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$6.50 Canada $4.95 Usa Asl 1830 Britannia' - , ', - ' - Vol. 30, No.2 Avalon Bill. Featuring - Maharaja III Ii1i III Wi.
$6.50 Canada $4.95 Usa Asl 1830 Britannia' - , ', - ' - Vol. 30, No.2 Avalon Bill. Featuring - Maharaja III Ii1i III Wi.
50 Canada
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ASL • 1830 • BRITANNIA'"
'
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Featuring:
MAHARAJA
III III
WI
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9
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4
had intended for 30-l's Phi- ing for the 3s and 4s. But, it's still too
I losophy to be a "commemora-
tive" discussion of the history
of this magazine (30 years of
early to know for sure. The final tally
of all entries received will be
included in 30-3's Philosophy col-
coverage). But then the April umn.
break-in occurred and other mat-
ters were more pressing. Now, an IN THIS ISSUE
extensive discussion seems a lit- With this installment of The
tle too little...too late. So, I've GENERAL, I've violated one of my
delegated only a small portion of Part 168 cardinal rules of coverage by devot-
this philosophy to "looking ing almost half of the issue to
back." Somewhere down the The Dance MAHARAJA. But I had the perfect
number of articles, so I decided to
road, we'll revisit our history and
do it right. break from convention. [Gee, I've
This installment of The GEN- been around long enough to have a
ERAL marks my sixth issue as convention.] Nonetheless, I think
Managing Editor. It has been a you'll find the rest of the coverage
wonderful journey (albeit bumpy from time to properly balanced between computer and
time). Occasionally, I look back and reflect on boardgame titles. Here's an overview of the arti-
what I've done, and upon that reflection, consider cles you'll see in this issue:
what I would have done differently if I could do it Oh, Danny Boy-This variant adds Ireland
allover again. There's an interesting song by Garth to the BRITANNIA board, in addition to the
Brooks that I, as editor, can appreciate. Here's an strategically important Isle of Man. One of the
excerpt from that song: "And I, I'm glad I didn't greatest assets of this variant is that it improves
know the way it all would end, the way it all would the position of the Blue player and also makes
go. Our lives are better left to chance; I could've the western side of the board much more active.
missed the pain, but I'd have had to miss the Commando/-This article by Steven Swann
dance." (a frequent contributor to the ASL Annual)
Volume 30 of The GENERAL represents a describes the role of British Commandos in
wonderful moment in this hobby. The first issue, WWII. In addition, he also provides rules on
published in May, 1964, began a dance that con- how to add these "elite" units to the ASL system.
tinues over 30 years later. And from this persis- Scenario G27-Vaagso Venture replays the
tent waltz, so many other publications (profes- British commando raid on Vaagso Island, Nor-
The first issue of The GENERAL, May 1964. way, 27 December 1941.
sional and amateur) have joined the floor, deter-
Oh, how we've changed!
mined to twist to a tune that's still being piped. This Ain't Your Father's AI-This article is
And through it all, The GENERAL remains the AVALO CO' '95 my "paltry" attempt at putting forth a few strate-
best known, most successful historical wargam- AvalonCon '95 was a roaring success. We'd gic tips on our 1830 computer game. The infor-
ing magazine in the history of the hobby. It's an like to thank everyone who attended this year's mation is geared toward the beginner, but I
honor to be among its editorial staff. event and invite you back again next year, as would encourage anyone interested in 1830 to
On page 3 of this issue, you'll find an adver- once again the Avalon Hill boardgame champi- review its recommendations. I believe the scope
tisement for back issues of The GENERAL. I onships will be held at Marriot's Hunt Valley of the discussion can be interesting to even sea-
hand-picked these issues myself, as I believe Inn, July 31 through August 3, 1996. Now that soned veterans.
they represent some of the finest GENERALs the '95 event is behind us, the next question to Very Much With Us!-The AREA rating
we've ever created, both in graphics and con- consider is exactly how much coverage to give it system is being taken over by Glenn Petroski
tent. One look at the variety of cover art and in The GENERAL. The decision has been left up and Russ Gifford. This article describes their
diversity of subject matter shows just how much to me, because Mr. Greenwood has decided to plans and goals. Anyone interested in the AREA
we, Avalon Hill, have achieved in a short time. stop writing the report. So here's what I've system should read this piece.
Admittedly, the value of these issues is depen- decided: the amount of pages dedicated to the Winter Errata-This is the official errata for
dent upon your particular gaming interests. In post-1995 AvalonCon report will be reduced to the ASL Winter '95 Annual.
essence, however, the ad isn't really an ad at all, at least half the number of pages apportioned Don't Give Up The Ship-This is a variant
but a "pictorial" journey across a 30-year dance last year. We'll definitely keep the two-page article for ENEMY IN SIGHT. It describes how
floor, the end of which is yet to be determined. photo spread of tournament winners, and this to recreate "historical" battles and also intro-
The page has its own agenda: It challenges us to year we'll include a two or three page article duces a movement system, which allows you to
remember our heritage and to remember that- devoted to the juniors tournaments. The little play the game in miniatures fashion.
even in the midst of uncertainty-we can take guys and gals are the future of this hobby and Clash ofEagles-This article adds historical
comfort in the fact that something very impor- they deserve the coverage. We will have con- scenarios to KNIGHTS OF THE AIR. You can
tant is still among us, shifting and moving across vention coverage; we'll just do it differently. now recreate some of the most well-known dog-
the floor like a Fred Astaire, light of foot yet fights of the Great War.
strong of heart. Yes, we have come a long way. READER FEEDBACK Stalingrad Tact. Training School-This arti-
Is there another 30 years for this magazine? I'd like to thank all those that have already cle continues and finishes the in-depth strategy
Any speculation on that would be impractical at sent in the survey which appeared on 30-1's Let- discussion on World at War's STALINGRAD.
best. Any "yes" statement on my part has little ters page. Accompanying those responses were
value, since that kind of answer would be scores of letters from both happy and disgrun- \VIIAT'S COMING
viewed as overly optimistic and a little naive. tled readers, sharing their opinions. I'm still col- In the upcoming issue (30-3), we'll revisit
However, all indications suggest many more lecting survey entries as we speak, so the final Joe Balkoski's American Civil War series (SJW,
successful years ahead, the length of which (of results are uncertain. At a preliminary glance, HCR, RTG, SlV) and try to do justice to it once
course) is yet to be determined. I take great pride however, I can honestly say that most Is and 2s and for all. Then, in 30-4, we'll finally take an
in being part of this "dance," and look forward are going to strategy and tactics and variant arti- extensive look at COLONIAL DIPLOMACY and
to many, many more steps. cles. These seem to be the most popular, with the new edition of MACHIA VELL!. Volume 30-
And now on to other matters. series replays and intros to new products fight- 4 will definitely be an issue for DIP fans.
[Robert Waters]
5
1N 10 1ND1~NS:
BLUE STRATEGIES FOR
MAHARAJA
by John W. Kisner
We begin this extensive discussion about mean that players work toward incremental assignment of victory takes on a diminished
MAHARAJA with John Kisner, the current edi- goals that change with the passing of historical importance with each passing contest. We have
tor/publisher of Zone of Control. I must admit, epochs. There are no capital cities to struggle grown content to cheer on our troops while
this is one of the best pieces I've had the plea- over and no automatic victories to focus upon. expending little mental anguish on strategizing.
sure of reading. I think you'll feel the same. Nations rise to power and recede to obscurity Indeed, we've found that by waiting until the
rather quickly, and each turn's reinforcements final turn to total points, all four players can
John captures, not only the strategy of
bring with them a new dynamic to alter the essentially be "winners" of a game in which
MAHARAJA, but also the religious and cul-
strategy map. Further complicating any long- victory conditions are not so much a motivation
tural elements that swept across the subconti- range planning, individual nations are por- as they are an epitaph read over time well spent.
nent which (to our good fortune today) has trayed as creatures of envy, with their victory This is a game in which "being" the Afghans is
become the subject of a boardgame. Well, no point criteria changing from turn-to-turn as more fun than scoring five points for control of
more from me. Let's begin. they seemingly look over fences and fancy the Delhi on Turn 15 could ever be. It is also a
color of adjoining pastures. game of revenge served cold across the ages: I
***** At the same time, wannabe great kings are
forced to walk a long way down the path of
recall with a particular fondness the otherwise
meaningless feud between the remnants of
raig Sandercock has woven for us a
BE1NG GREEN
GREEN STRATEGIES
FOR MAHARAJA
By William Sariego
We continue our study of MAHARAJA with a from The GENERAL, Volume 24, No.5 and his the turn and another special count on Turn 5.
look at the Green nations. William Sariego was MAH preview article in Volume 29, No.4. Don't look to be around for the Turn 7 tally.
first seen on the pages of The GENERAL in Viewers of the classic movie The Man Who
Volume 29, Number 5 ("Walk a Mile For a Turn of arrival: One Would Be King will be disappointed to know
Camel"). Here, William defines the key moves Natural Enemies: Cholas, that Alexander really didn't make much of an
necessary to improve your play of Green. Sinhalese, Muslims impression on the native peoples. The same
Expected Victory Point will be true in the game as Alexander the Good
Totals: 12-24 (he left "the Great" behind in Persia) makes but
***** Watchword: "Last one to the the briefest visit to the subcontinent, and takes
coast is a rotten egg!" two armies when he leaves.
ince making a timely debut at AvalonCon Go for as much as the enemy (Mauryans)
(~=C=o=m~in~g~A=tt=r=ac=t=io=n=s~)
policy of urban renewal. I'm sure he'll under-
stand.
Even as you become the master of all you
survey, a word of caution is in order. Don't
over-extend yourself. Pesky people like the
Sikhs (Purple) and Afghans (Blue) will pop up
in the rear and the Europeans will start to nib-
MACHIAVELLI MACHIA VELLI features die-cut playing
pieces of different sizes for armies, fleets and
ble on the fringe of your empire. Double-Dealing Diplomacy in garrisons. You keep track of your republic's
You can (and should) crush the Sikhs, but Renaissance Italy finances with ducat pieces (the currency of the
you also need to head south by Tum Fifteen, so land), and your conquered provinces with con-
Our MACHIAVELLI game, which we pub-
the Afghans may well become a British prob- trol markers. There are also rebellion and famine
lished in 1980, has long been out of print.
lem. By coordinating well with the Portuguese pieces to mark those ills when they occur.
However, it's the one "out-of-print game" you All in all, our 1995 edition of MACHI-
you should keep the other Europeans at bay
until the British presence becomes overwhelm- the customers have expressed the most interest A VELLI represents a substantial improvement
ing. By that time it is often too late for the in seeing again. Therefore, we opened up an over the 1980 version. Look for it in your
others to do anything about the huge lead you old copy earlier this year to determine what it favorite hobby store before the end of the year.
have built. Score as many Raj points as you would take to bring MACHIAVELLI up to [Ben Knight]
can. The Green player who cannot earn the title 1995 standards. We think you will love what
Maharaja (great king) for the Mughals should we have done. EMPIRE OF THE
play another game. For those of you unfamiliar with the game,
MACHIA VELLI is a DIPLOMACY-style game
RISING SUN
Turn of arrival: Eleven with some extra twists. It is set in the late-15th Advanced Third Reich in the Pacific
Natural Enemies: British, Mus- and early-16th century Italy when the country EMPIRE OF THE RISING SUN (ERS)
lims was divided into numerous republics and king- should be out by the time you read this. The
Expected Victory Point Totals: doms. Machiavelli himself was aha-hum same designer (Bruce Harper) that brought you
20-35 A3R, has again delivered a tremendously big
diplomat for the Republic of Florence, but he
Watchword: "Unlike that bum and wonderfully creative game.
is best known for writing The Prince, in which
Columbus, we were trying to dis-
he advises would-be rulers to use whatever ERS uses basically the same rule system as
cover America!" .
means necessary to hold and maintain power. A3R, with very little rule modifications. The
The Portuguese tend to score
MACHIA VELLI, then, is the ideal game for main difference is the inclusion of carrier and
higher than any other European power except
two to eight players who wish to enjoy a quiet naval air rules, which were critical to the war
the British. This is mainly due to the early
evening of treachery, deceit and down-to-earth in the pacific. Those players who have played
arrival which puts you one step ahead of the
others. The Portuguese can often score in the shoving matches between armies and fleets. A3R will have no problem learning the game.
mid-30's range, but to do so, the Green player We have revised and streamlined the rules ERS covers the entire war from 1941
will have to cut back on the Mughals. I don't to make them more compatible with standard onwards. The map covers the entire pacific
believe this to be wise. The Portuguese should DIPLOMACY while keeping those elements theater from western India to Hawaii, and from
be used to set up and compliment the descen- that give MACHIAVELLI its unique flavor. China to northern Australia. New counters
dants of the Great Khan, not compete. Give There are just seven pages of Basic Rules and include CVLs, CVs, CVBs, naval air, artificial
them arms at once. two pages of Examples of Play. Advanced and ports, Kamikazis, elite Japanese air, marines,
Exploit your Turn 11 arrival to the fullest. Optional Rules fill another five pages. Players and jets.
Establish factories and go Muslim hunting to may choose from four scenarios, which cover The designers have wonderfully interwo-
rack up the victory points. By putting ashore in the years 1454 to 1529. ven the carrier and naval air rules into the A3R
the south you may even prop up the sagging The most obvious difference between Basic rules and have made it the best part of the
fortunes of the Pandyas. You will also inherit game. The handling of air searches, carrier
MACHIAVELLI and DIPLOMACY is the use
the good defensive terrain. Key areas for battles, surprise, code-breaking, submarine
of garrison units to hold fortified cities. In
factory placement are Malabar and Golconda warfare, naval air vs. land-based air, multi-
addition to driving the enemy army or fleet out
due to each bordering two sea zones. Grab one round naval combat is extremely creative and
but not both. If you play too aggressive you of a province, you must besiege and defeat a
adds a lot of flavor to the game.
will find the other Europeans more hostile city's garrison (if any) before you can lay
In addition to the regular game, two addi-
toward you than the native peoples. If you are claim to the province. The real fun of MACHI-
tional booklets are provided: Research and
going to be politically incorrect and subjugate A VELLI, however, comes in the Advanced
Global War. The Research rules allow players
the indigenous people, at least be diplomatic Game when you receive income based on the
the option to develop the technologies or force
about it. territory you hold. You spend your income to
pools of their choice (including jets, rockets,
maintain troops in the field, incite rebellions in atomic warfare, submarines, and super carri-
CONCLUSION enemy provinces, bribe enemy units to disband ers). The Global War booklet provides all the
I hope you have enjoyed this all too brief or switch allegiance, and attempt the assassi- necessary information so players may combine
article on this fascinating game. Fans of nation of other players. ERS with A3R to re-create all of World War II.
BRITANNIA will love it, as will all those who Our artist, Kurt Miller, has hand-painted a The creativity and scope included in ERS
appreciate a smooth playing game that's also beautiful map of the playing area, blending the makes us very proud to have this game in our
fun. For those unfamiliar with the turbulent his- style of a Renaissance cartographer with that line. Players who have been waiting for a
tory of this important geographic region, Rex of Leonardo da Vinci. We've also made a few playable strategic level WWII pacific game
Martin has supplied excellent historical notes changes to the province boundaries to elimi- which includes the excitement and uncertainty
in the rulebook to enlighten you. Avalon Hill
has produced a winner in MAH.
nate some anomalies and the crowding of
pieces. You will love the game for the new
of carrier battles need wait no longer.
[Mark Simonitch] *
* map alone.
"Confirmed Sighting! Two new
ASL Products from the Bill!"
re you ready for an ASL adventure? ... one where you never know just
A what the enemy has until it's revealed? ... one where you (or your
enemy) can receive random reinforcements on almost any turn? ... one
where you don't even know for sure if the troops on your side will pay heed
to your every beck and call? If so, you just may be ready for Solitaire ASL!
Solitaire ASL (now on sale for $35.00) provides "Generation" charts
and tables for the Americans, Russians and Germans (and also allows a
Partisan enemy). SASL does not use the already-published ASL scenarios.
Instead, the module comes with a set of 14 solitaire-only "missions." Each
mission, however, is infinitely replayable. In fact, the board configuration is
unlikely to ever be the same, as the actual mapboards used are generated
before each mission. SASL even offers an integrated Campaign Game
system! Follow the progress of your historically-based company throughout
Leader
the length of WW2. Its OB is determined by your surviving units and any
"promotion", squad
replacements received. Leader "promotion", squad "Battle Hardening" and
"Battle Hardening"
weapon replacement (on an historical schedule) are all possible. When
and weapon
playing a campaign mission, it's especially important for you to decide when
replacement (on an
historical schedule)
victory in the dangerous predicament you may find yourself in is worth the
are all possible. price you may be forced to pay-or whether it might be better to withdraw,
hopefully extricating most of your command to fight again on another day.
So, if you are itching for a new kind of ASL experience, one perhaps
even more realistic than a standard face-to-face ASL contest, you just might
want to give Solitaire ASL a shot!
