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2 MOVES nr. 31, published Febmary/March 1977 $2.50 Il Opening

"SO WHATZFZT'S ACCURATE- IS IT REALISTIC? Naturalism vs. Realism in Simulation Games One of the most loosely used terms in , Circulation; 8100 wargaming is "realism." Experts and , amateurs alike laud a game for its realism or Editor/ExecativeArt Director Redmond A. Simonsen pan it for the lack thereof. Game advertising Managing Editor Robert J. Ryer (including ours) toots about "authenticity," Art Director Manfred F. Milkuhn "historicity," and any number of other I, Contributir~gEditors characteristics that can generally be thought , James F. Dunnigan, Frederick Georgian, of as realism. More often than not, what is Phil Kosnett, Steve List, Mark Saha, Jerrold Thomas truly being talked about is naturalism-not realism. Naturalism is a term I've borrowed I from art history jargon. Naturalism (in art) is MOVES Magazine is copyright Q 1977. Simulations Publications, Inc. Printed in U.S.A. All rights reserved. All editorial and general mail should be addressed to Simulations Publications Inc., 44 East 23rd Street, N.Y.. N.Y. 10010. used to describe a representational painting MOVES is published by-monthly. One year subscriptions (six issues) are available for 68.00 (U.S.). Back issues or in which all of the minute detail is painstak- single copies of the current issue are available at 52.50 per copy. Please remit by check or money order (U.S. funds only) ingly brushed in-usually to the detriment of Printing and Binding by American Press, Inc., Gordonsville,Va. the painting as a work of art. Realism tran- ARTICLE SUBMISSIONS: Readers are invited to submit articles for possible publication in MOVES Magazine. scends naturalism. A realistic painting may or Manuscripts must betypewritten, double-spaced,on 8%x 11 white bond, with generous margins. Please include your ti111 name on each MS page, and your name and address on the cover page. If you wish your manuscript returned, may not have the intensity of detail found in include a stamped, self-addressed 9 x 12 envelope. In no instance, however, can SPI assume responsibility for its naturalistic counterpart-that is ir- manuscripts and illustrations not specifically solicited. relevant. What matters is that the structural essence of the subject is brought into sharp A focus and totally explored in a meaningful I and enlightening manner. Put another way: I naturalism cap6res the symptoms of truth; realism captures the substance of truth. Not- In this issue... withstanding all its numbers and probabil- Conquistador! David R. Grant istic tables, a wargame is closer to a work of art than a work of technology. As such, a Frederick the Great Roy Schelper simulation game is not the "objectw-it is an abstraction of an aspect or aspects of the Torgau Roy Schelper object. Just as in art, the level of abstraction is not directly related to the level of realism Napoleon's Last Battles Christopher Perleberg (strictly defined) found in a given game. The higher one goes into the levels of abstraction, Trouble Areas in Terrible the less obviously realistic the game will seem; Swift Sword Richard Berg the lower the level; the more apparently realistic the simulation will seem. We Love Them...We Love An example: SPI's World War Z is a fairly Them Not SPI Staff abstract game. Many of you complained that such a "small" rendering of such a large Dissecting a Combat subject could hardly be realistic. Yet, the Results Table M. S. Buynoski game is much more realistic than it seems. Its simple procedures and systems are the Fifight Mark Herman and antithesis of those found in 1914 (an older AH Tony Merridy game about the Western Front). 1914 is widely regarded as a "realistic" game. In Opening Moves Redmond Simonsen truth, it is simply more naturalistic than WWZ. Both games are the work of the same Designer's Notes SPI R&D Staff designer (). If anything, Jim Footnotes The Readers knew more about the First World War when he designed WWZ than when he designed Forward Observer Richard Berg 1914. He had become a better and more sophisticated "artist" in his later work. Playback The Players To take a huge and complicated subject and Vox Populi, Vox Dei describe it well with a few strokes of the pen is an infinitely greater achievement than to Simulations Publications, Inc.. 44 East 23rd Street. New York, N.Y. 10010 detail to death a segment of that same subject. Games such as WWZ are simple to play and look as if they are just as simple to design (after all, look at all that was lefr out!). Such designs are, o course, not at all simple-they wargames that all shared the same combat are the product of years of experience focused results table; suffered from comic-book through a powerful talent. The problem with orders of battle; and were played on maps that the appreciation of such games is that to bore only a dubious relationship to the actual Designers adequately evaluate them, one must exercise a terrain. We were all very credulous-didn't it significant amount of critical ability. It helps feel as though you were re-fighting the actual a great deal if one is familiar with the subject battle? We wereunsophisticated then, and we Not= of such simulations. Dave Isby, a staff are not entirely mature yet, in our approach to member who is virtually a living textbook on simulation gaming. This is not to say that we World War I, greatly appreciates the realism must force ourselves to be very sober and WORKINPROGRESS of World War I(the game)... although he likes stifingly serious about our hobby. Rather, the 1914, as well! point is that we must examine why we like [Please don 't order these games in advance of announcement of their availability in S&TJ. But does the foregoing argument mean that games that sacrifice realism for the more toy-like attributes of naturalism. And .per- only simple, elegant games are truly realistic South Africa Game Rationale while big, complex games are merely haps that's it-"toy-like". Most naturalistic overgrown, superdetailed cases of terminal elements bear a striking resemblance to Hypotheses: naturalism. Of course not. That would make toys-silhouette-style counters; over-detailed In late 1977, Rhodesia becomes a black this all too easy to follow. A game can be both ierrain that has no effect on the game; majority ruled nation vis a vis UN/British naturalistic and realistic, and it can be both in Rube-Goldberg procedures that have very auspices after several years of intensifying varying proportions. It can also be neither (for little effect on the main course of play; and so guerilla war. The reservoir of ill-will gener- examples, see any of the mass-marketed, forth. To one degree or another, when we lean ated by the war causes the majority of whites quasi-wargames on the shelves of your local towards naturalism, we are regressing to to flee, and the Rhodesian government falls to department store). playing with toys. Perhaps the most obvious a Black marxist socialist group. examples of this can be found in miniatures Complexity alone is not an accurate gauge of wargaing. Now before all you miniatures- Nambia (Southwest Africa) becomes a matter whether a game should be considered types start writing me angry letters, let me say of serious dispute between the Republic of realistic, naturalistic, or a synthesis of both that I've painted and used miniatures myself, South Africa (RSA) and the UN, because the qualities. World War 3, for example, is a very and I've also built a fair number of AFV RSA continues to rule the area despite UN complex game that is not very naturalistic; models, so I'm well aware of the legitimate recission of the mandate originally bestowed Midway is a simple game that is not realistic satisfactions and values of military models. by the League of Nations. but nevertheless is somewhat naturalistic. What I don't think is so valid, however, is the In the RSA, emerging young Black militants And so it goes, in any number of combinations use of miniatures to actually conduct a seek increased Black participation in all you can think of. It is generally true, however, simulation-particularly since miniatures aspectsof SA life, demanding the abolition of that games set on a tactical scale tend to be often make such a big point of how "realistic" apartheid and calling for "one man, one more naturalistic than games on a strategic their style of gaming is. If one admits that the vote". RSA Internal Security continues to scale. Whether or not a given tactical game is miniatures are there in the game purely for crack down on these dissidents, eliminating also realistic depends upon the ski1 of the atmosphere and color, that's fine. But to insist all resistance except a tenacious underground designer. that they somehow make a substantial movement. This movement seeks to establish Am I saying that naturalism is to be despised contribution to realism (as opposed to control over the Black population using and avoided? No-it can be used in measured naturalism) is self-deception at best. They terrorism, etc. All chances for the establish doses to heighten the atmosphere of realism in make no more contribution to simulation ment of moderate, responsible Black political a game that is genuinely realistic. Touches of than the Patrol unit-pictures. parties wither in the cross fire between the naturalism can provide useful psychological It's important to remember, as a qualifier to RSA security police and the militant skyhooks for players. If used correctly, it can my argument, that most gamers are playing terrorists. enable the player to emotionally project simulations for their entertainment value. Assumptions: himself into the game situation. For example, After all is said and done, if the game is not in Patrol the pictures of infantrymen on the enjoyable as well as being realistic, one is 1. SA economy. Practically all the unskilled counters are superfluous-all the necessary going to lose the audience. But what we are labor and a growing percentage of the skilled information is carried by the typography and striving for is adult entertainment, and in that labor necessary to the SA economy is black. The white population maintains a very high the tables and charts. But the pictures are context we should be able to distinguish useful inasmuch as they are a good starting between those elements we enjoy because of standard of living because of the relatively low point for the player's psychological identifi- their substance and those that we enjoy for wages of the black labor force. The black cation with his men. their toy-like qualities. Simulations are labor force is prohibited by law to organize multi-faceted works: they are usually serious and bargain for better wages and a larger Naturalism is to be despised when it replaces, attempts at portraying reality; but they are share of the economic pie. Deprived of the and masquerades as realism. The quasi- also produced as games. This creates a vote, the blacks can't change the laws. tactical elements in the game Bar-Lev, for natural tension between those features that Presently, the system works as it does because instance, seduce one into imagining that all serve realism and those that serve the the blacks must work as they do essentially to these goings on are "realistic." But the game game/toy-like requirement. eat. While no black is "forced" to accept a is well-received-which brings up the ques- job, his alternative is at best a bare It may be unwise, therefore, to speak of subsistence on "tribal" land. For many black tion: what do you really want? What does the simulation games as a single concept against typical wargamer perceive as most valuable: workers, the standard of living is better than which the various individual products should that of most non-SA blacks. However, the superficial naturalism; authentic realism-or be measured. There is a spectrum (which has some blend of the two? human social conditions are onerous. If the a three-dimensional quality to it) that blacks ceased to labor under the present My instincts tell me that, given the choice includes games that are not realistic but have structure, the SA economy would collapse; between a very naturalistic (but basically so much historical "decoration" that they but it is hard to imagine what would happen untrue) "simulation" game and a very seem realistic; and then there are those games to the black population since they couldn't realistic (but non-obvious) simulation game, that are realistic in a non-obvious way. Each exist in the numbers they do without the most players would be seduced by the former of us should determine where our actual income from their labor. and be lukewarm to the latter. Until the interests lie within that spectrum, keeping in 1970's, we were all eating up the supposedly mind that what we perceive as realism may 2. The rationale of apartheid holds that the realistic, authentic, by-gosh, honest-to-Henry truly be naturalism. whites and blacks are historically two [continued onpage 91 [continued on page 301 OPERATIONAL ANALYSIS:

'ONQUISTADOR!d by David R. Grant Conquistador! threatens to join the exclusive Each area is assigned an attrition level, is lowered, from seven to four bounds, the ranks of the much played and discussed reflecting the difficulty of remaining alive probability of losses is lowered 16%. multi-player eco-political "war" games such there. Likewise, each type of terrain will either as Russian Civil War and Diplomacy. In raise that level (in case of jungle or rough) or STRIKINGIT RICH terms of intensity and density, Ifind much in lower it (in case of a partial water hex). The Making your investments, expeditions, and Conq. that is similar in my own recent game, attrition level ranges from 1 (a one-in-six settlements pay off is the object of the game. After the Holocaust Although the mles and chance of losing a colonist) to 5 (a one-in-six This demands a careful study of the best areas play are very different, the same kind of chanceof not losing anything. Anything but a for settling. planning and dealing are necessary in both. one removes some type of land unit). The quickest way to strike it rich is by looting ~utplease, don 't anyone send me a "link " A key to beating land attrition is to settle those treasure cities (Cuzco, Tenochtitlan, and variant article for MOVES. areas low in attrition which also have other Chichen Itza) and mining for gold. Treasure advantages (proximity to Europe, abundant cities can be looted as soon as the native level If you liked the financial challenge of resources, and available gold). A second key is is reduced to zero. This means that enough Monopoly, but felt it lacked the combat when possible, to keep colonists and soldiers soldier units must be transported to the area element of the local branch of the mob; if you in partial sea, lake, or river hexes, thus to insure lowering the native level (usually five liked the player interaction of Pit, but were reducing the attrition level and lowering detachmnents-20 ducats-are sufficient, too sophisticated for its boisterousness; if you overall losses. Stacking will also lower losses giving a 5 in 6 chance of lowering and a 50% liked the combat of Chickamauga, but missed by reducing the number of hexes in which chance of lowering the level by two or more). the feel of cold(?) cash; if you enjoyed the attrition is checked (be careful to stack no Conquistadors are used to lower the die roll maneuvering of Chess, but missed that more than 5 colonists per hex as only 5 will and increase native losses. The decision that element provided by the spotted cube; if you collect resources). Rough hexes should be has to be made is which city to go for. Chichen like redoing history without the sweat, you will avoided except when mining for gold-a case Itza and Tenochtitlan are both closer than want to play Conquistador. in which the Spanish player can lower his Cuzco, but they produce less gold per turn. Conquistador is the economic-political- attrition losses by keeping a conquistador Chichen Itza is in an area with lower native of the dawning (with all present. It is extremely frustrating to discover and attrition levels than the other two and is in due apologies to the Vikings) of the Age of gold only to lose your miners during the a partial sea hex (lowering attrition even Exploration. It covers the efforts of European attrition segment. In a high attrition hex, two further, but making it vulnerable to naval nations from 1492-1600 to discover, exploit, to three colonists should always be present to invasion). Cuzco puts out 100 ducats a turn and gain control of the new world. The game insure a continued production of gold in case and may be the best bet if opponents are system comes complete with the perverse the elements (attrition) get to one of them (and elbowing one another over the two closer vicissitudes of that era which accurately they probably will, if the natives don't gobble cities. Cuzco can best be reached through Rio simulate its hazards, low life-expectancy, and them up first). del Plate. potential for gold and glory. Naval attrition is a whole new ball game. Gold mines are scattered throughout the A -first glance at the attrition, combat, and There is really no way to beat this table, as map. They maintain an advantage over the political events tables may lead one to over- treasure cities in that there is less chance of balance the effect of the die on the outcome. sailing (especially long voyages) is very hard on the constitution of Europeans. The best depletion after mining begins. The factors to But, although one will probably not see victory over the system, through judicious use one can do is to minimize losses while be weighed in deciding where to mine are: 1) of his ducats, colonists, and exploring realizing that, for most trips longer than three distance in bounds and the consequent personnel he can amass more gold and glory bounds, a player will have to toss a Jonah expense of transportation; 2) attrition level than his opponents who have to put up with overboard to appease the attdtion table. Even and risk of losing colonists; 3) the number of the same obstacles. Conquistador, therefore, then it may ask for a whole ship. On any trip of mines in the area or nearby, effecting the becomes an exercise in how to minimize losses seven bounds or more there is an automatic output-per-turn and the profitability of trans- to the game system, outwit your opponents, loss if the units called for are present in the portation. An area three or four bounds from and finish the marathon with the most victory expedition. It is wise to plan for losses. On any Europe with an attrition level of 1 or 2, and points. The remainder of this article will be an longer expedition, take an empty caravel with 2 or 3 mines in it is ideal (see Gold and analysis of just how to accomplish this feat. (cheaper to build than a carrack) and an extra Resources Chart). California is ideal in soldier unit to offer. Since colonist units number of mines available and attrition level, OFFERINGS TO THE GODS- cannot be purchased, one can only grin and but it would cost 28 ducats just to buy the BEATING THE ATTRITION TABLES bear those losses. Be sure to list the contents of bounds to get the gold to Europe, providing Although the European explorers were each ship in case of losses. one beats the attrition tables. Perhaps the best anything but pagan, the Conquistador game One tool to lower attrition level (and bounds thing to do for distant gold mining areas is to system seems to have taken a page from the purchased) is to stop in the last hex of the area store the gold for several turns until enough is priest's manuals of Tenochtitlan or Chichen one bound short of your destination, collected for profitable transportation. Be Itza. With great regularity the attrition tables disembark your land units, and during the sure to guard it with soldier units. demand sacrifices of soldiers, colonists, or land movement segment, use their movement Resources are the third way of striking it rich, ships for living in certain areas or traveling by allowance to move on to the next area. For and they become especially important after sea. Keeping on the low end of the land and instance, suppose one wants to settle the Deep Turn 13 when the resource level triples. naval attrition tables is one of the keys to South (4 bounds). By moving to hex 1719 in Certain areas (8 of them) have their resources success in Conquistador. the transoceanic segment, the player lowers doubled and are especially valuable. Of these The land attrition table is probably a fairly his bounds to 3 and the possibility of attrition areas, those which are closest to Europe and accurate simulation of the life expectancy of losses by 1/3. The units are within 4 hexes of have a low attrition level are obvious targets Europeans in various parts of the new world. every Deep South hex. For every bound a trip since the life expectancy of colonists will be longer and will provide more return for your reestablishing the port that or the next turn Initiative: Initiative is determined by the ducat (see The Gold and Resource Chart for (You might rent him one for a bundle). An product of the monarch-multiplyer and the best targets). important tactic, then, is to protect key ports treasury level. The advanta~eof initiative is with a galleon fleet (which cannot be particuiarly manifest when trying to get credit attacked), several ships, or enough soldiers to for discoveries as the first discoverer to reach GOLD AND RESOURCE CHART make the invasion cost prohibitive. Europe gets thecredit. On all turns, initiative Land combat is a little easier to handle. 