zulu Player (see 9). In the second Melee Round, Designer: Erich f'aust.
Development: Dennis L. Bishop, James C. Gordon, Alan
four more losses are inflicted on the British Player, so each of the three
units takes one loss <good bye, Pulleine!J, with the British Player Emrich, Lew I<'isher.
opting to take the fourth loss against Chelmsford.] Smith,
Playtesting:
plus the
Robert Jacka, Pete Flahive, Jeff Albanese, Gary
Developers.

8.6 Zulu Attacks Historical Research: Dennis L. Bishop, James C. Gordon.


Zulu forces lighting the I.lritish in Zulularzd (ie. not in Natal) Art& Graphics: David Fuller, Earth Surlace Graphics.

during the Zulu player turn may roll for surprise before the first round
of combat. The number needed to successfully surprise the British in a
given battle is listed under the current game turn. If the British are
caught by surprise in battle, Zulu forces begin the first round of
combat (only) deployed on the Martini-Henry Rille line, and British
artillery and Gatling Guns fire at half strength (i.e., with only 1/2 of
the dice allowed) on that line during this first round of Zulu Advance.
All subsequent combat activity is conducted normally.

9. End of Game and Conditions


The game ends and victory is determined when any of the Jollow
ing occurs:
�Total British losses equal or exceed 32 strength points.
�Total Zulu losses equal or exceed 220 strength points.
�The British player occupies Ulundi for two consecutive Zulu
Player Turn combat phases.
•Game turn 15 ends.

Victory points are awarded as follows:


FOR BOTH PLAYERS:
•25 po'ints for controlling Ulundi when the game ends.
•5 points each for controlling Rorke's Drift and Middle Drift
when the game ends.

FOR Tim ZULU PLAYER:


•2 points per British strength point eliminated from a depleted
British Force.
•4 points per British strength point eliminated from a destroyed
British Force tie. double points for entirely eliminating a British
Forcel. Note that this does include the Artillery and Gatling Gun
Factoz·s as well, since the entire unit has been eliminated!

B'OR TilE BR!TISII PLAYER:


•112 point per Zulu strength point eliminated inside Zululand.
•I point per Zulu strength point eliminated inside Natal.

Control is defined as being the player with forces who were the
last t.o occupy or pass through the square in question.

The player must have more victory points than his opponent in
order to win. Level of victory is determined by the following scale:
Zulu Redoubt Attack
Less than 15 =A draw Ansame
in the exception that Zulu
squareis during a Zulu Combat
units need not
Phase if they
attack British units
are all in
15 to 40 =
Marginal victory
41 to 65
More than 65 = Substantial victory
redoubts and a one, two or three is rolled on a separate die. <If a
= Decisive victory
four, five or six is rolled, then all Zulu forces must attack British
forces in the redoubU.

10. Set and Reinforcements


BRITISH:
In
In square
In square 39
S((ll<lr<' 44
38
22
I Rorke's Drift Garrison <Redoubt #3)
Glyn's Column and Pulliene's Column
l'ean;on's Column
Durnford's Column
Wood's column
Rowland's Column (arrives game turn 3)
Chelmslord's Column (arrives game turn 7J
Dabulamanzi lmpi Godidelmpi Somopho lmpi

Ntshingwayo lmpi Siwendu Impi Mavumengwana lmpi

ZULUIBUTHOS inGobamakhosi umTulisazwa


DDDDDDDDDD DDDDDDDDDD
isAngqu DDDDDDDOOO 00000����[8]
DOODDDDDDD DDDDDODOOD
0000000000 DODODODDOD uVe
DDODODDDDD 0000000000
umBonambi DDDDODODDD 0000000000
DDDDDOODOD
OODDODDDDO 00000�����
umHlanga
DDDDDOOODD unXapho
umCijo
0000000000
ODDDDDDDDO amaKwenke ODODODDDDD
DODDDDODDD DDDDDDODDD . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

DODDD[g)�[g)[gj� DDODO[g)���� BRITISH COLUMNS

umDabakawombi uNokenke Chelmsford


0000000000 DDDDDDDDDD 0000000000
DDDDDDDDDO 0000000000
uDhlambedhlu 0000000[8][8][8]
0000000000
00000[8]�[8]�[8] umQakamatye Durnford
000[8]�[8][8][8]�[8]
uDloko 0000000000
DOOODOODDD ODODDDDDOO Glyn
0000000000 DDOODDODOO
0000000000 0000000000
00000[8][8][8][8][8] DDODOOODOO
Pearson
inDlondhlo abaQulusi 00000000�[8]
ODDDDDDDDD DDDDDODDDD
0000000000 Pulliene
DOODODOODD 000000[8]���
inDluyengwe 0000000000
0000000000 0000000000 Rorke's Drift
0[8][8]������[8]
uDududu uThuluwana
DDDODOODDD DDDDDDDDDD Rowland
DDOODDOOOD 0000000000 ODODOD00[8]�
· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · ·
DBCEGalllE
FalllasyGalllEI'
ANEW!

SpacEGall1ERFantasyGan1�1·

Issue #85, the January/February 1989 issue of


Space Gamer/Fantasy Gamer marks the beginning of a new era.
With a new publisher and staff, Space Gamer/Fantasy Gamer will
burst forward starting with a preview ofGDW's SPACE:1889 role-playing game. Expanding
from 48 to 64 pages, Space Gamer/Fantasy Gamer will cover a wider variety of scenarios,
variants, adventures, articles, and cartoons than ever before.
With up to the last minute "Scanner" info and timely reviews, we complete the beginning of a new
generation for SpaceGamer/Fantasy Gamer.
The changes have begun..., the ultimate magazine is here..., the choice is yours!
BATTLEPLAN #7

F) FIREFIGHT FIVE: GOING Elias is also unarmed and not


BACK I<,OR ELIAS engage in any form of combat.
d) Elias may be "captured"
Perhaps the most heart by the NVA player. This may
rending sequence in the motion be accomplished by either
picture Platoon is the death of entering or passing an
Seargent Elias. Just as Bravo uninjured NVAsoldier
Company is helicoptered out of its through the Hex currently
landing zone, Sergent Elias occupied by Elias. If this
staggers into the LZ in spite ofhis happens, Elias is considered
wounds with North Viet Namese to be captured. Elias may be
soldiers in hot pursuit. He is "carried" by moving
the Elias
killed just as the US helicopters counter with the uninjured
turn back to rescuehim. NVA counter at the rate of
This scenario never took place two hexes per turn/chit draw.
during the movie but it attempts The NVA soldier carrying
to find out what might have Elias may not engage in any
Extra happened if the US forces were form of combat. Elias may be
determined not to leave without "evacuated" by "carrying"
Firefights Elias. This firefight is four turns him off the mapboard by
long. Use 6 American and 4 North exiting hexrow A.
VietNamese chits per turn. Any American soldier unit
for Platoon North VietNamese Set Up: may "carry" Elias in the same
The North Viet Namese player manneras the North Viet
by James E. Meldrum sets up first, placing theunit Namese player.
counters for this forces as desired HowToWin:
Platoon is Avalon Hill's Viet in any hexrow lettered A, B, or C. The NVA player wins by 1)
Nam man-to-man level infantry No fire support is available. The Preventing Elias' rescue; or 2)
combat game based on the North VietNamese player Capturing Elias and evacuating
academy award winning motion receives the following North Viet him from the mapboard by exiting
picture of thesame name. The (+2, 3); 1soldiers:
Namese RPD; 1 AK47 (+2, 2); 7
1 AK47leader the map through hexrow A; or 3)
game Platoon simulates the four
Eliminating Elias as a result of
firefights that take place in the AK47 (+2,3); 2 fakes. either fire or melee combat.
movie, but like nearly all other The American player wins by
American Set Up: Place the
wargames, there is great potential Elias counter in hex 14. Place the moving Elias into either of the
for other variant situations that Kingpin counter (M60) in hex 1'7. hexes in hexrow T which are
may be played using Platoon.
Place one additional US soldier/ occupied by the US M60 units and
This article contains M60 counter in hex T4. Place the losing less than three soldier
information that will enable following American soldiers in units.
playersowing Platoon to play any hex ofhexrow R: Adams,
two additional firefights - an Sniper :Firefights
Bunny, Boc, Rhah, Sanderson,
attempt to rescue Elias as he Taylor, Wolfe.
struggles to reach the l anding
Special Rules: During the VietNam war,
zone and the safety of Bravo a) The American player both sides used snipers. Snipers
Company, and a Sniper scenario. may perform a "bonus" action were highly trained individual
In either case, all Platoon rules at the very beginning of the
soldiers armed with high power
are in affect at all times unless firefight without the need to rifles equipped with telescopic
otherwise noted. In any situation draw a chit. sights. These soldiers could
where the variant material b) The US M60 units deliver accurate rifle fire over
presented in this article conflicts represent the door gunners in very long ranges against specific
with the original game rules, the UH-1 transport helicopters targets and/or inflict casualties on
game rules will be used to resolve
armed with M60 machine enemy forces deep inside
the rules dispute. guns. These units may not supposedly "secure" rear areas.
move for the duration of the The sniper firefight in this
********
firefight. article may be played using either
c) Elias is wounded. US or NVA snipers against
Consequently, he may move opposing forces. The situation
only one hex per turn/chit represented in this firefight is that
draw regardless of the terrain of an infantry platoon being
he is currently occupying.
BATTLEPLAN #7 PAGE 37

harassed and/or attacked by a G) FIREFIGHT SIX: SNIPER! How to Win:


sniper from the opposing side. The squad player wins by
To represent a US sniper, use This firefight is entirely exiting at least four soldier units
the Barnes counter and increase hypothetical and represents of any type from any hex of
its range to 10 hexes. An NVA either an American squad being hexrow A or by eliminating the
sniper is represented by using the attacked by a NVA sniper, or a sniper.
NVA AK47 leader counter (+ 3,3) NVA squad being stalked by a US The Sniper player wins by
and increasing its range to 10 sniper. Use 5 chits per turn for the eliminating any three squad
hexes. For Platoon game sniper player and 4 chits per turn units, one of which must be either
purposes, all snipers have a range for the infantry squad player. the leader or radio man.
allowance of 10 hexes and may This firefight is five turns long.
********
fire through four jungle hexes.
Snipers (only) may fire through Sniper player Set Up: I One final source for further
hexes containi.ng unit:,� from Sniper, 3 fakes. Set up anywhere Platoon firelight variants are the
either side. on the map. original fircfights included with
Snipers almost always
were the g·ame. Players may try
superbly concealed and Squad Player Set Up: One switching sides and placing the
camouflaged they are not
so squad enter in play from any hex Americans in the NVA's role in
revealed when they fire unless in hexrow U. the firefight and vice versa. In all
forced to do so by an unfavorable cases, players should switch the
die roll. Each time a. sniper fires at Special Rules: numbers of chits available, victory
an opposing unit, the sniper For the purposes of this conditions, and set ups when
player must roll g die; snipers are firefight, one NVA squad is changing sides. The numbers of
the number
not is 8-lO,
on a die
revealedrolled roll ofthe
1-'l.lf composed of one leader of any soldiers available for the firelight
kind, one IT33, four AK47 or four should be switched also, but this
sniper is revealed for the current SKS. An American squad is element of the firefight is limited
game turn. At the start. of the next composed of one leader of any by the number of units in the
game turn the sniper is again kind, one radioman, and four M16 countermix.
concealed from the opposing armed soldiers. In firefights 1-3, the
player. Americans may play the NVA and
vice-versa simply by changing set
ups, etc. But in firefight four, the
NVA will use the American set up
while the American player will
have to use all American soldier
units in the game.
The optional rules from
Platoon may be used with any of
the firefights played with reversed
sides as well as with any of the
firefights included in this article.

