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the franco-prussian war - Strategy & Tactics

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I.D. will be used to plot <strong>the</strong> movement andcombat for that ship that turn.[10.121 In <strong>the</strong> next block(s), place one attackcode (if <strong>the</strong> ship is to attack in that turn) andindicate <strong>the</strong> Unit I.D. of <strong>the</strong> target ship. If aship is to make both gunnery and torpedoattacks in a given turn, <strong>the</strong>n two attack blockswill be required.110.131 Following <strong>the</strong> blocks in which attackshave been recorded (if any) plot <strong>the</strong> movementof each unit, recording each hex to be enteredby <strong>the</strong> unit in this turn. If <strong>the</strong> unit will expendmovement points turning in a particular hex,place a circled number in <strong>the</strong> block with <strong>the</strong>hex number to indicate how many movementpoints were expended in turning. See (6.0)Movement for details on how to move.I10.141 After all of <strong>the</strong> movement points of <strong>the</strong>unit have been expended, in <strong>the</strong> next block,place <strong>the</strong> final speedifacing of <strong>the</strong> unit, i.e., <strong>the</strong>speed facing after completion of all turning,acceleration, deceleration, etc.; this becomes<strong>the</strong> initial speedifacing for <strong>the</strong> next turn.I10.21 ATTACK CODES[10.211 An attack code written in a block with aUnit I.D. commits <strong>the</strong> given ship to make <strong>the</strong>indicated type of attack on <strong>the</strong> indicatedtarget. The attack codes are "G" for gunneryattacks and "T" for torpedo attacks. Attacksare made subject to <strong>the</strong> limitations ofsection (7.0).[10.221 Decisions regarding combat are final.No changes in attacking units or target unitscan be made after <strong>the</strong> end of <strong>the</strong> OperationPlot Phase.[10.31 SECRECY AND HONESTYEach player's Simultaneous Movement PlotChart is to be hidden from <strong>the</strong> o<strong>the</strong>r playeruntil <strong>the</strong> end of <strong>the</strong> game. If <strong>the</strong>re is anyquestion about <strong>the</strong> o<strong>the</strong>r player's orders, <strong>the</strong>Player is advised to write <strong>the</strong>m down andcompare <strong>the</strong>m with <strong>the</strong> SMS Plot Chart at <strong>the</strong>end of <strong>the</strong> game. A player who secretlyviolates <strong>the</strong> rules to gain an advantage in <strong>the</strong>game, forfeits that game.[10.41 SIMULTANEITY OF COMBAT[10.411 All combat is considered simultaneous.For this reason Combat Results are noteffective until <strong>the</strong> Combat Results ApplicationPhase. Then <strong>the</strong>y are applied to all units thatsuffered <strong>the</strong>m.[10.421 A ship that suffers a Combat Result in agiven Combat Resolution Phase must engagein combat in that phase if ordered to do so by<strong>the</strong> SMS Plot Chart without any considerationof <strong>the</strong> Combat Result. The Combat Resultdoes not affect <strong>the</strong> ship's combat ability in anyway until <strong>the</strong> Combat Results ApplicationPhase of that turn.[10.51 SIMULTANEITY OF MOVEMENTAll movement is also considered simultaneous.Both players execute all plotted movementduring <strong>the</strong> Board Movement Phase. All plottedmovement must be executed; ships may neveralter <strong>the</strong>ir movement in response to enemyactions.l7.61 SMS NIGHT TIME SPOTTING[7.61 I Most scenarios in "CA" take place atnight. There are special restrictions upon firingat ni~ht Shins may only fire guns or torpedosat target ships that are "spotted."[7.621 Spotting occurs in three manners:(a) Whenever a ship uses its Gunnery Strengthin a turn, place a spotted marker on it. Torpedoattacks do not cause spotting.(b) Whenever a ship is within eight (8) hexes ofan enemy ship, place a spotted marker on it.(c) Whenever a ship has been <strong>the</strong> target of agunnery attack in a turn, and fulfilled <strong>the</strong>conditions (a) or (b) above, it remains spottedfor <strong>the</strong> following Game- Turn only, if it is againunder under gunnery attack, even though itdoes not fulfill <strong>the</strong> requirements of (a) or (b).I7.631 Spotting is determined only in <strong>the</strong> SightDetermination Phase. Ships which fulfill <strong>the</strong>sighting requirements in that phase, and shipswhich make gunnery attacks (see 10.31) arespotted for that turn. Because spotting is onlydetermined in <strong>the</strong> sight determination phase,<strong>the</strong> initial contact between two ships may bemade at less than eight hexes.I7.641 Spotted markers are removed at <strong>the</strong> endof each Game-Turn.Those are all <strong>the</strong> rule changes necessary toplay "CA" in Simultaneous Movement. Forthose players willing to put up with some slightadditional complexity, <strong>the</strong> SimultaneousMovement System can be used to add acrucial factor to <strong>the</strong> game - <strong>the</strong> simulation ofpreparednesslalertness, which is crucial in allnaval combat, but is particularly important atnight. The method for doing this will bediscussed in a later article if feedback response<strong>war</strong>rants it.Shown, is an example of how to fill out <strong>the</strong>SMS Plot Chart as indicated in <strong>the</strong> rules.SPI SIMULTANEOUS MOVEMENT PLOTTING CHARTi.r*gnl 1973 snn~utn~-.amsknr ~.r rolr. NVUNIT MOVEMENT PLOT ,YE, J-Indicated is <strong>the</strong> first turn plot for <strong>the</strong> AlliedPlayer in Scenario 1A. In this case, <strong>the</strong> first hexof placement is written down because <strong>the</strong> twocapital ships expend <strong>the</strong>ir Movement Pointsturning in this hex; o<strong>the</strong>rwise this hex wouldnot be written down, as <strong>the</strong> information isgiven with <strong>the</strong> scenario The two capital shipsattack <strong>the</strong> IJN BC's, though <strong>the</strong> combat isineffective because of <strong>the</strong> range (it is merelyincluded to show <strong>the</strong> mechanics). No torpedoattacks are made this turn. The Allied Playerincreases <strong>the</strong> speed of all his ships, andmaneuvers to close <strong>the</strong> range.Qp$'JQAddingThe "CA" article was a relatively well donetreatise on <strong>the</strong> fighting around <strong>the</strong> Solomons.Unfortunately, <strong>the</strong>re were a large number oferrors in <strong>the</strong> article and associated descriptivemodules, some trivial, some technical, andsome just downright erroneous research.O<strong>the</strong>r than <strong>the</strong> following items, <strong>the</strong> articlecovers a subject too often overlooked andconsidering what you attempted to do with <strong>the</strong>game, you achieved a fair measure of success.ERRA TA:A. MAIN ARTICLE1. Pg. 12. Although IJN training exercises wereconducted under much more rigorous andrealistic conditions, <strong>the</strong>ir quartermasters wereno less parsimonious about lost torpedoesthan were ours. Cmdr Hara, Japan's leadingtorpedo expert, states that due to <strong>the</strong> cost andsecurity considerations, units would spendmany hours searching for just one straytorpedo and that practices were often calledoff due to bad wea<strong>the</strong>r and fear of losing anerrant torpedo.2. In <strong>the</strong> same paragraph, mention is made ofsinking obsolete <strong>war</strong>ships. The USN alsoconducted exhaustive tests, sinking <strong>the</strong>uncompleted 4th unit of <strong>the</strong> Maryland Class(USS WASHINGTON 8847) off VirginiaCapes 25/11/24 as well as OSTFRIESLANDand numerous o<strong>the</strong>r <strong>war</strong>ships. These testswere quite meaningful and aided considerablyin <strong>the</strong> design development of subsequentvessels.3. In numerous discussions of <strong>the</strong> Japaneseand <strong>the</strong>ir cruiser development, critics parrotMorrison's sentiments that IJN heaviesexceeded treaty limits by gross amounts thusproducing such superior ships. In fact, <strong>the</strong> first4 CA's, Hirago's Aoba Class were well belowtreaty limits, <strong>the</strong> Myokos displaced 10,940 tonswhile <strong>the</strong> Atogos were only 410 tons heavier.Now <strong>the</strong>se figures certainly do not indicate anygross attempt to circumvent treaty obligations.Now after <strong>the</strong> treaty expired in 1935 all fourMyokos and two of <strong>the</strong> Atagos wereextensively rebuilt bringing <strong>the</strong>m up to 13,380and 13,400 tons repsectively, but this was onlyafter <strong>the</strong> treaty expired. Noting that after all<strong>the</strong>se many years <strong>the</strong> facade of our 35,000 ton"treaty" battleships has been finally lifted, itwould not surprise many people if exhaustiveresearch into US treaty cruisers' actualdisplacements might also reveal some eyeopening information.4. Pg. 16. Ano<strong>the</strong>r mistaken notion which hasbeen perpetuated by numerous writers is increditing Imperial Navy Headquarters with <strong>the</strong>first widespread acceptance of <strong>the</strong> carrier as<strong>the</strong> capital ship of World War II, which is reallynot <strong>the</strong> case. Kido Buntai was an untriedweapon system whereas Senkan Sentai were<strong>the</strong> acclaimed Queens of <strong>the</strong> Sea. In fact <strong>the</strong>carriers were considered more expendablethan battleships early in <strong>the</strong> <strong>war</strong>. It was notreally until after Midway that Rengo Kantaiwas willing to begin to accept <strong>the</strong> precept that<strong>the</strong> "decisive battle" would be fought in <strong>the</strong> airover <strong>the</strong> ships and not by <strong>the</strong> battle line. In facta special paper entitled, Reserach On StrikingForce <strong>Tactics</strong>, written by Yokosuka Naval AirGroup in May 1943, makes considerablemention of this as if <strong>the</strong>y were trying topersuade higher headquarters as to <strong>the</strong> deathof <strong>the</strong> battleship as capital ship. At any rate <strong>the</strong>objective of Pearl Harbor was to remove <strong>the</strong>Pacific Fleet as an obstacle to <strong>the</strong> conquest of<strong>the</strong> Greater East Asia Co-Prosperity Sphere. . .an objective which in EVERY way was fulfilled.The original strategic plan was to occupy <strong>the</strong>necessary territories, consolidate an outerdefensive perimeter and <strong>the</strong>n sit back and waitfor <strong>the</strong> US to spend itself on <strong>the</strong> outer portionsof that perimeter. As our good fortune wouldhave it, "victory fever" set in causing <strong>the</strong>Japanese to overextend <strong>the</strong>mselves and as aresult being defeated at Coral Sea andMidway. Had <strong>the</strong>y struck to <strong>the</strong>ir original plan


<strong>the</strong> chances of obtaining a negotiated peacewould have been greatly enhanced, as isevidenced by <strong>the</strong> Solomon Island Campaignwhich took better than 1 % years to advance amere 400 miles to<strong>war</strong>d Tokyo. [Note: <strong>the</strong>highly successful "leap frog" techniques usedlater on was only possible due to complete airand naval superiority, superiority which wewould not have been able to mount nearly soreadily had it not been for Midway, et al.).5. Pg. 16. Java Sea was a battle of severalphases which took place over a seven hourperiod, not three as is stated, from 1615 when<strong>the</strong> first broadsides were exchanged to 2350when DE RUYTER and JAVA were torpedoedby NACHI and HAGURO. The Japanese didnot use <strong>the</strong>ir training or torpedos to <strong>the</strong>ir full,often firing long lances at impossible rangesand improbable angles. It was only <strong>the</strong> chancelucky hit on EXETER which threw <strong>the</strong> alliedbattle line into <strong>the</strong> path of Tanaka's torpedoes.The two heavies did not redeem <strong>the</strong> fleet thatnight with <strong>the</strong>ir attack on <strong>the</strong> allied cruisersthough.6. Pg 76 (again): What carrier attack on <strong>the</strong>Marianas??? The extent of <strong>the</strong> early <strong>war</strong> raidswere Kwajelien (ENTERPRISE 1 Feb 42).Rabaul (LEXINGTON 20 Feb 421, and. Lae-Salamua (YORKTOWN 10 Mar 42). Anyraid into <strong>the</strong> Marianas would have been met byMihoro Air Group (36 G3M 8iG4M) and 2ndAir Group (48 A6M2) plus some assortedsearch units of Yokohama Air Group.7. Pg. 16 once more. People have a tendencyto attribute human qualities to inanimateobjects. The US CVs were not fearful of airattacks, Admiral Frank Jack Fletcher was verymuch so. The strain of constant combat fornine months was showing very much, andhaving had two carriers sunk from underneathhim in as many months certainly did not helpthings along. No, if you must put <strong>the</strong> blame forthat little piece of lunacy, which cost 1024lives, put it on F.J.F.8. Pg. 18. The discussion of Cape Esperanceshows a singular lack of understanding of that: action. Scott strictly forbade <strong>the</strong> use SC radari by those ships that had it, Intelligence reportshad indicated that <strong>the</strong> Japanese had a radardetection capability (a device similar to <strong>the</strong>German Naxos) which could sense metricwave length radar. He had planned to useaircraft (4) but those that finally got airbornewere forgotten about in <strong>the</strong> heat of <strong>the</strong> battle.Only HELENA had SG radar which picked upGoto at 28,000 yards. . .<strong>the</strong> only problem wasthat this was not reported to Scott until <strong>the</strong>range was down to 12,000 yards, at whichpoint in time <strong>the</strong> US column was in <strong>the</strong> processof making a 180° turn. It was only pure luckthat LAFFEY continued through <strong>the</strong> turnra<strong>the</strong>r than following DUNCAN after Goto, forhad she and <strong>the</strong> remainder of <strong>the</strong> force doneso, it would have been almost a mirror imageof <strong>the</strong> 13 Nov action with both lines rammingeach o<strong>the</strong>r head on. As it was, Scott was soconfused that he thought he was firing atfriendly ships (as did Goto) and ordered ceasefire repeatedly after HELENA opened up. It1 was luck more than anything else that carriedScott through that action. As far as Japanesetorpedos not being very effective, both AOBAand FURUTAKA were knocked out very early,FUBUKI was smashed as she was turning tounmask her tubes (sinking in three minutes).KINUGASA and HATSUYUKI had turned toport which gave <strong>the</strong>m a trailing shot throughwater occupied by <strong>the</strong>ir own flagship, although O<strong>the</strong>r Warships. Morrison credits a torpedo hittorpedoes from KINUGASA passed ahead of on FURUTAKA by ei<strong>the</strong>r DUNCAN orBOISE at midnight. On top of that <strong>the</strong> force FARENHOLT during Cape Esperance, whichcommander was killed and <strong>the</strong>re was no helps to save face for our DDs in thatdirection or control for coordinated torpedo campaign, albeit only slightly.attacks. At any rate, <strong>the</strong> main point is thatradar played little part in Cape EsperanceTabulation. South Dakota carried a 12-inchexcept to help HELENA to be more a<strong>war</strong>e of main belt' 18' This was a mythwhat was going on than anyone else, including perpertrated <strong>war</strong>time propaganda whichwas not dispelled until 1970 when BreyersScott' Also' map Of Cape Esperance Schlachtschiff und Schlachtkreuzer publishedshows <strong>the</strong> lead making <strong>the</strong> <strong>the</strong> accurate figures. Note also that Janes forKINUGASA, <strong>the</strong> trailing CA actually made that<strong>the</strong> year that NEW JERSEY operated off Vietturn' leading turned Nam rated her at her proper belt thickness, i.e.,starboard.310mm (12%"1.The same data can be found8. DESCRIPTIVE MODULESin <strong>the</strong> revised edition of <strong>the</strong> Lenton seriespocketbook.1. Ships of Guadalcanal.BBs. If as claimed, <strong>the</strong> Japanese fastbattleships were unsuccessful in <strong>the</strong>ir nightbombardment role, <strong>the</strong>n 14 Oct 42 must havebeen <strong>the</strong> work of some very strange force.Actually KONGO and HARUNA conducted a1 '/i hour long shoot, placing 918 projectiles into<strong>the</strong> Henderson field area with what can only beconsidered devastating effect. Some differenceof opinion exists as to whe<strong>the</strong>r <strong>the</strong> ammoused was type 0 high capacity or type 3incendiary, but <strong>the</strong> fact remains thatHenderson lost nearly 60% of its aircraft thatnight and six transports unloaded threebattalions off Tassafaronga. The myth of ourPT's driving off <strong>the</strong> bombardment group isano<strong>the</strong>r bunch of hogwash that is oftenperpetuated (although not by your article). Forboth bombardment missions (14 Oct and 13Nov) <strong>the</strong> Kongos carried 60 rounds per gun forthat purpose making a total of 960 shells.Simple ma<strong>the</strong>matics indicated that by <strong>the</strong> endof <strong>the</strong> second pass by Henderson <strong>the</strong>re wereonly four broadsides of <strong>the</strong>se rounds left so <strong>the</strong>shoot was ended.CLs. All Japanese destroyer squadrons had alight cruiser attached as flotilla flagship. This is<strong>the</strong> reason for <strong>the</strong> size of Japanese lightcruisers, ships large enough to pack aconsiderable punch when backing up adestroyer flotilla and yet not so large as tobecome an expensive liability that commanderswould not be willina to exDose to danaer.Probably one of <strong>the</strong> besfexamples of this Gpewas <strong>the</strong> Dutch TROMP class which wereOnly two of <strong>the</strong> Takao class CAs were rebuiltalong lines shown (ATAGO and TAKAO).MAYA was rearmed in 1942 with twin 5/40cal AA replacing <strong>the</strong> single 4.7's but still carriedonly 8 tubes. Chokai was never rebuilt andcarried 4~4.7" and 8x24" TT to <strong>the</strong> day shewas sunk. This can be referenced in Watts &Gordon's The Imperial Japanese Navy.Tenryu class were never armed with 24" tubes,carried 6x21" (Type 81 torpedo) with noreloads. YUBARI also did not carry anyreloads.2. Naval OrdnanceSomewhere someone has his wires crossed.AP shells pass through unarmored shipswithout exploding. . .(Coggins is wrong). . .HC shells have contact fuses (as do incendiaryshells) which explode instantaneously todamage thin skinned vessels. AARON WARDsurvived only because she was hit by AP whichpassed right through her without exploding,much <strong>the</strong> same as FANSHAW BAY at Leyte fwhen she took a 16" AP hit from NAGATO '..which passed right through <strong>the</strong> engine roomwithout detonating. During <strong>the</strong> 13 Nov battle,Adm Abe had eight minutes from first sightingof <strong>the</strong> US van to <strong>the</strong> time he opened fire, duringwhich time he was able to change over frombombardment to AP, although '<strong>the</strong>y did usesome during <strong>the</strong> action.No Japanese CLs carried a 6" gun. OnlyOYODO carried 6.1" artillery, and those wererelatively cheap and expendable, as cruisers <strong>the</strong>9th and 10th turrets removed from <strong>the</strong> firstgo, and yet which was nimble enough asset to two Mogamis. The Aganos carried a hand .;any destroyer flotilla which she served. loaded 5.9" weapon.ORDNANCE:Some corrections to <strong>the</strong> gunnery figures:-iapolis and earlier 1


TORPEDOES:Mark/Model Dia - - wt - -- Wrnd - -Performance Utilization-< -MklO steam 21" 2100' 415 3500136 -Subs ----'Mk13 steam 22" 1921 600 3000136 AIC, PTMk14 ste, 2: 500 4500146 Subs9000132Mkl5steam 21" 2215 660 4400148 Surface shlps880013215000126.5I403. TorpedoesA relatively good discussion of <strong>the</strong> difficultieswe faced with our torpedoes, <strong>the</strong> only problemis that both <strong>the</strong> Mk 10 and Mk 14 types listedwere submarine torpedoes. The standarddestroyer torpedo was <strong>the</strong> Mk 15 which was aBliss-Leavitt model using <strong>the</strong> same MI C pistolof <strong>the</strong> Mk 14, making it equally as unreliable as<strong>the</strong> Mk 14. Also, <strong>the</strong> standard rack mountedtorpedo for <strong>the</strong> Higgins type PT boats was <strong>the</strong>22" Mk 13 aircraft torpedo, although <strong>the</strong> Elcoboats carried <strong>the</strong> Mk 15 in tubes. The Mk 15was a fairly good weapon once <strong>the</strong> bugs of1942 were ironed out. At any rate it wasreplaced in 1944 by <strong>the</strong> Mk 18, an electrictorpedo copied from <strong>the</strong> German G7e-FATelectric. The accompanying table may help toplace <strong>the</strong>m in perspective.While looking at torpedoes, <strong>the</strong> main Japanesesurface ship torpedo was <strong>the</strong> Type 93, butmany of <strong>the</strong> older DDs and CLs as well as allsubmarines carried <strong>the</strong> Type 81, a 21" steamjob (YUNAGI and TENRYU did at Savo).Japanese aircraft and MTBs carried a 1760 Ib.18" type with a 440 Ib. <strong>war</strong>head which mayexplain why it took five to sinkCHICAGO although fewer would have probablybeen sufficient had <strong>the</strong>y been in rapidsuccession ra<strong>the</strong>r than two followed by threemore some 20 hours later. This carries over to<strong>the</strong> Hit and Hit Hard area and may explainsome of <strong>the</strong> differences in <strong>war</strong>ship resistanceto torpedo as well as o<strong>the</strong>r damage.4. Hit and Hit HardWhat ship is <strong>the</strong> BENTON? Please pass thisinformation on as apparently you havediscovered a destroyer even <strong>the</strong> USN did notknow existed.Morrison credits WASHINGTON with onlynine 16" hits out of 75 rounds fired atKIRISHIMA. They were all that were necessaryto save SOUTH DAKOTA'S bacon for, in spiteof <strong>the</strong> fact that her engineering spaces werestill intact, she had lost one 16" turret and wasa blazing pyre that was attracting 14" shellslike moths. It would not have been too muchlonger before her luck would have run out andshe, too, would have suffered a critical injury.5. Who Won.Again, in <strong>the</strong> discussion of Cape Esperance itshould be noted that <strong>the</strong> Japanese achieved<strong>the</strong>ir objective, Sumiyoshi landed with hisartillery and tanks safely.C. "CA" GAME RULESA fair number of errors are in section 12.0, ShipCharacteristics.1. So DakotaIN Carolina 38,000 tons2. Iowa 48,500 tons- 7DD/sS - -- ""--"'"3. Maryland only 3 units (4th, WASHINGTON,sunk 1924)4. Baltimore 13.600 tons5. Omaha 5 units CL-1, 5 type CL-26. Atlanta 4 units 16x5" 8x21"TT4 units 12x5" 8x21"TT3 units 12x5" 0 TT7. Sims DD 12 units 4x5" 8x21"TT (extramounts removed 1941)8. Craven 22 units9. Benson DD-5 should be Bristol Class10. Benson 2 1620 tons1. Agano 6~5.9"2. Akatsuki should be DD-23. Asashio should be DD-44. Hatsuharu should be DD-3a (6x24"TT)5. CHOKAI should be CA-2a (4x4.7"AA.8x24"TT)6. MAYA should be CA-2b (8x5"AA, 8x24"TT)7. Tenryu 6x21"TT8. Mutsuki 2x4.7"DP, 6x24"TT9. Kamikaze DD-la 3~4.7". 4x21"TT (YAYOI)This seems to be about all I wish to cover atthis time. Please do not interpret what hasbeen written here as anything o<strong>the</strong>r than someconstructive criticism. I noticed that <strong>the</strong>re wasno listing of source materials, but it appears asif you rested heavily on Jack Coggins' TheCampaign for Guadalcanal which is a fair workbut tends to perpetuate many of <strong>the</strong> mythsthat more thorough researchers have disproven.It would be to you advantage to havesomeone with a reasonable knowledge of <strong>the</strong>subject check <strong>the</strong> accuracy of future endeavorsin this area. At <strong>the</strong> risk of soundingpresumptious, may I suggest that someone likemyself be utilized in <strong>the</strong> area of naval and navalair fields. I have a relatively extensive technicaland descriptive library on <strong>the</strong> subject and havewritten an article on Guadalcanal in Conflict,plus collaborated with Dave Dickson on his IanAllen series book on <strong>the</strong> Philippine Sea battle. Iwould like to offer my services on <strong>the</strong> abovescore if you feel that <strong>the</strong>y may help to providea more accurate publication.The following is a response to Mr. Hafting'scomments by David lsby, author of "CA."A. MAIN ARTICLEKEYED TO HARTING'S COMMENTS1. Pg. 12. Agreed that <strong>the</strong> Japanese did notrun over <strong>the</strong> Pacific firing off expensiveordnance, but <strong>the</strong>ir torpedo training techniqueswere still more realistic than <strong>the</strong>Americans, as I'm sure you would agree2. While <strong>the</strong> U.S. also disposed of someobsolete <strong>war</strong>ships by sinking <strong>the</strong>m, <strong>the</strong>se weremainly by air (OSTERFRIEDLAND, VIRGINIA,and o<strong>the</strong>rs) or by o<strong>the</strong>r means, includinggunfire (WASHINGTON). My comment was,however, in relation to torpedo use. It shouldbe noted that <strong>the</strong> Americans stopped thispractice once <strong>the</strong> immediate surplus of shipsresulting from <strong>the</strong> Naval Treaties had beenexhausted.3. All ships tend to be designed "underweight"and gradually flesh out, through building andreconstruction, to a much larger displacement.That <strong>the</strong> AOBA's were designed to stay within<strong>the</strong> Treaty limits is obvious, and quite possibly<strong>the</strong> o<strong>the</strong>rs too, but I feel you could not get <strong>the</strong>kind of armament and protection of ships suchas <strong>the</strong> ATAGO on 10,000 tons. Your commentsabout <strong>the</strong> U.S. Treaty crusiers is interesting.4. As should have been clear from <strong>the</strong> article,<strong>the</strong> Japanese had <strong>the</strong>ir battleship Admirals,who remained unconvinced, in some cases,until YAMATO went down. However, <strong>the</strong>rewere enough of <strong>the</strong> "Carrier Admirals" in <strong>the</strong>right position at <strong>the</strong> right time to have shapedJapanese opening strategy. The Japanesewere definitely disappointed in not havingpicked up <strong>the</strong> carriers at Pearl, but I feel <strong>the</strong>ideas expressed in <strong>the</strong> article find amplegrounds in <strong>the</strong> Japanese use and deploymentof <strong>the</strong>ir battlewagons (squadrons of battleshipsbeing Senkan Sentai) in <strong>the</strong> first sixmonths of <strong>the</strong> Pacific War. Also, from <strong>the</strong>writings and interviews with Japanese Navalofficers in <strong>the</strong> U.S. Naval Institute's TheImperial Japanese Navy in World War /I and in<strong>the</strong> Strategic Bombing Survey's Naval volumes,especially those with Admirals Toyodoand Fukudome and Capt. Fuchida.5. The fighting at Java Sea lasted some threehours, <strong>the</strong> rest of <strong>the</strong> time being used for <strong>the</strong>ABDAFLOT and Japanese to sort <strong>the</strong>mselvesout. These "wild" torpedo shots wereprobably deliberate and kept <strong>the</strong> ABDAFLOTforces from moving in closer, where <strong>the</strong>ir 6"and 5.9" guns would be more effective.6. "Marianas" should read "Marshalls" -refering to <strong>the</strong> "Big E's" strike on Kwajelein.The abortive relief of Wake Island - whichwas unsuccessful partially because of <strong>the</strong>miscalculations of Jack Fletcher, could also beconsidered in this category.7. If <strong>the</strong> American carriers could haveemotions, I'm sure that <strong>the</strong>y would have beenfearful too. The "mistake" was Fletcher's, but Icould hardly term it "lunacy." Fletcher wasquite capable of making big mistakes, but I fearat Savo only hindsight makes him wrong.What would you have done if you were JackFletcher on that night? If I were in his shoes,I'm afraid I might very well have done<strong>the</strong> same thing.8. Your account of Cape Esperance differs inone point from Morrison's official history, fromwhich may account is largely drawn. I believeHELENA informed Scott of its sighting byusing TBS (Talk-Between-Ships Radio Telephone)soon after.2325, while you have thisaction taking place some five minutes later.When one deals with such fine tolerances insomething such as a night naval battle,something is sure to get lost in <strong>the</strong> translation.The logs of <strong>the</strong> ships involved would often notmesh by as least as much time. Scott hadintended to countermarch when he did,