Tl1E COLOA
OF H1NGS
PURPLE STRATEGIES
FOR MAHARAJA
by Daniel Clark
n this article, I discuss my opinions on the After Turn 9, the Cholas should abandon all
I
his forces thin to get as many points as pos-
strategies necessary for the person playing sible. However, try not to block the same areas outside of Southern India or Ceylon. There
the Purple nations in MAH. It must be player over and over again. No matter where is no reason to keep these areas unless you want
understood that everyone is different. What you are in the game, if a disgruntled player is a to play the game of increasing population by
constitutes good strategy may vary between good diplomat and can convince another player clinging to a space or two in North India. It's
players; however there are commori denom- or two that you're a menace, then you have a often profitable body-wise, but risky. Also keep
inators that will form the foundation of every serious problem. Remember that-in a multi- in mind when you can use boats; they could be
winning strategy. It is these common factors player game-you're always outnumbered. handy. Don't use them just because they are there,
that I hope to make apparent. This also brings to light a different aspect of but only if you really need them. A sudden
the game: diplomacy. Don't ignore diplomacy. amphibious landing could take everyone by sur-
OVERVIEW If people are scheming against you and you sit prise. After Turn 10, just try to hold on for as long
In general, do not be too worried about back and let them do it, you are just asking for as possible. It is best to remain in Southern India,
being behind early in the game. Let's face it, trouble. At the same time, if there is one player but if you must you can retreat out and try to
the Cholas are not much of a match for the who is obviously winning, it shouldn't be too sneak back in later.
Mauryans or Guptas. However, if you manage hard to convince another player to help you
to keep the Cholas alive, they could give you a team up on this obvious danger. This is where The Rajputs are going to have
decent amount of points. The same goes for the playing the Purple side can give you an advan- a problem. They are in just
Rajputs and Sikhs. They cannot produce a lot tage. Remember, you have the best armies at about the most contested area
of quick points, but if they survive for a large the end of the game. You can use this to your of India. Everybody and his
part of the game, they will give you enough advantage, especially against novice players. grandmother goes through
points to let the British secure the victory. As the most obvious power on the board goes northern India. Try to grab as
The fact that the British are coming should from the Mauryans/Guptas to the Muslims and much territory as you can, with
always be a large part of your early and Mughals you can pit the other players against as little fighting as possible.
midgame strategy. It is not very hard for the each other so they will leave you alone. Of Keep in mind that the Mauryans are collapsing,
British to give you fifty points or more. The course the problem with diplomacy is that you so you may be able to take areas that have been
British also have the best chance to become can overdo it, so be careful. You will have to recently vacated. Watch out for the Guptas and
Chakravattin of all the nations. This is due to judge each player differently according to their eventually the Muslims. You have one distinct
their ability to create alliances (wanted or not) own actions. advantage over these two powerhouses: every
and to count unoccupied territory as their own time they attack you, they risk the chance of giv-
(a favored tactic of the Crown). THE NATIONS
To begin with, you need to ing you victory points. This should keep them
You should not ignore the victory points
immediately move the Cholas from indiscriminately waging war. Try to hold
that your other three nations can give you in the
south to occupy Karnatak on to as much territory as you can to keep your
hopes that the British can make up for massive
before the Pandyas can get forces strong. The longer you live, the more
deficiencies in points. You should always keep
there. Hold on to this part of Muslims you can kill, and at two points per army
the conditions required to earn victory points in
your mind. Think ahead; if an area that you are it's a good deal. Try to get in the way of the
southern India until you can
occupying has already given you all the victory Muslims. They will be in a hurry to fight their
build up your forces. Keep
points that it can, then by all means leave it. It' s way through to the east coast and will probably
your victory points in mind. Karnatak is worth
not always easy to reach the designated terri- hit you in successive waves instead of one
enough points that you should try to hold on to strong attack. They don't have the time to build
tory in time, so make sure you don't waste any it through Turn 7. Don't worry about Mysore
turns. Also, consider where your next objec- up if they want to get the best of their points.
unless you feel you have an almost certain Again, try to keep the Rajputs alive for as
tives are when you place your new armies dur-
chance to win it. After Turn 7, head north and long as possible. Keep in mind where you need
ing Population Increase.
extend your forces to Bengal. Don't invade to be to gain points and try to be there. Don't
Another important factor is the areas that
your opponents must occupy to collect their Larika and Sirrihala unless it is a sure thing; you sacrifice the last of the Rajputs in a vain attempt
points. If you have the strength and the area is need your forces elsewhere. Also, keep your eye to hold on to Delhi or any other area. The
not out of your way, it could be beneficial to on the number of areas you control. If you are Rajputs can always get points by killing Mus-
occupy the area so that your opponent has to going to have to disband an army due to over- lims, so as long as there are Muslims you
fight to get it. This could prevent him from population, you may as well attack somebody should go to great lengths to keep the Rajputs
moving through an area quickly or spreading with it, even if it is a long shot. healthy.
11
The Sikhs are a useful nation. factories; they give you lots of points every ally. No one moves after you, this is the end of
They may not have as many turn. Also, don't be afraid to attack the other the game. You have two moves after everyone
troops as other nations, but colonial powers. You should destroy their fac- else is finished. Keep remembering that an
they enter the game at an tories to prevent them from getting easy points empty area is yours, so only move to areas that
opportune time. Ally them to and to keep guns out of the hands of the have enemy units in them. This makes your
the British as soon as possible natives. Attack quickly and don't be afraid to comparatively little eight-army force more
by cashing in an army. Don't lose an army or two. Remember, you get a con- powerful than the Mauryans or Muslims,
give up the ability to repopulate. They also stant stream of reinforcements where the other because they had to leave behind troops to
have the ability to get points by killing colonial powers do not. Wipe out the last of the retain control of a region.
Mughals. Attack weak groups of Mughals, French, Dutch, and Portuguese [no small task,
especially if you can get arms from the British. editor] and you should be able to go all out and CONCLUSION
Try to be in objective areas so that Mughals attack the enemy Indians while racking up In short, your forces will not produce a lot
will have to attack you. Occupy as much terri- points from your factories. of quick points until the British explosion near
tory as you can. Don't worry too much about Keep in mind that you will not need as the end. Don't worry about this. Just try to get
Lahore and Punjab if you see that you will have many British forces to win a battle as you as many points as you can while keeping your
trouble holding them. Don't forget that the would Indian forces. The British are also faster units around for as long as possible. Don't try
Afghans will sweep through that area. It does and this is an advantage that should not be to take on the entire Mughal empire with the
you little good to fight the Afghans, especially overlooked. Try to force alliances by making Rajputs. Simply make a nuisance of yourself,
since they will weaken after their first turn by weak nations submit to you; this is easier than killing a few and getting some stray victory
removing Abdali (Leader) and two armies. As destroying them in most cases. By all means, points. The other players will generally have
with the others, try to stay alive as long as pos- ally any of your surviving units to the British worse things to worry about than you. Wait
sible. You can always get points by killing and try to get guns to them so they can help until the British arrive and the Indian nations
Mughals, so anyone area is not worth sacrific- destroy as many enemy units as possible. Don't are spread thin before you really attack and try
ing the last of the Sikhs. be a pacifist with the British. It is now your to take control of the board. Then, make as
time, so go for the throat. Don't forget that an many points as you can while you destroy the
Now comes the British. This empty area is for practical purposes a British other players abilities to make points. The
is the time for you to romp and area. You should become a Raja almost imme- game is well balanced, so to win you must
roam over the countryside. Try diately, and by the end of the game you should understand your forces and how best to use
to establish a factory on all be at least a Maharajadhiraja. On the last turn, them. What works for one side would produce
three coasts quickly. Keep you get a major invasion. Use it well. There is a rapid disaster for another. Good luck and
building factories every turn no need to keep your forces back on defensive good hunting.
you can. Try to maintain six missions, attack everything that is not your
*
,
TOP OF THE HILL!
OUR TEN EEST SELLERS
TITLE PART NUMBER PRICE
I. ASL SOLITAIRE 8229 $35.00
2. 1830 PC (IBM CD-ROM)* 4086959 $59.95
3. STONEWALL IN THE VALLEY 8922 $ 3 5.00
4. THE NEW ACQUIRE GA-140 $30.00
5. STALINGRAD (IBM/MAC CD-ROM)* 4088160 $69.95
6. ASL WINTER '95 ANNUAL n/a $26.00
7. FLIGHT COMMANDER" (IBM/MAC) * 4010260 $69.95
8. COLONIAL DIPLOMACY 8192 $55.00
9. HISTORY OF THE WORLD 893 $35.00
1 O. GETTYSBURG 731 $20.00
'Computer games.
t the start of World War II in 1939, the British forced Gebirgsjager company, was making an opposed strengthened to meet the changing conditions of mod-
S
omeone has asked me about the future of 6. The basic scoring system will remain the same for
AREA nearly every day since the "Balti- acceptable. The cost is nominal, but necessary.
now. Some relatively minor refinements are being
more Break-In." I was among the first to Failure to include $1.00 will result in our failure
considered for administrative purposes. It is doubt- to acknowledge your request.
know, but news traveled fast! Much faster than I ful that changes being considered would have sig-
can formulate answers. I. Want your own current status? Or that of one
nificant impact on the system itself. (If we thought particular opponent? Ask for a listing of all
To add to the confusion, proposed answers and they would, we wouldn't be considering them.)
solutions have been pouring in nearly as fast as current ratings belonging to an individual
7. The rating systems will remain identical across player.
the questions. Many helpful, many outlandish, all games. Even the most insignificant change
most in need of serious consideration. 2. Looking for opponents near you, or near a
will have the approval and full support of both place where you may be staying for a week-
Our most esteemed editor then issues me a
Russ Gifford and myself. end? We will provide a listing of up to 10
deadline! The first that I have ever had in my 35-
8. AREA ratings, themselves, are now free of garners' names and addresses within a zip
year association with TAHGC.
charge. To be AREA rated it is only necessary code zone. (A zone is the first 3 digits of a zip
We still don't have all of the answers, but there is
a general plan of action. Furthermore, there is some to participate in one game and submit it for code.) A request may specify any zone. If
substance to the plan now taking form, and the most AREA rating, along with pertinent personal none is specified, the zip on the return
significant aspects are covered. information. address will be used.
"We" is the pronoun, because it never was "1." 9. A game may be submitted for AREA rating in 3. Are you searching for PBM opponents in a
Immediately there rose up support from all quar- one of two ways. particular game? We will provide a list of up
ters. There is not room enough to mention all of to 10 garners' names and addresses with spe-
a. Include ALL of the needed information in a
your names. Don Greenwood, Robert Waters, cific ratings in a particular game.
LEGIBLE letter, which is signed by all play-
Russ Gifford and myself spent literally hours at a 4. Are you trying to organize a tournament?
ers. No special form is required.
time on the phones and at our computer modems Write for a list of all garners' names and cur-
b. Any GameMaster, Tournament Director, or rent ratings with specific ratings in a particu-
assimilating and exchanging information.
Tournament Manager may submit the full lar game.
Admittedly, there are still many things to work
out, but what we now have makes for a very good listing of all games played during the course 5. Some other service that you need? Ask.
start. Assistance, comments, criticism and sugges- of a tournament run by him/her. Direct sub- Explain what you want. If we can, we will.
tions are all actively solicited. We cannot use mission will suffice for alI nlavers in or<>a-
every thought thrown our way, but every one will nized competitions. Sig~;dri~~t~~~ ~;-~~t The Future
be considered with sincere appreciation. Nothing needed. Ideas abound. The encouragement which
is absolutely final, but we have a direction of In either case, the following information is Russ and I have already received is astounding.
travel. Any further changes will be cautious and needed for every individual game to be We have four offers to publish ongoing
well thought out. rated: AREA standings on a regular basis. A quarterly
What follows is a current plan of action that "we report? An AREA Annual? Undoubtedly, we
four" have settled on from the ideas of "we many." Full names of all players Date will work out something.
Mailing addresses of all players Game Played Need a new AREA info package? It's coming.
General Situation- Who exactly played whom FTF orPBM Not promising when.
Who won, who lost, who tied Tournament guidelines? Already in progress.
Current AREA Status
I. AREA specific ratings prior to April 23, 1995 10. Games and tournaments must be submitted for AREA sanctioned tournaments? A real possi-
may be reinstated. Copies of written ratings veri- ratings within 30 days of termination of actual bility.
fication must be submitted before, or included play. AREA ratings for tournament directors? We're
.with, the next game to be rated. Verification may working on it.
be a copy of any document from Avalon Hill Advanced Squad Leader and Play-by-mail guidelines? In time we expect to
dated prior to April 24, 1995, which includes Squad Leader polish up the very good material already available.
player name, date and rating. Such verification is I. Russ Gifford will assume full authority and Mediation of disputes? Not yet, anyway.
no longer available from TAHGC. responsibility for all ASL and SQL specific Player discipline? Very limited, but plans are
2. There will no longer be any generic ratings. AREA ratings. afoot.
However, an existing Generic Rating, which can 2. Russ has current ASL player names and
be verified, may be "rolled over" into one AREA ratings.
AREA game specific rating of the owner's 3. Russ DOES NOT HAVE addresses, phone
choice. For an ASL or SQL rating, contact Russ numbers, or records of games played since
*
Gifford. For any other rating, contact myself. about April 1, 1995. If you have, or want, an
17
GENERAL Scenarios for ASL
ASL WINTER '95 ERRATA The following are all ASL scenarios which
have appeared in the pages (usually on the
insert) of The GENERAL to date. 30-2 Scenar-
The Official ios aren't listed.
Scenario Title Issue
Corrections/Changes GEN-A The Guards Counteratt~ck 22-6
GEN-B The Tractor Works 22-6
GEN-C The Streets of Stalingrad 22-6
GEN-D The Hedgehog of Piepsk 23-2
GEN-E Hill 621 23-2
GEN-F The Paw of the Tiger 23-5
GEN-G Hube's Pocket 23-5
GEN-H Escape from Velikiye Luki 24-1
GEN-I Buchholz Station 24-4
The DASL Overlays GEN-J The Bitche Salient 24-4
The DASL Overlays included with the Winter '95 Annual were printed a little small. As such, they do not fit GEN-K The Cannes Strongpoint 25-2
the DASL mapboards properly. Therefore, the Avalon Hill Game Company gives you pennission to color- GEN-L Hitdorf on the Rhine 25-2
copy these overlays for personal use only. In addition, Issue 30-3 of The GENERAL will include a correct set GEN-M First Crisis at AG North 25-3
of these overlays. GEN-N Soldiers of Destruction 25-6
GEN-O The St. Goar Assault 26-1
GEN-P The Road to Wiltz 26-1
Scenario Changes GEN-Q Land Leviathans 26-2
Scenario A69 Broich Bash-The north arrow should be pointing down, not up. GEN-R Burzevo 28-3
Scenario An Italian Brothers-The Republican "Balance" should read: "Delete SSR 5." OEN-S The Whirlwind 28-4
Scenario A73 Not out of the Woods Yet-The Americans move first; the Germans set up first. GEN-T Pavlov's House 29-6
Scenario A76 Night Drop-The American "Balance" should read: "Delete SSR 5." GEN-Gl Timoshenko's Attack 23-3
GEN-G2 Last Act in Lonaine 23-6
Scenario A77 Hide & Seek-Rotate board 14 180°. GEN-G3 The Forgotten Front 23-6
Scenario AS! They Fired On Odessa...-The Russians enter along the west edge. GEN-G4 First Action 24-3
Scenario AS2 Orange at Walawbum-Add three 50mm Mortars to the Japanese OB. GEN-G5 Six Carne Back 24-3
GEN-G6 Rocket's Red Glare 24-6
Scenario AS4 Endless Struggle-Only hexIOws B-FF are playable. GEN-G7 Bring Up the Gnns 25-3
Scenario ASS Airborne Samurai---Game length is 7 ", turns. Also, delete the first sentence of SSR 3. GEN-G8 Recon in Force 25-5
GEN-G9 Sunday of the Dead 25-6
Scenario AS7 The Grand Canal-Victory Conditions should read as follows: "The Japanese win if they Control ~ GEN-OlO Grab at Gribovo 26-2
30 printed stone buildings at game end; the 41U5 bridge is the equivalent of five printed stone buildings." GEN-GIl Pegasus Bridge 26-5
Scenario ASS Surprise Encounter-Rotate the north arrow 90 0 to the right, and board 34 180°. GEN-GI2 . Avalanche! 27-1
GEN-G 13 A View from the Top 27-5
GEN-G14 Tiger, Tiger 28-3
The Annual 93b Q&A GEN-G IS Bone of Contention 28-4
The 93b Annual Questions & Answers were accidentally left out of this issue. An entire compilation of all GEN-G16 Alligator Creek 28-5
Q&A will appear in the next issue of the Annual. GEN-G17 Hakkaa Paalle 29-2
GEN-GI8 Goya 29-2
Scenario Credits GEN-GI9 A Tough Nut To Crack 29-3
Bob McNamara, Brent Pollack, Laurent Forrest, and Jean-Luc Bechennez were accidentally left off the scenario GEN-G20 Camp Nibeiwa 29-3
designer's list. GEN-G21 Cat's Kill 29-4
GEN-G22 A Day By the Shore 29-4
GEN-G23 Habbaniya Heights 29-5
GEN-G24 Mt. Comes to Mohammed 29-5
GEN-G25 The T-Patchers 30-1
GEN-G26 Parker's Crossroads 30-1
DASL-A To the Last Man 24-1
DASL-B The Kiwis Attack 29-6
HASL-A Ghosts in the Rubble 27-1
GEN-TI Gavin Take 24-2
GEN-T2 The Puma Prowls 24-2
GEN-T3 Ranger Stronghold 24-2
GEN-T4 Shklov's Labors Lost 24-2
GEN-T5 The Pouppeville Exit 27-2
GEN-T6 The Dead of Winter 27-2
GEN-T7 Hill 253.5 27-3
GEN~T8 Aachen's PaJ) 27-3
GEN-T9 The Niscerni-Biscari Highway 28-1
GEN-TIO Devil's Hill 28-1
The SOLITAIRE ASL Chapter S Divider GEN-TII The Attempt to Relieve Peiper 28-2
GEN-TI2 Hunters frorn the Sky 28-2
Entirely unrelated to this errata, but a problem we feel must be addressed, is an error on the GEN-TI3 Commando Raid at Dieppe 28-6
Chapter S Divider of the newly released ASL Solitaire. The Squad Replacement Table on GEN-TI4 Gambit 28-6
that divider is missing the text. When referring to this table, please see rule S17.82, which GEN-TI5 The Akrotiri Peninsula 29-1
has the correct information. GEN-TI6 Strayer's Strays 29-1
18
AREA game requests: Just as a call, call before 3:00. Contact James
reminder, read page 16 ofthis issue to D. Gray, 111 Chester Ave., Bremer-
know how AREA will be handled in
the future!
