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GAME PROFILE:

Soldiers
The following Game Profile on Soldiers repre-
., ,., .,,..
would allow. But simplicity turns out to be the
David ..,.
map.) Locations were assigned whimsical and
sents a third approach to Games, In two hardest thing to achieve. unpublishable names and we began playtest-
sections Lenny Glynn, the game's developer, The original map that Dave used to test his ing with Dave's original rules.
and Dave lsby who researched and designed prototype needed to be redone. A few changes Besides the Friday Night Crew, SPl's design
Soldiers, cover in depth the processes of were needed and at least one too many was staff engages in a lot of gaming on the job. The
putting Soldiers through the mill at SPI and made: a confusing line that Dave treated as a games tested Fridays have their most basic
assembling the raw data that makes Soldiers stream translated into a ridge, a ridge that flaws aced out during the week. The first of
an accurate simulation. blocked Line of Sight to 15% of the mapsheet. our gallant company playtesters to go "over
(See the module on the develop:ment of the the top" on Soldiers were Nick Maffeo and Bill

I 1he Uevelopment H-ocess


1 By the time a Simulations Series Game goes to
the printer it has been criticized, molded, and
polished by virtually everyone in the game
department at SPI and numerous interlopers
(otherwise known as "playtesters," or the Fri-
day Night Crew). This process has been out-
lined before but this article aims to cover it in
more detail with an eye for the human comedy
involved.
The Game in question is Soldiers, the latest in
the series of tact~calgames. Soldiers covers
small unit tactics in the opening months of the
First World War before the digging of the
Western Front, the largest mass grave in
history.
Although Soldiers is being published in June
1972, it was conceived in the spring of 1970 in
the (now legendary) tenement basement
which served as world headquarters of Sim-
ulations Publications, (then known as Poultron
Press). While Jim Dunnigan and Al Nofi
chewed the fat (as is their wont) about the
problems of designing The Renaissance of
Infantry, Dave lsby joined the conversation.
lsby was a British Viceroy in India, and a
captain in the Light Brigade in previous lives;
and is now the left hook of SbT's 1-2 research
team. Unexpectedly Dunnigan changed the
subject and said to Isby, "Dave, how would
you like to do a tactical game on World War
One?" This was the inglorious conception of
Soldies although the pregnancy was long and
the birth pangs terrible.
For almost t w o years, lsby gathered
information for a World War One Tactical
game. He worked when he wanted, since the
game was not yet on any schedule. Early on,
he began playing prototypes, solitaire and with
friends. By early 1972, lsby felt his game was
ready for publication and brought it in. This is
where I came in. In March 1972 1 had been
working at SPI for four weeks, mostly
proof-reading and editing copy. Soldiers was
assigned to me as my first responsibility in
Game Development. John Young, the
guardian angel of game production, gave me
Dave's rules and map in early March. Work got
under way.
The first step was to familiarize myself with
tactical games. I read Grenadier, Combat Soldiers requires SPl's largest counter master (400)to green (British), black on dark green (French), black on
Command, and Grunt before trying to play recreate the variety of nations and unit types that fought light green (Russian), dark green on light green (Belgian),
in the opening round of World War One. The Art white on black (Austrian) and black on grey (German).
Soldiers. From the start I hoped to make Department outdid themselves to show six .different Functional Game markers are black on white. The rules
Soldiers as sipple as the historical situation nationalities. The color combinations are, white on dark for Soldiers (right) include thirteen scenarios.
Sullivan. At the time, each hex on the map
represented 50 yards and the basic maneuver
units were platoons. The idea was that on a This flow chart illustrates the production
higher level, (i.e. company) the battlefield process for Soldiers. Solid lines indicate
dominance of artillery and machine guns direct control by one of the design team
would be diluted. As we soon found out, the members. Dotted lines indicate advisory
Soldiers prototype certainly avoided this contributions to the development process.
problem: the game was a duel between Products, (i.e. finished pieces of work) are
opposing artillery and machine guns. These enclosed in square boxes. Processes, (i.e.
duels were often resolved by a single roll of the the work itself) are enclosed in arrow-head
die. Infantry units which attempted to advance boxes that indicate the direction of flow of
were butchered. Realistic but unplayable? No, the work. The two-pointed boxes indicate
simply unrealistic. There just was not that an interaction process. Similar diagrams
much artillery and machine guns in the first could be drawn for virtually every SPI
phases of the war. We were showing their game. The developernent of Soldiers took
power i n mini-tactical situations which about eight weeks from prototype to final
exaggerated their impact on larger battles version, a further six weeks from final
(Soldiers is set in 1914, not 1918). version through artwork t o actual
So the first thing to change was the scale: Hex production. By the time this MOVES
size doubled to 100 yards, turn time to ten reaches you, Soldiers will be available for
minutes and the basic units became sale. But then the most dubious step
companies rather than platoons. One thing occurs: the game passes into the tender
that plagued us in these early games was the hands of the U.S. Postal Service.
(continued on page 7)