sighting or no sighting. The SC was eventuallyswitched on on o<strong>the</strong>r ships after 2325, as SANFRANCISCO made a sighting with hers. This,coupled with <strong>the</strong> facts that "Gotowascompletely surprised" - Morrison's wordsshows that radar was important at CapeEsperance; Goto's last words to his staff -"Bakasaro! Bakasaro!" ("stupid bastards,stupid bastards") deserves to be one of <strong>the</strong>great naval quotations. The rest of yourappreciation of Cape Esperance is , of course,quite correct.B. DESCRIPTIVE MODULES1. I consider <strong>the</strong> Japanese BB's successful in<strong>the</strong> bombardment role, as <strong>the</strong>y only really hadone good night (<strong>the</strong> 14th of October). Yet <strong>the</strong>CHOKAI and KlNGUSAand <strong>the</strong>n MYOKO andMAYA, which bombarded on subsequentnights, threw almost as much explosive as <strong>the</strong>two battleships (1,552 &inch and 500+ 5-inchshells). As for all Japanese destroyer squadronshaving leaders, I would hate to commitmyself to such a categorical statement,especially after Guadalcanal. But if not all had<strong>the</strong>m, <strong>the</strong>n almost all. Your example ofTROMP as a good destroyer leader issomewhat unusual, as TROMP could barelymake 32 knots, thus making it difficult for it tokeep up with destroyers in a calm sea. It wasdesigned not to lead destroyers, but to sinkdestroyers, especially <strong>the</strong> FUBUKI class oneswhose appearance caused TROMP'S construction.The first time TROMP ran up againstone of <strong>the</strong>se destroyers, however, it wastorpedoed and had to limp off for repairs, thusending its career as a destroyer-destroyerbefore it started. What made <strong>the</strong> JapaneseCL's so good as destroyer leaders was (amongo<strong>the</strong>r things) <strong>the</strong>ir high speed, which <strong>the</strong>ycould sustain. I doubt that DUNCAN orFAHRENHOLT hit anything at Cape Esperance.They were too busy saving <strong>the</strong>ir ownskins and claimed FUBUKI as a cruiser, sonaturally <strong>the</strong>ir ideas would be a wee bitinflated. As for <strong>the</strong> belt on Americanbattleships, you are correct, although I haveheard it said that <strong>the</strong> 12" belt was soconstructed to give <strong>the</strong> protection of 18". Inmy files, I have a notation that TENRYU,TATSUTA, and YUBARI were refitted withType 93 torpedoes. Nei<strong>the</strong>r, as you said,carried reloads.2. Naval OrdnanceOne thing I don't think most people havepicked up is that <strong>the</strong> Model 0 rounds carried by<strong>the</strong> BB's on 13 November (at least some of it)was air-fused, so that it would burst aboveground and perforate <strong>the</strong> airplanes in <strong>the</strong>irrevetments. A contact HE would probablyhave exploded. That AP does go through thinships is, of course, correct. It also happened toHOEL and/or JOHNSTON at Leyte, accordingto Theodore Roscoe. Your statement on <strong>the</strong>ammunition used on 13 November is interesting,but most of <strong>the</strong> American accounts(Morrison, and especially Coggins) make muchout of <strong>the</strong> Japanese using HE. It must beremembered that <strong>the</strong> BB's decks were piledwith hE shells which were deep-sixed as soonas <strong>the</strong> AKATZUKl's searchlight came on.As for your corrections to my table. I have seenseveral different charts of this sort, and mineis a syn<strong>the</strong>sis of many. So I would be hesitantto say who is right on anything. I was,however, ignorant of <strong>the</strong> difference betweenMark 9 and Mark 10 8-inchers. Live and learn.Your statement on torpedoes is also interestingand amplifies <strong>the</strong> data given on <strong>the</strong> text.The Mk 10's and Mk 14's were little differentthan <strong>the</strong> torpedoes used by all surface ships. Ihave read several contradictory statementsabout Japanese aircraft torpedoes.As for "Hit and Hard Hit, "contrary to <strong>war</strong>timepropaganda, I don't think SOUTH DAKOTAwas in that much danger. With WASHING-TON hitting KIRSHIMA, she had little to worryabout from that quarter, but if one of <strong>the</strong>cruisers or even destroyers had gotten a fewtorpedoes off at that halted, burning target. . .These are not <strong>the</strong> only errors in <strong>the</strong> article,some of <strong>the</strong>m due to typographical error andomission due to lack of space.In <strong>the</strong> text, on page 8, <strong>the</strong> Japanese whoproposed a "battleship solution" relied on astrategy of "attenuation," having come upwith <strong>the</strong> dubious formula that a fleet loses 10%of its effectiveness for every 1,000 milesadvanced from its bases. The Japanese alsohoped to whittle away American strength bysubmarine attacks, but as <strong>the</strong> Japanese wouldalso divide <strong>the</strong>ir fleet, <strong>the</strong> success of this planwas also dubious. So <strong>the</strong> use of airpower, bothland and ship based, became more attractive.The module "Hit and Hit Hard.. ." is itself atypo; its correct title should be "Hit and HardHit," a quotation from Kipling's The Destroyers.In this module, "BENTON" should be"BENSON" and in <strong>the</strong> chart at <strong>the</strong> end, 12"shells should read 16-12'' shells. Theuncaptioned photograph heading of <strong>the</strong> NavalOrdnance Module is <strong>the</strong> 16" guns of a Nagatoclass BB.O<strong>the</strong>r casualties to editing were <strong>the</strong> followingpieces of information, indexed to <strong>the</strong> "CA"article:"The Strategic Overview"-p. 6. While <strong>the</strong> baseat Pearl Harbor was established in <strong>the</strong> 1920's,much of <strong>the</strong> American Pacific Fleet remainedat San Diego and Seattle until 1940, but PearlHarbor was always envisioned as <strong>the</strong>ir<strong>war</strong>time base."Evolution of <strong>the</strong> Naval Battle" - p. 17. Thefirst and last paragraph of <strong>the</strong> comments on<strong>the</strong> Battle of Cape St. George are editedversions of "The War Goes ON," a module on<strong>the</strong> Naval fighting after 1943 that we couldnot fit in."Hit and Hard Hit. . . " - p. 12 <strong>the</strong> followingexamples were cut: The CL Sendai was sunkafter being hit by two torpedoes and six 6"shells. The destroyer TERUZUKI was sunk byone torpedo, while <strong>the</strong> destroyer FUBUKI tookfour 81' and 6" shells. The Helena, an AmericanCL, sank after being hti by three Long Lancesamidships and <strong>the</strong> destroyer Kearny survived a21" torpedo hit amidships.Main text, p. 19: One of <strong>the</strong> most obvious of<strong>the</strong> stereotyped "textbook" maneuvers usedby <strong>the</strong> Japanese was <strong>the</strong> "Neptune's Trident"formation of three parallel columns. Althoughit had proved unsuccessful at Cape Esperance,it was retained and proved disastrous for <strong>the</strong>Japanese at <strong>the</strong> 2nd Battle of Guadalcanal and<strong>the</strong> Battle of Empress Augusta Bay, and it wasone of <strong>the</strong> causes for <strong>the</strong> Japanese defeats in<strong>the</strong>se two battles.In reading <strong>the</strong> letters by <strong>the</strong> learned gentlemenwho wish to add fur<strong>the</strong>r detail to <strong>the</strong>information appearing in <strong>the</strong> '%A" article, Irealized that <strong>the</strong>se were people who were wellversed in <strong>the</strong> subjects I covered and thus couldoffer detail from <strong>the</strong>ir own knowledge. Thismaterial is welcome - that is why we arepublishing it in MOVES, but I should like topoint out that <strong>the</strong> "CA" article, like <strong>the</strong> game,was not aimed at <strong>the</strong> naval enthusiast. It wasaimed at <strong>the</strong> average reader of <strong>Strategy</strong> 8<strong>Tactics</strong> who, as <strong>the</strong> Feedback and personalcontact shows us, has no great or deepprevious knowledge of naval matters, especiallyin <strong>the</strong> myriad technical details that makemodern fleets specialists ra<strong>the</strong>r than seamen.So I wrote an article stressing <strong>the</strong> maincurrents, instead of details. I worked <strong>the</strong> detailsand examples in as well as <strong>the</strong>y could beintegrated, but it remains that "CA" is not anit-picking article. I can pick nits with <strong>the</strong> bestof <strong>the</strong>m, as some may say this articleillustrates. Yet this is not to denigrate thosewith a deep interest in naval <strong>war</strong>fare, forwhose benefit <strong>the</strong> preceding comments haveappeared, along with fulfilling our dutyto<strong>war</strong>ds our readers for complete, correctmaterial!Designer% Notes (continued from page 3)least one game-in-development each issue.This one will have have a lot of uniquefeatures. Not <strong>the</strong> least of which is <strong>the</strong> generalignorance outside of Manchuria about justwhat is going on over <strong>the</strong>re. It wasn't toodifficult doing <strong>the</strong> terrain analysis of <strong>the</strong> area(which results in <strong>the</strong> game map). Physically,Manchuria is not well connected to <strong>the</strong> rest ofChina. Most observers and "experts" agreethat Manchuria would be <strong>the</strong> major, anddecisive, battleground in a Russo-Chinese <strong>war</strong>in <strong>the</strong> 1970's. Manchuria possesses only about8% of China's population but, more importantly,nearly a third of her industry. Inaddition, Manchuria contains many irreplaceableraw materials. China is <strong>the</strong>refore forced todefend Manchuria. It is commonly felt that <strong>the</strong>Russians would quickly "blitz" <strong>the</strong> Chineseright out of Manchuria. This is one possibility.There are many o<strong>the</strong>rs. This will be one gamewhere you will be given numerous scenarios.And <strong>the</strong>n be free to chose <strong>the</strong> one that seemsmost likely. It will be largely a matter of taste.Or what YOU think will happen.For <strong>the</strong> Russians it is not exactly a "cakewalk."They can converge from three sides. Butwherever <strong>the</strong>y come from <strong>the</strong>y will have tofirst deal with formidable physical obstacles. If<strong>the</strong>y come from Outer Mongolia <strong>the</strong>y will haveto cross <strong>the</strong> Greater Khingan Mountains. Usingtactical nuclear weapons <strong>the</strong>y could blast <strong>the</strong>irway to<strong>war</strong>ds Peking and thus cut off all ofManchuria. But this would gain <strong>the</strong>m little in<strong>the</strong> short run as <strong>the</strong> numerous industrializedareas of Manchuria (along with <strong>the</strong>ir militia andregular armies) would have to be reduced. Ablitz across <strong>the</strong> Manchurian plain from <strong>the</strong> eastwould take <strong>the</strong>m across <strong>the</strong> Lesser KhinganMountains (which are "lesser" in name onlyfrom a military point of view). And, just tocomplete <strong>the</strong> ring, along <strong>the</strong> Yalu (<strong>the</strong> NorthKorean border) are <strong>the</strong> Chang Pai Mountains.Real messy stuff. The scale of <strong>the</strong> Map is 55kilometers to a hex. The map covers an area of1.3 million square miles. In o<strong>the</strong>r words, about<strong>the</strong> same area as <strong>the</strong> United States east of <strong>the</strong>Mississippi. Not a very tactical game. Unitsrepresent corps or "armies" of two to fourdivisions. Also represented are Soviet airarmies and amphibious forces (Marines and(continued on page 13)


12AIRCRAFT ANALYSIS(I) F-104: Many players prefer this planeover all o<strong>the</strong>rs. It can climb better than anyplane at any speed. The YO-YO method ofattack works best with this plane. The trickis to get above your opponent (which isn'thard with <strong>the</strong> 104's climbing ability), getbehind him, set your altitude just right anddive. While diving, go to maximumacceleration. At <strong>the</strong> end of your dive, fire amissile and on your next turn, climb likecrazy (you may get a second shot).(2) Mig-21: Maneuver is <strong>the</strong> key to thisplane and it is my favorite. To survive, keepyou speed down. This makes you a moredifficult target and maximizes your turningability (your greatest asset). Your mosteffective maneuver is <strong>the</strong> "Climbing Turn."It makes you hard to corner and allows youto reverse direction and attack withsurprising quickness. If, after all you'vedone, your opponent still can get aboveyour ceiling altitude: Go Homel Nothingmore can be done. Remember, with <strong>the</strong>Mig-21 you have to strike fast.(3) Mirage Fand IN: These have <strong>the</strong> definiteadvantage of long range, radar missiles.They are <strong>the</strong> only planes which caneffectively fire at planes flying at a higheraltitude. My experience with <strong>the</strong>se planeshas taught me to keep my speed up for afast getaway and at all times; keep mydistance!(4) F-14 and 15: These two monsters areheavily armed and have lots of "blackboxes." When using <strong>the</strong>se two, rememberthat you can always out-run your opponent.You can also turn as you verticallydive with <strong>the</strong> F-15. Lastly, when all elsefails, Climb! You have with both planes <strong>the</strong>highest operational ceiling in <strong>the</strong> game.(5) F-4 Phantom: This plane is called for inso many scenarios that I felt it <strong>war</strong>rantedsome closer inspection. Everything aboutthis plane is mediocre with one exception.It has a high operational ceiling. So, keepyour altitude up and don't be afraid to fireoff a wild shot with a missile once in awhile. You've got plenty!AIRCRAFT CHARACTERISTICS SUMMARY-F-4EF 5EA 7F 14ArftF 15AF 104F 111LightnlnqM~rage FMlragr IllSu-7Su 11Mtg-21Mtg 23- u "'"-12 2:151381621162116161612181419C x16to251 Jto179to1017tc2722t2817to2722tc3117to2417tci2617to2713.to2019to27315I


13SUGGEST -ED ADDI' TIONAL S 'CENARIO,gets 1 point fc ,r each A. .7 that gw ts back (#3) PC ;e scenaric 3'sThe follow ing scenar-.10s were a dded to ttIe from <strong>the</strong> targe t area and I 1 point fc Dr each are intrucgame ~y some Trfends ana ml F, -. "..L-& A F-- -LI-LI snor aown. ror rnls scena--.- . -..Mlg-no you3 F-104's or three British Li ghtnings i are(#I) 2P hantoms p ~rotecting : 2 A-7's on a had l better plan your moves far in ac dvance. interceptitactical bl ombing n nission. 3 Mig 21 's One false move can benginterceptin9.Special Rules: In! stead of <strong>the</strong> norr nalc----*:--Intruder_secrer~y cnooses a11 area w~rr~ I 2 Phantoms try to protect ct bomber ..-- A C___&I__ _L.IUIIII~LIUII, uae r GaiU-7's. Tt ley,--I'..",,V."F -.radius of six hexes in a hex pal Tern no le! atter npting <strong>the</strong> rescue of a downed pilot. 3 arrive at level 5 and speed 5. ~ney maythan 24 hexes (center measure 21's try to prevent t move in any manner <strong>the</strong> player desires, but!merit) fro1 m Mig-he rescue and soany board edge. This is <strong>the</strong> ure <strong>the</strong> pilot. <strong>the</strong>y must move in formation (i.e., all planestarget are, a. captimust make <strong>the</strong> exact same maneuvers atA-7's (which may not fire) enter me ~oal-. O,.+hp ""ul I players stake out a target area wn-z rn8-zin Scenar'- ' ":- is staked <strong>the</strong> same time). No fire is allowed from <strong>the</strong>at level five and speed five. These drop 1 to one 10 1. l 111s out inSU-7's unless <strong>the</strong> formation is reduced tozero altitude and disappear in this "Target tl# blanl k counters #. Nei<strong>the</strong>r : side is cor sider redone plane. Victory conditions are <strong>the</strong> samearea (drop below <strong>the</strong> cloud cover) for or le <strong>the</strong> intruder 1 'or spottir rg or mo lvementas normal point defense (1 Mig-23 pilot isturn. The A-7's <strong>the</strong>n reappear at "C reasc 31-15. inex~erier --"altitude and attempt to leave from sam be 2 ~ h antoms , arr ive at <strong>the</strong> South edg e of <strong>the</strong>map edge <strong>the</strong>y arrived on.map at 2 les s than level maxin ium atMirage Ill'Phantoms enter <strong>the</strong> board at le\ re1 "15 at 2 level 10.interceptiA -.A -0. e+ -3." :- -1,-less than level maximum speeuIU LI s airive -.J IVI2 turns later ileave <strong>the</strong> board before game's en d. maxi imum speed and level 10 (#5) 3 F-5 Tigers intruding.Phantoms are bound by intruder sightir lg boar d edge).regulations and follow a preplanned fligl3 SU-11's defending (SU-11 may not usepattern until <strong>the</strong>y sight a Mig-21. ht Vict( pry Conditions: The Mig-21 player radar missiles).recei ves 2 points for each Mig-21 thatMig-21's E trrive at a ny map e ~dge at arBoth plal (ers have 2 inexperil enced pila ltS.!: reacl nes "0" altitude in <strong>the</strong> target areaaltitude dc asired one turn afte !r <strong>the</strong> A-7This sce nario is very tricl ty and i In-(gett in? back makes no difference).arrive.predictab le.Mig- 21 s are obliged, however, to attempt-- A-vrcrory ~ona~oons: I ne lnrercepror player ru return -. to <strong>the</strong> north edge. The "':-' IvIIy-A I(#6) 3 A-7's intri ding.receives 2 points for each intruder A-7 he player also receives 1 point fo r eachshoots down before it reaches <strong>the</strong> target Phantom shot down. The Phantom r player 3 SU-7's ng (just fc ~r fun).area. He receives 1 point for any o<strong>the</strong>r plane gets 1 point for each Mig-21 shot down. This- -.scen.ario is real ly wild anc I reminds me(including returning A-7's). The intruder This scenario is difficult for ei<strong>the</strong>r player. ot k~ytng C~~PIIS ,.,-,.LDesigner3 Notes (continued from page 10)o<strong>the</strong>rs). The Chinese have ADM's (AtomicDemolitions) with which to slow <strong>the</strong> Russiansup. For example, a 50KT ADM, properlyplaced, would create a hole in <strong>the</strong> ground 1100feet wide and 340 feet deep (enough for athirty story building to fit comfortably). Not tomention <strong>the</strong> general destruction for a few milesin all directions. The Russians may also usestrategic nuclear weapons, which makes <strong>the</strong>operation less a <strong>war</strong> and more a form ofgenocide. All in all, a potentially veryunpleasant situation. Unfortunately, <strong>the</strong> actionspresented in this game may well be <strong>the</strong>first act of World War Ill.Ano<strong>the</strong>r gaming oddity arose recently. Whiletesting Warin <strong>the</strong> East our systems analyst gottired of doing all <strong>the</strong> paperwork associatedwith Russian production and army/air forcerebuilding. His work was made more tediousbecause he was also trying to develop anoptimum "building" strategy. An obvious jobfor <strong>the</strong> computer. A few hours devoted towriting <strong>the</strong> program, a few more hours testingand debugging and, <strong>the</strong>re it was. War in <strong>the</strong>East (or part of it, at least) was computerized.Now we were able to test various buildingstrategies (as well 3s which arms andpopulation centers <strong>the</strong> Russians could affordto give up). The idea of using computers in <strong>the</strong>design of games has been around for a longtime. More complex "machine" gamesactually require <strong>the</strong> use of a computer.But <strong>the</strong> type of game we produce (knownin <strong>the</strong> trade as <strong>the</strong> "manual" game) isstill more art than science. We have kickedaround variousideas for using <strong>the</strong> computer indeveloping our games. We already have somepretty definite concepts in mind. We also haveour own computer. But <strong>the</strong> biggest stumblingblock is, again, money. Any computerapplication requiring more than ten or so hourswill cut into our regular computer work (ofwhich we presently have more than we canhandle). This Warin <strong>the</strong> East application was afortunate coincidence. Perhaps in 1974 we'll beable to afford some "standard" programs touse in games. A "standard" computerapplication (or, ra<strong>the</strong>r, a "family" of applications)which could be used to aid <strong>the</strong>development of most games would cost a fewthousand dollars to produce. And part of thisR&D work would be true "risk" work (some ofit would probably have to be thrown out aftercostly development). This at least showsthat we're moving in <strong>the</strong> direction of usingwhatever means available to develop more andbetter games.While an article on Seelowe (Sealion, <strong>the</strong>planned German invasion of Britain in 1940)appeared in S&T 40, our game of <strong>the</strong> samename won't appear until April of 1974. Thiswas a result of <strong>the</strong> change in publishingschedule brought about by our unexpectedsuccess introducing our games to <strong>the</strong> retailmarket. The general slowdown in ourpublishing schedule also allowed us toimplement some long needed game developmentprocedures. The main one is what we call"end testing." This involves actually doingall <strong>the</strong> artwork for a game and <strong>the</strong>n, beforeprinting, making photostatic "prototypes" ofall <strong>the</strong> game components. We <strong>the</strong>n test <strong>the</strong>game again. We test it ra<strong>the</strong>r intensively at thisstage. What happens is most unusual. Flawswhich escaped <strong>the</strong> most rigorous "preartwork"testing of <strong>the</strong> game now becomeobvious. We can only attribute this to <strong>the</strong> factthat, when a game is put into its finalorganizational format it becomes much easierto "use" <strong>the</strong> game. This increased "ease ofuse" enables flaws to be more easily spotted.This "end testing" procedure requires muchmore time (and money) than we have hadpreviously. But now that we don't have toproduce so many new games just to keepahead of ourselves we can take <strong>the</strong>seadditional pains. Moreover, our R&D staff,after having produced over three dozen gamesin <strong>the</strong> past two years, has become ever moreexpert at what <strong>the</strong>y are doing. This may not beall that noticeable to anyone who has beenwith us all <strong>the</strong> way. But if you "step away"from it all in your mind (as we have done) youcan see <strong>the</strong> changes. We try to explain someofwhat goes into producing <strong>the</strong>se changes. Butthis is difficult because <strong>the</strong> myriad elementswhich go into game R&D are not easilyexplained. In future issues of MOVES we hopeto start a series of articles showing muchmore detail on this subject.Four more games are in <strong>the</strong> preliminary(research and "concept") stages of design.First, <strong>the</strong>re is <strong>the</strong> Civil War. A strategic levelgame covering <strong>the</strong> entire <strong>war</strong>. Will probably use<strong>the</strong> same sort of system as <strong>the</strong> World War 11game. This game will published in SBT 43(March, 1974). Our game of tactical <strong>war</strong>fareduring <strong>the</strong> age of sail, Frigate, will appear inJune, 1974. This one will follow "CA" in manyparticulars. In August 1974 we will publish <strong>the</strong>Alpha CentauriCampaign. A futuristic game ofstrategic space <strong>war</strong>fare with many unusualgame features. In October 1974 (if not earlier)we will publish Patrol. An outdoors Sniper1with improvements in <strong>the</strong> Sniper! gamesystem as well as new design features(continued on page 27)


14THE FRANCO-PRUSSIAN WARby Omar DewittOmar DeWitt is <strong>the</strong> president of AHIKS, asociety since 1966 for those 21 and over whoare interested, primarily, in playing <strong>war</strong>gamesby mail. AHIKS offers a rules booklet, a Judge,two publications, and an opponent-matchingservice, among o<strong>the</strong>r things. More informationcan be obtained by writing DeWitt at 78Wickham Drive, Williamsville, N.Y. 14221.Lately, with so many titles being published, it isnot always easy to notice <strong>the</strong> really good ones.This is a good one. If for no o<strong>the</strong>r reasons than<strong>the</strong> several unique features of The Franco-Prussian War, it is an excellent game andshould belong in <strong>the</strong> library of all serious<strong>war</strong>gamers.The French start <strong>the</strong> game with 11 counters on<strong>the</strong> mapboard (plus 3 EB - RR units). The 11counters may include from one to six dummycounters, depending upon <strong>the</strong> order of battle.The Prussians start <strong>the</strong> game with 18 counters,one to ten of which may be dummy counters,plus an unlimited number of EB units.All counters are inverted during set-up and, in<strong>the</strong> Standard game, remain inverted duringplay. In <strong>the</strong> Basic Game, all units are face up,and most of <strong>the</strong> unique features of <strong>the</strong> FPWare not used. Although it is a good way tobecome' familiar with <strong>the</strong> mechanics of <strong>the</strong>game and is <strong>the</strong>refore useful, it does not have<strong>the</strong> interest <strong>the</strong> Standard Game does. I will beconcerned mainly with <strong>the</strong> Standard Game.Although <strong>the</strong> idea of dummy counters hasbeen around for some time (Victor Madeja in<strong>the</strong> General, Nov. 1964, <strong>the</strong> FPW is <strong>the</strong> firstgame, to my knowledge, that actuallyincorporates <strong>the</strong>m. "Dummy counters," read<strong>the</strong> rules, "represent <strong>the</strong> atrocious intelligenceavailable to both sides during <strong>the</strong> originalcampaign." They might be small groups ofenemy soldiers, rumors, or a Boy Scout troop.The inverted dummy counters are treatedexactly <strong>the</strong> same way as inverted combatunits.The only way to determine if an enemy counteris a dummy or a combat unit, or to tell <strong>the</strong>strength of a combat unit (<strong>the</strong>y vary in CombatStrength Points from one to ten), is to attackit. Ano<strong>the</strong>r unique feature of <strong>the</strong> game, <strong>the</strong>Hasty Attack, allows a counter to attack withonly part of its total strength, <strong>the</strong>reby gaininginformation with possibly lower losses (eachunit can take losses one Combat StrengthPoint at a time).Dummy counters that are revealed, and<strong>the</strong>refore eliminated, are returned to play in <strong>the</strong>following turn by being stacked with anyfriendly unitk). The result is that <strong>the</strong> dummycounters can be quite a potent weapon. Even ifa laver is certain that a articular counter is ad;mmy, that counter st111 exerts a Zone ofControl that ~nh~b~ts movement and cutssupply lines. And ~f a player is not certainwhlch are dummy counters, which is morelikely, <strong>the</strong> possibility of stronger threatsmust be met.At <strong>the</strong> beginning of <strong>the</strong> game, not knowing <strong>the</strong>strength of <strong>the</strong> inverted combat units issomewhat of a problem. After combat begins,it is less of a ~roblem; even thouah <strong>the</strong> unitsare inverted after combat, an av&age Bridgeplayer should be able to keep track of which iswhich. Although counters can stack toge<strong>the</strong>rat <strong>the</strong> end of a turn and disperse <strong>the</strong> followingturn, this rarely happens because <strong>the</strong> Frenchhave too few units to bunch <strong>the</strong>m up, and <strong>the</strong>Prussians are too busy maneuvering. Thedummy counters returning to <strong>the</strong> game areeasy to stack, and so <strong>the</strong> problem remains,which are combat and which are dummy. Wi<strong>the</strong>nough dummies returning to play, it takesmore than an average Bridge player to keep<strong>the</strong> possibilities straight. For those who areconcerned about it, play balance could beaffected by adding dummy counters to <strong>the</strong>weaker player's side.Fortification Units pose an interesting problemfor <strong>the</strong> offense. Since <strong>the</strong>se units exert a Zoneof Interdiction affecting supply lines, and since<strong>the</strong> French forts exert this Zone over <strong>the</strong>nor<strong>the</strong>rn half of <strong>the</strong> mapboard, <strong>the</strong> Prussianhas to decide whe<strong>the</strong>r to mask <strong>the</strong>se Zoneswith units or to destroy <strong>the</strong> Fortification Units,which takes time and Combat Strength Pointsand <strong>the</strong>refore Victory Points (five VictoryPoints are earned for each Combat StrengthPoint eliminated). The forts cannot be ignoredif any penetration beyond Thionville is to bemade. If <strong>the</strong> French are weak in <strong>the</strong> Thionvillearea, <strong>the</strong> Prussian has a desire to push on while<strong>the</strong> pushing is good; but in <strong>the</strong> long run hemight give himself too much rooe. If <strong>the</strong>re aresignificant French in <strong>the</strong> area, ihe tendency isto attack <strong>the</strong>m for <strong>the</strong> Victory Points (<strong>the</strong>re areno Victory Points for eliminated forts) and <strong>the</strong>forts remain intact. The problem is aninteresting one. On defense, <strong>the</strong> fortificationsoffer help, but <strong>the</strong> question of putting combatunits inside or outside or in what combinationof both is a good one.Prussian involvement in <strong>the</strong> south-east sectionof <strong>the</strong> mapboard is almost purely defensive,since <strong>the</strong>re are no Victory Points forpenetration to be earned in that direction.However, it is <strong>the</strong> natural place for Frenchoffense: it threatens <strong>the</strong> Prussian lone supplysource, and it is <strong>the</strong> most obvious area to earnpoints for penetration into Prussia. Perhapsthis area poses a problem that is one of <strong>the</strong>little beauties of this game. How much should<strong>the</strong> Prussian spend in this isolated area fordefense while <strong>the</strong> points are to be won halfwayacross <strong>the</strong> board? If one French unit inStrasburg at <strong>the</strong> start of <strong>the</strong> last Turn has aIgood chance of winning 50 points, whatof a threat would ano<strong>the</strong>r unit be?The Victory Points Chart is clear and sereasonable. However, it does not sreasonable for all possible combinationFrench and Prussian OBs if <strong>the</strong> Optional Rtused. For instance, with OB "F" <strong>the</strong> Pru:gets only 41 Combat Strength Points towith (as opposed to 72 if <strong>the</strong> Optional Runot used) and gets only 20 morereplacements (against 13). In French OB75 Combat Strength Points are availimmediately (as opposed to 57 if <strong>the</strong> OptiRule is not used). If <strong>the</strong> game is played<strong>the</strong>se two Orders of Battle, <strong>the</strong> result in VicPoints should be quite different. I wsuggest, <strong>the</strong>refore, that different Victory FCharts be used for different combinalof OBs.The accompanying table is based onassumption that a force twice as stagainst a given enemy force would earntimes <strong>the</strong> Victory Points (plus or minus apoints for <strong>the</strong> time of arrival of <strong>the</strong> reinfcments). The figures in <strong>the</strong> table representpoint spread in which a draw would occurinstance, if OBs A and J were used, a (would be obtained if <strong>the</strong> result in VicPoints were anywhere from 101 toinclusive (this is <strong>the</strong> same as <strong>the</strong> Victory FChart printed in <strong>the</strong> rules). If OBs D and Hused, a draw would result if <strong>the</strong> Victory Ftotal was 36 to 65 inclusive.Of course, <strong>the</strong> Victory Point total will usfall into Marginal, Substantial, or Decisive.Marginal range would run from 1 througpoints greater than <strong>the</strong> higher draw numb€<strong>the</strong> Prussians; French Marginal would run1 through 20 points less than <strong>the</strong> lower (number. German Substantial Victory wrun from 21 through 69 greater than <strong>the</strong> hidraw number; French Substantial Vicwould run from 21 to 40 less than <strong>the</strong> 11draw number. German Decisive Victory woccur when <strong>the</strong> Victory Point total was at70 points greater than <strong>the</strong> higher draw nunFrench Decisive would occur when <strong>the</strong> VicPoint total was at least 41 points belowlower draw number (These are <strong>the</strong> same 1spreads as in <strong>the</strong> chart printed in <strong>the</strong> riFor example, assume OBs E and L wereand that <strong>the</strong> Victory Point total was 89.higher draw number is 50, so <strong>the</strong> resultVictory Points above <strong>the</strong> higher draw nunwhich means a Prussian Substantial VicVICTORY POINT SPREADS FOR A DRAW WHEN USING OPTIONAL RULE OBSPrussianFrench OBG H J K L M101- -125 - lll-140v86-17B--141-170 136-165 141-170 136-165 151-180 126-155- - . -- - -C 101-130 96-125 101-130 96 86-115-- D --_-_-.41 -70. -- 36-65 41 -70 35 26-55*" - -- -E 11-40 6-35 11-40 6-: - 4-25 - -F 0-30 -525 0-30 -525 10-40 -15-15-.a"


