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Q)
NO. OF PAGES
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ISSUE PRICE PRINTING GENERAL

ALBION

N.J.
ANSCHLUSS

BATTLE FLAG

improving with time;


may have stopped publishing

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COMPENDIUM
^': WARGAME
IBUCATIONS
George Phillies rrmr

:esent t h! ~followin' eriod


of info1rmation o
-.-- lltaycI-
11IG 52 wargar1IIII~
---a
DCOM

zines of which Iam aware


Alert readers will notic" e Tt!Zi
that I have omitted frorn
this list the restricted1- TUC

circl la ti on magazines c
whic:h I am aware. I
Particular, the IFW Me5
sen!ger, the Sparta,
chrctn~cle, anc the IFV IE DESIGN
voting Unit magazine
havts all ben I(e f t out.
Macjazines hava UGGI
list; !d by name. The
GAMESLETTER
secc~ n dcolumn of each
listir~ggives the address of
eacti magazine; where
business and editorieII
addl.esses are different, I GLA DIATOR SlCL club news
give the business addresS REP( SlCL tournaments
for the magazine. Th0
LI111L1 column gives th
6L.L- =E%
l ;
sub scription price, t h
single-issue price, and th )ON
pub1lication rate. Where
sc hc?duleof different sub
*L- --- ..-..- -...
,tion rates is found, I
c.- HIVES
iee
.-.&*.
note-
-Jnts, and
e fourth column of
:h
.. listinu,. gwes rhe
mber of pages and the
mber of words in a
~icalissue. Where is-
IW SUPPLEMENT IFW club news all IFW members
0th the lnternat~onel

9s are of variable length KOMMANDEUR


1 use the figures for t
ma1st recent issue. TI
column also indicates t
WPIe of printing used UIATURE the Engl~shprofesstonal magazln
! magazine: "spirit mr ARFARE photograph~cmaterial No boardgames artlcles
" (often incorrecl
erred to as "hecto" latio& ~ u b l i c 2 ,
actograph"), mime^ st 23rd Street mes
.. hich includes bo
York, N.Y. 1 0 1 (

I
I
5
MENOR Rod Walker $1.50/10 Diplomacy bibltograpn~c records postal diplomacy
milneograph and Gestc 4719 Felton Street and game data games and rating system
nel processes), "offsf - . CA. 921 16
San Dieao. bimonthlv s ~ t r l master
t
(anty sort of photo-offa ree&Zd
arren Street
orintina). and "ohot PA. 18840 set
,y" Ghe XLerox and

t
SAVAGE AND Douglas H Johnson colon~alwarfare ~bl~ogra hlc hlstor~caland
jtives). SOLDIER 10 Overbrook Dr~ve terary &ta bn colonla1 Afr~ca
St Louts, MO. 6312
e fifth column gives the
. .-.- . ..-. Dick Piilin
3roxlma1e c l r c u l a r l o n of 5542 W. Leland Ave
r magazine. Some of Chtcago, 111. 60630
I numbers are mc,re
act than others; an enror
50 or so in most of t
SH unknown
I game reviews
occult and arcane
knowledge I front half is on wargaming
rear half is on black (and dther)
magtc. good artwork
al high school club
1 lUlmbers wc~ u l dnot be "'

SUI.prising. F c3r the largte-


cirrsulation n7agazines. a
20'Ib error wfould not be
. a .
rennarKaole. In the nt
SIC 300
I wargaming news
reviews
I the on!y wargaming news
magazlne

COInpendium, I hope
Dover, Kent, Englanc
ha1te more plrecise circ
Russell Powell
lation figures 5820 John Avenue
e sixth ana sever
lumns describe t
VIEW
ntents of each mag
e. Column six descrit Cobra Wargam~ngClub I club magazine. Shows
types of articl 28700 Eucltd Avenue e effort on part of
Wckl~ffe,Ohlo 44092
blished in the magazi
lile column seven Simulations Publicati
44 East 23rd Street
3d for specific co New York, N.Y. 1001
tnts on orinting, histc T SUPPLEMENT
anc

Herb Barents V n t l n g could be Im roved.