********

REFERENCES CITED:

Dye, Dale A. (1986) Platoon,


Charter Books, NY

Henderson, Charles (1986),


Marine Sniper, Stein & Day, NY

Taylor, S. Craig (1985),


l!,irepower (simulation game),
Avalon Hill Game Co., Baltimore,
MD
BATTLEPlAN #7

YB-40 Escort Fortress attack them thinking they were


ordinary bombers. However, they
soon proved themselves to be a
Lack of long-range fighter
great disappointment. The extra
protection for its bomber
armor made them tail heavy and
formations was a problem that
US Army Air Force keeping formation with the
plagued the
throughout 1942 and '43. The bombers was difficult. Unless
large dimensions of a bomber most of the ammunition was shot
off on the trip out, they would be
aircraft make it ideal for carrying
too heavy and slow to keep up with
the large amounts of fuel
the bombers after the bomb drop.
necessary to travel long distances.
They had trouble defending even
Th� small size and trim lines of a
fighter, conversely, preclude it
themselves from fighter attacks.
from carrying a great amount of Thus, the escorts needed their own
escorts to get home! A complete
fuel. Early bombing missions
failure, they were soon withdrawn
proved that large, slow moving
and either reconverted back to
Cousins of bombers were vulnerable to
attack when used individually.
bombers or used as trainers.
Wargame pilots who would
Even massed formations of well
the Queen armed planes could not defend like to learn about this little bit of

themselves from determined history can simulate a mission


by Phil Richards with these planes using the B-17:
assaults by enemy interceptors.
Despite their impressive armor Queen of the Skies game. To do
so, perform a regular B-17
Avalon Hill's B-17: Queen of and armament, B-17's took heavy
bombing mission with the
the Skies is an accurate, yet losses during these raids. The
following rule changes:
AAF needed long range escort
playable simulation of the
strategic air war over Europe. It immediately and many solutions
were proposed. 1. Pilots use the standard B-lTF
demonstrates the strengths and
found in the game with these
weaknesses ofthe most effective One idea which saw reality
was converting existing bomber modifications:
weapon of that war, the B-17
types into "fighter destroyers". By a. The Bombardier is
Flying Fortress bomber. Since a
replaced by a "Nose Gunner,"
player controls a single plane and removing the bomb equipment
and adding extra armor, guns and who occupies the same
its individual crewmen, he can
ammunition, designers hoped to position. Any wounds which
string together individual games
affect the Bombardier injure
to form a role-playing type of create a "flying battleship"
capable of knocking down enemy the Nose Gunner instead.
campaign. You can experience the
fighters as they attacked into the b. Remove the nose and
thrill of landing your bombs on
cheek guns and add a "Chin"
target and the sense of loss and bomber formation.
As an experiment, 14 B-17F's turret to the nose section. This
sorrow when all of your crew
gun is operated by the Nose
doesn't make it back. lt's solitaire
and one B-24 were pulled off the
design and short playing time production lines and refitted. Gunner. It can fire at the
10:30 level and low positions,
make it ideal for multiple session Extra armor was installed and
each gun position was upgraded to 1:30 level and low, and all
play.
12:00 positions. It hits on a die
It's also versatile game a twin mount. The radio room gun
design, suitable to be adapted to was replaced with a dorsal turret. roll of 5 or 6.
The nose and cheek guns were c. Replace the radio room
simulate other types of bomber
gun with a turret. This
aircraft ofthe time. With this removed and a new "chin" turret
article, you can try flying other was installed. Extra ammunition position is now identical to the
was stored in the now empty bomb top turret and has the same
nation's planes, and even some
field of lire, except for 12:00
experimental types that never bay, with supply tracks leading to
each gun position for speedy level. It uses the same "to hit"
flew. Each can be run through the numbers as the top turret.
gauntlet of Nazi air defenses. replenishment when the ammo
Here are a few examples: ran low. The Engineer, Radio

Designated YB-40's, they Operator, and Ball gunner


were sent into combat in early may now trade places without
1943. They occupied positions penalty.
d. All gun positions are
within the bomber formation that
had been determined to be the twin mounts and may
most dangerous. Designers hoped exchange ammunition freely.
pilots would gach gun holds double the
that German fighter
BATTLEPLAN #7 PAGE 39

normal amount of ammuni­ bomb run. Therefore, roll for Flak One experiment was
tion. (The chin turret holds hits normally when over the conducted by the Vega aircraft
double the nose gun ammo). target city. company, which was under
2. After rolling for shell hits on contract to Boeing to build B-17's.
tables B-4 or 0-4, toss one die for Even if the YB-40 had been a In March of 1942, the Wright
each hit. A result of '6' automatic­ success, the Luftwaffe probably radial engines of one B-17E were
ally makes that hit "Superficial would have learned to either slay replaces with Allison in-line
Damage." away from it or developed tactics engines, which produced greater
3. YB-40's perform missions the to overcome it. Relegated to power. New fuel thanks were built
same as regular B-17's. To start a obscurity, the YB-40 Escort into the wings outboard of the
miSSIOn: Fortress is still a fascinating engine nacelles A dummy ball
a. Roll for the target city on plane to study. turret was added underneath, as
table G-3. After determining the flat remote controlled turret of
the destination, note which the "E" model would not simulate
zone number it's in and write the air flow of an "F" type for
it in the Bomb% block of the which these improvements were
mission chart. To win you designed
must shoot down at least this The Army designated the new
many German fighter planes plane as the XB-38, and
and return to England. authorized flight tests. The
Example: If you roll St prototype was an immediate
Nazaire, you must shoot down success. It could cruise almost 20
6 fjghters to win. miles per hour faster than the B
b. Roll 2 dice for formation 17's in usc, and the addeJ power
position. Your plane is placed and fuel had no effect on stability.
in the lead on a roll of 2-6, It did, however, suffer from some
middle on 7, and tail on 8-12. overheating problems. On its 8th
Next roll one die for your test flight a fire broke out in one of
squadron assignment. You its engines. When the
are assigned the Low extinguishers failed to put it out,
squadron on a 1,2, or 3, the the crew safely escaped, and the
Middle squadron on a 4, and crash destroyed the plane.
the High squadron on 5 or 6. Although the cause of the
You are automatically out-of­ overheating problem and the fire
formation for the entire return was found and a solution proposed,

trip. all Allison engines then in


4. Fighter Cover is rolled production were needed for fighter
XB-38 Allison
normally for all missions. aircraft. No other planes of this
5. The following damage results Powered Fortress type were built.
should be treated as "Superficial The XB-38 never saw combat,
Damage" should they occur: Although the Flying Fortress but had sufficient numbers of
Nor·den Sight, Bomb Release was the best bomber aircraft of the engines been available, this plane
time, engineers were constantly probably would have been built
Mechanism, Bombs, Bomb
Bay Doors, Automatic Pilot, experimenting to make it better. instead of the B-17G as an
and all hits damaging the New engines, turret
improvement over the B-17F
check guns. arrangements, armor, bombing Wargamcrs who would like to try
Wounds affecting the Bombardier systems, and guns were all tried out this souped-up Fort can do so.
are applied to theN ose Gunner in attempts to make the B-17 a Simply lly a regular B-17 mission
instead, and damage to the nose more survivable and effective with the following rule chang·es:
gun now effects the Chin turret. weapons system.
This turret cannot be knocked out Speed and range were factors 1. The XB-38 prototype was
by an attack from 12:00 high. that received a lar·ge share of
originally intended to use the
6. The navigator acts as an extra attention. Getting the plane to fly same gun turret arrangement as
gunner, available to replace a faster would mean less exposure the B-17F found in the game.
to enemy anti-air defenses, and
crewman should one become SW Information about the advantages
or KIA. The Engineer is still third greater range would allow of Lhe chin lurreL on Lhe YB-40
in line to pilot the plane. previously unreachable targets to probably would have led to its use
7. Although the YB-40 does not be attacked. Several aircraft on production B-38's. lfthe player
actually bomb the target, it is still manufacturers worked on these wishes, he may use a chin turret
with the formation during the problems. on his plane to r·eplace the nose
PAGE 40 BATTLEPLAN #7

gun as per the rules for a YB-40. c. Three Engines Out -The The plexiglass nose was
The cheek guns are retained plane must jettison its bombs, removed, and a twin-gun powered
however. descend to 10,000 feet, and turret from a B-24 was mounted in
2. The XB-38 has six fuel tanks, spend two turns in each zone. its place. The bombardier's station
three in each wing. Whenever a German pilots get +1 to was moved to a gondola hung
dice roll on table Bl-1 results in a attack die rolls, and no underneath the nose.
fuel tank hit, roll one die; Port evasive action is allowed. The The radio equipment and its
Wing: 1,2 = Tank #1; 3,4 = Tank B-38 may ny two more turns operator was moved into the nose
#2; 5,6 = Tank #3. Starboard and must either crash land or to improve the aircraft's center of
Wing: 1,2 = Tank #4; 3,4 = Tank bail out. lf you toss out all balance. The radio operator
#5; 5,6 = Tank #6. Should a fuel bombs, guns, ammo, and fire worked the nose turret.
leak develop and the player must extinguishers, you may fly for The radio room gun was
roll to see how many turns he has three more turns instead of replaced by a powered twin-gun
left in the air, roll the die and add two. turret. This turret could fire at
two (+2) to the number of turns d. All gngines Out- No either side and straight back. It
left tony. changes. was intended to replace the waist
3. Because oflhe plane's extra gun positions, which were deleted.
power, modify the engine loss The XB-38 was, like the The airplane now carried a crew of
penalties as follows: German ME 262jet fighter, a case eight.
a. One Engine Out- The of a technological advancement The tail gun was replaced by a
plane must jettison bombs if it that was never properly utilized. powered turret also taken from a
wants to remain with the B-24.
formation. If you elect to keep The Oxygen supply was
your bombs, you are out-of­ rerouted and a back up system
formation but you still only was installed, making it more
spend one turn in each zone. difficult to damage or knock out.
b. Two Engines Out- You Project Reed These and other changes
must drop out of the forma­ resulted in an airplane that was
tion Attacking German In addition to official efforts to over 1,000 pounds. lighter, and
fighters get a + 1 to their die improve the B-17's defensive had better handling
rolls, but you may take abilities, local commanders were characteristics. Unfortunately, its
evasive action. ffyoujettison encouraged to find solutions of speed was no greater than the
your bombs, you may stay at their own. One such program was standard B-17F"s then in use,
20,000 feet and spend two conducted by the 92nd Bomb owing mostly to the lack of
turns in each zone or descend Group under the direction of streamlining on the external
to 10,000 feet and spend one Major RobertJ. Reed. During the modifications.
turn in each zone. If you keep summer of 1943, an overaged B-17 The plane was nown to 8th Air
your bombs, you must "E" Model, named "Dreamboat," Force Headquarters where it was
descend to 10,000 feet and was extensively modified with the extensively tested and evaluated.
spendtwoturnsperzone. following changes: German intelligence thought this
was a new version of the B-40 with
no less than 25 machine guns!
Even though it seemed to be a
much better aircraft, none of the
changes in the Reed bomber we1·e
incorporated into new planes. Late
model B-17F's and B-17G's were
already on the assembly lines, and
the new Boeing B-29 was
scheduled to replace the B-17.
Wargamer's who wish to try
out this unusual variation of the
PC�l WAIST :--l
S!ARB!lA�!l W�IST GUNN!R
famous "Queen" can do so. Simply
i L __ ...! fly an ordinary mission with the
following rule modifications.
·, jI 1. Guns:
a. Delete the nose and
cheek guns and replace them
8-17 CREW with a Nose Turret. This
twin-gun position can fire
BATTLEPLAN #7 PAGE 41

at all levels of 10:30, 12:00, exchange ammunition freely. die: 1,2,3 = NoseTurret
"Armament" to read: "Rolli
and 1:30. It hits on a die roll of 2. Crew:
5 or 6. It carries an a. Move the radio operator inoperable; 4,5,6, = radio out,
ammunition supply equal to up to the bombardier's station �;ee table P-4, change "Radio
the combined totals of the in the nose. Any hits which Out" to "Superticial Damage".
nose and cheek guns. Any hits affect the bombardier injure b. All damage to cheek guns
damaging the nose gun affect this man instead. is treated as "Superficial
this turret instead. b. The navigator also Damage."
b. Delete the radio room performs the duties of the c. Both waist gun positions
gun and both waist guns. bombardier. Should this man are removed. They may not be
Replace them with a radio become SW or KIA, penalties used to provide heat or oxygen
room turret. This Twin-gun for both crewmen for any crewman. Any hiLs
position can fire at 3:00 High immediately come into effect. effecting these positions or
and Level, 9:00 High and Use either the bombardier or crewmen are counted as
Level, and 6:00 High. It uses navigator counter for this "Superficial Damage."
the same "to hit" numbers as crewman. He remains in the d. Four "Oxygen Supply" hits
the top turret when firing at navigator's position during· are needed Lo knock out a
these locations. It carries the bomb run. crewman's supply, instead of two.
ammunition equal to the total c. Remove either the port or 4. Landings: Add + 1 to any

of both waist guns and the starboard waist gunner, and landing die roll, whether landing
radio room gun. Any hits use the remaining counter to on water or land, in addition to

damaging the radio room gun represent the radio room any other modifiers in effect.

affect this turret instead. gunner. Any hits which affect


(Note: This turret's field-of­ the r-adio operator injure this AlLhoug·h the l{ecd plane
fire is different than the radio man instead. never saw combat, it stands as an

room turret on the YB-40). 3. Damage: example of the ingenuity and


c. All positions are twin­ a. The radio is
moved up to inventiveness of the men flying
gun mounts and may the nose. Change Table P-1, these bombers.
BATTlEPLAN #7

and follow their flights of towards the middle. In this


destruction. manner, as casualties mount, you
The rules below allow a player can keep track of which planes are
to fly a squadron on either one the lead and tail bombers.
mission or a campaign of several For example, ifbomber
missions. The optional rules may number one is shot down or has to
be used as a player sees fit. drop out of the formation, bomber
number two is the lead plane from
Single Mission Game that moment on. If bomber
number two is shot down, number
Preparation: At the start of three is now lead, etc. The same
the game, the player is given a works for the tail position, but in
squadron of six bombers with r·everse. It is possible to be the lead
which towreak destruction across and tail bomber at the same time
the German Reich. Fill out the if all other planes are gone. Lone
Squadron Formation Plan with aircraft were favorite targets of
the names of the planes and their the Luftwaffe! You are still with
Squadron pilots. Note the position of each the rest of the bomber group,

aircraft in the formation, however, so the out of formation


Command particularly the lead and tail rules do not apply.
Alternately, the player may
bombers. Write this information
on each planes' mission chart. fly all his bombers
Rules For Leading A simultaneously, zone by zone,
Aircraft number one is the lead
Squadron OfB-17 bomber and Squadron until they have all bombed their
Flying Fortresses Commander. Number six is the
target and returned to base. This

tail position. The player should simulates a mission more


by Phil Richards write his own name in the realisticaHy, and it's easier to
keep track of the position of each
Squadron Commander's plane.
Avalon Hill's aerial combat Once the formation is organized, bomber in the formation.
game, B-17: Queen of the Skies, you may not rearrange it. Next, However, this method can take
is an exciting and educational roll on Table G-3 for today's target considerably more time to play
simulation of one plane's and write that on the formation out. After you have played one
bomber for one zone, you must
experiences during the Allied plan and on each bombers'
Strategic Bombing Offensive of mission chart. After determining change the Crew Placement Board
WWII. Each game recreates in the target, roll on table G-4 to find and damage markers for the next
detail a single mission of one where the "Brass" have positioned plane. (Of course, you can always
get extra copies ofthe game and
bomber over Occupied Europe. your squadron; either High,
arrange the boards in squadron
Campaign game rules link Middle, or Low. Mark this on each
together individual games to plane's mission chart. Fill out the formation).
present a history of a single plane rest of each plane's chart Victory: At the end of the
game, total the number of 8th Air
and its crew. A player can normally. Your unit is now ready
Force wins, German wins, and
literally spend hours following for take off.
draws for each plane. If the
their efforts to reach that magic Procedure: Take bomber
25 mission mark. number one and play out its entire number of American wins is the
The current 25 Mission mission. Write the friendly fighter largest, you have won the game!
Campaign is a good method of cover, Flak intensity, and weather
tying together single games, but conditions onto the formation plan
the game's format is also well as they are encountered. Each Bombing Offensive
suited for flying more than one plane which follows will find the Campaign
aircraft per mission. By same, identical conditions. After
organizing a group of planes and finishing with the first plane, run In
this game, the player
sending them together to the same through the same mission with performs more than one mission
target (with the same fighter the next bomber, and so on, until for his unit. He keeps track of each
cover, flak, and weather) a player you have gone throug·h the whole
bombers' career, replaces losses,
can simulate the effects of a squadron. When played in this and generally runs an operational
precision bombing raid. This way, it's best to start with the combat unit.
article allows you to try this. A lowest numbered plane, then fly
player can now command a the highest numbered plane, then A squadron of bombers
complete squadron of bombers the second lowest plane, etc.,
consisted of twelve planes, their
slowly working from each end air crews, and ground personnel.
BATTLEPLAN #7 PAGE 43

