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You love playing games, but sometimes you'd rather build


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What makes a good wargame?
Judge for yourself when you read the reviews whi ch fill every issue of
Fire & Movement magazine, the forum of conflict simulation

r\liì $Ìì lJ
For over 1l years now, Fire & Movement has been serving wargamers as the
leading independen forum of conflict simulation. F&M provides the most award
winning in-depth game reviews, the kind that allow you Lo make the right buying
decision.
In a recent readership survey, over 97lo of F'&M readers said that F'ire & Movement
had helped them make their buyinlg decisions. With new wargames costing about $25
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What makes a good wargame


better? The variants, new scenarios and incisive wargame strategy articles
that constitute every of Battleplan. issue
Now Fire & Movement, the highly successful wargaming review magazine, has
a sister publication, Battleplan.
Battleplan has a lot to offer wargamers who actively enj oy their hobby. Featured
in every issue is either a "mega-variant" (including additio nal va riant maps, cards,
counters, etc.) on a c urrent popular wargame, or a complete mi ni-wargarne itself
(11"x1?" color map, 3- 6 pages of rules , low to moderate complexity ). Yes, Battleplan
believes in "fun little" wargames you can actually linish in an evening!
Battlep lan specia lizes in variants, scenarios, errata and strategy
ö; ö; öt lol: O: Ë¿
articles for popular w argames, too. To make thi s publ ication even more
6-6 6-6 5-6 4-6 4-6 useful to active warga mers, each issue also incl udes a classified section
for Opponents Wanted ; [3uy, Sell, Trade and other types ofreader service
Ë,
8-6
Þ<];
a-4
Ëi
8-6 7-4 74
Ë. ads
7-4
Battleplan is a ¿sers magazine for the active wargamer where old
tal,
4-6
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4-4 4-4
ñ9.
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favoriles find new life in varianls and scenarios. Battleplan is where
your hobby can be shared in every issue you read (or write for!). Enlist
now ønd pick up ø nero llattleplan!

Why not be a wargame reuuiter?


A¡r Strike
Air Strike expands the the proven and and successful Air.4¡7 remember. on today's battlefield, what
as well; but remember, With the ultimate start-up kit, The Beginners'Guide to Strategy Gaming
Superiority
Superiority system to encompass air strikes against can be
can be shot at at can shoot back.
can shoot We've creaLed a specially prepared "tool" to help you bring new
targets on
targets the ground.
on the ground. New
New rules
rules cover:
cover: Terrain-
Terrain- Air Strike
Air Strike includes
includes 25 25 scenarios suitable for
scenarios suitable people to the fascinating hobby of historical simulation gaming.
following flight, air-to-ground
following (including straf-
air-to-ground attacks (including solitaire, two-player, or
solitaire, or mUlti-player play. Ranging
multi-player play. 1'he Beginners' Guide to Strategy Gaming brings in the novice
artillery, and
and bombing), antiaircraft artillery,
ing and and surface- from the
from the Mideast to Germany, from from Afghanistan
Afghanistan to with ease and style, and comes complete with a copy of lhe
to-air missiles
to-air (SAMs). Air
missiles (SAMs). Air Strike
Strike continues ,4/
continues Air Africa, these scenarios provide players with a wide
GDW/F&M introductory wargame The Battle for Moscow.
Articles include. 'I'he Basics, An Introduction to Game-speak,
Superiority's easy-to-Iearn
Superiority's f ormat. Rules
easy-to-learn format. Rules are variety of complex and interesting situations. Several Several Notes for Solitaire Play, 'lhe Principles of War for Wargamers, A
presented in in aa programmed structure, followed by can be
can be played bothboth as solitaire and
as solitaire and asas multi-player
multi-player Beginners'Wargame Library, and nrore. This could well be the best
demonstrating their use.
scenarios demonstrating briefing booklet brings players up-
simulations. The briefing $5.95 you ever invesled in your future as a wargamerl
Ait Strike
Air provides 32
Strike provides 32 new
new aircraft for the
aircraft for the Air to-date on the weapons and and aircraft included in this
Superiority system,
Superiority system. including: the Warthog
Harrier II,
F-15 Strike Eagle, Harrier
(A-10s),
Warthog (A-lOs),
ll, Alpha Jet,
Jet. SU-25, and
game. It
game. lt is a helpful aid to
limitations
to learning
learning the abilities and
limitations of the aircraft and weaponsweaponsin in Air Strike.
DTI publications are available at better garnê,
provide the varied
multi-color maps provide
MIG-27. Six new multi-color Air Strike Superiority
Strike is the second game in the Air Superiority book and hobby stores wherever wargames are sold.
and treacherous terrain
terra¡n over which players must find series. You must have Superiorify in order to play
have Air Superiority
targets. Included
their targets. lncluded areare 480 counters, represent-
48O counters, represent- Stilke.
Air Strike. Game If you don'f see them, be sure to ask f or them ! !
everything from
ing everything from radar
radar sites to the most modern
air-defense missile and gun systems in service today.
Trucks, tanks, infantry, and other targets are provided
modern Not available

$22.00.
$22.OO.
October 15.
until October GOW
GDWF.åtr";lt
PO Box
Box 1646,
1646, Bloomington,
Designers'
Workshop
Since 1973
Blmmington, IL 61702-1646
61702-l&6
These fine wargarning publicalions are also available direct f'ronr the publisher, Diverse Talents, Inc.,5374 Village Road, Long Beach,
California 90808,. (213) 420-367 5. A sanrple issue ofl Fire & Movement is 94.00, and a six-issue subscription is 920.00. A sample issue of
Battleplanis{i3.00,andasix-issuesubscriptionis$l5.00.Thelìeginners'GuidetoStrategyGamingisgS.gS.Canadianaddresses mustaddan
additionaì 609 per Íssue fbr poslage and handling, overseas addresses r¡rtrst aild {i l.25 per issue for surface mail. Al} payments must be in US funds,
drawn on a US bank and made payable Lo l)TI. Visa and.Mastercardoccepted
Available at your local hobby from GDW.
hobby shop or direct from GDW. (Add $l for handling.) Send for our free
(Add $1 free catalog.
catalog ci¡cle Ræade¡ seryice # 18
6 circle rieader sepice # l9 )
Iü#
29. Your age: I = 13 years old or less; 2 = 14-
BATTLEPLAN 17 ; 3 = 18-21; 4 = 22-27 ; 6 = 28-35; 6 = 35-45;
in seeing tlæ game prod,uced øs a mini-
worgarne in o future issue of Batlleplan.
Feedback Questions 7=46-59;8=60plus. 46.Seige andSolly. Atactíca,l level siege and
30. Your ser: I = nrale; 2 =female. assualt ofmedieval castles. Variations o¡r set-
Issue #4 September/October lg87 piece sieges would make each game
31. Your years ofeducation: I = I I years or
less;2 = 12 years (i.e. completed high school); interesting and different.
Hout to use the Feedback Response Cord:
After you've lìnished reading this issue of 3 = t3-15 years;4 = l3-15 years and oúiII d¿ 47 . Baloan 1941 .The U.S. Army vs. Japan in
college; 5 = College graduate; 6 = College one of the few non-amphibious battles in the
Battleplan, please read the l'eedback
... -- - - = ..-..-... ....... --
questions below, and give us your answers by graduate sùill in school for a higher degree; Pacific. Operational scale (Regiments, 2-week
- -...
r-
--
--
----
r-
-- ~ ----
c - - =:::..-... --r- r-

-
.-

-- -
7 = Masters or Professional Credenüials; turns), historical & free deployment scenrios, j!ff :==
writing the answer-numbers on the card in
the response boxes which correspond ùo each I = Doctorate. plus'What ifs?"
--
..-
.-
- - i ..- --- ---
--- I ~ ... - -
E ..: -- ..
-
.. ..E
::: £
!
quesôions number. The response card is to
your right, on ùhe bottom corner.
Please be sure to answer all questions (but, do
32. How long have you been playing
wargames? O= less than a year; I = l-2 years;
2 = 3-4 years; 3 = 4-5 years; 4 = 6-? years;
48. Tlrc Plwney líor. A hypothetical
simulation of ar¡ October 1939 Anglo-l'rench
attack into Germany, Strategic scale (corps, I
- ------ ---.. ----- - - :...--- - ---- ----- ---
..-
- ...--
;;;;;;::--
--= ...- - :
=- --- ---- -----=- ----
.r..- ... ___

not write anything in the box for question- 5 = 8-10 years; 6 = I I -15 years; 7 = 16-20 month turns). Politics and gas warfare (is
nunrberg labeled'no question"). Your years; 8 =20-25 years; 9 = 26 + years. there a difference?) may be included.
answers will help steer Fire & Mouement anð 33. What is the average nunrber ofhours you 49. Dauout ot Auers¿odL First in the
Battleplanmagazines, which will, in turn, spend playing simulation games each month? 'Napoleon at" series of games simulating
noú
help steer the'hobby. 0=none; I = lhouror less;2=2-5 hours;3=6- the r¡ll¡¿r battles of the Naopleonic era. Would
Wlwt llæ numbers mean: When answering t hours; 4= l0-15 hours; 5= 16-20 hours; use ihe same, simple Napoleon at Waterloo
questions, "0" always means NO OPINION or 6 =21-25 hours; 7 = 26-30 hours; I =31-40 system we all grew up with. This battles
NOT APPLICABLD. When a question hours; 9=41 hours or more. featì¡res Marshal Davout whos 2?O00 men
requires a 'yes or no" answer,'1" nreans YES 34. How mâny warganres do you posses? beat the maiu Pru¡sian army of 63,000 while
and "2" means NO. When the quesùion is a 0 = none; I = l-25;2 =26-100; 3 = l0l-150;
Napoleon fought at Jena, October I 4th, I 806.
rating question,'1" is the WORST rating, "9" 4 = 151-200; 5 = 201-250; 6 = 2õl-300; 7 :30r- 50, SoultatCorunna.The second game in the
is the BEST rating, "5" is an AVERAGE 350; 8 =351 -400; 9 = 4Ol or more. above described series. This one featu¡ing
rating, and all numbers in betweeu express Marshal Soult vs. Moore at the ramparts of
various shades ofapproval or disapproval. 35. Since last issue, how much ofyour
wargaming is done on a conpu¿er? I = none; Corunna, Spain inJanuary ofl809.
Th.e following questions ask youto rate th¿ 2=very little; ...5 = half; ...9 = all. 5l . Th¿ American Reuolution: Iæxingtnn ond
articles in this issue I I : poor; 9
ercellent;: Coneord. This would be a complete simple yet
0 : no opinionl. Be sure to rate the article, rwl 36. Since last issue, how much ofyour
intriguing set of miniature rules. Could easily
tlæ game, book or prod,ucl reuiewed! wargaming is played solitaire? I = none;
be a complete series.
2 = very little; ...5 = half; ...9 = all.
l. Editorial 52-54 No question.
2. Two New fuuad Leader Scenarios 37. How many game conventionsdid you
3. Panzers ai Kursk Scenario attend in the last year? 0 = none;l =l;2=2;
4. Blue Max Campaign Ganre Variant ...9=9ormore. 'I'he results of lhe follou,¿trg questions æil.príse th¿ ststistias iù
lh¿ Fire & Movemeü Games Batíng Chørt. After eøch gane
5. Shogun: The Complete Game Replay 38. What complexiLy scale are your favorite tille there øre s& ques,brc l¿tt¿r¿d'A" ehrough"F", Ilnless
6. Ambush Mission l7: Illock Party wargames? 1 = introductory; 2 =introductory olh¿rwisc wt¿d, thca¿ queslíþr.t are a,æuuretl wilh a"l"
Conrplete Mega Variant to low; 3 = low complexity; 4 = low to ( poor ) thro ugh'9" ( exælleú) ratirg.

7,In Proise of Old,er Wargarnes moderate; 5 = moderate complerity; Questioo A- What did you tbioL ofthe game's play balaace
8. Battlewagon Scerrario Series 6 = moderate to fairly compler; 6 = fairly and "e¡citemeut lsvel'(was it challenging aDd intsreõting
for both sides)? In efecl, how was it as a gøn¡¿?
9. Fortress Arnerica Variant complex; 7 = I'airly to highly complex;
l0.TAking Another Roadto Moscow 8=highly complex. Question B' \r/hat did you think ofthe game's perceiued
¡êalism (does it "fsel' historically accurate)? Iû sfect, how
Eastern Front Solit¿ire Variants was ¡t a6 an histÒriel sinuls/iol?
I l. Battle filr Moscow Winner f)eclared
39. Pick one topic which you would most like
to see rnore games and articles about: Question C- What did you thiuk ofthe quality and
12. Thc Relief of Wake lsland "completeness" of the game's nles (was €verl¡thing
Midway Scenario I = Ancient (Rome, Greece, Biblical, 3000 BC- thoroughly erplained, iacludingeramples and illustrationsl?
13. Garner's Guide Classifieds
600 AD);2 = Dqrk Ages and Renaissance (600
AD-1600 AD);3 =30 Years War and Pre- Question D What did you thinÌ. ofthe physical quality of
I 4. \lVriters Guidelines the game's com¡nnents (map, box, courter, art & illustra
15. Feedback Forum Napoleonic (1600-1790); 4=Napoleonic tions, rules booÌ., and./or CRT scree¡ di6play6 for conputer
(1790-1830); 5 = Civil War (1830-1900); games)?
16. Feedback Survey
lT.Issue Auerall 6 = World War I t I 900- 1930); 7 = World War lI Question E What did you thinlc oftbe gam€ overall, both as
(1930-1947); 8 = Post World War ll (194? to a gcrre and as an historiral inulqtør¡ o¡ a given topic a¡d
18. Cover Art scale as well as the physical product quality? The siogle
19. Issue layout and design
present); 9 = Present and l'uture. value at which yoù ¡a[e this must be considered as a
syDthesis ofthese elemsnts, and ths gan€'s succêss at
40. No question.
20-23. No question. merging them.

24. Was this issue belter than the last one?


'f fu follawing questions corl,cern current Question F- Did you receive your money's worth for the
wargøming hobby trends anditsues. game?(1=Y€s;2-No).
25. Assunre that you don'l subscribe to If your have not plø¡¡ed these guntes, or have røt played thent
Baltleplan. Would the quality of'this issue 41. Are you currently a subscriber to Fire & ùØugh to be abl¿ to accurtlelX euølualc then, únply pløóe 0's
alone rnotivate you to subscribe? Movement? it øll lhe boxes.

26. How many others, besides yourself, wíll 42. Chose one type of'IJg!!þpþ4 article type
whicb you would like to see more of each
read this copy of Baltleplan? 0 = no¡re; 1 = l; issue: I = Quick & Dirty (short) variants;
2=2:...9=9 or more. Shog¡¡n (MB) Blue Msx (GDW)
2 = Mega variant features; 3 = Secanrios; 55.4(âsagame) 68.,{(asâgame)
27. For how long have you had a continuous 4 = Errata; 5 = General interest articles (like õ6. B(a6asinulstiotr) 69.8(asasimulation)
aubscription tn Bottlepla.n? 0 = I am not a ó?. C (the rules) 70. C (th€ rolês)
Solo Play and The Art of Mahing Counters ã8. D (the graphics) ?1. D (the graphics)
subscriber; l:This is my first through third Beautiful't;6= Classified ads; 7 = Game ó9. E (ovenll) ?2. E (ov€râll)
issue; 2 = This is my fourùh through sirth replays; I = Strategy ar[icles and playing tips; 6O. F (moaey's worth) ?â. F (motey's woÊh)
issue; 3 = This is my second continuous year as 9=Feedback Forum. 61. No que6tiou
Båtdewågon (TFG)
a subscriber; 4 = This is my third through fifth Panzers at Kùsk (TFC) ?4..{(a8agâms)
year as a subscriber; 5 = This is my sixüh 43-45. No question. ô2,á'(asagame) ?5.8(asasimulation)
63. B(asasimulâtion) ?6. C (the nle6)
through eighth year as subscriber, 6 = I've
a Rale the follouing proposedBø1!!gþn mini- 64. C (the rules) ??, D (the Sraphics)
been a subscriber for over eighù years. uargatnel on a 1 ta I scale, uith I ,2 , or 3 little 66. D (the g¡¡pþl¿s¡ ?8. E (overall)
intaresl in seeing tlw game : 4 , 5 , or 6 66. E (overall) ?9. F (money'e worth)
28. Did you send in the feedback card for your 6?. F (monsy's worth) 80. No questio¡
last issue ol'Bo ttleplan? indicating some interest in seeing, tl¿e ga¡ne;
ønd 7,8, or 9 indicating consid,eroble interesl

-4( Circle Reader Service ## 1I


ReaderService
ffiffi ffi.'Þ BATTLE PLAN #4
BATTLEPLAN #4 BATTI.EPTAT{ #4 PAGE 63

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EDITORIAL
EDITORIAT FEEDBACK QUESTTONS

MffiFF
¡öáÉüåÉËñt¡ffiry
ffi Feedback Forum
This section is where we re-
spoird to the remarks made by our
spelling errors to fall through the
crøcks. In the end, lhe object is for us
to create uariants, scenarios and,
strategy articles you ca,n !!&.
tory Europa series gante, whiclt
'John Astell has alccepted worh on;
and finally, the Inuasion: Sicily
rnega-uariant for Aualon HilI's
readers through their Feedback We øre rnaking ø conscious effort Anzío gdme seemed, to be of
your questions and
Ca'rds. Perhaps to co,tch rnore of the spelling errors, eonsiderøble interest as well (if
SHOGUN comments will appear here next
issue.
though. As for the printing, beg-
inning in our second, year, øfter the
Brian Knipple of Virginia Beøch,
Virginia, is reading this, go ohead
circulation høs built up a bit more, onthe project!).
The Editorial Don't cover games featured in ute should be øble to afford better
house organs such as Nexus andThe paper, which will hold the inh better. This magazine is a great idea,
byPete
by Pete Flahive 'General. I Look for that around issue #7.In the especially for we solitaire gamers.
-R. Rochlitz, Middle Village, NY. rneantirne, please bear with us. This What, however, is CounterAttq.ck
rnagøzine has to pay for itself to magazine?
Becøuse Battlenlan is an inde- remøin uiable, so ue øre currently .R. Yingling, Westminster, MD.
'pendent møgøzine couering euery under lh.e conslr:aints of a tight
rnanufacturer's gd.n7es, there will bud,get while circulation grows. Thanh,s for the kind words. Most
always be so¡ne ouerlap with their Perhaps you should. consider giuing wargaming is probably still done
. i'. ,.r - ' trusl,ed at âll. AfterI "house organs.' Our object is to offer gift subscriptions to all your friends solitøire, so we know how you feel.
'
betrustedatall. After.f took
took his "Sticks and
"Sticks and stones will break
stones will my
break:my for Christmas this year. 9ee the CounterAttack is the new mil-
HISTORY I SIN
HIST ORY IS IN,' castle
castlè'from hirir and
from him
thecolltinent,aH
and kicked him off
the:conliinent,.all he he could
óould think
bones,
boines, but names
me, Vince!"
will never harm
names will
ua,riety, so that euery issue couers
sornething in eueryone's gam.e closet. s.pecial Gift Giuer offer cørd, in this
ß8Ue.
itary history magazine with ø game
in each issue (sound, fømiliar?). It's
THE EYE OF'
;THEEYEOF getting back at
about was getting. at me,
ne. That
Thq,t being produced by Pacific Rim
:TIrE'
TIlE' ,'i
is bot
is hot the
the way:
way to play the
to play
You should attack evetyone
You
the game,
game.
everyone fairly
And
And to to Robbie",
Robbie... I really don't
appreciate the fact that you let the
Please consider reprinting issue
'#2. -Anonymous. If you can keep the cost down, Publishing, who are listed in the
tsøttleplan should be a hit for the GAMA Directory øt: 600 Las Vegas
without pickíng on
without picking certain in-
on certain air out of my my tires,
tires. How would you At some poiint, we probøbly will. eirperienced gamer. A mini-game BIud. South #450, Las Vegas, NV
REPORTER....
REPORTER .... dividuals. I needed that castle, and
dividuals,
he misunderstood *hqt II meant
it if ,that
like it
like that happened
bet you wouldn't
happened to you? I
to you? The ftrst two or three issues might be would be a welcome addition. 8910 1. J effry (Grenød¡er. magazine)
he misunderstood, what would4't like it one biL
bit. reprinted in the old SPI I S&T -K. Ayres, Belfair, WA. Tibbetts will serue as publisher. You
or
or when we
when set up
we set
(Besides, I didn't
(Besides,
our treaty,
up oZlr treaty.
didn't do it again).
again),
nbook'
format. This format wøs how Please do the ZuluWar.
should be able to get more details.
I CANNOT
CANNOT LET ., I won't belabor the point since
I'm not not one to gloat over
one to over decisive
they reprinted their eørliest issues in -J. Matthews, W. Covina, CA
gitper thich rnagazine "books," with
directly from Pøcific Rim.
Also, ït's net true that I talked victories, but
it's nôt but I did I'd like to know more about
YOUBE
YOU BE Paul
Paul and
and Robbie into attacking armies all by
Robbie into
did knock off four
by myself, and cleverly
six issues reprinted in a single book.
We are still debating this, but expect EørIy ganxe feedback ratings Trench l'Íør. When did it come out?
Alan, I simply pointed out
Alan. to them ou[foxed
outto
MISLED.
MISLE.D. outfoxed nìy
both that Alan could represent a opportunity.
both opportunity,
my opponents at at every it uill be so¡ne time'since the cost of lwue shøped the production schedule
reprinting is uirtually lhe same as for the first Battleplan mini-games,
Is it new or out of print?
-J. Sprugeon, Kansas City, KS.
grave threat to their flanks.
flanks, Sure.
Sure,
printing d, new issue. At thøt point, it and this is as good a place as arry to
When you turn to page page flifteen
fifteen Alan will claim that Ilover-stated
over-stated If
Ifany of you would like further
any of further beaomes a ma.tter of money. a,nnounce what the schedule is Perhaps the gq,me you're
you will find an article that
~ill Iìnd that reports
reports the situation, but
the but ask Alan if
ask Alan if it information on on this
this game...
game,,, Such
Such into. referring to is Trench Foot, a.n ou.t-
deueloping
on a
on battle of
a battlc Shogun, In
of Shogun. In some isn't true that I also kept pointing as whal what I was thinking
thinking when I was
was Battleplan is badly needed in The highest rated gam.e was fu of-print game of low complexity
ways itit actually does report the
does report out to
to him
him what a a threat playing (t
threat Vince playing (I call
call that
that my
my inner the hobby and much appreciated. Rocþ, the hypothetieal inuasion of couering WWI lrench warføre at the
progress ofthe
progress of the battle, yet there
there are represented to his flanks.
represented Sure, It's game),
flanks, Sure. game), or other sure-lire
sure-fire strate-
strate-
a nurnber easy to
easy to forget your friends, gies, All is well, except the printing is Gibralter by the Axis during Wor\d tactical leuel.
number of errors and and inconsis- forget your gies, contact me me in care of
in care of the somel,imes blurred. War II. Christopher R. Cum.mins, The gørne was produced' by
tandes that II fe'el
tancies fe'el must be
be cleared especially when they're
especially only trying
they're only trying magazine.
magazine, There's a a lot more to -T. A. Baney, Waterbury, CT. Editor of the Moues section of The Game Designers' Workshop in 1980.
up, Not for any
up. any personal
personal reasons, to help
to help out.
ouL
but simply so that the record
reasons,
record rnay
may
talk about.
talk abouL
You need to proofread your copy WJIW, designed it for us and, It was designed by Fra.nk Chndwick
*beer and pretzels"
depend.ing how much deuelopm.ent to be a good
be set straight,
be straight, and history cor- Of course, sour apples' peoplepeople better. I'm a terrible spellerand I
cor- worh there is to do, that game should garne. Originally, it sold for 810.
rected.
rected, will attempt to belittle certain certain MAKE THE
MAKE STRATEGIC MOVE
THE STRATEGIC MOVE
caught several errors.
appeør in issue #6. The reason it was not a giant suecess
people's victorys due to the fact
people's AN D SAVE!
AND SAVE! Send
Send foryourFREE
for your FREE
-T. Moon, Tyler,'fX. Zulu War also rønked uery high, was beca,use A House Diuided. ca¡ne
In the
the fìr'st
first place,
place, I,1, at no time, that
at no,time, that they
they can't stand to
can't stand see certain
to see certain Complete Gaming
Complete Gaming Catalog.
Catalog. Clean up the typos! ønd has been designed. by Erieh out øt the sa'me tirne (they were both
turned
turned <rn anyone with
on anyorìe whom II had
with whom people triumph
had people triumph time time and
and time
time K. Taylor, Westmont, NY. Faust, ø uetera.n writer for many of released øt Origins that yeør), and
aa treaty. the truth Strategic
treaty, 'l'here
There ¿{røswas ân again, but
instance again,
an instance but the truth of
of the
the matter
matter cMoves the hobby's reuiew magazines. It's absorbed most of Frønk's energies
where someofü
where someone who was not
who was privy is
not privy is that
that clever plans will
clever plans will overcome
overcome x
Ilonestly, we'll be the last cute q,s can be, but we need some whenprod,uced
?-",''''i
time if
to
to our secret negotiations
our secret negotiations could could superior forces every
superior forces every l,ime
person is
if the
the
f/r: magaziìpe in this industry to claim nrore blínd. testing from interested
have
have construed
as
that
that he
II later
construed my
a violation of
asaviolation
and II had
he and
explained to
later explained
my attack
of the
attack on

entered into.
had entered
Paul, II had
to Paul,
Paul certain
on Paul certain clever
cleveI', In
agreement· clever.
the agreeinent
As clever
into, As
had to least not
to least
clever person
In fact,
clever II can't
some of
fad, some
even explain
can't even
without writing
not without
is reøIly
of it
really
it was
was so
explain it.
writing about
about
so
it, At
At
/-

STRATEGIC MOV.ES
STRATEGIC MOI[ES
Dept
DePt E
Þ
- perfection! Most of the materiøl
submitted for Battlenlan is from the
non-"professionø1" writers of the
hobby, ønd that is fine with us. You,
players before it wiII be read'y to
publish (q,nyone interested? ) .

W.,
Also ranking high were Ca,se
which Alan Ernrich and
t1
t^a>
Hel¡copters
do itit in
do in order
order to to. help him, (Besides,
help him. (Besides, twenty
twenty pages.
pages, Sorne people will
Some people will gogo #36 The
The Arcade.
Arcade. 6565 Weybossel
Weybosset Street
Street

ffiF
#36
Providence, Rhode
Rhode lsland
Island 02903
02903 the auerage wargd,mer, constitute Rodger MøcGowan øre working on,
II didn't
didn't do do itit again).
again), so far
so faras
as to shout, "l)umb
to shout, "Dumb luck!"
luck!" Providence.
(401) 351-0362
(401) 3s1{'362 our writer pool, and we expect more but ti¡ne for lhem is very limited;
'bad gram¡nar and a few more Battles for the Crimea, the introduc- Moblle Unlb
Robbie cannot them II can CircleReader Service ## 22
ReaderSeruice
Then,
Then, of course, lìobbie
of course, cannot WelL, to
Well... to thern can only
only say,
say, Ci¡cle
although longer
like those used in the General will be
dered as well. Naturally, detailed
ples of play, indicating spocific board ílll
s and unit locations, combat results ,\il
s, die rolls, etc. almost entirely
tute this type of analysis article. A
PAGE 3

must really have folt like he has read


SCENARIO

had to climb over some obstacle. Then a horrible thought: maybe the Sudenten had lost

During such moments, even naturally reflective characters suddenly feel their
Guy Sajer served with 'The Gross Deutschland' division during World

recounts his experiences in Russia.1be following Squad Leader scenarios

time to time the air ahead of me ,vould darken with the looming shape ofa comrade who
'One by one, we left the last Gennan positions, and cra,vled o~t onto the 'VarIn earth
of no man's land. I kept my eyes glued to the hobnailed soles of the Sudenten's boots,
solid'testdrive" ofthe game. War 1wo. He wrote a book entitled 'The Forgotten Soldier' in which he

trying nervously to keep in sight all that could be seen of my closest companion. From
,
Pete Flahive

MANDAR'S NOTEBOOKS:
by

n addition to Game Replays, we are


sted in what we call the Commander's
ook, or other'how to play'articles.

Join the 'Gross Deutschland' as they enter the BURNING CORRIDOR. .


discuss game strat€gies, tactics, rules

designed by Pete Flahive are based on passag~s from this book.


üies, tricks, etc, The best ofthese type of
hronew

es cover not only what, is besVoptimum


but also show øhy the suggested
gies and tactice are best by eramining
ative approaches to the game. In other
they are true analyses. This type of
@R.MocGowon
SCENARIO
requires exhaustive playtesting, but is
he most rewarding. by
ANTS: 2 Ppte- [ll¡¡hfve
Whilevirtually ony suggested change to
me is a variant for it, we are more
sted in brief, intelligent variants.

heads emptying, and nothing seems to matter except..."


¡l
might be of the Quick and Dirty
y (112 - I ll2 ms. pages), which arejust a
entences or paragraphs suggesting an
nal rule or changes to existing rules,
atoly, they might be morti comþrehen-
evisions of already existing popular
mes running from 3-7 ms. pages or
NARIOS:
cenarios are complete 'games within . Guy Sajer selved with "Ilte Gross Deutschland' division during World
s.' they usually consist of lisùing
nate òrders of battle and victory
War l'wo. He wrote a book entitled "flte Forgotten Soldier' in which he
recounts his experiences in Russia.The following Squad I.eader scenarios

sight of the fello,v in front of him.


tions. Qccasionally, an odd chart or
s roquired to round out the components
tandard game Scenario article. Length designed by Pøte Flahive are based on passages from this book.
ary, but should be about 3-7ms pages.
'One by oneo u'e left, the last German positions, arid cra$;led out onto the rvarm earth
A.VARIANTS AND SCENARIOS
hese babies are like Lhe ones describsd of no man's land. I kept my eyes glued to the hobnailed soles of the Sudentèn's boots,
e, ercept that they often require trying neñously to keep in sight all that could be seen of my closest companion. From
onal game components be created by
agazine such as counters, maps, charts timøto time the airahead of mervoulddarkenwiththeloomingshapøofacomradewho
ables, game cards, etc. There's is no had to clirnb over some obstacle. Then a horrible thoughû maybe the Sudenten had lost
g on tJle length, but the components
conform to the physical production sight of the fellorv in front of him.
ations description as previously
bed under Game Design for BATTLE. During such moments, evett naturally reflective characters suddønly feel tJlrefu
N.
heads emptying, and nothing seems to mattør except..."
BATTlE PLAN #4

People Bead Small Ads.


YouJusùDidl
Join the 'Gross Deutschland' as they enter the BIIRNING CORzuDOR.
Try an ad in the Ganrer'à Guide

.
Clasiñed section today.
SArrLEPtAlú #4 ,PAGE 6I
p~GE4'
PAGE 4 BATTTEPLAN #4
BATTLEPLANN4

BURI{II\G CORRIDOR
THE BURNING Gamer's Guide: fffl''1"íol"i";'åî,"ifL'Å:i:Ì.ffi
wi¡ss'A¡si¡toÊstediuleamiasup'mat'
Publications
S¡v¡io Ed Sold¡or is
classified Dow itr its 21rt yôar.
Publieled ouaÊ€rly at ¡15.00 Br yoar .¡d
The Gamer's Guide: Clas- Malibu,CA92oô6 proúder idonatioï on riaifoni, bdttles ald
nrgaE€s of th€ lat€ Vistorisû Era (1t70-
THE BREAKTHROUGH AT
THE AT KONOTOP,
KONOTOP, Autumn,
Autumn, sifïed is a service we provide our fgu). To ¡ubærib€ of for mn i¡fomatio¡
readers. As you might expect with Wâatêd-fYlF or PBM oppoûeuts for most AIf, rit€ to:
1943: fall of
1943: During the fall of 1943 aa great
great Russian
Russian pincer ' ads of this kind, "let the buyer SPI, TSR,3W, We6t E¡d Gaoes, especislly Savage aad Soldier
28002 S.E.42rd StÌsst
WWII, Civil \{¡sr, Napolio¡i6 8¡d Mod6r¡.
movement on on the
the Eastern
Eastern Front encircled the German'
German beware." This magazine rnakes no Joùn W. Leggat Itr Iequah. \lrA 98027
guarantees to any seller's claim, 1222 Calle Las'l'rancas (206) 302-97?r
forces. The
forces. The Gross DeutschLand division spearheaded a
Gross Deutschlq,nd nor is responsible or liable for thous¡d Oa!¡, CA 91360
Game Clubs
, breakthrough
breakthrough which
which extricated
extricated many of' such. You're on your own.
of the
the German Each ad is allowed 30 words
Fl¡s & Dlovsnsnt is th€
of bo¡rd ¡¡d conDuto!
andeæ¿d€¡, foruD
ç¡ri¡mi¡r.
forces and broke through the containment. In order for of terù plus a name, address and Buy/Sell/Trade Sua¡
types
Fc SDrl,ûssG¡nqs A¡¡ocl¡t¡o¡. All
of Bö's À'¡d ßPG's. All agec. New leadiug prcfcmionol'uagazine õf tte
The
Fobby i¡
phone nunrbers (home, indicated nerbe¡s solcooe! Tuc8Æhurs 5'9p8, lew ia it¡ loth y€ar. Publirüed bi-monthly, I
the German units
the units to be
be freed
freed from the entrapment, a by an H-; and work, indicated by a
For Sale: Victory's Crvil War, Vi€t¡ao,
Korea, f15; Â.U't F¡attop, Squad Leader.
Satrurdavs 9ao-5om. Tow¡ Cs¡ùôr HÂll.
rtZ¡O B.-Telo¡¡apli f,d, S¡¡t¡ Fe Spri¡¡p, CÄ
isuee am o¡ly 3¡0.00, For ooE iDfonstio¡
o¡ to subsribo rit€ to:
corridor must bebe created
creatÆd through
through ,which
which the
the German \ñI-) and runs for three consec- Fi.olìght, 515; AH's Gêttysbu¡8 (now), or c¡ll (2lg) 863.4896duri¡fclub houn. Fin i& UovoEort
Fortrees Eurepa,3rd R€ich, $10, P.O. Do¡ 8399
utive issues (or, for Conventions, B€¡ lfâ¡b I¡¡g B€åcb, CA 90808
could escape.
forces could
forces Time is of the
escape. Time the essence
essence as
as Russian
Russian until the convention begins, 10341 Lasse! Las vites al¡ or oll (219) 420-967J
reinforcements are
reinforcements arriving, ana
are arriving, the ring
and the will soon
ring will whichever comes first!),
There are 8 categories in
Lo8 Àlaeitos, CA 90720 to
BßE^NOUT! is thE Ausl,råliaq Sanilg
become impregnable.
impregnable. ' which you may place your own ad: Fo¡ Sale¡ Liard's coiì iû mas6ive silvsr a¡bd qugrtôrly wbich Goven all asptcts ofthe hobby
22tC (boa¡d, fuls-plantrg, uiniatüres. computerã
Opponents Wanted, $t; Buy, Sell, tourmaliûe bell buc¡de $6?6.
a¡d pl¡y-by-uail) i¡ Ell tho historiml, f¡ntâsJ'
Gloria Masæy L¡Ê Vegas, lW 89119
Trade, $2; Game Clubs, S4; 5580 La Jolla Blvd. Sùite 439 H-(702) 794-3ó23 and úiêû@"ñctioû @¡Þs. SubætiDtio¡E tF
VICTORY CONDITIONS:
CONDITIONS , Board Configuration Conventions, $4; Publications, $8¡
Play-by-mail, $8; R€tail, $8; and
La Jolla, CA 92037
(619) 136.3865
112.fl) for 4 ixue¡. Íor moÉ i¡foruätioB orto
sub*rib€ øít€ ta:
Miami GaEiûg Club æoling new memtæm. BREAIIOIM!
By the eJid turn nine, the,
end of turn'nine, the German m ust!D_a~~ ~sl!~e

~_-I~N^
must-tn_al1g!U{e Wholesale, $8. The cost^s fbr ru¡¡- Âll types of bardgames playod. We ruat o¡c€ P.O, Box 8399
ning different types of ads are as For Salei Boardgam€s, all iD v€ry a reeL f¡om ?-LlpE, thuÉ, or Fri.at 7200 Iang Eeach, CA 908@
that th~re
that are no
there are no unengaged,'
unengaged, unbroken
unbroken squad!?,
squads indicat¿d. @¡ditiotr. MaDy old a¡d out ofpri¡t.
Want6d: @Eputêr gameo for C64.
good
S.W. ?th 8t.. Miaui. Call for mom i¡fo:
nE t2u9752
or call (213) 420-36'15
adjacent to any of the road hexes running
running through
through the Aìl ads should be serrt, along Rrchard L. Skimming Stov6:271-5¿18

of the board.'
center oftfie
center board. 'The
The Russian player wins
Russian player wins by
with checks or money orders made
payable to:
Rt#l Box 1598
Cbattarcy, WA 99003
Play-by-mail
preventing the
the German victory
victory conditions. BATTLEPLAN Conventions
DepL GGC Wanted: Am€rican Crvil Wa¡ games, Naval
wrrgamès of a¡y pe¡¡o¡d, Quarterdeck, ORIGINS ìYEST the L.^. Airpo¡t Hyatt
TURN RECORD,
RECORD CHART:
CHART
P.O. Box 8399
Long Beach, CA 90808 YaquiDto, SiEùlations Ca¡ada, gud
St¡âtomtic gaD€s. Se¡d ofren to:
at,
hotel, F€b. 12-15th, 1988. Pre-registe¡ foro¡ly
f20 by Ja¡. 31st, 1988. 72'murd tbe clæl¡
- fo¡ plul
rJêfrWilstr boun-of boa¡d, rcle-playi¡9, Ei¡iature s¡d Memhen
nlg29 EEpriæ Gaúe Systor8
coDputer gaEi[g. For Eore i¡forEation

33 44 55 66 77 8I 9
I
corcnâdo D¡.
Russian
Russian sets up first anywhere
anywhere easteastofof hex
hex row 'W'
row'1V' P. O. Bo¡ 9O?8'S/CM

lI
wit€:
2
Riviera, AZ 8fr442
.. Opponents Wanted H-(602) 758-4å84 Divere Tale¡ts, I¡c. Vau Nuys, CA 91409
2
~,

Dôpt. Origi!6 W€Et


The German
Ccrmân move", first ,,:nd
moves firs,t and last.,
last. Waûted: Modern åDd ì,Vlryll Micro A¡mor P.O. Bo¡ 8:199
players. Challeoger rules aod Combined Advsaües By Mril
A¡ms o¡othere. Otho¡erâs. t@. Wa¡ted: Old, oùt of priÀt, or u¡u¡ual lnng Beach, CA 90808
Gst a fmê sta¡t€r paclåg€ a¡d 2fæ€ tumgiE å
warga&€s, VEry itrteFsted in Rsvolutio¡ary or cÂll {213} ,120-36?õ
Rolf Kirby
\[ar, WWI (€sp. air combat], aqd Car¡ier Ejor PBM gmae. No stiirgE attâcb€d, Try it
l5 Sao Mateo Rd. warfare games. Seod descriptioo and price out b€fore paying. Write to:
Berkeley, CA 94?07 ' It's I Crins
JIL Elements of OrO""
Elementsof Q¡'oss [Jeutschland enþr from the west
[þutschlancl enter rvest edge of the board,
board
H-(415) 526-2771 askiag,
Kip KohlmaÃ
20r lSrb sr. N.w.
The Gamer's Guide Classified:
Your guide to bettei gamingl
Bo¡ 486
P. O.
Cohæ6, NY 1204?
,',. -
ìl-'..
'fr¡s
lIN, ~~-
" Minot, ND 5870

. ;m *;' ' :re!! kk


frfr -{
4-6-7
. MMG
ilUrlG
l-r z
{4-12
/'\ BI2
Bl2
J-
-1 22-8
-&
. | BI2'
¡rz
tllG
LMG
AI~
~O

fiåg
!-
~!-
f;¡t
, :tCII
- I AIO k~
frfr
f;*Ie!! 4-6-
4-6-7 {
tüG
lMG
2-8
-1"-&
tt2
BI2
¡ llilG
~MG
Ail:
' • 11-18
_B12
'/

to2 2
10 44 993 3
Co .
Co. C, Assault
CrAss¡ult
' Enj!ineer B¡tl¡lion SO
Engineer Battalion 50
GOLDRING
~!M cl
t.3~
r 20À
~m~
~T MINIATURES
fa
I.MG

BF 4 Elements of The f)eutschla,nd division


The Gross Deutschland division enter
c, -I .T 2-&
2-8
LMG entÆr
f;i
, I~
#,$ òÉ00
@
" I
. BI2
3t2 on any hex on the west edge of the board.
board. l160SGOLDRING ROAD
882622 6 2 NUMBER 8
66 ARCADIA, CALIFORNIA 9I006

',.......-...;................._-----,-----------"'------------------------,
.',' kffsi
* l(k
k~ t i
tirG
LM6 tInME HillG
*?:
r
~N
S
-
CIII ,-2-6
2-6 ~+
M6 . JMG
&-20
Js-zo 2
?

* 4-4-T Bl0'
4-4-7 ' or-

¡.1úE
BIO+ /\8r2
, BI2

1242219
12 4 2 2 19 of the
Elements of
Elements the Russian Third Army.
Russian Third Army. Set
Set up JuIy 15th -- The sun rises eørly,
'W.
anywhere east of hexrow 'W'. ønd with it øt your bøck you hope
thnt the Germøn gunn¿rs will ¡wt be

*J- fr1; kl9


fi; kh ~4~ tI ll0+
LMG
tfitG able to sight well before it is too løte.
fr!e k
10'
:
1
ftie lCII =11:1
: '
' J
lO I
:11:1
l( l(
4-4-7
2-6
2-6
BIO+ The ord,ers haue been giuen, the nxen
are reød!, q.nd, now it is up to you to
308 8
30 press the øttack ønd destroy the
he co unter -
e ne mie s' Wnze r s.... 7'
øttack qt Kursk has begun....
RULES
SPECIAL RULES i
! Fight this and other exciting
Germans
C'ermans move first and last. battles with Goldring Miniatures
Game length is nine and one-half turns. ' highly-detailed, classical lVWII
armored vehicles.
Circle Råad6r S€ñice # 16
BATTLE PLAN #4
EATTLEPLAH. PAGE
PAGE 5
5r ,

PAGE 60 8A #4 DYII{G PLACE


THE DYING
THE RELIEF OF WAKE ISLAND

The Relief of ese AP's from Coral Sea.


CAV Tone & Chikuma: 2F.
lndianapolis (use Portland).
Enters on the December 22 07OO
NEAR LVOV,LVOV, June
little subtlty
June 1944, there was very
1944, Often times there
dubtlty to the fighting on the Eastern Front. As Gross
Front. /is C;ross
Wake Island Maximum = 2 (no other types
allowed)
AV Chitose: F3, D3.
turn anywhere in areas G7, H? or
t7.
Task Force 8: C! Enterprise,
Deutschland raced to shore up the crumbling deftFnses
the German
the line, Russian infantry was thrown into
Cærman line,
defenses in
into their
Maximum - 6 (no T allowed) CA's New Orleans, Salt Lake City path to
path to stop their advance.
stop their advance. A typical crossroads village
crossroads.village
by James Meldrum
and Northampton. Enters on the must be taken and held. The orders
orders for both sides leave no
Wake Island was one of the few
All ships except the CAV's December 23 f 500 game turn room for speculation
speculation or reflection.
reflection. Take the village
village and
and kill
US bases that did not immediately
Tone and Chikuma taking hits anywhere on the east map edge. the enemy.
enemy. No prisoners.
succumb to the initial Japanese with aircraft on deck will sink with lilake Island: l5 fortification
invasions at the beginning of the one less hit than required. points, oneFl.
war in the Pacific. When it became rilake Island:
obvious that the Marine defenders Scenario Length: Board Configuration
Board
For game purposes, Midway is The scenario begins on the
on Wake Island were holding out,
at least temporarily, plans were
made to either relieve or evacuate
Wake Island and Kure Island does
not exist. Wake Island has a
fortification value of 15. After l5
December 2l night turn and ends
at the end of the December 24 0900
N>
N~
them. These plans depended on game turn. rô

three small US carrier task hits have been scored on Wake, no


groups. American air units may fly to or Special Rules:
The frnal phase of the battle for ,
land on Wake Island. Use the 1. All US cruisers subtract one
Wake Island began when two Midway Reduction Table when from all anti-air die rolls because VICTORY CONDITIONS
Japanese carriers entered the resolving attacks made on lVake. of faulty ammunition. ò
battle. At this time, the US Wake Island has an aircraft 2. CV Saratoga begins the the least killed, and the mostobiectives
The side with the.least most objectives
carriers were nearing Wake. Un- capacity of F'2, D4 with a game overloaded, carrying an winner.
taken is the winner. '
fortunately, the American soldiers maximum of 4. One frghter (Ff ) extra F6 which is intended to be
begins the game on Wake Island. flown to Wake. No air units may be TURN RECORD CHART Twelve
TWelve turns. German first.
Gernian player moves first,
were forced to surrender before the
nàvy could intervene, so the ships The Japanese player captures launched from this ship until this
Wake Island by occupying it for
were rccalled back to their base at
Pearl ÌIarbor. three consecutive game turns with
at least two AP ship units. Upon
unit has been launched. The F6
may not land anywhere except
Wake. The US player may jettison
German
Garm¡n moves
#
tit
lìlsl
movc6 first
I 2
1 2 3
3 44 5
5 66 77 8I 9
I 10 1l 12
10 11 t2 END
lf the Japanese and American surrender, Wake yields eight
carrier forces had made contact, this unit and consider it to be lost
victory points to the Japanese

*
however, Wak'e Island could have through enemy action.
player. No Japanese aircraft may 3. Neither player may conduct
been the first carrier action in the
Pacifrc. This scenario may be used.
with Aualon IIiII's llÍidway gønze
base on Wake Island in this
scenario.
suicide (one way) missions.
4. All AP ship units from both
sides are governed by the Coral
k:fr¡s
~ch

N
kl~
fri' kl9
fr!a k
ff:1
~co
::;
9
,co
t4~
l( l(
4-4-7
tI·Bl0+
litG
LMG
2-6
2·6
BtO+
tililG
Q+
-t,MMG ~MG
Jaæ
,.1çã . A¡r¿
iilÍ?:
~=III
8·20
B12
I T?'C

to simulate what might haue Japanese Order of Battle:


høppened if this bøttle wøs actuàlly
Carrier Force: CV's Hiryu
Sea rules affecting AP's. 48
48 t8
18' 2
fought. and Soryu; CAV's Tone and Victory Conditions: hex 'Yl'.
Enter on east edge, hex 'Y1'
Players must have a copy of Chikuma. Start in any one of the Both sides receive l/3 of a
both Avalon Ï{ill's Midway and its
following areas: !12, F)3, D2 or D3. victory point for each air factor
Support Force: CA's Aoba, eliminated in combat. The
, Coral Sea variant in order to play Furutaka, Kako (use Mogami) and
this scenario. Unless otherwise Japanese player also receives eight

#
Kinugasa. Start in either 5I or 5H. victory points for capturing Wake
mentioned, all aircraft capacities
and hit boxes are the same as in
the Midway and Coral Sea rules.
Invasion Force: CL's Yubari,
Tatsuta and Tenryu; AP's #l-4.
Start in area II6.
Island. The US player gets two
victory points for each turn after
the December 22 1100 game turn
::!I!.
;IF ~!~ As- ~k frfr {4.,2
4-B-7 *i,l;
fr¡s f;;'co 4-6-7
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4-6-7
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r
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lltt
• 1-1 •
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The Midway search and combat
boards ure used in this scenario.
AV Chitose. Bnter anywhere that Wake is still US controlled. ro242
10 4 98
9 8
on west map edge in 43,44, or A5 Ifthe Japanese player captures
on turn one. Wake, the US player may receive
~~ .fr.t ~ f~N' ..:r LMG ~I ZV6
~3~ ~~-
tüG
frfr f;it ~!~ ~?
Rules: : , ¡ 2QA
EN
one victory poinÇ for each hit on Io
{. B122-8
2·8
All Midway rules are in force American Order of Battle: Wake (up to 15)lafter captur,e :by
4-6-7 8-3.8 *,!s
",'
ul en . zl7l
f; ; Br2 00
ÅÉ aI Â

except as follows:
Task tr'orce 14: CV Saratoga; theJapaneseplayer. :
888222824
8 2 2 2 8 2 4
Aircraf't Capacities: CA's Astoria, San Francisco; AP The player with the largest
CV Saratoga: F'l1, Dl2,'15.
Tangier (use AP5 from Coral victory point total at the end of the /'Enter
Enter on west edge, hex '11',
'I1'.
' Maximum = 28
Sea). Enters on the December'21 game wins.
CV Lexington: F7, 1t12,T4.
night turn anywhere on the east
map edge in Il, 12,I3 or 14.
Maximum = 26
Task Force tt: CV Lexington; SPECIAL RULES
AP Tangier: use one ofthe Japan- Incapacited troops' points, so
troops do not count for victory points, so you must be
be ruthless.
ruthless.
CA's Pensacola, Chicago and Control of a building goes to the last unit to occupy, or pass pâss through it.
Victory points are as follows: One point for each each squad
squad or leader eliminated,
eliminated, and each building controlled is worth five points.
each stone building
Early morning
morning fog: For firstsix
For the first six turns the hills
hills are shrouded in fog visibilityfrom
and visibility
fogand from any elevated level is three hexes. After
elevatedlevel ÆtBr turn
turn six
six the fog
visibiiity is unlimited.
is gone and visibility
PAGE 58

EASTERN FRONT SOLITAIRE


BAITTEPTAN #4 Ilst
15
ln Price,
sf In PricGt Support,t & Wqrrsnfy
& Warrant,
g(l Day
Triol •o 90 Policy o Prices
lmmediote Replacement Policy· Erpire 10-31-87
Price¡ Expire t0-31'87
t5 Day
Doy Free Trial Doy Immediate
Germans do not need to intervene turn l9). Use the standard victory
quantities of attack supply points
received by the Germans, and one
to all attack superiority ratings.
in the Balkans. As a result, the
game begins in May 1941,
conditions. th" Letter
8Y2" leller Size Pro 20 Dais,
Daisy 10"Comstar
10" Comslar
Soviets Fortify'fheir Borders
resulting in an extra game turn.
Play an extra game turn before
Kursk
Ends August 1943 (game turn
80 Column
Colunn Printer Wheel
Wlreel Printer I1000
000 Printer
, . . : - . - -

This variant assumes that the beginning the game as presented 2?). The German player wins a We Liked This Printer So Much, Wide Carriage lelter Quality
Corrioge letter Quolity With Near
Neor letter
Letter Quality
Quolity
Soviet Army tried to conduct a in the rules. Weather in May 1941 marginal victory by holding Foctory!
We Bought Out The Factory! Daisy
Doisy Wheel Printer Best Quality
Quolity In
ln The U.S.A.

e
forward defense of Russia. This is is considered clear and the Kursk; The Soviet player must
sirirulated by placing fort,s at meet all standard victory
~~
Germans use the same quantities
Kaunas, Bialystock, Brest- of attack supply points and conditions ønd,hold Kursk to win. ryrE!flì
.æT
¡¡¡l rrl a l ¡ r ¡ ¡ d.-,

Litovsk, Kovel, Lvov, Zhitomir,


Belya Tserkov, Uman and Odessa
tactical superiority as given for
the Junc 1941 turn. Ukranian Collapse ~~.,./
~~~.~
~"'.~/
,19";/ I
Sole
Sae
. .
in addition to those given in the Ends October 1943 (game turn
8',," l:etler Sin,'

--Fruut
É=Ti--;=--i-r
regular game set u¡i. All forts

95
Improved German 30). In addition to meeting the
have a garrison of four strength
points.
Use four shock army counters
to represent the extra forts. As
these units are eliminated in
combat, they are placed in the
Winter Preparation
The Germans suffered during
the winter in Russia because of
inadequate preparation for winter
warfare. To simulate a higher
degree of preparedness for this
standard victory conditions, the
,Soviets must hold Kiev to win.
The German player wins if he
holds Kiev.

Destruction of
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Doi¡y Wheel Printer • Drofr &
cPs Draft
r00 CPS
100 & 20 CPS NtQ
cPs NLQ
Soviet reinforcement pool. kind of warfare, do not allow the Army Group Center •o Heat Tron¡fer •¡ Enlarged
Heot Transfer Enlqrged . 18 CPS Shannon
·18 Shonnon & 22 CPS AAA Text fert • lmpoct Dot
Seriol Impact
Serial Moîrix •¡ Bold
Dol Matrix Bold
Russians to receive a favorable die Ends June 1944 (game turn •o Graphics
Grophlcs (Apple. Atoii, &CBM)
(Apple, Atari. & CBM) •¡ Print
Prinl Wheel (Courier
(Courier 10)
l0) & Cartridge
Cortridge •a Underline Conden¡ed •. Italics
Underline •o Condensed ltql¡c¡
Neutral Balkan States roll modifier for attacks conducted 37). The Soviets must meet the Underllne.• Upper
•o Underline Upper && Lower
Lower Case
Cq¡e Compctible with
Compatible wirh Diablo®
Dioblo@ & & Qume®
Qume@ •a Plco •¡ Elite
Pica El¡te.• Double Slrike
Double Strike
Descenders •¡ Adapters
•¡ True Descenders Adopter¡ For: Friclion Feed •. 13" Form Width
•r Friction W¡drh •a Addre¡¡oble Graphics
Dot Addressable Grophics
By their neutrality, [Iungary in the winter months. standard victory conditions and •¡ Commodore & Alori.••. Sale
& Atari Sole $19.95
s19.95 Ertrq Daisy
Extra Wheel¡
Dqi¡y Wheels Scle $3 99.95
••••••••. Sale •.95 •a Aulomolic Paper
Automatic Poper Loading
Looding
and / or Rumania are considered hold Minsk. Any other result is a •o Apple IIc & Laser
llc & l2E. Sale
Lqser 128. Sqle $12.95 Porsllel Centronics
Parallel Cenlronic¡ Interface
lnterfoce {IBM®PC,
(lBM@PC, • Trqctor &
Tractor Friclion Feed
& Friction
to be neutral and do not No Stalinist Purges Gerrnan Victory. •. RS-232 Adapter
Adopter•••••• Sale Sole $12.95
912.95 Apple@llc, Laser
Apple®llc, Loser 128, CBM.
CBM . Sale
Sole $19.95
919.95 •. Super¡cript &
Superscript Subscripl
û Subscript
participate in the game. 'fhe Communist Party purges (Pleose Specify Male
(Please Mole or Female)
Femole) •. R¡ghl &
Right Morgin Settings
Lefr Margin
& Left Settings
of the late 1930's robbed the Red
Aimy of most of its effective
No One Sells
Sells These Printers For Less!
Free Deployment
Allow the Cermans or both leadership. Ifthese purges had not
In the world of These PrÍnters Less!
sides to deploy their forces as occurred, or had passed over
desired. military personnel, the Soviet SQUAD LEADER
No ltalian Participation
Army would have performed
much better during the war, all faithful players m0 180
NLQ t80 Hi-Speed
lli-9peed LV-2010
1Y-2010 3.00
300 CPS Printer
Hitler decides not to send the particularly the in the early should rally to (180
f I S0 CPS)
CPSI 'Printer
Printer (200
f200 CPS)
CPSI Printer 1300 cPt Dr¡fr - 50 CPS
300 CPs.raft xlQ I
cPs MLG
Afrika Korps to Africa, leaving years. When playing this variant,
that theater of the war exclusively allow all Soviet Tank and Shock Near
Neor letter
Letler Quality
Quolity High Speed Printing
Prinling (200 CPS Draft)
Droft) Comstar
Comstor 1300
l300 High Speed Printer
to the ltalians. As a result, add Armies to conduct bd,th ffiünru.eEgFul0mro Iifelime Warranty*
Lifetime Worronly* with Crisp Near
Neor letter
Letter Quality
Quolity With
W¡th Color Printing Capabilities
Copobilities
five points of armored units to the Exploitation movement and
German forces in the February combat. The source for in-depth
1942 game turn and add one to all reports on all of the NLQ
German tactical superiority SHORTER GAMES SQUAD LEADER gamoE
ratings for the remainder of the The only scenario in Eastern and gamgttes,
game. Front Solitaire is the Campaign
Game of 45 turns. This is fine, but speeializing in articles,
Motorized German Army for those looking for "single new scenarios, and a
This variant assumes sitting" game lengths, these national player rating
Sole $ Sole $
complete motorization of the
German Army through increased
industrial production and
utilization of captured enemy
shorter games are presented
which end at pivotal points in the
Russian Campaign.
Each scenario begins on turn
system.
For more information, please
write to:
*ih$lS9i;
•r Near Leller Quality
Neqr Letter Selectoble
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equipment. Allow the German one and has a variable ending by OnAIlFronts ..,. Fronl Panel
From Front
From Buffer
Ponel •o 8K Buffer •. IBM® Compatible •r Dot
IBM'a'Compctible Mqlrir
Dol Matrix •. Superb Near
Nesr Letler Quality
Letter Quolity
Army infantry units to conduct scenario. ': •¡ High
High Speed
Speed Dot Motrix
Dot Matrix •. Near
NeqrLeller Prlnting
Qur¡llly Printing
Letter Quality Voriely Of
•o Variety Choroclers/Grophlcs
Of Characters/Graphics
P.O. Box 265 . Leller Quality
E • Letter Quolify Modes ¡ ttolic¡
Modes • Italics ¡ Stqndqrd Pull
• Standard Troctor &
Pull Tractor & . •. IBM & Epson
¡BM & Mode¡ •o 10K
Èpron Modes Buffer
lOK Bu.ffer
the exploitation movement and Marshall, AR ?2650 Elite ¡ Pica
•o Elite· Picq •o Condensed
Condensed Automotic Single Looding •. Auto
Single Sheet Loading
,

combat as though they were Barbarossa


Jl
to Automatic Auto Poper
Paper Looding
Loading &
& Electlon
Ejection
á ~ •¡ Graphics
Grophlc¡ •r Tractor
Troclor & Friction Feed •¡ Standard
& Friction Slqndqrd Parallel
Pcrc¡ifel & Serlot
& Serial •. Parallel
Porollel && Serial lnlerfqce Ports
Seriol Interface Port¡
pan'zer. Ends March 1942 (game turn P One year, 12 neyslettor¡, is only -g •¡ Lifetime Wcrronly on Print
Lifelime Warranty Print Head*
Heod* Porl¡
lnlerfoce Ports
Interface •a Download Character Setting
10). The player who holds Moscow
ô
112.95 or a half ys¡r (6-i¡¡ru) t¡i¡l ¡ub- ~ • 6ö Month
¡ Month Immediate
lmmedioie Replacement
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• Ultra Rerolul¡on Bit
High Resolution lmoge
B¡t Image •a Front Panel Margin Setting
Yugoslavian Coup Fails
The anti-Axis Yugoslavian
wins.
Stalingrad
Ø
ô
3
acription i¡ only 1?.õ0. All payment¡ mr¡gt
be in U.8. fr¡nd¡ ¡nd oadc p¡yrblo to
DI.C.C. Overeoas rubecriptioni¡Élf ¡.th
ea) Policy For
Policy
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COMPUTER
COnPtmn DIRECT
DnlGf
____
Printer
For Printer
____
pRoTEcro)
~
(A Division of PROTECTO)
Grophics •¡ Con.tinous
Graphics Continou¡ Underline
~~~~~~~~~~~~
Underllne •a Optional 7-Color Printing Kit ... $99.95

Dollor¡' w.
coup attempt fails, so the Ends December 1942 (game @
per year for eurfoce m¡il.- •' Illinois
lll¡rc¡s residents
po¡ntr in
paints
rca¡donß add
¡n the
tho U.S
U.S.,
odd 6 'I, % sa.leo
6tA/.
.. CANADA,
CANAOA, PUERTO
lox. All order'
¡ole¡ tax.
PUERÎO RICO
RICO &
mu¡l be
ordoro must
¿ APO,.FPO.
bo in U.S. Dollars.
Plær
APO-FPO. Plea .. coll
call lor
Wr ,hlp
rhlp to oll
otrldo
chorga out,lde
for charges
all