157 State Street ubltshes occaslonafset of
Zeeland, M ~ c h49496 lnterestlng campalgn rules
Ip
one of the best-printed vmm
wargamin magazines. Good ar
Has llmlte! coverage Of warganr, ,y
THE WARGAMER $4.00/year unknown miniatures. began last summer. Covers board-
boardgamlng games from point of view of a
heaton, Md. 2090: bimonthlv offset mtnlatures laver
175.701yeal-1
monthly

I I
=-I- food battle reports?-
ditor is a ftrm believer in
simple rules
-*
c/o John Beshara
155 West 68th Street
New York, N.Y. 10023
14 ages
7.580 words
mlmeo
several
hundred
Diplomacy
tactical problems
club news I ma azine of the
~ipyomacyAssociation
I NEW!
Soldiers 14 Scenarios
Special Solitaire Version
Simultaneous Fire

In August 1914 millions of young Euro- In the scenarios depicted in Sbldiers this is open-ended; Players may easily devise or
peans marched out to begin one of brief, opening round is recreated. ,The research their own "scenarios" using the
history's most senseless slaughters, the nature of the situation allows Soldiers to be basic rules provided with the game. The
First World War. None of these men or a fairly simple game: there are only four two-color Soldiers mapsheet is represen-
their commanders could have foreseen the basic types of units: infantry companies, tative of the types of terrain fought over in
~nterminable,total nature of the war that cavalry squadrons, artillery and howitzer the opening campaigns of World War One.
was beginning. Kaiser Wilhelm sent his batteries - and combat is far simpler than It includes towns, roads, hills, woods and a
troops into battleconfident that they would in names with armored vehicles. Partlv canal. All terrain features are coded to
be home for Christmas. And the soldiers because of this simplicity Soldiers is able to facilitate set-up. The 400 unit counters for
fought with a spirit and abandon that died embrace tactical situations on both Eastern Soldiers represent British, French, German,
hard and was never recovered. Soldiers and Western Front plus some interesting Austro-Hungarian, Russian, and Belgian
simulates the open clash of the opposing battles in "the colonies" (e.g. Japanese combat elements. (In the Tsing-Tsau
armies in the first months of World War and British infantry versus German infantry scenario French units serve as Japanese
One, before the paralyzing trench lines and Austro-Hungarian marines in Tsing- since the two armies were very similar.)
were constructed. Tsau, China). The range of tactical They are printed in two colors and three
Soldiers is the latest in Simulation's situations is as broad as the geographical tints so that each army's pieces are unique
Tactical Series Games. It depicts the scope. There are actions calling for seizure in appearence. The most interesting aspect
small-unit tactics of 1914-15 before the war of positions, penetrations of enemy lines, of Soldiers is that Players learn graphically
became an artillery duel, before com- elimination of enemy strong points and why the tactics and weaponry of World
manders realized that the machine gun units. There is even a true solitaire scenario War One evolved as they did; the machine
could harvest men like wheat. The early in which an active German Player must deal guns and artillery are deadly and trenches
battles of the war were marked by high with a Russian force which "moves" and (which appear in one scenario) are very
casualties more because of tactical doctrine "fires" according to automatic rules. The cozy. The natural tendency of the Player
than weaponry. While machine guns and same game system is used in all thirteen (as of the general) is to wish for more fire
artillery were deadly, there were not as scenarios. But the variety of armies and power and more protection. Soldiers is
many as later in the war. In fact, the war unit capabilities make Soldiers a rich game. available from Simulations Publications for
opened with a gigantic duel of riflemen. Like the rest of the Tactical Series, Soldiers $6.00.
be taken as the first losses in anv losina
~ "~attack
-~