AN EXAMPLE OF ACOMPLETE VICTORY POINT CHARTWHEN OBS " E AND "L" ARE USEDNetVictory Points Level of Victory-20 or less French Decisive Victory-19 through 0 French Substantial Victory1 through 20 French Marginal Victory21 through 50 Draw; nei<strong>the</strong>r player wins51 through 70 German Marginal Victory71 through 119 German Substantial Victory120 or over German Decisive VictoryNot surprisingly, I have not playtested <strong>the</strong>se 25different Victory Point Charts, but I think <strong>the</strong>yare a bit more in line with what one canreasonably expect from <strong>the</strong> opposing forces.Although one might not suspect it, <strong>the</strong> sixFrench OBs are unique: no two have <strong>the</strong> samecities in <strong>the</strong>ir set-ups. Therefore, <strong>the</strong> Prussianplayer, by spending a little time checking, candetermine which OB <strong>the</strong> French player isusing. Actually, this parallels <strong>the</strong> originalconflict, since <strong>the</strong> Prussians did have muchbetter information about <strong>the</strong> French than <strong>the</strong>French had about <strong>the</strong> Prussians.One wonders how much this advantage for <strong>the</strong>astute Prussian would affect <strong>the</strong> Victory Pointtotal. If it is felt that this information gives <strong>the</strong>Prussian too much advantage, I would suggestthat <strong>the</strong> cities listed in only one of <strong>the</strong> OBs (say"J") be used for all French set-ups.Whenever an EB unit attempts to cross a riverhexside for <strong>the</strong> first time, a die must be rolledto see if <strong>the</strong> crossing is effected. At first, onemight wonder if two EB units were stackedtoge<strong>the</strong>r, would two dice be thrown. However,since any number of Prussian EB units can bebrought into play and stacked on any squarecontaining ano<strong>the</strong>r EB unit, and since anynumber of die rolls are quite likely to turn up a1, 2, or 3, it seems obvious that only one dieroll is intended.It is possible for <strong>the</strong> Prussian to have EB unitson both sides of a river hexside (say, one inMetz and one in St. Privat) trying to cross. Inthis case, I would assume that two die rollswould be allowed.Yes, The Franco-Prussian War can be playedby mail. It should be played, however, betweentwo people who know each o<strong>the</strong>r well, andwho trust each o<strong>the</strong>r, because it is possible tocheat. Normal OB sheets (see MOVES #5,"Playing Wargames by Mail" for an explanationof <strong>the</strong> normal PBM process) cannot beused, since <strong>the</strong> identity of <strong>the</strong> units is notdivulged. Movement is indicated by writing, forinstance, "MM-38 to GG-33."Combat is a little more complicated whenHasty Attacks are made while trying todiscover dummy counters. Contingencymoves must often be included: "If L-26 is aDummy, <strong>the</strong>n move. . .If L-26 is not a dummy,<strong>the</strong>n move. . . ." This can be a fairly longprocess in some instances, but <strong>the</strong> fact that<strong>the</strong>re are so few units in <strong>the</strong> game does notmake <strong>the</strong> process burdensome.The official AHlKS grid coordinates for <strong>the</strong>FPW are: Place <strong>the</strong> mapsheet so that west isat <strong>the</strong> top and letter <strong>the</strong> rows from top tobottom A through WW. The numberedcolumns run from SE to NW and begin in <strong>the</strong>upper lefthand corner. Column "4" runsthrough hexes numbered 176 and 177. Thecolumns are numbered 1 through 58. Checkpoints are: Langres is M-8, Metz is X-32, andKaiserslautern is 00-46.The Franco-Prussian War undoubtedly is not<strong>the</strong> ultimate <strong>war</strong>game, but it is one of <strong>the</strong> bestto come down <strong>the</strong> pike lately.


Footnotes is a collection of <strong>the</strong> many small bitsof information we receive from subscribers. Asyou will see, most of <strong>the</strong>se comments are toosmall to be considered full length "articles."Yet many of <strong>the</strong>se comments are good just as<strong>the</strong>y are. And <strong>the</strong>y would ei<strong>the</strong>r not be muchimproved by expansion or, quite often, <strong>the</strong>author hasn't <strong>the</strong> time or inclination toexpound at greater length. We hope you enjoyFootnotes.*Storing YourSPI Games and MagazinesIf you are like me, you value your SPI gamesand magazines and search for ways of storing<strong>the</strong>m neatly and conveniently. Like manyo<strong>the</strong>rs, I have found that <strong>the</strong> SPI StandardGame Boxes are not <strong>the</strong> answer. For one thing,<strong>the</strong>y are too large, it's almost like carryingaround a tombstone. Secondly, even with <strong>the</strong>new counter trays, which are admittedlymakeshift, it is blind luck if you manage toretain all <strong>the</strong> counters in a particular game.Finally, <strong>the</strong> price is unusually high, $7.50 being<strong>the</strong> minimum price you must pay to obtain<strong>the</strong>m (you do get six for this price, but what ifyou only want one?) Fortunately, for myself Ihave perfected an attractive (and inexpensive)means of storing my games and magazines.This I will now share with my gamingcolleagues.First, visit any reasonably well-stocked ,stationerystore. Ask for <strong>the</strong>ir "Duo-Tang PocketPortfolios." These are simply colored pasteboardfolders containing two large pockets.Purchase as many as you have games (<strong>the</strong>ycome in a variety of colors which will enableyou to tell your games apart). They will run youfrom 10-20 cents each. Then buy some 4 518"by 6 314" No. 25 manila envelopes. They comewith a metal clasp and can be used to storeyour counters. Two per game should besufficient. I store two months worth of S&Tand MOVES per folder.Using my system you will be able to store ayears worth of MOVES and S&T's for arounda dollar not seven and a half. I'm not saying mymethod is perfect, but it's better than fair andcheap in <strong>the</strong> bargain. What more could <strong>the</strong>average <strong>war</strong>gamer ask for?- James M. DickeyA Geography LessonThis is about geography and its importancewith respect to conflict simulations. It isgenerally recognized that a CRT is used toreflect <strong>the</strong> prevailing methods of combat andcasualty infliction in a game. Combat factorsare used to give a reasonably accuraterepresentation of relative strengths of opposingforces. When combined in a game <strong>the</strong>y willgive a fair representation of what would havehappened in a particular set of adversaries hadmet on <strong>the</strong> battlefield. To turn this game into asimulation, it is necessary to place <strong>the</strong>se armieson a map board which gives an accuratepicture of <strong>the</strong> relevant and important geography.It should be obvious that any geographicalfeatures which can have an appreciableaffect on <strong>the</strong> movement or fighting ability of aunit must be represented. Geography doeshave a decisive effect on where and when abattle is fought.A mountain pass, a river, a railroad junction, ora combination of <strong>the</strong>se or many o<strong>the</strong>rgeographical features will influence where anarmy will go, how fast it will get <strong>the</strong>re, and itscombat effectiveness once it arrives. If <strong>the</strong>sefeatures are misrepresented on a game board,all of <strong>the</strong> effort expended on orders of battle,combat factors, etc., will result in a game,maybe even an interesting and "realistic"game, but it will not be an effort at simulationand will not result in such. Wars are fought todestroy <strong>the</strong> opposing army andlor conquerterritory. If <strong>the</strong> game accurately describes <strong>the</strong>opposing armies but not <strong>the</strong> geography, <strong>the</strong>job is only half finished and it remains a game,not a simulation.It is true that <strong>the</strong> geography shown on acertain map board may be affected by <strong>the</strong>organization of <strong>the</strong> armies and <strong>the</strong> seasons. Ifterrain features do not affect an army at aparticular time, <strong>the</strong>y should not be present on amap board. However, if <strong>the</strong>y can affect anarmy <strong>the</strong>y must be shown. Ano<strong>the</strong>r importantconsideration is that when a particular type ofterrain is adjudged relevant, it should beconsistently represented over <strong>the</strong> full mapboard. This is especially true of <strong>the</strong> road andrail networks.Roads and railroads have a decisive effect on<strong>the</strong> operations of armies in modern <strong>war</strong>.Railroads are <strong>the</strong> primary source of long rangeoverland supply, and as such are extremelyimportant objectives to be attacked ordefended. The importance of roads since <strong>the</strong>introduction of mechanization is obvious.Depending on scale, which roads to put on amap board is a crucial design decision. If <strong>the</strong>road net is well developed, representation ofindividual roads may not be needed. However,if scale or limited road net require it, showingindividual roads is a necessity.The following are a few examples of poorjudgement in <strong>the</strong> use of geography in <strong>war</strong>games.(A) NORMANDY is an example of how not toshow a road net in a <strong>war</strong> game. The roadspresented on this map are all treated as being<strong>the</strong> same, but were in fact of very differentwidths and construction. The Caen area isoverloaded with roads, while <strong>the</strong> same classroad in o<strong>the</strong>r areas seem to have disappearedin <strong>the</strong> bocage. The choice of which roads wereto be shown on <strong>the</strong> game board seems to havebeen dictated by an attempt at "balance," not"realism," much less simulation.(B) BREAKOUT & PURSUIT has a map boardwith a problem - in 1944 most of <strong>the</strong> forests,rivers and canals seem to have disappearedfrom France. These features presented problemsto both sides, but only a few show up on<strong>the</strong> map. The board is untluttered, but it is agame board not a map board.(C) KURSKsystem eastern front games have areal problem with railroads. In many cases <strong>the</strong>yare fictional, and when <strong>the</strong>y are nearlyaccurate, <strong>the</strong>y are not in <strong>the</strong> same locationswhere two boards overlap. On <strong>the</strong> easternfront, railroads were prime objectives, and <strong>the</strong>iraccurate placement on map boards wouldseem to be a prime objective of gamedesigners now. The changing organizations of<strong>the</strong> armies and <strong>the</strong> seasons may hinder <strong>the</strong> useof <strong>the</strong> railroads, but will not move <strong>the</strong>m 10, 20,50 kilometers are <strong>the</strong>y are in <strong>the</strong>se games. Theuse of fictional railroads in <strong>the</strong>se claimed"situations" is strange and <strong>the</strong> reasonsunclear.These are but a few examples of notrecognizing <strong>the</strong> importance of geography. Anarmy's combat and movement ability, and <strong>the</strong>victory conditions in a particular situation, arelargely affected by geography. It is true thatwea<strong>the</strong>r and army organizations will determinewhat geography is relevant and important. Notenough attention has been paid to this in <strong>the</strong>past. Geography deserves more attention.Hopefully this letter may foster some change indesigners' and players' attitudes to<strong>war</strong>ds <strong>the</strong>importance of geography. -Mark HamiltonThe Words Between <strong>the</strong> StatesMr. Canipe has written a letter in response toMr. Nofi's article entitled The GettysburgCampaign (SBT 381. The letter is representativeof a number of o<strong>the</strong>rs. The letter ispresented unchanged. Mr. Nofi's rebuttalfollows.Really1 The caliber and standards of S&T aretoo high to have space wasted on suchjingoistic tripe as <strong>the</strong> moralizing sarcasm thatAlbert Nofi has wrapped in historical distortions.Such statements as, "But <strong>the</strong>re was oneparticularly objectionable activity which <strong>the</strong>Army of Nor<strong>the</strong>rn Virginia indulged in. The'gallant' Confederate troops engaged in slavecatching. . .<strong>the</strong> troops were supposed toround up and ship South any fugitive slaves<strong>the</strong>y encountered. . .This activity, better thanany o<strong>the</strong>r, clearly illustrates <strong>the</strong> 'cause' of <strong>the</strong>South: something more nearly akin to that ofHitler's Germany than Mannerheim's Finland."Indeed, Mr. Nofi makes cynical commentabout "unofficial" looting by Sou<strong>the</strong>rn troopsand leaves <strong>the</strong> derogatory connotation that <strong>the</strong>Pennsylvania countryside was raped by acontemptible hoard of despicable bare-footConfederate soldiers. But despite <strong>the</strong> connotationof Mr. Nofi's historical fabrication, <strong>the</strong>distorted picture depicted by him is mostsignificant because of what he did notsay.. .and it was this that probably had <strong>the</strong>most impact on undiscerning and indiscriminatereaders.For example: General Lee issued stern ordersagainst pillage and specified that suppliescould be seized only by commissary andquartermaster officers, who must pay foreverything taken; <strong>the</strong> invaders behaved withsuch remarkable restraint that some foreignmilitary observers were impressed enough towrite about <strong>the</strong> remarkable behavior; only asmall percentage of Sou<strong>the</strong>rners were slaveowners- in fact, three famous Confederategenerals (Robert E. Lee, Joseph E. Johnstonand A.P. Hill) found slavery so repulsive that<strong>the</strong>y freed <strong>the</strong>ir slaves years before <strong>the</strong>American Civil War; very few Sou<strong>the</strong>rnerswere fighting to perpetuate slavery, ra<strong>the</strong>r <strong>the</strong>ywere fighting for economic and politicalindependence of <strong>the</strong> South. With <strong>the</strong>exception of isolated cases, <strong>the</strong> ConfederateArmy, in general, did not loot, but insteadforaged for basic needs such as food andshoes. And it might be noted here that <strong>the</strong>Confederate soldier (always hungry) foragedfor food even within <strong>the</strong> C.S.A.


Certainly <strong>the</strong> Confederate solider was no angel biased to<strong>war</strong>ds <strong>the</strong> Communists, was very Rebuilt M60IM60A1 tanks are excellent withunless one wishes to make a comparative objective. . .yet, it offended many naive and/or <strong>the</strong> exception of <strong>the</strong> fact that 3 to 4 years ofanalogy between <strong>the</strong>soldier of Lee'sarmy and nationalistic readers and unfortunately you storage between rebuilt and issuance does<strong>the</strong> soldier of Sherman's armv. It is indeed orinted an editorial of a~oloav. tend to cause <strong>the</strong> rubber (such as road wheels.remarkable that <strong>the</strong> Sou<strong>the</strong>rn soldier behavedwith as much restraint as he did while in <strong>the</strong>lush and rich Pennsylvania country, considering<strong>the</strong> pillage and rape of Nor<strong>the</strong>rn Virginia by<strong>the</strong> undisciplined mob of potpourri optimisticallycalled <strong>the</strong> Army of <strong>the</strong> Potomac. TheIt is absurd to think that a historical writer canplease everyone, but it is not absurd toencourage a historical writer to tell <strong>the</strong> truth -especially when <strong>the</strong> truth helps nationalharmony. - M. E. Canipeseals, etc.) to deteriorate.MTOE for Europe is 90% of <strong>the</strong> full TOEauthorized for use by Army units in time of<strong>war</strong>. At <strong>the</strong> present time most units are closeto <strong>the</strong> full MTOE. However, a year or two agomust units were 70-85% of MTOE.Army of Nor<strong>the</strong>rn Virginia had (humanemotions being what <strong>the</strong>y are) every reason forA.A. Nofi responds:The 8th Infantry Division does indeed have fiveseekina venaeance while invadina Pennsvl- The first impression one gets from this letter is tank battalions, broken down as follows: 1stvania. tompared with Sherman's introduc$on that Mr. Canipe ought to go back and read Brigade-2 airborne infantry battalions-soonof "total" <strong>war</strong> and destruction during his "The Gettysburg Campaign" in SEtT 38. 1 say to be converted to mechanized infantry; 1march throuah Georaia and <strong>the</strong> Carolinas and this because his objections to several of my airborne infantry battalion, which is in Italy; 4th<strong>the</strong> destruct& of thYe Shenandoah valley-by comments are based on incomplete reading of Battalion 69th Armor-formed in 1972; 2ndano<strong>the</strong>r Nor<strong>the</strong>rn military mind, <strong>the</strong> Army of <strong>the</strong> article. For example, where he says Brigade-3 mechanized infantry battalions; 1stVirginia was a model of generous behavior "cynical comment about 'unofficial' looting" and 2nd Bns 69th Armor; 3rd Brigade-1to<strong>war</strong>ds <strong>the</strong> land and people of Pennsylvania. andso forth, he demonstrates that he failed to mechanized infantry battalion; 3rd and 5th Bnsread, three or four lines fur<strong>the</strong>r on, "And of 68th Armor, as well as <strong>the</strong> divisional cavalryThe not so subtle Nor<strong>the</strong>rn chauvinism of Nofi course looting is a perennial disease among squadron which is attached for administrativeis obvious in many o<strong>the</strong>r places of his work as soldiers." Similarly his comments about my purposes. - L.F. W. Beck, Lt, USAwell as bewildering contradictions. He would evaluation of Sherman and o<strong>the</strong>r Federalhave us to believe that <strong>the</strong>re was not much generals as being <strong>the</strong> equals or superiors of <strong>the</strong>difference in <strong>the</strong> soldiering qualities of Johnny Sou<strong>the</strong>rners also betray a lack of carefulReb and Billy Yank but that what differences reading, for I noted several times that <strong>the</strong> really Sniper! Free-For-All<strong>the</strong>re were ". . .were most evident at still good U. S. officers were all out in <strong>the</strong> West athigher ranks, in <strong>the</strong> corps and <strong>the</strong> army that rime. But this is mere nit picking, and Mr. Sniper! ha,s been played in many variations atcommands." It is ra<strong>the</strong>r perplexing from a Canipe seems to have tried hard to find nits to SPI. The one that has been most durable andpoint of logic to <strong>the</strong>n read that "Men such as pick. The real issue is one which he has been responsible for more 5 AM SaturdayGrant and Sherman were probably <strong>the</strong> equals approaches obliquely: he objects to my play than any o<strong>the</strong>r has been an every-manofLee as army commanders. . ." and that unsvmm<strong>the</strong>tic approach to <strong>the</strong> Sou<strong>the</strong>rn for-himself f ree-for-ail.. . . .". . .Jackson was one of <strong>the</strong> top corps cause. The rules are simole. First out some Sni~ercommanders of <strong>the</strong> <strong>war</strong>, probably surpassedMaybe Lee and <strong>the</strong> slave- counters into a cup. Ten riflemen, 5 MP'S,only by Sherman and Sheridan." Mr. Nofiholders, sou<strong>the</strong>rners 3 sa sand a couple of MG's make up <strong>the</strong> bestfinally concludes that "Sherman may well have fighting slavery, but for balanced mix. Then someone holds up <strong>the</strong> cupbeen <strong>the</strong> finest officer on ei<strong>the</strong>r side." <strong>the</strong> economic and political independence of and everyone picks one. Try not to smile tooConsidering <strong>the</strong> aforementioned statements of <strong>the</strong> South. Fin. But let us not forget that <strong>the</strong> much Or everyone will that you pickedMr. Nofi and considering that <strong>the</strong> population of economic system of <strong>the</strong> South was rooted in UP <strong>the</strong> Machine gun.<strong>the</strong> Confederate States of America was slavery and <strong>the</strong> ~olitical~roblem which led <strong>the</strong> Divide <strong>the</strong> map edge into as many sectors asoutnumbered 10 to 1 and that she had a veryprimitive base, <strong>the</strong>n why did <strong>the</strong> SouthSouth to demand independence was <strong>the</strong> factthat <strong>the</strong> rest of <strong>the</strong> nation was becoming<strong>the</strong>re are players. Decide who gets whichsector. All counters enter from his respectivesucceed in surviving for five years against such increasingly hostile to <strong>the</strong> ';oeculiar institu- ma0 edae.overwhelming odds and forces? It is nei<strong>the</strong>rremarkable nor surprising that she lost <strong>the</strong> <strong>war</strong>- that was inevitable - but that she survivedas long as she did.The United States won by attrition. If hersoldiers had been more or less equal and hertop generals equal or superior to those of <strong>the</strong>Confederate States, <strong>the</strong>n a <strong>war</strong> of attritionwould not have been necessary. I believe that<strong>the</strong> superior 'material resources and manpowerof <strong>the</strong> North certainly outweight anyhome-ground defense advantages that <strong>the</strong>South enjoyed.Be that as it may, Mr. Nofi did not write withhistorical objectivity in mind. Such antiquatedapproaches to<strong>war</strong>ds <strong>the</strong> emotional issues of<strong>the</strong> <strong>war</strong> per se (which he played on) are anoffense to readers seeking objective andquality works. Such writing belongs to <strong>the</strong>emotional period of <strong>the</strong> Nor<strong>the</strong>rn Press (circa1860) and not on <strong>the</strong> pages of <strong>Strategy</strong> &<strong>Tactics</strong> 1973.My critique of certain aspects of Mr. Nofi'swork will probably be a "cry-in-<strong>the</strong>-dark" and Iwill be considered as just ano<strong>the</strong>r indignantand irate Sou<strong>the</strong>rner still fighting <strong>the</strong> <strong>war</strong>.Therefore, I am prepared to be ignored. Irealize that most of <strong>Strategy</strong> 8 <strong>Tactics</strong> readerslive in <strong>the</strong> North and West - consequently<strong>the</strong>y will probably be pleased with <strong>the</strong> article. Ibelieve in letting <strong>the</strong> cards fall where <strong>the</strong>y mayregardless of reader sentiment and prejudice. Ivividly recall your printing of <strong>the</strong> superb worktitled "Year of <strong>the</strong>.RatM by John Prados; <strong>the</strong>courageous work, to <strong>the</strong> contrary of beingtion." Lest we forget <strong>the</strong> ultimate cause of <strong>the</strong><strong>war</strong> we should recall that Longstreet issuedorders to capture all fugitive slaves and return<strong>the</strong>m to <strong>the</strong>ir masters. And remember FortPillow, where Sou<strong>the</strong>rn troops gallantly shotdown surrendered black soldiers, <strong>the</strong>ir whiteofficers and many of <strong>the</strong>ir wives and childrenas well. [lncidently, <strong>the</strong> commander of <strong>the</strong>seSou<strong>the</strong>rners was Nathan Bedford Forest, wholater went on to greater things as <strong>the</strong> founder of<strong>the</strong> Ku Klux Klan.1 Then of course we have a100 years of L ynchings to top it all off. I ra<strong>the</strong>rthink Mr. Canipe 's remark about encouragingan historian to tell <strong>the</strong> truth in <strong>the</strong> interests ofnational harmony is ra<strong>the</strong>r amusing, as heseems to prefer <strong>the</strong> fairy tales which willassuage Sou<strong>the</strong>rn feelings ra<strong>the</strong>r than anythingelse.*RS/WS and <strong>the</strong> Paper TigerThe Red Star/Whire Star errata in S8T 38prompted me to make <strong>the</strong>se few comments.The article was very well researched andwritten. I would not dispute your conclusionsin "USAREUR -The Paper Tiger" but I wouldlike to point out that <strong>the</strong> 8th lnfantry Divisionhas made two division sized field trainingexercises (FTX's), one in February 1972 and ariver crossing in May 1973 as well asparticipating in <strong>the</strong> V Corps FTX with <strong>the</strong> 3rdArmored Division in Decevber 1972. Ofcourse, some realism was definitely lost due todamage control considerations, but practice inproviding logistical support and controlling <strong>the</strong>units involved was gained.All Counters are face down at <strong>the</strong> start. Youonly see what kind of weapon a man iscarrying if you can see him according to <strong>the</strong>normal Sighting Rules. When a man fires hisgun <strong>the</strong>n everyone gets to see what he has,but turn him face down again after thatGame-Turn. You never know, someone mightforget.Don't use any markers, so no one knowsanything he shouldn't. Of course, it helps toplay this game with people who are fairlyhonest. Whenever <strong>the</strong>re is a question ofwhe<strong>the</strong>r or not someone is peeking (sighting)through an aperture, all questionable parties(and a game like this usually is) should writedown on a corner of <strong>the</strong>ir plot sheet (orsomeplace else if you run out of corners)whe<strong>the</strong>r or not <strong>the</strong>y are sighting and reveal itto whomever could potentially see <strong>the</strong>ir man.Well thats about all you need to know,so go to ...You might want a few tips on tactics. Onegood ploy that nearly all good players will useis to go to a stairwell and stay <strong>the</strong>re a few turnsrolling a die. Everyone else won't know ifyou're climbing or preparing a rifle grenade.This is good to do if people don't know whatyou have, even if you really have a MachinePistol and can't prepare a rifle grenade, <strong>the</strong>ydon't know, and half this game is psychingeach o<strong>the</strong>r out.Ano<strong>the</strong>r standby maneuver for some players iSto go up on a roof with a loaded rifle grenadeand wait for a suitable target. In fact, grenades


