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VOL.31, NO.6 · The GENERAL

UNTENT . "Features
APreface to Peiper 6
Infro to KAMPFGRUPPE PEIPER • Stuart K. Tucker
KGP 7 The Bridge at Cheneux 7
An ASL Crossfire • Robert Banozic and Rich Summers

Beach by Beach 15
Strategy in BREAKOUT: NORMANDY. Alan Applebaum

Stuck in the Turanian Plain Again 18


Computer HISTORY OF THE WORLD • Mark G. Mclaughlin

Adding the Operational Dimension 22


The Design of ACHTUNG SPITFIRE! • Charlie Moylan
Death in the Afternoon 27
AFirst look at TITAN: THE ARENA • Stuart K. Tucker

AvalonCon '97 Champions 28


Here are their victorious smiles

Exploding on the Screen 35


Report from E3 • Jim Pedicord
Zone of Control
Boardgame Review Section • ed. by John Kisner
ALEXANDRIA, 1801 reviewed by Peter Pariseau
39
21i!J' 50

FURY ON CHAMPLAIN reviewed by Mike Szarka


THE GREAT WAR AT SEA reviewed by Chris Perleberg
TANK COMMANDER reviewed by Andrew Maly

Scoring Princess Ryan 47 Columns


Optional Rules • Mark G. Mclaughlin
AH Philosophy # 178 • • • • • • • • • • • • • • • • • • • 5
PANZER LEADER Situation 31·6 49 Letters to the Editor • • • • • • • • • • • • • • • • • • • 24
AWWII Rescue Mission • F. Pierce Eichelberger Contest # 183 • • • • • • • • • • • • • • • • • • • • • • • 32
ASL Scenario G42 • • • • • • • • • • • • • • • • • • • • 33
HISTORY OF THE WORLD with Personality 51 ASL Scenario G43 • • • • • • • • • • • • • • • • • • • • 34
Extra Event Cards • Michael Welker Opponents Wanted • • • • • • • • • • • • • • • • • • • 50
Up Periscope • • • • • • • • • • • • • • • • • • • • • • • 59
The Gaming of History 52 Infiltrator's Report • • • • • • • • • • • • • • • • • • • • 60
Using Games in the Classroom • David Spangler Coming Attractions • • • • • • • • • • • • • • • • • • • • 61
Whispers. • • • • • • • • • • • • • • • • • • • • • • • • . 61
Putting the HBack into Your Offense 54 Firefight •••••••••••••••••••••••••• 62
ASports Special • Robert M. Halford Convention Calend,;,r• • • • • • • • • • • • • • • • • • • 62

Game Play;s Fun and Fast!


Prepare yourself for quick and fierce battles of
survival. This is the exclusive board game based on
this fall's blockbuster movie. As a Starship Trooper it's
your duty to stop these giant alien bugs by destroying
them one by one with your Morita assault rifle. You
might even risk a brave assault on their lair by tactical
nuke. As a bug, you're a deadly killer cutting down
anything foolish enough to stand in your path.
Easy-to-Iearn rules and the twenty battle scenarios
present endless challenges for exciting game play.
Mote Bugs . .. Will they ever
stop attacking?
You'll kill lots of bugs, but they keep bringing in more
and more reserves! The gigantic alien insects have
one relentless mission-survival! Each trooper and
each bug has special abilities that determine the
startling outcome of each game.
Starship Troopers-The Movie Game has a flexible
game system where you can create unique battlefields
and terrain. Game equipment includes a full-color
battle mapboard, terrain tiles, and 24 vinyl stand-up
bug and trooper pieces.

©1997 TriStar
Call to BatJfle!
Pictures, Inc. Starship Troopers is the latest game creation from
All Rights Reserved Avalon Hill, the leading publisher of games of skill.
Designed for 2 to 4 players, the game is suitable for
ages 10 to adult. A typical game can be played in just
under an hour.
SsJsIlj) TlfXfJE!fSis~Bl)OJfftJcalgame~ormll
Avalon Hill Game Company
DIVISION OF MONARCH AVALON, INC.
4517 Harford Road, Baltimore, MD 21214
-410-254-9200 -1-800-999-3222 -www.avalonhill.com
5

The GENERAL is dedicated to the presentation of authoritative


articles on the strategy, tactics and variations of games of skill.
~~litg~g~~l
Historical articles are included only insomuch as they provide use-
ful background information on covered games. The GENERAL is
published by The Avalon Hill Game Company solely for the cul-
tural edification of the serious game aficionado, in the hopes of
Part 178
improving the game owner's proficiency of play and providing
services not otherwise available to the game buff. The Avalon Hill
Game Company is a division of Monarch-Avalon Industries, Inc.
A Great Place
The shares of Monarch-Avalon, Inc. are publicly traded on the
NASDAQ System under the symbol MAHI. For information about
the company, write Marshall Chadwell at the executive offices
for the Family
(4517 Harford Road, Baltimore, MD 21214).
Publication is bi-monthly with mailings made close to the begin-
ning of January, March, May, July, September and November. All'
editorial and general mail should be sent to: omewhere along the way, I promised do any of the great "tourist" things Balti-
Avalon Hill Game Company
4517 Harford Road· Baltimore, MD 21214
One-year subscriptions are $18.00. Two-year SUbscriptions ,
are $29.00. All domestic subscriptions sent via bulk permit.
Domestic First Class Delivery and all subscriptions to Canada and
Mexico must pay an additional $18.00 per year postage charge.
S a reader or two that I would let up a
little with my bombardment of the
readership about the joys of convention
more has to offer by herself.
Her plans changed within 15 minutes
from the moment I picked up my conven-
All overseas subscribers must add an additional $30.00 per year
gaming (don't let Don Greenwood read tion packet. While standing in line, we ran
postage charge. Send checks or money orders only. Avalon Hill that). So", here is a guest column with into Greg Mayer (tournament director for a
Game Company is not responsible for cash lost in transit. Those
with a current American Express, VISA or MasterCard may call somebody else's view on the matter. family financial game, MERCHANT OF
800-999-3222 toll free to renew subscriptions or order AvalonCon is attracting a growing num- VENUS) and Debbie Otto-a husband and
merchandise. Absolutely no complaints or questions will be
handled on this extension. Any business other than a credit card ber offemale gamers-including some who wife from St. Louis. Debbie convinced Car-
purchase must be handled by mail. Address changes must be win rounds, ahem, in which I play. I could
submilled at least six weeks in advance to guarantee delivery.
rie that the games were fun and easy. The
Convention announcements must be received at least six months not resist inviting Andy Lewis (tournament most important thing to remember, said
in advance and contain Information pertaining to Avalon Hill
Game Company's games in use.
director for ACROSS FIVE APRILS) to Debbie, was "no hexes." Avalon Hill
Articles are considered for publication at the discretion of our tell me how it came to pass that one of my makes a tremendous number of leisure,
editorial staff. For detailed information on how to prepare a manu-
script, please request a copy of our "submission guidelines." favorite sports game tournaments had family and sports games which are easy to
Online Service Addresses: become harder to win. I was surprised to learn and fun to play and have ... no hexes.
You may now order through our company Website:
www.avalonhill.com E-Mail: ahgeneral@aol.com (Magazine), discover that he isn't one of the rare, fortu- Generally-speaking, games with hexes tend
ahgames@aol.com (Company), 72662.1207@compuserve.com nate guys who marries a gamer.-SKT
(computer games account), 72662.2443@compuserve.com
to be more involved and harder to pick up
(boardgames account) My wife, Carrie, and six-week-old son, quickly (although, this isn't always true).
EDtTOR·IN·CHIEF: Stuart K. Tucker
ZOC EDITOR: John Kisner
Danny, attended AvalonCon '97 with me, Debbie had Carrie quickly involved in a
ASL EDITORS: Multi-Man Publishing and a great time was had by all-not for the tournament. There Carrie met a slew of
LAYOUT: Georgia Wilson
GRAPHtCS: Jean Baer, Steve Holmes, Chun Kim, Kurt Miller and reasons you might think. Some families go great people, including Bruce Reiff and Ken
Georgia Wilson to Hunt Valley, share a room, and scatter to Gutermuth, now both AvalonCon Hall-of-
AVALONCON PHOTOS: Bill Levay
PHOTO RESEARCH: Bill Aguiar far corners of Baltimore (or at least the Famers for their prowess with a broad spec-
COVER ART: Shin Ueda hotel), doing their own things for the
SUBSCRIPTIONS: Donna Engel
trum of games. Bruce and Ken dragged Car-
ADVERTISING: Ed Weiss extended weekend. Not us. You see, my rie off to several tournaments, where she
Purchase of Games, and Magazines: 1-800-999-3222
FOREIGN DISTRIBUTORS: Readers are urged to make sub-
wife now plays games as well. Carrie made was introduced as "Andy Lewis' wife." In
scription arrangements with their appropriate agent (address the final four of a 128-team tournament in the end, Carrie played in five tournaments,
shown where phone number not available): Australia: Directsoft-
Wahroonga NSW 2076, 482-3455, Jedko Games Ltd. (Victoria) MARCH MADNESS. While some people winning merchandise certificate prize
555-1022; Belgium: SPRL Prolude (32 Ave. de Teruuren, Box were astounded, she was really bummed money in one. She managed to go shopping
32, 1040 Bruxelles); Canada: Beamscape (Scarborough) 416-
291-0000, Durcom Micro (Quebec) 416-292-0094, Multi Micro about it. She got close enough to "smell the twice, but never made it to the pool.
Dist. (Scarborough) 514-354-3810, Lion Rampart (Ontario) 525-
0733, Dractus (Ottawa) 744-5225, E&K Kroeger (Scarborough)
wood," but was unable to pick it up. For Carrie anticipated the approach of Ava-
752-4382, L'Avenir (Montreal) 341-1561, Northwest Game readers who have never attended an Avalon- 10nCon '96 as much as I did. It wasn't just
Traders (Cambridge) 623-5282, TO Imports West (Calgary) 252-
2006; Denmark: Fafner Games (Gentofle) 453-165-5625, Faros
Con (shame on you), "wood" is the nick- for all the fun games to be played. A big
Cigarer (Copenhagen) 332-2211; Fintand: Fantasiapelit Tudeer name for the wooden plaque given to the factor was the chance to see friends made
Oy (Vantaa) 872-5950; France: Alsyd (Meylan) 4 76 41 8505,
Ludis International (Balma) 6124-7878, Jeux Actuels (Caillquet) winner of each tournament. On later reflec- the previous year, who live in places we
3226-2257, Jeux Descartes (Paris) 4648-4820; Germany: Das tion, however, she became very proud (as don't get to visit. She was so caught up in
Spiel (Hamberg) 044-8687, Games In (Munich) #89555767, Welt
der Spiel (Frankfurt) 699-502-1140; Great Britain: TM. Games I was of her), because she had only learned the fever of the event that she volunteered
(Littlehampton) (01903) 773170, EIDOS 625-3366; Greece: P.
Mamalis Ludo (Athens) 293-2203; Hong Kong: Wargames Club
MARCH MADNESS on the sunday before to run the STOCKS & BONDS tournament.
(Hong Kong) 417-1587; Italy: Fernando Ferrari (Verona) AvalonCon started (playing three games Again, her experience was great-espe-
8000319, Stratelibri (Milano) 295-10317; Japan: Post Hobby
Company (Tokyo) 3351-0471, Glams Inleractive (Tokyo) 5722-
of it). cially since that year she was known as
5155; Netherlands: 999 Games (Amsterdam) 644-5794, CapfUl It wasn't always like this. When I met Carrie (not just as Andy Lewis' wife). She
Books (Amsterdam) 625-5537; New Zeatand: Unicorn 377-4248;
Norway: AEH Hobby (Pilestredet 7, 0180 Oslo 1); Portugal: her, my wife did not play "wargames" (not played in five tournaments, made one shop-
Frente Crl (PC Duque de Saldanha 20, RICO 1000, Lisboa); Sin- really an appropriate term since a large por- ping trip, and ran STOCKS & BONDS.
gapore: Wong International (Singapore) 545-3995, South
Africa: Gamma Games Ltd. (P.O. Box 2904, Capetown 8000), tion of the games have nothing to do with Although I won that tournament, claims of
Wizards Warehouse (Capetown) 461-9719; Spain: Joe Interna- war or killing). In fact, she continued to rigging were dispelled when I went bank-
cional (Barcelona) 345-8565, Naipe Juegos (Madrid) 544-4319,
Distri-magen (Madrid) 570-6004, System 4 (Madrid) 383-2480; resist playing wargames until AvalonCon rupt in the first game.
Sweden: Target Games AB (Stockholm) 611-9585, Intelligence
Q Media (Stockholm) 8 412-1750.
'95. At the time, we had only one car. When we became pregnant last fall,
IF YOU CHANGE YOUR ADDRESS: Inform us immediately! The Instead of being stuck at home with no car there was never a doubt about attending
Post Office destroys undeliverable magazines even if you leave
a forwarding address. The Avalon Hill Game Company that weekend, she decided to come to the AvalonCon '97. The question was, instead,
assumes no responsibility for issues lost due to an invalid
address. Please state both your new and old address.
hotel with me. Her plan was to lay by the
pool and go shopping. She didn't want to ~-~-~-~~ (Continued on p. 58)

I
6

A Preface to Peiper
by Stuart K. Tucker

lthough many a wargame has been

A published on the popular WWII topic


of the Battle of the Bulge, the two
KAMPFGRUPPE PEIPER historical mod-
ules for ADVANCED SQUAD LEADER pro-
vide garners with the most detailed view of
those events. These modules allow recreation
of some of the most pitched house-to-house
and woods fighting ever experienced by the
American Army.
On December 16, 1944, Adolf Hitler
launched his last western offensive of the war.
The hole torn in American lines by the com-
bined might of the German Sixth and Fifth
Panzer Armies gave the battle the name
"Bulge." The game modules take their name
from the German SS unit which led the 1st SS
Panzer Division's spearhead across the
Ambleve river on December 18, 1944 (part of
the northern shoulder of the offensive). The
Kampfgruppe Peiper, having been delayed by
American Engineers near Habiemont, estab-
lished a defensive bridgehead at Cheneux
while its remaining elements caught up with
the vanguard. The most immediate reserve
available to Supreme Allied Commander
Dwight D. Eisenhower was the 82nd Airborne,
which was rushed to the front in trucks to plug
the gap between the 30th Infantry and 7th
Armored divisions. This set the stage for the
clash of two of the most elite units of the war
in a series of battles around the AmbJeve river.
The scouts of US 504th Parachute Infantry
Regiment approached the village of Cheneux
from the west on the morning of December
20th. Thus began the battle for the Bridge at Situation at end of Turn 1A. The 6-5-8 in KK13 was eliminated by the
Cheneux depicted in one of the two campaign mortars using opportunity fire. In the close Combat Phase, us units advancing into
games provided in the KAMPFGRUPPE ZZlO ambushed and eliminated a 3-4-8, then withdrew to AAII. A 7-4-7
PEIPER II module (and the subject of the ASL eliminated the 3-4-8 in AA 10. The 8-0 in BB 10 eliminated a CX 3-3-7, while the
scenario and ASL Crossfire article below). concealed 3-4-8 in AA8 ambushed the advancing Gis and withdrew to BB7,
The daytime advance on Cheneux of Com- declining close combat.
panies Band C were checked by the 2nd Bat- village to the south and then pushed north from Level-2 to Level 9. Counter sheets pro-
talion of the 2nd SS Panzer Grenadier Regi-
from Monceau towards the bridge. This is the vide SS multi-man counters, support
ment, which had recently reached the area on
situation at the start of ASL Scenario KGP 7, weapons and vehicles, their American coun-
foot. After nightfall, the attack was resumed,
"The Bridge at Cheneux." terparts, status counters (helpful for a battle
but met by intense fire. The Americans
gained a toehold on the western outskirts of Unlike the basic modules of the ASL sys- where the German commander must concern
the village, where on the 21st the house-to- tem, the KAMPFGRUPPE PEIPER modules himself with the critical issue of running out
house firefight continued. Colonel Reuben include detailed, historically accurate map- of gas and ammunition). Chapter P provides
Tucker, commander of the 504th, ordered the sheets (hence the nomenclature, Historical all the module-specific rules (including new
3rd Battalion to assist with the capture of ASL module). The two modules provide five terrain types) and campaign scenario mater-
Cheneux and the bridge over the Ambleve. large mapsheets, covering three different por- ial. A total of eleven shorter scenarios are
Company G entered the western end of the tions of the battlefield (Stoumont, Cheneux also provided. The campaign lUles allow for
battle-torn village to relieve Companies B and La Gleize, Belgium). The hilly terrain of refitting, but introduce the critical tactical
and C, while Companies H and I flanked the the valley is depicted with elevation spanning dimension of conservation of force.
7

ASL Crossfire

KGP7
The Bridge at Cheneux
by Robert Banozic and Rich Summers

GERMAN
(Rich Summers)
Rating: 60% Pro-German

December 21st finds Peiper's drive to


the Meuse temporarily stalled as the storm
troopers wait for ammo and gas to be
brought up from the rear. Fortunately, at
Cheneux, a detachment has pushed across
the Ambleve and captured a vital bridge. In
support, elements of a flak battalion have
just arrived. Understandably, the Americans
don't seem too happy about the developing
situation, and across the misty fields and
roads it is obvious that they are forming up
for a major attack. It's bad enough that they
don't really have a stomach for hard fight-
ing, but won't they be surprised when they
find out just how strong this bridgehead
really is!