Each destroyed Engineer sirength Point


counts one more Victory Point than other units
of the same type (i.e. 2 Victory Points for
eliminating each lnfantry Engineer Strength
Point, 4 for each Strength Point of Armored
Engineers).
Of these solutions, # 1 is the simplest, but
would still result in the Germans having a great
deal of "free" infantry, as Russian regular
infantry could still not close for combat.
The same problem occurs with # 2 and #4, in
that both would put a premium on infantary
units that got through the line, since they
by Jerrold Thomas could not do it on their own. Both are realistic,
# 2 since air attack could and did have a
This is another "unofficial" but well-thought- (2) Additional Capabilities for Air Units fire-suppressive effect on units coming under
Outrevision ofan SPIgame. Jerrold Thomasis Allow Air units an additional capability, a sixth attack, and # 4 because Engineer units, which
a subscriber whogot tangled once too often in kind of mission, that is, Zone of Control usually led the attack, particularly through
barbed wire. suppression. Unit flying this type of mission obstacles, exposed themselves to proportion-
would leave at the beginning of the flying ately greater casualties than the units that
On the whole Kursk is a realistic and enjoyable followed. Also this "lost first" provision helps
game. But there is one serious flaw that leads player's Initial Movement Phase, and would
return at the end of his Initial Movement to duplicate the "inertia of attack," in that
to unplayable situations and thoroughly once Engineers are lost, it is more difficult to
unrealistic tactics. This article offers a brief Phase. The effect of the mission would be to
neutralize the effect of an enemy Zone of shift the attack and repenetrate the enemy
analysis and a choice of modularized solutions. fortified zone at another point.
Control on movement in the hex to which the
The situation referred to is the movement mission was flown. (Alternatively, the air unit No. 3 is my own choice, in that while the
penalty for unoccupied enemy fortified-zone could remain in the air through the flying restrictions stay the same, any infantry can
hexes. This penalty tends to give the defense a player's entire turn, both movement and close on its own. It does, however, involve the
considerable advantage, which is gained combat phases.) most complexity. Note on 2.d this means that
through unrealistic tactics. As a result of this
(3)lnfantry Movement Accrual inverted units do not affect either supply or
penalty, both Germans and Russians generally
Allow infantry only to accrue Movement movement across their front, but they do
abandon the first fortified line, even if it is the
Points in certain cases: affect supply and movement to their rear.
onlv one, and station their units behind it. This
prelents any opposing infantry from closing a. Movement Points may only be accrued by
for combat, and prevents any Russian Armor units which are not in isolation.
from doing so on their first turn. Any armor of b. Movement Points may only be accrued by
either side which does penetrate for attack is at units which do not begin the accrual in an
the mercy of both exchanges and enemy enemy Zone of Control.
counter-attack. This "sieve" effect, the sifting c. Movement Points may only be accrued
out of all but motorized units, has a when movement in a given direction is
devastating effect on offensive operations. completely blocked by movement penaties,
and then the Movement Points may only be
It costs one Movement Point to enter a hex,
accrued for movement in that direction.
two additional to enter an enemy Zone of
Control, and three more to enter an enemy d. Units may use the Movement Point accrual The German $ring Offensive
Fortified Zone hex, for a total of six to move procedure in successive turns, provided that
Between May 10, and June 25, 1940 the
across an enemy Fortified Zone hex and to they come within the restrictions above on
German Army drove the British out to sea
close with a unit defending behind it. This is each turn. at Dunkirk, smashed the French Army.
impossible for any infantry, and difficult for and forced the surrender of the ~ r e n c h
Russian armor, which must first move Movement Points are accured as follows:
Government. France, 1940 simulates the
adjacent, thus broadcasting its intentions. a. The units that are accruing Movement events of this lightning campaign and
Points move one hex in the blocked direction shows what could have happened if the
This bonus for abandoning one's fortifications b. The units are then turned upside down (this Western Allies had adopted alternate
results in many unrealistic situations, including indicates that they have not completed this strategies.
the already mentioned "sieve" effect. Another one-hex move yet, but are accruing the
is the vulnerability of the advancing armor, Movement Points to do so). Designed by Simulations, and published
because if the attacking player is to get any bv Avalon Hill, France, 1940 includes 1 I
c. On the next Initial Movement Phase, the Allied and 6 German Orders of Battle.
infantry through the fortified zone they must units are turned right-side up again, and the
be very close behind the armor, thus blocking This enables players to create up to
Movement Points that they lacked to make the
retreat routes, even then, air interdiction can sixty-six actual and possible scenarios of
move last turn are subtracted from the
prevent their movement. Another unrealistic the first major campaign of World War
Movement Allowance before they move in this
situation is the free movement of infantry in Two.
turn.
quiet sectors. Since no one can close with Optional rules cover the use of German
d. Units accruing Movement Points have the
them, they cannot be "tied" to their positions, airborne units, and sea evacuation of
following limitations
as they were in actuality. This makes Allied Forces. France 1940 includes all the
i. they may not enter combat
withdrawals much easier. units which did or could have fought in
ii. they control only the three hexes to their
the original campaign. (Dutch and Belgian
I have developed, examined somewhat, and rear (in the direction they moved from)
units become Allied as soon as the German
here present four different methods of dealing Note - Beginning the accrual out of a Zone of player crosses their border.) The scale i s
with this game problem. They vary in Control means before the one hex move is grand tactical, (corps/division) with each
complexity and realism, and one might require made which results in the inversion, the unit hex representing ten kilometres. The game
some new units. I present them all, good and must not be in an enemy Zone of Control. system is Simultations' basic WWll model
not-so-good, so that you can determine which with dual Movement Phase for armored
would most complement the game as you (4) Use of Engineer Units
Designate some units as engineers and/or and mechanized units and complete rules
conceive it.
armored engineer units. Allow these units to for air missions. France, 1940 i s packaged
(1 Change in Movement Penalties ignore movement penalties for enemy fortified in high quality bookcase form similar to
Reduce the movement penalty for enemy zones, and to negate these penalties for units Panzerblitz. France, 1940 is available from
fortifications to one Movement Points per hex with whom they are stacked. However, Simulations Publications for $8.00, a sav-
for Infantry only. (Reducing to 1 for all units engineer units must attack when they move ings of $1.00 compared to retail price.
would seem to loosen things up too much.) into an enemy Zone of Control, and they must
Redmond A. Simonsen TABLE OF WEAPONS
SYMBOLS

