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.