~
~~~ (Robert
AMERICANBanozic)
Rating: 60% Pro-US

KGP7, "The Bridge at Cheneux," begins


as almost two-scenarios-in-one, as the
divided US forces must meet the dual vic-
tory condition of capturing the bridge and
clearing out the town proper. By mid-game
the issue should be somewhat clarified as
the Heavy Mist probably thins and the Ger-
mans find themselves backed into one cor-
ner or the other. The end-game drive to
secure the final objective may be a
close-run thing, but I have every confidence
in the ability of my men to get the job done.
Today, Cheneux; tomorrow, Berlin!

GERMAN DEFENSE
Advantages: Rate of Fire, SS, Hidden
Initial Placement, Range
The German order of battle (OB)
includes 104 firepower factors that have the
chance for rate of fire (ROF), including two
quad-20 flakwagens that are the big hits of
this scenario. Contrast that with 28 factors
---
8
for the American OB. This gives the Ger- continuous ac- :
man a sustained hitting power that can't be tion for the
matched by the US forces. The SS troopers quad-20s.
aren't too shabby either. Their six factors of Next, if
inherent firepower (FP) are optimal for gun- ammo short-
ning down men in the open, but its their age doesn't
morale that makes them shine. They don't take the flak-
go down easy, and, with a broken side wagens out,
morale of nine, they won't be down for
then enemy
long. Additional firepower is added by the
fire probably
105mm and FlaK 38 artillery (the 105 can
will. These
also fire smoke). More important, however,
hidden initial placement (HIP) for the guns large targets
means that the defender has the option to are particu-
hide and infiltrate back into Cheneux or larly vulnera-
Monceau after the paratroopers have ble to long-
passed. This threat should keep a number of range mortar
GIs off the front lines for a while. Finally, fire, because
the high proportion of artillery and support the effects dice
weapon (SW) firepower in the SS OB roll of a hit
This playing aid shows the other two mapsheets of the second
means that the Germans have a considerable isn't influ-
advantage in range. This advantage is partly KAMPFGRUPPE PEIPER module, depicting the area around La Glieze.
enced by the
negated by the effect of mist on long-range mist. Of course, up close and personal, not the critical bridge over the Ambleve River.
fire, but much of the time, especially in the even mist will save the flakwagens from the Consequently, the SS are pretty much free
northern half of the playing area, the SS will heavy firepower of the American squad. to choose the field of battle. Moreover,
be able to engage the paratroopers first with The armored half-tracks fair a little better, because the strong American force is split
little risk to themselves. but all of the American SW have a reason- initially, with a weaker contingent in the
Disadvantages: Ammo able chance to score a kill. Plus, the para- town of Cheneux, Peiper's finest can enter-
Low Shortage, Vehicular Vulnera- troopers are toting those captured panzer- tain thoughts of retaking the town (which
Ammo bility fausts (KGP Special Scenario Rule 15). No I've seen done successfully). In the final
B# -1 Although there are few dis- analysis, I think the stormtroopers are better
doubt about it, the key to German success in
advantages, the first one is a served if they let the Americans come to
Cheneux is to build a defense that doesn't
doozy. Ammo Shortage (A19.131) prohibits them. The best way to do this is to defend in
tax the vehicles or ammo too much.
fire lanes (since affected machineguns are strength around the bridge.
not in good order; A.7). It also lowers SW German setup: The game starts with a pre-game rubble
breakdown numbers by one, gives guns and ZlO: 3-4-8, ? placement phase, but even as the defender,
vehicles a circled breakdown number one AA8: 3-4-8, ? who usually benefits from this kind of
lower than their inherent B#, lowers ammo AA9: 3-4-8, ? destruction, I don't think this phase is par-
depletion numbers by one (in this case AAlO: 3-4-8, ? ticularly important. By special scenario
negated by the SS increase), and causes BB10: 8-0, ? rule, rubble counters can't be placed adja-
experience level rating (ELR) replacement DD3: 3-4-8 cent to one another. Nonetheless, rubbling
when a 12 is rolled on an infantry fire table EE13: 6-5-8 BB9, FFI2, GG9 and DDlO will congest the
(1FT) attack. Without this handicap, I don't HH13: 6-5-8, MMG central portion of the board and should give
think the SS would come up short too often 1113: 6-5-8 the northern wing of Rob's attack some-
in this scenario. As it is, 50 per cent of the JJ5/1: FlaK 38, 2-2-8 (HIP) thing over which to trip. The rubble in BB9
machineguns (MGs) will have malfunc- KK8/5: SPW 251/1 has the benefit of blocking the narrow street
tioned after just eight shots (that's only two KK13: 6-5-8, ? through Cheneux (P5.126), preventing
game-turns on average for the heavy LU/5: SdKfz 7/1 bypass movement along both sides of hex-
machinegun LL9: 9-1, HMG, 6-5-8 sides BB9/AA10 and BB9/BBIO. This
(HMG). The LL12: 6-5-8, LMG, ? should drive impatient Americans out of
guns and vehi- MM6/5: leFH 18,2-2-8 (HIP)
town. More important, the rubble counters
cles will last a MM7/5: SPW 251/21
in DDlO and FF12 extend the natural bar-
little longer, MM8/5: SdKfz 7/1
rier provided by the stream, helping to chan-
eight shots MM14: Sniper
nel the Americans to the north and south.
;,.:t;n'to";"::·=Ff2·3-~41TjJ2:T!E~ before half of NN12: 6-5-8, LMG, ?
Finally, the rubble in GG9 is perhaps the
them have low PP12: 9-2, MMG, 6-5-8
least important, but it prevents bypass of the
ammo coun- Played out on a colorful mapboard faith- hex, forcing the paratroopers from the
ters, and then ful to the actual terrain, the Bridge at northwest to cross a hedge or make a detour
four shots later Cheneux from KAMPFGRUPPE PEIPER on their way to the bridge.
about half of II is one of the finer scenarios in the ASL The strongest American force is also the
those will be system. I'll also give it two thumbs up in the closest to the bridge. More than twelve US
malfuntioned. replay department, given the defensive squads start out in the southern playing area
:============i But even here, options open to the German player. To win, with some of their jumping-off positions
The familiar ASL scenario that's only the American player must control all build- only eleven hexes from the bridge. Facing
cards grace each module. four turns of ing/rubble Locations on the board as well as this, I've arrayed seven of my ten and a half
9
squads (and all of my SW) in the large their superior
woods south of the bridge. Three squads morale and
and two light machineguns (LMGs) are set the defenders
up concealed at woods edge. Mist, conceal- prerogative
ment and range will keep Rob's best initial to take the
attack to an 8(+ I) and that would bum up first shots. In
nearly three squads, all his medium the misty
machineguns (MMGs) and the 9-2 leader. woods, most
True, with ROF, his MMGs might do a lit- of these shots
tle more damage, but the odds favor less will be of the
than a squad of mine breaking during the 12, 16, and
Prep Fire Phase (PFPh). His two mortars 20 (+2) vari-
will probably be salivating at the air burst ety. Uncon-
possibilities, but again, even accounting for cealed Amer-
ROF, each only has about a 20 per cent icans can't
chance of scoring a pin task check (PTC) or weather too
better versus concealed, mist-enshrouded much fire
units. I like the match up in this sector. His like that. Yet,
hundred-plus men fire off a couple of incon- if Rob wants
sequential shots at my 8-morale stormtroop- his men to
ers. In return, any paratrooper that tries to gain conceal-
set foot in the fields between Monceau and ment, it will
the woods eats potentially lethal 6(-1) or cost them a
8(-1) defensive fire. turn off the House-to-house fighting was a common sight along the
However, that's just the picket line. line. As the roads of Belgium during the Battle of the Bulge.
Along the bank of the Ambleve on the game pro-
southeast flank, oberleutnant 9-2 heads up gresses, substantial remnants of the six start- break voluntarily rather than fight if it
one MMG team in PP12 with a line of ing squads will coalesce around LL9, where seems that the rout options allow a continu-
sight (LOS) to nearly half the plain leutnant 9-1 and the HMG team have been ous secondary line (even of broken units) to
between Monceau and the woods (thanks waiting from the outset. This team will form astride the US line of advance. There's
to the up-slope hexsides; P2.3). These guys deploy on turn 1, and the leader will direct also an 8-0 leader in town, but if things get
will fill any gaps in residual fire. They'll two attempts to dig foxholes each turn real hot he may not be able to do much. I
also turn back threats that develop along (B27.11). By the time the paratroopers get in don't expect many survivors to make it out
the river. I toyed with the idea of starting range, preparations should be complete. of Cheneux, but every turn that they delay
the HMG here, but four portage points Then, the 9-2 and a couple of squads with an the American force means an extra turn of
(PP) are tough to carry, if you are busted, MMG will move in and take over the HMG. ammo around the bridge.
making it risky to go toe-to-toe with the This dug-in position (48 FP at point-blank The early fighting should be tooth-
paratroopers. Later, the 9-2 will team up with good chances for ROF) chokes off and-nail, but the paratroopers, due to their
with the HMG closer to the bridge. Note access to the bridge from the southern lower morale and need to cross open ground,
that I started the leader out possessing the woods. More importantly, if not threatened will be taking the worst of it. They'll proba-
MMG with the squad stacked on top. As directly, this MG nest is sited to hammer the bly find that they need every bit of their
long as I remember to transfer SW during northern approaches to the bridge, as well. advantage in manpower and leadership.
the first Rally Phase, this is a good way to While the MG nest won't form until German This, however, is just the prelude. As the SS
keep Rob guessing about the real makeup turns 3 or 4, it will be one of the corner- withdraw to the bridge, they'll be falling
of this stack. stones of the final German defense-and back on their heavy equipment.
The remainder of the positions on the one that the American will have a difficult At start, the two quad-20 flakwagens are
south flank are rounded out by a squad in time subduing. positioned right in front of the bridge, one
IIl3 (which gains concealment after setup), Cheneux itself is only covered by a light on the road in LL7, the other in the woods
an MMG team in HH13 and a squad in the screen. Concealed half squads (HS) occupy in MM8. The LL7 location is something of
EE13 farmhouse. These three squads cover all the buildings across from American a compromise setup; on turn 1 this battle-
the paratrooper's safest, but longest route to set-up locations, and another HS covers the wagon intends to move back across the river
the bridge. Paratroopers starting around far north flank. As in the south, concealment to PP5. It didn't start there, however,
GG 17 can move up to the woods free of and mist will absorb much of the initial because this might have enticed US mortar
fire, but they'll be hit by 20+ FP when they American firepower, leaving most of the teams to set up in SS17 and SS19, where
start pushing inwards. screen intact to interdict US movement out they would have been perfectly sited to rain
After turn 1, once the advantage of con- of all proportion to their actual strength. The shells down on the soft-skinned target lead-
cealment is lost, American firepower will four HS in Cheneux pack a total of 24 FP at ing to a fairly swift demise. Once in PP5,
begin driving the stormtroopers back into point-blank range that can be divided up the flakwagen can place 20 FP on the
the woods. Across its shortest axis to the against any paratroopers that try to cross the approaches to the bridge (albeit with a +1
bridge, however, the woods are five hexes Z6-Z9 street. This might not be the Seigfried dice roll modifier for firing through the
deep. This will provide the SS with plenty of line, but these guys will impede the opening bridge). It also can pummel the MM9 and
cover to establish a line of concealed units US moves at little cost to defensive NN9 woodland cliffs, helping to choke off
free from US mortar or long-range fire sup- resources. The half squads that fail to beat the exits from the southern woods. Admit-
port. Here, Peiper's finest will face down the back American moves stand to be annihi- tedly, some games will witness a little trou-
paratroopers at point-blank range, relying on lated in close combat (CC), so they'll opt to ble getting into position crossing the
---- --------- JI
10
late in the game. I'm on the offensive). The one-factor edge
Some may view of my squads over the 6-5-8s translates into
this use of the 20L a significant close combat advantage that I
as gamesmanship will be trying my best to exploit. I also
instead of gener- won't forget the white phosphorous (WP)
alship, which may ammo for the mortars (MTRs) (see KGPI6)
be true, but it also and Bazookas (BAZs). The WP grenade
reflects the real capabilities of the squads should get a lib-
difficulties inher- eral workout. I also think that, with eight
ent in securing an turns, I have plenty of time to do the job.
area. While I Some of my units start only eleven hexes
haven't chosen from the bridge, while others are already in
this tactic here, town. I should have little need for reckless
my setup will running in this game.
keep the 20L HIP
until late in the
I tM I Disadvanta,." Mocal" Mi"
Change
game, forcing 6 2 .5.8 These GIs have decent
Rob to expend a - - morale, but that of the SS is
By the end 0 January 1945, the US 82nd Airborne Division had plenty few HS on the even better. The SS troopers
of armor support to plug the gaps, but n~t during the tedious chore of rally so fast that I am going to have to
early days of the German offensive. securing the map- work extra hard for kills (not just breaks).
006IPP5 hedge as Gas Shortage (three per board. Notably, this burden will fall on the So, the importance of my CC advantage is
cent chance) or Bog (28 per cent) will smaller northern US force. magnified (it being not modified by
conspire to stop the half-track short of its Finally, there are the two armored half- morale levels and frequently fought to the
goal. Don't worry about this, because, wher- tracks that start out huddled with the other death). The tendency of the heavy mist to
ever this gun platform ends up, it will earn vehicles in front of the bridge. Their role decrease in intensity is also troublesome. I
its keep. will develop as the game progresses. If the must get up-close-and-personal with those
The second flakwagen owns the bridge, American northern group gets badly mauled Nazi guns andjlakwagens. Denser mist is
sited as it is to lay 40 point-blank FP onto on its approach to the bridge, then one or better for me.
the entry hex. For the paratroopers, it's both half-tracks might go on the offensive,
American Setup:
imperative that they take this position out- chasing down broken paratroopers and
Y6: 3-3-7
not an easy task. GIs from the south can only moving back into Cheneux. Otherwise,
Y7: 8-0, 7-4-7
threaten the jlakwagen from the cliffs in these vehicles will be content to stay back
Y8: 9-1,2 x (7-4-7 w/MMG)
NN9 or at point-blank range from MM9 and and hold the bridge. In this case, the 251/21,
Y9: 7-4-7
LL8. To the north the vantage points are with its 12-FP IFE (infantry firepower
YlO: 8-1,2 x (7-4-7 w/BAZ)
more numerous but beyond the 7-4-7 s equivalent), will most likely move into LL7,
Yll: 7-4-7, 3-3-7
inherent range. once the quad-20 leaves, adding to the
GG17: 8-1, 2 x (7-4-7 w/BAZ)
Supporting the jlakwagens, the HIP already considerable firepower in this area.
HH17: 7-4-7
105mm gun in MM6 can lay fire onto most The second half-track doesn't pack too
1117: 7-4-7
of the high ground east of Cheneux and it much of a wallop with its paltry 3-FP MG,
JJ17: 7-4-7, 3-3-7
has special orders to smoke the rubble in but the American can't afford to ignore it
KK17: 7-0, 7-4-7, 3-3-7
DDlO and GG9, if the paratroopers should because of its threat to motor back into
LLl7: 8-1,2x(3-3-7 w/MTR), 7-4-7,3-3-7
decide to position some long-range weapons town. Like almost every other unit in the
MM17: 9-2, 3 x (7-4-7 w/MMG)
there. On average, the 105 will get off defense, the American will probably have to
LL6: Sniper
twelve shots before low ammo takes its toll, eliminate this half-track to win. That is the
which means that in most playings it should main problem for the paratroopers-to get I think that the rubble is more of a hin-
still be functioning at game's end. Being set- onto the bridge, they're going to have to kill drance than a help to the Americans, no
up adjacent to the bridge, this is a key posi- or capture almost every element of this very matter where it is placed. I have to place it
tion that the paratroopers must take out. potent German OB. somewhere, so I chose to rubble GGI9,
The 20L .flak goes in the woods in JJ5, 1119, VlO and V8, which are about as far out
pointing northeast. This should delay any AMERICAN SETUP AND ATTACK of the way as I can manage. I did not rubble
paratroopers that try to work toward the Advantages: Numbers, Assault Fire, the Delvenne Farm (S 10) because I might
bridge from the far north. If a threat doesn't Close Combat, White Phosphorous, Time be trying to make a stand there if Rich tries
develop from that direction, the gun can turn Obviously, the greatest advantage to win by storming and holding that corner
its attention to the bed of the stream, toward wielded by my paratroopers is their sheer of Cheneux. The rally bonus of the building
which it can spray all the approaches to the numerical superiority in infantry. A two-to- could prove helpful (of course, it could help
bridge with 6 FP. Other good set-up loca- one edge in squad equivalents, leaders and the Germans, but I am optimistic that they
tions include HH13, where the gun can play leadership dice roll modifiers (DRMs) is won't get that far).
an active role in the defense or where the substantial in any scenario. The assault fire After Rich sets up, it is clear that he
crew might chose to hide, waiting to move bonus (A7.36) enjoyed by the 7-4-7 squads intends to make his stand at the bridge. In a
into Monceau on turns 6 and 7. Alterna- will also come in handy, as it will often face-to-face game I ordinarily wouldn't
tively, there are all those orchards outside push my Advancing Fire Phase (AFPh) count counters, but I can tell here that Rich
Cheneux. The 20L hidden anywhere there attacks onto a higher column. (Yes, the SS has deployed a squad. It also appears, from
could give the GIs nightmares, especially if have the same ability, but the Germans will what I initially can observe, that Rich has
the crew chooses to infiltrate back into town have few, if any, AFPh opportunities while setup leaders possessing machineguns in a
-,.------------

11
futile effort to confuse me. Certainly, he unit in the town has
will transfer some support weapons in the retained its con-
first Rally Phase (RPh). I expect to find the cealment as we ap-
9-2 and HMG at LL9 ready for some quick proach the Advance
entrenching work, while PP12 probably Phase. I intend to
harbors a 9-1 and MMG. Hexes LLl2 and jump into CC at
NN12 probably contain LMG-toting every opportunity,
squads. I won't be surprised if Cheneux and, if I have pene-
itself is garrisoned by nothing more potent trated to AAll and
than a collection of half squads. There are BB7, Rich will find
no dummy stacks. The guns using HIP are voluntary routs dif-
likely to be positioned so as to bring under ficult to execute to
ftre the approach to the bridge. his advantage. The
The first PFPh kicks off with a couple of future looks mighty
BAZ WP shots from YIO, first at AAIO, bleak indeed for the
and, if successful, then at ZIO. If I have the garrison Rich has
ammo, I'll have a hit (note that terrain stranded in Cheneux,
effects modifiers don't affect BAZ WP To while my para-
Hit attempts; see the official Q&A to troopers should The grim-faced soldiers 0 the surrounded us 101 st Airborne Division
C13.42). I can then fire the leader-directed soon be streaming move out to dislodge their besiegers on December 29, 1944.
inherent firepower of the squads at the best eastward to the
target of opportunity, depending on how the bridge. I plan to swing those MTRs west around
BAZ WP performed. If either BAZ unit had Meanwhile, the GIs attacking the woods the woods mass to get into hex EEll. This
no WP, it will decline to fire in order to line from the south will move forward can be accomplished in three turns, so they
move. I will use opportunity fire on the the sacrificial half squads. I would like to might be in position to lob WP and high
stacks at Y8 and MM17, as well as the 8-1 see the 3-3-7 at J117 move to J114, and the explosive (HE) on the German LL9 strong-
and MTRs at LLl7. free HS at LLl7 double time to point by turn 4, depending on how quickly I
In Cheneux, the Movement Phase (MPh) LLl6-MM16-MM14. I expect the FP of can force Rich's troops off the southern
some 6-5-8s may still be available, with the woods line. The MTRs can be effective also
starts with assault move WP grenade
result that the squads at JJ17, KK17 and against theflakwagens from FF10 or GGIO,
attempts from Y10 on ZlO, if not already hit
LLl7 will probably have to settle for an but the return fire would be a problem. I am
by smoke by a BAZ. The squad at Y7 assault
assault move forward. The HS at KK17 will hoping to be able to swamp each of Rich's
moves into Z7 and also tries for a WP probably move LLl6-MM15 to draw addi-
grenade on AA8 if Rich declines to shoot, most powerful positions with multiple
tional fire. My units at GG17 move individ- threats when the time comes. The use of
while the 7-4-7 at Y9 assault moves into Z9 ually to GG15, while the squad at HH17
with a WP placement attempt, if circum- "concealment growth" wherever possible
assault moves to HH16 and the 1117 squad
stances dictate. These WP grenades are should help in this. Placement of my Sniper
moves up to IllS.
great, but not just for their ability to strip Obviously, I have taken some chances. in a hex like LL6 should improve my
concealment (worthwhile in itself). The real There may well be some broken GIs on the chances of softening-up the vehicles or the
payoff is the 16.7 per cent chance of a WP approach to the woods line. I can afford leader-directed HMG team before they tan-
critical hit (CH) (A24.3l). Since the lowest some early casualties, as I believe I have gle with the bulk of my forces.
morale check (Me) the enemy could have plenty of time to get these units back into During my assault, I will have to sweep
rolled when so afflicted is a dice roll of 7, the the battle. The opportunity to get into the every possible hex in the German set-up
reversed terrain effect modifier (TEM) woods quickly is worth the risk, and my area containing concealment terrain in a
effect really hurts. In those stone buildings, opportunity fire by MTR and MMG may hunt for HIP guns, although some fortuitous
Rich's units are likely to be broken. If the well open some holes in the \German application(s) of KGP18 (civilian interroga-
target unit should fire when I move adjacent, defenses. These ROF weapons have the tion) might ease this burden. A crafty ASL
I would not try for WP, because the enemy potential to inflict permanent casualties. player might try to keep a gun HIP in such
has sacrificed his concealment already and Any broken German units appear to have a a location until the last turn or two, when
the chance of a CH is not worth having to bit of a hike to their rally points. the crew can jump out to grab a Victory
digest the residual FP attack which would be Because the German line in the woods is Condition location and thus snatch victory
triggered by the grenade attempt. so thin, I don't think that the SS will want to from the jaws of defeat. I hope Rich tries
The 3-3-7 at Yll double times (CXs) stand toe-to-toe with my paratroopers and this, as it will cost him a gun, because I will
exchange fire, even when the Germans get have a couple of HSs run around the place
Zll-AAll-BBIO to reveal a concealed
the first shot. I expect Rich to slowly pull looking for holdouts. Many players might
German, which I suspect to be the 8-0
back through the woods and so retain/gain be surprised to learn that even the stream-
leader. If the 7-4-7 at Yll hasn't already
concealment. I intend to use my numerical
tried for WP placement on ZIO, it will fol- woods/brush/orchard hexes have to be
superiority to push some units into the face
low to AAll. The 3-3-7 at Y6 moves Z5-Z4 checked. Although a non-vehicular gun
of the German FP, forcing concealment
with a planned advance to AA4. My own loss, while others, which have gained con- may not fire from a stream (B20.6), there is
8-0 runs out to BB7 to draw fire and/or cut cealment themselves, take advantage of this no rule which states that a gun may not be
rout paths. with assault moves. Although these assaults emplaced in a shallow stream (but not deep
What happens next in Cheneux will will not always succeed, occasionally Rich stream; CIO.l, 10.3 and A2.9). I think that
depend on how the attack has proceeded will muff his shots or my troops will the ability to emplace a gun to use HIP in an
and on what I have discovered. Given the demonstrate commendable fortitude under eligible stream hex is clearly a glitch in the
blizzard of WP attempts and flurry of move- fire, setting up the AFPh and CC opportuni- rules arising from the new terrain types
ment, I won't be surprised if no German ties which I am seeking. introduced, but it is legal.
I
12
Another rules question which is likely to of too many HSs. They've done their job, north to guarantee that my boys don't work
arise in this scenario is whether the low vis- buying at least a turn for the bridge defend- their way back into town. Indeed, this seems
ibility (LV) hindrance (here, it's mist) is ers and possibly depleting some of the like a good time to spring the 25111 half-
sufficient to allow a concealed unit to bazookas of their ammo. The HS in AA9 track on a supporting mission. So, during
assault move or advance into an otherwise has the best chance of getting out of the German movement phase, the halftrack
open ground hex without losing conceal- Cheneux. It will work its way cautiously will motor along the paved road to HH3,
ment. It is true that LV hindrances do not through the orchards east of town, breaking remaining in motion. Depending on the
negate first fire movement in the open up the American advance. The remaining American response, the halftrack can then
(FFMO) or interdiction (E3.1). But HSs will stand and fight if their conceal- continue to the northern board edge around
A10.531 seems unclear if a hex would be ment is stripped by WP. Grenade WP dissi- GG2 on turn 2, or, if paratroopers with
considered open ground for concealment pates before final fire, so I'll get off a few bazookas start dispersing northward, it can
loss purposes when both the "-1" FFMO 6(+1) shots versus adjacent paratroopers. head back down to its starting position. This
and a "+" DRM apply-from an LV hin- These have about a one-third chance of should keep the paratroopers off balance,
drance, for example. breaking or pinning the GIs, which may deflecting them from the bridge. If the ha1f-
save a few German skins. track does head north, the HS in that area
GERMAN RESPONSE That done, the Cheneux garrison will will make plans to fall back slowly toward
Rob has countered my concealed set up fix bayonets and prepare for Cc. It doesn't it. Later, they will try to make a move back
with opportunity fire and WP. This will cer- look like my original plan to voluntarily into Cheneux.
tainly minimize early American break and rout out of town will bear much Rob's attack in the southern sector is
casualties, but the German bene- fairly cautious, in part due to
fits as well. First, in about half the the commitment of almost a
games, Rob's Cheneux force will third of his force to opportunity
have expended all BAZ WP in this fire. Except for the suicide HS,
effort. Those bazookas seldom the remainder of the force is
understandably leery of rushing
carry more than one round of WP,
across the fields against the full
if even that much which come
weight of SS fire. Conse-
back to haunt the paratroopers as
quently, little progress is made,
they close on the heart of Peiper's except along the western flank
defense around the bridge. Next, where the paratroopers move
opportunity fire is not a technique forward relatively free of fire.
I use too often, though a case can Versus this type of attack, it is
certainly be made for it here. The best to withhold fire from at
downside is that units using least one of the initial SS posi·
opportunity fire sacrifice their Tanks of the US 42nd Armored Battalion on the attack at tions, so that concealment can
movement options without in- Mabompre, Belgium, January 16, 1945. be retained. This will enable the
creasing the immediate movement German to form another concealed
options of the other units in the vicinity. fruit, because Rob's moves may succeed in line on turn 2, using the concealed squad in
After the Movement Phase, opportunity fir- cutting the rout paths for two of the four 1Il3, plus any squads that opt not to fire.
ers will probably be able to do more damage HSs. Broken, the remaining two HSs In this playing, the 6-5-8 in KKl3 will fire
against the now unconcealed targets than if would not form much of an obstacle to on the first HS to move, hitting it with a
they had prep fired, but, with the assault fire later US movement. Choosing to fight, 6(-1) shot in J115, leaving two residual fire
bonus that the paratroopers enjoy, nearly there's still a 16 per cent chance that I (RF) factors. If this doesn't stop the HS, a
similar results could be achieved after mov- might get some ambushes and withdraw 2(-1) subsequent First Fire shot into JJl4 will
ing. It's not a big deal, but I think that (barring a favorable "-1" American leader- leave one more factor of RF. The second HS
opportunity fire works to the defenders ship modifier which would halve the will be greeted by an 8 (even) shot in MM15
advantage, because the attacker sacrifices chances). Alternatively, I might inflict from the MMG team directed by the 9-2,
some of his initiative. some casualties, but that's not very likely leaving either two or four RF depending upon
Of course, Rob may not need too much given the 1:4 odds column upon which I'll whether the MMG maintains Rap. This posi-
initiative in Cheneux. He has focused on be attacking US squads. tion can then follow up with MMG ROF or
annihilating my HS screen with a careful In the future, I think I'll alter the squad subsequent first fire if the HS isn't
series of moves which take full advantage Cheneux defense a bit. The 8-0 leader that stopped. The two LMG teams will hold their
of terrain, WP and assault movement to pre- started out in this sector is virtually useless, fire, given the poor shots offered to them.
vent my troopers from obtaining any poten- and would have a much bigger impact with While it can occasionally be difficult to
tially lethal "-I" DRM for my fire attacks. the main line of defense in the southern exercise this level of fire control in a
Without that benefit, I'll think twice about woods. There, he can help men move with- face-to-face contest, it will pay big divi-
losing concealment, waiting instead to out double-time penalties through the dends, enabling a strong, concealed line to
ambush the advancing paratroopers in CC woodland hills and will be available to rally reassemble at woods edge for the American
(42 per cent chance of success). This will broken troopers, freeing the 9-1 and 9-2 turn 2. As many as three concealed SS
allow some of my men to withdraw from leaders for their more important frontline squads may be peering out over the misty
their positions to form a secondary line. missions. To fill the gap left by the depar- fields as the Americans prepare to move
Failing ambush, the HSs will retain con- ture of the 8-0, I'd pull the concealed HS in again. To form this line, the concealed
cealment in CC and the survivors (73 per ZlO back to BB 10 instead. squad from 1Il3 will double time to KKI2
cent of the time) will assault move out of the In the far north, my lone 3-4-8 HS faces and then advance to KKl3. The concealed
hex during the German movement phase. In down a 3-3-7 HS, which isn't too worri- LMG team in LL12 will assault move back
any case, I'm not counting on the survival some. More paratroopers will be forced one hex, avoiding defensive fire, and then
13
advance back into its original position. The go down early, noth-
concealed LMG team from NN12 will pull ing can be done about
back double time to MMll, and then that. It is during this
advance into MMI2. Unless the American phase of the game
MMG platoon advances into LOS, the that the German
MMG team directed by the 9-2 will remain really needs to blunt
in place, taking a 6(+1) shot against their the American effort.
best target. I'll skip using the MMG here- If Rob does get his
the incremental gain in effectiveness doesn't mortars north, which
justify the risk to the MG for this target. It is shouldn't happen un-
better to save the MG for shots that receive til turn 5 at the earli-
a favorable DRM. On the western edge of est, the 105mm gun
the woods, the line will begin to contract as will lay smoke into
the MMG team in HH13 pulls out to J112 their hex. I don't like
(covering the flank), and especially the vul- those mortars for two
nerable exhausted 6-5-8 in KK13. In all like- reasons. First, as men-
lihood, the original occupant of KK13 will tioned earlier, they're
have been broken by American advancing a threat to the flakwa-
fire and opportunity fire, and the remnant gens. Second, they
will rout back into the woods. can really take the
There's about a 50 per cent chance that at sting out of the LL9 The oft-recurring scene of Americans moving through a Belgian town
least one foxhole will be dug in LL9 this MG nest, if they suc- to attack Germans dug into positions beyond the town. Here,
turn. I'll keep digging here until there's ceed in dropping WP the 87th Infantry Division moves through Bihein.
enough underground space to accommodate into the hex.
two squads. The two HS will then be free to Rob's assault, though well reasoned, those stacks using opportunity fire. The
move up into the woods or drop down into doesn't sway my assessment of this sce- classic case for the use of this tactic is
the streambed near the bridge. In the nario. Of my seven squads arrayed in the when concealed (or HIP) enemy units are
streambed, they can be in crest status in southern woods, at least half should make it likely to become known due to defensive
KK9 (nicely shielded by the adjacent back to the LL9-MM9 line with whatever (first) fire. This is precisely the situation
hedge) or LL8 to harass paratroopers mov- functioning MG they have. Concentrated offered to the Americans as this scenario
ing in from the north and west. here, with 9-1 and 9-2 leaders directing begins. The use of opportunity fire for the
The squad in the EE13 farmhouse is point-blank fire, these stalwarts should turn MTRs and kill stacks is definitely the way
going to start taking some licks from the away most American threats, possibly with to go. That is how the American inflicts the
bazooka-toting paratroopers in GG13. An heavy casualties. Shots at 16, 24 and 36 permanent casualties which are so key to
assault move into the rubble in FF12 will (even) are hard for anyone to stomach. the assault, and which are simply not likely
increase the defense modifiers to "+4," To the north, the paratroopers will make to be generated against concealed targets
making the squad a pretty tough target for decent progress once Cheneux's HS are in the first PFPh.
the bazookas. My men will probably face a eliminated. Americans may even start I can only imagine that Obersturmbann-
12(+3) shot. Still, they have a decent chance showing up around the EE8/EE9 cliffs on fuhrer Summers' hopes for maintaining
of coming out unscathed. Over the long turns 2 or 3, getting their first view of the concealment in Cheneux are the product of
haul, however, they have no real escape, so German preparations around the bridge. I too many of der Fuhrer's deranged lectures
they'll try to tie up some paratroopers for as hope a few stray Germans in the area will about inevitable victory. Aside from any
long as possible. have prevented the paratroopers from gain- WP rounds from the BAZs-at least one, 66
Finally, the vehicles break out of their ing concealment. At this point, the flakwa- per cent of the time-my other squads will
huddle and make their moves. The flakwa- gen in MM8 will gear up for some 20(+4) toss WP grenades with abandon when those
gen motors back across the river to PP5, shots into the high ground. Initially, the HSs hold their fire (are they sturmtruppen
risking bogging down as it crosses the threat from the north shouldn't be too great, or UN peacekeepers?). Concealed German
hedge behind which it wants to hide. Next, because the paratroopers will have been 3-4-8s allow more of the American 7-4-7 to
the 251/21 slides forward into LL7. Now, deflected in several directions (searching jump the HSs in CC (which usually won't
the defense begins to assume its final form. for HIP guns and chasing down nuisance pull off an ambush), and kill them even if
From now on, the SS are going to play HSs). Once the Americans are ready to they decline to attack (to preserve their con-
cat-and-mouse with the paratroopers, duck- focus on the bridge in strength, the cealed status). Rich's estimate that his men
ing out of fire whenever possible and work- stormtroopers will be ready, and a huge fire- will survive CC 73 per cent of the time
ing to keep at least a few men concealed. No fight will erupt. In the end, the stormtroop- assumes that those HSs won't be up against
more than a delaying action is required until ers morale, firepower and good defensive anything more lethal than individual 7-4-7s.
the stormtroopers are forced to pull back to positions should stymie the GIs. When two 7-4-7s attack a concealed 3-4-8
LL9. There the withdrawal will stop-only the odds are 2-1. I think the Germans would
broken men will leave the LL9-MM9 line, AMERICAN RESPONSE be much better served if they took shots at 6
routing back to LL8 or MM8 where they Those Ultra intercepts have proven their (even) which they can get as my paratroop-
will rally for another round. Theflakwagens worth once again-I have correctly identi- ers assault moving into the Z6-Z9 street,
will hold their fire until large or threatening fied all of the concealed German units thereby placing residual FP. Of course, that
targets begin to present themselves, and (except for transposition of the 9-2 and 9-1). may not work either, but at least it affords
then they will start shooting for as long as My attack will proceed without any major some chance of hurting the GIs.
the dice gods allow (no point in being shy surprises. However, I am surprised at the The real problem for the Germans in
about firing then). If a weapon is going to enemy's failure to expect or better respect Cheneux stems from the disposition of the
I

14
troops ordered by their HQ. Like the potential in the OB within the constraints of IMC or better which stands a good chance
Ambleve itself, Rich's defense is deep, but the scenario itself. Like his real-life coun- of breaking up this position before it gets its
not very wide. By this I mean that while the terpart, Rich simply doesn't have enough shot off. Of course, having retained con-
woods are well-defended, the German com- troops or ammo to get the job done ade- cealment, it may be wiser to keep it. In the
mander has left holes in his line which are quately. Time (er, the turn record chart) is end, the goal in the south is to fight this bat-
big enough, ahem, to "drive a flak truck on the side of the GIs. tle from LL9 and its environs. The Ameri-
through." Slowing the attack from Cheneux can advantage in numbers and dispersal will
is a key part of any German defense plan GERMAN CONCLUSION be negated as the GIs are funneled toward
built around saving the bridge, but the four The decision to hold fire and retain con- the bridge. Faced with fewer target hexes
HSs which Rich has allotted to this task are cealment in Cheneux is a tough one. It from which to choose, the true defensive
woefully inadequate fer the job. I predict stems, however, from my desire to rescue at strength of the German OB (its concentrated
that this puny force will be destroyed or dri- least one HS from the town for a turn 2 firepower) will become apparent.
ven off by the end of game turn 2, and prob- stand. If the garrison loses concealment, it is
ably without any permanent casualties unlikely that any units will survive the com- AMERICAN CONCLUSION
being inflicted on the GIs. Having now bination of advancing fire/opportunity fire, If the German defense of Cheneux really
gained concealment in the orchards, my close combat and turn IB defensive fire. hinges on saving a single HS to stem the
guys will be pushing to the crest lines over- True, WP will reveal some of my men, but American tide on turn 2, my point has been
looking the bridge and approaching the it is unlikely that he has enough grenades to made. I predict that this kind of perfor-
northeastern woods on turn 3. This is far too smoke everyone out. Hopefully, the resis- mance will reward the enemy commander
rapid for the German, particularly when the tance put up by the revealed forces will with a chilly reception at the next OKW
stronger US body will be pressing simulta- enable a few men to straggle out. This might staff conference.
neously from the south (with more buy an extra turn for the bridge defenders. Certainly, the relatively open terrain
WP-shooting BAZs). Rob's suggestion to increase the around the bridge poses serious problems
Imagine, instead, that a couple of the Cheneux garrison is well taken. Yet, barring for the American attack. As Rich notes, the
German HSs in Cheneux were upgraded to a large commitment, Cheneux is generally concentration of the front into a smaller
full squads, and that perhaps one LMG were destined to fall early, usually with the loss perimeter as the GIs close on the bridge
added to the garrison. With this increase in of all hands. Part of the problem is that it is offers some advantages to the defenders.
strength of just one net squad and one SW, difficult to hide from American defensive However, the ability of the numerically
a force would be created which might repel fire dUling the German turn. Moreover, as superior US forces to cycle units from the
the initial US assault across the Z6-Z9 street demonstrated here, the city just isn't the firing line back a hex to gain concealment
for a game turn, with the prospect of contin- best defensive position. The terrain on the (particularly in the southern woods area)
ued resistance. To be sure, the German south edge of town favors the attacker. The should take the edge off of that concentrated
commander has to prioritize with a view single road that must be crossed in the north German FP. Furthermore, those German
toward his overall strategic goals. I'm sug- can be tackled using assault moves or by units will themselves be squeezed into
gesting, however, a somewhat more bal- dash (if possible). There's more open fewer, and juicier, target hexes as the battle
anced defense would work better than that ground in front of the bridge and this is moves into its final stages.
proposed by Summers. where German firepower can really be put I don't want to leave the impression that
Rich's attempt to establish a second con- to best effect. Plus, the stream offers some the Germans can't win this scenario. A 40
cealed line in the southern woods for turn 2 excellent defensive sites. In addition to per cent chance is considerably better than
has some merit, but this effort simply serves KK9 and LL8, crest status in LL6 com- no chance at all. It will be a good fight, but
to illustrate the relatively poor options mands the approaches to the bridge. Units I still want the Americans.
afforded the German commander in this placed in these hexes can duck into the