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PAGE 58

EASTERN FRONT SOLITAIRE


BAITTEPTAN #4
lst In
1st PricGt SUpport,t &Warranfy
ln Price, & Wqrrsnfy
, 15
t5 Day
Doy Free Trial g(l Day
Triol •o 90 lmmediote Replacement Policy •o Pr,ice~Expire
Doy Immediate Price¡ Erpire 10·3~~87,
t0-31'87
Germans do not need to intervene turn l9). Use the standard victory
quantities of attack supply points
received by the Germans, and one
to all attack superiority ratings.
in the Balkans. As a result, the
game begins in May 1941,
conditions. th" LaHer
8Y2" leller Size Pro ,20 Daisy
20 Dais, 10" Comslar
",IO;".COMstCir
Soviets Fortify'fheir Borders
resulting in an extra game turn.
Play an extra game turn before
Kursk
Ends August 1943 (game turn
80 Column
Colunn Printer Wlreel Printerl0Q.O,,~rint~r:'h;,:):
Wheel Printer 1000 Printer
This variant assumes that the beginning the game as presented 2?). The German player wins a We Liked This Printer So Much, Wide Carriage lelter Quolity With ~e'cir·lett'e/dJdlrW;\S:;t·
Corrioge Letter'QualityWith Neor Letter Quolity •
marginal victory by holding Foctory!
Bought Out The Factory! _~estQualJty ln The V.S~A

e-
Soviet Army tried to conduct a in the rules. Weather in May 1941 We Bought DQisy
Doisy Wheel Printer Best Quolity InThe U.S.A.
forward defense of Russia. This is is considered clear and the Kursk; The Soviet player must
meet all standard victory
~~~
sirirulated by placing fort,s at Germans use the same quantities
Kaunas, Bialystock, Brest- of attack supply points and conditions ønd,hold Kursk to win. ryrE!flì :J,'{
.æT
¡¡¡l rrl a l ¡ r ¡ ¡ d.-,

Litovsk, Kovel, Lvov, Zhitomir,


Belya Tserkov, Uman and Odessa
tactical superiority as given for
the Junc 1941 turn. Ukranian Collapse
~~.,,"f'·/ ',' - 'I -, ,. , '
Sole
}:'" -. '~Eui~'-;
~ .\:~.="~,,
in addition to those given in the Ends October 1943 (game turn
8 '(.1" Leiter Size " Sa e,;
--Fruut
É=Ti--;=--i-r
regular game set u¡i. All forts 30). In addition to meeting the

Sale $1-' 3/9'95


Improved German
have a garrison of four strength
points.
Use four shock army counters
to represent the extra forts. As
these units are eliminated in
combat, they are placed in the
Winter Preparation
The Germans suffered during
the winter in Russia because of
inadequate preparation for winter
warfare. To simulate a higher
degree of preparedness for this
standard victory conditions, the
,Soviets must hold Kiev to win.
The German player wins if he
holds Kiev.

Destruction of
Sale
Sole $
-Add $$ 7.50
"Add 7.so
Shipping.
Shipping.
$3'3e995
9s Sale $9'"9'5 rrq$l3g?f
.
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Doi¡y Wheel Printer .foo Drofr &
cPs E;raft
r00 CPS & 20 CPS NtQ '. _
cPs NLQ
Soviet reinforcement pool. kind of warfare, do not allow the Army Group Center •o Heat Tron¡fer •¡ Enlarged
Heot Transfer Enlqrged . 18 CPS Shannon
·18 Shonnon & 22 CPS AAA Text fert lmpoct Dot
Seriol Impact
.' Serial Moîrix ¡ Bold
Dol Matrh'·Bold
Russians to receive a favorable die Ends June 1944 (game turn •o Graphics
Grophlcs (Apple. Atoii, &CBM)
(Apple, Atari. & CBM) •¡ Print
Prinl Wheel (Courier
(Courier 10)
l0) & Cartridge
Cortridge •a Underline Conden¡ed •. Italics
Underline -o CondEilnsed ltql¡c¡
Neutral Balkan States roll modifier for attacks conducted 37). The Soviets must meet the Underllne. Upper
•o Underline· Upper && Lower
Lower Case
Cq¡e Compctible with
Compatible wirh Diablo®&
Dioblo@ & Qume®
Qume@ Plco ¡ Elite-DoubleStrike':'
•a Pica. El¡te. Double Slrike .
Descenders •¡ Adapters
•¡ True Descenders Adopter¡ For: Friclion Feed •. 13" Form Width
•r Friction W¡drh Addre¡¡oble Grophics
Dot AddressableGrCllphics;
•a D9t
By their neutrality, [Iungary in the winter months. standard victory conditions and •¡ Commodore & Alori.••. Sale
& Atari Sole $19.95
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Extra Wheel¡
Dqi¡y Wheels' Scle $3 9.95
••••••••. Sale Aulomolic Paper
•a Automatic Poper Loadiog,
Looding
and / or Rumania are considered hold Minsk. Any other result is a •o Apple IIc & Laser
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Lqser 128. Sqle $12.95 Porsllel Centronics
Parallel Cenlronic¡ Interface
lnterfoce (lBM®Pt,
(lBM@PC, Trqctor &
• Tractor Friclion Feed
& Friction
to be neutral and do not No Stalinist Purges Gerrnan Victory. •. RS-232 Adapter
Adopter•••••• Sale Sole $U.95
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Apple@llc, Laser
Loser 128, CBM . Sale
Sole $19.95
919.95 •. Superscript
Super¡cript &. Subscripl
û -Subscript
participate in the game. 'fhe Communist Party purges (Pleose Specify Male
(Please Mole or Female)
Femole) •. Right
R¡ghl & Morgin Settings
Lefr Margin
& Left Settings
of the late 1930's robbed the Red
Aimy of most of its effective
Free Deployment
Allow the Cermans or both
sides to deploy their forces as
leadership. Ifthese purges had not
occurred, or had passed over In the world of NoOne
No One Sells
Sells ThesePrinters]i'or
These PrÍnters For Less!
Less!
desired. military personnel, the Soviet SQUAD LEADER
No ltalian Participation
Army would have performed
much better during the war, all faithful players m0 180
NLQ t80 Hi-Speed
lli-9peed LY-20
1Y-2010 300 CPS .Printer
I , 3.00 Printer
Hitler decides not to send the
Afrika Korps to Africa, leaving
particularly the in the early
years. When playing this variant,
should rally to '(f 180
I S0 CPS)
CPSI iprinter
Printer (200 CPSI Printer 'f3
f200 CPS) •• ~~.·~r~~.
300 cPt Dr¡fr - so cPs NL~
50 CPS xlQ I
that theater of the war exclusively allow all Soviet Tank and Shock Near
Neor Letter
Letler Quality
Quolity High Speed P~inti~g(200
Prinling (200 CPS Draft)
Droft) Comstar
Comstor 1300
l300 High Speed Printer
to the ltalians. As a result, add Armies to conduct bd,th ffiünru.eEgFul0mro Iifelime Warranty*
Lifetime Worronly* with Crisp Near
Neor Letter
Letter Quality
Quolity With
W¡th Color Printing Capabilities
Copobilities

e
five points of armored units to the Exploitation movement and
German forces in the February combat. The source for in-depth
1942 game turn and add one to all reports on all of the NLQ
German tactical superiority SHORTER GAMES SQUAD LEADER gamoE
ratings for the remainder of the The only scenario in Eastern and gamgttes,
game. Front Solitaire is the Campaign
Game of 45 turns. This is fine, but speeializing in articles,
Motorized German Army
This variant assumes
complete motorization of the
German Army through increased
industrial production and
utilization of captured enemy
for those looking for "single
sitting" game lengths, these
shorter games are presented
which end at pivotal points in the
Russian Campaign.
Each scenario begins on turn
new scenarios, and a
national player rating
system.
For more information, please
Sale 95 Sale
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"Add $10.00
Shipping.
•r Near
,
$189
Sole $ ~"'09'"'' 95$,le
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$ro.00
Shipping
Shipping.
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,. - --",'
..'
'<
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write to:
equipment. Allow the German one and has a variable ending by OnAIlFronts .,. Fronl Panel.
From Front Ponel o 8K Buffer •. IBM® Compatible·r Dot
IBM'a'Compctible Mqlrir
Dol .M~trlx •. Superb NeCIfLetter
Nesr Letler Quality
Quolity , '
Army infantry units to conduct scenario. .. ¡• High
High Speed Dot Motrix
Dot Matrix . NeqrLeller
• Near Prlnting
Qur¡llly Printing
Lette... Quality Voriely Of
•o Variety Choroclers/Grophlcs
Of Characters/Graphics
the exploitation movement and
P.O. Box 265 ,~ •. Letter
Leller Quality Modes •¡ Italics
Quolify Modes ttolic¡ •¡ Standard Troctor & ,,', '
Stqndqrd Pull Jrqlctpr'& •. IBM &
¡BM &. Epson
Èpron
,
Mode¡ o 101(
Modes. Buffer
lOK Bu.ffer
Marshall, AR ?2650 ell
to Elite ¡ Pica·
•o Elite· Picq o Condensed
Condensed ,Automatic:Single Looding •. Auto Paper
Automotic Single Sheet Loading Poper Loading
Looding &
& Electlon
Eiectlon
combat as though they were Barbarossa á : ; .¡ Graphics
Grophlc¡ •r Tractor & Friction Feed •¡ Standard
Troclor & Slqndqrd Parallel
Pcrc¡ifel & Serlot
& Serial •. Parallel
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3 a)
The anti-Axis Yugoslavian DI.C.C. Overeoas rubecriptioni¡Élf ¡.th
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BATTI-EPlAN
BATTI-EPI.AN #4 BATILEPIAT{ #4

PANZERS AT KURSK EASTERN FRONT SOLITAIRE

The following scenario


'l'he scenario begins THE SOVIET
THE TAKING ANOTHER Improved Axis Logistics
approximately one after the
week after
one week Add two to all Axis supply line
historical situation depicted in Ar- COUNTERATTACK
COUNTERATTACK ROAD TO MOSCOW lengths during the Summer gâme
Kursk. Now, the turns. Add one to the length of
mor at Kursk.
reversed; the
reversed;
the roles
the Soviets are
roles are
are now
now the
JULY 15Ih
OF JULY/t'5th
OF By James E. Meldrum Axis supply lines during alfother
attackers and
attackers must push
and must push the One of Omega Games' most
turns.
Germans off off the south map edge. As This action, taking place in the
1'his action,taking popular releases is Eastern
such, this
such, this scenario rcpresents the
scenario represents is aa prelude
aîea, is
Prochoroukq area,
Prochorovka prelude to Japanese Invade Siberia
last phase of the the Battle
Battle of Kursk. what the Genrians
Front Solitaire, a unique Instead of renewing offensives
Germans would face in the solitaire army/corps level
I<~or
F'or both number of units
both sides aa number August
August counteroffensive.
counteroffensive. in China, Japan makes an effort Germans actually used nerve gas
have been deleted from the counter-
counter-
simulation of the German to coordinate an attack on the against the Soviets in an attempt
mix; these represent campaign in Russia during World Soviet Union with Germany. The to keep them from entering
represent losses taken
taken by
each side
each during the
side during the previous War II. Play begins with the Russians lose their Siberian Germany. Starting on the
SOVIEl' INITIAL FORCES
SOVIET I'ORCES initiation of hostilities and
week's fighting. Because
week's fighting. Because the AND DEPLOYMENT
ANn DBPLOYMENT reinforcements normally received January 1945 turn, all German
by continues with monthly game on the October 1941 gameturn. attacks are shifted two columns to
Soviets could
Soviets could replace these losses
replace these turns until the end of the game in
James E.
James E. Meldrum more quickly, their losses are
more are less All Soviet units are placed as in the right. This variant may also be
February, 1945 using a point-to- German Redeployment used in conjunction with the two
apparent than than those the Ger-
those of the the original scenario
scenario except that all point movement system.
mans. units must
units must be north of
placed north
be placed l-rom l'rance "Bulge" variants in this article.
Panzers at
Panzers at Kursk
Kursk is is Task Elecause this is a solitaire This variant assumes that the
XXI 8, inclusive.
hexrow XX18, inclusive. simulation with the "system"
Force Games'
Force simulation of
Games' simulation of the All units
All the 31st
units of the 31st Brigade, Germans reduced their garrison Belligerent Hungarians
massed armored action at Prochor- taking the place of a live Soviet in France and sent the surplus
ovka, during the
ouåa, during the battle
battle of Kursk. town hexes
Certain town have been and (1)
hexes have (l) 2-3-6, (l) 8-6, and (2)
2-3-6, (1) (2\ 6-7
6-7 opponent, player can use Eastern
Historically, the Hungarians
Kursþ,.
designated as as German
German "strong are from anyone
are removed from unit or
any one unit troop to Russia. Fro the June 1941 did not enter the war until after it
The game
'l'he game simulates
simulal,es thethe action
action in designated F'ront Solitaire as an turn, add six infantry and two had progressed for some time. Use
which
which the Germans won aa marginal marginal points". These are are not
not actual
actual field from several
freld from of the
units of
several units the Soviet experimental vehicle to examine
fortifications butbut rather
rather hastily player's
player's choice.
choice. All
AlI units
units of the armored replacement points to the all units of the Hungarian Army
victory, Hitler's bidding,
vietory, but lost, at Hitler's how various alternative historical German initialforces. as initial units and allow German
the armored reservereserve that had fortified areas where German unitsuniti 33rd Mechanized Corps must begin factors could have influenced the
had been forces to deploy in Hungary at the
painstakingiy rebuilt
painstakingiy rebuilt after
after the were dug in,
were in, and
and upon which they the game on the map.
upon which outcome <¡f the War in the East.
would base
would base thethe defense
defense ofof the Putting the Bulge beginning of the game.
disaster at StøIingrad. The armored
al" Stalingrad. armored Players need only use some of the on the Russians
unìts that
units that, were used at Kursk could
sector.All rules
sector:AlI rules forfor Armor
Armor at modifications in this article to Hitler is assumed to hold the Hostile Italians
have been been used used much
much more Kursk are
Kursk in effect
are in except where
effect except TNI'I'IAL FORCES
GERMAN INITIAL FORCES examine some of these
have
listed exceptions DEI}LOYMENT
AND DEPLOYMENT line in the west and launch a Italy did not enter the Russian
effectively to to contain
contain andand crush listed exceptions appear. possibilities. Use of certain major attack on the Russians campaign in any large numbers
advances as
Soviet advances as they did soon
they did variants, however, will increase during the winter of 1944-45. Add until 1942. To simulate an earlier
The following German units are the length of the game so,
after Kursk in
afLer Kursk in the
the Kharkov
Kh.ørkov sector.
from the
removed from
removed the countermix. At six infantry and eight armored declaration of hostilities by the
The heavy
The heavy losses
losses sustained
sustained byby the generally, only one variant rule replacement points to German Italians, deploy the Italian Army
five of these
least five these must come
come from should be used per game. Players
armored forces
German armored forces were
were to forces in the October 1944 game in Rumania as an initial unit.
have aa telling
have telling effect
effect when
when thel,he may, if they wish, use one variant turn.
Russians counterattacked in
Russians in Pro- for each side if they desire. Anti-Bolshevik Crusade
chorouka. and other sectors on July
chorovka. All of the variant rules in this Germans Beat the Allies Germany declares a crusade
l5th. That
15th. That counterattack
counterattack is is the article use existing game at the Bulge against comrnunism and
subject of following scenario.
of the following scenario. equipment and mechanics If the Germans won the Battle bolshevism. All Rumanian,
wherever possible. If any of the of the Bulge, forcing a separate Italian and Hungarian units
The Soviet
The Soviet counterattack of variant material in this article peace, they could have shifted deploy as initial forces, with the
July 15th
July 15th pushed
pushed thethe German conflicts with the regular game considerable resources to face the Italians deployed in Rumania.
in the
forces in the Kursk
Kursk sector back
back to, rules, use the game rules when Russians. Could they have kept
and in
and in some
some cases, beyond their
cases, beyond resolving rules disputes. the Russians out of Germany? Axis Wartime Economy
points in
starting points in this
this campaign. Find out by adding l5 infantry Surprisingly, the German
On August 1st,
On the Soviet summer
1st, the summer Russian Collaboration and l8 armored strength points to ecoáomy did not switch over to full
coun[eroffensive
counteroffensi began and
ve began If the Germans control Kiev the German forces in the wartime production until 1944. As
succeeded in in pushing the
the Germans and occupy it with a garrison by December 1944 turn to simulate a result, the German armed forces
back toto the Kharkou area where
the Kharkov where a the July 1942 game turn, no the release of German forces from did not receive supplies nearly fast
conducted by
counterattack conducted by von Soviet partisan operations are Italy and the west. enough to allow Hitler to achieve
Manstien halted the Soviet advance
advance allowed. This variant assumes his goals. To simulate what might
and inflicted massive
and massive losses onon the that a more reasonable German German Gas Attacks have happened if more supplies
Russian armored spearheads.
Russian armored spearheads. If If occupation policy exists, and that The Allies discovered that the had been available to the
llitler had
Hitler had not wasted the armored
armored there is a Ukrainian nationalist Germans had developed nerve gas Germans due to a wartime
rêserve at
reserve aL Kursk, attacks like those uprising. Also add one to all and could have used it late in the oriented economy, double German
conducted by by von Manstien might
von Manstien German tactical modifiers for war. Such chemical weapons could armored replacements (use one
have halted the Soviet advance and each turn that Kiev is in German have been delivered by artillery where none are given) to simulate
changed thethe conduct the war ip
conduct of the in hands to reflect collaborationist shells and by bombs from aircraft. increased German industrial
the East. support. This variant assumes that the production. Add two to all
ft
lnfantry
I
Lâs€19 FORTRESS ERICA
BATTLEPIAN #4
PANZERS AT
PANZERS AT KURSK
KURSK
PAGE 99
PAGE

Fdrtress America need not can give the invaders major


sit on the shelf. Excitement and problems if several ungccupied the lst
the 1st SSSS Division;
Division; the remainder. (2)
the remainder (2) One German infantrY
One German infantry or or VICTORY CONDITIONS
VICTORY CONDITIONS
I
balance can be restored with a territories are allowed to spiout may be taken from other units.
may be taken from other units. engineer
engineer unit must
must be
be
twist of the rules. An partisans. Another suggestion is are: (2)
They are:
They 10-4, (1)
(2) 10-4, 9-7, (l)
(1) 9-7, 3-6-
(1) 3-6- deployed in
deployed each of
in each of the fol- SOVIET:
the fol- SOVIET: The Soviets win
The Soviets winby exit~
bY exit-
instrumental change can be to simply eliminate the Southern (t)
7,(1)
?, 6-6,
6-6, (2)
(2) (2)
3-5-6,(2)
3-5-6, 4-6-7,(3)
4-6-?, (3) 7-
7- lowing
lowing strong
strong point
point hexes:
hexes: ing
ing the
the equivalent
equivalent of
of aa
applied to phase two of the Action Invader from the game and (2) A-3-4.
6, and
6, A-3-4. 0518, 1317,
0518,.1317, 1817,
1817, and
and all
all briga~e
brigade from
ftom the
the south
sQutl:1 .
sequence, This is the phase when altogether, so that the US does All Germans set uP as in the
All Germans set up as in the hexes
hex¢s of Bogoroditskoye"
Bogoroditskoye. map
map edge
edge (9
(9 units,
units, only
onlY
battles are declared. Declaration not have to garrison its interior so original scenario
original except that they
scenario except they .The~e. may
These may be vacated after
be vacated after of which
33 of may be artil-
wh~ch may a.rtil- .
of battles proceeds as written heavily. The US then has a better must set set up
up south
south of
of XXI?
XX17 hexrow,
hexrow, the end
the end of Game Turn
of Game 2; but
'l'urn 2, but lery).
lery).
tzt Z with the addition of the following chance to stop the invasions as inclusive. tlex
inclusive. Hex 05180518 is a a German
German until then the
unti(then the Germans
Germans
rule: they first arrive on the western strong point.
strong point. must
must keep aa unit in these GERMAN: The Germans win
these GERMAN:The win trYby
and eastern shores. Although . locations.
locations. Rule
Rule 5.212
5.212 is preventing the
the Soviet
Soviet
For all of the attacking units Fortress America is not without LENGTH used; but the defense bonus
used, victory conditions.
victory conditions.
problems, it remains a highly
GAME LENGTH for all German infantry,
infantry, or
in combat position for a partict¡lar AND REINFORCEMENTS
AND REINFORCEMENTS
by declared battle, up to a ,aximum flexible and adaptable addition to engineers is doubled
doubled in scenario, both
alternative scenario,
As an alternative both
Christopher iller of five, ffiâV actually participate Milton Bradley's Game¡naster these hexes. sides may use
use free dePloyment
deployment and
and
The game consists of of. eight
place their forces anywhere on the
in the battle for the territory. series. game turns,
game turns, and there are
and there are no
Despite the glowing reviewsI These units may be f¡om any reinforcemen ts. . mapsheet as as long
long asas theY
they are
reinforcemenbs. placed on the designated
designated Portions
portions
have read of Milton Bradley's valid combat positions and may (3)
(3) A German pontoon bridge
Fortress America, I am largely be of any type. The attacker exists
exists in
in hex
hex 2413,
2413, and ôf the map, and
of tne arid on the designated
designated
disappointed by the game. How- announces these units to the
SPECIAL RULES
units may movemove across the strong points. This
strong points. This simulates
simulates
.' battlefield
battlefield confusion existing
existing in
in the
ever, I applaud the attemPt bY defender as units designed for the (1) The Soviets always
(1) The always move river.
Milton Bradley to come up with attack, and turns them upside aftermath
aftermath of of fighting.
each turn. No initiative
first each
frrst
another exciting, introductory- down among other units in their determination
determination is hecessary.
necessary.
level wargame in l"he Ga¡ne' territories. These five (or less)
møsler series. I say "attemPt" units are the only units allowed to
because the game does not appear attack the territory, regardless of
to succeed as a simulation using combat outcome.
GAMA, proud sponsors of
the rules as written. With all the
players performing at a level of No other changes to the rules Origins, Presents...
equal competency, the end result are necessary, and all of the
special rules in subsequent
oBccoM 11 Announcing...
Announcing ...
of each game is the same: the fhe OtfícíalWestern Regional Strategy OPERATION: CONTACT
slow, boring, eventual defeat of actions still apply, including and Adventure Gaming Convention
to .
Second Mouement and the five computer assisted service to
A computer
the United States. The focus of February 12-15,1 988 wargamers find
Amercian wargamersfind
help Amercian
help
the problem seems to lie in the unitlimit per territory. 'l'he effect OACCON ll is the GJme Månufadurers Assôciâlion's

fact that the US is initially of this rule addition is that the (GAMA's) off iclally endorsed regional game convention opponents in their area.
opponents
presented to supplement your annual game convention
outnumbered by three to one, and defense becomes very strong, and schedule. Be gure to attend Or¡gins thls August in Operation: Contact is a U.S.
that there is a limit of five units attackers must orchestrate Milwaukee, hosled by TSR, lnc.'t Gen Con'.
computer sorted
mailing of computer
in any territory. There is no careful attacks on territories in ORCCON '11 is a cornplete Game Conven-
tion, featuring 72 solid hours of tourna- Opponents Wanted ads
Opponents Wanted
significant difference between order to capture them. Losses of ments, demonstrations, dealers, auctions, produced every 6-weeks for
every 6-weeks {or its
its
attacking and defending units on bombers and other heavy units flea markets, pnzes, open gaming and paid Each list
paid subscribers. Each list pro-
subscribers. Pro-
the combat results table. The US become critical to the attacker. much more including guests of honor; at least
vides at
vides frve of
/east five the closest
of the closest
is almost always in a defensive The rule also stalls the invaders, Greg Stafford of Chaosium and wargamers (and (and clubs) seeking
clubs) seeking
posture throughout the game, and allowing the US to build up lasers Ke¡th Poulter of World Wide Wargames in your area, their
area, their
opponents inyour
opponents
yet there are only l,wo benefits to which can ultimately devestate Scheduled events include scores ol board, areas wargaming
of wargami
areas of ¡nterests,
ng interests,
the defender in a combat the invaders. This, .in turn, role-playing and computer game events,
with all types of family, strategy and addresses phone numbers.
and phone
addresses and numbers.
situation. One is that the increases the pressure on the adventure games featured. Operation: Contact
Operation: Contact isis aa
defender fires frrst and removes invaders to fïnish the conquest of ORCCON ll will be held at the Los of D.S. Computing and
D.5. Computing and isis
service of
service
attacker's casualties, and the the US quickly. Angeles Airport Hyatt Hotel, Friday, all of the following
endorsed by
en.dorsed by all ofthe following
second is a column shift defending February 12th, through Monday. February
wargaming magazines:
wargaming magazines:
in mountains and cities. However The above rule rectifies as 15th over Pres¡dent's Day Weekend. Pre-
Battleplan
register for only $20.00 if postmarked by Battleplan
a territory can be attacked by any painlessly as possible what I January 31st. Please notethatthere are no CounterAttack
CounterAttack
number of adjacent territories, consider to be a crutial flaw in separate charges for individual events (a Fire &
Fire Movement
& Movement
though the defenders number five Fortres's America. There are STRATEGICON tradition !). Grenadier
The Grenadier
The
a't maximum. Given the three to many other options for restoring To pre-register, or for more convent¡on Strategy & Tactics
& Tactics
Strategy
one invader units' advantage, play balanee in the game. One is information contact:
Wargamer
The Warga
The mer
through patiently-excuted at- to allow partisans to pop up in STRATEGICON
your
plus your
5374 Village Road To get
To allthe
get all information plus
the information
tacks with overwhelming num- ungarrisoned territories; one per "enlistment papers" for
"enlrstment papers" for OPERATION:
OPERATION :
Long Beach.CA90808
bers, the invaders slowly but territory. This creates mostly an or call (21 3) 420-3675 send aa self
CONTACT, send
CONTACT. self addressed. stamped
addressed, stamped
inexorably achieve victory. annoyance behind the lines, but return envlope
return to: D.S.
envlope to: Attn.
Computtng, Attn.
D.S. Computing.
Circle Reader Seryice t l7 L - - -_ _ _ _ _ _ _ _ _ _ _ _ _ _~_ _ _ _ _ _ _ _ _ _ _ _ __I OPERATION:
OPERATION: CONTACT.
CONTACT, P.O.P.O. Box
Box 2434.
2434,
Sante Fe
Sante Springs, CA
F€Springs. 90670. '
CA90670.
Cirsle Reader
Circle Sepice ##55
ReaderService
,. 1

BATTLE PLAN #4
BATTLEPLAi¡ BATTLEPTAil #4 PAGE 55

BLUE MAX
MAX BATTLEWAGON

RULES TO N4ODIFY
Time - Rather
Tirne
MODIFY
Rather than play
play two
what he receives, he may expend a
hero point
hero take any plane listed
and take
point and
CAMPAIGI{ GAMES
for each simulated
games fot simulated month, on
on bhe current, or
the current, any previous
or any previous
roll three dice at .the
the end of each
each table. ' There are three major campaign When playing any of these three are assumed to have been
game with
game with' the
the combined score games possible based on the naval campaign games no order of withdrawn for repair. The next
equaling the
the number of days
days be- battles taking place near the Sol- battle alternatives may be used; scenario in the series is then
tween games. ADDITIONAL
ADDITIONAL RULES omon Islands. The first of these is only the historical scenario may be played; players may use surviving
the Solomon Island s Compoign. used. ships from the previous scenario at
Sídes - If
Sides If it is necessary,
necessary, due to Ílero Points - Each
Hero Points Each pilot starts This campaign scenario simulates their own discretion. Any other
the absence of other players, for a lirst flight with one hero
his first hero point all of the maior surface battles However, players may use ships victory points for conducting shore
player toto switch sides during the (IIP)
(lIP) and more may be accumulated
accumulated fought in the Sdlomons and consists that survive a previous scenario bombardments, etc. are also added
by Rick Young
Young campaign, reward him
campaign, reward him with
with ten during play.
during play, An HP may be used to of the following scenarios which provided they are in good enough to the total. Sunken ships are
experience points for his
points for his regular
regular exchange a damage chit
exchange chit for one that mustbe played in the order given: condition. These ships participate obviousely not used in the
pilot for each mission that he he flies is (hopefully) less damaging, or
less damaging, or to in exactly the same condition in remaining scenarios in the series.
The following
following is
is aa variant
variant on
on the
the th~s way he is
for the other side. In this aircraft for one more to
trade in an aircraft 1. Savolsland which they found themselves at the This procedure is followed for each
campaign
campaign game rules found
game rules found in in partially compensated for not being
partialIy compensated liking, or to
your liking, to modify your die 2. CapeEsperance conclusion ofthe last battle, except of the scenarios in the series. Then,
GDW's
GDW's BIueBlue MaxMax game.
ga'me. These
These able lly his primary
able to fly primary pilot. roll on the Crash Table.
Table. For every 3. Guadalcanal for the fact that all fires are at the end of the campaign game,
will allow
changes will
changes allow someone'
someone to' to fifty experience points gained up to 4. Guadalcanal extinguished. In addition, six the total points for each player from
attain
attain the
the twenty
twenty kills
kills necessary
necessary toto Aircrøft - Rather than allowing
Aircraft õ00, an
500, HP is awarded to
an lIP bo the pilot 5. Tassafaronga attempts to repair damage by using each scenario in the campaign are
awárded La Pour le
be awarded
be Ie Merite
Merite with-
with- aa pilot
pilot to freely trade
to freely in his plane
trade in plane at the
at the completion
completion of the the mission. 6. Kula Gulf damage control (.I7) may be made added up. The winner is the player
out having to to throwaway
throw away thethe piiot
pilot when aa new type becomes available,
type becomes After 500
After points have
500 experience points 7. Kolombangara before adding a ship to the next with the lowest total damaged or
kill chits that
kill th¿¡t were
were included in in the
the each pilot
pilot must keep his plane until been accrued, an lIP IIP is awarded for 8. Vella Gulf scenario. For example: the US DD sunk.
game.
game. it is shot
shot down. At that time he rolls every 100 experience points gained 9. Empress Augusta Bay O'Ba.nnon participates in both
Auailability Table
on the Availability Table and
and draws up to 1,000. After 1,000 experience
experience scenarios 6 and 7. If it survives As an example one should con-
,For
For those of you who have never
ofyou the aircraft listed. Aces do nothave
not have points have been accrued, no no more scenario 6, it may be used in sider the historical results of the
roll a die. Rather,
to rolla Rather, they have their HP's are
lIP's are awarded for for experience Two other campaign games are scenario ?. Bq,ttle of Guadalcanal Campaign
BIue Max"
played Blue the game
Møx, the game isis a experience
possible. The first of these consists scenario consisting of the first frve
simple
simple air combat game using
using a two available aircraft for
choice of available for the points gained.
points gained. One
One bonus
bonus HP HP is
dimensional maneuver system. The three month period
threemo,nth listed on
period listed. on the awarded for
awarded for eV,ery
evpry multiple of five of scenarios I thru 5 played in a scenarios. Historically, the Japa-
fun played one on one,
game is furi one, but table. If
table. If aa ,pilot
pilot is
is unhappy
unhappy withwith kills attained.
kills consecutive series. This is the Battle nese lost two battleships, one heavy
really comes
really, comes into its own
into its own when for Guad,alcarwl and de_als with all Victory for the campaign games cruiser, and five destroyers for a
of the major surface battles fought is judged by using the standard total of 1445 points. The United
are three
there are to six
three to players on
six players in the immediate vicinity of victory conditions. At the end of a States lost five heavy cruisers, two
each ,side.
side.
Guadalcanal. The second is the scenario the point values for all light cruisers, and eight destroyers
Central S olo mo ns' C ampøtgn which ships that are damaged, crippled, or for a total of 1354 points. The
For the purpoSe
F'or the purpose of
of playing this deals with the naval battles for the sunk are added up and the total is United States won since he has
variant, certain
campaign variant, certain rules Solomons in 1943, and consists of written down. Then, any crippled sustained fewer losses as shown by
have to be
be suspended, others modi-
fied, and some new ones added.
added.
scenaíios 6 thru 9 played in a ships are removed from play for the the point total.
consecutive series. remainder of the campaign. They
TO BE
RULES TO BE SUSPENDED
Secrecy - Due
f)ue to
to the
th.e fact that in a
large group
group there is bound to be(one
beÌone
or two
or that cheat,
two that cheat, damage
damage picks
must be open, and aa pilot's aircraft
be open,
record sheets
record must be
sheets must be open
open for
review.

Formation Flying - This rule


Formation Flying rule is
too easily abused.

Green Pilots
Pilots - This rule that
lhal, pre-
cludes pilot from
cludes aa pilot or per-
tailing or
from tailing
forming restricted maneuvers prior
forming
to his
to his amassing fifty experience
amassing fifty experience
has to
points has tô be
be suspended if if you
to gain new players after
want to after the
campaign has begun.
PAGE 54 BATTTEPTAT{ #4 BA TTLEPLAN #4
BATTLEPLAN PAGE 111f
PAGE

BATTLEWAGON BLUE MAX

THE BATTLE OFEMPRESS CRASH TABLE

AUGUSTABAY When a a plane


plane isis shot down as because it
plape is shot down because
plane it runs the die is rolled, the result may be
the result of a
a "Pilot
"Pilot Killed" or the of boxes in the fuselage, tail, or
out of modified by expending
expending one or more
November 2, f943 *Explode!" chit,
"Explode!" that pilot is kitled
killed wing sections on
wing the Aircraft
on the of the pilot's HPs.
of Each point spent
BPs. Ea'ch spent
and a new pilot
pilot with one HPlIP and no Record sheet, than the victim roll.s
Record roll,s reduces number rolled
reduces the number rolled by one.
one.
experience may be be started for
for that dice and compares the
two dice the results
results'
player in the next mission. If the
the next table. After
Landing table.
on the Crash Lønding
HISTORICAL NO'TES SPECIAL RULES ORDER OI.' BAT'TLE I
ALTERNATIVES
This battle was an attempi, by l. The US has radar and the
the Japanese to disrupt the US Japanese have night optics. l. Allow the Japanese to add CRASH TABLE
landings on Bouganville Island at
one BB of any class in hex
the end of the Central Solomons' 2. The Lhree US flush deck 0308C. The US may add one DIE
Campaign. The Japanese tried to class destroyers are consid- Moryland. or one North Car-
achieve another victory like Savo ered to be minelayers and olinn, or one South Dakota
ROI,I,
ROLL RESULT
RESU I,1'
lsland but the US naval forces were may not fire torpedoes in class BB in hex 2721A- 2 Safb landing
Safe (Rob opponent
opponent of of victory)
waiting for the Japanese to attack this scenario. 3o.) landing
Crash landing (Injured on a 6 for 106
(Injured lD6 days)
clays)
this time. In a confused action dom- 2. Allow the Japanese to add
inated by American radar-control- 3. Due to the reflector effect of 4 landing
Crash landing (Injured on a 5-6
(Injured 5-6 for II 1)6 days)
D6 ~ays)
two CAs of any class.
led gunfìre the Japanese lost one the cloud cover starshells 5 landing
Crash landing (Injured on a 4-6 for 11>6
(Injured I l)6 days)
light cruiser and were prevented will not only illuminate 6 Crash landing (Injured on a 3-6 fbr 11>6
3-6 for I I)6 x 2 days)
from attacking US troop transports. ships in the hexes that the
This engagement was a direct con- 7 landing
Crash landing (lnjured fbr 11>6
(Injured on a 2-6 for I D6 x 2 days)
ships themselves occupy,
trast to the primarily torpedo but also all adjacent hexes 8I landing
Crash landing (Injury automatic
(Injury automatic for fbr 1I ()6
I)6 x 2 days)
actions fought earlier in the Solo- as well. 9I landing
Crash landing (Injury automatic
(Injury automatic forfbr 21)6
2l)6 x 2 days)
mons. Here the US forces, mainly l0
10 landing
Crash landing (Injury automatic
(Injury automatic for 306 3l)6 x 2 days)
cruisers, expended huge amounts of
ammunition to defeat the Japanese. II
11 landing
Crash landing (Pilotkilled)
(Pilot killed)
t2
12 Crash landing kitled)
(Pilot killed)

CONDTTIONS UNITED ST'A1'ES JAPANESE

Light - Night DDT Ausburne 28204 cLr Sendai 0804c


Weather - Overcast with rain DD2 Dyson 2820A DDI Shigure 0704c
squalls DD3 Stanly 282r4 DD2 Samidare 0603c
Seas - Normal DD4 Claxton 282t4 DD3 Shiratsuyu 0503C
VOLUNTARY CRASH LANDING
cLl Montpelier 27214 cAr Myoko 0509c
cLz Cleveland 2722A cA^z, Haguro 0408c
cL3 Columbia 2723A cLz Agano 04nc
SPEED cL4 Denver 27244 DD4 Naganami 03llc is gliding due
If aa plane is due to to one voluntarily crash
voluntarily crash lands
lands isis not If someone
will not be on the board. If
DD5 Spence 2622A DD5 Hatsukaze 0210c factor or another,
factor or another, and it isis behind
and it recorded as
recorded as aa victory. If aa pilot
victory. Ii finish marker behind
has placed aa finish
has
its own
its start line,
own start line, the pilot may
the pilot chooses to
chooses to crash land, he
crash land, he must landing is
his plane before the crash landing
Japanese 4 US 4 DD6 l'hatcher 2622¿,, DD6 Wakatsuki 0t tOc to crash
elect to
.eleet land. Use
crash land. the Crash
Use the and remove his
resolve his attempt and that player may
resolved, that
resolved; may change
DD7 Converse 26234 Landing table. and
Lønd,ing table. and subtract
subtract fourfour plane from the
plane from the board
board before
before the his mind
his mind and
and remove the finished
remove the frnished
DD8 Foote 26284 from the
from the dice roll. Gliding
dice roll. Gliding is is the Selection Step
Maneuuer Selection
Ma.neuuer so that
Súep so marker from his plane.
DD9 Renshaw 28t2A only situation in in which aa pilot may everyone may
everyone may write
write their
their
voluntarily crash
voluntarily crash land. A plane that maneuver, that his
knowing that
maneuver, knowing his plane
plane
VTCTORY CONDITTONS DDIO Breese 28uA
DDII Gamble 2810A
Standard (M1.1) DDT2 Sicard 28094
--l--
F

I2
PAGE 12 BATREPlAN
BAITLEPLAÍ{ #4 BATTIEPLA]{ #4 PA€E 53

BLUE MAX BATTLEWAGON

JUNK PLANES
JUNK THE BATTLE OFVELLAGULF
August 617, 1943
lf fewer
If te n days have plane that he will fly
than ten
fewer than new may sit
lly before his new sit out the next mission,
inission, or he
elapsed since aa pilot lost his plane plane arrives. An ace has the choice may expend an
choice may HP and
an HP take his
and take
in a:¿i crash landing, that pilot pilot choice from the available table.
pílot must of which plane he will fly. If aa pilot
The Battle of Vella Gulf was 2. All US ships have radar and JAPANESE
roll on lhe Junk Plane table for the is afraid to fly what is available,
on the available, he
another situation where a Japanese all Japanese ships have
supply group was ambushed and night optics
DDI
sunk, Three Japanese destroyers Hagikazet 1006D
were attemptirlg to carry supplies 3. Landispresenteastofa line DD2 Arashi+ r005D
GERMAN AIRCRAFT AVAILABILITY
AIRCRAFT A V AILABILITY TABLE and reinforcements to Japanese ofhexes running from 2820- DD3 Kawakaze* r004D
units on Kolombangara Island in 2522-2634 and west of a line DD4 Shigure 1003D
the central Solomons. A flotilla of of hexes running.from 0105-
DIIi
DIE Jan.,l9l7
Jan., 1917 April,l9l7
April,1917 July. l9l7
July, 1917 Oct.,19l7
Oct., 1917 six US destroyers sank three out of 0306-0314-0r15.
ROLL through
through through through through four enemy ships without loss to
Mar.,l9l7
Mar., 1917 June, 1917
June,19,17 Sept., 1917 l9l7
Dec., 1917 themselves. This action is represen- UNITED STATES
tative ofseveral such small engage-
t -3
1-3 AIb D.
Alb D.III
III AIb D. III
Alb Alb D.D. Va AIb D. Va
Alb ments that took place during the ORDER OF BAT"TLE
4 Alb D.III
AIb D. III AIb D. III
Alb I{alb lla
Balb Alb D. Va frghting for the Central Solomons. DDT Dunlap r626A
56 AIb D.III
Alb D. III D.III
AIb D.
Alb III Fok
[,'ok Dr. I Dr.II
Fok Dr. Ships sunk in this action are desig-
ALTERNATIVES DD2 Craven t627¿.'
6 Alb D.III
AIb D.IlI Alb. D. Va IIla
Pfalz D. lIla llla
Pfalz D. lIla nated with an asterisk (*). DD3 Maury rõ28A
1. Add the Japanese CL Sen-
DD4
dai inhex 100?D. Lang lõ26A
Jan.,1918
Jan., 1918 April,l9l8
April,1918 l9l8
. July, 1918 l9l8
Oct., 1918 CONDI'I'TONS DD5 Sterret tt27A
DIE through
through through through
thr'ough through
through 2. Add two Ja'panese CAs or DD6 Stack r528A
ROLL Mar.,l9l8
Mar., 1918 l9l8
June, 1918 l9l8
Sept., 1918 Nov.,l9l8
Nov., 1918 CLs in 100?D.
Light - Night
I
1-3 Alb D. Va Ilok
Fok D. VII Fok
F'ok D. Vll
ll. VII l"ok
Þ'ok D. VII Weather - Overcast
4 Alb D. Va S-S D.D. III S-S D.
D. III D.IV
S-S D. IV Seas - Calm
5 Fok Dr.II
I¡ok Dr. Pfalz D. III Pfalz D. XII Pfalz D. XII
6 D.III
Pfalz D. III Pfalz
Pf¿riz D.
I). XII Pfalz D. XII Pfalz D. XII

SPEET)
BRITISH AIRCRAFT
BRITISH AVAILABILITY
AIRCRAFT A V AILABILITY TABLE Japanese 5 US 3
DIE
DIE Jan.,l9l7
Jan., 1917 April, t9l7
April,1917 July,1917
July. 1917 Oct.,l9l7
Oct., 1917
ROLL
ROLL through through
through through
through through
through
. Mar.,l9l7
Mar., 1917 l9l7
June, 1917 Sept.,1917
Sept., 1917 Dec., 1917 GAME LENGTH
12 game turns.
1-3
I -3 Spad VII Spad VII S. E.5a
S.E.5a S. E. 5a
2.) l7
Nieu 17 F.2lì
Bristol F. 213 Sop Camel E.5a
S. E. 5a
5Ð l7+*
Nieu 17** l?**
Nieu 17** Sop Camel
Camel Sop Camel
6 Sop Triplane Triplane
Sop Triplane Nieu 17**
17*+ Sop Camel VICI'ORY CONDITIONS
The US wins by sinking three
Japanese DDs; the Japanese win by
rlan.,l9l8
Jan., 1918 April,l9lS
April,1918 1918
July, 1918 l9l8
Oct., 1918 sinking at least two US ships or by
DITI
DIE through through through
through through
through exiting one DD from the xx34 map
ROLL l918
Mar., 1918 l9l8
June, 1918 l9l8
Sept., 1918 Nov., 1918 edge.

t -3
1-3 E.5a
S. E. 5a S. E.5a
Eo 5a E. qa
S. Eo $a Sop Snipe
4 E.5a
S. Eo 5a S. E.5a
S.E.5a Sop Camel S. E.5a
S.E.5a SPECIAL RULES
5 Sop Camel
Came I Sop Camel
Camel Sop Camel S. E.5a
S.E.5a
6 Sop Camel
Came I Sop Camel
Camel Sop Snipe Sop Camel
l. Both sides must use the for-
**Nieuport
** l7 with 1I fL in addition.
N ieuport 17 addition mation rule (D9);
i

BATTLE PLAN #4
#4 13
13 PAGE
PAGE'
PAGE 52 BAITIEPIAI{ #4 EATTLEPTAI{ I

BATTLEWAGON J-'B_L_U_E:-M_A_X
_______________________---'-__,____:'---1'L ,

THE BATTLE OF KOLOMBANGARA JUNK PLANES


PLANES
July l2ll3, 1943
GERMAN JUNK
GERMAN AIRCRAFT TABLE
JUN~ AIRCRAFT TABLE
HIS'I'ORICAL NOTES SCENARIO I,ENG'I'H JAPANI]SE DIE
DIE 1917
Jan., l917 April,l9l7
April,1917 July,l9l7
July, 1917 Oct.,l9l7
Oct., 1917
16 turns. ROLL through
through through
through through
through through
Once again US naval forces
ambushed a contingent of the
DDT
cLr
Mikazuki
Jintsu*
r6068
ROLL
I~
Mar.,l9l7
Mar., 1917 June, l9l7
June, 1917 Sept.~ 19I7
Sept., 1917 Dec.,1917
Dec., 1917 I
"Tokyo Express" off Kolombangara.
The US commander followed the DD2 Yukikaze
17068
18058
I1·3
-3
44
Alb D.
Alb ril (l)
D.III
AIb D.III
Alb D.
(1)
III (2)
(2)
Alb t) III (l)
D. IIl
D. Ilt
Alb D
AIb
(1)
III (3)
(3)
AIb D.III
AlhD:m
Alb D.III
AIb D. Ill'
.AI"b D.III
Alb.n.III
Halb IIa
Halb
i
same tactical plan as he used at
VICI'ORY CONDI'I'IONS DD3 Hamakaze r9058 5
5 Alb D.III
AIb D. III (3) D. III (3)
Alb t)
Alb Alb I). Va (r)
D. Va (1) Alb D. Va (l)
Alb (1) ;
Kula Gulf. The destroyers launched Standard (Ml.l). DD4 Kiyonami 20048 6 Alb D.III
Alb D. III (4)
(4) D. III (4)
Alb D
AIb Va (1)
Alb. D. Va (1) Alb. D. Va (r)
Va(l)
torpedoes and then the enemy ships ,
DDõ Yugure 2L04ß
were smothered in radar controlled I;
gunfìre just as the torpedoes hit. Jan., 1918
1918 April,1918
April,1918 July,l9l8
July, 1918 Oct., 1918
1918
The plan worked but once again the DIE through
through through
through through
through through
through
Japanese loosed several salvoes of
SPF]CIAL RULES ROLL
ROLL Mar.,l9l8
Mar., 1918 June,l9l8
June, 1918 Sept.,1918
Sept., 1918, Nov.,l9l8
,Nov., 1918
"

torpedoes faster than anyone


expected. This resulted in heavy 1. All US ships have radar UNITED STATES 1·3
1-3 D.lll
Alb D. III AIb D.
Alb D.III
III Alb D. Va
AlbD. Alb
AlbD. Va
D. Va,
damage to three cruisers and the 4 Halb Ila
I{alb lIa l'-'ok
Fok Dr.l
Dr. I Alb D.III
AIb D. III Alb D.III
D. III
loss ofone destroyer. The Japanese 2. The Cl, Jintsu has radar. 5Ð (l)
Alb D. Va (1) Alb D. Va II
Pfalz D. II Pfalz D.III
Pfalz D. III
lost their flagship as a result of a All other Japanese ships DDf Nicholas 0620A 6 Alb D. Va (1) Alb D. Va
AlbD.Va III
Pfalz D. III D.III
Pfalz D. III
barrage of radar controlled gunfire, have night optics. DD2 O'Bannon 062r4
but no other losses were suffered.
3. There is land SW of a line
DD3 Taylor 06224
running from hexes 0401 - DD4 Radfbrd 0623A
CONDITIONS 0406 - 0l 08. CLI Honolulu 06244 BRITISH JUNK
JUNK AIRCRAFT TABLE
AIRCRAFT TABLE'
CLZ HMNZS Leander 062õA
Light - Night DD5 Ralph Talbot 06274 DIE Jan.,l9l7
Jan., 1917 April,l9l7
April,1917 July,1917
July, 1917 OcL, 1917
Oct., 1917 ,

ORDER OF BATTLF] DD6 Buchanan 06284 ROLL through through through through
DD? Mar., 1917
1917 l9l7
June, 1917 l9l7
Sept., 1917 Dec.,19l7
Dec.',1917
\[eather - Bright
moon. Rain ALTERNATIVES Gwin* 06294
'"
squalls in hexes DD8 Maury 06s0A I -3
1·3 Spad VII (1)
(1) Spad (1)
Spad VII (1) Spad
Spad VII Spad VII
1811, 77t2, 1612, DDg Woodworth 06314 26) Nieu 171? (1) Nieu
Nieu17 (l) l7
Nieu 17 17+*
Nieu 17**
, '
1613, and 1514. l. Add any two Japanese CAs
5Ð Nieu 1717 (4)
(4)
1?
Nieu 17
(1).
(4)
r? (4)
-
Ilristol 1":
Bristol F. 2B
2ts Bristol F.2ts
tsristol F'; 2B
or CLs. 'Ships losl.in lhe h¡stor¡càl brttlc.
Seas - Calm 66 Sop
Sop rrriplane
Triplane (1)(l) Sop Triplane (1)
Sop 1'riplane (l) Sop'friplane
Sop Triplane Sop Triplane
Sop Triplane
2. Remove both of the US crui-
sers.
SPETÌD Jan.,l9l8
Jan., 1918 April, l9l8
April,1918 July,1918
July, 1918 Oct., l918
Oct., 1918'
Japanese -4 LIq 5 DIE
DIE through
thro4gh through
through through
through through
through'
ROLL
ROLL Mar., 1918
Mar.,1918 June, l9l8
June, 1918 Sept.,l9l8
Sept., 1918 Nov.,1918
Nov., 1918

I -3
1·3 S.
S. E.
E. 5a (l)
5a (1) S.
S. E.
E. 5a (l)
5a (1) S. E. 5a
S. E. (1)
5a (1) S. E. 5a
S. E. (1)
5a (1)
44 S.
S. E.
B. 5a
5a (2)
(2) S. E. 5a (2)
S. E. 5a (2) S.
S. E.
E. 5a (2)
5a (2) S. E. 5a
S. E. (2)
5a (2)
5Ð Sop
Sop Camel
Camel (3)(3) Sop
Sop Camel (3)
Camel (3) Sop Camel (3)
Sop Camel (3) .Sop Camel (3)
Sop Camel (3)
66 Sop
Sop Camel
Camel (4)(4) Sop
Sop Camel (4)
Camel (4) Sop
Sop Camel
Camel (4) (4) Sop Camel (4)
Sop Camel (4)

NOTES:
NOTES:
(1) May
(1) May not
not do restricted maneuvers
do restricted maneuvers
(2) May
(2) May not
nr¡t do non-repeatable maneuvers
do non-repeatable maneuvers
(3) Only
(3) Only one
one machine gun
machine gun
(4) May
(4) May not
not do
do speed maneuvers
or 44 maneuvers
speed 33 or
** Nieuport
** Nieuport 17 with 1I fL
l7 with fu in addition
in addition
TEVEX Computer
(TEVEX Software 1-800-554-1162)
Com uter $oftware 1-800-554-1 162 BATTTEPTAN #4 PAGE 5I

BATTLEWAGON
ss,
ISSI Atari C-64
Apple Atari
Apple C-ó4 IBM
mM ST I IMICROPROSE
ST MTCBOPEOSE Apple Atari c-64
Atari C-64 IBM sT
IBM ST II A
AVALON
HILL Aiile Atari C-64 mM ST I
Antietam $33 $33
$33 $33 $33
$33 $33 Con. Vietnam $27
$27 $27
$27$27
$27 $27 By Fire & Sword $17
4. Add the CLHelena and four JAPANESE UNITED STATES
B·24
B-24 $27
827 Crusade Eur. $27
$27 $27
527$27
$27 $27 Cmp.
Cmp. Diplomacy $33 Fletcher class DDs which
Baltic 1985
1985 $23
$23 $23 Dec
Dec.•. Desert
Desert $27
$27 $27
$27$27
$27 $27 Dreadnoughts $20 $20 $20 were normally attached to
Battlecruiser
Batt.Comm.
ulser $40 $40
$40 $40 $40
s27 $27
$27 $27 $27
F·15
F.15 $23
$23 $23
$23$23
$23 $23 Guderian $20 $20
$20 $20 $20 the task force, but were DDI 'lakanami 13248 DDT I'letcher lTlsD
Gunshio $23
$23 $27 Gulf Strike $20 $20 $20 .$20
Battlegroup $40
$40 $40
Gunshi
Kenne
Kennedvy Appr.
Apor. $17 -$17
$17'$17 Incunabula
lncunabula
$20 $20 $20 $20
$2Q
$20 detached for duties e'lse- DDz Naganami f3278 DD2 Perkins ulSD
Broadsides $27 $27
$27 $27 $27
Carrier Force $40 $40
$40 $40 $40
Nato Comm.
Pirates
Pirales
Co'mni.' $23 $23
$23 $23 $23
. $27
Macbeth
Macbeth
Soitfire 40
Spitfire
$17
$23
where al, the time. DDB Makinami 13278 DD3 Maury l?l3D
Colonial Conq. $27 $27
$27 827 $27 Silent
Silent Service $23 $23 $23
$23 $23 $23 $23 $27
$23 Tåushima
Tsushima $20
$20 $20 DD4 Oyashio L2278 DD4 Drayton l7l3D
Compo Ambush $40 $40 $40
$40 $40 FIioht
Solo Flight $17 $17
$17 $17 $17
~~~
$17 $17 Under·
Under Fire $40
Field' of Fire $27 $27
827 $27
$27 527 Top GUnner
Guñner $17 $17.
$17 $17 Í"Data
Data Disk $17 DDõ Kuroshio 12278 cAl Minneapolis r8r0D
50 Miss. Crush s27 $27
$27 $27 $27
$27 $27
527 Campaign Disk $17
" Campaign
Germany 1985 $12
$12 $12 1Electronic DD6 Kagero 11288 cL2 New Orleans r810D
Gettysbur~
Imperium al. $27
Kampfgruppe $40
." "Scenario Dlak.
$40 $40
$40
$27 $27
$40 $40
s40
$40 $40
927 $27
827
$40 $40
$15 $15
$15
$40
$15 $15
$rs
$40
s40
$40
s40
Arts
Arcticfox
Arcticfox
Autoduel
$27
527
Atari C-64
Apple Atari C-64

$22
$22
IBM
IBM
$27
STII DKG
ST
DKG Apple
Apple Alari c-64
Atari C-64 ST
IBM sr
IBM I I
DD7 Kawakaze
DD8 Suzukaze
11288
f0288
cA3
cA4
Pensacola
Honolulu
1910D
l9l0n
Kni~hts Desert $27 $27 $27
$27 $27 $27
Autoduel $33 $33 $33
$33 Clash of Wills $30
$30 $30
Mec brigade $40 $40
$40 $40 $40
$27 2000
Chess 2000 $27 $2t $27
$27 $27 $27
$27 $30 Great
Great War 1914
1914 $30
$30 $30 cA5 Northampton 2009D
Chickamauoa
Chickamauga $23 MetziCobra $30
Nam $27 $27
$27 $27 $27 E.O.S.
E.O.S. - $23
MetzJCobra
Obiective Kursk
Objective $30
$30 $30
rU¡ CA Norlù¿npton aÀd Jrpancse DD Tât arôm¡
DDõ Lampson 2r09D
N. Atlantic 86 $40 Grand Slam
Slam Bridge
Bridoe $40 stálingrad wa¡o su¡ l[ th¡r batl¡c.
Norway 1985 $23
$23 $23 Stalingrad $30
$30 $30
Lardner
Op Mkt Grdn
Panzer
nzef Gren.
Pres. Elect 88 $17
Rails West
$33 $33
$33
$27
$f7
$33 $33
927 $27
$27 $27
$27
$33
527 $27
827
$17
$17
$27 $27
$33
$17
Heart
Heart of Africa
Lord's/Conq
h:ûli:!:""0
M.U.L.E.
Oore
Ogre
$12
$12
$20
$20
$12
$12
$r2 $12
$12 $12
$20 $20 $20
$20 $20 $20
I ETC Apple
Apple Alari c-64
Atari C-64 ST
IBM sr
IBM I DD6 2109I)

Påasus
Pegasus $23 $20 Ace of Aces $20
RDF 1985
1985 $r2
$12 $12
$r2 Rommel
RoÉrmel $27 Ancient
Ancient ArtlWar
ArVWar $30
Charoe $33
Rebel Cha'je $33 $33
$33 $33
Reforoer 8
Reforger 8f
Roadñar 2000
Roadwar
$12 $12
$12
$27
2000 $27 ' $27
$27 $21
527 $27
827
7 Cities Gold
Skylox
Skyfox
Slárlleet I
Starfleet
$12
$12
$12
$33
$33
$12 $12
$12 $12
$12
$12
$27 $33
$33 $27 $33
$30
$37
Balance/Power
Battle
Baltle Britain/Mid.
Powder $33
Blue Powder
$15
$1s
$33
$33
$33 $33
THE BATTLE
Six Gun Shoot $27
Tioers/Snow
fiiers/Snow
U •• A.A.F.
u.S.A.A.F.
War in Russia $53
$27 $27'
$21 $27
$40 $40
$40
$27
ô27'$27
s27 $27 $27
$27
$40 $40
$s3 $53
$s3
940
$27
Starfli ht
SMULANONS
SIMULA
CANADA
nONS
A Ie
$33

Atari C-64
Atari C-64 IBM
IBM ST
ST
Desert
Baron $33
Bridoe Baron
Bridge
Defeider Crown
Defender
Busters $23
Dam Busters
Deserl Fox
$27 $33
$27
$23
$2s
$20 $27
$20
$12
?T#ULAGULF
War S. Pacific'
Pacific $40 Destro~er s27 $27
Wargame Consl.
Waroame Const. $20·
$20 , $20 Baltle Atlantic
Battle $40 Desl
lt
Flight im II
$27
s27 $27
$33 $33
$33 $33 $33 $33
$33 $33 HISTORICAL NOTES SCENARIO LENGTH 2. Add the Bts Mutsu or the
Warãhio
Warship $40 $40
$40 $40 $40 Fall Gelb $40 $40
Fifth Eskadra
Eskadra $40 $40
Gato $27 $20 $27
$20
BB Hyuga for the Japanese
Wings ofäf War $f2
$12
Golan Front $40 $40
Infiltrator $20 l2 game turns
Grey
Grev Seas GS $40 $40
Iwo Jima/Falklands $15
The Battle of KuIa Gulf and the BBs Marylønd or
ssG
ISSG Jet Simulator $27 $27 $33
$27
Atari C-64
Apple Atari
Apple C-64 IBM
mM STI
ST Kuråk Camp.
Kursk
Op.
camo.
Overloid
Oo- Overlord
$40
$40
Kni9,htlDiam $23 $33 happened as a result of an VICTORY CONDITIONS Colorødofor the US.
MOVie Monster
ster $27 interception of the "Tokyo Express"
Baltlefront
Battlefront $27 $27
927 Síeo Afrika
SlegAfrika $40 $40 Nap/Waterloo $2s $25
$25 $2s Standard (Ml.f) 3. There were rain squalls off
War
Carriers War $33 $33 Seventh
Sev-enlh Fleet
Stalingrad
Stalingrad
Fteet $40
$40
$40
$40
Rome/Barbarians
Rome/Barbarians $25 $25
$25 as it was approaching the Japanese
Europe Ablaze $33
Europe Ablaze $33 5.0.1.
s.D.l. $33 held island of Kolombangara in the the map to the east. Place
Normandv $27
Normandy $27
827 Space
Space Max $40 SPF]CIAL RUI,ES rain squalls anywhere in
Sláre
Reach Stars $30 $30 Blank Disks
TEVEX Blank Sub Battle $27 $27
$2I central Solomons. This time both
Russia
Russia
Run
Run 5 Magazine
#6
lssue #6
Issue
$27
527
Magazlne
$4
$27
I Box of 10 only $12
SSDD 5 1/4"ll format
up
Up Periscope
EPYX JOYSTICK
JOYSTICK
$20
$rs $15
.$15 $1s $15
$1s
sides were equipped with radar and
\¡¡ere aware of each others' presence
1. There are land areas on the
map. All of the map area
map quandrants'B' or'D'.

before the actual combat sl,arted. As west of a line running from


soon as the US ships opened frre the hexes ll01 - 1107 - 0609 - JAPANESE
COMING SOON
SOON Japanese fired several salvoes of 0ll0 is land. The map area
torpedoes. Several of these hit and east of a line running from
.Afganistan hexes1434 - 1429 - 0826 - Nüzuki 07128
Same Day sank the cruiser ÍIelena, At the DDT

/~tRo~ii~
rOUR ORDER Civil War same time, American radar 0130 is land. DD2 Suzukaze 06128
Shipping
Sh¡pp¡ng
Lll:?~ =3
Empire controlled gunfire sank one DD3 Tanikaze 06138
We ship every
every order the same day
orderthe vs. Rommel
Patton VS. Japanese destroyer and drove 2. The map is stationary and
DD4 Amagiri 04r38
the 28xx hexrow is the
- -..- ---..-
it's
and
placed. Just
it's placed.
and we'll
Just call before
we'll ship
ship your
before 3:30
your order
order via UPS.
Red Storm Rising
Road to Appomattox
another onto shore. Due to the high
rate of gunfire that the US ships north map edge. DD5 Matsuyuki 03148
U.S. Mail
Mailservice also available.
service ava¡lable. Shiloh were maintaining, ammunition DD6 Nagatsuki 02148
Starfleet IIll
Starfleet supplies began to dwindle so the US 3. The Japanese DD Niizuhi
DD7 Satsuki 0llõB
Thunder Chopper
Thunder Chopper ships headed back to Tulagi certain and all US ships have radar.
that the victory was theirs.
oALL TOLL-FREE 1-800-554-1162
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PAGE 50 BATTI.EPIAT{ #4 BATTLEPLAN#4
BATTLEPIA}I #4.

