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