2-1 gives the player the advantage of being the BEST AREAS FOR: odds will defeat any enemy and make him first one to perform combat, and he is able to Gold Mining Resources retreat. The only time higher odds would be pick and choose his opponents. The player 1. Caribbean 1. Caribbean desirable would be when losses would leave who ranks further down in the initiative the attacker vulnerable for attack by a player sequence might be able to clean up on those 2. Midwest Plateau 2. Rio del Plate who have decimated their ranks in their own 3. Panama 3. Atlantic Coast in the same or next turn before he can get away with the loot. Land combat is valuable turns. Thus, the last one to move may grab the 4. Brazil 4. California for profiting from the fruit of other players' gold. 5. California 5. East Coast mining labors, for crippling colonizing Gold vs. Resources: At some point in the 6. Sonora 6. Deep South efforts, or for gainingpolitical control of areas game a player may decide it will be more 7. Great Lakes in the rock-em, sock-em end game. Key areas profitable to stop working gold mines and use 8. Brazil and hexes can be protected by a ring of soldier his colonists to collect resources. This will be detachments, obliging the attacker to break determined by the number of colonists in the through the protective screen before he can area, the number of mines being worked, the reach the valuable hex. The delay will give a resource level for that turn, whether or not the SLUGGING ITOUT player time to bring in reinforcements. area has its resources doubled, and the costs There are four kinds of combat to deal with in SA VZNG D UCATS of transporting the gold to Europe. The Resource vs. Gold chart shows when the Conquistador. Native uprisings and native Investment vs. Return: The one problem with combat are handled abstractly by the mining should stop if only one mine is being the Conquistador system is that everything worked in an area with doubled resources. If respective tables. As has already been one does is expensive. Unwise planning will mentioned, the best chance for success in more than one mine is being worked, or cost a player more than his expeditions resources are not doubled, the number of native combat depends on having five soldier return. A player can run up a high expense detachments in the area. The only way to colonists needed per area to make the going 7-14 bounds round trip for 25 ducats of cessation of mining profitable is doubled. avoid uprisings is by maintaining more soldier gold when he only breaks even by going a detachments than colonists in an area or by round trip total of ten bounds (accounting for eliminating the natives. Spanish players can maintenance costs). It is wiser to store gold for use minus-rated missionaries to help ward off several turns and guard it with soldier units RESOURCES VS. GOLD CHART uprisings, but it is usually cheaper in ducats to until transportation is profitable. Combat is Colonists move in the soldiers, eliminate the native also expensive, and the player must calculate Resource Needed Resource population, and then either move the soldiers whether his gains vis a vis his opponent's Level in area * Turn Output on to another area to work on those natives, losses produce a favorable net gain. Through 1 12 1 24duc. keep them around for protection, or refuse to miscalculation he could win the war and bust 2 6 7 24duc. maintain them and let them be eliminated. his bank. In the end game, when players are 3 4 13 24duc. Naval combat occurs when ships occupy the vying for political control of an area, it may same hex and either player wants to start become profitable to spend money on a war. 4 3 17 24duc. something. The combat strength points of Each area is worth 150 Victory Points but will 5 3 20 30duc. only bring a profit if no more than 75 ducats soldier detachments can be added to the * resources doubled in area combat strength of ships. If one is expecting are spent to obtain it (one ducat is worth 2 some naval action, he can double the strength VP). If the defender is the closest competitor, by packing the ships with soldiers. This it may be worth 150 ducats(75 of yours and 75 precaution may backfire and double losses (in of his) to take control of an area. If the Exploring: Victory points achieved for ducats) if you lose a ship in combat or German banker option is being used, great various discoveries usually take a back seat to attrition. The only time ships should use care must be taken or the German will win his more profitable ventures. The discoveries of soldiers for naval combat is when they are technical victory by having a treasury larger smaller value (North, South, and Central transporting them for later land use or when a than the total of any two other players. America, Rio del Plate, Hudson Bay, St. naval invasion is planned. Naval combat Galloping Maintenance: The last phase of Lawrence, Great Lakes) can usually be picked should be avoided at less than 2-1 odds. 3-1 each game turn demands that players pay a up while settling those areas. The two river odds give a 1Wo chance of inflicting even or fee for each colonist, soldier, missionary, and expeditions (Mississippi and Amazon) can be greater losses on the defender as well as a 33% ship that he wants to keep in play for the next profitableif one has soldier units close to that chance of taking a prize ship. Attaining 3-1 turn. Colonists should almost always be first area to use. Discovery of the Pacific and odds can be expensive, perhaps more to be maintained (except for Spanish mission- Circumnavigation are more risky. Remember expensive than it is worth (to attack a three aries which are first by the rules), since it is that a discovery's respective worth in victory carrack expedition at 3-1 odds would cost 72 hard enough to keep them living despite points should be converted to ducats (divide ducats just for ships or soldiers). attrition, and they can return up to 10 ducats by two) and compared to the expense Naval invasion of ports can net a bag of gold if each per turn in the later turns. One good demanded to achieve discovery. For example, it is there. But such an operation can be super- attitude to take is that maintenance buys circumnavigation looks valuable since it is expensive to effect, as offensive strength must units at one quarter the cost. If units really are worth 175 VPs. Converted to ducats it is worth be purchased in sufficient quantity to not needed for several turns, save the 87%. The 30 bounds for the trip will cost 60 eliminate enemy ships in the hex and then maintenance and rebuild later. Figure that ducats. Since attrition demands two rolls at defeat the land enemy that is doubled in what is saved on maintenance will be used for 9+, one must plan to take 5 caravels (20 strength. This tactic would best be saved for purchasing in later turns. Plan to use the land ducats) and 2 explorers just in case he rolls 2 the turn in which a pile of gold is waiting for movement allowance of soldiers to get them fives (eliminating four ships) or a two, shipment, a port is foolishly left unguarded, from one area to another to save on eliminating an explorer. And surely one of or when eliminating a port would drastically transportation costs. It may take two turns to those rolls will be a six-wiping out the whole hinder an opponent who has no explorers for get there, but it's cheaper in ducats. thing as you watch your 80 ducats go down the drain. At best the trip is worth a net gain of 7% required for gaining political control of areas. advantages of 1) immunity to attrition; ducats; at worst, a loss of 80. Discovery just They have a defense strength of 1. Their 2) ability to influence the odds to their for discovery's sake is usually an unwise disadvantage is that they cost two ducats per advantage in naval combat; 3) taking as prizes investment. turn to maintain, which means that, for half any losses suffered by their opponent; 4) cap- Random Political Events: These contin- the game, they barely return their own ability to serve as explorers and be rented as gencies yield colonists, taxes, and more maintenance cost in resources. such. Their disadvantage is that they carry troubles than blessings. soldiers who may disembark only for naval STRATEGYFOR EACHNATZON invasions. Privateers can well be used to decimate an opponents' ports and fleets, to UNITS USED BYALL capture ships carrying gold (if anyone is so unwise as to leave ships in the new world carrying gold), or to strangle opponents' efforts by attacking their colonist-carrying Spain has the advantage of two special units, expeditions. A lack of explorers from turn 3-5 missionaries and conquistadors. Missionaries hinders English early game efforts. With good Ships: Caravels are cheaper than other ships are of two kinds, rated on the two differing fortune he can get one of the treasure cities. and are stronger on defense than on offense. philosophies in the Catholic Church on how to He should try to solidify at least two ports on They have the disadvantage of very limited convert the natives. The plus-rated mission- turn 2 with his two explorers, creating bases cargo space, carrying only five ducats of gold, aries are useful in combat against natives, but for potential expansion into adjacent areas. plus one colonist or soldier detachment. help trigger uprisings. Minus-rated mission- He, too, should budget his initial treasury Caravels are ideal for expeditions limited to aries can help avoid uprisings, but have no level over the first three turns to allow for discovery where cargo capacity is not effect on native combat. One disadvantage developing gold and transporting it to important, or to accompany other expeditions is that missionaries must be maintained. To Europe. His privateers in the late game should for attrition or combat fodder. Carracks cost avoid excess missionaries, consider marching pay off in the tussle for political control points twice as much as caravels to purchase and them from an area where natives have been by hindering enemy armies in transit. maintain, but they have the advantages of converted (eliminated) to an area that is defense, and they can carry twice the colonists currently being settled. France has an initial advantage of a high or soldiers (2) and five times the amount of treasury level that can pay off by making loans gold. Galleon fleets are five times costlier to (if the German banker is not playing) or by build and maintain than carracks, but have providing financing for voyages of discovery the advantages of: 1) unlimited cargo space which will pay off in victory points. His for gold; 2) immunity to attrition; 3) immunity financial condition might also pay off in the to attack; and 4) impregnability in protecting Conquistadors are the hardy Spanish land early game by providing an army large enough ports from naval invasion. Their disadvant- explorers who are able to accomplish near to take a treasure city away from Spain or ages are: 1) high building and maintenance superhuman feats. They are useful in land England when they are too financially weak to cost; 2) inability to transport land units; and combat to lower Spanish losses and increase prevent it. He might be able to move in on 3) confinement to use solely in the Atlantic. enemy losses. They raise native losses when California with colonists while the other involved in combat against natives (or prevent players are moving in on the closer mines. In loss of soldier units). They are especially the later game his lack of explorers will leave useful for lowering land attrition losses in him hampered for opening new areas unless mine hexes located in the rough. In the last he can rent an explorer or two or settle by land two game turns, they should be used in land movement. Explorers are historical persons whose combat to gain political control over areas. Portugal is blessed with lots of explorers, but advantages are: 1) ability to effect landing at With a view toward these units and the extra bothered by a low initial treasury level and the hexes that are not friendly ports, thus opening explorers in the first turns, the Spanish player fact that his explorers run out in game turn up new areas to colonies or reopening areas should aim for as many treasure cities and 11. Since he cannot use the extra explorers that have lost the colonies through combat or areas rich in gold mines as possible. He should without ducats, he can either try to borrow attrition; 2) rental cupability, useful in raising budget his initial treasury level over three funds, rent out his explorers, or trade them to ducats; and 3) ability to garner discovery turns as that is probably how long it will take England or France in turn for use of an credits. Their weakensses are: 1) suscept- to prime a treasure city for looting. He may explorer for turn 13 or later. Trading off two ibility to elimination by attrition or combat; 2) need to borrow from France (especially if the or three explorers this way may help Portugal rapid mortality rate; and 3) potential for wrong random political event strikes) or trade maintain his presence in the late game. being captured and ransomed. an extra explorer for some needed ducats. He Otherwise he will have to be content with should mine like crazy until at least turn 13 building some strong ports in the early game and hope that treasure cities and mines are and using them for expansion later overland. not depleted. Thereafter he should consider If finances permit, he may become aggressive moving in with ports and settlements on the against other players and cut them down to areas with doubled resources, planning how his size. Soldiers can be used for combat, transporting to gain political control in the late game turns. gold, discovering gold (although the cannot German banker is an abstract player whose Converting emphasis from gold to resources effortsare only financial and diplomatic. He mine it), and looting treasure cities. Their on turn 13-14 also prevents English privateers movement allowance of 8 makes them quite can win by canny investing and by renting his from cleaning up on unprotected ports. Of explorers (Spain is a primary target for them). mobile. They cost one ducat per turn to course, if the treasure cities have not been maintain. When this option is used, he is the only player depleted, he will want to continue his looting who can make loans. Since his ducats are pleasures. tripled (as opposed to doubled for other players) for victory points, he must keep in mind that what he loans in the later turns is worth more to him than the opponents. His investments can take several forms: 1) Strict Colonists are the productive units in the loans which yield repayment of the principal game. They establish ports, mine, and can England has the services of special units and interest per game turn; 2) Investments transport gold. They collect resources and are called privateers at turn 14. They have the which yield repayment of the principal and a [continued on page 291 OPERATIONAL ANALYSIS: FREDERICK THE GREAT The Campaigns of the Soldier-King 1756-1759 by Roy Schelper

Afine work [aFrank Davis special] Frederick The victory conditions reflect both the the Saxons to battle. Once Torgau has been the Great is nevertheless an underappreciated enormous value of fortresses during the secured, the attack on Dresden should begin game. Inow enjoin you toplay this subtle and period and the strategic limitations of the without delay. There will be an enormous unusual simulation before we again meet in Allies in terms of numbers. Each fortress is Austrian pressure upon Prussian supply lines these pages. Or perhaps Mr. Schelper can worth five victory points to whoever controls it and it may be necessary to fight a battle to convince you ... except Magdeburg, Dresden, Vienna, adequately protect the rear. Prague, and Breslau, each of which is worth You should stay alert in Silesia and protect it ten VP's, reflecting the historic importance of with a sufficient force, because the loss of a these fortresses. To determine the victor at the fortress in Silesia can offset any gains in end of each scenario, total the value of Saxony. Keep this force in rough terrain, and Frederick the Great is a unique simulation of fortresses controlled by each player minus the don't be tempted to invade Moravia. This is the first four years of the Seven Years War number of strength points lost (Allied not to say that you should not threaten to between Prussia, Hanover, and the British casualties over fifteen SP's count double), and invade or take advantage of any Austrian (the Allies) and the Coalition, consisting of subtract the smaller number from the larger mistakes, but victory is to be won. in Saxony, Austria, France, Russia, Sweden, and the to determine the level of victory. so bear that in mind. Holy Roman Empire. The parentage of this There is one final note for the Prussian Player, game is hard to trace. Some of the elements The graphics are both good and bad. The counters are bright and easy to read. The and that is to beware of excessive casualties. derive from previous simulations while others Restrain your impulses to fight just to have a made their debut in this game. It is a charts and tables are clear and well organized. The board, alas, is very drab. However, the battle. Heavy casualties will rob you of a fascinating game that presents numerous victory if you are not careful. There are three challenges to both players. board does not detract from the game; rather it slightly diminishes the luster of an excellent occasions when battle is in order. They are: 1) The rules give the fist indication that this is simulation. an opportunity to annihilate the Saxons not a run-of-the-mill war game, and that it presents itself, 2) if the Austrians risk a baffle will offer the player some unusual twists. THE SCENARIOS outside of Dresden, and 3) if pressure on the Combat units are of the "change" variety seen I. The 1756 Scenario-Frederick Attacks supply line to Togau is excessive. in a number of other simulations. They The Coalition Player has a very difficult possess no innate movement capability, Despite the fact that this is the Prussian situation to contend with in this scenario. He relying upon the leader units for movement. blitzkreig scenario, the Coalition Player can must fight tooth and nail to retain as much as Even the leaders have no fixed movement stop the Prussians. The initial strengths are possible of Saxony, especially Dresden, while capability, using a system in which each roughly equal. The Prussians have 39 SP's, 7 keeping the Prussians off balance in Silesia. of which are tied down as fortress gamsons, leader undertaking movement makes a The key to Saxony is Dresden, and it should separate die roll each force march phase and while the Coalition has 41 SP's (32 for the Austrians and 9 for the Empire) with 8 SP's as be garrisoned by Austrian troops and an one die roll per nationality during each march Austrian leader, if possible. Furthermore, phase. The result of these rolls is added to the gamsons. Neither side receives any reinforce- ments. there should be an Austrian army in the field initiative rating of each leader, giving a total to harass the line of approach to Dresden. which is that leader's movement allowance for The main Prussian advantage lies with their Additionally, a third force should cover the that phase. One interesting feature is the vastly superior leaders, and the major eastern passes, protecting Moravia, and mixed sequence of play which allows the drawback of their situation is the brevity of threatening Silesia. Unfortunately, the Saxon non-phasing player to force march immed- the scenario (ten turns). army, hampered by miserable leadership, iately after the phasing player's movement. The primary Coalition strengths are the represents more of a liability than a strength. This innovation coupled with the fact that Austrian zones of control, the terrain, and the Nonetheless, it can be utilized. Take it out of combat takes place between units in the same shortness of the scenario. The major defect in Dresden and place it one of the western passes hex, means that players can often decline the Coalition position is the Imperial army, south of Liepzig. From this position it can be combat, which was a common practice during which is atrociously led and which must used to threaten the Prussian lines and, as an the period represented. Attrition can occur as surrender if the "Honors of War" are denied "army in being," distract the Prussian Player a result of force marchs, during Winter them. from his real objective. Extreme caution game-turns, and whenever units are out of The Prussian Player has the burden of the should be used with this army, though, supply during the respective Supply Attrition because it will not survive a battle. phases. Allied lines of supply are six hexes attack and must accomplish a great deal in a while those of the Coalition are five. short time in order to win. In essence, there The main advantage of the Coalition is Balancing this Allied advantage, however, is are two objectives, the conquest of Saxony and time-which is short for the Allies, calling for the fact that Austrian units only have a ZOC the defense of Silesia. First, he must take the Coalition Player to play a delaying action. that can cut supply lines. Fortifications and Torga~,which is the stepping stone to Sluggish Austrian movement will lose the sieges are an important part of the game, with Dresqen-the primary objective of the scenario, as will all-out attacks, but judicious sieges handled in a fairly abstract manner. scenario whose possession almost guarantees retreats, feints, and raids, mixed with a The game also contains provisions for victory. In order to achieve this result, the tenacious defense of Dresden can leave the prisoners, prisoner exchange, winter quart- Prussian must demoralize the Saxon army. Prussians frustrated and give the victory to ers, surrender, and "Honors of War." Additionally, he must protect Silesia against the Coalition Player. Perhaps one of the most interesting features is any Austrian incursion. II. The 1757 Scenario- that force com~ositionis secret until a force is To insure the conquest of Saxony, two The Coalition Responds committed to-battle. All of these features Prussian forces should operate there. One This scenario, representing the Coalition's combined make one of the more intriguing should concentrate on the capture of Torgau response to Frederick's pre-emptive attack, is games around. initially, while the second attempts to bring a tense one that will challenge both sides. Initial forces arc as follows: The Allied Player The Saxony/Silesia front presents problems Allied advantages are identical to those of the has 87 SP's (69 Prussian and 18 Hanoverian) for the Allies. Silesia is particularly vulnerable previous scenario, except that they have been with 14 Prussian and 3 Hanoverian SP's tied to a strong Austrian attack. A sizable force improved by the retirement of the Hanoverian down in fortresses, leaving a force of 70 SP's in should cover Silesia while another defends Leader #1, and his replacement by the the field. Facing them are 104 Coalition SP's Saxony. Stay out of trouble unless Dresden or Hanoverian Leader #2, Prince Ferdinand of (58 Austrian, 39 French, 6 Swedish, and 1 one of the Silesian forts is in danger or Brunswick, plus an enlarged Hanoverian Imperial), of which 5 Austrian, 10 French, 1 Frederick is around. When Frederick is contingent. This allows the Allied Player to go Swedish, and 1 Imperial SP are garrison present, and an opportunity presents itself, an on the offensive in the west, eliminating one troops, leaving 87 SP's in the field. The attack on Prince Charles (Austrian Leader #1) trouble spot for Frederick. Coalition receives large reinforcements on should be considered. The Prussian numerical weakness worsens in Game-Turn 8, consisting of 22 Russian, 10 In the north, an assault on Swedish this scenario, despite the increased Hanover- French, and 8 Imperial SP's, while there are Pomerania is in order during the early part of ian force, which makes it necessary for the no Allied reinforcements. the game. It is an easy target, and later in the Allies to exploit their strengths to the fullest. The Allies have two major advantages, their scenario you will not be able to attack, In this scenario the major Coalition