SHOGUN
SHOGUN

THE FIRST AND SECOND BATTLES


OF GUADALCANAL
The First and Second Battles of Guadalcanal
are played exactly as found inthe tsATTLEWAGON rules book

ORDER OF BATTLE VARIATIONS FOR


THE GUADALCANAL BATTLES
During the fighting in the reason they continued to commit Allow the Japanese to add up to
Guadalcanal area there were some their ships in a piecemeal fashion two Nogato class BBs and two
heated debates at the Japanese which allowed the US to defeat the Yam.øto class BBs in the two
fleet headquarters concerning Japanese ships a few at a time guadalcanal scenarios either in
committing some of the idle which was relatively easy to do. If addition to, or in place of the REPLAY
RDPLTY
Japanese battleships to the strug- the Japanese had committed more battleships fo und in those
gle. The Japaneserwere excessively battleships to the campaign in one, scenarios. No more than one
cautious and decided not to use any all-out effort they might very well Yam.øto class BB may be used in
fun and excitement in
fun and in that huge which will generate koku for
that huge for them
more battleships in the battle for
fear they might be lost. For this
have overwhelmed the opposing US any one scenario.
forces.
Players:
Players:
DeNardo
Vince DeNardo
game box, and a lor.of
same play
lot of play value! ."ulïT;I,nå1'":'Jålt"il*?;"
and to which they retreat in safety.
As can be seen in t
Emrich
Alan Emrich 'furn
Turn One consolidat~d on
illustration, Robbie consolidated
Pete Flahive
Flahive ~he islands of
of Kyushu'(the
Kyushu (the southern
In
In the beginning,
beginning, the
Matsumoto
Paul Matsumoto there was
was chaos...
chaos •.• most) and
most) and Shikoku (the
(the smallest
Robbie Robberson
Ilobbie Robberson
THE BATTLE OF TASSAFARONGA Article by: Alan
Article Alan Emrich
Emrich out
With
With the the province
randomly (a la
province cards
(a
cards dealt
Risk!), initial
main island).
dealt
island).
Interestingly, :Pete's
Interestingly,
initial was largely spent
first turn
Pete's first
clearing Alan and^
clearing
turn
out randomly la Risk!), and
November 29/30 ,1942 cross-table áiplo-""y
cross-table diplomacy found found Pete Robbie off the
Pete Robbie southern end
the southern end of of
exchanging
exc han gr n db h a rs h words,
harsh ful of Honshu
w o f ds full [Ionshu (the la rgest of the Japanese
the largest J apanese
[Authors d iffi territorial
terri to rt a demands, wl rh Vince.
Vince w h'ic h is
ands). which w ha t one
not what one
tA uthors Note: N ote The T he most
mos t diffi- de mands, with islands) 1s not
cult part o[
cult pørt of writing
writ tng this article was Durin o
Duringb the Plan P lan Phase, as a can would ha ve expected
wou ld have expected. after alI of
alloLthe the
HISTORICAI, NOTES SPECIAL RULES SCENARIO LENGTH heeping the E ditor a, playe r LN th ¿s
keeping the Editor, a player in this be seen
S ee n by rh
thee ta
table,
b e there w er
were e sabre (or
(or ls
is that Sa murar
Samurai swo
sword?) rd ?)
18 turns game, [rom deleting
g ø m e fr o ITT d e e t n8 the
h e near
ne a r three
rh ree basic
bas rc first t urn
turn strategi
strategies es at
a t rattl
rattlingng with V lnce
Vince. .
In this scenario, the US naval libelous tuo r th work. Paul and Pete fo r the V tn ce and
a nd Alan,. me an whil e
AI an meanwhile,
1. is land areas on the ü belous statements
staternents about ubout his hís worth Pe te opted for . Vince
forces surprise a contingent of the There as
o,s an
øn ally.
a,l ly With
w ith thethe truth
trul h asq.s my only ma xl m um amount
o nly maximum a mo u R t of troop troop levies tried co n so da te ln
tri ed to consolidate in northern no rt her n
"Tokyo Express" as they try to map. Savo Island is com- de[ense, 1 have told it like it
iþe tt IDQ,Swas. possible,
pos b Vin
Vince and A lan
Alan fortified Honshu
Honshu.
posed of all hexes adjacent VICTORY CONDITIONS d.efe nse haue old SI e ce
unload supplies for Japanese army Never hi le Robbie
Rob bi e invested in was Pdu who
It wasPaul whó rocked the rhé boat
units fighting on Guadalcanal. In to hex 0922. Tulagi and Never trust
lrust PetePete to to watch
wqtc h your back bacþ and levied,
evied while
non-
in adiplomatic
¿n d,iplo tic game!
ga me J going
got n fr rst
Õ first and ev yl
levying. ng on turn one.
one Alan
Alan, who had aa non-
spite of being surprised, the Florida Island are composed The victory conditions are Shogun
n'La
Sh o g u n isS MiltonMi to n Bradley's
B l' ad e v s
b
On the first o f the game,
tur t'l of
flirsl, turn ga D€, no pact with Paul,
aggression pact with Paul, left too left
Japanese managed to. fire a salvo of ofan area northeast ofa line standard (Ml.l) plus the Japanese ne we S t n th e r G A M E M A S 'l E R
newest in their GAME MASTER province
prov nce which
w h c h ta
contains
co n ns an army'
a.rmy tempting of aa targettarget with lightlY
with aa lightly
torpedoes that had disasterous of hexes running from 0105 g^et J0 victory points once per game Series (Axis & Allies and Fortress
ortress may
m be ttac
attacked.ked T h
Thus,
us whe
where re a
a gariisoned
garrisoned castle in
in Kawachi. With
With
results for the Americans. This - 0403 - 0401. The Guadal- Se r res & Allies and F' ay b e à
if they can move a DD intõ, or America
A rnerrc a be b being n Õ the
t he other
o rh e r t
two).
o Daimyo
Dai myo stands,
stand S the ground is safe considerable
õonsiderable pluck
pluck and
and daring
daring (and
(and
salvo managed to sink one cruiser canal shoreline is composed adjacent to, hexes 2625,2624, 2724, first turn. after aa particularly bloody assault),
While
While aa complete
co mp lete review
rev lew iss in t- Lre &
ln Fire 8¿ for the first
and criple three others while the of a line running from 2134 or 2823 for a total not to exceed 40 t urn one, playersl thethe castle fell to
castle fell to Paul's
Paul's treachery
treacherY
Japanese lost only one destroyer. - 1832- 1829 -2824.
Movement
Moue ment #55, sultl ce itt say,
# 5 5 suffice say as you Therefore,
Therefo re on o n turn one players'
.
victory points. will gather
wil ga ther from reading
readi b n d this game stri
strive
ve to carve
cârve out
o u t thei
their r own safe"
"safe" and
and Alân's
Alan's honor
honor demanded
demanded
replay,
reþlay that t ha t there
there is considerable
c onsiderâ b le corner of Japan, J a PâN, their powe r base vengeance. The first
rherr power first blood
b lood enemies
enemres
2. All US cruisers andFletcher made
had been made.
class DI)s have radar. The ORDER OF BATTLE
CONDITIONS Japanese have night optics.
ALTERNATIVES
Light - Night
3. No Japanese DD except l. Add the CL Jintsu in
Tokanami and Nagøhomi 1327B.
'\{'eather - Overcast, no moon may fire torpedoes until
Seas - Normal turn three. 2. Add the BB Mutsu in
132?ts.
4. The map is stationary.
SPEET)
3. Add either the BB Mørv' E
5. tsoth sides must use the Iond or the BB Colorød.o in
Japanese-5 US-3 formation rule (Dg). 2009D.

Z r-/
DAGE 16
PAGE T6 BA TTLEPLAN #4
BATTLEPTAN sATTIEPTAil #4 PAGE ¡I9

SHOGUN
SHOGUN BATTLEWAGON
'furn One Planning
Turn Player Order
Planning and Player CAPE SPEED SPECIAL RULES
Player (in Japanese-5 US-2 l. Savo Island is composed of
turn order):
order) Swords
Swords
Koku Spent For
Building Levy
Buildine Levy Ronin
Ronin Ninia
Ninja
ESPERANCE hex 1401 and all hexes
r0300 within a two hex radius.
Robbie
Pete
1
00400
0
0
0
3 0 0 October llll2,lg42 Guadalcanal is composed of
4 0 0 SCENARIO LENGTH hexes running alonga line
Vince 0220b
0 2 2 0 0
18 turns from hex 2201-2204-2506-
Alan 022,00
0 2 2 0 0 2804.
Paul 00400
0 0 4 0 0 HISTORICAL NOTES
After Guadalcanal had been 2. The Japanese ships must
shelled several times by "The Tokyo VICTORY CONDITIONS maintain course, speed, and
Express" US naval forces made an Victory conditions are standard heading until fired upon. In
attempt to intercept "the Express". (Ml.f). The Japanese player may addition, they may not fire
On the night of October 1l - 12 the
win an automatic victory if he is until fired upon.
succeeded. The Japanese ships in able to exit two cruisers from the
the "Tokyo Express" sailed into a map between hexes l70l and 2001, 3. The CL Bois¿ must use rule
trap and lost one cruiser and one inclusive. ;t-4.21 (Møgazine explosion
rn destroyer. The US lost one caused. by turrel l¿i¿). When
tzu\þ destroyer and almost lost a light ORDER OF BATTI,E using the first edition of this
Â. cruiser to a very narrowly averted game, roll one die on the
magazine explosion. The victory off ALTERNATIVES critical hit table each time a
v Cape Esperance helped to raise the hit is made on one of the
Itt:t{
flagging morale of the US soldiers 1. The Japanese player may Boise's main turrets.
lírKtEt
and sailors in the Guadalcanal add the BB Mutsu in hex
P
area. 04218 at the start of the 4. The UScruisers have radar.
scenario. The US may add The Japanese have night
one Møryland æ Colorødo optics.
CONDITIONS class battleship.
/ 5. The map is stationary.
I
Light - Night 2. The Japanese may move
Weather - Slightly overcast freely at the start of the 6. Both sides must use the
scenario. formation rules (Dg).
Seas - Normal

JAPANESE
DDI Hatsuyuki 02208
DD2 Fubuki* 04238
cAl Aoba 03228
â CASTLES c^2 Furutaka* 02228
ffioR fIRST
NIKST ROUND Lcvy Uníts

I ROUND
FORTRESSES
cA3 Kinugasa 0ræB

ARMY
EXAMPLE
EXAMPLD IIlrc

ACTION 1: PLAN AMERICAN


fr During
secretly allocate
secretly
Plan, all
Action 1: Plan,
DuringáctlonL: all players
Players
th¡ir koku, then
allocate thpir PI,AYEß DDI Farenholt r7l3F
tt ATTACK
turn their trays around to reveal
ptaced their koku.
where they placed
Tak
PTÌITí'S TßAY
IItte, DD2 Duncan* u13F
Laffey
.,l
+
4-
thisexample,
In this
Gray
example, players Plnkand
Players Pink
Cray allocate their 5 koku as
and
Sr¡¡ords Nt4ja DDS
cA1 San Francisco
17131'
1813F
ô LcuA Uníts cLl Boise rSlsF
MOVEMENT
: MOVEMENT shown at right.
I
,
4-I
I
Player
?layer Pink allocates 1 koku to
his TAKE SWORDS
SI¡iIORDS bin, and
4 koku to his LEVY UNITS bin.
4-
IIÍrt,
tunín
cA2
cLz
DD4
Salt Lake City
Helena
Buchanan
l9l3F'
r9l3F
2014F
DD5 Mc0alla 2014F
Player
Player Gray allocates 3
Qray allocates 5 koku hls
koku to his
LEVY UNITS bin, and 2 koku KoKu ?I.AYER
to his HIRE
tllRE NINJA bin. Tatæ
QRAYS TRÃY ITírc
Su¡onds rii4Ja
RDER OF BATTLE

er four cruisers, or six trans-


venting the Japanese from
eving their victory conditions.
ALTERNATIVES

s lil used). The US wins by


Japanese ships begin in hex

dered to be sunk at the start


ølmost did). tslue is consi-
Blue gave an alarm (As she
Assume that the US DD
of the scenario. The
turns. Ignore the 'General
Game is extended to 18
ships in line formation.
Add the US CL Sa.n Juan
Use the transports

Quarters'rule.
speed 5, on
(Atlanta cl.) in hex 1501D,

1337, speed 4, heading C, all


BATTLE PLAN #4 PAGE 17

turn 6.
SHOGUN
Turn Two al1iance with Pete, thus securing Naturally, P'ete had moral
Blood Feud and Vultures Paul's rear. justification. He said he was just
While one of Paul's three armies "tidying up his lines."
Alan began by investing in moved from Shinano to Mino and While Alan smiled at seeing
moving before Paul on this turn. was barely defeated by Alan in the Paul brought low, during Vince's
With a score to settle, rather than bloody battle of Ise (only Paul's turn, Pete's weakened army which
'engaging Paul's armies in glorious Oaimyo remained of his army had just vanquished Paul, was in
combat, Alan opted to reduce the there), Paul's army in the fortified turn crushed by Vince as he moved
size of Paul's empire by picking off province of Tamba, along with four into the mainland of Honshu.
weakly garrisoned provinces. Alan's hired Ronin units, crushed Alan's Interestingly, Vince was also build-
strategy was twofold: 1. Gain "cheap forces in Settsu. For Alan, only ing up a base on Shikoku, away
o

and easy" victories to advance his Paul's head on a pike would settle from his main effort in northern
. Daimyo's experience levels, and 2. matters, as the honor of a Samurai Honshu.

'I'his was made possible by an trusting Pete to secure your rear!). "cheap victories" for their
decisively with his armies, and

and easy" victories [o advance his


strategy was twofold: l. Gain "cheap
l,o reduce Paul's economic ability to
threw them at Alan without mercy.

was less afraid of engaging Alan


wage war on Alan in return.

Daimyo's ex¡ferience levels, and 2.


to reduce Paul's economic ability to demands! . Robbie, for his part, did nothing
s.
Â,
J'þ

wage war on Alan in return. Paul's weakened army returned but wait, watch, and avoid making

Paul, however, moving second,


v\J*.

Paul, however, moving second, to Shinano, picking up stragglers enemies. Ultimately, he cut a peace

KA
was less afraid of engaging Alan along the way, where Pete swooped pact with Pete (people never learn!)
decisively with his armies, and down on it and erased it from the which defined their borders on the
A Mihor &ìdlcvc.rmc

threw them at Alan without mercy. map. (So much for what you get by islands and allowed for each to gain
tLt\(Ð

P \\(;ñ()

This was made possible by an trusting Pete to secure your rear!). "cheap victories" for their daimyos
at the expense of the other.

turn order):
Turn Two Planning and Player Order

Player (in
Alan
Vince
Robbie
Pete
Paul
Player (in Koku Spent For
turn order): Swords Building Lev~ Ronin Ninja
P.

Alan 2 0 2 0 0
ral\Q

Turn Two Planning and Player Order


P.

Paul
nr

0 2 3 2 0
Pete 0 0 5 0 0

Swords Buildine Levv

forces in Settsu. For Alan, only ing up a base on Shikoku, away


down on it and erased it from the which defined their borders on the
along the way, where Pete swooped pact with Pete (people never learn!)

demands!
matters, as the honor of a Samurai Honshu.
Paul's head on a pike would settle from his main effort in northern
to Shinano, picking up stragglers enemies. Ultimately, he cut a peace
0

map. (So much for what you get by islands and allowed for each to gain
Robbie 0 3 0 0
00120
00300
00500
20200
Vince 0 0
02320 2 0

Paul's weakened army returned but wait, watch, and avoid making
r:u\n
A

Koku Spent l'or


PA¡

Ronin

at the expense ofthe other.

Robbie, for his part, did nothing


Ninia
Ð

daimyos
PAGE 18
T8 SA TTlEPlAN #4
BATTTEPTAN BATTLEPTAI{ #¡I PAGE 47

TsHocul,¡
SHOGUN BATTLEWAGON
\ Turn Three ,
Turn Three r although moving last,
although last, managed
nanaged to on Kyushu, sniping into Pete's back
Gasping, Grasping and nick three
.nick three back from Vince! Vince
back from on the: southern tip of Honshu. His
on'the,southern scenarros as a campargn game
. Con
Consolidation
solid ation manage to,
did. manage
did Alan in
beat Alan
to, beat in an big attack was
big attack was anan invasion
invasion of simulating the naval fighting in the
attack
attack, on garrison in
his garrison
on his in Kii from Honshu
Honshu in in the
the area of KiiKii onon the Solomon Islands. Basically, there
By luck
By luck of
invested koku in
of the,draw.(no,one
the,.draw ,(no,one the Shikoku
in Drawing
l)ruwing Swords),
Shihpku provfqce
extending hi::;;
Swords), e"tending
province of Awa,. thus
his,.power ,base' Or)
power ,base oq
western peninsula, where
weqtern þeninsula;
previously buil[
where Alan had
the corner
built the eorner of his
are threec campaign games that are
possible. The first of these rúill FIRST EDITION NOTES
Paul went firstfrrst on
on turn three.,After
!.urn three. After Shikoku to the m;:i.ipland.ofHonsl'lll:
rnainland of Honshur empire (befone PauLtook
empire (before it from him
Paul took it simulate the naval battleS for
defenses of hisca~Uein
raising the defenses his castle in Alan moved
Alan moved third third .and
and again this turn), and which Vince current- Guadalcanal. Another simulates The scenarios in this article the scenarios rain squalls are
'ramba
'Iarnba to a fortress. (p,i1ing, unargu-
f,ortress. «;!,iting, hurled
hurled himsellì blindly
himself,blindly a:t Paul.
at ly occtlpied.
occupied. The invasion succeeded the fighting for the central Solomon may be played using the first, considered to exist. These should be
{narlgu-
that if
ably,, that
ably;. if Pete
Pete werewere on your ygur While
$hile coming:out
coming.;qut ahead, in an
ah,e-ad, in and,Robbie established
andE.obbie established himself in a lslands as the Allies advance edition of BATTLEWAGON with ¿r treated as fog banks (11.2) when
border with aa non·aggressionpac.t,
border with non-aggression'pact, e':(changeof·
eïChangq 1of :terri :with Paul
tories! 'with position
position to,'. knife either
to. knife Alan or
either Alan towardsthe Japanese fleetbased at minimum of modifications. If a case playing with the first edition.
;ter,ritqriêst
[oo), h~
you'd fortify it too), he set
sel, out this turn, Alao,also
only to tllisturn,
oul, only Alan. also managed
managed, to PauÌ in
Paul' in thethe back. Afteq Robbie's
back. After Robbie's Rabaul- Finally, these two arises where adjustments should be Destroyers are deployed in flotillas
consolidate his his position
position-aneland .win consglidatg'his
win a consolidate his lro&r,,spmgiwhat,,
rear some1what, landing, the diplomacy
diplomacy flew fast and eampaign games may be hooked made between the two games, of three to four ships in the first
. couple
couplq of vicf;ories.with his two ;tC;lkingsome
of easy vicLorieswith taking some .areasareas fromfrom Pete
Pete and furious:
fr¡rious: together to simulate all of the players should use their good ¡udge- edition. Whenever possible, players
remaining armies (nalurally, those Vince;.
armies (naturally, Vtnce, Suddenly',
Strddenly; AlanAlån .found
found him- : Pete
Pete moved last, and
moved last, and as as can surface naval engagements which ment. Some of the changes in the should use the torpedo rules given
victories were
victories. were',wpn
won at at Alan's
Alan's.ex-eX- self .:in, the
self "in the lea,d"
lea.d" .with the most
:with: the happgn, rnoving last had
often happen,moving
often had the took place between August 1942 scenarios are self-evident, others in NEXUS #9. The Japanese have
entf¡rpd,turr.r two in
Faul entere<lturr;rtwo
pense!). Paul thg areas. Like l?aul.
in the paul before him, him, just,as
just as advantage ;of grabbing aa lot
of grabbing lot of and July 1943 which occurred in are not. The most commonly used crack torpedo crews so they should
lead, las!. ,! ,, . suddenly,
it was not to last. gnd. , i I weakly held' provinces just
held'provinces just before and near the,Solomon Islands. rules in the two versions are those receive the same type of benefïts
lead, but it sudder.¡ly, iiwould
i¿ wsu'ld end. ,

on formations (4.6), Gunner skills that gunners receive in rule (5.61)


¡

. Vince, went went se~ond,.


seçond, declaring Robbie moved.
Robbie fourt,h and
¡no ved. fourth .the turn
the J:<~ortunately for Alan,
üurr.r ends. Þlortunately
(5.61), Night (10.0), Radar (10.4),
total
l,otal war on Pete.
Pete- lIe
[Iq only
onJy. managed
managed bal)ically
þasicallv consolidated
consolida[ed his position
his this was
Was largely done at the expense when conducting torpedo combat.
þosition Searchlights (10.õ). ln several of
to take
to take two
two areas
areas fromfrom PetePete who,
rryho, of Vince.
of Vince . i

t. t ..

Player (in
Turn Three PlannipgandPlayer
., 1'ilrn
1
Planning and' P layer Order,
Koliu Spent
Koku Spent For
THE
turn order):
'Paul ,
Swords. , Br¡ildins ,,Levv,
Swords, !Levy
0,
Ronin . Ninja
. Ronin Ninia
'3 o o0 SCENARIOS THE
Vince o 0 4 o0
Alan:
Alan
Robbie
Pete
o
o0
o0
... . 0
0
0
'4
3
5
0
0
o0
o
0
o0
All of the following scenarios
are night actions. As a result, any
Japanese ship still on the map at
SCEIIARIOS
the end of a scenario is considered
sunk. This reflects one of the SAVO ISLAND
pecularities of the Solomons
'..- .,' .1':.. campaign wherein the US con- August g, 1942
'.'..n¿ l' t.
trolled the islands by day, and the
Japanese controlled them by night.
In all ofthe scenarios the Japanese
do not have the use ofradar unless
otherwise indicated. Most of the US HISTORICAI, NOTES
In all
ships are radar eguipped.
scenarios the Japanese have
superior night optical equipment as The Battle of Savo Island was a The Japanese cruiser squadron
r:l\
is found in the original BATTLE- Japanese reaction to the US entered "Iron Bottom Sound"
v WAGON rules. \iVhen playing the invasion of Guadalcanal. The undetected and succeeded in
scenarios separately they have overwhelming strength of the US ,sinking three US cruisers and one
their own set of victory conditions, ground forces dispersed the Australian cruiser without
but when played as a campaign a Japanese units opposing them and suffering any damage to
separate set ofvictory conditions is ended effective resistance tempor- themselves. The Japanese launched
used, based on the ships'point arily. On the night of August 9 a large numbers of torpedoes at the
values. Japanese cruiser squadron entered US ships and then finished them off
R , what was to be called "Iron Bottom with gunfire. This defeat caused
R
v
Whenever any of the rules. or Sound" with the objective of first one historian to write that this was
scenario material in this article eliminating any naval shipping and probably the worst defeat inflicted
ta.a conflict with the BATTI.EWAGON then attacking the anchored on the US Navy in a fair fight.
¡ i*¡ Eu\!
game .rules, the BAT'TLEW AGON transports. The destruction of the There was one bright spot in this
'l¡ À
tta game rules will take priority. US transports would rob thi US battle. None of the transports were
-ff' Players should note that two of the ground foices of supplies and give sunk. This allowed the Marines and
à,tu'
.al scenarios (First and Second Guød- the Japanese defenders a fighting other units on Guadalcanal to I
A \ìikor &¡dlwGu¡c
olcanal) are found in the original chance of being able to hold the
I

,}{, continùe to fîght. I

game rules. island until reinforcements arrived.


I
i
. ..,"1r-r.r.:¡ l
l
I
ser Cumberland and the French campaigns with their armies. Iìasically, Robbie just laid low (after sun began to set on Alan's empire
leship Richelieu arrived too Robbie began during the build being laid low in the battle of lwami after this, disaster from which he
to participate in the battle. phase by raiûing a castle in lwami, castle) and didn't attack anyone. could never recover.
thus anchoring his position in Vince went third and set out on Paul finished the turn with a
southern Honshu and helping to a crusade to "end Pete in our time." massive counterattack on Alan,
last two turns, generally burning

, Tp~only question left was, who


would seal the fa te of Alan's
marching over all of Alan's previous

waxed and waned, 'the next turn


gains made over Paul during the
however, against a furious assault

Alan's empire to ashes. As fortunes


sun began to set on Alan's empire

massive counterattack on Alan,


after this. disaster from which he
and Alan was bloodily repulsed. The

Paul finished the turn with a


considerable aid of Ronin, launched

from Alan on the first turn held,


home. The castle Paul took there
tories to regain his old Kawachi
a surprise invasion of Paul's terri-
Alan, goiI1g fourth and with the
leaving Pete's army trapped there 'in

secure his"negotiated" border with lle did manage to take four of Pete's marching over all of Alan's previous
would reap the benefits of his fall?

Pete. It is also important to nol,e l,erritories in northeast Honshu, gains made over Paul during the
PAG

BATTLE FOR thal, Alan and Paul tied in their bid


fr¡r the ninja piece, so neither would
including the island of Sado and the last two turns, generally burning
cril,ical defensive peninsula of Alan's empire to ashes. As fortunes
THE receive his services this turn.
Pete opened up the campaign
Noto. Vince made good his attacks waxed and waned, the next turn
andstronglysecuredhisborders.I{e would seal the fate of Alan?s
SOLOMONS with a so called "limited war"
could never recover.

also attacked with his army out of crumbling empire.


the provinceoflyo.

crumbling empire.

against Robbie, by attacking the Awa, denying Pete the proüince of The only question left was, who
Campaign Game for "offending castle" just built in his Sanuki on the island of Shikoku, wouldreapthebenefitsof hisfall?
BATTLEWAGON
Ninja

o
o
o

Turn Four Planning and Player Order


1
1
Player (in Koku Spent !'or
Swords tiuildins Levv Ronin
Turn Four Planning and Player Order

turn order): Ninia


The Solomon Islands were the Petd 2 0 3 0 0
e of some of the most protracted'
Ronin

o
o
o

2'
2
Robbie I 2 0 0 0
critical defensive peninsula of

also attacked with his army out of


Awa, denying Pete the province of
Vince went third and set out on

Noto. Vince made 'good his attacks

Sanuki on the island of Shi'koku,


lIe did manage to take four of Pete's
Robbie went second and, cowed,
half an army ,inside to defend it

launched his regular attack on

being laid 10W 'in the battle of lwami

al engagements in World War


Basically, Robbie just laid low (after

and strongly secured his borders. He


army on the board! Pete also

a crusade to "end Pete in our time."


Vince, this time by invading the

inel uding the island of Sado and the


fairly bloody assault, leaving Pete

whil~ Robbie was left with one less

territories in northeast Honshu,


renegotiated his border with Pete.
rear at Iwami.The castle fell after a

Naval actions began in August Vinee 0 0 I 2 0


Alan l
castle) and didn't attack anyone.

with the landings of US foices 0 0 z I


Guadalcanal and did not end Paul 0 0 3 0 I

Koku Spent Ji'or


il the US forces seized the

Building Levy
tral Solomons in July 1g43.
ng this time period virtually
island of Shikoku. :

y type of ship which the com-


nts owned participated in the

o
o
o
ing. Both sides lost heavily in

o
2
naval battles, with the /
nese Navy paying the heavier r¡, I
e. The Japanese defeat in the r;lt\Ð
omon Islands prevented the

Swords
P

o
o
o
1
uest of the Solomons, and the

2
P
ure of Fiji, and Samoa, and the lxr:¡\

"offending castle" just built in his


Pete opened up the campaign
with a so called ttlimited war"
against Robbie, by attacking the
Pete. It is also important to note

for the ninja piece, so neither would


southern Honshu and helping to
Robbie 'began during the build
phase by raiJing a castle in Iwami,

that A Ian and Paul tied in their bid


thus anchoring his position in

secure his"negotiated" border with


move two areas 'before and after
combat, and conduct two battles!
Therefore, the players all plan f()r
more extended (and far, far riskier)
til\.
This means that they m'ay now
Turn four opened up with a
board full of level two Daimyos.

r(
ned isolation of Australia. The
Alan's H~ad vs. A Brick Wall

¡r(¡:t
nese loss'es in this campaign

turn order):
nly halted their advance across

Robbie
Player (in

Vince
campaigns with their armies.

recei ve his services this turn.

Alan
Pacifrc, but also hampered the

Paul
Pete
nese Navy throughout the
Turn Four

inder of the war.


rach of the surface battles
ht in and near the Solomons
be simulated using Task Force
BATTLEPlAN #4

SHOGUN
es' BATTLEWACOIV.
he scenarios presented here
be used separately or they may
ayed together in a series of
able due to being down to his

Oki onto the mainland of


he primary attack eoming
bbie went last, reestablishing

ries from him in one turn,


Ninia

pitted Pete's superior army


d, Paul was surrounded and
my, but it was strong in the

u l,hrough Noto. This man-


ces.

e went third attacking Vince


- -- -- - - - --------- ----------------------~~----------------------------------------------------------------

vengence, capturing seven


on Honshu by way of Kii. In

battle against Pete's inva-


Iamba.

Vince's weakest one, which


..

PAGE 20 SA lYLE PLAN #4

SHOGUN
Turn Five Paul that had the table screaming the opportunity. With Paul's last

I
Et tu, Vinny? like the crowds in the Roman army sitting inside a fortress,

t'
Coliseum. Paul, the attacker, start- Alan's army in th,e field became too
Satisfied with their status on ed losing the battle, but rather than tempting a target for Vince's
the board, no one bid on swords, but give Alan the satisfaction of calling promise of a life long alliance to last.
both Pete and Robbie opted to build off a lost cause, Paul breathed a Stabbed utterly in the back, Alan's
new castles. Not sl,lrprisingly, they quiet ((banzai" and pressed the final army was destroyed by his last
both placed them in territories attack. and only "true" ally. As Vince
opposite each other, Bungo and Iyo, In an instant the battle turned collected Alan's province cards, all
located on the islands of Kyushu against Alan. When the dust Alan could say was nEt tu, Vinny?"
and Shikoku respecti vely Ctrust cleared, only the Daimyos on both Pete went third attacking Vince
everyone, but fortify your borders")' sides remained stand ing. Now, with a vengence, capturing seven
Vince made a complete alliance called out in single combat on a field territories from him in one turn,
Battle of the North Sea scenario.

frghting for France. Substitute the

battles were almost fought between Battleships would have still been
What may have happened if the two

of the North Seo scenario. British


for that of the German in the Battle
truth. Substitute the ltalian fleet

actual fighting developed for one


the British and ltalian fleets, but no

in place of the German fleet. British

the Japanese flbet, or parts ofit, in


elements of the German navy.
units had the opportunity to engage

Italians for the Germans in the


F'rench fleet for the British and the

North Africa in order to continue


French retreated to their colonies in

gun creu¡s are average, and the

the fleets face their moment of


reason or another. In this scenario

are crack.
gun crews are av€rage. Japanese
Italians are crack.

lhe Battle of the Norlh Seø scenario


fleets came together? Substitute the
French fleet for that of the British
scenario and find out.
in the Battle for the North

FRANCE VSGERMANY

with Alan, promising total and littered with two fallen armies, the with the primary attack coming

This scenario assumes that the


In the Mediterranean

In this type of action, substitute ships built before 1942 may be usqd.
tsarly in the war French naval

On several occasions large scale doubt the abilities of air power?

In the Mediterranèan
In the North Atlantic

FRANCE vs ITALY
assur,ed 100% mutual support Daimyos faced each other. Fate from Oki onto the mainland of

BRITAIN VS ITALY
against both Paul and Pete until decreed neither player should win. Honshu through N oto. This man-
they were dead. Wi.th the battle · Both Daimyos eliminated each euver pitted Pete's superior army
lines already drawn, only the other, and Paul and Alan had both against Vince's weakest one, which
swords remained to be unsheathed. lost their second armies. died in battle against Pete's inva-
Again, by luck of the draw, Paul Now both Paul and Alan were sion forces.
went first, and Paul had managed to vulnerable to elimination because Robbie went last, reestablishing
hire the ninja, outbidding Alan who they were down to only one army himself on Honshu by way of Kii. In
was desperate for his services. each. When the last army goes, the end, Paul was surrounded and
Paul opened by trying to purge whoever elIminated it would take vulnerable due to being down to his
Alan's army at Shima. Cornered, that person's pieces and territories. last army, but it was strong in the
Alan fought a see saw battle with Vince, moving second, seized fortress Iamba.
Sea

rl'urn Five Planning and Player Order

powers-that-be had continued to

anese had officially declared war on


Pearl Harbor? And what if the
the United States before bombing
carriers.

scenario could have taken place.


the order of the day, and this
ships built prior to 1943 except for
Use any American.and Japanese
Player (in Koku Spent For

AMERICA vs JAPAN
And of course, what if the Jap-
turn order): Swords Building Levy Ronin Ninia

In the South'Pacific
Paul 0 0 2 0 2*
Vince 0 0 3 2 0
Pete 0 2 3 0 0
Alan 0 0 3 0 1
Robbie 0 2 0 0

anese. forces. prior to a-projected


British were softening up the Jap-
ario símulates the last -maior
õse shippine. The followine scen-
rnvasrqn and were qngaglng ln a
Wäi Two. fhis oarticúlar action
surface action foueht bv the

ireneral attempt to deslron Japan-


Imoerial Jaoanese Naîv in World
niEht of l5/16 Mav 1945. and was in
Straits of the Ïndian Ocean on the
Ilritis'h destrovers iñ the Malacca
heavv cruiser".flaguro b'v five
was the sinkine'of the Japanese
mãny ways simil¿ir to th'e sinking of
the German battlecruiser Scåørn-
harst.
JAPAN vs AMERICA
vent Japanese expansion in the
nt by the French we have this

erican frght each other for the


on. Use any ltalian and French

The ltalian invasion of Ethiopia


epresenting additional envolve-

The fleets of the Japanese and


Britain takes on the Japanese
s constructed prior to 1938.
into the full blown conflict that

In the Meditemanean

BRITAIN vs JAPAN
erated international tensions

r to I 936.

ls of World War I in the Pacifiè


els

s). Use any ships constructed


rder to gain new colonies, and
East. Use British and Japanese

former German colonial posses-


World War tI as early as 1935.

FRANCE vs ITALY
could very easily have escala-

In the Indian Ocean


built prior to 1935.

In the Pacifîc
BATTLE PLAN' #4 PAGE 21

SHOGUN
Turn Six Shinano. Vince, also, had eight threatening all comers with the
The Campaign of the Ronin, but the battle, while ninja. Being left alone and leaving
Northern Marches massive, was won by Pete (who took everyone alone, Paul built a
unusually light losses). Thus, the massive army up in Iamba and
Paul began by taking last turn's only army on the entire northern awaited the next turn.
unemployed ninja and spy i ng on half of the board was Pete's, and the Robbie decided to invade Pete's
Vince's builds. No one built castles only thing facing it were the stronghold on southern Honshu by
or fortresses, but Paul did rehire the provincial garrisons of Vince and invading Suo. This was followed by
ninja for the turn. Paul. It would just be a matter of a successful attack on his old castle
Pete, by bidding for swords, time before they would be vacuumed at Iwami, where Robbie's army
went first and slammed again into up and the game decided . rested while his last army deployed
çtrx,

Vince's large, but unconsolidatt!d Vince attacked second, but was in Bungo opposite Pete's fort in Iyo.
new empire. S~izing his three value fairly limited to engaging Pete's The battle lines were drawn, but
Daimyo in Izumo and marching him forces on the island of Shikoku. In clearly Pete was the threat and the

for Vince's weakest army in


massive reinforcemenl of eight his fortress at Awa and pondered
Ronin units, Pete marched straight their plight.

into Kaga for battle, and with lhe the end, his army marched back into

went first and slammed again into up and the game decided.
new empire. Sizing his [hree value fairly limited to engaging Pete's
Vince's large, but unc<¡¡rsolidal,ed
Daimyo in lzumo and marching him forces on the island of Shikoku- In
into Kaga for battle, and with the the end, his army marched back into other three players knew it. Each
R

Pete, by bidding for swords, time before they would be vacuumed


massive reinforcement of eight his fortress at Awa and pondered having been stabbed by Pete at this
*,r,f

Ronin units, Pete marched straight their plight. point, set their sights on him.
I

&rzlÀ

for Vince's weakest army in Paul sat completely tight,


\
AM,lto¡ &¡dlcvC¡rre

1=

P
Turn Six Planning and Player Order NACAIO
Þs', e e-

Player (in Koku Spent For


\

Player (in
turn order)
turn order): Swords Building Levy Ronin Ninja '~

Robbie
4

Paul
Vince
Pete

Pete
1 0 2 0
t¡-

Vince 0 0 3 4 0
Paul 0 0 3 0 1*
ttu@

Robbie 0 0 3 0 0
P

'Iurn Six Planning and Player Order


rt¡i

Swords lSuildine* Levv


0
0
0
I
P

Paul sat completely tight,

Vince attacked second, but was


R.

0
0
0
0
t

Koku Spent For


I

3
3
3
2
Ronin
4
0
0
4

point, set their sights on him.

other three players knew it. Each


clearly Pete was the threat and the
having been stabbed by Pete at this

rested while his last army deployed


at Iwami, where Robbie's army
in Bungo opposite Pete's fort in lyo.
The battle lines were drawn, but
Ninia
Ê

0
0
l*
v

I
^
I
Oh, well. Brilliant, Paul, but not

been
ba, knocked Vince out himself,
ngpovver on the board).

e. (When you knock another


erout,allof yourdeadDaimyos

n his hordes of forces from


ant enough. Congratulations,
r

eplaced, giving you a lot of

lost, Paul could have easily


the attack on Pete and win the

much more in doubt and, if


Ninia
'v

gm

in an excellent position to
0
0
0
1*
.PAGE 22 BATTLEPLAN #4

v
SHOG'UN

v
'i\:u.\
Turn Seven Pete's empire. As the army marched While Paul's use of the nInja

v
A Brilliant Coup through Pete from Awa to Awaii was perfect in it's devising and

I
(But Not Brilliant Enough!) through Harima and finally at- execution, the plan fell short by one
tacked Bizun, the coup fell. area. Had Vince's army been
Three critical decisions were As Vince's army was looting ' allowed to march into Bizun before
determined before the first al'my Harima, preparing to head back being ((ninja'd," then Pete's army on
ever maneuvered on turn seven. through Bizun and end his turn in Iyo would have had to invade across
First, Vince outbid Pete for swords the fortified protection of Awa,Paul the water to attack it (this would
so as to move first. Second, both Pete unleashed the ninja and assass- allow Vince a free combat round on
and Vince fortified thei'r castles on inated Vince's Daimyo, leaving the Pete's army before the battle
Shikoku, so their armies there were army stranded on the mainland at started). Thus, the issue would have
, in virtually impregnable defensive Harima, surrounded and exposed in oeen much more in doubt and, if
positions. Finally, Paul got the the open with both Pete and Paul's P'e te lost, Paul could have easily
ninja again, after using it to spy on huge armies ready to strike. taken his hordes of forces from

been sunk, disabled, or disengaged.

or offthe coast of Japan, itself.


place offthe coast of.the Phillipines,

clashing witt¡the remaining Japa-


ships ofone participant have either

used by both sides.

nese battleships. This action takes

new, fasb American battleships


Vince for the second turn in a row. Pete, however, was to move Tamba, knocketl Vince out himself,

SCENARIO LENGTH
The scenario continues until all

The formation rule (D9) must be


The game was decided by two second, and siezed the opportunity. and been in an excellent position to

SPECIAL RUI,ES
maneuvers and a coup. Taking his largest army from Iyo, press the attack on Pete and win the
The first maneuver belonged to he marched it through Sanuki, game. (When you knock another
Vince, who decided he wouldn't just across to Bizun and then attacked player out, all of your dead Daimyos
, sit in his fortress and let Pete win Vince's forces at Harima. The get replaced, ' giving you a lot of
BB9
BB8
BB7
BB6
BBõ
BB4
BB3
B82
BBI
the game, and so, setting an victory was Pete's who, after staying power on the board).
example for the other players, Vince collecting Vince's province cards, Oh, well. Brilliant, Paul, but not
launched· his fi na 1 army (with a had won the game. brilliant enough. Congratulations,

JAPANESE
level three Daimyo) into the heart of Pete!
Nagato
Hyuga
lse

Musashi
Yamato
Yamashiro

Haruna
Kongo
Fuso

,Turn Seven Planning and Player Ord,e r


Player (in Koku Spent For
turn order): Swords Building Levy Ronin Ninja
Vince 2 2 3 o o
Pete 1 2 1 2 o
0201c
020rc
0302c
0s02c
0302c

o
0õ08c
0503c

o
o402c
o402c

Robbie 1 3 o

Weather: Clear
Speed: 5 (all ships)
Sea: Calm

Light:
Paul o o 0 4 1*

CONDITIONS
Day
B88
BB7
BB6
BBõ
BB4
BB3
BB2
BBT
Washington
North Carolina
New.Iersey
Massachusetts
lndiana
Alabama
South Dakota

Iowa

AMERICAN

3.

2.

1.
conditions for a sea battle.

Alaska
scenario represent the ideal

rough seas, etc. The condi-


conditions. Night actions,
different, and more difÍicult
tions presented in this

Play the scenario under


the war.
arrived in the Pacific late in

Add the US battlecruisers

Add the Nagøto cl. BB Mut-


magazine explosion.
in June 1943 because
su which blew up and sank
2333A
2333A

2331A
233rA
2330A
2330A.
23324
28ï2A,

and, Guønt which


.t

of
a
biggest battalions, so Shogun
ORDER OF'BATTLE f<¡rtifications. ln this way, they are levying units, place them in the make sure that you have the biggest
ALTERNATIVES muchharder tg eliminate and you'll provinces surrounding armies so as armies. Knowing when to strike is
survive muchtlonger in the game the armies move, they can vacuum equally as important as knowing
(look at Paul!). replacements into their ranks. This who to strike (but the first person
1. Use different weather and -- Alan Emrich builds a Iarge army fast. you should o,lways strike is Pete!).
I th ink too many castles or

koku away from levying troops or


fortresses is a mistake since it takes
players find themselves with fewer

they're off on some holy war against

to take advantage of it. Missed


good posi tion and then not be afraid
The trick is, to get yourself in a
make sure that you have the biggest

iopportunities seldom return in a


armies threaten their borders while
Big guns and big diplomacy
work together, and it's amazing how
mal)y people want to talk when your
equally as important as knowing
who to strike (but the first person
.armies. Knowing when to strike is
God fights on the side with the
biggest battalions, so in Shogun

conditions. The weather in this


enario tend to benefit One Iast tip, never trust Pete! Big guns and big diplomàcy
~AGE23

the
you should always strike is Pete!).

mans slightly since the German


Try to secure your flanks --Vince DcNardo work together, and it's amazing how
is smaller.
diplomatically, and strive to make many people want to talk when your
,

at least one really strong alliance I found the ninja particularly armies threaten their borders while
2. Destroyers and light cruisers
that you can expect to last useful in surviving when I had only they're off on some holy war against
--Robbie Robberson

throughout the game. Fighting two one army. The threat of being a third player.
good game of Shogun.
--Paul Matsumoto

e been eliminated in order'for


fronts is a sure way to lose! "ninjâ'd" was my most effective The trick is, to get yourself in a
'

plicity. If desired, the German


yer may consult the ship class Dt¡n't be afraid to create your weapon. The ninja is still an good position and then not be afraid
own opportunil,ies, and try to plan unknown; it kept me alive when I to take advanlage of it. Missed
a third player.

for \ryWII and add all heavy and


buying ronin.

t cruisers. The British player two turns in advance. was vulnerable, and almost let me iopportunities seldom return in a
You should also never trust win the game. I don't know how good game ofShogun.
Damyios).

y add three light cruisers and


en destroyers. All destroyers anyone, especially Vince, Iìobbie, valuable it is in the beginning of the --Robbie lìobberson
Paul and Alan! game, however, but in the end game
cruisers are set, up within two
es of friendly battleships. If
-- Pete F l¡¡hive it can be crucial (especially as
k, light cruisers are worth three

comes to North America!!


alliances you need to usecure" one of

win the game. I dontt know how


1'actically, it helps to load your

, one army. The threa t of bei ng

unknown; it kept me alive when I


them which you will use as your
In the first part of the game, try

gunners, as they inflict losses before

replacements into their ranks. This


levying' uni is, pla<1~ them in the
provinces surrounding armies so as

I found the ninja particularly

game, however, .but in the end game


the armies move, they can vacuum

Uninja'd" was my most effecti ve

was vulnerable, and almost let me


armies up with bowmen and
two spheres of power. Then form the

weapon. The ninja is still an

it can be crucial (esp.ecia lly as


useful in surviving when I had only
ground combat begins. Also, when

valuable it is in the beginning of the

issue one year subscription is only $12.50,


to consolidate your forces into one or

better hobby and game stores throughout

* Covers wargames (miniatures, board US funds drawn on a US bank, Canadian


the States and Canada. If you don't see it

while an eight-issue two year subscription


nts and destroyers are worth
power base for the bulk orthe game.

Expand your gaming hobby to another


G'day, Yanks, and watch out because

Sample copies are $3.50 each. A four-

* Gives you an Australian's eye view of Austraiasian gamer's quarterly imported


BREAKOUT! magazine is available in

North American Readers for the first time there, ask them to get it for you or you

addresses please add $.60 per issue for

continent. BREAKOUT! magazine, the


One last tip, neverirust Pete!

is just $23.00. All payments must be in


No other points are scored on

can get BREAKOUT! directly from

payable to DTI, P.O. Box 8399, Long


'

postage. Make all checks


e èhips.
BREAKOUT! magazíne

Beach, CA 90808. (213) 420-3675.


BREAKOUT! magazine
3. Reduce the British to any six
builds a large army fast.

leships, plus any two heavy


sers. Using this arrangement, comes to Norfh America!!
--V ince De Nardo

e should be no modification to

G'day, Yanks, and watch out because


victory point l,otal.

our importers.
Australia's premier quarterly adventure BREAKOUT! magazine is available in
gaming journal, BREAKOUT! magazine, better hobby and game stores throughout

additional
is now being made generally available to the States and Canada. If you don't see it

by DTI.
ORDER OF BATTLE North American Readers for the first time there, ask them to get it for you or you
ever! What? You've never heard of can get BREAKOUT! directly from
ALTERNATIVE #5 BREAKOUT! magazine?! Relax, mate, our importers.

.
and read all about it...

You should also never trust


Don't be afraid to create your
that you can expect to last

own opportunities, and try to plan


Try to secu re your fl anks

anyone, especially Vince, Robbie,


at least one really strong alliance

throughout the game; Fighting two


armies' moves on castles or

diplomatically, and strive to make


Otherwise, strive to stay

survive much'longer in the game


concentrated and try to end your

fortifications. In this way, they are


much harder to eliminate and you'll
First, never trust Vince if you

diplomacy at all! (Talk about stab-

Australia's premier quarterly adventure


ever play him in a game with any

* Often includes variants, modules and


Play this scenario by using the * Sample cqpies are $3.50 each. A four-

is now being made generally available to


gaming journal, BREAKOUT! magazine,
Over five years of publishing in

* Reviews products and conventions.


* Covers all kinds of fantasy gaming
BREAKOUT! magazine?! Relax, mate,
er of battle for the British l{ome issue one year subscription is only $12.50,
Australia.
while an eight-issue two year subscription

* Over five years of publishing in'


ever! What? You've never heard of
et on September 16, 1939 when n 48 full size pages each issue.
* Covers wargames (miniatures, board is just $23.00. All payments must be in

* 48 full size pages each issue.

* Covers play-by-mail gaming.


ade a sweep through the North US funds drawn on a US bank, Canadian

l'ronts is a sure way to lose!


a in hopes of catching the

the world (upside down!).


Player's Notes

and computer).
* Covers all kinds of fantasy addresses please add $.60 per issue for
for Shogun

gaming
man fleet. When using this (role-playing, etc.). additional postage. Make all checks

two turns in advance.


ant, omit the BB's Bismørå and * Covers play-by-mail gaming. payable to DTI, P.O. Box 8399, Long

(role-playing, etc .).


and read all about it...
pitz. (Neither was launched at

-- Alan Emrich

-- Pete Flahive
* Reviews products and conventions. Beach, CA 90808. (2I3) 420-3675.

and computer).
bed in the back!).
time). Use the British BC's

Circle Reader Service # 7


* Often includes variants, modules and Expand your gaming hobby to another

Paul and Alan!


(look at PauiD.
od and, Renown, and the BB's continent. BREAKOUT! magazine, the
BATTLE PLAN #4

scenarios.

scenarios.
Australia.
SHOGUN
on,,R od,ney, and R oyal O ak. * Gives you an Australian's eye view of Austraiasian gamer's quarterly imported
the world (upside down!). bv DTI.
Ci¡cle Reâder SeNice # ? ('ñ j'Ìi! b*
- Ð4¡ehkb.b
--¡tl*f-
oleasûre of workinp with a new and never took place -thanks io the .\IÀ,
tlifferent internretãtion. iust as one çL.a .rt
development öf the airplane and l,he
could eniov a 'historv líöok even if tactics that came alonf with it.
its viewöoìrt mav bê far fetched.
Some of the "wlía[ if' situations However, anyone who has a
Sept./Oct. 1986
"... outstanding and in all ways exceptional .

no\á
Crais5i1nt

Review from The V.J.P. of Gaming Magazine


They are extremely well researched and
Relive this battle -and many others with your own sets of Croissant Miniatures airpla,nes. These 285th
begun. He-lll 's, JU-HH 's and DO-l7's escor'ted by ME-109's rise out ofa£rbaf:>esin France and Germany and headfor
July 1 D, 194U, the Battle of France if:> ouer, and in the clear, summer skies o/'er England, the Battle of Bt'itain has

the Englif:>h Coast. There, /,oal:ting to 'meet thetn are squadronf:> ofBritif:>h Hurricanef:> and Spitfires. The day is bright a-nd

possible in naval warfare could


Eruissent
MINIATURES

copy of Bottlewøgon may create


have occured ouite easilv and mav some of these never fought battles by
be simulated usins a saúre such a-s on which many nava'l planneis
Bøttlgwøgon as fn elperimental James E. Meldrum
vehicle. "

Circle Reader Service II 9


speculated.
M¡NIATURES
Game ConventiOn

for a bid application forin. Why not host a


GAMA, the Game Manufacturer's Associ-
ation, is "interested in your bid to host its

Visit your local game store!' You can


find games, garners and lots of other
pages under "Games," "Hobbies," or
great stuff there. Look in the yellow
Where can I find it?
Contact the Site Selection Chairman:
Origins bids are now being accepted!
regional basis. Yes, smaller, regional

What a great game!


cr England, the Battle oJ' Brttain has

Origins convention on a natiQnal or


France und Gemtany und headJitr Organizers!
Attention

regional Origins in your area?


New York, NY 10001
and Spi,t|'ires. The day ts ttright und

"Books." The next move is yours!


c/o West End Games
exceptionally sculpted."

251 W. 30th Street


\ryARPLANORANGE

Martin Wixted
niatures a¡rplanes. These 285th
scale, single-piece metal planes are the finest detailed models on the market.

market.
tønd,í,ng ønd in ølI wags eacepttional.
are entrem,elg weII reeeørch'ed' a'n'd
HISTORICAL NOTES CONDITIONS ORDER OF BATTLE
?ìonølly sculptnd,. " Light: Day AI,TERNATIVES
ew Írun The V.I.P. of Gaming Magazine Prior to the outbreak of World Use some of the ships that were
Sept./Oct. 1986 War II in the Pacifïc, United States Weather: Clear cancelled by the Woshington Nøual
naval planners assumed that a Seas: Calm treoty. Also, as a variation, play the
naval war with Japan would be scenario under night conditions,
Attention decided by a massive battleship
duel norl,h of the Phillipines about
Speed: 4 (both sides) and use differing weather and sea
conditions.

P_O Box 510 Lakewood, CA 90714-0510


me Convention six months to one year after the war
began. The outcome sf this battle, it
Organizers! was thought, would determine the
he Game Manufacturer's Associ

Ask about our exclusive, special ordering


nterested in your öid to host its winner of the war.

(818) 449-9107
1190 E. Colorado Blvd.
Pasadena, CA 91106
convention on a national or
JAPANESE UNITED STATES

selections of metal, wargaming

adventure and historical games


Along with one of the largest

and fantasy figures, the world


basis. Yes, smaller, reginnal

famous Gaming House offers a


bids are now being accepted!

complete selection of fantasy,


he Site Selection Chairman:
Martinl{iræd SCENARIO I,ENGTH

warrn, the foe is sighted, the Spitfires dive ...


c/o West End Games The scenario continues until all BB Kongo 05318 BB Nevada 28068
2õ11{.30th Street ofthe ships ofone side have either BB Hiei 05318 BB Oklahoma 23068
NewYork,NY 10001 been sunk, scuttled, or disengaged. BB Haruna 043r8 BB Pennsylvania 24068
application form. Why not host a BB Kirishima 04318 BB Arizona 240õE
Origins in your area?

. Croissant Miniatures
BB Yamato 04srB BB Mississippi 2õ0õE
BB Idaho 26048

For more InTormation contact:


Ci¡cle R€adsr Seryice # 9
BB Nagato 0ss2B

(213) 496-1154
BB Mutsu 03328 BB Tennessee 26048
SPECIAI, RULES BB lse 02s28 BB California 27Ít4ß

at low prices.
BB Hyuga 02828 BB Colorado 2704n
The formation rule must be
BB lVest Virginia 28038
t a great game! used.
BB
BB
Fuso
Yamashiro
01338
01338 BB Maryland 28098

Ci~cle Reader Service 1/ 10


re can f find it?

program.
our local game store! You can
s, gamers and lots of other
ff there. Look in the yellow
der "Games," "Hobbies," or
æ rwxt mooe is youre! VICTORY CONDITIONS

or call:
Standard
I
ress.
Caesar at Alesia, War of
2 and even Quebec 1759
erve a cheer, at least from this

Light: Reduce crew by


fast. If occupied, make im-

exceeds the armor rating,

armor rating, use the fol-


Vehicle cannot be driven

the mission ends in this manner, TREAD: If penetration equals, or


gamer. Call me what you will,
O(M)

mediate accident check.


7(M)
8-9

vehicle is immobilized.
1-6(L)

equal to, or exceeds the


Large, armored, open vehicle.

BODY: If penetration result is


Rear

I enjoyed and still do, the likes


Movement Point Allowance:
Maximum occupants: 8 .

anzerkrieg, Turning Point,

DAMAGE EF ..... ECTS


oden Ships, Afrika Korps,
HALFTRACK

1-3(M)
murai, Napoleon, Caesar's
HIT CHART

4-6(L)
7(M)
Facing Hit

lowing chart:
8-9
ons and even Norad. No one
Side
0
done a betterjob in ltaly than
MISSTON l7 The Activation l,evels are as
Block Party HALFTRACK
io, or in Russia than Russian follows:

one.
Slow - 4

mpaign. armored, open vehicle.

6-8(M)
3-5(M)
Fast -7

2(M)
January 14,1946, cl:

Front
0-2 8?å$:,

0-1

9
Crew: 5

Many of the games honorably c2:0-2 Maximum occunants: 8


The failure of the Ardennes Of- Movement Poinl Allowance:
tioned here have been retired, c3: 0-4 Slow - 4

are no active Germans on the map TIRE:


may soon be. I dare say that fensiue has opened new possibilities c4: 0-4

Tread
Fast - 7

ways 0 ~ainin~ Victory Points will Crew


win. You receive Victory Points for Body
for the Allies. All that heans to

Tire

receive 1 Victory Point for each Gun


will be missed.
your squad is more fighting. The
Germans have gone over to the HIT CHART

have to enter burnung buildings. If


be revea ed dUrIng the mission. The
buildin hex your men enter. Other
the activation of Germans. You
You need 25 Victory Points to

you will not lose any Victory Points


.for incapacitated men remaIning on
entered by your men. You do not
and every building has been

west edge hex. (Incapacitated U:S


1. In Condition 3 or 4 if there

the map and all active US soldiers


2. Active Germans remain on

soldiers must be eXIted to a void


A-6 to Y-I7 is a river and may be
SPNCIAL RULES

River. The water barrier from

have exited from the map from an~


rl'he Activation Levels are as

defensive, forming "hedgehog" for-


tresses in every tt¡wn. These are River. The water barrier fro-m Facing Hit

crossed at an intact bridge only.


supported by what few armored A-6-¿0 Y-tZ is a river and maY be
mes by Mail Order Front

SPECIAL RULES
vehicles they have rernaining. Your crossed at an intact bridge onlY. Side Rear
AMBUSH!'
. - - - - - - - - - - - - - - - - - - b y Wayne C. Close

THE sqirad has been assigned the task of


Tire 0-l 0

VICTOUY
clearing one area of a Belgium VICTORY
village, using the tried and true Tread 2(M) 1-3ff) 0(M)
END ARRIOR

. Victory Point loss).


"Corkscrew and Blowtorch" ap- You need 25 VictorY Points -to
proach You have been promised win. You receive Victory Points-fbr Body 3-5(M) 4-6(L) r-6(L)
armor support, which will arrive the activation of Germa¡s. Yo!¡
RD AVE. NO. HOLLYWOOD 91605

0-4
0-4
0-2
0-2
: ):

(818) 988-1441 receive I Victory Point for each Gun 6-8@) 7(M) 7(M)

game when:
after you have completed some Éuil¿ine
"

hex vour-men enter. Othe-ç

c3:
c4:
c2:
cl:
.

initial scouting I

the map.
r
her wargame mail order house! of the area. Crew 8-9 8-9
rw"ltgîî,qJJÏhiti.?"åliiiJJ

follows:
lists in hard-to-find game when:
YOUR SQUAT)
-of-pri nt wargames. l. In Condition 3 or 4 if there
DAMAGE EFI.'ECTS

squad has been assigned the task of

Use Map·(B'. The top of the map

west edge between lA-I' and IA-19',


Purchase new equipment for

enter the map in any hex on the


yoursquad. In addition, you receive

is the north edge. Your soldiers may


after you have completed some
vehicles they have remaining. Your

clearing one area of a Belg'ium

ftCorkscrew and Blowtorch" ap-


proach You have been promised

at no cost, a satchel charge, flame-


armor support, which will arrive
The failure of the Ardennes Of-

village, using the tried and true


your squad is more fighting. The
Germans have gone over to the

tresses in every town. These are


fensive has opened new possibilities
for the Allies. All that means to

supported by what few armored


defensive, forming "hedgehog" for-
er discounts avai lable. Purchase new equipment for are no active Germans on the maP TIRE: Vehicle cannot be driven
your squad. In addition, you receive and everv building has been fast. If occupied. make im-
at no cost, a satchel charge, flame- entered bv vour menl You do not mediate acèideñt check.
d used games and game collections! have to e¡iter burnung buildings. If

January 14, 1945.


thrower, and a radio. the mission ends in this manngr, TREAD: lf nenetration eouals. or

initial scouting of the area.


o large or too small. Please inquire!

YOUR SQUAD
you will not lose-any Victory Points exi:eeds the armôr raiine.
for incapacitated mên remaining on vehicle is immobilized. -'

SETUP
or the Europa Gamer¡ of Southern California
the map.

thrower, and a radio.


SET UP
frce upon request or send 11.00 per year' BODY: If oenetration result is
yment to: Weekend Walrior, 8l 16 Van Noord 2. Active Germans remain on eq'ual to. or exceeds the
, CA 91 605. (8t 8) 98&1 ¡t41. Use Map''B'. The top of the map afmor rátins. use the fol-
the man and all active US soldiers
is the north edge. Your soldiers may lowing charl:'
BATTLE PLAN #4

have eiited from the map from anv


·AMBUSH
enter the map in any hex on the west edse hex. (Incapaiitated US

inclusive.
9ircle nôader S€nice # 12
west edge between 'A-l'and 'A-19', soldiers-must be exíted to avoid Light: Reduce crew by
Victory Point loss). one.
inclusive.
mence. Resolve one fìre with
R THE PRECEEDING

mission, gain L victory point.


Short range
Aimed
Place Event Marker. Roll

Weapon

alion HQ G2 will want it for


Bolt rifle with scope
22. Place event marker.
24.

successful,

21. Place Event marker. Rolt


essful, see 040.

20. One soldier is frred on by a

19. Ifthis radio is controlled by.


UT THIS OUT AND PLACE

en sniper. Rounds do not


-4: Conduct PC check. Ifsuc-

f your active men at the end of


o to condition 2.

o ts condition 2.
3.

onduct PC check.

onduct Activation check

onduct PC check.

onduct Activation check.

ation. It takes up one por[ box.


3.

llowing features:
-2: Conduct Activation check.
uccessful, see 040.

9: Go to condition 2.

successful, see 040.


uccessful, see 040.

uccessful, see 030.