Opponents Wanted ton, WA 98337, (360) 377-4598.
All In One! 2. Bad history is worse than no history at tributors to The GENERAL are-for the
Many thanks for 29-6. I had long been all. The article on Lafayette in 29-2 was a most part- "amateur" historians, and just
hoping for (1) new "runs" for ROADKlLL, piece of poorly written "gee whiz" pop his- about every historical "truth" they state is
(2) advanced campaign rules for ROAD- tory that explained nothing. The article probably questionable. So, if I'm going to
KILL, (3) new WRASSLlN' wrestlers, and about Pearl Harbor in 29-5 was a classic prevent second-rate history from entering
(4) WRASSLlN' specialty matches, and example of special pleading, written by a the magazine, I'm going to have to reject
here they aU are in one issue. Thanks again. Navy lawyer, that was amusing for its log- almost every article that comes across my
One question: In "New Wrestlers," The ical inconsistencies but misleading in its desk. Pretty soon, I'd have no articles to
Twins have a Specialty called a Void. Since pretense of objectivity. There is much bet- print at all.
there is no Void card in the game, I'm ter material on both those topics easily Dr. Prokopowicz, the jury is still out on
guessing the Specialty is a Distraction available at any public library, as the large whether historical articles have a place in
(which can "void" Referee and Tag cards). portion of your readership that cares about The GENERAL, but I do thank you for
The Twins could use this card as they have history surely already knows. For such your candor and for sharing your profes-
a manager, although we could pretend one readers, a good "suggested Reading List" is sional opinion about the state of affairs of
of The Twins is doing the distracting. much more valuable. As for those who this magazine. If I received more thought-
Maybe you could provide a clarification? don't care for the subject, exposure to sec- fulletters like yours, perhaps AH would be
ond-rate history is not likely to change their able to make better choices. RWj
Bill Hecker, Massachusetts minds.
[Bill: The "void" stands for Block, The GENERAL does a splendid job of
*****
although I like your interpretation. My covering Avalon Hill games; no other pub- Opponents, Anyone?
questions to you are: have you ever won lication even tries. The GENERAL is not I would like to take this opportunity to
with The Twins? If so, any hints you could particularly good at publishing history, remind readers of The GENERAL about the
give the readership? RWj while many, many others are. Always rein- "Opponents Wanted List." This is an excel-
lent service which Avalon Hill is providing
***x* force success, not failure.
to garners for the price of a couple of
Why History? stamps.
Gerald Prokopowicz, Ph. D, Texas
As a professional historian, I appreciate I have always tried to find garners this
the spirit that has moved The GENERAL to way, but for awhile it seemed that I lived in
[Gerald: For every negative comment we
begin including historical pieces along with hopeless, out-of-the-way places where
receive about historical articles, we receive
the usual game-related articles. While your there were no other players. A few years
a positive comment. What do we do? Those
attempt to expose the readership to history ago my career settled down long enough to
history articles you site as "second-rate"
is laudable, I hope you will reconsider your allow me a fairly permanent address, and
have been some of the most popular arti-
policy and refrain from running historical just to see what would happen, I took out
articles in the future, for two reasons: cles in recent times. My question to you an Opponents Wanted ad in the magazine.
(and to the readership) is this: "Why are Mter the issue came out, I received several
1. There are many, many publications, both pure history articles any more second-rate calls from gamers in my area. I did it again
popular and scholarly, that are filled with or offensive than the historical information and got several more calls, this time from
nothing but history. For American history that's been used to support gaming articles gamers in the area who purchased a copy at
alone, you can read Civil War Times Illus- in The GENERAL for years?" Count on the local hobby shops. Last month I moved
trated, The American Historical Review, your fingers and toes the number ofarticles to the Denver, CO area, took out an ad, and
The Journal of American History, Ameri- (from all the years ofThe GENERAL) that now I'm even receiving calls from guys
can Heritage (to name just a few), and the have begun with some historical discourse who are stuck here over the weekend on
publications of the historical society of the about what Hitler was thinking or what was business travel!
town or county where you live. There are the state of the German military during Some of these guys worked out as
hundreds more. WWll. I assure you, you'll run out of fin- steady opponents, some did not, but the
gers and toes before you run out ofarticles. point is I got to play games with new
In contrast, there are only a handful of Most of these articles were not reinforced people I never would have met. I plan
magazines dealing with games, and only with suggested reading lists, citations, etc. to continue the occasional ads in The
one focused on Avalon Hill games. I have In fact, it's a rare situation indeed to GENERAL, so that anyone in the area, new
been playing wargames for twenty-five receive an article where the author has had to the area, or even just passing through
years, and have long enjoyed the opportu- the presence ofmind (and the professional- can notice that I'm a gamer and I want to
nity to take a break from serious history by ism) to attach a list of references, or to try play! I urge all readers of this magazine to
playing your games or reading about them to prove the historical accuracy of his join me in using this excellent service.
in The GENERAL. The last thing I want to statements. Do you find this kind of histor-
see here, as a gamer, is a reprint of a ical discourse second-rate or "gee whiz"?
mediocre amateur history article that is You should, because I do. But, I've no David Newport, Colorado
already available elsewhere. alternative but to accept the fact that con-
20
•+
are prohibited from playing Break The Line or 7.4 ADDITIONAL SHIPS: Additional ships
while another friendly Force moving with any other Fm card. They may only may be placed either in Port or in the player's
is Engaging the enemy's move with RB (unlike in the original rules starting area. If an additional ship is placed in its
Can also be used as Force movement: 8 16-1: ANZ-S, Sc, V, DN; 3Rl-S; NAP-S; PZB-SR; 176-S, A; DlP-S, SQL-Q
Additional Ship: 6 16-4: MRM-DN, A, S, V, Q; SQL-A; 3Rl-S, A; TRC-SR
Blockade: 2 17-4: FSE-S, P, DN, V; MD-V, Q; SQL- SR; VlP-S; 176-Sc; WZQ-A; SST-V; NAP-S
Broadside: 60 17-5: CMS-S, V, Q; RFN-V; SQL-V; SGD-V; PZL-S; 3R2-S, SR; CAE-V; KGM-S;MRM-S
1st Rate: 6 all at 4 Firepower (4 FP) 17-6: SGD-S; WSM-V, Sc; WAS-V; 3R2-SR; SQL-S; CSlr-S; VIP-S; TRC-S
2nd Rate: 8 4 FP: 2, 3 FP: 6 18-1: FlW-A, Q; BM7- S; SQlr-S; DUN-V; DlP-S; AFK-A; PZB-SR; ALX-S; W&P-S
3rd Rate: 12 3 FP: 6, 2 FP: 4, I FP: 2 18-2: AFD-A, Sc, Q; AFK-V; 3R3-DN; TOB-V; SQL-S; AlW-V; VlP-S; DlP-S; D77-S
4th Rate: 12 3 FP: 4, 2 FP: 4, 1 FP: 4 18-3: GOA-S, DN, V, Q; AOC-V, Sc; AFK-S; VIP-V; SQlr-S; WSM-SR, P; DlP-S
5th Rate: 12 2 FP: 4, I FP: 8 18-4: GLD-H, V, A, Q; SQL-A; LFW-V; W&P-SR;AOC-S, P; FSE-V; WAS-S; AFK-S
6th Rate: 10 2 FP: 4, 1 FP: 6
18-5: 3R3-S, A, V, DN, Q; SQL-S, A; TRC-V; TOB-V; RFN-V; CSL-A; DUN-V
18-6: FTP-A, Sc; V, DN; VIP-V, Q; M64-S, Q; SNL-A; Q; SUB-Sc; BZK-V
Fire Ship: 2
Repair: 6 19-2: B8l-H, Sc, S, DN; TLD-A, Q; SQL-V; 3R3-S; SOA-SR
Bucket Brigade: 2 19-3: GSL-A, Sc, V, SR, Q; DIP-A; RFN-Sc; G77-V; l76-Sc; LRT-V, Q; SQL-A
19-5: SON-A, S, H, Q; W&P-S, Q; DIP-A; WAT-V; WSM-Sc; SQlr-A
Red Action Cards: 12
.19-6: VIP-P, SR; 3R3-V, Q; DIP-A; FTP-V; BM7-V; NVW-A; SQL-A, Sc; SUB-V, Sc
Weathergauge: 2
Fire: 4 20-1: SQL-S, A, DN, V, Q; VlP-SR
Strike: 2 20-2: TTN-A, DN, S, Q; MRM-V; RHD-A; SQL-Sc; W&P-V; GOA-S, Q; DIP-A; PZlr-V
20-3: FRG-S, V, Sc, Q; PZB-A; 176-Sc; DWK-S, V, Q; DIP-A; CQD-V, S
Run Aground: 2
20-5: BRN-SR, S, H, Q; LRT-S; DIP-A; GSL-Sc; G77-A; WSM-Sc
Admiralty's Orders: 2 20-6: Bl7-A, V, SR, Q; AFD-V; LFW-S; AFD-S; FSE-S; DIP-A; M64-S; BRN-SR; GOA-Sc; SQL-A; PZlr-Q
Ship Cards: 56 21-1: UPF-S, A, SR, DN, Q; SOA-S; SQL-H, S; TRC-S; D77-S
Their Ratings (and their Ship Points) 21-2: NAB-S, DN; W&P-S, A, Q; NAP-S, Q; DIP-A; FR4-S; FSE-S; 3R3-S; BFl-S; l76-S; SQL-A
Britain: 25 21-4: PGG-S; SR; PZB-A; 3R3-S; TRC-S, V, Q; DIP-A; SGD-V. S; SQL-Sc
1st: 4 (17,16,15, 15) 21-5: HWR-S, V, A; MRM-S, Q; OW2-A; DIP-A; 3R3-A; RBN-S; CQD-V; CN-S; SQL-A
2nd: 2 (15, 15) 21-6: FPR-H, V,SR;AIW-S,Sc;BZK-V;TAC-V,Q;SQL-A
3rd: 7 (13, 13, 13, 12, 12, 12, 11) 22-1: PAA-A, S, Q; TB-A, V; DWK-DN; TRI-V; GSL-P; DIP-A; AOC-S; WAS-S, Q; AFK-V; ClV-S; 3R3-S, Q
4th: 4 (11,11,11,9) 22-2: UPF/BNZ-A,SR,Q;FTP-A,S;SUB-Sc; VIP-S,Q
5th: 7 (11,9, 9, ~,9, 8, 8) 22-3: PZB-SR; PZlr-Sc, V, Q; SOA-S; 3R3-V; DIP-A; ClV-A; UPF-Sc, Q; AlW-S; GOA-A, Q; TLD-A
6th: 1 (8) 22-4: RFT":'A, V, S; TRC-V; PZK-S, Q; DIP-A; 3R3-V; SUB-V; PGG-S
France: 14 22-5: DEV-S, A, Q; GSlr-Sc; BRN-S; DIP-P, A; SC-V; FIG-A; SQL-Sc, Q
1st: 2 (17,15) 23-1: FLD-A, V; AFD-V, B17-V, DN; HWR-S, Q; VIP-V; 3R4--S; TTN-V; LFW-V; SST-V; RFN-V
2nd: 3 (14,14,14) 23-2: ASUBEYOND VALOR-A, S, Sc, Q, SR; UPF-S; DIP-A; PZlr-A
3rd: 5 (13, 12, 12, 12,11) 23-3: SUB-V, Sc; ASL-S, SR; HWR-V; BZK-V, Q; B81-A
4th: I (11) 23-4:EIA-S,DN; W&P-V,S; WSNt-Sc;SC-V;NAP-S; YLW-S;3R4--S,Q
23-5: KTA-DN, Sc, Q; WAT-V, B17-V, Q; 3R4--S; RFN-V; ASL-S; VIP-S
5t1l: 2 (10,9)
23-6: l83-DN, S, V, Q; FPR-Sc; RBN-S; TRC-S; DEV-P; PXB-S; CIV-S; MRM-S
6th: I (8)
Spain: 10 25-3: PTB-S, H, V, Sc; TPS-DN; AFK-V; 3R4--Sc, Q; ASL-S; PGG-P; PZB-A; UPF-V; SOA-V; PZL-S; B8l-S
1st: 2 (16, 15) 25-4:EIS-S,H, V,Sc; WSNt-V,P,S£;EIA-V,Q; VIP-S;NPB-DN; I76-V
2nd: 2 (14, 14) 25-5: GBG-SR, V, H, Q; 176-S;ASlr-H; FPR-Sc; RBN-V; ODS-V; DEV-S; GOA-DN, Q; W&P-S, Q; BRN-DN; LVG-Sc
25-6: ASUWEST OF ALAMElN-H, S, V, A, Sc, Q; PAA-S; RSN-V; UPF-S; FPR-Sc; SPF-A
3rd: 5 (12,11, 11,10)
4th: 1 (9) 26-1: MOV-S, DN, V, SR, Q; DKE-V; DUN-V; DLW-S; KGM-S; STC-S; ASL-A, Q; KRM-V, Q; ROR-DN; ClV-V
U.S.: 7 26-2: TPS-S, DN, SR, Q; PZB-Sc; ASL-H, A; 3R4-S, Q; HWR-S, Q; UPF-V; RFT-S
5tb: 5 (11, 11, 10, 10, 9) 26-3: MBT-H, S, SR, Q; FLD-V, Sc; FPR-Sc; ACQ-S; TCA-S
26-4: SOl-H, DN, S, Sc, Q; KGM-V; TTN-V; CIV-S; DIP-S; MRM-A; ASlr-A
6th: 2 (8,8)
26-5:UPF-S, V,SR;AFD-V;FTP-Sc;B17-V;FPR-V;ASL-H,Q
26-6: NPB-DN, S, H, Sc, Q; ElA-Sc, V; 183-S; WSM-Sc; DEV-S; W&P-Sc
27-1:TRC-S,H, V;ASL-H,Q;KRM-V,Q;RFT-S;TPS-S
27-2: 3FT-V, Sc, A; 6FT-S; 2FT-V; EIA-S, Q; ASL-S, D, Q; WSM-V; FTP-V; VIP-S
CONCLUSION 27-3: 3R4--S, DN; TLD-S, V; ASL-S, DN, Q; FSE-S
I hope that this new treatment will create an 27-4: ROR-A, SR, DN, Q; CN-DN; KRM-V; EIA-S; DlP-P
expanded interest in the original EIS and will 27-5: B9l-A, S, V; B8l-DN; ASL-H; D1P-P; TCA-A; ROR-SR, Q; D77-S
contribute to keeping this heartily seafaring game 27-6: BKB-SR, S, DN, A, SCT-V; GSR-S; MOV-V; ATS-A; W&P-V, NWD-V; WRS-S; S&B-S; CRR-Sc; WSM-V
afloat for many generations of game players to 28-1: PPW-SR, $, DN, H, Q; ASL-Sc, FPG-DN; PCW-V, Sc; CIV-V, S; Game Rating System
come. 28-2: ASUGUNG HOI-A, Sc, H, DN; ROR-A; FPG-A, Sc; BI7-Sc, -Q; ACV-V, Q; SPF-V; AvalonCon 11
28-3: RFT-A, S; PZBIPZL-V; PZB-Sc; ASlr-A, Sc; TRC-A, S; UPF-Sc, Q; RBN-V; GOX-A; AFD-V; TPS-Q; SPF-V
Special Thanks 28-4: B17-V; D9l-A, Q; PZlr-Sc, P; ACV-V; ASL-A, Sc; UPF-H, Sc; WAS-A, S; LRH-V; ACQ-A, S
I would like to thank Brian and Paddy 28-6:A3R-A,S,V;ASL-A,Sc;GOA-V; UPF-Sc,Q;3R4--V,S;CN-A;RSN-R;BKN-R
Hanner, Vickie Souther-Genadio, Jeff and
29-1: AVC '93-A; HOW-Vx3, Preview,Q; WTP-Preview; RKL-S; ASL-V, Sc; ASN-Preview
Belinda Rufffor their playtesting contributions
29-2: WTP-A, SR, DN; Q; Marquis de Lafayette-H, ACQ-V; ASL-Sc, DN; BKN-Preview; KGNt, PC Preview; UPF-V
to this variant. 29-3: BKN-A, S, SR, Q; GUR-Preview; ASN-V; HOW-V; CN-V; OC-PC-S; ASL-Sc, A, DN
29-4: STW-S, V; WaW; ST-Preview; MAH-Preview; 5h Flee/-Preview; GBG '88-V, BKN-SR; ASL-Sc, A
* 29-5: NWD-A, V; SJW-S,V; ElA-S; TTN-V; Myths of Pearl Harbor Attack-H; AVC '94 RepOlt; OC-SR; BB '9I-S;
CDlF-Preview; FC2-Preview; ASL-Sc
26
T~E E~5T
15 !EttO
YELLOW STRATEGIES
FOR MAHARAJA
By Steven L. deVore
'AHARAJA, Avalon Hill's game of the scales against the strongest likely contender for notably for colonial armies and armies stacked
conquest of India, brings the British victory, be he Blue or Green. Moreover, the with leaders, but neither of those circum-
nation born in its predecessor, BRI- British are still fearsome even if the Purple side stances apply to the Mauryans on Turn 1 of the
TANNIA, to the shores of the "Crown Jewel" of overall can't win, and given the lack of Yellow game. Since the Mauryans move before the
the Empire. Along the way to British conquest targets on the map, even a vindictive Purple Harappans, and have the advantage of a major
late in the game, the entire panoply of nations player will ultimately expend most of his invasion, there is no good reason short of a
that rose and fell on the Indian subcontinent strength destroying Green and Blue forces, die-rolling disaster that should prevent the
over the course of 3,300 years of history are which can only help the Yellow. That, in a nut- Yellow from wiping every Blue marker off of
presented. One of the most interesting empires shell, is how the Yellow player can reasonably the board on Turn 1.
of all rose, then disappeared, long before hope to win. It is probably not accurate to say By moving two armies each into Kashmir,
William the Conqueror cast covetous eyes on that Yellow has any less chance of winning the Lahore, Gandhara, Delhi, Rajputana and the
the barbaric shores of Dark Ages Britain. The game than any other color, but it is certainly true Punjab, the Mauryans can attack six Harappan
Mauryan Empire, along with its successor that the Yellow player will y"now on the first few armies at 2: 1. The' Blue armies in Kahmir,
Gupta state, reached a pinnacle of glory and turns if he has lost it. Lahore, Gandhara and Delhi are all trapped
civilization rivaling ancient Rome. In MAH, To win, the Yellow player must execute a and have no route of retreat. Yellow should
these empires are cast in the color Yellow, and tightly disciplined campaign across the first therefore be able to eliminate a minimum of
it is to Yellow play that we will dedicate the eight game turns, always keeping a weather four Blue armies, possibly as many as six. The
lion's share of this piece. eye on the forces arriving via the Turn Record second movement and combat phase should
Chart. The following is a play-by-turn com- be used to finish off whatever remains of the
Hapless Yellow mentary on winning Yellow strategy. Harappans, again by attacking with a one-
Various game reviews have cast the position
army majority and blocking off any possible
of the Yellow forces in MAH as all but hopeless.