advant- superior leadership (at least for the I-kssians) because other theaters will need the men. age, superior numbers, has been improved. and their interior lines. The first advantaee" Flexibility in the early part of the game is Another Coalition strength derives from the enables them to challenge the usually larger necessary for the Coalition Player. Harass the fact that both the Imperial and Russian forces of the Coalition with some hope of Prussians in the south while launching an armies begin the game on the map, enabling success, while the second allows them to strike offensive in the west. Stay away from major advances to be undertaken from the the widely separated enemy forces and, to a Frederick; but if you have a chance to attack onset of the scenario. Furthermore, Austrian certain extent, neutralize the superior num- any of the other Allied commanders, you leadership has been improved by the bers of their opponent. should consider it, provided excessive casual- retirement of Leader #1, Prince Charles of On the other side of the ledger, the major ties can be avoided. Once the Russians begin Lorraine. Allied weaknesses are the inept leadership of their advance from Konigsberg, put on the Coalition weaknesses are the most critical in the Hanoverians (Leader #1 is the Duke of pressure on all major fronts. Force the the west where the French are totally Cumberland who won only the battle of Prussians to force march all over the board. outclassed in terms of leadership, and in Culloden during his entire career) and the Go for either Dresden or Glatz (Glatz is Swedish Pomerania, where the Swedes are numerical inferiority of the Allies. The first of preferable to Schweidnitz, because they are weaker than ever. However, in the south and these deficits means that the Prussians will worth the same amount of victory points, and east, the increase in forces greatly diminishes probably be forced to intervene in the west to Glatz is easier to defend in case of any Coalition weaknesses, strengthening overall protect Magdeburg, and the second implies Prussian attempts to lift the siege.) Grab all position in this scenario vis a vis the previous that the Allies will be stretched thin, you can from the Hanoverians, since this will one. especially during the latter half of the be one more place that Frederick will have to These changes in force and deployment create scenario. march to. The Russians, who have little time an entirely different situation for the Allied The Coalition has one major advantage- and a long way to march, should take Player. In the Rhineland, the Hanoverians superior numbers on all three of the major Konigsberg, and make an attempt at taking can play aggressively, seeking the demoral- fronts. This enables them to play a somewhat Colberg. They should fight only if they are ization of the French forces and, with luck, looser game than the Allies in regard to facing a leader other than Frederick, but they seizing a fortress or two. In any event, the casualties, permitting them to launch simul- will likely be forced to fight him to protect Hanoverians should be able to fight the taneous offensives in the Rhineland, Saxony/ their extended supply lines. French to a standstill. In the south, the Silesia, and Brandenburg/East Prussia. The other two members of the Coalition, the Prussians should retake Schweidnitz prompt- Additionally, in the Rhineland they possess Holy Roman Empire and Sweden, can do ly, defending the siege with a large force. Once leadership equal to the Hanoverians, which little. The Swedes should sit in Stralsund, the fortress has been retaken they should, as creates the potential for major gains. unless by some miracle the Russians take in the 1757 scenario, protect Silesia and The weaknesses of the Coalition are the Stettin, while the Imperial forces should act as Saxony with a sizable force in each province. converse of the Allied strengths, i.e., long alast-ditch reserve in Bohemia and try to stay A short, sharp campaign in Swedish Pomer- exterior lines and poor leadership, except in out of harm's way. ania is advisable, provided it can be the case noted above. However, their numbers Generally, the Coalition can and should risk terminated before the Russians get too close can go a long way in compensating for these battle against anyone except Frederick, to to Colberg. As in the historical campaign, the problems. force the Allies to lose over 15 SP's, which Russians present the best target for attack by means that limited attrition is an integral part Frederick because of their extended supply The Allies must stay alert in this scenario, of the Coalition strategy. lines. A good tactic is to force march behind because pressure will be intense in all theaters them, cutting their lines, and then attack and it will mount toward the end of the game, them. This operation, if successful, can delay 111. The 1758 Scenario- the Russians for a good many turns, enabling and Frederick (Prussian Leader #1) can only The Situation Stabilizes be in so many places at once. It is imperative Frederick to race south to counter the that you avoid futile marches, because you The numbers get more lop-sided in this Austrians or launch an offensive in Bohemia will otherwise find that losses due to force scenario, but both sides have improved or Moravia. Due to the increased efficiency of march attrition will be high, and you will leaders. Initial forces are as follows: The the Hanoverians, the Prussians should hold accomplish nothing. Frederick is the only Allies have 81 SP's initially (67 Prussian and their own in this scenario. Allied leader who can afford to risk battle, 14 Hanoverian) with 13 Prussian and 4 The Coalition Player must also make some given the demoralization rules, with the Hanoverian SP's on garrison duty, leaving 64 changes in his play. First of all, instead of the Russians and French presenting the best SP's in the field. The Coalition forces total 129 all-out French offensive of 1757, the French targets for the Soldier-King. SP's (52 Austrian, 31 French, 11 Imperial, 5 must fight a careful campaign aimed at Swedish, and 30 Russian), including 6 keeping the Hanoverians at arm's length Careful use of the Hanoverians is strongly Austrian, 10 French, 1 Imperial, 1 Swedish, while maintaining at least one army capable recommended. Harass the French rear, but and 1 Russian SP garrisoning the forts, which of action. The goal of the French should be to avoid battle. If it becomes necessary to bring leaves 110 SP's in the field, and gives the reduce the Hanoverian forces-without in Frederick, go for the throat and demoralize Coalition a 1.7:l superiority ratio. absorbing undue casualties-to the point at least one French army, destroying any Reinforcements are equal, with the Hanover- where they can not besiege French fortresses. depots around. ians and the French each receiving 8 SP's. The Russians should fix their primary objective as the fortress of Colberg. Do not be ized force will be disastrous. There are just maneuver, as pointed out in the Designer's tempted by the idea of a march south to aid enough Allied SP's to protect things, so Notes, is the crux of the game, but it is so the Austrians in Silesia, because this will restrain the impulse to go on the offensive. important that it bears repeating. Move, and cause you nothing but grief. Avoid facing Bear in mind also, that the Coalition* will move purposefully in this game or you will Frederick, if possible, but consider attacking attempt to bring you to battle to try to win by lose. Aimless marching and counter-march- the Prussians if they try to screen Colberg with attrition. It is imperative that, whenever you ing will accomplish nothing. Warfare in this a force under any other leader. Once Colberg shuttle Frederick around, you do so decisively period was "war of maneuver", and don't has fallen, move on Stettin or Kustrin. In the and purposefully. This scenario will keep the forget it, because the game reflects this south, the Austrians should exercise care Allied Player on the edge of his chair with a reality. Even Frederick, with all his bloody when Frederick is around, but when he leaves lump in his throat. battles, only fought when maneuver failed. Move to advance your supply lines, while to counter the Russians you should go all-out For the Coalition Player this scenario is the to capture something, risking battle if a cutting those of your opponent, which will time to play a semi-hell-bent-for-leather enable you to besiege enemy fortresses. Feint favorable situation occurs. Whether or not the game. Play aggressively in the west and try to and put flourishes into your maneuvers to Austrians capture anything is not crucial, inflict casulaties. After the Hanoverians have because any activity in the south will force keep your opponent guessing, but move. been worn down, start laying siege to every Frederick to return quickly, thereby easing fortress you can get to. Be prudent, but don't The victory conditions give you a clear idea of the pressure on the Russians. The Imperial be overly cautious. In the south, the Austrians the primary objectives, the capture of forces can be used to support operations in have an excellent chance to take Dresden, and fortresses. One problem that you will face is western Saxony, threaten the Hanoverian Silesia is vulnerable as well. Challenge the how to oppose a siege. The best way, of course, flank, or act as a reserve to the Austrians. The Prussian leaders, and when you hold rough is to cut the supplies of the besieger, but Swedes, once again, can risk no action until terrain, don't be too frightened of Frederick. failing this strategem an attack is often in Stettin falls. In short, the Coalition strategy The Russians should follow their standard order. Another way to gain time is to put a should be: feint andjab in the west, push hard march on Colberg and Stettin. The Empire leader with an iniative rating of 1 or higher in the south, and advance methodically in the and Swedes should play their normal minor into the threatened fort. Whatever means you east. role, taking care not to get in range of the choose to defend your fortresses, don't let Allies. The basic Coalition approach should them go easily. IV. The 1759 Scenario-Frederick At Bay be to beat the Allies in the field and take some Frederick the Great is a harsh master. It will The disparity in numbers gets still worse for fortresses, which will mean attacking the punish those who attempt to deny the history the Allies in 1759. They can field 76 SP's Allies whenever a viable opportunity occurs. which it recreates, but to those who attend to initially (57Prussian and 19 Hanoverian) with its lessons, this game will offer new insights 13 Prussian and 4 Hanoverian SP's acting as V. General Notes into one of the more incredible annals of garrison forces, which leaves a meager 59 SP's The quickest way to lose in Frederick the military history. in the field. The Coalition starts with 135 SP's Great is to charge around as though you were (49 Austrian, 43 French, 30 Russian, 7 playing the French in La Grande Armee, Imperial, and 5 Swedish). There are 18 SP's in trying to annihilate your opponent. Even as fortresses: 5 Austrian, 10 French, 1 Russian, 1 the Coalition Player in the 1759 scenario or Opening MOVES [continuedfrompoge3] Imperial, and 1 Swedish, which.means that the Prussian Player in the 1756 scenario, it the Coalition can field a total of 117 SP's to will not work. The type of warfare represented If it is naturalism that one most desires, then give them a numerical superiority of almost in this game just was not waged that way. A one should honestly pursue it and not denigrate non-naturalistic games for their 2:l. campaign was judged a success if you nabbed Allied strengths and weaknesses are basically a fortress cheaply. Battle was something that lack of "realism". This is not merely semantic nit-picking: the words we use to describe unchanged, although both leadership and was to be avoided, because soldiers cost the numbers have slipped a bit, making the state a lot of money. Admittedly, Frederick concepts and to establish criteria can situation extremely difficult. It is easy to fought a lot of battles, but a careful analysis of seriously affect our perceptions if we understand why the campaign of 1759 his campaigns will show that he was forced by mis-apply them or call two dichotomous qualities by the same name. If criticize a contained the triple disasters of kunersdorf circumstances to do so. Casualties were a I (in which Frederick was routed and the large factor in determining success, once game for being "unrealistic" I should actually mean it-not merely be commenting on its Prussian army with him was destroyed), again because of the cost to the state, and the Dresden (which fell to the Coalition), and victory conditions reflect this observance very lack of appeal as an adult toy. Maxen (where an entire Prussian corps- well. equivalent to 5 SP's-surrendered in the face Another fundamental notion is that a good of an overwhelming attack) all occurred in leader can win battles at miserable odds. This this year, especially after you play the Allies. might seem unfair when Frederick and 10 The Coalition numbers have erased almost all SP's have just routed your Russian army at their weaknesses in this scenario. Further- 33%, but the Coalition leaders probably felt more, the French leaders have been improved the same way in the historical campaigns. Of by the retirement of Leaders #1 and #2. They course, victory is not certain at low odds, but still must contend with the long exterior lines, keep in mind that a good leader and a small but the influence of this problem upon the force can burn you. game is not great. Supply is another dominating feature of the In this scenario, the Allies must use extreme game, and to win you must become obsessed caution. Think twice about attacking with any with depots and supply lines. These are the leader, including Frederick and Ferdinand. two favorite targets for both sides. There are The Hanoverians are going to be faced with two ways to protect your depots and supply hordes of French under improved leaders, so lines. The first methodis toleave detachments you must feint and jab at supply lines, risking behind-a very flimsy defense that can, battle only under the direst circumstances. however, be used to bait a trap. The second, The Prussians will be under severe pressure, safer method, is to use a larger force as a and even the Soldier-King will be forced to screen and risk being out-maneuvered. think in terms of rear area raids and retreats. However you play it, most of your battles will Stay away from battles, because one demoral- be fought to protect your supply lines. GAME PROFILE: TORGAU by Roy G. Schelper I'm sometimes irked by seeing MOVES fire and melee values, and the stacking points Morale plays an important part in the game. referred to as a "house organ" in various of that unit. Artillery counters show whether Units receive and inflict losses via a and such. Unlike certain magazines. the battery is limbered or unlimbered and step-reduction system, and when a unit MOVES does acknowledge the existence of provide the same information as do the reaches a certain level of losses (its break- other game companies and their products. infantry counters. Cavalry counters are point, indicated by a change in the color of the The number of articles we run about them printed on one side only, reflecting their sole unit's counter), that unit is liable to rout. Both depends in largest part on what we receive formation, and give melee value and rout and the rallying of routed units is from our reader/writers. For example, this movement allowance. In addition to combat determined by a roll of the die. Certain units tidy piece on GDW's Torgau ... units, there are step-reduction markers, such as foot grenadiers, the Prussian Guard, "square" markers for infantry, and "dis- and artillery units never rout, while dragoons ordered" markers. are less likely to rout than most other units. In November of 1760, Prussian Control of Stacking is handled on a point basis that Before discussing the actual play of the game, Saxony, conquered four years before, was assigns a value to each unit at each of its I would like to discuss the unit capabilities of threatened by the Austrian capture of various strength levels, diminishing as the each of the three arms. Torgau. Not only was Saxony endangered by unit suffers losses. The limit is eight stacking the Austrian move, but the Prussian positions points for infantry and artillery (usually two Infantry. Infantry is the only arm that can in Silesia and the fortress of Magdeburg were full-strength units) and four for cavalry. jeopardized as well. With characteristic swift- both fire and melee offensively. It is therefore There are further prohibitions against stack- the most flexible arm, representing the real ness, the Prussian commander-in-chief, King ing infantry or artillery with cavalry. Frederick the Great, reacted to the threat by power behind any assault. This reflection is Stacking, as in some other games, determines historically accurate, because at the time of marching from Silesia toward Torgau. The which units fire and receive hostile fire. Only 53,400 Austrians commanded by Field the Seven Years War, infantry was still the top four stacking points may fire or receive "queen of the battle." The key to optimum Marshal von Daun deployed on a hid fire. overlooking the fortress in a powerful utilization of infantry in this game lies with defensive position, and von Daun-one of the Fire is a function of movement in Torgau. the choice of formation. A cursory exam- few generals ever to defeat Frederick in a While each unit is capable of firing offensive- ination of the counters will reveal that units ly four times during each fire phase, it major battle-waited. The Soldier-King deployed in column move faster, but units in expends one movement point each time it attacked with 50,000 men, assailing the line order fire with greater strength. More- Austrian position from two sides. A fierce does so. Fire combat occurs at the option of over, although the column is more vulnerable each player whenever units are adjacent; battle raged for nine bloody hours as the to enemy fire, all units in a hex may combine artillery, subject to spotting, may attack at blue-coated Prussians repeatedly and fruit- into one column and combine their melee ranges of up to six hexes. Additionally, lessly stormed the Austrian lines. By evening, strengths. Lines, on the other hand, have each defending fire unit may fire defensively it appeared that Marshal von Daun had certain defensive advantages, but they are once for each movement point expended by an defeated Frederick again. But Ziethen's highly susceptible to flank attacks. To further opposing unit in an adjacent hex. However, corps, lately engaged in skirmishing against complicate the picture, Torgau features rules such defensive fire is limited to four times per the Austrian rear, launched a devastating for the square, an anti-melee defensive fire phase. The fire protection strength of attack that sent the Austrians retreating formation, and march order for use in each unit depends upon the terrain in the hex south to Dresden, effectively removing the travelling along roads. Whiie it is difficult to it occupies. All fire is considered simul- threat to Saxony. decree hard and fast tactics for the use of taneous, and losses are inflicted at the end of formations, line is generally superior when That, briefly,-. is the backmound to the the phase. receiving attacks or firing against an enemy simulation, Torgau, an operational level Although fire can inflict great losses, there is position, and column is better suited for creation from Game Designer's Workshop. In conducting assaults and maneuvering. the game's scale, each hex represents two only one way to truly break an opponent's line, and that is with cold steel, i.e., melee (Change of formation is accomplished by the hundred yards, and game-turns represent expenditure of movement points, in case you fifteen minutes of real time. Units are combat. Melee combat takes place between opposing units in the same hex, which means wondered). regiments and battalions for infantry, regi- ments for cavalry, and batteries for artillery. that the defending unit is generally able to fire Cavalry. The mounted branch has less utility The game length can vary, depending on at least once before the assaulting unit enters than it might at first seem to have, but its high when the Prussian player chooses to attack, its hex-unless the attackers are fortunate mobility and large melee values provide a up to as many as fifty-three turns. enough to attack from the rear. Melee can be carried over from one turn to the next potential threat that must influence the plans The game map depicts the general area in provided both sides maintain units in the of both players. This portrayal accurately which the historical battle took place. Terrain disputed hex at the end of the initial turn depicts the cavalry as it was in the period features include forests, slopes, streams, melee phase. Melee includes a feature that no covered by Torgau. Except for dragoons- ponds, lakes, villages, swamps, and redoubts game of this period would be complete which have the option to fight as either cavalry in addition to clear terrain. The charts and without-cavalry charges. For cavalry units to or infantry-no cavalry units have a fire value. tables necessary to play are included as use their full melee values, they must be able This means that cavalry, whiie superb at flank separate sheets printed on heavy stock. to move two hexes in a straight line without attacks and exploitation of broken lines, is The unit counters are excellent, and they are entering impeding terrain. A cavalry unit may highly vulnerable to fire attack. Cavalry is the back-printed for ease of play. Each infantry move with only half its movement allowance most difficult arm to employ properly in the unit depicts the formation the unit is in- while charging, and it is automatically game due to the nature of the terrain. But if a whether line or column-and gives the unit's disordered at the conclusion of the melee retreat needs to be covered or harassed, you'll historical designation, movement allowance, phase in which it charges. be glad the cavalry is there. Artillery. Artillery will, quite literally, make or break your attacks in the game. Artillery possesses enormous defensive capabilities, as players will find out when they attempt to storm a redoubt that is defended by an intact battery or two. On the offense, a few well- placed batteries directed against an enemy line can greatly weaken an opponent, facilitating a breakthrough. Lest it should seem that artillery carries all before it, I should point out that it is fairly unwieldy to move in all but clear terrain, it has only two steps to lose, and it has a low defensive melee value. Special