3.
.AMBUSH!
If any soldier can see Jl3,

If any soldier can see K7,

Skill0
PAGE 26. BATTLE PLAN #4

AMBUSH '

see 040.
Medium or Heavy: 017. If any German currently is
Vehicle destroyed all ' of 008. . .
using "Special Reaction A", take
the occupants are lKilled. If83 has not occurred, see 062.
him out of it. If more than one
IfS7 has not occurred, see 054.

Roll
applies, choose randomly.

1
GUN; If penetration eq uals,. or IfS5 has not occurred, see 037.

die:
exceeds the armor ratIng,
cannon is knocked out IfSl has not occurred, see 066.

I
1
018. Ifin Operations, no event.
and the crew is reduced IfS9 has not occurred, see 063.
one. If in Rounds, one German
If S4 has not occurred', see 006.
weapon fired last round is out of
CREW: Reduce the crew by one. If H S2 has not occurred, see 007. ammo. If the German possessing
hit scored by aimed auto- If SO has not occurred, see 090. this weapon has no other personal '
matic weapon fire, reduce weapon, see 899.
the crew by one, and con- 009. If GE 1 and 5 are inactive
tinue rolling for addition- and in this hex, see 010.
al hits. (13/6). 019.Ifthis radio is controlled by .
one of your active men at the end of
010. You have found a German
3ËE:EF:3ÉH

â Ësã 2
ã â^ ã¡ã

=
-G9--
A f3 ã
ñÀE

F ä rgrË 3Ë
the mission, gain 1 victory point.
=*
= =å€sãïË
= -2¿gsq

ã ¡ä :ä sä
z
-e14ãú

ãsäsäËåsä

oqqit
ãgEëHãHrË

?ããäre*tË
äËËtËìäsE îE=
-^
z ã;a r€
=- ãrE -B

=
èÞrrtm=
2ãHIi s
ã ã
H H î=
Ë Ë Ës*
radio. Ignore any further references
Battalion HQ G2 will want it for
¡ä

to paragraph 036 (make note). If


Ë .

evaluation. It takes up one port box.

u a!!
ã ãTË Ë

ã:E -E

Ê+3--o
you destroy the radio, see 013. If

SPECIAL PANTHER .RULES you take it with you, see 019.

ê=-ã
020. One soldier is fired on by a
Ë HrE

= Ë
The Panther is exactly the same as 011. German mortar attack! hidden sniper. Rounds do not
commence. Resolve one fire with ,
H rä

q
=

=åE

.the Panzer IV, for game purposes, Roll one die with 1 as A, 2 as B, etc.
with the following exceptions: for the hex column. Roll two dice the following features:
Ëse

*Aimed
â

=
=^

H
2_
E
1 Rear body armor is heavy. and add the result for the hex in

ã
á
2: Fast Movement Point Allow that column that is hit . Any *Short range
*Bolt rifle with scope
,-
*=
oo


mm
-2

mm
=z
--
2-
ñm
-- c,
-2,
ñF
c¡o

66
ãÊ
zz
=-

GO
ñË
ào

ñ9

Eu
m

1:i
ñ*Ë
mq
m6

cr=
2ur
2-

m
-z
oo
ance 'is 7. . soldiers or vehicles in the impact

mm
-2,
co
2,-

ñ=

--
îm
tr=
4-

E=
tr=
mm
2,-

=m

--
--
nm
mtr
1<

äã
001. Achtung: Minen! Conduct hex are attacked on the nSatchel *Weapon Skill 0
the minefield proced~re. , ..
c)

. Charge, Outside Damage" Table.

m
2

c,
. . If any detonate 1.n condltIon 1, Buildings become rubble, place 021. Place Event marker. Roll I
åE
x<$<<ññ

die:
{{{ â'g 2 q,!

=
mêìñ
E EËi
Aañ!

PgrE
ã
E f T# EX

Ë ËË
uqEi

ãSEËä
ãsgtä

eiä

=åãåE
=Ëå

=zSo9
-;u
=ä3Ë

* Ig Ëã

ËIäIË
i¡ãËË
EzTtE
ã^ Ëã *t
see 032. ' . . . marker. All other terrain becomes a

= 3R
2
ñÞg
;¡;'e
=

=
= i-è
EåÊ
Ie' any detonate in condition 2' ~ crater, place marker. .0-2: Conduct Activation check.

to


Ifsuccessful, see 040.

¡S
=== fìo
mm

see 054.
8Ë=

q6
3-4: Conduct PC check. If suc-
012. -If any US soldier is car-
{<

cessful, see 040.

ËË
002. If in Operations, no event .. rying a grenade, one accidently
ä

E
z
m
=
3
q
5-9: Go to condition 2.
,If in Rounds, see 045. goes off. Randomly determine

F<

o
5
ã

g
o
o
which soldier is the unlucky one. CUT THIS OUT AND PLACE
003 . Fan prone. This soldier is The soldier carrying the defective
OVER THE PRECEEDING
no longer berzerk. grenade conducts a PC check:

{
U'

o
!

o
z
3

g.

:E

.tl
*If passed, he may toss the 021. Place Event Marker. RollI die:
004. If in Operations, no event. If in grenade into any unoccupied adja-
öñÍ¡
<=g
t=E

o!
$ËË

Rounds, .see 048.


TËã
sä ;ä
ãäâ rÊ

-êà À¡ 2,m
tìuq

ó.
ttt

çE er 2rn
Ou

lH l$

lro..Þ

C-
ötlt
ts<

?<
cent hex, where it explodes harm- 0-2: Conduct Activation check.
3g
{=

u
üu
qu

mu

ul

€l

€r

89
ê

€r,
u

'Ft
-
m
- Ill

m

-
m

o
m
2
lessly. . If successful, see 040.
005. If a US soldier is currently
cA

drE
-<

*If failed, he and everyone else 3-4: Conduct PC check.


6

o
è

2
m
m
m

e
or


m

ñ
<
m
2

={
2
m
m
2
r
berserk he falls prone immediately in the hex are attacked by the m
-ttt
ttt
{-
m
and is ~ownormal aga~n. He can grenade. The soldier carrying the If successful, see 040.
5-9: Go to condition 2.
ê{
Þ5
ect
Itl
22

--
'lt
--
ct

mol
g'ã <99
--
-14
fìm
z¿
oct --
mm
cr
--
z-

g=
.àê
mm
-2
2-

C'
ãã
âË
*åã

=o


tn6

cr=
m
¿
-
ñrn
--
,2
mg
-14

-r¡
-ø7

ñ1
o

move and attack normally this grenade is considered indoors,


-
-
rn
m

ê
-

è
flt
o
-
-
fn
ê
-
-
-m
¡h
m
ê
-
round. regardless oflocation. 022. Place event marker. Roll 1
m

m'
e.

Ét

-C' ñ-Ét r¡o ,bE tÍ2 mz,c¡


tn
- z
t-n
C -' o- åo TU c
-mC' co eg
- ù,
-lÞ'l äÈËãËã=

m
-
t-tl
c-t

-ct e-m ¿6
z
m
c2
- ã ¡ä

-
-m
006. (S4) Activates GE 9, roll one die:
å8, 2 t-orl x oñz, -tc¡t
tg ã3.9.=
ú,=

013. That is the end of any more


à-
åm
¡E i.c
ãËãgË
ã ãgE Ë ã

ãü€
ê
==ã
=<g

-u {-

Ë; IË

ñ -m
à rrz
Ë13

66

o
---

C!

die:
èo

-;2 lcf
ol

üi6q
ê

3s

ooo
mmtn ---
-'zz,
2

8ã=
ê¡::o

mortar attacksfor.today! 0-1: Conduct Activation check.


0-4 it appears in Y-8,
Þ6

ee tE
åc)

oB {.< 9ã

.:. o ðE

i-ê

If successful, see 030.


5-9 it.appears in Y-16. 014. Ignore any more referen-
ê

2-4: Conduct PC check.


Go to condition 4. See 080 for ces to paragraph 036 (make note).
ãto
ø3
.e{ .ã

ËE

åã
=3 ?È

Ëi o Àz

If successflJI, see 040.


'ã'ã

ìã È* Eã
tt
6
é

information on this German.


'- .'m
€l
6

q'.

6
c

o
z -

<m
q

.r
m

5-9: Go to condition 2.
015. If GE 5 is inactive and in
gl

93


w2
lo

to
101

¿^-
_-- Êt
*cr

007. (S2) The Sherman finally this hex, see 010.


o
m

{=
m
2.

l'tm

oOê
ãtã
--

023. If any soldier can see K7,


arrives! Roll one die; 0-4 it appears
see 033.
oZ
Àz

u-

îo

L-m

at A-5 5-9 it appears in A-17. See


=
-^

-
rtt
2
c,

À
u
ê
-

c,
ê

m
-
A

-
m

m
-o
-

lrt

016. IfGE 1 is inactive and in


-
m

-
êo
t-tt
ct
2

758 fo~ further information. Go to this hex, see 010.


024. If any soldier can see J13,
condition 4. see 043. .
. :'," , , ~ ..

BATTlE PLAN #4
AMBUSH! PAGE 27

AMBUSH

¡= P
i
<P

e>+c)
¡.-É Q
=(Úo.
ooP

ä
'r:E
x9È q¡

ËoE

t-cÚE
r9-o-ç
ÈÉ
o È-

F:-
É-âg
sC)'
øP
r,r Gl

Þ4
õg

EE
6)

c0.É

!
€f.i5E
5()

>q)

:c)d
-. cid


(dl.

g3
riÉ

0)*te
cn-

.c.)cú9-:;
ô.:i

a.


! sE .
(n'- É : -a
s¿-ËEs
3*
di=e_lø c¡'¡ú)
.s:
c)
vd
.=

c)-

aitçË
025 . .(SI) Activate GE 6 and 8 in 036. If in Operations, see OIL If Operations, barbed wire may be

JJ

q¿
o ç o-c
>
.:

ti;iÐÐ
ø2 (,¡Eõ
.r
moved through normally. If in

!
in Rounds and S3 has not occurred,

oøgcdcl
K-7, standing, US advantage.

3s Ë

ä5ãs
-.r
c
o?É
eq).rO^
€r=tc)
Rounds, wire costs + 1 movement

Q -2-
see 011. If in Rounds and S3 has

--<-
i:r O

I E ä€ I * *

L
v
-o)

^
¡.
X

n è,( S 5
,an

--y
=O
ôa¡,oc-
point to enter, and every soldier

gDH
d.:
026. (S3) Activate GE 1 and 5 in occurred see 085.

¿¿È:öÈé.oc-

É
'oo

(lll,
È

'=
c!

6l
o
()
q)

q)
o

r^
{,öö<ãoiøo;
t
I

must fall prone upon entering.

I6t0)6)!¡rôooq)
L-5, standing, US advantage.
037. (S5) Activate GE 2 and 4 in Soldiers may continue to move in

å
Cao23røchth
ô0
.t >r >ì O)
+t
E
4

¡ ã: + d cü ÊÈ
027. Place event marker. Roll 1 L-IO, crouching, German advan- the same turn if they have the

ËË€åË;€
Ë p::Ë,ËË; ! ãË
iE;¡
: X;È:=ËåÉ.:
ãåËãËËçi;ËË
HËi Ëî3

åËEäXbqËã.e.9
Ë^(tl(Ú---
"g

õo¡coË
-'ã t ¿É'-
õdÉËE

ii:r
Ë

die: tage. Go to condition 4. necessary MP's to do so. When a

:.F-É -C
E":Ë.
(¡)
soldier attempts to leave a Barbed
g$g=

0-4: Conduct Activation check.


2,228
tooSd

'
If successful, see 037. 038. If in Operations, no event. Wire hex, roll one die. On an 0 the
=s

ËË
5-9: Conduct PC check. If in Rounds and your radio is not soldier is wounded, remains prone

.h.o9:iç:.Y!rÉ
Þ ËEir
ï;;ãËt€
rd
-
If successful, see 039. manned, no event. If in Rounds and and loses the remainder of turns in

ä E.e
-o Lrõ
-. o¡È 9
Ë.: ã õ
o3Êü

9€!
your radio is manned, see 095. the current rou'nd. On a roll of 1 the

av

< c¡.ã
aA=
3;
ts;g

HsËø
qrS

EîrË;
~
028. Place event market. Roll 1 result is the same, except the

o-o

-gËË
d) d-

+r
.:s

039. (S5) Activate GE 2 and 4 in soldier is not wounded. On each


ør€
EEq)

(É5



Ë€
cËd

die:
bo'A

¡.8
rbo


L. ::

tD

ã
dH

*
øi
O.i
th,
-c

I.-I0, standing, US advantage. The successive turn the soldier may


q)

É?
0-4 Conduct Activation check US soldier that made the PC check again roll to see if he can free

is
oôc^
ãH¡

+
sb
a¡F
-sË

s3
?o;

.o
='a
ñ o:

côù
d(/l
himself from the wire. The wire

>h
(+ 1). ' is automatically aware. Go to

If successful, s'ee 037. condition 4. effects Germans as well as

*s
c¡ -S .Y
.'J

cô t, .:
osg
å3H3-
€¿sËEg
E**r,,orcÞ

5-9 Conduct PC check ( + 1). Americans. The wire may be


C)-æ€æo

.2Ø
c¡å
Oco
æs
çJ
ã :B=3 XEE 8
i o, ô
O

È ,,.ç H Eås

to: Ë
c

oÊeÇ. <¡:<\o
qÈ+ä??E

(od


é$æ6tc,lcô

¡d6

{¡¡
ÉQ
- {i

Å4,
If successful, see 039. 040: (SI) Activate GE 6 and 8 in removed by setting off a satc"bel

r/)
ôr.Éô¡(OO


K-7, standing, US advantage. The charge in the hex.

Y !:r ti
;cY! -c
+
qr

c) o) ¡r
029. If any soldier can see L-IO, US soldier that made the PC check
E *¡Ë
- .;ô'()

rôt&Àol,
o - ø-
is automatic~lly aware.

oro $õ;ã
see 028.


Ë
Q

I9XC\
-Pã

o¡ Êl .í
ô^7
--i

<üo^
Lrrln
?1

045. One German, chosen at

ôô(.)
(n=
9€
dot

! sì

H

>:v
*:;

dti,
030. (S1) Activate GE 6 and 8 in 041. Place event marker and random, goes berzerk. Use the new
=d.)
¡ô
ä
F
C)
ct)
U)
+
ô¡
À

.l)i
<

cl
16

HJ
E

K-7, crouching, GE advantage . roll I die: stats and action paragraphs listed
0-3: Conduct activation check. If below to replace his old ones. Use

e Y?
¡.! 9 E.3
3 Ës
ZCJ
.ì3

è-o g{,äó
9ìor

-€
l¡ÕrE^
PL

.r


031. Place event marker. Roll 1 successful, see 032. this set until he is either
OOv
3€;3; åi
sÈ3f.:-t

õS<¡

die: ' 4: Conduct PC check. If success- incapacitated, or ceases to be


i äE ååiãi?iåËiEå ss Ëi; :.ã ã
Ë.ìË.?

ê)
.3å s 9q;

sn

^v9
-

. .X o q¡ c¡

Stco frv
sËËäË
ig?És
c?*ã;g
EË'a
Ë ãE E b^3

Hä ã
€ gãé.il

berzerk.
s9É

0-4: No effect. ful, see 050.


,-EE

o È- ã
Ë b!- - o.i

-g€.d


v-

FH
Ê

>
_g
!:

-
5-9: Go to condition 2.
3ãEï,

5-9: Go to condition 2.
. Ovd

gE
¡rr.-'xã
r-â
É.-!wôl

åe
C-

,ûe¡

Eo
o.9
JCgr.Ê

Hb
ç')
ÉÉ
cJ=a=

c6h0
æã
^<
;a

',
V>ts-

rÀ1.
!v._t
>=
ã

042. Place event marker and


dlí)

032. (S3) Activate GE 1 and 5 in

-=
~PA:

l)e
IN: 5 PC: 9 WS:+2 5

'.3
ËE

ì v

.i

L-5, crouching, GE advantage. roll I die:


ç,t
Ë

These Germans recei ve two rounds 0-3: Conduct acti vation check (- Condition

RK
cr2
õ: r €
=åãË
3EËo

Die 1-2 3-4

oo
this turn. I). If successful, see 032.

Ë-eãe ã
3

fì* lì ãØ
Ë
g

¿tËeË i
:Ëã
5se

4: Conduct PC check (+ 1). If 0-2 812 928


Ëfi ä Hãå*Ë Ëå

ç: Es gë3
içEç g i Eeã
e¡rïåååËffi;liËfiã+

i;Ë
033. (SI) Activate GE 6 and 8 in successful, see 050. 3-5 825 812
¡-+oi
å?iåå:åËiiåËEåËfiiïåå

6-8 869 869


io õ
K-7, standing, US advantage. Go to 5-9: Go to condition' 2.
9 003 003
-åã:Ë
Ë'
sEË!
:ËË:

condition 3.
s¡çi

043. (S3) Activate GE 1 and 5 in

.eE
034. Roll 2 dice and add them J-13, crouching, US advantage.
{ ;Ë
3ç¡

*
ì

together. On a result of 0, 9, or ·18,


044. One soldier sees a row of Wounds against this soldier are
H
one soldier in a clear or cover hex €
ËË€g q
K
falls prone into a snow drift, loses barbed wire ahead to the east, modified using the following chart:
Ð

o
u¡ .v
äËËn
g:TH
ËËE

is 'iËå

one grenade and the remainder of running north and south. Roll one
::;€

ÊqËq

3i6g
EErË

the turn. If in Rounds, it takes one die for distance:


Ë9âo)

Old result New result


ô ¡ô
l-q-

action to climb out of the drift. If in


(.)

Panic No effect
gååi

Operations, lose one grenade and 0-4: adjacent hex,


5-6: 2 hexes away, Wound No effect


, continue to move normally. A prone
g e

7 -8: 3 hexes a way, Incapacitated Wound


soldier in a snow drift is an
8sã
c
õ

Ë.q
ã
ã a+

Kill Incapacitated
.i -:5

additional -2 to hit when being fired 9: 4 hexes away'


c-
o
ô¡
ä
$
c

F
Eo

3<

E
E ;= g äí I
ôr c


¿€ frË
ãr
S
¿
åEååE#Ë

upon. Roll one die for length:


J
i .:-l

:ï ãe
Ës Ès
.:$ Jp
Of;

ø).]ã

0-2: 3 hexes,
fd i5
(1)>

øñ
ä'- o.)

o - o-:
8Ë? ã
1ãfr

dx

N ¡r2 ô¡ã
ãErt
åi:Ë

This paragraph can only occur once


ۖ
;Ëã

035. (S6) .This soldier sees a 3-6: 5 hexes,


v7
.! I t
.t

Éiã
lrôäi

roadblock in hex N -7. It consists of 7 -9: 7 hexes. per mission.


kca ã
f
I êE
åãË

(5F

rubble and tree branches. It looks


ctftt
ËË

éð
!'od

Êl lJ
æ¡f,ã

o øg

z vì Øô
ó).
-'tt

like wheeled vehicles would have The center will be the hex immedi-
{it
É

vc
¡L-?

.i

trouble, but a tank could pass ately to the ea~t. Place booby trap 046. (81) Activate GE 6 and 8 in
through. markers to represent the wire. If in K-7, crouching, German advantage.
r
f

úo
À
U
Ë
It
al

â-
l,

Itl
IO

--É

=
-
S-13, standing, US advantage.
e to restart the engine (another

o made the PC check is auto-


mpaired.

k may not move until the crew is


nd.
omes incapacitated. This event

dition 4.

ccessful, see 054.


3, crouching, GE advantage.
nt.

are. All aware US soldiers

se Germans receive two turns

6-9: Conduct PC check. If suc-

0-5: Conduct Activation check.

065. Place event marker and


067. (Sl) Activates GE 6 and I

066. (Sl) Acl,ivate GE 6 and 8 in


estarting the engine. The Sher-

nt). All other tank actions are

ul, see 055.


072. One wounded US soldier

069. If 4 active crew remain, see

068. Activate GE 7 in N-10,

ck this turn is automatically


071. If the tank is currently

070. 1'he US tank stalls out. The

.
.

.
.

ul, see 055,


n may move normally this
occur only once per mission.

ically aware this round. Go to

ive two turns this round.

I
ed out, the crew has succeeded

ding,US advantage. The soldier

round.
US soldier that made the PC
If 2 active crew remain, see
If no active crew remain, no
If 1 active crew remain, see
If 3 active crew remain, see

die.
PAGE 28
AMBUSH! BATTLE PLAN #4

AMBUSH
047. (S9) Activate GE 7 in N-9, 052. Place event marker and 062. (S3) ActivateGE 1 and 5 in
standing, US advantage. Go to roll 1 die: J-13, crouching, GE advantage.
condition 3 ~ 0-2: Conduct PC check (-l). If
successful, see 060. 063. (S9) Activate GE 7 in N-IO
048. One US soldier, chosen at 3-9: Conduct Activation check GE advantage. Go to condition 4. '
random, goes berzerk. Use the new (+ 2). If successful, see 062.
stats listed below in place of his old 064. Place event marker -and
ones. 053. Place event marker and roll 1 die.
roll 1 die: 0-5: Conduct Activation check.
0: No event: If successful, see 054.
IIIN: 5 PC: 9 WS:+2 MPA: 511 1-3: Conduct PC check. If 6-9: Conduct PC check. If suc-
successful, see 060. cesful, see 055 .,
4-9: Conduct Activation check.
This soldier is not subject to panic If successful, see 062. 065 ; Place event marker and
while berzerk and will move toward roll 1 die.
the nearest enemy man, snap firing 054. (S7) Activate GE 3 in Q-5, 0-5: Conduct Activation check.
.Éë¡eäEgFEEE
EiGAu
€g€g'B
tnmmmmmmrrt
--------
ctctc'crcrooc, ---2=---

ê =r= -- ê â ã -- â rã
mñÈmmdmtrf'tm-m
-----1-===-=

mtnmmmmmmm
--2--2.2--
clcrcrc'ecrc)crÉt
=
mömmñmmñö

ã c,
==äã
=^
----2,----

-q2-=---s

-2-s-q=-qú
mm{o
--qu

=
momîH ?

m
-cl .:. o
zo åB
m

m

-!¡-6

- ¡9
- o3
z=
=
ñ
o
-

cr
ñ ôã
=iä = iç>

=t3
mê{
=
n
ct
z,
=
m
c=,

=ou
= mÞñ

os
9.,t2
ã Eã
BEF
as he moves, until in the same hex crouching, GE advantage . This If successful, see 054.

e= :ê
6-9: Conduct PC check. If suc-

ü# èg
as the enemy. He will then assault German recei ves two turns this

-=
g,
ã ===2==
c, :-
ã Ëg

ä ä

H
=
m
c=t

z,
o

qu
ñ
=
to kill. If he is out of ammo, he will round . cesful, see 055 .

oo
¿ê þo

zB

-e
move as fast as possible toward the

=z

ê
rl9

õ
CE

(t
q

è
ê
o
c
nearest enemy man, and will 055 . (S7) Activate GE 3 in Q-5, 066. (S1) Activate Gg 6 and 8 in
S-13, crouching, GE advantage.

98
assault to kill when in the same - standing, US advantage. Soldier ãã B=

€9
9B

ro
3o
o
ã ã ã -^ g
=

5
€l

ê Ol

=z
mE
=z
cl
ۓ

â=E=
ê

=ocro
ã
m=mm
ã===
These Germans recei ve two turns

t3

==z-

z+z-
,t
hex ; If bazooka armed,he will fire at that conducted the PC check is
, enemy vehicle or man, if in sight. If automatically aware. this round.
rE

¿l#

è
m.

m
-e
m
c-t

c
-
-
m
-
2

ct

êt
6

= #ã
{

o
6

g
o
À
c

Io

not in sight, he will move as quickly


056. Place event marker and u 067. (S1) Activates GE 6 and 8
as possible toward enemy vehicle or
in S-13, standing, US advantage.
o
m
e

m
ê

o
-
z
m
-o
uÛt

{-
m
m
-
-
-m
-
m
-C'
-
-

=E

mol
-q

r.lt
o

è
ô
Ê€r

mcì
=

-9
-
-

m
-ct
roll 1 die: ,

-
man and fire when he is able.
0-5: Conduct PC check (-1). If rrhe US soldier that made the PC
check this turn is automatically
c,
o
m
z,

o'

ñ
o

o
Wounds against this man are modi- successful, see 067.
z
o
t.

-
-
-m
-

ct

ñ
o
ñ
z.
Þ
n
c=t

-mc,
m-
-
-,
-
=
=

2,
fied as follows: 6-9: Conduct Activation check (- aware. All aware US soldiers
1). If successful, see 066. receive two turns this round .
c,

m
o
¡,
m-
2,

-
-
= eB
m
o

,n
2
o

zC=' .3
ñ
c,
z, o3
âËä

z
-
="=1
z.a=å

ãB
9B
ño=

=r3
â ä
=Ëg
mÈmÞ

ã¡ã

2U

=du

Z,qE
ËË:.-
Aï3
Þ=
-Lm

åo

og
ås

¡=Ë {2m
,2

057. Place event marker and 068. Activate GE 7 in N-10,


E
-

m
Ét
ã

-
-

3
o
m

Old result New result

uu
Panic No effect roll 1 die: standing;US advantage. The soldier
ã=

c)m
L-

B=
.-

0-5: Conduct PC check . If -2


who made the PC check is auto-
- 1t
ñ
(-t lì

m
o

ê
-2
c

m
-o
q
ê
2,

O
o

ê
u
tn

No effect
lo
o
u

-=^
Wound
t

Inca paci ta ted Wound successful, see 067 . matically aware this round . Go to
à
o
rt
=
o
E

6-9: Conduct Activation check. condition 4.


Ì9
o
ÉL
o
o
Kill Incapacitated
If successful, see 066.
069. If 4 active crew remain, see
m
1

x
{

o
{
(r,

o
!

z
=

r
^

è' -? e E â ä ä H -=
- ããââã
o
'" Ë ãzâ ä
058. Place event marker and 098. If 3 active crew remain, see
If you return to Operations, this roll 1 die: 099. If 2 active crew remain, see
100. If 1 active crew remain, see
o!
ôü

ît

0-4: Conduct PC check. If suc-


8H â äi ååE

óÞ
F8

man will become normal again.


ø
-
EEg
Itl
-----.-;.-==
Ct

ñl'lrmmmmmñtltt
------io=--

mñmð!t[rtt'lttnm
9c¡cr=ctÉtÉ'crc|
mmmtnrì€ìFóm
(:tcrgctcr=ct=rt
lll
-
-------_---
---2------
=--E---2=
=--e-----

-----ú-82
-----{-!4-

o
s
rc

s6

crcroãctÉ¡Érctct
-222-2-=-
c
tt

Ë ê=ê

ttmmmmnrmmttl
--=------
tD

ü=^frÃ
u

vl

tt
C'

q
BE9A
oB:¿:

This paragraph can occur only once cessful, see 068. 079. If no active crew remain, no
per mission. 5-9: Conduct Activation check. event.
m
C,

mñm{
z9=E
==*Ë
z-r4

m
-

u''lño

Ë2*

zZu

-
mmña
ãcrcrc¡
Clz--
ä
u--

áâq-H
.9ãmm

òmññ
õ-22
H

t¡Ë.l

If successful, see 063.


049. He finds a pack of German 070. The US tank stalls out. The
S'''BTB â

ñ1
Ct

€¡

a==

m
-
- (Ð

cigarettes. 059. Place event marker and tank may not move until the crew is
roll I die: able to restart the engine (another
E3 Eë
ñl
Ct

c,

m
o
-
-

event). All other tank actions are '


0-5: Conduct Activation check uni mpaired. '
050. (S3) Activates GE 1 and 5
(-2) . Ifsuccessful, see 054 .
é)

t
tfi

=oB
2az
ê
2
ñ
zo=

o
H

m
-= åê

in L-5, crouching, US advantage.


6-9: Conduct PC check (-1) . If
The US soldier that made the PC 071. If the tank is currently
r2,
úm

?o
ìét

Nl¡
-:.

<3

r: Ul
¿s6è
<g

successful, see 055.


check is automatically aware.
ét =Ét

c-¡


m
-
- F

stalled out, the crew has succeeded


2

€t

=ãâ1*
ê

ä?â*
äã

C'
u
o

in restarting the engine. The Sher-


-m


6-
gC¡

ãü
åE
=8 u8

38
¡- Êt

051. Place event marker and 060. (S3) Activate GE 1 and 5 in man may move normally this
m
-ct
-

m

c
q

m
2
cl
t!
c

-
u
g

u
Ut
B
o

Ëüñ
EäA

roll 1 die: J-13, crouching, US advantage. The round.


Èãir'
{8

trê

0: No event US soldier that made the PC check


ñ
o

cr

ct
âä
m
-
-

lrl

u
u

dr

3'

9t

c
gl
€l

ê
u

ê

tl

ta

ltl
o

1-3: Conduct PC check (-1). If is automatically aware. 072. One wounded US soldier
successful, see 060.
E

F
è

c
g

'T
2
o
t'l
C'
(rl
rC

c
u

é
ñl
-Êt

-
-
2

-nC'
2
or
ê

!o

tn
-
z

2
u

becomes incapacitated. This event


4-9: Conduct Activation check 061. If S3 has not occured, see can occur only once per mission.
(+ 1). If successful, see 062. 051. IfS3 has occured, 063.
t¡l r t{01{E I{ONE 1{0ilE il01¡E t{01{E IIONE NOIIE 1{0il8 NONE l{01{E l{0ilE 1{0t{E il01¡E ¡IONE 1{0ilE 5303r ¡on¡ 1{(¡NE NOlIE s30:ll

154¡078 ¡IONE iloilE I{ONE NONE I{ONE il01{E NOi¡E AMBUSH!


NO¡IE NOI{E I{ONE N0r{Ê t{01{E 1{0ilE NOI{E 5503r 5303r 53031 EVENT t{01{E 5r022

BATTLE PLAN #4 w.10 s-r0 M-t0 PAGE 29


¡srl023 1{0il8 1{0t{E r{0ilE il01{E .il0NE NO¡¡E t{0ilE NONE t{0}¡E t¡0t{E N0NE se0{7 EVEÌ{T 5303r 5r022 5r022 EVEIIT 5r022 il0r¡E ¡¡ONE

AMBUSH ß-? P-s ,34 735


NOIIE NOl{E NOI{E il0t¡E NOI¡E NOIIE t{0[E il0r{E IIONE t{01{E l{01{E s3026 5603s EVENT 51025 5t025 5t025 530¡2 5r022 5t022
073. One incapacitated US in a crew spot.
1{0t{E
092. The soldier hears an
soldier dies of his wounds. This If the half track becomes ominous creaking and quickly
lt0ilE t¡0ltE t{0t{E r¡0il8 1{0t{E t{oNE 1{ONE il0r{E
event can occur only once per immobilized and the cannon is
ls0¡0E9 t¡01{E il0r{E 1{0t{E T{ONE 1{ONE t{0r{E NOl{E 5r02r 00r 53032 001 00t
scrambles to an adjacent hex (your
mission. knocked out, and there are still choice). He sees that this is a
012
active crew, see 069. disguised tank trap and if he had
074. One wounded German fallen through the branches, he
soldier becomes incapacitated. This 081. could have been seriousely hurt.
event can occur only once per If S3 has not occured, see 032.
mission. IfS7 has not occured, see 082. 093. (S2) The Sherman finally
IfS5 has not occured, see 083. arrives! Roll 1 die:
076. If a building hex is cur- IfSI has not occured, see 046. . 0-4 it appears at A-5,
rently on fire, the fire spreads into If S9 has not occured, see 084. 5-9 it appears at A-I7.
an adjacent building hex. If more If S4 has not occured, see 078. See 758 for more information.
than ' one buiJ.ding hex is currently If S2 has not occured, see 093. Go to condition 3.
ä Ë* [ëEåÈ
on fire, choose the one that started If SO has not occured, see 089. ¡d
(g or'i
l!'-
<.r:- ct g s ãÈ SË"ã€
first. If there is more than one 094. The soldier falls through ug) b.:c.o{ ËË å?';Ë;E
building hex adjacent to the fire, the tree branches into. a tank trap
L8 É *t5'; PsÉ
ËiåååËåã 082. (S7) Activate GE 3 in R-7, ãiåÊå€.
choose which one the fire spreads to crouching, GE advantage. concealed below! The fall could {0¡; i gi.! ()
randomly. have hurt him; roll on the Upistol c)x cn'=
6tç
^b0
077. (S9) Activates GE 7 in N-
Damage Table". It will require one >.:<Y .ìgUÊ x
cd
3(!..rc9È (!- ^3 =
= 083. (S5) Activate GE 2 in Q-8, action to climb out. While in the pit, øÞ-l ! g!
Ort åã PË.9
10, crouching, GE advantage.
Ð lJj
the soldier can only be seen from an
È Ø L.
¿ 4VÀ q¡'ãü:Ë-Ë crouching, GE advantage. \J.c gH rË Ë E g! Ë
ËËåFåä:; adjacent hex and defends with an r¡õ Êo:8 sË
078. Activates GE9, roll one die: 084. (S9) Activate GE 7 in N-9', additional -2 to hit. cñt r Oâ ¡{l Oå bA
å;;ê:; f
0~4 it appears in Y-8, 5-9 appears in standing, US advantage. ao ¡a
L-v¡.-
o 6rã
çr:
-d
Y-I6. Go to condition 3. See 080 for
å!:EËãËã 095. Battalion HQ calls and ¡r tr
o€) : å;8 b0 r-r
all the information on this German. 085. If GE 1 or 2 are currently tells you that there are friendly ãE F E
E e €J Ëä:
,i4 ã ji õ õ õ e active see 096. If GE 1 and 2 have aircraft in the area and that you o z.q.s.ã
ø- E Þ?Ë ãåE
Ë ËEË õ Ë iã
079. Activate GE 12, crouching, been active, but are now inactive, can call an airstrike if you wish. 'oô I
; z o o >E o.îo
in the hex in which there is the see 014.
I
The airstrike will occur next round
halftrack.
[ >zY=Êüå€ ää o(Ú
5 (d
cÀ <nû ct th th
in place of the event check. You can
oq) ¿r (l.q
aq)c) €û(! g) c)
tr
EË E;ËË;ËËåF - j!o
8? æ= ç,õ Ë ËË [ co (¡) €)
086. If a soldier entered this hex attack any hex on the map, using
O-e e
5oo)
> Éo
o o
HHH
Ç{
080. The German halftrack is a 00eo¡-.i ó o)'"¡ co= co -ì': co* as(n (+{
see 103. If a vehicle entered this hex the USpotting Round Scatter
ôi
ooÊ- È-Y qo c.j ri cD 9< <rÊ c¡l') N'l nu)(nu)
crew vehicle similar to a tank, with
Ë ¡ãEE" !å see 091. Diagram" from missiqn 10, with the ()Ð 9bô (n.b0 9o¡ C\¡O
At:
Þ
,the exception that to drive slowly
iËË ËËËË;:¡Ëã î frï v*É
)^-
ad
Cìr ¡
rnõ
following changes:
vi'= 6(! l€-,>
'.-¡ o ci O) Fr
^(n
-t
u) l,r dcll
2ao(n
requires only 1 crew point and to <b¡ 087. (S5) Activate GE 2 and 4 in
<aaE 6à
' < (l<0 ø>
oq) r-r (O -O å? {qi <¿; o
drive fast requires only 2. It has an Q-8, crouching, US advantage.
9- e(6d Ëã: . 1.The hex must be designated J> C)d
+¡ ¡d rigd 15 o
JE€
anti-tank gun mounted in the front Þ.q -Ì>a¡
.ì ã now, not during the event phase.
;Ø ,- q) d õ; .ä9 .Ës .)(.)()q)
)9
that may fire only the facing aúÐ :d L ,11 ËÈ
088. (S7) Activate GE 3 in R-7, 2. You cannot "walk" an air-
c ã- o cÚ oa) c¡ o'¡ Êl
i;g i:liËEËåä
hexrow. Treat it as a tank main gun
for combat. If ordered by a
og ., ì: ã'-C)
neH -9
é)
o.ð qÉ
standing, US advantage. The US strike. Where it lands is what you
Þ-g¡^
(¡) (¡)
C õ-

-.
Uq,b0
ar5
õr, (5Ëo

.li oc)

paragraph to fire the cannon in a


Ë+ E'i i¿=ã*
rl]c
N{ -tsõ I ucõ
soldier that made the PC check is get.
r¿>E
automatically aware this round ..
oq)
3. Any soldiers or vehicles in the
o¡cì í¡l
t- N CÐ oo)
av20ttt
oo0)
:"È ËsäË::Ëg sb! ã *og5
turn it does not move, the halftrack
:q; ^o
cPE X <.^roc detonation hex are attacked on the
€Hd) õ !c¡ oo
0OC-O¡6
will swivel in place (cost of 1 crew øÞ¡ ; =.Ë
089. (SO) Activate GE 14, roll "Satchel Charge, Inside Damage
3 o' ctj sf
ûtt c)å
=ì; *
Ê :.Ë z ct È æcaõl
point) in order to fire at a valid one die: 0-4 it appears inY -8, 5-9 it Effects Table".
Èjul.9 q.
oõ)
XX >ì (¡) -a
I
ot od c-I
target. It also has a light machine- appears in Y-16. Go to condition 3. 4. Any soldiers and vehicles in
gun mounted on a swivel in the rear
troct
=/-.h b0 in '
É
o
HäJË*¡Äå
the hex adjacent to the detonation
Ë ã"ÈÃEËäã 3
that can fire into every direction
oË Ë.E
åËågååtËËåisãå* 3: NJ are attacked on the "Satchel ,
-Ë ËË g: iEã s:: .gE
ex c e p t d ire c t1 y fo I' war d . T his'
X'E .d
ä EiÉ tÈ s i;?* ¡ jñF
090. (SO) Activate GE 14, roll Charge, Outside Damage Effect
machinegun is a crew weapon and
.t= - one die: 0-4 it appears in Y-8, 5-9 it Table". If there is a wooden or stone
. cr.9 ã o cÈ: Ë
ø?
t?t¡)
requires 2 crew points to aim fire.
É.'¡i ?.9 appears in Y-16. Go to condition 4
q)
ni¡ 3ë:;ËËå:F€
building between the hex and the
¡Ë:åË Ë ÊËç
If this vehicle is adjacent to a
/
- THH
-1 q)l-
¡go) x.fhex of detonation, reduce the Ëi;
c ãå¿
6)^ tt
German that is directed to move in-
ä: xEE; i r: *,
091. The vehicle is stuck! This damage die roll by 1 and 2, respec-
Êc
to the hex the vehicle occupies, he
q¡., PE- was a camouflaged tank trap. tively. Buildings are reduced to
¡¡ Ctl C) rr: :98'i"çcÉ.2.. ËËË::äåË. ;s
r. cÉ.dt
Ë FåT ËËtiËiåËliåiË
enters the vehicle instead. If there ã.ã Ë:€
Nothing short of a tank recovery rubble, all other types of terrain are
-c) P4
39 ås:å;¡::î g *-ü * 5E
are any crew missing due to wound
= vehicle will be able to extricate it. cratered.
É:
effects, the new German wil1 take
o)
ø'õ - i *,n
The vehicle is considered im- ' €+¡
oÊ =l> ã.s s5 ¡:EË .€
over that position to bring the crew
ÉÐH

mobilized, but not disabled. It can ØS 096. The Germans call in
dã t ãÊt F
=ö uo9 ã
up to strength. If there is a full crew
É-e I
€.ri
Ío; cË
ãDP
still fire and is a -1 to be hit. If a mortar fire! Place a spotting round
,.Er ¡ 3 ã ÉEË ËËË€ :;JF Ë
of five, the Germ~n will ride as a
E E'Ë
'-É€€= Ë * ;E35 ËåË å: tread or tire hit is rolled, roll again or move round already on the board
åå 6à ãE
8.ãs€ 5 3,þ d
9{;; t'É! .E
passenger only until needed to fill €c)
for another part of the vehicle. as in mission 10. The Germans will
(l)
-.:!O É b0Ê. '1ã >ì5 É (¡),_ic ,g *€= )
31. Conduct snaP

enter P-8. If US vehicle, enter

US vehicle, enter J-12.


US vehicle, enter J-l
US vehicle, enterJ-10.
US vehicle, enter J-10.

S vehicle, enter H-I0.


S vehicle, enter I-1l.
2. If German vehicle, enter
3. If German vehicle, enter H-
-5 enter S-4, 6-9 enter R-5.
wise, roll I die:
4 enter 0-6

S vehicle, enter O-9.

6. If German vehicle, enter J-

5. If German vehicle, enter J-


9 enter O-7.

7. lf German vehicle, enter N-


re in sight, surrender.

nter O-9. If US vehicle, enter

1.1î German vehicle, enter I-


4.1Í German vehicle, enter
hicle, enter R-5.
r O-9.
N-6.

8. lf German vehicle, or sol-


3.
5. If vehicle, enter M-7.

4. tf GE

9. lf German vehicle, or sol-


0.
2.

l machinegun.
·_O$HI ·

Rolll die:

lf two or more active tar-

If German vehicle, roll


PAGE 3'0

l, enter M-7. If GE 5,
8A TTLEPLAN #4

AMBUSH

0-4 enter N-10, 5-


attempt to hit the hex with the most 702. If OE 1, enter .M-13. If GE 71S. RollI die:

fire with
0-4 enter X-9,

1.
Americans in it. If all possible 5, enterL.,.12.
target hexes have the same number 5-9 enter X-IO.
, of Americans in' them, choose one 703 . .*If S5 has not occured, this

II-
: at random. Placement of a round German will crouch and move no 719. Roll I die:

l-
tf
1
. may not be closer than three hexes more this turn. See 037 . .*If S5 has 0-4 enter D-3,
~ to an active German. When the ,occured, enter M-I0. 5-9 enter 0-4.
mortar strike location is resolved,
roll on "Satchel Charge, Outside 704. *If S9 has not occured, this 720. Roll 1 die:
row of Damage Table" for each German will crouch and move no 0-4 enter 1-6,
American in the hex. Buildings, are more this turn. See 063. *If S9 has 5-9 enter B-7.
reduced to rubble, all other hexes occured,enter 0-11. 721. If German vehicle, enter 1-
are cratered. 9. If US vehicle, enter H-I0.

conduct aimed fire with coaxial


and no cannon target is in sight,

building hex or an active German

as possible. Fall prone after move-

this German. r
building hex or an active German
bow machinegun at closest target.

open, see 953.

buttoned up see 951. If no active

conduct snap
and no cannon target is in sight,

hex or an active German vehicle is


cannon if active target in building

get.

if unprepared. If cannon is prepared


vehicle is in sight. Prepare cannon

bow machinegun at closest target.

able.
ment

special reaction
stance change available. Put
get.

conduet aimed fire with coaxial


and no cannon target is in sight,
if unprepared. If cannon is prepared

Fire cannon if active target in

targets are in sight, open. [falready

target in sight, button up. Ifalready


buttoned up, see 949.* If one active

machinegun at closest target.


get. Conduct snap fire with
machinegun at second closest tar-

unprepared. If cannon is prepared


in sight. Prepare cannon if

machinegun at second closest tar-

F'ire cannon if active target in


machinegun at second closest tar-

vehicle is in sight. Prepare cannon

in sight, button up. If already


705. Roll .] die: '
097. (S9) Activate GE 7 inN-9 0-4 enter V-6, 5-9 enter U-7. 722. If Qerman vehicle, enter H-
949. Conduct aimed frre with

944. Drive vehicle slowly.Fire

943. Conduct aimed fire with

*If in open hex, move as quickly


946. Íf 2 or more active targets
; crouching,GE advantage. 9. HUS vehicle, enter I-II.

if free stance
706. If a vehicle, enter 0-10;
09S. Activate GE 10, II, 12, and otherwise, 'enter N-9. 723. If German vehicle, enter H-
13 in the hex the halftrack occupies, 12. If US vehicle, enter J-12.
crouching. 707. If a vehicle, enter M-11,

fire with

"4" into effect for


otherwise, enter ,N-9. 724. If German vehicle, enter 1-
099. Activate GE 10, 11, and 12 13. IfUSvehicle,ent~rJ-ll.

change avail-
in the hex the halftrack occupies, 70S. If a vehiCle, enter K-12,
crouching. otheiwise, enter L-I O. . 725. If German vehicle, enter J-
12. JfUS vehicle, enterJ-I0.
coaxial

100. Activate GEIO,and l1in 709 . .Ira vehicle, enter J-14,


726, If German vehicle, enter J-
bow

the hex that the halftrack occupies, otherwise, enter L-13.


crouching. 11.lfUSvehicle"enterJ-10.
710. If a vehicie, enter 1-14,

for this action and carry out the


attack, put "Special Reaction A"

closest.
at second closest tar-get, then at
cannon target is in sight, conduct lie prone.
pared If cannon is prepared and no
sight. Prepare cannon if unpre- available.
new instructions.

into effect and immediately reroll


has been subjected to a grenade
upon by more than 2 US soldiers or

snap fire with coaxial machinegun


101. S2 REQUIRED. If your otherwise, enter K-14. 727. If German vehicle, enter N-
S. IfU8 vehicle, enter 0-9.

9õ5.
*Otherwise,
radio is manned, see 102. If not, no
event.
, 711. If a vehicle, enter P-7, 72S. If German vehicle, or sol-

If
102. The Sherman is placed otherwise, enter N-9. dier enter 0-9. If US vehicle, enter

German has been fired stance change is available.


under your command! Cease con- Q-9.
ducting paragraph references when ' 712. If a vehicle,enter N .. 8,
see 801.

moving the Sherman and ignore all otherwise" enter 0-9. 729. If German vehicle, or sol-
action paragraphs. It will move and dier; enter P-S. If US vehicle, enter
fire at your discretion from now 713. Rollt die: R.. 9.
until the mission ends. 0-5 enter S-6, .
6 .. 9 enter T-4 .. 730. ,If German vehicle, roll 1
103. Conduct a PC check~ !fit is die: 0-5 enter 5-4, 6-9 enter R-5. If
successful see 092 " If it fails, see US vehicle, enter R-5.
094. 714. RollI die:
0-4 enter K-8, 731. Conduct snap fire with
fire. Fall prone after fire, if free
in ? hexes, crouch and conduct best
assault to

hex, lie prone.


hex, surrender.

104. If S2 has not occured, see 5-9 enterJ-7. coaxial machinegun.


969. lf an active target is with-

tlf no target is within 5 hexes,


971.

*Otherwise, see 822.


*If 3 or more active targets in
+lf

007. IfS2 hasoccured, see 070.


715. Ira vehicle, roll 1 die: 732. If two or more active tar-
I

0-4. enlerT-l1, gets are in sight, surrender.


If no activd targets are in

105. If S2 has not pccured,see


or 2 active targets in hex,
kill.

007. IfS2 has occuted, see 07L 5-9,eriter S~ 12.


otherwise. enter U-12 733. RollI die: 0-4 enter N-IO, 5-
9 enter 0-9.
106. If S2 has not occured, see 716. Roll 1 die:
093. IfS2 has occured, see 070. 0-4 enter 0-8, 734.IfGE 1, enter M-7. IfGE 5,
5-9 enter P-S. enter N-6.
107. If 82 has not occured, see
093. IfS2 has occured, see 071. 7t7.lfa vehicle, enter N-l1. 735. If vehicle, enter M-7.
otherwise, roll 1 die: Otherwise, rolll die:
700. Roll 1 die. 0-4: enterP-5, 0-5 enter P-ll , 0-4 enter 0-6
5-9 enter Q-6. . 6-9 enterO-12. 5-9 enter 0-7.
tive target in building hex or an 755. (S5) If S5 has not occuréd, so, if necessary).
ve US vehicle is in sight. 739. Rollone die " this German will crouch and move
pare cannon if unprepared. If 0-4 enter J-8, no more this turn. Activate GE 2 in 810. If within 2 hexes of a dead
non is prepared and no cannon 5-9 enter K-8. or incapacitated soldier (enemy or
Q-8, crouching. Go to condition 3.
PAGE 31

Fall prone after 'fire if free stance .


et is in sight, conduct snap fìre friendly) and not in sight of an

815. Cr~)Uch. then fire machine- ,


*If 1 or 2 active targets are in '

,
fire if free stance change available. '

or incapacitated· soldier (enemy or


possible; fall prone after movement

take weapon. Then return to hex

*If in sight of an active target,


809.' Move as quickly as

810. If within 2 hexes of a dead


If 3 oemore active targets are

active target, run to victim, and


, (spending a Movement Point to do

*If an active target is in sight


at easiest .target. Fall prone after

friend ly) and.not in sight of an


808. If no acti ve target in sight,

*Move and snap fire if any


active targets' bec,ome visible
Exception: If another active
Germa;nisin the, hex,ch.ange
sight; crouch and conduct best fire

and no German is in the target hex,

81'3., lfmore.··than 2 'active tar-

Conduct best fire at any active


target within 3 hexes. Otherwise,

change available. If machinegun


*If adjacent to an' ac'tiveUS
Sll. If in sight of an' active

conduct aimed fire at easiest target.


gun, or assist ~firingmachinegun.
'soldier through traversable' hexside
812. If active US soldier ih hex,

and a grenade is available, crouch


target, surrender. Otherwise, fall

h coaxial machinegun at second 740. If vehicle, enter N-11 active target, run to victim, and
est target. Conduct snap fire ?56. * lfS? has not occured, this

out of ammo, fire second weapon;


*If none of the above, crouch.

Otherwise, enter M-12. German will crouch and move nò take weapon. Then return to hex
h bow machinegun at closest previousely' occupied.

gets are'available, surrender.

S14. Drive· vehicle slowly.


crouch and conduct best fire.'
"crouch and conduct best fire.

et. more this turn. See 754. *If in sight of an activè target,
741Roll I die:. *IfS? has occured, enter S-8.
assault to kill instead. ' '
0-4 enter O-11 'crouch and conduct best fire.
previ 9 usely'occupied. '

Otherwise, see S02.


921. Drive vehicle fast. Conduct *Ifnone ofthe above, crouch.
'

5-9 enter O-12. 758. The Sherman is not under


available, fall prone.

p fìre with'bow machinegun at


.

duringmoveme:nt. '
your command and will move and
and throw grenade.

est target. Prepare cannon if 7 42. lf vehicle, .roll 1 die: 8ll. If in sight of an active
so, if necessary)..

epared. attack in the same manner irs


0-4 enter O-8 German vehicles. As long as the target, surrender. Otherwise, fall
assault to kill.

5-9 enter P-8. Sherman remains ai:tìve añd not in prone.


922.\f 2 or more active targets Otherwise, enter P-9.
sight, button up. If already your command, remain in rounds.
crouch.'

You will receive 2 victory points if 812. If active US soldier in hex,


prone,.

oned up, see 920.* Ifone active 743. Roll one die: assault to kill.
this tank is still actïve at the end of
et in sight, see 910. If no active 0-4 enter R-8, . the mission.
tlf adjacent to an active US
ets are in sight, open. Ifalready 5-9 enter R-9. soldier through traversable hexside
n, see 921.
and a grenade is available, crouch
no '

this tank is still active at the end of


You will recei ve 2 victory points if

S07. Crouch, then conduct best


no more this turn. ActivateGE 2 in
no more this turn'. Activate GE7:in

751. If German vehicle~ exit. after fire if free' stance change is


this German will crouch and move

fire at easiest ·target. Fall prone


755. (S5) If S5 h~s notoccured,
this German will ctouchand move

754. (S7) Activate GE 3 in R-7,

*Ir no active target visible, run


753. (S9) If 89 has not occured,

75S. The Sherman is not under

into open, crawl into any other type


S02. Crouch, then conduct best
Sherman remains 'aCti ve and not i,n

*If Germanin open hex~, move


756.* IfS'ihas not occured, this

attack in the same manner as


German v,ehicles. As long as the

Fall prone after' ,fire if free stance


your command and' will move and

803; If active target visible and


SOL Crouch, then conduct best

after fire if free stance change is

German not in open hex, crouch and


your command, remain in rounds.

fire at easiest target.~"all prone


after fire if free stance change is
800, Lie prone

conduct best fire at easiest target.


fire, at easiest target.Fal1 prone
744. Ifvehicle, enter R-10

'
and throw grenade.
923. If 3 or more active targets

'
*IfS7 has occured, enter S~8. '
N-9,crouching. Gotocondition3~

Otherwise, enter S-9.


Q-S, crouching. Goto condition 3.
K~ll.

German will crouch "and move

in sight, button up. If alreãdy 801. Crouch, then conduct best Exception: If another active
oned up, see 910.
*If1 or 2 active targets in sight, 745. If vehicle, enter Y-15 ñre at easiest target. Fall prone German is in tha hex¡ change
assaultto kill instead.' :'
752. If German vehicle~

Otherwise, enter Y-14. after fïre if free stañce change'is


920. * If no active targets in available. *If an active target is in. sight
more this turn. See 754.
t, open. [falready open, see 920.
Otherwise, enterJ-ll.

as quickly as :possible.
?46. If vehicle, enter U-12 and:no German is in the target hex,
Otherwise, enter V-10. 802. Crouch, then conduct best crouch and condtrct best fire.
,

SOO; Lie prone.'


924. If in sight of an active *Move and snap fire if
'

fire at easiest target. I'all prone

chance available.
any
,

et, surrender. Otherwise, do 74?. Roll one die: after frre if free stance change is active targets' become visible
ing. 'available.

the mission.
0-4 enter U-14, duringmovemeht.
crouching.

available.
available.
available.
5-9 enter T-14.
925. Conduct aimed fïre with 803. Ifactive target visible and

of hex.
machinegun at closest target. German not in open hex, crouch and 8f 3..If more.than 2 active tar-
748. lf vehicle, enter O-12 conduct best fire at easiest target. gets are available; surrender.
926. IfSl has occured, see 928. Otherwise, enter P-13. Fall prone af,ter fire if free stancb Otherwise, see 802.
*If Sl has no! occured, crouch chance available.
*If German in open hex;, move

744. Ifvehicle,enter R-1 0.'


conduct snap fire at the easiest

742. If vehicle, roll 1 die: '

748-. If vehicle, enter 0-12.


746. If vehicle, enter U-12.
745. Ifvehicle, enter Y-15.
740. Ifvehicle, enter N-ll.
749. Roll one die: 814; Drive vehicle slowly.

750; Ifvehide, enter,N oe 6.


'
737. Ifvehicle, enter M-4.

73S. If vehicle, enter 1..-6.


et. Then see 046. as quickly asþssiblã.
736. If vehicle, enter T -S.

0-5 enter O-11, :


*[f no active target visible, run

Otherwise, enter P-9.


92?. IfSl has occured, see 869.If 6-9 enter P- I 1 . 815. Crouch. then fire machine-
gun, or assist .firing'machinegun.

Otherwise, enter Y-16.


Otherwise, enter V-I O.
fall prone, and

Otherwise,enter M-I2.

Otherwise, enterY-I4.

Otherwise, enter P-13.


has not occured, into open, crawl into any ot.her Lype

Otherwise, enterM~S.

Otherwise, enter P-7.


Otherwise, enter S-9.

749. Roll one die:


Conduct best fire at any active

739. Roll one die:

747. Rollone die:


743. Roll one die:
Otherwise, roll I die:
750; If vehicle, enter N-6.
Otherwise, roll 1 die:

046. ofhex.

0-4 enter U-14,

0-5 enter 0-11,


6-9 enter P-11.
0-4 enter 1'-7 '

5-9 enter T-14.


5-9 enter 0'-12.
0-4 enter 0-11
target within 3 hexes. Otherwise,

0-4 enter R~S,


5-9 enter R-9.
74J RollI die:.
5-9 enter K-S.

5-9 enter P-S.


Otherwise, enter P-7.

0-4 enter J-S,

0-4 enter 0-8


5-9 enter N-5.
0-4 enter M-4
928. If Panzerfaust available 5-9 enter S-9. 807. Crouch, then conduct besit conduct aimed fire at easiest target.
active US tank in sight and ' fire at easiest target. Fall prone Fall prone aftei' frre if free stance
BATTLE PLAN #4

AMBUSH

.
hin 3 hexes, crouch and fire 751. If German vèhicle; exit.' after fire if free'stance change is change available. If machinegun
zerfaust at tank. Fall prone Otherwise, enter Y-l6. available. out of ammo, lire second weapon.
er fire if free stance change
33. If an active US soldier is in 844.If no US soldier is in sight same or adjacent hex, crouch and *If 3 or more active targets are
ssault to kill. east of hexrow.M, move to hex N6 give turn to the German with the in sight, fall prone.
f adjacent to active US soldier and put "Special Reaction D" into fewest turns. If 2 or more eligible
gh a traversable hexside and a effeet. Germans have the same number of 866. If no active target is in

~djacent hex. If 2 or more eligible building hex out of US sight is .


BATTLEPLAN #4

835. If an acti ve German is


Germans have the same number of

*If not in a hex with German

Fall prone after fireif a free stance German with the fewest turns in
hex, crawl into any other type of able crouch and conduct best fire. within two hexes, give turn to the
*If adjacent to active US soldier

prone after fire iffree stance change


*If active target in sig'ht, crouch
Exception: If active German is

834. If in a hex with active


German vehicle, crouch and con-

change is available. If no active the same, or adjacent hex. If 2 or


*If vehicle never fired upon, duct best fire at easiest target. Fall
*If no other active Germans in

833. If an active US soldier is in

(than to the soldier with the highest


grenade is available, crouch and

more eligible Germans have the

830. If in an open hex, move as soldier closest to the US soldier


the same or or adjacent hexes, see

*If no other active Germans in


same number of turns, give to the

is in sight, run into an open hex, gi ve turn to the German with the into any other type of hex. Stop
fewest turns in the same, or

available Germans have 2 turns see

the same or or adjacent hexes, see


Weapon Skill". If all available

crouch, and conduct best fire at


adjacent hex. If 2 or more eligible

sight, move as quickly as possible.

838. Run into open hex, crawl


give turn to the German with the

turns, give to the soldier with the

fewest turns in the same, or .moving and fall prone if a non-

839. If active US soldier is in


highest U Weapon Skill". If all

*If no active target is in hex,


822. If an active German in Germans have the same number of entered. If out of US sight at the
same or adjacent hex, crouch and turns, give to the soldier with the end of the round, remove the
turns, give to the soldier with the
through a traversable hexside and a

ade is available, crouch and


grenade. 856. If inside building, stand rhighest " Weapon Skill". If all F'all prone if an active target is in
825. Crouch and conduct snap in US hex, charge assault to kill.

xception: If active German is and conduct best fire at easiest available Germans have 2 turns see sight and free stance change is
adjacent to, another active German, any other type of hex is entered Germans ha ve 2 turns see 801.
hex, charge assault to kill. target. Fall prone after fire if free 856. available.
factive target in sight, crouch stance change available. tlf I or 2 active targets are in
onduct best fìre. *Ifoutside building, crouch and 862. If no active target is in sight, move as quickly as possible.

give turn to the German with the highest "Weapon Skill". If all German from the map.
Lie prone. conduct best fire at easiest target. sight, move as quickly as possible. Fall prone in first non-open hex
beginning with the closest and then and conduct best fire.

840. Do nothing.
Fall prone after fïre if free stance Fall prone if an active target is in (spending a Movement Point if

*If no other active Germans in hex, assault to kil1.


hex, assault to kill.

closest target.
34. lf in a hex with active change available. sight and free stance change is necessary). If no non-open hex
vehicle, see 803.
throw grenade.

entered, fall prone in last hex


*Lie prone.

man vehicle, crouch and con- available.


best fïre at easiest target. F'all 85?. If inside building, stand *Ifactive target is in sight, and entered (again spending a
available.

after fire iffree stance change and conduct best fire at easiest soldier occupies an open hex, move Movement Point if necessary).
able. target. Fall prone after fire"if free as quickly as possible, fall prone *If 3 or more active targets are
f not in a hex with German after movement (spending a Move; in sight, crouch and conduct snap

801.
stance change available.
801.

801.

e, see 803. tlfoutside building, crouch and ment Point if necessary). lire at as many targets as possible,

tt
conduct best l-rre at easiest target. *If active target is in sight and beginning with the closest and then

fewest turns in the same, or available Germans have 2 turns see


*If in any other type of hex, or

832. ·If an active German is in


831. If an active German in
829. If one active target avail-

*If no active Germans in the -same or adjacent hex, crouch and


target, fall prone. If no active target same or adjacent hex, crouch and
ades, and active target visible, available, fire at the second target

fire at as many targets as possible,


*If out of ammo, have no gren- round, and another target is
*If out of ammo, but have available. Exception: If this target
has already been fired upon at this
824. Crouch, then conduct best

826. If vehicle has been fired


*If target visible, crouch and fire at easiest target. Fall prone
after fire if free stance change is
reaction. Reroll for the action open hex, or crawl into any other

823. If another active German is

adjacent hex and grenade available, into an open hex, or crawl into any
816~ Ignore self- preservation same or adjacent hexes, run into an

Fall prone after I'rre if free stance


*Ifno active German in hex, run

35. If an active German is soldier occupies a non-open hex, the easiest.


n two hexes, give turn to the change available. crouch and conduct best fire at
man with the fewest turns in easiest target. 867. If no active target is in

during movement, fall prone.


ame, or adjacent hex. If 2 or 858. Ifno target is sight, crouch. sight, move &s quickly as possible.