in general are a lot of fun, and useful too. Forone thing, <strong>the</strong>y are <strong>the</strong> only way to find outwhat floor someone is on who isn't sighting. If<strong>the</strong> grenade goes off in <strong>the</strong> same room at <strong>the</strong>same level as a man, he must reveal whe<strong>the</strong>rhe has been wounded or stunned (everybodyhears him scream). The one problem withgrenades is that <strong>the</strong>y wound people a lot moreoften than <strong>the</strong>y incapacitate <strong>the</strong>m, andsomebody else can often get to <strong>the</strong> woundedman first, finish him off, and thus claim <strong>the</strong> kill.Speaking of which, I forgot to mention thatyou should treat all lncapacitated results asKills, as <strong>the</strong>re is no sport in killing an alreadylncapacitated man. And while I'm rememberingrules I left out. . .no one Panics. Using<strong>the</strong> Panic rules would make this too much agame of luck.Ano<strong>the</strong>r fun thing to do is go into a stairwelland go down. It will really freak everyone elseout. They've probably never seen anybodyactually go into <strong>the</strong> basement before. They'llthrow grenades at you on every floor and you'llnever be on that floor. It will drive <strong>the</strong>m mad.On <strong>the</strong> o<strong>the</strong>r hand, you won't get to killanyone, but it is a great goof.. .once.Games of this free-for-all variety can varygreatly in how long <strong>the</strong>y last. If everyone isover cautious, <strong>the</strong> game can last an hour and ahalf. Of course, with everyone playing AudieMurphy <strong>the</strong> game can be quite short. One timewhen we were playing with six people,everybody entered at <strong>the</strong> edge of <strong>the</strong>irentrance sector. Everyone was within fourhexes of someone else. Eberyone was sighting.Everyone was dead by <strong>the</strong> end of Game-Turnthree. The only known <strong>war</strong> game every playedand finished in ten minutes.One last thing. Everyone puts up some money.Say a dime. You get <strong>the</strong> dime from anyone youKill or Incapacitate.-Hank ZuckerFur<strong>the</strong>r Civil WarGame Design Suggestions(see MOVES 8)One extremely valuable book for any gamedesigner for <strong>the</strong> CSA organization would beThe Confederate Soldier in <strong>the</strong> Civil War firstpublished in 1895 and available in many publiclibraries. It contains <strong>the</strong> complete orders ofbattle for many of <strong>the</strong> major CSA forces downto regimental and battery level. It also containsmost of <strong>the</strong> major battle reports of <strong>the</strong> principalleaders, naval as well as land. It lists all vesselscaptured by <strong>the</strong> CSN, all Confederate generalsand <strong>the</strong>ir commands, all CS Military Departments.It contains a very lengthy article by BrigGen Josias Gorgas, Chief of Ordnance, on <strong>the</strong>Confederate ordnance effort complete withmany statistics.Ano<strong>the</strong>r recent source is The Civil War Day byDay which besides giving <strong>the</strong> daily occurrencesthroughout <strong>the</strong> <strong>war</strong>, has some veryinteresting and useful appendices. One of<strong>the</strong>se lists <strong>the</strong> population by state and race in1860. Ano<strong>the</strong>r gives total immigration to <strong>the</strong>North during this period - which is importantwhen you understand <strong>the</strong> very large scaleforeign recruiting conducted by <strong>the</strong> FederalGovernment. It also lists <strong>the</strong> sizes of <strong>the</strong>opposing forces at different periods.I do question Mr. Banasik's use of <strong>the</strong> figure of971 men for <strong>the</strong> total average enlistment in aConfederate regiment, and 1050 for <strong>the</strong> Union.Confederate tinits tended to send replace-ments to <strong>the</strong>ir established units raising a fewnew units after 1862. The Federal units on <strong>the</strong>o<strong>the</strong>r hand continually raised new units ra<strong>the</strong>rthan fill up <strong>the</strong> old ones. Just using some of myprivate sources gives <strong>the</strong> following data. TheNorth Carolina rolls show 22 regiments withover 15,000 men, some with over 1800.6th N.C.-1,851; 20th S.C.-1,657; 1st Texas- 1,302; 4th Texas- 1,251; 5th Texas- 1311;3rd Ark- 1,500; 1st Tenn Vol- 1,500; 5thTenn- 1,300. The closest to Mr. Banasik'sfigure was <strong>the</strong> 2d Kentucky with a totalenrollment of 975. Naturally <strong>the</strong> boarderregiments would have a more difficult timerecruiting with <strong>the</strong>ir homes behind enemylines. I have more examples, but that wouldbelabor <strong>the</strong> point.The table listing <strong>the</strong> number of regiments, etc.,in Federal service would also require someexplanations for any game designer. Most of<strong>the</strong> western organizations, i.e., California,Oregon, etc., were used against <strong>the</strong> Indians.Some were used only briefly against Sibley'sinvasion of New Mexico and in <strong>the</strong> case ofColorado units against Price's invasion ofMissouri. The U.S. Volunteer infantry were <strong>the</strong>galvanized yankees used only against <strong>the</strong>Indians, not against <strong>the</strong>ir own comrades inarms.A glaring mistake made by Avalon Hill in <strong>the</strong>irgame Getrysburg and by o<strong>the</strong>r tactical levelCivil War games, is <strong>the</strong> use of <strong>the</strong> division as<strong>the</strong> major tactical unit. Especially during thisphase of <strong>the</strong> <strong>war</strong>, <strong>the</strong> brigade surely was <strong>the</strong>most important unit. In <strong>the</strong> opening action ofGettysburg, General Heth only used two of hisbrigades, much to his later regret I'm sure.Anderson's assault on <strong>the</strong> Union center failedbecause he only used three of his brigades, notusing Mahone and Posey, two of his strongestunits. Because of <strong>the</strong> terrain, <strong>the</strong> battle ofChickamauga was almost totally fought on <strong>the</strong>brigade level. The same is true of <strong>the</strong> SevenDays.Chickamauga was one of <strong>the</strong> few well balancedbattles fought in <strong>the</strong> <strong>war</strong> with many militaryand political implications. This would be anexcellent subject for a game.ORGANIZATIONS IN THE SERVICE OF THECONFEDERATE STATESFROM EACH SOUTHERN STATEState Cavalry Infant~y Arti7Iery TotelRgt Bn Rgt Bn Rgt Bn Rgt Bty Bty Rgt Bn Btypart part~t HVRng RngAL 5 - 3 55 11 16 63 11 16AR 6 2 - - 35 12 - 15 - 41 14 15F L 2 1 - - 1 0 2 6 - 1 2 3 6GAll 2 1 168 17 - 28 2 80 22 28LA 2 1 1 - 34 10 2 26 - 38 11 26MS7 4 2 - 4 9 6-20-581020NC1 5 - - 6 9 4 - 9 27011 9SC7 1 - - 3 3 2 128 141 428TN21 11 1 - 61 2 1 32 1 83 14 32TX28 4 - -22 5 - 16-50 916VA22 11 1 - 65 10 1 53 90 21 53Bdr 9 5 - - 21 4 - 11 - 30 9 11C S 6 - - - 7 - - 1 - 1 3 - 1RegThis table is from The Confederate Soldier in<strong>the</strong> Civil War. This does not include regimentswhich served a short time only (one yearregiments such as <strong>the</strong> 1st Kentucky),disbanded or consolidated regiments, Statemilitia, Junior Reserves, Senior Reserves,Home Guards, Local Defense regiments, andseparate companies. There are also somediscrepancies in this chart if you compare withW.J. Tancig's handy little book, confederateMilitary Land Units. This book lists most CSAunits except CS regulars, Indian units, andsome miscellaneous units such as Herbert'sArizona Cavalry Battalion; Thomas Legion(N.C. Cherokee). Tancig, and various Orders ofBattle, for example, list six regiments of NorthCarolina cavalry, not one; eleven regiments ofFlorida infantry, not ten; over twenty regimentsof border cavalry from Missouri andKentucky, not nine.-Roberr Roser, CPT, USAFSuggested Rules ChangesFor NAW and BorodinoI. ARTILLERY -A. Has a three hex range. Its Combat Strengthattenuates with increased range as follows:1st hex-printed Strength plus one;2nd hex-printed Strength;3rd hex-% Strength (fractions roundedup<strong>war</strong>ds, e.g.: A 7-3 unit becomes a 4-3 unit).B. Can fire defensively -1. -before o<strong>the</strong>r combat when being attackedby a cavalry or infantry unit. The artillerybombards with a doubled Strength. If <strong>the</strong>attacker survives, <strong>the</strong> artillery unit is eliminated(by survival is meant <strong>the</strong> infantry or cavalrydoes not suffer an "Ae" or "Ar." An exchangewould be computed with <strong>the</strong> artillery asdefender). If more than one Cavalry and/orinfantry unit attacks, <strong>the</strong> defensive fire isconcentrated against one hex only - <strong>the</strong> o<strong>the</strong>runit(s) automatically eliminate <strong>the</strong> artillery. Thedefender has <strong>the</strong> option of defending only atnormal odds in which case <strong>the</strong> battle isresolved without this rule.2. -when artillery bombards artillery -a. at <strong>the</strong> defender's option after resolution ofall o<strong>the</strong>r combat in that phase,b. units surviving on <strong>the</strong> hex <strong>the</strong>y began thatphase can return <strong>the</strong> fire (bombard) an artilleryunit that attacked <strong>the</strong> defender's unit.c. supporting a cavalry attack againstinfantry causes <strong>the</strong> odds column to shift upone column in favor of <strong>the</strong> attacker. Forexample, a 1 to 1 attack becomes a 2 to 1attack. The Cavalry and artillery should eachbe at least one third of <strong>the</strong> infantry Strength.II. Cavalry, when attacking infantry-A. -is attacking at half 'Strength whenunsupported by any o<strong>the</strong>r class of unit.B. -can co-operate with artillery according torule 2-C.REASONS FOR SUGGESTED RULESCHANGES FOR NAW AND BORODINOI. Artillery was often <strong>the</strong> decisive weapon to adegree not reflect in <strong>the</strong> current games.A. While its effectiveness was considerablyreduced, artillery smoothbores could, and did,engage massed targets a kilometer away.Again, 400 meters was considered point blankrange.B. Artillery could literally blow away a forceadvancing against it with grape shot at closerange. Also, a black-powder cannon cannotconceal its position once it has fired. Counterbattery work was a usual part of a heavilyengaged battery's job. !C. A battalion or brigade square againstcavalry presented a perfect artillery target.IUsually, only a few salvos were required toannihilate <strong>the</strong> hex.


II. Against disciplined, trained infantry undereffective command (anything else is eliminatedin <strong>the</strong>se game mechanics) cavalry, by itself isimpotent.SUGGESTED RULES CHANGESFOR BORODINOI. French Infantry, when attacking, receive abonus of one Combat Strength Point per unitof infantry involved in <strong>the</strong> attack.II. Guard Units may be committed at will, but<strong>the</strong>ir loss is effectively double <strong>the</strong> loss of o<strong>the</strong>runits. They count twice in determining victorypoints. If <strong>the</strong> French "Old Guard" iseliminated, <strong>the</strong> French lose <strong>the</strong> benefitof rule #I.Ill. Victory conditions for <strong>the</strong> Grand Battlegame are based on <strong>the</strong> ratio of destroyedStrength Points as modified by rule #2. Thetable is as follows:French RussianKilled Killed Victor Level and ConditionsRussian Decisive-if holding Borolinoand 2 Redoubt hexes.- . -- . . -"-.%1-2 1 Russian Substantial-if holdingGreat Redoubt.-- 1 1 FrencR Marginal-if holding Borrdino and 3 Redoubt hexes.17-1 3 + - -Frencli Decisive-if holding Boro-mdino and all Redoubts.IV. French units exited off map on or between<strong>the</strong> two roads east force <strong>the</strong> removal c?f double<strong>the</strong>ir Combat Strength in Russian units. TheRussian units are counted as lost.V. Russian optional militia is used as 1-3 unitsunless Russian player is markedly inferior.RA TIONA L ESI. French infantry was still at its peak ofoffensive training. This bonus helps restore <strong>the</strong>superior strength for attack <strong>the</strong> French actuallypossessed. In a historical situation whereFrance had half again as many men, <strong>the</strong> gamegives <strong>the</strong> French 172 CSP and <strong>the</strong> Russians144 CSP in <strong>the</strong>ir field force, plus 15 CSP inredoubts, plus an optional 33 CSP in <strong>the</strong> militia(a force wh~ch historically would have beenshattered by half its numbers in regulars). Allthis in a situation where <strong>the</strong> Russian is oftensafe in taking <strong>the</strong> offensive, makes a Frenchvictory unlikely in <strong>the</strong> game.II. I think that <strong>the</strong> considerations leading tocertain decisions should be given preferenceover forcing <strong>the</strong> player to accept someoneelse's decision.Ill. See comments on rule #l.IV. The thought of Napoleon between <strong>the</strong>mand holy Moscow would have driven mostRussian units east as fast as possible -without orders - at <strong>the</strong> time of <strong>the</strong> battle.V. Historical .variants should be accuratepossibilities or admitted attempts to achieveplay balance. The strength given to <strong>the</strong> militia(much of which was still mustering) gives <strong>the</strong>mbetter logistics, leadership, and training thanseems possible.*-Arthur Pigg"They Can't Capture Me,I'm The General!"There has lately been much debate concerningwhe<strong>the</strong>r or not most <strong>war</strong>gamers suffer from<strong>the</strong> "Rommel Syndrone." There has also beens.much talk about those who do suffer from thisaffliction. It seems that if a gamer wants toplay Rommel, let him; but make him put acounter on <strong>the</strong> board that represents himselfand one for his Headquarters (HQ), or pick aunit to be designated as <strong>the</strong> HQ unit. TheCommanding General (CG) unit would have<strong>the</strong> Movement Allowance of <strong>the</strong> fastestfriendly unit. If an air speed is used, use that ofa fighter or a scout plane: no bombers. If a newunit is added for <strong>the</strong> HQ, it shall have <strong>the</strong> speedof <strong>the</strong> fastest land unit; but it must use about25% of its movement to "set up" its lines ofcommunication et. al. It may, however, keepmoving and not set up. Add <strong>the</strong> followingrules:(1) The HQ Et CG units do not count forstacking and may not attack.(2a) Objectives and routes of attack must bewritten down for all groups of units, areas of<strong>the</strong> campaign, etc. The exact units must belisted on <strong>the</strong> orders. (b) These orders may bechanged at any time <strong>the</strong> CG is in a set up HQ.(c) Any unit not having written orders maynot move.(3a) If <strong>the</strong> CG is in his set up HQ, proceed asnormal. (b) If <strong>the</strong> CG is not in a set up HQ hecan only command a five (5) hex radius notthrough enemy ZOC or every unit he can comein contact with (including <strong>the</strong> HQ to changeorders, but it must spend half its movement<strong>the</strong>re). For this <strong>the</strong> Movement Allowance of<strong>the</strong> CG can only be that of <strong>the</strong> fastest friendlyland unit. (c) All units not under his commandshall continue as per <strong>the</strong>ir written objectives by<strong>the</strong> specified routs; and upon reaching <strong>the</strong>m<strong>the</strong>y will dig in to await fur<strong>the</strong>r orders. (dl If agroup of units, not under command, is pressingon to<strong>war</strong>d its objectives but through combathas been reduced to <strong>the</strong> point where it isfoolish to continue, it may dig in <strong>the</strong>re orretreat to <strong>the</strong> nearest defensible position.- I((4a) The presence of <strong>the</strong> CG affects <strong>the</strong>combat effectiveness of <strong>the</strong> troops in that hex.Soldiers do fight better under <strong>the</strong> eyes of <strong>the</strong>ircommander. The die roll, whe<strong>the</strong>r attacking ordefending, is changed by plus or minus one,depending on <strong>the</strong> CRT used. (b) The unitsstacked in that hex, if forced to retreat due tocombat, instead have half <strong>the</strong>ir streng<strong>the</strong>liminated. If <strong>the</strong>re is .only one unit presentbesides <strong>the</strong> CG it is eliminated, but <strong>the</strong> enemymay not advance into that hex and does notcapture <strong>the</strong> CG unit.(5a) The CG unit has no ZOC and is notaffected by those of <strong>the</strong> enemy. (b) If alone, itmay retreat if possible to refuse surfacecombat. The enemy may <strong>the</strong>n move into/through that hex as if it had not been occupiedat all. (c) If an enemy unit is forced to retreatinto a hex where it stands alone, it is alsoforced to retreat; if it cannot it is destroyed.(6a) If destroyed, <strong>the</strong> HQ unit may not bereplaced until one Friendly Movement andCombat Phase have passed, at which timeano<strong>the</strong>r unit at least five (5) hexes away from<strong>the</strong> nearest enemy unit or stacked with <strong>the</strong> CGunit is designated to be <strong>the</strong> new HQ. (b) TheCG unit may be capturedldestroyed. If it is, <strong>the</strong>player has lost (though ano<strong>the</strong>r player maytake his place and continue from <strong>the</strong>re) andthat is all, Erwin, m'boy!-David L. Porter~tegic simultaneousmovement system that does not, requlre a judge for ei<strong>the</strong>r face-tofaceor play-by-mail play..A n multaneousmovement system designed foruse with existing SPI and AHgarries inat use I nalmechanics.Games with maps and rulesutilizing <strong>the</strong> latest in new designideas.?xploring <strong>the</strong> ideas of amateur gameuesigrlcn game design, game reviews, gamevariants ana occassionally games. Articles are supported by maps anddiagrams. Grundsteit is published in a newspaper format utilizing <strong>the</strong>offsetSEND FOR A FREE SAMPLE ISSUE TO: GRUNDSTEIT12 S. Chenango St.Greene. N.Y. 13778!eit


WARGAME REVIEWS by Martin CampionThe reviews in this article are a continuation ofa project begun in S&T Guides, nos. 1 and 2,MOVES #4 and MOVES #7. This additionbrings <strong>the</strong> list of games in print up to thosegames that arrived in my office before June 1,1973. As usual, <strong>the</strong> list is limited to games that Ibelieve are in print and immediately available tobe shipped to people who order <strong>the</strong>m. But <strong>the</strong>games of some organizations go out of printwith bewildering speed. Some of <strong>the</strong> games 1have seen have gone out of print before I had achance to include <strong>the</strong>m in <strong>the</strong> reviews.Therefore, some of <strong>the</strong> games included heremay be out of print by <strong>the</strong> time you read this.In <strong>the</strong>se lists, I have attempted to review all<strong>war</strong>games in print. I have failed not onlybecause some go out of print too fast, but alsobecause I had difficulty getting some games,and I ,can't review a game unless I can see it.Right now I am working on a supplementarylist of out of print games (with designer,publisher, original price, and a little o<strong>the</strong>rinformation when available).Ano<strong>the</strong>r project is to design a workable gamecataloging system. I began assigning numbersto games in S&T Guide # 1 in order to make iteasier to refer back and forth between games.At first <strong>the</strong> numbers were to apply only to <strong>the</strong>game for that issue. However, it soon becameapparent that <strong>the</strong> numbers assigned should bepermanent. Now <strong>the</strong> whole system iscollapsing in a pile of rubble as it has beenbombarded with an unprecedented barrage ofnew games. So I am working on a permanentlyexpandible classification and filing scheme.Each game 0% <strong>the</strong> "in print" and "out of print"lists will be assigned a number. Eventually all<strong>war</strong>games published will be fitted into <strong>the</strong>system which can be used by anyone toorganize a large <strong>war</strong>game collection.I want to thank <strong>the</strong> following for <strong>the</strong>irinvaluable assistance: <strong>the</strong> members of <strong>the</strong>KSCP Historical Games Club, particularlyRichard Rydzel and Charles Maxwell, and <strong>the</strong>students in my classes in War in WesternCivilization and Historical Games and Simulations.Correspondence relating to this and previousarticles may be sent to:Martin C. CampionHistory DepartmentKansas State College of PittsburgPittsburg, Kansas 66762AMENDMENTS, CHANGES, ERRATATo <strong>the</strong> information in MOVES #4:War Games:015. Decline and Fall now has a new edition.011. Alexander :he Grear now costs $4.00, and092. Dunkirk now costs $4.50 and <strong>the</strong>y now comewith gummed paper maps in envelopes instead ofwith hard boards in boxes.187. Wehrmachr is now out of print, probablyforever.PEACE GAMES:021. New Town now has an all new edition, price$8.95.To <strong>the</strong> information in MOVES #7:CWC Cobra Wargaming Club is now defunct as apublisher. -016. Hannibal: new name for publisher is Histo 093. Guerre a Ourrance is 'out of print untilGames (Hi).sometime in 1974 perhaps.035. Spirir of '76 is out of print. 204. Barrle Plan: prices should be $0.35 for <strong>the</strong> rules036. Minureman is out of print and will not beand $0.50 per play <strong>the</strong> game.republished when reprints of <strong>the</strong> magazine are made, The publisher of 1944 (221) is The Courier, 45 Wilsonbut a new, designer approved version will be Street, Brocton. Massachusetts 02401.published somewhere else.WAR GAME PUBLISHER Mor Tony Morale, Box 53, N'ark,AND ABBREVIATIONS New York 11040.--- ...ADA American Designer's Association, 17 Pa Robert Partanen, IW WecTurner Street, Greene, New York 13778. San Jose, California 95123.wive,AH Avalon Hill Co., 4517 Harford Road, PzP Panzerfaust Publications, : C,Baltimore. Maryland 21214. Belfast, Maine 04915Bb Blutbad Enterprise, c/o Tyrone Bomba, 405 mu;dtions Design Co rporation, 3347Fireline Road, Bosmanstown, Pennsylvania 18030Court Suit e B, San C liego, Califc xniaBGC Balboa Game Company, P.O. Box 81021,. . - ..-San Diego, California 92138. -. . rulat~ons rubl~cat~ons, lnc., 44 tast 23rdStreet, New Y0rk:N.Y. 10010. SPI has two linesCGC Conflict Games Company, P.O. Box 2071.of games, Simulations games which are sent viaWest Lafayette, Indiana 47906, is a new publisherUnited Parcel Service, and:of high physical quality games. Its <strong>war</strong>game mapsare plastic and multi-colored; its counters are S&T <strong>Strategy</strong> 8 <strong>Tactics</strong> games ~hich aredie-cut and glossy; and its games ; 3re boxed. published in that magazine. The price givenFur<strong>the</strong>rmore, it intends to sell mainl ly through includes a boxed game plus <strong>the</strong> issue of SBT inwholesalers to local retailers.which <strong>the</strong> game originally appeared.DC Drumco, P.O. Box 1421, Colle~ le Station, Sp Loren Sperry, 1014 North 4th Street,Texas 77840. Sheboygan, Wisconsin 53081.DDI Dynamic Design Inc., 1433 No1 .th Central Spa Spartan International, 5820 John Ave !nue,Park. Anaheim, California 92802. Long Beach, California 90805.. .-- ...De Decalset, 16 Davenport Road, Sic jcup, Kent TMI Third Millenia Incorporated. 465 WoodlandDA 14 4 PW, England.Hills, Philadelphia, Mississippi 39350, produces aline of <strong>war</strong>games and promises games on o<strong>the</strong>rGG Guidon Games, P.O.ast, Mainesubjectsas well. They fall somewhat short of SPI04915.in physical quality. The maps are reminiscent ofGR Games Research lnc.In Avenue, SPl's but a little crude in <strong>the</strong> artwork. The die-cutBoston, Massachusetts a ,.counters are unevenly cut, not as badly as hasHI Histo Games (formerly Laurence Rusiecki), been <strong>the</strong> case with GG games ;, but still I need34 Sharon Street, Brooklyn, New York 11211. trimming,Lo Richard F. Loomis, 8149 East Thomas Road, 98736,TTA Tl 'A Enterpri: ;es. GE Co I., APO Se attleScottsdale, Arizona 85251F.UTR U'- . .L W Donald 1 .own/, P.O.ln tnrerprlses, 617 14th Avenue S.E.,Box C, Bell 'ast, MaineMinneapc >lis, Minnesota 55414.04915.WRG V1 Jargames Research Group, 75 ArdinglyLA^^^..^ 4,-L A..--..-Ma Alfred R. ~vlallyus, 1345 East 27t11 nva~~uw, Drive, Gc )ring-by-Sea. Sussex. Enaland.-Anc aska 99504. Zo Lou Zocchi, : 388 Montaville,Mi Harry M. Mishler, tLa Mesa, California 92392.Cal ifornia 9204 .I.The following publis hers are de.-:-- CI..LMO DIUC;~ IVIUU~~, YLI cas~ r~or~aar_nver~ue,CWC Cobra Warga~~~l~~u LIUUSal idy, Utah E 14070.Do Terr01 la. Alexander's Orher Barrles (1972, PzP, $3.00).by Gary Gygax, graphics by Julie Lowry, deals with<strong>the</strong> battles of Granicus and Issus, in which Alexanderdefeated <strong>the</strong> first Persian forces to be sent againsthim, and <strong>the</strong> battle of Hydaspes; his last battle, inwhich he defeated <strong>the</strong> Indians under King Porus. It isa supplement to <strong>the</strong> game, Alexander <strong>the</strong> Grear (01 1)and is useless without <strong>the</strong> parent game. For Granicusand Issus, <strong>the</strong> game uses <strong>the</strong> same system asAlexander, which features a complex morale systemwhich alters combat effectiveness and a system ofrecording casualties by flipping two-sided counters.Granicus and Issus, however, are smaller battles thanArbela, <strong>the</strong> Alexander :he Grear battle, and <strong>the</strong>y<strong>the</strong>refore offer an easier game. Hydaspes has moredifferences. Here <strong>the</strong> opposing sides begin bymaneuvering, with semi-hidden movement, on astrategic board covering a large territory up anddown <strong>the</strong> river. When armies or detachments meeton <strong>the</strong> strategic board, <strong>the</strong>y reveal <strong>the</strong>mselves andare lost on <strong>the</strong> tactical board. It is a good concept but<strong>the</strong> relationship between <strong>the</strong> two boards is uncertainand making <strong>the</strong> transfer depends on having a friendlyworking arrangement with your opponent. Fur<strong>the</strong>rmore,<strong>the</strong> time relationship between <strong>the</strong> two boardsis unclear and this in a game which is supposed to belimited in its number of turns. It is a valuablearrangement in spite of <strong>the</strong> uncertain development of<strong>the</strong> rules at this point.018. Granicus (1972, order from ADA, $1.50), byStuart Schoenberger, is an unusual treatment of oneof Alexander's battles, his first in Asia against a forceof Persian cavalry and hired Greek infantry. Granicusis actually more a game sketch than a fully developedgame. There is no board and no unit counters.Instead <strong>the</strong>re is a description of a board that wouldhave 20 squares by 20 squares and only one terrainfeature - <strong>the</strong> river Granicus which separates it intoto parts. The units are listed with <strong>the</strong>ir combat andmovement factors but <strong>the</strong>y, like <strong>the</strong> board, have tobe home made. The rules <strong>the</strong>mselves are very simple.Unfortunately, several of <strong>the</strong>m are incomprehensible.There are two combat results tables, one apparentlyfor missile weapons but poorly explained; <strong>the</strong> o<strong>the</strong>r,apparently for melee, is much like <strong>the</strong> old AH CRT.