Units. Although these units belong to one or another of the three classes discussed above, they possess special characteristics that warrant a separate discussion. a]Foot Grenadiers and the Prussian Guard. There is a great temptation for the Prussian Player to hurl these units indiscriminantly into the Austrian line, because of their low stacking values, high melee values, and immunity to rout. Although it was often the A section of the Torgau map practice of the period to send them against the stroneest-. ~ositions. it will behoove the advantage in the game. Perhaps the position's long way from the objective, although area 7 Prussian Player to resist the temptation to do only flaw is its unsuitability for the Austrian has some potential as an infiltration area. so. Use them instead to exploit breakthroughs cavalry. From the time that he allocates units to their made by your line regiments. Because of his initial deployment, the corps, the Prussian Player must have a plan, because the choices of arrival times and entry b]Dragoons. Unless absolutely forced to do Austrian Player is somewhat restricted in his hexes will be a deciding factor in his attack. A otherwise, keep these units mounted. This attacks, but the progressof the game provides him with plenty of chances to counterattack poorly coordinated attack will be crushed applies to both sides, but especially to the with amazing swiftness by an alert opponent. Prussians. or launch spoiling attacks to seize the The Prussian plan must be flexible to take c] 49th Infantry Regiment. The value of this initiative. To win the game, the Austrians must maintain the integrity of their cavalry by into consideration the distinct possibility of unit comes into play off the map. The 49th late or strayed arrival-an occurrence that Infantry Regiment decreases the late-arrival keeping it as a central reserve rather than sending it on wild-goose chases against the plagued the Prussians in the historical battle. time of whatever corps it is attached to before Before the Prussian Player can attack the the corps enters the map, so the regiment Prussian rear. Remember, the cavalry may be your way off the map if worse comes to worst. Austrian line, however, there are several should be placed with the corps whose arrival things he must do. First, he must suppress the is most crucial to your plans. A great deal of prudence must be exercised by the Austrians. Although there are frequent fire of the Austrian artillery by utilizing the Torgau realistically demands that players opportunities to strike the initial Prussian superior range of the Prussian guns to reduce employ their forces in a combined arms force before the arrival of the remainder, the the effectiveness of the Austrians. Failure to fashion, covering the weaknesses of one arm hilltop is the real backbone of the Austrian do so will doom your attack. The second thing with the strengths of another. The player who game. The Austrian Player should keep a is to be patient. It is possible to lure an fails to comply with this implicit demand is significant reserve in hand to counterattack in Austrian force off the hill; but whatever courting disaster. the event that the Prussians break the line; haIjpens, do not attack before you're ready. Play of the game is, of course, directed toward and if the situation deteriorates too badly, the Torgau is a game of some complexity that has the achievement of the victory conditions, reserve should be used to cut a path back to been heavily influenced by miniatures. The which are as follow: For a Prussian decisive Torgau. The surest way to victory is to follow a game amply demonstrates the various victory, the Prussian Player must reduce the vigorous, tenacious defense that utilizes strengths and weaknesses of each branch of Austrian army to 120 stacking points (slightly judicious counterattacks and the innate the Prussian and Austrian armies during the more than half of the original force) or less, on strength of the Austrian position. Seven Years War, and illustrates the integral or off the map; for a marginal victory, the The Prussian Player determines when the part that combined arms tactics play in Prussian Player must reduce the Austrian game starts. His units, grouped into four warfare. The battle of Torgau is accurately army to 20 stacking points or less on the map. corps, start off the map, and he may enter depicted. Although somewhat lengthy, The Austrian Player wins if he reduces the them when and where he chooses subject to Torgau is a playable game that teaches the Prussian army to 100 stacking points or less the nine entry areas on the map. Prohibitions player a great deal about the nature of (slightly more than half the original Prussian based on simple geography further restrict the Eighteenth Century warfare. One of the force) while maintaining a superiority of units entry of units in certain areas before certain game's best features, in my opinion, is that it on the map. (As the victory conditions imply, times. Determining when to enter is difficult imparts the feel of miniatures. This is nice for both Players may exit units from the map.) and depends largely on out-thinking your garners who, like myself, have a great interest Any other result is a draw. opponent. There are some superior entry in miniatures but do not want to make the The Austrian Player deploys first, and areas, including areas 8 and 9 and areas 4,5, necessary outlay of capital. (No offense to because he is obliged to deploy the bulk of his and 6. These areas all require a relatively miniature manufacturers and buffs.) artillery in the redoubts on the large hill that short approach march, and the first two are The game is imbalanced against the Pruss- dominates the map, most of the Austrian almost directly opposite the last three. ians. But remember, you are not only playing army will be deployed there too. It is one of the Utilizing these opposing entry areas enables against the Austrians as the Prussian most powerful defensive positions on the map. the Prussian Player to launch a concentric Player-you are matching your skills with It is difficult to approach, possesses great attack, which is the best way to break the those of the Soldier-King, who said that depth, and gives -the ~ustriansa large Austrian line. The rest of the entry hexes are a Torgau was his greatest victory. SCENARIOS AND VARIANTS: NAPOLEON'S LAST BA~IES Napoleon at Waterloo [Again] by Christopher Perleberg NLB is my candidate for the definitive game exchange 33% of the time. The units are potential of a classic-it is the Campaign on the Waterloo campaign. Not only is it brigades for the French and Anglo-Allies and game that really sets Napoleon's Last Battles comprehensive and accurate to the point of regiments for the Prussians, and stacking is apart. Starting with the battles of Ligny and heated argument, but it is also playable. I allowed, which allows the introduction of an Quatre Bras, the Campaign runs through to mean, Wellington's Victory is a fine sirnu- optional "Combined Arms" rule that pro- the night of June 18th. Additional Campaign Iation of the Waterloo battle, but I usual(y vides an attack bonus when using all three rules cover night turns, rain, reorganization at don 't have forty consecutive hours to devote to combat arms in a single attack. The effect of reduced strength of destroyed units, a deadly a game. We here present a few modifications demoralization is more subdued than in past supply rule, demoralization by corps or for those whose tastes lean towards a little games: an army that is demoralized is simply nationality, and, most importantly, the more complexity. prohibited from advance after combat. problems of Command Control. The Com- Without leading to the wholesale destruction mand Control rules simulate the problems Waterloo. The very word carries with it of the demoralized force, these rules still give involved in maneuvering 100,000 men and connotations of far-reaching ambition and the attacker a major advantage, allowing him allow the higher echelon leadership capa- final defeat. No battle in history is more to be a bit more reckless without running the bilities of each army to be worked into the famous than this encounter between the finest risk of having his units pinned in large game. These rules, in fact, "control" the Generals of the day. Waterloo is on every- numbers. There is an optional morale rule Campaign game, as each player discovers that body's list of Decisive Battles, and few battles covering the French Imperial Guard and he really has only three offensive units to have been as extensively studied. Waterloo, demoralization. Players may use the Old or maneuver-Napoleon, Ney, and Grouchy for more than any other battle, has fascinated Middle Guard for indiscriminate attacks, but the French; and Wellington, Orange, and wargamers from the beginning. From the if these units suffer an Ae, Ar or Ex combat Blucher for the Allies. All combat must myriad of miniatures rules, through AH's result without demoralizing their opponents, originate from one of these Commander units, Waterloo and SPI's Napoleon at Waterloo, the French demoralization level drops by who may, depending on their command every serious gamer has, at least once, twenty points. The Guard, with its large capacity and range limitations, provide satisfied the urge to recreate this classic attack strength, can be used safely only at the command control to various COGSand encounter. And that brings us to one of SPI's moment of decision. division Officers. These officers can, in turn, latest return to the field of the Waterloo provide for the units under their respective Campaign, Napoleon's Last Battles. While the four folio games are fast-Quatre commands. Units without command control One of SPI's Quadrigames, NLB covers the Bras averages about twenty minutes-and may not attack and must always retreat out of four battles of the Waterloo Campaign- exciting-La Belle Alliance has all the enemy ZOC's. Quatre Bras, Ligny, Wavre, and La Belle Alliance (the name Waterloo would probably have taken if Napoleon had won) on four individual maps. While each battle is a separate game in itself, the maps can be trimmed and butted together to form one - large map for the Campaign game. The scale [ ,\ ;(;\3#r4[ r(c+ 2--h- -A43 of the game (480 meters to a hex) means that I~ the Campaign map covers a smaller area than The Wterloo Campaign. 16-18Jurx: 181F AH's Waterloo by representing a narrower field that does not extend as far south as Charleroi, but NLB's map contains much more terrain detail. There are woods, marshes, chateaux, two kinds of roads, and, best of all, crests. Gamers who wonder why Wellington made his stand where he did in NA W now have their questions answered. The effects of crests are subtle: they do nothing except block artillery bombardment. In this game system, artillery units are the offensive "movers," and Wellington's reverse slope tactics are accurately recreated, making La Belle Alliance a much closer contest than the old NAW. (I thought the French were the heavy favorites in the old game, regardless of the results of Moves #30). The mechanics of all four games are familiar to most garners: locking, active ZOC's, artillery units with a bombardment range of two hexes, army demoralization, hourly turns, and the standard Ar-Ae-Dr-Ex-De range of combat results. The CRT is relatively "bloody". At 6-1 odds, you can roll an The implications of these rules are soon While it may be true, to quote the Campaign Die DATE apparent. Battles are now restricted as to notes again, "that it is important that the Roll June 16 June 17 June 18 space. A large army such as that of the simulation of an event take a relatively limited 1 3 2 1 Prussians cannot spread itself too thinly or point of view," the simplicity of the NLB's break itself up into two groups, for only game system ("simplicity" here is not derog- 2 3 2 1 Blucher can provide command control, and ative, by any means) practically begs for little 3 3 2 2 then to only two corps at a time. Individual modifications that can be made without 4 3 3 2 corps or divisions must operate as a single unit substantially affecting the "cleanliness" of within three hexes of their Officer if they are the basic rules. What follows is, in modular 5 3 3 3 to achieve the optimum command control form (i.e. use what rules you like and ignore 6 3 3 3 effects. Long flanking maneuvers by in- the rest) are some of my own changes in the dividual units are virtually eliminated. In game, as well as two new scenarios, all The die is rolled at the start of the French addition, due to the command effectiveness presented in the same format as the game Command Segment. The resulting number is idea, the appearance of the wandering I Corp rulcs. the Command Effectiveness Value of Nap- at Quatre Bras is rendered less than decisive oleon for that turn. This rule effectively by the fact that Ney can only control one corp [I0.01 CHA TEAUX simulates Napoleon's deteriorating physical and mental condition during the campaign. at a time. It is also possible, with the The rules regarding chateaux appear to be in Command rules, for an army to attempt a error. If units defending in chateaux are both [25.6] VARIABLE WEATHER retreat by refusing certain units command tripled (as in [5.6]) and receive the benefits of Ignore the turns marked "Rain" on the rein- control, forcing them to leave normally J10.31, it would take, for instance, half the locking ZOC's without an advance by forcement chart. Treat each "Rain" turn as French army to have a 33% chance of taking two regular turns (flip the game turn marker opposing units, a maneuver especially useful Hougomont. The Anglo-Allies in La Belle to the Allies on the last daylight turn, when over without advancing it to inditate this). Alliance will present a nearly impregnable Use the weather table to determine weather they can avoid having their units pinned. line. While it is true, as some Waterloo The whole Campaign game is simple, conditions, rolling the die at the start of each aficionados will point out, that Hougomont Game turn. relatively fast moving, and tense. The opening never fell, half the Grand Army is a little out turns proceed historically, with the Prussians of line. I suggest you use the rules outlined in Die losing at Ligny and the Anglo-Allies winning [10.3] and ignore the terrain effects chart Roll Weather at Quatre Bras. The Prussians stream north- (although I suspect most of you do already). -1 clear ward in retreat, falling back on Wavre, [While Hougomont may be a severe impedi- 0 clear attempting to regroup while pursued by the ment to the French advance-which, of French. Napoleon's army must shift to face course, it was-a few judicious holding 1 clear Wellington's, for the Anglo-Allies stand attacks against the chateaux and an early 2 clear astride the road to Napoleon's objective: effort to demoralize the British can ease the 3 clear Brussels. The French player must decide how problem. Not easy, but it isn't supposed to be. much of his force he should commit to pursuit The rule is right. Ed.] 4 cloud of the Prussians, and how that pursuit-the Also, I have to ignore the cryptic reference to 5 cloud critical aspect of the game-should be units losing these benefits if out of command handled. Should he pursue with his cavalry control. Since [20.3] specifically states that 6 rain corps, hoping to catch the road-bound command effects are only present in the 7 rain Prussians as they mass at the bridges of Friendly player turn, the only time a unit can 8 rain Gentinnes, Wilroux, and Coutil? Or should be out of command is during that turn, in he save the cavalry and send a small infantry which case the unit can't attack anyway. If weather was "clear" last turn, subtract "2" force, using the cavalry later to seize the Dyle from die roll. If weather was "cloudy" last bridges from the west, splitting the Allies in turn, add "1" to die roll. If weather was two and preventing Prussian relief of the "rain" last turn, add "2" to die roll. Rain [12.3] ADDITIONAL COMBAT Anglo-Allies? But remember1 The French affects play as in [5.5] and[7.9] In addition, all MODIFICATIONS have only three leaders, and at least two are movement allowances are halved (rounded necessary to defeat Wellington. Of course, While the Combined Arms rule explores the downward), and one movement point is added one must also consider how long it will take to benefits of the supported attack, it is both to the cost of entering marsh hexes and cross- regroup one's own losses. One cannot regroup simple and interesting to include additional ing stream hexsides. Movement effects last and pursue at the same time. "tactical" rules, modified from the NAW one full turn after rain stops. A leader may And the Allied player, too, must make Expansion Game, covering the defensive reorganize only one unit during a rain turn. power of artillery and infantry squares. decisions. Will he stand and fight to the death Note that players will have advance warning at Ligny, or fall back after slight losses? [12.31] Whenever infantry or cavalry units as to rain turns. Players may opt to ignore this Where will he reconcentrate to prevent attack a stack or stacks containing one or rule after 0900/June 18th. A rain storm could French seizure of the vital Dyle bridges? more artillery units, add one to the die roll. ruin your day. Where will the Anglo-Allies make their The presence of attacking artillery does not [25.7] VARIABLE REINFORCEMENTS stand? At Mont St. Jean (the historical site) or affect this modification. Treat a modified roll the strong defensive line around Maison du of greater than 6 as a 6. In effect, [12.31] [25.71] Variable Anglo-Allied Roi? How can both allied armies set increases the probabilities of Ar's and Ex's. Reinforcements themselves up to best insure their eventual Starting on turn 1100/June 18, the Allied co-operation? [12.32] Whenever cavalry alone attacks in- fantry alone, add one to the die roll. Treat a Player may roll a die. On a roll of "I", the These are the "mutually supporting inter- modified roll of greater than 6 as a 6. Note Allied Player receives the following units on related decisions" that the Campaign notes that [12.31] and [12.32] are mutually hex B0114: speak of. The game is one of maneuver, of the exclusive. British 4th Division: central position, of deciding how much force [25.5] SPECIAL NAPOLEON COMMAND (Colville) to commit where, and of calculating move- 1 Br. 4-4 (Johnston) ment points from place to place. And, EFFECTIVENESS generally, the game comes down to a final, Napoleon's command rating (3) varies 1 Han. 3-4 (Lyon) dramatic, all-or-nothing confrontation (with depending on the day and the roll of the die, 1 Br. 2-4 Artillery Wellington) somewhere on the Brussels road. according to the following table: Dutch/Belgian "Indian" Brigade: (Consider part of [27.21] Leader Set-up [if desired] most VP's is the winner. Levels of victory are 1st Neth. Div.) Wellington (B0915), Blucher (W1406), given by finding the ratio of winner's VP's to 1 Neth. 4-4 (Anthing) Orange (B1114), Napoleon (B0922), Ney loser's VP's. 1st Netherlands Division: (B1118), Grouchy (W2121). All other leaders 1 to 1.49: 1 Marginal Victory (Stedman) may be placed as desired. French Player must 1.5 to 1.99: 1 Substantive Victory 1 Neth. 3-4 (Eerens) place the IIIrd, Nth, Ic, and IIc Officers on over 2: 1 Decisive Victory Wavre map. (Brunswick) is not deployed. 1 Neth. 3-4 (Wynands) Notes: Both games tend to be tightly fought 1 Neth. 1-4 Artillery [27.3] DEMORALIZATION LEVELS contests. The high French demoralization French level in [27.3] is offset by the losses they must Note that when using this variant, (Colville) Demoralization 75 take in trying to prevent the Prussians from does not enter 0600/June 17. The appearance Prussian intervening. They can, of course, refuse of Bde. Mitchell is unaffected. This variant Demoralization 35 Disintegration 45 combat, but to do so will allow the Prussians may also be used in the standard La Belle Anglo-Allied to interfere with Napoleon en masse. When Alliance folio game and in Scenario [27.0]. Demoralization 45 Disintegration 55 the Leader rules are used, the French position is a little better, but any advantage can be Extra counters should be made from spares [27.31] Additional Morale EHects (Lord knows you have enough). offset by using the Napoleon Command rule French: +10 if either the Prussians or Anglo- 125.51. In both games, the French must watch 125.721 Variable French Reinforcements Allies are demoralized the eastern flank at Waterloo. Maison du Roi Starting turn 1400/June 16, the French player +10 if any unit under Grouchy (i.e. is good for VP's, but more importantly, it is may roll a die. On a roll of "l", he may bring receives command control from practically the only line of retreat. The on the VIth Corp, hex M334. The VIth Corp Grouchy at time of attack or begins Anglo-Alliesshould attempt to retreat off the enters automatically on 0300/June 17. game on Wavre map) attacks any map after demoralization, as exited units can [25.73] Variable Prussian Reinforcements Anglo-Allied unit. never be destroyed. -20 if Enemy units enter Maison Starting turn 1400/June 16, the Allied Player du Roi 128.01 EXTENDED CAMPAIGN GAME may roll a die. If he rolls a "I", he may roll again. On a roll of "l", "2", or "3", he may Prussian: -10 if Anglo-Allies are demoralized. [28.1] Use all maps, full Campaign rules. bring on the three cavalry units of the IVth Anglo-Allies: +10 if Prussians attack any Game begins, however, 0900/June 16, (i.e. 5 Corp and (Bzlow), anywhere on the eastern unit of Western force. full turns earlier). Players must make up their edge of the map north of hexrow 0023 +6 if optional [25.71] reinforcements own track to indicate time. (inclusive). On the next turn, he may bring on enter [28.2] SET- UP -10 if Prussians are demoralized. the 15th and 16th brigades, on the same entry Allied Player: Bijlandt, Weimar, van Opstal, -20 if enemy units enter Waterloo hex. On the next turn, he may bring on the (Perponcher), (Orange) as printed on Quatre remaining units of IVth Corp. The IVth Corp [27.33] Note that when using Leaders, these Bras mapsheet. Prussian 1st Corps (minus automatically begins to enter on 2100/June morale effects are ignored, and rule [22.0] is in 2nd brigade) in or adjacent to Fleurus 17. effect. In addition, the Prussian 1st Corps has (L1319). 