Overwhelming for the first seven turns, as of Turn 1: Yellow Dawn retreat. Any additional Mauryan armies
Turns 8 and 9, the Mauryan/Gupta Empire van- If nothing else, the Yellow should move eastward as quickly as possible.
ishes, leaving the Yellow player the unappealing player has the satisfaction of If the opportunity to force the Pandyas to sub-
prospect of struggling through another eight being the only side able to mit presents itself, take it. It is possible to gain
game turns with only the paltry forces of the paint nearly the entire map- one point for being "Raja" on Turn 1, espe-
Sinhalese cornered on the island of Ceylon, and board with his color. Even the cially if Green submits. If the Pandyas are
a pair of adventurous Dutchmen who show up British have to rely upon the foolish enough to stand and fight, obliterate
on Turn 12. It is true that Yellow options are forces of allies and submitted them. The Mauryans on Turn 1 should take
extremely limited in the last half of the game, nations to fill out their empire; their lessons from Mr. PacMan. Big and
but this need not limit Yellow's chances of win- not so the Yellow. When the Mauryans spill out Yellow, gobbling up everything in sight.
ning so long as he recognizes the cardinal rule of of Central Asia and Afghanistan on Turn 1, the Expect to lose five or six Mauryan armies.
Yellow play: Make hay while the sun shines! only thing standing between them and a mostly Anything less than that is gravy. Lose eight or
The Yellow player has exactly seven turns to empty India are the Harappans. On game Turn 1, more, and Yellow is virtually guaranteed ulti-
make most of the victory points he needs to the Yellow has one main goal: to eliminate mate defeat in the game.
win the game, and to leave behind an overall every single Blue strength point on the map. This is no different for the other colors. If the
strategic situation that seriously hampers his Possible secondary goals include forcing the Blue Muslims, Green Mughals or Purple British
opponents' chances to make up the enormous Pandyas to submit, seeking a "Raja" point bobble their big invasions, their color will have
lead he gains on them from the outset. In partic- and/or occupying at least six non-hiland areas at trouble winning also. Unfortunately for Yellow,
ular, the Yellow player has the opportunity to the end of the turn so as to produce two Mauryan a disastrous Turn 1 means a long, long march
outright eliminate one Purple nation, the Cholas, armies through population increase on the sec-
into the night. An accidental fall onto the game
and so badly gore a second, the Rajputs, that ond turn. But all of those worthy objectives must
table, catching the board with your sleeve and
even with the British, the Purple cannot amass take a back seat to the main goal of wiping out
toppling it onto the floor, or similar catastrophe,
enough victory points to win. The Green and the Harappans forever.
Blue tend to grow at one another's expense, so The best way to do that, and a good general while not exactly in the spirit of good games-
timely use of the Dutch late in the game along rule for any color, is to arrange as many attacks manship, may save the Yellow player from hav-
with the steady trickle of points from the Sin- as possible with at least one strength point ing to experience slow death. Don't try that sort
halese on Ceylon should be enough to tip the advantage. There are exceptions to that rule, of thing more than once.
27
Turn 2: Yellow Sun Rising astride the Rajput path of advance. Therefore losses. On the second movement phase of the
With the Harappans gone, the only forces the Greeks are natural allies against the incom- Rajput major invasion, there will be no Mau-
remaining on the subcontinent other than the ing Purple threat and should be left alone. This ryans within Purple's attack range except those
Mauryans are two Pandya strength points and tolerance of Alexander will reap big rewards in in Ladakh. If the Rajput wants to commit sui-
two Chola strength points. Their locations are two turns. cide by bashing his head against the
very predictable. For the Pandyas, all of the Himalayas, invite him in!
areas for which they gain any victory points are Turn 4: Destruction of The Rajputs will then have to choose
at the southern tip of India. The Pandyas can the Cholas between expanding into the empty territory
only submit if they occupy two or fewer areas Use the leader Asoka to between the Greeks and Mauryans, or attack
in southern India. If they don't pull everything concentrate an army of four the Greeks; either way, it works to the Yellow
into South India, or if they choose to fight the on the largest stack of player's advantage.
Mauryans instead of submitting to them, they trapped Cholas. Concentrate Because any lost Mauryans cannot be
will needlessly take losses and be obliterated. another stack of two Mau- replaced, this is not a good turn to launch a
They are in a race with the Cholas for Mysore, ryans to attack the remaining major offensive. It is important to leave Yellow
so if they are pursuing their own self interest, Chola army. Do not molest spread out so the Guptas, who arrive next turn,
Turn 2 will find one Pandya in Maharashtra the Greeks. Next turn the receive as much population as possible. It's all
and one in Bijapur. Rajputs make their appearance with a major right to move into Pandya areas, since the
The Cholas are in an even more tenuous invasion from Central Asia, but the Mauryans Pandyas would be foolish not to submit.
position. The best they can do for themselves and the Greeks move first, so there will be time Build a Sinhalese strength point. Yellow will
on Turn 1 is move into Andhra and Orissa, next turn to prepare a little trap. gain one"Raj a" victory point this turn.
allowing them to build a third Chola unit on At this point a little diplomacy is required. On Turn 7, Chandra and the Guptas can be
Turn 2, then move into Golconda, Bidar, and The Greeks receive no victory points for used to drive the Marathas back to two areas in
Andhra. Even then, they are destined to lose the attacking Mauryans, so long as the Mauryans South India, forcing them to submit if they know
race to Mysore to the Pandyas. stay clear of the areas for which the Greeks what's good for them. Be sure to occupy all of
For the Mauryans, the Cholas are the next receive points, there's no good reason for the the two VP areas available to the Guptas. The
target. Since they cannot submit, if the Maurya Greeks to attack them. If the Green player VP totals as of Turn 7 will be approximately:
move aggressively they can catch them seems inclined to make war on Yellow, don't Blue: 14; Yellow: 55; Green: 14; Purple: 6.
between the Pandyas, themselves and the Sin- hesitate to point this out to him, and be sure to At this point, Purple is hard pressed to win, and
halese who arrive on Turn 4. By destroying the offer Mauryan cooperation in repelling the Yellow has gone a long way towards winning.
Chola, the Yellow player does significant dam- Rajputs. If the Green player can be made to see
age to Purple's chances of winning the game, at the longer view, he'll see that it's to his victory Turns 8 & 9: Yellow Sunset
virtually no cost to himself. point benefit to cooperate with you. If he As turn 8 dawns, Chandra
On Turn 2, the Mauryans should occupy attacks you anyway, you're not out even one departs along with eight
enough areas to receive a "Raja" point. victory point, but he'll cripple his ability to Gupta armies. Remove the
repel the Rajput invasion. Remember, Mauryan overstacked armies in the
Turn 3: Mauryan Maharaja losses are now irreplaceable.
South and armies in far east-
This turn will see the Mauryan Empire Be certain to evacuate Maharashtra this turn,
ern North India first. You
reach its greatest extent, occupying most of the since the Maratha arrival next turn will kill
board. The Pandyas will win the race to anything you leave behind. At the end of the want your remaining Guptas
Mysore and Bijapur, and be immune to attack Mauryan turn, they should be spread out one to be in position to torment the Rajputs again,
since they can submit without penalty so long unit per area all across Northern and Southern and perhaps force submission of the Marathas
as they occupy only two areas. The Cholas will India. The Sinhalese should content themselves and/or Pandyas again. At this point, Gupta
be trapped between the Pandyas and the Mau- with occupying Ceylon and leave adventures losses are irrelevant and it is perfectly accept-
ryans unless they move into the clear terrain on the continent for later. able to attack at 1: 1. While it is true that any sur-
areas at the tip of the Indian peninsula and viving Guptas remain in play after 16 of them
expose themselves to attacks from the Yellow are withdrawn between Turns 8 and 9, those
Sinhalese who arrive next turn, or from the Turn 5: Yellow Eclipse Guptas only garner for Yellow a point per area
Pandyas at the beginning of the next turn, or To trap the Rajputs requires some modest
for the remainder of the game, and they can
both. cooperation from the Greeks. Ten Rajputs
The Mauryans should take care to occupy as stand poised to invade India from Central Asia never expand again. It is a far better plan, then,
many areas as they can, in order to build their and China. The first turn of their major inva- to use the Guptas remaining after withdrawal to
army to its fullest extent, but they should avoid sion, the Rajputs must therefore occupy all five do as much harm as possible, especially to the
the areas in Northeastern India that the Greeks areas within two movement points of those for- Rajputs and Marathas. You should be able to eke
will occupy for victory points on Tum 4. This eign areas: Kashmir, Gandhara, Lahore, Punjab out a "Raja" point on Turn 8.
is one of the many times that it is absolutely and Ladakh, or they will gratuitously lose As of Turn 9, with the departure of eight
crucial for the Yellow to carefully study the strength points due to overpopulation. The more Guptas, the only Yellow counters likely
Turn Record Chart. Next turn-Turn 4--the Greeks receive reinforcements and have a to be left on the map are the Sinhalese. If a
Greeks will move before the Mauryans, so strong interest in occupying Punjab and Gand- Gupta or two remains in play, pull them back to
Yellow will not be able to get out of the way. hara, since they receive two VPs each for those Assam and Bhutan and make someone come
Seriously damaging the Greeks by concentrat- territories at the end of the turn. The more the dig them out on later turns.
ing armies in Northwest India would be easy, Greeks concentrate in Punjab and Gandhara, By all means be certain that two strength
but counterproductive. Since Turn 4 is the last the more difficult the Rajput's task becomes. points, either Gupta or, even better, Rajput, are
turn in which the Mauryans can expand their On the Mauryan turn, concentrate four Yellow in Baluchistan on Turn 8, since this will result
population, it is important to limit Turn 3 losses strength points in Ladakh and pull all of the in the automatic elimination of two Muslims
to only those that can be completely rebuilt rest of the Mauryans behind the Agra/Malwa scheduled to come on later in the turn. Since
Turn 4. Taking the longer view, the next major line. When the Rajputs invade, anything they Baluchistan is the only Indian area that borders
threat to Yellow interests on the Subcontinent send into Ladakh is likely to be lost, and they Persia, (the Muslim start area), as long as two
are the Rajputs, who arrive Turn 5 just as the must send in at least one strength point or lose armies are there the Muslims will not be able to
Mauryans are weakening. A careful look at the two automatically at the end of the movement move through the territory. All four Muslim
Greek victory point chart reveals that the phase. The Rajputs will probably push back the armies will have to stop in Baluchistan, and
Greeks only gain points for areas directly Greeks, but only after having taken serious risk defeat. If the Rajputs can be encouraged to
28
occupy Baluchistan, the results are even better, having only their "ally's" territory into which strengthening the Yellow posItIOn. In this
since they can submit before combat, forcing to retreat. This particular wrinkle in the rules author's opinion, they are not recommended
the Muslims to retreat back into Persia, which raises much aggravation for the British player. because they definitely unbalance the game in
eliminates them*. It is definitely in the Purple's "Surely he should be permitted to retreat into favor of the Yellow player.
interest to do this, since once Yellow departs, the territory of his allies!" is the familiar Option 1: Allow the Dutch to bring on the
North India will be awash in Muslims. This refrain. But the Indian "allies" of Britain were third army strength point provided in the
brings up an important use of the rules of which in reality defeated nations who had no more countermix. This will make it easier for the
all players of whatever color should be aware. love for Britain than their Irish "allies" in Dutch to establish all three of their factories
We'll call it: "Killing Them With Kindness." Europe. The British were never so secure that and to harm other nations. The Yellow can gain
As a general rule of thumb, if an attacked they could afford to let down their guard in up to 10 extra victory points if the extra Dutch
nation can submit, it ought to. There is no vic- India. When they did, they got the mutiny of piece is allowed.
tory point penalty nor loss of population 1857. It is therefore appropriate to punish the Option 2: Delay the departure of the
entailed, and it saves friendly forces to fight British for excessive recklessness. To treat the Mauryans by one full turn. On Turn 6 they
another day. Best of all, the submitted nation Indian "allies" as real allies for the purposes of would be permitted a normal turn, and the Gup-
can launch an attack against his conqueror on tracing supply lines would have been as ridicu- tas wouldn't show up until Turn 7. Eight Gupta
his very next turn. The most devilish use of lous as Custer deciding to accept assurances of armies each would be removed on Turns 9 and
submission, however, is to use it to actually friendship from the Sioux and Cheyenne so he 10. This option is far more unbalancing than
eliminate enemy armies. There are three cir- could move straight-away to attack the Apache, allowing the Dutch their extra unit. Although
cumstances under which this can arise. The 1000 miles inside indian territory. the Guptas will not be eligible to gain many
first is demonstrated above with the Rajputs, The moral of the story is that in MAH mom victory points, their presence alive and self-
when retreat of a "victorious" army may result was right; sometimes it pays to be nice. interested will allow them to devastate the
in its elimination*. If this seems conceptually Marathas and the Muslims, effectively knock-
wrong, remember that in the game we are inter- Yellow Twilight: Turns 10-16 ing Blue out of the game and leaving victory to
ested in the politics of India. Foreign invasions, By the time the Guptas either Yellow or Green.
in this case the Muslims, come from off-board leave, Yellow will have a
empires with their own interests and politics. If commanding lead. If the Yel- Conclusion
the initial Muslim penetrations into India had low player has done his job, MAH is a finely balanced, excltlllg game
found a population willing to quickly submit the Pandyas, Rajputs and that teaches more Indian history and geography
(i.e. embrace Islam), the Arab Khalifas had Marathas will all be confined in an afternoon than most people ever learn in
plenty of other things to do with their armies to two areas each, and the a lifetime. If the Yellow player makes hay
elsewhere. Muslims will have begun while the sun shines, there is no reason to do
The second opportunity to eliminate enemy their march across a denuded violence to the basic game design. Have fun.
armies by submission comes when Indian
*
North India. The Sinhalese
nations (as opposed to colonial armies) move and the Dutch are not a
by boats to attack an area that submits, and whole lot to work with, but
have to retreat back to sea. Since retreat to they should be enough to tip
ANOTHER VARIANT
John Kisner (author of "Indigo Indians")
sea is not permitted to non-Europeans, the the scales against the side,
has proposed a variant that not only helps
"victors" are eliminated instead. Again this is Blue or Green, that seems to
the Yellow player hang around, but could
bound to raise objections, but the truth is that be doing better. In particular,
also be helpful to other nations that find
the "boats" built by Indian Ocean littoral on Turn 10 the Sinahlese can gain large num-
themselves having to remove armies during
nations were (and for the most part to this day bers of points by capturing any area on the con-
their respective turns. Mr. Steven deVore is
still are) just that: boats. Not navies, not battle tinent. Once the Dutch show up, the key areas
right: allowing the Mauryans to linger
fleets, just shells to move people across water. to capture are Malabar and Golconda, since
around for an extra turn could unduly tip the
Only the European powers ever built navies factories built there gain points for being on
game in Yellow's favor. The variant pro-
capable of sustaining long-term campaigns at two coasts. If possible, move into coastal areas
posed below, however, while it does indeed
sea. The Indian nations did historically move controlled by the Pandyas with Dutch forces. If
help Yellow the most, allows other players
about the shores of the Subcontinent by boats, the Green player is sane, the Pandyas will sub-
to participate. I encourage you to play
but there were no full-scale amphibious mit. After that, the Dutch factory is protected
around with all the variants offered here to
assaults ever conducted there by anyone, from foreign invasion since the Pandyas are find the best balance for your group's style
including the British themselves. That was likely to submit before any foreign power has of play.
simply beyond the capacity of the indigenous the chance to attack the Dutch factory*.
maritime forces of the period. They had the It is important for the Yellow to closely Removing Armies
good sense not to try it. If a player insists upon monitor the victory point progress of each of Several nations have armies removed from
it, he should be punished. the other players, so he can direct his Dutch playas per the Turn Record Chart. Instead
The final opportunity to eliminate enemy forces to damage the color gaining the most of removing pieces from the board, the
armies by submission usually presents itself points. As the game ends, the Yellow player nation can instead remove twice that num-
will have approximately 80 victory points, ber permanently from its force pool. On-
during the second half of a major invasion,
especially by the British. During the first which should be enough to edge out the com- and off-map removals can be combined to
petition. meet the requirements. For example, on turn
movement and combat phase the British (this
This strategy will not guarantee Yellow vic- 8 the Guptas must remove eight armies.
can apply to others too, but only rarely) will
Instead, they could remove 12 from the pool
frequently force nations to submit. On the tory. Blow the battles and Yellow will lose. But
and four from play, or any combination
second movement phase the British may move assuming ironclad planning and reasonable
thereof.
through the areas of the previously submitted luck, Yellow has as good a chance of winning
nations to strike at other enemies beyond. If the game as any other color.
those enemies submit, the British are forced to Note from the editor: Rules interpretation is a diffiClllt
thing 011 which to draw a concensus. After reviewing
retreat whence they came, or to an adjacent Options and Variants the rules in MAH, we've modified a few of them (or,
area already occupied by British forces. Often For some, the grand strategy laid out in this have defined them more clearly) in the Questions Box.
this means the British armies are eliminated, article won't be enough. The general consensus Thus, some of the information in this article is out-
is that Yellow probably can't win, and one dated (see the "*" references). However, Mr.