820. If no active target is in target is in sight, fall prone.


·AMBUSH!

* If inside building, and I or 2

828. Drive vehicle fast.


827. Uri ve vehicle fast.
e eligible Germans have the Fall prone if an active target is in
number of turns, give to the targets in sight or occupy adjacent 863. If no active target is in sight and free stance ehange is
sight, move as quickly as possible. available.
in the hex" fall prone.

er closest to the US soldier hexes, stand and conduct best frre


*If active target is in sight,

*If an active target is in sight quickly as possible.


at easiest l,arget. Fall prone after F'all prone if an active target is in

turns, give to the soldier with the the hex, lie prone.
to the soldier with the highest
other type of hex.

eapon Skill". If all available fire iffree stance change available. sight and free stance change is move as quickly as possible. l'all

upon, drive fast.


ans have 2 turns see 801. *If outside building, and 1 or 2 available. prone in first non-open hex

target is in range, throw grenade at drive slowly.


If targets are available, crouch and *If active target is in sight, and (spending a Movement Point if

the easiest.
number and refer to this soldier's type of hex.

no other active Germans in


ame or or adjacent hexes, see conduct best fire at easiest target. soldier occupies an open hex, move necessary). If no non-open hex
instead.
Fall prone after fire if free stance as quickly as possible, fall prone in entered, fall prone in last hex
,change available. first non-open hex entered entered (again spending a Move-

adjacent hex . .If 2 or more eligible 801.


38. Run into open hex, crawl
*If 3 or more targets available (spending a Movement Point if ment Point if necessary).
any other type of hex. Stop fall prone. necessary).

Germans have the same number of


target is in range, run into an open
closest target. Fall ·prone after

and a German is in a hex with, or


throw if free stance change avail-

*If no grenade is available or no

sight, run into an open hex, crawl

available Germans have 2 turns see


821. If in sight of an active

Weapon Skill". If aU
819. If grenade available and
change available. If no target is
available, or nearest target is in the
prone after throw if free stance
818. Crouch, and then throw
grenade at nearest target. Fall
+lf active target is in sight and
*If no active target available,
817. If US soldier is in an
UAction Column" that would

ng and fall prone if a non- 868. Move quickly as possible.


conduct best fire at nearest target.
ing hex out of US sight is soldier occupies a non-open hex, F'all prone at the end of the move if

crawl into any other type of hex.


859. If active US soldier is in
free stance change is available and
conduct 869.
ed. If out of US sight at the hex, assault to kill.
of the round, remove the * Ifno active target is available active US soldier is in sight.
864. If no active target is in

into any other type of hex.


an from the map. and German is inside building, sight, move as quickly as possible.
stand and conduct best fire at F'all prone if an active target is in 869. If grenade available and
39. If active US soldier is in easiest target. Fall prone after fire active US soldier within 3 hexes,
sight and free stance chango is stand and throw grenade. Fall

grenades, see 818.


assault to kill.

same hex, crouch.


If no active target is in hex,
otherwise apply. iffree stance change available. available. prone iffree stance change is avail-

*Surrender.
*If no active target in hex and *If active target is in sight,
ouch, and conduct best fire at able.
German is outside building, crouch *If grenade not available, or
AMBUSH

stand and conduct snap fire at the

surrender.
osest target. and conduct best fire at closest

fall prone.

U
Then move as quick- closest target. target at 4 or more range, conduct

highest
see 818.
target.

crouch.
40. Do nothing. ly as possible, spending up to half of 801.
PAGE 32

able.

hex.

801.
33. If an active US soldier is in 844.If no US soldier is in sight same or adjacent hex, crouch and *If 3 or more active targets are
ssault to kill. east of hexrow.M, move to hex N6 give turn to the German with the in sight, fall prone.
f adjacent to active US soldier and put "Special Reaction D" into fewest turns. If 2 or more eligible
gh a traversable hexside and a effeet. Germans have the same number of 866. If no active target is in
ade is available, crouch and turns, give to the soldier with the sight, move as quickly as possible.
PAGEll

*If active target is in sight, and (spending a Movement Point if


Fall prone after fire if free stance Fall prone if an active target is in (spending a Movement Point if

conduct best fire at easiest target. soldier occupies an open hex, move necessary). If no non-open hex
*If active target is in sight,
after movement (spending a Move, in sight, crouch and conduct snap

867. If no active target is in

Fall prone if an active target is in


863. If no active target is in sight and free stance change is
*If 3 or more active targets are

Fall prone after fire if free stance as quickly as possible, fall prone in entered, fal] prone in last hex
fire if free stance change available. sight and free stance change is move as quickly as possible. Fall
*If 1 or 2 active targets are in

prone in first non-open hex


fire at as many targets as possible,
865. If no active target is in

866. If no active target is in

and conduct best fire at easiest available Germans have 2 turns see sight and free stance change is
*If 3 or more active targets are

conduct best fire at easiest target. sight, move as quickly as possible. Fall prone in first non-open hex

*If active target is in sight and beginning with the closest and then
sight and free stance change is

*If 1 or 2 active targets are in

856. If inside building, stand :highest tt Weapon Skill". If all Fall prone if an active target is in

sight and free stance change is necessary). If no non-open hex


entered, fall prone in last hex

sight, move as quickly as possible.


prone if free stance change avail-

862. If no active target is in sight, move as quickly as possible.

soldier occupies a non-open hex, Fall prone at the end of the move if
*Ifactive target is in sight, and entered · (again spending a
Fall prone if an active target is in

sight, crouch and conduct best fire

turns, give to the soldier with the sight, move as quickly as possible.
sight, move as quickly as possible.

at 4 or more range, conduct


*If grenade not available, or
soldier's MPA (rounded down). fall

869. If grenade available and

prone if free stance change is avail-


856. If inside building, stand rhighest " Weapon Skill". If all

US soldier within 3 hexes,


free stance change is available and

throw grenade. Fall


first non-open hex entered entered (again spending a Move-

868. Move quickly as possible.


grenade. F'all prone if an active target is in
xception: If active German is and conduct best fire at easiest available Germans have 2 turns see sight and free stance change is
target. Fall prone after fire if free 856.
and conduct best fire at easiest soldier occupies an open hex, move Movement Point if necessary).

hex, charge assault to kill. available.


factive target in sight, crouch tlf I or 2 active targets are in

active US soldier is in sight.


stance change available.
onduct best fìre. *Ifoutside building, crouch and 862. If no active target is in sight, move as quickly as possible.

*If 3 or more targets available (spending a Movement Point if ment Point if necessary).
Lie prone. conduct best fire at easiest target. sight, move as quickly as possible. Fall prone in first non-open hex
Fall prone after fïre if free stance Fall prone if an active target is in (spending a Movement Point if
east of hexrow. M, move to hexN6 give turn to the qerman with the in sight, fa1l prone. '

34. lf in a hex with active change available. sight and free stance change is necessary). If no non-open hex
861. If an active German in at closest target.

man vehicle, crouch and con- available. entered, fall prone in last hex
best fïre at easiest target. F'all 85?. If inside building, stand *Ifactive target is in sight, and entered (again spending a
and conduct best fire at easiest
Fall prone after fire if free stance soldier occupies a non-open hex, the easiest.soldier occupies an open hex, move Movement Point if necessary).

and
after fire iffree stance change

hexes, stand and conduct best fire sight, move as quickly as possible. available.
available.
available.

able. target. Fall prone after fire"if free as quickly as possible, fall prone *If 3 or more active targets are
f not in a hex with German after movement (spending a Move; in sight, crouch and conduct snap

target
active
stance change available.

stand

German is outside building, crouch stand and conduct snap fire at the able.
able.

tlfoutside building, crouch and

ly as possible, spending up to half of 801.


e, see 803. ment Point if necessary). lire at as many targets as possible,
conduct best l-rre at easiest target. *If active target is in sight and beginning with the closest and then
35. If an active German is Fall prone after I'rre if free stance soldier occupies a non-open hex, the easiest.

*If active target is in sight,


easiest target. Fall prone after fire sight and free stance change is

and conduct best fire at closest closest target. Then move as quick-
Germans have the same number of

864. If no active 'target is in


stand and conduct best fire at Fall prone if an active target is in
the easiest. Fall prone after fire if

crouch and conduct best fire at

*If active target is in sight and

and German is inside building, sight, move as quickly as possible.


at easiest target. Fall prone after Ji'all prone if an active target is in
target. Fall prone after fire- if free - as quickly as possible, fall prone
and put uSpecial Reaction D" into, fewest turns. If 2 or more eligible
targets as possible, beginning with
conduct snap fire at as many
*If outside building, crouch and

844. If no US soldier is in sight same or adjacent hex, crouch and


stand and conduct snap fire at as

Beginning with the closest and then


860. If German inside building,

many targets as . possible.

n two hexes, give turn to the change available. crouch and conduct best fire at
man with the fewest turns in easiest target. 867. If no active target is in
the closest and then the easiest.

ame, or adjacent hex. If 2 or 858. Ifno target is sight, crouch. sight, move &s quickly as possible.
free stance change available.

* If inside building, and I or 2 Fall prone if an active target is in


AMBUSH!

e eligible Germans have the


targets in sight or occupy adjacent 863. If no active target is in sight and free stance ehange is

*Ifoutside building, crouch and ment Point if necessary).


number of turns, give to the
er closest to the US soldier hexes, stand and conduct best frre sight, move as quickly as possible. available.
to the soldier with the highest at easiest l,arget. Fall prone after F'all prone if an active target is in *If active target is in sight,
eapon Skill". If all available fire iffree stance change available. sight and free stance change is move as quickly as possible. l'all

'
ans have 2 turns see 801. *If outside building, and 1 or 2 available. prone in first non-open hex

easiest target.
If targets are available, crouch and *If active target is in sight, and (spending a Movement Point if

conduct 869.
no other active Germans in

necessary).
conduct best fire at easiest target. soldier occupies an open hex, move necessary). If no non-open hex

available.
or or adjacent hexes, see

*If outside building, and 1 or 2 available.


available.
ame
Fall prone after fire if free stance as quickly as possible, fall prone in entered, fall prone in last hex
,change available. first non-open hex entered entered (again spending a Move-
*If 3 or more targets available (spending a Movement Point if ment Point if necessary).

target. Fall prone after fire if free 856.


38. Run into open hex, crawl
any other type of hex. Stop fall prone. necessary).
+lf active target is in sight and

targets are available, crouch and

*If no active target in hex and


859. If active US soldier is in

* If no active target is available


ng and fall prone if a non- 868. Move quickly as possible.

* If inside building, and 1 or 2


targets in sight or occupy adjacent
857. If inside -building, stand

conduct best fire at easiest target.


*If outside building, crouch and

858. If no target is sight, crouch.


' active US soldier is in sight,
842. Crouch. Then conduct snap

843. If' no active German is in


the same hex and more than one
84l. If 3 or more active targets
are visible, conduct 800. Otherwise,

surrender. Otherwise, conduct 815. soldier occupies a non-open hex, F'all prone at the end of the move if
fire with rifle. Fall prone after fire.

ing hex out of US sight is 859. If active US soldier is in


ed. If out of US sight at the conduct 869. free stance change is available and

if free stance change available.


hex, assault to kill.
of the round, remove the * Ifno active target is available active US soldier is in sight.
an from the map. 864. If no active target is in
and German is inside building, sight, move as quickly as possible.
869. If grenade available and

stance change available.


stance change available.
stand and conduct best fire at F'all prone if an active target is in
39. If active US soldier is in easiest target. Fall prone after fire active US soldier within 3 hexes,
assault to kill. sight and free stance chango is stand and throw grenade. Fall

hex, assault to kill.


iffree stance change available.

'change available.
If no active target is in hex,

change available.
available. prone iffree stance change is avail-

change available.
*If no active target in hex and *If active target is in sight,
ouch, and conduct best fire at able.
German is outside building, crouch stand and conduct snap fire at the *If grenade not available, or
BATTlE PLAN #4

AMBUSH

conduct 815.,
osest target. and conduct best fire at closest Then move as quick-

fall prone.
closest target. target at 4 or more range, conduct
target. ly as possible, spending up to half of
40. Do nothing. 801.

target.
effect.
tive target in building hex or an 755. (S5) If S5 has not occuréd, so, if necessary).
ve US vehicle is in sight. 739. Rollone die " this German will crouch and move
pare cannon if unprepared. If 0-4 enter J-8, no more this turn. Activate GE 2 in 810. If within 2 hexes of a dead
non is prepared and no cannon
BA TTlEPlAN #4

or incapacitated soldier (enemy or


Prepare cannon if unprepared. If

closest targ·et. Prepare cann'o n if

and conduct snap fire at the easiest


*If SI has not occured, crouch
925. Conduct aimed fire with
are in sight, button up. If alreacly

924. If in sight of an active


923. If 3 or more active targets

927. If SI has occured, see 869.lf


*If 1 or 2 active targets in sight,
922. If 2 or more acti ve targets

target, surrender. Otherwise, do


with bow machinegun at closest

921. Drive vehicle fast. Conduct

see 920. * If no active targets in


in sight, button up. If already
buttoned up, see 920.* If one active
snap fire with 'bow machinegun at

target in sight, see 910. If no activ~


920. Drive slowly. Fire cannon

cannon is prepared and ' no cannon


919. Conduct snap fire with bow

targets are in sight, open. If already


917. If in a building hex, see

with coaxial machinegun at second


if acti ve target in building hex or an
Conduct snap fire with coaxial

sight, open. If already open; see 920.

5-9 enter K-8. Q-8, crouching. Go to condition 3.


machinegun at second closest tar-

active US vehicle is in sight.

target is in sight, conduct snap fire

closest target. Conduct snap fire

Panzerfaust at tank. Fall prone


928. If Panzerfaust available
machinegun at closest target.

and active US tank in sight and

after fire if free stance change


SI has not occured, fall prone, and

within 3 hexes, crouch and fire


et is in sight, conduct snap fìre friendly) and not in sight of an

926. IfSI has occured, see 928.


,

bow machinegun at closest target.


h coaxial machinegun at second 740. If vehicle, enter N-11 active target, run to victim, and
est target. Conduct snap fire ?56. * lfS? has not occured, this
Otherwise, enter M-12. German will crouch and move nò take weapon. Then return to hex
h bow machinegun at closest previousely' occupied.
918. Drive vehicle fast.

et. more this turn. See 754. *If in sight of an activè target,
741Roll I die:. *IfS? has occured, enter S-8.
801. Otherwise, see 803

0-4 enter O-11 'crouch and conduct best fire.

target. Then see 046.


buttoned up, see 910.
921. Drive vehicle fast. Conduct
'

5-9 enter O-12. *Ifnone ofthe above, crouch.


p fìre with'bow machinegun at 758. The Sherman is not under
est target. Prepare cannon if your command and will move and
7 42. lf vehicle, .roll 1 die: attack in the same manner irs 8ll. If in sight of an active
open, see 921.

epared.
unprepared.

0-4 enter O-8 German vehicles. As long as the target, surrender. Otherwise, fall
5-9 enter P-8. Sherman remains ai:tìve añd not in prone.

nothing.
922.\f 2 or more active targets

see 046.
Otherwise, enter P-9. your command, remain in rounds.
target..

sight, button up. If already


You will receive 2 victory points if 812. If active US soldier in hex,
get.

oned up, see 920.* Ifone active 743. Roll one die: assault to kill.
this tank is still actïve at the end of
et in sight, see 910. If no active 0-4 enter R-8, the mission.
tlf adjacent to an active US

916. If in a building or woods'


.
ets are in sight, open. Ifalready
personal weapon and any grenades if in sight. Prepare cannon if

915. If active US soldier in


Conduct aimed fire with swivel see 944,.* If no active targets in
if in sight of any active targets. machinegun at second closest

*If 1 or 2 active targets in sight,


911. If 3 or more active targets

Prepare cannon if unprepared. button up. If already buttoned up,


and pistols he may have. Then unprepared. If cannon is prepared
(spending a Movement Point if Fire cannon at an active target in

900. Drive slowly. Fire cannon are in sight, button up. If already
return to the 'previous hex, falling and no cannon target is in sight,

sight, open. If already open, see 944.


910. Conduct aimed fire with

prone at the end of each movement conduct aimed fire with coaxial
necessary). Once there, take building hex, or active US vehicle,
are in sight, button up. If already

*If no active targets in sight,


909. If 1 or more active targets
908. Conduct snap fire with

in sight of any active targets bow machine gun at closest target.


prone if free stance change is avail- swivel machinegun at closest tar-

5-9 enter R-9. soldier through traversable hexside

906. Conduct aimed fire with sight, see 801. Otherwise, see 830.
n, see 921.
and a grenade is available, crouch

hex;see 802. Otherwise, see 830.


744. Ifvehicle, enter R-10 800, Lie prone and throw grenade.
923. If 3 or more active targets
toward the closest incapacitated or open. If already open, see 921.

Otherwise, enter S-9.


AMBUSH·!

in sight, button up. If alreãdy 801. Crouch, then conduct best Exception: If another active
oned up, see 910.
*If1 or 2 active targets in sight, 745. If vehicle, enter Y-15 ñre at easiest target. Fall prone German is in tha hex¡ change
Otherwise, enter Y-14. after fïre if free stañce change'is assaultto kill instead.' :'
920. * If no active targets in

at active target in building hex or buttoned up, see 943.


buttoned up, see 920.

*If an active target is in. sight


907. Do nothing.

available.
t, open. [falready open, see 920. ?46. If vehicle, enter U-12 and:no German is in the target hex,
Otherwise, enter V-10. 802. Crouch, then conduct best crouch and condtrct best fire.
924. If in sight of an active fire at easiest target. I'all prone *Move and snap fire if any
et, surrender. Otherwise, do 74?. Roll one die: after frre if free stance change is active targets' become visible
ing. 'available.
0-4 enter U-14, duringmovemeht.

Once back in original hex, take 899 target.


5-9 enter T-14.
925. Conduct aimed fïre with
get.

803. Ifactive target visible and


machinegun at closest target. German not in open hex, crouch and 8f 3..If more.than 2 active tar-

904. Fi'r e cannon at active,

swivel machinegun 'a t clos~s't


cannon if unprepared. Conduct
US vehicle, if in sight. Prepare
target in building hex or at active

aimed fire with swivel machinegun


prone at the end of the movement, if 748. lf vehicle, enter O-12 conduct best fire at easiest target. gets are available; surrender.

901. If in sight of 2 or more


acti ve targets, surrender. Other-
899. Move as quickly as possible
*If grenade not available, or
target at 4 or more range, conduct
870. If grenade available and

at active US vehicle, if in sight.


stand and throw gtenade. Fall
active US soldier within 3 hexes,

killed German or US soldier, falling


926. IfSl has occured, see 928. Otherwise, enter P-13. Fall prone af,ter fire if free stancb Otherwise, see 802.
*If Sl has no! occured, crouch chance available.
conduct snap fire at the easiest *If German in open hex;, move

905. Drive vehicle slowly.


machinegun at closest target.
749. Roll one die: 814; Drive vehicle slowly.
et. Then see 046. 0-5 enter O-11, as quickly asþssiblã. :
92?. IfSl has occured, see 869.If 6-9 enter P- I 1 . *[f no active target visible, run 815. Crouch. then fire machine-
has not occured, fall prone, and into open, crawl into any ot.her Lype gun, or assist .firing'machinegun.
046. 750; If vehicle, enter N-6. ofhex. Conduct best fire at any active
/

target within 3 hexes. Otherwise,

wise, do nothing.

at closest target.
Otherwise, enter P-7.
928. If Panzerfaust available 807. Crouch, then conduct besit conduct aimed fire at easiest target.
active US tank in sight and ' fire at easiest target. Fall prone Fall prone aftei' frre if free stance
AMBUSH

out of effect.
.
hin 3 hexes, crouch and fire 751. If German vèhicle; exit.' after fire if free'stance change is change available. If machinegun
zerfaust at tank. Fall prone Otherwise, enter Y-l6. available. out of ammo, lire second weapon.

target.
PAGE 34

er fire if free stance change

able.

815
31. Conduct snaP

enter P-8. If US vehicle, enter

US vehicle, enter J-12.


US vehicle, enter J-l
US vehicle, enterJ-10.
US vehicle, enter J-10.

S vehicle, enter H-I0.


S vehicle, enter I-1l.
2. If German vehicle, enter
3. If German vehicle, enter H-
-5 enter S-4, 6-9 enter R-5.
wise, roll I die:
4 enter 0-6

S vehicle, enter O-9.

6. If German vehicle, enter J-

5. If German vehicle, enter J-


9 enter O-7.

7. lf German vehicle, enter N-


re in sight, surrender.

nter O-9. If US vehicle, enter

1.1î German vehicle, enter I-


4.1Í German vehicle, enter
hicle, enter R-5.
r O-9.
N-6.

8. lf German vehicle, or sol-


3.
5. If vehicle, enter M-7.

4. tf GE

9. lf German vehicle, or sol-


0.
2.

l machinegun.
Rolll die:

lf two or more active tar-

If German vehicle, roll


BATTlE PLAN #4 PAGE 35

l, enter M-7. If GE 5,
AMBUSH

0-4 enter N-10, 5-


available. 951. Conduct snap fire with bow 959. If an active target is within

fire with

1.
*If active US tank is 4 or more machinegun at closest target. Fire 3 hexes, crouch and conduct best
hexes away, see SOL cannon if active target in building fire with a Luger. Fall prone after
hex or an acti ve German vehicle is fire, if free stance change is

II-
929. If active target is in sight in -sight. Prepare cannon if un- available.

l-
tf
1
from door, crouch and conduct best prepared.
fire at closest target. 965. If an active target is with-
*If target not visible from door, 953 Dri ve vehicle fast. Fire can- in 5 hexes, crouch and conduct best
move as quickly as possible. Fall non if acti ve target in building hex fire with a Luger. Fall prone after
prone at end of movement if free or an active German vehicle is in fire, if free stance change is
stance change available. Put sight. Prepare cannon if unpre- available.
special reaction "A" into effect for pared If cannon is prepared and no *If no target is within 5 hexes,
this German . • cannon target is in sight, conduct 'lie prone.

conduct aimed fire with coaxial


and no cannon target is in sight,

building hex or an active German

as possible. Fall prone after move-

this German. r
building hex or an active German
bow machinegun at closest target.

open, see 953.

buttoned up see 951. If no active

conduct snap
and no cannon target is in sight,

hex or an active German vehicle is


cannon if active target in building

get.

if unprepared. If cannon is prepared


vehicle is in sight. Prepare cannon

bow machinegun at closest target.

able.
ment

special reaction
stance change available. Put
get.

conduet aimed fire with coaxial


and no cannon target is in sight,
if unprepared. If cannon is prepared

Fire cannon if active target in

targets are in sight, open. [falready

target in sight, button up. Ifalready


buttoned up, see 949.* If one active

machinegun at closest target.


get. Conduct snap fire with
machinegun at second closest tar-

unprepared. If cannon is prepared


in sight. Prepare cannon if

machinegun at second closest tar-

F'ire cannon if active target in


machinegun at second closest tar-

vehicle is in sight. Prepare cannon

in sight, button up. If already


. *If in open hex, move as quickly snap fire with coaxial machinegun
as possible. Fall prone after move- at second closest tar-get, then at 969. If an active target is with-
949. Conduct aimed frre with

944. Drive vehicle slowly.Fire

943. Conduct aimed fire with

*If in open hex, move as quickly


946. Íf 2 or more active targets
ment if free stance change avail- closest. in 7 hexes, crouch and conduct best

if free stance
able. fire. Fall prone after fire, if free
955. If German has been fired stance change is available.
943. Conduct aimed fire with upon by more than 2 US soldiers or *Otherwise, see S22.
bow machinegun at closest target. has been subjected to a grenade

fire with

"4" into effect for


f'ire cannon if acti ve target in attack, put "Special Reaction A" 971. If no active targets are in
building hex or an. acti ve German into effect and immediately reroll hex, lie prone.

change avail-
vehicle is in sight. Prepare cannon for this action and carry out the *If 1 or 2 active targets in hex,
if unprepared. If cannon is prepared new instructions. assault to kill.
and no cannon target is in sight, *Otherwise, see SOL *1£ 3 or more active targets in
coaxial

conduct aimed fire with coaxial hex, surrender.


bow

machinegun at second closest tar-


get.

for this action and carry out the


attack, put "Special Reaction A"

closest.
at second closest tar-get, then at
cannon target is in sight, conduct lie prone.
pared If cannon is prepared and no
sight. Prepare cannon if unpre- available.
new instructions.

into effect and immediately reroll


has been subjected to a grenade
upon by more than 2 US soldiers or

snap fire with coaxial machinegun


944. Drive vehicle slowly.Fire

9õ5.
*Otherwise,
cannon if active target in building
hex or an active German vehicle is

If
in sight. Prepare cannon if
unprepared. If cannon is prepared

German has been fired stance change is available.


and no cannon target is in sight,
conduct snap fire with coaxial
see 801.

machincgun at second closest tar-


get. Conduct snap fire with bow
machinegun at closest target.

946. If 2 or more acti ve targets


in sight, button up. If already
buttoned up, see 949.* lfone active
target iri sight, button up. If already
buttoned up see 951. If no active
fire. Fall prone after fire, if free
in ? hexes, crouch and conduct best
assault to

hex, lie prone.


hex, surrender.

targets are in sight, open. If already


969. lf an active target is with-

tlf no target is within 5 hexes,


971.

*Otherwise, see 822.


*If 3 or more active targets in
+lf

open, see 953. '


I
If no activd targets are in
or 2 active targets in hex,

949. Conduct aimed fire with


kill.

bow machine gun at closest target.


Fire cannon if active target in
building hex or an active German
vehicle is in sight. Prepare cannon
if unprepared. If cannon is prepared
and no cannon target is in sight,
conduct aimed fire with coaxial
machinegun at second closest tar-
get.
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065. Place event marker and
9.,t2
os
BEF ==z-
ã
=ocro#ã
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o -222-2-=-
crcroãctÉ¡Érctct
--=------ =ãâ1*
ll I die.
0-5: Conduct Activation check.
H
=
â=E= =Ëg - ããââã
ttmmmmnrmmttl

successful, see 054.


6-9: Conduct PC check. If =
mÞñ
qu
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uu
-=^

ä?â*
suc-
=ou
ê
ê 6
êt -
ct -
o =du
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066. (Sl) Acl,ivate GE 6 and 8 in


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A-16
mes by Mail Order
er discounts avai lable.

mpaign.
may soon be. I dare say that

a Kingmaker was, and


murai, Napoleon, Caesar's

2 and even Quebec 1759


erve a cheer, at least from this
END
or the Europa Gamer¡ of Southern California

oden Ships, Afrika Korps,


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THE
, BA TTLEPLAN 114 PAGE 40

9ircle nôader S€nice # 12


IN PRAISE OF OLDER WARGAMES

ARRIOR
In Praise of Older and two colors each), short rules piece of Empires of the Middle
and simple mechanics. As 011ie Ages.
Wargames North would say,I thought is
would be a ((neat idea" to offer a I'll never part with my $6.00
by John Heneghan list of grand old simulations to copy of Avalon Hill's Waterloo
stimulate the memories and honor after the many victories I have
Who among you did not think wargaming's past is due. enjoyed on that rained soak field.
Bar Lev ,was one heck of a fine And let's not forget what a great
game at one time? Speak up if Here's one, and I'm' going out idea Kingmaker was, and give
SPI's Borodino didn't strike you on a limb to say this, but I ' like credit to the designer of A Mighty
as a fine representation of Napol- Avalon Hill's Origins of the Fortress.
eonic warfare back then. I know I Second World War. A game that

fensiue has opened new possibilities


defensive, forming "hedgehog" for-
Germans have gone over to the
your squad is more fighting. The
for the Allies. All that heans to
clearing one area of a Belgium

tresses in every tt¡wn. These are


sqirad has been assigned the task of
vehicles they have rernaining. Your crossed at an intact bridge onlY.
supported by what few armored A-6-¿0 Y-tZ is a river and maY be
after you have completed some Éuil¿ine
armor support, which will arrive the activation of Germa¡s. Yo!¡
proach You have been promised win. You receive Victory Points-fbr Body
"Corkscrew and Blowtorch" ap-
village, using the tried and true
initial scouting
can still remember the long hours Caesar at Alesia, War of
at no cost, a satchel charge, flame-
your squad. In addition, you receive
thrower, and a radio.

is simple, yet captures the feel of


enter the map in any hex on the
inclusive.

is the north edge. Your soldiers may


west edge between 'A-l'and 'A-19',

fighting the Nazis with John Hill's Europe in the 1930's. 1812 and even Quebec 1759

The failure of the Ardennes Of-


Purchase new equipment for
Use Map''B'. The top of the map

Kasserine Pass and Overlord, deserve a cheer, at least from this


and how those flamethrowers How about France '40? I'm wargamer. Call me what you will,

January 14,1946,
ripped holes in my ranks at sorry, but I still like this game. To but I enjoyed and still do, the likes
YOUR SQUAT)

MISSTON l7
Block Party
Verdun! me, it's map is still the most of Panzerkrieg~ Turning Point,
SET UP

attractive ever produced ' by the Wooden Ships, Afrika Korps,


of the area.

' Let me lament, for a moment, boys in Baltimore. Sure, it's a one- Samurai, Napoleon, Caesar's
those long ago days when we who sided contest, but what a challenge Legions and even Norad . No one
are now in our mid-thirties-to- to defend Paris against such odds! has done a better job in Italy than
,fourties could so easily be satisfied Anzio, or in Russia than Russian
with each new wargame. I speak of A toast is in order to the C(Great Campaign.
those early g'ems, once in fashion Quads," and a cheer due for that
and now long forgotten. There was little jewel, Musket & Pike. SPI Many of the games honorably
a veritable Hall of Fame of forgot- did weI] with Soldiers and Battle mentioned here have been 'r etired,
ten counters and maps (with one for Germany, and made a master- or may soon be, I dare say that

follows:
receive I Victory Point for each
rw"ltgîî,qJJÏhiti.?"åliiiJJ
game when:
entered bv vour menl You do not
and everv building has been
are no active Germans on the maP

they will be missed.


Victory Point loss).
soldiers-must be exíted to avoid
west edse hex. (Incapaiitated US
the man and all active US soldiers

for incapacitated mên remaining on


you will not lose-any Victory Points
have eiited from the map from anv

the mission ends in this manngr, TREAD: lf nenetration eouals. or


have to e¡iter burnung buildings. If
the map.

The Activation l,evels are as


River. The water barrier fro-m
You need 25 VictorY Points -to
2. Active Germans remain on

l. In Condition 3 or 4 if there

Save 25% everyday at


c2:0-2
cl:
c3: 0-4
c4: 0-4
SPNCIAL RULES
hex vour-men enter. Othe-ç

0-2

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cr England, the Battle oJ' Brttain has


der "Games," "Hobbies," or

niatures a¡rplanes. These 285th


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ff there. Look in the yellow

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nterested in your öid to host its

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M¡NIATURES
Ci¡cle R€adsr Seryice # 9
BATTlEPlAN #4

BATTLEWAGON
Battlewagon is a comprehensive One of the greatest sources of
game of surface, naval warfare in speculation among naval war-
the first half of the Twentieth

Sept./Oct. 1986
garners concerns fleet actions like
Century. As such, it offers nearly the Battle of Jutland . Many
unlimited opportunities to fight war~amers have wondered what a
both historical and hypothetical Jutland-style gun due~ between
naval' battles in the Dreadnought some of the world's major fleets
era. Both history and wargames, would be like. In the time period
however, are simply personal inter- between the two world wars many
pretations and even If you question admirals from ' a dozen nations
them, it still doesn't reduce the anticipated such a gun duel, but it
pleasure of working with a new anq never took place thanks to the
different interpretation, just as one development of the airplane and the
could enjoy a history book even if tactics that came along with it.
its viewpOInt may be far fetched.
Some of the "what iP' situations However, now anyone who has a
possible in naval warfare could
used.

been sunk, scuttled, or disengaged.


ofthe ships ofone side have either

War II in the Pacifïc, United States


began. The outcome sf this battle, it

duel norl,h of the Phillipines about


decided by a massive battleship
copy of Battlewagon may create

six months to one year after the war

naval war with Japan would be


naval planners assumed that a
winner of the war.
was thought, would determine the
VICTORY CONDITIONS

HISTORICAL NOTES

could eniov a 'historv líöok even if


Bøttlgwøgon

possible in naval warfare could


be simulated usins a saúre such a-s
have occured ouite easilv and mav
Some of the "wlía[ if' situations
its viewöoìrt mav bê far fetched.
vehicle. "
have occured quite easily and may some of these never fought battles
SCENARIO I,ENGTH
by
The formation rule must

The scenario continues until all

be simulated using a game such as

Prior to the outbreak of World


Battlewagon as an experimental on which many naval planners James E. Meldrum
SPECIAI, RULES

vehicle. speculated.
Standard

as fn elperimental
WAR PLAN ORANGE

\ryARPLANORANGE
HISTORICAL NOTES CONDITIONS ORDER OF BATTLE
be

Light: Day AL'fERNATIVES


Prior to the outbreak of World Use some of the ships that were
BB

BB
BB
BB
BB
BB
BB
BB
BB
BB

BB

War II in the Pacific,United States Weather: Clear ' cancelled by the Washington Naval

development öf the airplane and l,he


tactics that came alonf with it.
copy of Bottlewøgon may create
on which many nava'l planneis
some of these never fought battles
speculated.
naval planners assumed that a Seas: Calm treaty. Also, as a variation, play the
Speed:
Seas: Calm
Weather: Clear
Light:

naval war with Japan would be scenario under night conditions,

However,
JAPANESE

decided by a massive battleship Speed: 4 (both sides) and use differing weather and sea
CONDITIONS

duel north of the Phillipines about


Yamashiro

Nagato
Yamato
Kirishima
Haruna
Hiei
Kongo
Hyuga
lse
Mutsu

conditions.
Fuso

4 (both sides)

Day

six months to one year after the war


began. The outcome of this battle, it

no\á
was thought, would determine the
winner of the war.

anyone who has a


JAPANESE UNITED STATES
0ss2B
04srB
04318
043r8
05318
05318
01338
01338
02828
02s28
03328

SCENARIO LENGTH
The scenario continues until all BB Kongo 0531B BB Nevada 2306E
of the ships of one side have either BB Hiei 0531B BB Oklahoma 2306E
cancelled by the Woshington Nøual
conditions.
and use differing weather and sea
scenario under night conditions,
treoty. Also, as a variation, play the
BB
BB
BB
BB

BB
BB
BB
BB
BB
BB
BB

been sunk, scuttled, or disengaged. BB Haruna 0431B BB Pennsylvania . 2405E


ORDER OF BATTLE

BB Arizona
Use some of the ships that were

BB Kirishima 0431B 2405E


BB Mississippi 2505E
AI,TERNATIVES

BB Yamato 0431B
UNITED STATES

BB Nagato 0332B BB Idaho 2604E


James E. Meldrum

BB Mutsu 0332B BB Tennessee 2604E


Tennessee
Maryland
lVest Virginia
Colorado
California

Arizona
Idaho
Mississippi

Oklahoma
Pennsylvania
Nevada

SPECIAL RULES BB Ise 0232B BB California 27,04E


The formation rule must be BB Hyuga 0232B BB Colorado 2704E
BB ' Fuso 0133B BB West Virginia 2803E
used. BB Maryland
BB Yamashiro 0133B 2803E
by
26048
26048
2õ0õE
2704n
27Ít4ß

240õE

28068
23068
28038

24068
28098

VICTORY CONDITIONS
Standard
RDER OF'BATTLE f<¡rtifications. ln this way, they are levying units, place them in the make sure that you have the biggest
ALTERNATIVES muchharder tg eliminate and you'll provinces surrounding armies so as armies. Knowing when to strike is
survive muchtlonger in the game the armies move, they can vacuum equally as important as knowing
(look at Paul!). replacements into their ranks. This who to strike (but the first person
Use different weather and
BATTLEPLAN, #4

simplicity. If desired, the German,

-- Alan Emrich builds a Iarge army fast. you should o,lways strike is Pete!).
hexes of friendly battleships.' If

Tirpitz. (Neither ,was launched at


the time) . Use the British BC's
Flood and Renown, and the BB's
German fleet. When using this
order of battle for the British Home
Play this scenario by using the

Sea in hopes of catching the

variant, omit the BB's Bismark and


it made a sweep through the North
Fleet on September 16, J 939 when
3. Reduce the British to any six
battleships, pI us any two heavy

there should be no modification to


cruisers. Using this arrangement,
player may consult the ship class

light cruisers. The Bri tish player

one. No other points are scored on


points and destroyers are worth
sunk, light cruisers are worth three
and cruisers are set up within ' two
2. Destroyers and light cruisers

may add three light cruisers and


fifteen destroyers. All destroyers
Germans s~ightly since the German

have been eliminated in otder:for


1. Use dIfferent weather and
seas conditions. The weather in this

list for WWII and add all heavy and


scenario tend to be 'n efi t the

onditions. The weather in this


ario tend to benefit the One Iast tip, never trust Pete! Big guns and big diplomàcy
ORDER OF BATTLE
Try to secure your flanks
ORDER OF BATTLE
THE BATTLE FOR THE NORTH SEA,

Nelson?IR~dney, a,n d Royal Oak.


--Vince DcNardo work together, and it's amazing how

ALTERNATIVE #5
ans slightly since the German
diplomatically, and strive to make
ALTERNATIVES

s smaller. many people want to talk when your


at least one really strong alliance I found the ninja particularly armies threaten their borders while
Destroyers and light cruisers
that you can expect to last useful in surviving when I had only they're off on some holy war against
throughout the game. Fighting two one army. The threat of being a third player.

the victory point total.


been eliminated in order'for
city. If desired, the German
fronts is a sure way to lose! "ninjâ'd" was my most effective The trick is, to get yourself in a
r may consult the ship class Dt¡n't be afraid to create your weapon. The ninja is still an good position and then not be afraid
own opportunil,ies, and try to plan it kept me alive when I to take advanlage of it. Missed
fleet is smaller.

r \ryWII and add all heavy and unknown;


two turns in advance. was vulnerable, and almost let me iopportunities seldom return in a
these ships.
cruisers. The British player
add three light cruisers and
You should also never trust win the game. I don't know how good game ofShogun.
n destroyers. All destroyers anyone, especially Vince, Iìobbie, valuable it is in the beginning of the --Robbie lìobberson
Paul and Alan! game, however, but in the end game
ruisers are set, up within two
of friendly battleships. If -- Pete F l¡¡hive it can be crucial (especially as
light cruisers are worth three
s and destroyers are worth G'day, Yanks, and watch out because

0525A

0526A

0527A
0528A
0525A

0525A

0526A
0526A
0527A

0529A
0529A
2525A

2526A

2528A

0528A
2525A
2526A

2527A

2529A
2529A
2527A
No other points are scored on
èhips.
CONIlITIONS

BREAKOUT! magazíne
GERMANS
Speed: 4 (both sides)

BRITISH

Queen Elizabeth

Royal Sovereign
Reduce the British to any six

Prince'ofWales
King George V
ships, plus any two heavy
comes to Norfh America!!

Duke of York
Prinz Eugen
Scharnhorst
Weather: Clear

rs. Using this arrangement,

Gneisenau

Royal Oak
GrafSpee
should be no modification to

Warspite
Bismark
Seas: Calm

Ren'own
Repulse
Light: Day

Lutzow

. -H ipper
Scheer

Rodney
ctory point l,otal.

Nelson
Tirpitz

Hood
Australia's premier quarterly adventure BREAKOUT! magazine is available in
gaming journal, BREAKOUT! magazine, better hobby and game stores throughout
is now being made generally available to the States and Canada. If you don't see it
RDER OF BATTLE North American Readers for the first time there, ask them to get it for you or you

CA4
2. The formation rule (09) must CA5

BBS
1. The Germans have crack gun CA2
crews . The British gunners are CA3

BB5
BB6

BB9
BB2

BB4
BB3

BB7
BC2
BC3
BC2
BB2

BBI
"CAl
BBI

BCI

BC]
ever! What? You've never heard of can get BREAKOUT! directly from
ALTERNATIVE #5 BREAKOUT! magazine?! Relax, mate, our importers.

this .scenario represents the type of


and read all about it...

airplane and the submarine, but


The course of naval history has

ugrand gunnery" contest that was


been forever changed , by the

anticipated by t}:le admirals of the


This scenario represents a hy-

neither side has any ships in visual


The scenario continues until
pothetical ~attle similar to Jutland.

Standard ·(MI.I); At the end of


the scenario double the ' German's
victory point total. The player with
VICTORY CONOITIONS
~ Sample cqpies are $3.50 each. A four-
ay this scenario by using the
HIS1'ORICAL NOTES * Over five years of publishing in

SCENARIO LENGTH
of battle for the British l{ome issue one year subscription is only $12.50,

3. Turn four will be sunset.


Australia.

SPECIAL RULES

the highest total in the winner.


n 48 full size pages each issue. while an eight-issue two year subscription
on September 16, 1939 when is just $23.00. All payments must be in
de a sweep through the North
* Covers wargames (miniatures, board

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US funds drawn on a US bank, Canadian
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* Covers all kinds of fantasy gaming
addresses please add $.60 per issue for
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BATTLEWAGON

(role-playing, etc.). additional postage. Make all checks


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tz. (Neither was launched at * Reviews products and conventions. Beach, CA 90808. (2I3) 420-3675.
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n,,R od,ney, and R oyal O ak. * Gives you an Australian's eye view of Austraiasian gamer's quarterly imported

be 'u sed ;
contact.
the world (upside down!). bv DTI.

poor.
Ci¡cle Reâder SeNice # ? ('ñ j'Ìi! b*
- Ð4¡ehkb.b
--¡tl*f-
en much more in doubt and, if new, fasb American battleships su which blew up and sank
te lost, Paul could have easily clashing witt¡the remaining Japa- in June 1943 because of
en his hordes of forces from nese battleships. This action takes CONDITIONS a
magazine explosion.
mba, knocked Vince out himself, place offthe coast of.the Phillipines,
d been in an excellent position to or offthe coast of Japan, itself. Light: 2. Add the US battlecruisers
BATTLE PLAN #4

Day
ss the attack on Pete and win the Alaska and, Guønt which
2. 'Add the US battlecruisers

different, and more difficult


su which blew up and sank

arrived in the Pacific late in

Play the scenario under


Alaska and Guam which

tions presen ted in th i s


rough seas, etc. The condi-
Add the Nagato cl. BB Mut-

in June 1943 because of a

conditions. Night actions,

scenario represent the ideal


conditions for a sea battle. ,

me. (When you knock another Weather: Clear arrived in the Pacific late in
SPECIAL RUI,ES
ORDER OF BATTLE

ayerout,allof yourdeadDaimyos Sea: Calm the war.


t replaced, giving you a lot of
ALTERNA'rIVES

The formation rule (D9) must be

• • 0
Speed: 5 (all ships)
magazine explosion .

yingpovver on the board). used by both sides. 3. Play the scenario under
Oh, well. Brilliant, Paul, but not

:'~':
different, and more difÍicult
lliant enough. Congratulations,

....
conditions. Night actions,
e! SCENARIO LENGTH 2330A rough seas, etc. The condi-

2332A

2333A
2330A
2331A
2331A

2332A

2333A

. .
The scenario continues until all tions presented in this

0
o ........................
er
the war.

ships ofone participant have either scenario represent the ideal


AMERICAN
been sunk, disabled, or disengaged. conditions for a sea battle.
Ninia

North Carolina

Massachusetts
South Dakota
0
BATTLEW AGONS

1.

3.

Washington
New Jersey
0 JAPANESE AMERICAN

Alabama
0

Indiana
VICTORY CONDITIONS

1*
BBI

Iowa
Kongo 0503c
B82 Haruna 0õ08c BBT Iowa 2330A.
CONDITIONS

BB3 Fuso o402c BB2 New.Iersey 2330A


Standard (MI.l).

••
BB4 Yamashiro o402c BB3 North Carolina 233rA

BB6

BBS
BB2

BB5

BB7
BB3
BB4
'BB1
Speed: 5 (all ships)
BBõ Yamato 0302c BB4 Washington 2331A

"
..
Weather: Clear

BB6 Musashi 0s02c BBõ South Dakota 28ï2A,

....
gm
BB7 Nagato 0302c BB6 Alabama 23324

0
Light: Day

••
Sea: Calm
BB8 lse 020rc BB7 lndiana 2333A
BB9 Hyuga 0201c B88 Massachusetts 2333A

0503C
0503C
0402C
0402C
0302C
0302C
0302C
0201C
0201C
JAPANESE

Yamashiro
nese battleships. This action takes
new, fast- American battleships

ships of one participant, have either


fleet action taking place at the end

The scenario continues until all


of the Second World War with the

clashing with .the remaining J apa-


This is another hypothetical

The formation rule (D9) must be


.place off the coast of the Phillipines,

been sunk, disabled, or disengaged.

Musashi
Haruna

Yamato

Nagato

Hyuga
Kongo
SCENARIO LENGTH
HIS1'ORICAL NOTES

Fuso
or off the coast ofJapan, itself.

SPECIAL RULES

Ise
v I
BATTLEWAGON

BB2
BB3
BB4
BB5
BB6
BB7
BBS
BB9
BBI
'v

used by both sides.


'i\:u.\
v
r:U .t
PAGE4~
World War tI as early as 1935.

FRANCE vs ITALY
n the Meditemanean

der to gain new colonies, and

he fleets of the Japanese and


s

constructed prior to 1938.

nt Japanese expansion in the


ast. Use British and Japanese
to the full blown conflict that

n the Indian Ocean

can frght each other for the


. Use any ltalian and French

ould very easily have escala-


by the French we have this

ated international tensions


e ltalian invasion of Ethiopia

o I 936.
RITAIN vs JAPAN

. Use any ships constructed


resenting additional envolve-

itain takes on the Japanese

rmer German colonial posses-


of World War I in the Pacifiè
built prior to 1935.
PAGE 44 BATTLE PLAN #4

BATTLEWAGON

FLEET WORLD WAR I INTERWAR


ACTIONS FLEET ACTIONS FLEET ACTIONS
The fleet ' actions-----presented in 1914 - 1919 1919 - 1935 '
this article are representative of the
many fleet sized naval battles that
maybe simulated with 'Battle AMERICA vs GERMANY JAPAN vs AMERICA
Wagon to demonstrate how differ~ In the Atlantic ' In the Pacific
çtrx,

ent fleets might have performed


against each other in battle. In all If the British had lost the Battle
The fleets of the Japanese and

for Vince's weakest army in


massive reinforcemenl of eight his fortress at Awa and pondered
of Jutland disastrously this kind of

Ronin units, Pete marched straight their plight.

into Kaga for battle, and with lhe the end, his army marched back into
new empire. Sizing his [hree value fairly limited to engaging Pete's
Vince's large, but unc<¡¡rsolidal,ed
Daimyo in lzumo and marching him forces on the island of Shikoku- In
of the fleet action scenarios that are
presented in this , article, the engageinentmight have been a
R American fight each other for the
standard victory conditions are very real possibility.U se,any ship spoils of World War I in the Pacific
*,r,f

used for victory determination classes built before 1918 for each (the former German colonial posses-
I

(MLI). Players may set up their &rzlÀ


side. The Germans have crack gun sions). Use any ships constructed
\
AM,lto¡ &¡dlcvC¡rre

ships using the setups from anyone crews. While the Americans have prior to 1936.
1=

P
of the three scenarios presented. average.
NACAIO
Þs', e e-

The conditions under which these


battles are fought. may be chosen by

Player (in
turn order)
the players. Initial speeds for the FRANCE vs GERMANY BRITAIN vsJAPAN
ships in each scenario is 'the fastest

Robbie
Paul
Vince
Pete
In the Atlantic
t¡-

speed of the slowest ship on each In the Indian Ocean


side. The French navy in a desparate
ttu@

attempt, engages the Germans in Britain takes on the Japanese


P

'Iurn Six Planning and Player Order


rt¡i

In each of these neet baltles at the Atlantic in the hopes of keeping in order to gain new colonies, and

Swords lSuildine* Levv


least one ship from each of the

the sea lanes open to the United prevent Japanese expansion in the
classes available to each side should
States. Use any ships built prior to Far East'. Use British and Japanese
0
0
0
I
P

be used. Any remaining .ships may

Paul sat completely tight,

Vince attacked second, but was


be chosen as players wish. No more 1918. The Germans have crack gun ships constructed prior to 1938.
crews.
R.

than fifteen ships should be used on


each side. Wherever possible, the
number of ships used in the
0
0
0
0
t

Koku Spent For


I

scenario and thei'r point values FRANCE vs AUSTRIA FRANCE vs ITALY


should be as close to equal as . In the Mediterranean In the Med'jterranean
possible. Cruisers and destroyers
are usually ommitted, but may be In this scenario the French fleet
makes an effort to ' knock the The Italian invasion of Ethiopia
. included in order to equalize the
3
3
3
2

Austrian fleet out at the beginning generated international tensions


numbers and the point values. that could very easily have escala-
of the war. Both sides use any ship'
built prior to 1916. The Austrians ted into the full blown conflict that
Ronin

may add the German BC Goeben was World War II as early as 1935.
and the CL Breslau. In representing additional envolve-
4
0
0
4

point, set their sights on him.

other three players knew it. Each


clearly Pete was the threat and the
having been stabbed by Pete at this

in Bungo opposite Pete's fort in lyo.


ment by the French we have this
action. Use any Italian and French
The battle lines were drawn, but

ITALY vs AUSTRIA vessels built prior to 1935.


Ninia
Ê

Inthe Adraitic
0

0
0
l*

Italy attemps to knock Austria


v

out of the war, and. thus control the


Adraiticand Mediterranean Sea.
Use Italian and Austrian ships
built prior to 1917. As a further
al ternati ve both sirles, may
I
^
I

experiment with gun crews of


varying quality. Neither side may
have crack gun crews, however. If
German ships are employed they
may have crack gun crews.
able due to being down to his

Oki onto the mainland of


he primary attack eoming
bbie went last, reestablishing

ries from him in one turn,


Ninia

pitted Pete's superior army


d, Paul was surrounded and
my, but it was strong in the

u l,hrough Noto. This man-


ces.

e went third attacking Vince


vengence, capturing seven
on Honshu by way of Kii. In

battle against Pete's inva-


Iamba.

Vince's weakest one, which


BATTLE PLAN #4 PAGE 45

BATILEWAGON

WORLD WAR II FRANCE vs JAPAN


THE
I

t'
In the South China Sea
FLEET ACTIONS FINAL
If France had had the mean's to.
1939 -1945 resist the o.ccupatio.n o.f French CONFLICT
Indo.-China by the Japanese a
situatio.n such as this might have At the end o.f Wo.rld War Two.
BRITAIN vs JAPAN o.ccured. Substitute the French the Japanese were withdrawing
ships fo.r tho.se o.f the US Navy in many o.f their o.utlying garriso.ns -
In the Indian Ocean the Battlewagons scenario. Any into. the o.il-rich East Indies. The
British wel'e so.ftening up the Jap-
In this type o.f actio.n, substitute ships built befo.re 1942 may be used ~ anese fo.rces prio.r to. a pro.jected
invasio.n and were engaging in a
Battle of the North Sea scenario.

frghting for France. Substitute the

battles were almost fought between Battleships would have still been
What may have happened if the two

of the North Seo scenario. British


for that of the German in the Battle
truth. Substitute the ltalian fleet

actual fighting developed for one


the British and ltalian fleets, but no

in place of the German fleet. British

the Japanese flbet, or parts ofit, in


the Japanese fl~et, o.r parts o.f it, in
elements of the German navy.
units had the opportunity to engage

Italians for the Germans in the


F'rench fleet for the British and the

North Africa in order to continue


French retreated to their colonies in

gun creu¡s are average, and the

the fleets face their moment of


reason or another. In this scenario

are crack.
gun crews are av€rage. Japanese
Italians are crack.

lhe Battle of the Norlh Seø scenario


fleets came together? Substitute the
French fleet for that of the British
scenario and find out.
in the Battle for the North

generalattem~t to. destroy Japan-


FRANCE VSGERMANY

the Battle of the North Sea scenario.


AMERICA vs JAPAN ese shipping. The fo.llo.wing scen-

This scenario assumes that the


In the Mediterranean

In this type of action, substitute ships built before 1942 may be usqd.
tsarly in the war French naval

On several occasions large scale doubt the abilities of air power?

In the Mediterranèan
In the North Atlantic

FRANCE vs ITALY

BRITAIN VS ITALY
in place o.f the German fleet. British ario. slmufates the last majo.r
gun crews are average. Japanese In the South 'P acific surface actio.!) "fought by'_ the
are crack. Imperial J aj?anese Navy in Wo.rld '
And o.f co.urse, what if the Jap- War Two.. This particular action
anese had o.fficially declared war o.n was,the sinking o.f the Japanese
BRITAIN vs ITALY the United States before bo.mbing ' hea vy cruiser 11 aguro P.Y fi ve,
British destroyers in the Malacca
In the Mediterranean Pearl Harbo.r? And what if the Straits o.f the Indian Ocean o.n the
po.wers-that-be had co.ntinued to. nighto.f15116 May 1945, and was in
On severalo.ccasio.ns large scale doubt the abilities of air po.we'r? many ways similar to. the sinking o.f
battles were almo.st fo.ught between Battleships wo.uld have still been the Germanbattlecruiser Scharn-
the British and Italian fleets, but no. the o.rder o.f the day, and this horst.
actual fighting develo.ped fo.r o.ne scenario. eQuId have taken place.
Sea

reaso.n o.r ano.ther. In this scenario. Use any American ,a nd Japanese


the fleets face their mo.ment o.f ships' Duiltprio.r to. 1943 except fo.r
truth. Substitute the Italian fleet carriers.

powers-that-be had continued to

anese had officially declared war on


Pearl Harbor? And what if the
the United States before bombing
carriers.

scenario could have taken place.


the order of the day, and this
ships built prior to 1943 except for
Use any American.and Japanese
fo.r that o.f the German in' the Battle

AMERICA vs JAPAN
And of course, what if the Jap-
of the North Sea scenario.. British

In the South'Pacific
gun crews are average, and the
Italians are crack.

FRANCE vs ITALY
In the Mediterranean
This scenario. assumes that the
French retreated to. their co.lo.nies in
No.rth Africa in o.rder to. co.ntinue
fighting fo.r France. Substitute the
French fleet fo.r the British and the
Italians fo.r the Germans in the

anese. forces. prior to a-projected


British were softening up the Jap-
ario símulates the last -maior
õse shippine. The followine scen-
rnvasrqn and were qngaglng ln a
Wäi Two. fhis oarticúlar action
surface action foueht bv the

ireneral attempt to deslron Japan-


Imoerial Jaoanese Naîv in World
niEht of l5/16 Mav 1945. and was in
Straits of the Ïndian Ocean on the
Ilritis'h destrovers iñ the Malacca
heavv cruiser".flaguro b'v five
was the sinkine'of the Japanese
mãny ways simil¿ir to th'e sinking of
the German battlecruiser Scåørn-

Battle of the North Sea scenario..


harst.

FRANCE vs GERMANY
In the North Atlantic
Early in the war French naval
units had the o.ppo.rtunity to. erigage
elementso.f the Getman navy.
What may have happened if the two.
,fleets came to.gether? Substitute the
French fleet fo.r that Df the British
in the Battle for the North Sea
scenario. and find Dut.
Naval actions began in August
Guadalcanal and did not end
e. The Japanese defeat in the
omon Islands prevented the

The Solomon Islands were the


ure of Fiji, and Samoa, and the
be simulated using Task Force

Pacifrc, but also hampered the

ser Cumberland and the French


al engagements in World War
ned isolation of Australia. The
es' BATTLEWACOIV.

ht in and near the Solomons

e of some of the most protracted'


il the US forces seized the
tral Solomons in July 1g43.
be used separately or they may

y type of ship which the com-


nts owned participated in the
nese loss'es in this campaign

ing. Both sides lost heavily in

ng this time period virtually

BATTLE FOR
uest of the Solomons, and the

nese Navy paying the heavier

to participate in the battle.


nly halted their advance across
rach
ayed together

inder of the war.


he scenarios presented here

leship Richelieu arrived too


nese Navy throughout the

BATTLEWAGON
naval battles, with the

with the landings of US foices

Campaign Game for


SOLOMONS
of the surface battles

THE
PAGE 46

BATTLEWAGON
in a series of

MOVEMENT BRITISH nown. Substitute the Re-


nown for the Richelieu.
Japanese 2 British 6 Venus'
001 13130
002 Virago 10140
HISTORICAL .O UTCOME
SCENARIO LENG1 H , l
DDS Verulam 04170
18 turns 004 Vigilant 01190 Historically, the British force
005 Saumarez 07150 sank the Haguro without suffering
any loss to themselves. The British
SPECIAL RULES cruiser Cumberland and the French
Battl~ship Richelieu arrived too
ORDER OF BATTLE Jate'to participate in the battle.
1. All British and other Allied ALTERNATIVES

campaigns with their armies.


fr¡r the ninja piece, so neither would
thal, Alan and Paul tied in their bid

secure his"negotiated" border with


southern Honshu and helping to
thus anchoring his position in
phase by raiûing a castle in lwami,
"offending castle" just built in his
against Robbie, by attacking the
with a so called "limited war"
receive his services this turn.

Pete. It is also important to nol,e


ships are equipped with
radar. (G6).

Robbie began during the build


Pete opened up the campaign
1. Substitute the British CA
¡r(¡:t

2. Searchlights may be used Cumberland and the French


lxr:¡\

(G7). BB Richelieu for the British


destroyers. These ships just
BATTLE FOR
3. The map is static and may missed b'e ing able to par- THE
not be ,moved. ticipate in the battle, being
just west of the battle zone. SOLOMONS

turn order):
Player (in
All other scenario condi-
4. The Allied gun crews are A Campaign Game for
Alan
Vinee

Petd
Paul

Robbie
average. The Kamikaze has tions remain the same. The
an average gun crew, while Allied ships begin play i,n BATTLEWAGON
the H aguro has a crack gun map sector (A' anywhere

Turn Four Planning and Player Order


crew. east of hex row xx08, facing
r;lt\Ð
P

direction (D'.
r¡,

5. North is considered to be the Swords tiuildins Levv


The Solomon Islands were the

also attacked with his army out of crumbling empire.


andstronglysecuredhisborders.I{e would seal the fate of Alan?s
cril,ical defensive peninsula of Alan's empire to ashes. As fortunes
Sanuki on the island of Shikoku, wouldreapthebenefitsof hisfall?
Awa, denying Pete the proüince of

Noto. Vince made good his attacks waxed and waned, the next turn

a crusade to "end Pete in our time." massive counterattack on Alan,

castle) and didn't attack anyone. could never recover.


l,erritories in northeast Honshu, gains made over Paul during the
lle did manage to take four of Pete's marching over all of Alan's previous

being laid low in the battle of lwami after this, disaster from which he
Iìasically, Robbie just laid low (after sun began to set on Alan's empire
including the island of Sado and the last two turns, generally burning
28xx hex row for game 2. In the historical scenario, scene of some of the most protracted "
0
0
0

2
I

purposes. substitute the British CA naval engagements in World War

Vince went third and set out on


for anyone DD and/or the II. Naval actions began in August
BB for any two DDs. 1942 with the landings of US forces
on Guadalcanal and did not end
3. The Allied ships do not have
0
0
0

2
0

until the US forces seized the


Koku Spent !'or

VICTORY CONDITIONS
/
I

radar. central Solomons in July 1943.