2nd brigade in St. Amand (M624, Notes: The Anglo-Allied units represent the lost 5 strength points, and the Prussian IInd M524). Note that 1/1 12th Line and 2/1 28th force Wellington left in Hal to protect his Corps as lost 8 toward demoralization. No Line start with re-organized side up. (Blucher) flank. These units did not participate in French Corps are charged with any losses (the in L1319. Waterloo, but they could have. (It's interest- French 7th division is considered reorgan- ized). Losses do not count for victory points. French Player: Husson, Camp1 (5/II), Pire, ing to note that all these units are present in Lef-Desn, (Ney), in and adjacent to Frasne NA W Exapansion Game, and, what's more, [27.4] SPECIAL RULES (Q1517). IIIc Corps, (Milhaud), in Liberchies the Hannoverian brigade is shown defending [27.41] Allow the French eastern force (all (Q0922). Baudin, Soye (6/II), Gauthier, Hougomont!) The French VIth Corp was those units which begin the game on the Jamin (9/II), Pelletier, I1 Corps Officer, in purposely left out of the first day's fighting. Wavre map) to double their movement (Q1232), Q1334, /1133). De Villiers, Piat The Prussian IVth Corp was delayed through allowance on Game-Turn One only. (7/II), in Heppignies (Q2430). the politeness of Blucher's Chief-of-Staff: Bulow out-ranked him, and the order to [27.42] Units may exit the map at any time. [28.3] REINFORCEMENTS concentrate at Sombreffe read more like a French units may exit anywhere on the south 0900: Prussian: IInd Cops, (Pirch I), L2923, request. edge. Anglo-Allied unitg may exit from 1000: Prussian: IIIrd Corps, (Thielman), B0605. Prussian units may exit anywhere on [25.8] BCLO W'S COMMAND L2923. the west edge. Once exited, units may never French: Ic, IVth Corps, respective Bulow was the only Allied leader who had ever re-enter. Corps officers, (Grouchy), M334. had an independent command; in 1813 he [27.5] VICTORY CONDITIONS Anglo-Allied: Brunswick, 5th Br. Div- had even beaten Ney at Dennewitz. To simulate this, treat Biilow as a quasi- [27.51] Without Leaders: As in 117.31 isions, (Picton), (Brunsiwck), B0605. 1100: French: IIIrd, IVc Corps, respective Commander, allowing him to provide Com- [27.52] With Leaders: mand Control only for units of the IVth Corp, Officers, Napoleon, M334. Both Players receive: and only at a range of three hexes. Anglo-Allied: Wellington, B0605. 1 VP for every enemy strength point destroyed 1200: French: Guardcorps, @rouot), L0334. [27.0] GRAND WATERLOO VARIANT 3 VP's for every Officer eliminated 1300: French: l/I, 2/I, 3/I, (D'Erlon), Q1134. [27.1] La Belle Alliance and Wavre maps 5 VP's for every Command point eliminated Anglo-Allied: Merelen, Q0103. only. Begin 1200/June 18. (e.g., Wellington-20 VP) All other reinforcements as per game track. [27.2] SET- UP: 5 VP's for Mont. St. Jean (B0812) [28.4] SPECIAL RULES 5 VP's for Maison du Roi (B1320) Allied Player: As printed on mapsheet plus 3 VP's for each Infantry Corps demoralized [28.41] French must use Late Start rule [25.2]. Prussian IVth Corps as follows: Cavalry Note that on June 16 this affects Ney only. On French Player receives: (W0112, W0211), 16th Brigade (W0210, June 16, units of IInd Corps that start in W0310), 15th Brigade (W0310, W0309), 13th 10 VP's for demoralizing British Nationality Gosselies may not move until Ney is activated. Brigade (WOW, W0509), 14th Brigade 4 VP's for each strength point exited from On all days, French commanders auto- (W0609, W0709), IVth Corp Artillery B0605 (ignore condition 2, [26.0] matically activate at 1200. (W0409). The Allied Player automatically wins if [28.42] The Allies may not enter, nor may they French Player: As printed on mapsheet. Napoleon is eliminated. The player with the attack into, the q032,0033 or 0034 hexrows of [coniinued onme 161 OPERATIONAL ANALYSIS: TROUBLE AREAS IN TERRIBLE SWIFT SWORD Some Revisionist Thought by Richard Berg Richard will undoubtedly be answering units. And, in the basic game, this concept CSA questions on and debating the merits of the was not reflected. Kershaw(C), Semmes(D), Barksdale(C), to his TSS masterworkfor the rest Of his To be sure, the Brigade Combat Effectiveness Wofford(D); Garnett(C), Armistead(C), naturallife. 'fyou are obviously getting Option (which is still viable with the new Kemper(C); Law(D), Anderson(D),Robertson to since here he officia1 Rout/Morale Rule, below) handled this (B), Benning(C); Hays(C), Hoke(C), Smith(D), second thoughts On a few Of the game' shortcoming to some degree. However, this Gordon(B); Steuart(D), Nicholls(C), Stone- elements. option worked only in the cumulative; there wall(A), Jones(D); Daniel(C), Iverson@), was nothing on the individual unit level to Doles(C), Ramseur(C),O'Neal(D); Wilcox@), reflect training, etc. For example, the Mahone(D), Wright(D), Peny(D), Posey@); regiments of Gordon's Brigade (all R2's) had Pettigrew(D), Brockenbrough(D), Arche*), been severely reduced by the last few Davis(D); l/Perrin(B), 2/Lane(D), 31Thomas Terrible Swift Sword was, by its very nature, a campaigns. However, what was left was a (E), 4/Scales(C); FitzLee(B1, Hampton(B), complex game. Even as complex games go, it hardened corps of veterans who were little WHFLee(C), Jenkins(C), Robertson(C), took an exceptional amount of work to design, disposed to rout, despite their unit size. In the Jones(C); Imboden(B). being the first game of its type done at SPI. game as it now stands, the regiments of Unfortunately, no matter how many hours of Gordon's Brigade, historically a strong USA work, no matter how much thought and brigade in terms of morale, are quite l/l/I(A), 2/1/1(C), 1/2/1(D), 2/2/1(E), 11311 concentration you put into a game- susceptible torout. The new rule changes this. (c), 2/3/1(D), 3/3/1(D), l/l/II(E), 2/1/110), especially a game as all-encompassing as 3/1/11(C), 4/1/11(D), 1/2/11(C), 2/2/11(C), TSS-there are always areas where loopholes 3/2/II(D), 1/3/II(C), 2/3/II(E), 3/3/1101; or plain unsatisfactory rules occur. Now, I am me following rule should be substituted for 14.2. l/l/III(D), 2/1/111(C), 3/1/111(D), 1/2/111 not referring to simple errata, where a (D), 2/2/111(E), 3/2/111(C); l/l/V(D), 2/1/V mistake has been made in printing or a die roll [14.21] All regiments in each infantry or (E), 3/1/~(~),1/2/V(D), 2/2/V(D), 3/2/V(B), should be an addition, not a subtraction, etc. I cavalry brigade have a letter rating (see listing 1/3/~(~),3/3/V(D); ~/~/vI(c),~/~/vI(c), am referring to loopholes and mistakes that below). The regiments within each brigade all ~/~/vI(c),2/2/VI(D), ~/~/vI(c),1/3/~1@), players take advantage of to produce unreal- have the same rating; thus, if Kershaw's ~/~/vI(D),3/3/VI(D); 1/1/~1@),2/1/XI(E), istic results and to areas where the rules do not Brigade is a 'C', all regiments in Kershaw's 1/2/XI(D), 2/2/XI(D), ~/~/xI(E),2/3/~1@); reflect reality. Brigade have a Rating of "'. The l/l/XII(D), 2/l/XII(C), 3/l/XII(D), 1/2/XII From the hundredsof lettersreceived for TSS, letter running from 'A' through 'E' is (D), 2/2/XII(C), 3/2/XII(C); 1/1/Cav(C), it became readily apparent that there were the unit's Rating. 2/1/Cav(C), R/l/Cav(B), 1/2/Cav(C), 3/2/ three areas which players were disatisfied [14.22] Units use their Morale Rating in Cav(C), 1/3/Cav(C), 2/3/Cav(C). with. The fist area consisted of the rules for determining the chances of Rout (see 14.1). The range of letters (A through E) represents rout; the second, the ability to use infiltration Using the MoraleIRout Table, the player rolls levels of training, general morale, tactics at the expense of Withdrawal Fie; and for each unit that has a chance of routing by capability of company etc. An ,A, the third, the extended usage of artillery as an throwing a die and cross-referencingthat die Unit would be a special unit, while an offensive weapon similar to a tank. Based on roll with the unit's Morale Rating. Thus, if an ,E, would represent troops. The diffi- the comments concerning these three items, R2 with a Morale Rating of 'C' takes a culty with quantifying characteristics of this specific changes have been made in the casualty and rolls a 3, it will not Rout. sort is that there is little basis, other than rules-changes that should be considered [14.23] A unit that has suffered more than subjective assessment, to base one's decision official rather than variants. The changes 50% losses (from its original strength) adds on. The Iron Brigade, the Stonewall Brigade, reflect new ideas and new solutions not one to the ~~~t die-roll. The Philadelphia Brigade-these units are all conceived during the initial design work. [14.24] Presence of a Leader in the hex still fairly well-documented. But what of the None of the changes add any complexity to the subtracts one from the die-roll, majority of the units? Regimental histories game, and they all add greatly to an already are not that abundant, and, moreover, the [14.25lAll HQ and Pro).ost Gllards are 'IY high level of realism. information they impart is highly suspect. units. All artillery batteries are 'C' units. Morale and Rout And then what do you do with a unit like [14.26] The Morale/Rout Table The present basic rout rule in TSS is based on Stannard's Brigade (3/3/I)? These Vermont the theory that a unit's rout is caused, in large Unit Morale Rating regiments should officially be classified as part, by the percentage of losses it takes Die A B D E "green". However, their performance on the relative to its size. For example, a regiment of 1 l l l third day belies that description. So, do you base a rating on pre-battle assessment or 800 men that takes 100 losses is less likely to 2 l l disintegrate than a 200-man regiment taking actual battle reactions? The choice is not easy, l l R and it is subjective at best. similar losses. Unfortunately, while this may be true in theory, it was not true in practice at l What has been done with the Morale Ratings Gettysburg. The varying brigades and regi- 5 **RRR here is that units have been given their ments all had a remarkably diverse level of 6 **RRRR approximate (and admittedly subjective) level training and morale: e.g., look at the disparity .= N, ~ff~~t,N~ ~~~t of performance during the battle, with other between results for The Iron Brigade and any R = Unit ~~~t~ areas of assessment taken into consideration unit in the XI Corps. This is quite an obvious ** = Roll again; if a '6' is rolled, unit routs where specific information was lacking. comparison; but the idea of individual Players who use this system will find the variation can be applied consistently to all Unit Morale Ratings (see 14.21) game's realism increases considerably, espec- ially in the opening day's combat (check out forerunners of the tank. Obviously, this is not Add: New Case (6.23) If an artillery battery Heth's Division's ratings!). what was intended in the design. desires to either limber or unlimber (change Infiltration and Withdrawal Fire There is nothing ahistorical about using formation) and that battery is within range artillery offensively; such a procedure just and LOS of any enemy small-arms units There has been a considerable problem with (excluding Guards) those enemy small-arms players taking advantage of the fact that units takes exceptional planning and incredible support. Artillery was rarely used in this units may fire at that battery before it changes may fire Withdrawal Fireonly once per phase. formation. This fire is considered a form of They are drawing fire with one unit, then manner in the Civil War, especially at Gettysburg. Artillery is meant to have a WithdrawalFire. If, in the course of such fire, parading six or seven more units right by that a battery becomes pinned, it may not unit without fear of fire, similar to what supportive and defensive role. The rules should reflect this historical reality, and in complete its change of formation; i.e., it may German troops did in 1918. The Withdrawal not limber or unlimber. This rule may be used Fire rule had been written in its original form essence they do; but several loopholes have appeared to disrupt the balance between whether the battery is the top unit or the because I felt that players would not want to bottom unit in a stack. have constant firing back and forth, as in precedence and playability. Torgau. I was wrong, and unfortunately, all Artillery does not take casualties for several Inessence, the above rules will reflect the fact the playtesting that we did failed to reveal this reasons, chief among which is the fact that that artillery batteries rarely operated well flaw. Therefore, the problem is being losses to artillery are in guns and it would under fire. It is not impossible to unlimber a corrected to reflect the realities of defensive seem ludicrous to have rifle fire take out guns! battery in front of an enemy defensive position position and fire in the Civil War era. Change Furthermore, losses to crewmen were few now, but it sure will take a lot of support and To (11.12) (Second sentence). Units may fire (from small-arms fire) at Gettysburg, and the planning-all of which is reflective of the Withdrawal Fire any number of times, subject no-loss/Pin-only rule from small-arms fire tactical situation of the day. only to possible ammunition depletion. reflects this fact. The above three sections represent the only Offensive Artillery The following changes and additions to the three areas that caused any major contro- The number of schemes and maneuvers that rules reflect an effort to clear up the loopholes versy. If anyone has any comments on these players havecome up with to use their artillery and add more realism in terms of artillery rules-or on any other-I always welcome offensively has been simply amazing! Using tactics and the ability of artillery to operate letters. TSS is a popular game; I hope to keep the Retire by Prolonge Rule and the fact that under fire. it a fresh game by constantly upgrading the artillery does not take casualties, players have Add to (10.82) Pinned artillery is halved in rules. begun to use batteries as if they were the early Fire Strength when it fires (defensively). -Berg

Napoleon's Last Battles deployed need not represent real units; in walk-over for the French. The Victory [continuedfrom page 141 addition, the Allied player need only reveal Conditions are extremely tough to satisfy, the Ligny or Quatre Bras maps until units on the Ligny and Quatre Bras maps almost impossible if the French Player fails to 1400/June 16. until the French enter the Belle Alliance or exit units. It's almost impossible, for instance, (28.433 (Optional) British Variable Entry. For Ligny maps, or until turn 1400/June 16, at to win scenario [27.0] using the Campaign any number of reasons, the Anglo-Allied which time all dummies must be removed and Game Victory Conditions. I consider the concentration could have been faster or the real location of units revealed. All units French to have won a moral victory if they slower. Wellington himself had only vague enter on the hexes given on the reinforcement achieve one hundred points at the end of the ideas of where all his forces were on June 16. tracks, except that the 3rd and 1st British game. If the French optional entry is used, a The following rule simulates this effect. divisions may enter at hex B0120, if desired. slight possibility exists that the French may be Before the game starts, the Allied Player [28.44] French Optional entry. Before the able to shoot right up the Brussels road, but places his units (except Wellington) on their game begins, the French Player may decide since they can't win before 1400/June 17, they appropriate slots on the reinforcement track. which hex (M334 or Q1134) his reinforce- must keep the Prussians away from the Note that in all cases except Merlen, Kruse, ments will enter. All reinforcements enter on southern half of the Brussels road. The Ompteda, and Best, each group of units the turn indicated. The entry hexes must be vadable Anglo-Allied reinforcements tend to should be represented by its Officer. Ignore written and cannot be changed after the game keep the French Player guessing as to what he the entry of Officers marked on the starts. When using this variant,,the French will face. track-Officers must enter with the largest Player does not receive the 50 point handicap [29.0] ADDITIONAL HISTORICAL group of units under their command. For of [28.5], and the game cannot end before SCENARIO each single unit or Officer, two die must be 1400/June 17. rolled, and the arrival time of the given unit($ [29.1] All maps, all Campaign rules [28.5] VICTORY CONDITIONS are advanced or put back on the turn record [29.2] Game begins 1400IJune 16 and ends chart. As printed in [26.0], except that the French 2100/June 19 (i.e., one day later). Player starts out with a 50 point handicap, DIE ROLL [29.3] DEPLOYMENT: As in regular representing the fact that he'll have to Campaign game 2345 6 78 9101112 maneuver to destroy the Prussians. [29.4] SPECIAL RULES: On turn 0300/June Notes: In many respects, a better game than 19, the Allied Player receives 200 Austrian 4-4 Example: The Brunswick Division is slated to the Campaign game, as the Battle of Ligny is inf., 45 Austrian 3-6 cav., and 6 Austrian 6-4 enter 100/June 16. Two die are rolled, result- not a sure thing. In effect the Allied Player can art. units. ing in a "3". The Brunswick division (4 units decide where to make his stands. He may and a Leader) is moved five turns earlier on decide, for instance, to fall back on Wavre, [29.5] VICTORY CONDITIONS: As in [26.0] the reinforcement track, in effect starting on but in one game played this resulted in Notes: Good luck! Represents the next Army the map 16 movement points from B0605 (28 moderate losses as the Prussians attempted to waiting to take on Napoleon. Does not include movement points for the cavalry unit). If a cross the bridges in the east, because they had the 170,000Russians, who would require still "12" had been rolled, the division would have neglected to put sufficient blocking forces on another scenario. For all its apparent drama, entered on turn 1400/June 16.) Treat night the road. In another game, the Prussians a French victory in the Waterloo Campaign and rain turns as single turns unless using rule attempted to shift west with twocorps, leaving would have been far from decisive. It was the [25.6]. Dispositions should be kept secret one corp to protect their supply lines. This longest of long shots, which the French could from the French Player; the Allied Player resulted in their getting chopped up on the ill afford to lose. But as a game, as represented ehould use scratch paper or dummies to keep road to Quatre Bras, although the Allies later in Napoleon's Last Battles, it remains a record of the location of his units. Dummies went on to win. The game is definitely not a classic. WE LOVE TH[EM...WE LOVE THEM NOT The SPI Staffs Personal Picks of '76

Rather than a run-by of all the '76SPI games work on this game himself). What's more, the ful simulation but a failure as a game. The with breast-beating comments by the guilty graphics are very nicely done-in a kind of game was certainly not avictim of lack of time parties [as we did last year] I had our merry novel style. All in all, the best wargame of the or research but more so a failure to perceive band comment on their personal loves and past few years. Rated: 9. that certain historical situations do not lend hates amongst the past year's games by SPI themselves to becoming good games. Of and otherpublishers. Not every staff member course, scale means a lot and possibly a had a choice in each of the four categories HOWARD BARASCH tactical level game could have made a [i.e., Best SPI Game; Worst SPI Game; Best Game Designer/Marketing Officer difference. But a battle almost totally Non-SPI Game; Worst Non-SPI Game] dominated by artillery makes a boring game. simply because many of us don 't get to play a BEST SPI GAME: Terrible Swift Sword-is Rated: 5. the only game that I have ever played that lot of games for enjoyment [how's that for BEST NON-SPI GAME: Caesar-Again this irony ?] The limiting factor in this "report" is successfully conveyed the feeling of fighting a tactical battle on a grand scale. It is also the category is governed by those that I that I told the staff to write only on games that have actually played. That limits things. But I they had actually played [just as you do when type of game that you can visually follow. That is you do not have to be an actual participant must cast my ballot for 's Caesar you rate games in the Feedback) Many crew (Alesia). I was formally introduced to this members chose one of our macro-games as of the game to get caught up in the ebb and flow of the battle and capture the seeming game at Lake Geneva during Gencon. We their candidate for SPI's best ...even the pros played a four-player game though I assume are beguiled by the "big-is-best" syn- realism of the game. I do emphasize the word "seeming realism" since no game can actually the game is meant for two players. The players drome. One would hope that by comparing were two GDW people plus Rich Berg and your tastes in games with ours, you would be be a totally realistic simulation. But this game comes extremely close without being overly myself. Though we quickly ran through the able to get an idea as to our gaming rules almost all our subsequent questions Weltanschauung. Maybe. complex, and that is where it truly triumphs. TSS will probably remain on the best SPI were eventually answered by the rules booklet JOE BALKOSKI game list for some time to come even though it during play. what truly makes the game is the Game Developer will receive some competition from some situation. Gauls surrounded by Romans other large SPI tactical games. We shall see. surrounded by Gauls. The options are many BEST SPI GAME: Wellington's Victory- Rated: 8. and lots of good thought is needed for both With the publication of La Bataille de la sides. Though a drawback is evident in the Moskowa and Terrible Swift Sword in 1976, length of the game, the proper tension is Wellington's Victory seemed a bit late off the present throughout. I have never played the mark when it was finally released in original so I can't compare but the AH version November '76. However, since my own is an excellent game. Rated: 7. particular interest in wargaming lies mostly in miniatures, I knew that La Bataille and Swift Sword did not really satisfy the miniaturist's Game Developer true dream-board game of 19th century BEST SPI GAME: Napoleon's Last Battles- tactical warfare. Knowing the massive Although SPI has come out with quite a few amount of research and work that went into excellent games this year-RCW, Con- Wellington's Victory, I feel sure that this quistador and Outreach come to mind-NLB game will appeal not only to the Napoleonic is, I think, the best pure wargame SPI has scholar, but to the most die-hard of produced in a long time. Firefight is all very the miniatures fans (and I have personally well, but modern tactics are boring. known miniature soldier collectors who regard any form of board game with absolute NLB is exactly what a wargame should be-it scorn). There is no doubt in my mind that is complex enough to be realistic, simple WeNington's Victory is the most accurate enough to be playable, and fast-moving representation of battle available in the enough to be fun. The campaign game wargame market today, and I can promise my combines all the advantages of the quad miniaturist friends (who are probably at this games-speed, ease of play and relative moment arguing as to whether the umpteenth simplicity-with many of the advantages of regiment of foot can be routed when fired larger games, and none of the quad's failures. upon by a French battery 6% inches away at Games, like fads, tend to be ephemeral-two an angle of 73") that they at least will be very WORST SPI GAME: In thinking about this or three years and most games are collectors impressed with this game. I am also certain category I could only come up with one game items, five years and a game is totally out of that Wellington's Victov is a very playable that I can consider in the running for the SPI date. I predict that NLB is going to be around game-it is one of the few games of the year worst. This is mainly because I have played for quite a while. Rated: 8. that I had a helluva lot lof fun playing. I know very few games this year, SPI or otherwise. that Frank Davis practically devoted his Time is always a problem. My choice would WORST SPI GAME: Plot to Assassinate entire life to this game over the months he have to be a game I designed myself, Hitler-I'm somewhat unhappy at being spent working on it, and I think he's produced Hurtgen Forest. It was more of a disappoint- forced to admit that I had something to do a masterpiece (and what's more amazing, ment than anything else. As far as I am con- with the production of this game. It is, in my Frank did virtually all the developmental cerned, Hurtgen Forest was a success- opinion, an unadulterated turkey. The mechanics are better suited to an armor usual random element in a game, the CRT, carefully culled the best morale rules from game, the situation is ridiculous, the game is would not be enough. It is difficult to build every game on the market, and are fairly easily basically boring, and the victory conditions true chaos into a game. The player is given too understood by novice wargamers. All of these are unbalanced. Otherwise, it's OK. Rated: 2. much information just in the rules and game rules serve to enhance the flow of the battle of BEST NON-SPI GAME: Nuclear War (From components. And then there's always histor- Gettysburg, one of the more dynamic Civil )-Nuclear War is a wargame ical hindsight. So, a lot of strange, but War battles. My only complaint is that it is only in that it deals with war; it is basically a effective, elements were built into the game. difficult at times to figure out which units are card game, and combat is resolved via a Finally, the game was designed with me, as due to come on the map, but the excellent OB spinner. The game was originally published in the player, in mind. But then, I do that to all serves to clear up this problem. Rated: 8. 