,;, See this issue's Questions Box for a clarification on article won't change that. These variants are deVore's overall play philosophy is quite sound and
these rules. therefore provided for those who insist on should be tried whenever possible.
29
SERIES REPLAY
MAHARAJA
Rick Koltz
Blue: Pete Stavish
Green: Alton Grunich
Purple: Walt Keelin
Neutral Commentator: Charles Bahl
ure, you might be thinking, MAHARAJA How can I best position my annies this turn in Mauryans (Yellow)
BOARD CONFIGURATION: 41
BALANCE:
o Game Length is 10 Turns.
A
VICTORY CONDITIONS: The British win if at game end they control 2 30 fI; Exchange the German 8-0 for an 8-1.
N
buildings and a Blaze marker exists in each multi-story building on board 8.
Elements ofInfanterie Division 181 [ELR: 3] set up on board(s) 8/41 (see SSR 3): {SAN: 3}
..,~r
AA
~
~
4'·§·7
fkk ftl( 4d
4·~·7 2·4·7 2·2·8
Ad; ~~ A% i LMG
!!;[I]
3-1
~MMG
I@;OO
5'~
,
M!J
5ij*[2-13]
MTH
? .
7 morale
811
[!]
~1O~..
20l(4) (40) .-
1+3+5
12 4 3 4 2 2 8 2
~
Reinforcements enter along the west edge on Turn 4:
o ~ 15
ill~31
37l 4/.
<:>
Group 2 enters on Turn 1 along the east edge:
t ..... t t +1 4
~ f(~
L ~~~
~ WiJ ~~ dm MTR DC
LMG
9
CIQ nl~.~
;;[I] ~~~ X12
,; 3~PP*
4 2.5.8 §2+~
2·4·8 2·2·8 • =mm 2'1 30·1 BMO Z/-
5 5 3 4 3 4
Group 3 enters on Turn 3 along the east edge: Group 4 enters on Turn 4 along the east edge:
td; t
+1 4
VI ~ f(~
§2.~.~ 2-4·8
LMG
!!;[I]
2·1
~;;x~
DC
• 30·1
~~~
3~~*
BMG Z/-
W
4 2.5.8
w
§2·H
f(~
2·4·8
2 2 2 3 2 2
.'
W Group 1 enters on Turn 4 along the south edge:
~ f(~ t td; t~
t LMG
!!;[I] ill~'
+1 4
0
2
2/-
2 2
SPECIAL RULES: 6. The British player may place three 5/ 8" Smoke counters on board 8 at the start of his Turn
1. EC are Groulld Snow, with no wind at start. All buildings are wooden. There is a +1 I PFPh.
LV Hindrance in effect.
2. The river and all non-water hexes east of the river are Ocean hexes [EXC: All water AFTERMATH: As the landing craft closed with lhe beach, the naval bombardment lifted and
hexes sharing at least one hexside with a playable land hex are Beach hexes]. The British a smokescreen was laid down by aircraft. Group 3 took Maaloy Island with little problem, and
are conducting a Seaborne Assault (G 14.1). The British SAN is "5" at start, but their cur- destroyed all the guns and tbe ammo storage building by 0920. After a lightly-opposed landing,
rent SAN is lowered by three at the end of Turn 3. Beach Slope is Moderate. Group 2 soon became involved in vicious street fighting. Racing against time, Group 2
3. The German player may use HIP for up to one squad-equivalent (and any/all SMC/SW requested reinforcements. A detachment from the Commandos on Maaloy Island embarked on
which set up with it). The German Player may set up no more than four squad-equiva- their LeAs for the short run to Vaagso even as the southern flank guard of Group 2 rushed
northwards to help. A few minutes later, 65 commandos of Group 4 arrived and began disem-
lents (and any/all SMC/SW that set up with them) on board 8. barking. The commandos, now totalling over 265 men, began the systematic reduction of every
4. All British units are Commandos (HI.24). The British Infantry have MOL capability, enemy strongpoint, including a single tank. By 1345, the commandos were withdrawing from a
but only for the purposes of A22.613. successful raid. The fish oil facilities of Vaagso were totally destroyed, and it was proven that
5. The British have one 120mm NOBA module (G 14.6), with a Shipboard Observer off a defended port could be assaulted and captured. This raid also succeeded in pinning down
any east edge hex chosen and secretly recorded by the British player. 30,000 German troops in Norway to resist the invasion that never came.
The GENERAL 30-2
CONTEST #173
THE YELLOW PERIL
It is Turn 1 of a friendly game of MAHARAJA. The Pandyas and Cholas have
begun their migration south. The Mauryans (12 armies strong) are now ready to
roll out of Afghanistan and Central Asia and sweep the Harappans (blue) away
with a scythe of destruction. Assume the role of the Mauryan player and conduct
your Major Invasion. Your goal is to attack each Harappan position at 2 to I (i.e.,
two Mauryan armies vs. one Harappan army) and eliminate every Harappan on
the map. At the end of the second move and attack, you should occupy all nine
Harappan spaces, thus giving you one Raj Point.
In the space provided below, clearly define each move and attack (you
have two each). Don't worry about losses; you will win every battle without
taking casualties. Remember, you must conduct battles at 2 to 1. If you
declare a battle at 1 to I, Ashoka will cut off your head.
First move and attack
Name _
Address _
City State, Zip _
Comments _
Name TeI., _
Address, _
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Victory Points for Turn 4 succeeded admirably. To leave only one army Rajputs are much more lethal because they are
Yellow: 26 in each of the western border states would coming in under Major Invasion rules.
Mauryans: 23 (including have invited deeper penetration and more kills. Although it's only Turn 4, I have to be looking
2 Raj Points).
As it stands, the Greeks are limited to one area toward Turn 7, which is my last big scoring
Sinhalese: 3.
(and they can keep it). Grabbing two addi- drive of the game. If I don't get it there, I
Blue: o
Green: 8 Pandyas: 4. tional Raj points was no problem. If I had won't get it anywhere. Toward that end, I've
Greeks: 4. Greeks all over the place, the Maharajaship got to hold on to as many of my armies and
Purple: 5 Cholas: 5. would be tougher to squeeze. areas as possible.
Victory Point Total During Turn 4, I built up my northern bor-
Yellow 29 der against the invasion of the Rajputs. The TURN 4: BLUE
Blue 12 Marathas, who will be bursting upon the scene Wake me when it's over.
Green 8 to the south, are usually much less of a prob-
Purple 5 lem. In fact, I'll be pulling armies from the TURN 4: GREEN
TURN 4: YELLOW southwest at the start of Turn 5 (as part of my I decided to have the Greeks abandon the
Dear Neutral Commentator: Preservation of required withdrawal). As far as I'm concerned, Punjab, rather than split my defenses between
armies was my goal in Tum 3. And I think I the Marathas can take what they can get. The there and Gandhara. Gandhara will be my
36
bastion. So far, so good, since Yellow didn't Sinhalese (Yellow) make the Rajputs or Guptas look elsewhere for
touch it. Sometimes just two armies in an area Population Increase + 1- 112 on track. easier conquests.
are all it takes to make another player keep his Movement:
Lanka to Karnatak (2).
hands off. And in this case the Mauryans need
Battle:
TURN 5: GREEN
to spread out. They are not concerned with a Karnatak: 1, 3 vs 2, 3: NE; 2, 5 vs 1, 6:
I couldn't resist the attack on Karnatak. But
risky invasion for the sake of gaining only a P, S; 5 vs 1: P. the subsequent Sinhalese invasion caught me
single area. Rajputs (Purple) totally off-guard. Since Karnatak is not worth
The Pandyas moved to secure the most Vic- Movement (first) any Victory Points to them, I figured that the
tory Points. I figured the Cholas wouldn't mess Central Asia to: Sinhalese would simply leave the place in peace.
with me in Kerala. Why would they chance it, Kashmir (6). The Greeks in Gandhara hang on by their
when the odds are even? Besides, the Cholas China to: Kashmir (I), Lahore (3). fingernails, as I suspected.
pick up more Victory Points by moving back Battle:
Kashmir: I, 1,2,2,3,4,4 vs 3, 5, 5:
into Andhra.
R(2); 1,2,3,4,6 vs 5, 6: M, R(2); 2,
Turn 5: Neutral Commentary
5,6 vs 2, 6: M(2), R. I didn't know exactly how the situation at
TURN 4: PURPLE One army removed from Lahore at the end of the Karnatak would resolve itself, but I knew the
I'm simply going for the most Victory Battle Phase due to overpopulation. •,. Cholas would never hold on to the place. The
Points this turn. Moving back to Andhra, of Movement (second) move to Andhra was ill-advised, even in the face
course, gives me an extra one. Lahore to Delhi(2). of the Marathan threat. It is much better fo base
Kashmir to Lahore. a defense on actual armies than on the hope that
Victory Points for Turn 5
Turn 4: Neutral Commentary Yellow I Mauryans: I (Raj Point).
an attack will not net the aggressor any Victory
Purple! Didn't you read my opening state- Blue 0 Points. Hard to say what will happen to the Sin-
ment? It's seldom the wise course to simply Green 3 Greeks: 3. halese now, given they are somewhat weakened
maximize your points for the current turn with- Purple 0 and vulnerable to Chola attack by sea.
out looking ahead a turn or two. You have for- Victory Point Total I may have to take back what I said about Yel-
gotten the Pandyas and the Sinhalese. {f you Yellow 30 low's border defense. The Rajputs got hurt bad,
Blue 12
don't think they will attack Karnatak because and the Guptas should come rolling back by
Green II
they have no Victory Points to gain, think Purple 5 Turn 7. However, the Rajputs followed the best
again. The destruction of a single opposing course of action. It would have been pointless to
army in an area where there are precious few *Although the rules state that overpopulation split up and attack Gandhara also. Maybe ifYel-
armies is a major victory in itself. Don't forget should be counted at the end of both Movement low had not beefed up the Punjab with three
that since no area Victory Points will be Phases of a Major Invasion, this group of play- armies, the Rajputs would have been tempted to
awarded next turn, the Pandyas and Sinhalese ers decided to count it only at the end of each take the Gandhara/Punjab route, and the Mau-
are free to move two armies against your one in of the Battle Phases. We think this makes more ryans would have been hurt even less.
Karnatak. sense.
The Greek fortress at Gandhara is a good TURN 6
move. The Punjab would have been lost any- TURN 5: YELLOW Guptas substitute Gupta armies (and Gupta
way. But will Gandhara survive the onslaught Some bad dice rolls on the part of the Population Marker*) for Mauryan.
of Rajputs next turn? If I were the Rajputs, Rajputs more or less decimated their invasion. Pandyas (Green)
I'd skip Gandhara and cut straight through But I have to claim some of the credit. They Population Increase: + I = 1-112 on track.
Kashmir by bringing armies to bear from both were going to have a hard fight any way they Greeks (Green)
China and Central Asia. came on board. If they came through the Greek Population Increase: +2 = 3 = I army + 0
holdouts in Gandhara, they were still up against on track.
TURN 5 Army Placement: Sind.
my three armies in the Punjab. As it was, they
Mauryans remove Ashoka and one army Movement:
were forced to stack heavily in two areas so Sind to Baluchistan (2).
each from Lahore, Sind, Rajputana, Gujarat, that the overpopulation rules eliminated Marathas (Blue)
Malwa, Delhi. another of their armies. I should be able to Population Increase: +3 = I army + 0 on
Pandyas (Green) garner several more additional units during track.
Population Increase: +2 = 3-112 = I army Turns 6 and 7 to be used in my final territorial Army Placement: Berar.
+ 1/2 on track. push for Victory Points. Movement:
Army Placement: Mysore. The Sinhalese invasion of Karnatak was dis- Berar to Gondwana.
Movement: Cholas (Purple)
concerting to the Pandyas (to say the least). But
Kerala to Karnatak. Population Increase: + I = I on track.
Mysore to Karnatak. I really believe I can pull it off. The Pandyas
Sinhalese (Yellow)
Battle: are not due an army next turn, and I doubt that Population Increase: +1-112 = 3 = I army + 0
Kamatak: I, 6 vs 1: C. they will risk one-half of their forces in trying on track.
Greeks (Green) to take it back. I also doubt if the Cholas will Army Placement: Karnatak.
Population Increase: + I = I on track. attempt anything daring. They need to keep Rajputs (purple)
Movement: their Andhra garrison strong to fend off Population Increase: +3 = 3 = I army + 0
Persia to Baluchistan (2), Sind. on track.
Maratha incursions. And to top it off, by the
Battle: Army Placement: Delhi.
Baluchistan: I, 4 vs 6: G; 3 vs 2: NE; 2
end of the turn I will be able to place another
Movement:
vs 6: G. defensive anny in Karnatak. Delhi to Malwa (2).
Marathas (Blue) Lahore to Agra.
Movement: TURN 5: BLUE China to: Lahor e(2), Kashmir (2).
Maharashtra to: Gujarat (2), Rip Van Winkle is back! As a Maratha, I Battle:
Khandesh, Berar, Bidar, Bijapur. tried to do two things: to stay away from Gupta Agra: 6 vs 2: G.
Cholas (Purple) areas (Malwa, Punjab, Rajputana) and to secure Guptas (Yellow) .
Population Increase + I = 3 = I army + 0 Population Increase: +8-112 = 10-1/2 = 3
a good defensive position. Therefore, I con-
on track. armies + 1-1/2 on track.
Army Placement: Andhra. fined my expansion to the southern Indian Army Placement: Oudh, Bundelkhand,
Mauryans (Yellow) Hiland regions. The only exception was Punjab.
Movement: Gujarat, which will score two Victory Points in Movement:
Baluchistan to Punjab. Turn 7. My two defensive armies there should Punjab to Sind, Rajputana (2).
37
Victory Points for Turn 6 Punjab, since they don't need Baluchistan for from the Dutch). Although I was sorely
Yellow I Guptas: I (Raj Point). points and can move two armies into the tempted to attack and grab a few extra Victory
Blue 0 Punjab for defense. Points, I decided to keep the extra Gupta
Green 0 The only interesting area in the south is Cey- armies to absorb my enforced withdrawal at
Purple 7 Rajputs: 7
(including one point for
lon. It's a toss up whether the Cholas will the beginning of Turn 8. I have a 3D-point lead,
Gupta army invade there. It's easy enough to do. They must but I doubt strongly if this is enough of a mar-
eliminated). consider, however, the defense ofAndhra when gin to last me through the game.
Victory Point Total making the invasion. The Marathas would also
Yellow 31 like to get their hands on Andhra. TURN 7: BLUE
Blue 12 I believe the Marathas got just about as many
Green 11 *Although the rules do not specifically state Victory Points as they could. Although expan-
Purple 12 that the Gupta Population Marker should be sion from Gujarat into the Sind was possible, it
substituted for the Mauryan one, we feel that just didn't seem worth the risk, since Gujarat is
TURN 6: YELLOW this is the logical action. (See Quest. Box.)
I was shocked (but gladdened) by the a key Victory Point location for me.
(See end o.fturn 6 counter positions on page 38).
Rajputs conservative efforts in the north. I
doubt if their doubled defense will gain them TURN 7: GREEN
any victory points in Turn 7. Better would have TURN 7 I attacked the Punjab in the hopes that I
been simply to seize Rajputana and Sind, and Pandyas (Green) could hold it and Gandhara, but the Rajputs had
bank the victory points. At any rate, with these Population Increase: +1 = 2-1/2 on track. other ideas. The Pandyas hold onto their own.
areas left open, the Guptas gently waltzed in. If Greeks (Green)
the Rajputs decide to fight it out next turn, Population Increase: +2 = 2 on track. TURN 7: PURPLE
that's fine; they'll hurt themselves more than Movement: I must admit that I haven't played the
me anyway. Besides, the Guptas are finished Baluchistan to Punjab (2). Rajputs all that well. I should have taken the
by the beginning of Turn 8 due to enforced Battle: vacant areas when I had the chance, as Yellow
Punjab: 2, 6 vs 4: Gupta.
army withdrawals. suggested. Eight points is not that great a
Marathas (Blue)
I don't feel so good about the situation in Population Increase: +3-1/2 = 1 army + showing. I didn't see any point in the Cholas
Ceylon. In defending Karnatak with an extra 1/2 on track. invading Lanka. I need to save my resources
army, I may have left myself wide open for Army Placement: Khandesh for Turn 9 when the Cholas receive two rein-
a seabourne invasion at Lanka by the Cholas, Movement: forcements and the opportunity for some big
who have boats next turn. I screwed up and for- Khandesh to Maharashtra. Victory Point gains.
got about technological innovation. The lesson Cholas (purple)
to be learned. Population Increase: +1 = 2 on track.