Squadrons were commanded by Middle, or Low Squadron, and co-pilot is assigned to the
officers with a rank of Major. The continue the campaign. plane.
aircraft were split into four Special Rules. d. Planes which are shot
Flights of three planes, each led a. As the campaign down or irreparably damaged
by Captains. The rest of the progresses, keep track of kills are not replaced. The player
bombers were piloted by scored by gunners to must continue with the
Lieutenants. Although a determine Ace status. Pilots bombers he has left. If, at the
squadron had a dozen airplanes receive their landing bonus end of a mission, the
assigned to it, it was usually modifier and bombardiers get squadron's strength falls
understrength due to casualties, their bonus after completing below six operational aircraft,
maintenance problems or slow their tenth mission. Keep the unit is withdrawn for a

supply lines. On the average, a careful track of which month long refit and repair.
squadron could usually fielded six crewmen have flown how The ranks are filled out with
aircraft. While performing many missions. If you are so fresh, new 90-day-wonder
missions, squadrons flew in a inclined, you may keep a Lieutenants who come with
double "inverted V" formation. roster of crewmen and follow new airplanes and crews. All
their individual careers as recuperating men are
This campaign scenario is run well as the aircraft's. returned to duty, and the
the same as a 25 mission game for b. Injured crewmen are squadron is sent back to the
a single plane, except the whole subject to missing missions. A front line.
squadron is involved. The player crewman suffering from one Victory. At the end of each
must determine how many Light Wound is ready to fly mission, total the number of wins
missions will be flown before the next mission. Men and draws and German wins for
starting the campaign. Note lhal suffering from 2 Light each plane. Keep a running tally
flying a squadron through 25 Wounds will miss the next of these numbers until the end of
missions will require playing the mission, but will be ready for the last mission. Whichever
game 150 times. Players with the following one. Seriously number is greatest will determine
limited time on their hands may Wounded crewmen will miss the campaign's winner.
want to choose fewer missions. the next three missions before
Preparation. Fill out a returning to duty even
Squadron Organizational Chart. though recovery is rapid. Optional Rules
Write in the names ofthe bombers Crewmen suffering frostbite
and pilots for all twelve aircraft. will miss two missions, before 1. The skies over England
You are the Squadron coming back to active duty. A were usually overcast, and fog
Commander, Major, so place your man bailing out over France came in distressingly often. Many
name there. and returning to England will scheduled missions were either
Procedure. To begin the first miss one mission. While the postponed or scrapped because
mission, select six aircraft and crewman is recuperating, a planes couldn't take off due to bad
assign them to positions on the replacement man will weather. Sometimes the weather
formation plan. The squadron temporarily take his place. would break, and senior planners
commander is always the number c. If a plane returns to base would hurriedly launch their
one plane, and the number two with vacancies in its crew due squadrons hoping they could get
and four planes must be flown by to death or injuries, the away before the clouds rolled back
Captains. Target selection is the player may replace them with in. This made for some very
same as a regular game. Table G fresh replacements. He has an hazardous flying. Collisions could
1 is used for the first five missions, unlimited supply of occur, and when they did, they
G-2 for the second five, and G-3 for replacement crewmen. If a were often spectacular. Also,
the rest. Run the squadron plane crashes and the crew accidents on take off could happen
through the mission as stated survives, they may be in any weather, and devices on the
above. At the end of the mission, reassigned to other planes to plane could go on the fritz at the
total the number of 8th Air Force replace dead or wounded most inconvenient moments. A
wins, draws, and German wins for crewmen. They may only player can simulate s.uch
each plane. Keep a running tally replace vacanci·es of the same occurrences with these Optional
ofthese numbers. For the next job they originally had. Rules:
mission, determine which planes (Exception: waist Gunners After organizing and
are able to fly, assign them to the can fill either the port or preparing the squadron, but
Squadron Formation Plan, roll for starboard positions). If a before entering the first zone, roll
a new target on the appropriate plane's pilot is killed, his co­ two dice on table 0-1 for weather
table, determine if you're High, pilot is promoted and takes over England during take ofT.
his place, and a replacement Record this on the Squadron
PAGE44 BATTLEPLAN #7

Formation plan. Next, roll two formation before entering the first ranking officer can create a chain
dice for each aircraft to see if it zone, but may not replace missing reaction of promotions and
suffers an accident. In Good bombers. The player must still shifting of planes around the
weather the plane has an accident roll for weather over England squadron. Just rememher that the
on a roll of 2. In Poor weather, an when his returning planes try to pilot that has been in the unit the
accident occurs on a roll of 2 or 12. land. longest is senior to other officers of
In Bad weather, a 2, 3, 11, or 12 the same rank. The organization
causes an accident. If an accident 2. Instead of replacing lost chart shows which officer is senior
occurs, roll one die: pilots with their co-pilots, this in each unit. The higher up the
1-2 = Mechanical Malfunc­ rule allows you to fill those ladder, the more senior the officer.
tion. Rol: as if the plane positions from within the At the start of the game, the "A"
took a single Flak shell squadron's pilot ranks. When a Flight Commander is the senior
hit. If the damage roll pilot is killed or sent back to the Captain, etc. If an officer is
results in a crew wound, states, the pilot from the next wounded and must miss missions,
that crewman is suddenly lower rank is promoted and moved his next in line will temporarily
airsick and suffers one into that position. The chain of take his place, and the wounded
light wound. command works like this: officer's plane will be temporarily
3-6 = Mid-air accident. See Should the Squadron flown by a new Lieutenant. If, for
Random events table. If a commander be lost, the senior some reason, two eligible officers
plane survives the Captain will be promoted to for the same position have t.he
accident, it may return to Major, and he and his plane will same seniority, roll a die to
base immediately. The take the old Major's place. If a determine which one should be
mission still counts for 25 Captain is promoted, killed, or promoted. The pilot's crew and
mission and pilot bonus sent home, the senior Lieutenant plane will stay with him no matter
purposes, but not for in his flight will be promoted and where he goes. Remember to keep
bombardiers. take his place. The, killed, etc. track of who started when in order
Parachuting crewmen officer's plane and crew, if they to determine seniority.
automatically land in gngland survived, will be placed at the
and are available for the next bottom of the roster under a new 3. Yf a player is the generous
mission if not wounded. The lieutenant, fresh from the States. type, he may present awards and
player may rearrange the Note that the loss of a high decorations to his crews for
courage and bravery under fire.
The following are some of the
awards most commonly given to
air crews:
Purple Heart-Awarded for
wounds as the result. of an act of
anopposing armed force. This
medal should be given to any
crewman who is wounded or
suffers frostbite. It may be
receivedmore than once.

Distinguished Flying Cross­


For heroism or extraordinary
achievement while participating
in aerial flight. This award should
be given when a crewman
performs actions beyond his
normal duties; such as a
Lieutenant Laking command of a
squadron when his superiors have
all been killed; or the Group
Commander flying with his air·
crews; or a non·pilot. taking the
controls; ete.
Silver Stat·" For gallantry in
action against an opposing armed
force. This decoration should be
presented when a crewman

performs his duties despite


BATTLEPLAN #7 PAGE 45

extreme circumstances; such as a Group would take 450 individual particularly devastating mission,
pilot returning his plane to base games. Players should take into two squadrons are below strength,
despite being frostbitten; or a account their amount of free time the whole bombing offensive is
gunner continuing to man his post and the effect this would have on halted until the losses are made
despite being wounded several their wives and families before good.
times, etc. magnitude. on a projectofthis
embarking At the end of the last mission,
Congressional Medal of the player totals the number of
Honor- For conspicuous A Bombing Group consisted of wins, losses, and draws for the
gallantry and intrepidity, at the four Squadrons. They were Americans and Germans. If the
risk oflife, above and beyond the commanded by a Colonel who did American victory total is the
call of duty. This award should be not accompany the formation on greatest number, the player wins
given when a crewman performs its missions. This officer now the campaign.
truly heroic actions; such as a represents the player himself. If the player likes to live fast
non-pilot landing a badly Squadron 1 was led by a and dangerously, he may
damaged plane to save his Lieutenant Colonel who was also accompany his command on their
seriously wounded crewmen, or a in operational command of the missions. The B-17 could be rigged
gunner shooLing down five enemy formation, with Majors flying the with a jump seat in the Pilot's
planes on one mission, eLc. The lead aircraft of each Squadron. Compartment to handle an
stories of bomber crew Medal of gach l"light was lead by a Captain observer. The player (as the
Honor winners are epics of who flew the first plane in the "V" Colonel) can ride in any plane as
courage and heroism, and make formation. Figure 3 shows the an observer. He has all the
fascinating reading. Note: take formation of bombers used by 8th necessary heat and oxygen hook­
care when handing out this little and 15th Air Force Bombing ups. If any of the erew become
gem. Congressional Medal of Groups. incapacitated, the observer can
Honor winners were usually The player goes through the take his place. The Colonel is a
promoted and sent back to the missions as he would for a single fully qualified pilot (including+ 1
states. There they spoke at war Squadron. He begins by filling out landing modifier) and can perform
bond rallies, took a much deserved an organizational chart for each navigational duties. He may not
rest, and received a nice stateside squadron (Note that Squadron 1 is replace either of the pilots unless
assignment. Mostly, they were commanded by a Lt. Col.). lie then one becomes incapacitated. He
sent there to get them out of a assigns planes from each may man any of the guns, but hits
situation where they could get squadron to the Group formation. only on a "6." Should the Colonel
killed. Congressional Medal of Any three of the four squadrons be killed or sent back to the
Honor casualties make for bad can be assigned to the High, States, the player may either: a)
newspaper headlines. If you do Middle, and Low positions. All end the game right then and there
award one, that crewman must be aircraft in a position must come (the outcome of the war no longer
immediately removed from the from a single squadron. You are matters to him), or b) continue the
squadron's roster. not allowed to mix planes. The game by promoting the Group
Awarding medals is entirely aircraft in Figure 3 are numbered Vice-Commander. If the Colonel
at the discretion of the player. The to show which planes are the lead parachutes or crash lands in
suggestions made here are only and tail bombers for each France, he is automatically
guidelines. squadron. The lowest numbered returned to base in time for the
A note on promotions: If are Lead bombers, and the next mission.
optional rule 2 is being used, and Highest numbered are Tail
if two officers are eligible for The player may keep track of I hope that you enjoy these
promotion to the same position, the careers of his crews. If the Lt. rules as much as l have.
the player may take into account Col. is lost, then the senior Major Commanding a front line combat
the decorations each has earned, is promoted to his place. At the unit was not easy, but still had
thus making a die roll start of the game, the commander many rewards. Watching· the
unnecessary. of Squadron 2 is the senior Major. progress of your men up the
Surviving crewmen of plane mission numbers and the ranks
4. Those players with A LOT crashes can be assigned to any can be fun by itself. This can offset
of time on their hands may wish to squadron. The player may not the sorrow at seeing sbme of them
run a mission for an entire transfer planes between not come home. Perhaps this,
Bombing Group. Either the Single squadrons, though. If a squadron more than anything else, was
Mission game may be run, or the falls below six aircraft, the player what that war was all about.
Bombing Offensive Campaign can must pull it offof the front line for So, until VE day, Straighten
be played. A single mission uses refitting and must fly the next two Up And Fly Right!
only 18 planes, but a 25 mission missions with only the re.naining
Bombing Offensive with a whole three squadrons. If, after a
PAGE 46 BATTLEPLAN #7

2 3

5 6

Squadron Organizational Chart


��A"
Major
Plane: Flight ��B"
Plane:Flight
Captain ��c"
Plane:Flight
Captain �tD" Flight

Captain

Plane:

********************************************************

Captain Lieutenant Lieutenant Lieutenant

Plane: Plane: Plane: Plane:

********************************************************

Lieutenant Lieutenant Lieutenant Lieutenant

Plane: Plane: Plane: Plane:


PAGE 47

--
-
|
+
|
*

. *
ta\Cl

44
Clt’)
++
S. Y
t–0-+0.
SUn
BATTLEPLAN #7
BATTLEPLAN #7

OKINAWA
THE BLOODIEST BATTLE IN THE PACIFIC

Buffaloes 2ND MARINE DIVISION


2nd Marine Regiment(3x 7-7-5/5-3-5)
f<�arly in the campaign, the
6th Marine Regiment(3x 7-7-5/5-3-5)
Americans used the Landing
8th Marine Regiment (3x 8-5-5/6-3-5)
Vehicle Tracked (Armored) Artillery (!x 7-4/5-4 range 20; lx 7-4/5-4
"Buffaloes" for tactical infantry range 15>
support. Each division operating Armor (1 x 6-8-6/4-4-6)

Okinawa north of hex row 2636-1731 Supply (1x 1-0-3)


Headquarters (1x 1-0-6)
deploys two LVT(A) units as
Enhanced armor support, with values of 1-1
6/no reduced strength. All LVT(A)
81ST INFANTRY DIVISION
321st Regiment (3x 8-5-5/6-3-5)
units are removed after turn 15. 322nd Regiment(3x 7-7-5/5-3-5)
by James C. Gordon 323rd Regiment(3x 7-7-5/5-3-5)
After weeks of overuse in combat,
the vehicles were breaking down Artillery (lx 6-4/4-4 range 20; 1x 6-4/4-4
The Ryukyu Island group range 15)
and were needed to move supplies. 710th Tank battalion Ox 6-8-6/4-4-6)
became a strategic priority for the
Supply (lx 1-0-3)
American forces in the Spring of
Supply Dumps Headquarters(1x 1-0-6)
1945. Capturing Okinawa would By leaving a supply unit
be the final operation before the
stationary for three turns, the Deploying the 2nd Marine
invasion of Kyushu, which would Division costs the Americans 10
U.S. player creates a permanent,
carry the war right to Japan. The
reusable supply dump in that hex. VP's.The 2nd Marine division is
Wargamer#55 included the game The static supply source functions
available for deployment at
Okinawa, a simulation ofthe
like a mobile unit in all other anytime. Using the 81st Infantry
battle which took place on that respects. If the Japanese overrun division costs 15 VP's. The 81st
island that involved nearly the hex, all supply capability is Infantry division can not be
400,000 troops and lasted for three lost. Supply units can establish activated prior to turn 15.
months. The game has three
any number of dumps. (Historically, the 8th Marine
campaign scenarios, altering the
Regiment entered the battle in
Japanese defense strategy and June, on turn 25).
Keise Shima
adding· a second U.S. landing. 77th Infantry
The U.S.
Several other variant possibilities American OB
Division captured and placed
existfor representation the forces
three battalions of 155mm heavy The U.S. divisions had other
available to each side and for organic units attached to them
changing the strategic direction of
the island of Keise
artillery on
Shima. Starting one turn after Ie along with the formations
the battle. Shima is invaded, the U.S. player represented in the game.

receives one extra roll on the I<'urthermore, the Corps and Army
Armor bombardment table each turn, commands included additional
The American armored
using the far left column. The off­ support units. The following units
battalions breakdown into three shore "long Toms" can hit any can be added to the American
companies with fire-melee­
target north ofShuri. order of battle:
movement values of 2-3-6/1-1-6
(full/reduced strength). U.S. Reinforcements EACH MARINE DIVISION
Breakdown or recombination is 1x Engineer battalion (3-2-5/1-1-5)
The U.S. Tenth Army
voluntary and must take place 1x Pioneer battalion (2-2-5/1-1-5)
included the 2nd Marine Division
away from Japanese ZOC's. Two as a noating reserve and the 8Ist
full strength companies or three EACH ARMY DIVISION
Infantry Division as its theater 1x Engineer battalion (3-2-5/1-1-5)
reduced strength units recombine reserve. The composition of these 1x Recon battalion 0-1-6/---,armored l
into a reduced strength battalion.
divisions follows:
BATTLEPLAN #7 PAGE 49

III AMPHIBIOUS CORPS L-Day Zones beach defenders before the


1x Artillery group (3x 7-415-4 range 20) The American player can invasion takes place. Roll the dice
1x Engineer regiment (3x 4-2-5/2-1-5)
reorganize the landing positions against each target three times,
of his assault divisions on turn using the "6" column against
XXIV CORPS prepared positions on the
1x Artillery group (3x 6-4/4-4 range 20) one. Each division must land on at
1x Engineer regiment (3x 4-2-5/2-1-5) least two hexes in the Hagushi Bombardment table.
beach zone. The III and IV corps During the amphibious
lOTH ARMY must both land their two divisions assault, the Japanese gain an
lx Artillery group (3x 6-4/4-4 range 20)
adjacent to each other. The extra column shift on defense
division which lands on the left against American units which are
Japanese OB (northern) flank must move to
in the water hexes (assaulting a
Probably for the sake of fulfill the requirements for beach hex). The American units
playability, the designer did not capturing the northern region. can make two attempts to dislodge
include many of the independent, The division to the right of that the Japanese beach defenses.
auxiliary, and support units in the must capture the central area. Fresh units which did not attack
Japanese 32nd Army. The The 27th and 77th divisions may in the first attempt can be used in
following units can be added to place of, or in addition to, units
also be deployed normally.
the Japanese order of battle to used in the initial assault.
better complete it: Target Beach Failure to take control of a
Before the Japanese piayer beach hex results in the
24TH INFANTRY DIVISION deploys his forces in the Free withdrawal of the attacking units
1x Engineer battalion (3-2-6/1-1-6)
Setup scenario, the U.S. player back to the invasion boats. The
1x Recon battalion (2-2-6/1·1-6)
writes down his assault plans. same units can attack the next

62ND INFANTRY DIVISION One or two beaches can be selected turn at full strength. The
1x Engineer unit 0-1-6/---) as invasion targets, with the Japanese gain 3 VP's for
The 272nd and 273rd regiments attacking divisions indicated. If successfully defending a beach hex
should use only their lowest strength steps and forcing the U.S. player to
more than one beach is chosen, the
withdraw.However, units
reinforcements may land in either
44TH MIXED BRIGADE
1x Engineer unit0-1-6/---) zone. committed to defending beach
hexes from prepared positions can
not be moved from their starting
32ND ANTI-TANK Beach Defense
BATTALION In the Free Setup scenario, location.
1x 1-5/-- range 2 the Japanese player can elect to
Early plans
make a beach defense. Units from
66TH ENGINEER the parent formations 924th and The original American plan
BATTALION 62nd divisions, 44th Brigade, 2nd called for two separate landings in
lx 2-2-6/1-1-6 the south and central parts of the
Infantry Unit, plus any
machinegun or anti-tank units island. The Marine divisions
ONBF
1x 81mm Mortar battalion 0-6/-- range 3) can deploy within one hex of any
would land on the Minatoga
invasion beach. Those units can beaches while the Army would hit
GUARD ENGINEER not move, but they are the Yonabaru zone. Later, the
REGIMENT automatically in prepared 27th and 77th divisions could land
3x2-2-6/1-1-6
positions. The American player
in support of either beachhead.
gets three chances to bombard the
Ie Shima Invasion
Originally, the 77th Infantry
Division was scheduled to assault
Ie Shima later, further delaying
its contribution to the Okinawa
campaign. The die roll table below
alters the timing of the 77th
Division operations for both Ie
Shima and Okinawa:

1 =
Deployment delayed by 3 turns
2= Deploymentdelayed by 2 turns
3= Deployment delayed by 1 turn
4= Deploymentadvanced by 1 turn
5= Deployment advanced by 2 turns
6= Deployment advanced by 3 turns
a game or
BATTLEPLAN #7
World War ill

what if the attacking Soviet (any ID's), 3 lTV's (all), one


formations were mechanized FISTV, four dummies, and six
infantry instead oftank units? entrenchments. This situation
Rearranging the forces available could represent how well a light
to each player in the scenarios infantry forces could block a
gives the players a chance to find Soviet mechanized rifle battalion.
out. Also try playing this situation
using just 12 troop units. Allow
The infantry forces that could US troop units to mount M3 units
be used in this game vary with the in this scenario. The Soviets win
scenario currently in play. by exiting any eight vehicles from
Substitute the following forces in the map.
place of the US forces given in the
regular scenarios. Unless In scenario six, try using an
otherwise mentioned, all regular infantry heavy force to hold hill
and scenario rules will be in effect 214. Use the same forces as in the
at all times. regular scenario but remove two
Extra Teams Ml units and substitute two lTV
In scenario one, use the units. Neither of the lTV's may
for Team same forces used in the scenario to move since these units actually
represent a US airborne recon represent stationary TOW
company that has been air landed
Yankee behind enemy lines. Remove the
emplacements.

two Ml units and substitute two See how well an infantry force
by James E. Meldrum AH64 and two AlO units. The AlO would respond to the kind of
units may be used only on their surprise generated in scenario
Team Yankee is GDW's turn of entry. Scenario victory seven by using all of the troop
recent release simulating
conditions are the same except units (18), five Ml's, and five M3's.
mechanized combat is central that the US player wins by having Victory conditions are changed so
Europe as part of the conflict a unit occupying a village hex at that the Soviet Player wins by
described in Harold Coyle's novel the end of the scenario. The US destroying two US units of any
of the same name. Team Yankee infantry force is assumed to be kind for each Soviet unit
is the radio call sign of a tank evacuated by helicopter at the end eliminated. US troop units do not
company that is part of a US begin the scenario mounted but
of the scenario.
Army mechanized infantry may mount M3 vehicles during
of the most
battalion, one Try playing scenario two the scenario.
commonly encountered types of using all (18) troop units and
NATO units in central Europe. reduce the number ofMl units to Either an airborne or
Likewise, most of the Soviet units four. Players may substitute two airmobile unit might well be used
in Team Yankee are either tank AH64 units for deleted M1 units. to seize a bridge in scenario
battalions or regiments, also one This variant is intended to eight. A US airborne attack could
of the most common types of represent an attack by a be simulated by using all (18)
Warsaw Pact formations found on contingent of one of the new US troop units and all (6) M3 units.
the other side ofthe Iron Curtain. light infantry divisions. The US forces would be divided
into two equal groups before
Obviously, each of these kinds For scenario three, simulate beginning play. On turn one, one
of formations are composed of an infantry force by deleting all group would enter play on the
different kinds of smaller sub except four each of the M1 and north map edge of map one while
units, all of which are represented M113 units. Use all six M3 units. the other group would enter play
in the countermix. By changing on the south edge of map two.
This force is intended to simulate
the kind of units making up these
a "slice"of one of the new light Allow US units to mount their
formations, player can change the infantry divisions. As an option, vehicles in this scenario.
kinds of forces available in each the US player may add two AH64
scenario and how the scenarios units. Another kind of unit that may
would be played. Suppose, for be simulated in Team Yankee is
example, that "Team Yankee" Try playing scenario four a "slice" of a Soviet airborne
was either an airborne or light
using an infantry force that division. For game purposes, each
infantry formation; how could a simulates part of a light infantry Soviet airborne company consists
unit like this cope with Soviet division by using all (18) troop of one leader and seven troop
Tank formations? Conversely, units, four M3's (any ID's), 4 Ml's units, seven BMP units, and one
BATTLEPLAN #7 PAGE 51

auto grenade launcher unit. Because the variants feature occupy each individual
A Soviet airborne battalion in in this article emphasize the use entrenchment. Both the
Team Yankee could consist of all of infantry units against entrenchment marker and its
(30) Soviet infantry units, one mechanized formations, there is occupying units are kept off map.
ZSU23, two BRDM2/A1', ten BMP another variant rule that may be
units, three auto grenade used to compensate for the lack of The entrenchment marker
launcher units, three A1'4 units, mobility for infantry forces, and and occupying units are placed on

and two BTR70 units. All of the that is concealed positions. map when any of the following
Soviet airborne units may be Actually, this rule is nothing conditions are mel:
substituted for any other Soviet more than a variation of the
unit in the scenarios. existingentrenchment rule. This 1. An opposing unit moves
modification is intended to adjacent to the designated
Players should be aware that simulate the use of heavily position (hex) of the
they can reverse the sides and camouflaged positions used by the entrenchment.
situations played by US and infantry. When using the variant
Soviet forces in each scenario, rules for concealed positions, the 2. Units occupying the
providing potential for even more player (usually the defending entrenchment move or

variations within the limitations player) using these rules selects conduct any form or combat.
of thecountermix. When this up to eight entrenchment
done, players should be aware counters which are kept off map. Concealed positions may be
that they must also rev-erse the The locations of all used by any kind of unit except
initiative, set ups, and any special entrenchments are noted on aircraftand vehicles. Concealed
rules for each side. scratch paper together with the positions are best used in
ID's of each unit designated to scenarios 2,3,4,6 and 8.
If you thought the Zulu War game in
this issue was pretty neat, wait until
you see our next mini-wargame...
(because we want you to d.esign it!)
No lie. Check out the Editorial and the top-left of page
62 for all the details. We really want you to design a mini­
wargame for BattlePian magazine. Even if you've never
designed a wargame before. If you're reading this, then
you're a hard core wargamer, and that's about the best
start there is to becoming a designer...

What we're looking for is the next Battle for Moscow,


the next Napoleon at Waterloo, or the next Strike Force
One {remember that little ten hex, ten counter job!). We
want fun little wargames, with small map sizes, low unit
densities, low complexity and high playability and en­
joyment levels. Please share a little fun with your fellow
wargamers, and design a BattlePian mini-wargame today.

PROUDLY PRESENTS ...


("
BY SPECIAL ARRANGEMENT WITH CiJ\f
A LIMITED EDITION PRINTING OF ...