This game represents some effort in assembling anorder of battle, assigning combat factors, androughly designing a battlefield, but <strong>the</strong> rules areterribly inadequate and players will, on <strong>the</strong> whole,have to figure out <strong>the</strong>ir own.018a. Pharsalus (1972, order from ADA, $1 50). byStuart Schoenberger, deals with <strong>the</strong> battle of 48 B.C.in Greece between Caesar and Pompey in whichPompey was decisively defeated. The treatment isvery much <strong>the</strong> same as that of Granicus: a 30 squareby 30 square map is roughed out and an order ofbattle with combat factors is provided, but not actualmap or unit counters. Pharsalus has many more unitsthan Granicus: Pompey has 112 combat units andCaesar 42. There is a great disparity of force between<strong>the</strong> two sides, but some of Pompey's troops may bedropped to balance <strong>the</strong> game. The rules are morecomplicated but also even more incomprehensible.The combat system is very much like that of <strong>the</strong>standard Napoleon at Waterloo 1046). The ADArecommends with this as with several of <strong>the</strong>irofferings, "Buy this game if you want to know hownot to design a game."018b. Thapsus (1972, order from ADA, $1.50). byStuart Schoenberger, deals with <strong>the</strong> battle betweenCaesar and <strong>the</strong> Senatorial forces in North Africa in 46B.C. It was Caesar's last battle. It is done in <strong>the</strong> sameoutline fashion as <strong>the</strong> o<strong>the</strong>r two (018 and 018a), butsince <strong>the</strong> game is more complex, <strong>the</strong> problems arecompounded several times. The map is suggested,but since <strong>the</strong> terrain is very complex, it is quiteuncertain how to make <strong>the</strong> board. Caesar has over100 beginning units, some of which can be brokendown somehow according to extremely unclearrules. The Senatorial Forces have only about 80 unitsbut also have <strong>the</strong> benefit of walls of Thaosus. The-game involves naval forces and siege units as well asland combat, but all is described in a set of rules thatare truly remarkable for <strong>the</strong>ir disorganized incomprehensibility.Again, ADA recommends, "Buy thisgame if you want to know how not to design0 n0mP "~ . ~ - ~ -019. Decline and Fall (2nd edition, 1972, WRG,$9.50 including postage by surface mail), by TerrenceP. Donnelly, is basically <strong>the</strong> same game reviewed inMOVES #4 lp. 14, 015). The main changes arephysical: <strong>the</strong> board is now mounted and printed infour splendid colors; <strong>the</strong> counters are laminatedcardboard, already cut and with attractive symbolsand colors, and <strong>the</strong> whole is in a box (too weak a boxas yet, but <strong>the</strong> publishers are attempting to get newones). The game is still an excellent and historicallyinformative game for four people who must combine<strong>war</strong>game skills and diplomatic skills to survive or towin. Some changes in <strong>the</strong> rules have been made:ambiguities in <strong>the</strong> sea movement rule have beenresolved with an example of such movement; <strong>the</strong>conflict resolution table has been altered slightly; <strong>the</strong>retreat after combat rule has been changed to makeit more unlikely than before that an enemy piece canbe destroyed by forcing it into an unfriendly zone ofcontrol. A few new optional rules are added whichwould have <strong>the</strong> effect of increasing <strong>the</strong> eventfulnessof <strong>the</strong> game and its element of chance. The gameshould still have a strong appeal to historians,<strong>war</strong>gamers, Diplomacy players, and admirers ofgames which are fairly simple in <strong>the</strong>ir mechanics butcapable of a wide variety and sophistication in play.032. Breitenfeld (1972. order from ADA, $1.50, byStuart Schoenberger, deals with <strong>the</strong> decisive battlewith which Gustavus Adolphus of Sweden burst into<strong>the</strong> Thirty Years' War. It is not to be confused withano<strong>the</strong>r game of <strong>the</strong> same name and subject (S8TGuide no. 1,032). Like <strong>the</strong> o<strong>the</strong>r games in this series,this comes without board or counters but with roughinstructions for making both. There is nothing wrongwith <strong>the</strong> idea of a do-it-yourself game, but this is avery bad example of that idea. The sellers, <strong>the</strong> ADA,confess, on <strong>the</strong>ir list, "Buy this game if you want toknow how not to design a game," and that is <strong>the</strong>truth. The rules are unbelievably vague, incompleteand ungrammatical. There is very little attempt toreflect <strong>the</strong> <strong>war</strong>fare of <strong>the</strong> period and <strong>the</strong> wholepackage of 5 typewritten and duplicated pages isfantastically overpriced.033. Musket and Pike: Tactical Combat, 1550-1680(1973, SPI, $7.00), by John M. Young, graphics byRedmond A. Simonsen and Manfred F. Milkuhn,deals with <strong>the</strong> tactics of <strong>the</strong> period including <strong>the</strong> CivilWars in France and England, <strong>the</strong> Revolt of <strong>the</strong>Ne<strong>the</strong>rlands and <strong>the</strong> Thirty Years' War. It was aperiod of great confusion in tactics because of <strong>the</strong>incompatibility of <strong>the</strong> two main infantry weapons,<strong>the</strong> musket and <strong>the</strong> pike. The soldiers of <strong>the</strong> timefound that both were unnecessary, but constantlystrained to find a tactical system which wouldcombine <strong>the</strong>m without destroying <strong>the</strong>value of one or<strong>the</strong> o<strong>the</strong>r. This dilemma is neatly reflected in <strong>the</strong>stacking and o<strong>the</strong>r rules of this game. You can mix<strong>the</strong> two kinds of units this way, but no matter whatyou do it will be wrong. The game also shows <strong>the</strong>power and weakness of pistol wielding cavalry, but itprobably gives <strong>the</strong> Swedish cavalry a little too muchpower. The game is smooth and simple to operate,<strong>the</strong> map is not overly cluttered with terrain. The rulespresent few difficulties with one major exception: <strong>the</strong>optional (but really necessary) rule for using infantrysquares is nearly useless. There are 18 variedscenarios. There has been an attempt to describe <strong>the</strong>tendency of each scenario as favoring one side or <strong>the</strong>o<strong>the</strong>r or being evenly balanced, but I found <strong>the</strong>sepredictions to be very dubious. Never<strong>the</strong>less, it is afine and valuable interpretation of <strong>the</strong> <strong>war</strong>fare of.<strong>the</strong> period. [Note: The above was written before Ireceived <strong>the</strong> errata sheet for <strong>the</strong> game. The sheetclears up several things including <strong>the</strong> squareformation rule.]037. American Revolution (1972, SPI, $7.00). byJames F. Dunnigan, graphics by Redmond A.Simonsen, is a game of grand strategy dealing with<strong>the</strong> entire <strong>war</strong>, four moves to a year, from Spring1775 to Winter 1783. The total is 32 moves. Thecounters represent Continental or Militia forces for<strong>the</strong> Americans and Regular and Tory forces for <strong>the</strong>British. This loses many distinctions. Cavalry andartillery are averaged in with <strong>the</strong> infantry. Hessiansare subsumed into <strong>the</strong> British regulars. The map isdivided into movement areas with some designatedas wilderness which is more difficult to move into.especially for <strong>the</strong> British. But rivers and lakes play ndpart in <strong>the</strong> game except as <strong>the</strong>y were used as <strong>the</strong>basis for designating areas. The map also containsregions (one to five movement areas each), fromwhich <strong>the</strong> American draws his recruits and which areworthy victory points to <strong>the</strong> occupier. The Britishplayer wins by occupying and holding, with ananti-militia garrison, 51 points worth of territory, i.e.,Canada and a little over half of <strong>the</strong> 13 states orcolonies. There is a system for <strong>the</strong> entry of <strong>the</strong>French into <strong>the</strong> game after a major American victory.Meanwhile, <strong>the</strong> British, who have overwhelmingstrength during most of <strong>the</strong> game, are dependent onrolling good numbers on a die in order to move <strong>the</strong>ircounters according to any plan. The rules arerelatively simple and <strong>the</strong> game is easy to learn andplay. However, most of <strong>the</strong> task of <strong>the</strong> Americanplayer is ra<strong>the</strong>r dull, since most of <strong>the</strong> time <strong>the</strong> onlything he can do is get out of <strong>the</strong> way. So far, indeed,it appears that <strong>the</strong> American player has little chanceto win. It is possible for <strong>the</strong> British player to movecautiously so that he never takes any chances ofbeing attacked by <strong>the</strong> Americans, at least until verylate in <strong>the</strong> game. The only chance <strong>the</strong> Americanshave is to avoid all battles involving Continentals untilnear <strong>the</strong> end of <strong>the</strong> game.042b. 1812: The Campaign of Napoleon in Russia(Strategic Game) (1972, SPI, $12.00 with grandtactical game), by John Young and Phil Orbanes,graphics by Redmond A. Simonsen and Manfred F.Milkuhn, is an innovative, valuable and evenfascinating game on Napoleon's fateful invasion ofRussia. Unfortunately it does not quite work. Thereare several problems: Battles, for which a matrixsystem is used, are ei<strong>the</strong>r too potentially disastrousor too inclusive. Although <strong>the</strong> matrix system iscomplex, it still does not allow enough choices.Forced marches are much to chancy to be tried bymore than one or two units per game. Then <strong>the</strong>supply rules, when understood by <strong>the</strong> French player,work to his advantage. The French player can movehis units in groups of three corps anywhere in Russiawith a depot and supply unit and never suffer for lackof supplies, while <strong>the</strong> Russians do not have <strong>the</strong> depotunits to pull that trick. So <strong>the</strong> game becomes a puzzlewhich can be solved by <strong>the</strong> French player while <strong>the</strong>Russian player ei<strong>the</strong>r looks more or less helplessly onor tries a succession of desperate gambles in aneffort to stop <strong>the</strong> process. Most often <strong>the</strong> Frenchplayer will win with this relatively simple formula:fight no battles unless necessary; attempt no forcedmarches unless you are going to lose <strong>the</strong> unitanyway; concentrate enough to force Russians toconcentrate and deplete <strong>the</strong>ir supplies; <strong>the</strong>n marchthrough depleted Russia with expeditionary forces ofthree corps each; do not try to take Moscow; justtake everything else. These remarks, of course, referonly to <strong>the</strong>campaign game (Scenario 1). Scenarios 2and 3 start after <strong>the</strong> French have made mistakes.Thus, in Scenario 3, <strong>the</strong> French situation isimpossible, while Scenario 2 might be <strong>the</strong> closest to abalanced game.042c. 1812: The Campaign of Napoleon in Russia(Grand Tactical Game) (1972, SPI, $12.00 withstrategic game), by John Young and Phil Orbanes,graphics by Redmond A. Simonsen and ManfredMilkuhn, is <strong>the</strong> companion of <strong>the</strong> o<strong>the</strong>r 1812, but isbased on <strong>the</strong> veteran Leipza system for marchingand fighting. This allows a little more freedom inforced marching than <strong>the</strong> strategic version and muchmore certainty in battles. Now <strong>the</strong> French player canseek a battle with more confidence while <strong>the</strong> Russianwill avoid all clashes with <strong>the</strong> French main force. Thesupply and several o<strong>the</strong>r rules are virtually <strong>the</strong> samefor this version as for <strong>the</strong> strategic. Thus small forcesof French troops can march around with depots andsupply units without suffering while <strong>the</strong> Russianarmy gets progressively worse off. Again <strong>the</strong>re arethree situations or scenarios with <strong>the</strong> game: Scenario1 (<strong>the</strong> campaign game), heavily favoring <strong>the</strong> French;Scenario 3 (with <strong>the</strong> French beginning in Moscow)virtually assuring <strong>the</strong>ir destruction; and Scenario 2being a little closer to a balanced game.0453. Waterloo 1 (1971, ADA, $1.00). by StephenMarsland, is not to be confused with Waterloo 1(045). and is not recommended even by its author. Itdoes not attempt to deal with <strong>the</strong> actual battle ofWaterloo. Instead; it is supposed to represent <strong>the</strong>conditions of <strong>war</strong>fare of <strong>the</strong> period in a situation thatis vaguely reminiscent of Waterloo but is made up.The game is very poor physically. The unmounted,uncut, typed and hand-drawn counter sheet is alsopoorly colored and needs to be nearly all recopied.The mapsheet is small and unattractive but usuable.The rules contain several unnecessary complexitiesbut are for a basically simple game with fewdifferences among <strong>the</strong> three arms.048. Napoleon (1972, ADA, $4.00), by StephenMarsland, is a hypo<strong>the</strong>tical situation reflectingNapoleonic <strong>war</strong>fare on <strong>the</strong> grand tactical level. Theunits are infantry and cavalry divisions and artilleryunits; <strong>the</strong> French player chooses from among 41possible units, <strong>the</strong> Austrian from among 28 units.The mapboard represents "someplace" in Germanyapparently, but <strong>the</strong> hypo<strong>the</strong>tical scale is notannounced. Basic movement for French infantry is 4hexes for a two-hour move. The game is quitecomplex so it is fortunate that <strong>the</strong>re are relatively fewunits. It would be much better to operate <strong>the</strong> gamewith an umpire, although <strong>the</strong> rules are written in <strong>the</strong>assumption that <strong>the</strong> game will be played by twopersons who are not only scrupulously honest, butalso painstaking in <strong>the</strong>ir bookkeeping. Bookkeepingcomes from complex movement and combat rules.The counters on <strong>the</strong> board ordinarily are "strategiccounters" which represent up to 9 divisions. They aremoved only according to orders that have to bewritten one turn before <strong>the</strong>y start to take effect.When opposing strategic counters meet, <strong>the</strong>y areremoved and <strong>the</strong>ir constituent units are deployed on<strong>the</strong> board according to simultaneously writteninstructions. The Combat Results Table uses twodice and has eight different possible results, some ofwhich are combined. Then <strong>the</strong> results have to bekept track of for three or six phases. Victory is basedon a complex point system. The game is certainly notfor everyone. It is well-thought out and subtle. It hasnumerous difficulties in its innovative rules, but itoffers command problems not met with in morepopular games. Physically, <strong>the</strong> game is uninteresting,with a hand drawn map on an SPI hex sheet, spiritduplicated rules, and crudely drawn countersmounted on uncut cardboard. But is a valuablesimulation of some aspects of Napoleonic <strong>war</strong>fare.


Ma. Austerlirz (1973, SPI, $7.00), by John M.Young, graphics by Redmond A. Simonsen, is a fairlyaccurate representation of <strong>the</strong> fateful battle of 1805in which Napoleon destroyed <strong>the</strong> Austro-Russianarmy and <strong>the</strong>reby became Europe's chief mapmakerfor nearly 10 years. The game board shows <strong>the</strong> areaof <strong>the</strong> battle and lasts for 13 turns or 13 hoursstarting, I presume, shortly after sunrise. Except for afew units which arrive on turn 2, all <strong>the</strong> units have anassigned place on <strong>the</strong> mapboard. So <strong>the</strong> allies arepoised to launch <strong>the</strong>ir attack on <strong>the</strong> French rightwhile <strong>the</strong> French are massed opposite <strong>the</strong> allied rightcenter. If I am right about its accuracy, <strong>the</strong> gameshows that <strong>the</strong> allies had lost <strong>the</strong> battle before it evenbegan. At least I have not seen <strong>the</strong>m win <strong>the</strong> gameyet. The allies have few large units. The French havemany more and faster though generally smaller units.But some stacking is allowed so <strong>the</strong> French canconcentrate when <strong>the</strong>y want to. However, <strong>the</strong>combat system is basically <strong>the</strong> same as that ofNapoleon at Waterloo which saves its richestre<strong>war</strong>ds for those who surround enemy units. ThusFrench speed is worth much more than concentrationanyway. The game gives points to <strong>the</strong> allies if<strong>the</strong>y can put men off <strong>the</strong> board to <strong>the</strong> west (if <strong>the</strong>ybreak through <strong>the</strong> French right) or if <strong>the</strong>y bring menoff to <strong>the</strong>east (if <strong>the</strong>y retreat). I've seen few go off inei<strong>the</strong>r direction. It is possible that <strong>the</strong> best alliedaction is to retreat <strong>the</strong> fastest units and sacrifice <strong>the</strong>rest of <strong>the</strong> army to safeguard <strong>the</strong>ir retreat, but I'm notsure if that would work ei<strong>the</strong>r. The game is fast andeven a little tense at times. The rules like those ofNAW and Borodino are nearly perfectly clear.049. La Grande Armee: The Campaigns of Napoleonin Central Europe, 7805 to (1972, SPI, $7.00). byJohn M. Young, graphics by Redmond A. Simonsenand Manfred F. Milkuhn, is three games in one: <strong>the</strong>1805 campaign against Austria and Russia, <strong>the</strong> 1806campaign against Prussia, and <strong>the</strong> 1809 campaignagainst Austria. The game uses <strong>the</strong> Leipzig system ofmoving and fighting. That is: <strong>the</strong> units are armies,corps and divisions, which can build up and breakdown into each o<strong>the</strong>r; <strong>the</strong> combat results table hasseveral sets of odds between 1 to 1 and 2 to 1;attacks from different stacks cannot be combinedand retreats are allowed through zones of controlwhich tends to result in battles of one large stackagainst ano<strong>the</strong>r; leader counters are used to affect<strong>the</strong> offensive or defensive.value of <strong>the</strong> combat units.The major new element in <strong>the</strong> system in La GrandeArmee is that it is now possible to use up a supplyunit and accomplish a double forced march safely.O<strong>the</strong>rwise, double and triple forced marches arerolled on a table which can result in elimination,disruption or safe arrival. Ano<strong>the</strong>r difference is not adifference in <strong>the</strong> system but a difference in <strong>the</strong>counters. In Leipza <strong>the</strong> opposing armies are identicalin all but numbers and leaders. But in La GrandeArmee <strong>the</strong> differences between <strong>the</strong> Napoleonicarmy, <strong>the</strong> Frederician Prussian army, <strong>the</strong> ancienregime Austrian army of 1805, <strong>the</strong> new modeledAustrian army of 1809, and <strong>the</strong> cumbrous but toughRussian army are all reflected in different countervalues and systems of building up as well as indifferences in numbers and leaders. It makes for amuch more interesting game. The three scenarios, orgames, are very well put toge<strong>the</strong>r, with some of <strong>the</strong>political factors included by such provisions as apossible Prussian intervention in <strong>the</strong> 1805 campaign.In all of <strong>the</strong> scenarios, <strong>the</strong> French have <strong>the</strong> edge, ofcourse, but <strong>the</strong>y also have <strong>the</strong> burden of <strong>the</strong>offensive.052. Rifle and Saber: Tactical Combat, 1m- 1900(1973, SPI, $6.00). by John M. Young, graphics byRedmond A. Simonsen. deals with company levelbattles of <strong>the</strong> mid- and late-19th century, with 17scenarios from <strong>the</strong> Sepoy Mutiny (18571, Austro-Sardinian War (1859). American Civil War, <strong>the</strong> SevenWeeks' War (1866). Franco-Prussian War (1870),Russo-Turkish War (1877). War of <strong>the</strong> Pacific (1879).Spanish-American War (1898), and <strong>the</strong> Boer War(1899-1900). The game contains three different setsof infantry and artillery counters to show <strong>the</strong> rapidtechnological changes in weapons during this period.The action is fast paced, <strong>the</strong> playing system isfortunately simpler than that of Grenadier. There isan ingenious road movement system which showsroads at closer to <strong>the</strong>ir time tactical value than inmost games. Unfortunately, <strong>the</strong> game as a wholedoes not work. Almost all of <strong>the</strong> most importanttactical conditions of <strong>the</strong> period are distorted or evenreversed. Artillery is nearly useless on <strong>the</strong> defensivewhile it is fairly useful on <strong>the</strong> offensive when it shouldbe deadly on <strong>the</strong> defensive and only mildly useful on<strong>the</strong> offensive. It is advantageous for all units tobunch up most of <strong>the</strong> time. Cavalry charges andbayonet attacks are devastating while rifle fire isrelatively innocuous. A highly ambiguous set of rulesfor retreats, ambiguities in special rules for <strong>the</strong>scenarios, an erratic optional morale rule, anincomplete order of battle which renders Scenario#10 useless, all add to <strong>the</strong> confusion. The gameshows <strong>the</strong> result of much research and thought, butit definitely needs more work on translating researchinto game mechanics. [Note: The above was writtenbefore receipt of <strong>the</strong> game errata sheet. Unfortunately,this sheet does nothing to save <strong>the</strong> game as awhole, although it does clear up <strong>the</strong> problem ofScenario # 10.1054. Wilderness Campaign: Lee vs. Grant (1 972,SPI, $7.00). by John M. Young, graphics byRedmond A. Simonsen and Manfred F. Milkuhn,deals with <strong>the</strong> two-month campaign (or one of <strong>the</strong>months) which brought Grant from <strong>the</strong> Rapidan to<strong>the</strong> gates of Petersburg in May and June of 1864.The units are generally Union corps and Confederatedivisions. The Union army has larger units and agreater total strength, but <strong>the</strong> Confederate has moreunits and is <strong>the</strong>refore difficult to outflank. Victory isbased on a variety of criteria: territory and casualtiesgive assorted amounts of victory points. By <strong>the</strong>criteria of <strong>the</strong> game, <strong>the</strong> original General Grant lost<strong>the</strong> original campaign by a good margin, and it isdifficult to see how it can turn out o<strong>the</strong>rwise here.However, <strong>the</strong> Confederate must try to win in .adifferent way than Lee did - it is difficult to see howhe can hang on to <strong>the</strong> Shenandoah Valley or how hecan make any attacks at all. The game has a numberof good points: <strong>the</strong> command system based onGrant, Lee and Early Counters with units outside of"command influence" being required to roll a die formovement does reflect <strong>the</strong> difficulties of communicationsand <strong>the</strong> cussedness of subordinates in <strong>the</strong>Civil War; entrenchment rules demonstrate <strong>the</strong> habitthat <strong>the</strong> armies had fallen into by 1864 - a habitwhich made attacks increasingly costly; <strong>the</strong> supplysystem and <strong>the</strong> Union sea movement are workableand faithful to <strong>the</strong> spirit of <strong>the</strong> situation. The gamehas a semi-hidden movement system which adds avital note of uncertainty to <strong>the</strong> movements of <strong>the</strong>opposing army. But <strong>the</strong>re are also some oddities of<strong>the</strong> game: <strong>the</strong> "Wilderness," <strong>the</strong> important terrainfeature after which <strong>the</strong> campaign and <strong>the</strong> game werenamed, is not on <strong>the</strong> map; and <strong>the</strong> rivers, because of<strong>the</strong> operation of zones of control, are a source ofweakness to units trying to defend behind <strong>the</strong>m.There are a number of difficulties brought on mainlyby hidden movement and command rules. It is atense game and a variety of "what if" scnearios,which are included, might make it a closer game.062. The Marne (1972, SPI, $7.00), by John M.Young, graphics by Redmond A. Simonsen andManfred F. Milkuhn, deals with <strong>the</strong> action nor<strong>the</strong>ast,east and sou<strong>the</strong>ast of Paris from August 30 toSeptember 15, 1914. Each move equals one day so<strong>the</strong> long game is 17 moves, a shorter game dealingwith <strong>the</strong> German advance is 7 moves, and <strong>the</strong> gamedealing with <strong>the</strong> German retreat is 10 moves. Theunits are mostly divisions and with 6 allied armiesfacing 4 German armies, <strong>the</strong>re are a very manageablenumber of units on both sides. Stacking up to 3 unitshigh is allowed but less practiced than in most gamesbecause <strong>the</strong> front line is long in proportion to <strong>the</strong>number of units and because special advantages aregiven to flank attacks. The game is unique in SPl'scollection for its sequence of play: each player hastwo combat phases as well as <strong>the</strong> two movementphases that are quite common. In <strong>the</strong> second,set ofphases, units which did not attack in <strong>the</strong> first combatphase may move again and attack. The result of all<strong>the</strong>se factors is a much more fluid game than oneusually thinks of in connection with World War I. Infact it is so fluid that <strong>the</strong> disadvantaged player (<strong>the</strong>allied in <strong>the</strong> first week, <strong>the</strong> German in <strong>the</strong> second) haslittle choice but to run like hell for most of <strong>the</strong> week.The game is also unique in that both sides in <strong>the</strong>campaign game or <strong>the</strong> first week scenario enter <strong>the</strong>empty map from <strong>the</strong> same map edge. This results insome tricky situations which are not fully covered in<strong>the</strong> rules but which are adjustable. The Germansalways move first but have to "pass" on <strong>the</strong> first turnsince <strong>the</strong>y don't have any units on <strong>the</strong> board. Victoryin any of <strong>the</strong> games hangs by a point system whichweaves toge<strong>the</strong>r <strong>the</strong> destruction of enemy units, <strong>the</strong>occupation of specific towns and <strong>the</strong> exiting of unitsoff <strong>the</strong> map. There are an assortment of what-ifswhich alter <strong>the</strong> victory conditions and <strong>the</strong> Germanorder of battle. The game mechanics are quite simpleso <strong>the</strong> game could be used to introduce new peopleto <strong>war</strong>gaming.072. Tannenburg lsicl (1972, ADA, $4.00), by GuyHail, is not to be confused with <strong>the</strong> early PoultronPress (now SPI) Test Series Game, Tannenbergwhich may someday be republished. This Tannenbergdeals only with <strong>the</strong> situation around East Prussiaand requires <strong>the</strong> Russians to attempt <strong>the</strong>ir fatalinvasion. The Germans must only retain Konigsbergto win. The game is starkly simple. There is, forexample, no supply rule. The combat systemeliminates chance, and attacking is voluntary, so it isunlikely that those combat results which hurt <strong>the</strong>attacker will be used. Terrain affects <strong>the</strong> "combatnumber" and also changes <strong>the</strong> part of <strong>the</strong> table usedin <strong>the</strong> attack. Defenders are always separated for <strong>the</strong>attack. The game is interesting and demands skill. Ithas a little to do with <strong>the</strong> original situation, but it isnot very realistic and even though it is simple, <strong>the</strong>rules are so undeveloped that numerous interpretationproblems arise in <strong>the</strong> course of a game. Thegame map is hand drawn very adequately on acut-down SPI blank hex sheet. The counters are justadequate, but <strong>the</strong> nubmers have to be darkened byhand in order for <strong>the</strong>m to be used with ease. Theywere mounted but not cut. The rules are on two spiritduplicated pages.073. PBI (1972, TMI, $4.00). by Vernon JayStribling, is a simple infantry game which presentssmall actions from World Wars I and II. The titlestands for "poor bloody infantry" and <strong>the</strong> subject issquad to squad fighting. Each counter represents asingle individual and <strong>the</strong> only weapons in <strong>the</strong> gameare rifles, submachine guns, automatic rifles,machine guns, knee mortars, grenades, and flamethrowers. The mapboard represents an indeterminatearea across which a rifleman can run (indefinitely) at<strong>the</strong> rate of 5 hexes per one minute turn(approximately). There are four simple scenariosfurnished with <strong>the</strong> game and <strong>the</strong> promise of more tobe published in Battle Flag magazine. The scenariosinclude <strong>the</strong> soldiers of several nations and times andhavea very few rules to represent <strong>the</strong>se differences.The map is well drawn but <strong>the</strong> terrain is poorlydefined in <strong>the</strong> rule book. The playing routine is quitesimple; <strong>the</strong> firing routine, using simultaneous fire,involves adjustment for cover, movement of <strong>the</strong>firing unit, position of target, but not for <strong>the</strong>movement of target. The rules say that more thanone man may occupy a hex, but <strong>the</strong> rules do not sayhow many. This and a few o<strong>the</strong>r problems make <strong>the</strong>game uncertain in spite of its basic simplicity. It canbe compared with Move Out (159). which issomewhat more complex in allowing for individualdifferences among <strong>the</strong> infantrymen and whichcontains many more situations. PBI, however, isbetter presented physically with a printed map sheetand printed counters, die-cut but faultily so.096. Battle of Britain (1968, Zo, $5.00, without box,soon to be raised to $7.00 with box), by Louis B.Zocchi, is available again. It was reviewed in S&TGuide no. 1 (092). It is a good game but a lot of workand only fairly reflective of <strong>the</strong> actual campaign.096a. Battle of Britain Revision Kit (2nd ed., 1971,Zo, $3.00), by Louis B. Zocchi, is a necessary additionto <strong>the</strong> original game. It was reviewed in S&T Guideno. 2 (095). The revision complicates <strong>the</strong> game andmakes it more realistic in several particulars, but itstill does not reflect <strong>the</strong> actual situation.102. Sink <strong>the</strong> Bismark [sic] (1971, Sparta, $4.001,by Tony Morale, deals with <strong>the</strong> foray of <strong>the</strong> Germanship Bismarck into <strong>the</strong> North Atlantic in May, 1941.Partly it is a revision of Avalon Hill's now extinctBismarck, but it is more sophisticated and realisticthan that effort. It is played with a strategic boardvery much like that of <strong>the</strong> earlier game, but now <strong>the</strong>