Sinhalese (Yellow) Turn 7: Neutral Commentary
Population Increase: +1-1/2 on track. I think that Yellow just blew the game for
TURN 6: BLUE himself. Saving extra armies for Turn 10 Vic-
The board is getting pretty filled up, and Movement:
Karnatak to Lanka. tory Points doesn't make any sense. The Gup-
we're all looking desperately for free areas. Rajputs (Purple) tas will have to be extremely lucky to control
Hence, my army placement and move. I'll grab Population Increase: +5 = I army + 2 on any areas by Turn 10. Unless Yellow does par-
Gondwana while the gettin's good. Next turn, track. ticularly well in handling the Sinhalese (espe-
my population increase will allow me to move Army Placement: Kashmir.
cially as they relate to Dutch expansion later
back into Maharashtra. Movement:
Kashmir to Gandhara (3). in the game), his goose is cooked. Although
Lahore to Kashmir. Purple did not do well with its relatively pas-
TURN 6: GREEN
Tibet to Nepal, Bhutan sive Rajput play, he dodged the Gupta bullet.
Not much to say for the Pandyas. Just hang-
Battle: At a bare minimum, Gupta attacks should have
ing on. I don't even have enough resources to
Gandhara: 6, 6, 6 vs 4, 6: G(2), R. been made into Delhi, Lahore, and Agra.
capture Kerala, though it's up for grabs. But Guptas (Yellow) Other colors played as well as the situation
I've got Mysore, at least, and I'm going to fight Population Increase: +9-1/2 = l1 = 3 permitted. There was no point in attacking with
for it. armies + 2 on track.
The Greeks consolidated their position, try-
the Pandyas, Cholas, or Marathas.
Army Placement: Rajputana, Oudh (l
ing to deny Baluchistan to either the Guptas or army + Chandra), Bundelkband. TURN 8
the Rajputs, and hoping to seize Punjab for one Movement: - - - - - - - - - - _...
Victory Point next turn. Bengal to Assam. Guptas remove one army each from: Oudh
Orissa to Bengal. (+ Chandra), Bihar, Rajputana, Bundelkhand,
Bundelkband to Orissa. Assam, Baluchistan; two armies from Ladakh.
TURN 6: PURPLE Oudh to Bihar.
We'll see if Yellow's analysis is right. I Pandyas (Green)
Rajputana to Baluchistan.
decided that rather than to spread myself thin, I Victory Points for Turn 7 Population Increase: + I = 3- 112 = I army
would concentrate my forces as a springboard Yellow 20 Guptas I7 (including Raj + 112 on track.
into Turn 7 and its Victory Points. If anything, Point); Army Placement: Mysore.
the Guptas erred by not moving into Nepal. Sinhalese 3. Greeks (Gl"een)
This area will be mine next turn, along with Blue 9 Marathas 9. Population Increase: + I = 3 = 1 army + 0
anything in northern India that I can conquer Green 4 Pandyas 3, Greeks 1. on track.
by fighting. Purple 10 Cholas 2, Army Placement: Punjab.
Rajputs 8.
Movement:
Victorv Point Total
Turn 6: Neutral Commentator YelIow 51 Punjab to Baluchistan.
Turn 6 is really nothing more than a prepa- Blue 21 Marathas (Blue)
ration for the Victory Points available at the Green 15 Population Increase: +4 = 4- 112 = I army
end of Turn 7. I have to agree with Yellow: the Purple 22 + 1- 1/2 on track.
Rajput's invasion was poorly planned. The Army Placement: Khandesh.
Gupta's defensive position neatly locks them TURN 7: YELLOW Cholas (purple)
into place. They will get Nepal (which they This was my last big push for Victory Population Increase: +I = 3 = I army + 0
could have captured earlier anyway), but little Points. After this I can only hope to eke out as on track.
else. The Greeks will probably end up with the much as I can from the Sinhalese (and later, Army Placement: Golconda.
38
• •• •
many Rajputs as possible. The attack on Delhi move into Jaunpur. This turn I finally get the Sinhalese pay for excessive hubris. Now it
went better than had I hoped, but Rajputana Marathas into Bihar. Both Bihar and Magadha looks like the Pandyas may become the domi-
cost me dearly. It was smart of the Rajputs to will produce a significant amount of popula- nant civilization in the Indian hinterland (espe-
defend heavily there, blocking me from further tion, while at the same time being far away cially when the Portuguese arrive). The Rajputs
advances into Malwa or Bundelkhand, and from the heavy fighting. take Delhi briefly, but are no match for the
gaining two Victory Points for each of my Muslims' major invasion. At least my defense
killed armies. I think that regardless of the TURN 10: GREEN killed a lot of Muslim armies.
opposition facing the Muslim player, however, My move into the Punjab paid off, although
it is important for him to keep moving forward in retrospect, I should have been more conser- Turn 10: Neutral Commentary
until he runs out of attacks. It does no good to vative and made the move into Lahore instead. From Blue's humble beginnings with the
establish a defensive perimeter, given the Lucky dice save another bad tactician! Harappans, he's come a long way to become
restrictions on Muslim population increase the dominant color on the map. The Muslims
after Turn 11. Besides the Mughals are bearing TURN 10: PURPLE look extremely powerful, but watch how
down on them. During my second movement Ouch' The Cholas' attack on Karnatak was fast they collapse in the face of the Mughal
phase, Aybak came in handy for a three-space painful. I sincerely thought I could make the invasions.
41
Battle: TURN 11: BLUE
Punjab: 1,6,6 vs 4,5: Mughal (2), I'm not too pleased with my play this turn.
Pandyas (Green) Muslim. The Muslim attack on Punjab was ill-advised.
Population Increase: +1 = 3-1/2 = 1 army Mughal (Green) Better probably to step back, consolidate my
+ 1/2 on track. Movement:
Army Placement: Malabar defensive position, and make it as tough as pos-
Central Asia to Gandhara (4), Punjab (2
Movement: + Timur).
sible for the Mughals. My attack on Orissa
Mysore to Kerala. Battle: should never have been made. The army lost in
Malabar to Kerala. Gandhara: 2,4, 6, 6 vs 4, 5: Muslim (2), Orissa could have been used better on defense.
Battle: Mughal.
Kerala: 2, 5 vs 5: P, S. Punjab: 5(+1), 6(+1) vs 1,2: Muslim(2). TURN 11: GREEN
Marathas (Blue) Remove Timur and 1 army each from Total dominance of the south coast! Of
Population Increase: +6 = 7-1/2 = 2 Punjab, Gandhara. course the Dutch are coming, and they may
armies + 1-1/2 on track (only one placed Pm·tuguese (Gn,cll) make things hot, especially since they come to
due to counter limits). Movement: bat after the Portuguese. For the moment, how-
Army Placement: Magadha. Arabian Sea to Karnatak, Indian Ocean.
Movement:
ever, things look good.
Battle:
Bihar to Bengal. Karnatak: 4(+ 1) vs 4: S. Factories Kerala,
Magadha to Orissa. Karnatak. Turn 11: Neutral Commentary
Battle: Arms To Pandyas (placed on board next As Colonial Powers now come into play, it
Orissa: 2 vs 5: M. turn). is important for players to coordinate the
Cholas (Purple) Victory Points for Turn 11 actions of Colonials with their Indian nations.
Movement: Yellow 0 For example, in this turn, the Pandyas invade
Orissa to Andhra. Blue 1 Muslims: 1 (Raj Point). Kerala in anticipation of the Portuguese move
Sinhalese (Yellow) Green 3 Portuguese: 3. into this area. The Portuguese chose Kerala
Population Increase: +2-1/2 = 3-1/2 = 1 Purple 0
over Malabar as a site for their Factory
army + 1/2 on track. Victory Point Total
Army Placement: Simhala. Yellow 63 because Malabar is already well defended (a
Rajputs (Purple) Blue 48 hiland area). Although Portugal could have
Population Increase +2-1/2 = 4 = 1 army Green 24 selected Orissa as the location of its second
+ 1 on track. Purple 47 factory (receiving an extra Victory Point), Kar-
Army Placement: Bundelkhand. natak is a less isolated and, therefore, safer
Muslim (Blue) TURN 11: YELLOW area. If the opportunity presents itself, the Por-
Remove Aybak The Sinhalese just back off and protect their tuguese will be able to relocate their Factory in
Population Increase +10-1/2 = 3 armies homeland. Karnatak gains them nothing, and Karnatak to another location.
+ 1-11 on track
*
the Pandya/Portuguese will be too much for
Army Placement: Agra, Lahore, Delhi.
Movement:
them anyway. The Dutch (my color allies) are
Ladakh to Punjab. not much of a power. The French, British, and
Delhi to Punjab. Portuguese will be fighting it out on the south [We've run out of room to complete the SR in
Lahore to Punjab. coast, while I sit back and observe from Ceylon. this issue. We'll continue and finish in 30-3].
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This is the autunm meeting of AHlKS Europe, NOVEMBER 10.12, 1995
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more info., contact Murray COWles, 6 Chaf-
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The ninth annual gaming convention will town Fort Wayne,. Indiana. Dealers' area,
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42
VICTORY CONDITIONS
CLASH OF EAGLES 1. The Allied player wins if he can shoot down
or force the German player to crackup within
20 turns. The German player wins if he
avoids the Allied victory conditions. If the
German player shoots down any Allied air-
craft but is itself destroyed, the game is a
draw.
2. If the variant is played, award points listed in
Victory Resolution. Victory is then awarded
to the side with the most points.
SPECIAL NOTES
1. For this scenario, Optional Rule 5 (Reaction
Distance) must be used.
2. Planes may be shifted on the mapboard to
keep all aircraft in play. However, Allied air-
craft which cannot be kept on the board
despite all attempts are considered to have
lost sight of Voss and are removed from the
game and may not return. No victory points
are awarded. (German aircraft are never
forced off the mapboard due to Allied move-
ment; the Allied aircraft would be removed
instead-see Variant.)
SCENARIO #1
WERNER VOSS'
LAST FIGHT
n 23 September, 1917, Capt. James T. B. McCudden (later Major, with 56 victories) of the
O famous No. 56 Squadron met Germany's Lieutenant Werner Voss (48 victories) in a lopsided
dogfight. McCudden was leading a flight, which has been reported to have comprised Major
G.H. Bowman (32 victories), Capt. R.T.C. Hoidge (27), Capt. C.A. Lewis (8), Captain R.A. May-
berry (25) and Lieutenant Arthur P.P. Rhys-Davids (23). They were about to engage six Albatros
when they decided instead to rescue a SE closely pursued by a silvery-blue Fokker, piloted by Voss.
Outnumbered, Voss could not exploit the climbing abilities of his Fokker because a formation of
SPADs was circling overhead, holding off the six Albatros McCudden had been stalking earlier. So
Voss fought tenaciously for ten minutes (60 game-turns in KOA) and hoped to attract other planes
to the scene and then escape in the usual shambles. A red-nosed Albatros did eventually arrive and
it covered Voss' tail while the latter took offensive action, putting holes in each and every SE 5.
From this point on, the accounts differ.
According to McCudden, the Albatros was shot down first, once again leaving Voss to fight
alone. Then, after a burst from Rhys-Davids, McCudden noticed that the movements of Voss' tri-
plane were "very erratic," and the Fokker nosed in a steep dive and crashed. Strangely, McCudden
was the only member of the flight to have witnessed Voss' death.
In Rhy-Davids' report, he stated that he registered many good hits on Voss' triplane but did not
see it go down. He then stated that he engaged the Albatros in a head-on attack and saw it spiraling
out of control.
Clearly, the chronology of the events is confused, possibly due to the fury of the air battle. But
the fact remains that Germany's fourth highest ace, at the age of twenty, was dead.
Upon discovering the identity of his adversary, Rhys-Davids said: "Oh!, If only I had brought
him down alive."
One month later, Rhys-Davids, who was the same age as Voss, disappeared in action, after a dog-
fight with Fokker triplanes, the aircraft Voss was piloting when he was killed.
SET UP
Allied Side
SE Sa-starting hex 1737, nose pointing north, altitude 6,171 ft., ace pilot.
SE Sa-starting hex 1538, nose pointing north, altitude 6,171 ft., experienced pilot.
SE Sa-starting hex 1938, nose pointing north, altitude 6,171 ft., experienced pilot.
German Side
Fkr Dr.l-starting hex 1722, nose pointing south, altitude 6,000 ft., ace pilot.
43
3. Although members of No. 56 Squadron all ~
qualify for ace status, only McCudden has 0
SCENARIO #2
been designated ace for play balance. ~ .[1 0
VARIANT
E
Players wishing to reenact the exact histori- arly in May of 1917, at the tender age of twenty, Albert Ball was a Captain, a flight comman-
cal dogfight may face three Allied aces and der of No. 56 Squadron, holder of numerous decorations and victor of over 44 enemy aircraft.
extend the game to 60 turns. Reinforcements are He had just overtaken France's Georges Guynemer in the race for the coveted title Ace of
available and appear on their entry hexes after Aces. His next goal: to overtake then von Richthofen's score of 56 and to meet the Baron (whom he
all aircraft already on the mapboard have had encountered once before) in the skies.
moved. They are eligible to move the next turn. On the 7th of May, Ball, leading a patrol over Richthofen's airfield at Douai, met the younger von
This simulates other pilots joining the fray. Richthofen. Lothar von Richthofen, who survived the war with 40 victories, was leading Jasta 11 in
a red-and-yellow Albatros. In poor visibility, the pilots on both sides clashed in a confused melee.
• German reinforcement (an Albatros D.Va,
Flight commander Captain Billy Crowe saw Ball chasing a German pilot into dense clouds. That was
facing southeast, ace pilot) arrives on turn
the last time. Ball was surprised by a machinegun in a church tower and consequently shot down.
21 from hex 0101 at the same altitude as
Albert Ball was posthumously awarded Britain's highest military honor, the Victoria Cross. He was
Voss' Fokker. such an inspiration to later pilots that some coined the phrase, "He must fall, remember Ball."
• For each Allied aircraft that is shot down or This scenario simulates that initial clash of the two best squadrons of the war.
forced off the mapboard (see Note #2), a SE
5a is placed in hex 3338 within 10 levels of SET UP
Voss' altitude. A maximum of three SE 5a's Allied Side
may be on the gameboard at anyone time, SE Sa-starting hex 2136, nose pointing north, altitude 7,000 ft., ace pilot.
and only three additional SE 5a's are avail- SE Sa-starting hex 1937, nose pointing north, altitude 7,000 ft., experienced pilot.
able as reinforcements for a total of six SE Sa-starting hex 1738, nose pointing north, altitude 7,000 ft., experienced pilot.
Allied aircraft, all piloted by aces.
German Side
Albatros D.Ill-starting hex 0901, nose pointing southeast, altitude 7,360 ft., ace pilot.
Albatros D.Ill-starting hex 0702, nose pointing southeast, altitude 7,360 ft., ace pilot.
Albatros D.lII-starting hex 0503, nose pointing southeast, altitude 7,530 ft., experienced pilot.
VICTORY CONDITIONS
Use the victory point awards listed in Victory Resolution. Use the victory objectives listed in
the Victory Conditions for Scenario 4: The Final Test in the rulebook. [Note: To simulate the poor
visibility in which the dogfight took place, use two dice (instead of three) to determine the Basic
Spotting Range (BSR) of all aircraft.]
SCENARIO #3
THE DUEL OF
THE SECONDS
n June of 1917, Oberleutnant Enrst Udet, who finished the war as Germany's second highest ace
I with 62 victories, met in a duel France's beloved George Guynemer, also the second highest ace
for his country. (Guynemer had 54 victories before he was shot down and killed on 11 Septem-
ber, 1917. The Germans credit a Rumpler pilot, Lieutenant Kurt Wissemann [5 kills] who was him-
self killed two weeks later by Ace of Aces, Rene Fonck.)
Both Guynemer and Udet battled for eight minutes, each seeking an advantage. Guynemer had
scored 45 victories to Udet's five, so experience was on Guynemer's side. Hard-pressed, Udet was
paradoxically saved by his own gun stoppage. Apparently, Guynemer had seen him in difficulties and
chivalrously turned away without downing the hapless Udet.
SET UP
Allied Side
Spad 7-starting hex 2538, nose pointing north, altitude 11,000 ft., ace pilot.
German Side
Albatros D.Va-starting hex 0901, nose pointing south, altitude 11,171 ft., experienced pilot.
VICTORY CONDITIONS
Use the victory point awards listed in Victory Resolution. Use the victory objectives listed in the
Victory Conditions for Scenario 4: The Final Test in the rulebook.
44
SCENARIO #4
PAPA DORME
AND BLACK
KNIGHT
ous-Lieutenant Rene Dorme (with 23 victories) was well loved by brother pilots of the famous
S Cigognes or Storks group and earned the nickname Pere (Papa). Guynemer himself said, "His
uprightness, artlessness and kindness made him beloved of all."
