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be allowed to fire in the turns before and after Division Engineer Bn should be SP. have an engr.co. as well (with h-ts in the arm
loading or unloading. (Actually these restric- General Organization notes: The VG Fusilier inf reg).
tions could apply t o the 8.8 cm AT and 122 co should also have an IG (75mm) platoon. Stacking with the mortar, SP CP and SP 751G
mm infantry guns as well; they were damned There should be 3.2 cm Flak in an arm.inf.bn. sections - let one be added t o any stack, while
heavy pieces.) The 17 cm units require 5 turns 1 in the mot.inf.bn; this means 4 in the arm-in- 2 or 3 are treated as another whole unit. The
after unloading t o prepare for firing and 3 f.reg. of the Panzer div., but only 2 in its non-mot 81 mortar section can be carried in
turns t o load before moving. Mot.inf.reg. Neither should have a 20mm(2) transport unit in addition to any other unit
unit. The inf.reg.'s of the pzr.div. should each being carried...
I V Additional units: This section includes
some comments on the additional units given
in the designer's notes, as well as some units of
other origins and indications of their employ-
ment. SUGGESTED ADDITIONAL GERMAN UNITS FOR PANZERBLITZ
(A): Artillery - The additional artillery units
UNIT DESCRIPTION
given i n the design notes are based on 6 weap
ons per battery. This scheme was followed in
the WESPE and HUMMEL units as well in the 28 H 32
Volksgrenadier divisions, but the other divi-
10.5 cm arty bty 4 light field howitzers, ammo
sional artillery battalions followed the stand-
ard 3 batteries of 4 weapons scheme. So, for vehicles, about 130 men
the nit-pickers, reduce the attack factors of the
17, 15, and 10.5 cm units to 32, 40 and 28 15 cm arty bty 4 medium field howitzers, ammo
while increasing their number from 2 to 3 (or vehicles, about 180 men
6 to 9). Also, the Panzer, SS Panzer and Pan-
zergrenadier artillery regiments had 32 cm flak
units which are not shown.

I n summary, I suggest the addition of these 2 cm Flak (SP) 6 unarmored halftracks with mounted
units, beyond those suggested in the design flak, plus ammo vehicles, about 40 men
notes. The fact that they are all German is due
to lack of data on Russian weapons and the 3.7 cm Flak (SP) 8-9 weapons on a Pz I V chassis, ammo
belief that most of the weapons used by the vehicles and about 50 men
Russians are already included.
Elefant platoon 4 88mm A T guns(SP), with ammo vehicles
Use of these units: Heavy tractors should be about 50 men
used for the artillery, Nebelwerfer,.88mm A T
guns and the bridges. Light tractors should
Brumbar platoon 2 15 cm assault guns, ammo vehicles,
about 30 men
generally replace trucks and halftracks as
prime movers for Flak, AT and infantry guns
and 120mm mortars. A 3.7 Flak SP should be le IG section (SP) 2 75mm infantry guns mounted on
halftracks about 10 men
added t o each tank regiment, and one should
replace the 2 20mm(4) in the VG A T Bn. The
towed 2cm Flak in the Inf. Div. AT bn. should m GrW section (SP) 2 81mm mortars mounted on halftracks
be replaced by SP units. Brumbar units can be about 10 men
used in place of the GW38(M). Elefant AT
guns (also called Ferdinands and Porsche Ti- m GrW section 2 81mm mortars, about 15 men and 2
gers) were employed in one battalion (3 co of horse drawn vehicles
3 platoons). SP 75mm IGs-there were 2 guns
in each of the rifle companies of the armored Armored CP 2 radio equipped halftracks, about
infantry bn, and 6 more in its heavy weapons 10 men
co; So replace the 2 StGI I I units by 6 of these.
81mm mortar sections-each engineer, security 5 unarmored halftrack prime-movers,
and VG Fusilier co has one; use 3 t o replace about 10 men Class C unit
the regular mortar units in the armored and
motorized infantry bns; the recon bn should -tractor 5 unarmored halftrack heavy tractors,
have 2 SP sections and a full SP platoon; the
1 S ~ K I I ~10 about 5 men Class C unit
sections in the arm inf bn should be SP, and
one of the three sections added t o the Mobile

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Panzerblitz Revisited
You are controlling 23rd Panzer Division in
Situation 2. Going into the Soviet half of the
last turn you have, through magnificent defen-
terrain road hexes without drawing fire during
movement. Firing is delayed until movement is
complete becauss it takes time t o organize ef-
.., .. HOPP