1965, and has recently been saved from games I design. Sony 'bout that. Rated: 8. WORST SPI GAME: Dixie-Despite the fact oblivion by Flying Buffalo. WORST SPI GAME: Firefight-If it were that the player's involvement in this game is I don't know if it's quite kosher listing not for two "minor" items this game would be hardly more than that of Strike Force One, I Nuclear War as the best non-SPI game of this among the best. The two offending elements believe this game has a redeeming feature. year, but it is certainly the game I've most are the lack of complete vegetation on the The Administrative Point system is a brilliant enjoyed playing. The fact that it is multi- map and the absence of rules covering fog innovation cleverly hidden away in a poorly- player immediately puts it into a class higher (real fog, not the "", although I conceived game. Aside from the fact that I feel than any two-player game of course, and its would have liked to have had that and panic the topic is ridiculous, the game tends towards subject is a constant source of amusement. It also). The vegetation problem is critical. In .the simplistic. The entire game proves one is often difficult to restrain the players from Army FM 100-5 (Operations), page 13-12 to point: the side with the most AP's wins the breaking into "We'll All Go Together When 13-15, the high incidence of blocking terrain game. The number of strengths of the pieces We Go," or "Let's Drop the Big One Now" is graphically shown. The same applies for fog leave little room for maneuver and/or when playing the game, and destroying the (and other atmospheric clutter). The vegeta- strategy. Many a wargamer experiences a world in one mother of a nuclear explosion is tion was left off the game maps because feeling of impotence as he discovers that he always fun. Rated: 9. someone high up in the US Army chain-of- can do only 3 or 4 attacks with 1-strength command didn't want something like block- units in a turn. The rationale behind the game WORST NON-SPI GAME: Rift Trooper ing terrain to get in the way of the troops is ludicrous, but even if one allows for that, he (from Attack Wargaming)-Rift Trooper is, learning about what nifty and effective long finds a game that is an insult to his with the possible exception of Star Raider range weapons they have. We didn't fully intelligence. Rated: 2. (also from Attack Wargaming), probably the realize until after the game was done how BEST NON-SPI GAME: Alesia [Caesar] worst putatatively-professional game I have critical the terrain and fog problem would be. ever seen. (AH)-AvaIon Hill did a superb development The Army may not yet realize it themselves. job on this classic game of Caesar in Gaul. A Quite apart from the fact that it is a rip-off of Rated: 6 (should be 8) handful of copies of the original edition were Heinlein and Avalon Hi, quite apart from BEST NON-SPI GAME: The Russian issued by the designer several years ago, and the fact that the rules are ambiguous, badly Campaign-This one Avalon Hill bought though the game was a trifle muddled for the written, ungrammatical and generally incom- from John Edwards, who originally published sake of realism, those who played it found it to prehensible, and the fact that the counters are it in Australia. Sort of a "super-". be excellent. When Avalon Hill undertook to apparently reproduced from hand-drawn But well done. Simple, and the rules make republish the game, they cleared up the rules originals and badly die-cut, and the fact that sense. Graphics are very good. Realism is to the point where the average player could the board is printed in eye-killing bad-taste about the best you could expect out of a game understand the rules. The situation is color (and is also apparently executed of this scale (corps level) and complexity. beautiful: Caesar has laid siege to a Gallic free-hand)-quite apart from all this, the Rated: 7. force inside a town. The defenders have built game is a turkey. WORST NON-SPI GAME: Their Finest fortifications to prevent the besiegers from I talked to Rich Bartucci of AW at the last Hour-Now I must admit, I didn't actually entering until the reinforcements arrive. The SF Worldcon, and he indicated that he was play this one. But I tried. The rules are Roman legions have constructed their own not fully satisfied with the way the game was terrible. The game could be great if you could fortifications to prevent the Gauls from produced. In any case, Rift Trooper does figure out the rules. I gave up after an hour. freeing their chieftain, Vercingetorix. In the nothing to increase Attack's reputation. Rate me2for persistance, but I'll be generous game, the Gauls are handled by a force Rated: 1. and rate this game 5. distribution box, wherein Gallic task forces circle the Roman positions looking for an FRANK DAVIS opening. To further compound the Roman ERIC GOLDBERG Designer/Developer Player's problems. The scales are balanced, Playtester BEST SPI GAME: Terrible Swift Sword- though, for the Gauls must break through the BEST SPI GAME: Terrible Swifr Sword- Considering the R&D cost of this game defenses and get past the vaunted Roman Though SPI came out with several excellent vis-a-vis its excellent competition (including legions. The game can run anywhere from one games aside from TSS, this simulation Firefight, War in Europe and Wellington's to six hours, and whatever the length of time concerning the most famous battle of the Victory), Rich Berg's TSS is unquestionably promises to be enjoyable. Rated: 8. American Civil War was the best game the best of SPI's 1976 productions as well as produced in 1976. Despite the size of the WORST NON-SPI GAME: Avalanche the only excellent SPI game I can recall which game, the rules were kept very simple, and, (GDW)-I'm sure the intentions of the was delivered on time and under budget! designer were good. He may have even en- Rated: 8. more important, very elegant. The game is easily played by anyone, because it starts with visioned a game in this package. Perhaps an JAMES F. DUNNIGAN very few units on the map, and builds up to a industrial espionage agent from another Game Designer massive battle. Many times I have seen game company got to the master of the rules players run through the first couple of and changed it. The game includes a very nice BEST SPI GAME: Russian Civil War-I like Game-Turn hours in about three hours, call it map of the area around Salerno, and the this one because I had to sweat blood a game, and promise that they'll play the standard WWII counters. The rules are designing it and because I really enjoyed Campaign Game someday. The point reduc- perhaps the most atrocious I have seen in a playing it. The game also came out pretty tion system keeps administrative activity to a game by any company. They are unclear in much the way I wanted it to. I saw the Russian minimum, while the entire movement and nearly every major case, often completely Civil War as primarily a period of chaos. combat routine can be easily learned within garbled. At Origins 11, the designer played the Giving the players too much rationality would an hour. The morale rules are perhaps the game with an SPI member, and was at a loss deny them the key element of the event. The best part of the game. These rules have to explain the now infamous stacking rules. It is better to ignore the rules than to use them at any moment, though somehow, crisis after in the game. GDW is on the downswing of a crisis, the moment of decision is usually trend that has seen their rules get worse and delayed until quite late in the day. worse. Players are willing to forgive a few rules Meanwhile, amidst the wild swinging of the glitches in an excellent game like last year's fortunes of war from side to side, the wrinkles Crimea, but the present state of affairs is inexcusable. Rated: 3. in the game turn out to be applied so judiciously as to give the Player a genuine feel IRAD B. HARDY for the flow of the campaign as it actually R&D Director occured. BEST SPI GAME: Panzergruppe Guderian All in all, PGG takes its place alongside such -Like so many of my fellow gamers I have an other superior S&T Players' games as enduring, seemingly unquenchable interest in PanzerArmee Afrika and Frederick the the East Front. Thus, any game dealing with Great. Rated: 8. this period attracts my eye. This little number WORST SPI GAME: Supercharge.-This is had my attention from the day it first hit the simply a terrible subject, at least for a Quad. playtest table. Smolensk (as it was first called) Perhaps a detailed small-scale assault on a was a little beauty even in its roughest form. key ridge would make the Supercharge attack And I mean it was rough. The first month or an interesting subject for a game, or perhaps so we played with a complete pipejob of a something concerning the way the Germans map. The original design went through managed to disengage and retreat, but the extensive modifications and a lot of testing game in question merely simulates the overall, before it was finished. Usually by the time a hex-by-hex plough-through the minefields, game is published, particularly one that I've This game though is not for the average war- which is about as exciting and suspenseful as tested or developed, I'm bored with it. That mopping the floor. Rated: 3. has not been the case with PGG. It is a game gamer, but for those who want to study BEST NON-SPI GAME: Siege of Jerusalem, 1'11 pull off the shelf and play at the drop of a Napoleonic field tactics. Truly an historical hat. learning experience. Rated: 9. 70AD (Fred Schachter)-This rather obscure title concerns the revolt of the Jews against The system of play is relatively simple. The the Empire, and the Roman counter-attacks sequence of play is straightforward and easily BRAD HESSEL which eventually resulted in total defeat for remembered. Terrain types are at a minimum Game Designer/Developer the locals, and the near destruction of which helps both movement and combat. The Jerusalem in the process. It embodies combat routines both for normal combat and BEST SPI GAME: PanzerGruppe Guderian tremendous amount of research, much of -to my mind, the quintessential wargame overrun are uncluttered. This means that the which does tend to show up in the game in very will combine a free-flowing ease of play, a Players can master the method of play quickly unsubtle ways (i.e., a fair share of special and concentrate on the game. constant dynamic of tension, and unique exceptions and situations), as is often the case sense of or feel for the conflict being If I had to pinpoint the one element in the with an "early effort" game. But the rules are simulated. Of the ten SPI games that I have game that pleases me most it would be the surprisingly well-organized (with a main gotten a chance to play this year, PGG comes "untried" Soviet unit situation. The fact that booklet describing the mechanics, and the closest to fulfilling that ideal. neither the Soviet nor German Player know separate booklets for three individual scen- the exact strengths of the Soviet units until The system is clean and simple, but not arios and the "full Siege game") and the they are committed to combat adds an without its share of subtleties. Of course, flavor is tremendous. And where there are element of suspense I find personally very there is the famous "untried unit" rule, which ambiguities, the rules, which are replete with appealing. It permits me a subconscious adds a lot of spice. But the real star of the many commentaries and historical asides and freedom as a Player. If I'm in a gambling system is the overrun rule. That is the Players' Notes sections, almost always make mood I can play fast and loose knowing that dynamic rule which the Players must attend to clear the intent of the designers. And best of Lady Luck will come through and see to it that with the utmost care. The German Player is all ...its really a lot of fun to play, and possibly the Soviet 8's and 0's will be where I want constantly threatening to deliver a knock-out the best siege game on the market. Rated: 7. them. (This works both as a German or Soviet blow utilizing this rule, and at the same time, Player.) Or I can be "Mr. Cautious" treating aggressive utilization of the overrun Rule is a fate disdainfully with a can't-lose technique constant invitation to a disasterous Russian DAVID C. ISBY (outlined so well in Simonsen's MOVES 29 counter-attack against over-extended troops, Chief of Research article). In too many games I get a certain itch especially in consideration of the supply BEST SPI GAME: Firefight-Firefight is because of too much knowledge which effects. The Russian Player, too, must con- definitely a tactical tour de force. I think it's produces a paralysis-by-analysis. Not so in stantly be thinking in terms of overruns, in a the best tactical game SPI has done since my Panzergruppe Guderian. Rated: 8. defensive/counter-offensive sense. The posi- ownsoldiers (which I still think highly of) was tioning of reserves (to say nothing of Leaders) published back in the good old days of Spring is crucial, and a unit misplaced by one hex can '72. Due to the cooperation of the Army and a MARK HERMAN easily be decisive. Game Developer and Designer generous R&D budget, we were able to do a There is also a wide range of choices of really thorough job on the research. Over the BEST SPI GAME: Wellington's Victory- activation vis-a-vis which objectives to years, I have found that the quantity and Wellington's Victory is without peer among approach and in which order for the attacking quality of research is usually directly linked to games dealing with the Napoleonic era. The Player, as well as very real options for the the quality of the game, and Firefight bears foundation of the game rests on its formation defense as to what to concentrate on this out. The graphics are particularly well rules. At last a Napoleonic game exists where defending, when to retreat and how far, and done, too. Firefight recreates the feel of formations are not merely factored into the so forth. The scale of the game is large enough modem combat as well as any CRT, but affect the CRT. Cavalry is not to allow the Players a fairly extensive series of can do, and unlike many games it does not treated as fast infantry, but functions, as far choices throughout the course of play. This ignore infantry action at the expense of tanks. as I can ascertain, in its precise historical element of strategy combines with the Firefight is also eminently flexible. I would manner. I can think of no other game that constant threat of a decisive tactical break- like to see other armies in the same scale, e.g., does this. Extensive unit and army morale through (or counter-attack) to produce a the U.S. Marine Corps, whose infantry tactics rules give the flavor and feeling of the period. continual sense that the game may be decided differ from the Army. Chauvinistically, I would like to use the professional infantry of competitive play in a single evening, (b) rich in before publication) had the impression that the British Army-can you imagine unleash- "learning experiences" without being ted- the game was to be about the tactics of ing Gurkhas on the Russians? There are also iously complex, (c) variable in play develop- irregular warfare in the USA-it would have West Germans, Canadians, Soviet para- ment and outcome but nevertheless express- perhaps been a more interesting and troops, the list is endless. The only thing is ive of some central doctrine. Very few games informative game if such had been the case. that to do this effectively will require a lot of that SPI produces (and even fewer than the Rated: 3. research and knowledge of tactics, otherwise honorable competition produces) are as it will not sit well with the well thought out well-rounded and as substantial as PGG. TOM WALCZYK Firefight system. From now on, FirefiRht will There are many fine games that are strong in R&D Staff be the game to beat for all modern tactical one or another aspect-but most have BEST SPI GAME: War in Europe-With games. Rated: 8. weaknesses that prevent them from being considerable personal bias I have to choose WORST SPI GAME: Crusader-I hate to total games, i.e., good to play over and over War in Europe as SPI's best. Although there attack my own creation, but I have not played again. Much of the success of PGG has to do is some truth to the objection that anything through any worse game-just setting up simply with its scale: it demands long and quite that large (nine maps, 3600 counters, Terrible Swift Sword so overwhelmed me I short range thinking; has enough counters 300+ Game-Turns) can not truly be consider- never finished it. Crusader is not a bad game, and combats to smooth out the die-rolls ed agame-and is suitable for playing only by it's just that the idea of transplanting a without being burdensome; almost all the people who are bedridden from major skiing modified version of the Napoleon at Waterloo map-area is actually used in play; it's fast to accidents, and/or those who have both a large game system to the Libyan desert just was not set-up and maintains a good pace throughout. spare room and a very understanding going to work. The desert was basically a war family-it seems to me that WZE accomplish- of rapier cut and thrust, while here you too ed most of the things it set out to do. The maps often get an artificially static situation. are breath-taking, and the game system Crusader suffers from this, but it was saved presents numerous operational and strategic from the "junkpile of history" by its interest- choices that interact together very well. My ing situation. Things were not helped by only regret is that we didn't have room (or several glaring typos, caused by rushing the time) for much in the way of developer's notes thing for the Origins convention. Yet it is still so that a lot of subtle truths are still hidden an amusing game, and if both players try hard away among the rules; perhaps a future they can duplicate what historically occured. MOVES issue could clear this up. Rated: 9. One thing I liked about Crusader was its explanation of what the unit designations mean. I think it takes most of the fun out of a game if your 1-1-15 is just an anonymous cardboard counter, rather than say, the 11th Hussars, the famous "Cherrypickers" of Balaclava now in their Humber armored cars-so exclusive that even in wartime they never commissioned anyone from the ranks. Forgive me for running on, but its things like this that give a game flavor. Rated: 6. BEST NON-SPI GAME: Brandy Station- Brandy Station succeeds in being a good game in spite of itself. The rules suffer from inconsistencies, true, but it captures much of Applause for Jim Dunnigan for his basic what it meant to be a cavalryman back in the design and for Rich Berg for his creative spring of 1863. You can dismount, or stay development work. I seriously believe that mounted and fight with the sabre, for the PGG will still be heavily played years from majority of the units on both sides are cavalry. now when most of its cohort of games are A game can either turn into a free-wheeling, breathing dust on the back of the shelf. mobile battle or an intense, close-range Rated: 9. struggle between lines of dismounted cavalry, more reminiscent of 1914 than the beau WORST SPI GAME: Minuteman-Perhaps sabreurs of Napoleon. The command rules my feelings about this eccentric game can best seem to work and capture much of the be expressed in my personal lampoon of its problems of the era. The game uses RAND'S title: Week-man (with the homophonic BEST NON-SPI GAME: East Fmnt- wierd "Time/Space System", which really quality intentional). The game takes a long Having spent a good portion of 1976 does not hurt things too much, but things time to play with most of that time expended sequestered with WIE, I really wasn't able to would have been so much cleaner had they on tedious procedures that have very little play as many other games as I would have stayed with hexagons. This game reminds me "payoff" in play-value and don't seem to bear liked, at least in their finished versions. Thus I of Crusader, in that it is quite accurate, and much direct relationship to what one might don't feel able to nominate any "Worst fun to play, despite any failings in the game wish to ccomplish. The title evokes images of Game" titles. As for best non-SPI title, I system. Rated: 6. modern-day guerillas fighting sharp actions would like to mention East Front, a game put against an oppressive government or occupy- out by The Control Box, Inc. It interested me ing power-the reality of the game is a primarily because it covered the same subject blizzard of dubious tables and an enormous as War in the East, this time on a corps level. REDMOND SIMONSEN anount of die-rolling within the context of a It has a number of interesting concepts, Art Director/Designer meandering sequence of play. The game including a very nice supply system, consider- BEST SPI GAME: PanzerGruppe Guderian could just as well be a simulation of the spread ations for unit experience (in combat) and a -Yes, I really meant it when two issues ago and growth of a fast-food chain-just change Reference Index for the rules that is genuinely (MOVES 29) I sang the praises of this good some of the labels of the charts and helpful for new garners. A good game on the piece of work. My personal gaming profile procedures, and viola: Minutellurger! A topic that can be played in a single sitting. demands that a game be (a) an opportunity for consumer panel (invited to SPI's offices Rated: 6. ANNOUNCING EAST FRONT