German ships have a reason for being out in <strong>the</strong>middle of <strong>the</strong> ocean - <strong>the</strong>y are stalking nine Britishconvoys attempting to go across <strong>the</strong> board during<strong>the</strong> time <strong>the</strong> Bismarck is out. As in <strong>the</strong> AH game, <strong>the</strong>two players move on separate boards and <strong>the</strong>n locateeach o<strong>the</strong>r or fail to do so with a calling out system.The major difference is in what happens when <strong>the</strong>two sides find each o<strong>the</strong>r. Then instead ofproceeding to <strong>the</strong> very abstract combat of <strong>the</strong> AHgame, <strong>the</strong> players here take out <strong>the</strong>ir cut out deckplans and proceed to a convenient floor to fight aminiatures-type naval engagement, using <strong>the</strong> sameor virtually <strong>the</strong> same system as Mr. Morale used inFlighr of rhe Goeben (Tactical Game) (082) andVictory at Sea (212). This system is moderatelycomplex in ship to ship actions and very simple for airattacks on ships. The strategic game includes aprovision for both sides refueling. The rules includethree hypo<strong>the</strong>tical situations ("what ifs"), all ofwhich give <strong>the</strong> Germans more ships to sally out with.115a. Salerno (1972, TMI, $4.00). by Vernon JayStribling, is a battalion-level game of <strong>the</strong> first landingon <strong>the</strong> mainland of Italy. The action takes place on aninvasion turn followed by seven days of two turnseach. The game is basically not difficult, but <strong>the</strong> rulesare in a disordered state and several areas are fully ofambiguities, especially <strong>the</strong> use of artillery. The victoryconditions are also ambiguous. There are no rulesregarding supply. It is a mildly interesting game, butanyone who plays it will have to spend some timediscussing and deciding on an interpretation of rules.The mapboard is black and white, reminiscent of oldPoultron Press (now SPI) games. The counters areattractive and die-cut but with a slight flaw in <strong>the</strong>cutting, so that each of <strong>the</strong> counters has to betrimmed to present a neat appearance. The game$includes many kinds of pieces (infantry, armor,reconnaissance, engineers, assorted artillery, commandos),with a few different powers. Thecommandos can land in special areas; <strong>the</strong> engineerscan move faster on roads (I'm not sure why); <strong>the</strong>anti-aircraft artillery can protect against air attack;<strong>the</strong> o<strong>the</strong>r artillery can fire at ranges from 6 to 14hexes. The game has some value, and is no doubt abetter effort than <strong>the</strong> o<strong>the</strong>r Salerno (115, MOVES#7), but it is still more unfinished than mostpublished games (again reminiscent of <strong>the</strong> old SPII.117. The Invasion of Sicily (1972, PzP, $4.00). byHarold Totten, graphics by Julie Lowry, is a 12 movebasically simple game dealing with <strong>the</strong> conquest ofSicily in July and August 1943. At 4 days per turn,<strong>the</strong> game lasts two turns longer than <strong>the</strong> originalcampaign. Taking <strong>the</strong> island is not sufficient for <strong>the</strong>allies to win <strong>the</strong> game since victory is determined bya lengthy point table. Most of <strong>the</strong> units are regimentsand each unit has two steps. The loss of one step isindicated by turning <strong>the</strong> counter over. There are sixwhat if situations which allow different set ups,invasion beaches, and reinforcements. The mapsheet is in four pieces which can be assembledwithout much trouble. The counters are, I believe,die-cut, although I have only seen a set with papersheets unmounted by <strong>the</strong> publisher.118. Rommel: The Campaign for Nonh Africa(1973, Sp, $5.50). by Loren Sperry, is a basicallysimple, but in its campaign form, quite a lengthytreatment of <strong>the</strong> <strong>war</strong> in Libya and Egypt. The gamebegins in September 1940 and proceeds, at <strong>the</strong> rateof 3 turns per month, to December 1942, for a total of84 turns in <strong>the</strong> long game. The game begins at <strong>the</strong>time of <strong>the</strong> Italian invasion of Egypt although <strong>the</strong>Axis player, since he knows true value of his army asprinted on his unit counters ra<strong>the</strong>r than <strong>the</strong>irapparent value in numbers of men, will usually startretreating on his first move. The units are divisionswhen possible, o<strong>the</strong>rwise brigades or smaller units.The game uses a step reduction and rebuildingsystem which resembles that used in Anzio withseparate counters representing replacements. TheAllies have a constantly changed order of battle asunits are withdrawn and reintroduced. There is asupply system for attacking and defending, but lackof supplies does not prevent but only slightlyweakens <strong>the</strong> attack. Oddly, <strong>the</strong>re is no way to deprivea unit of what is sometimes called "general supply."A unit will continue to move and attack at fullstrength even when completely surrounded. Combatsupplies, like replacements and reinforcements,arrive according to a schedule printed on <strong>the</strong> timerecord track. Also, both sides get some air powerfrom time to time. The struggle is faithfully portrayedin that <strong>the</strong> game turns into a see-sawing battle fromEl Alamein to El Agheila, unless a player is foolishenough to try to stand against a much stronger force.During many of <strong>the</strong> game's turns nothing muchhappens as <strong>the</strong> exhausted armies wait for newstrength to arrive on <strong>the</strong> field. In most ways, it is animprovement over AH'S Afrika Korps, except in <strong>the</strong>writing of <strong>the</strong> rules which leave several large areas ofambiguity. For those who don't have time for <strong>the</strong>long game; <strong>the</strong>re are four short games: on <strong>the</strong> Italiandefeat (15 turns), Rommel's first offensive (10 turns),<strong>the</strong> Crusader battles (12 turns), or <strong>the</strong> Battle ofGazala (6 turns). All of <strong>the</strong>se have separate victoryconditions and are quite playable and sometimesmore faithful to <strong>the</strong> original situation.119. Kasserine Pass (1973, CGC, $8.95). by JohnHill, presents <strong>the</strong> twelve day battle between Rommeland a mostly American force in Africa in early 1943 at<strong>the</strong> rate of one turn per day. It is a game much likeBattle of <strong>the</strong> Bulge, except that since <strong>the</strong>re is nosupply rule, <strong>the</strong> allies must stop <strong>the</strong> Germans headon. It is very difficult to do; impossible for <strong>the</strong> firstfew days as <strong>the</strong> German player enjoys <strong>the</strong>exhilaration of conducting a real blitzkrieg attack.Victory is decided by a simple point system. Theunits involved are mostly battali8hs. There areseveral kinds of units involved and a few functionaldifferences between units. There are also nationaldifferences: American and Italian infantry haveweaker zones of control than <strong>the</strong> o<strong>the</strong>r units. Artilleryfires at ranges of 2 to 4 hexes and can support a unitbeing attacked (as in 1918, ano<strong>the</strong>r similar game).The game allows several different lines of strategy tobe applied, and <strong>the</strong>refore, it is difficult to tell so earlywhe<strong>the</strong>r one or <strong>the</strong> o<strong>the</strong>r side has <strong>the</strong> edge. But JohnHill prides himself on producing evenly balancedgames and so far Kasserine Pass seems wellbalanced here. The board is attractively printed inthree colors on a light plastic board which isguaranteed forever by CGC. The counters (and ofcourse <strong>the</strong> hexagons on <strong>the</strong> map) are larger thannormal, well printed and die cut. The game is wellworth looking into. In addition to its o<strong>the</strong>r virtues itcontains a two die combat results table which allowssome very unlikely things to be included in <strong>the</strong>possibilities, for example, on <strong>the</strong> roll of a 12 (1 out of36 chance), a 1 to 2 attack will produce a defendereliminated. Of course, <strong>the</strong> chances are much betterthat <strong>the</strong> result will be attacker eliminated orsomething in between (contact, engaged, as in Barrleof <strong>the</strong> Bulge, retreats, or exchanges).137. Desrrucrion of Army Group Cenrer: The SovierSummer Offensive, 1944 (1973, SPI: SbT #36, $7.00for <strong>the</strong> boxed issue-game), by James F. Dunnigan,graphics by Redmond A. Simonsen, is for a time atleast <strong>the</strong> last of SPl's eastern front series which take<strong>the</strong> <strong>war</strong> from The Moscow Campaign through TheBattle of Sralingradand Kursk (<strong>the</strong> three having beenpublished in reverse chronological order) and now tothis game which begins on June 22, 1944, andproceeds by two-day turns to July 11. The gamemechanics follow closely those of <strong>the</strong> o<strong>the</strong>r games.The units are German divisions and Russian corps,but <strong>the</strong>re are no air units on ei<strong>the</strong>r side. The twoimpulse system for mechanized units is used to allow<strong>the</strong> possibility of breakthroughs or to force a defensein depth. The territory is large: from Vitebsk in <strong>the</strong>East to Warsaw in <strong>the</strong> West, and <strong>the</strong> advancingRussians have to cope with moderate to severesupply problems; but <strong>the</strong> objective in <strong>the</strong> game is toacquire points by killing enemy 'units not by takingterritory. This is fairly simple for <strong>the</strong> Russians in <strong>the</strong>historical game in which <strong>the</strong> German is set up in hisoriginal salient and is required to obey Hitler's orderto stand fast (for <strong>the</strong> first turn). So a number of"what-ifs" are brought in to balance <strong>the</strong> game: <strong>the</strong>Germans can pull out of <strong>the</strong> salient before <strong>the</strong> gamestarts or at least respond to <strong>the</strong> Russian attack moreintelligently. The result is varied. The Game is a littleeasier to work than <strong>the</strong> o<strong>the</strong>r games in <strong>the</strong> series andcan be mildly recommended to historians and garnersalthough <strong>the</strong> situation simply lacks <strong>the</strong> dramainherent in its predecessors.151a. The Invasion of France and <strong>the</strong> Barrle ofGermany (1972, Hi, $5.00). by Laurence J. Rusieoki,deals with Western Europe from June 1944 to March1945. In order to win a tactical victory <strong>the</strong> allies mustpenetrate into Germany past <strong>the</strong> Rhineland on <strong>the</strong>Ruhr. To win a strategic victory, <strong>the</strong>y must penetrateinto central Germany, which is off <strong>the</strong> board. Ei<strong>the</strong>rone is a very difficult task. The game is played mostlywith infantry corps and armored divisions. In manyways <strong>the</strong> game resembles Barbarossa. Each move isa month but a two-impulse movement system and<strong>the</strong> ability to overrun small forces allows <strong>the</strong>possibility of deep penetrations. These can beprevented only by a defense in depth. Forces notfighting can be shifted anywhere on <strong>the</strong> boardbehind friendly lines. Attacks need supply counterswhich are sometimes scarce for <strong>the</strong> allies. The gameis different from Barbarossa in that its combat resultstable is relatively bloody, but <strong>the</strong> bloodiness isbalanced by a high replacement rate which keepsmost of <strong>the</strong> allied units on <strong>the</strong> board most of <strong>the</strong>time. The German replacement rate is not quite sogenerous, but <strong>the</strong>y get many new units. This was oneof <strong>the</strong> factors which caused <strong>the</strong> allies to lose most of<strong>the</strong> games we played here, but <strong>the</strong>y always lost by sonarrow a margin that we couldn't be sure it wasinevitable. Almost all of <strong>the</strong> rules, including, ofcourse, rules for paratroops and two invasions, areclearly stated. Tactical air power restricts Germanmovement and allows <strong>the</strong> allies extreme advantagesin attack and defense, but only from June toSeptember. The Germans in our games were notfoolish enough to use <strong>the</strong> lack of allied air power (oranything else) as an excuse to launch a Decemberoffensive. This was ano<strong>the</strong>r reason <strong>the</strong>y were so hardto push back. But in spite of this difficulty, 1944 is asmooth, fascinating game. Two "mini-games" areincluded which offer <strong>the</strong> possibility of a 1942 or a1943 invasion (with altered victory conditions). Themap is multi-color, nearly as attractive as some SPImaps. The counters are professionally designed,thick, glossy and die-cut.152a. Omaha Beach (1972, Spartan 4, Sparta,$2.501. by Norman Beveridge, Jr., is a supplement toPanzerBlitz enabling <strong>the</strong> owner of that game to fight<strong>the</strong> D-Day sea and airborne landings. The playerneeds PanzerBlirz, from which he uses <strong>the</strong> boardsand <strong>the</strong> German counters. The kit furnishes eightmap sheets (each one half <strong>the</strong> size of a singlePanzerBlirz map section), six are beach areas, onefeatures a large flooded area, <strong>the</strong> last features a largenumber of hedgerows, which are also present on <strong>the</strong>beach area maps. These are combined with <strong>the</strong>PanzerBlitz boards to form <strong>the</strong> terrain for ninescenarios which cover every area of D-Day action.The Allied units are on two 8 x 11 sheets. Most of <strong>the</strong>units of course are infantry, paratroops, engineers,mortars, rangers; but <strong>the</strong>re are also someself-propelled guns and tanks, some of which areself-landing and o<strong>the</strong>rs of which are equipped withflails for clearing mines (with a little luck). There are afew extra German units: dug in forts, minefields, andseveral kinds of long-range guns. The rules used are<strong>the</strong> same as those of PanzerBlirz with only a fewextra rules to cover <strong>the</strong> new terrain and weapons,beach and parachute landings, and naval and airsupport for <strong>the</strong> landings. This is a very carefully donekit which shows a great deal about <strong>the</strong> D-Daysituation. Of course it is primarily an infantry andartillery grapple - <strong>the</strong>re are only eight Germanarmored fighting vehicle units in all nine scenarios.Never<strong>the</strong>less, this kit ought to be enjoyed by anyonewho appreciates PanzerBlirz.1533. Overlord: The Normandy Campaign (1972,CGC, $8.95). by John Hill, is a 28 turn game, in whicheach turn represents 3 or 4 days. At <strong>the</strong> beginning<strong>the</strong> allies are already on <strong>the</strong> beaches and must fight<strong>the</strong>ir way inland and off <strong>the</strong> board. The board coversan area of about 120 miles by 90 miles including <strong>the</strong>invasion beaches, Cherbourg, St. Malo, Avranchesand Argentan. The breakout from this area tookplace historically just after August 1, 1944. The gamegives <strong>the</strong> allies much more time, to <strong>the</strong> end ofAugust. The time will most often be necessary since<strong>the</strong> Germans are fortunately not subjected to a Hitlerrule to require impossible holding actions and.counterattacks. The campaign in <strong>the</strong> game is atough, closely fought, step by step advance through


terrain that is more difficult than most <strong>war</strong>game terrainsince <strong>the</strong> effects accumulate: attacking acrossa river into a city halves <strong>the</strong> attacker and triples <strong>the</strong>defender. The units in <strong>the</strong> game are regiments andbrigades. There are several kinds of units but <strong>the</strong>re isonly one distinction among <strong>the</strong> different kinds ofunits: <strong>the</strong> armor has a particularly tough time withswamps. Since <strong>the</strong> allied paratroops have alreadydropped when <strong>the</strong> game begins, <strong>the</strong>re is no specialrule for <strong>the</strong>m. The CRT is about <strong>the</strong> same as <strong>the</strong>classic AH CRT although <strong>the</strong>re are two slightlydifferent tables: a July-August CRT replaces <strong>the</strong>June CRT to show <strong>the</strong> increasing battle fatigue of<strong>the</strong> two armies. There are simple rules for supply,tactical and strategic airpower, naval gunfire andwea<strong>the</strong>r. In fact, all <strong>the</strong> rules are simple and fairlyclear. The mapboard is printed in 4 colors on a plasticflexible material which is guaranteed to last forever- yes, forever. On <strong>the</strong> whole, Overlord is awell-balanced, simple game, good to introducepeople to <strong>war</strong>gaming and moderately historical given<strong>the</strong> limits of <strong>the</strong> classic game format.153b. Breakout and Pursuit: The Battle for France,1944 (1972, SPI, $7.03, by James F. Dunnigan,graphics by Redmond A. Simonsen, deals with <strong>the</strong>battle from July 25, by which time <strong>the</strong> allies had afirm lodgement in Normandy and had takenCherbourg, Caen, and St. Lo and were ready to try tobreak out completely, to September 10, by whichtime <strong>the</strong> original German forces were reduced towhat General Bradley called "a disorganizedcorporal's guard." The game follows <strong>the</strong> fortunes of<strong>the</strong> main Allied armies in nor<strong>the</strong>rn France throughthis time. The minor effect of <strong>the</strong> invasion ofSou<strong>the</strong>rn France is ignored. The level is divisionalwhich means that ordinarily each side has amanageable number of units. Theexception to this isat <strong>the</strong> beginning of <strong>the</strong> campaign when <strong>the</strong>Normandy are is so packed with sometimesinterlocking units of friend and foe and <strong>the</strong> alliedtroops are in three high stacks three deep behind <strong>the</strong>line. Even people normally endowed with serviceablefingernails go insane trying to manipulate <strong>the</strong>situation. I am not so endowed and I am practicallyhors de combat for this particular game. Fortunately<strong>the</strong> campaign game using <strong>the</strong> fixed historical set-updoes move beyond <strong>the</strong> stacked area, and <strong>the</strong>re is aset of scenarios built around <strong>the</strong> last 2% weeks of<strong>the</strong> whole period - <strong>the</strong> pursuit instead <strong>the</strong> breakout.I can only speak in any detail of two of <strong>the</strong> scenarios:<strong>the</strong> historical campaign scenarios with ei<strong>the</strong>r free orfixed deployment. The trouble is that <strong>the</strong> conclusionseems to be foregone in ei<strong>the</strong>r case. With <strong>the</strong> fixeddeployment, several important German units areimmediately trapped and it is little trouble to keep itup to better than duplicate <strong>the</strong> original allied feat. Butwith a free German set up <strong>the</strong> Germans can present<strong>the</strong> allies with what is virtually an impenetrable wallof units. Perhaps a more interesting game is to befound by working <strong>the</strong> large assortment of what-ifssupplied with <strong>the</strong> game. Many of <strong>the</strong> game's rulesand mechanics are quite fresh and realistic;particularly those on supply; but <strong>the</strong> whole is mildlydisappointing at this point.157a. Westfronr PanzerBlitz Variants (1972, Sparta,$4.001, by Norman Beveridge, Jr., is an excellentaddition to anyone's PanzerBlitz game. It isimportant to note that it is no more than that - youneed to have <strong>the</strong> boards, <strong>the</strong> German units and <strong>the</strong>rules from <strong>the</strong> parent game WPBV supplies four mapsheets (<strong>the</strong> equivalent of two sections of <strong>the</strong>PanzerBlitz board and compatible with any of <strong>the</strong>m),a sheet of US counters, a few new rules (covering airpower and crossings of <strong>the</strong> rivers that are includedon <strong>the</strong> new map sheets), some backgroundinformation, and 12 situations dated from July 31,1944 to December 24, 1944, from <strong>the</strong> breakout to <strong>the</strong>Bulge. The situations are done pretty much in <strong>the</strong>style of <strong>the</strong> original, but most of <strong>the</strong>m contain morearea because of <strong>the</strong> availability of more boards.However, most of <strong>the</strong> situations come in twovariations: with historical forces, or with lessnumerous forces of convenience. The counter sheetis well done but unmounted. The map sheets areuncolored but quite readable and also unmounted.This is a game that everyone of those who keepvoting for PanzerBlirz as <strong>the</strong>ir favorite <strong>war</strong>gameshould have. It does not correct any of <strong>the</strong> faults ofPanzerBlitz, but it adds to it greatly. It is <strong>the</strong> gamethat many people expected Combar Command to be,i.e., it is compatible with its predecessor.162. Bataan, The Battle for <strong>the</strong> Philippines (1972,BGC, $4.50), by George Munson, deals with <strong>the</strong> laststand of <strong>the</strong> American-Filipino army on <strong>the</strong> peninsulaof Bataan from January to April, 1942. The mapshows only Bataan and Corregidor. The unitsinvolved are mostly battalions and regiments, with afew scratch units for <strong>the</strong> allies. The Japanese haveup to 23 units in <strong>the</strong> historical scenario, while <strong>the</strong>allies have 46. The invaders are no stronger than <strong>the</strong>defenders, but lack of supplies weakens <strong>the</strong> combateffectiveness of <strong>the</strong> allies beginning with <strong>the</strong> 6th turnand starts to slow <strong>the</strong>m down on <strong>the</strong> 7th turn. TheJapanese player has 14 turns to virtually wipe out <strong>the</strong>allies. Meanwhile, <strong>the</strong> Japanese player has <strong>the</strong>advantage of movement over mountains which areforbidden terrain to <strong>the</strong> allies and full artillery supply.The Japanese player seems to be heavily favored,but several what-ifs give <strong>the</strong> players a chance tobalance or overbalance <strong>the</strong> game. The rules of <strong>the</strong>game are basically not difficult, but <strong>the</strong>re are a fewpuzzles. Some of <strong>the</strong> procedures are timeconsuming. Setting up <strong>the</strong> game is quite tedious for<strong>the</strong> Allied player as he has to put specific units onspecific hexes. The artillery is hard to handle withassorted ranges from 4 to 9 hexes not printed on <strong>the</strong>counters (but after a short time, I wrote <strong>the</strong> rangeson <strong>the</strong> counters myself). The components areprofessionally drawn and printed and <strong>the</strong> countersare die-cut, but <strong>the</strong> map is sometimes difficult to readbecause <strong>the</strong> terrain features are too subtle. In all,however, a good representation of a hopelesscampaign.167. Suribachi: The Battle for Iwo Jima (1972,Spartan 3, Sparta, $2.50). by Norman Beveridge, Jr.,is. so far, <strong>the</strong> last published of Beveridge's excellentPanzerBlitz variants. It is <strong>the</strong> most self-containedsince it includes all necessary maps and unit counters(on unmounted sheets), and uses only <strong>the</strong> rules from<strong>the</strong> original game. The map sheet contains <strong>the</strong> wholeisland of Iwo Jima drawn to <strong>the</strong> 250 m. per hex scale.But <strong>the</strong> counters furnished only represent about onethird of <strong>the</strong> available forces - "only," that is, 93Japanese units and 249 U.S. Marine units, and <strong>the</strong>sedeployed on an area somewhat smaller than half <strong>the</strong>PanzerBlitz board. So even with <strong>the</strong> reduction offorces, <strong>the</strong> board is crowded. The author furnishesfigures and victory conditions for fighting <strong>the</strong>historical battle, but he doesn't recommend <strong>the</strong>experience and doesn't furnish <strong>the</strong> huge number ofcounters necessary. O<strong>the</strong>rwise, <strong>the</strong>re is a "basicgame," consisting of one day, <strong>the</strong> fourth, startingwith <strong>the</strong> difficult process of landing over, or a"tournament game," starting with <strong>the</strong> first landingsand going for four days. There are extra rulescovering <strong>the</strong> landings, air power, naval firepower,firing without spotters, and optionally, banzai attacksand a few o<strong>the</strong>rs. Mostly, however, <strong>the</strong> game isplayed like PanzerBlirz but with a much differentsituation than any of PanzerBlirz situations. The dayis only 10 moves long on <strong>the</strong> reasonable assumptionthat <strong>the</strong> vast majority of a man's time during <strong>the</strong>battle was spent on just staying alive. The game iswell worth <strong>the</strong> price. It is a realistic and bloodyreflection of <strong>the</strong> actual battle.174. Year of <strong>the</strong> Rat (1972, SPI: S&T #35, $7.00for <strong>the</strong> boxed issue-game), by John Prados andJames F. Dunnigan, graphics by Redmond A.Simonsen, deals with a 13 week period in <strong>the</strong> <strong>war</strong> inVietnam in 1972. The North Vietnamese begin <strong>the</strong>iroffensive and carry it on to <strong>the</strong> end of June. Theobject is to acquire towns, bases and provincesworth points. The object of <strong>the</strong> South Vietnam playeris to hold <strong>the</strong> enemy to a few gains. One of <strong>the</strong> bestfeatures of <strong>the</strong> game is a half-hidden movementsystem. The North Vietnam player operates his unitsupside-down with a few dummies while <strong>the</strong> SouthVietnam player's units are always out in <strong>the</strong> open.This is apparently an accurate reflection of <strong>the</strong>intelligence situation in <strong>the</strong> <strong>war</strong>. The North has <strong>the</strong>advantage of secrecy, of getting in <strong>the</strong> first blow, andof more tactical mobility in rough terrain. The Southhas <strong>the</strong> advantage of <strong>the</strong> defensive, of greaterstrategic mobility with its airmobile units, and mostlyof American airpower which regularly blasts apartconcentrations of Nor<strong>the</strong>rn troops. The game seemsto tend to<strong>war</strong>d a draw since each side has moredisadvantages than advantages. Therefore, sincestalemate seems to be <strong>the</strong> nature of <strong>the</strong> real <strong>war</strong>, thismight be an accurate simulation. There are assortedhypo<strong>the</strong>tical situations for those who tire of <strong>the</strong>historical situations.188. Invasion (1971, ADA, $1.00). by StephenMarsland, is a very slight game showing ahypo<strong>the</strong>tical World War II type invasion of a sectionof German-held coast line. The units are regimentsand <strong>the</strong> forces are 12 allied divisions opposing 12German divisions. The game has very few strategicdecisions in it. It has no supply rule and few thingsaffect <strong>the</strong> strength of units. The task of <strong>the</strong> invadersis simply to take cities and destroy defenders. Thegame offers little challenge and no historicalinstruction and does not even carry <strong>the</strong> endorsementof its designer who recommends it only as a badexample.188a. Armored Assault (1972, ADA, $2.00). by GuyHail, deals with an imaginary World War II typesituation, with some oddities, and on an indeterminatescale. The units are battalions, <strong>the</strong> forcesinvolved are one armored division, one armoredinfantry division and supporting units against oneinfantry division and its supports. But <strong>the</strong> distanceand time scales, if any, are not stated. The offensiveside adopts varied objectives and <strong>the</strong> defender triesto prevent <strong>the</strong>ir seizure without knowing exactlywhich objectives are being sought. There is anattempt to take into account a variety of differencesin styles of fighting between different kinds of units.But tank guns, anti-tank guns and field artillery aregiven equal range, and tank guns are given morepower at this range, while anti-tank guns and fieldartillery are exactly equal. Thus <strong>the</strong> functions ofdifferent kindsof units are confused and <strong>the</strong> attemptto make <strong>the</strong>m different is based on wrong premises.There is no supply problem and very weak zones ofcontrol so <strong>the</strong> battle can get very free wheeling. Thegame has a few good ideas, but <strong>the</strong>y should havebeen developed more thoroughly.195. Alien Space (1972, Zo, $4.001, by Louis B.Zocchi, is a fast-moving representation of <strong>war</strong>fare inouter space. There are eight large counters, eachrepresenting one star ship. The game is played on afloor with at least a 12 foot diameter of cleared space.Each person in <strong>the</strong> game pilots one ship and<strong>the</strong>refore up to eight may participate (but morepeople need more room), playing ei<strong>the</strong>r free-for-all ora fleet action. All of <strong>the</strong> ships have engines capableof generating a certain amount of power which canbe used in movement, defense or offense. Thetrickiest part of playing <strong>the</strong> game is deciding how touse your energy. If any attack is made, <strong>the</strong> playermust state <strong>the</strong> compass bearing at which he is firing(a compass is printed around each counter). Then astring is laid out from <strong>the</strong> center of <strong>the</strong> firing counteralong <strong>the</strong> bearing. If it intersects <strong>the</strong> drawing ofano<strong>the</strong>r ship, that ship is hit in that place (but hisdefenses may be strong enough to prevent anydamage). Each ship has special weapons with a largeassortment of different capabilities. The rules aresimple but occasionally debatable. Much recordkeeping is necessary, but it is made simple by recordsheets which are to be encased in plastic and writtenon with a grease pencil. The game is enjoyable and<strong>the</strong> fact that <strong>the</strong> battlefield is actually twodimensional ra<strong>the</strong>r than three dimensional does notdetract from <strong>the</strong> illusion created by <strong>the</strong> game.196. Space<strong>war</strong> (1972, TTA, $10.00), by Erwin S.Strauss, is a unique <strong>war</strong>game involving 2 to 20spaceships fighting in a solar system. If <strong>the</strong>y go to<strong>the</strong> center of <strong>the</strong> system (board) <strong>the</strong>y are destroyedby. <strong>the</strong> sun; if <strong>the</strong>y go to <strong>the</strong> edges, <strong>the</strong>y aredestroyed by aliens. The board and charts in <strong>the</strong>game make up what is practically a paper computerfor figuring movement and fire. The board has 10,000spaces each identified by <strong>the</strong> intersection ofnumbered lines (some of <strong>the</strong>se spaces cannot beused because of <strong>the</strong> sun and alien threats). Eachspace has two numbers in it indicating <strong>the</strong>gravitational effect on a coasting space ship ofbeginning a move in that space. Each ship can haveone of 12 headings. So <strong>the</strong> player decides whe<strong>the</strong>r tochange his heading (by one ei<strong>the</strong>r way) and whe<strong>the</strong>r(continued on page 26)


WARGAWE REVIEWS CHmn IN~MM C R SA TA PB PT N G01. ANCIENT MISTm"'harsalusm8b. Thaps019. Declinm. RENAISSC032. Breitenfeld033. Musket ant037. American F04. NAPOLEONIC WAR042b. 1812 (Strategic)042c. 1812 (Gram04%. Waterloo l-048. Napoleon048a. Austerlitz009. La Grande Armee05. AMERICAN CIVIL Y052. Rifle and SaberWilderness CamVORLD WAR.he N----VORiannenourg sic'BI. . - - . - . . . . -EXPUNA7RN OF THE WARGAME CHARTThe wompmnying chart is in a brm that makra itlook like tha moat obiith oart. but is actuallv <strong>the</strong>.most subjective. In eider to'rednd <strong>the</strong> r e d rhetthb reprerents mainly <strong>the</strong> opinion of <strong>the</strong> editor, Ihaw used thfdlowina - subiactiva - amla - for mcat of<strong>the</strong> columns:A = Excdknt B = Good C = Fair D = PoorNA = Mot ApplicableIn two of <strong>the</strong> columns I use numbers to deal wkhmaasurable things. In all of <strong>the</strong> assemmnts, a widarange of numben or grsdea indicner that <strong>the</strong> gamehas revera1 diffemnt situations or ~etr, of rules. Themeaning of ewh column is thkC Complexity refem to <strong>the</strong>' number of importantrules and <strong>the</strong> difficulty of undemtanding thoae ruler.Sometimes aslo it rekn to <strong>the</strong> numbor of piinvolvedin a game and to <strong>the</strong> number of cdcubtionsnecessaw to play a game. It is rated on a 10 pointscale.R Clarity and Completeness of <strong>the</strong> Rulaa issomething that is very desirable and uwnetlringdeceptively difficult to achieve.SA Strategic Accuracy is also desirable, forstrategic level games. It refers to <strong>the</strong> way in which<strong>the</strong> game handke <strong>the</strong> m m n t and combat ofunits over a large area and for a long pariod of <strong>the</strong>.TA Tactical Acwracy is *able for tactical kvdgames and also fw stmtsgic gamea if it does Mtinterfora with <strong>the</strong> point being made. It en to t!oway in which en actual battle or firsfght m handled tn<strong>the</strong> game.P6 Play Balance ia <strong>the</strong> phrm used to indicatewhthar both sides in a game have an eaual chamto win. Since in most <strong>war</strong>wmea, <strong>the</strong> tnio sib aia&libara(elv uneaual. <strong>the</strong> victorv conditions have tobe carefulk drak up to -'a close game of it.PT Raying Time is measured in hours. But <strong>the</strong> timagiven here assumes that <strong>the</strong> players already know<strong>the</strong> game and do not have to keep looking up rub.RECOMM€NDATK)WS: In an attrmpt to give asuccinct winion of each game. I have imaeid <strong>the</strong>existence of four ideal ty$k of <strong>war</strong>garner, ind triedto aive each a momnwndation baaed on hi smciolIV The Plovico wants a game that will ba e ~g. tounderstand, for its type, and that will lead himnaturally into OW games of <strong>the</strong> same type.G The Gamer is intemsW primarily in a gama thatcan ba played in a single ahrrnoon or evening, thatwill lead to no diKfbultisr over <strong>the</strong> interpretation ofnever end in a draw.SG The Supergsmer is in love with numbers ofunits and long g-. He like8 to sea large numbersof units surging across continentsH The H i i games that will drmonsbstesome worthy Mndcal inturpretalion. Hepr&n games that can come out as <strong>the</strong> originalcampaigns came out, and for similar rogorra.COMPONENTS: Theae two columns anempt tosummarize <strong>the</strong> phyrical quality of boards andcountam. The rating codes are:Bd. BardP: PrcfesoionslAmp: A m r ~ I P ~wwlly r ~ e i n gthat is amatuudshly drown and wofemwmllvprinted).Am: AmateurC flawedCbt: Counterssame as above mrcept:Counters ere not furnishad reedy to play; that i8,not mounted and die-out or already cut by <strong>the</strong> he.