On 25 May 1917, Dorme, with Sous-Lieutenant Albert Deullin (later Capitaine, with 20 victo-
ries), took off at first light in search of action. Anti-aircraft shell bursts warned them that enemy air-
craft were in the vicinity. Flying cautiously, they spotted two German reconnaissance aircraft
escorted by a single scout. In attacking and destroying the scout, Deullin lost sight of Dorme. Deullin
then saw the fiercely burning wreckage of aSPAD, but could not make any identification and so flew
home expecting Dorme to be waiting for him.
According to German records, Dorme was met by the Bavarian baron Eduard von Schleich, who
was to be later known as the "Black Knight." Schleich had his Albatros painted black in memory of
his best friend, Lieutenant Limpert, who was killed in action.
Separated from Deullin, Dorme engaged von Schleich and both pilots maneuvered for a firing
position. Schleich, who at that point was only credited with a single victory, fired much too early.
Dorme was apparently closing in when von Schleich, by rearing his aircraft and firing upward, shot
down the Frenchman.
The "Black Knight" was to finish with 35 victories and went on to command Jagdeschwader 132,
from which Adolf Galland began his rise on the German aces' list.
SET UP
Allied Side
Spad 7-starting hex 2231, nose pointing north, altitude 6,000 ft., ace pilot.
German Side
Albatros D.Va-starting hex 1010, nose pointing southeast, altitude 6,095 ft., experienced pilot.
VICTORY CONDITIONS
Use the victory point awards listed in Victory Resolution. Use the victory objectives listed in the
Victory Conditions for Scenario 4: The Final Test in the rulebook.
SCENARIO #5
HOLLOW
REVENGE
s he departed for furlough, Rene Fonck was given a heavy handshake by Papa Dorme, who
A, said, "See you later, lucky devil." This was tragically not to be. While on leave, Fonck was
deeply distressed by news that Dorme did not return from patrol.
Upon returning to the front, Fonck thirsted for revenge. On 12 June, 1917, Fonck spotted two
Albatros in the early morning sky. By maneuvering himself up-sun of the Germans, he was able to
surprise them. However, they proved seasoned veterans; one engaged his front while the other cir-
ded to engage him from the rear. Flying decisively, Fonck matched the movements of the first Alba-
tros and fired a quick burst, killing the pilot. He then turned to the other and after a long chase shot
him down as well.
One of the pilots was later identified as Oberleutnant Hans Berr, a German ace with 10 victories.
Mingled with the sorrow for the loss of Papa Dorme were warm congratulations for Fonck. As
always, for the fighter pilot, the memories of the dead give way to the celebration of being alive.
SET UP
Allied Side
Spad 7-starting hex 3326, nose pointing northwest, altitude 10,000 ft., ace pilot.
German Side
Albatros D.III-starting hex 1625, nose pointing northwest, altitude 9,775 ft., ace pilot.
Albatros D.III-starting hex 1825, nose pointing northwest, altitude 9,775 ft., experienced pilot.
VICTORY CONDITIONS
Use the victory point awards listed in Victory Resolution. Use the victory objectives listed in the
Victory Conditions for Scenario 4: The Final Test in the rulebook.
45
SCENARIO #6 CONCLUSION
In the Designer's Notes for The Avalon Hill
THE BLACK Game Company's RICHTHOFEN'S WAR, Ran-
FLIGHT vs. THE dall Reed suggests that players do a little bio-
graphical reading. He says, "If you dig deep
FLYING CIRCUS enough, you may become slightly haunted by
R
aymond Collishaw, who ended the war as a Lieutenant-Colonel with 60 victories, led one of those rash young men in their flying contrap-
the most famous air units of the Great War-the Black Flight of No. 10 (Naval) Squadron. It tions." Researching into the many names, seeing
was comprised solely of Canadians, Flight Sublieutenants E. V. Reid (18 victories), J.E. Shar- the bravado in the poses of these young men, I
man (11), G.E. Nash (8) and W.M. Alexander (later Captain, with 17). They painted their Sopwith was haunted by their stories. I hope, in playing
triplanes black, naming them "Black Maria" (Collishaw), "Black Death" (Sharman), "Black Prince" these KOA scenarios, you will, as I did, feel the
(Alexander), "Black Roger" (Reid) and "Black Sheep" (Nash). Between May and July 1917, the sacrifices of these young men, noble sacrifices
Black Flight destroyed a total of 87 enemy aircraft in the Ypres sector, where Richthofen's Jasta 11 which know no flags, no man-made boundaries
was supposedly supreme. that separate countries. For additional reading
On 26 June, 1917, Lieutenant Karl Allmenroeder of Jasta 11 scored his thirtieth victory when he on the subject, the bibliography below is a good
shot down Nash, the only loss to the Black Flight during its period of service. The next day, Coll- place to start.
ishaw, leading the Black Flight, met Allmenroeder's flight of gaudily painted fighters. Collishaw
shot down Allmenroeder's green-striped Albatros D.Ill, killing the young German ace and unknow- Bibliography
ingly avenging the Black Flight's loss. Air Aces of the 1914-1918 War edited by Bruce
Robertson (1964).
SET UP Heroes of the Sunlit Sky by Arch Whitehouse
Allied Side (1967).
Sopwith Triplane-starting hex 2136, nose pointing north, altitude 12,000 ft., ace pilot. Flying Fury by J.T.B. McCudden (1968).
Sopwith Triplane-starting hex 1937, nose pointing north, altitude 12,000 ft., experienced pilot. Ace ofAces by Rene Fonck (1967).
Sopwith Triplane-starting hex 1738, nose pointing north, altitude 12,000 ft., experienced pilot.
German Side
Albatros D.ITI-starting hex 0901, nose pointing southeast, altitude 12,360 ft., ace pilot.
Albatros D.ill-starting hex 0702, nose pointing southeast altitude 12,360 ft., experienced pilot.
*
Albatros D.ITI-starting hex 0503, nose pointing southeast, altitude 12,530 ft., experienced pilot. ATTENTION
VICTORY CONDITIONS GAMING CLUBS
Use the victory point awards listed in Victory Resolution. Use the victory objectives listed in the Are you looking for a special plug about an
Victory Conditions for Scenario 4: The Final Test in the rulebook. [Note: Due to the lack of Data upcoming event; or, are you just wanting to be
Cards and counters for the types of aircraft involved, players must photocopy the Data Cards and use recognized? Well, The GENERAL can help you.
substitute aircraft counters.] Beginning with 30-3, the Opponents Wanted
page will begin to feature announcements under
a special category called "Clubs". Follow the
SCENARIO #7 general rules defined on the standard "opponents
EAGLE wanted" slip, and write up an ad for an upcoming
event or just a simple announcement about want-
FALLING ing more members (the latter is preferred). As
you know, many clubs sponsor highly recog-
rank Linke-Crawford was described by a friend as being earnest, modest and reserved. But in the
P air, he must have been a completely different person, amassing 30 victories, according to the Aus-
trian Aero Club. On one occasion, his aircraft had sixty-nine bullet holes, a grim testimony to his
courage. He earned the right to have a flamboyant eagle with outspread wings painted on his Albatros.
nized gaming conventions. Those conventions
will continue to be "plugged" under convention
announcements (and the rules for those
announcements can be found on the convention
Linke-Crawford also adopted a red flying helmet and became well-known as "The Red-Head." Billy page). But-like the announcement below-your
Barker (Major, 53 victories) was already a highly decorated veteran of both- the Western and Italian group might sponsor a Fall Open House; nothing
fronts. Early in June 1918, one of Barker's favorite pilots of his No. 66 Squadron, a lieutenant named fancy, just an annual get together that could be
E.G. Forder, was shot down by Linke-Crawford. On 31 July, 1918, Barker flying in a Camel, led a for- mentioned in a very simple way, with no obliga-
mation of Brisfits presumably in search of Linke-Crawford. They met a ten-ship formation of Austri- tion on your part or ours to make it happen. The
ans and a melee ensued. Linke-Crawford and Barker dueled for several minutes but the Austrian could Opponents Wanted page is just perfect for such
not gain the upper hand. He then tried to break off but Barker gave chase and shot him down in flames. announcements.
SET UP So, if your group wants a little recognition,
fill out an Opp. Wanted slip and submit it. We'll
Allied Side
work it in as best we can. Here's the first plug:
Sopwith Camel-starting hex anywhere within five hexes of either Bristol Fighters, nose pointing
north, altitude 10,095 ft., ace pilot. The Metropolitan Wargamers, Inc., 20 Broad-
Bristol Fighter-starting hex 2231, nose pointing north, altitude 10,000 ft., experienced pilot, expe- way, Brooklyn, NY, says there is such a thing
rienced observer. as a free lunch, a/so free admission to their
Bristol Fighter-starting hex 2233, nose pointing north, altitude 10,000 ft., experienced pilot, Fall Open Hou:;e. This open house will begin
novice observer. at 12 noon on September 16, 1995 and con-
tinue until 8:00 p.m. that evening. CIV, HWD,
Austrian Side miniatures, and other games will be played in
Albatros D.ill-starting hex 0901, nose pointing southeast, altitude 10,360 ft., ace pilot. their spaciaJls loft. For details and directions,
Albatros D.TII-starting hex 0702, nose pointing southeast, altitude 10,360 ft., experienced pilot. call 1-800-683-1111. Askfor Jor Brophy.
Albatros D.ill-starting hex 0503, nose pointing southeast altitude 10,360 ft., experienced pilot. Important Note: Understand, these aren't con-
vention announcements in the traditional sense,
VICTORY CONDITIONS just simple "special" plugs (if you will) of a
Use the victory point awards listed in Victory Resolution. Use the victory objectives listed in the group of gamers. As always, your ad will be nm
Victory Conditions for Scenario 4: The Final Test in the rulebook. [Note: Players wishing only to only if space permits.
reenact the duel may use the Sopwith Camel against one Albatros D.Ill, each piloted by an ace.]
46
This Ain't Your Fathers... 8. Lay track tiles to keep them out of enemy novice 1830 player. Many experienced 1830
(Continued from pg. 15) hands. Unless you lay track in a hex with the red players have this down to a science; they know
increased your wealth two-fold: (1) you've dri- placement cost, placing track tiles on the game exactly when to pay and when to withhold.
ven the value of your opponents' stock down, map is free. So why not place track, even if it Continued play will make you aware of these
and you've increased the total value of your doesn't benefit your Corporation? I see no prob- subtleties, but there are a few things you
held shares. lem with this tactic. If you're playing with the should keep in mind when deciding when to
•
"Unlimited Tiles" custom option toggled on, pay dividends:
you won't be able to use this tactic effectively.
Otherwise, this is a great ploy, especially later in o If you have enough money in the Corporate
the game when you're ahead and the AI Barons Treasury to finance a planned purchase of a
THE OPERATING ROUND are in desperate need of certain tiles. The best train or placement of a station, payout a
The strategies above have concentrated on place to lay these rails is in the west around the dividend. In short, if you don't need it,
the buying and selling of Private Companies and C&O or the Erie. This is wide open country, and don't keep it.
stock certificates. We'll now turn our attention you can place tiles in these areas with little or no o If you need money to buy trains or place a sta-
on the key strategies employed by you as Presi- affect (assuming you don't control these Corpo- tion, withhold only if there is more than one
dent of the Corporation. This is where the build- rations). When using this tactic, however, you Operating Round in the current sequence.
ing of your financial "empire" truly takes fonn. must be careful because you may actually When the first 3-Train is purchased, there are
Any 1830 player who tells you that it isn't improve a rival Corporation's position. I've had two Operating Rounds before each Stock
imperative to become a President is someone that happen to me many times. The game map Round. You can withhold during the first
you want to play against. The experienced 1830 can become very cluttered with track twisting Operating Round and payout during the sec-
player knows how important it is to "float" and thisaway and thataway. Once, I made the mis- ond. The end result leaves your stock value in
operate railroads, because the Baron who can take of placing a tile that didn't improve my the same place on the stock market. And, if
control his own destiny is a winner; a Baron that Corporation's Route, but gave the Pennsylvania there are three Operating Rounds between each
allows the kindness and generosity of his foe to Railroad (PRR) a D-Train run all the way into Stock Round, paying out twice and withhold-
improve his economic might will be offered a Canada. Needless to say, I lost that game. ing once will increase your Corporation's
dish best served cold. There's two directions to stock value by one on the stock market. Any
go in a capitalist society: t or J, . Which would increase is good.
you prefer?
The best "rule of thumb" I can provide for
7. Lay track only when it will improve your dividend payment strategy is withhold only if
train routes. Another strategic "nuance" of it's absolutely necessary to do so (Le., when the
1830 is the laying of track tiles. Those Barons Corporation needs the money to finance an
that do it well win with regularity. Bottom line: immediate purchase). A careful balance must be
Lay track tiles to connect the most valuable 9. Place stations that will improve your Cor- struck. This is where a conservative "penny
cities, thereby guaranteeing the highest revenue poration's Route capabilities. This is another pincher" strategy can come in handy. Run your
values for your Corporation's running trains. seemingly "obvious" tip, but another missed- Corporation on its shoestrings at all times. Dur-
Sounds almost brain dead "duh!" doesn't it? In truth that keeps novice 1830 players struggling ing the first part of the game (i.e., the time
reality, however, novice 1830 players often fail for the long haul. For example, the B&O starts before the first 5-Train is purchased), you'll
to keep this simple truth in mind, content instead with one station on the map (its Base City). It spend your Corporation's cash like water. Trains
to throw caution to the spike and build lines has two more to place during play. Where come and go so quickly and stations will be
wherever it looks the best. The "aesthetic" should it place these two stations? The first sta- placed with such regularity that you'll find your-
approach to rail line building will earn you little tion it places must be in the large city directly self with low Corporate funds. This is where you
if anything. below it. This ensures that the B&O will always must buy in such a frugal manner that you have
Remember one key truth in 1830: no matter have access to the red hex Route below its Base "enough" money to buy a 5-,6-, or D-Train, but
how ugly the route looks, if it makes you money, city. If this city is later upgraded to green, you'll not have so much money in the Corporate Trea-
it's beautiful. Whenever you have the ability to connect to the pre-existing track to the south- sury that you keep this money out of your hands.
"upgrade" a tile (i.e., convert a yellow tile to east, and thus be allowed in the next Operating Remember, money in the Corporate Treasury
green, a green to brown), don't hesitate to do so Round to place a station in that large city. Don't does not count toward your total game-end
especially if it' s a city location. Upgrading a city place the station! Although this might seem like worth. So, if you have a lot of money in the
will often increase the revenue value of that city. a nice thing to do (all your little blue stations corporate coffers at game end, you're robbing
Sometimes, this is more valuable to do than will be nicely lined up), this little piece of track yourself blind.
building track on clear terrain. For example, the is not so important to control that you com-
pletely destroy the B&O's ability to compete 11. Buy a 5-, 6-, or Diesel
large city hex directly below the B&O Base city Train. This is a must if you
can be connected to the Base City on the first along the east coast. Hold that last station for a
while, and lay track directly east and west. want to compete against the
Operating Round during tile placement. Upon computer Barons. The 2s, 3s,
the arrival of the first 3-Train, this yellow tile or You'll connect to other large cities later which
will provide much more tangible station place- and 4s come and go; these
the Base City can be upgraded to a green tile trains stay for the remainder
(the latter act actually increasing the revenue ment possibilities. One of the worst things you
can do as President is make a premature station of the game. If your train
value of the B&O Base City by $20). I fully rec- buying strategy has kept you
ommend upgrading the B&O Base City before placement.
from having cash to finance
laying track to the east, even if you have more the purchase of one of these
trains on hand than you can run. Of course, end trains, your railroad is in
upgrading cities will often improve your oppo- big trouble. Sometimes, you'll be unable to buy
nents' position (in many cases providing station one of these trains. That happens, because the com-
placement locations in the upgraded hex, puter Barons aren't idiots; they're going to buy
thereby giving them access to your Routes), but these trains just as fast as you do. The old adage
it's a small consolation for your overall success. "the early bird catches the worm" (or for our pur-
Later in the game, you may have the opportunity poses, "the early arrival secures the window seat
to place other tiles which will deny your oppo- on the first train out of town"), can apply here. If
nent access to these upgrades, so the risk is you don't have the Corporate Money for this pur-
worth taking. 10. Payout dividends as much as possible. chase, now's the time to float another Corporation.
This is a very tough decision to make for the
47
One of the best second Corporations to float
is the New York Central (NYC), because by the
time the 5- Trains come up, it will more than 1~IJIf.Ilrr f~f»)I)lllNI)I~ll 2
likely be in a position to bust loose. I've seen it
happen a million times. An AI Baron, like West- l)i'I)I~ll i'II11)1.J'NI~ INsr"IIIJ(~r"I()NS
inghouse or Vanderbilt, "floats" the NYC right
as the first 5- Train is scheduled for sale; they'll
set a Par Value of $100 (this places $1000 in the
(FOR INSERT)
NYC treasury). On the following Operating
Round, the NYC will buy two S-Trains (with
money left over to place one station). You can't
imagine the financial juggernaut created by two
5-Trains running; if you're on the receiving end
of this ploy, you'll appreciate how important the
end-game trains are, and how valuable their runs
can be. Even one of these trains in your iron
horse arsenal can mean the difference between
financial security and financial ruin.
The Plane:
If you make one mistake during these touch- • Fold the corners up along the outside fold lines and crease
and-go moments of buying trains, you'll find it down. Repeat for the next set of folds.
tough to recoup the loss. The player who can • Fold the nose back. as shown.
anticipate the arrival of a new train by having • Fold up along the center so the lines & graphics are on
enough money in the Corporate Treasury will the outside.
improve his or her chances of victory. • Finally fold down each wing and fold up the corner flaps.