scenario. Turn 2 will see a repeat of the
opportunity fire tactics by my MTRs and
stream to avoid defensive fire and then
advance into position to interdict Ameri- *
kill stacks (which advanced forward one can movement. Comparing the defensive
hex in turn lA). One German unit will be options in Cheneux with those around the AFTERMATH
the recipient of a 30 FP attack in KK13 or bridge, I don't think there's much question House-to-house fighting and close
LLI2, while another enjoys more air bursts. that the bridge provides the best benefits combat with German flakwagens con-
This is in addition to the AFPh attacks gen- and deserves the most personnel. The tinued throughout the 21 st. The outnum-
erated by the units that moved. Although Cheneux garrison is minimal to buy a cou- bered SS-Panzergrenadiers fought
Rich seems to be hoping for mega-FP ple of turns of delay. I think they will suc- fanatically, but were slowly forced to
end-game attacks by his survivors in the ceed in many games. give ground. By 1700 hours, the few
woods, he assumes that my troops will be To the south, Rob's 30-factor MG nest is surviving Germans abandoned their
known. Yet, concealment is easy to gain in a real threat to cause some permanent SS heavy equipment and withdrew north-
those woods. With my numerical advan- casualties. Again, concealment minimizes ward, eventually crossing the railway
tage, I expect to generally have some con- the damage. The mere threat of firing will viaduct toward La Gleize. Peiper's
cealed troops on the frontline during the probably limit US moves to single-hex bridgehead was eliminated at the cost of
German turn. This means holding troops assaults. A bolder defensive approach 225 Americans and about 200 Germans.
back temporarily on occasion, but it is bet- would see similar restraint during the Amer- Companies B and C of the US 504th
ter than getting blasted by the massive FP ican movement phase, but the line of Parachute Infantry Regiment, emerging
which Rich promises. stormtroopers that is assembled in from the battle with only 56 men and 3
My evaluation that this scenario is 60 per KK13-LL12-MM12 would then squeeze off officers, were later awarded a Presiden-
cent pro-American does not stem from any a 24(+3) defensive final fire shot into the tial Unit Citation for their valorous
particular defect in a given strategy. Rather, opportunity firing American MG nest. More efforts to capture the village and bridge.
it is based on my assessment of the overall than 70 per cent of the time this will score a
15

Beach by Beach
Strategy in BREAKOUT: NORMANDY
Part 1: Utah and Omaha
by Alan Applebaum

ever wanting to rest on his laurels, Bocage areas (Foret de Clerisy, Tilly and with extreme skepticism. The discussions

N the typical gamer strives to improve


his tactics and strategy with each
playing. Andy Maly may have won the
Yillars-Bocage-contesting 7 YPs for the
tenth Allied VP). This corresponds to
Maly's "achievable" areas, plus Carentan,
below of each beach will explain why the
foregoing plan is usually optimal, and how
to implement it and defend against it.
year's Editor's Choice Award with his arti- the Advantage and contesting areas. If one If all beaches are in Allied hands by the
cle "A Matter of Priorities" in Volume 29, of the latter three Bocage areas is taken, evening of June 7, it will be very difficult
No.3, but accomplished BREAKOUT: obviously, you have a margin for error else- for the Germans to defeat this plan without
NORMANDY player Alan Applebaum where. Carentan is by far the most difficult help from the weather. Accordingly, I
offers an alternative perspective.-SKT of these areas to capture. The climactic play believe that the Allies are favored
Don Greenwood and Andrew Maly pro- of the game will quite often be a huge 20- (slightly). The Allies can afford to play
vided a good overview of the early moves 25-attack-value attack on ten units in conservatively, and should do so because of
in BREAKOUT: NORMANDY in Volume Carentan on June 11 or 12. Because the way the game mechanics work. The
29, No. 3 of The GENERAL. Since that Carentan is worth 2 VPs it is not very Germans, on the other hand, must play
issue was published, substantial experience tempting to substitute two other (1 VP) aggressively, unless they have great luck in
with the game indicates that the range of areas for Carentan in the plan, especially if the early going. No opportunity for a coun-
strategic and tactical choices described by they contain Bocage. St. La is also worth 2 terattack should be missed, even in clear
Greenwood and Maly can be narrowed con- YP, but is much more difficult to take than weather. Even if no attack is made, the Ger-
siderably. This two-part article comments Carentan due to being a Bocage area. man can seize the initiative by threatening
upon the earlier articles and attempts to Allied-held areas and causing the Allies to
cover a number of topics in more detail. I waste valuable impulses playing defense.
will provide an overall strategic summary, Although this article should be under-
and then discuss how the play around each standable on its own, the reader should
beach interacts with the strategy, not only review the Greenwood and Maly articles in
on June 6th but thereafter. Like the earlier Volume 29, No.3 and the Series Replay in
pieces, this article deals only with the one- the same issue, and also consult the proba-
week game (Allies must obtain ten victory bility table supplied by Ron Fedin of Vol-
points by the end of the June 12 turn). ume 30, No.3 of The GENERAL (page 15).
OVERALL SITUATION UTAH BEACH-STRATEGY
Since the initial setup is fixed and the As Maly indicated, attacks out of Ste.
game has no scope for concealment, it should Mere-Eglise into Pont l' Abbe or Monte-
be possible to decide on the optimum Allied bourg are usually futile. These Bocage
plan before the game begins. While Andrew areas can be defended easily. If the German
Maly's advice emphasizes Allied aggression makes a mistake and gives you a good
and flexibility, I take the opposite view and chance to clear one of these areas with a
favor consistency and conservatism. This is single attack, or strips the entire sector of
not to say that the Allied plan will never reinforcements, that is another matter (but
change or that every game will follow a sim- The all-important Carentan area. that shouldn't happen). Given the limited
ilar pattern. Unusually good or bad luck or supply available on Utah and the abun-
Given this plan, the allocation of respon-
German mistakes may dictate a change. Still, dance of German units available to defend
sibilities among the Allied forces is quite
the Allies should go into the game with a what is essentially a three-area front,
clear idea of what they will do in "normal" straightforward:
Carentan is all the Allies can hope to get. If
circumstances. Utah: Ste. Mere-Eglise; assist with Carentan falls before June 11, the Allies
The most important conclusion that the Carentan; contest Pont I' Abbe. should romp to victory, barring a com-
Allies should draw from an examination of Omaha: Isigny and Catz; assist with pletely hopeless British situation. Thus, the
the map is that they can win the game with- Carentan; contest Foret. Allies need to get into Carentan as soon as
out taking any Bocage areas except Ste. Gold and Juno: Bayeux; contest Tilly
Mere-Eglise, as follows: Ste. Mere-Eglise and Villars Bocage.
(1 VP), Merville (1), Bayeaux (2), Isigny Sword: Merville; contest Caen.
(1), Catz (1), Carentan (2), plus the Advan- It may occasionally be possible for the
tage (I), while contesting Caen, Pont Allies to vary from this overall approach,
I' Abbe and two of the following three but any such variation should be viewed

I
I

16
Like Maly, I favor an initial assault on will be defended with at least 11 DF ini-
Utah with two units, since if one is spent tially (9116 FS, 100 pz Rp, "+2" TEM and
by interdiction the other will probably win "+2" bridge over flooded boundary). It is
the battle and save the first from disrup- unlikely that the Americans can mount
tion. A single regiment has only a 44 per- even a twelve-point attack on June 7. One
cent chance to clear the beach, even if of the 4th Division regiments would have to
709/11919 is spent (67 per cent to land, be contesting Ste. Mere already, so that it
times 66 per cent to roll "-1" or better on could lead the 101st Airborne into
the 7-3 assault). Failure affords the Ger- Carentan, once Ste. Mere is cleared. The
mans a 50 per cent chance to blow the corps artillery will not be available to bom-
bridge to Ste. Mere. Even if the Germans bard Carentan until June 9, and the air unit
must use Impulse 0 to defend Bretteville, probably will have been used around
the Allies may have better uses for their Omaha. Therefore, your chance of getting
half of that impulse than a second assault decent odds on Carentan on June 8 will
on Utah, giving the German another depend on the availability of WTF.
chance. Finally, a needed impulse may be Without WTF, US forces face a 12-11
lost if the initial assault fails. assault with five units and a 34 per cent
The US plan for dawn of June 7 is to chance of failure. Loss disrupts all five
have at least three units from the 4th Divi- units, ending all offensive operations out of
sion available for a 10-8 assault across the Ste. Mere for that day and possibly June 9
possible and the Germans need to defend it (enemy-controlled) bridge into Ste. Mere. as well. Therefore, play it cool-the Amer-
as strongly as possible. How this happens is As Maly indicates, the 7-8 attack into Ste. icans will have a 14 AV attack on June 9.
described below. Mere with the third infantry regiment on Carentan may be strongly defended by then,
UTAH BEACH-US TACTICS June 6 (once the beach is cleared) is okay as but both WTF and the Corps Artillery pre-
June 6: Clear the beach long as it doesn't jeopardize the 4th Divi- pare the US way. Remember, at this point
June 7: Take the bridge to Ste. Mere-Eglise sion's integrity bonus on June 7. If the US you are trying to occupy Carentan, not take
June 8: Clear Ste. Mere-Eglise rolls "+1" or better, they take the bridge, it. Therefore, the number of spent defenders
June 9: Contest Carentan and if they roll "+2" they will have a fresh 6 is not important (they do not add to the DV
June 10: Refit while awaiting link-up with AV (attack value) unit already in Ste. Mere of the area). On the other hand, if WTF is
the Omaha forces to attack Carentan, if Ste. Mere is cleared on available on June 8, the assault into
June 11-12: Final assault on Carentan June 8. Be sure to make the coastal interdic- Carentan becomes much more attractive
This nice, conservative schedule tion rolls for both the third infantry regiment then, if you can spare the two impulses.
assumes average luck and no targets of and 4/xx before deciding whether to make Note also that if you have attacked into
opportunity (i.e. a weakly defended Pont the 7-8 assault. If 4/xx is disrupted, play it Carentan and stripped Ste. Mere of all fresh
l' Abbe or Montebourg). This may seem like safe and just make your 17 per cent bridge units, a weather change may permit a suc-
a slower advance than some players like, seizure attempt with the infantry unit. cessful German counterattack into Ste.
but unless the Utah group is able to clear With equal dice rolls on the 10-8 Assault Mere, paralyzing the entire Utah sector.
Carentan by itself, there is no great advan- on June 7, the St. Martin Coastal just However, WTF may be better used on the
tage to contesting it early rather than late. If becomes spent and still presents 5 DV Omaha front on June 8 (see below).
you have to wait for the Omaha force to (defense value) to the 90th Division. If one If the worst happens and the German
catch up anyway, you might as well save the regiment of the 90th fails its interdiction does succeed in seizing the Montebourg-
extra impulses for another part of the board. roll, the other two along with 1011327 attack Ste. Mere bridge and reinforcing Ste. Mere,
Note that the foregoing schedule is only at only 7-5 with only a 16 per cent chance to the best US response is to face reality. You
going to use one impulse on each of the first clear Ste. Mere. Thus with average luck, cannot take Ste. Mere unless the German
three days. Bombardments should be saved Ste. Mere will probably not fall on June 7 to gets careless, so don't try. You will just
for Omaha where they will be more effec- the recommended plan. Fortunately, the waste impulses and supply, while the Ger-
tive due to the lower terrain effect modifiers arrival of 82/325 on that day puts an end to man defends with units which are not
(TEM) of the areas near Omaha. German attempts to seize the Montebourg needed elsewhere. Regroup the June 7 rein-
I agree with Maly that on the night of bridge, as three fresh units remain in Ste. forcements to the Offshore Box on the
June 5-6 the paratroopers should not seize Mere even if none can be refit because the evening of the 7th and bring them over to
the Utah-Ste. Mere bridge. If the Germans Utah bridge is still German. The German Omaha in the morning. In this situation, the
are permitted to seize the Montebourg-Ste. could conceivably move some artillery next Allies need to take Foret de Clerisy, Tilly or
Mere bridge with both 5's and 6's, they to Ste. Mere, flip a couple of fresh units Villars to make up for the lost VP and then
have a 7-to-5 chance of doing so in two with a bombardment, seize the bridge, and take Carentan from Omaha alone (a tall
attempts, which they will usually get. This reinforce the area. Yet, this is a low-odds order). The Allies have a decent shot with
will generally shut down Utah for the entire move which requires a lot of time and sup- the extra units and the extra impulses cre-
game. By restricting the German to 6's (and ply. Accordingly, the Allies shouldn't ated by not spending any on Utah and sav-
being willing to use the Advantage if the worry too much about it. ing the Utah supplies each turn.
Germans do roll it) the chance of the Ger- By June 8, however, US forces can On the positive side, Ste. Mere may fall
man reinforcing Ste. Mere is negligible. attack Ste. Mere with both the 4th and 90th unexpectedly on June 7. If so, the US
Seizing the Utah bridge can certainly Divisions, so it should fall easily if not rein- schedule moves ahead one turn. It is tempt-
work-if the Allies clear Utah and Ste. forced by the Germans. The key question is ing to try for an early win by overrunning
Mere on the 6th, the game is probably over whether the Americans take it cheaply Carentan on June 8. Two preliminary bom-
already-but it's a gamble that doesn't need enough so that they have enough left to bardments by WTF and the Corps Artillery
to be taken. assault Carentan on the same day. Carentan should reduce Carentan to 6 DV (9116 FS
---;c-----------------------------------------------

17
at Dl, "+2" TEM and "+2" for the bridge). fresh status that evening. However, if the As for the Cherbourg peninsula, play is
The 15 AV attack (a 6 AV regiment of the American only bombards on day one, the pretty routine as long as the Americans
4th Division leading five infantry, two German is in a tougher situation. During the haven't done anything strange. On June 6,
supporting divisional artillery, two divi- Regroup Phase after the first day, the Ger- the 91/1 058 makes the first seizure attempt
sional integrity bonuses and air support) man can withdraw disrupted units, but can- on the Montebourg bridge (contrary to
averages nine casualty points (CP). Mean- not add fresh units to the area during the Greenwood' s advice), because, if it is suc-
while, the German may react on June 7 by night (due to being contested) or the follow- cessful, 709/919(-) can enter Ste. Mere on
moving 243/92l,91/xx and 91 PAK to St. ing day (they are spent after movement), so June 6. The reverse is obviously not the
Jares and regrouping into Carentan, giving the second day will see no new fresh Ger- case, as to enter Ste. Mere, 91/1058 not
it a five-unit defense on June 8. Even if man units in Carentan. After three rounds of only has to brave air interdiction but lacks
these units don't get to move on June 7, bombardment on Day Two, most German enough movement factors (MF) to enter
they can regroup into St. Jores on the 7th units will be D2 and the assault will be against fresh US units. If there is a weather
and move into Carentan following the almost a sure thing, the only possible change after the bridge is seized (Green-
first bombardment on June 8. In either defense being a successful German artillery wood's scenario), you don't need 91/1058
case, Carentan is unlikely to fall immedi- to enter Ste. Mere anyway, because the
bombardment of the US units in Carentan.
ately. In fact, it is almost impossible for FLAK units from Cherbourg can do it.
Therefore, as long as the Americans take
the Utah forces to capture Carentan by Thus, the 709/919(-) makes the second
Catz by the evening of June 10, Carentan is
themselves anyway, given the supply sit- seizure attempt, if there's time. Gamblers
likely to fall (and, by blowing out Carentan,
uation. The Allies must beware denuding may try a second attempt with AOK7, plan-
Ste. Mere to make a second attack into the Allies will seize the Advantage, if they
had previously lost it). In conclusion, the ning to enter Ste. Mere with 709/919(-) if
Carentan, allowing the Germans a suc- successful, but the German has better
cessful counterattack into Ste. Mere. Allies should be patient and only attempt an
early capture of Carentan if they have at things to do than take a one-ninth shot that
Therefore, once Carentan is contested, may well be re-rolled if it works. AOK7
the Utah group should reorganize while least a one-third chance to overrun it or are
doing poorly on the rest of the board. and 709/729 should regroup towards Mon-
waiting for the Omaha group to reach Catz. tebourg, because, if it falls, there is no
Reinforce Pont l' Abbe with one or two further defense in the sector.
additional paratroopers. Get two fresh
If the Germans seize the Montebourg
infantry units from the 4th Division and
bridge on June 6, a number of units from
two from the 90th Division into Carentan.
Cherbourg should move to Valognes on a
The rest of the units stay in Ste. Mere-
later impulse of the day so they can regroup
Eglise. Reinforcing Pont l' Abbe is prefer-
to Montebourg and be ready to flop into
able to abandoning it, both because it con-
Ste. Mere early on June 7. The capture of
tributes to contesting areas for the final UTAH BEACH-GERMAN TACTICS
the Montebourg bridge doesn't necessarily
Allied VP and because the US presence German hopes in the Utah sector revolve
shut down Utah, because the first German
makes it difficult for the German to keep a around the survival of the Martin Coastal
flexible reserve that can reach Montebourg impulse of June 7 may be needed to defend
Artillery (CA) in Ste. Mere-Eglise. Unfor-
as well as Carentan. The Americans can the Tilly/Villars area or blow the
tunately, short of taking the Montebourg
easily spare the units for this task. The US Treviers/Omaha bridge. The German hopes
bridge nothing much can be done to help.
force remaining in Ste. Mere is powerful Even if 709/1/919 survives the initial that an early Allied impulse on June 7
enough to deter the Germans from denud- assault, the Germans generally can't afford doesn't clear Ste. Mere, which would make
ing the entire Cherbourg peninsula of to blow the Utah-Ste. Mere bridge on the bridge seizure virtually irrelevant.
mobile units, as it can mount 15 AVagainst Impulse 0, because they have to defend If the key bridge does not fall, the Cher-
Pont I' Abbe or Montebourg during clear Bretteville. Even with 709/1/919 surviving bourg peninsula units are divided into two
weather with maximum artillery support. on Utah, the demolition attempt has only a missions: 1) reinforcing Carentan and 2)
The ideal is for the Americans to enter 50 per cent chance of success. If the first killing the two regiments from the 82nd
Carentan with two infantry units from each Allied impulse doesn't clear Utah and no Airborne in Pont I' Abbe. The latter is done
of five divisions. This yields an awesome other crisis develops, the Germans can try (in an ideal world) as follows. On June 6,
26 AV in clear weather (six for the lead blowing the bridge on Impulse 1 or 2. How- regroup Cherbourg-Valognes and Cap de la
unit, nine for additional units, five support- ever, the moves of 21 pz PAK and FLAK, Hague-Cherbourg. On June 7, 101 NW
ing divisional artillery, five divisional 21 Pz122, 21 Pz/125, blowing the Bret- moves safely through the flak screen in
integrity points and one for air support). teville bridges, blowing the Omaha- Valognes into Pont I' Abbe. That night, a 12
Note that substituting an armor unit does Trevieres bridge and one or two Monte- AV group is formed, led by 91/1058 and
not increase the attack because it loses a bourg bridge seizure attempts should all featuring a divisional integrity bonus from
divisional integrity bonus. After prepara- have a higher priority than a 50-50 shot at the 709th Division and possibly the 243rd.
tory bombardment by WTF and both Corps the Utah bridge. On June 8, bombard the fresh regiment of
Artillery units (one in Ste. Mere, one in If only two or three CP are inflicted on the 82nd with 101 NW and wait for a
Catz), the attack should have a good chance 709/1/919, you should probably retreat it weather change or for June 9, at which time
of clearing the area, even against ten into Ste. Mere rather than staying on the you attack at 12-5 with a better-than-even
defenders. However, if the Germans started beach and blowing the bridge as Green- chance to kill the two Americans and clear
the day with all ten units fresh, it probably wood suggests. It becomes much, much the area. Unfortunately, while all this is
will be a two-day operation. An assault tougher for the Americans to take Ste. Mere happening, the American probably clears
which does not clear the area is an exercise when the Germans can absorb seven or Ste. Mere and can either reinforce Pont
in futility, as it permits the German to eight CP and still hold the area. Then the l' Abbe or abandon it at his option. The only
retreat disrupted units and replace them option to blow the Ste. Mere-Utah bridge
with other units which can be refitted to becomes only a one-sixth chance. ~~~-~~ Continued on p. 54
I

18

Stuck In tile Turaman Plain lqain


Computer Conquerors in History of the World
by Mark G. McLaughlin

f there is one constant in playing as the conqueror who begins his epoch (or the

I
areas in either China or India for free and
sole human against four or five com- game) in that dusty plain. use the last remaining army to attempt to
puter opponents in HISTORY OF THE The Turanian Plain is the gateway to grab the Persian Plateau and earn two
WORLD (HWC), it is that at least three China, India, the Middle East. True, it is points for the Middle East. An Aryan
times out of five one of them will pass on the wrong side of a locked gate (all the player who has one of the three treachery
you the Aryans as your opening empire. mountains on its borders defend other cards can use it to jump over the rough
This is not just my imagination. As a beta people from unwanted Turanian tourists). terrain to gain a foothold in a new area in
tester I played the opening turns about 50 Although the rough terrain takes away the the event he has taken heavy losses cross-
times. In all eight beta versions I kept get- attacker's usual benefit of having one die ing the other barrier.
ting stuck with the Aryans. more than the normal defender, this only It is little possibilities like this that the
evens the odds. In almost every epoch the computer intelligence seems to have for-
SOUND STRATEGY empire that starts in the Turanian Plain gotten when it almost automatically gives
There is, of course, a sound basis for the should get into China (the Tarim Basin), away the Aryans or other supposed
computer's perversity. Most articles I have India (the Hindu Kush) and the Middle Turanian trash to the human player. To
seen on either the board or the computer East (Persian Plateau). Even if it goes no play well against the artificial conquerors
game (The GENERAL, Cana- in History of the World, you
dian Wargaming Journal, ~~~~~f!i~~~~rR~~':::::=E=::="Q- gcGx~~~~~~x~
IIafor
have to learn how to deal with
Computer Gaming World) _rum1 what the computer thinks is a
appear to be of the unani- IDli punishing deal.
mous opinion that the Aryans
are the kiss of death. All of KNOWING THE ENEMY
these sources say to find your Just as knowing your
worst enemy, your most human opponents helps you
feared opponent or just some- play better in the board game,
body you really don't like knowing your computer
and stick them with the opponents can be of great
Aryans. With such a wealth value in planning your epic
of one-sided opinion against epochs. The computer players
them, it is no wonder the are rated in three categories:
Aryans were vilified by the Skill, Aggressiveness and
programmers who "trained" Risk. The computer default
the artificial intelligence in for all three categories is the
HWC. "Normal" play level. Playing
The Aryans rank at the against four or five default
top of or at least right along- computer players is a bit like
side such other despised playing against a group of
strategic mistakes as the Khmer, the farther due to losses, the Turanian Plain clones or robots. They play good, solid
Timurids and the Seljuk Turks. The last empire will gain a minimum of four games but are devoid of personality and
two of these share the Aryan's Turanian points in Epoch I or nine points in epochs are thus impossible to tell apart except by
homeland. It is the starting point for the V and VI. As the Tarim Basin has a the color of their pieces. It is a good idea
exodus of more peoples than any other resource center and both the Hindu Kush to change the names of these computer
spot on the map. Truly, this must have and Persian Plateaus are adjacent to players to those of famous historical per-
been one of those places that everybody resource centers, there is a very strong sonages (Hitler, Saddam, Nixon), charac-
is from but nobody lives there any- possibility that the Turanian emigrants ters of fiction or caricatures of types of
more-sort of like the proverbial small will build a monument. That yields the people (Curly, Bozo, Mad Max) or friends
town in Texas. Aryans two more points, for a respectable (or other people you know). You can give
if not stupendous six-point opening play. your artificial opponents a personality.
OUTWITTING THE COMPUTER This opportunity for a monument is all- For example, the skill ratings of Fair,
Knowing that you are going to be stuck but guaranteed to happen in Epoch I if Normal and Good reflect the basic intelli-
in the Turanian Plain at some point in the either the Shang or Indus Valley empires gence of the computer player. This is like
game, it is a good idea to familiarize your- fail to appear. If either of those empires
self with the opportunities available to a are missing, the Aryans can occupy three ~~~~~ (Continued on p.20)
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I
I

20
~~-~~~ ([romp.i8) when the potential gain exceeds the match those characteristics (highly subjec-
potential cost. Although computer Chris tive on my part). [Such flattery makes me
choosing a level for your opponent in a does not win every time, "he" wins more blush. This is sort of like those personality
computer chess game. A Fair opponent than any other player (computer or tests where we all deny their validity
moves quickly, almost on impulse, as it human). before taking them and then realize how
looks for the best immediate move. A Playing against a game filled with dead right they turn out to be. I guess I'd
clones of computer Chris, however, is no have to agree that all the obsequious
Good opponent will take longer (perhaps
different than playing against a stable of diplomatic behavior among these gamel's
15-30 seconds longer) but will view the
the default characters. Just as playing with is but a disguise of their normal aggres-
attack possibilities beyond each immedi-
a diverse group of people makes each siveness.-SKT]
ate attack open to it. A Good opponent,
like a good player will plan a campaign board game experience unique, playing
for the whole epoch. A Fair Roman, for with a mix of computer personalities STACKING THE DECK
example, will concentrate on the Mediter- makes each computer game experience a Should you feel that you are being
ranean Basin, striking haphazardly the new and different challenge. One default unfairly treated by the computer, you can
highest value spot it can hit with each character (normal in all three categories) is create a real dud computer opponent or
piece it plays. A Good Roman computer a good base opponent. One somewhat rash team of opponents. One of my easiest and
player, however, often picks a steady and player who is at the top level (the Good- biggest (yet least satisfying) victories
fairly direct line of advance that aims at came against the "three stooges" and the
acquiring points in India, China "Shadow" (see Table 2).
TABLE 1. The three stooges are three fair
or both.
Suggested Optimum Mix of Computer Opponents players. One is Fair-Passive-Cau-
Aggressiveness (Passive, Nor-
mal or Aggressive) relates to the Computer Skill Aggression Risk tious (a frightened little mouse
propensity to make enemies, Player Level Level Level who fortified and doubled up
-
while Risk (Cautious, Normal Chris armies to protect capitals and
and Daring) is related to the will- (Longstreet) Good Normal Cautious monuments). A second is Fair-
ingness to attack at low odds. Aggressive-Daring (something of
Stuart a loose cannon-a real gambler
Aggressive/Daring computer per-
(Jackson) Good Aggressive Daring
sonalities will almost always with no vision and no idea of
cross straits without bothering to Art when to quit). The third is Fair-
place a navy in the intervening (Montgomery) Good Normal Cautious Aggressive-Cautious (how's that
sea zone. Rather than waste a Eric for a split personality). Watching
build for the sake of a single (Eisenhower) Good Normal Normal the split personality play is amus-
point, the Aggressive/Daring ing. It will leap at long shots on
computer will take the even shot one move and then fortify or dou-
of attacking across the straits. A Normal Aggressive-Daring combination) makes ble up units on the next.
computer will usually go for control of the for another fine opponent. My computer Beating these three is easy, especially
sea first. A Cautious/Passive computer foe of that type is called "Stuart." Com- when I add the "Shadow." In that game mix,
will always go for the sea zone before puter Stuart tends to either win big or fall there are two Human players: me and my
attempting to cross a contested strait. flat on his face. This unpredictability is Shadow. That gives me control of two
Knowledge of your opponents can help leavened by the "good" skill level-with- empires in each Epoch. I try to use the
you decide whether or not to guard a out that caveat such an opponent would be "Shadow" player to manipulate the give/
straits passage. A fleet in the sea or a fort little more than a random factor. keep empire screen to the advantage of my
on the opposite shore will usually deter Two other players who have two out of main player, or to at least cushion the blow
the cautious/passive type. It will also set a three categories as normal and the other of seeing my main player stuck with a bad
trap for the Aggressive/Daring type. That category as Good or Cautious, respec- empire or a run of bad dice. The "Shadow"
type appears to work on the principle that tively, help round out my opposition. This also works with me as my "hit man" to
the tougher the battle, the greater the mix, I have found, makes for the most undercut the point base for the computer
glory. challenging games. Four computer oppo- player empires.
nents and one human is the optimum, I I do not recommend using this style of
BEST AND WORST believe, as it provides for fast play and a play too often (either the Three Stooges or
The most consistently dangerous com- good deal of uncertainty over which the Shadow, let alone a combination). It is
puter opponent I have faced in my 50-plus empires will be left out. Five computer fun if you really just need to feel good by
games is "Chris." This computer oppo- players makes for a very crowded and beating up computer people and amassing
nent I created in the Orange slot has Good somewhat slow game. Three computer
Skill, Normal Aggressiveness and Cau- huge points. It also helps ease you into
players are too easy to beat, although this learning how to play the game.
tious Risk. This is as close as the com- makes for a rapid game.
puter design will allow me to simulate one
of my oldest and best gaming partners. THE CHALLENGE TEAM SINOCENTRIC
Like the real Chris, computer Chris plays To summarize, here is what I believe is The Computer is sinocentric, that is to
a steady, solid game. It is somewhat akin the best mix of computer opponents. The say it yearns to play in China. If it cannot
to playing against Confederate General names are those of long-time human put a piece in China, it will take away
James Longstreet. The computer makes opponents, with a parenthetical reference someone else's piece there. The computer
very few mistakes and only takes a chance to an historical general whom I feel would will almost always play Rebellion and
21
Civil War event cards to drop a piece in effect turn the defensive investment into a pIe playings of the game seem to bear this
China. If there is a disaster it can use or a financial loss. It is as if the computer out. The other claim the programmers
barbarian horde to unleash, it will use it in thinks "if he is defending it, there must be make, that the computer players do not
China. If it has a treachery card and is something of value there." I do not have gang up on the human player, is harder to
anywhere near China, it will use that card any programming proof that this is how swallow. While this may indeed be true, the
to cross the Great Wall or take out a the computer thinks, but my experience computer seems to prefer putting the
fort/fortress in China. and records appear to confirm my hypoth- screws to the human opponent. (Of course,
Want to take a guess where the Black esis. This is especially true of any com- most of us feel the same way, so who can
Death, Pestilence, Plague and Famine get puter that is Good or Normal. blame it for making the living choice.)
played by the computer? How about the
Empires Revive and Fortify events? China MIXING IT UP FIXING THE FATAL FLAW
gets all of these first, almost without fail. To vary play and make the game more The computer plays a more than compe-
You can practically bet your game on that. interesting, I often mix up the opposition. tent game. It looks for the optimum Empire
In addition to the optimum mix (table 1) for itself and the optimum attacks for its
CASTLES ARE COOL and the Three Stooges (above and table 2) pieces. What it so often fails to notice is the
team, I have created a few other "charac- bigger picture of how taking points away
With some exceptions, most human
ters" to play against. (Heh, you try testing from another player can be just as helpful
players rarely fortify or double-up (place
a game 50 or more times and see what you as gaining them for itself. This is a minor
two or three units in one space) unless
come up with to keep it fun each time). (and arguable) flaw. Another flaw, how-
they have nothing better to do with their
These are summarized below: ever, is not arguable. The computer does
builds. The Computer players fortify and
double-up key spaces quite often. This is not seem to understand what a seemingly
OUT TO GET YOU bad card can do to benefit another human
especially true of Hadrian the "Castle The mix of available empires, order of
Builder." That is a computer opponent or computer player.
drawing empires, map position and event It fails to adequately examine the rela-
with a Good or Normal skill level with a cards in play make it impossible to predict
Passive-Cautious combination). Any tive value of play order positioning. This
absolutes for how the computer will play can, unfortunately, lead to the computer
computer player who shares one or two of its hand. Throw in some personalities and
the characteristics of the Castle Builder in effect inadvertently "throwing" the
the absolutes get a little muddled. That is
personality is also likely to dig in some- game to another player, especially to the
a function of the HWC game system
where. The most likely places for the leader or a human, by giving that player
which rings true for both human and
computer to fortify are capitals with mon- one of the empires that moves first or sec-
cybernetic foes. The computer game does
uments, strait crossings and islands (Cey- ond in the epoch. Such empires usually
add one little "byte" to this mix: it is out
lon, Crete and, sometimes, Ireland or have weak hands (Chou, in Epoch II;
to get you.
Sumatra). Celts in Epoch III; Guptas and Goths in
The programmers say that they have
Should a human player build a fort, Epoch IV; Franks and Vikings in Epoch V
kept computer cheating to a bare minimum,
fortress or double-up, however, computer and the Ming; Timurid and Inca!Aztec in
in that it does not see your hand, or those of
opponents will almost always play the other computer players, and that it does not VI.) Their position, however, allows a
treachery, disaster and other cards that in get any dice advantage in combats. Multi- player to score points again from his pre-
vious move. A back-to-back move can
give you or a computer player the kind of
bonus that would almost never willingly
TABLE 2. Computer "Characters" be given by one experienced human
player to another opponent (human or oth-
Computer Skill Aggression Risk
erwise).
Player Level Level Level
In table-top play, a group of gamers
Hadrian would talk among themselves to convince
The Castle Builder Good or Normal Passive Cautious each other which player should or should
The Attacker not get certain empires if they are drawn.
(Sherman) Good I Aggressive Normal Good players understand the problem of
The Strategic Surprise giving an early play empire to someone
(Lee) Good Normal Daring with good board position. The computer
apparently does not comprehend this idea.
The Default I A good rule of thumb is to save the
(computer base) Normal I Normal Normal
game every turn. This way, should the
The Default on Drugs I Normal I Normal Daring computer or you inadvertently give or get
Stooge I: Larry the back-to-back killer move, you can go
The Little Mouse Fair Passive Cautious back and take another chance at getting it
Stooge II: Moe right. You can, of course, keep playing it as
The Gambler Fair Aggressive Daring it was dealt, but most of the time this will
Stooge III: Curly result in the "Better Luck Next Time" end-
The Split Personality Fair Aggressive Cautious game screen that marks your defeat.

*
I
I

22
your tactics in the turn-based combat sys-
DESIGN LYSIS tem for the dogfights themselves. Overex-
tend yourself, and watch your Heinkels
15 A 12 fall prey to marauding Spitfires or the
12 8 Wt 60.5t HPWt 11.6 enemy bombs falling on your airfields as
your fighters sit helplessly, caught on the
GUN 88mm l56 EffRng 3000m
ground refueling and unready. You must
GPres 14 AMMO 92 PEN 4.9" 2 MG 34
fight wisely!

GERMAN OPERATIONAL STRATEGY


When playing the German side, you will
Adding the Operational Dimension select targets for bombing and form the
strike wings from the bombers and fighters
by Charlie Moylan available at your home base. Do you attack
radar stations or airfields first? How much
should you hit Fighter Command before
switching to bomb London? How much
escort will you require and is it worth send-
ing out fighter sweeps first? It is up to you.
Once you have given the strike orders, you
watch the action unfold in real-time. Your
groups climb to altitude and fly west,
untiL.. "Achtung, Spitfire!" The British
fighters, under radar guidance (unless you
have destroyed it!) will intercept. Then you
fight out the battles at the combat scale,
using the turn-based dogfight system made
popular by OTR. Survivors of the engage-
ments return to the operational map. You
must then decide whether to continue to the
target, select a secondary target, split your
groups, head for home, or launch follow-up
raids. The possibilities are endless and
you're in charge.
The game manual covers strategy in
detail, but there are a few major points you
should remember. First, always send fight-
ers to escort your bombers. You'll never
have as many Bf 109s as you'd like, or even
the less-capable Bf 110, but even one or
two will make a big difference in a battle
against Spitfires and Hurricanes who could
otherwise shoot down your poorly-armed
bombers at their leisure if they didn't have
to worry about any escort fighters. This is
even more important on long-range mis-
sions where the British have time to form a
CHTUNG SPITFIRE is the second system to help you get the most from your

A game in the World War Two strat-


egy air combat series from Big
Time Software and TAHGC. Set in West-
time in the air.
ASP's most outstanding new feature is
the Battle of Britain operational map.
coordinated defense.
Second, strike short-range targets first,
using small, simultaneous raids all along
the coast. Though your fighter cover will be
ern Europe during 1939-1943 and focus- Mixing real-time strategy with a "thinking
spread thin, tllis tends to overwhelm the
ing on the Battle of Britain, ACHTUNG person's" wargame, the operational map
defenses and many of your raids will get
is nearly a game in itself. In it you play
SPITFIRE (ASP) is the prequel to the through to their targets unopposed. Later in
the role of either a Royal Air Force
award-winning OVER THE REICH which the Battle, however, as you reach for more
fighter-group commander defending distant targets, you will need to form larger
covered 1943-45.
southeast England and London from the groups for greater mutual protection.
Those of you familiar with OVER THE Blitz, or his German Luftwaffe counter-
REICH (OTR) will recognize the game Third, you must bomb London before
part, intent on the destruction of Fighter Operation Sea Lion, the invasion of Eng-
system and be able to jump right in and Command and the invasion of England. land, can commence. Don't do that until you
fly. But there are some important new fea- The operational map provides an exciting have first bombed the fighter airfields into
tures you should take note of. This article larger-scale context for the desperate bat- rubble. An intact Fighter Command will
will discuss the most important of these tles that you fight out in ASP. The strategy chew up your long-range raids very badly.
additions and improvements to the game you use here is every bit as important as
23

BRITISH OPERATIONAL STRATEGY


When you play the British side you are
on the defensive. The operational map
shows your airplanes distributed over five
sector airfields, ready for action. First, you
must decide which of your fighters to dis-
perse to forward airfields from which they
can intercept enemy short-range strikes
more quickly, unless of course those air-
fields have been bombed too heavily to be
of practical use. Then, before you know it,
comes the radio crackle of a radar report of
an enemy strike group of ten bandits head-
ing for Manston at angels sixteen (16,000
feet). It is time to pause the game to con-
sider your response. Hit them hard with
your full squadron? That would give you
good odds, but would leave the whole sec-
tor vulnerable if this is only a diversionary
raid and your fighters are caught on the
ground refueling when the real strike
comes. Better to send a smaller group, and
maintain a reserve. Include your ace pilot
and the other one with the keen eyesight. You can pause the game at any time to late, probably because Dunkirk station is
He'll help you spot the Germans and consider your actions and give orders, but still shattered from an earlier Stuka attack.
maneuver for the attack. Then you hope that when you restart the action the adrenaline Maybe your Hurricanes stationed at
you have enough firepower to inflict enough starts pumping. Hawkinge reports it is Manston can catch them before they get