PlaybackAnythingREADER REVIEWor better is considered "above average,"6.00-6.99 is considered "average"while anything 5.99 or less is considered"below average."Question A - What did you think of <strong>the</strong>physical quality and layout of <strong>the</strong> mapsheet?Question E - What did you think of <strong>the</strong>"completeness of <strong>the</strong> game's rules [waseve~thing thoroughl~ explained?Question F - What did you think of <strong>the</strong>game's play balance [was <strong>the</strong> game interestingfor bothQuestion G - What did you think about<strong>the</strong> length of <strong>the</strong> average game?Question B - what did you rhink of <strong>the</strong>Playback is based on reader evaluation of and of rules Question H - What did you think of <strong>the</strong>games that is acquired through SBT andamount of "set-up time" needed?folder?MOVES Feedback sections. Readers havelhebeen asked to rate aspects of games on a Question C - What did you think of <strong>the</strong>~ : ~ ~ or ~ t ~ ~ . a t ~ ; ~ 2 y 0 uscale of 1 (poor) to 9 (excellent). After <strong>the</strong> physical quality and layout of <strong>the</strong> unitranking of each game <strong>the</strong>re are a few counters? Question K - What did you think of <strong>the</strong>comments from <strong>the</strong> SPI staff. Question D - What did you think of <strong>the</strong> game'The numerical ratings given <strong>the</strong> games game's "ease ofp1ay"Ihow well <strong>the</strong> game Question L - What did you think of <strong>the</strong>have <strong>the</strong> following meaning. Anything 7.00 "moved along'?? game overall?Player Review: The MarnePublisher: Simulations Publications,New York .Designer: John Michael YoungSubject: Division level game of <strong>the</strong> 1914battle in which <strong>the</strong> German armieswere thrown back outside Paris.A-(mapsheet) . . . . . . .5.93B -(rules) . . . . . . . . . . .6.53C- (counters) . . . . . . . .6.69D - (ease of play) . . . . .7.08E - (completeness) . . . .6.55F - (balance) . . . . . . . . .6.29G - (length) . . . . . . . . . .6.59H - (set-up) . . . . . . . . . ,654J - (complexity) . . . . . .6.51K - (realism) . . . . . . . . .6.42Comments: We had 72 players reviewingthis game. 74% would still buy it knowingwhat <strong>the</strong>y do now while 78% felt <strong>the</strong>yreceived <strong>the</strong>ir money's worth. An averagesort of game whose main claim to fame isits ease of play. The Marne deals with <strong>the</strong>most mobile and fluid battle fought duringWorld War I in <strong>the</strong> west. Unfortunately,interest in World War I has been at a lowpoint <strong>the</strong>se past few years and The Marne,along with o<strong>the</strong>r WWI games, havesuffered accordingly. The Marne is available(boxed) from Simulations for $7.00.Player Review: <strong>Tactics</strong> 11Publisher: Avalon Hill, BaltimoreDesigner: Charles RobertsSubject: Hypo<strong>the</strong>tical, divisional levelgame of World War II <strong>war</strong>fare.F - (balance) . . . . . . . . .7.15G- (length) . . . . . . . . . .6.27H - (set-up) . . . . . . . . . .6.14J - (complexity) . . . . . .4.88K - (realism) . . . . . . . . ,354L- (overall) . . . . . . . . . .5.28Comments: We had 262 players reviewingthis game. 54% would still buy it knowingwhat <strong>the</strong>y do now while 70% felt <strong>the</strong>yreceived <strong>the</strong>ir money's worth. Ano<strong>the</strong>r oneof Avalon Hill's earliest games (it waspublished in <strong>the</strong> late 1950's). It is one of <strong>the</strong>few games left which use squares insteadof hexes. Balance and ease-of-play are <strong>the</strong>game's two strong points. But overall, <strong>the</strong>game shows its age too much. Avalon Hillhas recently released a new edition of <strong>the</strong>game with cleaned up rules as well as asimplified set of "introductory" rules.A-(mapsheet) . . . . . . .5.380- (rules) . . . . . . . . . . .5.84 <strong>Tactics</strong> I1 is now <strong>the</strong>ir "introductoryC- (counters) . . . . . . . .5.83 Game." This review refers to <strong>the</strong> previousD -(ease of play) . . . . .7.07edition of <strong>the</strong> aame. <strong>Tactics</strong> I1 is availableE- (completeness) . . . ,630 (boxed) from ivalon Hill for $5.00.Wargame Reviews(continued from page 24)to fire his rockets, which can be done only 50 times in<strong>the</strong>game before he runs out of fuel. His new positionis determined by combining <strong>the</strong> numbers for <strong>the</strong>gravity effect with <strong>the</strong> numbers for rocket firing with<strong>the</strong> numbers defining his old . position. Aftermovement comes combat. If two ships have eacho<strong>the</strong>r in <strong>the</strong>ir field of fire, nothing happens. But if oneship is in an enemy's field of fire, <strong>the</strong> first isdestroyed. It is sometimes possible to directlyobserve if firing can occur, but a set of charts can beused to determine <strong>the</strong> situation more accurately, by<strong>the</strong> numbers. The instructions are to mount <strong>the</strong>board ("Gravity and Plotting Chart") on a bulletinboard material and use pins to indicate shippositions, but as this would eventually destroy <strong>the</strong>board, it is better to put it under a plastic sheet anduse grease pencils. In ei<strong>the</strong>r case, each ship is"followed" by pins or marks indicating its twoprevious positions to enable all to estimate itstrajectory. The game is equipped with outlines andship record sheets which facilitate <strong>the</strong> calculationsand it all plays much easier than this descriptionsounds. But it takes some practice to learn to pilotyour space ship to avoid alien space, sun space, andstill try to get <strong>the</strong> enemy. Even if you do <strong>the</strong> game isnot over since you have to survive 10 more turnsbefore claiming a victory.231. Norad (1973, SDC: Conflict #4, $2.50), byDana F. Lombardy, is a game reflecting <strong>the</strong> one-timepossibility of nuclear <strong>war</strong> in <strong>the</strong> 1960's. The Russiansattack <strong>the</strong> United Statesand Canada with long rangebombers and possibly a few submarine-bornemissiles. The Americans defend with fighters andground-to-air missiles. The Russians get a variednumber of points for each city <strong>the</strong>y take out and winwith 100 points or lose with less. The only problemwith <strong>the</strong> game is that it is almost pure chance. TheAmerican player guesses which Russian units are realplanes and which are decoys, while <strong>the</strong> Russians tryto gtiess which cities are defended by missiles. Thereare variants which add more variables to <strong>the</strong> gamewithout changing <strong>the</strong> outcome very much. It doeshave <strong>the</strong> advantage of being nearly <strong>the</strong> simplest<strong>war</strong>game around - just about as simple as <strong>the</strong> cardgame called "War" which is played by turning onecard over after ano<strong>the</strong>r.232. Red Star/White Star 11972, SPI, $7.00), byJames F. Dunnigan, graphics by Redmond A.Simonsen, deals with <strong>the</strong> possibility of <strong>war</strong>farebetween Russia on <strong>the</strong> one side and <strong>the</strong> UnitedStates and West Germany on <strong>the</strong> o<strong>the</strong>r. The level istactical - <strong>the</strong> units are mostly platoons andcompanies for <strong>the</strong> West and companies andbattalions for <strong>the</strong> East. The game is closely related toPanzerBlitz and Combar Command, and uses someof <strong>the</strong> rules of each with a scale nearer to that ofPanzerBlitz. The board gives more terrain tomaneuver over than <strong>the</strong> PanzerBlitz board and is notas cluttered with hills and woods. Fur<strong>the</strong>rmore, <strong>the</strong>woods are not nearly as useful to <strong>the</strong> attackerbecause <strong>the</strong> movement costs are so high that mostunits cannot flit from one woods hex to ano<strong>the</strong>r in<strong>the</strong> same turn. In <strong>the</strong> ten scenarios, appropriately, <strong>the</strong>allies are on <strong>the</strong> defensive seven times. Generally, <strong>the</strong>game is an excellent adaptation of and in many waysimprovement of its forebearers, with severalinnovations dealing with contemporary weapons.However, <strong>the</strong> game has several problems. If youplay it by <strong>the</strong> rules, <strong>the</strong> allies almost can't lose in mostof <strong>the</strong> scenarios. Now this may make <strong>the</strong> Pentagonfeel good, but it is likely to annoy <strong>the</strong> game player.What is <strong>the</strong> problem? One problem is a devastatingdefensive fire rule that enables U.S. artillery to set upa perfectly impenetrable defense. Fortunately, <strong>the</strong>reis an out. You can read <strong>the</strong> tactical notes section (anice innovation in presenting <strong>the</strong> game) and play by<strong>the</strong> defensive firing rule that is implied <strong>the</strong>re insteadof <strong>the</strong> rule that is plainly written in <strong>the</strong> main text. Ialso have to object to two o<strong>the</strong>r rules which aid <strong>the</strong>Americans. The whole point of a wire-guidedanti-tank missile is that <strong>the</strong> target must be in sight,but <strong>the</strong> rules allow indirect fire with .AmericanTOWS. Finally, it seems to me that <strong>the</strong> restrictions onRussian indirect fire are too harsh. It seems likely that<strong>the</strong> Russians have made some improvement in <strong>the</strong>irartillery handling in <strong>the</strong> quarter-century since <strong>the</strong> end


Player Review: ArmageddonPublisher: Simulations Publications,New YorkDesigners: John Michael Young andStephen B. PatrickSubject: Tactical level combat during<strong>the</strong> "biblical" period (3OWBC to 500BC).A- (mapsheet).......5.99B-(rules) ...........6.57C- (counters)........7.09D-(ease of play) .....6.55E - (completeness). ...6.60F- (balance) .........6.84G -(length) ..........6.91H -(set-up) ..........6.42J - (complexity) ......6.27K -(realism) .........6.35L- (overall) ..........6.54Comments: We had 363 players reviewingthis game. 74% said <strong>the</strong>y would still buy itknowing what <strong>the</strong>y do now while 83% felt<strong>the</strong>y received <strong>the</strong>ir money's worth. Al:though from an obscure period (whichautomatically hurts a game in <strong>the</strong> general"acceptability" area) Armageddon is perhapsone of <strong>the</strong> "cleanest" of SPl's seriesof tactical games. Nothing outstanding, butgenerally high average ratings. Armageddonis available (boxed) for $7.00from SPI.Player Review: KriegspielPublisher: Avalon Hill, BaltimoreDesigner: Thomas N. ShawSubject: Hypo<strong>the</strong>tical, division levelgame of land <strong>war</strong>fare.A- (mapsheet).. .....5.63B -(rules) ...........5.67C- (counters)........6.21D- (ease of play) .....6.85E -(completeness). ...6.17F- (balance) .........6.51G-(length) ..........5.62H - (set-up) ..........6.82J -(complexity) ......3.10K -(rrslism) .........2.28L- (overall) ..........3.56Comments: We had 262 players reviewingthis game. 15% said <strong>the</strong>y would still buy itknowing what <strong>the</strong>y do now while 15% felt<strong>the</strong>y received <strong>the</strong>ir money's worth. Kriegspielis apparently a flimsy, hastily throwntoge<strong>the</strong>r attempt at a "simple," "introductory"game. It is debatable if <strong>the</strong> gamesucceeds at this. The game has beenresoundingly rejected by regular garners.Although <strong>the</strong> game does have good pointswith regard to playability, its game value isapparently quite low. Kriegspiel is available(boxed) from Avalon Hill for $8.00.Player Review: La Grande ArmeePublisher: Simulations Publications,New YorkDesigner: John Michael Youngsubject: DivisionICorps level game ofstrateaic Na~oleonic <strong>war</strong>fare between1805 and 18d9 in Central Europe.A-(mapsheet) .......6.92B- (rules) ..........,694C- (counters) ........7.18D -(ease of play) .....6.75E -(completeness)....6.89F -(balance) .........6.54G -(length) ..........6.85H -(set-up) ..........6.53J -(complexity) ......7.01K -(realism) ........,690L- (overall) ..........7.17Comments: We had 127 players reviewingthis game. 89% would still buy it knowingwhat <strong>the</strong>y do now while 90% felt <strong>the</strong>yreceived <strong>the</strong>ir money's worth. This is ahighly popular game using <strong>the</strong> same gamesystem as Leipzig. No single element in <strong>the</strong>game really stands out from <strong>the</strong> o<strong>the</strong>rs. Thegame is apparently just a well balancedwhole. La Grande Armee is available(boxed) from Simulations Publicationsfor $7.00.Player Review: GettysburgPublisher: Avalon Hill, BaltimoreDesigner: Charles RobertsSubject: Brigade level game of <strong>the</strong> 1863Battle of Gettysburg.A- (mapsheet).......6.19B- (rules) ...........5.80C -(counters)........6.47D - (ease of play) .....6.84E -(completeness). ...6.04F- (balance) .........4.83G -(length) ..........6.16H -(set-up) ..........6.74J -(complexity) ......4.97K -(realism) .........4.21L- (overall) ..........5.42Comments: We had 283 players reviewingthis game. 54% felt <strong>the</strong>y would still buy itknowing what <strong>the</strong>y do now while 61% felt<strong>the</strong>y got <strong>the</strong>ir money's worth. Actually,<strong>the</strong>re are two distinct Gettysburg games.The original (and present) version whichuses squares and ano<strong>the</strong>r version (nowunavailable) using hexagons. This is areview of both games. The game is an oldone, first appearing in <strong>the</strong> late 1950's. It haslong passed its peak of popularity. Balance,complexity and realism are felt to be <strong>the</strong>games main weak points. Still, it is <strong>the</strong> onlybrigade level game available on this criticalCivil War battle. Gettysburg is available(boxed) from Avalon Hill for $7.00.of World War II. Changing <strong>the</strong>se rules will bring <strong>the</strong>game somewhat nearer a balance.[Nore: The above was written before I had seen<strong>the</strong> RS/RW errata sheet. This document clears up<strong>the</strong> two major problems of defensive fire and line ofsight for wire guided missiles. Fur<strong>the</strong>rmore, itincludes a new rule which makes it impossible to hideon <strong>the</strong> edges of woods and villages and this makesindirect fire much less important. I think that with<strong>the</strong>se changes, RS/WS now has much more of all<strong>the</strong> things that made PanzerBlirz <strong>the</strong> all timefavorite game.237. Revolution (1971, ADA, $1.001, by StephenMarsland, is a little game for 12 to 35 players whichdeals with a hypo<strong>the</strong>tical revolutionary situation in ahypo<strong>the</strong>tical, newly-independent African nation. Theplayers are police commanders, army commanders,labor leaders, student leaders, etc. The idea,apparently, is to win as part of a successful coalitionra<strong>the</strong>r than to win individually. Unfortunately, it isdifficult to tell what <strong>the</strong> idea is. The game is veryimaginative and innovative and <strong>the</strong> rules are verysuggestive. However, <strong>the</strong> rules are not descriptive.They do not finally add up to anything that can beplayed without <strong>the</strong> personal direction of <strong>the</strong> designer.This is ano<strong>the</strong>r of those games not recommended by<strong>the</strong> publisher who was also <strong>the</strong> designer, but it ismore interesting -than <strong>the</strong> o<strong>the</strong>rs. aDesigner's Notes (continued from pege 13)specifically for this game. There are still anumber of "holes" in our game designschedule, mostly for S8T 44, 45 and 46. Wehope to have titles for all of <strong>the</strong>se pinned downin <strong>the</strong> next two to four months. In <strong>the</strong>meantime we may be doing some "private"games. In <strong>the</strong> past few months we have beenapproached by <strong>the</strong> Department of Defense,<strong>the</strong> Forestry Service and <strong>the</strong> Marine Corpswith proposals to do "custom" training games.The Defense Department wants a game onmechanized <strong>war</strong>fare in <strong>the</strong> Middle East (fromLibya to Iran) on <strong>the</strong> brigade level. We told<strong>the</strong>m we'd merely expand our Sinai game. So<strong>the</strong>y're still negotiating. The Forestry Servicewants a game on fighting forest fires. Theypaid $84,000 for a game on that subject and<strong>the</strong> game didn't work. We told <strong>the</strong>m we coulddo it for $20,000 and it would work. They'veseen our output of games <strong>the</strong>se past few yearsso <strong>the</strong>y're convinced it can be done. TheMarine Corps wants a game to train juniorofficers in small unit tactics. They even sent amajor up to see us for three days and checkout various approaches. We showed himSniper!, which seemed to fill <strong>the</strong> bill as far asfighting in built-up areas was concerned. Themajor made up a Marine squad in <strong>the</strong> gameand, using Marine Corps doctrine and tacticsproceeded to play out <strong>the</strong> game. Whilecrossing a street he had one fire team throwsmoke grenades out while pouring fire into anenemy held building down <strong>the</strong> block. Ano<strong>the</strong>rfire team <strong>the</strong>n crossed <strong>the</strong> street. He forgot,however, that <strong>the</strong> smoke doesn't take effectfor a turn. So one man was wounded byenemy opportunity fire down <strong>the</strong> smokelessstreet. "Happens all <strong>the</strong> time," said <strong>the</strong> majoras he quickly re-read <strong>the</strong> rules for any moreunpleasant surprises. The Marines won <strong>the</strong>firefight anyway.Although our games are not intended as such,<strong>the</strong>y are used by <strong>the</strong> military for training. Wewere first approached by <strong>the</strong> Army InfantrySchool for help and Red Star/White Star was<strong>the</strong> result. If we can, we'll do a "special" gamefor nothing and publish it. If someone wants a"special" game that we feel we couldn't sell<strong>the</strong>n we'll charge $20,000 and do if for <strong>the</strong>mprivately (it won't get published). This is not atotal loss to our regular customers as <strong>the</strong>(continued on pege 32)


CONSOLIDATED ERRATASoldiers and Normandy(as of August 1973)SoldiersAs a result of post-publication playtesting, <strong>the</strong>following errata has been assembled to clarifyan~fcorrect various errors or ambiguities in <strong>the</strong>orisinal game components.This Soldiers Errata follows <strong>the</strong> sequence of<strong>the</strong> rules folder.UNIT IDENTIFICATION TABLE (Correction):The Austro-Hungarian Field Gun platoon isincorrectly identified. The Field Gun platoonhasan Attack Strength of (3). The sample unitpictured is, in fact, an Austro-HungarianHowitzer platoon. Also <strong>the</strong> Howitzer Battery isnot pictured.GENERAL COURSE OF PLAY (Correction):There are in fact fourteen ra<strong>the</strong>r than fifteenSoldiers scenarios.MOVEMENT(C) (Clarification): Road Movement is definedas movement from one road hex to ano<strong>the</strong>rroad hex through a road hexside. The cost toenter a hex when usin,g road movement is 112Movement Point regardless of <strong>the</strong> o<strong>the</strong>r terrainin <strong>the</strong> road hex. Units entering a road or bridgehex from a non-road hex must pay <strong>the</strong> entrycost dictated by <strong>the</strong> o<strong>the</strong>r terrain in <strong>the</strong>road hex.(H) (Clarification): A unit moving from anon-bridge canal hex to a non-canal hex mustexpend three additional Movement Points toleave <strong>the</strong> canal hex. Note that units with aMovement Allowance of "3" may only leave<strong>the</strong> canal via a bridge hex. There is noadditional Movement penalty to leave abridge-canal hex. Exception: Undisruptedinfantry and dismounted cavalry units mayalways move one hex even if <strong>the</strong>y do notpossess sufficient Movement Points to enter agiven hex. [This allows infantry and dismountedcavalry units with a MovementAllowance of "3" to leave a Canal hex. It doesnot pertain to non-infantry or non-dismountedcavalry units.]COMBATGENERAL RULE (Clarification): Direct Fire ispossible only when <strong>the</strong> firing unit can trace aLine of Sight into <strong>the</strong> target hex. A unit mayuse Observed Fire if it can trace a Line of Sightto (but not into) <strong>the</strong> target hex, and <strong>the</strong> firingunit must also be able to trace a Line of Sightinto a Friendly hex occupied by at least oneFriendly unit which can trace a Line of Sightinto <strong>the</strong> target hex. All units which can trace aLine of Sight to (not into) a target hex in BlockingTerrain may use Observed Fire against unitswhich fire out of <strong>the</strong> target hex(es) even if<strong>the</strong>re is no Friendly unit which can trace a Lineof Sight into <strong>the</strong> Blocking Terrain target hexfrom which <strong>the</strong> Enemy units fired. Note:Artillery Case (0) is exempted from <strong>the</strong> normalrequirements for Observed Fire in that a firingHowitzer unit need not be able to trace a Lineof Sight to its target hex, although it must beable to trace a Line of Sight into a Friendlyoccupied hex from which a Friendly unit cantrace a Line of Sight into <strong>the</strong> target hex.(A) (Clarification): To determine <strong>the</strong> range,count <strong>the</strong> number of hexagons between <strong>the</strong>firing unit (exclusive of <strong>the</strong> hex occupied by<strong>the</strong> firing unit) and <strong>the</strong> target hex (inclusive).(8)(Clarification): This rule does not uniformlyprohibit tracing a Line of Sight into a Town orWoods hex. Units may trace a Line of Sightinto a Town or Woods hex from an adjacen<strong>the</strong>x. Units in a hex adjacent to a Town orWoods hex may fire directly into <strong>the</strong> Town orWoods hex and may serve as observers forFriendly Observed Fire into that hex.(C) (Clarification): This rule applies to unitsfiring on Enemy units on superior elevation.The numbers on <strong>the</strong> Crest hexes refer to <strong>the</strong>altitude in meters. Units beneath a target hexat which <strong>the</strong>y are firing can trace a Line ofSight into (but not through) a Crest hex. Unitsat <strong>the</strong> same height or above a target hex atwhich <strong>the</strong>y are firing can trace a Line of Sightthrough an unlimited number of Crest hexes ofequal or less altitude.(D) (Clarification): It should be understoodthat <strong>the</strong> unit in <strong>the</strong> examplecannot fire into <strong>the</strong>Town hex.(E) (Clarification): A Line of Sight may betraced into a Canal hex from an adjacent hex, aCrest hex, or along a straight line of Canalhexes from ano<strong>the</strong>r Canal hex.(F)(Clarification): A Line of Sight may only betraced into an Enemy occupied Town orWoods hex from an adjacent hex. If a Line ofSight can be traced to a Friendly occupiedTown or Woods hex, it can be traced into <strong>the</strong>hex.(L) (Clarification): Units on Crest hexes maytrace a Line of Sight into any o<strong>the</strong>r Crest hexof equal or less elevation anywhere on <strong>the</strong> mapregardless of any intervening lower BlockingTerrain.(M) (Clarification): Units on Crest hexes maytrace a Line of Sight into any Crest hex on <strong>the</strong>same hill (exception: on peaked hill with Crestof 75 meters. A unit on <strong>the</strong> hill below <strong>the</strong> 75meter peak hex cannot trace a Line of Sightthrough that hex). Units may trace a Line ofSight into a target hex of an inferior altitude if:(1) The Line of Sight does not pass throughany Crest of hexes of equal or higheraltitude (excluding Crest hex from which<strong>the</strong> unit may be firing). (2) If <strong>the</strong>re isBlocking Terrain on <strong>the</strong> Line of Sight it mustbe closer to <strong>the</strong> firing unit than to <strong>the</strong>target hex.(N) (Omission): Exception: see lmprovedPositions Case (Dl.td) (Omission): Exception: see lmprovedPositions Case (Dl.(R) (Omission): In a case in which a unit'sAttack Strength is to be both doubled andhalved, <strong>the</strong> doubling is always done first.(S) (Omission): Whenever <strong>the</strong> combinedAttack Strengths of several units are to behalved, <strong>the</strong> total combined Attack Strength ishalved, not each unit individually.INTERDICTING FIREPROCEDURE (Clarification): Interdicting Firecan only be applied against hexes which <strong>the</strong>firing unit can trace a Line of Sight into.ARTILLERY(B) (Clarification): See Combat Errata forGeneral Rule. Note: even if a Howitzer unit cantrace a Line of Sight into a target hex, if <strong>the</strong>range to that target hex exceeds 25 hexes <strong>the</strong>Howitzer unit can only use Observed Fireagainst that target hex.CAVALRY(A) (Correction): The references in this caseallowing Mounted Cavalry to attack non-cavalry Enemy units should also refer to EnemyMounted Cavalry units. Note also that <strong>the</strong>Case should include <strong>the</strong> following information:"As a hex may only be attacked once in asingle Fire Phase, Mounted Cavalry may notattack a hex that has been fired on by o<strong>the</strong>runits during <strong>the</strong> current mutual Fire Phases."(C) (Omission): It should be noted that"dismounted" markers do not count to<strong>war</strong>dStacking Limitations.IMPROVED POSITIONS(D)(Omission): If a unit ends its movement ina hex containing Friendly units in lmprovedPositions, it does not benefit from <strong>the</strong>lmproved Position. A unit not in an lmprovedPosition must be attacked separately fromo<strong>the</strong>r Friendly units in <strong>the</strong> hex which are inlmproved Positions. This is an exception to <strong>the</strong>rule prohibiting more than one attack against asingle hex in a single Fire Phase. The results of<strong>the</strong> separate attacks against improved andunimproved positioned units affect only <strong>the</strong>unit attacked, and do not affect o<strong>the</strong>r unitsin <strong>the</strong> hex.STACKING (Omission): Stacking limitationsapply at all times including during <strong>the</strong> FriendlyMovement Phase.TRENCHES(C) (Clarification): Treat Trenches like Canalhexes for determining whe<strong>the</strong>r a Line of Sightmay be traced into a hex in which a Trenchmarker is located.(F) (Omission): Trenches may be deployed inany terrain unless specifically state o<strong>the</strong>rwisein Scenario deployment instructions.RESERVE UNITS(B)(Correction): There is a typographical errorin <strong>the</strong> first sentence. The word "day" shouldbe changed to "die."SCENARIOSScenario #4Order of Battle (Correction): The nine cavalrysquadrons of British Reinforcements enter <strong>the</strong>mapsheet Mounted.Scenario # 5Order of Battle (Correction): The German OBshould note that <strong>the</strong> two machine gun sectionsare horse-drawn.Scenario # 7Order of Battle-German Deployment ( Correction):The German deployment should beanywhere south of Wood "V" inclusive.Scenario #9VICTORY CONDITIONS (Correction): TheBritish Player wins if <strong>the</strong>re are less than threeundisrupted (not unpinned) German units intown "B" or Wood "P" at <strong>the</strong> end of <strong>the</strong>game.CREDITS (Correction): Lenny Glynn should becredited with Game Development ra<strong>the</strong>r thanGame Design.THE MAPSHEETTERRAIN EFFECTS CHART (Omission): If aunit is attacked from both higher and lowerterrain, <strong>the</strong> Defense Strength of <strong>the</strong> hex isalways "2." See Movement Errata fordefinition of Road Movement.IMPROVED POSITION TABLES (Correction):In <strong>the</strong> first sentence delete <strong>the</strong> words "andfiring iti <strong>the</strong> subsequent Fire Phase, i.e. a unitwhich enters an lmproved Position may fire in<strong>the</strong> immediately following Friendly FirePhase."


