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)