casualties to turn back the Germans before being bombed by Heinkels! Where did that away. Remember to attack from above and
they reach the target to unleash their bombs. raid come from? The radar report was too out of the sun. Don't climb so high that you
lose contact with the enemy, and break off
if his fighters overwhelm you. Try not to
push your pilots so hard that they become
exhausted, even if this means letting
through some raids.

NEW AIRCRAFT AND TACTICS


The combat system of ASP is similar to
that in OTR. We've made some improve-
ments in the computer AI, graphics, and the
vertical movement system (see below). So
if you're an old hand at OTR you'll have no
problem getting up and flying in ASP.
Yet, you may be surprised by how dif-
ferent it feels to fly the early war fighters
compared to the armored speed-demons
you are used to from OTR. Generally
speaking, fighters from the Battle of Britain
are lighter and more maneuverable than
their late-war successors, but they are more
fragile, considerably slower, and often
lightly armed or under-powered.
The British Hurricane fighter is a good
example. It is highly maneuverable, usually
able to out-turn its German Bf 109 adver-
Operational Map of area southeast of London,
the center of action in the game. -~-~ ............ -~ (Continued on p.25)

f
I

24

Women Garners Speak Out Japan in check depends much too heavily on an However, one episode does stand out as rep-
I just returned from AvalonCon '97, and (as alliance of Russia and China. resentative of the types of excess that have been
usual) had a great time. I encourage anyone who -Matt, cyberspace all too commonplace with these awards. I've
enjoys boardgames to attend. The tournaments always found it curious that a landmark design
held at AvalonCon really do deserve the appella- I'd love to see a more thorough analysis or such as ASL-truly one of the hobby's major and
tion "National Championships." The quality of rebuttal appear as an article in The GENERAL. long-lived efforts-never merited so much as a
competition is top-notch. At the same time, Surely the DIPLOMACY conl/nunity is up to the nomination from the GAMA awards. The expla-
almost all games that I play are a lot of fun. Most challenge!-SKT nation given was that it was derivative of
of the people play for enjoyment as well as com- SQUAD LEADER and thus not truly a new
petition, so there is much good-natured rivalry The Envelope, Please ... design. Fair enough, although I don't know any-
without the "win at all costs" mentality. I also The following letter was addressed to the one who has played both who wouldn't agree
like reading the coverage provided in The GEN- Academy of Adventure Gaming Arts & Design that ASL was a major departure from its prede-
ERAL. That gives me a chance to relive the "thrill (which runs the GAMA Awards announced each cessor. But that excuse pales when you consider
of victory and agony of defeat," as well as to year at the Origins Convention) and copied to that A HOUSE DIVIDED was not only nominated,
experience second-hand the games I did not get a Mr. Berg and to me.-SKT but won twice for its two editions-even though
chance to play. the second changed little more than mounting
-Kathy Stroh, Bellefonte, PA I wish to call to your attention the following the paper map of the original. Could it be a coin-
quote published in Richard Berg's Review of cidence that the game's designer was president
I would like to thank everyone at TAHGC Games, Vol. II, No. 25 in referring to his own of GAMA and presiding over those same
as well as all of the game masters who made poll of the year's best games: awards?
AvalonCon '97 come together. I want to single Two games that got no votes as best (and one I didn't complain then and I'm not com-
out some of your GMs for their efforts. Sean vote each as worst) do appear on the Origins plaining now. My approach, win or lose, to the
Finnerty (D-DAY) and John Pack (GANG- ballot: AGE OF RENAISSANCE and AIR badly flawed GAMA awards over the years has
STERS) ran beginners tournaments, doing an BARON. What this reveals, more than any- been to ignore them as the political football
outstanding job of explaining the rules. All of thing else, is AH employees are members of they have always been. The only truly mean-
the gentlemen who ran sports games did a super GAMA; many of those other companies are ingful awards are those voted by people who
job of making the games run well and helped not. Good reason to join if you want to pay their money to play the games-not the
make AvalonCon a lot of fun. Bruce Reiff did a change that.. popularity contests of the "professionals" in
great job with $GREED and SLAPSHOT, two the industry who vote their own vested inter-
of the most fun games. John Coussis The inference is clear that Mr. Berg attrib- ests. Yet, the Academy continues to ignore the
(DECATHLON) got a huge number of people utes the nomination of these games to a form of only people really qualified to vote for their
organized and playing quickly. Special thanks ballot-box stuffing by employees of Avalon Hill. awards-and actually bans them from the pre-
go to Bill Scott. Although [ haven't tried I will put aside for the moment that Richard, sentations by making the Awards ceremony an
PANZER LEADER, it was Bill who convinced as an ex-attorney should know better than to invitation-only event.
me to enter TITAN at the first AvalonCon. mess with libelous statements. His acerbic wit Rather, it is Mr. Berg's insinuation that has
There weren't many women registered to play has long been his stock in trade and I will not finally galled me into breaking my silence. I
back then and [ had planned to be a spectator, attempt to trade barbs with him. As a self-pro- don't give a damn about winning the award for
but Bill got me into TITAN and the enjoyment fessed game critic, be is certainly entitled to his AGE OF RENAISSANCE. I have done better
of AvalonCon. The first wargames I tried at an opinions and even to attempt to sway others to work which went unnominated. What does infu-
AvalonCon were STORM OVER ARNHEM and his point of view, just as I am entitled to my riate me is his public insinuation that Avalon
WAR AT SEA. GMs Steve Kolezar and Bruce opinion on his designs. However, when he leaves Hill wins such awards as does come its way by
Monnin made me feel very welcome. I no the realm of design and publishes his fabricated underhanded means, rather than on merit. I have
longer have any kids qualified to be in the opinion on the moral conduct of others, he over- been an employee of Avalon Hill for the better
Juniors tournaments, but I think it is great that steps the bounds of at least good taste, if not part of three decades and during that time I have
your GMs have the patience and understanding libel. My question to you is why your organiza- never voted for any game award, nor do I know
needed to help the kids enjoy themselves. Per- tion would choose anyone with such unprofes- of any fellow employee who has since the days
haps you should sell (at registration, but sional conduct to MC the Awards? of Randall Reed 15+ years ago. This is in stark
shipped later) a special souvenir edition of The Imagine the bitter sweet experience of rising contrast to the common practices of such firms
GENERAL with coverage of the convention. to accept the award for AGE OF RENAISSANCE as GDW who paid the Academy dues for all of
It would be nice if at least second place qual- from the MC who had made sucb statements. its employees and encouraged them to vote, dare
ified for a prize in every tournament no matter However, that only prepared us for his next we say, perhaps for their own products.
the number of entrants. It was disheartening to gaffe, which was to mistakenly present our My point: ignore my work if you will, pan
lose the PAYDIRT Super Bowl in overtime and WOODEN SHIPS & IRON MEN PC award to it if you must, but don't accuse me of the same
get no recognition. rival Talonsoft. Apparently, when Richard dis- hypocritical tactics practiced by much of the
-Sue Ellsworth, Morris, IL agrees with the choices, he takes it upon himself industry while u'ying to pat themselves on the
to present them to their "rightful" winners. back. I emplore you to come forward and tell
Diplomatic Brouhaha All of this is nothing new. The awards system Mr. Berg's readers exactly how many votes
My friends and I have noticed that Japan has in the boardgame industry has been, to be chari- you received from Avalon Hill employees in
an unfair advantage in COLONIAL DIPLO- table, not exactly run with the precision of Price- your nominating process. Indeed, are any of
MACY. If Japan is not dealL wilh right off the bat, Waterhouse. It would be pointless and indefensi- our employees members of your august body?
they get way too big. Once Japan grows to eight ble to list the entire litany of questionable prac- As long as the "Academy" condones the unpro-
or nine units, you cannot attack them. Holland tices committed by this awards system over the fessional conduct of Mr. Berg as their
cannot get to Japan fast enough because of wor- years, for there is no "right" or "wrong" when it spokesman, your awards will continue to be
ries about the British in Singapore. The British comes to games. Like beauty, game quality is truly meaningless.
can get there, but neither France nor China can very much in the eye of the beholder. Your
afford a fleet buildup off their coasts. Keeping Picasso may well be my furbaU and vice versa.
25
++-+--+--+- (from p. 23)

sary, but has a top speed of


only 324 mph. Early models
lack armor, which means
that even a light hit can be
lethal, especially to the pilot
in the unprotected cockpit.
The Spitfire is much the
same, although it is consid-
erably faster-even slightly
faster than the Bf 109. Pilot
hits and fuel or engine fIres
are common in these fIght-
ers. If you are used to sailing
through a hail of gunfire in a
P-47 Thunderbolt from OTR
and emerging relatively
unscathed in your metal
monster, consider flying
with a bit more care in ASP.
Another difference, espe-
cially for the German and
French players, is a lack of
sufficient ammunition for
cannon. Even though early-
war cannon typically had
low rates of fire, the ammu-
nition supply was quite short, allowing for Did I mention the French? Yes, you can standard. This version 1.1 patch is avail-
only five or six seconds of fIring. Your play out the 1940 blitzkrieg in the west! able on the Big Time website
fighter can probably tum on a dime, but you The French Armee de ['Air flies mostly (http://www.bigtimesoftware.com).
must use your precious cannon shells outdated aircraft and finds itself The most significant improvement in
wisely. The Bf 109, famous for its small outnumbered by the Germans, but has the update is in the vertical movement
fuel tank and short range, often fInds that it enough quality pilots to give the Luftwaffe system. Aircraft now change pitch angles
has run low on critical 20mrn shells well a real sting in battles where the numbers in increments of 30 degrees rather than
before its fuel tank runs dry. Its combat are more even. The Dewoitine 520 fighter 45, and transition between angles at the
endurance is therefore limited and the Ger- can outmaneuver a Bf 109 and give it a same rate that they make horizontal turns.
man player must take this into considera- nasty surprise if handled with skill. So airplanes now tum "in the vertical"
tion when deciding whether to continue After the Battle of Britain, the mid-war just like they tum in the horizontal. A
pressing toward the target after being designs appear, like the Typhoon, Mosquito Spitfire will complete a loop before a
intercepted. and Focke-Wulf 190. The heavy-hitting Fw Focke Wulf 190 can.
190A-4 really shines in the Additionally, the game now simulates

~'
: :o~2"- summer of 1942 when the
the effects of negative-G when the pilot
.. British don't possess any pushes the nose of his aircraft rapidly
fighter fast enough to downward. Not only does this tend to throw
catch it. The appearance of off his aim, but causes non-fuel-injected
the Typhoon later in the engines to sputter into idle (on the next
year changes that, though game tum) due to lack of fuel. Early Spit-
the Typhoon is effective fires and Hurricanes lack fuel injection,
only at low altitudes. On while the Bf 109 does not.
the deck it is a tiger! If you are an OTR or ASP pilot, or are
interested in learning more about the
SYSTEM UPDATE games, I urge you to visit the Big Time
Weare committed to website. We use the internet as a means to
making the OTR/ASP sys- publish the latest information about our
tem the best strategy air games, including a Frequently-Asked-
combat gaming experi- Question (FAQ) page for each game. You
ence on your computer. can even post your own thoughts and
To that end, we are views. Please visit the website and learn
releasing an update patch more: www.bigtimesoftware.com.
for OTR along with the
A Hawker Hurricane like those that scrambled to the ASP CD-ROM that will
defense of London in 1940. bring OTR up to the ASP
*
I
I

26
turn. Do whatever you can early in a game
to forge an alliance with that person.
Of course, if the person to your right is
your friend, he or she may never deliver
the blow intended to kill your bet. How-
ever, TITAN: THE ARENA gives every
player plenty of opportunities to save their
own wagers by dealing the deathblow to
knew that many of my summer vacation converts, lamenting the death of the Dragon others. No matter how friendly is that

I expectations would not be fulfilled. In


fact, I was just hoping for a small respite
from the grind of family and work obliga-
and rooting hard for the Unicorn. Within a
day, these converts had roped more skepti-
cal family members into the game. In no
player to your right, the blow is more
likely to come than not. Consider this: if a
player passes up the chance to close out a
combat round favorably, that player must
tions. Naturally, as I packed my bags for a time, I was victimized by my wife's cousin
week at the beach, I gathered a bunch of who shrewdly turned the tables in the final await a number of plays before getting a
lingering half-finished projects, on the dim combat round with a Hydra-Dragon double turn again. In the interim, dastardly things
hope that perhaps somebody else would be play that made me ashamed to be listed on can be done to him for his unwillingness to
willing to get sunburnt on the beaches with the game's playtest credits. (Her anti-vio- play along with others.
my kids while I sat in air conditioning. lence morals apparently are not tainted by Ultimately, you cannot count on your
As I squeezed things into the car trunk this beast-filled gladiatorial game nomi- friend to the right. Your best strategy is to
and jettisoned excess materials, ---- nally representing a blood-bath.) make sure the player to your left doesn't
little did I expect that the One game later, after an start the ball rolling against you. You have
most rewarding over-exuberant six-year- three basic strategies. The least effective
moments would come old physically "com- (though a useful stop-gap) measure is to
from the one fin- mented" on her play low on the Creature of the player to
ished project that teammate sister's your left. This may require the player to
I packed. For the choice of a secret defend a Creature rather than threaten
most part, I wager, the yours. If all goes well, others may then get
don't expect mother was in the spirit of attacking the Creature of the
to play strat- avidly inquir- player to your left. Unfortunately, the long-
egy games at ing about the term effect of such is probably the loss of a
the beach- process for potential friend on your left.
the people getting More effective, but never a sure thing, is
with whom replacement to talk your way into friendship and to back
I share cards or it up by helping a threatened Creature of the
beach decks. I went player to your left. More than kindness may
rentals gen- home from be your reward. A third, much more
erally do not the beach resilient, strategy is the cross-table alliance.
like games happy that a By wagering and playing in league with the
that last more family of five players across the table from you (not adja-
than 30 minutes was going to be cent), you establish a mutually-reinforcing
and do not engaged in mortal process of never letting each other's dead-
exhibit their pro- combat across the liest foe form a "get you" alliance. Should
found grasp of trivia. card table for some the player to your left playa nasty card, the
This year, however, time to come. ally across the table can step into the situa-
Avalon Hill produced a On that day, I experi- tion in your favor before it gets out of hand.
game that I could give away as enced the joy of death in the Likewise, you act in the same manner
a present to family members: TITAN: afternoon, as new player after new player whenever the player to the left of your ally
THE ARENA. After all, some of the cousins ganged up on any Creature poisoned by my (and to your right) tries to get you into a
and aunts and uncles play Bridge and wagers. It was then that I learned an impor-
Hearts and a few of my nieces and nephews campaign against your ally.
tant lesson about forging alliances in this As I play more and more four- and five-
are now old enough to take an interest in game.
gaming. Despite the mention of "deadly player games, I have come to realize that
combat" on the cover, I thought that maybe the deal of the cards has very little to do
a few would give it a try. At least the adults SEATING CONCERNS with success in the game. Sure, you must
would have a chance to see the subtle fasci- As with any multi-player card game, the avoid bungling a play, and sometimes your
nations of the game. seating order matters. This game provides cards give you few choices, but the only
It was, however, the six- and nine-year- ample opportunity for diplomacy. Indeed players who need great cards to win are
old children at the beach house who were the game forces you to ally at least tacitly those under attack from too many sources.
instantly drawn to the game. The beautiful with others, through the wagering process. Ultimately, you can win with any deal, with
artwork on the cards begged them to play. However, without question, the player to any wagers, with any Creatures surviving.
The kids in turn begged their parents to your left is your biggest concern. That Diplomacy (even if entirely unspoken)
show them how. These devoted parents player has the biggest opportunity to counts for much in large games of TITAN:
turned to me for instruction. Within five orchestrate your downfall by rallying all THE ARENA. Fortunately, you can commu-
minutes we were playing the game and other players to join together to kill a Crea- nicate via wagering as well as through
within half an hour we had three instant ture which you back before you get another words and play.
27
SURVIVAL OF THE FITTEST?
Synopsis of When we added the embellish-
TITAN: THE ARENA ment of Creatures with specific
powers, we took great care to
Each player has a hand of cards used to make sure they were implemented
strengthen and weaken the eight Crea- in similar fashions and were not
tures involved in the combat. By the end unbalanced. We did not want a
of the hand, five rounds of combat will game in which one or more Crea-
have been conducted and five Creatures tures became the odds-on favorite.
will be dead (one dying in each round). Believe me when I say that some
Players total their bets on surviving Crea- of the playtested Creature powers
tures to determine which player won the were unbelievably disproportion-
game. The bets decline in value with each ate to others.
round of combat and also determine dur- All this said, the Creatures
ing the course of play which player is the remain different and therefore are
main Backer of a Creature and can use its by definition not equal. Some
special power. give the Backer more power at
The deck consists of cards ranging the end of the hand than at the
from zero to ten for each of the eight beginning. Others are the oppo-
Creatures, plus eleven wild cards (Spec- site. Some are positively deadly
tators; also ranging from zero to ten). when combined with other Crea-
Additionally, the deck has three special ture powers. Players will soon begin to the multi-player game dynamic. I list the
Referee cards with powers not directly fear survival of some of the Creatures, if eight Creatures below in descending order
related to a Creature. Eight reference they are not the main Backer. of raw power. Becoming the Backer of the
cards are used to mark where to place Multi-player game players have seen strongest among them may gain you too
bets and cards. this all before: an early "leader" will get much attention from others, while letting
At the start of the game each player hammered down such that somebody else other control the strongest into the late
gets eight cards. In a player's turn, he is a surprise victor. In TITAN: THE combat rounds could spell disaster. The
first may place an open wager on a Crea- ARENA, the combatants are the Creatures. best hope for a strong Creature is when the
ture and then playa card on a Creature Players must wager on their survivability. wagers are tied and no player has control of
(helping or hurting its chances of sur- With all Creatures wielding identical card the power.
viving the round). Then the player sets, two other factors will play the biggest Hydra. The power to play on two Crea-
implements any power activated by the role in a Creature's downfall: wager place- tures at once can be deadly in any of the
ment and fear of a power. A Creature will five rounds of combat, but is most powerful
card play, discards if eligible, and fills
die because too few people have a stake in in the last round. The existence of the
his hand to eight cards. Play then rotates
its survival, or perhaps because so many Hydra may end the round quickly, thus pre-
to the player to the left.
do and an opposing player is given a prime venting some players from playing in the
When every Creature has at least one
opportunity to knock them all down. final round. Consequently, few people will
card played on it in the round, then the
The more intriguing question, however, love the Hydra and its Backer. This Crea-
combat round is over as soon as one Crea-
is how players view (and fear) the powers ture more than any other will draw Specta-
ture is unambiguously the weakest (has wielded by the Creatures. Often a player
the lowest Strength showing). This Crea- tors dangling about its waist to keep the
must place a secret bet before he has much power inactive.
ture is eliminated along with all bets on it. indication from his own hand as to what he
The next combat round is begun by the Unicorn. The power to teleport cards on
can defend. In this situation, a player can other Creatures often can be more deadly
next player in the rotation, with all Crea- opt to wager on the Creature that he feels
tures beginning the round with their full than that of the Hydra. However, the
is least likely to be under attack from other
power and no cards (previously played Backer will be limited to rearranging the
players. This might be a Creature without
cards are left in place, as they may come cards of a Creature with a Strength card
a four-point bet. Better yet, this should be
back into play via the use of specific already in place in the round. Conse-
a Creature whose power is not so over-
Creature powers). quently, the exercise of this power, though
bearing that somebody already hates it. In
Betting is indicated by colored chips acute, can be predicted more accurately.
short, you want to bet on the weaker Crea-
and is limited to a single bet per Creature Furthermore, this power may not threaten a
tures, rather than the stronger ones.
per round. Once a player has bet on a number of Creatures who have successfully
Of course, after many playings of the
Creature, no other player can bet on the game, you will detect your own tendencies left a trail of strong cards in previous
same Creature during that same combat and those in other players. At that point, rounds. Yet, clearly, the Unicorn can do
round. It is also spiced up by the secret bet you add another layer of decision-making: much damage in every round except the
which must be determined before the end will I be alone in secretly betting on this first and has a power that grows during the
of the first combat round. The secret bet is Creature? If so, you may gain a huge edge course of combat.
worth five points; open bets during the in points at the end, but you also have no Dragon. Much like the Unicorn's, this
first round are worth four points; open secret allies keeping your Creature alive at power is limited to use where a card has
bets during the second round are worth unexpected moments. already been played. However, instead of
three points, etc. Only the bets on the relying upon past round Strength cards, the
three Creatures left standing at the end of HANDICAPPING THE CREATURES Dragon takes advantage of covered-up
the game will count. Remember that I consider a strong weaknesses in the current combat round.
Creature as more likely to die early, due to ~-~-~-~~ (Continued on p. 30)
I

~ 'lrrlll ".Il~"l PI1 .


1111~I~Jr
ru I"" II" 111 1.
11m Q' U 'lid' Q-.I' UU

1830 A5A, PRG, WSM Air Baron Acquire Adel Verpflichtet Afrika Korps
Daniel Vice David Metzger James Garvey Chuck Nail Thomas Stokes Bruno Sinigaglio
Washington, DC Pittsburgh, PA Amherst, NY Atlanta, GA Trenton, NJ Delta Junction, AK

Blackbeard BKN,HRC Britannia Candidate Circus Maximus Cross of Iron, SOL


Michael Wojke Jim Doughan David Gantt Chuck Foster John Jacoby Kevin Welsh
Ft. Washington, PA Short Hills, NJ Greenville, SC Fort Worth, TX Charlottesville, VA Browns Mills, NJ

Greed Gangsters Guerilla History of the World


Ray Stakenas Jason Wagner Gordon Rodgers Bruce Monnin
Livonia, MI Mt. Laurel, NJ Collingdale, PA Minster,OH

Mustangs Naval War Princess Ryan's SM Panzerblitz Panzer Leader Rail Baron
Andy Lewis Lauren Hickok John Ellsworth Dave Giordano Rob Beyma Kimberly Lemmons
Lewes, DE Harrisburg, PA Morris, IN Carney's Point, NJ Pocomoke, MD Fort Worth, TX

The Russian Campaign Two-Player Titan Titan: The Arena Titan TV Wars Tyranno Ex
Gary Dickson Brian Sutton Peter Staab David Finberg Andy Maly Carolyn DeMarco
Stockton, CA Laurel, MD Pittsburgh, PA Cambridge, MA BelAir, MD Riverside, NJ
• I: I -Ion~
I I"

lit
Advanced Squad Ldr. Attack Sub, Up Front B17, Submarine Bulge '81, Waterloo B91, GBG, PPW BBS,SCT
Jeff Coyle John Emery Paul Risner Phil Evans Kevin McCarthy Robert Kircher
Fairfax, VA Greer, SC Sarasota, FL Arlingjton, VA South Euclid, OH Warwick, RI

Decathlon Dinosaurs of LW Dune Enemy In Sight Football Strategy GCACW, HCR, RTG
Steve Cameron John D. Poniske, Jr. Matt Fagan Tim Evinger Paul O'Neil Joe Bellas
Upper Darby, PA York, PA West Milford, NJ Bangor, PA Baltimore, MD Troy,OH

Kingmaker Kremlin LBG, WPS Maharaja, Civil War MMS, OW2, TBT Merchant of Venus
Jeff Clark Tracy Graf John Coussis Henry Rice Bruce Reiff Mark Hunter
Mesa, AZ Odenton, MD Hoffman Estates, IL Albuquerque, NM Powell,OH Kirkwood, MO

Renaissance Roadkill RepUblic of Rome Stonewall Jackson's Way Stonewall's Last Battle Siapshot
George Sauer Sean Cousins Chris Bartiromo Jeff Otto Bob Jamelli Dan Metzger
Circleville, OH Bangor, ME Berkeley Heights, NJ West Milton, OH Hazleton, PA Pittsburgh, PA

Victory in the Pacific War At Sea Wrasslin' WRS Battle Royal We The People Wizard's Quest
Ed O'Connor Tim Hitchings Jim Dolan Lane Hess Thomas Drueding Gregory Crowe
New Milford, NJ Newark, DE Vernon, NJ Mountville, PA Haventown, PA Wheaton, MD

I
30
in the early game may leave the Backer feared beasts are those that directly affect
with no cards to play to save the Ranger played cards. Next most feared are those
This power makes defense almost useless. late in the game. The power is useless that affect playable cards in hands. Some
If your wagers are under attack, the exis- once the deck is depleted (and early deple- may argue that the Unicorn is stronger than
tence of an enemy Dragon argues for play- tion is almost guaranteed when this power the Hydra and that the Warlock is stronger
ing even lower on other Creatures. Even is utilized well). Once the Backer has than the Ranger, but I think it safe to say
this may be futile if the Dragon's Backer reaped its advantages, most opponents that the Unicorn-Hydra pair is clearly
decides to burn away that low card you just will consider the issue spilled milk-there stronger than the Warlock-Ranger pair.
played. This power of destruction is strong is no longer much point in killing the Often a Creature's power may become
in any round, but tends to matter more in Ranger to stop the power. even more fearsome by virtue of the fact
later combat rounds, when players have Warlock. Somewhat the mirror power that the same player is the Backer of a
to that of the Ranger, many players will similarly strong Creature. Thus, the com-
fewer opportunities to play cards.
consider this power stronger. The ability binations of powers controlled by a single
Titan. The power to see three enemy
to dump unwanted strong and weak player must be watched carefully. This in
cards may be more useful than the card
Strength cards should not be underesti- itself may cause players to engineer the
kept. The Backer of the Titan can discern mated. This can lay the groundwork for a premature death of some strong Creatures.
much about a player's secret bet and play- strong hand, while at the same time allow-
ing strategy from the cards that have been ing high early turnover of cards to put the JUMPING IN THE RING
deliberately not played. It is icing on the Backer into a fine position for wise secret Those powerful Spectator cards not
cake that the Backer keeps one of those and open betting. The power is limited, only act as wild cards to play on any Crea-
cards, thereby undermining the cardhold- however, by the fact that the Backer will ture, but they also void a Creature's power
ing strategy of the afflicted player. While soon run out of unwanted cards to pre-dis- while the Creature has the Spectator card
this power is likely to be resented by only card. Over the course of the game, this showing in the combat round. This flexi-
some of the players, that may be enough to power becomes less valuable-indeed the ble, dual role makes these eleven cards the
sign the Titan's death warrant. While the Backer may be regretting a few of those most powerful ones in the deck. As such,
picking power may actually get weaker early discards when he is running out of they are best reserved for use in crucial
over the course of the battle (as mo_re_d_e_a_d_----- playable cards at the end. situations. The best use of the Spectator
cards fill the hands), the Consequently, the power cards is not only to threaten an opposing
reconnaissance value of of the Ranger is a bit more Creature with death, but to void its power
the power increases useful in the middle of the (of course, the very lowest Spectator cards
tremendously over the game than that of the War- should be reserved for delivering the
course of the game (if you lock and is more likely to instant death blow). The next best use of
carefully watched the be used. Essentially, Spectator cards is to protect your more
plays of the victim). nobody is likely to valuable asset-your wagers (particularly
Cyclops. The power of begrudge the Backer for your secret bet). A well played Spectator
paralysis is the weakest of using the Warlock power. can save a Creature while also taking
those powers that directly Troll. The most solitary away the fears of other players that the
affect other Creatures or power of them all is that Creature's power may be used. Finally, a
players. Nonetheless, at of the Troll. The regenera- Spectator card may be crucial in the final
crucial points in the game, tive power doesn't hurt combat round to avoid playing a Creature
particularly in the late other Creatures or hands. card because it is the only one you have
combat rounds, a key The power is useless in (you will be most unhappy if forced to kill
opposing card may end up the first round and is so your own bets).
out of reach due to the innocuous at first that few All of these uses for Spectators argue for
power. This may extend a will try to kill it. In fact, resisting strongly the urge to jump into the
combat round beyond its expected length many players will instead piggy-back their ring early in the game. Your most important
and deliver to a different player the ax for wagers on the Troll to gain the protection bets are those that survive on the final three
dealing the death blow of the round. This expected from the Backer. The power Creatures, regardless of their nominal
will rarely help the Cyclops' Backer kill a grows over time. During the late combat value. It does little good to expend too
Creature, but it can go a long way toward rounds, it may be nearly impossible to kill many good cards defending a four- or five-
saving one. Player resentment about this the Troll. Of course, rarely can a player point bet in the early combat rounds such
power will fluctuate depending upon the win the game by backing a single Crea- that you are at the mercy of others in the
strength of their hand and the cards that ture. This only serves to make the Troll final two rounds. I've found it especially
are temporarily placed out of reach. How- seem more harmless. The Troll is a good important to be able to deliver a death blow
ever, overuse of the Cyclops in the early bet to survive, if it doesn't receive weak in the fourth round, because this ensures
rounds can make enemies far too soon. Strength cards in the first round. However, that you play late in the final one and have-
The power, therefore, is most useful in the its Backer must be a diligent caretaker, greater control over the final death as well.
late combat rounds and is particularly with few other wagers distracting his Even if you can't determine too much at the
powerful when the deck is depleted. attention. end, the voiding of a Creature's power in
Ranger. This power, by not directly I guess a number of players will quibble the late rounds may foil the plans of key
affecting any other player, can seem over this exact ranking. Of course, the uti- opponents. Hold those low Spectators for
innocuous. However, its early use affords lization of powers by your opponents may the right moment!
the Backer a huge advantage when making not blossom into substantial fear for awhile.
a secret wager. The problem is that overuse In the final analysis, however, the most *
• Playing cards show actual historic
naval, air and submarine photos.
• Special Event and Bonus cards add to
the replayability of the game.
• Sometimes, even wargamers can't
change history. If two "Fate" cards (for
example, the Hood and the Bismarck,
which actually sank it) are played in the
same hand, the Hood card is lost.

I
I

The GENERAL 31-6


CONTEST #183-Hot Zone
This contest is dedicated to Arachnid freedom. With a movie and a new
Avalon Hill game on the subject, let us take a gander at the classic
STARSHIP TROOPER game released over 20 years ago.

It is Scenario Five-B (Retreat and Evacuation from the Terran perspec-


tive). Your Arachnid colonies have successfully ambushed the Mobile
Infantry. They have retrieved the bulk of their forces on the firSt retrieval
boat. Many remain stranded. Due to extreme drift and poor planning, the
beacon for the second boat landed far from the MI defense perimeter.
The boat landed on tum 12. It is now the Arachnid portion of turn 13.
The game score is tied except for what happens to the four MI shown
here. Give orders that will maximize the Arachnid point advantage over
the MI.

Target Attackers Odds

Ranged Fire. _ $15 MERCHANDISE CERTIFICATE IS PRIZEl


Send entries via email to ahgeneral@aol.com or mail to:
Stuart K. Tucker, Editor of The GENERAL, The Avalon Hill Game
Company, 4517 Harford Road, Baltimore, MD 21214
Name _

Movement. _ Address _

Close Combat, _ City State Zip _

RATE TIDS ISSUE AND ENTER


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6. So thal as many ads as possible can be printed in our limited space. we request that you use orficial state
We valne your opinion. Therefore, take a moment to write com-
and game abbreviations. Don't list your entire collection; list only those games which you are most inter-
ested in playing. ments below regarding what you like or dislike in this issue.
Across Five Aprils-A5A, Advanced Squad Leader-ASUSL, Afrika Korps-AFK, Age of Renaissance~
AOR, Air Baron-ABN, Air ForceJDaunlless-AFD, Assassin-ASN. Battle of the Bulge-B(yr.), Black- Comments _
beard-BKE, Blitzkrieg-BZK, Breakout Nonnandy-BKN. Britannia-BRI, Circus Maximus-CMS,
(Advanced) Civilizalion~ACV/Crv. Colonial Diplomacy-COP. D-Day-D(yr.). Diplomacy-DIP.
DUNE, 1830, Empires in Anns-EIA, Empire of tbe Rising Sun-ERS, Enemy in Sight-EIS, Firepower-
FPR, Flat Top--FfP, Fleet Senes---#FT. Flight Leader-FL, Gangsters-GSR, Geronimo---GER, Gettys-
burg---GBG, Gladiator--GLD, Guadalcanal-GDC, Guerilla--GUE, Hannibal: Rome vs. Carthage-HRC,
Here Come the Rebels-HCR, History of the World~HWD, Hiller's War-HWR, Kremlin-KRM, King-
makcr-KGM, K_l1ights of!he Air-KTAl London's Buming-LBO l Luftwaffc-LFW I Machiavelli-MAC.
Maharaja-MAR, Magic Realm-MRM, MBT, Merchant of Venus-MOV, Midway-M(yr.), Napoleon's
Battles-NPB, PunzerBlitz-PZB, Panzergmppe Gudcrian-PGG, Panzer Leader-PZL, Princess Ryan's
Star Marine!>-PRG, Rail Baron-REN, Republic of Rome-ROR, Ricbthofen's War-RFN, Roadkill-
RKL, Roads to Gettysburg-RTG, The Russian Campaign-TRC, Russian Front-RFT, 1776, Siege of Games Played in October: _
Jerusalem.........-80J, Starship Troopers.........-8ST, Stellar Conquest-STC. Stonewall's Last Battle-SLB, Stonewall
in the Valley--8IV, Stonewall Jackson's Way-SJW, StOrol Over Arnhem-SOA, Tac Air-TCA, Advanced
Third Reich-A3R, Thin:J Reich (4th ed.}--3R4. Thunder At Cassino-TAC, Titan-TIN, Titan: TIle
Arena-TIA, Trireme-TRl, Turning Point Stalingrad-TPS, Tyranno Ex.-TYX, Up Front-UPF, Victory
In The Pacific-VIP. War and Peace-W&P, We The People-WTP, Wooden Ships & [ron Men-WSIM,
Wrasslin'-WRS.
Good for Postage Charges Only on
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The Avalon Hill G.lffie Company. Each postage coupon entitles the sender to deduct up
to $1.00 from the postage charges of any order for a complete game, provided the
amount deducted does not exceed the total postage for that order. Coupons are not valid
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Shipping charges are computed according to instructions found on the current Parts
List and pre-paid order forms. Any GENERAL postage coupons previously offering dif-
ferent values may be used as the equal of this coupon.
Example: Customer A lives in the USA and orders a $15 game. His postage charge is
$4, which he may pay by sending four postage coupons and $15, or two postage coupons
Name TeI. _ and $17. Customer B lives in Canada and orders the same game. He II1Ust pay $15 in US
funds plus 8 postage coupons or $15 plus $1 (US) for each postage coupon less than 8
Address, _ which he sends.

City State Zip. _ $1.00 Volume 31, Number 6 $1.00

L
THE YOUTH'S FIRST BLOOD
ASL SCENARIO G42 Scenario Design Eric Givler
A UTHIE, FRANCE, 7 June 1944: The spearhead of the 3rd Canadian Infantry Division
assembled at 0745 hours at the hill just north of Villon-Ies-Buissons, with the airfield at Carpiquet
as its objective (aboOl 4 km west of Caen). lL consisted of the North Nova Scotia Highlanders and
the 27th Armoured Regiment (the Sherbrooke Fuselier). The Stuart tanks of the reeon unit
advanced at the point, followed by Compaoy C of the Highlanders. The main body followed behind
mounted on their Sherman tanks. Standartenfiihrer Kurt Meyer, commanding general of the 12th 55
Panzer Division, observing the enemy advance from from one of the towers of the Ardennes Abbey
ordered Obersturmhannftihrer Max Wtinsche to attack. WUnsche contacted his command Panzer,
"Achtung! Panzers-Marcb!"
AFTERMATH: The point unit of the North Novas and C squadron of the Sherbrooke Fuseliers
found themselves in action against several machine guns. The 6th Panzerkompanie, located imme-
diately left of the Abbey, and the 5th Panzerkompanie started out without delay. Their fire caught
the surprised enemy in the flank. Within a short time, several tanks were in flames and exploded.
Lieutenant Fitzpatrick's unit dropped off infantry immediately north of Authie and lost two of its
three tanks within a minute. He took position with the remaining tank in an orchard just south of
Authie. There he noticed that his 17-pound gun did not work because of damage LO the locking
mechanism. He observed the German attack and fought it with machine-gun fire. The North Novas
requested artillery support, but the observation officer reported that his artillery was still outside
range. The only fire support available would be from a cruiser, but due to an error in the communi-
cations link, it could not come into action. The infamry of the North Novas withdrew to positions
directly south of les-Buissons. As it turned out, only five men of C Company made it.

BOARD CONFIGURATION:
VICTORY CONDITIONS: At game end, the side having amassed the most points
BALANCE:
wins. Points are awarded at game end as follows: The Germans receive 1 point if they Con~
trol more board 10 sLone building Locations than the Canadians, otherwise the Canadians t" Exchange one Sherman VC(a) for a
A-
receive I point. The Germans receive I. point if they have Exited at least 31 more VP
(excluding prisoners) than the Canadians, otherwise the Canadians receive 1 point (see SSR
7 for allowed Exit areas). Also, the Germans receive I point if they Exit 2: 5 AFV prior to
Turn 6, otherwise the Canadians receive I point.
second Sherman V(a).

<:> Add one a second Sherman Yea) to N


the British Turn 3 OB. 9~ O~ ££
TURN RECORD CHART
tF GERMAN Sets Up First [0] o ~0

o CANADIAN Moves First [143] 1 2 3 4 5 6 7 8 9 END

Stragglers of Infanterie Division 716 [ELR: 2) set up on board 10, onfbetween hexrows Q-EE: (SAN: 3}

d.I,!;;
rJrj It!i It/(
LMG
~MMG
~ 4-!!-7 2-4-7 2-3-7 A...9 I ;; III
5-Jg 1 >;IT]
3-ft
? 0
7 morale

3 6
Elements of Panzer Regiment 25, SS-Panzer Division 12 "Hitlerjugend" [ELR: 4) enter on Turn 2
alonbcr the south edcre
b
of the playin bcr area' all Personnel must enter as Infantry (see SSR 2 and 3)'

-:. 13

6'-~-!!
- A....
fH Ac:- A A= en en
o 9 ~MMG
';;III
5-Jg i
LMG
>;IT]
3·ft
~e; PSK
XIO
12-4
• MTR
!!iW
50'[2-131
~ Radio
>;6
8
9-1

~i
IT]
75L
~+ ®
00
3/S

12 5 2 10

o Elements of Company C, North Nova Scotia Highlanders, and of the Reconnaissance Troop, Sherbrooke Fuselier
Regiment [ELR: 4) enter on Turn I along the north edge of the playing area (see SSR 3): {SAN: 2}

W
4'·5-8 t t .... t ...
ci> 9 9 t LMG
!l;IT]
, 2-1
t PlAT
;;: 810
8-3 51
I MTR
:;[!]
[2-11]
8-1

~~
m~6
~OO
37LL
,~ 17

2/4/2

11 4 2 5
Elements of C Squadron, Sherbrooke Fuselier Regiment enter on Turn 3 along the north edge of
the playing area with all Personnel as Riders:

~
LMG 9-2

4'-5-8 t !l;IT]
2-1 ~~ 2/4

3 2
SPECIAL RULES: S. The Canadians receive one 120+mm NOB A battery (G 14.6; HE only) directed by a 2-2-7
I. EC are Moderate, with no wind at start. All buildings are Single Story (B23.21) [EXC: hex crew which is this battery's Shore Fire-Control Party (GI4.6I); all LOF (GI4.62) for this bat-
IOZ6 contains a Level I building Location and a Level 2 Steeple Location with inherent stair- tery is traced through I 00G5. The SFCP enters on Turn 3 along the north edge of the playing
wells; the normal stacking capacity of the Steeple Location is one HS-equivaJentJ. area.
2. In addition to the option of entering on Turn 2, the pz IYHs may enter on or after Turn 3 6. All pz IVHs are equipped with Schuerzen (D 11.2). The Canadians may pre-record any three
along the west/south/east edgers) of board(s) 16/10/33 on/between 16M! and 33MIO; all pz allowable AFY as having functioning Gyrostabilizers CD!I. J). AFYs for both sides are consid-
IVHs must enter on the same turn. Use pz IV) counters to represent extra pz IVHs as needed. ered Elite (CS.2).
3. All pz IVHs and Stuart Vs have their printed MP allotment halved during the MPh in which 7. German units may only exit off the north edge of the playing area. Prior to Turn 5, Canadi-
they enter play. an units may only exit off the south edge of the playing area; after Turn 7, they may also exit
4. The Germans receive one module of 150+mm OBA (HE and Smoke). The Germans also off the north edge of the playing area [EXC: Canadian units may exit off the north edge of the
