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the franco-prussian war - Strategy & Tactics

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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.

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