A SERIES DEDICATED TO PRESERVING THE MOST


SIGNIFICANTHISTORICAL TITLES OF CONTEMPORARY
WARGAMING. FEATURING RELEASE NO.1 ..

La Bataille de la Moskowa
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BATTLEPLAN #7 PAGE 55

2. The Combined Effects Chart *Except HQ's and Higher Level


The Last should also list the following Artillery
conditions. These were mentioned
Victory in the rulebook and should be
normal normal
ZONE OF CONTROL
Projected across any
added for completeness.
minor river bridge
Errata German Soviet
-2 -2 Projected across major
river railroad bridge
&Allies EFFECTIVENESS
-1 -1 Projected across any
Counters: The German 444th -2 -2 Refitting or other major river
and 445th Security and 1st and Regrouping or 2nd bridge
3rd Mountain Divisions all have 1 Forced March
Artillery barrage factor showing MORALE
-2 -2 Refitting or 3. The Zone of Control Chart 7.19
on their reverse (HQ) side. These Regrouping or 2nd' should have the above entries
units should not have this factor. Forced March placed on it.
MOVEMENT
Charts: +2 +2 General Retreat
1. The Advance Exploitation Declared or Forced
4. Remember, a unit's Zone of
March in effect Control and Support Ratings are
Table 9.37 does not list the die roll
equal at all times. Only the top
modifiers beside it. Cut and paste
In addition, on the Movement division is a stack projects a zoe,
the chart below over the Winter
Strum logo beside the summary portion of the chart but all units in the stack Support.
asterisk the -2M(*) entries for: All ZOC/Support Rating penalties
Exploitation Table:
Unit in defensive or depleted are assessed on a per division
ADVANCE TABLE DIE mode and write underneath the basis.
ROLL MODIFIERS chart:
Advance into
Unopposed Advance
over a
Clear
Minor Hex
City Terrain
River +1
+2
-1

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BATTLEPLAN #7

clear of the harbor before the British enter their zone of


British assault begins. Ignore the deployment, or a connecting
vessel displayed on the map for all bridge/Lock Gate area. Turn 1
purposes. Strosstruppen mobilization starts
with Group 2.
Better Gunnery
British flotilla gunfire is more Early Concentration
accurate and consistent. During Better command control
the initial "To Hit" die roll in each assists the defenders. During
Cover Fire Phase, use a -1 DRM. German unit mobilization, all
Use no DRM for the next "To Hit" units to be deployed are placed in
roll, and then add + 1 for each the same zone, indicated by the
subsequent shot. The modifier first triad. Thereafter, roll only
from the Flotilla Gunnery Display two dice to determine the exact
applies normally. area of deployment within that
zone.
St. Nazaire Pre-raid Bombardment
Armored Support
An aerial bombardment

Readjusted shortly before the attack causes


some damage to the port facilities
A recon platoon responds
immediately to the first sounds of
and vessels at berth. Roll one die an attack. On any doubles roll
by James C. Gordon
for each German gun and during German mobilization, or
searchlight battery, every vessel on turn 10 at the latest, all three
Raid on St. Nazaire is a on the map, and all victory armored cars units deploy.
challenging game for a solo player objectives (excluding the
and the standard situation easily
Normandie Dock caissions and
produces widely divergent results Strategicon
the U-boat pens). On a roll of '],' GAMA& present...
with each play through. But there the target suffers some damage.
are several possibilities for Refer to the Cover Fire results
altering the game to make it table for hits on gun or search­
easier or harder (or simply light batteries. Use the Grenade L.A. Origins'89
different). The following include
Attack table for all other targets.
minor tactical adjustments which
carry strategic considerations for Better Alert
the British. The National Game
Early warning places the
German defenses at a high state of Convention
Delayed Warning readiness. German ground units
The British fleet achieves conduct two deployment phases
greater penetration into the before the game starts, with one Strategy, Family and
harbor area before the Germans armored car deployed last.
become aware of their presence. Adventure: Board,
No searchlights are active during
Battery/Objective Garrisons
the first Harbor Defense and Role-playing, Miniature
Suspecting an attack, the
Dockside Defensive Fire phases. Germans deploy additional units & Computer games played.
to garrison key positions around
Greater Surprise the town and port areas. Before
German gun crews are not on starting the game, all German June 29-July 2,
station when the British vessels Group 1 Strosstruppen are drawn
arrive. All gun and searchlight at random and placed singly 1989 at the Los Angeles
batteries are disrupted at start under each gun and searchlight
and must undergo Recovery in the
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leaves port earlier and is well forces will begin to move when the
PAGE 57

Soviet/Warsaw Pact airspace and feel free to substitute Allied for


at least two known incidents Soviet forces in any of the
involving dogfights between US scenarios (thereby switching
and Soviet aircraft. Obviously, sides) and vice-versa in some of
there was plenty of potential for the scenarios which gives the
open hostilities at the start of the Allies to be on the offensive.
cold war. Squad Leader is particularly
Several other Avalon Hill appropriate for scenarios like this
games have been used to simulate since both sides used basically the
the hypothetical hostilities same weapons and equipment in
between the Western allies and the post war era.
the Soviet Union, usually as a Generally, the scenarios that
result of the Berlin Crisis in 1948. are the most promising in terms of
Examples of these games include play and situation value are those
Panzerblitz and Panzer Leader, from 1944or 1945. For the first
both of which have had excellent and second edilions of Squad
variant scenarios published in the Leader, suitable scenarios would
General(Vol. 12, #1 and Vol. 13, include scenarios 1-5; 7-12; 15; 33;
Squad Leader #5). In a similar vein, Squad well as R211; R216-R219;
34;36-38;40;42-47; 107-110;as
R221-3.
Leader may also be used to
1948 simulate hypothetical infantry In most of these scenarios, players
actions between Allied and Soviet should substitute US and/or
by James E. Meldrum forces using existing game British forces for those of the
equipment and mechanics. Germans as mentioned earlier.
Squad Leader, by Avalon Most of the scenarios found in Some scenarios may be just as
Hill, is probably the last word in Squad Leader and its many valid, however, if sides are
expansions may be used as the switched. When doing this be sure
squad level infantry combat
games. Nearly any kind of World basis of Allied vs. Soviet variant to modify the reinforcements,
War Two infantry action may be scenarios. When simulating these victory conditions, etc.
simulated it. Historical engagements, players should While this article is intended
engagements from the Second substitute US or British forces for mainly for those garners owning
World War are not, however, the those of the Germans on a one-for­ copies of the first and second
only kinds of battles that Squad one basis in the scenarios. editions of Squad Leader,
Leader is suitable to simulate. Wherever possible, use 1944 or players of Advanced Squad
At the end of World War Two 1945 (most preferable) orders of Leader should not feel neglected.
the western Allies and the Soviet battle, equipment, and weapons ASL players should follow the
Union glared at each other over for both sides. In substitution same guidelines suggested here
the ashes of Nazi Germany with situations where there is not a when pitting Allied forces against
mutual mistrust and suspicion. direct equivalent of a particular those of the Soviet Union. The
Ignoring the Berlin Crisis of 1948, unit or vehicle, players should use scenarios included in the various
which could have erupted into war common sense and fairness. In ASL modules present may gamble
very easily, there were many any case, all Squad Leader rules situations for hypothetical Allied
other incidents that could have are in effect at all times and Soviet conflict in Europe and
caused a war. These included the should be used to arbitrate all Russia during the 1945-1050 time
shooting down of US aircraft near rules disputes. Players should also period.

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For details contact: STRATEGlCON, 5374 Village Raod, Long Beach, CA 90808; (213)420-3675
$20 pre-registration fee; no event fees (a STRATEGlCON tradition!)
PAGE 58 BATTLEPLAN #7

game these days without the faith


Elephants that you were out there waiting
somewhere.
for
Hammer
and Anvil
by John Schettler

This article is reprwted with permission


from the Clash of Arms newsletter, P.O.
Box668,Kingo[Prussia,PA 19406.

The German Panzerjaeger


"Elefant" Assault Gun is forever
linked in the military historian's
mind with the Battle of Kursk.
Yet, these weapons were in the
Panzers on
pipeline and would have appeared
regardless ofthe battle. Scenario
the Riviera
10.4 ofThe Last Victory by
Clash of Arms postulates a Kursk This article comes courtesy
alternative that never happened. of Clash of Arms Games
Where are the Elephants? Take a
spare counter and reproduce the One of the ironies of the
following: German effort to relieve
Stalingrad was on the one hand
while Von Manstein was The German Player does not
desperately seeking warm bodies receive any ofthe reinforcements
indicated for Entry Areas 10 or 11
to man the defenses and mount an
during the game, nor any units
attack, on the other Hitler's best
mobile divisions were marching listed after game turn 21 (Hitler
The Elephant unit is treated through the french Riviera! grumbles "I have given Manstein
as a Heavy Tank unit in all our best, to withdraw the 1st
"Operation Lilac" (the Axis
respects, except when attacking or occupation of Vichy France) began Panzer Army from the Caucasus
would be disgraceful"). The 17th
defending against a stack November 18, 1942 in response to
containing a Soviet infantry the Allied landings in North Panzer Division is never
units. If so doing, the Elephant Africa. The SS Panzer Corps, "released." Standard victory
always fails its Effectiveness/ comprising the best equipped conditions apply, except the Soviet
Morale check and uses its units in the German Army, Player gets an extra 20 points for
Secondary Combat Factor. In conducted a bloodless "parade" taking Rostov as now the 1st
Scenario 10.4, the Elephant unit through Vichy France. What if it Panzer Army will be hopelessly
begins as an integral part of the had been ordered East? trapped!
"Gross Deutschland" Division. For Scenario 15.3, "Operation
To simulate this event, take
I want to express my out your original Winter Storm Winter Storm," replace the 57th
appreciation to the cadre of die game and the SS Panzer Corps Panzer Corps HQ and remove the
hard garners that have remained units from The Last Victory (less 6th Panzer and 23rd Panzer
loyal fans of this series. All of your the Heavy Tank Battalions). The Grenadier Divisions with the SS
question, comments, complaints, following changes to the HQ and the three SS Divisions.
and praise is really appreciated. Campaign Game Reinforcement The regular scenario victory
Did you know that the game Schedule apply: conditions apply.
which eventually became the
Last Victory sat in a quiet corner
of my drawing room for 5 years Turn
7
8 Nov30
9
6 Date
Dec6
Dec4
Dec2 Units Entry Area
SS Hq, NW, SPA & Hausser 14 or 15 entrained
before Clash of Arms resurrected
the system? They would not, or All units of 1st SS Panzer 14 or 15 entrained
could not, have invested the time All units of 2nd SS Panzer 14 or 15 entrained
and money it takes to print a All units of 3rd SS Panzer 14 or 15 entrained
BATTLEPLAN #7 PAGE 59

MIDWAY
Japanese diversionary force The US ships may not enter
attacking the US base at Dutch the map until the 0900 turn of
Harbor. June 4, anywhere on the north
If the US Navy had reacted as map edge anywhere in sectors D
the Japanese planned, the only through H. This rule simulates
forces that they would have had to the speedy return of the US fleet
contend with for the beginning to the Midway area (i.e., as soon as
phase of the battle would have the island radioed the news of the
been US land based air units on Japanese attacks on their
Midway itself together with those position).
Japanese that could have flown from Pearl As an additional variation,
Harbor. remove the US CV Yorktown from
Style To play this scenario, allow
the Japanese ships to enter the
play. Historically, the Japanese
Naval Intelligence service
game as in the regular scenario. believed that this ship had been
by James E. Meldrum No US ships begin on the Map. sunk at the Battle of Coral Sea
Midway has a strength of20 when, in fact, it had only been
fortification points and air severely damaged.
Midway is Avalon Hill's searches may be made from For the purposes of this
game simulating that climatic Midway in the usual manner scenario, the Japanese player
naval battle. This variant is simulating the US flying boats receives only 10 points for
intended to simulate the batlle of based there. In addition, Midway capturing Midway. Both players
Midway as the Japanese may initially hold 30 factors of air receive victory points for sinking
anticipated that it would be units and has an anti-aircraft opposing ships.
fought. Japanese naval planners combat/screening value of 4. Unless otherwise noted, all
did not know that the US Navy Midway rules are at all
Midway itself may now conduct in effect
had broken the Japanese codes times. In any situation where the
anti-aircraft combat against
and assumed that the USN would attacking air units as though it variant material in this article
send its carriers north to the were a ship. conflicts with the regular game
Aleutians to intercept the
rules, the game rules will be used
to resolve the dispute.

Mission: Block Party have recieved 2 old wound results 085 IfGE 1 or GE 5 are
Errata and additons from or more is incapacitated. currently active see 096.
Battleplan #4. A Result that would kill a IfGE 1 and GE 5 have
normal soldier would most likely been.
by Kjell Windsland kill a berzerker as well, but ok, 102 ...until mission ends or
this is after all still a game. your own radio is
Berzerker rules, modified unmanned. (Optional)
Paragraphs 801 Add: Crouch if no active
Superman belongs in the target is visible.
cartoons, not in Ambush. To 010 Alternative: Make a PC 802 Add: Crouch if no active
make a berzerker soldier (no modifiers). Iffailure, target is visible.
somewhat more human, modify the radio is destroyed. 815 Add: Crouch if no active
the rules as follows: 016 lfGE 1 is inactive, see 010 target is visible.
An old wound result has the when first US soldier 913 ...is in sight, do nothing
effect that the berzerker losses a enter the hex where GE 1 with cannon.
turn, and on a new roll of 5-9 he became inactive. If US 928 *if active US'tank is 4 or
falls prone. In addition his WS is soldier there already see more hexes away, or no
reduced by 1. But he is not 010. active US tank, see 801.
wounded. If his WS falls to 3 he is 036 If in operation and S3 has
no longer berzerk. All the old not occured. If in Rounds... Player cards
results takes effect when a 068 (S9). Activate...
berzerk soldier returns to normal. 078 (84). Activate... German GE6/U is the machine
This means that a soldier who 083 (85). Activate GE 2 and gunner.
GE4 in Q-8... German GE7/S is the sniper.
Oops! We forgot to print the victory conditions to last issues Mega-Scenario! (How embarassing!)
PAGE60 BATTLEPLAN #7

Victory Schedule for the Central America


Wilderness of Mirrors Scenario
Communist Victory Points

Accrued: Reason:
+ 1 .................. . Each Costa Rican, Guatemalan, Honduran or Salvadoran city, twon
or port controlled byCommunist units at the conclusion of the
scenario.
+ 1 ................... Each merchant shipping raid during the scenario.
- 1 ..................
.................. . . Each Miskito Indian village not exterminated.
Each time a Communist unit is destroyed.