it is not mistaken for a dispersed unit), but has


a marker penny, etc. placed on it. The marker
is removed from ALL weapons fired during the
sive tactics, kept the Russians to within 8 hex- fective fire against a target in limited vision impulses of a given side at the end of that
es of the northern edge - suddenly, out of the terrain. side's Close Assault Phase. 1.e. I n Side A
underbrush, under the muzzles of all your phases, markers are removed from guns fired
tanks, guns, and miscellaneous death dealing Note that the adjacent defending unit can act offensively i n Phase 2, and those fired defen-
weaponry, a truck scurries into hex 18 and as a spotter for other direct fire. sively in Phase 3, at the end of Phase 4.
Decisive Victory. What a frustrating and ab-
surd disaster. C. Situation 3 - if the moving unit is either 4. A unit dispersed during a defensive fire turn
adjacent to a defending unit, or in open terrain is flipped up at the end of the opposing play-
Well, this problem certainly bothered me, espe- (within range and spotted) at the end of its er's offensive turn. This keeps the number of
cially as several attempt to overcome it, such movement phase. dispersed ' phases due t o offensive and t o d&
as use of the ' Phase Movement & Return fensive fire roughly equal. To differentiate be-
Fire' Rule and offshoots from it, all fell short Defensive fire takes place after the attacker's tween a unit dispersed by defensive fire from
of the desired realism. My latest, and hopefully movement ceases. This enables defending units one dispersed by offensive fire, place a marker
final, solution is summed up in Fig. 1. Note t o fire upon a unit which has either not on the unit overturned by defensive fire.
that this form can be used t o keep track of moved, or has finished its move within range
turns, and impulses within turns. of, and visible to, these units.
5. The Phase Chart (Fig. 1) includes an o p
The prime change t o published game proced- GENERAL tional rule which would prevent any unit
ures is the addition of defensive fire DURING 1. A defensive weapon can be fired only once which fires defensively from carrying out any
the attacker's movement. This defensive fire during this phase, regardless of how many offensive action. I am personally not in favour
can be carried out in any one of the following situations it is capable of firing in. of its use as it would further slow the offensive
situations: which, in most Panzerblitz situations, already
2. For simplicity sake, all LOS determinations has enough problems.
A. Situation 1 - I f the moving unit moves are made from the centre of the firing hex t o
more than two successive hexes in clear sight the centre of the target hex (Real-Space Line 6. As most situations contain a distinct bias
of one or more enemy units. of Sight Determination). towards one side or the other, I would recom
mend that Panzerblitz victories be measured
Defensive fire takes place during the attacker's 3. When a weapon is fired (whether offensively after combatants have played both sides of a
movement. The target must be visible for more or defensively), it is left upright (to ensure that given situation. em
than two successive hexes t o allow time for the
defensive weapons to be targeted and ranged.
The defending weapon can fire at any point
during the movement of the target unit, after Figure 1
the target has passed into the third successive
hex of movement visible to the weapon. SIDE A PHASES SIDE B PHASES
A target which has been visible t o one weapon 1 Execute minefield attacks. 5 Execute minefield attacks.
for three hexes and to another for two or few-
er hexes, can only be fired at, in that hex, by 2 Fire. 6 Fire.
the first weapon. I f a unit is visible t o t w o or
more weapons for the required number of hex-
es, it can be fired on by all those weapons
Move non-firing units1 execute over-
runs.*
' Move non-firing units1 execute over-
runs*
either concurrently or successively. A unit
travelling through successive fields of fire can, Make Close Assaults1 flip all units (ex- Make Close Assaults1 flip all units (ex-
therefore, be fired at several times during its cept those dispersed in Impulse 31 right cept those dispersed in Impulse 7 ) right
4 . side up. Also flip units dispersed in Im-
movement (Note: Defensive fire is the only sit- slde up. Also flip units dispersed in Im-
uation in which a unit can be fired at more pulse 7. pulse 3.
than once during a single impulse).
*Defensive Fire. Rolled DURING the moving player's phase,
0. Situation 2 -
I f the moving unit moves ad- using only direct fire, under the following conditions:
jacent to the defender (regardless of terrain).
WHEN DEFENSIVE FIRE
Defensive fire can take place during unit move- SITUATION ROLLED
ment (Category 11, or after it has been corn-
pleted (Category 2). Unit moves MORE than two succes-
1 sive hexes in clear sight of one or more During unit movement
-
Category 1 I f the adjacent hex that the mov- defending units.
ing unit enters is clear terrain or clear terrain
road, then it can be fired on immediately r e Unit moves adjacent to defender-
gardless ,of how many or few clear terrain hex- As unit enters adjacent hex
2 a. Adjacent hex is clear terrain or clear
es it has previous crossed; thus a loaded vehicle
terrain road.
could be fired on before it could unload its After unit movement has ended
b. Adjacent hex is other than above.
cargo. This is to reflect the fact that defensive
weapons would be firing at point blank range
against a target i n open country. Unit is either adjacent, or i n open ter-
3 rain (within range and spotted) at the After unit movement has ended
Category 2 - I f the adjacent hex that the mov- end of its movement.
ing unit enters is other than clear terrain or
clear terrain road, that unit cannot be fired at Optional Rule. I f a weapon is fired during
until attacker movement is complete. Thus a this impulse, it can be neither fired nor
transport can unload and then pass through moved during its own offensive impulses.
further adjacent nonclear terrain or nonclear
19

Figure 2
Situation 1 :
2 spots 1 i n hex A, and can fire starting i n
hex C.
3 spots 1 i n hex 6, and can fire starting i n
hex D.