800 Hexagon Counters World War I1 2Maps-211/2"x28" Germans Invade Russia Combat Differential System German corps level Unit Substitution System Russian Army level New Style Supply Rules 2 week turns Optional Russian Production 6 Scenarios plus Campaign Optional Historical Set-ups 4-56 Scale approx. 30.78 mi./hex

Write to: DOyou Want Make checks payable to The Control Box, Inc. All payments must be in U.S. dollars. Non-U.S.A. The Control Box, Inc. WEST FRONT? orders add $2.00 for postage and handling only. Foreign Dept. 101 Blank Hex Counters? orders usill take 6-8 weeks to deliver. U.S.A. orders will 7705 - 14th Avenue take 3-4 weeks to deliver. Unused games are returnable Brooklyn, N.Y. 11228 What do you want? for a cash refund within 15 days of date of receipt. Include your name. address and signed Give map scale, subject, time check. N. Y. State residents please enclose scale, etc. appropriate tax. Give worth to all above. $15.00 FIELD REPORT: DISSECTING A COMBAT RESULTS TABLE Mech-War '77 by M.S. Buynoski I hesitated a beat when I decided to run this value is moot, depending on what the can now be dissected. Each attack case is article. Zlike this sort of analysis, but I wonder opponent plots. Also, in certain tactical defined as the differential and the terrain if anyone else does. We all zoom along, rarely situations, a (P) is much more valuable than adjustment, suchas +5, -3 is a +5 attack with considering how dense and deep indeed are any Dl, D2, or D3 in that knowing the enemy a -3 on the die roll. Taking a "typical" case of the forests of underlying detailgrowing in the to be helpless, next turn, one can close to 10 remaining turns, each such attack case can games we play. The amount of study that killing range (1 hex) with impunity. With the be given a numerical value. For purposes of could be legitimately pegormed on just one disruption, there is always the chance that example, pins will be values 0.30 and an extra game system is staggering. So stagger a little. your Gee target may be able to kill you, too. 0.5 added to (P). Other cases are possible, of So, Table I is not inviolate; judgment may be course, but are left out for space reasons. used, adjusting values. In fact, Table I may be The first thing noticed is that, amazingly irrelevant in certain situations. enough, many of the results of attack cases are For the true fanatic, optimization of play Ignoring, in the classical style of statisticians, the same. In fact, an attack differential point depends on a thorough understanding of how the irrelevancy of the above, the CRT itself seems to be just about the same in effect as a to get the most out of every attack made. This naturally leads to the CRT. Following is the mathematical skullduggery used to dissect the Mechwar CRT. With only rudimentary tools, one can do the same to TABLE I: EXPECTED # OF TURNS LOST DUE TO RESULT almost any other game. Game (P) (P) (P) Problem #1 is to determine how to compare 'rums + + + the utility of the various results. That is, how Remaining (P) Dl D2 D3 D4 Dl D2 D3 much is a Pin worth vis-a-vis a D2, and so on. 1 1.0 0.50 0.67 0.83 1.0 1.00 1.00 1.00 Usually, the game itself gives clues, and here it 2 1.0 0.75 1.11 1.53 2.0 1.25 1.44 1.70 is the denial of a unit to the enemy. All the 3 1.0 0.88 1.41 2.11 3.0 1.38 1.74 2.27 results prevent the opponent from using his unit in some way. Pis negate movement 4 1.0 0.94 1.61 2.59 4.0 1.44 1.94 2.76 plots, (P) force a complete 1 turn loss, and Dl 5 1.0 0.97 1.74 2.99 5.0 1.47 2.07 3.16 through D4 give various and unknown 6 1.0 0.98 1.82 3.33 6.0 1.48 2.16 3.49 amounts of lost turns. In this game, expected turns of denial are good indicators of the value 7 1.0 0.99 1.88 3.61 7.0 1.49 2.22 3.77 of a combat result. 8 1.0 1.00 1.92 3.84 8.0 1.50 2.26 4.00 Problem #2 is to evaluate each result. A (P) is 9 1.0 1.00 1.95 4.03 9.0 1.50 2.28 4.20 obvious-one turn lost. A Pin is a one turn loss if movement was plotted, worthless other- 10 1.0 1.00 1.97 4.19 10.0 1.50 2.30 4.36 wise; and the various D's have a probabilistic 15 1.0 1.00 2.00 4.68 15.0 1.50 2.33 4.84 value. Now, it turns out that one can calculate 20 1.0 1.00 2.00 4.87 20.0 1.50 2.33 5.04 the expected number of turns lost for a Dl, D2, or D3 by what is known as a probability 25 1.0 1.00 2.00 4.95 25.0 1.50 2.33 5.12 tree (or a simple Markov analysis, if that's 30 1.0 1.00 2.00 4.98 30.0 1.50 2.33 5.15 more convenient). The expected number of 40 1.0 1.00 2.00 5.00 40.0 1.50 2.33 5.16 turns dispersed is a function of the number of turns remaining in the scenario, by the way. infinity 1.0 1.00 2.00 5.00 inf. 1.50 2.33 5.17 Without going through the dirty details, one gets results as detailed in Table I. math. lmt. 1 1 2 5 inf. 1+1/3 2+(1/3) 5+(1/6) Thus, if the scenario has 8 turns to run, a D2 inflicted now takes away an expected 1.92 turns from the unit; it may be more, it may be less, but the average of all D2's caused in current turn will be 1.92 turns lost. TABLE 11: CRT RESULTS BY A'ITACK CASE One or two points about the table. The last 3 (illustrating rough equivalence of attack differential columns are included because they often and die roll adjustment) occur due to double firing; they are also useful Die Differential in evaluating whether or not adding a second Adjost -3 -2 -1 0 +1 +2 +3 +4 +5 +6 +7 +8 attacker is worthwhile (disregarding com- mand control for the moment). The last -4 ABCDEGJLNOTV horizontal line is the limit of the mathe- -3 BCDEGJLPRTUX matical sequence generated by the probability -2 CDEGJLPRTUWZ tree; included for informational use only. -1 DFHJMPRTUWYBB Note that all of this, so far, has been cut and 0 FIKMQSTUWYAACC dried. However, now judgment must enter in. The matter of a Pin remains, for instance. Its die roll adjustment of -1. See Table 11, where Rule [I5321 is deleted. each letter identifies a particular set of results By deleting the above rules, you can remove a (e.g., 3-Dl, 2-(P), Pin or D2,2-Dl, 3-(P). Note lot of "dirt" from Russian Civil War without the diagonal arrangements! disturbing the basic character of the game. Having exposed the developer's hidden Foot notes The game moves faster and is more fun, and equivalence is interesting and tells something you may find that many of your friends will of the internal workings of the game. It is also enjoy it, even though (for some inexplicable interesting that the results span the entire reason) they always turn down your offers to range from absolutely ineffective (A = six RUSSIAN CIVIL WAR play Sniper!, Fast Carriers, or War in Europe. misses) to almost certain destruction (CC = 5 FOR THE MASSES -Richard Ware D4 + D3). There are about 200 conflict simulations on the market, but only a handful are primarily Back to assigning values, using the case multi-player games. Games lie Diplomacy, outlined before, yields the following: Origins of World War IZ, Kingmaker, Stock CRT Case CRT Case ADDITIONAL SCENARIO FOR Market, Conquistador!, After the Holocaust INVASION AMERICA Results Value Results Value and Russian Civil War rely strongly for their One of the most appealing things about good A zero P 8.5 appeal on diplomatic interactions between war games is their drama. Simulations, no B 0.3 Q 9.5 the players; few of these games have feasible two-player scenarios. And the rules in these matter how accurate, are a special form of C 0.6 R 9.0 games are usually correspondingly simple, fiction, where, on the analogy of a novel or keeping the stage clear for the unfolding of play, the gamer is at once the reader and an complex and intertwined events. ConquL- &tor of the drama. Invasion America allows tador!, After the Holocaust and Russian Civil the player to go a step further: given the War are exceptional, having rules systems of ground rules, one can also write the script. about average or above average complexity in The following scenario can be seen as a the spectrum of SPI games. I think Russian prelude to the drama of the published game. Civil War could gain the most in playability Around 1995, the United States, engaged in a (and, thereby, in mass appeal) from deleting losing naval war, "annexes" Mexico and some rules, or relegating them to the Central America in the attempt to establish a "Optional" Section. better defensive perimeter against a threaten- [8.3]SUBVERSIVE ATTACK. This section ed invasion of the homeland by the Aggressor can be made optional or deleted. forces, the European Socialist Coalition (ESC), the Pan Asiatic League (PAL), and the [12.12]Subversive Attacks Doubled. Ignore South American Union (SAU). The United this result. States, while outnumbered and outgunned by [I3.0]IMPERIAL UNITS This whole section the global coalition, is still a formidable can also be deleted or declared optional. adversary by reason of its vast land mass, its These numbers are the sum of the assigned [II.O]PURGE All the Politburo and Purge wide and efficient rail network, and its large values of the results (P), Dl, etc. To get the rules should be deleted. They add a lot of army and air force. Sometime between 1995 expected number of turns denied the enemy, flavor and "noise" to the game and increase and 2000, the Aggressor powers agree upon divide by six. the playing time. But in the many games I plans for an operation which is more cautious have played, Purges have rarely had a than a full scale invasion of the United States Again, there is a lot of doubt as to what, if significant influence on the outcome of the and possibly a preliminary to it. The SAU anything, these numbers mean. If attacking a game. Section [I3.5] is modified as follows: will attempt to liberate the Central American target with a D2 on it, for example, the value [13.5]EXECUTION OF THE TSAR Annexation. If successful, the operation will of an additional D 1 is not 1.00 but 4.19 minus serve several functions: 1) try the efficiency of 1.97 or 2.22, as raising the D2 to a D3 results [13.51]The Tsar may never be eliminated by the American forces when engaged close to in that much more expected loss of turns. This combat, epidemic or assassination. home, 2) provide a foothold on the North changes all the Table I values and recom- [13.52]The Tsar may be executed at any time American continent for a possible invasion of putation of A through CC is necessary. he is controlled by a Red Leader, by the the United States, and, 3) complete the By now it should be clear that CRT dissection agreement of any coalition of players unification of the Latin American peoples. is not necessarily a simple task, or even a including the player who controls the Tsar, if The ESC and the PAL will not become meaningful one in many cases. While certain the coalition controls together at least two directly involved but will remain on full alert. trends may be evident, it is dangerous to thirds of all the Red leadership points on the The threat of their intervention will prevent quantify too closely. That rapidly leads to a board. the United States from committing a large multiplication of special cases and para- [I3331 When the Tsar is executed, the proportion of its forces to the defense of the meters (what's a Pin worth? Is (P) more Victory Points (in the event of a Red Victory) Annexation. At the same time, diplomatic valuable than 1.0 turns lost? The CRT result are awarded to the executing player. overtures will encourage the North American varies in value with turns remaining. The leaders in their hope that an invasion of the CRT result varies in value with the state of [13.54]To execute the Tsar, the controlling United States may yet be avoided. The disruption of the target. Turns remaining may player simply moves the Tsar marker from the Aggressors think that the plan is worth the be but a mathematical nicety if it doesn't map to his Victory Point Chart. Once attempt, and the SAU invades the Centeral account for scenario victory conditions. And executed, the Tsar is permanently out of the American Annexation. game. so on.). Implausible? Probably. Utter fantasy? In the lexicon of statistics, games are prob- Rule [15.22] is changed to read: Definitely. But that is what Invasion America abilistic decision process. While the de- [I5221 The Initial Forces Randomizer is is all about, and this scenario provides cisions in them can be guided by tables and prepared for play by Player A who places a a reasonably balanced, shorter game for analysis similar to all the above, don't expect total of 52 counters in the Randomizer as players who occasionally may not have the to quantize things to the point where follows: 30 Red Leaders, 20 White Leaders time or inclination to play the larger scale automatically the right answer "appears." and two Assassin Markers. (Note: All of the scenarios supplied with the game. Balance The gamer's judgment remains the final Red and White Leaders should be placed in can of course vary considerably from game to authority. the Initial Forces Randomizer.) game due to the unknown qualities of the units, but it is this which makes Invasion men in Cyrenaica and western Egypt. which is obviously not available to his battle- America a unique experience in drama and Attacking on the night of 9 December 1940, field counterpart. suspense. by 7 February 1941 the Commonwealth The following procedure introduces the "fog [20.1]SCENA RZO: LZBERA TION OF THE troops had advanced 300 miles, smashed ten of war" and hopefully some added excitement Italian divisions, taken 130,000 prisoners- CENTRAL AMERICAN ANNEXATION to the panic rules in PRESTAGS. and suffered barely 2000 casualities. If not for [20.11]Initial Order of Battle the political necessity of transferring British After selecting a scenario, each player draws a U.S.A. Units: troops to Greece, the North African War card, face down, from a standard deck of playing cards. If a face card is drawn, the Land Units: 3(a), 3(mi), 4(i), 8(m), 2(rr) could have been finished by March. As it was, it dragged on into '43. panic level remains as given in the scenario. Air Units: 2(cas), 3(lrb) However, if a number card is drawn (use the S. A. U. Units: The PanzerArmee Variant is two Game- ace for "one"), this number equals the Land Units: Ha), &mi), 12(i) Turns in length, with the Allies first player. percentage of the total force by which the Air Units: 4(cas), 2(lrb) The British are immune from Command panic level is changed. Red cards raise the Naval Units: 3(am), 4(t) Control (this being factored into the troop panic level; black cards lower it. Supply Units: 2 strength available). Italian units do roll for For example: The players select Spartan [20.12]Initial Deployment Command Control; affected units may move but not attack. British armor (only) may scenario 6.0, the hypothetical Macedonian- U.S.A.: All U.S. units must deploy within the voluntarily move out of supply. Roman battle. The Macedonian forces are boundaries of the Central American Annex- given as being worth 94 victory points and ation, except for the two lrb units which must The Italian force consisted of five "leg" having a panic level of 38. Suppose the be deployed on hexes 2331 and 2617. infantry divisions (60, 61, 62, 63, 65), four Macedonian player draws the 3 of hearts. This Blackshirt Militia divisions (1, 2, 3, and 4 S.A. U.: All SAU units must deploy within the raises his panic level by 3% of his total force. Camicia Nera), two Libyan police divisions (1, To calculate the new level, multiply 94 by .03. boundaries of the South American Union. 2), three ad hoc armored brigades (1, 2, and Land and Air units may be deployed loaded This equals 2.82, which rounds off to 3. Add Babini Ragruppamento) and one motorozed this to the basic panic level (38+3=41) to find on Naval units in SAU port hexes, or in Ragruppamento (Maletti). The "leg" div- Coastal hexes (including hex 0148) occupied the Macedonian panic level for the current isions are binary (two-regiment) in the game. by Friendly Supply units. variant. The other, inferior infantry are [20.13]Constant Replacements represented as single units, as are the The Roman player, with 132 victory points brigades. The brigades should have been and a panic level of 79, draws a 7 of clubs. 132 U.S.A.: l(a), l(mi), l(i), l(m). U.S. replace- times .07 yields 9.24, rounded off to 9. 79 ments are received every other turn beginning more powerful than the infantry, but they contained almost no support units and minus 9 equals 70, the adjusted Roman panic on Turn 2 and appear anywhere on the U.S. level. side of the U.S./Annexation border. disintegrated in combat. Also, the tanks were Each player makes these calculations secretly, S.A.U.: l(a), l(i). SAU replacements are mostly worthless machine gun carriers. and does not reveal his card or adjusted panic received every turn. The British force was small but powerful. The level until the instant his army panics, or the [20.14] Variable Replacements understrength 7th Armored Division was the strike unit, with the weak 4th Indian Infantry game ends. None. Division accompanying it. Selby Force, an ad A final note to purists: this variation does not [20.15]Special Rules hoc brigade, advanced along the coast road. compromise realism. Tactical doctrine, dis- 1. The U.S. Constant replacements are Midway in the campaign 4th Indian was cipline, experience, etc., will determine the received every turn, beginning on the turn transferred to Somaliland and replaced with general quality of an army. However, its following the turn on which the SAU makes 6th Australian, again understrength. It was a day-to-day performance can fluctuate con- an amphibious assault on any amphibious tiny army, but it had one enormous siderably within the parameters established hex west of and including hexes 0832 and advantage-it was not an Italian Army unit. by this general level of competency. Long 1032. Initial Set-up, Italian: Most Italian units have marches, shortages of food or water, even bad only 25 movement points. l(Supp1y)-1906, omens can undermine morale on a given day. 2. The U.S. Air units on hexes 2331 and 2617 Conversely, a stirring speech by a dynamic may not move. Combat results requiring a l(Sup), 2(1-25)-2319, SUP), 31-25)-1925, 2(1-25)-1730, 2(1-25)-1530, 31-25)-1331, 2(1- leader or the prospect of booty might lead an retreat are treated as No Effect. army to fight exceptionally well. 3. Naval units may pass through hex 0145. 25)-1333, l(1-25)-1533, 3(1-2-51, l(Sup)-1634. A maximum change of 1Wo does not allow a (Remember that Naval units may not be 32-40) may be stacked with an9 units in transferred between the Caribbean and the Egypt; each 2-40 represents two brigades. No drastic change in the fighting quality of an Pacific.) reinforcements. army; it does allow them to occasionally have an off day or to "fight like men inspired." [20.16] Victory Conditions British: 2(3-50)-1135, 2(2-50)-1235, l(2-50)- 1537, l(Trk), 3(Sup)-1440. 32-50) are with- -George A. Fagin 2nd To win, the SAU player must control Mexico drawn Game-Turn Two, replaced with City, 1 Port hex, and 2 Resource hexes at the 32-50) from Alexandria. end of the game; otherwise the U.S. player wins. -Michael McNierney VICTORY: British get 40 points for captur- ing El Agheila. Italians get 10 points for each unit exiting hex 0701. British get 5 points for each destroyed Italian unit. Highest total wins. -Phil Kosnett

LIBYA 1940: O'Connor's Offensive PanzerArmee Afrika realistically shows the impact of Rommel's first offensive in Africa VARIABLE PANIC IN PRESTAGS and the battles afterward. Yet the most The panic rules in PRESTAGS are an decisive offensive of the war came earlier, excellent concept, yet they suffer in that both when Major General Sir Richard O'Connor players know the exact point at which the led 30,000 men of Western Desert Force enemy will rout. This allows some rather against Marshal Rodolfo Graziani's 150,000 precise calculation to an attacking wargamer SCENARIOS AND VARIANTS: FIREFIGHT by Mark Herman and Tony Merridy