During this time period virtually
The British must sink the 4. Add the Japanese CA Ashi- every type of ship which the com-
lIaguro to win; The Japanese must gara since this vessel could batants owned participated in the
exit both ships from the south side
3

0
3
I
l

have participated. fighting. Both sides lost heavily in


r(

of the map edge to win, or, if this is


til\.

the naval battles, with the


not possible, sink any two British 5. The three Japanese cruisers Japanese Navy paying the heavier
ships or damage all British ships. Oyodo, Myoko, and Takao, price. The Japanese defeat in the
Ronin

Any other result is a draw. and the battleships Hyuga Solomon Islands prevented the
0
z
2
0
0

and lse were present at conquest of the Solomons, and the


Singapore along with the capture of F'iji, and Samoa, and the
Ashigara, and they could
The only question left was, who

Paul finished the turn with a

CONDITIONS planned isolation of Australia. The


have been wi't hdrawn at the
Ninia

Japanese 10ss;e s in this campaign


same time as the flaguro not only halted their advance across
0
0
0
I
I

Light - Night and could have participated the Pacific, but also hampered the
Weather - Overcast, no moon, in this action. Deploy these Japanese Navy throughout the
rain squalls ships within three hexes of remainder of the war.
the lIaguro. Have the BB
Seas - Normal Richelieu and CA Cunber- Each of the surface battles
land (Kent clJ begin play fought in and near the Solomons
SET UP anywhere on the west map can be simulated using Task Force
edge. Games' BATTLEWAGON.
JAPANESE
6. Historically the French bat- The scenarios presented here
CA Haguro 2621E tleship was intended to may be used separately or they may
DO Kamikaze 2722E replace the Bri tish BC R e- he played together in a series of
PAGE T8 BATTTEPTAN #4 BATTLE #¡I
PLAN #4
BATTLEPTAI{ PAGE 47

TsHocul,¡ BATTLEWAGON
BATTLEWAGON
\ Turn Three , r although moving last, nanaged to on Kyushu, sniping into Pete's back
Gasping, Grasping and nick three back from Vince! Vince on'the,southern tip of Honshu. His sc-en&.rios
scenarros as as aa campaign
campargn game
. Consolidation did. manage to, beat Alan in an big attack was an invasion of fighting in the
simulating the naval fighting
attack, on his garrison in Kii from Honshu in the area of Kii on the Islands. Basically, there
Solomon Islands.
By luck of the,.draw ,(no,one
invested koku in l)ruwing Swords),
the Shihpku provfqce of Awa,. thus
extending his,.power ,base' oq
weqtern þeninsula; where Alan had
previously buil[ the eorner of his
are three.
threec campaign
campaign games that are
first of
The first
possible. The
possible. of these
these will
rúill FIRST EDITION NOTES
Paul went frrst on !.urn three.,After Shikoku to the rnainland of Honshur empire (befone Paul took it from him simulate the
simulate the naval
naval battles
battleS for
raising the defenses of his castle in Alan moved third and again this turn), and which Vince current- Guadalcanal. Another simulates
Guadalcanal. The scenarios
The scenarios inin this
this article the scenarios
the scenarios rainrain squalls
squalls are
'Iarnba to a f,ortress. (p,i1ing, {narlgu- hurled himsellì blindly a:t Paul. ly occupied. The invasion succeeded fighting for the central Solomon
the fighting may be
may played using
be played using the
the first
first, considered to exist. These should be
ably,, that if Pete were on ygur lslands as
I~lands as the Allies advance
the Allies edition of BATTLEWAGON with a treated as fog banks
as fog (11.2) when
banks (11.2)
$hile coming.;qut ah,e-ad, in an and,Robbie established himself in a advance
minimum of modifications. If If a case
¿r
playing with the
playing with first edition.
the first
border with a non-aggression'pact, eïChangq 1of ;ter,ritqriêst :with Paul position to. knife either Alan or towardsthe
towards the Japanese fleetbased
Japanese fleet based at
you'd fortify it [oo), he sel, oul, only to this turn, Alan. also managed, to PauÌ in the back. Afteq Robbie's Rabaul-. Finally,
RabauL Finally, these these two arises where adjustments should be Destroyers are deployed in flotillas
consolidate his position-anel .win a consglidatg'his lro&r,,spmgiwhat,, landing, the diplomacy flew fast and eampaign games
campaIgn may be hooked
games maybe between the
made between
made the two
two games, to four
three to
of three four ships in the
ships in the first
couplq of easy vicf;ories.with his two taking some areas from Pete and fr¡rious: together to
together to simulate
simulate all all of
of the players should use their~
their good
good judge-
¡udge- edition. Whenever possible, players
players
remaining armies (nalurally, those Vtnce, Strddenly; Alån found him- : Pete moved last, and as can surface naval engagements which
surface naval ment. Some
ment. the changes
Some of the changes in in the should use the torpedo
use the torpedo rules given
victories were',wpn at Alan's.ex- self .:in, the lea.d" :with: the most often happgn, rnoving last had the place between
took place
took August 1942
between August are self-evident, others
scenarios are NEXUS #9. The Japanese have
in NEXUS
pense!). Faul entf¡rpd,turr.r two in thg areas. Like l?aul. before him, just,as advantage ;of grabbing a lot of July 1943
and July which occurred in
1943 which are n9t.
are The most commonly used
not. The crack torpedo crews so so they should
weakly held'provinces just before rules in the
rulas the two versions are
are those the same type of benefits
lead, but it was not to las!. ,! ,, sudder.¡ly, i¿ wsu'ld gnd. , i and nearthe,.Solom.o~
near the,Solomon Islands. , ,

(4.6), Gunner
receive the same type. benefïts
formations (4.6),
on formations in rule (5.61)
¡

. Vince, went seçond, declaring Robbie ¡no ved. fourt,h and .the üurr.r ends. Þlortunately for Alan, on Gunner skills that gunners receive
receive in
(5.61), Night (10.0),
(5.61), (10.0), Radar
Radar (10.4), when conducting
conducting torpedo combat.
combat.
l,otal war on Pete- [Iq onJy. managed þasicallv consolida[ed his þosition this Was largely done at the expense
to take two areas from Pete rryho, of Vince. i
Searchlights (10.5). ln s.everal
(10.õ). In several of
~
t. t .. \

Turn Three Planning and' P layer Order, TIlE~


THE ~
Player (in 1
Koliu Spent For
Swords. , Br¡ildins ,,Levv, . Ronin . SCENARIOS
turn order):
'Paul
Vince
,

0
Ninia
0
0
THE
Alan:
Robbie
Pete
0
0
... . 0
0
0
3
5
0
0
0
0
0
aie
All of
AU of the
Japanese ship
the (olio
following
ship still op
wing scenarios
result, any
actions. As aa result,
are night ;:lctiQIlS.
the map
on the map at
SCEIIARIOS
SCENARIOS
the end of aa scenario
the.
sunk. This
sunk.
scenario is considered
This reflects
reflects oneone ofof the SAVO ISLAND
SAVO
pecularities of.
· pe.cularities of the
the Solomons g, 1942
August 9,
'..- .,' .1':.. wherein the
campaign wherein
campaign the US US con-
'.'..n¿ l' t.
trol~ed
trolled the
the Islands
islands by qay,
day, and the
Japanese·controlled
Japanese controlled them by night.
ofthe scenarios the
In all oflhe the Japanese
do not have the use of ofradar
radar unless
otherwise indicated. Most of the US HISTORICAI, NOTES
HISTORICAL
ships are
· ships radar eguipped.
are radar eguipped. In In all
scenarios the
· scenarios the Japanese
Japanese have
, superior night optical equipment as The Battle of Savo Island was a The Japanese
Japanese cruiser squadron
r:l\
is found
is in the
found .in BATTLE-
the original BATTLE- reaction to
Japanese .reaction
Japanese to the
the US entered "Iron Bottom
entered "Iron Bottom Sound"
v WAGON rules. \iVhen playing the
rules. When invasion of
invasion of Guadalcanal.
Guadalcanal. The undetected and
undetected and succeeded
succeeded in
scenarios separately they
scenarios separately they have overwhelming strength the US
strength of the ,sinking three
.sinking three USUS cruisers and one
victory conditions,
their own set of victory ground forces
ground forces di~persed
dispersed the Australian cruiser
Australian cruiser without
when played as
but when as aa campaign a J.apanese
Japanese units opposing them them and suffering any
suffering any damage
damage to
separate set
set ofofvictory
victory conditions is.is resistance tempor-
effective resistance
ended effective themselves. The Japanese launched
used, based
used, based on on the
the ships'point arily. On
arily. On the August 99 a
the night of August large numbers
large numbers of torpedoes
torpedoes at at the
vah,les.
values. Japanese cruiser squadron entered US ships and then finished them.them off
R , what was to be called "Iron Bottom with gunfire. This
with gunfire. This defeat
defeat caused
R
v
Whenever any the r~les
any of the rules. or with the
Sound" with the object\ve
objective of first historian to write that this was
one histl,>rian
ta.a scenario material
scenario in this
material in· this article eliminating any naval shipping.
eliminating shipping and probably thethe worst defeat
defeat inflicted
¡ i*¡ Eu\! conflict with the BATTLEWAGON
coriflictwith BATTI.EWAGON then attacking
then attacking the the anchored the US
on the
on Navy in
US Navy in aa fair
fair fight.
'l¡ À g~tne.rul~s,
game .rules, the BATTLEWAGON
BAT'TLEW AGON transports; The destruction of the
transports. The There was
was one bright spot in this
spot in
tta game' will take
rules win
game rules priority.
take priority. US transports
US transports would
would rob thi .US
rob the US battle. None of the transports were
battle.
-ff' Players s~ould
should note that two of the foices of supplies
ground forces and give·
supplies and give sunk. This allowed the Marines and
à,tu'
.al A \ìikor &¡dlwGu¡c
scenarios (First and Second Guad-
Guød- the Japanese defenders aa fighting
the Japanese other. units on
other units on Guadalcanal
Guadalcanal to I

to hold
I

,}{, olcanal) are


aleanal) are found in the.
found in the original chance
chance of being able able to hold the continue
continùe to fight.
fîght. I

game rules. ·island


island until reinforcements
reinforcements arrived.
I
..
i
. ..,"1r-r.r.:¡ l
l
I
RDER OF BATTLE

er four cruisers, or six trans-


venting the Japanese from
eving their victory conditions.
ALTERNATIVES

s lil used). The US wins by


-~---------- -----------~--- . --

Japanese ships begin in hex

dered to be sunk at the start


ølmost did). tslue is consi-
Blue gave an alarm (As she
Assume that the US DD
of the scenario. The
turns. Ignore the 'General
Game is extended to 18
ships in line formation.
Add the US CL Sa.n Juan
Use the transports

Quarters'rule.
speed 5, on
(Atlanta cl.) in hex 1501D,

1337, speed 4, heading C, all


:PAGE48 BATTLEPLAN #4

turn 6.
BATTLEWAGON

CONDITIONS SPECIAL RULES SCENARIO LENGTH


14 turns
Light - Night 1. 'rhe 01 xx hexrow is the
north map edge. The map is
W,eather - Overcast; no moon
stationary. Sa vo Island is
Seas - Calm composed of hex 1518 and VICTORY CONDITIONS
all hexes within a two hex
radius. Guadalcanal is all
The Japanese win by sinking
hexes adjacent to 2824 plus
JAPANESE either four cruisers, or six trans-
o

hex 2822. .
ports (if used). The US wins by
preventing the Japanese from
CAl Chokai 2219B 2. ~ain squalls are occurring

'I'his was made possible by an trusting Pete to secure your rear!). "cheap victories" for their
decisively with his armies, and

and easy" victories [o advance his


strategy was twofold: l. Gain "cheap
l,o reduce Paul's economic ability to
threw them at Alan without mercy.

was less afraid of engaging Alan


wage war on Alan in return.

Daimyo's ex¡ferience levels, and 2.


'achieving their victory conditions.
everywhere west of Sa.vo
s.
Â,
J'þ

CA2 Aoba ' 2219B

Paul, however, moving second,


Island.
v\J*.

CA3 Kako 2120B

KA
CA4 Kinugasa 2120B 3. No US ship in either group '
ORDER OF BATTLE
A Mihor &ìdlcvc.rmc

CA5 Furutaka 2020B may fire unless fired upon.


tLt\(Ð

ALTERNATIVES
P \\(;ñ()

CLI Tenryu 2020B


4. The Japanese gun crews
CL2 Yubari 1921B and torpedo crews are con- 1. Assume that the US DD
DOl Yunagi 1921B sidered to be crack.

turn order):
Player (in
Blue gave an ..alarm (As she
almost did). Blue is consi-

Alan
Vince
Robbie
Pete
Paul
5. The Japanese may exit from dered to be sunk at the start
the west edge of the map, or of the scenario. The
P.

from hexes 0118 through


ral\Q

Japanese ships begin in hex

Turn Two Planning and Player Order


P.

UNITEI) STATES 0134 on the north map edge.


nr

1337, speed 4, heading C, all


ships in line formation.

Swords Buildine Levv


, 6, 1'he Japanese use night

forces in Settsu. For Alan, only ing up a base on Shikoku, away


down on it and erased it from the which defined their borders on the
along the way, where Pete swooped pact with Pete (people never learn!)

demands!
matters, as the honor of a Samurai Honshu.
Paul's head on a pike would settle from his main effort in northern
to Shinano, picking up stragglers enemies. Ultimately, he cut a peace
map. (So much for what you get by islands and allowed for each to gain
GROUPl Game is extended to 18
optics.
00120
00300
00500
20200
02320 turns. Ignore the IGeneral

Paul's weakened army returned but wait, watch, and avoid making
Quarters'rule .
DOl Patterson 2612E 7. The Japanese must use the
r:u\n
A

formation rule.
002 Bagley 251lE 2. Use the transports.
CAl Chicago 2611E Use the «General Quarters"
Koku Spent l'or
8. 3. Add the US CL San Juan
CA2 RAN Canberra 2611E* rule. No US ships are at
(Atlanta clJ in hex ] 50] D,
'battlestations'.
speed 5, on turn 6.
GROUP2 9. Use of US transports is
optional. MS 1 - 6 may be
DD3 Wilson 1312C placed in hex 2702C, speed
PA¡

O.
DD4 Helm 1410C
Ronin

CA3 Vincennes 1311C*


at the expense ofthe other.

CA4 Quincy 1210C*


CA5 Astoria lilOC*
Robbie, for his part, did nothing

005 J:arvis 2501E


Ninia
Ð

006 Blue 2030E


DD7 Ralph Talbot 0616F
·Ships actually sunk 10 the battle.

SPEED
I

Japanese - 6
daimyos

US Group 1 - J
US Group 2 - 2
DDs 5 thru 7 - 1
MS-O
DAGE T6 BATTLEPTAN #4 sATTIEPTAil
BATTlE PLAN #4 PAGE ¡I9
PAGE 49

SHOGUN BATTLEWAGON
'furn One Planning and Player Order CAPE SPEED SPECIAL RULES
SPECIAL
Player (in Koku Spent For Japanese-5
Japanese -5 US-2 l. Savo
1. Island is
Savo Island is composed
composed of
turn order) Swords Buildine Levy Ronin Ninia ESPERANCE
ESPERANCE hex 1401
hex 1401 and
and all
within aa two
two hex
all hexes
r0300 within hex radius.
Robbie
Pete 00400 llll2,lg42
October 11112,1942 Guadalcanal
Guadalcanal isis composed of
SCENARIO LENGTH hexes running along
hexes running along aa line
Vince 0220b 18 turns
18 from hex
from hex 2201-2204-2506-
Alan 022,00 2804.
2804.
Paul 00400 HISTORICAL NOTES
After Guadalcanal
After had been
Guadalcanal had 2. The
2. The Japanese ships must
Japanese ships
shelled several times by "The Tokyo VICTORY CONDITIONS maintain course, speed, and
Express" US naval forces
US naval forces made
made an Victory conditions
conditions are
are standard fired upon. In
heading until fired
attempt toto in~~rcept "the Express".
intercept "the (Ml.f). The
(MI.I). player may
The Japanese player addition, they
addition, they may not fire
may not
October 11
On the night of October 1l -- 12
12 the win an
win an automatic if he
victory if
automatic victory he is until fired upon.
The Japanese
succeeded. The ships in
Japanese ships to exit two
able to
able from the
two cruisers from
the "Tokyo Express" sailed
the into a
sailed into l70l and 2001,
hexes 1701
map between hexes 3. The CL Boise
3. Bois¿ must useuse rule
trap and lost one
and lost cruiser and
one cruiser and one inclusive. J-4.21 (Møgazine explosion
;t-4.21 (Magazine
rn destroyer. The
destroyer. The US lost one
US lost caused
caused. by turrel hit).
by turret l¿i¿). When
tzu\þ and
destroyer and almost
almost lost
lost aa light ORDER OF
ORDER BATTI,E
OF BATTLE using the first edition of of this
Â. to aa very
cruiser to
cruiser very narrowly averted game, roll one
game, roll die on
one die on the
magazine explosion. TheThe victory off ALTERNATIVES critical hit table each time aa
v Cape Esperance helped to raise the hit is
hit is made
made on on one
one of the
Itt:t{
flagging morale of the
flagging the US
US soldiers 1. The
1. The Japanese player may
Japanese player Boise's main turrets.
lírKtEt
and sailors
and in the
sailors in the Guadalcanal add the
add BB Mutsu
the BB Mutsu in in hex
P
area. 04218
0421 at the
B at start of
the start of the 4. The US
4. UScruisers
cruisers have radar.
scenario. US may
The US
scenario. The may add The Japanese
The have night
Japanese have
one Møryland
one Maryland or æ Colorado
Colorødo optics.
CONDITIONS class battleship.
/ 5. The map is stationary.
5. stationary.
I
Light - Night 2. The
2. The Japanese may move
Japanese may
Weather -- Slightly overcast at the
freely at
freely of the
the start of 6. Both
6. Both sides must use
sides must use the
scenario. formation (Dg).
formation rules (D9).
Seas -- Normal
Seas

JAPANESE

DDI Hatsuyuki
Hatsuyuki 02208
0220B
DD2 Fubuki* 04238
0423B
cAl
CAl Aoba 03228
0322B
â CASTLES c^2
CA2 Furutaka*
}i'urutaka* 02228
0222B
ffioR Lcvy Uníts

I NIKST ROUND
FORTRESSES
cA3
CA3 Kinugasa
Kinugasa 0ræB
0123B
IIlrc
ARMY
EXAMPLD
ACTION 1: PLAN AMERICAN
AMERICAN
fr DuringáctlonL: Plan, all Players
secretly allocate th¡ir koku, then PI,AYEß DDI Farenholt
Farenholt r7l3F
1713F
turn their trays around to reveal
t ATTACK
where they ptaced their koku.
Tak
Sr¡¡ords
PTÌITí'S TßAY
IItte,
Nt4ja
DD2
DDS
DD3
Duncan*
Duncan*
Laffey
u13F
1713}i'
1713F
17131'
+ In thisexample, Players Plnkand cA1
CAl San Francisco
Francisco 1813F
,l Cray allocate their 5 koku as
ô LcuA Uníts cLl
CL1 Boise rSlsF
1813F
shown at right.
I MOVEMENT IIÍrt,
cA2
CA2 Salt Lake City
Salt l9l3F'
1913F
I ?layer Pink allocates 1 koku to cLz
CL2 Helena r9l3F
1913F
I his TAKE SI¡iIORDS bin, and tunín
4 koku to his LEVY UNITS bin. DD4 Buchanan
Buchanan 2014F
2014F
DD5
DD5 Mc0alla
McCalla 2014F
2014F
Player Qray allocates 5 koku to hls
LEVY UNITS bin, and 2 KoKu ?I.AYER
to his tllRE NINJA bin. Tatæ
QRAYS TRÃY ITírc
Su¡onds rii4Ja
PAGE 50 BATTI.EPIAT{ #4
BATTLEPLAN BATTLEPIA}I #4.

BATTLEWAGON SHOGUN

THE FIRST AND SECOND BATTLES


OF GUADALCANAL
First and Second Battles of
The First Guadalcanal
of Guadalcanal
are played
played exactly inthe
exactly as found in the BATTLEWAGON
tsATTLEWAGON rules book

ORDER OF BATTLE BATTLE V VARIATIONS


AR1ATIONS FOR
GUADALCANAL BATTLES
THE GUADALCANALBATTLES
During the
During fighting in
the fighting in the reason they continued to
reason they to commit Allow the Japanese to add up to
there were
Guadalcanal area there in aa piecemeal
ships in
were some their ships two Nogato
piecemeal fashion two Nagato class BBs and
class BBs and two
heated debates
heated debates atat the
the Japanese which allowed the US to defeat the Yamato class BBs
Yam.øto class in the
BBs in the two
fleet headquarters
headquarters concerning
fleet
committing some
committing some of
concerning Japanese
of the
the idle
idle which was
ships aa few
Japanese ships at aa time guadalcanal
few at
was relatively easy
easy to do.
guadalcanal scenarios
addition to,
do. If addition or in
to, or
either in
scenarios either
in place of the
place of RDPLTY
Japanese battleships to the
battleships to
rwere
the strug- the
the Japanese had
had committed battleships
committed more battleships fo und in
found in those
Japanese 'were excessively
gle. The Japanese battleships scenarios. No
battleships to the campaign in one, scenarios. No more
more than
than one
cautious and decided not to use any they might very
all-out effort they very well Yamato
Yam.øto class BB may
class BB may be used
be used in fun and excitement in that huge which will generate koku for them
more battleships
more
fear they
fear
in the
battleships in
they might be
the battle for
For this
lost. For
be lost.
have overwhelmed
overwhelmed the opposing US anyone
forces.
any one scenario. Players:
Vince DeNardo same box, and a lor.of play ."ulïT;I,nå1'":'Jålt"il*?;"
Alan Emrich 'furn One illustration, Robbie consolidated on
Pete Flahive In the beginning, the islands of Kyushu'(the southern
Paul Matsumoto there was chaos... most) and Shikoku (the smallest
Ilobbie Robberson
THE BATTLE OF TASSAF
TASSAFARONGA
ARONGA Article by: Alan Emrich
main island).
With the province cards dealt Interestingly, :Pete's first turn
out randomly (a la Risk!), initial was largely spent clearing Alan and^
November 29/30, 1942
29/30 ,1942 cross-table áiplo-""y found Pete Robbie off the southern end of
exc han gr n db h a rs h w o f ds ful of [Ionshu the la rgest of the J apanese
tA uthors N ote T he mos t d iffi terri to rt a de mands, wl rh Vince ands). w h'ic h 1s not w ha t o n e
cult pørt of writ tng this article was Durin b the P lan Phase, a can wou ld ha ve expected. after alI of the
o
HISTORICAI, NOTES
HISTORICAL SPECIAL RULES SCENARIO LENGTH
SCENARIO heeping the E ditor a, playe r LN th ¿s be ee n by rh e ta b e there w er e sabre
S (or ls that Sa murar swo rd ?)
18 turns
18 g ø m e fr o ITT d e e t n8 h e ne a r rh ree bas rc first t urn strategi es a t rattl ng with V lnce
In this
In this scenario,
scenario, thethe US
US naval
ubout hís tuo r th work. Paul and Pe te opted fo r the V tn ce a nd AI an me an whil e
1. 'rhere is land areas on ü belous staternents
forces surprise aa contingent of the
forces surprise 1. There is on the
o,s øn a,l ly w ith the trul h q.s my o nly ma xl m um a mo u R t of troop levies tri ed to n so da te ln no rt her n
co
"Tokyo Bxpress"
"Tokyo Express" as as they try to
they try map. Savo
map. Savo Island is com-
Island is
haue old it iþe tt IDQ,S pos b Vin ce and A lan fortified Honshu
unload supplies for Japanese
Japanese army posed of allall hexes
hexes adjacent VICTORY CONDITIONS
VIC1'ORY CONDITIONS d.efe nse
your
SI e
evied hi le Rob bi invested was Pdu whó rocked rhé boat
units fighting onon Guadalcanal.
Guadalcanal. In to hex
to hex 0922. Tulagi and
0922. Tulagi Never lrust Pete to wqtc h bacþ and e
¿n d,iplo tic ga me got n Õ fr rst and ev yl ng on turn one Alan who had a non-
!spite of being
spite of being surprised,
surprised, the Florida Island are composed The victory
frhe victory conditions
conditions are
n'La
Sh o g u n S Mi to n B l' ad e v s
b
On the flirsl, tur t'l o f the ga D€, no aggression pact with Paul, left too
Japanese managed
managed to, to. fire a salvo of ofan
of ofaa line
an area northeast of (Ml.l) plus
standard (MI.l) plus the
the Japanese ne we S t n th e r G A M E M A S 'l E R prov nce w h c h co n ta ns an a.rmy tempting of a target with a lightlY
torpedoes that had
torpedoes that had disasterous hexes running from 0105
of hexes get 10 victory points once per game
g^et J0 (Axis & Allies and ortress m ay b à ttac ked T h us whe re a gariisoned castle in Kawachi. With
for the -- 0403 -- 0401. The Se r res F' e
results for
results the Americans.
Americans. This The Guadal-
Guadal- if they
if they can move aa DD
can move intõ, or
DD into, A rnerrc a be b n Õ t he o rh e r t o Dai myo stand S the ground safe õonsiderable pluck and daring (and
salvo managed to
salvo to sink one cruiser canal shoreline is composed adjacent to, hexes 2525,2624,
2625,2624, 2724, after a particularly bloody assault),
criple three
and criple
and while the
three others while of aa line running from 2134
2724, While a co mp lete rev lew s ln t- Lre 8¿ for the first turn.
or 2823 for aa total not to exceed 40 Moue ment # 5 5 sultl ce t say as you Therefo re o n t urn one playersl the castle fell to Paul's treacherY
Japanese lost only one destroyer. 1832-- 1829 --2824.
- 1832 2824. victory points. t r and Alân's honor demanded
.

wil ga ther from readi b n d this game stri ve to cârve o u thei own safe"
reþlay t ha t there c onsiderâ b le corner of J a rherr powe r base vengeance. The first b lood enemres
2. All US cruisers and
2. andFletcher
Fletcher PâN,
had been made
DI)s have
class DDs
class radar. The
have radar. ORDER
ORD}i~R OF BATTLE
OF BATTLE
CONDITIONS Japanese
Japanese have night optics.
have night
ALTERNATIVES
Light -- Night
3. No
3. No Japanese
Japanese DD DD except l. Add
1. the CL
Add the Jintsu in
CL Jintsu in
Tokanami and
Takanami and Nagarwmi
Nagøhomi 1327B.
1327B.
'\{'eather - Overcast, no moon fire torpedoes
Weather may fire
may until
torpedoes until
Seas
Seas - Normal turn three. 2. Add
2. the BB
Add the BB Mutsu
Mutsu in
1327B.
132?ts.
4. The map is stationary.
4. stationary.
SPEED
SPEET)
3. Add
3. Add either the BB
either the BB Mør
Mary-v' E
5. Both
5. tsoth sides must use
sides must use the Iond or the BB Colorado
land Colorød.o in
Japanese-5
Japanese - 5 US-3
US - 3 (Dg).
formation rule (D9).
formation 2009D.

Z r-/
TEVEX Com uter Software 1-800-554-1 162 BATTTEPTAN
BA TTLEPLAN #4 PAGE 5I
PAGE 51

BATTLEWAGON
ss, Apple Atari C-ó4 IBM ST MTCBOPEOSE Apple Atari c-64 IBM sT A

Antietam $33 $33 $33 $33 Con. Vietnam $27 $27 $27 $27 By Fire & Sword $17
4. Add the CL
4. CLHelena
Helena and
and four JAPANESE UNITED STATES
UNITED
B-24 827 Crusade Eur. $27 527 $27 $27 Cmp. Diplomacy $33 Fletcher class
netcher class DDs
DDs which
Baltic 1985 $23 $23 Dec. Desert $27 $27 $27 $27 Dreadnoughts $20 were normally attached
were normally attached to
ulser $40
s27
$40 $40
$27 $27
F.15 $23 $23 $23 $23 Guderian
$20
$20 $20 $20 the task
the task force, but were
force, but DDt 'lakanami
DDI 'fakanami 13248
1324B DDI
DDT I'letcher
I<'letcher lTlsD
1713D
Gunshio $23 Gulf Strike $20 $20 $20 $20
$40
$27
$40
$27 $27
Kennedv Apor. $17'$17
$27
lncunabula $20 detached for
detached for duties
duties else-
e'lse- DD2 Naganami
DDz Naganami f3278
1327B DD2 Perkins ulSD
1713D
$40 $40 $40
Nato Co'mni.'
Pirales
$23 $23 $23
$27
Macbeth
Soitfire 40
$17
$23
where at
al, the time. DD3 Makinami
DDB Makinami 13278
1327B DD3 Maury l?l3D
1713D
$27 827 $27 Silent Service $23 $23 $23 $23 $27 Tåushima $20 $20 DD4 Oyashio
DD4 Oyashio L2278
1227B DD4 Drayton l7l3D
1713D
$40 $40 $40 Solo FIioht $17 $17 $17 $17 Under Fire $40
827 $27 527 Top Guñner $17 $17 Í Data Disk $17 DD5 Kuroshio
DDõ Kuroshio 12278
1227B cAl
CAl Minneapolis r8r0D
1810D
s27 $27 $27 527 " Campaign Disk $17
1985 $12 $12
$40 $40 s40 s40 Atari C-64 IBM
DD6 Kagero
DD6 Kagero 1128B
11288 cL2
CA2 New Orleans 1810D
r810D
$27 927 827
$40 $40 $40 s40
ST
DKG Apple Atari c-64 IBM sr DD7 Kawakaze
DD7 Kawakaze 1128B
11288 cA3
CA3 Pensacola
Pensacola 1910D
$15 $15 $rs
Arcticfox 527 $22 $27 DD8 Suzukaze
DD8 Suzukaze f0288
1028B cA4
CA4 Honolulu l9l0n
1910D
$27 $27 $27 $27
Autoduel $33 $33 $33 Clash of Wills $30 $30
I
Chess 2000 $27 $2t $27 $27 $30 Great War 1914 $30 $30 cA5
CA5 Northampton 2009D
$40 $40 $40 Chickamauoa
$27 $27 $27
$40
E.O.S. - $23
$23 MetzJCobra
Obiective Kursk
$30
$30 $30
rU¡ CA
·Us
were
Norlù¿npton and
CA Northampton
su¡ In
wa¡o sunk l[ this
th¡r batU".
batl¡c.
aÀd Japane.e DD Takanami
Jrpancse DD Tât arôm¡
DDõ
DD5 Lampson 2r09D
2109D
Grand Slam Bridoe $40 stálingrad $30
$23 $23 Heart of Africa $12
$30
DD6 Lardner 2109D
2109I)
$33 $33 $33 $33 $12 $r2
nzef 927 527 827 h:ûli:!:""0
$12
$12 $12
ETC Apple Atari c-64 IBM sr
Pres. Elect 88 $f7 $17 $17 Oore $20 $20 $20 $20 $20
Rails West $27 $27 $27 Påasus $23 Ace of Aces $20
RDF 1985 $r2 $r2 RoÉrmel $27
$20
Ancient ArVWar $30
Rebel Charoe $33 $33 $33 7 Cities Gold $12 $12 $12 $12 Balance/Power $33 $33
Reforoer 8f
Roadñar 2000
$12 $12
$27 $27 527 827
Skyfox
Slárlleet I
$12 $12 $30
$33 $33 $27 $33 $37
Baltle Britain/Mid.
Blue Powder $33
$1s
$33 THE BATTLE OF KULA GULF
Six Gun Shoot
Tioers/Snow
u.S.A.A.F.
War in Russia
$27 ô27'$27
s27 $27 $27
$40 $40 940
$s3 $s3
$27
SMULANONS
CANADA
$33

Atari C-64 IBM ST


Bridoe Baron $33
Defeider Crown
Dam Busters
Deserl Fox
$23
$27
$20
$12
$33
$2s
$27
?T#ULAGULF
JUly 6, 1943
War S. Pacific $40 s27 $27
$20 , Baltle Atlantic Desl s27
Waroame Consl.
Warãhio $40 $40 $40
$20
Fall Gelb $40
lt $33 $33 $33 $33 $33 HISTORICAL NOTES
HIS1'ORICAL SCENARIO LENGTH 2. Add
2. Add the Bts Mutsu
the BB or the
Mutsu or
Fifth Eskadra $27 $20 $27 BB Jlyuga
Hyuga for the Japanese
Wings äf War $f2
Golan Front
$40
$40
$20 l2 game turns
12
Grev Seas GS $40
$15 Battle of
The Battle
The KuIa Gulf
of Kula Gulf and the BBs
and the Marylønd or
BBs Maryland
ssG $27 $33
Apple Atari C-64 IBM ST Kuråk camo.
Oo- Overloid $33 happened as
happened result of
as aa result of an VICTORY CONDITIONS Colorado for the US.
Colorødofor
ster $27 interception of
interception of the "Tokyo Express"
Express"
Baltlefront $27 927 Síeo Afrika $40 $2s $2s Standard (Ml.f)
Standard (MI.l) 3.
3. There were rain squalls off
Carriers War $33 $33 Sev-enlh Fteet $40 Rome/Barbarians $25 $25 as it was approaching the Japanese
Japanese
Europe Ablaze $33 $33 Stalingrad $40 s.D.l. the map to
the map to the
the east.
east. Place
Normandv $27 827
$33 of Kolombangara in the
held island of
Reach Sláre $30 $30 TEVEX Blank Disks Space Max
Sub Battle
$40
$27 $2I Solomons. This
central Solomons.
central This time
time both SPF]CIAL RULES
SPECIAL RUI,ES rain squalls
rain anywhere in
squalls anywhere
Russia 527 $27 Box of 10 only $12 Up Periscope $20 sides were equipped with radar and 1. There are land areas on the
1. map quandrants'B'
map or'D'.
quandrants 'B' or 'D'.
Run 5 Magazlne ll EPYX JOYSTICK $rs All of the
map. All
map. the map
map area
lssue #6 $4
$1s $1s were aware of
\¡¡ere aware others' presence
of each others' presence
before the actual combat started.
sl,arted. As west of aa line running from
soon as the US ships opened fire frre the hexes ll01 - 1107
hexes 1101 1107 - 0609
0609 - JAPANESE
COMING SOON Japanese fired
Japanese several salvoes of
fired several 0ll0
OliO is land. The map area
torpedoes. Several of these hit and a line running from
east of a
Afganistan hexes1434 -- 1429
1429 - 0826 DDI Nüzuki
Niizuki 0712B
07128
Same Day sank the
sank Helena. At
cruiser ÍIelena,
the cruiser At the OS26 - DDT
rOUR ORDER Civil War same time,
same time, American
American radar 0130 is land.
0130 DD2 Suzukaze 0612B
06128
Sh¡pp¡ng Empire controlled gunfire
controlled gunfire sanksank one DD3 Tanikaze
'fanikaze 0513B
06138
We ship every orderthe same day Patton vs. Rommel Japanese destroyer and
Japanese destroyer and drove 2.
2. 'rhe map is stationary and
The
DD4 Amagiri 04r38
0413B
it's placed. Just call before 3:30 Red Storm Rising another onto shore. Due to the high the
the 28xx hexrow is
2Sxx hexrow is the
and we'll ship your order via UPS. Road to Appomattox rate gunfire that the US
rate of gunfire US ships north map edge. DD5 Matsuyuki 0314B
03148
U.S. Mailservice also ava¡lable. Shiloh were maintaining,
were maintaining, ammunition
ammunition DD6 Nagatsuki
Nagatsuki .0214B
02148
Starfleet ll supplies began to dwindle so the US
supplies began 3.
3. The Japanese DD
The Japanese DD Niizuhi
Niizuki
DD7 Satsuki 0llõB
0115B
Thunder Chopper ships headed back to Tulagi certain
certain and all US ships have radar.
ships have radar.
that the victory was theirs.
oALL TOLL-FREE 1 -800-554-1 1 62 4.
4. All
All US ships must use
formation
use the
rule (D0).
formation rule (D9).
UNITED
UNITED STATES
S1'ATES
Write for FREE CATALOG CONDI'T'IONS
CONDITIONS DDI r7r7A
Open 9-B Mon. - Fri. 10-5 Sat TEVEX Light - Night
Ligirt
DDt
DD2
Nicholas
Nicholas
O'Bannon
O'Bannon
1717A
l7r8A
1718A
4205 First Ave Suite 100 Weather - Clear, no moon ORDER O~" BATTLE
ORDER OF cLl
CLI Honolulu
Honolulu l7l9A
1719A
Georgiaresidentscall404-934-5059. ORDERINGANDTERMS: C.O.D.orders rl-ïZlõ.l Tucker, GA 30084 Seas -- Calm
Seas AI,TERNATIVES
ALTERNATIVES cLz
CL2 Helena t720A
1720A
welcõme. When orderino bv ohone use VISA or MASTERCARD. When orderinq
- cLs
CL3 St. Louis
St. t72lA
1721A
bymailsendmoneyorde-r. ln'cludephonenumber. SHIPPING:Add$3.00for Ë 404-934-5059 SPEEI)
SPEED
shiooino and handlino charoe. Geoioia residents add 4% sales tax. Shiooino
oisy" 1-800-554-1162 l.1. Add
Add the Cl, Jintsu (Naha
the CL (Naka DD3
D03 Jenkins
Jenkins t722^
1722A
for Canãdian orderc iË g¿.0ö or 5% oïorder. APo & FPO orders add $9.æ l-f-l Japanese-6
Japanese - 6 US-4
US - 4 cl.) in 081lB.
cl.) OSllB.
o^t"ol1"J:.^9l¡ppjlgj:lfltol-h:19,-e$gç^"4i"-110.00or15%oforder. |sry| DD4
DD4 Radford 1723A
Ail so¡¡ware ls orsK only. Pnces suolec|¡o cnange
i

#4 13 PAGE
PAGE
PAGE 52 BAITIEPIAI{
BATTLE PLAN #4 EATTLEPTAI{ I

BATTLEWAGON
BATTLEWAGON

THE BATTLE OF KOLOMBANGARA JUNK PLANES


l2ll3, 1943
July 12/13,
July
GERMAN JUNK AIRCRAFT TABLE
HIS'I'ORICAL NOTES
HISTORICAL I,ENG'I'H
SCENARIO LENGTH JAPANI]SE
JAPANESE
DIE Jan., l917 April,l9l7 July,l9l7 Oct.,l9l7
16 turns.
16 ROLL through through through through
again US
Once again
Once naval forces
US naval DDI
DDT Mikazuki
Mikazuki r6068
l606E Mar.,l9l7 June, l9l7 Sept., 19I7 Dec.,1917
ambushed aa contingent
ambushed contingent of of the cLr
CLI Jintsu* l706E
17068 I
"Tokyo
"Tokyo Express"
Express" off
off Kolombangara. I -3 Alb D.ril (l) Alb t) IIl (l) AIb D.III AI"b D.III
followed the DD2 Yukikaze 18058
1805E D.III (2) AIb D Ilt (3) AIb D.III Halb IIa
The US
The US commander
commander followed
VICI'ORY CONDITIONS
VIC'I'ORY CONDI'I'IONS 4 AIb
same plan as
tactical plan
same tactical he used
as he used at DD3
003 Hamakaze r9058
1905E 5 AIb D.III (3) Alb t) III (3) Alb I). Va (r) Alb D. Va (l)
Kula Gulf launched
Gulf. The destroyers launched (Ml.l).
Standard (M 1.1). DD4
004 Kiyonami 20048
2004E 6 Alb D.III (4) AIb D III (4) Alb. D. Va (1) Alb. D. Va (r)
torpedoes
torpedoes and then the enemy ships DDõ
005 Yugure 2L04ß
2l04E
were smothered controlled
smothered in radar controlled
gunfìre just
gunfire just as the torpedoes hit.
as the Jan., 1918 April,1918 July,l9l8 Oct., 1918
The plan worked
worked but once again the DIE through through through through
Japanese
Japanese loosed salvoes of
loosed several salvoes
SPF]CIAL RULES
SPECIAL
ROLL Mar.,l9l8 June,l9l8 Sept.,1918 Nov.,l9l8
faster than
torpedoes faster
torpedoes than anyone
expected. This resulted
expected. This resulted in in heavy 1. All US ships
1. radar
ships have radar. STATES
UNITED STATES 1-3 Alb D.lll AIb D.III Alb D. Va Alb D. Va
damage to to three cruisers and the
cruisers and 4 I{alb Ila Fok Dr. I AIb D.III Alb D.III
ofone
loss of one destroyer. The Japanese 2. The
2. The CL has radar.
Cl, Jintsu has Ð Alb D. Va (l) Alb D. Va Pfalz D. II Pfalz D.III
their flagship as
lost their as aa result of aa All other
All other Japanese
Japanese ships DDf
001 Nicholas 0620A 6 Alb D. Va (1) Alb D. Va Pfalz D. III Pfalz D.III
barrage of
barrage of radar controlled gunfire, have night optics. DD2
002 O'Bannon
O·Bannon 062r4
0621 A
but no other losses were suffered.
3. There
3. is land
There is SW of aa line
land SW
DD3
003 Taylor 06224
0622A
from hexes
running from hexes 0401
0401 - DD4
DD4 Radfbrd
Radford 0623A
CONDITIONS
CONDITIONS 0406 - 0108.
0l 08. CLI
eLl Honolulu
Honolulu 06244
0624A BRITISH JUNK AIRCRAFT TABLE
CLZ
CL2 HMNZS Leander
HMNZS 0625A
062õA
Light - Night DD5
005 Ralph Talbot
Ralph 06274
0627A DIE Jan.,l9l7 April,l9l7 July,1917 OcL, 1917
DD6
006 Buchanan
Buchanan 06284
0628A ROLL through through through through
ORDER
ORD]i~R OF BATTLE
OF BATTLF] Mar., 1917 June, l9l7 Sept., l9l7 Dec.,19l7
\[eather -- Bright moon.
Weather moon. Rain ALTERNATIVES
ALT]1~RNATIV ES
DD?
DD7 Gwin*
Gwin* 06294
0629A
squalls in
squalls in hexes DD8
008 Maury 06s0A
0630A I -3 Spad VII
(1) Spad VII (1) Spad VII Spad VII
1811, 77t2, 1612,
1811, 1712, 1612, DDg 06314 6)
Nieu 1? (1) Nieu 1? (l) Nieu l7 Nieu 17+*
1613, and 1514. l. Add
1. Add any
any two Japanese CAs DD9 Woodworth 0631 A
Nieu r? (4)
-
Ilristol F. 2ts tsristol F.2ts
or CLs. ·Ships losl.in
in the brttlc. Ð Nieu 17 (4)
'Ships lost lhe historical
h¡stor¡càl batd*!.
Seas
Seas - Calm 6 Sop Triplane (l) SopTriplane (l) Sop'friplane Sop Triplane
2. Remove
2. Remove both of
of the US crui-
sers.
SPEED
SPETÌD Jan.,l9l8 April,l9l8 July,1918 Oct., l918
Japanese - 44
Japanese US
LIq - 5 DIE through through through through
ROLL Mar.,1918 June, l9l8 Sept.,l9l8 Nov.,1918

I -3 S. E. 5a (l) S. E. 5a (l) S. E. 5a (1) S. E. 5a (1)


4 S. B. 5a (2) S. E. 5a (2) S. E. 5a (2) S. E. 5a (2)
Ð Sop Camel (3) Sop Camel (3) Sop Camel (3) Sop Camel (3)
6 Sop Camel (4) Sop Camel (4) Sop Camel (4) Sop Camel (4)

NOTES:
(1) May not do restricted maneuvers
(2) May nr¡t do non-repeatable maneuvers
(3) Only one machine gun
.... ~
(4) May not do speed 3 or 4 maneuvers
** Nieuport l7 with I fu in addition
--l--
F

PAGE I2 BAITLEPLAÍ{ #4 BATTLEPLAN #4


BATTIEPLA]{ #4 PAGES3
PA€E 53

BLUE MAX BATTLEWAGON


'BATTLEWAGON

JUNK PLANES OFVELLAGULF


THE BATTLE OF VELLA GULF
August 6/7,
617, 1943
1943
lf fewer than te n days have plane that he will lly before his new may sit out the next inission, or he
elapsed since a pilot lost his plane plane arrives. An ace has the choice may expend an HP and take his
in ¿i crash landing, that pílot must of which plane he will fly. If a pilot choice from the available table.
roll on lhe Junk Plane table for the is afraid to fly what is available, he The Battle
The Battle ofof Vella Gulf was
Vella Gulf was 2. All
2. All US ships
ships have radar and
have radar and JAPANESE
JAPANESE
situation where aa Japanese
another situation
another all Japanese
all ships have
Japanese ships
supply group was
supply group was ambushed
ambushed and and night optics.
optics
sunk, Three
Three Japanese destroyers
Japanese destroyers
DDI
DOl Hagikazet
Hagikaze* 1006D
1006D
sunk.
were attemptirlg to
were attempti~g carry supplies
to carry 3. Land
3. Landispresenteastofa
is present east of a line DD2 Arashi*
Arashi+ 1005D
r005D
GERMAN AIRCRAFT AVAILABILITY TABLE and reinforcements to
and reinforcements to Japanese of
ofhexes from 2820-
hexes running from 003
DD3 Kawakaze* 10040
r004D
units on
units Kolombangara Island
on Kolombangara Island inin 2522-2634 and west of aa line
. 2522-2534 DD4 Shigure
Shigure 1003D
1003D
the central
the central Solomons.
Solomons. A flotilla of
A flotilla running.from
of hexes running from 0105-
DIIi Jan.,l9l7 April,l9l7 July, l9l7 Oct.,19l7 six US destroyers sank three three out of 0306-0314-0115.
0306-0314-0r15.
ROLL through through through through four enemy
four without loss
ships without
enemy ships loss to
Mar.,l9l7 June,19,17 Sept., 1917 Dec., l9l7 themselves. This action is represen- UNITED STATES
UNITED
tative
tati ofseveral
ve of several such small engage-
t -3 AIb D.III AIb D. III Alb D. Va AIb D. Va ments that took
ments that during the
place during
took place ORDER OF
ORDER OF BATTLE
BAT"TLE
4 AIb D.III AIb D. III I{alb lla Alb D. Va frghting for
fighting for the
the Central
Central Solomons. DOl
DDT Dunlap 1526A
r626A
AIb D.III
ALTERNATIVES
6 AIb D.III [,'ok Dr. I Fok Dr.I Ships sunk in this action are desig- DD2 Craven 1527A
t627¿.'
6 AIb D.III Alb. D. Va Pfalz D. IIla Pfalz D. llla nated with an asterisk (*).(*). 003
DD3 Maury 1528A
rõ28A
1. Add
1. Add the CL Sen-
the Japanese CL
004
DD4 Lang
dai in
dai inhex
hex 10070.
100?D. 1lõ26A
526A
Jan.,1918 April,l9l8 July, l9l8 Oct., l9l8 CONDI'I'TONS
CONDITIONS DD5 Sterret tt27A
1527A
DIE through through through through 2. Add
2. Add two
two Japanese CAs or
Ja'panese CAs DIJ6
DD6 Stack 1528A
r528A
ROLL Mar.,l9l8 June, l9l8 Sept., l9l8 Nov.,l9l8 GLs
CLs in 1007D.
100?D.
Light -- Night
I Alb D. Va Ilok D. VII F'ok ll. Vll Þ'ok D. VII Weather - Overcast
4 Alb D. Va S-S D. III S-S D. III S-S D.IV Seas -- Calm
5 I¡ok Dr.I Pfalz D. III Pfalz D. XII Pfalz D. XII
6 Pfalz D.III Pf¿riz I). XII Pfalz D. XII Pfalz D. XII

SPEET)
SPEED
BRITISH AIRCRAFT AVAILABILITY TABLE Japanese 5
5 US
US 3
DIE Jan.,l9l7 April,t9l7 July,1917 Oct.,l9l7
ROLL through through through through
. Mar.,l9l7 June, l9l7 Sept.,1917 Dec., 1917 GAME
GAME LENGTH
12 game
12 game turns.
turns.
I -3 Spad VII Spad VII S. E.5a S. E. 5a
.)
Nieu l7 Bristol F.2lì Sop Camel S. E.5a
Ð Nieu l7+* Nieu l?** Sop Camel Sop Camel
6 Sop Triplane Sop Triplane Nieu 17*+ Sop Camel VICI'ORY
VICTORY CONDITIONS
CONDITIONS
The US wins by sinking three
Japanese DDs; the Japanese win by
rlan.,l9l8 April,l9lS July, 1918 Oct., l9l8 sinking
sinking at least two US ships or by
DITI through through through through exiting one DD from the xx34 map
exiting
ROLL Mar., l918 June, l9l8 Sept., l9l8 Nov., 1918 edge.
edge.

t -3 S. E.5a S. E.5a S. E. $a Sop Snipe


4 S. E.5a S. E.5a Sop Camel S. E.5a SPECIAL RULES
RULES
5 Sop Came I Sop Camel Sop Camel S. E.5a
6 Sop Came I Sop Camel Sop Snipe Sop Camel
l.1. Both sides
sides must the for-
use the
must use
**Nieuport l7 with I fL in addition mation rule (D9);
mation rule (D9);
PAGE 54 BATTLE PLAN #4
BATTTEPTAT{ BATTLEPLAN #4 PAGE 1 f

IBATTLEWAGON
BATTLEWAGON BLUE MAX

OFEMPRESS
THE BATTLE OF EMPRESS CRASH TABLE
AUGUSTABAY
AUGUSTA BAY When a plane is shot down as plane is shot down because it runs the die is rolled, the result may be
2, 1943 the result of a "Pilot Killed" or the out of boxes in the fuselage, tail, or modified by expending one or more
November 2,
November f943 *Explode!" chit,
that pilot is kitled wing sections on the Aircraft of the pilot's HPs. Ea'ch point spent
and a new pilot with one HP and no Record sheet, than the victim roll.s reduces the number rolled by one.
experience may be started for that two dice and compares the results
player in the next mission. If the on the Crash Lønding table. After
HISTORICAL NOTES
NO'TES SPECIAL RULES ORDER OF
ORDER BAT'TLE
OI.' BATTLE I
ALTERNATIVES
ALTERNATIVES
This battle
This battle was an attempt
was an attempi, by 1l.. The
The US radar and
has radar
US has and the
the Japanese
·the Japanese t.o to disrupt
disrupt the the US night optics.
Japanese have night l. Allow the
1. the Japanese to to add CRASH TABLE
landings on Island at.
on Bouganville Island· at one any .class
one BB of any class in hex
the
the end the Central
end of the Central Solomons' 2. The
2. The three
Lhree US flush deck
US flush 0308C. The US may add one DIE
Campaign.
Campaign. The The Japanese tried tried to are consid-
class destroyers are consid- Maryland or one North
Moryland. North Car-
achieve another
achieve another victory like Savo
victory like ered t.o
ered to be
be minelayers and or one
olinn, or
olina, one South
South Dakota
ROI,I, RESU I,1'
lsland but the US naval forces were
Island may not
may fire torpedoes
not fire torpedoes in class BB in hex 2721A.
2721A- 2 Safb landing (Rob opponent of victory)
for the
waiting for the Japanese to to attack this scenario.
scenario. o (Injured on a 6 for lD6 clays)
this time. In a confused action dom- .) Crash landing
inated by radar-control-
by American radar-control- 3. Due to the reflector effect of
3.
2. Allow the
2. the Japanese to to add 4 Crash landing (Injured on a 5-6 for I D6 days)
two CAs of
of any class.
gunfìre the
led gunfire
led the Japanese
Japanese lostlost one the cloud
the cloud cover
cover starshells 5 Crash landing (Injured on a 4-6 for I l)6 days)
cruiser and
light cruiser and were
were prevented will not
will not only
only illuminate 6 Crash landing (Injured on a 3-6 fbr I I)6 x 2 days)
from attacking transports.
attacking US troop t.ransport.s. ships in the
ships in the hexes
hexes that the
engagement was aa direct con-
This engagement. 7 Crash landing (lnjured on a 2-6 fbr I D6 x 2 days)
ships themselves occupy,
ships
trast to the
trast t.o primarily torpedo
the primarily but also all adjacent
also all adjacent hexes I Crash landing (Injury automatic fbr I I)6 x 2 days)
fought earlier in
actions fought in the
the Solo- as well. I Crash landing (Injury automatic fbr 2l)6 x 2 days)
mons. Here the
mons. Here the US forces, mainly
US forces, l0 (Injury automatic for 3l)6 x 2 days)
Crash landing
cruisers, expended
expended huge amounts of
ammunition
ammunition to defeat.
defeat the Japanese.
Japanese. II Crash landing (Pilotkilled)
t2 Crash landing (Pilot kitled)

CONDITIONS
CONDTTIONS UNITED STA T}i~S
ST'A1'ES JAPANESE

Light - Night
Light DDT
DOl Ausburne
Ausburne 28204
2820A cLr
CLI Sendai 0804c
0804C
Weather - Overcast with rain
Weather DD2 Dyson 2820A DDI
DOl Shigure 0704c
0704C
squalls DD3 Stanly 282r4
2S2lA DD2 Samidare
Samidare 0603c
0603C
Seas
Seas - Normal
DD4 Claxton 282t4
2821 A DD3 Shiratsuyu
Shiratsuyu OS03C
0503C
cLl
CLI Montpelier 27214
2721 A cAr
CAl Myoko 0509c
OS09C
VOLUNTARY CRASH LANDING
cLz
CL2 Cleveland
Cleveland 2722A
2722A CA2)
cA^z, Haguro 0408c
040SC
cL3
CL3 Columbia 2723A cLz
CL2 Agano 04nc
0411C
SPEED cL4
CL4 Denver 27244
2724A DD4 Naganami
Naganami 03llc
031lC If a plane is gliding due to one voluntarily crash lands is not will not be on the board. If someone
DD5
DDS Spence 2622A DD5
DDS Hatsukaze
Hatsukaze 0210c
0210C factor or another, and it is behind recorded as a victory. If a pilot has placed a finish marker behind
its own start line, the pilot may chooses to crash land, he must his plane before the crash landing is
Japanese 44
Japanese US 4
US DD6 l'hatcher
Thatcher 2622A
2622¿,, DD6 Wakatsuki
Wakatsuki 0t tOc
OllOC elect to crash land. Use the Crash that player may change
resolve his attempt and remove his resolved,
DD7
007 Converse 26234
2623A Lønd,ing table. and subtract four plane from the board before the his mind and remove the frnished
DD8
DDS Foote 26284
2623A from the dice roll. Gliding is the Maneuuer Selection Súep so that marker from his plane.
DD9 Renshaw 28t2A
2S12A only situation in which a pilot may everyone may write their
voluntarily crash land. A plane that maneuver, knowing that his plane
VICTORY
VTCTORY CONDITIONS
CONDITTONS DDIO
0010 Breese
Breese 28uA
2S11A
DDII
DDll Gamble 2810A
2Sl0A
Standard (MI.l)
Standard (M1.1) DDT2
DD12 Sicard 28094
2S09A
BATTLEPLAi¡ #4 BATTLEPTAil
BA #4
TTLEPLAN. #4 PAGE
PAGE 55
55
BLUE MAX BATTLEWAGON
BATTLEWAGON

RULES TO N4ODIFY
Tirne - Rather than play two
what he receives, he may expend a
hero point and take any plane listed
CAMPAIGI{ GAMES
CAMPAIGN
games for each simulated month, on bhe current, or any previous
roll three dice at the end of each table. There are
There are three major campaign
three major campaign When playing any
When playing any of
of these
these three
three are assumed
are assumed to to have
have beenbeen
game with the combined score games possible
games possible based
based on the naval
on the naval campaign games
campaign games no order of
no order of withdrawn for
withdrawn for repair.
repair. The The next
equaling the number of days be- battles taking
battles place near
taking place the Sol-
near the Sol- battle alternatives
battle alternatives may
may bebe used;
used; scenario in
scenario in the
the series
series isis then
tween games. ADDITIONAL RULES omon Islands.
omon The first
Islands. The first of
of these is
these is only the historical scenario
the historical scenario may
may be
be players may
played; players
played; may useuse surviving·
surviving
the Solomon
the Island ss Campaign.
Solomon Island Compoign. used. ships from the
ships from the previous scenario
scenario atat
Sídes - If it is necessary, due to Ílero Points - Each pilot starts This campaign
This campaign scenario simulates
scenario simulates their own
their discretion. Any
own discretion. Any other
the absence of other players, for a his lirst flight with one hero point all of.
all of the
the ma~or
maior surface
surface battles However, players may use use ships
ships victory points for
victory for conducting shore
player to switch sides during the (IIP) and more may be accumulated fought in the Solomons
fought Sdlomons and consists
consiststhat survive
that previous scenario
survive aa previous bombardments,
bombardments, etc. etc. are
are also
also added
added
by Rick Young campaign, reward him with ten during play. An HP may be used to of the
of following scenarios
the following scenarios which provided they
provided they are in good
are in good enough
enough to the
to total. Sunken
the total. Sunken shipsships are
experience points for his regular exchange a damage chit for one that mustbe
must be played in the order given: condition. These
condition. These ships
ships participate obviousely not
obviousely not used used in in the
pilot for each mission that he flies is (hopefully) less damaging, or to in exactly
in exactly thethe same condition in
same condition remaining scenarios in in the
the series.
series.
The following is a variant on the for the other side. In this way he is trade in an aircraft for one more to 1. Savo
1. Savolsland
Island they found themselves at the
which they This procedure is is followed
followed for
for each
campaign game rules found in partially compensated for not being your liking, or to modify your die 2. Cape
2. CapeEsperance
Esperance conclusion of ofthe
the last battle, except of the scenarios in the the series. Then,
GDW's BIue Max game. These able to lly his primary pilot. roll on the Crash Table. For every 3. Guadalcanal
3. Guadalcanal for the
for the fact
fact that all fires
that all fires are at the
at the end
end of thethe campaign
campaign game,
changes will allow someone to fifty experience points gained up to 4. Guadalcanal
4. Guadalcanal extinguished. In
extinguished. In addition,
addition, six the total points for each player from
attain the twenty kills necessary to Aircrøft - Rather than allowing õ00, an HP is awarded bo the pilot 5. Tassafaronga
5. Tassafaronga attempts to repair damage by using each scenario
scenario in in the
the campaign
campaign are
be awárded La Pour Ie Merite with- a pilot to freely trade in his plane at the completion of the mission. 6. Kula Gulf
6. (.I7) may
control (J7)
damage control may be be made added
added up.up. The winner is is the player
out having to throw away the pilot when a new type becomes available, After 500 experience points have 7. Kolombangara
7. adding aa ship
before adding
before to the
ship to the next with the
with the lowest total damaged
lowest total damaged or
kill chits th¿¡t were included in the each pilot must keep his plane until been accrued, an IIP is awarded for 8. Vella Gulf
8. scenario. For example:
scenario. example: the the US
US DD sunk.
game. it is shot down. At that time he rolls every 100 experience points gained 9. Empress
9, Empress Augusta Bay participates in
O'Ba.nnon participates
Q'Bannon in both
on the Auailability Table and draws up to 1,000. After 1,000 experience scenarios 66 and
scenarios and 7. it survi
If it
7. If survives
ves As anan example
example one
one should
should con-
For those ofyou who have never the aircraft listed. Aces do not have points have been accrued, no more scenario 6;
scenario it may
6, it may be be used
used in sider
sider the
the historical results
results of the
played BIue Møx, the game is a to roll a die. Rather, they have their HP's are awarded for experience Two other campaign games are scenario scenario 7.?. Bq,ttle of Guadalcanal Campaign
Battle
simple air combat game using a two choice of available aircraft for the points gained. One bonus HP is possible. The first of these consists scenario consisting of the first five
frve
scenarios 1I thru
of scenarios thru 55 played in a
played in scenarios. Historically, the
scenarios. the Japa-
dimensional maneuver system. The three month period listed on the awarded for evpry multiple of five
game is fun played one on one, but table. If a pilot is unhappy with kills attained. Battle
consecutive series. This is the Battle nese lost two battleships, one heavy
really comes into its own when Guad,alcarwl and
for Guadalcanal and deals
de_als with all Victory for the campaign games games cruiser, and five destroyers
and five for aa
destroyers for
of the surface battles fought is judged
the major surface judged by by using the standard total
using the total of 1445
1445 points.
points. The
The United
there are three to six players on in the
each side.
in the immediate vicinity of victory conditions. At the
immediate vicinity the end of a States
States lost five heavy cruisers, two
Guadalcanal. The
Guadalcanal. second is
The second scenario the
is the scenario the point values
values forfor all light cruisers, and eight destroyers
destroyers
C entral Solomons'
Central S olo mo ns' C ampøtgn which ships that
Campaign that are damaged, crippled, or for for aa total
total of 1354
1354 points.
points. The
F'or the purpose of playing this
deals with the naval battles for the sunk are are added up and the total is UnitedUnited States
States won since he
won since he has
campaign variant, certain rules Solomons in
have to be suspended, others modi- in 1943, and consists of written down.
and consists down. Then,
Then, any crippled
crippled sustained fewer losses as shown by
fied, and some new ones added. scenarios 6
scenaíios 6 thru
thru 9 played in
9 played in a ships are removed from play for the the point point total.
consecutive series.
series. remainder of the campaign. They
remainder
RULES TO BE SUSPENDED
Secrecy - f)ue to th.e fact that in a
large group there is bound to beÌone
or two that cheat, damage picks
must be open, and a pilot's aircraft
record sheets must be open for
review.

Formation Flying - This rule is


too easily abused.