Situation 2 (Category 1):


2 can fire at 1 when it enters hex D.

Situation 3:
I f 1 ends its movement i n hex E, both 2 & 3
can be fired at it ( I f they haven't fired
previously).

-
Figure 3
Situation 1 : Does n o t apply.
Situation 2 (Category 1):
3 can fire at 1 as it enters hex A.
4 can fire at 5 as i t enters the hex its
shown in.
Situation 2 (Category 2):
3 can fire at 2 after all movement has
been completed.
4 can fire at 2, spotted for b y 3. after all
movement has ceased.
Situation 3:
3 can fire at 1 or 2.
4 can fire at 2, spotted for b y 3, or at 5.
(Note: As firing is carried out, i n this
situation, after all movement has ceas-
ed. the truck could unload its troops
before being fired on).

S&T 21, featuring


The Flight of the Goeben game
There are actually four games in this issue
(all with unmounted counters). The Flight
of the Goeben (Strategic) contains t w o
11 x 17" maps, counters and other play-
aids. It involves the Allied search for the
German battlecruiser Goeben in the Medi-
terranean during August 1914. A unique
"search" system,including "secret die rolls"
for such things as objectives and victory
conditions,as well as a realistic coaling rule
make this a unique game. Also in issue 21 is
a "minatures" game, Flight of the Goeben
(Tactical). The Chicago-Chicago! game re-
creates the situation in Chicago during the
August 1968 riots. Complete with 22x28"
playing map ,rules and play-aids. A fourth
game, Invasion, is in the Games column.
Also articles on the British army in North
Africa, a review of the Test Series Games
plus regular features.
$3.00, f r o m Simulations Publications
""+
by John Govostes

I n Designers Notes (Game Design #5), Jim Rule"). I feel we must tackle this factor t o BAROSSA, STRATEGY I, USN, etc. This
Dunnigan dealt with the "idiocy factor" in make game theory a viable situation-solving represents the perceived use of the military b y
game design. Another name for this factor has tool. We must make the idiocy factor work t o the government and the goals sought beyond
been the "rationality concept" of game design. make simulation games more than sterile tests single battles and campaigns. The information
This is a critical concept because game theory of wits under controlled conditions. We must is also available, b u t i t is more difficult t o
has been criticized primarily on the grounds use idiocy factors t o increase realism* and assimilate and reduce t o probability tables. A
that it forces players t o maximize some value abandon the concept of rational behavior i n good start has been made toward this b y the
(i.e., behave rationally); does not account for game theory. National Objectives tables i n Origins of World
deviant behavior (idiocy or irrationality); and War Two.
generally, presents a sterilized version of real- I perceive three levels of idiocy i n any historic-
ity. These attacks present a severe threat t o al situation being analyzed. The first is the I am opting for a system first p u t forward b y
game theory and are one of the major factors personal level. This is the simplest lwel and Nathan Leites (A Study of Bolshevism, 1953)
i n the relative unpopularity of simulations and dates back t o PHALANX and D A R K AGES. - operational codes. This is a means of
games among the academic community. This This represents the personality of the com- understanding behavior patterns and responses
article is concerned with three important mander (or commanders) of the various armies through an understanding o f doctrine. We have
aspects of the question of "idiocy" and the present Psychoanalysis offers us the tools of done this type of analysis i n S&T. To a certain
hope of "completing" game theory t o make it classification of behavior traits and patterns extent, one could argue doctrine is incorporat-
a less sterile mode of understanding situation- that could enable us t o construct biographies ed into a game. A unit's movement, firepower,
solving. and probability tables of likely actions (and and organization are partly functions of doc-
successes) for these men. trine. But S&T began a construction of units
Mr. Dunnigan sets forth t w o planes of idiocy. (CQ's) which ignored doctrinal aspects and left
The first is the plane prior t o the historical The second level is militaw. This is the these factors t o the rules. I would include
situation. This can be incorporated i n the rules operational doctrine of the military establish- these factors under doctrine or more properly
of the gamelsimulation (e.g. KURSK). The ment in question. From such a doctrine, expressed - operational codes.
other is the idiocy manifested during the probability tables regarding types of form-
historical situation. This cannot readily be ations, actions, and results could be construct- Up t o this point, we have three levels of idiocy
built into the game/simulation because of ed which would limit the player's actions i n that take place i n a campaign (any or all of
unfeasibleness, complications, etc. (FRANCE, situations being simulated. Several articles have which may be included i n a single simulation
1940). This plane of decision, Mr. Dunnigan been done on the different militaty establish- situation). We have means of operationalizing
asserts, has been left t o player control. Because ments and their doctrines. The information these concepts outside the rules. That leaves
of this, he further asserts (also correctly) that seems readily available for this operational the third critical aspect of game theory -
we think our present frame of reference, thus step. decision.
making historical re-creation unlikely. We tend
t o seek ways around rules designed t o build in The third and most complex level is the It is well t o remember that decision theory
such idiocy (escaping consequences of "Feudal political. This is crucial in games like BAR- preceded game theory; i n fact, game theory is