receive one module of 100+mm aHA (HE and Smoke) directed hy an offboard Observer at playing area after the end of any Player Turn in which 55 MMC Control;;::: 12 board 10 stone
Level 3 of 33A7. building Locations].

I
KANGAROO HOP
ASL SCENARIO G43 Scenario Concept: Shawn Kenny

MONT LAMBERT, outside of BOULOGNE, FRANCE, 17 September 1944:


As the Cinderella force to the Allied assault on Fortress Europe, the Canadian
Army was generally assigned tasks at the whims of her sister Armies. One such
task during the Normandy campaign was the clearing of the coastal belt and cap-
turing the Channel ports. The harbors were critical in alleviating the logistical
problems of supply and maintaining the momentum of the drive from Normandy.
One of the key French ports, Boulogne, was dominated by the surrounding ter-
rain to the east and south. Mont Lambert, which offered a vantage point over the
town and its open approaches was critical to the defense of Boulogne. After an
aerial and artillery bombardment, the 3rd Infantry Division's 9th Brigade, fol-
lowing tanks of the 10th Armoured Regiment (the Fort Garry Horse), pressed the
attack by advancing in the Kangaroos of the I st Canadian Armored Personnel
Squadron.

BOARD CONFIGURATION:

BALANCE:
'" The two A VRE do not enter play until Turn 2.
A
VICTORY CONDITIONS: The Canadians win at game end if they Con-
trol all of the Level 3 hill hexes. o In SSR 6, replace "150+mm" with "100+mm". N
TURN RECORD CHART
~ GERMAN Sets Up First o o
o CANADIAN Moves First 1 2 3 4 5 END

Elements of Bodenstaendige Division 326 [ELR: 2] set up in hexes numbered 2: 2, using HIP in any terrain: (SAN: 3)

dI.k
9IF tlfj ~
4-!!-7

7
2-2·8

2
A. A A
CCl
CI
~
9
r-
~LMG
tIT]
3·!!

3
~ Radio
tt:.
8
Minefield

tif
~

18
factors
~T
I1J .....
M8

75 B11
."
rn~1O
50L
AT

\751 ...
!1*~!~
2+5+7

~
...
1+3+5

2 6
~
MPh/RIPh:
dr=MF
CC: +1/-1

Elements of the North Nova Scotia Highlanders, the Fort Garry Horse, and the 87th Squadron Royal Engineers [ELR: 4]

<:>
enter on Turn I along the west edge; all personnel must enter as passengers (see SSR 2 and 3): (SAN: 2)

f(~
LMG 9-1
~FT
fI:I
4'·5-8 2-4-8 t Uj]
2-1
~x~
IPP 24-1 ~i
7 3 2 6

Enter on Turn 2 along the west edge:

SPECIAL RULES: is added to its PTC DR as a negative DRM as per C1.82. Failure of this PTC results in
that unit being placed onboard, unconcealed and pinned.
1. EC are Moderate, with no wind at start.
2. Prior to setup, the Canadian player must secretly predesignate how many, if any, 5. Each German unit set up in non-Concealment Terrain must be placed onboard under a
AVRE will enter play equipped with fascine (British Vehicle Note 37). "7" as soon as a Good Order enemy unit has a LOS to it regardless of range.

3. During setup, each Kangaroo may be covered by a 112" "0", with that vehicle's actual 6. The Germans receive one module of 150+mm OBA (HE and Smoke).
Passengers (if any, and including SW) placed out of the opponent's view in a Cloaking AFTERMATH: A "dummy" pass at the end of the bombing run had forced the German
Box corresponding to that "?"'s [D. Such a "?" does not itself bestow concealed status defenders to ground for the critical period when the Canadian assault had to cross the
on the vehicle or Passenger(s), bnt does prevent the opponent from inspecting that vehi- open two kilometers which separated their objective from their start line. Halfway up
cle's contents, and is removed (and replaced by the vehicle's actual contents if any) as the slope, mines and craters forced the infantry to continue their advance on foot. Most
per the normal rules for "?" loss [EXC: not for being in enemy LOS nnless within three of the opposition came from machine-gun nests which were in turn covered by intensive
hexes of a Good Order enemy unit, nor for movement of the vehicle]. Passengers are
antitank gun fire. Once the gun positions and artillery were put out of action, Crocodiles
also revealed if they pass a Crew Survival DR (D6.9); i.e., if eliminated outright, they
lumbered forward to clear the remaining pockets of resistance. Usually just the appear-
need not be revealed. The Canadians may deploy freely during setup. ance of the flame-throwing tank was enough to break the enemy. By evening, Mont
4. After all setup, each German unit must take a PTC; the TEM of each unit's Location Lambert was in Canadian hands with the North Nova Scotias preparing for their assault
into Boulogne.
35
bring back childhood memories of your
first wargaming experiences!
Megamedia is set to release ADMIRAL
ANCIENT SHIPS a sequel to ADMIRAL SEA
BATTLES. This game of ancient mariner war-
fare includes ships from Egyptian, Grecian
and Roman eras using a real-time bat-
tle system complete with pirates,
cargo, crew members, integrated mythol-
ogy story line and even fantastic creatures.

REAL-TIME STRATEGY GAMES


With the widespread appeal of real-
time strategy games, developers are creat-
ing a staggering amount of different
ith the prevalence of comput- games covering almost every spectrum

W ers in the home today, more


strategy and wargames are
making appearance on the computer as
of post-modern, futuristic and fantasy
settings. Though often hectic and capa-
ble of extremely fast game play, most of
opposed to the gaming table. Old these games are not just fast and furious
favorites are converted and new games clicks of the mouse. There is definite
are created as electronic gaming is strategic elements to all of these games
slowly replacing the board variety in and fast reflexes are not always a needed
today's gaming society. Fortunately, requirement.
this new outlet is increasing the number The near-future and alternative time-
of garners as well as the flow of games lines is where COMMAND & CONQUER took
(which I witnessed at this summer's us. Its success has shown the way to some
Electronic Entertainment Expo-E3). highly-anticipated games also set in this
Probably the most intriguing feature of genre. WAR, INC from Interactive Magic
all of these new games is multi-player puts a different spin on real time by
capability. They may be played over a series) and published by Microsoft. This adding elements of revenue based on a
modem, network or the internet, giving pur- dynamic wargame, based on the battles stock market. You are placed in charge of
chasers the chance to try their skills against for the bridges over the Rhine, has spec- a mercenary unit and you must develop
real opponents. The following article out- tacular graphics and a unique dynamic technology to outfit your men and out-gun
lines the exciting slate of strategy games campaign system where you can take, lose your opponents. The time frame is set sev-
and wargames appearing now and in the and retake sections of battlefield. As in eral years in the future and includes a vast
immediate future. CLOSE COMBAT, soldiers have abilities and assortment of modern and futuristic
even psychological profiles which call for weapons and the ability to design your
REAL· TIME WARGAMES consideration when engaged in battle. own.
With the huge success of COMMAND & On the more whimsical side of One of the first real-time combat
CONQUER and WARCRAFT 2, real-time strat- wargaming, 3DO is hard at work on ARMY games, JAGGED ALLIANCE from Sir-Tech
egy games have definitely taken center MEN, taking the concept of the old green took combat to new heights with various
stage alongside the old stalwart wargames and gray plastic army men with which we mercenaries you must recruit and deploy
being created in this genre. A new form of grew up and bringing them to life. Com- over a series of missions, gaining more
wargame is now hitting the shelves, bat is real-time from an overhead view advanced weapons and technology as you
combining the aspects of real-time game with "realistic" results from the ensuing proceeded. JAGGED ALLIANCE 2 continues
play with the historical settings and the battles. A flamethrower soldier will actu- the saga with fantastic looking SVGA
battle complexities found in turn-based graphics and plenty of new mercenaries
ally "melt" an opposing unit. Destroyed
wargames. and weapons to conduct your missions.
tanks will flip, revealing their hollow
Legendary game designer Sid Meier MGM Interactive has come up with an
undersides. This one is guaranteed to interesting real-time game based upon the
(RAILROAD TYCOON, PIRATES, CIVILIZATION)
is working on SID MEIER'S GETTYSBURG! 1980's film WARGAMES. Game play fol-
from Firaxis. A real-time wargame where lows the building of increasingly more
you are in charge of the forces at Gettys- sophisticated weapons systems and the
burg making split-second decisions from countering of such systems through
the Confederate or Union point of view. resources and technology. Thirty missions
Control over infantry and artillery domi- are divided over three campaigns with
nates the game play. Random generation 100 air, sea and land units cruising the 3D
of scenarios makes for unlimited replay terrain.
capability. With only two factions left in the
Another in this new line of games and world, EARTH 2140 from Interplay is the
a sequel to CLOSE COMBAT is A BRIDGE final series of battles for the last remain-
Too FAR developed by Atomic Games ing resources on the planet. Fifty missions
(OPERATION CRUSADER, Vfor Victory involving over 70 units and buildings with
36
economics and resource can manage themselves if
management are critical you are off controlling
to the final success of the others.
game. Seeking to expand on
Space does seem to be the well-received WAR
the final frontier for strat- WfND, SSI, with WAR WfND
egy games and a vast 2: HUMAN ONSLAUGHT,
array of titles is lined up adds more powerful units,
for war. STARCRAFT is the unique abilities and multi-
next game from Blizzard ple leaders to this game of
(WARCRAFT 2 & DfABLO) no co-existence on a dis-
taking real-time into tant planet. With improved
space and away from the graphics and over 46 mis-
fantasy realms. Now you sions in four campaigns,
can choose between three this provides plenty of
races (Terrans, Protoss replay value.
and Zerg) in this game of WARHAMMER ENe
resource management and 40,0000: REDEMPTION
technological improve- from SSI is futuristic game
ment. Thirty scenarios based on the popular
and a scenario editor Games Workshop uni-
should mean plenty of verse. Units from the
repeat play for this highly Imperium of Man and the Ork Warbosses
title. pair off against one another with over 100
DARK REfGN: THE FUTURE OF WAR from WARBREEDS from Red Orb takes future units available for you to command.
Activision is another highly regarded prod- combat a step further. Four alien clans are
uct that will be gracing computer screens the basis of the play in this real-time game
everywhere. A futuristic tale where you with conquering units gaining access to
must defeat two armies involved in an genetic material for the building of
intergalactic war by constructing and using stronger and more capable armies. Domi-
robotic weaponry to defeat them and nation and survival are the final goals of
restore peace to the galaxy. Thirty non-lin- this unusual game.
ear battles make up the campaign for this
strategic real-time game.
Eidos, known for their action games,
has joined the strategy arena with CON-
QUEST EARTH another real-time game of
battle between the forces of Earth and Star Wars has spawned many top-sell-
Jupiter. Unique to this game is a set of ing computer game and LucasArts uses
night missions and the technological this universe again as basis for STAR
capability of the Earth forces versus the WARS: REBELLION. Players may choose the
natural weapons of the Jovians. Galactic Empire or the Rebel Alliance and
In a similar vein DARK COLONY from must manage resources and planet loyal-
SSI pits the Earth versus the Martians ties to win control over sectors in space.
Familiar characters from the movies can
be used to help increase the chance of suc-
cess in specific missions such as sabotage
Sequels of the first generation of real- or diplomacy.
time strategy games are hitting the mar- The crush of space-faring and futuristic
ket and DEADLOCK 2: SHRINE WARS from real-time strategic games is joined by
Accolade is a great advancement from the those from the realms of fantasy. A decid-
edly different game, PLAGUE from Eidos is
original. Forty-two scenarios, a campaign
a medieval wargame where you must rise
editor and a multitude of new units make
from a town leader to king of the land.
this game of planetary development and
Combat takes place on land and sea with
conquest. seasonal weather effects and random
CYBERSTORM 2: CORP WAR from Sierra
events helping dictate your rise to power.
takes the original turned-based MISSION MYTH: THE FALLEN LORDS from Bungie
FORCE: CYBERSTORM and converts it to is the much anticipated strategy game pit-
using all means of technology and real-time. Units are smaller and battles ting armies of undead creatures versus
weapons available. Combat takes place take place on a single star system where your armies of warriors. Battle is
over three types of terrain encompassing resource management and control of extremely intense with a fantastic 3D
over 40 battles with hidden artifacts aid- jump points are critical. Units will also modeled landscape which soon becomes
ing the cause. retain a semblance of intelligence so they covered with blood and debris of battle.
37
TURN-BASED WARGAMES battles of the Civil War. A scenario editor is
Even with real-time being the latest fad, also included for creating your own re-
there still is large market for turn-based enactments of battles.
games, especially in the area of historical Considered to be the most popular com-
wargames. Interactive Magic has two more puter wargame of all time, SSI is putting
entries into it's "Great Battles" series, the finishing touches on the long awaited
HANNiBAL and CAESAR, both using the game sequel to PANZER GENERAL, appropriately
engine developed for BAITLES OF ALEXAN- called PANZER GENERAL 2. With VCR play-
DER. Each has individual scenarios and a back of each turn, hand-rendered maps, a
campaign mode with the player controlling battle editor and many other new features,
the appropriate generals and units under this title looks like a necessity for any
these generals. Beautiful background wargamer.
graphics and animated battles make these Another sequel from SSI, STEEL PAN-
55I is soon to release another title from games a delight to watch as well. THERS 3 moves the scale out for this popular
Games Workshop-WARHAMMER: DARK Moving forward in history, the Sierra tank wargame. Now, full brigades and divi-
OMEN. Several different features make division Impressions is completing CiVIL sions can be commanded in scenarios rang-
this title one to watch. Battles are WAR GENERALS 2 , giving you command of ing from World War II to the present day.
dynamic-results from one battle can lead Confederate or Union generals during key Multi-player and email support are
to completely different conditions in the included and a scenario editor can create an
next. As your victories mount so does the infinite amount of unique scenarios.
strength of your allies and the power of TAHGC, not to be outdone in sequel
your enemies. The typical fantasy units department, recently released ACHTUNG
are available, all taken from the pages of SPITFIRE, the follow-up to the critically
the Warhammer universe. acclaimed OVER THE REICH. Using the
SIEGE from Sir-Tech is an interesting same game engine, this game concentrates
medieval-based game where you must on the earlier air exploits of World War II,
design strategies to defend and conquer including the Battle of Britain and the Ger-
castles. As your troops increase in stature man Blitzkrieg. You are made the comman-
and knowledge the castles become more der of a group of the French, British or Ger-
complex and difficult to capture or prevent man air forces and must defend or attack
InvasIOn. for your country.

You want Romanians?


We've got Romanians.
Red Steel: Clash of Armor at Kishinev, July 1941.
Izbanda sau moarte! With the traditional battle cry, Victory or death, Romanian
cavalry spearheaded the invasion of Bessarabia in the summer of 1941, joined by
Romania's only armored division and some German units.
Red Steel: Clash ofArmor at Kishinev is a battalion-level game at two kilometers
per hex. The game system emphasizes armor quality, artillery, formation effectiveness
and morale. The Soviets have more and better armor and artillery, while the Romanians are better led
and have better infantry plus their fleet of river monitors. 560 near-perfectly die-cut
counters (yes, it is possible), one map, 8 pages of rules, five scenarios. Boxed, $42.
Red Parachutes uses the same game system to cover the September, 1943 Soviet
airborne assault across the Dnepr River at Kanev-Bukrin. Masses of Soviet rifle
divisions and several tank corps attempt to overwhelm the German defenses. 960
counters, one map. Boxed, $48. Mention this ad and receive both games for $75.

Avalanche Press Ltd. VISA/Me accepted. Shipping free within


PO Box 4775 North America; others add $9 per game for
Virginia Beach, VA 23454 overseas airmail. Virginia residents please add
1-757-481-3655 4.5 percent sales tax.
AvlchPress@aol.com See our web page:
http://www.net-gate.com!-gamesusa
~

38
I
IRON MEN) published by Interactive
Magic. As the name implies this is a marine
wargame covering modern and future sce-
narios in which the US Marine Corps may
participate. This battalion level game also
includes a full scenario editor to make your
own missions.
Blue Byte is producing a turn-based
strategy game based on their BAITLE ISLE
universe called INCUBATION. A tactical game
that put you in charge of a squad of space
marines as they attempt to evacuate a
colony from invading monsters using a mul-
In the eighth game of their Battlefields titude of weapons and equipment.
series, Talonsoft turns back to the In the realms of fantasy, Impressions has Activision places you in charge of float-
Napoleonic era with PRELUDE TO WATERLOO updated the LORDS OF THE REALMS 2 engine ing "islands" in the sky. By deploying
covering the battles of Ligny and Quatre for use in a realm of myths and monsters. various pre-programmed units you must
Bras. Using the same features that made its Players must control resources as well as build fortresses, defend your island and
predecessors extremely popular, this game explore, use diplomacy and fight monsters capture enemy priests. Each unit has its
includes many variants and scenarios for with powerful spells and magic. own unique capability. Care must be
the two battles that preceded Waterloo. PAX IMPERIA: EMINENT DOMAIN by THQ taken in the placing of these units to
Talonsoft is also hard at work on it's sends you deep in space as you attempt to achieve your goals.
World War II wargame, EAST FRONT which conquer planets and star systems in this VIRUS, from Sir-Tech, is a strategy
puts you in the middle of the massive cam- massive game. Diplomacy, economy and game where you must prevent a deadly
paign in Eastern Europe. Set at the platoon resource management are all critical for computer virus from infecting your sys-
level, you are put in command of over 300 success as you explore and colonize over tem. What makes this game unique is that
different units from the games huge data- 800 worlds. Technological development the pictures and representations of your
base and may play the full campaign or and even intelligence agencies all play a drives and directories are used as ingredi-
supplied scenarios, or create your own with part as you try to rule the galaxy. ents for the game. The whole objective is
the map and game editor.
to keep the virus from infecting your
Moving to present-day military opera- OTHER TURN-BASED GAMES
entire machine. (Don't worry, no damage
tions, SEMPER FI is the next game from
Stanley & Associates (WOODEN SHIPS &
A couple of unique turn-based games
defy classification. NETSTORM from is actually done!) *
March To Victory
First game in this complete series covering all
the campaigns of World War 1.

From the guns of August through the


exhaustion at bloody Verdun. Old armies with
new weapons fight on the fields of France. The March To Victory • Over There • Bloody Eagles
German Imperial High Command launches the Balkan Web • River Of Death • Dreadnought
invasion in what it believes will be a massive
and fatal blow to France. The first part of the British British French French Indian
war is definitely mobile in nature. Maneuver xx xx .xx .xx • xx
and strike, then stalemate. .-EE .-EE .-EE .-EE .-~

Here are the armed forces of the great empires 14·17·5 10·13·5 8·11·5 6·10·5 9·5·7
of 1914. What can you do differently to avoid 1914 rifle 1916 info 1914 info 1916inf. cavalry
the stalemate? division division division division division
3,360 counters. (12 sheets)
3 maps German German Austrian Bavarian Russian
16 miles to the hex
2 week turns
Detailed Orders of Battle
Origins - 1997
xx
C?EE
16·18·5
1914 info
xx
C?EE
10·13·5
1916inf.
.xx
.-EEJ
8·11·7 [I]
1914 mtn. 1916 mtn. sharpshooter
Price $85 division division rifle div. stoss div. brigade

Game Research/Design • POB 591 • Grinnell, IA 50112


Vox: 515-236-8899 • Fax: 515-236-6666 • email: euroboss@avn.net
EDITOR
John W. Kisner

ASSOCIATE EDITOR
John A. Walker

SENIOR WRITERS
Larry Barrett, John Bowen,
John Burtt, Dave Conn,
any wargamers are convinced have declared Dean Essig's opus so per-
Kevin Donovan, Lee Forester,
Monte Gray, Mark Hunter,
Art Kritzer, Henry Lowood,
Dave Mignerey, David Newport,
M that Judgement Day is near.
Millenarian gloom punctuates
their table talk. A glimmer of hope is seen
fect that they may play nothing else. Ever.
Walker feels much the same about Clash
of Arms' LEUTHEN; such craftsmanship
Chris Perleberg, and Rick Stuart. in baseball's lovable losers: prophesied to grows increasingly rare.
win the last pennant before Armageddon,
Here's an explanation of how ZQC scores a the Cubs finished the 1997 season in last The twin rages, for nostalgia and for
game's complexity and general quality: place. But they still worry, having just series, do have a certain twisted logic:
seen the Giants complete a worst-to-first whatever else we might not like about a
COMPLEXITY turnaround. game, "at least it's not new." I never
Two ratings are used to describe a thought I'd see the day when, in the eyes
What's inspired all this banter about the of most garners, happiness no longer
game's complexity. The first, Size, is
end of the world? Forget pestilence and depends upon buying a new design every
based on physical size (so the more
disease, some say the chief worry is week, or buying into a revolutionary sys-
counters or mapsheets the game
Command becoming our hobby's deepest tem every month. But more garners are
uses, the higher the number). The
well of game design innovation. Upon restricting themselves to a core group of
second, System, is an assessment of
hearing the forecast, I almost fainted dead tried-and-true favorites. Most possess a
how hard the game mechanics are to
away. After all, the conservatism of the much longer shelf of titles to play eventu-
learn (this score is mostly based on
Bomba/Perello development team has ally (don't we all?) , but increasingly find
the size of the rulebook).
been fodder for much sarcasm on GEnie it tough to drum up shared interest in any-
and AOL. Break free of the strands of thing that's not cold off the presses. And it
GAME REVIEW ABSTRACT
web-think dogma and it becomes clear that gets tougher each time precious time is
In each of the following GRA categories we
the cutting edge really has passed to pub- wasted on a game obviously rushed
use an ascending subjective scale of 1-5:
lishers of magazine games. To be sure, the through development. Who can blame
leader in the field, Command, remains them? Not me: twice this year I've care-
'Look' is rated on aesthetic grounds.
more concerned with safe landings than in fully read rules and clipped counters only
pushing the design envelope. Perceptions to find the game unplayable as published.
'Utility' rates the component
are shifting only because modest changes It doesn't take a Zen master to state the
design's impact on ease of play.
from issue-to-issue are magnified in an era obvious: The sound of one hand clapping
when boxed games don't change much means some of you guys ought to review
'Rules' are rated for complete-
from year-to-year. Boxed games are in a your production methods.
ness, organization, and presenta-
rut-and most garners wouldn't have it
tion.
any other way. As gaming groups fragment between cer-
'Game' rates fun and replay value. How far has it gone? At hot Ohio Origins, tain familiar, highly specialized game
in a booth for long-defunct Operational series, what brings them together? Some
'Simulation' assesses realism and detail. Studies Group, stood what seemed a recombine in pairs over the latest maga-
mirage from twenty years back: Kevin zine game. In groups, others play some
'Innovation' scores inventiveness, novelty, and Zucker standing just so, smiling and tall multi-player offering from Avalon Hill.
new combinations of old ideas. and selling. There he was, and there it was: We at ZOC have always envisioned a sim-
a new-and-improved NAPOLEON AT BAY. ilar role: to produce a magazine that, in
'Solitaire' rates the degree to which solo play is Near perfect when first released, and hav- covering the entire hobby, helps scattered
possible. ing gone through several editions since, fellow garners reconnect. What better
the game must (dare we say it) be past per- place to follow that vision than from our
CORRESPONDENCE fect now. new home, the pages of THE GENERAL, a
Letters to ZQC can be sent care magazine that has brought us together
of Avalon Hill in Baltimore or Everywhere there is evidence of the iron from the start. As always, we're guided by
direct to John Kisner at: grip of nostalgia. Rumor is that GMT's a realization that the typical reader doesn't
THREE DAYS OF GETTYSBURG (that TERRIBLE need much help choosing what to buy. It
Zone of Control SWIFT SWORD with new blade and hilt) was always comes down to questions of topic
1914 40th Place so disturbingly innovative that a more con- and scale, and questions about the pub-
Des Moines, IA 50310 servative set of rules is being written to lisher's reliability. No, it's what to actual-
bring it in line with older GBACW games. ly play, what to spend precious time on,
515-277-8920 Another golden oldie, the oh-so-arrogant- that they really want to know. With that,
zoc@earthlink.net ly unplayable CAMPAIGN FOR NORTH and without further ado, for a few-but a
AFRICA, has been reborn as The Garners' carefully chosen few-new games,
DAK. My friends Bowen and Mignerey Judgement Day has arrived.
-I
I

Wargaming is travel - time- grasp the larger decisions determining at once amusing and functional. The map-
travel. Like physical travel, it great events. What many gamers actually mounting puts SimTac in an elite group of
broadens the mind. But the edge want is a considered compromise of the publishers. It is a luxury I would have dis-
is off the wanderlust of a good two viewpoints. Let's face it: battalion- pensed with in order to lessen the price.
many garners I know. Like some migrato- level Napoleonic tactics are essentially Some money saved could have been spent
ry fowl, they find themselves flying with complex. Realism demands that many ele- on disruption markers (there are none, a
the seasons between favorite destinations. ments be treated, and in a detailed fashion. problem for players using the optional fac-
When next you find yourself stuck in a Equally true, garners' lives are essentially ing rules). One also feels the want of a
holding pattern over Moscow, 1941, why finite. Realism demands that we finish the chart listing all the fire results and modi-
not try something new? game by six o'clock (or what have you). fiers for the basic game. But that is some-
With ALEXANDRIA, Spain's Simulaciones thing one can easily make for oneself.
ALEXANDRIA is something new: a battalion- Tacticas (SimTac) has found that elusive
level Napoleonic wargame unlike any middle ground. Novelty in a game system lies
you've seen before. Though fairly simple, not so much in the elements
it passes muster for both grand decision- Leading with complexity let SimTac gar- assembled as in the discipline
making and grim fire-eating. I know what ner the respect (and custom) of people who used to constrain them. Here we
you're saying: been there, done that. Yes, know Napoleonics well. SAG UNTO and Los have a structure that aims for classical sim-
in the past we've measured Napoleonic ARAPILES, earlier games from the company, plicity without garish heaps of chrome.
battlegames by minor degrees of deviation stray only slightly from landmark LA There isn't even a Combat Results Table,
from a pair of hobby landmarks. Clash of BATAILLE. One can even play an advanced and modifiers to fire and melee combat are
Arms' LA BATAlLLE DE CORUNNA is the most version of ALEXANDRIA using the rules rare as hood ornaments on Hyundais.
recent of a long series of games modeling from these games, but the publisher has These self-imposed limits don't come at
the era's tactical formations with fine accu- consciously exchanged rifle for musket, so the cost of a close-up view; the hexes are a
racy. The other, less respected among the to speak, and shot a simpler and more fin- mere 140 meters across, the combat units
grognards, is dinky, drab NAPOLEON AT ishable ball at the general audience. This infantry battalions, cavalry squadrons and
WATERLOO (or "numbly abstract Waterloo," review will stick to the fresher, more inno- light companies. Battalions of a given
as we call it). The basis for much dross; vative basic game. It's the most playable brigade must be adjacent at the end of
some fun, solid games (such as the recent rendering of battalion-level Napoleonics movement, forcing a rough approximation
BATTLE FOR DRESDEN from New England I've ever seen. of formation without specific rules to their
Simulations) have also descended from the effect. This typifies what SimTac is striv-
simple SPI design. This is not a battle so much as a riot - of ing for: play that's both clean and true.
colors. The British unit counters are a uni-
These alternatives are extreme, and the form bright scarlet. Facing them is a mob More than mere color distinguishes the
resulting split has left players with stark in jester's motley. The neglected Army of two armies. French battalions have an
options. They could share in the detailed the Orient has long since worn out its blue inherent light company that soaks up
drama of the battalion-level battlefield, or jackets. General Kleber's men obtained British fire. British battalions have more
stand back at brigade-distance in order to new uniforms in the bazaars of occupied firepower, but only a few of their select
Egypt, and fight in technicolor green, vio- battalions are blessed with a light compa-
GAME REVIEW ABSTRACT let, red, blue, brown, and purple. The hab- ny. This is a significant balancing mecha-
erdashery is in itself almost violent. nism, historically accurate but requiring no
Look I=========::J
1-----
rule as such.
Utility 1====::::=:::::;:;;1 The other components include two rule-
Rules
Game
Simulation
Innovation
1==-----
I-=::=.==:=:::!
1-
books, a page (laminated!) of the advanced
game's charts and tables, and a travelogue-
whimsical mounted map. Decorated with
scattered palm trees and ancient ruins,
Further asymmetry is found in the com-
mand structures. French brigades are sub-
ordinated in pairs or trios to a divisional
HQ. British brigades are given their own
I
hemmed in by the sea to the north and a HQ (with a few exceptions). As in
12345 great marsh to the south, the playing area is STONEWALL JACKSON'S WAY, the order
- - - - - - ---------------------------------------------

41

of each tum's events is controlled by an In one of those compromises we spoke of, units than against ones in good order. A
initiative cycle. Here it's done through all combat results are expressed as loss of few revisions along these lines would not
these headquarters, which activate one at a morale. Casualties, at least in game terms, detract from the game's essential elegance.
time. When the French player wins initia- occur only when broken units suffer a fur-
tive, he activates at least two brigades in a ther morale loss. That is a radical compro- Play balance favors the British, who have
row. This means the British player, who mise, of a sort whose acceptance your good morale and are fortified on high
activates just one brigade per headquarters, judgment of the system will likely depend ground. Pity the poor French who try to
will usually have several formations on. The system sets up an iron correlation dash up those heights at the ancient
remaining to activate after the enemy is between spilled blood and fear, even (Caesarian) camp! One is far better off
finished for the tum. Tensions can run high though, in fact, units sometimes flee with- launching a diversionary probe on that old
as each side exploits its particular sequenc- out first suffering grievous losses, or are Roman artifact in preparation for a dawn
ing advantage. decimated several times over and still sweep round the south end of the central
fight. They correlate, but only in general ridge. Victory can hinge on last-turn con-
As noted above, the basic system dispens- terms. To accept this and other such corre- trol of objective hexes, but more likely
es with the obligatory CRT, relying instead lations is to accept ALEXANDRIA. goes to who shoots up more of his oppo-
on direct dieroll comparisons (to which are nent's army.
added unit strength or firepower level). In play, my thoughts turned to ways by
Combat results in morale checks or auto- which the efficiency of the simulation Having my grumblers shot to
matic morale reductions (from good order engine could be increased. Musket fire pieces most of the time has not
to disrupted to broken) that effect the indi- could use a few more modifiers, nor should lessened my enthusiasm for fun,
vidual unit or whole brigade. No clumsy it be as effective against a light company as innovative ALEXANDRIA. Travel
markers are needed to track the morale against a full battalion. Fire by disrupted broaden~ the mind; here's hoping many of
state of units (another endearing semi-nov- units should be less potent, and their those reading this review are broad-mind-
elty) unless you want to use the optional morale checks more likely to fail. Cavalry ed enough to sign up for the new weekend
facing rules. should charge harder against disrupted tour of Egypt.

ANNOTATED SEQUENCE he may activate another brigade ing directly from zone-to-zone against the divisional morale num-
attached to the same HQ until all movement is quartered). Units ber gi ven on the roster. Failure
Initiative Cycle of its brigades have been activated. must stay within command range takes that brigade out of the fight,
You know what initiative is. Who Then opposing player gets to acti- of their HQ (usually three or four reducing morale across the board
gets it? vate an HQ of his choice, follow- hexes). Light companies, cavalry for the formation and forcing its
ing which we return to the top of and camels - yes, camels - are retreat.
• If neither Commander is stacked the Initiative Cycle. not so tethered.
with his HQ -> the French. ALEXANDRIA, 1801
Fire: Infantry and cavalry do it by Assault: Declare infantry attacks Size: 1.8 • System 3.7
• If only one Commander is with adding roll of one die to their fire- and cavalry charges, taking defen- Solo "Av"
his HQ -> that army. power rating. Artillery does it by sive fire after doing so. Any
adding the number of firing com- morale loss on the assaulting unit SCALE
15 rrlinutes per turn
• If both Commanders are so panies and number of companies aborts the attack. 140 meters per hex
stacked (the usual case) -> each in the target hex to a dieroll, then
player rolls a die and high roller subtracting the number of hexes in Each player rolls a die and modi- PUBLISHER
(after modifications) wins the ini- range (up to eight in daylight). In fies it for combat strength, terrain, Simulaciones Tacticas
Aben Al Abar 4
tiative. all cases, if the fIre result is ten or morale state, and ratio of compa- Valencia 46021 (Spain)
greater, all units in the target hex nies engaged. High number wins.
After determining injtiative, limit- must check morale. Musket fire Loser drops a morale level (if suc- also available through:
ed movement of headquarters is causes direct (no check) morale cessfully charged by cavalry, two Admiralty House Publications
allowed. Initiative winner may loss when the modifIed dieroll is morale levels) and, if defender, PO Box 6253
Los Osos, CA 93412
attempt to move (to any place on '15' or more. Unit strength and must retreat.
the map) an HQ by rolling under firepower numbers are rather low, DESIGN
the Commander's rating. making combat a varied and Recover Unit Morale: Attempt to Jose Luis Arcon
opportunistic exercise. rally disrupted or broken units not
GRAPHICS
Finally, each player may deploy a in an enemy ZOC that have not Carmen Sanchez and
new HQ from his reserve. In the Movement: Units can't move if fired or moved. You may regain a Jose Lujs Arcon
main scenario most HQs begin in they fire and vice versa (exception: morale level or drop an additional
reserve. The battle is shaped by the light companies and French guns morale level. COMPONENTS
22" x 34" mounted map, 216
sequence in which players "wake may do both). Brigaded units must
counters, basic rulebook,
up" their HQs. end their move either stacked or Check Brigade Morale: Whenever advanced rulebook, one sheet
adjacent to one another. ZOCs halt a unit in a brigade suffers a morale charts & tables, and two ten-
Operations Phase moving units, and units beginning loss, you mark off a circle on a sided dice.
Initiative winner may activate one or ending movement in a zone track; when the marks go into the
PRICE:
brigade, whose component units halve their movement allowance track's gray circles (alas, too about $45
may fire or move. Following this, (this is cumulative, so when mov- soon i), make a morale check

I
I've always wondered what My own collection is home to 3W offer- Fact Box). Most of the errata, other than
goes through the mind of a ings on battles of the Franco-Prussian War, the CRT, are clarifications. The publisher
medical student who decides Chinese Civil War, several bottom-drawer crowbarred the rules into only eight pages,
to pursue proctology, urology, Napoleonic battles, the Falklands conflict, and as a result many points are inadequate-
or some other seemingly unpleasant spe- Boer War, the campaigns of Marlborough, ly explained in the rules as written.
cialty. Similarly, what thought process and the House of Saud's dynastic struggle
makes a college student settle on a diploma for control of the Arabian Peninsula in the Pierre Berton's "The Invasion
in mortuary science? Actuarially, in about 1920s. I've yet to play many of these of Canada" characterizes 1812
forty years I am likely to call upon the ser- quirky titles, but all of them are interesting as blindly entered into, and
vices of at least one, and possibly all three, objects of study. fought by men out of touch
of these specialists. So I'm glad somebody with reality and the forces under their com-
is entering these fields, whatever their A worthy addition to their ranks is the mand. This too accounts for the fewness of
motivation may be. game under review, FURY ON CHAMPLAiN. games; conventional systems do not
Courtesy of 3W, wargaming now has a account well for stupidity or ignorance -
I have something of the same ambivalence detailed treatment of fighting on and and when they do, often result in games
toward the hobby role of Keith Poulter's around Lake Champlain to lay alongside that are not much fun to play. FURY ON
Worldwide Wargames (3W). While resist- various Jutlands and Midways. Renditions CHAMPLAIN is a case in point.
ing the urge to play the medieval and of this campaign for your computer are a
renaissance battles in their myriad Rob ways off; so pay close attention. The War By way of background, in the Fall of 1814
Markham quadrigames, I feel glad some- of 1812 was a sideshow for a Great Britain several veteran divisions from Welling-
body takes an interest in such esotelica. facing the supreme test against Napoleon. ton's peninsular army were shipped to the
The British invasion of northern New York North American theater. Could they make
was a sideshow within that sideshow. Still, short work of a dispute whose key irritants
WANT THE BACK ISSUES? both the war and this campaign were key (impressment and US trade with France)
in the growth of an American fleet that had already been largely mooted by
A typical back issue of zoe contains even the Royal Navy could not take light- Bonaparte's downfall? Time would tell as
sixty pages of reviews and essays. ly. Canadian Governor-General Sir George
They're now just $5 each, which Prevost put in motion a bold plan to march
includes shipping to the USA or Canada FURY ON CHAMPLAIN is probably 3W's last these troops - quite possibly the world's
(add $1 per issue for overseas orders). game. It awaited publication a good while, best-trained - deep into New York.
Send a check or credit card information for although a mid-1996 release, its box
to John Kisner at 1914 40th Place, Des cover shows a copyright of 1994. Designer Prevost was an exemplary politician but no
Moines, IA 50310. (Phone (515-277- John Farewell has undertaken to support general. Having marched as far as
8920) or e-mail (zoc@earthlink.net.) the game himself and will send a five-page Plattsburgh, which is on Champlain's
Some issues are in short supply, so errata supplement - including a com- western shore, he would not advance fur-
order today' pletely revised CRT! - upon request (see ther until the small British naval squadron
secured his supply line. With news that his
The back issues, by cover story, are: GAME REVIEW ABSTRACT fleet had been roundly defeated by the
Americans, Prevost countermarched his
#1: THUNDER AT THE CROSSROADS. Look vastly superior army homeward.
#2: PROUD MONSTER. Utility
#3: La Bataille series. Sold out! Rules FURY ON CHAMPLAIN covers both the land
#4: STONEWALL IN THE VALLEY. and naval aspects of this abortive cam-
Game
#5: CRiSiS: SiNAl 1973. paign. Each of the twelve game-turns rep-
Simulation
#6: THREE DAYS OF GETTYSBURG. resents a day. Counters represent regiments
#7: INDO-PAKISTANi WARS. Innovation or single ships. The components are read-
#8: HANNIBAL. able and attractive, although there are sev-
1 2 3 4 5 eral errata affecting the counters.
43
To win, the British player must secure both in another game on 1812, Simulations dice matter more than strategy. It's not
a naval and a land victory. His army is free Canada's ROCKETS RED GLARE where both unlike AFRIKA KORPS, where so many
to march as far as Plattsburgh, but a players spent lots of time fighting land bat- contests are decided by that notorious 2: 1
"Prevost's Incompetence" rule keeps him tIes in Southern Ontario and New York, for Tobruk.
from securing the U.S. strongholds on the only to find the outcome decided almost
south side of the Saranac River before get- solely by the effectiveness of Britain's Readers of ZQC know what led
ting control of Champlain. So the British naval blockade. to 3W's demise: games so
troops advance to Plattsburgh, mowing unfinished and underdeveloped
Post-publication errata betters the situation
down any and everything in their path, that they got a do-it-yourself-
slightly. British soldiers still cannot attack
then just sit waiting for the big naval battle kit reputation. This was by no means true
across the Saranac, but those that can
to occur. The best British vessel, the frigate of all of them, and isn't true of FURY ON
maneuver across may attack freely. FURY
Confiance, is under construction as the CHAMPLAIN. Nevertheless, there are con-
ON CHAMPLAIN'S fluid zones of control
game begins. She will usually stay in port sumers who wouldn't touch a 3W box with
make it hard for the American player to
as long as possible to outfit for the coming a bargepole. This even though game buy-
hold that key river line, though the Prevost
showdown; likewise, the American fleet ers are, by and large, a forgiving lot - per-
restrictions still anchor the British to the
waits anchored in Plattsburgh Bay. All this haps too much so. We're not going to name
Saranac unless they take the roads and