Green Pilots - This rule lhal, pre-


cludes a pilot from tailing or per-
forming restricted maneuvers prior
to his amassing fifty experience
points has tô be suspended if you
want to gain new players after the
campaign has begun.
ft
lnfantry
I
LLasers
âs€19 FORTRE S AMERICA
FORTRESS ERICA
BATTLEPLAN #4
BATTLEPIAN #4

PANZERS AT KURSK
PAGE 9

Fortress America
Fdrtress America need
need not
not can give
can give the
the invaders
invaders major
major
I
sit on the
sit on shelf. Excitement
the shelf. Excitement and
and problems if
problems if several
several ungccupied
unQccupied the lst SS Division; the remainder (2) One German infantrY or VICTORY CONDITIONS
balance
balance can
can be restored with
be restored with aa territories are
territories allowed to
are allowed to spiout
sprout may be taken from other units. engineer unit must be
twist of
twist the rules.
of the rules. An
An partisans. Another
partisans. suggestion is
Another suggestion is They are: (2) 10-4, (1) 9-7, (l) 3-6- deployed in each of the fol- SOVIET: The Soviets win bY exit-
instrumental change can
instrumental change can be
be to
to simply eliminate the
simply eliminate the Southern
Southern ?, (t) 6-6, (2) 3-5-6, (2) 4-6-?, (3) 7- lowing strong point hexes: ing the equivalent of a
applied to
applied to phase
phase two
two of the Action
of the Action Invader from
Invader from the the game game 6, and (2) A-3-4. 0518, 1317, 1817, and all brigade from the south
sequence, This
sequence, This is the phase
is the phase when
when altogether, so
altogether, so that the US
that the US does
does All Germans set uP as in the hexes of Bogoroditskoye" map edge (9 units, onlY
to garrison its interior
garrison its These may be vacated after 3 of which may be artil-
battles
battles are declared. Declaration
are declared. Declaration not have to
not have interior so
so original scenario except that they
of battles proceeds
of battles proceeds as as written
written heavily.
heavily. The
The USUS then has aa better
then has better must set up south of XXI? hexrow, the end of Game Turn 2, but lery).
tzt Z with
with the
the addition
addition of the following
of the following chance to
chance stop the
to stop the invasions as as inclusive. tlex 0518 is a German until then the Germans
rule:
rule: they first arrive
they arrive on the
the western
western must keep a unit in these GERMAN:The Germans win trY
strong point. preventing the Soviet
and eastern shores. Although
eastern shores. Although . locations. Rule 5.212 is
For all of the attacking units Fortress America
Fortress America is not not without
without used, but the defense bonus victory conditions.
problems, it
GAME LENGTH
in combat position
in combat for a partict¡lar
position for particular it remains a a highly
highly AND REINFORCEMENTS for all German infantry, or
by declared battle, up to a ,aximum
,aximum flexible and adaptable
adaptable addition to to engineers is doubled in As an alternative scenario, both
Christopher Miller
Christopher iller of may actually participate
five , ffiâV
of five, participate Milton
Milton Bradley's
Bradley'S Game¡naster
Gamemaster these hexes. sides may use free dePloyment and
The game consists of eight place their forces anywhere on the
in the
the battle for the the territory.
terri tory. series.
series. game turns, and there are no
glowing reviews I
Despite the glowing
Despite These units may
These may bebe f¡om
from any mapsheet as long as theY are
reinforcemenbs. placed on the designated Portions
have read
have read of MiltonMilton Bradley's valid combat positions
positions and
and may (3) A German pontoon bridge
Fortress America, I1 am largely be of any
be type. The
any type. The attacker
attacker exists in hex 2413, and ôf tne map, and on the designated
disappointed by the the game.
game. How- announces these
announces units to
these units to the SPECIAL RULES units may move across the strong points. This simulates
ever, I applaud
ever, applaud the the attemPt
attempt bY by designed for the
units designed
defender as units river. battlefield confusion existing in the
(1) The Soviets always move aftermath of fighting.
Milton Bradley to to come up up with turns them
and turns
attack, and them upside
frrst each turn. No initiative
another exciting, introductory-
another exciting, introductory- down among other units in their
wargame in These five (or less) determination is necessary.
level
level wargame the Game-
in l"he Ga¡ne' territories. These five (or
møsler series. I say
master series. say "attemPt"
"attempt" units are the only units allowed
allowed to
because the game does
because does not appear attack the territory, regardless of
to succeed
to succeed as as a a simulation using combat outcome.
combat outcome.
GAMA, proud sponsors of
the rules as written. With all the
players
players performing at at a level of
a level No other changes to the rules Origins, Presents
Origins, Presents...
...
equal competency, the end result
of each is thethe same:
are
are necessary,
special rules
special
and aall
necessary, and of the
II of
in subsequent
rules in
oBccoM 11
ORCCON Announcing...
each game
game is same: the fhe Official
The OtfícíalWestern
Western Regional Strategy OPERATION: CONTACT
slow,
slow, boring,
boring, eventual
eventual defeat
defeat of actions still apply,
actions still including
apply, including Gaming Convention
and Adventure Gaming Convention
A computer assisted service to
the
the United
United States.
States. The The focus
focus of Second Mouement and
Second Movement and thethe five 988
12-15,11988
February 12-15,
the to Helie inin the help Amercian wargamers find
the problem
problem seems seems to unitlimit per territory. The 'l'he effect OACCON 11
ORCCON ll isis the
the Game
GJme Manufacturers Assôciâlion's
Månufadurers Association's
that the
fact that
fact the US US is is initially this rule
of this rule addition
addition is is that
that the (GAMA's) offici~lIy
(GAMA's) regional game convention
endorsed reg;onal.game
off iclally endorsed convention opponents in their area.
presented to supplement
presented your annual game
supplement your game convention
convention
outnumbered
outnumbered by three to one, and strong, and
defense becomes very strong, to attend
gure to
Be sure
schedule. Be
schedule. attend Origins thls August
Or¡gins this August rn in Operation: Contact is a U.S.
that
that there is is aa limit of five five units attackers must
attackers must orchestrate Milwaukee, hosled by
Milwaukee, hosted by TSR, lnc.'t Gen
TSR, Inc.'s Con'.
Gen Con-.
mailing of computer sorted
in any
in territory. There
any territory. There is is no careful attacks
careful attacks on territories in
on territories ORCCON
ORCCON 11 '11 is
featuring 72
tion, featuring
tlon,
is a complete
72 solid
Game Conven·
cornplete Game Conven-
of tourna-
hours of
solid hours tourna- Opponents Wanted ads
significant difference
significant difference between order to
order to capture them. Losses
capture them. Losses of demonstrations, dealers,
ments, demonstrations,
ments, auctions,
dealers, auctions, produced every 6-weeks {or its
attacking and and defending
defending units on bombers
bombers and other heavy
and other heavy units flea markets,
flea markets, prIZes,pnzes, open gaming and
open gaming and paid subscribers. Each list Pro-
the
the combat resultsresults table.
table. The The US become
become critical to the
critical to the attacker. more including
much more
much including guests of honor:
guests of honor; vides at /east frve of the closest
is
is almost
almost always
always in in aa defensive
defensive The rule also
The rule stalls the
also stalls the invaders, Stafford of
Greg Stafford
Greg of ChaosiulTI and
Chaosium and wargamers (and clubs) seeking
posture throughout the game, and allowing the
allowing the US to
to build up up lasers Poulter of
Ke¡th Poulter
Keith of World Wide Wargames
World Wide Wargames
and opponents in your area, their
yet
yet there
there areare only
only two l,wo benefits
benefits to to which can
which ultimately devestate
can ultimately devestate include scores
events include
Scheduled events
Scheduled ol board,
scores of board, areas of wargaming ¡nterests,
the defender
the defender in in aa combat combat the invaders.
the invaders. This,
This, ·in.in turn, role-playing and
role-playing computer game
and computer game events,
events,
addresses and phone numbers.
with all
with all types
types of of family, strategy and
family, strategy and
situation. One
situation. One is is that
that the the increases the
increases pressure
the pressure on on the
the featured.
games featured.
adventure games
adventure Operation: Contact is a
defender
defender fires frrst and
fires first and removes
removes invaders
invaders to fïnish the
to finish the conquest
conquest of of ll willwill be held at
be held the Los
at the
quickly. ORCCON 11
ORCCON Los service of D.5. Computing and is
attacker's casualties, and
attacker's casualties, and the
the the
the US
US quickly. Airport Hyatt
Angeles Airport
Angeles Hyatt Hotel,
Hotel, Friday,
Friday, endorsed by all of the following
second
second is is aa column
column shift shift defending
defending through Monday,
12th, through
February 12th,
February February
Monday. February
wargaming magazines:
in
in mountains
mountains and and cities.
cities. However
However The above
The rule rectifies
above rule rectifies as
as 15th over
15th over President's
Pres¡dent's Day Weekend. Pre-
Day Weekend. Pre-
Battleplan
aa territory painlessly as possible what
as possible what II register for only
register for $20.00 ifif postmarked
only $20.00 postmarked by by
territory can be attacked by
can be attacked by any
any painlessly
January 31
January 31st. Please note
st. Please notethatthere
that there are no
are no CounterAttack
number
number of of adjacent territories,
adjacent territories, consider
consider to be aa crutial
to be flaw in
crutial flaw in separate charges
separate charges for for individual.events
individual events (a(a Fire & Movement
though
though the the defenders
defenders number number five five Fortress America. There
Fortres's America. There areare STRATEGICON tradition !).
STRATEGICON tradition!). The Grenadier
at
a't maximum.
maximum. Given Given the the three
three toto many
many other
other options for restoring
options for restoring To pre-register,
To pre-register, or for more
or for more convention
convent¡on
Strategy & Tactics
one invader units'
one invader units' advantage,
advantage, play balance
play balanee inin the game. One
the game. is
One is information contact:
information contact:
The Wargamer
through patiently-excuted at-
through patiently-excuted at- to allow
to partisans to
allow partisans to pop
pop up in
up in STRATEGICON
STRA TEGICON
5374 Village Road
5374 Village Road To get allthe information plus your
tacks with overwhelming
tacks with overwhelming num- num- ungarrisoned territories; one
ungarrisoned territories; per
one per "enlrstment papers" for OPERATION :
Long Beach,
Long Beach.CA90808
CA 90808
bers,
bers, thethe invaders
invaders slowly slowly but but territory. This creates
territory. This mostly an
creates mostly an or ca
or call 420-3675
(21 3) 420-3675
II (213) CONTACT, send a self addressed, stamped
inexorably
inexorably achieve
achieve victory.
victory. annoyance
annoyance behind
behind the lines, but
the lines, but return envlope to: D.S. Computtng, Attn.
Seryice IIt 17
ReaderService
Circle Reader
Circle l7
OPERATION: CONTACT, P.O. Box 2434,
Sante F€ Springs, CA 90670.
Cirsle Reader Sepice # 5
BATTI-EPI.AN #4 #4
BATILEPIAT{ #4

PANZERS AT KURSK EASTERN


EASTERN FRONT
FRONT SOLITAIRE
SOLITAIRE

The following scenario begins THE SOVIET TAKING ANOTHER


TAKING Improved Axis
Improved Axis Logistics
Logistics
approximately one week after the Add two
Add two to all Axis
to all Axis supply line
supply line
historical situation depicted in Ar- COUNTERATTACK ROAD TO MOSCOW lengths during the
lengths during the Summer
Summer game
gâme
mor at Kursk. Now, the roles are turns. Add
turns. Add one
one to to the
the length
length ofof
reversed; the Soviets are now the
OF JULY 15Ih By James
By James E. Meldrum
E. Meldrum Axis supply
Axis lines during
supply lines alfother
during all other
attackers and must push the One of
One of Omega
Omega Games' Games' most most
turns.
Germans off the south map edge. As 1'his action, taking place in the
such, this scenario rcpresents the Prochoroukq aîea, is a prelude to
popular releases
popular releases is is Eastern
Eastern Japanese InvadeSiberia
Japanese Invade Siberia
last phase of the Battle of Kursk. what the Germans would face in the Front Solitaire,
Fr9nt Solitaire, aa unique Instead of renewing offensives
offensives
F'or both sides a number of units August counteroffensive.
solitaire army/corps
solitaire army/corps level level in China,
in China, Japan
Japan makes
makes anan effort
effort Germans
Germans actually
actually used
used nerve
nerve gas
gas
have been deleted from the counter-
simulation of
simulation of thethe GermanGerman to coordinate
to coordinate anan attack
attack on
on the
the against the Soviets
against the in an
Soviets in an attempt
attempt
mix; these represent losses taken by
campaign in
campaign in RiIssia
Russia during World Soviet with Germany.
Union with
Soviet Union Germany. The to keep
to keep them from entering
them from
each side during the previous War I!.
War II. Play
Play begins
begins with with the Russians lose
Russians their Siberian
lose their Siberian Starting on
Germany. Starting
Germany. on the
SOVIEl' INITIAL I'ORCES initiation of
initiation of hostilities
hostilities and
week's fighting. Because the AND DBPLOYMENT continues with with monthly
monthly game
reinforcements normally received
reinforcements normally January 1945
January 1945 turn, all German
turn, all
continues
by Soviets could replace these losses until the
turns until the end
end of the game in
the game
October 1941
on the October 1941 game turn. attacks are
are shifted two columns to
James E. Meldrum more quickly, their losses are less All Soviet units are placed as in the right. This variant may also be
February, 1945
February, using aa point-to-
1945 using Redeployment
German Redeployment used in conjunction with
used in with the
the two
apparent than those of the Ger- the original scenario except that all
point movement system. l'rance
l-rom }4'rance
From "Bulge" variants in this article.
Panzers at Kursk is Task
mans. units must be placed north of Elecause this
Because this is is aa solitaire
hexrow XXI 8, inclusive. This variant assumes that the
Force Games' simulation of the simulation with
simulation with the the "system" Germans reduced
Germans their garrison
reduced their Belligerent Hungarians
Belligerent Hungarians
All units of the 31st Brigade, taking the place of aa live
the place live Soviet
massed armored action at Prochor-
Certain town hexes have been and (l) 2-3-6, (l) 8-6, and (2\ 6-7 in France
in France andand sent the surplus
sent the Historically, the
Historically, the Hungarians
Hungarians
ouåa, during the battle of Kursþ,. opponent, player can use use Eastern troop to Russia. Fro the June 1941 did not enter the war until after it
The game simulal,es the action in designated as German "strong are removed from any one unit or F'ront Solitaire
Front Solitaire as as an
points". These are not actual freld from several units of the Soviet turn, add
turn, infantry and
six infantry
add six and two had progressed
progressed for some time. lJse
Use
which the Germans won a marginal experimental vehicle
experimental vehicle to to examine armored replacement points to the all units
all units of the
the Hungarian Army
fortifications but rather hastily player's choice. All units of the how various alternative historical
vietory, but lost, at Hitler's bidding, initialforces.
German initial forces. as initial units and allow German
German
the armored reserve that had been fortified areas where German uniti 33rd Mechanized Corps must begin could have
factors could have influenced the forces to deploy in Hungary
Hungary at the
painstakingiy rebuilt after the were dug in, and upon which they the game on the map. outcome of
outcome the War
<¡f the War in in the
the East. Putting the Bulge
Putting beginning ofof the game.
disaster al" StøIingrad. The armored
would base the defense of the Players need only use some of the
sector.All rules for Armor at on the Russians
unìts that, were used at Kursk could modifications in
modifications in this
this article
article to Hitler is assumed to hold the
assumed to Hostile Italians
Hostile
Kursk
have been used much more listed exceptionseffect are in except where GERMAN TNI'I'IAL FORCES examine some of of these
AND DEI}LOYMENT
exami ne
possibilities. Use
some line in the
line in the west and launch
west and launch a Italy did not enter the Russian
Italy
effectively to contain and crush appear. possibilities. Use of of certain
certain major attack
major attack on
on the
the Russians campaign in in any
any large
large numbers
numbers
Soviet advances as they did soon variants, however.
variants, however, will will increase during the winter of 1944-45. Add until 1942. To simulate
simulate an earlier
earlier
The following German units are the length
length of of the
the game game so,
afLer Kursk in the Kh.ørkov sector. the six infantry and
six eight armored
and eight declaration of hostilities by
declaration by the
removed from the countermix. At generally, only
generally, only oneone variant rule
The heavy losses sustained by the replacement points
points to
to German
German Italians, deploy the Italian Army
deploy the
least five of these must come from should be usedused per game. Players
German armored forces were to forces in the
the October
October 1944
1944 game in Rumania
Rumania as an initial unit.
have a telling effect when l,he if they wish, use one variant
may, if variant turn.
Russians counterattacked in Pro- side if
for each side desire.
if they desire. Anti-Bolshevik
Anti-Bolshevik Crusade
Crusade
chorouka. and other sectors on July All variant rules in this
of the variant
All of Germans
Germans Beat Beat the Allies declares a
Germany declares a crusade
l5th. That counterattack is the article
article use use existing
existing game at the Bulge
at against
against comrnunism
communism and
subject of the following scenario. equipment and
equipment and mechanics If
If the Germans won the Battle bolshevism. All
bolshevism. All Rumanian,
wherever
wherever possible. If If any
any of the of the Bulge, forcing
the Bulge, forcing a
a separate
separate Italian and Hungarian
Italian and Hungarian units
The Soviet counterattack of variant material in
variant in this article peace, they
peace, they could
could have
have shifted deploy as initial forces,
forces, with the
July 15th pushed the German conflicts with
with the the regular
regular game considerable
considerable resources
resources to face the Italians
Italians deployed
deployed in
in Rumania.
forces in the Kursk sector back to, rules,
rules, use the game
use the game rulesrules when
when Russians. Could they have
Russians. have kept
and in some cases, beyond their resolving
resolving rules
rules disputes.
disputes. the Russians out
the Russians out of Germany?
Germany? Axis
Axis Wartime
Wartime Economy
Economy
starting points in this campaign. Find out by adding l5
by adding 15 infantry Surprisingly, the
Surprisingly, the German
On August 1st, the Soviet summer Russian Collaboration
Russian Collaboration and l8 strength points to
armored strength
18 armored ecot'lOmy did not
ecoáomy not switch over to full
over to
coun[eroffensive began and If
If the Germans control
control Kiev
Kiev the German forces
the German forces inin the wartime production until 1944.
wartime 1944. As
succeeded in pushing the Germans occupy it
and occupy it with a
a garrison by
by December 1944 turn to simulate result, the German
a result, German armed
armed forces
back to the Kharkou area where a the July
the July 1942 game turn,
1942 game turn, no the release
release of
of German forces from
German forces did not
did not receive
receive supplies
supplies nearly
nearly fast
counterattack conducted by von Soviet partisan
partisan operations are are Italy and the west.
Italy and west. enough to allow Hitler to achieve
enough achieve
Manstien halted the Soviet advance allowed. This variant
allowed. This variant assumes
assumes his goals. To simulate
simulate what might
might
and inflicted massive losses on the that
that a
a more reasonable German German
German GasGas Attacks
Attacks have happened if if more supplies
supplies
Russian armored spearheads. If occupation policy exists, and that
that The Allies discovered that
that the
the had available to
been available
had been to the
llitler had not wasted the armored there is
is a
a Ukrainian
Ukrainian nationalist
nationalist Germans
Germans hadhad developed
developed nerve
nerve gas
gas Germans due
Germans due toto aa wartime
wartime
rêserve aL Kursk, attacks like those uprising. Also
uprising. Also add one to
add one to all and could have used it it late in the oriented economy,
oriented economy, double
double German
German
conducted by von Manstien might German tactical
tactical modifiers for war. Such chemical
war. Such chemical weapons
weapons could
could replacements (use
armored replacements (use one
one
have halted the Soviet advance and each turn that
that Kiev is in German
Kiev is German have been delivered
have been by artillery
delivered by none are given) to
where none
where to simulate
simulate
changed the conduct of the war in hands to reflect collaborationist
hands collaborationist shells
shells and
and by bombs from
by bombs from aircraft.
aircraft. increased German industrial
increased industrial
the East. support.
support. This variant assumes
assumes that the the production.
production. Add two to
Add two to all
all
PAGE 58

EASTERN FRONT
FRONT SOLITAIRE
SOLITAIRE
BA TTlEPlAN #4
BAITTEPTAN
lst ln PricGt
t5 Doy Free Triol o g(l Doy lmmediote
& Wqrrsnfy
tPolicy o
Price¡ Erpire t0-31'87
l9). Use the standard
quantities of attack supply points
received by the Germans,
Germans, and one
to all attack superiority ratings.
superiority ratings.
Germans
Germans do not need to intervene
the Balkans.
in the Balkans. As
game begins
game begins in
As aa result,
in May
result, the
May 1941,
turn 19).
conditions.
conditions.
standard victory
th" leller Size Pro 20 Daisy 10" Comslar
Soviets Fortify'fheir
Soviets Fortify Their Borders
resulting in an
Play an
Play an extra
game turn.
extra game
an extra
turn before
game turn
extra game
Kursk
Ends August 1943 (game turn
80 Colunn Printer Wlreel Printer 1000 Printer
This variant assumes
assumes that the beginning the
the game as as presented 27).
2?). The German player wins
The German wins a We Liked This Printer So Much, Wide Corrioge lelter Quolity With Neor Letter Quolity
tried to
Army tried
Soviet Army
Soviet to conduct
conduct a in the rules. Weather in May 1941 marginal victory by
marginal victory by holding We Bought Out The Foctory! Doisy Wheel Printer Best Quolity ln The U.S.A.
forward defense of Russia. This is is considered
is clear and
considered clear and the Kursk; The
Kursk; The Soviet player must
Soviet player
sirirulated by
simulated by placing fort,s at
placing forts Germans
Germans use the same
use the quantities
same quantities meet all
meet all standard
standard victory
victory
Kaunas, Bialystock, Brest-
Kaunas, Bialystock,
Litovsk, Kovel,
Litovsk, Kovel, Lvov,
Lvov, Zhitomir,
of attack
of attack supply points and
supply points
given for
as given
tactical superiority as
conditions and
conditions hold Kursk to win.
ønd,hold ryrE!flì
¡¡¡l

.æT
rrl a l ¡ r ¡ ¡ d.-,

Belya Tserkov, Uman and Odessa Odessa the June


Junc 1941 turn. Ukranian Collapse
Ukranian Sole
in addition to
in to those in the
given in
those given Ends October 1943 (game turn --Fruut
É=Ti--;=--i-r
regular game
regular game setset up. All forts
u¡i. All Improved German
Improved 30). In addition to
30). In to meeting the
have aa garrison of four
have four strength.
strength Winter Preparation standaI'd victory conditions,
standard victory conditions, the
,Soviets must Kiev to
hold Kiev
must hold to win.
9s rrq$l3g?f
3e
points. The Germans suffered during
The Soviets
Use four shock army counters the winter
the in Russia
winter in Russia because of The German
The player wins
German player if he
wins if Sole $
to represent
to represent thethe extra forts. As
extra forts. inadequate preparation for winter holds
holds Kiev. -Add $ 7.so Lisi
these units are
these units are eliminated
eliminated in warfare. To
warfare. simulate aa higher
To simulate Shipping. $l 99
combat, they are
combat, they are placed
placed inin the degree preparedness for
degree of preparedness for this Destruction of
Destruction . Big Blue Dol Molrir Prinler ¡ Doi¡y Wheel Printer r00 cPs Drofr & 20 cPs NtQ
reinforcement pool.
Soviet reinforcement kind of warfare, do not allow the
do not Army Group
Army Group Center o Heot Tron¡fer ¡ Enlqrged . 18 CPS Shonnon & 22 CPS AAA fert Seriol lmpoct Dol Moîrix ¡ Bold
Russians
Russians to receive
receive a favorable
favorable die June 1944
Ends June
Ends (game turn
1944 (game o Grophlcs (Apple, Atoii, & CBM) ¡ Prinl Wheel (Courier l0) & Cortridge a Underline o Conden¡ed . ltql¡c¡
o Underllne. Upper & Lower Cq¡e Compctible wirh Dioblo@ & Qume@ a Plco ¡ El¡te. Double Slrike
Neutral Balkan States
Neutral roll modifier for attacks
attacks conducted
conducted 37). The Soviets must meet
37). The Soviets must meet the ¡ True Descenders ¡ Adopter¡ For: r Friclion Feed . 13" Form W¡drh a Dot Addre¡¡oble Grophics
By their neutrality, Hungary
By [Iungary in the winter months. standard victory conditions
standard victory conditions and ¡ Commodore & Alori. . Sole s19.95 Ertrq Dqi¡y Wheel¡ . Scle 3 9.95 a Aulomolic Poper Looding
and // or Rumania are
and are considered hold Minsk. Any other result is a o Apple llc & Lqser l2E. Sqle $12.95 Porsllel Cenlronic¡ lnterfoce (lBM@PC, Trqctor & Friclion Feed
to be
to neutral and
be neutral and dodo not Stalinist Purges
No Stalinist Gennan
Gerrnan Victory. . RS-232 Adopter Sole 912.95 Apple@llc, Loser 128, CBM . Sole 919.95 . Super¡cript û Subscripl
participate
participate in the game. 'fhe Communist Party purges
The (Pleose Specify Mole or Femole) . R¡ghl & Lefr Morgin Settings
of the late 1930's robbed
the late the Red
robbed the
Free Deployment Aimy of
Army of most
most of its effective
of its effective
Allow the
Allow the Germans
to deploy
sides to
sides
or both
Cermans or
their forces
deploy their forces as occurred, or
occurred,
Ifthese
leadership. If
leadership. these purges
or had
purges had not
passed over
had passed In the world of
In No One Sells These PrÍnters For Less!
desired. military personnel,
military personnel, thethe Soviet SQUAD LEADER
ltalian Participation
No Italian
Army would
Army would have
have performed
better during
much better
much during thethe war, faithful players
all faithful m0 t80 lli-9peed 1Y-2010 300 CPS Printer
Hitler decides
decides not to send
send the particularly the
particularly in the
the in the early rally to
should rally
fI S0 CPSI Printer f200 CPSI Printer 300 cPt Dr¡fr - 50 cPs xlQ
Afrika Korps
Afrika Korps to to Africa,
Africa, leaving years. When playing this variant,
that theater of
that of the war exclusively all Soviet
allow all Tank and
Soviet Tank and Shock fOl-{I,jD, .~.~~ iii /'-10:· \~nl!lii'-iil-~.
-:~ Neor Letler Quolity High Speed Prinling (200 CPS Droft) Comstor l300 High Speed Printer
to the
to the Italians.
ltalians. AsAs aa result,
result, add Armies to
Armies to conduct
conduct bd,th both IW'II ,I~~ '-- F\1Il' ~1Il ~.
ffiünru.eEgFul0mro
UL.I Iifelime Worronly* with Crisp Neor Letter Quolity W¡th Color Printing Copobilities
five points of armored units to the Exploitation movement
Exploitation movement and
forces in
German forces in the
the February combat.
combat. source for in-depth
The source
1942 game turn and add one to all reports on all of
of the NLQ
German tactical superiority
German tactical SHORTER GAMES SQUAD LEADER
LEADER games
gamoE
ratings for the
ratings for the remainder of the The only scenario in Eastern and gamgttes,
gam~ttes,
game. the Campaign
Front Solitaire is the
Game of 45 turns. This is fine, but speeializing in articles,
specializing
Motorized German Army for those
for for "single
looking for
those looking new scenarios,
new scenarios, and a
This variant
variant assumes sitting" game lengths, these
game lengths, national player rating
national player
This sitting"
Sole $ Sole $
complete motorization of
complete motorization

utilization of
utilization of captured
of the
through increased
German Army through
industrial production
industrial production and
captured enemy
enemy
shorter games
shorter

Russian Campaign.
are presented
games are presented
which end at pivotal points in the

Each scenario begins on


Each on turn
system.
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one OnAIlFronts
On All Fron.ts From Fronl Ponel o 8K Buffer . Superb Nesr Letler Quolity
Army infantry units
Army infantry units to
to conduct scenario.
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¡ Grophlc¡ r Troclor & Friction Feed ¡ Slqndqrd Pcrc¡ifel & Serlot . Porollel & Seriol lnlerfqce Port¡
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Ends December
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lnlerfoce ond 2 rolls of poper lBfll Grophlcr Prlnter Compotlble arrived, prepared to do
gamers arrived,
150 garners
. GEOS Progroml Word Processor This System This PrÍnter
battle.
convention. It
convention. It will
will be
be entitled
entitled new,
new. Enjoy a personal,
More
More importantly, this
meetingl
personal, one on one meeting!
this show' will
show will
For Less! For Less! ¡ 13ó Column Wlde Corrloge
G
ìrVest, 1988,
Origins West,
Origins will be
and will
1988, and *
& Drowing Progrom '110 feature giving tips
feature several useful seminars giving
Februaryl4th through
held !<'ebruaryI4th
held l6th,
through 16th, ,~
Q
on
on game .displays, marketing, inventory
displays, marketing, inventory
r Rccelve 5 Prognms ($11X) V¡lue) FREE from Commodore. ¡ U¡e¡ lnerpendve Spool Rlbbon¡ The tournament
tournament began at 9:00 1988 at the
1988 at the Los Angeles Airport
Los Angeles ~E control,
control, dealing
dealing with "gamers,"
"gamers," local clubs
Iþt¡lls Purh¡se. ò
lncluded wlth c¡ch Có4c , a.m.
a.m. and continued until 7:00 p.m. .. and conventions,
conventions, plus
plus much
much more!
hotel. More
Hyatt hotel. More information
information can
1
€d

E
the end,
In the end., there were
were 69 Russian be obtained by contacting:
contacting: a
For
For more
more information on on attending

f3 l21 382'5050 ~ in Las


É Vegas contact:
COMPUTEN DNECÎ victories against
tories.
77 German
against 77 German vic-
. iã
o
:l
March 20-22nd in
March
Howard Barasch, P,O.
Las Vegas
P.O. Box 867623,
867623' Plano,
TX
TX 75086 or callØlÐ 247·7981.
75086 orcall(214) 247 -7 981.
22292 N. Pepper Rood v

Coll We Love o.ur Customers! Mcri I Borrington, lL. óOOIO


EATTLEPLAH. #4 PAGE 5r ,

PAGE 60 8A
BATTlEPl.AN 114
#4 THE DYII{G PLACE
TH~
THE RELIEF OF WAKE ISLAND
ISLAND

Relief of
The Relief CAY
ese AP's from Coral Sea.
CAV Tone & Chikuma: 2F.
Maximum =
lndianapolis (use
Indianapolis
Enters on
(use Portland).
the December
on the December 22 22 0700
07OO
NEAR LVOV, June 1944, Often times there was very
little dubtlty to the fighting on the Eastern Front. As C;ross
= 2 (no other types turn anywhere in area,?,G7,
areas G7, H7H? or
Wake Island A
allowed)
V Chitose:
AV Chitose: F3, D3.
17.
t7.
Task Force 8:,8: cy
C! EnterprisfJ;
Enterprise,
Deutschland raced to shore up the crumbling defenses in
the Cærman line, Russian infantry was thrown into their
by James Meldrum Maximum =
,Maximum - 6 (no T allowed) CA's New Orleans, Salt Lake City path to stop their advance. A typical crossroads.village
Meldrum
and Northampton. Enters ur(
and Northampton. on the must be taken and held. The orders for both sides leave no
Wake Island was one of of the few
All ships
All ships except the CA
except the CAV's
V's December 23
December 23 1500 game 'turn
f 500 game turn room for speculation or reflection. Take the village and kill
US bases that did not immediatelyimmediately Tone and
'rone and Chikuma taking hits
Chikuma taking anywhere
anywhere on the east map
map edg;e.
edge. the enemy. No prisoners.
succumb to to the initial Japanese
the initial with aircraft on deck will sink with Wake l5 ,fortificljtion
lilake Island: 15. fortification
less hit than required.
one lesshitthanrequired. ' points, one Fl.
points,
invasions at. at the
the heginning
beginning of the
in the Pacific. When it became
war in,the rilake Island:
obvious that the Marine defenders defenders
Wake Length:
Scenario Length: Board Configuration
For game purposes,
purposes, Midway is The scenario
The scenario beginsbegins on on the
the
on
at
Wake Island were
on Wake
at least temporarily,,plans
least temporarily
made to either relieve or evacuate
holding out,
were holding
plans were
evacuate
Wake Island and Kure Island does December 21
exist. Wake
not exist.
not Wake Island
fortification value of 15.
fortific,ation
Island has has a at the end of
l5 game turn.
After 15
2l night turn and' and ends
of the December 24 0900
N>
them. These
them. These plansplans depended on 15. After rô

carrier task hits have been scored on Wake, no


three small
three small US US carrier American air air units
units may fly fly to
to or Special Rules:
groups.
The final
frnal phase of for
of the battle for;
,
land on
land on Wake Island. Use
Wake Island. Use the 1. All US cruisers subtract
subtract one
Wake Island
Wake Island beganbegan when when two Midway Reduction Table
Midway Table when from all all anti-air diedie rolls because VICTORY CONDITIONS
Japanese carriers
Japanese carriers entered
entered the attacks made
resolving attacks made on on Wake.
lVake. offaultyammunition.
of faulty ammunition. . ò
battle. At
battle.' At this
this time,
time, the the US Wake Island has
Wake Island has an an aircraft 2. CV
2. CV Saratoga begins the
Saratoga beginSLQe The side with the.least killed, and the mostobiectives
carriers were
carriers were nearing Wake. Wake. Un- capacity of
capacity of F2,F'2, D4 D4 withwith a game game overloaded, carrying an
overloaded, carryibgan taken is the winner. '
maximum of 4. 4. One
One fighter (Ff ) . extra F6
frghter (Fl) F6 which
which is is intended to to be
fortunately, the AmericanAmerican soldiers
were forced to surrender before the begins
begins the
the game
game on Wake Island. Island. flown to Wake. No air units
player captures launched from
units may be TURN RECORD CHART TWelve turns. Gernian player moves first.
navy
nàvy could intervene, so the ships The,
The Japanese
Japanese player from this ship until this
it for unit
were recalled
rccalled back to their base at
ÌIarbor.
Pearl Harbor.
lf the Japanese and American
If
Wake
Wake Island by by occupying
three consecutive,
occupying it
consecutive game turns with may
at least two
at, two APAP ship
unit has
may not
has been launched. The
been ilaunched.
land anywhere
not land
The F6
anywhere except
units. Upon Wake. The US player may jettison
ship units.
except
jettison
Garm¡n movc6 lìlsl
# I 2 3 4 5 6 7 I I 10 1l t2 END

forces had
carrier forces had made
made contact, surrender, Wake
surrender, Wake yields yields eight this unit and consider it to be lost
however,
however, Wake Island could
Wak'e Island could have
victory points to
victory points to the
the Jap~nese
Japanese through enemy enemy action.
player. No Japanese
Japanese aircraft may 3. Neither player may conduct conduct
been thethe first carrier action in the
Pacific:
Pacifrc. This scenario may be used base on
base on Wake
Wake Island Island in in this suicide
suicide (one way) missions. litG tililG T?'C
l( l(
I
used.
with Avalon
,with
to
IIiII's Midway
Aualon lIilts
simulate what might have
to simulatewhat.might
llÍidway ganie
gønze
haue
scenario.
scenario. 4:
4. All AP ship units from both
are governed by
sides are by the,
the Coral
fr¡s fri' fr!a ff: 4-4-7 I 2-6
BtO+
iilÍ?:
,.1çã
Jaæ
A¡r¿
happened
høppened if if this battle
bøttle was
wøs actually
actuàlly
Japanese Order of
Japanese Order of Battle: Sea rules
rules affecting AP's. 48 t8
Carrier Force:
Carrier Force: CV's CV's Hiryu 2
fought.
fought. and Soryu;
and Soryu; CA CAV's V's ToneTone and Victory Conditions: Enter on east edge, hex 'Y1'
Players must have aa copy
must have copy of Chikuma. Start in
Chikuma. Start in anyone
any one of the Both sides
Both receive 113
sides receive' l/3 ofof a
both Avalori Ï{ill's Midway and its
Avalon Hill's
following
following areas: E2, F)3, D2 or D3.
!12, E3, point for
victory point
victory for each air fa~tor
each air factor
,, Coral Sea variant in order to play Support Force: CNs
Support It'orce: eliminated in
CA's Aoba, eliminated in combat.
combat. The
Furutaka,
Furutaka, Kako (use Mogami) and Japanese Japanese player also receives eight
this scenario.
this Unless otherwise
scenario. Unless otherwise

#
Kinugasa.
Kinugasa. Start
Start in either 51 5I or 5H. victory points for capturing Wake
all aircraft
mentioned, all aircraft capacities
and hit boxes
and the same
are the
boxes are
Midway and Coral Sea rules.
the Midway
as in
same as
Invasion Force: CL's Yubari,
Tatsuta and
Tatstita Tenryu; AP's
and Tenryu;
Yubari, Island.
Island. The
#l-4. victory
AP's #1-4.
The US
points for
victory points
player gets
US player
for each
gets two
turn after
each turn fr¡s f;;' frfr
4-B-7 *i,l;
itfilG

{
TMG
2-8
n2 $lg f;ia ftla tfr
4-6-7 {
1t0
2-t
tt2
r

Ail:
lltt

The Midway search


The and combat II6.
Start in area H6. the December 22
the 22 1100 gamegame turn
search and
boards are
ure used in this scenario.
scenario.
AV
A V Chitose. Bnter anywhere that
Chitose. Enter that Wake is still US controlled. ro24 98
j
on west map edge in A3, 43,44,
A4, or A5 Ifthe
If the Japanese
Japanese player captures
captures
on turn one. Wake, the the US player may may receive tüG I
Rules:
victory poin~
one victory
one for each hit
poinÇ for. hit on frfr .fr.t
4-6-7 8-3.8 *,!s f;it
¡
Io
{ 2-8 EN
ÅÉ a ÂI
2QA

All Midway rules are in force


except American Order of Battle:
American OrderofBattle: Wake (uP.
Wake (up to 15)lafter
to 15) captur,e :by
I after· captur.e·by
f; ; Br2
except as follows:
tr'orce 14: CV Saratoga; the
Task Fot'ce theJapaneseplayer.
Japanese player. .,': :·f
:
88222824
Aircraf't Capacities:
Aircraft CA's As~oria"SanFrancis~o;
eNs, Astoria, San Francisco; AP player with
The player
The with tll:elan~:e.$t
the largest
Tangier (use
. Tangier (use AP5AP5 from from Coral victory total at the end of the
victory point total 'Enter on west edge, hex 'I1'.
CV Saratoga: ]i'll, Dl2,'15.
F'l1, D12, 'r5.
,' Maximum = Sea). Enters on
,Sea).'Ente.l's on the,December'21
the December'21 game wins.
= 28 turn anywhere on
night turn the east
on the
1t12,T4.
CV Lexington: F7, D12, T4.
Maximum = 26 map edge in 11 Il,, 12~
12,I313 or 14.
SPECIAL RULES
= Task Force 11: tt: CV Lexington;
AP Tangier: use one, ofthe
one of the Japan::,
Japan- Incapacited troops do not count for victory points, so you must be ruthless.
CA's Pensacola,
CA's Pensacola, Chicago Chicago and. and
Control of a building goes to the last unit to occupy, or pâss through it.
Victory points are as follows: One point for each squad or leader eliminated, and each stone building controlled is worth five points.
Early morning fog: For the firstsix turns the hills are shrouded in fogand visibilityfrom any elevatedlevel is three hexes. ÆtBr turn six the fog
is gone and visibiiity is unlimited.
BATTLEPLAN #4
SArrLEPtAlú #4 ,PAGE 6I
,PAGE 61
PAGE 4 BATTTEPLAN #4

THE BURI{II\G CORRIDOR Gamer's Guide:


Gamer's Guide: Looking for Air Force (AH) or (BL) FTF
fffl''1"íol"i";'åî,"ifL'Å:i:Ì.ffi
p~ayersin the LA area plus Dawn Patrol or
wi¡ss'A¡si¡toÊstediuleamiasup'mat'
Wings. Also interested in learning Up Front.
For Sale: Punched: Strategy One. USN.
Winter War, Battle for Germany, Battleline's.
Wooden Ships and Iron Men. U·Boat. Army of
Publications
Publications
Classified
classified Cory Wells
P.O. Bo~ 82
the Patomac and Tennessee, and Trieme. Sava:: Ed
S¡v¡io and Sold¡or now itr
Soldier is Dow in its
Publieled ouaÊ€rly at ¡15.00
21st yôar.
its 21rt year.
Br yoar .¡d
!!~~e:~J.;'~':i:;;' ~~ riaifoni,
!~~:"t'hlt~~8
Mint: Shenandoah. Revolt in the East.
The Gamer's Guide: Clas-
The Clas- Malibu, CA 92065
Malibu,CA92oô6 Tannsnburg. Hastina's 1066, Air Assault on
Crete. and Ironbottom Sound.
proúder
nrgaE€s
idonatioï on
_rgames ofof th€
bdttles ald
Victorian Era (1t70-
late Vistorisû
the lat€ (1870-
::
THE BREAKTHROUGH AT KONOTOP, Autumn, sified is a
sifïed
readers. As
II service we provide our
As you
you might
might expect
expect with
with
Jeff Wilson fgu).
1914). To subscribe of for mn
¡ubærib€ more i¡fomatio¡
information
readers. Wanted-FTF or
Wâatêd-fYlF or PBM
PBM oppoûeuts most AIf,
opponents for most AH, 1929 Coronado Dr. rit€
write to:
to:
1943: During the fall of 1943 a great Russian pincer of this kind, "let the buyer buyer SPI, TSR,3W, We6t E¡d Gaoes, especislly
Wihi.~~~f~~~N~~lr~ni~:n·ci'M:s:~~~ny ~~IS~E.d4t~~;reet
ads of Riviera. AZ 86442 Savage aad Soldier
beware." This
This magazine
magazine rnakes
makes nono WWII, Civil \{¡sr, Napolio¡i6 8¡d Mod6r¡. H-(602) 758-4584_ 28002 S.E.42rd StÌsst
movement on the Eastern Front encircled the German beware."
guarantees to any seller's claim, claim,
John W.
Joùn Leggat Itr
W, Leggat III Iequah.
I ....quah. \lrA
(206)
WA 98027
98027
1222 Calle
1222 Ca ne Las'l'rancas
Las Trancas (206) 302-97?r
392-9771
forces. The Gross DeutschLand division spearheaded a nor is responsible or liable for thous¡d
Thousand Oa!¡, CA 91360
Oaks, CA 91360
Game Clubs
Game Clubs
such. You're
such. You're onon your
your own.
own.
breakthrough which extricated many of the German Each ad is allowed 30 words
Each words
Fl¡s
FIre &
" Dlovsnsnt
Movement is th€
board ¡¡d
of bo¡rd
independent foruD
the andeæ¿d€¡, forum
computer ç¡ri¡mi¡r.
forces and broke through the containment. In order for of text plus a name, address
of terù address and Buy/Sell/Trade Sua¡
~y';,'!~!'re
types of Bö's
G¡nqs A¡¡ocl¡t¡o¡. All
g8r:n:~dG~ptr:.
Fc SDrl,ûss
À'¡d ßPG's. A.:rt~~:~nN!~
All agec. New
and conDuto!
leadine prcfcmionol'uagazine
leadiug
wargaming. The
of tte
prof.ssional magazine õf hobby i¡
the Fobby is
numbers (home, indicated
phone nunrbers nerbe¡s
members solcooe! Tues/Thurs 5'9p8,
welcome! Tuc8Æhurs 5·9pm, lew in it¡
now ia 10th y€ar.
its loth bi-monthly. I6
Published bi-monthly,
year, Publirüed
the German units to be freed from the entrapment, a by an
by an H-;
H-; and work,
work, indicated
indicated by a
For Sale:
Sale: Victory's
Victory's Crvil War, Vi€t¡ao,
Civil War, Vietnam, Satrurdavs 9am-5pm. Tow¡
Saturdays 9ao-5om. Town Cs¡ùôr
Center HÂll.
Hall. isuee are o¡ly
issues am $~O.OO. For
only 3¡0.00,
rit€
more iDfonstio¡
For ooE information
!~ !!S ~1~)I:tr'18\~'u~:;~I;~ ~~~:;~s. CA
rtZ¡O B.-Telo¡¡apli f,d, S¡¡t¡ Fe Spri¡¡p, CÄ
Korea, $15; Â.U't
Korea. f15; AH's F¡attop,
Flattop. Squad Leader.
Leader. to subsribo
or to
o¡ subscribe write to:
corridor must be creatÆd through which the German \ñI-) and runs for three consec-
W'J and consec-
utive issues (or, for Conventions,
Fi.olìght, $15; AH's
Firefight, 515;
Fortress Eurepa,3rd
Fortrees
Gettysburg (now),
AH's Gêttysbu¡8
Europa, 3rd R€ich,
Reich, $10,
$10.
(new). or c¡ll (2lg) 863.4896duri¡fclub houn. Fin &. UovoEort
Fire i&
P.O.
Movement
Bo~ 8399
P.O. Do¡ 8399
Ben lfâ¡b
Harb I¡¡g B€åcb, CA 90808
forces could escape. Time is of the essence as Russian until thethe convention begins,
B€¡
10341 Lasse!
10341 Lassen Las Vegas Hexagon Society invites vites al¡
all ~~.fJ~13h~~_~g~g8
or oll (219) 420-967J
reinforcements are arriving, and the ring will soon whichever comes
whichever comes first!),
There are
There are 8
first!).
8 categories in
Los Àlaeitos,
Lo8 Alamitos, CA
CA 90720
90720 WARGAMERS to join the fun! All types are
played! sessIons meet hi-weekly. Saturday.
lOam to 6pm. CaUevenings for info, BßE^NOUT! is thE Ausl,råliaq Sanilg
become impregnable. you may place your own ad:
which you Fo¡ Sale: Liard's
For Sale¡ Lizard's coiì
coil iû
in mas6ive
massive silvsr
silver a¡bd
anbd James McCormick. qugrtôrly wbich Goven all asptcts ofthe hobby
Opponents Wanted, $t; $IJl; Buy, Sell, t.ourmaline bell
tourmaliûe belt buc¡de
buckle $6?6.
$675. 1450 Harmon Ave 22tC
224C (boa¡d, fuls-plantrg, uiniatüres. computerã
Opponents Gloria Masæy
Massey Vellas. lW
Las Vegas, NY 89119
89119 a¡d pl¡y-by-uail) i¡ Ell tho historiml, f¡ntâsJ'
L¡Ê
Trade,
Trade, $2; Game Clubs, S4;
$2; Game $4; Gloria
5580 La
5580 Jolla Blvd.
La Jolla Blvd, Sùite
SUlte 439 H-(702) 794-3ó23
H-(702) 794-3523 and úiêû@"ñctioû @¡Þs. SubætiDtio¡E tF
VICTORY CONDITIONS Board Configuration Conventions, $4;
Conventions,
Play-by-mail, $8;
Play-by-mail,
$4; Publications,
Publications, $8¡
$8; R€tail,
Retail, $8; and
$8; La Jolla,
La Jolla, CA
CA 92037
1619) 136.3865
(619) 4363865
92037 112.fl) for 4 ixue¡. Íor moÉ i¡foruätioB orto
sub*rib€ øít€ ta:
Gaming Club æoling
Miami GaEiûg seeking new memtæm.
members. BREAIIOIM!
By the end of turn nine, the German must-tn_al1g!U{e Wholesale,. $8.
Wholesale, costs fbr
$8. The cost^s for ru¡¡-
run- All types
Âll ofberdgames
types of ruat o¡c€
played, We meet
bardgames playod. once P.O, Box 8399
ning different types of of ads are as For Salei Boardgames. all iD
Sale: Boardgam€s, in v€ry
very good
good reeL f¡om
aa week 7 -llpm, thuÉ,
from ?-LlpE, Fri.at 7200
Thurs. or Fri.at 7200 Iang Eeach, CA 908@
that there are no unengaged, unbroken squads indicated.
indicat¿d. condit.ion. MaDy
@¡ditiotr. Many old a¡d
Wanted: @Eputêr
Want6d: computer gameo
out ofpri¡t.
and out
games for
of print.
eM.
for C64.
S. w, 7t~~2~t97~2 Call for more info:
S.W. ?th 8t.. Miaui.
nE t2u9752
Call for mom i¡fo: or call (213) 420-36'15

adjacent to any of the road hexes running through the Aìl


All ads should be serrt,sent, along
center of the board. The Russian player wins by
N
^ with checks or money orders
with
payable to:
payable
orders made
Ri.chard Skimming
Rrchard L. Skimming
Rt#l Box 1598
Rt#1 159E
Chattaroy. WA
Cbattarcy, WA 99003
Steve: 271-5418
Stov6:271-5¿18
Play-by-mail
preventing the German victory conditions. BATTLE PLAN
BATTLEPLAN Conventions
Conventions
Dept:GGC
DepL GGC Want.ed: Am€rican
Wanted: Civil Wa¡
American Crvil games, Naval
War &ames. Naval
P.O. Box 8399 wrrgamès of a¡y pe¡¡o¡d, L.^. Airport
Airpo¡t Hyatt
y:~~~~:~,
YaquiDto,O~t~~l~~~~~~:' Cauna:j~:d~c:J
ORIGINS ìYEST
WEST at,
at the L.A.
TURN RECORD CHART Long Beach, CA 90808
Long Beach, St¡âtomtic
St.ratomatic gaD€s.
Quarterdeck,
SiEùlations Ca¡ada,
games. Se¡d
Send ofren
gud
offers to:
hotel, F€b. 12-15th, 1988. Pre-registe¡ foro¡ly
;2~ek:j~':'23i~~\~~W.· i2.-:;:'t..~e;:~rc'i~~k
f20 by Ja¡. 31st, 1988. 72'murd tbe clæl¡
- fo¡ plul
rJêfrWilstr
"Jeff hours
boun-ofof boa¡d,
board, role-playing, Ei¡iature and
rcle-playi¡9, miniature s¡d Memhen
nlg29Wilson EEpriæ Gaúe Systor8
1929 Coronado
corcnâdo Dr, coDputer gaEi[g.
computer gaming. For For more
Eore information
i¡forEation

I I
D¡.
Russian sets up first anywhere eastof hex row'1V' P. O. Bo¡ 9O?8'S/CM

I
Rivie.'
Riviera,•• AZ 8fr442
86442 wit€:
write:
Opponents Wanted
Opponents Talents, I¡c. Vau Nuys, CA 91409
The Ccrmân moves first and last. 2 3 4 5 6 7 Wanted: Modern
Waûted: Modern åDd ì,Vlryll Micro
and WWll Armor
Micro A¡mor
H·(602) 758-4å84
H-(602) 758-4584 Divere
Diverse Tale¡ts,
~t~~il1~~
Dôpt. Origi!6 W€Et
P.O. Bo¡ 8:199 West
Inc.

,r~:~~·o~~~~.lOt~:~ e~~!~~o~lld
players. Challeoger rules aod Combined
A¡ms o¡othere. Otho¡erâs. t@.
Combined Wanted: oùt of priÀt,
Old, out
Wa¡ted: 'Old, or u¡u¡ual
print, or unusual lnng
Long Baach.
Beach, CA 90808
CA 90808 Advsaües By Mail
Adventures
Get
Gst a fmê
Mril
sta¡t€r paclåg€
free starter package a¡d 2 free tumgiE
and 2fæ€ turns. in aå
wargames.
warga&€s, VEry itrteFsted in Rsvolutio¡ary
Very interested Revolutionary or call
or ,120-36?õ
(213) 420·3675
cÂll {213}
Rolf
Rolf Kirby
15 \[ar, WWI (esp.
War, air combat),
(€sp. air combat], and
aqd Carrier
Car¡ier Ejor PBM gmae.
mjor stiirgE attached,
gm.e. No strings attâcb€d, Try it it
l5 San
Sao Mateo
Mateo Rd.
and price out before paying.
out b€fore paying, Write
Write to:
.' It's
Berkeley, CA 94707
warfare games. Send
Seod description
descriptioo and
94?07 The Gamer's Guide Classified: It's aI Crime
Crins
JIL Elements of Q¡'oss [þutschlancl enþr from the rvest edge of the board
H-(415) 526-2771
H-(415) 526-2771 askiag, ~
asking.
Kip
Kip Kohlman
201
KohlmaÃ
20r 18th sr. N,W,
lSrb St. N.w. guide to
Your guide
Classified:
gamingl
bettei gaming!
to better
P. 0,
p, O. Box
Bo¡ 436
486
Cohæ6, NY 12047
Cohoes. 1204?

ìl-'.. ¡ llilG
Mmot, ND 5870
Minot, ND

f;¡t f;* frfr


tllG

fr¡s *;'
frfr
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Co. CrAss¡ult Engineer B¡tl¡lion 50 GOLDRING
cl
f;i c, #,$
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.T
I.MG
2-8 Elements of The Gross f)eutschla,nd division entÆr MINIATURES
MINIATURES
8262
òÉ BF 3t2
@ on any hex on the west edge of the board. 11605 GOLDRING ROAD
l160SGOLDRING
NUMBER 8
ARCADIA, 9I006
6 ARCADIA, CALIFORNIA
CALIFORNIA 91006

ffs l(k
tirG tInME HillG
*?:
r

2-6 Js-zo 2
* 4-4-7 T Bl0' ¡.1úE /\8r2
1242219 Elements of the Russian Third Army. Set up JuIy 15th -- The sun rises
July rises early,
eørly,
anywhere east of hexrow 'W. and
ønd with it atøt your back
bøck you hope
that
thnt the German gunn¿rs will not
Germøn gunners ¡wt be
tfitG able to sight well before it is too late.løte.
fi; fr1; l( l(
fr!e ftie 4-4-7 I ll0+
2-6
The orders
ord,ers have
haue been given,
reød!, and
are ready,
giuen, the men
q.nd, now it is up to you to
nxen

308 press
press the attack
enemies'
øttack and
e ne mie s' panzers
ønd destroy the
Wnze .... The
r s.... 7' he counter-
co unter -
attack qt Kursk has begun
øttack at ....
begun....
SPECIAL RULES i
! Fight this and other
other exciting
C'ermans move first and last. Goldring Miniatures
battles with Goldring
Game length is nine and one-half turns. highly-detailed, lVWII
highly-detailed, classical WWII
a~mored
armored vehicles,
vehicles.
Circle
Circle Reader
Råad6r Service
Sۖice ## 16
16
N.

Whilevirtually ony suggested change to


me is a variant for it, we are more
NARIOS:

ples of play, indicating spocific board


nate òrders of battle and victory

nal rule or changes to existing rules,


g on tJle length, but the components
ations description as previously

ables, game cards, etc. There's is no

üies, tricks, etc, The best ofthese type of

dered as well. Naturally, detailed


s
entences or paragraphs suggesting an

n addition to Game Replays, we are


e, ercept that they often require
A.VARIANTS AND SCENARIOS

y (112 - I ll2 ms. pages), which arejust a

MANDAR'S NOTEBOOKS:
gies and tactice are best by eramining
ative approaches to the game. In other

sted in what we call the Commander's


agazine such as counters, maps, charts
bed under Game Design for BATTLE.

s, die rolls, etc. almost entirely


onal game components be created by

tions. Qccasionally, an odd chart or

evisions of already existing popular

tute this type of analysis article. A


ary, but should be about 3-7ms pages.

ANTS:
atoly, they might be morti comþrehen-
hese babies are like Lhe ones describsd

s.' they usually consist of lisùing


s roquired to round out the components

he most rewarding.

ook, or other'how to play'articles.


sted in brief, intelligent variants.
conform to the physical production

cenarios are complete 'games within

es cover not only what, is besVoptimum


mes running from 3-7 ms. pages or
tandard game Scenario article. Length

but also show øhy the suggested

discuss game strat€gies, tactics, rules


Try an ad in the Ganrer'à Guide

requires exhaustive playtesting, but is

must really have folt like he has read


solid'testdrive" ofthe game.
might be of the Quick and Dirty

and unit locations, combat results


they are true analyses. This type of
People Bead Small Ads.
Clasiñed section today.
PAGE 62 BATTLE PLAN #4

YouJusùDidl
Writer's Guidelines for
Game Designer's Guidelines for Veteran Writer's Guidelines for
BATTLEPLAN magazine
BATrLEPLAN magazine
BA TTLEPLAN magazine
If you already ,have some experience
BATTLE PLAN publishes small, "mini- We are always looking for new con~ribu­
writing for gaming magazines, here is a more
wargames" on occasion. While the designer is tors, many of whom come from the ranks of
detailed description of the different types ·of

General will be
free to chose a "hot topic," the phyiscal format our readers. Often our readers write their
features found in BA TTLEPLAN.
for the published game must be able to meet very first published articles for BATTLE-
the publishing criteria below: PLAN. If you feel that you can express
GAME REPLAYS:
> Map size, 11" x 17" maximum, although yourself clearly on paper, we invite you to
This is a basic analysis of a game (or
smaller maps are not only permisable but submit your variants and reviews to us. You
game turn) described by being actually plaled
preferred. may write on any game or other related topic
> Rules, no more than 3,000 words, if out. It is a nuts-and-bolts look at the
which you enjoy that might be of interest to
mechanics of the game's operations. as well as
possible. Low complexity levels preferred! . our readers. We will consider articles on any strategies and tactics, as described through
> Counters, up to you. They can be full color, type of historical, political or military adven-
the playing of a game or just a turn or two.
if needed (avoid back-printing), on cut-out ture gaming product, particularly new Generally, 5-7 ms. page length is about right
cardstock inserts (so don't have a lot of releases (for current reviews). Variants and for a short Game Replay, although longer

ílll
stacking, either, if you can help it!). scenarios to both new releases and old

,\il
pieces like those used in The General will be
>Charts & Tables, don't go overboard. favorites are particularly desir~d , however, considered as well. Naturally, detailed
Begin by submitting a one page game they should be more of the "play~tested" . examples of play, indicating specific board
proposal to: BP Games Editor, P.O. Box 8399, variety and less "experimental" in terms of spaces and unit locations, combat results
Long Beach, CA 90808. In it. describe . development and game balance.

@R.MocGowon
tables, die rolls, etc. almost entirely

War l'wo. He wrote a book entitled "flte Forgotten Soldier' in which he


generally the game you wish to design. Manusci-ipts should be typewritten . or
heads emptying, and nothing seems to mattør except..."

had to clirnb over some obstacle. Then a horrible thoughû maybe the Sudenten had lost
timøto time the airahead of mervoulddarkenwiththeloomingshapøofacomradewho
trying neñously to keep in sight all that could be seen of my closest companion. From

designed by Pøte Flahive are based on passages from this book.


recounts his experiences in Russia.The following Squad I.eader scenarios
of no man's land. I kept my eyes glued to the hobnailed soles of the Sudentèn's boots,
sight of the fellorv in front of him.

. Guy Sajer selved with "Ilte Gross Deutschland' division during World
constitute this type of analysis article. A
Mention the topic, scale, complexity, and the computer printed with a dark ribbon on white reader must really have felt like he has read
number or counters, charts and tables that paper, double-spaced, and amply margined. a good, solid "test drive" of the game.
Join the 'Gross Deutschland' as they enter the BIIRNING CORzuDOR.

During such moments, evett naturally reflective characters suddønly feel

will probably be needed to make the game. Computer printouts should be ragged right
'One by oneo u'e left, the last German positions, arid cra$;led out onto the rvarm earth

If the proposal is accepted for (not justified!) and burst. Game titles should
COMMANDER'S NOTEBOOKS:
development, you will receive a 'go ahead' on be in upper and lower case letters and In addition to Game Replays. we are
it, plus our standard "Po~r and Obscure" underlined (eg. Russian Campaign). . interested in what we call the Commander's
contract (you didn't think you'd get "Rich and Game and product reviews should be 500 Notebook, or other 'how to play' articles.
Famous" designing little wargames did to 850 words in length, presented in a brief, These discuss game strategies, tactics, rules
you?). The pay scale varies, but it is around capsulized format (see the adjoining review subtleties, tricks, etc. The best of these type of
$130.00 per game design, plus a royalty if we format guidelines). We are not looking for for analyses cover not only what is best/optimum
ever publish it seperately as a boxed game in-depth analysis in a game review, merely play. but also show why the suggested
(don't hoJd your breath). You'll owe us two brief concise descriptions of games. Variants strategies and tactics are best by examining
playtest copies of the game, plus a historical of all sizes, but particularly short variants, alternative approaches to the game. In other
background article as well as designer's clarifications and optional rules running words, they are true analyses. This type of
notes. We'll owe you the money, your name in from 350 to 1600 words are particularly article requires exhaustive playtesting. but is
the credits, and five copies of the game welcome, as are full blown, scenarios . and often the most rewarding.
(presumably for your mother). "meg~-variants" (with cardstock compon-
ents). Note that a "word" is defined as five VARIANTS:
letters plus a space, or six characters. Longer While 'Virtually any suggested change to
Return With Article Submissions for articles are still welcome, but shorter articles a game is a .variant for it, we are more
BATTLE PLAN magazine are best to start with and easier for us to interested in brief. intelligent variants.
AGREEMENT publish. These mi"ght be of the Quick and Dirty
This agreement between BA TTLE- . Submissions will not be returned to variety (1/2 - 1 1/2 ms. pages), which are just a
PLAN magazine, a division of Diverse writers, so only send .us copies of your work, few sentences or paragraphs suggesting an
Talents, Inc., with its address at 5374 not originals. A cover sheet should be inclu- optional rule or changes to existing rules.
Village Road in Long Beach, CA 90808, ded with all submissions and contain the
and: Alternately, they might be more comprehen-
author's name (as you wish it to be pub- sive revisions of already existing . popular
lished), address. telephone number, sugges- wargames running from 3-7 ms. pages or
Print your name here
ted title. and the date submitted. A completed more.
(hereafter known as Author) of:' facsimile of the writer's agreement,left, must
also be included with the article.
¡l

SCENARIOS:
2

Ease of editing will increase probabil- Scenarios are complete 'games within
Insert title of article submitted ities of article acceptance. The Editors defer games.' They usually consist of listing
SCENARIO

(hereafter known as Work). to Fowler's Modern English Usage, Strunk alternate brders of battle and victory
WITNESSETH and White's Elements of Style, and Webster's conditions. Occasionally, an odd chart or
1. The Author affirms that no portion of the Work has
New World Dictionary on matters of gram- table is required to round out the components
been previously published, except for citations of mar. syntax, and spelling. for a standard game Scenario article. Length
portions of the work indicated to be such with due All articles submitted automatically may vary, but should be about3-7ms pages.
attribution. become the property of this magazine. In
2. The Author affirms that no portion of this Work is
Ppte- [ll¡¡hfve

concurrently submitted forconsideration for publication submitting an article, the author affirms that MEGA~VARIANTS AND SCENARIOS
elsewhere. none of the material is copyrighted, previ- These babies are like the ones described
3. Should the Work be published in BATTLEPLAN, it ously published or concurrently submitted for
shall be understood and agreed that the Author will be above, except that they often require
compensated upon such publication at the most recently consideration for pUblication elsewhere. additional game components be created by
published honorarium rate. BA TTLE PLAN currently pays 1.5¢ per word the magazine such as counters, maps, charts
4. Should the Work be accepted for publication in upon publication. All submissions should be and tables, game cards, etc. There's is no
BATTLEPLAN magazine, the Author assigns all his sent to: Editor, Pete Flahive. P.O. Box 8399, ~
rights, title and interest in the Work to BATTLEPLAN telling on the length, but the components
magazine, or its assigns, absolutely. Long Beach. CA 90808. Please include a must conform to the physical production
stamped. self addressed post card for an limitations description as previously
Date Submitted: _ _ _ _ _ _ _ __ immediate appraisal response. described under Game Design for BATTLE-
by

Some review copies of certain games are PLAN.