S&T 22, featuring the Tac 14


(Renaissance of Infantry) game
Tactical Game 14 contains a 22x28" map,
unmounted counters and other play-aids.
The game is tactical (each unit represents
some 500 men, each hex some 100 meters).
I t covers the period 1250-1550AD when
infantry replaced the mounted "man-at-
arms" ("knight") as the decisive weapon.
Each unit represents a different type of
soldier (pikemen, light and heavy cavalry,
long- and cross bowmen, artillery, arque-
busiers, etc.) These are combined t o pro-
duce 2 0 different battles of the period
( f r o m Adrianople, 378AD t o Pavia,
1525AD). Special rules have been devel-
oped t o re-create the unique conditions of
tactical level warfare. Also i n issue 22 is an
article on the Renaissance of Infantry, as
well as a "Profile" article on the develop-
ment and use of the German Me-109 fighter.
Introduction of GAGE game reviews plus
regular features.
$3.00, f r o m Simulations Publications
an offshoot of decision theory. But the critic- his goals. This means when a player seeking the ultimate experiment, going beyond CHESS
isms of decision theory (decision concern, total victory while he has only the capability or any other game into the realm of emotion,
individuals ignored, consequences of decisions of achieving marginal victory, he i s likely to drive, ambition, and understanding. That is
ignored, zero-sum aspects, false picture of become emotional, behave irrationally in his what game theory must seek. Each successive
inputs, gap between "real" decisions and moves, etc., unless he revises his goals down to step brings us closer to duplicating reality.
academic ones etc.) limit its value t o those reality. The means of handling this pattern of Once we have achieved that, we are only steps
concerned with conflict resolution. The prob- decision have been built into simulation games away from simulating (with predictive capabil-
lem hinges on how people reach decisions - by using the victory point system and three ity) the future.
behavior patterns. Probability tables must be types of victory. Still the system is inadequate
constructed based on methods of decision- as the first instinct is to maximize - seek total BIBLIOGRAPHY. There are many articles that
making, i.e., we need t o find a common victory. Also, i t doesn't work with more than can be referred to, I will limit myself to just a
denominator of decision-making. Let us posit two person games. The third level is that of few. Herbert Simon's article in the Bobbs-
three levels of decision, each reflecting not "compensating strategies" (a la S. Lieberson). Merrill Reprint Series i n the Social Sciences,
only more sophistication on the part of the This theory of decision means that several Vol. XLIX, (June, 1959). pp. 264-266; Nathan
decision makers, but also an increasing order players can pursue goals (without conspiracy Leites' A Study of Bolshevism (1953); Thomas
of complexity and reality. or collusion) provided the individual loss t o Schelling's The Strategy of Conflict (London,
any of the other players is small and i t can be 1960); Rosenau, Schelling and Shubik's artic-
The first level of decision is that of maximizing shown that there is no net loss. The theory les in Contemporary Political Analysis(Lon-
behavior. This is the same as the economic takes actions of others into account before a don, 1960 ); S. Lieberson's article in Ameri-
principle - action t o maximize profit while decision is reached. Decisions are based on can Journal of Sociology (January, 1971) and
reducing cost. Most early two-player games anticipated reactions and consequences of de- E. Gross's article in American Journal of
used this principle. This decision level illunrat- cisions. The zero-sum concept is reduced to its Sociology (July, 1971).
es another important principle i n decision proper high plane of national concern. Players
theory - the zero-sum concept. This simply act as individuals until their very existence is
means what one player gains, another must threatened.
lose - the sum of gain and loss is zero. This is
also prevalent in early games; there could only I f we view the last two types of decision as the
be one winner. There is a telling criticism of more realistic and preferred, we are forced to
this pattern of behavior - players do not begin revision of victory conditions in the A Brief, Physical Description
always seek t o maximize. In economics this games. This has begun to be done unconscious- of Simulation Series Games
has given rise t o a new field - econometrics ly by the scenario concept (it limits actions of The physical quality of Simulation Series
Giant corporations with near monopolies may players into seeking perhaps only marginal Games i s very similar to that of the games
actively seek short-run losses for lonprun victory, best examples are LOST BATTLES, included in issues of Strategy & Tactics.
gains. In the military arena, the actions we PANZERBLITZ, and GRUNT). But if we use The primary differences are (1.) the map is
have taken in Vietnam are not indicative of the operational code concept, we can begin to produced on heavy cardstock as opposed
maximizing military effects but a solution is construct decision probability tables based to the lightweight stock used in magazine
sought politically (with gain in mind). upon the apparent decision behavior exhibited games, (2.) a die is included and (3.)the
by the real persons. map is only folded twice (down to approx-
The second level of decision is that of satisfi-
imately 11" x 1 4 " ) and the game is
cing behavior. I f alternatives in strategy are at What we are after is a system which not only
shipped in a plain envelope with a corru-
or above player resources, the player will has a realistic and playable set of rules for the
gated stiffener (unboxed). Usually,
choose the best course available. When no simulation/game, but a means of incorporating
Simulation Series games have a greater
courses of strategy can satisfy player aspir- the historical human factor. We are trying to
amount of auxillary tables and game
ations, the concept of satisficing behavior control player response within patterns of
charts included with them.
means that the player will take short-run behavior prevalent during the historical situa-
action of searching for alternatives and revise tion. Once we can do that we are involved in