COMBAT RESULTS TABLEEXPLANATION OF DISRUPTED RESULT(Omission): If a disrupted unit is disruptedagain, <strong>the</strong> two disruptions apply against <strong>the</strong>unit concurrently. Units which enter a hexoccupied by a disrupted unit become disrupted<strong>the</strong>mselves.GAME SCALE (Omission): Each hex represents100 meters from side to side. EachGame-Turn represents <strong>the</strong> passage of tenminutes of "real time."NormandyAs a result of post-publication playtesting, <strong>the</strong>following errata has been assembled to clarifyand correct various errors or ambiguities in <strong>the</strong>original game components.The errata for Normandy follows <strong>the</strong> sequenceof <strong>the</strong> Normandy rules folder.GAME EQUIPMENT (Omission): A completegame of Normandy should include <strong>the</strong>following: one set of die-cut units, onemapsheet, one rules folder, one Allied Order ofBattle sheet, two Combat Resolution Tables,and one die.UNlT TYPE SYMBOLS (Correction): Thereare no Armored Infantry units in <strong>the</strong> Normandycounter-mix. The counter-mix does includeeight Allied Naval Gunfire Support Missioncounters and a number of Entrenched markersfor both <strong>the</strong> Germans and <strong>the</strong> Allies. The topnumber on <strong>the</strong> Naval Gunfire units is <strong>the</strong>attack-support strength. The middle number is<strong>the</strong> defense-support strength. The bottomnumber is <strong>the</strong> range (in hexes) over which <strong>the</strong>Naval Gunfire units can support land combats(see naval Gunfire Support rules).MOVEMENT(C) (Correction): Units must be movedindividually, never in stacks.(L)(Clarification): It should be understood thatunits out of supply must move to<strong>war</strong>d aFriendly supply source (area).(N) (Clarification): Armor units may alwaysmove one hex (even if <strong>the</strong>y do not possesssufficient Movement Points to enter a givenhex) only if <strong>the</strong>y are in supply. UnsuppliedArmored units must pay <strong>the</strong> normal cost toenter each hex. Unsupplied Armored units maynot enter a hex if <strong>the</strong>y do not have sufficientMovement Points to pay <strong>the</strong> appropriate"entry cost."COMBAT(J)(Correction): Armor units may not attack, ifstacked solely with units which have a"defensive" only Combat Strength (see UnitType Symbols).NAVAL GUNFIRE SUPPORT(F) (Clarification): In effect, only one NavalGunfire Mission may support an attack ordefense of a single occupied hex. When asingle hex-group of Allied units is adjacent toand attacking more than one German occupiedhex, <strong>the</strong>re is nothing to prevent <strong>the</strong> AlliedPlayer from allocating a Naval attack-supportmission against each German occupied hexexcept range considerations.EXAMPLE (Correction): In this example, if <strong>the</strong>Allied Player employs a Medium Naval GunfireMission his Attack Strength would be raised to51. If a Heavy Naval Gunfire Mission is chosen<strong>the</strong> Allied Attack Strength would be raisedto 36.ZONES OF CONTROL(A) (Correction): There is an error in <strong>the</strong>movement example given in this Case.Assuming <strong>the</strong> Allied unit has a MovementAllowance of six or greater, <strong>the</strong> correctmovement expenditures are as follows: twoMovement Points to leave an Enemy controlledhex, three additional Movement Pointsto enter an Enemy controlled hex, and threeMovement Points to enter a Bocage hex (seeTerrain Effects Chart Errata also).ENTRENCHMENTGENERAL RULE (Clarification): An Entrenchedmarker should be placed on top ofentrenched units. Units may entrench in anyterrain except in fortification hexes. Entrenchedunits may disentrench and attackduring a Friendly Combat Phase.TERRAIN EFFECTS CHART (Clarification)The effects of terrain on combat are notcumulative, i.e., defending units benefit from<strong>the</strong> single most advantageous terrain effect.The combat terrain effect for River hexsides isonly applied when all attacking units areattacking across a River hexside. The for<strong>the</strong>xes # QQ 29 and RR 31 are also to betreated as Bocage hexes, i.e., armor cannotattack units in <strong>the</strong>se hexes, and Bocage hexmovement costs are applicable in <strong>the</strong>se hexes.Note: The cost to leave an Enemy Zone ofControl is one Movement Point for Allied unitswith a Movement Allowance of four or less,and two Movement Points for Allied units witha Movement Allowance of six or greater. Theword "additional" may be ignored.PARACHUTE INFANTRYGENERAL RULE (Correction): The AlliedPlayer receives eight (not seven) paratroopunits at <strong>the</strong> beginning of <strong>the</strong> game.(D) (Clarification): Paratroop units cannotmove or attack until <strong>the</strong>y are brought intosupply. If attacked before <strong>the</strong>y are brought intosupply <strong>the</strong>y have <strong>the</strong>ir Combat Strengthhalved for defense.GAME-TURN 1 PLAY SEQUENCEGERMAN UNlT PLACEMENT (Clarification):The fort hexes # QQ 29 and RR 31 are notconsidered partially sea-hexes. German unitsmay be initially deployed in <strong>the</strong>se forts.PARADROP (Clarification): Paratroop unitswhose drop zones are occupied by Germanunits must still consult <strong>the</strong> Scatter Table. Ifsuch units are scattered onto a non-Germanoccupied hex, or an unoccupied hex, <strong>the</strong>y mayland safely. If, due to scattering, Alliedparatroop units exceed stacking limiations,invert <strong>the</strong> excess units. As soon as <strong>the</strong> stack isin supply, <strong>the</strong> excess units must move toconform to <strong>the</strong> stacking limits. If <strong>the</strong>y can'tmove, <strong>the</strong>y are eliminated. After moving off,<strong>the</strong>y are turned upright and can functionnormally. [The non-inverted units may moveoff <strong>the</strong> stack instead, so long as <strong>the</strong> Stackingrules are obeyed by <strong>the</strong> end of <strong>the</strong> first AlliedMovement Phase in which <strong>the</strong> stack is insupply.] Inverted units are not counted in <strong>the</strong>Defense Strength of a stack, and areeliminated if <strong>the</strong> stack is eliminated, retreated,or involved in an exchange. In <strong>the</strong> case of anexchange, <strong>the</strong> inverted units are not countedby <strong>the</strong> German Player when maiching Alliedlosses. Note: This errata pertains only tooverstacking caused by Paradrop scattering.ALLIED FIRST MOVEMENT PHASE (Clarification):Allied units may not use <strong>the</strong> roadmovement rate on <strong>the</strong> first Allied Player-Turn.They may, however, use bridges to <strong>the</strong> extentof crossing bridged River or Flooded hexsidesby paying only <strong>the</strong> movement cost defined by<strong>the</strong> terrain in <strong>the</strong> hex being entered.VICTORY CONDITIONS (Clarification): TheVictory Points a<strong>war</strong>ded for exiting Allieddivisions (or division equivalents) off aparticular map edge may only be scored onceper map edge, i.e., <strong>the</strong>re are no additionalpoints a<strong>war</strong>ded for moving more than onedivision off a single map edge. Similarly,Victory Points are only a<strong>war</strong>ded for <strong>the</strong> singlemost deeply penetrating Allied unit regardlessof <strong>the</strong> number of Allied beachheads.LEVELS OF VICTORY (Correction): An AlliedDecisive Victory is achieved if <strong>the</strong> Allies score40 (not 49) or more Victory Points.COMBAT RESULTS TABLEEXPLANATION OF RESULTS (Omission):DRIAR: Units may not retreat in violation ofStacking limitations (Stacking limitationssre ineffect throuahout <strong>the</strong> Combat. Phase). Unitswhjch retreat into a Friendly occupied hexwhich is subsequently attacked during <strong>the</strong>same Combat Phase may not apply <strong>the</strong>irCombat Strength to<strong>war</strong>d <strong>the</strong> defense of <strong>the</strong>hex-group, but are affected by <strong>the</strong> results of<strong>the</strong> combat.As of October 1973, errata sheets for <strong>the</strong>following games are available:The American Revolution, The ArdennesOffensive, Austerlitz, Breakout B Pursuit, 1812(Strategic and Grand Tactical versions), ElAlamein, Franco-Prussian War, Grenadier, LaGrande Armee, Lee Moves North (new title forLee at Gettysburg), Leipzig, The Marne, TheMoscow Campaign, Musket & Pike, NATO,Normandy, Red StadWhite Star, Rifle 8Saber, Soldiers, <strong>Strategy</strong> I, and The WildernessCampaign.Games published in <strong>Strategy</strong> 8 <strong>Tactics</strong>Magazine:The Fall of Rome (SBT #391, CA (SBT #38),Scrimmage (SBT #37), Destruction of ArmyGroup Center (SBT #36), Year of <strong>the</strong> Rat(SBT #35), Armageddon (SBT #34), WinterWar (SBT #33), Borodino (SBT #32), FlyingCircus (SBT #31), Combat Command (SBT#30), U.S.N. (SBT #29), Lost Battles (SBT#28), Grunt (S&T #26), and Centurion(SBT #25).Errata for games o<strong>the</strong>r than those listed aboveis not yet available. As we make available newand/or updated additional errata sheets, anannouncement will be posted in ei<strong>the</strong>r SBT orMOVES. Please wait until errata for a particulargame has been announced as being availablebefore requesting it. Requests for errata sheetswill only be answered when accompanied by astamped, self-addressed envelope (one SSAEfor each sheet requested). O<strong>the</strong>r than that<strong>the</strong>y are free.


FeedbackMOVES nr.11, published Oct./Nov. 1973How to Use <strong>the</strong> Feedback Response Card:After you've finished reading this issue ofMOVES, please read <strong>the</strong> Feedback questionsbelow, and give us your answers and opinionson <strong>the</strong> Feedback Response Card. The mostconvenient way to use <strong>the</strong> card is to hold itdirectly alongside <strong>the</strong> list of questions and <strong>the</strong>nwrite your answer-number in <strong>the</strong> response-boxon <strong>the</strong> card which corresponds to <strong>the</strong> questionnumber. Please be sure your answer numbersare legible, and be certain that <strong>the</strong> number of<strong>the</strong> response-box matches <strong>the</strong> number of <strong>the</strong>question you are answering.Please be sure to answer all <strong>the</strong> questionsssked. Cards which are incompletely filled outcannot be processed. When a question-numberhas "no question" after it, do nor writeanything in that particular response-box.What <strong>the</strong> Numbers Mean: Generally speaking,<strong>the</strong>re are two types of questions asked in <strong>the</strong>Feedback section: (1) Rating questions and (2)"yes/no/no opinion" type questions.Raring Questions: When answering a ratingquestion (such as what you thought of aparticular article in this issue) write onenumber from " 0 through "9": "1" is <strong>the</strong>Worst Rating, "9" is <strong>the</strong> best rating, "5"means an average rating, and all numbersbetween express various shades of approval ordisapproval. "0" indicates No Opinion or NotApplicable.Yes/No Questions: When <strong>the</strong> qustion is a "yesor no" question, "1" means Yes; "2" meansNo (and "0" means No Opinion or NorApplicable).We hope you will use your Feedback ResponseCard as your direct-line to <strong>the</strong> editors.Questions:1 - No quesrion2 - No question3 - No questionSECTION AQuestions 4 rhrough 14 ask you to rate <strong>the</strong> articles inthis issue on a scale of 1 =poor to 9=exce/lent.4 - Designer's Notes5 - "CA" (overall)6 - Adding Realism7 - Adding Simultaneity8 - Adding Historicity9 - Foxbar and Phantom Game Analysis10 - The Franco-Prussian War11 - Wargame Reviews12 - Playback13 - Game Errata (overall)14 - This issue (overall)15 - No question.16 - Was this issue better than <strong>the</strong> last?17 - Assume that you don't subscribe to MOVES.Would <strong>the</strong> quality of this issue alone motivateyou to subscribe?18 - Your age: 1 = 13 years or less; 2 = 14-17;3 = 18-21; 4 = 22-27; 5 = 28-35; 6 = 36+19 - Your sex: 1 = Male; 2 = Female20 - Education: 1 = 11 years or less; 2 = 12 years;3 = 13-15 years; 4 = 13-15 years and still inschool; 5 = 16 years; 6 = 17+ years.21 -How long have you been playing GameSimulations: 0 = less than 1 year; 1 = 1 year;2 = 2 years; ......... 9 = 9 + years.22 - What is <strong>the</strong> average number of hours youspend playing Game Simulations each month:0 = none; 1 = 1 hour or less; 2 = 2-5 hours;3 = 6-9 hours; 4 = 10-15 hours; 5 = 16-20;6 = 21-25; 7 = 26-30; 8 = 31-40; 9 = 41 +23 - How many Game Simulations do you possess:1 = 1 only; 2 = 2-5; 3 = 6-10; 4 = 11-15;5 = 16-20; 6 = 21-25; 7 = 26-30; 8 = 31-40;9=41+24 - How many people besides yourself will haveread this copy of MOVES? 0 =only yourself;1 =one o<strong>the</strong>r .... 9=9 or more o<strong>the</strong>rs.Ouesrions 25 and 26 should be answered only byMOVES subscribers. If you do not subscribe toMOVES, place a zero in boxes 25 and 26.25 - Which issue of MOVES is both (a) <strong>the</strong> earliestyou have read and (b) <strong>the</strong> one after which youhave seen all <strong>the</strong> later issues of MOVES, i.e.from which <strong>the</strong>re was no break in continuity.1 =MOVES 1...9=MOVES 9.26 - What is your opinion of <strong>the</strong> change in overallquality (of articles and editorial format) sinceyour first issue of MOVES: O=no noticeablechanges; 1 =many changes for <strong>the</strong> worse;2=some particular changes for <strong>the</strong> worse;3 =slight overall change for <strong>the</strong> worse;4=slight overall change for <strong>the</strong> better;5=some changes for <strong>the</strong> better: 6=manychanges for <strong>the</strong> better.Ouesrions 27-25 ask you to rate <strong>the</strong> individual"Foornotes" on a scale from 1 = poor to 9 =excellent.27 - Storing Your SPI Games and Magazines28 - A Geography Lesson29 - The Words Between <strong>the</strong> States30 - RS/WS and <strong>the</strong> Paper Tiger31 - Sniper! Free-For-All32 - Fur<strong>the</strong>r Civil War Game Design Suggestions33 - Suggested Rules Changes for NAW andBorodino34 - No quesr~on35 --"They Can't Capture Me, I'm <strong>the</strong> Generall"36 - No question37 - No quesrion38 - No questionQuestions 39-43 ask you to rate rypes of <strong>war</strong>game"environments" [land, air and naval]. Rare rhe game'knvironmenrs" on a scale of 1 to 9: 1 = Dislike <strong>the</strong>games in rhis "environment" to 9 = Enjoy very muchrhis game "environmenr. "39 - Naval Games40 - Air Games41 - Land Games42 - Pick <strong>the</strong> ONE subject area about which youwould most like to see games and articlespublished: 1 = Ancient (Rome, Greece, Bib-Iica1/3000BC-600AD); 2 = Dark Ages andRenaissance (WAD-1600AD); 3 = ThirtyYears War and pre-Napoleonic 11600-1790);4 = Napoleonic ;1790-1830); 5 = Civil War/Nineteenth Century (1830-1900); 6 = WorldWar 1 (1900-1930); 7 = World War 11 11930-1945); 8 = post-WW II (1945-present); 9 =<strong>the</strong> present and !he future (anything goes).43 - Our games come in three levels of complexity:"Simple" (e.g., Napoleon at Waterloo); "Intermediate"(e.g., Kursk, France '40); and "Complex"(e.g., USN, <strong>Strategy</strong> I). There are alsothree scales we use: "Tactical" (up to 500 menper unit, up to 1,000 meters per hex, each turnrepresents less than an hour of real time);"Operational" (up to brigade, or 10,000 men,unit size, up to 5 kilometers per hex, andusually one day per turn); and "Strategic"(everything larger). Choose below <strong>the</strong> ONEcombination of complexity and scale youMOST prefer in a game: 1 = Simple - Tactical;2 = Simple - Operational; 3 = Simple - Strategic;4 = lntermediate - Tactical; 5 = Intermediate- Operational; 6 = lntermediate -Strategic; 7 = Complex - Tactical; 8 = Complex- Operational; 9 = Complex - Strategic.44 - How may <strong>war</strong>games have you bought in <strong>the</strong>past twelvemonths?0=0, 1 =l, 2=2 ... 9=9+.45 - On <strong>the</strong> average, how many times do you playeach new game within a month of buying it?o=o, 1 =1, 2=2 ... 9=9+.46 - On <strong>the</strong> average, how many times do you playeach new game within three months of buyingit? O=O, 1 =l, 2=2 ... 9=9+.47 - What percentage of your "games played" aresolitaire (by yourself, without an opponent)?O=O, 1 =lo%, 2=20% ... 9=90+%.48 - What percentage of your "games played" areby mail games? 0=0, 1 =lo%, 2=20% ...9=90+%.The following articles are under consideration forpublication in MOVES. Rare each proposed article ona 1-9 scale with "7" indicating practically no inreresrand "9"indicaring considerable interest in seeing it inprint. Don't use 0 on anyrhing.49 - "The Versatile Weapon: Cavalry in Grenadiel"- integrating cavalry tactics into <strong>the</strong> gamewith hints and suggestions on how <strong>the</strong>y can beused to <strong>the</strong> best advantage.50 - "Survivability - Eastern Front, 1942-45" - Acomputer simulation of armored vehicle andunit engagements with good hard-core data.51 - "Additional Units and Organizations forCombat Command" - adding British andCommonwealth units plus various o<strong>the</strong>rAmerican units not included in <strong>the</strong> game.52 - "Improving Games with Homemade Equipment"- professed by <strong>the</strong> author to improve<strong>the</strong> playability and realism of games.The following articles all use basically <strong>the</strong> sameformat. Each "article" is actually a collecrion ofanicles dealing wirh various aspects of <strong>the</strong> play anddesign of <strong>the</strong> game in question. Each "Profile" willdiffer mainly in terms of <strong>the</strong> game ir deals with.53 - American Revolution Profile54 - Austerlitz Profile55 - Breakout and Pursuir Profile56 - N Alamein Profile57 - Korea Profile58 - La Grande Armee Profile59 - Lee Moves North Profile60 - Marne Profile61 - Moscow Campaign Profile62 - Musket and Pike Profile63 - NATO Profile64 - Solomons Campaign Profile65 - Spitfire Profile66 - Sniper! Profile67 - Barbarossa Profile68 - Rifle and Saber Profile69 - Bull Run Profile70 - Wilderness Campaign Profile71 - Phalanx Profile72 - Year of <strong>the</strong> Rat Profile73 - Winter War Profile74 - Destruction of Army Group Center Profile75 - USN Profile76 - "Strategies for World War I/" - hints forplaying from <strong>the</strong> designer and SPI staff.77 - "Tactical Notes for 'CA"' - written to givemore insight to<strong>war</strong>ds better playability.78 - "Tactical Notes for Desert Waf' - suggestedtactics from <strong>the</strong> SPI staff.79 - In <strong>the</strong> past year have you actually "designed" agame (a complete game, with written rules,counters and mapsheet that was playable bypeople o<strong>the</strong>r than <strong>the</strong> designer)?80 - In <strong>the</strong> past year have you "modified" anexisting game to <strong>the</strong> point of writing upchanges in a manner understandable tosomeone o<strong>the</strong>r than yourself?The results of <strong>the</strong> following survey are used in ourPLA YBACK system. This sysrem reviews games byshowino rhe resoonse of <strong>the</strong> ~ eode who olav <strong>the</strong>games.- ~uestions 81-93 and' 104- 1&5 are. pan ofPLA YBACK.


Before each game <strong>the</strong>re are thitteen questions[lettered "A" through "N"1. Unless o<strong>the</strong>rwise noted,<strong>the</strong>se questions are answered with a "I"[poor1through "9" [excellentl rating.Question A - Whar did you think of <strong>the</strong> physicalquality and layout of <strong>the</strong> mapsheet?Quesrion B - What did you rhink of <strong>the</strong> physicalquality and layout of <strong>the</strong> rules folder?Question C - What did you think of <strong>the</strong> physicalquality and layout of <strong>the</strong> unit counters?Question D - What did you think of <strong>the</strong> game's'2ase of play" [how well <strong>the</strong> game "moved along'l?Question E - What did you think of <strong>the</strong>"completeness" of <strong>the</strong> game's rules [was everythingthoroughly explained?Question F - What did you think of <strong>the</strong> game's playbalance [was <strong>the</strong> game interesting for both sides]?Question G - What did you think about <strong>the</strong> lengthof <strong>the</strong> average game?Question H - What did you think of <strong>the</strong> amount of"set-up time"needed before you could begin playing<strong>the</strong> game?Question J - Whar did you rhink of <strong>the</strong> complexityof rhis game?Question K - What did you think of this game'srealism?Question L - What did you think of rhis gameoverall?Quesrion M - Would you still have bought thisgame if you knew <strong>the</strong>n what you know now about it?I1 = Yes; 2 = No]Question N - Do you think you received yourmoney's wonh with this game? [ 1 = Yes; 2 = No].We willask you to rate seven games. M you have notplayed <strong>the</strong>se games, or have not pla yed <strong>the</strong>m enoughto be able to evaluate <strong>the</strong>m, <strong>the</strong>n simply place "0's"in <strong>the</strong> boxes.MUSKET AND PIKE (SSG)81 - Ouestion A (mapsheet)82 - Ouestion B {rules)83 - Question C (counters)84 - Question D (ease of play)85 - Question E (completeness of rules)86 - Question F (balance)87 - Question G (length)88 - Question H (set-up time)89 - Question J (complexity)90 - Ouestion K (realism)91 - Question L (overall)92 - Question M (<strong>the</strong>n 6 now) (yes or no only)93 - Question N (money's worth) (yes or no only)94 - No question95 - No question96 - No ouestion101 - No question102 -No quesrion103 - No questionSECTION BRIFLE AND SABER (SSG)104 - Question A (mapsheet)105 - Question B (rules)106 - Question C (counters)107 - Ouestion D (ease of play)108 - Question E (completeness of rules)109 - Question F (balance)110 - Question G (length)11 1 - Ouestion H (set-up time)112 - Question J (complexity)113 - Question K (realism)114 - Question L (overall)115 - Question M (<strong>the</strong>n b now) (yes or no only)116 - Question N (money's worth) (yes or no only)117 - No questionAUSTERLITZ (SSG)118 - Question A (mapsheet)119 - Question B (rules)120 - Question C (counters)121 - Question D lease of play)122 - Question E (completeness of rules)123 - Question F (balance)124 - Question G (length)125 - Question H (set-up time)126 - Ouestion J (complexity)127 - Question K (realism)128 - Question L (overall)129 - Question M (<strong>the</strong>n b now) (yes or no only)130 - Question N (money's worth) (yes or no only)131 - No question132 - No questionYEAR OF THE RAT (SbT35)133 - Question A (mapsheet)134 - Question B (rules)135 - Question C (counters)136 - Question D (ease of play)137 - Ouestion E (completeness of rules)138 - Question F (balance)139 - Question G (length)140 - Question H (set-up time)141 - Question J (complexity)142 - Question K (realism)143 - Ouestion L (overall)144 - Question M (<strong>the</strong>n b now) (yes or no only)145 - Question N (money's worth) (yes or no only)146 - No questionDESTRUCTION OF ARMY GROUP CENTER(SbT 36)147 - Question A (mapsheet)148 - Question B (rules)149 - Question C (counters)150 - Question D (ease of play)151 - Question E (completeness of rules)152 - Question F (balance)153 - Question G (length)154 - Question H (set-up time)155 - Ouestion J (complexity)156 - Ouestion K (realism)157 - Question L (overall)158 - Question M (<strong>the</strong>n b now) (yes or no only)159 - Question N (money's worth) (yes or no only)160 - No quesrion161 - No questionRICHTOFEN'S WAR (Avalon Hill)162 - Question A (mapsheet)163 - Question B (rules)164 - Ouestion C (counters)165 - Question D (ease of play)166 - Ouestion E (completeness of rules)167 - Question F (balance)168 - Question G (length)169 - Ouestion H (set-up time)170 - Question J Icomplexityl171 - Question K (realism)172 - Ouestion L (overall)173 - Ouestion M (<strong>the</strong>n b now) (yes or no only)174 - Question N (money's worth) (yes or no only)175 - No quesrionBATTLE OF BRITAIN (Lou Zocchi)176 - Ouestion A (mapsheet)177 - Question B (rules)178 - Question C (counters)179 - Question D (ease of play)180 - Question E (completeness of rules)181 - Ouestion F (balance)182 - Question G (length)183 - Question H (set-up time)184 - Question J (complexity)185 - Question K (realism)186 - Question L (overall)187 - Ouestion M (<strong>the</strong>n 6 now) (yes or no only)188 - Question N (money's worth) (yes or no only)189 - No question190 - No quesrion191 - No question192 - No question193 - No question194 - No question195 - No question196 - No questionFeedback Results, MOVES 9Rank ArticleRating1 Designers Notes ................7.152 Game Errata: S&T Games ........7.133 Game Errata: SSG Games ........6.774 Footnotes .....................6.725 Shiloh.. .......................6.436 Maxi-PanzerBlitz ................6.247 Playback ...................... 5.988 Simulation of Morale ............5.789 Strategic Air War ...............5.6010 Game Evolution & Revolution. ....5.5311 Pass in Review .................5.5212 A Tactical Module. ..............5.17This issue loveralll ...................6.10


SIMULATIONS PUBUCATIONS, INC.44 East 23rd StreetNewYork,N.Y. 10010RETURN POSTAGE GUARANTEEDDesigner b Notes (continued from page 27)information and experienced gained doing<strong>the</strong>se games is often applicable for o<strong>the</strong>rgames (at least as far as unclassifiedinformation is concerned). We don't go out ofour way looking for <strong>the</strong>se projects, but if <strong>the</strong>ycome our way we take <strong>the</strong>m. We'll keep youposted on <strong>the</strong> interesting RBD aspects of<strong>the</strong>se projects.It is a fact that <strong>the</strong>re is a lot of good gamedesign talent going unnoticed outside of SPI(and o<strong>the</strong>r game publishers). If anything, SPI isunusual in that game design and developmentpeople have been brought toge<strong>the</strong>r on apermanent basis. The "traditional" methodwas to wait for independent designers to bringin something worthwhile and <strong>the</strong>n publish it.All <strong>the</strong>se "independent" designers are not onlystill around, <strong>the</strong>y have probably increased innumber and quality. The number of gamepublishers has not increased on a proportionatescale. So we get numerous letters fromgame designers in search of a publisher. Alongwith suggestions as to what we could possibledo to alleviate <strong>the</strong> situation. .The suggestionsrange from our publishing a lot of non-SPIdesigns to our holding a "game designcontest." The idea of designers publishingarticles in MOVES on <strong>the</strong>ir games doesn't elicitall that much enthusiasm. People want <strong>the</strong>irgames published. This is <strong>the</strong> crux of <strong>the</strong>problem. Publishing. The act of "publishing"consists of considerably more work than mostpeople are a<strong>war</strong>e of. Not just "work" work bur<strong>the</strong> sort of "head" work that goes intodesigning <strong>the</strong> game in <strong>the</strong> first place.Originally, we not only wanted to use goodoutside designs, but actually did use outsidedesigns (to name a few, Flight of <strong>the</strong>Goeben/Strategic, Anzio Beachhead, WinterWar, Grunt, Flight of <strong>the</strong> Goeben/Tactical,Flying Tigers, Stalingrad Ill, Ba rtle of Moscow,T-34, Twelve O'clock High). That's ten games.And <strong>the</strong>se ten games caused us moreproblems than any five in-house designs. Themain problem, we finally realized, was that <strong>the</strong>designer was not a day-to-day member of <strong>the</strong>RbD "team." This lack of integration causedco-ordination problems which made publicationof <strong>the</strong> game perhaps twice as expensiveand time-consuming as it should have been.To give more examples, PanzerBlitz andFrance-40, which we designed for Avalon Hill,were also developed by SPI. That is, we did all<strong>the</strong> work up to and including artwork. AvalonHill people had nothing to do with <strong>the</strong> gameuntil <strong>the</strong> artwork was delivered to <strong>the</strong>m. Atthat point all <strong>the</strong>y had to do was pass <strong>the</strong>artwork on to,<strong>the</strong>ir printers and fill orders for<strong>the</strong> game. Luftwaffe, which we originallypublished as Twelve O'clock High, wasdesigned by a non-SPI designer. We hadproblems when we published it and so didAvalon Hill. The designer was on <strong>the</strong> o<strong>the</strong>r sideof <strong>the</strong> Mississippi and thus not. constantlyavailable to take care of those numerous littleglitches which come up as a game gets closerto publication.Those are <strong>the</strong> problems. And pretty seriousones. Our solution at this point is to keeplooking for a solution. One part of <strong>the</strong> solutionwill be to publish some standards for preparinggames. Not just arbitrary "rules" for a gamesformat but helpful and proven formats whichmake for better and more easily handledgames. We have developed various "tests"that we submit games to. Also screeningprocedures to get all <strong>the</strong> bugs out. In order towork, all of <strong>the</strong>se methods require a good teamof people. This is what a lot of solitary gamedesigners lack. And most are well a<strong>war</strong>e of it.But we feel that <strong>the</strong>se problems, to a largedegree, can be overcome. Starting (probably)in MOVES 12 will be a series of articles spellingout in great detail how we develop games.Hopefully, a year from now we will have solveda lot of <strong>the</strong> problems outlined above. We mayeven be able 'to return to accepting outsidegame designs. It's a shame to see all of thattalent languishing.The above discussion also brings up afrequently asked question. Just what goes into<strong>the</strong> design of games. This, it is no secret, is <strong>the</strong>sort of article which is most in demand. Theanswer to <strong>the</strong> first question is quite simple.Quite a lot goes into <strong>the</strong> design of a game. Somuch goes in that it would require a prettymassive article to cover all <strong>the</strong> bases. We hopeto do much (but probably not all) of this basetouching by having local game testers writearticles on games <strong>the</strong>y have worked on. In<strong>the</strong>se articles <strong>the</strong>re will be data <strong>the</strong>y havecollected by talking and working with <strong>the</strong>game designer and developer. To sum up, rightnow we have no pat solutions for <strong>the</strong> aboveproblems. But we are started on our wayto<strong>war</strong>ds solutions. It just takes time.About a third of MOVES subscribers (and 20%of S&T subscribers) are heavily involved innon-"<strong>war</strong>" games. From this group we receivea steady flow of questions regarding whenwe're going to do more (or any) non-<strong>war</strong>conflict games. We'd like to do <strong>the</strong>m rightnow. But we are restrained by <strong>the</strong> use offeedback (not to mention economic necessity).However, <strong>the</strong>re is hope in <strong>the</strong> hear future. Ourretail distribution of games gives us access to alarger group of non-<strong>war</strong>game enthusiasts.Which means we have <strong>the</strong> means to sellnon-<strong>war</strong>games in large enough volume tomake it economically possible to keep onpublishing games of this type. We have quite afew possible titles kicking around here. Forexample, a game on <strong>the</strong> "rise and falr' of <strong>the</strong>American Indians upon <strong>the</strong>ir meeting Europeans.This game would have turns representinggenerations and would cover some prettyhairy "what if's?" We have a game concept onespionage and counter-espionage activitiescalled CIA. We have games on sundry o<strong>the</strong>rforms of social, psychological and economic"conflict." All are just waiting for us to developways and means to get <strong>the</strong>m to <strong>the</strong> peoplewho want <strong>the</strong>m.

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