CardboardWeapons: Infantry
~utomaric

Weapon
Light Med. Heavy
f $
AVocabulary of Tactical Symbols
I$$
Mortar
In tactical-level games, units are usually If the weapon is a flat trajectory Weapon in an
identified by depicting their basic weapon on anti-tank role an inverted "V" is added to the
the counter. The symbology used (by myself base of the shaft.
and most others) was taken from many Example: Light Anti-tank Gun
sources and was not too consistent in terms of Anti-aircraft
logic or appearance. Many of the symbols used Machine Gun
in PanzerBlitz, Combat Command, and the
out-of-print Tac 3 are bastard versions of
WW2-era German and U.S. military symbols.
Anti-tank
Just as I was in the process of developing the Rocket Launcher
counter layout for the game Soldiers, I came If the weapon is primarily designed for an
across a copy of FM 21 -30, an Army Field airdefense role, a closed semi-circle is placed at
Manual which spells out in minute detail all of the bottom of the shaft:
the operational and tactical symbols in official Example: Heavy Anti-aircraft gun
Artille~yGun
use by the U.S. Army and its NATO allies. The or Gun/Howitzer
most intriguing section is that which deals with
weapon symbols. Apparently, some smart-
person in the U.S. Army sat down one day and
rationalized, simplified, and up-dated the old Howitzer
German system of symbolizing weapons. The
system is a truly good one, having a great deal
of internal logic and possessing what graphic
designers call "remembrance value" (i.e. the
symbols by their very nature tend to stick in
If the weapon is a rocket-projector or launcher
a double inverted "V" is placed at the head of
the shaft:
Anti-tank Gun
(1b @
k k k
Example: Light Artillery Rocket Launcher
ones memory).
The Army intended these symbols to be used
on tactical map overlays to indicate the
position of weapons or in conjunction with Recoilless
operational unit symbols to indicate the main Rifle
equipment of that unit. We, of course, can
easily adapt them for use on unit-counters. If the weapon is mounted on a fully-tracked
The system is built upon the use of only two self-propelled chassis, a diamond is placed
basic symbols which are then modified in below the weapon-symbol: Rocket Launcher
Artillery
meaning by the application of a few other Example:
symbols to denote approximate size, general Tracked, Self-propelled Medium Howitzer
characteristics and the role the weapon is
being used in (i.e., either a ground combat role, Anti-aircraft
an anti-tank role, or an antilaircraft role). To Gun
depict a given weapon the following procedure
is used:
Select one of the two basic weapon symbols

t
Missile
If the weapon is mounted on a wheeled,
Basic Basic self-propelled chassis, a horizontal bar with
two circles and a diamond is placed below the
lnfantry Weapon Artillery Weapon
symbol.
m I
Example: Air Defense
Add one (for "medium") or two (for "heavy") Wheeled, Self-propelled Light Anti-aircraft Missile
horizontal bars to denote the approximate size Gun
of the weapon. When the weapon is in the
"light" category, no horizontal bars are

@,, @,
added. Anti-tank
Missile
Examples: Medium
Light Automatic Weapon Artillery Gun

Surface-mSudace
The Table of Symbols gives a comprehensive Missile ISSMI
breakout of weapons in the three size Launching Site
categories.

If the weapon is one with a high trajectory, a In addition to the weapon symbols, FM 21 -30 Surface-to-Air
circle is added to the base of the shaft: also indicates that the symbols shown in the Missile [ SAM1
supplementary table should be used to Launching Site
Example: Medium Mortar represent the given types of armored vehicles.

rf
I'm going to include them in this article, but
more often than not, when designing counter I Flame Thrower
would use a silhouette of the actual vehicle
rather than the more abstract symbols shown
in the vehicle table.

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