S&T 23, featuring the T-34 game


T-34 is a "miniatures" game that uses paper
cut-out counters representing platoon and
company size units. No map is used. The
subject is Russia, 1944. It's a somewhat
different sort of game. If you want to find
out what miniatures are like, try this game.
Also in issue 23 is the first of our articles on
the war in Russia (194145). This first
article, on the Organization of the Soviet
ground forces, presents data available in no
other publication. A separate 22x28" sheet
gives organization and equipment charts of
all Soviet units employed during the war.
The article itself goes into the "whys" of
Soviet d0ctrine.a~well as giving such Order
lid:;,
I.... .
of Battle data as is available. Also in issue 23 ,~l.!::!;
x,.,.:
is another North Africa article, this one on
the German Afrika Korps. Plus our regular
features.
$3.00, from Simulations Publications
destroy them o r dislodge them f r o m their
position. (see combat action).

Attacker ( A t k r or A)-The Player whose Com-


bat Phase is i n progress: the Player who is
initiating combat against opposing units. This
term should only be used i n reference t o the
Player, and not that Player's units.

Attack Strength (AS)-The basic offensive


power o f a given unit expressed as a number.
(see Combat Strength and Defense Strength).
obs: Attack Factor

Attack Transport-a naval transport unit c a p


able of delivering assault units t o hostile
beaches.
by Redmond A. Simonsen Bombardment Results Table (BRT)-a special-
ized Combat Results Table used t o resolve the
Over the past fifteen years or so, during which effects of air, land, and/or naval bombard-
3. Avoid the "Pentagonese" syndrome, i.e., the
wargames have been generally available, a large ment.
use of complicated jargon in place of plain
body of jargon has grown u p around the language.
games. Due t o the splintered, erractic growth break-down-the act of substituting t w o or
of the field, much of this special language more smaller units for a single larger unit.
The glossary is o f course in a dynamic state:
came into use without much thought t o logic some o f the jargon will wither and be replaced;
or clarity or any real sense of utility. Many of I expect t o receive feedback from all of you cascade attacking-a carefully sequenced series
the game designers had little feel for language, which will direct the addition, subtraction or of related attacks which have as their object
nor did they realize how important the right modification of the terms we will all be using. the surrounding and elimination of a key unit.
choice of words is t o proper rules-writing.
Even in simple things some truly asinine word Note: in some cases the "oldspeak" term case-a numbered or lettired paragraph which
choices were made and unfortunately stuck! I modifies or further explains the provisions o f a
which is being replaced by the new language
wonder what super semanticist decided that General Rule.
will be found at the end of the definition
"hexagons will henceforth be referred t o as preceded b y "obs" (obsolete). Note also, that
squares". Lovely. Perhaps the same friend of the definitions given are somewhat generalized; Class-a grouping of similar unit-types accord-
Webster decided that units should have "fac- the specific rules surrounding a term i n a given ing t o function; e.g. "...all Air units are Class
tors" and bequeathed t o us all the ambiguities game will in many cases further define the Two ..."
of rules-phrasing that resulted from that com- term.
pletely inappropriate use o f the word. clean game-a game which is simple and
uncluttered i n the same way that chess is
Included in the glossary are some common
Since I'm the only person who seems to military terms which are in general use in simple. A well designed, playable game that
actually enjoy writing rules in this game-mill I games. Also included are those "oldspeak" does not rely upon a patchwork of complex
work i n (how that squares with being an A r t terms which will remain i n use. Some of the rules i n order t o achieve authenticity.
Director, I'll leave t o you psychoanalysts), it terms included may seem absurdly simple and
fell t o me t o develop and refine the standard Close Assault Tactics (CAT)-in tactical games,
not really i n need o f definition. Such terms
phrases to be used in game rules. This I .did the special attacks made by infantry or infan-
have been included simply t o delineate their
partly out of self-defense: you should see the try/engineer combinations which are made
special application t o game-rules or t o merely
pain flash across my face when I'm preparing against adjacent or samehex enemy units and
indicate their standard abbreviations or capital-
somebody else's rules manuscript for typeset- which are resolved using some sort of bonus
ization. Note that some of the words i n the
ting and come across some gem of obfuscation. system t o reflect the effectiveness of such
glossary are capitalized when i n ordinary Eng-
Another, more important, reason for doing i t attacks (e.g., doubling the Attack Strength).
lish they would not be. This is deliberately
is communication. This hobby(?) is growing done i n order t o set them off and t o call
larger by the minute and i t would be pleasant combat-action-a specific attack made b y a
attention t o their having special meaning when
if we all spoke the same language and meant writing game rules. given unit or group of units against a given
the same thing by it. defending unit or units; an attack which is
Aircraft Element - The one counter o f a resolved b y a single consultation of the Com-
Over the past several months, in the course of twocounter A i r unit which represents the bat Results Table or a closely related series o f
writing or rewriting or touching-up the rules t o flying portion o f that Air unit. (see Ground consultations of the Combat Results Table.
most of the games that have come out o f this Support Element).
company, I began t o replace the old lyrics in combat allocation-the act of indicating, be-
some of the standard "songs" one finds in all A i r Defense Strength (ADS)-the numerical fore execution, the exact units which will
rules. The reasons for compiling them and rating of the ability of a unit or a hex t o participate in specific combat actions in a
presenting them t o you in a single glossary are defend against air attack. given Combat Phase.
( 1 ) t o give you (and especially the newer
players amongst you) an overview o f the airlift-to transport by air. Combat Phase-the portion o f a Player-Turn
language, ( 2 ) t o give currency t o the terms and during which combat takes place.
t o establish them in the collective mind, and Air-Strike Strength Points-an allowance of
(3) t o get your reactions and opinions on this Combat Strength Points which represent the Combat Results or Combat Outcomes-descrip-
"newspeak" I'm trying t o induce you t o use. air attack capability of a Player's airforce. tive phrases used t o label the effects of combat
After all, you should have some say in what's Usually used i n games i n which the air arm is upon units. Such phrases are routinely abbre-
going t o be coming out of your mouths. not represented b y actual counters but rather viated when used i n Combat Results Tables.
b y such individually allocatable Combat The following list gives the most Combat
The guiding principles in the development of Strength Points. Outcomes, their standard abbreviations and
this glossary have been: their general meaning:
area-map game-a game in which the pieces are
1. Each aspect or facet of a game should have moved by area rather than by a grid system.
see the games Chicago-Chicago!, Diplomacy, Attacking Units Eliminated (Ae): all attacking
unambiguous phrases or labels which are con-
units involved i n that attack are destroyed.
sistently and logically used. and Origins.