Social Sec. # _ _ _ _ _ _ _ _ _ __
available at the office for established game
tJlrefu

Author's Address: review.ers. If you would like to write for


ownership of the review copy as well as'
payment, please contact the Editor, who will People Read Small Ads.
You Just Didl
let you know if a review copy is available to Try an ad in the Gamer·s Guide
City: _ _~_ State: __ Zip: _ __ send to you. The. Editor controls the writing Clasified section today.
assignments,with the assistance of the
various magazine Department Editors.
ffiffi ffi.'Þ BATTLEPLAN #4 BATTLE PLAN #4
BATTI.EPTAT{ PAGE 63

ffi
ffiãruffiËstffi
EDITORIAT FEEDBACK QUESTIONS
QUESTTONS

MffiFF
¡öáÉüåÉËñt¡ffiry
ffi Feedback Forum
This section
This
spohd to
is where
section is
th~
spoird to the remarks
where we
made
we re-
made by
re-
by our
our
spelling errors
cracks.
to
strategy
errors to
crøcks. In the end, the
to create
articles you
strategy articles you can
through the tory
fall through
to fall
lhe object is for
uariants, scenarios and
create variants,
use.
ca,n !!&.
tory Europa
for us 'John
and, and
Europa series
'John Astell has
and finally,
finally, the
rnega-uariant for
mega-variant
has accepted
gante, which
series game,

the Inuasion:
Invasion: Sicily
Aualon Hill's
for Avalon
whiclt
worh on;
alccepted work
Sicily
HilI's
readers through their Feedba.ck
through their Feedback We øre rnaking ø conscious effort Anzío
Wearemakingaconsciouseffort Anzio game gdme seemedseemed, to to be be ofof
Cards.
Ca'rds. Perhaps your questions
questions and
and to catch
co,tch more
rnore of the spelling errors, eonsiderøble interest
errors, considerable interest as as well (if
well (if
SHOGUN comments
issue.
issue.
will appear
comments will appear here
here next
next though.
though. As As for
inning in our second
the printing,
for the printing, beg- Brian
year, after
second, year,
Brian Knipple
Knipple of
Virginia, is
øfter the Virginia,
of Virginia
is reading
Virginia Beach,
reading this,
Beøch,
go ahead
this, go ohead
circulation has høs built up up aa bit more, on the project!).
onthe project!). .
The Editorial Don't cover featured in
games featured
cover games we
ute should
should be øble to
be able afford better
to afford
house organs such asas Nexus
Nexus and The
andThe paper, which will hold the ink inh better. This magazine is
This is aa great
great idea,
by Pete Flahive 'General.
General. I Look for around issue #7.
for that around #7.InIn the especially
especially forfor we solitaire garners.
we solitaire gamers.
-R. Rochlitz, Middle
MiddleVillage,
Village, NY. meantime,
rneantirne, please bear with us. What, however,
us. This What, however, is is CounterAttack
CounterAttq.ck
magazine
rnagøzine has to pay
has to pay forfor itself to magazine?
magazine?
Because Battlenlan is an
Becøuse Battleplanis an inde- remain
remøin viable,
uiable, so ue are
so we currently .R.
øre currently -R. Yingling, Westminster,
Westminster, MD.
pendent magazine
'pendent couering every
møgøzine covering euery under the
under conslr:aints of aa tight
lh.e constraints
rnanufacturer's games,
manufacturer's there will
gd.n7es, there budget while circulation grows.
bud,get while Thanks
Thanh,s for the kind words. Most
always be
always be some ouerlap with their
so¡ne overlap should consider giuing
Perhaps you should. wargaming is
giving wargaming is probably
probably still still done
. i'. ,.r - ' organs.' Our object is to offer
"house organs." gift subscriptions
gift subscriptions to all your friends solitaire,
solitøire, so we know how how you
you feel.
feel.
'
trusl,ed at âll. After.f took his "Sticks and stones will break:my for Christmas
Christmas this
this year.
year. 9ee
See the CounterAttack
CounterAttack is
is the
the new
new mil-
HIST ORY I SIN castlè'from hirir and kicked him off boines, but names will never harm
the:conliinent,.all he óould think me, Vince!"
variety,
ua,riety, so that every
so that euery issue
sornething in eueryone's
something
issue covers
everyone's game
couers
gam.e closet.
for
special
s.pecial Gift Giver
Giuer offer cardcørd, inin this
this itary history magazine with aø game
(sound, fømiliar?).
issue.
ß8Ue. in each
each issue
issue (sound familiar?). It's It's
THE EYE OF' about was getting back at ne. Thq,t being produced
being produced by Pacific Rim
by Pacific
:TIrE' ,'i is hot the way to play the game. And to Robbie... I really don't
You should attack everyone fairly appreciate the fact that you let the
'#2. -Anonymous.
#2. -Anonymous.
reprinting issue
Please consider reprinting
If you
you can
Battleplan
can keep the
tsøttleplan should be
the cost
cost down, Publishing, who
hit for
be aa hit for the GAMA Directory at:
who are
øt: 600
listed in
are listed
Las V
600 Las
in the
egas
Vegas
without pickíng on certain in- air out of my tires. How would you . At some poiint,
point, we probøbly
probably will. experienced gamer. A
eirperienced gamer. A mini-game Blvd. BIud. South
South #450, Las Las Vegas,
Vegas, NV
REPORTER.... dividuals. I needed that castle, and like it if that happened to you? I
he misunderstood, *hqt I meant bet you would4't like it one bit.
The ftrst
first two or three issues
issues might be be would be a welcome
welcome addition. 89101. (Grenød¡er. magazine)
effry (Grenadier
8910 1. JJeffry
in old SPI II S&T Belfair, W
-K. Ayres, Belfair, WA.A. Tibbetts will serue as publisher.
will serve publisher. You
or when we set up our treaty.
(Besides, I didn't do it again).
reprinted in
nbook'
the
the old SPI
format. This format was
"book" format. wøs how Please
Please do the Zulu
do the War.
ZuluWar. should
should be
be able
able to
to get
get more details
more details.
, I won't belabor the point since
I CANNOT LET I'm not one to gloat over decisive
reprinted their earliest
they reprinted
gitper thick
super thich magazine
eørliest issues
rnagazine "books,"
issues in
"books," with
-J. Matthews, W. Covina,
-J. Matthews, W. Covina, CA directly from
from Pacific
Pøcific Rim.
Also, ït's nôt true that I talked victories, but I did knock off four I'd like
like toto know
YOUBE Paul and Robbie into attacking armies all by myself, and cleverly
six issues reprinted
We
We are
reprinted in a single book.
still debating
are still debating this,
this, but expect EørIy ganxe feedback
Early game feedback ratings
I'd
ratings Trench War.
l'Íør. When
know more
more about
When did it come
come out?
Alan. I simply pointed out to them
MISLED. ou[foxed nìy opponents at every
both that Alan could represent a opportunity.
uill be
it will be some
reprinting is
so¡ne time since the
time'since
is virtually
uirtually the
the cost
lhe same
cost of
same as
.have
lwue shaped
for the
schedule Is it new or out of
shøped the production schedule of print?
mini-games, -J. Sprugeon, Kansas City, KS.
the first Battleplan mini-games,
grave threat to their flanks. Sure.
printing ad, new issue. At that thøt point, it and this is as good a place as any
and this arry to
When you turn to page flifteen Alan will claim that I over-stated If any of you would like further becomes aa ma.tter
matter of a,nnounce what the schedule
schedule is is Perhaps
Perhaps the the gamegq,me you're
beaomes of money. announce what the
you will Iìnd an article that reports the situation, but ask Alan if it information on this game... Such developing into.
deueloping into. referring to is Trench Foot,
to is Foot, an
a.n out-
ou.t-
on a battlc of Shogun. In some isn't true that I also kept pointing as whal I was thinking when I was The highest rated gam.e was fu
rated game The of-print game game of low low complexity
complexity
ways it actually does report the out to him what a threat Vince playing (t call that my inner Battleplan isis badly
badly needed
needed in
the hobby
the hobby andand much
much appreciated. Rock,
Rocþ, the
the hypothetical inuasion of
hypothetieal invasion of covering
couering WWI trenchlrench warfare
warføre at the
progress ofthe battle, yet there are represented to his flanks. Sure. It's game), or other sure-lire strate-
a nurnber of errors and inconsis- easy to forget your friends, gies, contact me in care of the All is
All is well,
well, except the printing is
the printing Gibralter by the the Axis during World
Axis during Wor\d tactical level.
leuel.
tancies that I fe'el must be cleared especially when they're only trying magazine. There's a lot more to
sometimes
somel,imes blurred.
blurred. . War II. Christopher R.
War II. Cum.mins, The
R. Cummins, gørne was
The game was produced'
produced by
-T. A. Baney, Waterbury,
-'I'. Waterbury, CT. Editor of thethe Moves
Moues section
section of The The Game Designers'
Designers' Workshop in in 1980.
1980.
up. Not for any personal reasons, to help out. talk about. it and, It
but simply so that the record rnay proofread
You need to proof read your
your copy WJIW,
Wargamer, designed it for
for us
us and, It was designed by Frank
Fra.nk
*beer and
Chadwick
Chndwick
depending
depend.ing how how much deuelopm.ent to
much development to be good "beer
be aa good and pretzels"
be set straight, and history cor- Of course, sour apples' people better. I'm aa terrible
better. I'm terrible speller·
spellerand
and I work
worh there is to do, that that game should garne. Originally, it
should game. it sold
sold for
for $10.
810.
rected. will attempt to belittle certain MAKE THE STRATEGIC MOVE
caught several errors.
caught appear
appeør in issue #6.
issue #6. The reason it was not a giant success suecess
people's victorys due to the fact
AND SAVE! Send foryourFREE
Tyler,'fX.
-T. Moon, Tyler, TX. Zulu War also ranked rønked very high, was
uery high, because A House Divided
was beca,use Diuided. came
ca¡ne
In the fìr'st place, I, at no,time, that they can't stand to see certain Complete Gaming Catalog. Clean up the typos! ønd
and has
has been designed by
been designed. Erieh out at
by Erich øt the same
sa'me time
tirne (they were both
turned <rn anyorìe with whom I had people triumph time and time K. Taylor, Westmont,
Westmont, NY. Faust,
Faust, a veteran writer for
ø uetera.n many of released at
for many øt Origins (hat that yeør),
year), and
a treaty. 'l'here ¿{røs ân instance again, but the truth of the matter the reuiew magazines.·
the hobby's review magazines. It's It's absorbed most Frønk's energies
most of Frank's energies
where someofü who was not privy is that clever plans will overcome Honestly, we'll be
Ilonestly, we'll the last
be the cute q,s can
cute as can be, but we
be, but we need some some when produced.
whenprod,uced
to our secret negotiations could superior forces every l,ime if the magaziiLe in this
magaziìpe in this industry toto claim more
nrore blind
blínd. testing fromfrom interested
have construed my attack on Paul certain clever person is reøIly perfection!
pe;rfection! Most
Most of the the material
materiøl players
players before
before it it will
wiII be read'y to
be ready
as a violation of the agreeinent clever. In fact, some of it was so Battlenlan is from
submitted for Battleplan
s.ubmitted from the publish (q,nyone interested?).
publish (anyone interested? ) .
that he and I had entered into. As clever I can't even explain it. At STRATEGIC MOV.ES
writers of the ranking high high were Case
t1
-,>.&- t^a>
".'
non-"professionø1"
non- "professional" writers Also ranking
Also Ca,se
I later explained to Paul, I had to least not without writing about DePt Þ
hobby, and
ønd that is fine
fine with us.
us. You, W., which Alan
Bruder, which Ernrich and
Alan Emrich r Helicopters
Hel¡copters
do it in order to help him. (Besides,
I didn't do it again).

Then, of course, lìobbie cannot


twenty pages. Sorne people will go
so far as to shout, "l)umb luck!"

Well... to thern I can only say,


#36 The Arcade. 65 Weybossel Street
Providence. Rhode lsland 02903
(401) 3s1{'362

Ci¡cle Reader Seruice # 2


the average
the
'bad
auerage wargamer,
wargd,mer, constitute
our writer pool, and we expect more
gram¡nar and
bad grammar and aa few
few more
Rodger MacGowan
but time
but
MøcGowan are
lhem is
for them
ti¡ne for
øre working on,
is very
very limited;
Battles for the Crimea, the introduc-
ffiF
Mobile
Moblle Units
Unlb ~ .....
'--_..;..;;.;....:....;;---.;~...J

T ,City
Markers
l
BATTLEPLAN
BATTLEPLAN 17;
Your age:
29. Your
17 ; 3 =
age: 1I = 13
13 years old
18-21; 4=22-27;
= 18-21; 4 = 22-27 ; 5
old orless;
or less; 22 = 14-
6 =28-35;
= 28-35; 6=35-45;
14-
6 = 35-45;
in
in seeing
seeing the
wargame
tlæ game produced
worgarne in
prod,uced as
in ao future issue of
future issue
øs aa mini-
of Battle plan.
Batlleplan.
77=46-59;8=60plus.
=46-59; 8=60 plus.
Feedback Questions 46. Seige and
46.Seige Sally. AAtactíca,l
andSolly. tactical level
level siege and
30. Your sex:ser: 1I = male;
nrale; 2 = female.
=female. assualt of medieval castles.
ofmedieval castles. Variations
Variations ono¡r set-
Issue #4
Issue #4 September/October
September lg87
I October 1987 piece
piece sieges would make each game
31. Your years of ofeducation: I I years or
education: 1I = 11
less;
less;22 == 12
12 years (i.e. completed
completed high schoo!);
school);
interesting and different.
interesting different.
Hout to
How Feedback Response
to use the Feedback Cord:
Response Card:
lìnished reading
After you've finished of
reading this issue of 3 = 13-15 years;44 = 13-15
t3-15 years; l3-15 years and still
oúiII in
d¿ 47 . Bataan
47. Baloan 1941. The U.S. Army
1941 .The Army vs.Japan
vs. Japan in
l'eedback
please read the l<'eedback
Battleplan, please college; 5 = College graduate; 6 == College
College graduate; one
one of thethe few non-amphibious
non-amphibious battiesbattles in the
questions below, and give us your answers
answers by graduate still
graduate sùill in school for aa higher
higher degree; (Regiments, 2-week
Pacific. Operational scale (Regiments,
writing the answer-numbers
writing answer-numbers on the card in 7 = Masters or Professional Credentials;
Credenüials; turns), historical & free deploymelltscenrios,
deployment scenrios,
the response boxes which correspond to ùo each 8I =
= Doctorate. plus'What
plus "What ifs?"
quesôions number.
questions number. The response card is to 32. How long have you been playing 48.
48. The
Tlrc Phoney
Plwney War.líor. A hypothetical
your right, on the bottom corner.
ùhe bottom wargames?
wargames? Q O== less than a year; 1I == 1-2
l-2 years; simulation
simulation of an ar¡ October 1939
1939 Anglo-l<'rench
Anglo-l'rench
(but, do
Please be sure to answer all questions (but do 2 == 3-4 years; 3 == 4-5 years;
years; 4 = 6-? years;
= 6-7 Germany, Strategic scale (corps, 1I
attack into Germany.
anything in the box for question-
not write anything 5= = 8-1
8-100 years; 6 = 11-15
I I -15 years;
years; 7 =
= 16-20 month turns).
turns). Politics
Politics and gas warfare (is
labeled'no
nunrberg labeled
numbers question"). Your
"no question"). years; 88 = 20-25 years;
=20-25 years; 9 = = 26 + years. there a difference?>
difference?) may be included.
included.
answers will help steer & Movement
steer Fire & Mouement andanð 33. What
What is the average number nunrber of hours you
ofhours 49.
49. Davout
Dauout at ot Auerstadt.
Auers¿odL l<'irst
First in the
Battleplanmagazines,
Battleplan magazines, which will, in turn, spend playing simulation games each month? 'Napoleon not
"Napoleon noú at" series
series of
of games
games simulating
the'hobby.
help steer the hobby. 0= = 1lhouror
none; 1I =
0=none; less;2=2-5
hour or less; hours;3=6-
2 = 2-5 hours; 3 = 6- the other
r¡ll¡¿r battles
battles of the Naopleonic
Naopleonic era. Would
Wlwt the
What llæ numbers mean: When answering
answering 9t hours; l0-15 hours; 55=
hours; 4= 10-15 = 16-20 hours; use the
ihe same, simple
simple Napoleon at Waterloo
questions, "0" always
questions, always means
means NO OPINION or 6=21-25
6 =21-25 hours;
hours; 7 =26-30
= 26-30 hours; I =31-40
hours; 8=31-40 system we all grew up with. This battles
APPLICABLD. When a question
NOT APPLICABLE.
NOT hours; 99=41
= 41 hours
hours or more. features
featì¡res Marshal Davout Davout whos27
whos 2?O00,000 men
requires answer,'1"
'yes or no" answer,
requires a "yes "I" means
nreans YES 34. How many beat the main Pru¡sian army of63,000
maiu Prussian of 63,000 while
mâny wargames
warganres do you posses?
and "2" means quesùion is a
means NO. When the question Napoleon fought fought atJena,
at Jena, October 14th,
I 4th, 1806.
I 806.
O=none;
0 = none; 1I = 1-25;
l-25;22 =26-100;
=26-100; 3 = l0l-150;
= 101-150;
question,'1"
rating question, "I" is the WORST rating, "9"
WORST rating, :30r-
4=
4 = 151-200;
151-200; 5 =201-250; = 2õl-300; 77 ~301-
= 201-250; 6 =251-300; 50.
50, Soult at Corunna. The second game in the
SoultatCorunna.The
rating, "5" is an AVERAGE
is the BEST rating, 350; 8 =351 -400; 9=401
350;8=351-400; 9 = 4Ol or more. above described series. series. This featu¡ing
This one featuring
rating, and all numbers
rating, numbers in between
betweeu expreSS
express Marshal
Marshal SoultSoult vs. Moore at the ramparts
ramparts of
various shades
various shades ofofapproval
approval or disapproval. 35. Since last issue, how much much of ofyour
your
wargaming is done 011 conpu¿er? 1I =
on a computer?
Corunna,
Corunna, Spain in inJanuary
January of ofl809.
1809.
= none;
The following questions
Th.e following youto
questions ask you to rate the
th¿ 22=very little; ...
= very little; 5== half; ... 9= 51,
5l . The
Th¿ American
American Revolution:
Reuolution: Lexington
Iæxingtnn and
: poor; : excellent; ...5 ...9 = all. ond
articles in this
articles this issue II=
issue [1 poor; 9 = ercellent; Concord.
Coneord. This would be a complete simple
simple yet
o : no opinion}.
0 =no opinionl. Be sure to rate the article, notrwl 36. Since last issue, how muchmuch of ofyour
your
intriguing set of
intriguing of miniature
miniature rules. Could easily
the
tlæ game, book or or prod,ucl
product reviewed!
reuiewed! solitaire? 1I =
wargaming is played solitaire? = none; be aa complete series.
= very
2= little; ...
very little; ...55=
= half; ...
...99=
= all.
l. Edi
1. Editorial
toria I 52-54
52-54 No question.
2. Two New Squad 37. How many game conventions did you
conventionsdid
fuuad Leader Scenarios
Panzers at
3. Panzers ai Kursk Scenario attend
attend in the last year? 0 =
last year? = none; =l;2=2;
none;l1 = 1; 2 = 2;
Campaign Game
4. Blue Max Campaign Ganre Variant ...9=9ormore.
... 9=9 or more. 'I'he results
7'he results orth!! following questions
of lhe follou,¿trg questions comprise
æil.príse the
th¿ statistics
ststistias in

Shogun: The
5. Shogun: Complete Game
The Complete Game Replay the Fire & Movemeü
lh¿ Fire Movement Games Ratirlg Batíng Chart.
Chørt. After
After each gane
eøch game
38. What
What complexity
complexiLy scale are your your favorite title there are six questions lettaed . .
tille there øre s& ques,brc l¿tt¿r¿d'A" ehrough"F", Ilnless
A·' through "F". Unless
Ambush Mission 17:
6. Ambush l7: Block
Illock Party wargames? 1 = introductory; 2 =
= introductory; introductory
=introductory otherwise
olh¿rwisc noted,
wt¿d, these queslíþr.t an~
thca¿ questions are answered wilh aa"l"
a,æuuretl with wI"
Complete
Conrplete Mega Variant to low; 3 =
= low complexity;
complexity; 4 = = low to thro ugh'9"
( poor ) through
(poor) "9" (exceUeru) ratirg.
( exælleú) ratiltg.

7,In
7. Proise of
In Praise of Older
Old,er Wargames
Wargarnes moderate; 5 = complerity;
= moderate complexity; Question
Questioo A· A- What
What did you think
tbioL of
ofthe the game's
game's play balaace
balance
8. Battlewagon Scenario
Scerrario Series 6= and "excitement
"e¡citemeut level" (was it challenging
lsvel'(was challenging and aDd interesting
intsreõting
= moderate to fairly complex;
compler; 6 = = fairly for both
both sides)? In In effect.
efecl, how was it it asas a game?
a gøn¡¿?
Arnerica Variant
Fortress America
9. Fortress Variant complex; 7 = I'airly to highly
= fairly highly complex;
Question B~ What
\r/hat did you think
think of the game's
game's percdued
l0.TAking
10. Another Roadto
TAking Another Road to Moscow
Moscow 8=highly complex.
8=highly Question B' ofthe perceiued
realism
¡êalism (does itit "feel"
"fsel' historically
historically accurate)?
accurate)? In effect, how
Iû sfect, bow
Front Solitaire
Eastern Front Solit¿ire Variants was it
¡t as an historical
a6 an histÒriel simuiati011?
sinuls/iol?
I l. Battle filr Moscow
Battle for 39. Pick one topic which you would most like
you would
11. Winner Declared
Moscow Winner f)eclared
to see more games and articles
rnore games articles about: Question C~
Question C- What
What did
did you think
thiuk of quality and
the quality
ofthe
Thc Relief
12. The of Wake lsland
ReliefofWakelsland "completeness"
"completeness" of of the game's nles (was
game's rules (was everything
€verl¡thing
1I = (Rome, Greece, Biblical,
Ancient (Rome,
= Ancient Biblical, 3000
3000 BC-
Midway Scenario thoroughly explained,
erplained, including examples and
iacludingeramples and illustrations)'!
illustrationsl?
13. Garner's
13. Gamer's Guide Classifieds
Classifieds AD);22 = Dark
600 Am; Dqrk Ages and Renaissance
Renaissance (600 Question 0D What
What diddid you think of the physical
thinÌ. ofthe physical quality
quality of
Writers Guidelines
I 4. \lVriters
14. AD-1600 Am;
AD-1600 AD);3~ =30 Years War War and Pre- Question
the game's components (map.
game's com¡nnents courter, art & illustra
box, counter,
(map, box, iIlustra
Napoleonic (1600-1790); 4
N apoieonic 0600-1790); 4=Napoleonic
= Napoleonic lions,
tions, rules and/or CRT screen
book, and./or
rules booÌ., displays for computer
scree¡ di6play6 conputer
15. Feedback Forum
15.I<'eedback (1790-1830);
0790-1830>; 55 ==Civil
Civil War (1830-1900);
War <1830-1900); games)?
games)?
16. Feedback SurveySurvey
lT.Issue
17. Auerall
Issue Overall 6= World War
6 = World War 10900-1930);
I t I 900- 1930); 77== World
World War lI
War II Question E-
Question E What think of
What did you thinlc the game
oftbe overal!, both as
gam€ overall, as

Cover Art
18. Cover Art
(1930-1947); 88 =
(1930-1947); = Post World War ll
World War (194? to
II 0947 gume and
a gcrre and as an historiral inulqtør¡
an historical simulatiorl on
o¡ aa given topic a¡d
and
scale as well as
scale as as the physical
physical product
product quality?
quality? The single
siogle
present); 99 = Present and l'uture.
= Present future.
Issue layout
19. Issue layout and design value at which
value yOli rate
which yoù ¡a[e this must considered as
must be considered as a
synthesis ofthese
syDthesis of these elemsnts,
elements, and the gan€'s
and ths success at
game's succêss
20-23. No question.
No question. No question.
40. No question. merging them.
merging them.
'fThe following questions
fu follawing questions concern
corl,cern current Question F- Did you receive
Question recelve your
your money's
money's worth for the
Was this
24. Was this issue belter
better than the last
last one?
one? game?(1=Y€s;2-No).
game? (1 =Yes; 2=No).
wargaming hobby
wargøming hobby trends and issues.
anditsues.
Assunre that
25. Assume that you
you don'l
don't subscribe
subscribe to If your have
[(your rwt plø¡¡ed
have not the::;c games,
pla.yed these or have
guntes, or not played
have røt played them
thent
4l. Are you
41. you currently subscriber to Fire &
currently aa subscriber
Baltleplan. Would the quality
Battleplan. Would quality of'this
of this issue ùØugh
enough to to be
be able accurately euølualc
abl¿ to accurtlelX evaluate them,
then, simp/.v place 0's
únply pløóe 0'::;
alone rnotivate Movement?
Movement? itin øll
all lhe
the boxes.
motivate you
you to subscribe?
26. How
How many
many others, yourself, wíll
besides yourself,
others, besides will Chose one type of'IJg!!þpþ4
42. Chose of Battleplan article
article type
read this
this copy Battleplan? 00 == no¡re;
of Baltleplan?
copy of none; 11 = 1;l; which you
whicb would like to see
you would see more
more of of each
2=2:...9=9
2=2; ... 9=9 or more. issue: Dirty (short)
Quick & Dirty
issue: 1I ==Quick (short) variants;
variants; Shogun (MB)
Shog¡¡n (MB) Max (GDW)
Blue Msx
Blue
2 Mega variant
2 == Mega variant features;
features; 33 = Secanrios;
Secanrios; 55.4(âsagame)
55. A (as a game) 68. A (as a game)
68.,{(asâgame)
27. For
27. how long
For how have you
long have you had a continuous
continuous 44 == Errata; General interest
Errata; 55 == General articles (like
interest articles (like õ6. B (as a simulation)
56. B(a6asinulstiotr) 69. B (as a simulation)
69.8(asasimulation)
aubscription
subscription tn Battleplan? 00 = II am not
to Bottlepla.n? not a ó?. C (the
57. C (the rules)
rules) 70. C (th€
70. (tbe rolês)
rules)
Solo Play and The
Solo The Art
Art of
ofMahing
Making Counters
Counters ã8. (the
58. D (the graphics)
graphics) D (the
7l. D (the graphics)
graphics)
subscriber; l:This
?1.
subscriber; 1 = This is my first through third
first through Beautiful't;6=
Beautiful>; 6 = Classified
Classified ads;
ads; 77 == Game 59. E (ovenll)
ó9. (overall) 72.E
?2. E (ov€râll)
(overall)
issue; 22 == This
issue; This is my fourth through sirth
my fourùh sixth replays; I8 == Strategy
replays; articles and playing
Strategy ar[icles playing tips; 60. F (moaey's
6O. (money's worth) F (motey's
73. F
?â. (money's woÊh)
worth)
issue; 33 == This
issue; is my
This is continuous year
second continuous
my second year as
as 9=Feedback
9 = Feedback Forum.
Forum. 6l. No que6tiou
61. question Battlewagon (TFG)
Båtdewågon (TFG)
a subscriber;
subscriber; 44 = This third through fifth
This is my third Panzer. at
Panzers at Kùsk
Kursk (TFC)
(TFG) 74. A (as a game)
?4..{(a8agâms)
year 43-45. No question.
43-45. No question. 62. A (as a game)
ô2,á'(asagame) 75. B (as a simulation)
?5.8(asasimulation)
as a subscriber;
year as = This is
subscriber; 55=This is my
my sixüh
sixth B (as a simulation)
63. B(asasimulâtion) ?6. C (the
76. C (the nle6)
rulesl
through eighth year
through eighth year asas a subscriber,
subscriber, 66 = I've
I've Rate the follouing
Rale the proposed Battleplan mini-
following proposedBø1!!gþn 64. C
64. C (the
(the rules)
rules) ??, D (the
77. D (the Sraphics)
graphics)
been a subscriber
been subscriber for
for over eight years.
over eighù years. uargatnel
wargames on to I9 scale, uith
on aa 1 ta with I1,2, or 3 little
,2 , or 65. D
66. D (the
(the g¡¡pþl¿s¡
graphics) 78. E
?8. E (overall)
interest in
intaresl in seeing
seeing tlw
the game
game;: 44,5, or 6 66. E (overall) 79. FF (money'e
?9. (money's worth)
worth)
, 5 , or
Did you
28. Did send in
you send card for your
in the feedback card 67. FF (monsy's
6?. (money's worth) 80. No questio¡
80. question
last
last issue ofBattleplan?
issue ol'Bo ttleplan? indicating
indicating some
some interest
interest in
in seeing, the ga¡ne;
seeing tl¿e game;
and 7,8,
ønd 7,8, or indicating considerable
or 99 indicating interest
consid,eroble interesl

( Circle ReaderService # I
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What makes
Judge for yourself when you read the reviews which whi ch fill every issue of
Fire
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For over
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What makes
What makes a good wargame' wargame
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constitute every issue of Battiepian.
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Now
Now Fire & Movement, the the highly successful
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Battleplan has a lot to offer wargamers who actively actively enjoy
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i
Compatibles
COMMODORE
COMMODORE
64/128
64/128 COMMOJX)RE
64/ 128

You love playing games,


You love games, but sometimes you'd rather build Ready to shift from construction to destruction? Try B-24:"
your own.
own. There's
There's a lot of satisfaction
satisfaction in playing something
something you've
you've As a flight simulator, it lets you fly a World War II B-24
personally
personally created.
created, bomber. As a combat simulator, it lets you try to bomb Hitler's oil
Now
Now you can with Wargame
can with Wargame Construction
Construction Set'"Jel" from
from SSI.
SSI. refineries in Ploesti, Rumania. Or get blown up trying.
This unique
unique simulation lets you you design and and playa
play a nearly You command the lead B-24 Liberator which will determine the
limitless number of wargames
wargames course of action for the 460th
that are as
as simple
simple or complex as as Bomber Group. But first, fi$t, you must
you desire.
desire. Start by drawing your learn
learn toto fly
fly this
this cantankerous
own
own battlemaps.
battlemaps. Place
Place roads, plane. Two
TWo simpler scenarios let
rivers, bridges, woods, buildings you hone your flying skills before
and
and mines in in any arrangement
anangement you go onon to the
the real thing: 19l! har-
and
and scale
scale you like.
like. rowing missions over the flak- and
Fight
Fight four
four levels of combat, fighter-filled
fighter-filled skies
skies of Ploesti.
from
from man-to-man battles to Once
Once you're in in the
the air, your
large- scale strategic campaigns.
large-scale campaigns. first goal isis to form up with your
Give
Give your men and and machines bomber group
group andand race
race to
to the
different
different attributes
attributes such
such asas unit type,
type, weapon type type and
and firepower, fighter rendezvous points. Your escort fighters can only stay up for a
movement
movement and and strength
strengttr points. limited time,
time, so so don't be be late.
You
You cancan create
create scenarios
scenarios from
from any period of military history,·
history If you
you get hit,
hit, you'll have
have to decide whether to bail out or stick
from
from Ancient
Ancient warswars with spears
spears and
and catapults
catapults toto modern
modern conflicts
conflicts it out
out and
and dodo your job
iob -- reducing Ploesti's total oil production below
using
using state-of-the-art
state-of-the-art missiles and and tanks. Or youyou cancan forget about what
u'hat was
was accomplished historically.
historically. If you succeed, you'll be told how
Ifyou
reality
reality and
science-
and create
create sword-and-sorcery

If you get tired of


provided
provided eight
sword-and-sorcery fantasy adventures and
fiction battles.
science-fiction battles.
of designing, we've thoughtfully
eight ready-to-play
re ady- tø -play games.
games. Even
Even these
these can
can
r and

....
much

.
much you would have have shortened the

STRATEGIC
STNATEGIC SIMULATIONS,
the war

SMULATIONS, · INC.
1046 N.Rengstorff
in Europe!
war in

N. Rengstorff Avenue, Mountain View, CA


CA 94043
!4043

~~~~~b~e~m~od~if~ie~d~to~su~it~y~ou.r~li~.li~ng~.~ ..eib~~ 11~.(.41.5.).9.64.-1.3.53 ~~~~~~~~~~~~~!


be modified to suit your liking. (415) 964-1353
.............. ..

SIMUIITTIONS, INC.
STRATEGIC SIMULATIONS,
Look for these
these exciting games
games at your local computer/ software or game
computer/software by
by calling t911-free
toll-free 800-443-0100,
800-443-0100, x335. Or 0r send your check to SSI
SSI at
ât the
. store today. All
storetoday. All SSI games carry
SSIgames cany a a. "14-day
"I4-dny satiifaction oryourmoney back"
satisJactionorlourmoney address
address above. (CA reSidents,
residents, add
add applicable
applicable sales tax.)
tax.) Please specify
speciff com-
guarantee.
gua.rantee. Write
Vrite or
or call
call for
for aa free
free color
color catalog our full
catalog of our full line. puter
puter format
format and
and add
add $2.00
$2.00 for
for shipping && handling.
If there
there are
are no
no convenient
convenient stores
stores near
near you, VISA
\4SA and
and M/C
M,/C holders
holders can
can order ©
@ 1987
1987 by
by Strategic
Stmlegìc Simulations,
Sinìulations, Inc.
Inc. All
All rights
rights reserved.
rerefled.
I
AMBUSH! ATTIBUSH! AMBUSH! I cs MAGAZINE

#112
#772 Patton Goes
Goes toto War
War
Patton takes command of the II Corps,
and attempts
attempts to break through
through to the
Tunisian coast. Multi-scenario game in
coast. Multi-scenario
the Battles For North
the North Africa
Africa series,
senes,

AMBUSH! I
o
I
o
designed
designed by Vance von Borries.
with Rommel
Romme\ atøt Bay
Borries. Links
and Decision at
Bøy and
Kasserine. $8.00. **
Kasseríne. Retail $8.00.

#113
#773 Battle ofof Abensberg
Abensbng
Napoleon considered
considered the 1809
campaign, particularly the twin
campaign/ and particularly
1
i of Abensberg and Eckmuhl,
battles of Abensberg Eckmühl,
his finest military achievement.
achievement.
Abensberg
Abercberg features a fighting with-
drawal
drawal by Austrian forces to a new
position,
positiorç followed by

I
o
I
o
I
o
a set-piece
set-piece French assault.
Retail $8.00.
$8.00.

#Ll4Battle
#114 Battle of Eckmiihl
of Eckmühl
The Austrian
Austrian attempt to push the
French into the Danube,
Danube, foiled by
Napoleon's
Napoleon's smashing
smashing right hook.
Abensberg and Eckmiihl, two
and Eckmühl, t'\ ro of S&T
SûT
publisher
publisher Keith Poulter's Bonaparte
Poulter' s Bonaparte
series, can be linked to form a
campaign game.
game. Retail $8.00.
$8.00.

#115 Kanev
I
#L15 Kønett

o
t
o
t
o
I

:
An operational
operational east front game
featuring the largest
featuring largest Soviet
airborne operationof
âirborne operation of World War IL II.
Exploitation, airlandings,
Exploitation, airlandings, reserve
movement, a river crossing,
i
partisans, etc.
partisans, etc. Retail
Retail $8.00.
$8.00.
** Fewer
Fewer than
than 30 copíes
copies remøining.
remaining.
I
I

i now (#113-#120) and receive 88 issues


-Subscribe now for just
issues for just $40.00.
$40.00. Other
Other games
games included
included in
in your
your subscription
subscription will
will be #116
t' -Subscribe
Manchu, Richard greatest civil history; #117 North
war in history; Plain, aagame
Manchu, Richard Berg's
Berg's game
game of
of the
the greatest civil war Nórth German Plain, game from
from Chuck
Chuck Kamp ssinin

ATUIBUSH! I
o
I
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the Central
Central Front series;
TSSTM series
TSSru series from
#118 Iron Cross, man-to-nurn
æries; #11,8lron
from Richard Berg; and #120
combat on the east front;
man-to-man combat
Nicaragua, a classic study
#120 Nicaragua,
front; #119 The Horse Soldiers,
of guerrilla war
study of
Soldiers, two
war in the modern
modern world.
two games
games in the

-Plus more military history now than ever before. #L13,forexample,hasarticlesonthels0gcampaign,thelran-Iraqwar


#113, for example, has articles on the 1809 campaign, the Iran-Iraq war
-Plusmoremilitaryhistorynowthaneverbefore.
up and including
to and involvement in the
including U.S. involvement the tanker war, the
the Royal '16fr0-171,4, U.S. infantry
Royal Navy 1660-1714, infantry divisional organisation
organisation
in World
in World War
War II,
II, and
and the in Chad.
war in
the war Chad. S&TS&T isis the hobby's premier
the hobby's premier ma
magazine, and your
gazine, and your guarantee of quality. Save
guarantee of Save money
now
now by subscribing for just $40.00
by subscribing for I8 issues (one
940.00 for (one year).

Orders: World Wide Wargames (3W), P.O. Box F, Cambria,


World Wide Cambria, Ca.93428.
Ca. 93428. V¡sa/Mastercard
Visa/MasterCard (80S)
(805) 927-5æ9
927-5439 I@'II_I
El [Ð
7-

U5 OI/AA Sherman Tank


GE l/N NCO
GE 2tx NCO
+2VP (+1if captured) +2VP (+t VPif captured)
Act Action D¡e
lN: 5 PC:8 WS: +2 MPA: 5
lN: 4 PC: 4 W5: +2 MPA: 4
Machine Pistol,2 Grenades. I Panzerfaust
Crew IN PC WS D5 0-2 3-5 6-8 9
Condition Special
Machine Pistol, 2 Grenades
48 +2 I Condition
ur Battiepian
SPecial
Your
Yo Battleplan Experience Is
ls Not 5
4 46 +1 I
34 06
9r1
912
946
946 91 1 946
911 946 9l r
946 946 946
DrE
0-1
1-2 3 4
926 928 801
A
807
s
833
DIE
0-3 83s
3
869
4 A
819
s
812
3
2-3 927 869 803 809
Complete Unless You Are Also Reading 2
1
22 -1 6
11 -24
946 946 946 946
9r9 731 919 732
4-7
8-9
835 835 835
802 802 928
819
810
835
839
816
4
5-8
869
802
835
801
822
861
816
818

Publication: Fire
Our Sister Publication: Fire & Movement. NOTES; Enters open, cannon prepared,
three crew visible. On f irst turn, do 913.
NOTES; lf à GË 5 becomes inôctrve, Put
Spec¡âl react¡on A ¡nto effect for thrs
9 866 835

!¡OTE5: lf GE 4 become5 ¡nact¡ve, put


831 839

special Reaction A Into elfe(l for th15 Germao.


German.

GE 4Æ Sniper GE 5/t
remember..,?
Do you remember ... ?
ì
GE
+1VP
3/M Soldier +1VP
lN: 3 PC: 6 WS: +1 MpA:4
+1VP
Soldier

ll{: 3 PC: 4 WS: 0 MPA: 4


lN: 4 PC: 7 W5: 0 MPA:4 Eolt R¡f¡e w¡th Scope,2 Grenades.
Eolt Rifle,2 Grenades,
Eolt Rifle,2 grenades, 1 Panzerfaust
CLASH DF STEEL Condition Special
Fifteen years
years ago, before
before role-playing
role-playing and þ' I Panzerfaust r Condition Special DtE 1-2 3-4 A
popular, virtually
computer games became so popular, Condition Special DIE 34 A 5 o 929 810 807 843
S

every new game in this hobby was a new board DrE 1-2 3 4 s 0-3 928 928 916 859 r-2 808 801 809 971
wargame. Yes, back
back in the early 1970's, wargames
0-3 803 928 928 812 4-5 858 869 917 800 3-7 802 869 867 812
4-5 807 869 869 817 6 9s5 800 915 811 8-9 869 928 817 811
were emerging
emerging in numbers and prices were 6-7 825 808 834 813 7-9 869 928 803 8r2
virtually all under $10.00 (A new SPI boxed game 8-9 869 823 802 811 NOTES: tf GE I bêcomes inactive, put
NOTEs: tf G€ 2 becoms inact¡ve. put Special React¡on A ¡nto elfect for Lh¡s
was $6.00, a new Avalon Hill bookcase game was Special React¡on A rnto effect for this German German.
$9.00). Many
Many one-title wargame companies
emerged, producing games on some of
emerged, producing of the most GÊ7/U SniPer GE7|V Machinegunner GE 8/R Machinegunner
obscure topics (often with the most
topics (often most obscure rules!)
rulesl\.. +1VP +l VP +1VP
Also ht 771(" hf$/H': Vlf: 'J~VAJf llt: 3 P€: 6 WS: 0 MPA: 4 lltl: 3 PC: 6 W5: +1 MPA: 4 lN: 2 PC: 0 W5: -l MPA:
A .' \S.41!L.T In those days, wargamers
wargamers bought
bought virtually Medium Machinegun, Luger, 2 Grenades. Luger.2 Grenades,
Bo¡t R¡fle w¡th Scope.2 Grenades.
everything that was published
everything published because the I Panzerfaust Condition Special €ondition Special
demand
demand exceeded the supply of
of quality wargames.
\^¡argames. Medium Machinegun, Luger, 2 Grenades, DrE 1-2 3-4 A S DrE 1-2 3-4 A S
The fOrum ofConf/Ia _rlon
Those days ended in the mid 1970's.
1970's. More Cond¡t¡on Special 0-2 815 815 864 818 0-2 815 815 820 813
DIE34AS 3-6 81 5 81 5 870 812 3-6 815 815 821 817
companies produced more expensive
companies produced expensive and higher 7-8 870 800 802 78 823 800 824
quality games. Suddenly, realrcal subjective
subjectiue buying
0-3 928 819 807 971 813 833
4 800 869 819 81 1 9 800 870 865 816 9 800 823 82s 800
decisions
decisions had to be made because wargamers
wargamers could 5-8 801 928 809 812 f{OTES: On frr5t turn, use 815. NOTES; first
Oñ turn, use 815. A5s¡s15
GE 6 f ¡res the MMG unless he or GE I is GE6 unless GE6iswounded. lf
to just
not afford to title
just buy every new ti tIe anymore.
anymore. The 9 819 801 928 817 e¡ther wounded or ¡nact¡ve. rl wounded, wounded. in which case GE I f¡res the MMG. tf GË 6
independent review magazine, one
need for an independent pul
NOTES: Il GE t and 2 are both rnactive, GE 6 ass¡sts GE L lf GÊ I becor¡es ¡nåctive, put Special becomes ¡nact¡ve, put
Spec¡âl React¡on A into effec for this 6erman. React¡on A into eflect for this Germðn. Spec¡al Readion A ¡n,o 19¡ 1¡¡¡5 Genhan.
that was not
that not a house organ to any game company, "1¡"¡¡
finally realized when Rodger MacGowan
was finally GEgl?
of Fire & Movement
produced the first issue of
produced Mouement.. GE 11/Q Soldier GE l4lY Panze¡V (Panther) Halftrack
+1VP +2 VP ( +2 VP if knocked out) +2 VP ( + 2 VP if knocked out)
Fire & Mouernent
Movement has been there for over ten ll,l: I PC: 2 W5: +1 MPA: 3 Action Die Action Die
years now. It has won the award for best
now. It Bolt R¡fle,2 Grenades, A(t Act
professional magazine in the hobby an Condition Special Crew IN PC ws Ds 0-1 2-3 4-6 7-9 C¡ew IN PC ws Ds 0-1 2-3 4-6 7-9
unprecedented six
unprecedented sir times! Why? Because
times!Why? f'&M
Because F&M
DIE34AS 558 +28 909 922 922 920 558 +26 900 903 900 903
specializes intelligent, analytical
specializes in critical, intelligent, analytical board
0-1 82s 800 807 839 446 +1 B 923 922 922 909 446 +1 6 902 906 902 903
2-3 819 800 801 859 336 06 922 922 909 909 334 04 903 903 903 902
and computer wargame reviews.
reviews. 4-7 824 858 -r
810 817 225 6 920 924 925 920 222 -1 4 904 900 900 906
leading writers in the hobby contribute
The leading contribute to 8-9 800 869 813 811 114 -24 924 919 919 840 'I 11 -22 901 907 908 905
of F&M, crying fair or foul as new
the success of ilOTEs: lf GE l0 becomes inact¡ve, put l{OTÊS: Enters open; (annon prepared on entry. when i¡OTC5: On f¡rst turn, use 900. Enters with
wargames are released. F&M also provides
released. F&M provides in- special Reåction a into eflect for lhis German. open, three crew members v¡sible. On f¡r51 turn, use 920. cannon prepared and two crew vi5ible.
depth reviews of giving the
major wargames, giving
of major
detail and analysis that unmatched by other
analysis that
warga
wargameme magazines.
magazines. 10/P 12lW I3ru
GE Soldier GE 5oldier GE Soldier
So, with Battleplan, variants,
Ba.ttleplan, you get all the variants, +1VP +1VP +lVP
scenarios,
scenarios, replays and strategy articles. To make
strategy articles. .1 lN: I PC: 4 W5: 0 MPA: 3 lN:2 PC:5 WS -1 MPA: 4 lf{:1 PC:3 WS -1 MPA: 3
Machine P¡stol, 2 Grenades, Luger, I Grenade, Luger, 2 Grenades
an intelligent
intel ligent wargame buying y ou' ll
dec ision, you'll
b uy ing decision,
want to be sure to consult
want consult the latest issues ofof Fire
Cond¡t¡on Special Condition Special Condition Special

Mouemenf, the independent


& Movement, independent forum
forum ofof conflict
DrE34S DIE34 5 DIE 34 s
0 801 801 813 0-3 869 862 8s9 0-2 868 860 839
simulation. 1-2 802 809 812 4-6 867 858 833 3-6 866 857 817
3-7 803 801 816 7-8 865 856 8r6 7 864 840 813
8-9 869 819 817 9 863 829 811 8-9 869 830 812

Fire & Movement better game and hobby stores


Movement is available at better
directly using the insert card in this magazine
or subscribe directly magazine
7-

GE l/N
GE1/N NCO
NCO
U5 OI/AA
US01/AA Sherman Tank
Sherman Tank
++2VP (+1if
2 VP (+ captured)
1 if captured)
GE
GE 2/X 2tx NCO
NCO
Act
Act Action Die
Action D¡e ++2VP (+t1 VP
2 VP (+ if captured)
VPif captured)
lN: 55 PC:
IN: PC:8 8 WS: +2
WS: +2 MPA:
MPA: 55 IN:
lN: 4 4 PC:
PC: 4 4 WS: +2 MPA:
W5: +2 MPA: 44
Machine Pistol,2
Machine Pistol, Grenades. 1I Panzerfaust
2 Grenades, Panzerfaust
Crew
Crew IN
IN PC
PC WS OS
WS D5 0-2
0-2 3-5
3-5 6-8 99
6-8
Condition
Condition Special
Special
Machine
Machine Pistol,
Pistol, 22 Grenades
Grenades
48 +2 8I Condition Special
Yo ur Battleplan Experience ls
Condition SPecial
Not 55
44
33
4 8
46
4 6
34
3 4
+2
++11 8I
0066
9r1
911
912
912
946
946
946
946
911
946
946
911
91 1 946
946
946 9l r
946911
946 946
946946
DrE 1-2
DIE
0-1 926
0-1
1-2 33 44
926 928 801 807
928 801
A Ss
A
807 833 833
DIE
DIE
0-3
0-3
33
83s 869
835
44
869
A
819
819
Ss
812
812
2-3 927 803 809 809 835
Complete Unless You Are Also Reading 22
1
22
2 2
11
-1 66
-1
-244
-2
946
946
9r9
919
946
731
731
946 946
946946
919 732
919 732
2-3
4-7 835
4-7
8-9 802
8-9
869 803
927 869
835 819
835 835
835 835
928 810
802 928
802 802
819 839
810 816
835
839
816
44
5-8
5-8
869 835
869
802
802
835
801
801
822
822
861
861
816
816
818
818

Our Sister Publication: Fire & Movement. 9 866 835


866 835 831 839
NOTES; Enters open, cannon prepared, NOTES:
NOTES; Iflf dà GE
GË 55 becomes inôctrve, pul
becomes lnaCllve. Put NOTES:
!¡OTE5: Iflf GE
GE 4 becomes
become5 inaclive. put
¡nact¡ve, pul
three crew
crew visible. On f irst turn, do
On first do 913.
913. Special
Spec¡âl reaction
react¡on A A into
¡nto effect
effect for thIS
thrs
Special
special Reaction
Reaction A A into elfe(l for
Into effect for thiS
th15 Germdn
Germao. .
German.
German.

GE 4Æ
GE41T Sniper 5/t
Do you remember..,?
GE
GE 5/l Soldier
GE 3/M
GE3/M Soldier ++1VP
1 VP ++1VP
1 VP
ì +1VP
+ 1 VP lN: 33
IN: PC: 66
PC: WS: +1
WS: +1 MPA:
MpA:44 ll{: 33 PC:
IN: PC: 44 WS: 00 MPA:
WS: MPA: 44
lN: 44
IN: PC: 77
PC: WS: MPA:4
W5: 00 MPA: 4 Eolt Rifle
Bolt w¡th Scope,
R¡f¡e with Scope,22 Grenades,
Grenades. Bolt Rifle,22 Grenades,
Eolt Rifle, Grenades,
Bolt grenades,
Rifle,22 grenades,
Eolt Rifle, Panzerfaust
11 Panzerfaust
Condition
Condition Special
Fifteen years ago, before role-playing and þ' Panzerfaust r
1I Panzerfaust Condition
Condition Special DtE 1-2
DIE 1-2 3-4 3-4 A SS
A
computer games became so popular, virtually Condition Special DIE
DIE 3 34 4 A
A S5 0o 929 810
929 810 807 843
807
every new game in this hobby was a new board DrE 1-2
DIE 1-2 33 4 5s 0-3 928 928
928 916 859 r-2 808
1-2 808 801801 809 971
809 971
wargame. Yes, back in the early 1970's, wargames
0-3 803
0-3 803 928
928 928 812 4-5 858 869
858 917 800 3-7 802
3-7 802 869869 867 812
867
4-5 807
4-5 807 869
869 869 817 6 9s5 800
955 915 811 8-9 869
8-9 869 928928 817 811
817
were emerging in numbers and prices were 6-7 825
6-7 825 808
808 834 813 7-9
7-9 869 928
869 8r2
803 812
virtually all under $10.00 (A new SPI boxed game 8-9 869
8-9 869 823
823 802 811 NOTES:
NOTES: If tf GE
GE 1I becomes
bêcomes inactive.
inactive, put
NOTES:
NOTEs: If tf GE becoms inactive,
G€ 22 becomes inact¡ve. put SP<'cial
Special Reaction
React¡on A Into
¡nto effect
elfect for this
was $6.00, a new Avalon Hill bookcase game was Special Reaction
SP<'cial rnto effect
React¡on A Into effect for thl>
this German . German.
German.
Lh¡s

$9.00). Many one-title wargame companies


emerged, producing games on some of the most GÊ7/U
GE 7/U Sniper
SniPer GE7|V
GE 7/U Machinegunner
Machinegunner 8/R
GE 8/R Machinegunner
Machinegunner
obscure topics (often with the most obscure rulesl\. +1VP
+1 VP +l1 VP
+ +1VP
+ 1 VP
llt: 33 PC:
IN: P€: 66 WS:WS: 00 MPA:
MPA: 4 lltl: 33 PC:
IN: PC: 66 WS: +1 MPA:
W5: +1 MPA: 4 lN: 22 PC:
IN: PC: 00 -l MPA:
W5: -1
WS:
In those days, wargamers bought virtually Medium Machinegun,
Medium Machinegun, luger,
Luger, 2 Grenades,
Grenades. luger,2
Luger.2 Grenades,
Bolt w¡th Scope,
R¡fle with
Bo¡t Rifle Scope.2
2 Grenades,
Grenades.
everything that was published because the 1I Panzerfaust
Panzerfaust Condition
Condition Special €ondition
Condition Special
demand exceeded the supply of quality \^¡argames. Medium
Medium Machinegun, Luger, 2 Grenades,
Machinegun, luger, DrE 1-2
DIE 1-2 3-43-4 A SS
A DrE 1-2
DIE 1-2 3-43-4 A 5S
A

Those days ended in the mid 1970's. More Cond¡t¡on Special


Condition 0-2 81
0-2 815 815
5 815 864 818
864 0-2 81
0-2 815
5 81 815
5 820 813
820
DIE34AS
DIE 3 4 A S 3-6 815
3-6 81 5 815
81 5 870 812
870 812 3-6 815
3-6 815 815815 821 817
821
companies produced more expensive and higher 7-8 870 870 800800 802 813 78 823 800800 824 833
quality games. Suddenly, rcal subjectiue buying 0-3 928
0-3 928 819819 807 971
807 971 7-8 802 7-8 823 824
44 800 869
800 869 819 811
819 81 1 99 800 870
800 870 865 816
865 99 800 823
800 823 82s 800
825
decisions had to be made because wargamers could 5-8 801
5-8 801 928928 809 812
809 812
NOTES:
f{OTES: On first turn, use 81,
frr5t turn. 815. NOTES:
NOTES; On first turn, use 815
Oñ flP)t 815.. A551sh
A5s¡s15
GE 6 fires
f ¡res the MMG unless he or GE I ISis
GE 8 GE6
GE 6 unles$
unless GE lf
6 1$ wounded . If
GE6iswounded.
not afford to just buy every new title anymore. The 99 819 801
819 801 928 817
928 either wounded or inactive.
e¡ther wounded rl wounded,
¡nact¡ve. If wounded, wounded.
wounded. in which ca$e case GE I fires
GE 8 f¡res the MMG
MMG.. Iftf GE
GË 6
need for an independent review magazine, one NOTES: IfIl GE 1t and 2 are both pul
rnactive, put
both Inactive. GE 6 aSSl$ts
ass¡sts GE L Iflf GE
GE 8. I beco
GÊ 8 .. ,e$ Inactive.
becor¡es ¡nåctive, put SP<'Clal
Special becomes
becomes inactive.
¡nact¡ve, put
Spec¡âl Reaction
Special effec for thi5
into effect
React¡on A Into this German
6erman.. Reaction
React¡on A mtointo effect
eflect for this German
Germðn. Special
Spec¡al Reaction
Readion A into¡n,o effect for
19¡ thIS Genhan..
1¡¡¡5 German
that was not a house organ to any game company, "1¡"¡¡
was finally realized when Rodger MacGowan GEgl?
produced the first issue of Fire & Mouement. 11/Q
GE 11/Q Soldier
Soldier l4lY
GE 14/Y Panze¡V
Panzer (Panther)
V (Panther) GE 9/Z Halftrack
+1VP
+ 1 VP VP (+
+22 VP
+ ( +2 knocked out)
2 VP if knocked VP (+
+ 2 VP ( + 2 VP if knocked
knocked out)
Fire & Mouernent has been there for over ten IN: 1I
ll,l: PC:
PC: 22 WS:W5: ++1 MPA: 3
1 MPA: Action Die Action
Action Die
years now. It has won the award for best R¡fle,22 Grenades,
Bolt Rifle, A(t
Act Act
professional magazine in the hobby an Condition
Condition Special Crew IN PC ws
Crew WS OS Ds 0-1 2-3 2-3 4-6
4-6 7-9 Crew
C¡ew IN PC ws OS
PC WS 0-1 2-3
Ds 0-1 4-6 7-9
unprecedented sir times!Why? Because f'&M DIE34AS
DIE 3 4 A S 558
5 5 8 +2+288 909 922 922 922 920 55585 8 +26 900 903
+2 6 900 900 903
0-1 82s
0-1 825 800800 807 839
807 44464 6 +1
+1 8 923 922
922 922
922 909 44464 6 +1
+ 902 906
1 6 902 902
902 903
specializes in critical, intelligent, analytical board 2-3 819 800800 801
B

and computer wargame reviews.


2-3 819 801 859 33363 6 006 6 922 922 909 909 33343 4 04
0 4 903
903 903 903 902
4-7 824
4-7 824 858858 810 817
810 22252 -r
5 -1 6 920 924 925 920 22222 2 -1
-1 4 904
904 900 900 906
The leading writers in the hobby contribute to 8-9 800
8-9 800 869869 813 811
813 114 4 -2-244 924 919 919 840 'I 11 -222 901
-2 901 907 908 905
the success of F&M, crying fair or foul as new NOTES: lf
ilOTEs: GE l0
If GE inact¡ve, put
becomes inactive.
10 becomes pul l{OTÊS:
NOTES: Enters open, (annon
Enters open; prepared on entry.
cannon prepared entry . when
When NOTES: On f¡rst
flr$t turn,
turn. U$e Enters with
900 Enters
i¡OTC5: use 900.
wargames are released. F&M also provides in- Keaction a
special Reåction
Special effect for lhis
A into eflect thl> German.
German . open, three crew members v¡sible.
open, first turn,
visible . On f¡r51 turn. use
use 920.
920. cannon prepared
cannon prepared and twotwo crew visible.
vi5ible.
depth reviews of major wargames, giving the
detail and analysis that unmatched by other
wargame magazines. 10/P 12lW GE I3ru
13N Soldier
GE 10/P
GE Soldier
Soldier GE12/w
GE 5oldier
Soldier GE Soldier
So, with Ba.ttleplan, you get all the variants, +1VP
+ 1 VP +1VP
+ 1 VP +lVP
+ 1 VP
scenarios, replays and strategy articles. To make IN: 1I
lN: PC: 4
PC: 4 WS: 0
W5: 0 MPA: 3 lN:2
IN: 2 PC:5
PC: 5 WS: -1
WS -1 MPA: 4 lf{:1
IN: 1 PC:3
PC: 3 WS: -1
WS -1 MPA: 33
Machine
Machine P¡stol,
Pistol, 2 Grenades, luger, 1I Grenade,
Luger, luger, 2 Grenades
Luger,
an intel ligent wargame b uy ing dec ision, y ou' ll
want to be sure to consult the latest issues of Fire
Cond¡t¡on
Condition Special Condition Special
Special Condition
Condition Special
Special
DrE34S
DIE 3 4 5 DIE34
DIE 3 4 5
5 DIE 3 34
4 s5
& Mouemenf, the independent forum of conflict 0
o 801
801 801
801 813 0-3
0-3 869
869 862 859
8s9 0-2 868
868 860860 839
simulation. 1-2
1-2 802
802 809809 812 4-6 867
4-6 867 858
858 833
833 3-6 866
866 857 817
817
3-7
3-7 803
803 801801 816 7-8
7-8 865
865 856
856 8r6
816 7 864
864 840840 813
8-9
8-9 869
869 819819 817
817 9
9 863
863 829
829 811 8-9 869
869 830830 812
812

Fire & Movement is available at better game and hobby stores


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I
AJlBUSH!
AMBUSH! AJlBUSH!
ATTIBUSH! AJlBUSH!
AMBUSH! I cs MAGAZINE

#772 Patton Goes to War


Patton takes command of the II Corps,
and attempts to break through to the
Tunisian coast. Multi-scenario game in
, the Battles For North Africa senes,

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designed by Vance von Borries. Links
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Napoleon considered the 1809
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his finest military achievement.
Abercberg features a fighting with-
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The Austrian attempt to push the
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o o o :
featuring the largest Soviet
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