Battleplan Magazine 7
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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
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
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
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
Historical Summary
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
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
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
OJ
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
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.
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
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.
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
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
�
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
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
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).
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
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
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.
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.
SpacEGall1ERFantasyGan1�1·
********
REFERENCES CITED:
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,
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.
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.
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
Captain
Plane:
********************************************************
********************************************************
--
-
|
+
|
*
. *
ta\Cl
44
Clt’)
++
S. Y
t–0-+0.
SUn
BATTLEPLAN #7
BATTLEPLAN #7
OKINAWA
THE BLOODIEST BATTLE IN THE PACIFIC
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
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
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...
La Bataille de la Moskowa
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ORCCON12
Looking For An Out Of Print Game?
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Game Convention
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
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.
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.
-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.
.
Buy/Sellffrade
listing
in the Gamer's You are not alone...
Guide: Classified! Find your next opponent with a
31-32. No Question.
(1 =Yes; 2=No). 104. No questwn
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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army.
drawn
time the
lhtavy the
the volley
rifle would the in order
:oplit. col
threaten
Theto command
Zulu to
hould
rapital.
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
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.
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
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
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.
|
*
© * 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
-
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
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