2. Special words or phrases should be simple, attack (atkl-a specific combat action against a Attacking Units Retreat (Ar): all involved
and as self-descriprive as possible. particular Enemy unit or units, i n order t o attacking units must retreat.
Attacking Units Disrupted (Ad): all involved basis representing the use o f crew-sighted maintenance and administrative personnel and
attacking units are "disrupted" (which usually weapons; e.g., tank and anti-tank guns, ma- facility.
means that they remain i n place and suffer chineguns etc.
some sort of impairment of their combat hex-hexagonal grid-module used t o determine
and/or movement ability) 'dirt"-those aspects o f a game which increase the positioning and movement of units on a
complexity at the expense of playability; Game-map. obs: square.
Exchange (Ex): the side w i t h the weaker force unnecessary detail added t o a game in an
is completely destroyed and the stronger force attempt t o produce so-called "realism". hex-grain-the direction of a hex-pattern which
loses a number of Combat Strength Points at is described b y drawing an imaginary line,
least equal t o that of the weaker force. diversionary attack-an attack performed at perpendicular t o two o f the sides of a hex and
poor odds in an effort t o allow other attacking parallel t o one of the sides of the map-sheet.
Defending units Eliminated (De); Defending units t o concentrate (and obtain better odds) When the line parallels the width of the
Units Retreat (Dr); Defending Units Disrupted against another, adjacent defending unit. obs: map-sheet, the pattern is called "grain short";
(Dd): the three preceding phrases have the soak-off. when it parallels the length, it is called "grain
same general meaning as applied t o the defend- long".
ing units as d o their counterpart phrases which dummy unit-a counter which resembles an
apply t o the attacking units. actual unit b u t whose only function is t o hex-side-one o f the six sides of a hexagonal
deceive the Enemy Player; a counter used t o grid module.
Combat Results Table (CRT)-a table of com- simulate the effects of limited intelligence.
bat outcomes usually used in conjunction with Indirect Fire-in tactical games, high trajectory
a die or some other means o f generating a Enemy Player-the opposing Player. Term is fire guided by an observer. Fire which is not
random number in order t o determine the used in rules writing t o refer t o the other limited t o the Line o f Sight.
effects of attacks made during the course of a Player from the point of view of the reader.
game. interdict-to affect (usually by the use of
entry cost-the expenditure of Movement airpower or artillery) the lines of communica-
Combat Results Deck (CRDI-a deck o f cards Points required t o enter a given hex. tion or supply o f an enemy force.
used t o determine the outcome o f combat-ac-
tions instead o f using a die-table system. environment-the physical sphere in which the Interphase-a Phase occuring between the Play-
action of a game takes place: Air, Sea, or er-Turns i n which both Players perform some
Combat Strength-the basic offensive and d e Land. action (such as unit production, for example).
fensive power o f a given unit expressed as a
number. obs: Combat Factor exit-cost-the expenditure o f Movement Points involved unit-a unit which is the subject, or
required t o enter a given hex. the object, o f a given game-action (usually an
Combat Supply-that f o r m of supply required attack); a unit which is actively concerned as
by units which are about t o engage i n combat; facing-the direction in which a unit is point- distinguished from other units which may be
Combat Supply usually takes the form o f ed; applicable only in games in which units present i n the same position but which are not
special supply units which are expended as have a "front" and a "flank". participants i n the action.
they are used for supply purposes.
Field o f Fire-the arc o f space through which a isolated-the state of being totally out-of-
consolidate-to f o r m a single large unit from given unit's weapons have effect. supply.
t w o o r more smaller units (see breakdown)
Friendly Player-the Player from whose point Level o f Victory-one of the various degrees of
contiguous line-an uninterrupted line o f of view a given rule is written. victory possible i n a given game. I n games in