Allied Victory Points

Accrued:
+10
+ 5..................
................ .. Reason:
FSLN government was captured.
FSLN treasury was captured.
+ 1 ................ . .
Each Nicaraguan city, town or port controlled by Allied units at the
conclusion of the scenario.
- 1 .................. Each time a Allied unit is destroyed.

Victory Determination: The player who wins the war may reference the following chart to find if
a victory has occured.

Communist Victory Determination:

Victory Point Total: Level of Victory: Consequences:

-10to-6
-11
+20 less
toor .........
more . . . .... Communist Strategic Victory ... WW III, U.S. falls.
. . . . . .. .. . . . . .. . . .

+
- 11
+3 to+
to+
1to+2 1019 .......
........
............ Communist Decisive Victory ...... U.S. is invaded.
Communist Tactical Victory . .. .. . Mexico falls.
Communist Marginal Victory ..... Mexico is invaded.
-5 to ... ..
-2. .
Psychological Victory.. . . . . . . . . . . Region is conquered.
.

Popular Defeat ...... ... . . .. . .. . Theatre is controlled.


Tactical Defeat .. . .... . . . ... Guerrilla wars arise. . . . .

Allied Victory Determination:

Victory Point Total: Level of Victory: Consequences:

+5or more ....... . Allied Decisive Victory .......... Cuba is liberated.


+11 to+ 14 . ..... . . . Allied Theatre Victory .. ..... . . . Cuba is destroyed.
-12
+
-ll orless
5to
to+ 10
-2to+4 .....
... . . . .
.........
-3 .......
. . . . . .
Allied Tactical Victory . . . . . . . . . . Cuba is destroyed.
Allied Marginal Victory ......... Cuba holds out.
Allied Decisive Victory .......... Leftist riots in America.
. ... Allied Political Defeat .. . . . .. . . . Officers coup in America.

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Classified For Sale: Victory's Civil War, Vietnam, Parts for wooden Risk and Monopoly, Santa Fe Springs Gamers Association. All
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sified is a service we provide our Ben Harb 1929 Coronado Dr. E. Telegraph Rd, Santa Fe Springs, CA or call
readers. As you might expect with 10341 Lassen Riviera, AZ 86442 (213) 863-4896 during club hours.
ads of this kind, "let the buyer Los Alamitos, CA 90720 H-(602) 758-4584
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guarantees to any seller's claim, For Sale: Lizard's coil in massive silver and For sale/trade: Star Fleet Battles, volume I, monthly. Dues of $5 gets 6 issue sub to our
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Each ad is allowed 30 words La Jolla, CA 92037 Thomas Kane Dennis Wang
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phone numbers (home, indicated H-(703) 960-1259
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Wanted: SPI Napoleon's Last Battles Quad Combat Command, U-Boat, Guadacanal, Miami Gaming Club seeking new members.
utive issues (or, for Conventions, (designer's edition, hardboards), MUST BE 1914, Battle line's Wooden Ships, All types of boardgames played. We meet once
until the convention begins, MINT. Send list and/or SASE. Dreadnought, Fast Carriers, NATO, Red a week from 7-11pm, Thurs, or Fri.at 7200
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35 Greenbush St Ironclads expansion, Shenandoah, Ironbottom Rex:364-97.52
There are 8 categories in Cortland, NY 13045 Sound. Steve: 271-5418
which you may place your own ad: H.(607) 753-0614 Jeff Wilson
Opponents Wanted, $1; Buy, Sell, 1929 Coronado Dr.
Riviera, AZ 86442
Trade, $2; Game Clubs, $4; Wanted: Out-of-print wargarnes for resale. H-(602) 758-4584 Conventions
Conventions, $0; Publications, $8; Will pay only reasonable prices. Send list of
Play-by-mail, $8; Retail, $8; and games with detailed information on their UM F-CON Oct. 29-30 in Far initigh a ni
Wholesale, $8. The costs for run condition, packaging, and asking price. All WANTED . Valiant and Superior spaceship Maine. Twice as much wargaming and tele
games must be complete. miniatures, especially the fighter/ playing, at our same old admission of $3.38
g
ning different types of ads are as ETNYRE Inc. interceptor/pursuit types. plus $2.00 per game. Bring costumes! Se: u

indicated. Wargame Division H. W. Raney SASE to:


118 N. Virginia St 80B Twin Lakes Dr. Table Gaming Club
All ads should be sent, along Reno, NV 8950l Enon, OH 45323 c/o Student Life Office
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For sale or trade: Royal Navy, Pacific Fleet, Wanted: Will pay $10.00 for Battleplan #1 Farmington, ME 04938
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Dept: GGC End Games, Wargamer and S&T issue games, Robert Kruck
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James C. Gordon Deerfield, IL 60015
Long Beach, CA 90808 2601 College Ave #311 Emprise Game Systems
Berkeley, CA 94704 WARP FORCE EMPIRES with CorCaSyl. All
Used game collection for sale. SPI flat boxes, the many benefits of traditional play-by-mail
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Selling off large accumulation of new and
Opponents Wanted used, recent and old wargames, magazines,
GDW & Rand games, etc. Send SASE for list:
Rick's Used Games
SPECIAL OFFER: Buy a rulebook ($4.50) and
get a shortened Sampler game FREE
etc. SASE gets list, or call. clo Rick Loomis Emprise Game Systems
Timothy Stabosz P.O Box 1467 P. O. Box 9078.51 EV
45 Countyry Manor Scottsdale, AZ 85.252 Van Nuys, CA 90409
Orland Park, IL 60462 W-(602) 945-6917
REACH OUT AND H-(312) 361-2999

CRUSH Put yourself in action! Combat Quandry Retail


SOMEONE... For sale: Over 50 games. Many are rare or out Cards puts your tactical knowledge on the
of print. Most are in excellent or mint line. 15 story/puzzle cards, 8-1/2 x 11 each British Isles, Earth, Grand European, Moon.
condition. Also, out of print “Generals” and with solutions. WWII-All theatres. Set - $6.00 "FOUR" VARIANT RISK GAMES.
Try an Opponents "S&T's". For list, send SASE to:
Mike Kahelski
Take The Test!
Flaktower
All cards, Maps, Rules ONLY $10U.S.
Cash, Cheque, Money Order to
Wanted ad TODAY! 904 Madison St Dept. "B" John R. Biehl
Beaver Dam, WI 53916 R#1 Box 1656 #108-2040 York Ave
Grayling, MI 49738 Vancouver, B.C.
Canada V6J 1E7
H-(604) 732-3568
Buy, sell, trade: boardgames, new or used, SATISFACTION GUARANTEED or Money
15mm miniatures, painted or unpainted; call Back. Believe this! Believe it!
•r write. I will negotiate almost anything.
Norris Hazelton
19004 53rd Ave. N.E. Save up to 25% on all wargames a#3
Seattle, WA 98.155 assecories. For a catalog send $2 (refuilabia
H-(206) 361-2697 with first order) and a self addressed stamped
(two stamps) envelope to:
ETNYRE Inc.
MUST SELL: Large collection of boardgames, Wargame Division
modules and magazines. Many unpunched, 119 N. Virginia St
wholesale prices. Includes AH., GDW, FASA, Reno, NV 89501
TSR, SPI, 3W, WEG, F & M, Dragon,
Wargamers Digest. Send large SASE.
Robb Wilson
1001 Luxor
Corpus Christi, TX 78412

£er sale: Many SPI and non-SPI games, both


cla and new. All in very good condition.
Prompt reply assured. Send a large SASE for
list.
Lim Hambacher
4758 E. 26th ST
Tucson, AZ 857ll
H-(602) 790-5998

For Sale: S&T's, War gamers (with and


without games), the General, etc. Wargames,
new and out of print by SPI, GDW, AH, VG,
Yaquinto, etc. Mint and punched. Send SASE.
RickHerrick
5425 S. Osage
Wichita, KS 67217
H (316) 522.5587