is perfectly true to history. names, but as everyone knows, or should
bridges in and around Plattsburgh. The
know, Keith Poulter's alleged business and
change seems aimed more at fixing the
With might and main, and not inconsider- marketing practices were not unique to
game competitively than at providing a
able success, the designer has tried to him. But unlike most of his peers, Poulter
more accurate model of Prevost's behav-
infuse some period flavor into the crucial made little serious effort to reverse the
ior. A game variant does much the same
lake battles: there are rules for grappling, negative image. This, more than anything
thing; it supposes that Prevost harkened to
closing, turning, prepared and hasty else, made 3W's collapse inevitable.
subordinates who had more derring-do,
anchoring, and the effects of small island
and lets him attack all-out. Now he must
batteries. There's even a counter represent- A fitting legacy to the company is FURY ON
clear the map of American-held towns -
ing the hospitalized Americans who CHAMPLAIN: warty but with an underlying
but is still held to the requirement of win-
manned the guns historically. But the core core of value. There are precious few in
ning on the lake.
naval mechanics are highly abstract: win- this hobby who would write a flattering
ning and losing can boil down to a tedious eulogy for the publisher. But like the
dierolling contest. It's hard to give an either-or verdict on this unsung heroes who collect our garbage,
game. I had some fun with it and was examine our prostates, and make us look
If the British squadron wins the Battle of inspired to learn a bit more about the cam- natural in death, Keith Poulter deserves our
Champlain, the Eagle is probably cooked: paign. It has many interesting design ele- appreciation for having had the courage to
American troops (mostly militia) are ments, including rules for roadblocks and publish the odd, the obscme, and the
laughingstocks. The reverse also holds: if bridge blowing, decoy units and spies, delightfully esoteric. 3W, rest in peace.
the British lose the naval battle, they can- naval transport. It has several game vari-
not retrieve things on land. Not that the ants to break open the strategic lock. On
ground mechanics aren't interesting, but the minus side, the fleet tactics aren't very
the futility of their application often ren- subtle, and since the naval battle decides
ders them pointless. This was also the case the entire game, you can come to feel that
FURY ON CHAMPLAIN
Size 2.0 • System 3.2
Solo "Gd"

ANNOTATED SEQUENCE Naval Combat: Battles are fought bridges, and build enu·enchments. SCALE
1 day per turn
in rounds until one side withdraws. Spies may attempt to examine 1 mile per hex
Each game-turn consists of two Ships are laid out in opposing bat- enemy stacks. British units may
identical player-turns, with the tle lines, and fire at ships in the breakdown for combat or to form PUBLISHER
British going first. At the begin- directly opposite line position. supply-line outposts. American 3Wlnc.
ning of each, a roll is made for Land-based batteries may also fire. militia units may disband. PO Box 205
Prather, CA 93651
wind direction. Hits are marked off against gun or
hull boxes on a ship status chart. Land Combat: Adjacent land units DESIGN
Reinforcement Phase: New units After the first round ships close, so participate in combat. Supply lines John Farewell
enter and Yanks may roll for mili- that short as well as long-range must be checked and supply units
GRAPHICS
tia availability. guns may fire. Closed ships may expended in order for units to fight Joe Youst and Beth Queman
also attempt to grapple and fight at full strength. The "Prevost
Naval Movement: Ships are moved melee. Ships face with either port Incompetence" rule requires that COMPONENTS
between lake areas, with speed or starboard guns firing, and may all hexes in a British supply line be One 22 x 34" map, 200
. strongly affected by wind direction turn during battle. Defeated ships in the ZOC of an infantry battalion counters, 8-page rulebook and
a double-sided player-aid card.
and admiralship. Naval units can may strike, retreat, or sink. on outpost duty.
also anchor, intercept, or with- PRICE: $33
draw. Units remaining in open lake Land Movement: British units
areas may be damaged by gales. check for command control at the For errata send SASE to:
John Farewell,
Ships which do not move can roll beginning of the movement and 1519 Colony Road
for repairs. Naval units may trans- combat phases. Units move, block Rock Hill, SC 29730
port ground units. or unblock roads, blow or repair

Mention naval com- Rumanian, Turkish, Austro-Hungarian,and Sighting was easier in BLACK SEA FLEET;
bat in World War Russian Black Sea fleets, most of the even with its bigger hexes, interception
One, and most peo- French fleet, lots of British ships, and a always led to contact. By reducing contact
ple think of Jutland, few German ships (the Goeben and to a coin toss, Bennighof has severely trun-
which remains the only dreadnought fleet Breslau, naturally). One can regret the cated the combat opportunities. This is
action in history. Believe it or not, dread- absence of the Bulgarian navy (didn't they hardly a plus for gamers who long for the
noughts, cruisers and squadrons did sail have a gunboat?). Also missing are some siren song of sixteen-inch shells and revel
outside the North Sea. A new game from US and Japanese ships in the Med (mostly in the prospect of sinking the other guy's
Avalanche Press, THE GREAT WAR AT SEA, on anti-submarine duty). But there are battleship.
takes a comprehensive look at lesser- more than enough ships to keep you busy.
known naval actions on southern waters The tactical map, which you probably will
during the years 1911-1918. rr;;JII.1I The game system is a major get to eventually, is fittingly featureless.
upgrade from Pacific Rim's The resulting action is less bland than the
THE GREAT WAR AT SEA is operational with ~M~orcban~i.t~S1YO BLACK SEA FLEET, also a Mike cartography, but still just a variation on the
tactical undercurrents. Its main map por- Bennighof design. The move- old line-up-the-ships-and-roll-dice model.
trays the Mediterranean and Black Seas at ment and combat rules have more detail, With facing irrelevant, and range limited to
32 miles per square (the squares are offset, but my impression is dominated by the three squares, cap the T is a will 0' wisp.
which makes them functionally identical to quantitative: THE GREAT WAR AT SEA has Instead your major tactical decision is
traditional hexagons). When fleets stumble more color, more space, more ships. where and when to close. If a player has
into contact, action shifts to a generic tac- more than one group of ships he can try to
tical map, scaled at about 4.5 miles per Less is more as far the sequence of play is flank the enemy, or he can move in his tor-
square. The maps are well drawn except concerned. It's as easy as one-two-three: pedo boats while the big ships hammer
for the main map's hard-to-read zone num- players plot orders, move fleets accord- away from long range.
bers, which in poor light can be a source of ingly, then check to see if ships in the same
eyestrain when players plot their moves. square make contact (in which case play Aside from the all-important range ques-
switches to the tactical map). Most move- tion, combat is essentially a dice-throwing
With terrain limited to vanilla water and ment must actually be plotted two turns in contest. You roll a die for each factor fired.
chocolate coast, the counter art will have to advance, which introduces a fairly simple For instance, Britain's Queen Elizabeth
draw players to the table. It does. Brien command control element to the game. has ten factors of primary guns and three
Miller dazzles players with a full 3 I-flavor The resultant fog of war blurs the ahistori- factors of secondaries. Thirteen dierolls for
design. Most counters represent just one cal impact of god-like players gazing down that ship alone, and those just to determine
ship, and anything larger than a light cruis- from mid-map Mount Olympus. In THE hits and misses; another two dice must be
er is represented by a double-length GREAT WAR AT SEA you can't just head thrown to resolve each hit. It's kind of fun,
counter. Want quality? The top-view per- straight toward the nearest enemy force; with both players tossing whole handfuls
spectives of large ships let you actually you must anticipate where he's headed and of dice (into the boxlid or something;
count the guns, funnels and lifeboats! plot an interception course. nobody should throw that many dice near
Quantity? You get the entire Italian, Greek, stacks of counters). It's also fast.
It can be frustrating when fleets chase each
GAME REVIEW ABSTRACT other in circles without making contact. The system has some nuance, as you
Look When ships finally do end a move in the record damage on fleet rosters that list
same square with the enemy (often easier every ship (which, incidentally, means you
Utility said then done) there's only a 50-50 chance need to make a bunch of photocopies).
Rules of actually sighting one another - and Ships have one damage box for each gun,
Game that's in daylight turns. The probability torpedo, and hull factor. Each box has an
Simulation increases when leaders are present, but armor rating: heavy, light or :lone. Primary
Innovation ~ perhaps the number of ships should also be guns penetrate all armor levels, secondary
a factor: more ships, after all, equals more guns only light armor, and tertiary guns
1 2 3 4 5 scouts and more smoke. can only damage unarmored ships.
4S
Obviously, the effects of armor penetration up the combat, and then running away voy actions, shore bombardment, attacks
have been kept basic, but such abstraction without firing a shot. on the Otranto barrage. You wiI1 probably
seems perfectly suited to the game's level do a lot more fighting than those you rep-
of detail. These are caveats only. The system works, resent, for as the designer points out, you
and it's generally an improvement over its don't have to answer to a king, emperor,
There are a few tactical quirks. Germany's predecessor. It's just that it's been slimmed czar, sultan, or parliament. So what if you
Goeben can't be damaged by Russian light down too much. More could be added with lose the war in an afternoon, so long as you
cruisers, for instance, and should try to little danger of system overload. Moreover, have fun during that afternoon?
close to secondary range when fighting many of us look at THE GREAT WAR AT SEA
British battlecruisers: its secondary guns as the warm-up for a forthcoming game on '~CL04'
8 0-5-0 Despite some sma]]
can damage the enemy, but the reverse Jutland and the North Sea. But Bennighof flaws, THE GREAT WAR
:'~~It:~
isn't true. Even the largest dreadnought has has his work cut out for him, as it's hard to ~\d!Hll \J 1 .II,lIt'''' •
AT SEA is a fun game
rkr(.,.-. _~ •
something to dread: attacks by a swarm of see how Jutland is going to work here; the that shows the influ-
torpedo boats. Torpedoes turn out to be the tactical map alone would take up an entire ence of geography on naval strategy. It's
great equalizer. mapsheet and then some. remarkable how it manages to incorporate
mines, shore bombardment, towing, fuel,
The tactical sequence works best in battle- THE GREAT WAR AT SEA has about fifty sce- submarines, seaplanes, leaders - even air-
ship actions. Their guns have the range to narios (but, sadly, no campaign game). ships - within eight pages of rules. r do
engage each other right after set-up, and Some have you setting up on the tactical wish Bennighof had supplied more histori-
their slow relati ve speed prevents one side map and blasting away: over in minutes. cal notes, though, for it's hard to find data
or the other from dashing away. The sys- Others involve lots and lots of ships and on some of these fleets and some of this
tem breaks down a little when smaller can take hours to finish. Most of the sce- information is interesting. Who wouldn't
ships make contact or when the speed dif- narios assign a player some kind of mis- want to know that the Greek battleships
ferential is too great. sion which his opponent must thwart. Lemnos and Kilkis are the ex-USS
Some are pipe-dream hypotheticals, such Mississippi and Idaho, or that the Austro-
Take the scenario where the Russians need as where the Italian and Austro-Hungarian Hungarian submarine ace von Trapp is
to find and sink the Breslau. Takes luck, fleets team up to invade France in 1914. none other than "Mr. Sound of Music"
since the Breslau can almost always run himself?
from the tactical board before a shot is Certain scenarios do suffer heavily from
fired. It comes down to whether the the tactical problems described earlier. For Lift anchor and attack the Otranto barrage;
Russian player manages to roll a '6' when example, in the obligatory "Flight of the sail the K.U.K dreadnoughts from Pola
contacting the Breslau and also gets the Goeben" scenario, there are just three shjps with the Tegetthoj (opponents: pronounced
initiative (a 50-50 chance). When this hap- (the British battlecruisers) that can attack Take It Off) in the lead; post your lookouts
pens, he gets to deploy his ships at range the Goeben if she doesn't want to fight. for another Lissa even as you protect those
three instead of four: now the Breslau can't (that's barring the AI1ies rolling a '6' for coal barges from Zonguldak and raid Greek
get away, which usually means it's dead. the contact and getting initiative). This is convoys in the Turkish Hamidieh. Need r
So the Breslau either escapes unscathed or very, very dull, and the duI1ness is com- say more? THE GREAT WAR AT SEA is a very
is sunk - there is no middle ground. pounded by the fact the Goeben gets to use successful game on a fresh and exotic topic.
Compare BLACK SEA FLEET: even with its hidden movement for much of the game.
more simplistic combat resolution, those Just winding up in the same hex is a con- THE GREAT WAR AT SEA
Russians would always fire before the siderable feat. Imagine the frustration of System 3.7 - Size 2.8
Breslau got away. patiently maneuvering the entire French Solo "Average"
fleet into the same hex as the Goeben, and SCALE
Similarly, if two destroyer flotillas contact making contact, only to have the pesky 32 miles per square
each other, no combat occurs unless both ship run away without so much as a good- (8,000 yards tactically)
sides want to fight. Again acceptable, but bye salvo. 4 hours per turn
again sometimes dull. And the mechanics PUBLISHER
also allow some "cheap shot" tactics - for Even given the occasional dead-in-the- Avalanche Press
instance, you can prevent an enemy fleet water scenario, there's stiI1 a sea of play- PO Box 4775
from bombarding by contacting it, setting value. You get mine-laying missions, con- Virginia Beach, VA 23454

Design
Mike Bennighof
German Ship Data Sheet with Brian Knipple
primary secondary tertiary torp. move bull fuel GRAPHICS
BCOl Goeben81 IlDIm 1m ElIBlliJ 0 [[J 2 I!l1fllJllD IllUliImJ 000 Brien Miller
IllJIlDIm 1llllDIllIIllImlllll 000
COMPONENTS
BC02 Moltke81 lllllll] mI IllIllJmJ 0 [J 2 1m1lll1lIl1lil1lD1lII 000 Three 22" x IT' maps, 280
tmmUm I:ilIlilltml!lJlllJm 000 double-width counters, L80
112" counters, one 8-page rule
book, one 24-page scenario
secon. tert. tarp. move bun fuel booklet, 8 roster sheets, and I
CLOlaBreslau'169 0 00 2 l'3B1m 00000000 player log.
CLOlbBreslau'179 OC H3 2
2
mefa
faDS
00000000
00000000 PRICE
CUB Breslau '14 8 000
CL04 Magdeburg 8 - OCC H3 2 mmel 00000000 $42

I
I

46

lfA~~ (;©)f1If1IA~gl3~
~[3V1§W§9 ~y AN9~§W MAbY
UP FRONT, in this reviewer's humble wrong opponent the action could resemble
opinion, is the greatest game ever made. Lincoln-Douglas rather than Manstein-
But he will readily admit that the Avalon Zhukov. Luckily the reviewer deals with
Hill classic skimps in a few areas, chief opponents who play with a full deck in
among them the treatment of tanks. The terms of sportsmanship. Our disputes were
vehicular rules just don't mesh all that well quickly resolved.
with the rest. It's the same with SQUAD
LEADER. So he jumped at the chance to The game is played on an imaginary bat-
review Moments in History's new TANK tlefield three cells wide by four deep. Each
COMMANDER, hoping for a design that player possesses six cells at the start of the
would allow him to fight actions larger game, but possession of each can change
than those possible in UP FRONT, and in a over the course of play (otherwise it
more armor-friendly environment. wouldn't be much of a game). You deploy
your forces into the cells, with no more
TANK COMMANDER'S components are cards than three cards per cell at one time. You
and rules and nothing else. The cards are also have a notional "reserve" cell, your
collectible, and like other such games, sold hand, that can contain up to ten cards.
in sixty-card decks (of the complete set of
164). An even mix of Soviet and German Movement rules are quite basic. Units are greater than the target's armor protection.
cards is packed in each box, allowing play- rated as slow or fast. Slow units can only Only then is the tank eliminated.
ers to recreate typical actions on the East move to an adjacent cell, while fast units
Front. Expansions to other wwn theaters can move two cells per turn. Units must TANK COMMANDER is primarily an armor
are possible, but not likely. stop upon entering an enemy-occupied game. Most cards are vehicles, and the
cell, and as their second move fast units focus is on their interaction. One wishes
Although collectible, TANK COMMANDER'S cannot enter cells containing certain terrain tactical games could reach a better balance
cards are meant to be used, not just saved. cards. between the combat arms. A more serious
They are well produced and stand up to complaint echoes Larry Barrett's "The
repeated play. Each is of one of six types: There are four types of combat: anti-armor, Curse of Collectible Card Games" in ZQC
AFV, anti-tank gun, infantry, support HE, small arms and melee. Within limits #7. Even with six TANK COMMANDER decks,
weapon, terrain or special card (which imposed by target type and range, all com- the reviewer was unable to play any of the
include hindering terrain, unexpected bat is resolved as follows. In lieu of rolling three historical scenarios provided. It's a
minefields and artillery or counterbattery dice, one of the five random-number col- disappointment, for what he would really
support). Depending on the type, up to ors is declared and a card from the draw like is to pit realistic formations of German
thirteen different factors describe the pile is turned over. On the card, if the num- and Russian troops in a fast action shoot-
unit's combat capabilities and provide a set ber of the designated color is less than or em-up. Alas it was not meant to be.
of random numbers used for combat reso- equal to the modified hit number, the target
lution. The volume of information seems a is history, with one exception: anti-armor Difficult though it may be to put together
bit overwhelming at first, but the data lay- attacks. They include a second step to historical formations, the build-your-own-
out soon becomes second nature. determine if the shot's penetration value is force scenarios neatly work around the
"collectibility" problem. Five thematic
The rulebook, literally, fits in the palm of variations (such as Prepared Defense) are
TANK COMMANDER
your hand. Even at 56 (tiny) pages, it's a System 3.7 • Size 2.8 provided, and in them each side is budget-
quick read. But unless you have the errata Solo "Average" ed a certain number of points to buy troops
- or the new and larger Player's Guide- and terrain appropriate to the time period
the rules are confusing and contradictory SCALE chosen. Trying to trump your opponent's
500 meters per cell
in spots. It's partly stylistic: the instruc- unspecified time scale buy is always the great pleasure of design-
tions are intended as a flexible framework, your-own scenarios. But be alert to the
not a logico-conceptual straightjacket. The PUBLISHER danger: the speed at which the action plays
disadvantage, obviously, is that against the Moments in History out in TANK COMMANDER seems to encour-
PO Box 6253 age reckless gambles.
Los Osos, CA 93412

1------
GAME REVIEW ABSTRACT
DESIGN You might not know it from all the griping
Look
Utility
Rules
1------
1-----
John Desch and Ulrich Blennemann

GRAPHICS
Beth Queman
done in this review, but TANK COMMANDER
succeeds mightily as a fast-paced game
with enough historical hook to make the
fun semi-serious.
Game 1======== COMPONENTS
Simulation Sixty cards per box.
Innovation '-- PRICE: $9.95
1 2 345 ($8.95 for Player's Guide)

*
47
double hand of marines (as if playing soli-
taire). Consult the Barracks setup as if
there were two players versus the system
(i.e. use Guardians 2 through 32 plus all
six specials). The Marine player must keep
the two groups of marines separate, as per
the solitaire game.
Option: Interrogate the Guard after
each Marine victory, but the Marine player
must correctly identify the holding cell to
win the game.

p;
Advanced Rule: The Marine player
INCESS RYAN'S STAR MARINES The first three lines of the score sheet will
chooses one hand as his own and only inter-
(PRS) is unique in many ways. It be the same for each marine player. (Each rogates when that hand wins a battle.
plays like a card game and a board Marine player gains the same number of
game at the same time. It can be played points for the Marines winning, for facing a
MULTIPLE-HAND PLAY
cooperatively by all of those involved. human player as the Guard and for time
Just as one Marine player may control
Nobody needs to be the bad guy-the game chips remaining, unexpended.) Marine play- two groups of marines in the solitaire or
system can take that role for you. Thus, you ers gain points individually for the number
head-to-head play, two players may each
can teach children and new or novice of marine cards, weapons cards, dispatches
control two groups of marines. For pur-
garners how to play without having to either and promotion points in their own, individ-
poses of determining how many Marine
beat them or pull punches. You can all win ual possession (their own hand).
players there are when drawing guards,
or lose together. If there is a Guard player to One Marine player (only), will
treat each hand of three marine
act as the bad guy, all of the others can gain ten points more for rescu-
cards as a Marine
cooperate against him (sort of like adventur- ing the princess. The Marine
ers going into a dungeon against a dungeon player. Thus two
players lose points if they used
master). The game also plays well as a soli- people, each with a
the "Do or Die!" option and
taire, multi-player or head-to-head game. double hand, would
for Marine casualties. No
The following rules do not lengthen the be four Marine play-
player should ever be bur-
game, nor do they alter how it is played. ers. Adding one for
dened with a negative
Any, some or all of them may be added, the Guard, use the
record. All scores less than
like extra choices at the salad bar, to five-player line of the
zero become zero. Why?
enhance or vary the main course. Barracks setup.
"Its Better That Way!" ,
(Princess Ryan's Star
SCORING POINTS Marine motto.) EVERY MARINE A
PRS is designed so that all of the If you have one, LEADER
marines either win together or lose the Guard player also Give every Marine
together. The marine who rescues the scores points-for player an equal shot at
princess does not "win" the game alone. He winning, retaining being one of the top links in
merely gets the credit for the victory. If this dispatches, causing the chain of command. At the
was the "real" world, the player who saves start of the game, separate the
marine casualties,
the princess would get the medal and the five top ranking marines (20,
each time chip
promotion, while everybody else who sur- 21, 22, 23, 24), shuffle them,
used by the marines.
vived on the marine team would get a nice and give one of them to each
A Guard who stops the
little note in their personnel file-and Marine player. Each player is
Marines from rescuing the princess usually
maybe a two-week pass. then dealt two marines from the
scores very, very high. A Guard who loses
Individual players often like to find out remaining deck (marines 1 through 19). All
tends to score as well or better than most
who is "second" or at least have some mea- undealt cards of both piles are combined,
Marine players. In tournament play, it is
sure of how well they did when compared shuffled, and placed in the Ready Room.
to the others in the game. Those who play best if every player was able to be the
repeatedly, especially solitaire, like to have Guard once. No gamer should be allowed
some way to measure their performance. A to be the Guard more than once. Players PREPARED FOR BATTLE
scoring system is also useful for tourna- who have never been the Guard in any After dealing out all the cards, the
ment play. The following system was used round should get a handicap bonus of 20 Marine Commander may decide he is not
at the AvalonCon '97 tournaments. points for a two-round tourney or ten points quite "ready" to hit the Drop Zone. At the
Each player will fill out one copy of the for a tourney of three rounds or more. cost of one time chip he may do a pre-
score sheet (see end of this article) at the In case of a tie, a player who has never invasion check. Deal each Marine player
completion of play. If there is a Guard been the Guard should come ahead of one an extra (fourth) Marine and two extra
player, he must keep track of how many who has been the Guard. If still tied, the tie (seventh and eighth) weapon cards. Each
time chips are used by the Marines during should be decided in favor of the player player may keep any three of his Marines
the game. The Marines start with 15, but, as who did better as a Marine. and any six of his weapons, discarding
they may gain or buy additional time chips one Marine and two weapons. After dis-
during the course of play, the Guard player HEAD-TO-HEAD PLAY carding, reshuffle the weapon and Marine
can not depend on the number of chips PRINCESS RYAN'S STAR MARINES is decks and place all of these weapon and
remaining to be a true mark of how many also designed for head-to-head play, with Marine cards in the Weapons Locker and
time chips were expended. one player as the Guard. The other takes a Ready Room (respectively).

48
The Marine commander may expend a Marines play cards as in a normal skir- PERSONALITIES
second time chip if he wishes to further pre- mish. If a player does not have a Marine Each player in the game has a Personal-
pare for battle. By expending a second time or a weapon, and no other player has any ity. Personalities are characters in the
chip he allows each Marine player to draw extra to give him, that player may draw a novel now being written by the designer of
one Dispatch. Marine and/or a weapon from the Ready PRINCESS RYAN'S STAR MARINES.
If the Marine commander chooses the Room and/or the Weapons Locker. The While Marines and Guards in your hand
prepare for battle option, the Guard player skirmish is conducted with the following may change, your Personality remains
draws an extra card from the Barracks and exceptions: constant throughout the game (never
adds it to his Task Force hand. In addi- dying-you are never at risk). The Person-
• The Marine player who rescued
tion, instead of drawing a Guard at ran- ality represents your faction in the Marine
Princess Ryan adds five to his total skir-
dom from the Barracks to fight the and Guard camps. The Marine side has
mish value (reflecting morale and the
Marines in the Drop Zone, the Guard three Imperial, two Support and eight
fact that the princess is a mean shot
player may play one of the cards from his Marine Personalities. The Guard side has
with a pistol).
Task Force. (If he declines, a card is five Personalities (see insert between pages
drawn from the top of the Barracks deck • The Marines win a tie. 32 and 33).
for the Drop Zone as usual.) • If the Marines win, the game is over as a Personalities are drawn at the start of the
Marine victory. game. Each Marine player draws from the
BANZAI! Imperial, Marine and Support Personalities
The Marines drive the game by decid- • If the Marines lose, they must move Deck. The Guard player draws from the
ing where and how to advance and directly back into the Royal Suite to try Guardian Deck. In multiple-hand games,
whether or not to use the "Do or Die!" to free the Princess again. They may do each Marine player draws a Personality for
mission to snatch victory from the jaws of this normally provided they have at least each hand he is operating. In games with
certain defeat. The Guard should also be one time chip remaining. They may three or more Marine players, the Guard
given a "last chance" to turn the tide of regroup if they can pay the time chips to player draws a second Personality (he thus
battle. If the Marines rescue the princess .regroup. They may not declare a second has two to use).
the Guard may attempt to declare a "Ban- "Do or Die!" Personalities are placed face up in front
zai!" attack. Do a site check. On a draw of Just as the Marines get only one "Do or of the player. When the power listed on the
seven or more, the Marines escape. On a Die!", so the Guard player gets only one Personality card is used, turn the card
draw of six or less, the attack is launched. "Banzai!" attack. upside down. Each many not be reused until
In a "Banzai!" attack, conduct one The "Banzai!" attack can be invoked in the start of each Regroup Phase when all
more round of combat. The skirmish takes a game without a Guard player as well, with Personalities are turned face up.
place in a site drawn at random from the the Guard card coming from the Barracks. The use of personalities gives the
Network (this is the Marine escape route). In scored games, each Marine player Marines a slight advantage, even with the
Place the site on the Prisoner Pens site. gains five points and the Guard player loses Guard Personalities in play. If this option is
The Guard plays one card from his five points when the "Banzai!" is invoked. used, each Marine player loses five points.
Task Force. If the Task Force is empty, This bonus/penalty is scored regardless of
he draws one from the Barracks. The whether the Marines or Guards win.
*
PRINCESS RYAN'S STAR MARINES SCORE SHEET

~
POINTS TOTAL Score & Ranking
M Marines Win add 20 20 or Less: Target
~f There Was a Guard Player add 10 21-30: Boot
R Time Chips Left add 3 each --t---
31-40: Grunt
I Marines in Your Hand add 3 each 41-50: Veteran
_ N Weapons, Dispatches & PP in your ha_n_d_ _ _a_d_d_2_e_a_ch 51-70: Raider- - - I
1
E You Rescued the Princess add 10 71-90:
---t-
Hero ~

SUBTOTAL (add all of the above) 91+: Hero with Clusters


Used "Do -or -Die!"
------------1-
minus 5
Marine in Sick Bay, Morgue, Holding Tank minus 1 each
-1-------11-------1-----------1
TOTAL FOR MARINE PLAYER
-
G Guard Won add 15
--1---------1-------1-----------1
U Dispatches in Guard's Hand add 1 each
--+---
A Marine in Sick Bay, Morgue, Holding Tank add 1 each
_R Time Chips USED by Marines add 1 each
D Marines Used "Do or Die!" add 5
Marines Win BUT Fail to Guess Cell add 5
TOTAL FOR GUARD PLAYER
49
FURTHER READING
OPERATION RESCUE Baron, Richard, Abe Baum and Richard
Gildhurst. Raid! G.P. Putnam's Sons,
PANZER LEADER Situation 31-6 New York, NY, 1981. An in-depth story
by two that were there.
by F. Pierce Eichelberger
Evening Post in August 1948. He wrote, Denfeld, D. and Michael Fry. Indestruc-

J
ust 30 days before the end of the war in
Europe, Force Baum was ordered by "I can say this-that throughout the tible Jeep. Ballantine Books, New York,
General George S. Patton to rescue sev- campaign in Europe I know of no enol' I NY, 1973. Military history of the Jeep
eral hundred prisoners of war (POWs) held made except that of failing to send a com- from its design to its use in all theaters
at the Hammelburg POW camp. The camp bat command to Hammelburg." When of World War II.
was 60 miles behind enemy lines, with Creighton Abrams was given this mission
three German Divisions standing before the by General William Hoge, he stated, "Fifty Fetherston, David. Jeep. Motorbooks Inter-
307 American GIs sent to conduct the res- miles is a long way to go, sir, for that small national, Osceola, WI, 1995. The Jeep
cue. When the raiding force got to the camp a force. If we have to go that far, I want my story from design through modern ver-
they found over 1,500 POWs, not the sev- whole command to go. Hell, a combat sions of the war-horse.
eral hundred they expected. There was not command can go anywhere."
Again PANZER LEADER demonstrates Margry, Karel. After the Battle, No. 91,
enough transport to take all of the prisoners
"The Hammelburg Raid." London, UK,
to Allied lines. a solid framework for handling additional
1996. Great maps and pictures of sites
The real reason for the operation was to scenarios (a source of its continued popu-
important to the Hammelburg raid.
rescue Patton's son-in-law, John K. Waters, larity). Note the additional Jeep counters,
who was held as a prisoner there (he was POW counters and the Ferdinand tank
Toland, John. The Last 100 Days. Bantam
captured in Tunisia in 1943). destroyer counter provided on the insert. Books, New York, 1967. Toland
During the attack Waters was shot by a The versatility of the Jeep was critical to devotes a chapter to the Hammelburg
German guard and was unable to be evacu- the war effort. Allied Supreme Commander raid.
ated when the column left the camp. It was Dwight D. Eisenhower refened proudly to
20 years after the war that the truth about the Jeep in a speech after the war. "The Whiting, Charles. 48 Hours to Hammel-
the mission's objective was finally known. Jeep, the Dakota airplane (C-47 or DC-3) burg. PBJ Books, New York, NY, 1982.
After Patton's death, an excerpt of his and the landing craft were the three tools Paperback treatment of the raid.
personal journal appeared in the Saturday that won the war."
*
SITUATION NO. 31..6 MARCH 26-28, 1945: Elements of 37th Tank MAPBOARD ORIENTATION
Battalion and the 10th Armored Infantry are ~ NORTH
RAID ON HAMMELBURG

AVAILABLE FORCES
sent 60 miles behind enemy lines to rescue an
expected 300 Allied officers held as prisoners
of war.
~ .....
GERMAN

3 I
~ ....
2" 2 CIII2 20 lHI 28
f ~t:j Ql
.:.:
3 ~ 2"
~.~
ALLIED

~
2 CIII 2 5
~ ..
A5 U A S 40 1HJ32 4 I r
•~1
2 C(I)

~
2'

.. ..
1 4,,,;10 2 0021 0 >l:I 3,..'10 5";;'"7'11 91fS 7.;;;1 S 10153.
8 :i; S 1 = S I 1 2101 3 1 ~1:i 18
(;i x2
~
x2 x2
~
x5 & x6 x2 x4 x3
,-----
15 M20 0 C 0 4 H 10 18 A 14 6 ,~. I 6 .~. I .... C
"0 12 A 10 5 5 UAS 14 HI0 2 I 2"
A
~rIl~
fo 2 "",0 5 ;',,'1l 9-!S 9-!S 4 ~
*
OJ 0 ._ ~ I 0 <:l
,Q
<:l
S
Z'"'
2tO 1":1 11 1 10 f~~ 6 OJ 6 ~~~ 1 :S~< 6~ 1 §s
ti

14'" 1
~':='s A LLiED POWs u 0
x2 x4 u x4 x5 x9 x3 x3
6 H 12 20~0 3 M12 0 C 0 3 I 2" .,""
..<:'" 3~2" 2~2 1 ...
I 1 4 r t 2 CIII 2 0 c 0 2 C(I) 2'

1 fo I onl 0 317"1
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~ 1 37'.i'10
10,538
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1 "~14 1
~
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x3 $ xlO x3 x12 x4 x4
SETUP 3. German units on Board D cannot move until Allied units move onto Board
GERMAN: Set up first in locations indicated. See insert for Ferdinand. D. German units on Boards A and C cannot move until Allied units are within
ALLIED: On turn I, each unit starts at and moves out of hex A-A3. See insert for two hexes (reflecting the "garrrison detachment" status of these non-frontline
Model MB Jeeps and paws. Force Baum alone was historical force. Option: Use units).
instead the combat command. 4. Smoke shell concentrations are permitted by both sides.
(Optional: Jeeps may also transport paws.)
SPECIAL RULES
1. All POW counters are stacked on board D, hex N3, which is treated as a town VICTORY CONDITIONS
hex and represents the POW camp. Allied paws cannot move or fight until Allied player wins by moving at least one POW off the southeast corner of
another Allied unit moves adjacent to camp at D-N3. Board A (hexes AIO through HI). German wins by avoiding Allied victory.
2. Armored infantry units and paws may ride on Sherman tanks or in halftracks.

TURN RECORD TRACK en


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1 2 3 4 5 G 7 8 9 10
50
AR: FTF opponents wanted in N.E. the Poughkeepsie, NY area and play
AR, S.E. MO, or W. TN. I play ASL many different wargames (no RPG's).
and many other titles. I know you're Beginners are welcome. Contact Bany
out there. Accept the challenge! Smjth at (914) 778-5440.
William R. Sanders, PO Box 1301, I Avalon Hill does not vouch for the character or husiness practices of any advertisers. I 104676.1161 @compuserve.com, or 9E
Jonesboro, AR 72403-130 I, (870) Squire Vlg. Walden, NY 12586.
931-0158. Joel, 30 Gemini Cir., Rochester, NY CT: The Connecticut Game Club has PA: Central PA Strategists Club. Meet-
CA: Experienced player seeks others at 14606, (716) 247-6943. been hosting board games, card games ings are held 9:30 to5 on the 2nd and
any/all levels of ability for FrF ASL. NY: PBM Adult The Last Blitzkrieg by and miniajtures for over nineteen years. 4th Sat. of every month at the East
Your choice DYO or published scenar- 3W. Rated or not. Albert Thomas, 120 Anyone interested in attending our Shore (Colonial Park) branch of the
ios. Earl J. Ryan, ASL Military Tactics Kimberly Dr., West, Syracuse, NY monthly meetings contact CGC at (203) Dauphin County Library just outside
Instructor, PO Box 0398, Corona, CA 13219, (315) 488-1943. 332-0410, (email CGCSBS@aol.com) Hanisburg. Call Charles Hickok at
9J718, (909) 736-RYAN. NY: Seeking gamers for TAC, SOA, or write POB 403, Fairfield, CT 06430. (717) 599-5603.
CA: Looking for opponent for PBEM TPS, SUB. For sale: many out of print FL: Join our growing gaming group in TX: Central ASL club meets regularly
TRC. esirko@cs.ucr.edu Eric W. Sirko, games and Generals. Call or write. John Sarasota, FL. For more info call Mike to play the best game in the world. Call
801 Navajo Dr., Riverside, CA 92507, Caccioppoli, 84-24 98th St., Wood- Bakken at (941) 355-3429, e-mail: Matt at (512) 280-8414. We are active
(909) 369-3742. haven, NY 11421-1735, (718) 805- M.BAKKEN@GENIE.GEIS.COM. and fanatic. Matt Shostak, 11027
IL: REN PBM league forming. Area 8737. 5016 Medalist Rd., Sarasota, FL 34243. Watchful Fox Dr., Austin, TX 78748.
rated play over 8-10 months. 4-week NY: Looking for FfF opponent for IL: Windy city wargamers meet 4 UT: Looking to start a game club in
turn-around. No Fee. PBM rules avail- SJW, HCR, RTG. PBM GE88, AFK times a month. We play it all; ASL, SLC area. Contact John Pack at (801)
able from Jared Scarborough, #1 Scar- rated. William Veil, 2810 Moreland St., A3R, VIP, DIP, monthly newsletter 523-0571. FfF most any AH game.
borough Rd., Payson, IL 62360-9743. Yorktown Hts., NY 10598, (914) 245- with ASL, VIP and DIP games. Louie John R. Pack, 1216 E. Tanova St.,
IN: Adult players in Indy area for 4636. Tokarz, 5724 W. 106 St., Chicago Sandy, UT 84097.
Dune. Stephen Grubb, 528 Central Ct. OH: Need to improve my play of DIP. Ridge, IL 60415, (708) 857-7060.
N., Indianapolis, IN, 46205, (317) 925- Would like a seven-man game of DIP. MA: ASL played most Saturdays at FOREIGN
2522 or E-mail: stephenkg@aol.com. Sean O'Donnell, 126 S. Park, Oberlin, the Bunker. Veterans and novices
IN: FTF in Lafayette area. Will play OH44074. Australia: Opponents wanted for 3R4,
welcome for AREA rated play, cam-
most historical games. Carl W. PA: Opponents Wanted: Looking for A3R and MAC. Pawel (Paui) J,
paigns, and play testing for our
Schwam berger, 1212 N. 18th St., an adult experienced gamer for FfF in a Dabrowski, 66 Marshall Ave., Clayton N.
newsletter: Dispatches from the
Lafayette, IN 47904, (765) 742-0998. group setting. Walter H. Dippel, 4033 Victoria Australia, tel/fax: + 61 3
Bunker. Vic Provost, 1454 northamp-
MD: Average player, loves AHGC Valley Vue Dr., Gibsonia, PA 15044, 95442101.
ton St., Holyoke, MA 0 I040.
products, seeking others to form FTF (412) 443-5737. Canada: Winnipeg ASL Club, Winnipeg,
MA: Vanguard Hobby Club meets first
once a month club. Willing to TX: Veteran Gamer with 20+ yrs. expe- MB Canada. Contact: Jim McLeod, Tel:
Saturday of each month. Over 50 mem-
learn/play any, have: CAE, HWD, rience seeks players for GM'd (204) 783-3649, E-Mail:
bers. Historical board games, minia-
HCR, WTP, RBN, others. Michael PBM/PBEM MID '64, VITP. Also j.mcleodI5@genie.com, any and all ASL
tures, role-playing and cards. Michael
Mullins, 12136 Suffolk Ten., Gaithers- need opponents for PBM VITP, PZL, players welcome.
Powell, Easton, MA. Call (508) 324-
burg, MD 20878, (301) 926-3939. SL-GI series. fast mailing turn-arounds! Canada: Opponent wanted for ASL, UF
9815 after 7.
MD: FTF SL, COl, COD, RC, AOC. Nick Harmon, 2216 Castle Dr., League or Submarine, Rene Hanker, 4532 S.E.
MD: MN twin cities ASL Club meets
Hany Deares, 34 Carling Cir., Lans- City, TX 77573, (281) 332-0309. Marine Dr., Burnaby, BC VSJ 302, (604)
the second Saturday of each month. All
downe, MD 21227, (410) 247-2146. 433-6332.
levels of play welcome. Call for more
MI: HELP! Need opponents for PZB, Japan: AHIKS Asia-Australasia PBM
-AVALONCON info. Greg Dahl, Eagan, MN 55123,
3R4, HOW, ACV, Samurai, TTN, Games: DIP, CDP, BRI, REN, CIV, EIA,
(612) 778-7488.
SJW, HCR, RTG, SIV, SLB, 1776, GER, MAH, ROR, COLD. Kevin Burns,
MN: Volunteers needed to join the
and others. John Hattrem, 1251 Kim- 2659-4 Tsukahara, Minami Ashigara Shi,
glorious ranks of the Colorado COM-
berly Dr., Lansing, MI 48912, (517) Kanagawa 250-01 Japan.
MISSARY, the area's most fun-loving
372-3154. Japan: Japans international garners guild
game club. Contact Scott Johnson, 2039
MI: FTF for any Civil War games. Esp. PBM games: CDP, CWR, D[P, Junta,
Shiloh Dr., Castle Rock, CO 80 I04,
American Civil War series. ASL also. Samurai, 1812, 1759, GER Kevin Burns,
(303) 660-2029.
Play most games. SOJ, PB, PL, BZK or 2659-4 Tsukahara, Minami, Ashigara Shi,
NC: PAW, The Piedmont Area
you teach me! Leigh Cole, 15598 Gar- Wargamers is recruiting ASL players in Kanagawa, 250-01 Japan.
rison Ln. #2, Southgate, MI 48195, Ads for roommate and South Africa: Wanted: One edition ea. '89,
travel arrangements are f.·ee. the NC Triad area. All levels of play
(313) 285-1131 welcome. Call for more information. '90 ASL Annual-Good Condition. Will pay
MN: I would like to join a PBM Pro Contact Doug Maston, 4 Three Mead- well. Phone: 0027-031-465-7395. J.M.
Football League. Richard Smith, 1764 . CLUBS ows Ct., Greensboro, NC 27455, (910) Tosh, 11 Glendale Green, I Glendale Rd"
Dayton Ave., St. Paul, MN 55104. 282-0552. Belair Durbin, Kwazulu-Natal 4094 South
NJ: Wanted: games or parts for G77. AZ: Phoenix Wargaming Club meets Africa.
NH: Nashua, LeMarshalate, a 20-
Also FTF of GOA, TRC and G77. Jim monthly. Call for info. Also looking for
year-old wargaming club looking for
Chambers, 87 Candace La., Chatham, a copy of Caesar's Legions. Warren FOR SALE
new members. Meetings in Nashua on
NJ 07928. Tiberius Day, 3635 E. Bloomfield Rd.,
the 3rd Sat. of month. Call (603) 428- CA: Boardgames Sale: BZK, 1914,
NJ: Adult FTF opp. wtd in NY city Phoenix, AZ 85032, 404-2955.
7037 or write to PO Box 221, Hen-
area. SL, UPF, DIP, ACV, RTG or com- CA: Quake Coast Garners meet once a Stalingrad complete, good to excellent
niker, NH 03242.
puter games. Own many more. E-mail: month in San Jose for adult gaming. All condition SST magazines with games
NJ: Jersey Assn. of Wargamers. Meets
draconius 1@june.com. David D. Van- games except RPG's. For information 41-46, 51-58. Make offer. ROf'ald
twice monthly, one Sat., one Sun. in Park
derWerf, 133-135 MOlTis St., Apt. Rear e-mail hexdude@aol.com. Charles Ridge, NJ 1:00 pm-12:00 am. Historical Rogers, 6827 Creekside St., Redding,
2R, Jersey City, NJ 07302. Bahl, CA Miniatures and Boardgames. (201) 427- CA 96001, (916) 246-5626.
NY: Want to buy Chancellors ville, CA: The Tri-Valley Boardgamers Club 8340 for dates and events, or contact PA: 125+ games for sale. Send SASE
StalingI'ad (not the computerized ver- meets every other Wednesday night Dan Foley at (914) 638-1136 or Bob for list. Walter H. Dippel, 4033 Valley
sion) and Afrika Korps. David Bas- from 7-11 pm in Pleasanton, CA. Con- Dwyer @73642.3620@compuserve. Vue Dr., Gibsonia, PA 15044.
sanelli, P.O. Box 724, Ithaca, NY tact Mark Johnson at (510) 424-5813 or com. JAG, PO Box 167, Waldwick, NJ MD: Unopened: Starship Troopers