Friendly units and/or Friendly controlled hex- which degrees o f victory are possible the most
es. Fire Protection Strength-the defensive ability common format is that o f three possible levels:
of a given unit or terrain with respect t o a Fire
controlled hex-a hexagon upon which units o f attack. (see Protection Strength) Marginal Victory-a bare victory; e.g., in terms
one Player's army are exerting a Zone o f of game victory points, a victory i n which the
Control without actually occupying the hex.. Fire Strength-the specialized Combat winner has more than half of the total victory
Strength of amissile-firing unit;e.g., an artil- points achieved by both sides, b u t less than
corps-equivalent-a given number o f smaller lery unit. two-thirds, and has not suffered losses greater
units which when taken together are consider- than 45% of his entire army.
ed the equal o f a full corps for game purposes. Fortification hex-a hex which contains pre- Substantive Victory-a creditable, but average
pared defensive positions. victory; e.g., i n terms of game victory points, a
Counter-attack (Ca)-a same-phase attack by victory in which the winner has two-thirds or
the non-phasing Player's units as mandated b y game-map-the playing surface. obs: mapboard more of the total victory points achieved by
the Combat Results Table. See the games Crete or board both sides but less than three-quarters, and has
and France 1940. not suffered losses greater than 35% of his
Game-Turn-a complete turn of play i n a total strength.
covering terrain-in tactical games, terrain game, usually consisting o f t w o Player-Turns. Decisive Victory-an unqualified success; e.g.,
which provides concealment and thereby pre- (see Sequence of Play) in terms of game victory points a victory in
vents a Line of SightILine of Fire from being
which the winner has at least three-quarters of
established t o units within such terrain. General Rule-a major game rule expressed i n a the total victory points acheived by both sides,
brief, general paragraph. (see cases) and has not suffered losses greater than 25% of
Defender (Def o r Dl-the Player whose units
his total strength.
are the objects of the attacks in progress. General Supply-that aspect of supply which
contributes t o the day-to-day "housekeeping" Possible fourth Level of Victory:
Defense Strength (DSl-the basic defensive and maintenance of a unit i n the field (as Overwhelming victory-a rout of the enemy; i n
power of a given unit expressed as a number. distinguished from Combat Supply) terms of game victory points, a victory in
which the winner has four-fifths or more of
Demoralization-the point at which the overall grid-the pattern (usually hexagonal) superim- the total victory points achieved b y both sides
performance of an army or a unit is grossly posed upon the map-sheet in order t o regular- and has suffered losses not greater than 15% of
affected by the psychological impact of heavy ize movement and position. (see hex). his total strength.
losses.
Note that the specific terms of victory may
detrain-the off-loading o f units which have grid-map game-a general term for simulation change from game t o game-what constitutes a
been travelling by rail; similarly: deplane, games which utilize grid pattern maps, quanti- Decisive Victory i n one game may be only a
debark. Antonyms: entrain, emplane, embark. fied units, probability tables etc. Marginal Victory in another-the ratios given
in the above definitions are for the purpose of
Direct-Fire-in tactical games, the application Ground Support Element-the one counter of illustration only and should not be construed
of a unit's Attack Strength on a Line-of-Sight a t w o counter Air Unit which represents the as absolute standards.
Line of Fire (L0F)-the path of fire (from Play-by-Mail (PBM)-any one of several sys- Road Movement Rate-the number of Move-
direct-fire weapons) between two units; the tems designed t o allow Players t o conduct ment Points-per-hex requird t o be expended
imaginary straight line which describes such a games by mail. by a unit moving on a road.
path drawn from the center of the one hex t o
the center of the other. The Line of Sight and Player-one of the active participants in a saddle point-the point in a game in which the
the Line of Fire are usually equivalent. game. outcome is usually decided.