For sale: collection of games, magazines and


modules. Includes AH, FASA, GDW, SPI,
TSR, Yaquinto, etc. Send SASE for complete
list.
Dwain Cunningham
Rt. 1, Box 322
Galena, MO 65656
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BATTLEPLAN magazine If you already have some experience
BATTLEPLAN publishes small, "mini­ We are always looking for new contribu­
writing for gaming magazines, here is a more
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detailed description of the different types of
free to chose a "hot topic," the phyiscal format our readers. Olt.en our readers write their
features found in BATTLEPLAN.
for the published game must be able
to meet very first published articles for BATTLE­
the publishing criteria below: PLAN. If you feel that you can express
>Map size, 11" x 17" maximum, although GAME REPLAYS:
yourself clearly on paper, we invite you to
This is a basic analysis of a game (or
smaller maps are not only permisable but submit your variants and reviews to us. You game turn) described by being actually played
preferred. may write on any game or other related topic
>Rules, no more than 3,000 words, if
out. It is a nuts-and-bolts look at the
which you enjoy that might be of interest to
possible. Low complexity levels preferred! mechanics of the game's operations, as well as
our readers. We will consider articles on any
strategies and tactics, as described through
>Counters, up to you. They can be full color, type of historical, political or military adven­
the playing of a game or just a turn or two.
if needed (avoid back-printing), on cut-out ture gaming product, particularly new
Generally, 5-7 ms. page length is about right
cardstock inserts (So don't have a lot of releases (for current reviews). Variants and
for a short Game Replay, although longer
stacking, either, if you can help it!). scenarios to both new releases and old
>Charts & Tables, don't go overboard. pieces like those used in The General will be
favorites are particularly desired, however,
considered as well. Naturally, detailed
Begin by submitting a OtiC page game they should be more of the "play-tested"
proposal to: BP Games Editor, P.O. Box 8399, examples of play, indicating specific board
variety and less "experimental" in terms of
spaces and unit locations, combat results
Long Beach, CA 9080!:!. In it, describe development and game balance.
tables, die rolls, etc. almost entirely
generally the game you wish to design. Manuscripts should be typewritten or
constitute this type of analysis article. A
Mention the topic, scale, complexity, and the computer printed with a dark ribbon on white
reader must really have felt like he has read
number or counters, charts and tables that paper, double-spaced, and amply margined.
a good, solid "test drive" ofthe game.
will probably be needed to make the game. Computer printouts should be ragged right
If the proposal is accepted for (not justified!) and burst. Game titles should
STRATEGY ARTICLES:
development, you will receive a 'go ahead' on be in upper and lower case letters and
In addition to Game Replays, we are
it, plus our standard "Poor and Obscure" (eg. Russian
Game and
underlined product reviews should be 500
contract (you didn't think you'd get "Rich and
interested in strategy or other 'how to play'
articles. These discuss game strategies,
Famous" designing little wargames did to 850 words in length, presented in a brief,
tactics, rules subtleties, tricks, etc. The best
you?). The pay scale varies, but it is around capsulized format (see the adjoining review of these type of analyses cover not only what
$130.00 per game design, plus a royalty if we format guidelines). We are not looking for for
is best/optimum play, but also show why the
ever publish it seperately as a boxed game in-depth analysis in a game review, merely
(don't hold your breath). You'll owe us two suggested strategies and tactics are best by
brief concise descriptions of games. Variants
examining alternative approaches to the
playtest copies of the game, plus a historical of all sizes, but particularly short variants,
game. In other words, they are true analyses.
background article as well as designer's clarifications and optional rules running
This type of article requires exhaustive
notes. We'll owe you the money, your name in from 350 to 1600 words are particularly playtesting, but is often the most rewarding.
the credits, and five copies of the game welcome, as are full blown scenarios and
(presumably for your mother). "mega-variants" (with cardstock compon­
VARIANTS:
ents). Note that a "word" is defined as five
While virtually any suggested change to
letters plus a space, or six characters. Longer
a game is a variant for it, we are more
articles are still welcome, but shorter articles
Return With Article Submissions for interested in brief, intelligent variants.
BATTLEPLAN magazine are best to start with and easier for us to These might be of the Quick and Dirty
AGREEMENT publish. variety (1/2- 1 1/2 ms. pages), which are just a
This agreement between UATTLE­ Submissions will not be returned to few sentences or paragraphs suggesting an
PLAN magazine, a division of 3W, Inc., writers, so only send us copies of your work,
not originals. A cover sheet should be inclu­
optional rule or changes to existing rules.
with its address at 5374 Village Road in
Alternately, they might be more comprehen­
Long Beach, CA 90808, and: ded with all submissions and contain the
sive revisions of already existing popular
author's name (as you wish it to be pub­
wargames ·running from 3-7 ms. pages or
lished), address, telephone number, sugges­
Print your name here more.
ted title, and the date submitted. A completed
<hereafter known as Author) of:
facsimile of the writer's agreement, left, must
SCENARIOS:
also be included with the article.
title of article Ease of editing will increase probabil­
Scenarios are complete 'games within
Insert submitted
games.' They usually consist of listing
(hereafter known as Work). ities of article acceptance. The Editors defer
alternate orders of battle and victory
to Fowler's Modern English Usage, Strunk
WITN�:SSWfl-1 conditions. Occasionally, an odd chart or
1. The Author affirms that no portion of the Work has
and White's Elements of Style, and Webster's table is required to round out the components
been previously published, except for citations of New World Dictionary on matters of gram­ for ·a standard game Scenario article. Length
portions of the work indicated to be such with due mar,syntax, and spelling.
attributlon. may vary, but should be about 3-7ms pages.
AII articles submitted automatically
4:. The Author afli.rms that no p<Jrt.wn of this Work is
concurrently submitted for con.s1derat.ion for publication become the property of this magazine. In
MEGA-VARIANTS AND SCENARIOS
elsewhere. submitting an article, the author affirms that
J. Should lhe Work be �ublished >n HATTLEPLAN. >l none of the material is copyrighted, previ­
These babies are like the ones described
shall be understood and agreed that the Author will be above, except that they often require
ously published or concurrently submitted for
compensated upon such publicatwn at the most recently additional game components be created by
consideration for publication elsewhere.
published honurarium rate.
the magazine such as counters, maps, charts
4. Should the Work be accepted for publication in BATTLEPLAN currently pays 1.5¢ per word
and tables, game cards, etc. There's is no
BA'I''TLI!:PLAN maga7.Jnl:l, .Lhe Author a��igns all his upon publication. All submissions should be
nghts, lit!& and interest in the Work to BAT'fLi:PLAN telling on the length, but the components
sent to: Editor, Aian Emrich, P.O. Box 8399,
magazine, or it.s assigns, absolutely. must conform to the physical production
Long Beach, CA 90808. Please include a
stamped, self addressed post card for an limitations description as previously
Date Submitted:
described under Game Design for BATTLE­
imm11.diate appraisal response.
Social PLAN.
Some review copies of certain games are
available at the office for established game
Author's Address: reviewers. If you would like to write for
ownership of the review copy as well as
payment, please contact the Editor, who will
let you know if a review copy is available to
City: State: __ Zip: send to you. The �:ditor controls the writing
assi�nments, with the assistance of the
various magazine Department Editors.
Western Front Tank Hunt forth� Red October
(TSRl
Leader (WEGI
BATTLEPLAN The results ofthe following questions 33. A (as a game)
113. A (as a game)
114. B (as a simulation)
comprise the statistics in the Fire & 34. B (as a Stmulaticn)
Feedback Questions Movement Games Rating Chart. 35. C (the rules)
115. C (the rules)
116. D (the graph1cs)
36. D (the graphics)
117. E (overalli
Issue #7 August/September 1988 After each game title there are six 37. E (overall)
ll8. r (solitaire)
38. F (solitaire) 119. G (money's worth)
questions lettered"A'' through "F". 39. G (money's worth)
120. No question
How to use the Feedback Response Card: 40. No question
Unless otherwise noted, these
After you've finished reading this issue of
Nicaragua (S&TJ
Battleplan, please read the Feedback questions are answered with a "1" Great Patriotic War <GDWl 121. A las a game)
41. A (as a game)
questions below, and give us your answers by (poor) through "9" (excellent) rating. 42. B (as a simulation)
122. B (as a simulation)
12�. C ttbe rules)
writing the answer-numbers on the card in 43. C (the rules)
124. D Ithe graph1cs)
the response boxes which correspond to each 44. D (the graphics)
Question A- What did you think of 45. E (overall)
125. E (overall)
questions number. The response card is to 126. F (solita,re)
your right, on the bottom corner. the game's play balance and 46. F (solitaire)
127. G (money's worth)
47. G (money's worth)
128. No question
"excitement level" (was it 48. No question
Please be sure to answer all questions (but do
challenging and interesting for both Indian Mutiny (S&Tl
not write anything in the box for question­ Fireteam lAHl 129. A las a game)
numbers labeled "no question"}. Your sides)? In effect, how was it as a 49. A (as a gameJ
130. B (as a simulation)
answers will help steer fi'ire & Movement and 50. B (as a SirnulatJOnl
game? 131. C (the rules)
51. C (the n1les1
Battleplan magazines, which will, in turn, 52. D (the graph1cs)
132. D (the graphics)
133. E (overall)
help steer the hobby. 53 E (overalli
Question B- What did you think of 54. F (solitaire)
134. F (solitaire)
135. G (money's wott!J)
What the numbers mean: When answering the game's perceived realism (does it 55. G (money's worth)
136. No question
questions, "0" or a dash"." always means NO 56. No question
"feel" historically accurate)? In
OPINION or NOT APPLICABLE. When a Gettysburg'88 IAH:
effect, how was it as an historical Battle for Germany (S%Ti 137. A (as a game)
question requires a "yes or no" answer, "1" 57. A (as a game)
138. B (as a simulation)
means YES and "2" means NO. When the simulation? 58. B (as a simulation)
139. C !the rules)
question is a rating question, "1" is the 59. C !the rules) 140. D !the graphics)
60. D (the graphics)
WORST rating, "9" is the BEST rating, "5" is 141. E (overall)
Question C- What did you think of 61. E (overall)
142. r (solitatre)
an AVERAGE rating, and all numbers in 62. F (solitaire)
143. G (money's worthI
between express various shades of approval or the quality and "completeness" of 63. G (money's worth) 144. No question
disapproval. the game's rules (was everything 64. No question
Grand Army of the
The following questions ask you to rate the . thoroughly explained, including Horse Soldiers (S&TI
Patomic ('J'P'G)
65. A (as a game)
articles in this issue {1 =poor; 9=excellent; examples and illustrations)? 145. A (as a game)
66. B (as a simulation)
146. B (as a simulation)
0 =no opinion]. Be sure to rate the article, not 67. C Ithe rules) 147. C (the rules)
the game, book or product reviewed! 68. D (the graphics)
Question D- What did you think of 69. E (overall)
148. D (the graphics)
149. E (overall)
1. Editorial the physical quality of the game's 70. r (solitaire)
150. r (solitaire)
71. G (money's worth)
2. Tank Leader Scenarios 151.
3. Shogun Variants
components (map, box, counter, art 72. No question
G (money's worth)
No questwn
152.

4. Ancients Scenarios & illustrations, rules book, and/or


l<anev (S&Tl
CRT screen displays for computer Wargame Construction Set
5. Battle for Moscow mini-campaign Game 73. A (as a gameI
(SS!)
games)? 74. B (as a simulat.io/n)
6. Great Patriotic War errata & variants 153. A (as a gameI
75. C !the rules)
7. Fireteam scenarios 154. B las a simulation)
76. D (the graphics)
155. C (the rules)
8.4th Edition World in Flames preview 77. E (overall!
9. World in Flames strategies
Question E-What did you think of 78. F (solitaire)
156. D (the graphics)
157. E (overall)
lO. GDW's 1940 scenarios
the game overall, both as a game and 79. G (money's worth)
158. r (solitaire)
80. No question 159. G (money's worth)
11. Rommel in the Desert scenario as an historical simulation on a 160. No question
12. Fortress America variants given topic and scale as well as the Le� lnvad�s the North
13. Battle for Germany scenarios (CounterAttack) Team Yankee (GDWI
physical product quality? The single 81. A (as a game) 161. A (as a game)
14. Zulu War complete mini-wargame! 82. B (as a simulation)
value at which you rate this must be 162. B las a simulation!
15. The Zulu War of 1879 historical notes 83. C (the rules)
163. C (the rules)
16. Platoon scenatios considered as a synthesis of these 84. D (the graphics)
164. D (the graph1cs)
85. E (overall)
17. B-17 variant articles elements, and the game's success at 86. r (solitaire)
165. E (overall)
166. F (solitaire)
18. Okinawa variants merging them. 87. G (money's worth)
167. G (money's worth)
19. Team Yankee variants 88. No question
168. No question
20. Last Victory errata
21. Raid on St. Nazaire variants Question F- How would your rate Zulu War (BattlePlan)
Afrika Korps IAHI
89. A las a game) 169. A (as a gamel
22. Squad Leader 1948 ideas the Solitaire Playability of the game 90. B (as a simulationl
170. B (as a simulaUou;
23. The Last Victory variant on a 1 =none to 9 =perfectly suitable 91. C (\he rules)
171. C (the rules!
92. D (the graphics) 172. D (the graphics)
24. Winter Storm viarant for solitaire play scale. This number 93. E (overall)
25. Midway scenario 173. E (overalll
represents the ease of getting the 94. F (solitaire)
174. F (solitaire)
26. Gamer's Guide Classifieds 95. G (money's worth) 175. G (money's wor'thl
27. Eo'eedback Forum maximum amount ofthe enjoyment 96. No question
178. No question
28. Issue Overall and learning from the game systems Raid on St. Nazaire IAHI
97. A (as a game)
29. Was this issue better than the last one? through solitaire play.
98. B (as a simulatlOn)
30. Assume that you don't subscribe to 99. C (\he rules)
100. D (the graphics)
Battleplan. Would the quality ofthis issue be
Question G-Did you receive your
101. E (overall)
enough to get you to subscribe? money's worth for the game? 103. F
102. (money's worth).
G (solitaire)

31-32. No Question.
(1 =Yes; 2=No). 104. No questwn

Enemy In Sight IAHI


Ifyour haue not played these games, 105. A (as a game)
or have not played them enough to be 106. B (as a simulation)
107. C (the l"ulesl
able to accurately evaluate them, 108. D (the graphics)
109. E (overall)
simply placeO's or dashes (-) in all 110. P'(solilairel
the boxes. 111. G (money's worth)
112. No question
need for supplemental material for the happy to see us publish new ideas on their
Feedback Forum wargames you already own. old games, even ifSSG is not.

Battleplan Issue #6 Feedback "Are issue 1, 2 and 3 ofBattlePlan "Please stay away from very many
available for sale?" computer game promotions. I think
No. We did discover a small cache of computer games hurt the boardgame
numbers 4 and 5, and a few #6's remain, hobby. I look at Computer Games as role­
but the first three issue have already become playing- bad for the hobby."
collectors items. A #1 recently sold at a -T. Hively,Waco, TX
local L..A. game auction for$15. Maybe Well, since it's though to do variants
we'll reprint some of the better articles. and scenarios for most computer wargames,
Would there be any interest in that? you don't have much to worry about (yet).
We take the opposite view on Computer and
"Please include more variants and Role-Playing games, however. A good
scenarios. I get all of the 'reader' articles I wargamer can convert any lay person wha
could want in S&T and various other begins a career in Adventure Gaming with
historicaVmilitary magazines." Computer or Role-Playing games. We feel
-P. Conrad, Manhattan Beach; CA that they should be embraced for their
"About reader articles vs. variants: A ability to outreach. If we fail to make their
good variant includes [some] readable audience "'real wargamers," its our failure,
history/strategy." not theirs for ..stealing" away hard core
-T. Kane, Farmington, ME grognards.
"[Question] #25 is key. I agree with
your analysis. I prefer the present mix and "More play-by-mail variants, please.
the intent ofBattlePlan. Readers can get [Also, how about a] forum I market for play­
F&M." by-mail gaming?"
-E. Czyryck, Millersville, MD -H. J. Gerber, Edmonton, Alberta Canada
Clearly, our readers want variants and There's an idea! If you'd like to see
scenarios or they wouldn't be buying this more on play-by-mail wargaming, say so on
So whatdoes this mean? magazine. Surprisingly, though, the this issue's feedback card when you send it
Yet again, you like this column best! "readable" articles rate higher because in. Perhaps we'vesomething
unintentionally) very important,
neglected(quite
everyone can agree that they're nice (as
A pattern developing is the consistently
high feedback ratings given to articles on opposed to a variant for some game which a indeed, to our readership!
S&T games. Presumably, this is because reader might not own, and sticks it with a 1
or 2 feedback rating, thus killing it
they are "common denominator" games
that many people own. Also consistently statistically). Our plan is to make sure that
Works In Progress
We now present Zulu War, live and in
rating high are the best selling "classics," the majority offuture pieces include a bit of
color courtesy of Designer Erich Faust, Art
like Russian Campaign, Squad Leader history or strategy at the beginning or end
of the article as something a bit more Director David Fuller at Earth Surface
and the like. We'll try to aim more towards
Graphics, and a supporting cast of
readable than hex numbers and unit
these and the latest releases in future
strengths for a game you may not own! thousands.We hope that you'll break out
issues ofBattlePlan. the rubber cement and thick cardstock,
50% of you thought issue #6 was
"No comprehensive wargame mount the counters and map and give the
better than the last one (how could you game a bash. This one is really a fun little
remember all the way back to issue #5?), convention calendar exists. It should. Do
it!" number.
while 62% said that you'd subscribe based
-P. Meyer, Hilton, NY While BattlePlan awaits the next
on issue #6. That's pretty respectable from
When asked so politely, how can we Battle for Moscow game to include in a
a publishing standpoint.
refuse. ![ our Gamer's Guide Classified future issue (would somebody out there
Question #25 in last issue's feedback please design it!), we have other games
Editor, Perrin Tong, will do it, it shall be
asked about how much "reader" material
currently under playtest at our Long Beach
you wanted in each issue. The runaway done!
office and elsewhere by organized game
majority indicated that "maybe a few more
"Maybe an article I variantIscenario clubs. Some of those titles include:
readable articles would do nicely." The
for GDW's Third World War or AH's Naval Commander. This is a modern
second largest voice said we had it just
Blitzkreig [would be nice]." version of the popular Naval War card
about right already. Therefore, we will -J.
Gezzel, E. Lansing, MI game. While the basic game is pretty much
strive to preface or end every boring to read
"[l] would like to see articles on what you'd expect (with a lot more fast and
set of scenarios and variants (which consist
variants for SSI's Russia computer game." furious play, as a modern game would be),
mostly of numbers) with a bit of history t.o
-D. Coyle, Virginia Beach, VA there will be expansions for this game. The
explain them. At least you'll have Naval Commander expansion kit will
As ever, our policy is that we only print
something to read, even if you don't own
what we receive.lfyou really want to see an give players"sides" (NATO vs. Warsaw
the game in question!
article on a specific game, write it and send Pact) playing as teams. Each pair of players
it to us.lt's not like we're sitting on a giant will square offin a Oceanic Theater ofWar,
obtaining missions and counter-missions,
Reader's Comments: backlog ofarticles deciding weather or not
"Sometimes a variant/scenario is the to hald up the Blitzkreig piece. Check out contesting the seas in search of victory
catalyst for renewed interest in a game page 62, write us an article,share your (points). Later games will add an air
heretofore collecting dust or untried." ideas with your fellow wargamers, and system, and perhaps even a land system.