14851. johnson@ccnet.com or www.ccnet. 07463-0167. (l976)k Dune (1979), SUB, Drag-
NY: FTF HRC, 1776, REN, LBG, com/-johnson. Charles Ryder, 448 Ale- NY: Metropolitan Wargamers Club onhunt, CMS, WPS. Ex. Cond.: SUB,
MAC, PBM MAC(1980)-9 players gra Terr., Milpitas, CA 95035- Brooklyn boasts its own 2000 square KGM w/var., FPR, B-17, Conquistador,
needed FfF TRI, miniatures: micro- 2445,(408) 945-1450. foot loft for boardgames and minia- 0'64 and others, plus computer games.
armor, ancient renaissance. Seeking co: Volunteers needed to join the tures. Safe location near subway, ample Contact: Michael Schofield, (301) 294-
Baron's Desert Tracks. Stuart J. glorious ranks of the Colorado COM- parking, open every weekend. Joe Bro- 6282 or (301) 294-7549 (FAX).
Schoenberger, POB 510, Jamaica, NY MISSARY, the area's most fun-loving phy, 16 Beachfront La., New Rochelle, TN: Original SQL, two modules, 8
11435-0510, (718) 523-4493. game club. Contact Scott Johnson, 2039 NY 10805, (914) 636-6317 (eve.) trays of pieces, dozen boards. Also
NY: Opponents wanted for AH WWII Shiloh Dr., Castle Rock, CO 80104, NY: Mid-Hudson Area Wargaming original WS&IM. John M. Broderick,
era historical simulations. Contact Ray (303) 660-2029. Society (MAWS). We meet monthly in Jackson, TN, johnmb@usit.net.
51
the lowly born Hebrew of the tribe of

History of the World David, Jesus has been the accepted incarna-
tion of God by followers of the Christian
faith for nearly 20 centuries. His life is
chronicled in the four Gospels, which
with Personality emphasize his ministry to the Jews and
eventual betrayal by a disciple (Judas Iscar-
by Michael Welker iot). After a hasty trial, he was condemned
as a blasphemer deserving death on a cross.
His triumph over death is asserted by the

s o your gaming group has been enjoy-


ing HISTORY OF THE WORLD
(HWD) now for some time? The play-
ers enjoy the broad outline of the eons pass-
ing before them in an evening. The game
set of the game, each player draws one PEC
along with normal event card draws, mak-
ing a hand of ten cards, instead of nine.
Generally, normal event card rules apply,
except as herein noted.
New Testament. Belief in Christ's resurrec-
tion from the dead became the focus of
Christianity, the religion that developed
around his teachings.
Plato (428?-348? Be). The influence of
Plato has been persistent and unbroken in
offers politics and warfare, population • PECs do not count toward the two card Western thought. Plato was born in Athens
expansions and snapshots of culture, albeit per epoch limit on the play of event cards. circa 428 BC and grew up during the
in an abstract way that keeps play simple • Some cards are re-used by the same decades of conflict with Sparta and other
yet exciting. The game can also teach a bit player during subsequent epochs. city-states (the Peloponnesian War). His
of history and geography, though it is, of • The great revolt inaugurated by Thomas parents, Ariston and Perictione, were one of
course, not intended to be a thorough tome Jefferson is played at the start of the turn the most distinguished and aristocratic cou-
of critical analysis. of the player with the United States ples in the city. Probably through them,
Still, perhaps you would enjoy adding a empire, no matter when the player played Plato came to know Socrates. Plato
little spice to a game with a few new event (or will play) his empire in Epoch VII. recounts the forced suicide of Socrates in
cards. I am a teacher, and I can't resist the
WHO ARE THESE PEOPLE? 399 BC in his "dia!ogue," The Apology.
teaching value in HWD, so I developed a
Sometime after the death of Socrates, Plato
small sample of personalities to situate in EPOCH II decided to devote himself to philosophy
particular epochs and geographic locations. Lao-Tzu (604?-531 ? Be). Lao-Tzu, it is and teaching. He opened a school called
This variant offers one set among many generally thought, wrote the most trans- The Academy and remained with it as
possibilities by using the game mechanics lated work in all the literature of China, the teacher, with two brief interruptions, until
associated with event cards. These Person- Lao-Tzu (also called Tao-te Ching). The his death in about 348 Be.
ality Event Cards (PECs) are those I deem book is the earliest document in the history
as plausible due to the impact certain his- of Taoism ("the Way"), one of the major EPOCH IV
torical persons have had on their cultures, philosophical/religious traditions which has Muhammad (AD 570?-632). Muham-
leaders or history itself. Admittedly, the list shaped Chinese life and thought for more mad is the founder of one of the world's
is limited. The criteria for selecting persons than 2,000 years. The Way emphasizes major religions. He was also the founder of
on the basis of their influence is entirely individuality, freedom, simplicity and a a state by his unification of Arabia. Within
subjective. I experimented with a broad set natural mysticism. decades after his death his followers sent
of PECs (over 25) and our wise editor sug- Confucius (551-479 Be). The greatest out armies that conquered the whole Mid-
gested to me that I limit them to the most teacher in Chinese history, Confucius dle East, North Africa, and Spain. The reli-
significant (interesting?) personalities. We taught a humane philosophy that influenced gion Muhammad founded became one of
played with some variations and decided to the civilization of all of eastern Asia. the most potent cultural forces in the world.
cast our votes for the best ones. Thus, our Though Confucianism is commonly called In the 20th century it plays a decisive role
13 cards are the ones we thought would be a religion, it is rather a system of moral in the politics of the Middle East, Africa,
the best for this variant. The play of PECs conduct, emphasizing the importance of and Central Asia.
adds a little more detail to the game without goodness. Irene (AD 752?-803) was the first
altering the mechanics. Buddha (563?-483? Be). More than woman to rule the Byzantine Empire. Upon
I invite others to develop their own lists, 500 years before Christ was born and at the death in 780 of her husband, Leo IV,
though I suggest a few guidelines based about the same time that Confucius was she seized power and then planned to unite
upon my own group's playtesting: (1) keep teaching the Chinese how to lead the good the Eastern and Western empires by marry-
the addition short to avoid confusion; (2) life, a Hindu prince named Siddhartha Gau- ing Charlemagne. Her plans were inter-
avoid emphasizing one epoch or a particu- tama (also Gotama) became famed in India rupted by her son, Constantine VI. She
lar location on the map, thus maintaining for his holiness and love for all creatures. blinded and later murdered him. In 802, she
some play balance; (3) adjudicate any He was called the Buddha, meaning "the was deposed and exiled by Nicephorus,
anomalies that might arise by player vote. Enlightened One." Many persons believed who was her successor.
Personality Event Cards may be altered, in his teachings while he lived. After his
depending on your views of influential per- death, temples were built in his honor, and EPOCH V
sons and the preferences of your own gam- his religion spread through a great part of Francis of Assisi (AD 1182-1226). St.
ing group. This article presents mine for Asia. Today some 255 million people pro- Francis was born at Assisi, in central Italy,
your enjoyment, along with a brief descrip- fess the Buddhist faith. in 1182. In 1202, after a year as a prisoner
tion of the person depicted by the event. of war with a serious illness, Francis tired
Use the printed cards on the insert of this EPOCH III of worldly pleasure. He sold his property
magazine between pages 32 and 33. Shuffle Jesus Christ (5? BC-AD 30). The and gave the money to the church. The
the 13 cards into one event pile. At the out- "Anointed One" of Christian tradition and young man began to tend the poor and the

I
52
1
lepers. When his father disinherited him, Summa Contra Gentiles and Summa The- Indies. Today, geographers agree that
Francis supported himself by repairing ologiae, which form the classical system- Marco's book is amazingly accurate.
chapels around Assisi. At last, throwing atization of Roman Catholic theology.
aside even his shoes, he lived in absolute Thomas revived the reading of Aristotle by EPOCH VII
poverty. During this time, he founded the Northern Europeans, giving them a Thomas Jefferson (AD 1743-1826).
Order of Friars Minor and the Poor Clares, renewed intellectualism. The third president of the United States,
as well as a third order for secular persons Thomas Jefferson authored the Declaration
"in the world." Some historians credit this EPOCH VI of Independence and the Virginia Statute
Third Order movement with the spread of Martin Luther (AD 1483-1546). The for Religious Freedom. In an age of great
peace, for Francis maintained that the lay Protestant Reformation in Germany was men, Jefferson was among the most
person should never possess weapons. inaugurated by Martin Luther in 1517 when remarkable. Known for his wide-ranging
Thomas Aquinas (AD 12257-74). The he nailed to the door of the church in Wit- curiosity on many subjects, his preoccupa-
Roman Catholic church regards St. Thomas tenberg a list of 95 theses, or propositions. tion with human rights set the groundwork
Aquinas as its greatest theologian and It was his intention to reform the medieval for the grand political experiment known as
philosopher. Pope John xxn canonized Roman Catholic church, but the firm resis- representati ve democracy.
him in 1323, and Pius V declared him a tance of the church to Luther's challenge, Karl Marx (AD 1818-83). Marx was
doctor of the church in 1567. Leo XIII instead, led to permanent divisions in the known drning his lifetime only to a small
made him patron of Roman Catholic structure of Western Christianity. group of socialists and revolutionaries. His
schools in 1880. Thomas held that there are Marco Polo (AD 1254-13237). In 1298, writings, including Capital and The Com-
two sources of knowledge: revelation (the- a Venetian adventurer named Marco Polo munist Manifesto are central to the commu-
ology) and reason (philosophy). His literary wrote a fascinating book about his travels nist ideology concerning economics, phi-
output was enormous, illustrated by the fact in the Far East. Men read his accounts of losophy and politics. His ideas spread
that at times he dictated to several scribes Oriental riches and became eager to find throughout the world, inciting revolutions
on different subjects. His chief works are sea routes to China, Japan and the East in Asia, Europe, Africa and South America.
*
tain key historical figures, inventions and
events. The third gives a sense of the infight-
The Ganting of History ing among the city states of Italy and the
struggles with France and Austria during
this period, as well as providing the kids
by David Spangler (ranging in age from thitteen to sixteen) with
a wonderful opportunity to practice diplo-
occasionally teach at an experimental I called the course, "The Gaming of His- macy, backstabbing and negotiation, all

I school, the Puget Sound Community


School (PSCS) near Seattle, which com-
bines classes with apprenticeships and com-
tory." My objective was to first give the
kids a sense of the sweep of world history
and then to focus on one particular period. I
important talents for a teenager!
The whole class was twelve weeks long
with two hours for each class session, meet-
munity service. Unlike a normal junior high chose the Renaissance because it was such a ing once a week. We spent four weeks on
or high school, the curriculum is created pivotal time in the development of Western each game. During this time I assigned the
each quarter through a creative process civilization. It also resembles the post- students reports and research projects based
involving the students, teachers and parents, modern era in which we live, in the intro- on elements in the game itself. So for
and is strongly dependent on the initiative duction of new ideas and discoveries, in the instance, while playing HISTORY OF THE
and interests of the kids. The program thus challenge of facing an expanding world and WORLD, each student had to pick one of the
incorporates the kind of self-directed learn- the encounter with new cultures, and in the empires in Epochs I through IV and write a
ing that one might normally find at a college political and economic ferment. It would report about it. Likewise, while playing AGE
level and is open to innovation. enable me to explore with the kids both OF RENAISSANCE, students did both oral
This past quarter, a number of the stu- some of the seminal ideas and events that and written reports on historical personages
dents asked for an introductory course in led to the modern age and some of the represented in the game or on inventions or
Western history. I volunteered to create it. changes, opportunities and challenges that events important to that period.
Rather than simply make it a traditionallec- we are encountering now. PSCS has small class sizes generally
ture course, however, I wanted something Of course, my other main criteria was (classes are really more like seminars in
that would engage the kids imaginatively finding multi-player games that would serve most cases), and mine had six students, a
and give them a sense both of the sweep of in a classroom setting. It wouldn't do any perfect number for these multi-player
events and of a love of history. good to pick an historical period for which games. Most of these six had previous
I have been an avid gamer for as long as there were no suitable games (or any games gaming experience, but a couple did not.
I can remember, a passion that found an at all, though by now just about every his- None, however, had played multi-player
exciting new outlet when I discovered my torical setting has been covered in some games like these. Most of their gaming
fIrst Avalon Hill games back in the late game by someone somewhere). In this experience had either been two-player
1950s. Avalon Hill's advertising asked if I respect, three Avalon Hill products fit per- boardgames or, primarily, role-playing
could "change history." It was a challenge fectly the criteria: HISTORY OF THE games and collectable card games like
that I couldn't resist then and still can't, WORLD, AGE OF RENAISSANCE and MAGIC: THE GATHERING. So I had fun
some forty years and hundreds of games MACHIAVELLI. The first provides the myself introducing them to a whole new
later. It was this challenge that I wanted to sweep of world history in broad, brush gaming experience.
present to my students-the challenge of strokes, and is an easy game for beginners to This was my first extended experience
learning about history by seeing if and how learn. The second focuses on the economic using boardgames as teaching tools in a
they could change it. nature of the Renaissance and highlights cer- class. (Some years ago, as part of a year-
53
long class for adults on the dynamics of They did express a desire for more direct As I write this, the campaign still has one
cultural change, I did a one-day seminar player interaction (as in "When can I betray more session to go, and at the moment,
using Avalon Hill's ADVANCED CIVI- my allies?") Austria is near collapse, Milan is in the lead
LIZATION, monitoring eight simultaneous AGE OF RENAISSANCE introduced in central and northern Italy, the Turks are
games involving twenty-five students). more of a sense of actual movement and making an end-run up the western side of
Sometimes I played in the games with the conquest and more diplomacy. It is a more the board through the Western Mediter-
kids, particularly if someone was missing complex game than HISTORY OF THE ranean and the Gulf of Lions to strike at the
for a particular session, but mostly I took WORLD and required more of a learning underbelly of the French Empire, and
the role of a game master, adjudicating rule curve for the class. It, too, had different con- everyone else is locked into a struggle in the
questions and the like. I found, though, that cepts that had to be appreciated, such as the center and south of Italy, with the Papal
my love of gaming sometimes outweighed fact that the units that were sweeping across player (now wishing he had agreed to use
my teaching role, and I would get involved the face of Europe and the Mediterranean the optional rule of Excommunication) try-
with the kids in a particular game and for- were not armies but traders, merchants and ing to establish and hold a dominant posi-
get that I had also planned to give a talk the like. Also, it took awhile for it to really tion there. Unfortunately, the deadline for
during that class period! sink in that winning had nothing to do with this article came sooner than the class ended
We used the first class session in each controlling the most territories (at least not so I don't know who will ultimately win.
four-week block to do a trial run of the directly) but with acquiring advances. Like- (As I am currently playing the Turks on
game, not intending to finish or produce a wise, the subtlety of card play was not behalf of a student who had to leave the
winner Gust to learn how to play). The stu- quickly grasped. This game was a stretch class early, I have let it slip that everyone
dents received a copy of the rules in for some of the kids, and it didn't really get had better be facing Mecca at the end of the
advance and were expected to be familiar into full stride until the last couple of ses- game or there will be a lot of failing grades
with them on that first session, but needless sions, when suddenly everything clicked. in this class! Hey, isn't that what MACHI-
to say, there were many rule questions that For the kids, it was the hardest to learn A VELLI is all about: hardball diplomacy?)
arose, particularly with some of the sub- because it introduced game concepts that If I do this class again next year, and I
tleties in AGE OF RENAISSANCE. How- were very new to them (and, truth be told, am seriously thinking about it as there is
ever, the kids caught on quickly and by the the manual is not the easiest to read and more interest in the school, I will know bet-
second session were generally playing like could have been better organized to get the ter how to arrange it. For one thing, trying
veterans. The other three weeks were used game ideas across). It presented game objec- to do three games in the time we had proved
to playa campaign game, with game posi- tives (civilizational development) that were
too ambitious, especially with one as subtle
tions being recorded and saved between different from the usual territorial conquest
and complex as AGE OF RENAISSANCE.
class sessions. goals of many strategic games. This was one
We did not have enough time to really get
In all three games, where there was a of the reasons I chose this game. I appreciate
into the games and into their relationship
choice between basic and advanced rules or the interaction between inventions, econom-
with the history they represent. Next time I
optional rules, we opted for the basic, sim- ics and civilization advances, and I used it as
plest version. This was done mostly because a foundation to communicate many of the will scale back and concentrate on two
of time constraints; we wanted to get into points I wished to make in the class. The games at most. I would also like to explore
the games as quickly and easily as we could. game, with its beautiful cards and its eco- some other periods. For example, a class on
However, we talked about the advanced and nomic model, provided opportunities for the westward expansion of the United
optional rules and what they represented or both historical research and discussion. I felt States, the Indian Wars and the various
were intended to simulate, even if we didn't it was the best game for the purposes I had tribal cultures of the Native Americans
have time to implement them. intended, precisely because of its depth and would be very interesting and would make
HISTORY OF THE WORLD was a quality of presentation. interesting use of GERONIMO.
good introductory game and more than Still, the spirit of competition being The fact is that the diversity and rich-
served the purpose for which I had intended what it is, it was MACHIA VELLI that the ness of TAHGC's many games provide a
it. I made it very clear that the game would kids really took to heart. Given the option plethora of wonderful tools to use in the
not replicate history, but it did give an over- of using the advanced and optional rules, gaming of history and in making the
all flavor of the appearance and growth of the students decided to keep the game play learning of our past as fun and exciting as
various empires over the past five thousand as simple as possible in order to concen- one hopes the creation of our future may
years or so. The structure of the game itself, trate on the diplomatic aspects. This they be as well.
with its division into epochs and with really enjoyed and conducted very well,
empires in a particular epoch playing in the conceiving wonderful strategies of Post Script: On the last day of school,
order in which they historically appeared, alliance and deception. we finished our MACHIA VELLI campaign.
was very helpful as a teaching tool. The To learn the game, we played the initial As it turned out, my threats of grading
research projects helped give more depth to scenario, "The Balance of Power." How- reprisals proved fruitless and hollow. My
the students about a particular empire. As ever, as our campaign game, we picked sce- home territories were ruthlessly invaded
for the game play itself, the kids enjoyed it nario three, Struggle for Dominance (Part and conquered by Papal fleets and armies
a great deal, once they mastered the concept Two), in part because I found a Series (abetted by Florence and Austria). My jihad
that pieces were placed and not moved. Replay of Struggle for Dominance (Part was countered by a crusade!
Several of them brought a RISK-type men- One) in The GENERAL, volume 30, num- When the class ended, Milan controlled
tality to the game and expected to start an ber 5, which I copied and passed out to the the most cities in the game (eleven) and
empire and then sweep across the board, class as an example of play. I didn't want to recognized as the strongest player (and
conquering other players. It took a couple simply use the same scenario; students moral victor). The real winners, though,
of sessions for some of them to adjust to a might be tempted to simply copy the moves were all of us, who had a good time with
very different playing style and also to the described in the magazine. Part Two was the class-and TAHGC, as some students
concept that you were identified with a similar enough that good insights could be new to wargaming enthusiastically deter-
color and not with a particular empire. Yet, gained from the magazine article, and dif- mined they would keep playing these
once they grasped the particular elegance ferent enough that new strategies would games in the months ahead.
and style of this game, they all enjoyed it. have to be applied.
*
S4
only allowed on third or fourth down and
only once per quarter.
KICK RETURNS
In over 100 games, not once have I seen
a return for a touchdown. To change this,
on punt and kickoff returns, if the runback
number is ai, then flip another fast action
card (FAC) and if that is a 1 or a 2, the
return is for a TD.
WIND
We have added wind to field goal kicks.
have spiced up my game of STATIS-PRO WIDE RECEIVER SCREEN

I FOOTBALL by adding a new position


and a few plays and options. I hope you
will enjoy these changes as much as I have.
This new play calls for the receiver to
be in the H-back position. The receiving
player also must have a rushing column
The wind is either in your face or at your
back (wind direction should be determined
before the coin toss at the start of the
game). When attempting a field goal, make
with some kind of yards on his card. Thus, a wind check. Flip the next FAC and use
H-BACK not all receivers can run this play. This the run number as the strength of the wind
The H-back posItIOn uses the empty screen is determined in the same manner (which is the number of yards added or sub-
squares of the offensive player grid, on the as a screen play to a running back. tracted from the kick length). We also
left between RB 1 and FL2 and on the right found that field goals are umealistically
QUARTERBACK DRAW easy in the normal rules. Therefore, we add
between RB3 and FLl. The H-back is con-
This play uses the rushing statistics of only twelve yards to the FG attempt,
sidered to be part of the backfield. If a run the quarterback. Once called, the offense
play is called, the blocking value of the instead of 17.
must wait four plays before calling it again.
player comes into play. This position will TIME
be covered by defensive boxes G and I, AUDIBLES In order to cut the playing time of the
with the G defender covering the left After the offensive and defensive calls game by about a third, we changed the way
H-back position and the I defender cover- have been made, the offensive team may the clock runs. Now, ten-second plays last
ing the right H-back position. With this change the play (but not the players on the 20 seconds, except in the last two minutes
addition to the formation, a player may run field). The defensive team may then also of the first half and the last five minutes in
five receivers at a time. change its play (but not players). This is the second half. *
~~~~~ (from p.l7) interesting, but will require the assistance their job is to head for Catz, not fool around
benefit may be to cause the American to of a weather change to be really effective. in St. La (unless, of course, it is so weak
spend an impulse and supply rescuing the A 6-5 attack against spent Americans con- that it can be captured outright). It is true
82nd. Still, the threat is cheap to produce testing Isigny could work, but at what cost? that, by contesting St. La, the Americans
and most of the units on the peninsula are The two units in Coutances provide the may be able to take Foret more easily, but
too far from the action to do anything else German with some interesting options on this ties up units that are needed for the
in the early turns anyway. the 6th and 7th, as they can be used to shore drive to Carentan. On the other hand, with
The units from Barneville, St. Saveur up Carentan, Isigny-Foret or the Villars- either Tilly or Villars in the bag, the Allies
and Les Pieux should not threaten Pont Tilly region depending on need. More on no longer need Carentan and can focus on
l' Abbe but instead should regroup toward these units later. sunounding and capturing Foret for the
Carentan e~ch evening. If an emergency tenth VP (contesting St. La and Balleroi).
OMAHA BEACH-STRATEGY
develops, they can move one area during The Americans on Omaha are charged OMAHA BEACH-US TACTICS
the day and still reach Carentan on time. with reaching Carentan to assist with its Regarding air bombardment on June 6,
Whether or not the Germans ultimately capture, and therefore must take Isigny and Maly and I agree completely. Only fresh CA
clear Pont l' Abbe, they must keep a small Catz on the way. Foret de Cerisy is an should be attacked, in the following order of
reserve in Valognes to defend against attractive target because it can be entered priority: Omaha, Juno/Gold/Sword, Port-en-
threats to Pont l' Abbe or Montebourg. without crossing a bridge, but like other Bessin, Grandcamp. No other choices are
Many a German player has lost the game by Bocage areas, it can easily become a quag- even close. Omaha gets first priority,
forgetting that 91/1057 is not invulnerable, mire if the German can afford three or more because it is the most critical beach, and a
even when accompanied by 101 NW. The units to defend it. Generally the Americans big roll nets four spent units. Juno and Gold
Americans may not tip you off by bom- should be satisfied with merely contesting bear on two beaches each, but Sword is more
barding before hitting you at 15-8 and Foret and shortening their line. Bayeux critical, making these a tossup. Port-en-
romping across the peninsula to victory. should be left to the British, because the Bessin not only bears on two beaches but is
I was quite intrigued by Greenwood's Omaha force suffers the most time pressure easier to flip than Grandcamp, which con-
suggestion that 91/6 FS regroup to Catz. It of any Allied group. Maly's suggestion tains a FLAK unit, which outweighs the
is true that it will not be hit by a bombard- that, as a general rule, the Americans chance of flipping three units.
ment of Carentan, but so what? Its absence should contest St. La seems inconect. If US The initial assault on Omaha will
may obviate the need for a preliminary forces get into St. La, they are already depend on the preparatory bombardments.
bombardment of Carentan in the first place. doing well enough. If they can reach St. La As Maly notes, against a completely spent
I don't really see how the Carentan garrison from Foret de Cerisy, they already have defense and no available coastal interdic-
can achieve a decent DV without it. The their "extra" VP (beyond the basic plan) tion, it probably makes sense to land just
unit's counterattack ability into Isigny is and a very safe rear. If they are in Isigny, the 1st Division and the Rangers, assaulting
55
at 12-7. You have only a 5.4 per cent rupted even if the assault fails. While the Omaha and Grandcamp and still retain a
chance of losing (which you can and should Allies have less to do on D-Day than the movement factor to scramble back to
re-roll if necessary). Attacking at 14-7 (by Germans, they still need five or six Omaha, avoiding the German LXXXIV
adding in the two regiments of the 29th impulses to get everyone ashore efficiently. Corps Artillery firing from Isigny (or
Division) gives you less than a ten per cent Don't waste an impulse. attempt to seize the Isigny bridge if only
chance to clear the beach anyway. On the If you lose on Omaha, re-roll. Or, if one fresh unit is in Isigny). Also, the
other hand, an attack by the 1st Division 352/xx disrupts all or most of your units, Rangers can now participate in the overrun
and the Rangers allows for one regiment of don't despair. Rather than make weak attack on Grandcamp. Of course, the
the 29th Division to clear the beach and the attacks with your few fresh units on June 7, Rangers are stuck in Grandcamp at the end
other to advance into Trevieres, Port-en- wait for your force to repair itself and use of the impulse, but any punishment they
Bessin or even Grandcamp. Note that (a) your impulses elsewhere. As you will get take from the LXXXIV Corps is meaning-
killing either the Grandcamp or Port-en- the benefit of at least one overrun on June 8 less, because they are withdrawn at the end
Bessin CA may give up the three-unit "hat anyway, you don't gain much by clearing of the day anyway. The WTF could also
trick" on June 7, and (b) if you contest Omaha on June 7. The Rangers come in bombard Trevieres, if the 352/xx is waiting
Grandcamp without clearing it, you make it handy on June 8, if Omaha is still con- there to take its revenge on US units
easy for the German to blow the all-impor- tested. Of course, if the situation gets really assaulting Port-en-Bessin or the spent
tant Isigny bridge. If you can induce the desperate, the British can help by clearing artillery remaining on Omaha. On the other
German to reinforce Omaha from Grand- Port-en-Bessin so that some of the hand, hitting Isigny with WTF is probably
camp you have already won the battle, spent/disrupted Americans can regroup better, because, if the attack spends all Ger-
because the two mobile Grandcamp units there and make room for an assault on June man units, it prevents LXXXIV/xx from
are sorely needed elsewhere. Even if the 8 by the US 2nd Division. firing (if pre-
352/xx remains fresh after the initial bom- With average luck, though, you will be sent), allows
bardments, you should consider withhold- facing only a token defense of Omaha on 29/175 to reach
ing at least one brigade of the 29th Division June 7. Assuming you won the amphibious Isigny all the
from the initial assault, so that the German assault on June 6, and 352/xx didn't score way from the
will be reluctant to fire the artillery (for fear
of losing the beach on June 6). More-
over, if the German needs to use Impulse
oelsewhere, your follow-up assault may
flip 352/xx before it attacks.
In any event, the American should
take reasonable steps to ensure that the
initial amphibious assault is at no worse
than "+3," if possible. Accordingly, if
two or three fresh CA are available to
interdict the amphibious assault, be
conservative and come ashore with all
units. Nothing is worse than losing on
Omaha, spending the Advantage, and
losing again. Speaking of the Advan-
tage, it has only three uses on June 6:
the initial assaults on Omaha and
Sword, and a successful German seizure big, a smart German will save units and Omaha approach box once Omaha and
of the Montebourg bridge. Because supply by moving all units other than the Grandcamp are cleared, and gives the
Omaha is the highest priority, you should CA out of Omaha on the night of June 6. Americans a decent shot to seize the Isigny
roll the assault on Omaha before the The German also usually will move his two bridge with a 5 MF unit overrunning
assault on Sword. mobile units out of Grandcamp. This leaves Omaha and Grandcamp. If the Omaha-
I believe Maly's concern about the vul- the American with the opportunity for a Trevieres bridge is still standing, priorities
nerability of the two US artillery regiments "hat trick," eliminating the three CA units change and the hat trick could include
to bombardment by 352/xx is somewhat in Grandcamp, Omaha and Port-en-Bessin Trevieres, instead of one of the other areas
overstated. With the 1st Division, the in a single impulse. Make this move early (depending again on German bombardment
Rangers and one regiment of the 29th Divi- in the day on June 7 to get the maximum opportunities).
sion already ashore, the US artillery does benefit from the "+1" dice roll modifier (or Having considered all this, one still must
not present an extra target unless the 352/xx the Advantage). However, the assault on decide whether to try for the hat trick at all.
rolls "+4" or better (only a 16 per cent Caen is a higher priority because the If the Germans have the Advantage, it may
chance). Accordingly, I would generally Advantage may well be lost there. Saving be critical to recapture it. But if the Allies
bring both artillery units ashore with the the "hat trick" until after the risky Caen already have it, the hat trick may be paying
first follow-up assault along with one regi- assault allows the Allies to regain the too high a price for a mere Sunset dice roll
ment of the 29th. If both regiments of the Advantage. modifier (DRM). The maximum overrun
29th are already ashore from the initial A bit of "prep fire" may also be neces- attack out of Omaha into both Grandcamp
assault, the chance of the 352/xx hitting the sary prior to the overrun attempt. If the and Port-en-Bessin against a lone spent CA
US artillery is reduced to less than ten per Grandcamp CA is fresh, the Americans in Grandcamp and a lone fresh CA in Port-
cent. Therefore, bring the artillery units should consider an air bombardment early en-Bessin is very likely to succeed. Whether
ashore as soon as possible. If they come in the day. If this works, the MF cost of the move succeeds or fails, your Omaha
ashore with assaulting infantry conducting entering Grandcamp is reduced to three. force is all done for the turn (except for
a non-mandatory assault, they are not dis- Thus, the 5 MF US infantry can overrun 29/175) and may be vulnerable to counterat-
56
tack or at least bombardment. Even if 29/175 bieres that day. If you can get into Isigny Omaha approach box and you may not get
does make it into Isigny, it is vulnerable to before the German Zone E reinforcements your bombardment anyway. Even if you do
counterattack as well, particularly on a can rush to the rescue on June 9, Isigny get it off, that may well be the last bom-
weather change. On the other hand, if you and Catz will both fall easily. Even if bardment this unit ever makes. Even worse,
hold back units from the Omaha overrun (or Isigny can be heavily defended, the Ger- you have weakened Omaha by one DV and
if the air bombardment on Grandcamp fails) man will have to think twice about taking one step, significantly increasing the
your odds on the hat trick are worse (signif- a stand because the area can be hit by chance of losing Omaha on June 6. The
icantly worse if Grandcamp CA is fresh). If Naval and Air Bombardment, VII Corps Trevieres-Bayeux region is extremely vul-
you fail to clear Grandcamp, you will have Artillery and several divisional artillery nerable early in the game, and any Omaha
done yourself serious harm as the German units in Grandcamp. If the German is veterans which can be fresh in Trevieres on
gets a 67 per cent chance to blow the Isigny stubborn, the Americans can make Isigny June 7 are a big plus. If the Americans won
bridge on each attempt. a massive killing ground if not distracted the initial amphibious assault and 352/xx
In summary, with the Advantage in by "opportunities" in Foret or Bayeux. did not get a big bombardment, you should
hand, it may be wiser to press the attack on Once Isigny falls, life gets easy for the assume that Omaha will fall early on June
Isigny by holding back some units from the Omaha forces. Unless Ste. Mere has been 7. No units should remain on the beach
assault clearing Omaha than to try for the shut down, the German won't be able to overnight other than the Vierville CA.
Sunset DRM by killing the three CA units. spare too much from Carentan. The June 9 This is not to say that the Grandcamp
The Americans look silly if they decline the Zone E reinforcements must cover both units shouldn't be thrown into Omaha on
hat trick and the German succeeds in blow- Catz and St. La. Once the Isigny-Grand- June 6, if they will prevent Omaha from
ing the Isigny bridge. Yet, since the Amer- camp bridge is captured/repaired, the 2 falling that day. These units may even
icans will certainly clear Grandcamp, the CCA comes into the game. The big chal- make a successful assault on Omaha fol-
chance is only one-third, in which case the lenge is to get sufficient forces into Catz, lowing a weather change on June 6. In one
Americans may be able to console them- and then into Carentan, so you can make memorable (but short) game they actually
selves by assaulting Trevieres instead. In the massive assault described above. This destroyed the entire US invasion force! In
summary, if holding the Advantage, the is no easy task, especially as assaults most games, however, you are asking for
Americans should consider sending just across the German-held Catz-Carentan a painful overrun if you have three or four
one infantry unit into Port-en-Bessin after bridge are mandatory assaults. Even if units defending against two fresh US divi-
the overrun and treat the Sunset DRM as a Isigny falls on June 8, the American may sions. Even if you are planning to aban-
pleasant surprise if it occurs. not have enough time to organize all his don Omaha during the evening of June 6,
Assuming all is going according to forces. As the Americans get spread out, reinforcement from Grandcamp is still
schedule, play on June 8 revolves mostly the 20 supply points provided by Omaha risky, because these units will not be able
around the Grandcamp-Isigny bridge. If it may not be enough to refit all units. to escape to safety during the night. The
is still standing, the number one US priority Again, the key is to remember that you are Americans are likely to obtain a three- or
is to get across it. Bombardment may be an heading for Carentan. As long as you four-unit kill on June 7, if you retreat to
unaffordable luxury, because it permits an don't waste impulses in a futile pounding Grandcamp. If you go anywhere else,
extra bridge demolition attempt. Once con- of Foret, and as long as you didn't lose the Isigny is very likely to fall too soon.
tested, Isigny is easy pickings, given its initial assault on Omaha or get the entire Some players have experimented with
"+ 1" TEM and lack of defenders. If the force spent by 352/xx, you will do fine. If taking the Vierville CA as a unit loss so that
bridge is blown, however, because the US forces take Catz on June 9, they can they can totally abandon Omaha during the
Americans cannot afford to spend impulses attack from Catz into Carentan on June 10 night. This denies the American hat trick on
on low-odds repair attempts, they will have to join forces with the Utah group (which June 7. While clever, this is not really
to go through Trevieres and Columbieres, a should be contesting the area already). worth it. The areas around Omaha are too
time-consuming and dangerous process. This puts together the giant assault force vulnerable to allow the Americans total
The "+ 1" TEM of these two areas make for the final showdown. If you don't get freedom of movement on June 7. Besides,
German bombardments of spent US units the ideal setup until June 12 but Carentan the Americans might still get the hat trick
quite attractive. It is a bad idea to attack is all you need, then you can still win if by assaulting Trevieres, Grandcamp and
Trevieres without a good chance to clear it, the day doesn't end very early. Port-en-Bessin simultaneously-even more
because if you merely contest it the Ger- devastating than the traditional kill of the
mans get an 83 per cent chance to blow the OMAHA BEACH-GERMAN TACTICS three CA units.
Columbieres bridge, delaying your advance Omaha is the place where the Germans Earlier articles have indicated that the
for another day. can really put the hurt on the Americans, Omaha-Trevieres bridge must often be
Once Trevieres is cleared, the Ameri- but they must pick their spots. When blown on the first impulse of June 7. As the
cans should make one assault on Foret to absorbing CPs from the initial assault, the German may need to move Panzer Lehr (or
contest it and shorten US lines, but they Germans should try to keep 352/xx fresh as reinforce Ste. Mere) on Impulse 0, this is
should not try to take it unless a 50 per long as possible, but be realistic. If your hardly ideal. The bridge can be blown on
cent chance or better presents itself. A defense is going to consist of Vierville at June 6, as long as 352/xx has made its
failed assault with a full division or more D2 and a fresh 352/xx alone, with both escape to Trevieres. If this unit is already
is devastating, but a successful assault infantry units at D2 and retreated out, and spent, you should retreat it in preference to
with three or more units isn't much better, all US infantry hasn't been landed, it may an infantry unit. Then, the bridge can be
if it doesn't lead to capture of the area. be worth considering taking two CP by flip- blown safely on June 6, because the
Therefore, unless the German center is ping and retreating the 352/xx. The 352/xx infantry units don't need it to retreat to
near collapse, stay with the plan and can disrupt the entire US force with one Trevieres. If possible no more than two
advance next into Columbieres. In fact, swing of the bat, but if your Impulse 0 is to
even the first assault on Foret should not garrison Bretteville, you can be sure that
come at the expense of taking Colom- the US Impulse 0 will come from the ~~~~~ Continued on p. 61
c'ion!combat game that's light years ahead
mpetition." ZDNet
Praise from the media:
" ... sharp 30 engine that looks like it could go head to head
with Quake*". "It's like Rebel Assault* with real game play."
" brilliant graphics." PC Gamer
" a thinking man's Descent. *" Gamespot
"Action gamers take .note!" Computing Gaming World
"Defiance seems destined to achieve noteworthy status. "
Computer Game Entertainment
Game Features:
• First person combat simulator.
Battles with 18 powerful enemies
• Direct 3D enhanced. MMX* ready.
• TruFlow'M technology for lag-free
motion.
• Gun firepower with LaserLok'M
twin-beam targeting system.
• Awesome sound on 8 original sound
tracks, 4 professional voice actors and
over 200 spoken lines of story dialogue.
• Death Match play for up to 8 players
in 9 challenging levels.
"'Trademarks of their respective owners.

