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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
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5
I
6
A Preface to Peiper
by Stuart K. Tucker
ASL Crossfire
KGP7
The Bridge at Cheneux
by Robert Banozic and Rich Summers
GERMAN
(Rich Summers)
Rating: 60% Pro-German
~
~~~ (Robert
AMERICANBanozic)
Rating: 60% Pro-US
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
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
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)
u
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!
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)
~'
: :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
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
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
Movement. _ Address _
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).
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
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
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.
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.
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
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
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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 ~
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
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8 :i; S 1 = S I 1 2101 3 1 ~1:i 18
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~
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,-----
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
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I 1 4 r t 2 CIII 2 0 c 0 2 C(I) 2'
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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.
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
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
PRODUCTI
GAMES
DIVISION OF
Avalon Hill Game Company WITH GUTS~
City living can be dangerous.
The skies over Britain were filled with 4517 Harford Road, Baltimore, MD 21214 • Toll Free: 1-800-999-3222
German bombers and defenders. . © Copyright 1997 Avalon Hill Game Company
•
58
~~-~-~~ (jromp.5)
*
(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.
-----------------
E
Name _ o I YEAR $18 Postpaid
2
o 2YEARS $29 Postpaid
Address _ o SINGLE ISSUE $ 5 Postpaid
CANADA &
MEXICO:
City / State _ o I YEAR $36 Postpaid
o 2 YEARS $65 Postpaid
ACCOUNT NUMBER
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