• Throw bri,skly and slightly angled up.
12. Sell your own trains to your own Corpo-
rations. An alternative to having the proper
amount of Corporate Treasury to finance the
purchase of new trains is to sell trains from one
Corporation you control to another you control.
A really nice strategy can be implemented here
by seIling a train that's about to become obsolete
to a Corporation you've just floated. For exam- The Adjustable Flaps:
ple, let's say that you control the B&O and it
currently owns two 3-Trains. You float the NYC • Cut on sides.
at a $100 Par Value. The NYC's tum comes up • Fold up to make the plane rise...fold down to make the plane drop.
in the Operating Round and you buy one 5- Train
from the Bank and one 3-Train from the B&O
for NYC's entire remaining Corporate Treasury
for the purchase of the 3-Train. This now places
enough money in the B&O treasury to finance
its purchase of a 5- Train. Thus, the end result is
that both of your Corporations now have an end-
train and can earn Revenue until the end.
The stick up tail:
FINAL STOP • Bring the two angled fold lines together.
Well, that about sums it up for this young • Crease along the top.
conductor. As mentioned earlier, these tactics
aren't failsafes. During the higher complexity
levels, the play of the computer Barons changes
dramatically (especially during the Stock
Rounds). You'll have to play around with the
game and find a perfect balance between invest-
ment and conservatism. 1830 is very addictive. I
hope these tips are helpful as you reach for
financial success. The fastening clip:
• Cut on the sides.
UI
UI
Avalon Hill's
Portrayal
of the Indian Wars
of 1850-1890
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b~1~r:d~~~:i~;~~O
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58
e began this article in 30-1. Ericfin- either run into enemy units or reach the end of tives. You will find that a whole defensive line
Jr'(!!~'X'rj'
objective. The axis commander has got to be con-
/,1" J/1" 1 cerned with this situation and it is certain that he
". .::C ..::::..... ..:U::.~.~·:::L . .':. . .:~. ..':::'" .":1:::: .: : :.:...':. . ::c ····':···::r. "'" .'. . .:. .'. is going to attempt to reinforce the two flanks.
Whether he has enough forces to reinforce both
'1 '1 r,:,::':,,:::,T :,: ;1:,J:~:Cr::r'rIr::~ flanks is another story altogether. On the next
daylight turn, it will be time to bring up the two
';',/[Li"r:'::"~Cl::~::' J,'ri:lJ:C~/::/:::;:
infantry to the approaches of the objective. This
will make the German commander consider a
frontal assault, and so he will have to tie down
additional forces in the objective itself.
As we can see in Figure 6c (page 60), the
assault in the northern area succeeded in pushing
the axis forces back with assaults and one overrun
attack. In the southern area, the Russian assault
FIGURE 5-Advoncing in goad order.
was repulsed with heavy losses. This means that
59
···r···....·:···
....': ...
...... .... .(
. .r... ...... "":'"
"'f'
.............. :.... ..........
.of'" 'or
FIGURE 6A-Closing on the objective.
the Russian commander will reinforce his suc- was the focus of his defensive strategy. Now the
cess, not his failure. Further assaults to the north pickings will be easy as he can no longer expect
have been ordered with the intention of unhing- to hold onto the western approaches to the objec-
ing the axis defenders in Tinguta Station. Other tive. Even though night fighting penalties are
nonessential probes will be ordered on the flanks high, it would be a good idea for the forward ele-
and on Tinguta station itself to hold the axis ments of the 13th Mechanized Corps to attack
forces in place and prevent the axis commander the dug in artillery (Figure 6e). This cuts off the
from drawing off any units for reinforcement of Tinguta unit southwest of the railroad station.
his weaker sectors. This will leave the garrison out of supply come
In Figure 6d, the Russians have breached the the morning light, and so they will become easy
axis line north of the objective. The axis com- pickings.
mander has to be concerned with a full fledged During the night, the Axis has been able to
breakout to the west. He has most likely lost all send reinforcements to the area, but they will be
interest in the defense of the railroad station that too little too late. The morning light has arrived
60
······s·····
...,.
' ····f·· .....~
.
' . and the axis garrison is cut off and and in defensive
supply (with only what they have on hand from
.' <:.. . ~.<.: :. :
: : .
which to draw). Now it is time to reinforce the
shoulders of the Russian advance and consolidate
; < •• ~ •
the gains already made. It is not a good idea to
assault the garrison yet as they will still be rather
strong in their dug-in positions and the forward
Russian units are still subject to counterattack.
It is now a good idea to bring up all of the sup-
porting artillery to strengthen the advancing
Russian forces as well as in preparation of the
final assault on the objective.
The axis counter attack (Figure 6f) failed
miserably. This has sealed the fate of the
Tinguta Station garrison, as the axis relief
attempt has shot its bolt.
The inevitable happens on the following tum
as the Russians force the axis forces in Tinguta
Station to retreat (Figure 6g) and the offensive
goes on.
CONCLUSION
A few more pointers are now needed to com-
plete your training course.
It is important to remember that when starting
FIGURE 6C-Pushing back the flanks.
a game you must move your units in strategic
movement to obtain the best position possible for
your offensive or defensive operations. That is
not to mean that you should run your units into
ambush when you know how the defenders are
deployed, but when you have laid out your plan
and are moving to a start line, it's best to move
strategically. Your strategic movement will be
minimal if your forces are in attack supply and
you've suffered losses in the ambush that's sure
to follow.
Another thing to remember is to keep your
units in good supply. This means that you must
have a short supply line to your units parent HQ
and that your divisional HQs must be able to
trace a good supply line to their corps HQs.
Rest your units at night if at all possible, as
only the most pressing reasons should make you
execute nighttime attacks.
When attacking, try to mass a combined arms
effort of infantry, armor, artillery and air power.
Engineer units are very helpful in assaulting for-
tified and city positions, use them wisely.
Lastly, and I think most importantly, keep
some type of mobile reserve available behind
your front lines. The lack of a mobile reserve will
enable your opponent to crack your front with
locally superior forces whenever and wherever
he chooses. The use of a mobile reserve will
allow you to counter and thwart any such thrusts.
Remember two things: no plan survives con-
tact with the enemy and never reinforce defeat.
With these two strategic concepts in mind, you
FIGURE 6D-Hald 'em by the nose and kick 'em in the pants.
will never go wrong.
*
61
.
.. ,
~
···
_
."
.~
:
'. ~
:.. (TECH TIPS)
. . J ~\~or·
",'.
With this installment of Tech Tips, we begin a new
chapter. Not only will we mention the most com-
monly asked tech questions during the last few
': months, but we'll also include quick and simple
play tips.
Map Errata: Lahore and Agra are not con- 8.6 Where the Attacker Retreats 12.0 Factories and Arms
nected. Travel directly from Lahore to Agra Q: Can attackers retreat with boats? Q: An attacking nation is required to retreat if
.(and vice-versa) isn't allowed. A: Colonial nations - yes. Indian nations - it receives a submission. However, a situation
no. If an Indian nation retreats by boat, it's elim- can occur where a factory of a colonial nation
Rule Change (affecting 8.6 & 11.0 for inated. This also applies to submissions as well. is in a space where a submission occurs. Can
nations invading India from foreign areas) the moving player's armies attack and elimi-
Q: What happens if an invading force's Q: If an attacking nation overruns one space nate a factory before leaving the area as
entrance is blocked by a submitting nation? (i.e., doubles the defenders armies) and moves required by the submission rule?
For example, the Rajputs occupy only Gand- armies through that space and into another space A: Yes. Although the rule is slightly vague on
hara and Kashmir in North India (because of controlled by that nation and that nation sub- this point, it states that "any defending armies
this, they may submit whenever attacked). On mits, where do the armies conducting the over- (of any nation) in an area shared with a factory
Turn 11, the Mughals attack Kashmir and the run retreat? must either submit or be eliminated" before
Rajputs submit. By strict adherence to the rule, A: The overrun armies return to the space from the factory may be eliminated. Therefore, your
the Mughals may neither attack nor retreat. which they began the attack. Only under these attacking forces may (if you so choose) attack
A: To prevent this problem, modify the rule as conditions mayan attacking army retreat two a colonial factory in the space before retreat-
such for foreign invading forces only: spaces. All other retreat rules remain the same. ing due to submission.
If an invading force's movement path (from 10.4 Mauryans and Guptas Q: Do factories have to wait until all defend-
a foreign area) is blocked by a submitting Q: Does the Guptas' Increase Population ing armies are eliminated before they can con-
nation, the invading force may move his unites) marker start at "0" or does it replace the Mau- tribute to the defense of the space? Can they
into an adjacent foreign area and then invade. ryan marker wherever located on the Increase only defend if the attacker chooses to attack
This move is a free move. Using the example Population Track? the factory?
above, the Mughals could move into China and A: The Gupta Population Increase marker A: No. No. A factory (for all intents and pur-
then invade India through Ladakh. Or, the begins wherever the Mauryan increase popula- poses) is an immobile army. A factory may
Mughals could move into Afghanistan and then tion marker ended. not initiate attacks, but can contribute to the
invade India through Baluchistan and Punjab. defense of its space along with any defenders.
The invading force, however, cannot divide its 10.5 Population Increase Restrictions The difference, however, is that all defending
armies between adjacent foreign areas (all Q: The rules and victory point cards state that armies must be eliminated before a factory can
armies must move into one adjacent foreign the Muslims (from Turn 12 onward) and the be taken as a loss.
area). If the invading nation is still incapable of Mughals (turn 15/16) may count only areas in
moving into India because all areas are blocked South India toward Population Increase, while Q: After a die roll against a factory, can the
by submitting nations, the invader chooses one the Turn Record Chart on the game board (tums attacker break off the attack and choose to co-
of these submitting nations and attacks it nor- 12/15) indicates they may no longer increase exist?
mally (ignoring the submission rule). Keep in population "outside" South India. Should these A: No. The attacker may only break off the
mind, however, that if your invading force has be read together (i.e., count South Indian areas attack and "co-exist" between attacks. Once
an entry point that allows it to follow the Tum only and place new armies in South India only)? he declares an attack against a factory and
Record Chart, you must take it. Ignoring sub- A: No. You may place armies anywhere, but rolls the die, the defender can roll his die to
mission applies only when no invasion route is only count lands in South India for moving the determine win/loss.
available. population marker up.
Q: Can a Colonial nation still build factories if
All other submission rules in the game all its armies have been eliminated?
remain the same. A: No.
11.0 Submission and Alliance
Q: Do nations score victory points while sub-
6.0 Overpopulation & 10.3 Removals Q: Is a factory built in Golconda considered to
mitted?
Q: If overpopulation and army removal occur be built on the Bay of Bengal's coast, Indian
A: Yes.
at the same time, which comes first? Ocean's coast, or both?
A: Army removal as per the Tum Record A: Both, for purposes of boat travel; One or
Q: Maya nation which formed an alliance with
Chart, then overpopulation. the British still count victory points at the end of the other for purposes of victory point calcu-
its turn and/or the end of the game? lation. Below is an example of scoring victory
7.4 Major Invasions A: Yes. points for a Colonial Nation with three facto-
Q: When do you calculate overpopulation dur- ries, one in Gujarat, one in Golconda, and one
ing a Major Invasion? Q: Can an Indian nation declare alliance with in Orissa:
A: In a Major Invasion, overpopulation is cal- the British after its Tum 16 Battle Phase by 3 (one for each factory) +3 (because a fac-
culated at the end of each Battle Phase (not at placing its Increase Population marker in the tory borders three separate sea zones)
the end of each movement phase). British Alliance Box, thereby preventing any = 6 victory points total.
British attacks against it in the last turn without
Q: Do Major Invasions permit nations mak- any penalty other than giving the British addi-
ing them, if otherwise eligible, to have two tionalland areas towards Raj Points?
Increase Population Phases and two opportuni- A: Yes.
ties to count Raj points?
A: No. Only 4.3 & 4.4 are repeated during a Q: Can a submitted nation, during its next turn,
Major Invasion. Therefore, only one Popula- attack the nation to which it has submitted?
tion Increase occurs during a Major Invasion, A: Yes.
and Raj Points are determined at the end of the
nation's entire turn.
63
Volume 29, Number 6 was well received. land Browns. I'm honored to mention this
The overall rating was 3.8. Below are the indi- The momentous occasion here and I want to congrat-
vidual article ratings: ulate the entire league and the dedication of the
valoncon '95 has come and gone. Certainly, recommend that they attend just one AvalonCon.
"-
1T
. and handled by Avalon Hill. However, the AREA system is not finished...not by a long shot.
Two highly recognized individuals, Glenn Petroski and Russ Gifford, have decided to monitor
the system themselves; and, with the help of other enthusiasts of competitive gaming, AREA should
last for many years to come, To find out what these two gentlemen plan to do with the system, read
page 16 of this issue.
To show our appreciation for the scores of AREA members still determined to continue supporting
the rating system, on page 3 of this mailing cover are copies of the ASL and 2-Player Game AREA
Victory Claim Chits, which include the addresses where all future ratings should be submitted. You
may photocopy these slips and use them accordingly.
Advanced Squad Leader
AREA Victory Claim Chit
(winne(s name)
(player number)
(signature)
HAS DEFEATED
in a rated 0 live 0 pbm game of Advanced Squad Leader: 3. Old Guard: Rob Beyma TRC 7, Joe Beard WAT 6, John Grant RFT 1, R.
Heller B91 1 = 15 [42]
4. Koleszar Plot: Stephen Koleszar TTN 9, John Koleszar GVE 3, Luke
(Scenario Name and/or Number) Koleszar MOV 0, Marilyn Koleszar TVW = 12 [185] °
(Side of Winner)
°
5. Manly Men: Ken Gutermuth MMS 8, Tom Kobrin DIP 3, George Sauer
KGM 0, Bruce Reiff WPS = 11 [186]
6. Will Game For Food: Tim Johnson HWD 9, Ed Kraska SOA 2, Ed Beach
HCR 0, DNR = 11 [163]
(Date)
°
7. Windy City Wargamers: Dan Henry VIP 8, Louis Tokarz ASL 2, S.
Reynolds A3R = 10 [216]
(Play Balance Used - If Any) Gutfreund BKN I, Tom Gregorio VIP = 10 [142] °
8. Band of Fools: Ray Freeman WAS 8, G. Dickson TRC 1, Mark
(player number)
°
14. Christians: Frank Hamrick PPW 6, Glenn Petroski VIP I, Mark Holley
091 I, Lee Price RBN = 8 [126]
15. 1st Minnesota: Steve Packwood 176 6, Tom Arndt VIP I, K. Arndt
RBN 0, Mike Backstrom BKB 0=7 [181]
(signature) 16. Game Knights II: Carol DeMarco TYX 7, W. DeMarco ADV 0, J.
HAS DEFEATED Wagner RKL 0, DNR = 4 [198]
17. Vanguard Victors: M. Kaye VIP 3, M. Romanicki HWD I, B.
Romanicki BKB 0, J. Torkelson BKN 0=4 [262]
(defeated playe(s name) 18. Light Brigade: J. Foster ADV 2, C. Foster MOV 1, M. Foster CDT I, K.
Liemmons RBN 0 = 4 [213]
19. Team Doily: Don Greenwood BKN 3, Ray Pfeiffer ADV I, Bill Cleary
(player number)
FBS 0, Alan Ernstein GNG 0=4 [171]
20. Team Wisconsin: B. Wolff WBR 2, K. Lischer TIN 1, T. Mueller HWD
(signature)
0=3 [189]
Frank Hamrick
Pro Golf 46 Bruce Reiff
RaiLBaron 63 Jared SCilrborough
Republic of Rome 37 Michael Ehlers
Roadkill4l . . . . . ..... Bruce Wigdor
Roads to Gettysburg"28 •.• Ken Lee
1776 12
Slapshot 74
Steve Packwood
Peter Staab
*
Seed Circuit 23 Lane Hess
Statis Pro Basketball <}
Stocks & Bonds 13
Steve Caler
Bruce Reiff
*
Stonewall Jackson's Way 27 B. Passacantando
Storm Over Arnhem 19 John Ellsworth
The Russian Campaign 16 Rob Beyma
Third Reich 4th Ed 10 I\1.ichael Mitchell
Titan 65 Steve Koleszar
Titan 2 26 Bruno Wolff
Title Bout 26 Ken Gutermuth
TP: StalingI'ad 16 Jim Doughan
TV Wars 28 Michele Giannoble
Tyranno Ex 18 Carolyn DeMarco
Unlimited Civilization 33 Jim Reynolds
U Front 48 Herbert Gratz
VITP 45 Dan Henry
War At Sea 33 Ray Freeman
War & Peace 10 Nick Frydas
\:Y.ateJ:lQP lQ JOe HeaLd
We The People 56 Roger Taylor
Win, Place & Show 29 Dennis Nicholson
WS&IM 21 ..... Larry York
World. ilt Wilr 14 Vince Alonso
Wrasslin' 16 John Souders
Wrasslin' Battle Royal 16 Robert Williamson
Best GM Ken Lee
Sportsmanship Ian Lange
Team Tournament: Black Bear; Scan Cousins KRM 8, Michael Neal
ACV 8, Andy Lewis MOV I, Caleb Cousins RKL 0 = 17 [163]
# is number of entrants *
is defending champion
The Avalon Hill Game Company
Division of Monarch Avalon, Inc.
4517 Harford Road, Baltimore, MD 21214
© 1995' Printed in USA· All Rights Reserved
crf
..........uER"