Our store is open 24 hours a day on


our Web site: www.avalonhill.com

PRODUCTI
GAMES
DIVISION OF
Avalon Hill Game Company WITH GUTS~
City living can be dangerous.

"Achtung Spitfire™ is a wargamer's dream: dozens of scenarios, an excellent AI,


a scaleable skill system, intuitive interface, multiplayer capabilities, and the list goes on.
Throw in gameplay that makes you sweat bullets and causes you to think in terms
beyond odd columns, and you have a fantastic game." Gamespot.com
Computer Gaming World magazine's headline announced, "Avalon Hill's Finest Hour.
This Battle of Britain Mixes Real-Time Strategy With Turn-based Tactics." The reviewer
went on to say, "For any gamer fascinated by the complexities of many-on-many air
combat tactics, or the Battle of Britain in particular, ACHTUNG SPITFIRE's blend
of depth, variety, and long-term replayability is sure to please."
CG Choice Award; Rating: *****
More great praise from Computer Games Strategy Plus magazine. Commenting
on the player's ability to control each plane's actions, "This strategic element
provides the game with that 'up until 2:00 a.m.' dimension that all great wargames
possess." "Highly recommended." Stamp of Approval Award; Rating: ****1/2
Achtung Spitfire
is a must-have
for your collection.
Defiance and Achtung Spitfire are
available at software stores everywhere
or order TOLL-FREE: 1-800-999-3222. Mac and Windows®3.1 & '95

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German bombers and defenders. . © Copyright 1997 Avalon Hill Game Company

58
~~-~-~~ (jromp.5)

how to handle a baby at the convention. Of


course, slight adjustments were made to our
gaming schedule to fit Danny's. We played
a few games while either feeding Danny or
holding him while he slept. Our opponents
were very gracious, to the point of rolling
dice for us when our hands were full. For-
tunately, there were very few times when
Danny became fussy during which we had-
n't planned on taking a break anyway. We
think Danny actually had as good a time as
we did. He so enjoyed watching the people 1997 NATIONAL CHAMPIONS
around him that, like most garners at the EVENT WINNER EVENT WINNER
convention, he got a lot less sleep than nor- Acquire 56 Chuck Nail Mustangs 20 Andy Lewis
mal. The mandatory shopping trip (at least Across Five Aprils 23 David Metzger* Mustang Furball Dave Davis
Carrie thinks it is) to the Towson Mall was Adel Verpflichtet 54 Thomas Stokes Naval War 47 Lauren Hickok
made as usual. In three years, Carrie still Advanced Civilization 40 Todd Vander Pluym Origins of World War II 16 Bruce Reiff
Afrika Korps 25 Bruno Sinigaglio* Pacific War 8 Gary Gonzales
hasn't sat by the pool; I haven't made it
Advanced Third Reich 17 Paul Ackerman Panzerblitz 20 Dave Giordano
there yet after six years of attendance. Age of Renaissance 106 George Sauer Panzer Leader 20 Rob Beyma*
We are already looking forward to Aval- Air Baron 112 James Garvey Pax Brittanica 12 Ben Foy
onCon '98. We are trying to decide what to Air Force/Dauntless 9 Forrest Speck Paydirt 15 Harry Floyd
do about Danny. I am sure that he will Anzio 10 Tom Olson Peloponnesian War 10 Kevin McCarthy
come with us, especially since more and ASL 81 Jeff Coyle Princess Ryan's Star Marines 38 John EllswOlth
more of our AvalonCon gaming friends are Assassin 18 Bryan Schott Pro Golf 65 Dave Metzger
coming as families. We will probably bring Attack Sub 32 John Emery* Rail Baron 94 Kimberly Lemmons
Auction 16 Ken Gutermuth Republic of Rome 27 Chris Bartiromo
a sitter with us. (Anybody else want to join
B-17 34 Paul Risner Roadkill 52 Sean Cousins
us in hiring a sitter?)
Baseball Strategy 25 Robert Kircher Roads to Gettysburg 24 Joe Bellas
Weare also looking further down the Battle of Bulge '81 15 Phil Evans RuneQuest 8 Allen Then
road and hope that AvalonCons continue to Battle of Bulge '91 8 Kevin McCarthy 1776 8 Steve Packwood
be held so that Danny will get a chance to Blackbeard 40 Mike Wojke Slapshot 106 Dan Metzger
play in the wonderful junior tournaments Breakout: Normandy 53 Jim Doughan Speed Circuit 25 Robert Kirchner
which are held for the kids. This may not be Britannia 52 David Gantt Squad Leader 13 Kevin Welsh
too far off-I heard a rumor that a PRO Candidate 20 Chuck Foster Statis Pro Basketball 10 Dennis Nicholson
GOLF "under five" tournament may be in Circus Maximus 72 John Jacoby Stock Market Guru 18 Debbie Otto
Civil War 8 Henry Rice Stonewall in the Valley 16 Trevor Bender
the works.
Colonial Diplomacy 14 Christian Dreyer Stonewall Jackson's Way 22 Jeff Otto
-Andy Lewis
Cross of Iron 8 Kevin Wa1sh* Stonewall's Last Battle 19 Bob Jamelli
D-Day'91 8 Sean Finnerty Storm Over Arnhem 19 Steve Koleszar
***** Decathlon 55 Steve Cameron Submarine 10 Paul Risner
Here we have positive evidence for the Dinosaurs of Lost World 20 John D. Poniske, Jr. Superstar Baseball 8 Henry Richardson
environment side of the genes vs. environ- Diplomacy 46 Steve Cooley The Russian Campaign 24 Gary Dickson
ment debate. While I shall not discourage Dune 28 Matt Fagan Titan 72 Dave Finberg
1830 50 Daniel Vice Titan: The Arena 126 Peter Staab
selective breeding of new gamers, gentle-
Empires in Arms 16 Jeff Slater Titan 2 29 Brian Sutton*
man, there is hope for the immersion, or Enemy in Sight 64 Tim Evinger Bruce Reiff
Title Bout 24
exposure, technique of recruiting new Facts In Five 19 Stephanie Greenwood Turning Point Stalingrad 8 Byron Stingley*
gamers. Fifth Fleet 8 Jack Morrell TVWars 26 Andy Maly
In this issue you will find on pages 28-29 Football Strategy 32 Paul O'Neil Tyranno Ex 36 Carolyn DeMarco
the photos of sixty AvalonCon '98 National Fortress Europa 10 Randy SchEb Up Front 42 John Emery
Champions (selected on the basis of most Gangsters 49 Jason Wagner Victory in the Pacific 42 Ed O'Connor
participants in the tournaments they won). Gettysburg 10 Kevin McCarthy War & Peace 12 Chris Roginsky
The full list ofNational Champions appears Global War 26 Rob Carl War at Sea 33 Tim Hitchings
Greed 30 Ray Stakenas Waterloo 18 Phil Evans
on this page. The AvalonCon '98 tourna-
Guerilla 36 Gordon Rodgers We The People 40 Thomas Drueding
ment summary report will appear in volume Hannibal 52 Jim Doughan Win, Place & Show 15 John Coussis
32, number I. Here Come the Rebels 19 Marty Hogan Wizard's Quest 22 Gregory Crowe
Let's give a pat on the back to each of History of the World 108 Bruce Monnin Wooden Ships & Iron Men 20 David Metzger
those volunteer game masters who not only History of the World w/bid 34 Bill Crenshaw WrassEn' 26 Jim Dolan
suffered the indignations that any referee Jutland 10 Michael McAnnany WrassEn' Battle Royal 34 Lane Hess
suffers, but also gets to be pestered by me Kingmaker 26 Jeff Clark BestGM William Wible
for a tournament summary (the last thing Kremlin 46 Tracy Graf Sportsmanship Ed Connery
on anybody' s mind when they are London's Burning 14 John Coussis
Team Tournament: Pillage, Then Burn -
Machiavelli 12 Doug Faust
enthralled in the convention action). Scott Pfeiffer AOR, Dave Gantt BRI 8,
Maharaja 19 Henry Rice
-SKT John Emery UPF 8, Earl Anderson PXB = 16 (212)
Merchant of Venus 78 Mark Hunter
# is number of entrants * is defending champion
*
59
them and gain money and scrolls of power
that can eventually give you access to
powerful creatures from your kingdom's
mythology (Norman Dragon, Mayan
Kukulcan or even Thor for the Vikings).
Graphics are crisp, colorful and perfectly
portray each of the historic kingdoms in
this extremely addictive game which also
has full multiplayer capability.
If a more modern era is your cup of tea
take a look at IMPERIALISM from SSI,
which puts you in charge of an empire
during the industrial revolution. As in all
developmental games, you must slowly
uilding a civilization from the Interactive Magic appears to be the typi- build up your economy and forces so you

B ground up has long been a popular


genre in the world of games. From
the old board games ADVANCED CIVI-
cal real-time strategy game similar in
many ways to AGE OF EMPIRES. But sit
down with it for more than a few minutes
can venture out into the world. Power can
be achieved economically through the
manipulation of the commodities market
LIZATION and HISTORY OF THE and you will be amazed at the complex or militarily through conquest and battle.
WORLD to the computer game generation and multi-faceted strategy that is quickly Set in an environment similar to 19th
of POPULOUS, CIVILIZATION and CIVILIZA- at your disposal. century earth, a surprisingly good diplo-
TION 2, this format of game remains very Choosing one of seven historical king- matic feature stands out and becomes
popular today. In this column, I examine a doms (Persians, Normans, Mayans, widely used throughout the game. Just
trio of upcoming civilization-style games Japanese, Chinese, Greek and Vikings) ganging up on smaller powers does not
which continue this long tradition of begins the game as you start out with a always work in this turn-based game and
empire building, conquest and research. simple village and command center. As is can easily lead to several other minor
Microsoft has jumped deep into the norm for a game like this, resources must powers joining forces with a major power
strategy game water with AGE OF EMPIRES be acquired (mines), production must be to ruin your day. "Advisors" (an on-line
designed by the co-designer of CIVILIZA- started (war factories) and research must help system) may be called upon to help
TlON, Bruce Shelley. Taking place from the be conducted (towers of science). What you when you are not sure what to do next
Stone Age through the Iron Age, the player makes this game unique, however, is the and a great set of eight tutorials will
takes command of one of twelve ancient many different aspects of play. Diplo- quickly get you up and running. Balance
civilizations ranging macy is a necessity or is definitely the name of the game here
from the Sumerians to you will be up to your with trade, diplomacy, technology and
the Yamato period in neck in hostile nations. warfare all playing their part in the vic-
Japanese history. Caravans, market- tory conditions. Besides a wide variety of
Play is real-time places, harbors and scenarios a random map- and resource-
with the player (or ships move trade items generator will set up games on the fly.
players) starting with a and help in the acquisi- Modem and network support are included
small tribe that then tion and selling of prod- for multi-player games.
sets forth to explore the ucts. The spy unit can SONAR BLIPS: Interactive Magic has
unknown world, uncov- infiltrate other king- recently released WAR, INC., a real-time
ering resources and doms, possibly ending strategy game with you in charge of a
materials that are the up in positions of lead- mercenary band. Successful missions plus
cornerstones of a fledgling empire. Each of ership and giving you control of the investing in a detailed stock market helps
the empires has varying abilities, strengths enemy forces. Counterspies can help keep you finance the research and construction
and weaknesses designed around actual his- your empire free of spies. As can be of powerful weapons and equipment. On
torical aspects. Different paths in a techno- expected from the designer of renown the sequel front Sierra has released OUT-
logical "tree" lead to various results so vic- business strategy games, the monetary POST 2, yet another real-time strategy game
. tory can be achieved economically as well system is well developed pitting two moon
as militarily. Multi-player capability has a and plays a crucial part in colonies against each
very strong presence in this game with the game. The circulation other. Beside the
opponent and cooperative play available of money and awards will resource management of
over a network or the Internet. Victory con- help boost loyalty, for the first OUTPOST, combat
ditions can be pre-assigned and include troops with low morale is now included and this
playing with time limits, conquest condi- will defect and villagers title looks much better
tions, controlling historic ruins or gathering will revolt leaving you than the original. For
all the ancient artifacts. Finally a very with an empty kingdom. those hooked on COM-
detailed scenario builder quickly creates Loyalty and reputation MAND & CONQUER: RED
custom games with varying maps, units and play key factors in keep- ALERT another scenario
victory conditions. Early game play is easy ing your kingdom together and must con- CD should be in stores, RED ALTER: AFTER-
but you face some complexities as you stantly be kept high. MATH, which adds more new units and
progress further along your timeline. A fantasy element also appears in the maps. The next column will touch on a
SEVEN KINGDOMS by CAPITALISM game in the form of Fryhtans, monsters couple of red-hot Civil War games.
designer Trevor Chan and published by whose lairs dot the countryside. Defeat
*
60
The second "new look" issue, Volume 31, Number ber of you found the deal fishy and didn't take it-
4, received a 4.3 rating, an improvement over the
first. With the initial shock of change having
The though apparently after much exhaustive analysis.
Among those taking the deal, one popular, but
passed, reader feedback has been upbeat and
encouraging. Some readers even rated the informa-
Infiltrator's incorrect, plan B (when finding the Roman with
#49 or #55) was to use both Mago and Hannibal in
tion columns among the top articles-not to deride
the other content, but to applaud coverage of the
Report a Campaign card in which Hannibal leaves I CU at
Rome to maintain the siege points, and sails to
industry as a whole. The AvalonCon tournament Carthage with I CU to conduct a battle with Scipio
scenarios were a big hit, collectively reaping a Africanus. Then, Mago moves to Rome to roll for
score of 147, which would have been the second the siege (50 per cent chance). This Campaign card
favorite article. Credit is due also to Trevor Bender approach depends on suspect reasoning about Han-
for his magnum opus on the Great Campaigns nibal's naval and land chances. The naval modifier
series games (which also had a great many votes for Hannibal going from Rome to Carthage is "-I"
split among three articles). ("-2" for the Carthage's naval allies, "0" for sum of
both port DRMs, "+ I" for Roman PC on Rome;
SERIES REPLAY- note that the en'ata in vol. 31, no. 3 wipes out the
AGE OF RENAISSANCE 249 "-I" for sailing with I CU-only lone Generals get
Hung Up, Skewered, and Blasted 102 that now). With only a 33 per cent chance by sea
Winning at Cedar Mountain . . . . . . . . . . . . .. 88 (assuming there is no storm at sea or bad weather-
The Differences Between 1862 and l863 .... 88 possibilities missed by most contestants favoring a
Teaching Stonewall .... . . . . . . . . . . . . . . .. 83 Campaign), Hannibal must have a 100 per cent
Knocking on the Back Door. . . . . . . . . . . . .. 73 chance of land victory to make this move better
Tournament Scenarios for TRC 62 than Pestilence-as Mago has only a 50 per cent
Commander & Conqueror 59 chance with the siege train and a single die roll.
Tournament Scenarios for PZL 57 Rome would have a minimum of a 33 per cent
ASL Scenarios 54 chance to defeat both moves of the campaign and
Scenario 7: Kelly's Ford 49 In case you didn't read the letters page and weren't then claim victory with its automatic siege roll.
Putting Up the Air in D-DAY 49 among the invitees to the 1997 Origins Awards cer- Even if you use the old naval rule, Hannibal would
Strategic Alternatives 44 emony (or were wrapped up in AH Iron Man com- have to win the land battle two-thirds of the time to
AH Philosophy 34 petition like me) and missed the news, AGE OF make this move better than Pestilence. Yet, Rome
Making a Game of It 28 RENAISSANCE won the award for Best Pre-20th can be holding the Numidian Allies Desert card
MARCH MADNESS card insert 20 Century Era Boardgame, while WOODEN SHIPS (#32), which would give Hannibal only a 7-7 BC
& IRON MEN won the award for Best Computer battle against S. Africanus (not exactly the kind of
Strategy Game of 1996. numbers likely to consistently give Hannibal vic-
The latest hot game is clearly AGE OF RENAIS-
SANCE which drew extremely well at the summer tory the required two-thirds of the time).
convention tournaments, is among the top games
*****
The incipient board wargame market in Russia Though many of you got the point about taking the
being played by respondents and was the subject of
continues to grow. Recently I made contact with a deal and using #49 and #55 as plan A, all but one
the best article in the last issue. I think I learned my
group trying to translate and distribute games in of you stumbled over the issue of plans B, C and D.
lesson about critiquing series replay commentary,
Russia. The task is not easy given customs taxes Our congratulations go out to Seth Fine (Lynn-
when I managed to lose to Bud Sauer this summer
and procedures, currency conversion problems wood, WA) who nailed it on the head.
(but then again, everybody at AvalonCon did, too).
and a generally low standard of living. Nonethe-
The games recently played by the most respon-
less, Ilya Kudryashov and Igor Luckyanov report *****
that Moscow alone has over 100 wargamers and Contest #182 (Once More into the Breach) has the
dents were HANNIBAL: ROME VS. CARTHAGE, significant groups exist in other Russian cities as
ADVANCED SQUAD LEADER, AGE OF beauty of having no "perfect" solutions or logical
well. Through advertisements in Sargeant, a mili-
RENAISSANCE, THE RUSSIAN CAMPAIGN, twists for me to miss. You simply need to outguess
tary history magazine, a Muscovite wargaming
ADVANCED CIVILIZATION and SETTLERS OF the alliance pitted against you and present a move
"club" has been created. Understand that in the
CATAN. that wins (several are possible and I expect about
privatized Russian economy, the term club is
30 per cent of you to succeed-forcing me to con-
more akin to a limited partnership business. They
John Michalski (Oklahoma City, OK) is the winner duct a drawing). With 18 ducats for a bribe, Flo-
have shown interest in AFRIKA KORPS, VIC-
of the feedback drawing and wins a one-year sub- rence has its own army and anyone adjacent enemy
TORY IN THE PACIFIC and PLATOON as well
scription extension. army to use to hold onto one home city (Florence,
as games about history closer to home. I must say
that I am perturbed that The GENERAL isn't in the Arezzo and/or Pisa). With six possible bribe
choices, Florence's options are many. If I read the
***** Russian State Library-but then, unlike Strategy
situation correctly, not all can be countered by
& Tactics, we never ran articles with little more
The Avalon Hill Game Company's FREEDOM IN moves by the alliance. Hence the aHiance took their
than raw data on modern military arms. I wonder
THE GALAXY (computer conversion of the best shot at Florence and wrote the following
if they realize that Eastern Front WWII games
boardgame) is expected to be released in the orders, aimed at holding all three Florentine cities:
remain one of the hottest (maybe overdone) topics
autumn of 1998, allowing players to try their hand
in western wargaming. At the risk of advancing A PIS A-FLO
at fomenting revolution in a galaxy dominated by worldwide business interest in this small but
a brutal imperial government. Meanwhile, Activi- A PIS S A PIS A-FLO
growing market and furthering the expansion of A BOL S A PISA-FLO
sion has licensed the rights from TAHGC to put the hobby, let me give you Ilya's email address:
out a new ADVANCED CIVILIZATION game. A ARE-FLO
urfinjg@msk.tsi.ru. A URB S A ARE-FLO
The game ACROSS FIVE APRILS is getting a
facelift. The piece of art on the original box can A SPO-ARE
On a related note, my own wife has been acting A SIE S A SPO-ARE
no longer be used. (We were using it as a result of as a sort of ambassador, conveying to Volgagrad
a mix-up at the National Guard with regard to F LS-PISA
my interest in publishing art from the Battle of
ownership of artwork and publication rights.) Be F PIO S F LS-PISA
Stalingrad Panorama State Museum. It soon may
forewarned that the ACROSS FIVE APRILS with FFERH
be time for an article on TURNING POINT:
a new cover (which will remind you of BULL STALINGRAD. The strength of the move is in securing Pisa and
RUN) is not a new volume of battles. We are still Arezzo, but the weakness of the move is that if
negotiating to get a second and possibly a third ***** Bologna or Pistoia is bribed to become Florentine
volume of battles into print. The tough Contest #181 (Devilish Deal) drew an and supports Army Florence, a standoff occurs and
enthusiastic responses from those that managed to the grand alliance crumbles under the weight of its
***** come up with most of the reasoning. Quite a num- debt to bankers.
61

units should remain in Trevieres following


the Regroup Phase on June 6, the others
(
COMING
~==~=r=T=R=A=C=T=IO=N=S~
J expanded as well. With three full counter sheets,
the game includes all of the units stationed
within the Eastern theater which could have par-
ticipated in the campaign.
The creation of ON TO RICHMOND also
moving to reinforce Bayeux or to garrison
ON TO RICHMOND breaks new ground by being the first combined
Foret-de-Cerisy or Colombieres. effort of series originator Joe Balkoski and
The Peninsula Campaign:
Once the American has "exploded" off April to July 1862 STONEWALL'S LAST BATTLE designer Ed
Omaha and taken Grandcamp, the situa- Beach. The focus has been equally divided
In the spring of 1862, General George between historical accuracy and playability. The
tion gets dicey. Isigny will be at risk by McClellan sailed the Union Army of the
Impulse 0 of the following day. If the US basic mechanics of the series remain unmodified.
Potomac down the Chesapeake Bay to Fort Mon- However, key changes have been made to the
overrun was not into Trevieres because of roe. From there, McClellan's troops marched up rules for artillery, assaults, flank attacks and
the blown bridge, you have a little breath- the Virginia Peninsula on their way to Rich- retreats to streamline play, eliminate misinterpre-
ing space. The line you are trying to hold mond. At the time, it was simply called "The tations, and enhance the historical flavor. The
is Tilly-Balleroi-Foret-Isigny. Bayeux is Grand Campaign.' Over a quarter of a million changes have been made in such a way that they
men, more than any other campaign of the war, are fully compatible with the previous games in
worth two units and some bridge-blowing were involved in this operation. McClellan's the series and can be applied to them as desired.
attempts, but that is all. Bocage is your plan necessitated amphibious movement, siege ON TO RICHMOND includes a rich set of basic
friend; stay in it. With Isigny being the operations, three different supply bases, and game scenarios, seven in all, ranging in length
weak link in the line, you must hustle as close coordination of ground and naval forces- from 30 minutes to six hours. Scenarios appro-
many units there as possible. I recom- making it one of the most complex strategic priate to newcomers to the series and veterans
mend regrouping the mobile Grandcamp maneuvers of the war. Other games have covered alike include Stuart's First Raid, Seven Pines,
portions of this famous campaign, but ON TO The Gates of Richmond, Flight to the James and
units and LXXXIV into Isigny. If RICHMOND, the sixth member of Avalon Hill's The Seven Days.
Carentan, Villars and Tilly all look safe award winning Great Campaigns of the Ameri- Once these scenarios are mastered, players
for June 7, you may be able to spare the can Civil War series, is the first to depict the will be ready to tackle the full campaign. The ini-
Coutances units for Isigny as well. Blow- entire four-month campaign with all of the tial strategic burden is on the Union player, who
ing the Grandcamp bridge is probably strategic options available to both players. starts the game by selecting between the histori-
worth two or three impulses. However, In line with the size and complexity of cal invasion site and three alternative routes to
McClellan's operation, ON TO RICHMOND the Confederate capital. The southern side has
Isigny cannot be defended to the death, represents the most ambitious project to date in plenty of tough strategic decisions as well.
because you cannot afford heavy unit the Great Campaigns series. Two brand new Forces can be recalled from the Carolinas and
losses in this sector in the early turns. maps, stretching from Richmond and Petersburg Shenandoah. The ironclad Virginia can sortie
When the Americans get a big assault in the west to Urbana and Yorktown in the east, against the Monitor in Hampton Roads. Norfolk
(which tells you that the area is about to depict the Virginia tidal wetlands over which the can be reinforced against a Union attack or aban-
fall), you should take as many retreats as campaign was fought. These maps cover entirely doned. The game contains rules for siege
new ground for the series, starting some 15 miles artillery, amphibious movement, gunboats and
possible and leave only one unit to to the south of the Fredericksburg area covered naval batteries to complete the historical picture.
defend the area. Then, you must immedi- in the series most recent installment, Finally, the system that allows the Union player
ately blow all bridges out of the area STONEWALL'S LAST BATTLE. The character to gain and lose the strategic initiative, a tech-
(only missing on a 1). This saves Catz of this region of Virginia is reflected in the new nique that works well to model the indecision
and St. La for the turn (unless the US terrain types added for the game: two types of that marked McClellan's spotty performance in
swamps, ferries, dams, redoubts and naval bat- his grand campaign. -Ed Beach
player gambles on a bridge-repair
teries. The rule book and counter set have been
impulse and gets lucky).
Frustratingly, the hordes of units
*
which the Germans receive in Zone E on
June 10 and 11 will rarely be able to save WHISPERS • • •
REVIEW. They follow that with the release of
OPERATION SPARK about the relief of Leningrad in
a desperate situation. They are simply too 1943. Their first module of the Struggle for
... Decision Games released Fire & Movement Europe series, WAR WITHOUT MERCY, is a strate-
slow and too far away to defend Catz or editor, David Nicholas, in September and is gic simulation covering WWII in the East with
Carentan. If they have time to make it attempting to sell the magazine... New company corps units plus some divisional breakdowns and
into Carentan, Carentan is probably not in Rio Grande Games will be publishing in 1998 is touted as being more detailed than THIRD
danger anyway. You hope to be able to English-language versions of MEDICI and EL REICH (but without production), but less so than
GRANDE, two popular German games. . . After EUROPA. John Prados has submitted his FUNERAL
avoid moving June 10 units at all on the volume 2 of THE GREAT WAR AT SEA (ready in late IN BERLIN design to Clash of Arms... Mayfair is
10th unless there is a weather change, 1997 or early 1998), Avalanche Press will pub- producing the English rules for DAS KARTENSPIEL
because you can't afford to resupply lish EAGLES OF THE EMPIRE: EYLAU and another (the two-player card game version of SETTLERS)
them if they are spread out over three or wargame... Moments in History entered discus- this autunm... ICE's NIGHT BROOD ARMAGEDDON
four areas. In summary, the defense of sions with Azure Wish about a joint venture on supplement to SILENT DEATH has been delayed to
this region is probably the German's the distribution of RISORIMENTO 1859, which 1998... GMT is planning two Pacific expansions
promises to be a package of battles and a cam- for DOWN IN FLAMES. Their THREE DAYS OF GET-
toughest and most critical task. He must paign and is expected in early 1998. IRON BOTTOM TYSBURG maps went to print in September. They
(with the barely adequate forces avail- SOUND II (with ten scenarios) by Jack Greene is are nearing completion of the SPQR GAMERS
able) balance unit losses against the need expected in November 1997. MiH has also signed GUIDE and modules ]UGURTHA and PHALANX. (the
to delay the US advance. An early with Greene to publish FLEET ADMIRAL. They latter having two battles for DELUXE GREAT
weather change (allowing Panzer Lehr to hope to release DAK II in the Spring of 1998 and BATTLES OF ALEXANDER) along with the game
an updated DECISION AT KASSERINE in 1998 as SARATOGA .. CATAPHRACT has been pushed back,
advance) is your best medicine. Failing
well. They plan to enter the Napoleonic field with probably to 1999. BATTLE FOR NORTH AFRICA
that, a defense in depth gives the Ger- a four-map version of AUSTERLITZ. .. Meanwhile, remains in development. Great Battles of
mans the best shot at survival. Spearhead, having lost Greene's naval game, Designer Richard Berg is moving into higher gear
This article will continue in the next plans to move up release of the first installment of on CAESAR modules THE GALLIC WARS and
issue with Applebaum's analysis of Gold, EAST FRONT BATTLES. .. Clash of Arms had ready ALESIA .. .. Fat Messiah Games is putting out Phil
for August's GenCon four new products: Eklund's multi-player, mutant bug combat game
Juno and Sword beaches and some general
tactical considerations. * LEUTHEN, CLOSE ACTION, AFRICA 1880 (a diplo-
matic game) and THE 1997 HARPOON NAVAL
RAINFOREST, an expansion of INSECTA . .. West End
is releasing a Rebel SpecForce handbook and a

62
special edition Trilogy source book for their STAR fully parlayed its effort into republished, revised
WARS RPG system and hopes to get approval for a games through a traditional publisher. Simula-
number of miniatures. They are also releasing an tions Workshop and Microgame Co-op are taking
INDIANA JONES supplement in December, a PARA- their shots at the game business with a broader
NOIA in July 1998 and eight books in 1998 for array of DTP games. What makes DTP games
HERCULES & XENA . .. FASA is not planning any notable these days is the level of support given Use only short, controlled bursts. Hit the
more products for the STAR TREK RPG line, as them by artists, developers and designers who are weak spots and move out.
This column is dedicated to voicing gamer concerns about
Paramount is liCensing Simon and Schuster for all seeking refuge in them, because traditional com-
how the computer wargame genre can improve. I wish to gen-
Star Trek material. .. Once again, Lucas Film has panies continue to cut back on output. I would erate short, constructive criticism from this magazine's read-
kept another company (Event Horizon Publica- guess that there just might be more game designs ers intended to help advance the computer game design
tions this time) from using the term Battledroids out there than consumers, but the internet has process. Readers, mail me your comments (better yet, email
on a product (FASA's BATTLETECH was origi- allowed fulfillment of the publication dream for them to AHGeneral@aol.com). -SKT
nally titled such)... Daedalus Entertainment, some. The real question is whether the DTP I love playing COMMAND & CONQUER
which filed for Chapter 11 protection from cred- games get replayed or become curiosities that will over the modem, but it seems to me that too often
itors in July, licensed to Ronin Publishing a be haunting auctions for years to come. the combat is reduced to tanks, tanks and more
book for the FENG SHU! RPG. . . Chameleon tanks. I always use infantry and recently have
. . In computer strategy gaming news . . .
Eclectic is cranking out LAST CRUSADE scenarios developed some winning formations, but
Spectrum HoloByte, Inc. (which now owns the
and expansions, MILLENIUM'S END source books infantry are all but useless during the most
MicroProse label) is publishing Epic
and awaiting Warner Brothers approval of important part of the game, base assaults (except
MegaGames' 7TH LEGION, a futuristic, real-time
EARTHFORCE materials for the BABYLON 5 RPG.. for engineers and commandos, and these are too
strategy game featuring MMX technology (Intel)
. New (this year) company Archangel Entertain- special to count) .
to accelerate game speed. The player will con-
ment has released several RPGs and GROO (with -John Turner, cyberspace
struct and lead powerful armies of robots,
expansion set), a card game based on a popular infantry and tanks in a raging world war... SSI I'm glad to see THE ARDENNES OFFENSIVE
comic book character, and is working on the expects to release late this year, a turn-based (SSG/SSI) has some boardgame combat results
game BADLANDS for 1998. strategy game, FINAL LIBERATION, set in the table feeling built into the game. TAHGC' s 5TH
. . Traditionally a method for a designer to WARHAMMER EPIC 40K universe (man vs. ork in FLEET is based on Victory Games' fleet series,
become known by game publishers, the "desktop the 41st century). Also slated for this winter is but a player doesn't see any of the detailed, inte-
publishing" (DTP) craze is blossoming into a STEEL PANTHERS III, focusing on large tactical bat- gral calculations that occur behind the scenes...
business approach with more longevity. By print- tIes using the familiar interface of its predeces- As I often tell my friends, even setting up the
ing components only when the game is ordered, sors... September saw the release of MAN OF WAR [boardgame] counters is a learning experience.
the desktop publisher saves on costs associated from SimCanada... The COMMAND & CONQUER Computer games take all that away.
with wrong-sized print runs and inventory man- add-on disk, AFTERMATH, also hit the stores then.. -George Chow, Milpitas, CA
agement while still getting the design into print, . Talonsoft announced that new release PRELUDE I used to play boardgames in my youth, but it
albeit with significant drawbacks for the con- TO WATERLOO will be the last of the Battleground was always hard to find players. When my
sumer (poor components, payment up front, weak series games, while the platoon-level EAST FRONT brother moved I was lost, until PANZER GENERAL
development). The internet has made this possible (expected in October) will be the first of their (and its nice equipment icons). However, the
by giving the consumer a look at the "inside" of "Campaign" series games. . . Westwood has smaller unit action of STEEL PANTHERS is more
the game before purchase and by disseminating BLADE RUNNER, presumably a first-person action enjoyable. You need to push for ADVANCED
information throughout the cognoscenti who are role-playing game, slated for November 1997 SQUAD LEADER for the Pc.
the main customers. Sierra Madre Games success- release. -SKT -Richard Bradshaw, cyberspace

*
(CONVENTION CALENDAR)
NOTE: We encourage submission of announcements, but please do so at least six months in advance oftbe event to ensure timely publication. Feel free to email informationtoahgeneral@aol.com.

ASL WINTER OFFENSIVE 1998 such as geneology. It will feature seminars, guest email a co-director at dluff@erols.com or
January 16-18, 1998, Bowie, MD authors, exhibits, re-enactments, dealers and tour- avatar@wam.umd.edu.
Sponsored by Multi-Man Publishing and held at naments of computer, board, card and miniature
wargames. Write Celebrate History, LLC, P.O. Egyptian Campaign 1998
the Comfort Inn US Route 301 at Route 50 (301-
Box 70332, Point Richmond, CA 94807-0332 or March 27-29, 1998, Carbondale, IL
464-0089), this seventh annual Balt.lWash. ASL
call 1-800-748-9901 or email info@celebratehis- This 11 th annual convention is held on the cam-
tournament goes from Fri. 1800 to Sun. 1800.
tory.com pus of Southern Illinois University and features
Registration $15 ($20 after Jan. 1). Write Perry
special guests, boardgames (including DIPLO-
Cocke, 1664 Forest Park Ave., Baltimore, MD PrezCon '98 MACy), card games, role-playing, auction and
21207 or call (410) 944-3342 or email Feb. 26-Mar. 1, 1998, Charlottesville, VA miniatures contest. Write S.LU.C. Strategic
p.cocke@genie.geis.com. This fifth annual event sponsored by THe GAMe Games Society, Office of Student Development,
CRUSADES '98 PLACe is held at The Double Tree Hotel (1-804- 3rd Floor Student Center, Carbondale, IL
January 16-18, 1998, New Haven, CT 973-2121). It features a variety of multi-player 62901-4425 or call Joel Nadler at 618-529-4630
The sixth annual wintercon of the Connecticut boardgames, some two-player games, card or email ECGamCon@aol.com or visit
Game Club will be at the Quality Inn Confer- games and miniatures, including demonstration www.siu.edu/-gamesoc.
ence Center and features board and card games, for beginners. Registration before February 5th
miniatures, seminars, dealers and a painting is $25; no event fees. Write PrezCon, P.O. Box 1998 ASL OPEN IN CHICAGO
contest. Write Phillip Spera, 2 Sibley Lane, East 4661, Charlottesville, VA 22905 or call 804- April 24-26, 1998, Burr Ridge, IL
Haven, CT 06512 or call (203) 469-9391 or 961-6953. This seven-round tournament features comput-
eamil Quillup@aol.com. erized pairings using Chicago-style scoring and
COLD WARS 1998
Celebrate History March 6-8.1998, Lancaster, PA includes a team tournament. Scenario list pro-
February 13-15, 1998 Held at the Lancaster Holiday Inn Host Resort vided to pre-registrants. Shuttles to Midway and
Held at the South San Francisco Conference (717-299-5500), this miniatures convention, O'Hare. Registration is $15 but $18 after March
Center, this new annual event for those who love sponsored by the Historical Miniatures Gaming 1. Write Louie Tokarz, 5724 W. 106th St., #2E,
history is part symposium and part convention. Society, will have as its theme this year the air Chicago Ridge, IL 60415 or call 708-857-7060
It will focus primarily on American History, but war of the Great War. Write Cold Wars 1998, or email MGLouie@aol.com. Web page at
also other historical periods and other aspects P.O. Box 5094, Herndon, VA 20172-1996 or member.aol.comlHymesCIWCW.html.
-----------------

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Q RENEWAL 0 NEW 0 o 1 YEAR $48 Postpaid
cc! PLEASE INDICATE METHOD OF PAYMENT
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Overseas residents may find costs cheaper
llJ from agents near them; agent names and
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PLACE
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THE AVALON HILL GAME COMPANY


4517 Harford Road
Baltimore MD 21214

PLACE
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THE AVALON HILL GAME CONIPANY


4517 Harford Road
Baltimore MD 21214
_._---_.
-0 MARINE MARINE MARINE MARINE IMPERIAL IMPERIAL IMPERIAL
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""' ~ PERSONAUTY PERSONAUTY , PERSONAUTY ', PERSONAUTY PERSONAUTY PERSONAUTY PERSONAUTY
0
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:J Company Color Sargeant Battalion First Sargeant Regimental Regimental Commander Sentinel of the Inner Chamber, Star Marshal Grand Fleet Admiral
e!.. Rob "Stonewall" Hay "Iron Mike" Fappenkoff Sargeant Major Col. Tristani McDowell Standard Bearer Elenu Ivan Gregorivich Solistes Andrea Christina
~
() Draw one more
*" * RSM AI-Masum
(The Infallible)
*" * Volpone * * Jellica Ibares
III Once per game, may Imperial Strategy Council
Q.
""' weapon card during Once per hand, may
use a previously used Draw a number of Draw one Dispatch sends supplies. Imperial battlecruiser provides fire
en each Marine Regroup draw one weapon
Shuttle to conduct a cards from the free of charge during Once per hand, may support and blockades Citadel.
0 Phase. card at random from
new Ballistic Weapons Locker draw two cards from Once per hand, may
-
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1) Once per hand, may
Insertion. Draw two equal to the number
each Marine Regroup each other Marine
Weapons Locker to negate a Guard REIN,
:0 play two weapons Phase. player. You must give
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C") vehicle or energy during each Marine Examine and give one substitute from your characteristic.
rn weapon. Regroup Phase. per Marine player. hand.
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CJ5 Schenectady Morris
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(1) Sister Grace
* Silverberg
*" Louis Raab
*" *" Laureen Petitbone
*"Giuseppi O'Brien
* Indira O'Malley
);! Once per hand, may Once per hand, but
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stop one player from inch guns of the your Marines may take one Marine from a capture result weapon card during
~ Schenectady. Draw a game, you may add a
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card from Weapons Once per hand, ignore
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firepower, reduce the played. your hand from the ready status) to hand. to your hand. any vehicle penalty to
rn Guard skirmish value your Marine's
Ready Room.
by the card's value. weapon.

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play during each !Urn play during turn play during each turn play during each turn play during each tum play during each tum play during each turn

MUHAMMAD IRENE PLATO JESUS CHRIST BUDDHA LAO-TZU CONFUCIUS


(AD 570-632) (AD 752-803) (428-348 BC) (5 BC-AD 33) (563-483 BC) (604-531 BC) (551-479 BC)
Founds religion of Islam and writes First woman to rule the Byzantine Founds the Academy and writes Founds Christianity during public Attained enlightenmeut and Wrote the Tao-Ie Ching and The "Great Teacher" who founded
the Koran. Empire. The Apology. ministry in Palestine. founded Buddhism. founded Chinese Taoism. China's system of moral conduct.

In Epoch III, player places In Epoch II, player places 1


In Epochs IV-VII, player Player may draw one event In Epochs III-VII, player free army of a past empire Player receives one extra
1 free army of a past army
rolls one die: on a 4-6, the card from player of the rolls one die: on a 4-6, the VP for each monument in Player receives one extra
in Palestine. In Epochs IV- in any area of India. In
event acts as a conquered Byzantines (if played). event acts as a conquered China and Nippon VP for each monument in
VII, player rolls 1 die to Epochs III-VII, player rolls
resource symbol for Otherwise, draw one event resource symbol for possessed. China possessed.
convert armies in adjacent I die to convert armies in
building monuments, on a card from player of the building monuments, on a adjacent lands:
lands:
1-3 there is no effect. Romans (if played). 1-3 there is no effect. 6 converts 2 lands,
6 converts 2 lands,
Otherwise, no effect. 5 converts 1 land,
5 converts 1 land,
J -4 converts none. 1-4 converts none.

-~ - ~ .,

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