Player-Turn-a subdivision of a Game-Turn in Scenario-a game-situation consisting of dis-


Line o f Sight (L0S)- the path of vision which the actions of a specific Player take tinct Orders of Battle, deployment, and Vic-
between two units; the imaginary straight line place. (see Sequence of Play 1. tory Conditions. Usually a game will present
which describes such a path drawn from the
several Scenarios all of which can be created
center of one hex t o the center of the other. Player Victory-a system of victory determin- using the same basic equipment available in the
ation which relies upon a handicapping rule game.
Melee Combat-in tactical games, hand-to-hand which balances the chance of winning for
fighting usually involving edged weapons. I n either Player so that even in historical situa- Segment-a subdivision of a Phase in which
such games, units are usually represented as tions which are grossly imbalanced, each Play- specific actions are t o be executed e.g., an Air
having a Melee Combat Strength distinct from er has a roughly even chance of winning Movement Segment.
any Fire Combat Strength. measured in terms of how well they performed
with the forces available to them. Sequence o f Play-the strictly defined order in
Motorized Movement Phase-in modern-era which specific Players are t o take specific
Point-the unit-of-measure used in describing actions in a standard Game-Turn. The follow-
games, the second Movement Phase, of a
the constituent parts of a Movement Allow-
Player-Turn, in which the motorized units may ing is an example of a typical Sequence of
ance, a Combat Strength, or a Range Allow- Play:
be moved (again).
ance. Also: the unit-of-measure of victory in
games with quantified Victory Conditions. The First Player Turn:
Movement Allowance-the basic movement word Point should always be used with a A. Movement Phase-First Player moves his
capability of a unit, expressed as a number modifier t o avoid ambiguity. units.
which represents the basic number of hexagons B. Combat Phase-First Player executes attacks
which the unit may move in a single Movement Production Center-a counter which represents against Second Player's units.
Phase. a given amount of unit-producing capability. C. Second Movement Phase--First Player
(see the game Strategy I). moves his units.
Movement Phase-the portion of a Player Turn
in which movement of that Player's units takes Program Identity Code (PIC)-a number which Second Player Turn:
place. identifies the general category, specific type, D. Movement Phase-Second Player moves his
and specific unit in a given game. System was units.
designed t o be used in tactical games in which E. Combat Phase-Second Player executes at-
Movement Point-the unit-of-measure of which a large number of different types are present. tacks against First Player's units.
a Movement Allowance is composed; usually (see the game PanzerBlitz). F. Second Movement Phase-Second Player
one Movement Point represents the capability moves his units.
of moving one hex. Protection Strength-the defensive value of a
given type of terrain; used in games in which Players repeat the above sequence, recording
Military Sea Transport (MSTI-naval units defense is exclusively a characteristic of the the passage of one Game-Turn for every
which are capable of transporting units from terrain, not the units themselves. see Fire complete repetition of the cycle.
friendly port t o friendly port, but which are Protection Strength.
not capable of delivering invasion forces. Stacking Points-the "stacking value" of a unit
Rail Capacity Points-expendable points which expressed as a number. No more than a certain
represent a Player's ability t o move given number of Stacking Points are permitted in the
Order of Battle (OBI-the make-up of a Play- quantities of his units by rail in a given same hex at the same time. The Stacking Point
er's forces in terms of unit quantities, types Movement Phase. system is an alternative t o a system based upon
and strengths; the forces available in a given
numbers of units per hex or numbers of
scenario. Rail Movement-special movement of units by Strength Points per hex.
rail; usually found in games of Operational or
Overrun-an overwhelming attack which is Strategic level. Standard Game-the body of rules which
usually executed during the Movement Phase constitute the basic game, without any option-
and which usually requires no use of the Randomizer-a system for generating random al rules or modification.
Combat Resolution table; i.e., the outcome is numbers for use in game:, consisting simply of
automatic. sets of chits (counters) numbered one through Step Reduction System-a system of combat
ten which are drawn from a cup. one at a time, resolution in which units are partially eliminat-
t o determine the outcome of combat actions. ed in a series of steps (a new, weaker strength
Owning Player-the Player to whom a partic- See the game Strategy I. unit being substituted each time losses are
ular unit or geographic feature belongs.
suffered).
Range Allowance-the radius of action or
effect, in terms of hexagons, of an air unit, target acquisition-the fulfillment o f sighting
Passenger-a unit which is being transported by artillery unit, or other missilefire unit.
another unit. (see Transport) and other requirements necessary t o be able to
fire upon a given unit or hex.
real-space game-a game which is played with
miniatures or miniature-facsimiles without the
Target hex-the hex occupied by a unit, or
Phase-a subdivision of a Player Turn in which use of a mapor grid.
units, which is the object of an attack. Phrase
specific actions are t o be executed; e.g., a
Reinforcement Chart-a chart which lists, by is usually found in tactical games where
Combat Phase.
Game-Turn, the new units which are t o be fire-through-distance is possible.
brought into the game.
Terrain Effects Chart (TEC)-a chart which
Pha-Class Sequencing (PCSI-a system of
Retreat Priority-a rule provision which dictat- lists the effects of various types of terrain
movement i n which units are moved in a
es the preferred hexes into which retreating upon movement and combat.
specific sequence, by class.
units must move.
Transport or Transporter-a unit which is
Road March Space (RMS)-the number of capable of carrying other units. (see Passen-
Phase-Segment-see Segment.
hexagons which a single unit is said t o "occu- ger).
py" as it moves in a road~travelconfiguration.
phasing Player-the Player whose Phase it is at Used mainly in tactical/operational level unit-a playing piece which represents a mili-
that particular moment i n the game. games. (see the game Lost Battles. ) tary organization such as a division or a squad.

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