d*

WI TACTICAL COMBAT 1914-1915


'SoIdaerr are cbt#rens a1 Deslhr land' Man-1 AllOrr*r. ,I llM m l c maximum
Sddien a a raccical I c o w w v l w e l l pame of "urnbar of hexopom M i c h u unit m y m w e in
warfare in rha brief. mobile oh= a , the a r e h l w a n n l hnyt
tr?gmnsnp of the Fmrrr Wwla War (Auwrl 1914
- May 19151. I n lhir - r i d o f the w a armie ~ n ~ ~ ~ ~ ~ ~ : ~ ~ ~ ~ ~
*are r'l'l me to me D==alvsma
tr-h lines had no, ye, beenconwlidatnl
total o f awn, StrkmnoPornrr ms, o.L ~ C W~na
W M n hex. CW,lW W",d,m. du-n~d

GAME EQUIPMENT UNIT IDENTIFICATION TABLE


Th. G.nr Hs: !he 2 2 bv 28'' map m- E=h n a t ~ o n a ~ thad
y vtrtually unique s m h a i
letrain ty~ic.1 of the ground lhearm~e.ofaarly formal~om and orpn8zatianr. ahich uw a
W a l d War I l a r p t w e r I! l r v l u k r hills ol their b a s t b ~ l l d t n p b i a k !he companV of
vavinp hempnl, tormr. wmdr. acanal. a ~ a l r ~ d a i n f a n t v , wudron 01 CV~IIY, and bat lo^. 01
ltne m a a road narwwk The Terra," E f f n l r wllllery The unllr reprsupntm ,n ?he -me f w GCRWAN
C h r t erolainz the e f C f r 01 r- terrarn -h e l ~ h nma l l o n a l l c i ~.I#~ wmmerindhere.
fealura on rn-mnr andcombac A helaponat
aria h s hn wpar~mrraado w r the m g l l o
e n a l e the P i w e n to &termins nurenuns, BRITISH
rmm of !hear unllr
D a i t i m and f l r i n ~
nY Plwhg P * Q : the muare d,e-cu! peter
lhersalfer c a l M uvnia or marken) rwrnenr
DI*IWn. DatteIy, iYId c O ~ D 1420 ~ Y unit3 m~l8
lelY OlLnlleliOnl c>l w e r s l d#lfe.enl I Y W Md
~onflwra!#ons1 4 n u m b , and rymbo(s regre-
*"I that unll'I dhll#l,es l l l h re-f fo move
men1 and cornhat.

TYPICAL UNITS

Un81 Size R n pAllolmn

A l t r k Stnngth

Smching Vdu. ~ - & m ~ v ~ Gun


w s=t,on
Unrr ld.ntiw NurnMr Movemenl Allonsme

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A l l r k Stnngth

S t u k ~ n gValue 4 4
Rmw N l o u n c r

u n i t Symbol

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Unjt ldont,ly Numb., W n t *No-

DEFINITION OF TERMS f RENCH I A N 0 JbPANESEI


A w k S t n q t h 8s the bsric a f 1 e n n v s ~ o m r01 a
""8, 1% Cornall

a h e x raparaisu of vnats are an than her BELGIAN


lye C a n b a t l .
R- A- I* ,lm maxwwm nmm 01
her-$ lhrovC M r h o unll may oroiecl in
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6

MAP I MAP 2

MAP 3 MAP 4

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