.w. Waldau,Olympia, WA earn a couple ofbucks on the side. Before you know it, operations ofWWIII
That's what BattlePlan is all about!
For Mr. Coyle, I can recommend will become the ultimate card game!
When you buy a role-playing game or get reading SSG's house organ Run IS, as the Red Sun Black Cross is back in
into miniatures, there are all sorts of
best place to get variant$ for their games. house, awaiting typesetting before going
supplemental materials you can buy, but
Ian Trout becomes very upset whenever we off for playtesting. After that, it's off the the
once they sell you a wargame, it's "'Good­ do anything with SSG games, so our policy printer and then to you. Once we nail down
bye and good luck." BattlePlan fills the is tojust not bother. Every other company is those scenarios, this project will be out the
door!
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- -

- -

R
-
-

struct any Napoleonic


th : pages O. ©

-
tions. INC. : rights reserved
-

300. :45-4525. to receivessrs complete


all* -
product catalog|
Plete P
#*
-i. -
-

- -
torff Avenue, Mountain View,
-
- -
-
army.
drawn
time the
lhtavy the
the volley
rifle would the in order
:oplit. col
threaten
Theto command
Zulu to
hould
rapital.

Of the five British columns origwmlly transport at a


Chelmsford left most of the camp at
guarded
Historical Notes
intended for the invasion of Zululand, only
by Dennis L. Bishop
Column I (CoL Pearson) on the north, lslandhlwana and procet>ded toward
Column 3 <Col. G!yn) at the center, and Ulundi with the "flying column'' In the
4 tCoL on the any proper military of the
offensive 11iu sound
day, uuld have ered
column,
"capital" of the
arn1y,
and animals,
a tlw
Column 5 (Col. Rowland�> at forward many
The echoes of like Zulu ;,dvantages by the Zulu
and Zulu Dawn alive the spirit of the army. However, Chelmsford's to

Victorian colonial experience. Who eould Luneburg and Column 2 <Col. Durnf(>rd), split his forces would result in one of the
resist the lure of the thin red line as it much to Durnford's disgust, along the most famous defeats of the colonial British
clashed with a wave of man destroying Tugela, were ordered to the defense of army.
Zulu cry, ",Ju, Natal and
Zulu counter against an
shouting
topic for one
War is thHt. 22, I Zulu irnpi
Ju,
around was

rnhanced by If the were 11n the North lslandhlwana.


Zulu Wl'rl'
committed to a defensive strategy_ , Durnfo !umn had
disobeyed orders to stay behind and watch
The two armies that confronted one
another in 1879 varied widely both in Cetshwayo <King of Zululand) ordered his the border, instead Joining Glyn's central

weapons and tactics. The most common impis (armies> to avoid prepared positions, invasion forces. As Durnford started for­
tactics used by th.e British army were to and instead harry the British lines of ward to join Lord Chelmsford and the
supply to the invading columns to "flyinl! column," the Zulu impi attacked.
and provnkr- l.hPtnfantry
Zulu to a
hs izinduna
their their
The
Zulu was set tragedy.

sustained lire, supportrd succeeded the


rocketb, guns ttle. Th had the
the Zulu attack was broken, the cavalry The Zulu
a short, that would
command was committed
decisive strike a decisive blow tothe
would then pursue, followed by native invading army. Within hours, the British
crush the invaders and threaten NataL force of over 1,700 men was overrun and,
levies.
Cetshwayo reasoned that by withholding the
evenLime,
moreallimportantly
of the transport was
to Chelmsford
his impis from actually crusstng intu Natal,
Unlike in the movies, Zulu army
would would
the
bring
destruction
u Zulu
ve
anin the
sue for
British
invasion
nation. This
as depirtrd
wa battle
he movie
nut .. rush." Warrion�
into
lo 1\Jrtn tl.lonal f(Jrma
columns,

quite easily. The


loins (reserve)(flankrti, (center)
distinctive
the Zulu reserve at
tactical deployment of the Zulu was based lslandhlwana in a state of battle frenzy
upon closing with the enemy and The Zulu War began officially on (having been denied their share of the
January II, 1879. CeLshwayo sent an impi vicLory at lslandhlwana) disobeyed Cetsh­
overpowering him with their traditional
short stabbing spear <the assagad. This of 20,000 warriors the center wayo's
l{ivN directives and cros::;ed the Rorke's
bloodily
arriors
deal with
to
i\t
was " rriors) to A
was the cen
Drift. the Drift,
spread l<nemy,
lines in "
the movi11 The Zulu

this encircle center retired tspersed


It is interesting to note that
accomplished, although
force. each
collected mnants of
large reserve of over warriors was Glyn's column and retreated to Natal to
ibutho (regiment) had its own war cry, helu at Ulundi to any British prepare for Zulu invasion there that
during the campaign against the British in cavalry, an expecled amphibious invasion never wa� to corne.
in St. Lucius Bay, or an invasion from the
1879, the shouted the national war
hu." The
faltering tobe
pursuv
used North by Swazis in support of
incursion. To north, Col. Prnrson's column
had Tugela with 4,750
men
more than column
The Column under Col.
tactics dictate and, sometimes Spruit early in January.
menThe column as he along
Lhe strategies,
c
Thisadvance hispruLect
slowed to advancehisconsiderably,
supply but
dictate tactics. The Zulu War advanced, in spite of by the Zulu
was a good of both. The British allied tribes, to the right bank uf the White ensured the safety of his forces.

commander, Lord Chelmsford, had decided Mfolosi ]{iver on January 21. On January
in 187R that only one pitched battle was 2fi, Wood withrlrew to Nkambule II after
to destroy among
army.five of batLies of 22nd. was by a Zulu
They were by Col. Lmds imp; 4-C>,OOO Zulu and allies.
ulars of Column in The defeated retired from
army were by
the Pearson the proceeded to
reasoned, wrongly,
and native
that he would be able The Center Column, under Col. Glyn, Eshowe where, on January 28, he learned
irregulars levies.
started from Rorke's Drift with 4,700 men. of the disastrous British defeat at
to entice the Zulu to battle without worry Lord Chelmsf(Jrd accompanied this column lslandhlwana. There, he built Fort Eshowe
of being out-flanked. Once the Zulu could personally, as it took the most direct route and the Zulu besieged him.
to Ulundi. At a gap called lslandhlwana,
l:ly the days of January, 1879, Lhe The Zulu
(regiments) one last
commaud
for assembled
battle the Ulundi. It
outside
status of the opposing armies was dear. The
British army was no longer able to threaten appears that most of the amabutho were present
Ulundi, but still maintained forces in the field for this battle, however, the spirit that had
capable of eventually continuing the offensive. motivated the warriors to their earlier victories
was
had
The
hoped. willing
The to had
!\1eanwhile, peace
the had
Zulu
some
colonial
that dd"eats,were
as 1butho was

were nol able to Ulundi


was destroyed,
Duriug k July
was
the 4, burned, and

d1spersing to engage in their primary peace time


occupation Cetshwayo was made a in his own land.

Ironically, the failure of the Zulu to press The hostilities continued until September 1,
later
their
Island
time
Cetshwayo the Zulu iined
continued
colonists. by
;;organiz(·
to negotiate a peaceful
army would setas
England. 2, fewstageaware
the
the
Zululand
Cetshwayn for
to forces
thal
llri that
andto would
small
departed

settlement to no avail. eventually see the expulsion of the English from


South Africa, and the of many modern
In the lull that occurred during F'ebntary leaders of black natlOnalist movement in
and Marrh, hi SouLh today.
the
him Zulu
there. forces inremf11rced
relief
remanil Onth<'
Eshowe.
the l{iver
:?H,
:;amehe

Clammer, David- The Zulu War.


David & Charles: Newton Abbot, 1973.
These two armies met at Gingindblovu un
April2, 1879. The Zulu impis of 12,000 warriors Clarke, Sonia-Invasion of
were clefeated, b�in!� routed from the fi.,lcl.
Eshowe was
combined onlyrelieved on
active
back force r
, and
Zulu 1879. P1·ess:
Johannesburg,

ZuluLwd, Wood's combined easL CyZulu Dawn. Pinnacle

Chelmsford had ordered Wood to ereate a


Books, Jnc.: Los Angeles, 1979.
diversion to assist the relief operation Pearson.
Wood dispatched two mounted columns, one Furneaux, Rupert-The Zulu War:
under Colonel Buller and one under Colonel
lslandhlwana and Rorke's J .P
Russell, clear the Qulusi and from Company: Phi
colum
from and wac. Zulu &.
the Ulundi,
engaged 20,000On 28, los:;es.
New

P.S.- A Field Guide and


to the War in
Wood's column then retreated into his
entrenched camp at Nkambule where the last of
Zululand, 1879. University of Natal
the Zulu reserves attacked him for four hours on
March 29. This was to be the point of the
Press: 1979.
Zulu
safe !n dissolved
their there,
aud was
The War
1976.

battalions of the British army arrived as Morris, Donald R.- The Washing of
reinforcements untiI, on April 17, the second the Spears. London: Jonathan Cape,
invasion began. The second invasion was almost
an anticlimax to the war. Two large columns
1976.

moverl toward Ulundi, combining outside thP


their
Zulu The had fmm
fight to or 1
Uni & War
Books: New ,
N.Y.,
1979.
| till Mawmgwma
* - * /* - Designer: Erich Faust
| £ 50 C
|Noken
20 e 0
-
6 20
-
Development: Dennis L. Bishop
James C. Gordon, Alan Emrich.
Dabulmmzi Ntshngwyo - Lew Fisher
- - - Playtesting: Robert Jacka,
10 Battle - - Pete Flahive. Jeff Albanese.
Gary E. Smith plus the Developers
- -

Thelmsford. Durnford - lve in Dużeńe Historical Research:


Ż--> Godide Siwendu Somopho - - - Dennis L. Bishop James C. Gordon
10 (8) £ .

|
*
© * A
6
50 * 20
©
10 Graphics and Design:
Al G1/A1 1 (2) (3)
- - -
-
L. |
imbi in Dondhlo .
David L. Fuller/EarthSurface Graphics
Glyn Pearson Rorke's Drt um(Jakn - -

l
-

9 G-I lequio) oeIoW


9-7 8-I eul Tell: oolow - -
Aelds Ol 3|J&#|
9-G v-I eup"I AiueH-fun.iew - |GOH!3.3.I.
9-G 7-1 aul'I Sullied
9 gi auriKielluv
11n. Issod au/T 8wland

sellenses
TITZ
lUIO.LITS
loojo. Ol
Složiū
ODUIBADV

'eleu MoeUIO
eleioW IIej
leum shiun
ninz e3eld

Explanation: Thethe
number to the left that
of the
Melee Combat Results Table slash represents Zulu casualties
#. 1-1 to 2-1 || 3-1 to 5-16-1 to 101 1 to 20.1 21-1 + melee round; the number to the right of the
slash represents the British casualties. Zulu # of Dice Rolled Per Factor of
1. DE units suffering losses must undergo a # sines -

PIOB.I.L. D.I.O.O.Q.
DE morale check. DE means that the defending Artillery #:
DE
(i.e. British) force is entirely eliminated.
Zulu losses on a DE result are equal to -
| 2.2 || 00. | 0. - - Allense) IIITIZ
one-half of the British losses eliminated by
DE the DE result, rounded down. Remember.
DE losses are multiplied once for every ten (or
fraction thereof) British melee strength - Game Turn
DE points present in the melee. - Record Track
Zulu Surprise
Die Roll
e.
Br. Withdrawal
Die Roll
* - © (3

© OO ©
2 ||
@ 12 Q (-)

$ 11
@ 12 Q (-)

4 12
26 @ 12 Q (-)

A 5 13
Iziphezi Umhlaluze - © ©O 1-)

33 © *• ©
O - | 7 15
chandlow - | | © 13 (1) ©
- - SEQUENCE OF PLAY

- -)- Zulu Player Turn


Drift - -

I. Movement Phase (3 mps/unit)


II. Combat Phase
A) Roll for suprise
B) Roll for Redoubt attack
C) Determine Zulu strength
D) Combat Segment

in E. T.
I. Movement Phase (2 mps/unit)
A) Reinforcements
B) Movement and Probes
C) Pre-Combat Withdrawals
D) Redoubt placement
II. Combat Phase
A) Determine Zulu strength
B) Combat Segment

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