Lost issue we gave you a dose of Firefight DEPLOYMENT SCENARIO 3 [MAP A] advice and a sprinkling of new unit values. Soviet Forces: Anywhere on the map except GENERAL SITUATION Some ofyou commented that the title "More within 10 hexes of the west edge. Firefights" was misleading: you thought you A Soviet spearhead has broken through the US.Forces: Enter the map on the West edge American defenses. The Soviets had expected were going to get additional scenarios to on Game-Turn 1. Firefight Well, here you are. to break through on a wide front, but the VICTORY CONDITIONS breakthrough developed only on a very narrow frontage. The U.S. high command US.: To exit 5 units from the east edge of the upon seeing the narrow salient decided to map within the time limit. counterattack and cut-off the spearhead One of the best games to pass down the tubes Soviet: To prevent U.S. victory. units. The counterattack broke through in this year was Firefight. If you have never SPECIAL RULES two areas. The main U.S. force concentrated heard of it, you either don't know how to read on reducing the Soviet support salient. An or you haven't been receiving MOVES for Exit hexes-3921, 3928, 3938 and 2 hexes American scratch task force is thrown in to very long. But for those people who fit into this north or south of each of the above hexes. prevent the Soviet spearhead deep in the U.S. latter category, Firefight is a tactical game Game length 20 turns. 5O?h losses for the U.S. ends the game even if before the 20th rear from breaking out. The Soviets upon about the first battle of the next war. The realizing the situation now try to breakout. game is excellent, but Tony and myself felt Game-Turn and results in a Soviet vicotry. that there were too few scenarios included M113's only count as exited units if at least TASK ORGANIZATION with the game. Since we had already played to one fireteam is on board. US. Forces: 1 tank plt. (M60A2), 2 Infantry death (literally) the existing ones we felt it our GAME LENGTH-20 Game-Turns Plt., (6 Dragons to be assigned), 2 Tow Sect., sworn duty to create some more scenarios and Organic Support 2 Mortar Sect, 1 Heavy pass them along to the wargaming public. So Mortar Sect., Direct Support 6-155mm. here are what we feel to be some interesting Soviet Forces: 1 Tank Bn., 2 Motorized Rifle scenarios that we conjured up out of our SCENARIO 2 [MAP B] Companies minus their attached Tank Plts., heads. The format of the scenarios basically Organic Support 3-120mm. follows those originally published in the GENERAL SITUATION game. The only additional material you need A Soviet spearhead threatens to cut through MISSION is a MOVES 30, Sect. 30.2 of the "More an American rear area. A scratch force from The Soviets must exit their units off the east Firefights" article, covering the specifications an Armor Cavalry unit is sent in to blunt the edge of the map. The U.S. must block this. of the M551 (Sheridan), and the following thrust. DEPLOYMENT organizational information. TASK ORGANIZATION U.S. enters from the east edge of the map on Armor Cavalry Platoon Organization US. Forces: 1 Armor Cavalry Plt./2 Mech. Game-Turn 1. The Soviets enter from the west 6-M551 (Sheridans), 2-M113, 3-125 (can be Inf. Plt./6 Dragons to be assigned; Direct edge of the map on Game-Turn 1. represented by 3 off-map 8lmm-used as Support 12-155mm VICTORY CONDITIONS Organic Support), lTM, and 1 TM+ (1 Soviet Forces: 1 tank Bn/l Motorized Inf. Dragon to be assigned). Co;/Organic Support 2-12Omm/Direct Sup- The Soviet must exit 15 vehicles off the east port 2-122mm edge of the map. The BMP's only count if they have at least one fire team onboard. The U.S. MISSION Player must prevent this. SCENARIO 1 [MAP B] Soviets are to attempt a penetration south of SPECIAL RULES Gerlafingen. GENERAL SITUATION U.S. To prevent this. The game length is 15 game turns. The U.S. Player gets three movement phases before the The U.S. G2 has discovered a gap between DEPLOYMENT twocorps. The U.S. high command decides to Soviets enter the board. send a tank heavy task force on a Soviets: enter from North edge of map on PLAYTEST NOTES Game-Turn 1 along route 1A. reconnaissance-in-force mission to see the The Soviets are faced with trying to exit the extent of the gap. If the task force effects a US.: enters from the south edge on board in the face of an American force in salient, reserves are ready to immediately Game-Turn 2. hasty deployment. Tie is a factor. This exploit the situation as called for. VICTORY CONDITIONS scenario trys to show the effects of a massive TASK ORGANIZATION Soviets must exit 500/0 of their vehicles off the tank charge on a basically infantry held US. Forces: 1 armor cavalry plt./l mech. South edge of the map. The U.S. wins if they position. The U.S. should basically try to plt./2 Armor plts.; Organic Support-1 prevent this (Destroying more than WOof the quickly get their units into position with mortar sect. Soviet vehicles is equivalent to winning). decent fields of fie along the main avenues of approach. As the Soviets have time pressure SPECIAL RULES Soviet Forces: 2 motorized rifle plt./l they can't really take the more covered routes. anti-tank plt.; Organic Support-3 120mm; BMP's only count toward the Victory GAME LENGTH-15 Game-Turns. 30 mine pts. Conditions if at least 1 fireteam is mounted. MISSION Greater than 50% losses among the Soviet To exit off the east edge of the map and to vehicles ends the game. SCENARIO 4 [MAP A] observe the extent of the gap. The Soviet GAME LENGTH-20 Game-Turns. GENERAL SITUATION forces are attempting to contain the American Soviet offensive has bogged down and the thrust. Americans are counterattacking. The counterattack fragments with no pattern to is attacked on the anti-personnel table as the Gerlafingen. The U.S. combined arms task the front lines. This causes a swirling loose troops are actually riding on top of the vehicle. force has been ordered to capture the towns. meeting engagement. The TM is considered destroyed if the tank is TASK ORGANIZATION TASK ORGANIZATION killed. Normal indirect fire rules against personnel are still in effect. Also, the Soviets U.S. Forces: 1 Armor Co., 1 Mech Co. (9 U.S. Forces: 1 Tank Co. don't have any priority on call hexes at the Dragons to be assigned), 1 Armor Cavalry Soviet Forces: 2 Tank Co. start of the scenario. Thus, the first turn that Plt., 1TOW sect., Organic Support - 2 Mortar sects., 2 Heavy Mortar sects., Direct Support - MISSION the Soviet artillery can hit anything is on Game-Turn 8. 6-155mm Both Players Destroy more enemy armor than Soviet Forces: 1 Motorized Rifle Co. minus your opponent. PLAYTEST NOTES tank plts., 1 Anti-tank Plt., 1 Tank Co., DEPLOYMENT The Soviet Artillery can't hit until Game- Organic Su~~ort- 3-120mm Soviets: enter on route 12 and on route 1 Turn 8. If the U.S. is still in the town at this MISSION time-its put your head between your legs and (North and East ends of these roads on U.S.: to capture Feldschlossen and Gerla- kiss your ...g oodbye. The U.S. gets a lot of Game-Turn 1). fingen without sustaining 507'0 or greater points if they can exit units. But always be U.S.: enters on route 298 and route 1 on the losses. Soviet: To prevent the loss of the two conscious of your losses. south and west ends of these roads on towns. GAME LENGTH-30 Game-Turns. Game-Turn 1. DEPLOYMENT VICTORY CONDITIONS Soviet forces deploy east of Rte 1 (iclusive) U.S. enters from anywhere on west edge of Each side gets one point for each tank SCENARIO 6 [MAP B] destroyed. The player with the most points Map A. wins. GENERAL SITUATION VICTORY CONDITIONS PLAYTEST NOTES The North Koreans violate the armistice at The game ends when either the two towns are the 38th parallel. They launch an offensive captured (This means that the towns are clear Have a good time. down the Keson corridor for a thrust on Seoul. GAME LENGTH-15 Game-Turns. of Soviet units and at least one U.S. unit is in This scenario shows the North Korean each town) or when the U.S. loses 507'0 of its spearhead running into the American holding total tanks and APC's. No points are awarded forces. SCENARIO 5 [MAP B] for destroyed units. TASK ORGANIZATION GENERAL SITUATION SPECIAL RULES 2 U.S. infantry platoons have become isolated U.S. Force: 1 Mech Co. plus an additional 2 U.S. can not enter their main force until the in Gerlafingen during a Soviet offensive. The Tow Sect. (3 total) armor cavalry plt. spots or is fired on by a U.S. has decided to relieve them before the North Korean Forces: 1 Tank Bn/3-100mm; Soviet unit. U.S. has one indirect fire phase Soviets reduce them. Organic Support-2-122mm, Direct Support- before the game begins. 6-152mm TASK ORGANIZATION: MISSION GAME LENGTH-Unlimited. US. Forces: in Gerlafingen - 2 mech. inf. GAME TEST NOTES pltns. (6 Dragons to be assigned). North Koreans must exit the south of the U.S. Relief force - 1 tank co., 1mech. inf. plt. map. The U.S. must inflict the maximum U.S. Player has no time limit so he can take (3 Dragons to be assigned), Organic Support amount of casualties. his time. Use plenty of smoke to cover open 3 81mm mortars, 2 4.2mm mortars, Direct DEPLOYMENT areas. Bypass points of heavy resistance, Support 2 155mm howitzers. remember you don't get any points for U.S. on the Map except for 9 hexes from the destroying units. Use your 155mm to suppress Soviet Forces: 1tankcos., 1motorized inf. co. North edge. North Koreans enter on Game- points of resistance that you have to travel (- tank pltn.) Organic Support 3-120mm Turn 1 from anywhere on the North edge. close to or through, (i.e., the towns on Map A). mortars, Direct Support 6-152mm howitzers. VICTORY CONDITIONS The Soviets must deploy in depth. Create MISSION: The U.S. gets one point for each North several kill zones around the key objectives U.S. to exit units in Gerlafingen off the north Korean destroyed. The North Korean gets one and on the main avenues of approach. map edge. Soviets to prevent this. point for each unit exited from the South Dismounted Infantry in towns armed with edge. RPG-7's are deadly, the BMP's then can be DEPLOYMENT: used as regular ovematch units. The reason The U.S. relief force enters from the north SPECIAL RULES you don't get anything but organic support is map edge on Game-Turn 1. The pocket force Ignore all towns-they are clear terrain. All that all of the direct support has been diverted may only deploy in Gerlafingen (any hex). roads are now trails. North Korean organiz- to the north for the offensive. The Soviets deploy anywhere on the map ation the same as Soviets. As most owners of Firefight have noticed, except within 10 hexes of Gerlafingen or PLAYTEST NOTES there are no rules covering ammunition within 10 hexes of the north edge of the map. The North Koreans must exit the map they expenditure in the game. These were not VICTORY CONDITIONS: don't get points for destroying units so bypass included mainly because it was thought that any such system would require either an Each side gets 1 point for each vehicle all points of resistance if possible and remember to always move south with all excessive amount of paperwork on the part of destroyed and the Soviets get 1point for each the players or more counters than the mix possible speed. The U.S. player-just shoot U.S. unit left on the board after Game-Turn allowed for. 30. The U.S. gets 3 points for each unit of the up as >many North Koreans as you can. For those of you who don't mind a little extra pocket force they exit from the map. (This GAME LENGTH-25 Game-Turns. means that an M-113 with 2 TMs is worth 9 pencil pushing in the interest of authenticity, I points to exit but only the vehicle itself counts remind you that only a small proportion of the for a point if it is destroyed.) SCENARIO 7 [MAPS A AND B] weapons-systems presented in the game would run out of ammo in the time span of any SPECIAL RULES: GENERAL SITUATION of the scenarios. Once the basic load-per- The U.S. priority is to get their men out; any A Soviet Offensive is in progress to the North. system is known, a chart can easily be made means of transport will suffice under the G2 has ascertained that the main stockpile of up to keep track of how many rounds a circumstances. Therefore, any U.S. tank may supplies and the communications center for particular weapon has fired, particularly cany 1TM or TM+. Any TM so transported this offensive are located in Feldschlossen and since each unit in the game has an I.D. [continued on page 281 ~mis 2451 A Rules for Human, L'Chal Dah, Rame, FIINre-w*m Simul~~clamp A and Xenophobe units Link module for Play in Conjunction with SPl's StarForce Novel combined Si-MoveICombat Y System

SrarSoldier concerns the conflicts whlch -- develop between four dlstlnct space-fartng races during the years 2451-2785 StarSoldlers are lntenslvely tralned, lmmun~zed to the "knock-out" effects of a Helssen Fleld,

. 0.- outfitted wlth pressurized, electron~cally camouflaged Actlve Battle Dress whlch renders them effectively lnvls~bleand nearly ~nvulner- able to anything short of a near-by atomlc --A explosion or a direct hlt w~tha hlgh-energy laser Equlpped wlth Energy Modulation Packs, they can apply v~rtuallyunllmlted energy to movement, elther on or above the surface of a planet, to combat, utlllzlng elther laser beams or a varlety of nuclear-tlpped mlsslles, or to producing counter-measure (CM) actlvlty to throw off the alm of any enemy flre Movement IS simultaneous and by plot Each soldler IS alloted a certaln allowance of Task Polntswhlch may be expended In a Game-Turn, and all actlvtty -movement, combat, CM -IS charged agalnst this allotment In addlt~on, adverse combat results Incurred by a Soldler are In terms of Task Po~ntslost from the allotment em----

Minuteman the rim- U THE SECOND AMERlCAN REMXCmON Multi-Player Rules Four different Scenarios Infiltration, Subversion, Sedition, Assassination, Betrayals M~nuremanIS a strategic slmulatlon of partlsan warfare on the North Amerlcan continent Represented by the 23" by 35" map are all of the co-termlnous United States and most of Canada and Mexlco The 400 counters In the game represent varlous types of revolutlonary formations, such as Networks, "Minutemen" (rovlng revolutlonary agitators), and Mllltla, QllL?i2JJJ3J, along wlth the "establ~shment" forces Agents, sECo~~~~aN RF- Counter-lntell~gence Groups, Informers and Army Dlv~s~ons Minuteman strateg~callyrepresents both covert revolutlonary growth and open parusan warfare reallstlcally Convent~onalmllltary combat IS handled abstractly The Rebel Player beglns the game wlth hls Networksand Minutemen spread randomly over the cont~nentIn varlous states of co-ordlnatlon The Government Player beglns wlth only conventtonal m~lltaryforces In varlous states of preparedness The alm of the Rebel Player IS to declare a successful revolution and to topple the government Each three-month Game-Turn lnvolves Sub- version, Sedltlon, Inflltratlon, and Mllltary Combat In addltlon, assass~nat~onsorbetrayals - may be attempted A - Firefight [eontinuedfrom pee281 number. The basic loads given are fairly A NOTE FROM THE Errata Currently in Preparation (to be accurate and are only for anti-armor missile/ ERRATA DEPARTMENT published sometime in February): S&T rocket systems as these would be the only ones 21: Flight of the Goeben; War in Europe. that would run out of rounds within the time SPI policy has always been to periodically limits of the game. Naturally, any weapon that update game rules with errata and to AS OF JANUARY 15, 1977, THE has expended its basic load can no longer fire answer whatever game questions might be FOLLOWING ERRATA ARE A VAIL- that type round as there would be no time for sent in. This commitment remains un- ABLE resupply.. changed. but circumstances have con- Note,. number in parenthesis indicates 'pired to 'low things down a bit. Not which issue (if any) of MOVES magazine UNITED STATES: surprisingly, the larger number of game that errata was included in. LAW-3 rounds per TM; DRAGON-5 titles in print has caused an increase in the rounds per TM+ (assigned as per scenario); number of game questions. In itself, this Simulation Series Games TOW (M-150)-14 rounds per vehicle; would be only a minor difficulty, but there The American Revolution (#9) M-60A2-13 rounds of Shillelagh missiles per are complicating factors. Although we still The Ardennes Offensive (H) tank; M-551 (Sheridan)-10 rounds of try to answer all game questions as quickly Austerlitz (#lo) Shillelagh missiles per vehicle. as possible, certain games are trouble Breakout and Pursuit (#lo) spots. Generally, these games are either: Dark Ages (#I21 SOVIET UNION: (1) very complex; (2) relatively old; or (3) Desert War (#14) RPG-7 (assigned as per rules)-6 rounds per designed/developed by people no longer 1812 (hex and area versions) TM+; SAGGER (BMP)-5 rounds per APC; working for SPl. In such cases it is El Alamein SAGGER (manpack)-5 rounds per team; necessary to search out someone familiar FireFight SAGGER(BRDM)-14 rounds per vehicle. enough with the game to have a fair idea as Franco-Prussian War As an added touch, it takes a minimum of 2 to what a particular rule meant in a Global War Game-Turns to reload a Sagger Missile on a particular instance. Failure to find such a Grenadier (#12) BMP; only 1 round at a time can be on the suitable oracle means going through the La Grande Armee launch rail mounted above the 73mm gun. rules in detail, examining files of past Lee Moves North (#9) The reloading process places restrictions on game questions, and so on. Needless to say, Leipzig (#I41 the BMP. The vehicle may not move, infantry this is a time-consuming procedure (and in The Marne can dismount and the gun may not be fired. difficult cases may be required just to The Moscow Campaign The 2 turn reload also applies to the manpack understand the question, let alone answer Musket & Pike teams. The BRDM mounts 6 missiles in the it). We do make a sincere effort to answer NATO (#lo) ready-to-fire position; after that it requires a all game questions, and even the un- Normandy (#11) minimum of 4 turns to reload all 6 missiles. answered ones are preserved in the Phalanx Restrictions on reloading are identical to perhaps overly optimistic hope that we will Red Star/White Star (H) BMP. someday have enough time to solve the Rifle & Saber problem. (Of course, we could "make-up" Sniper! (#23) answers, but I doubt this would serve any Soldiers (#11) SPI is looking for: useful purpose). Spitfire MICROPROCESSOR If the above has not totally discouraged Strategy (#3) SOETWARE/HARDWARE you, here is the required format. Questions Terrible Swift Sword DESIGN CONSULTANTS regarding the rules (not design) of a game War in the East (1st Edition #17) will be answered if accompanied by a War in the West The era of commercial, computerized stamped, self -addressed envelope. Foreign World War I1 (#16) gaming is rapidly dawning over us all. The subscribers should enclose only the World War 111 simple TV games of the present promise to self-addressed envelope, as we realize that S&T Games give rise to a new generation of sophis- ticated, adult games based on micro- it may be a bit difficult to purchase U.S. S&T 25: Centurian (#9) processor technology. SPI intends to postage when living in the upper reaches of S&T 26: Grunt (#9) position itself to take advantage of this new Kafiristan. Whenever possible, questions S&T 28: Lost Battles technology. To that end, we are interested should be phrased so that they can be S&T 29: USN (H) in communicating with those among our answered by a simple yes/no or other one S&T 30: Combat Command readers who have expertise in the design word response. Comments on the game are S&T 31 : Flying Circus always welcome and production end of this field. Specific- ... S&T 32: Borodino (#9) ally, we'd like to hear from those of you Concerning errata sheets-they are print- S&T 33: Winter War (H) who: ed at irregular intervals following the game S&T 34: Armageddon S&T 35: Year of the Rat (H) 1. Have designed software for micro- publication date. We also make add- processors (in a professional capacity) itional corrections whenever the game S&T Destruction of components are reprinted. Also, begin- Group Center (#) 2. Have thorough knowledge of hardware ing with S&T 58, errata for the previous S&T 37: Scrimmage (#lo) and hardware cost factors. issue game has been included in the S&T 38: CA (#lo) Naturally we assume any respondant will magazine. Errata sheets may be obtained S&T 39: Fall of Rome also be a wargamer, who is thoroughly free of charge by making a request S&T 40: PanzerArmee Afrika familiar with the unique problems that accompanied by a self-addressed, stamped S&T 41: KampfF'anzer might be associated with designing envelope. Requests (with SASE) for errata S&T 42: The East is Red electronic wargames and/or wargame not yet published are kept on file, and the Quad Games (#29) aids. Please write indicating background errata will be sent when printed. Blue & Gray I and I1 and specific experience. Any actual Please make each inquiry concerning Island War consulting work will be performed at a errata and game questions as a separate Modern Battles 1 mutually agreeable fee. Write to SPI (at request. For administrative reasons, it is Napoleon at War our N.Y.C. address) attention: Jim not possible to include responses to such North Africa Dunnigan. requests in game orders. Westwall attrition table and lose the entire expedition. Conquistador! [contin~edfrompo~e61 the loan to avoid losing this investment. For example, the loan agreement could say that if Anger comes from watching one's opponent percentage of the profits of a certain area; 3) a political control is not maintained, the player move in on Cuzco and loot the 100 ducats. combination of 1 and 2; or 4) Investments owes the banker 25 or 50 ducats. The banker Misery is having 25 ducats of gold at each of yielding repayment and a percentage of the also needs to be careful of greed. If his rates five ports and not enough of a treasury to buy financed expedition's profits (especially are too high, the players may do without his the bounds to get it all. Frustration is rewarding when financing gold raids). If the help. Besides a profit for himself, the Banker borrowing enough to finance the expeditions German banker can achieve 50% of the must seek to make borrowing profitable for to get the gold, paying off the loan, and profits from an area, and that player has his clients. Blind loans should be avoided, coming home with just a few ducats more than political control of the area, the 150 VPs since bankers always want to know how the could have been transported without the loan. (worth 50 ducats to the banker) goes to him at loan will be used and may put restrictions on Ecstasy is loaning to an opponent who cannot the end of the game. The Banker must its use to insure success or adjust expected afford to get all of his gold, taking your cut of remember that this puts him at the mercy of profits. the profits, and saving yourself the expense of that player, who might lose control of that a military expedition to capture the gold. area on purpose to deny the banker victory Agony is fighting one's way through the Inca FUN-is playing Conquistador, a game that points. A penalty clause could be written into Empire to Cuzco, only to roll a six on the land should provide hours of keen competition.

We'd Like You to Write For MOVES

Most of the articles in MOVES are written additional scenarios should be playtested pages in MOVES), or 22 manuscript by readers. So if you can write a by the author. pages. Each manuscript page is about one- well-organized article about a conflict 4. Design Critique. Deals with the stren- half of one column of type or 225 words. simulation that will be of interest to the gths andweaknessesof agamesystem vis a Footnotes should be no longer than 750 MOVES audience, there is a good chance vis playability and historical accuracy. words. Articles should not depend heavily that your article will be published. There is Criticism must be well-founded and must on maps and diagrams. an even better chance for your article's concern itself with substantial aspects of what You Get for What You Write. publication if you take some suggestions... design. MOVES magazine pays an honorarium The Topic of your article is, of course, up 5. Field Report. Provides organized and for all articles published except Footnotes. to your discretion, so long as you select a valid information on some aspect of This honorarium is currently $4 per subject with fairly wide appeal. But, conflict simulation of general interest. running 10" column of edited text frankly, we would like to see a few more Includes reports on events of wide interest (calculated to the nearest half-column). articles submitted that deal with our own such as conventions. Alternatively, authors may receive their recent S&T and SSG games. Not to say 6. ~f~~~-~~~i~~R~~~~~.A well-research- honorarium in the form of SPI products. that articles on other publishers' games ed treatment of actual history, reflecting This will be rendered in terms of current are not welcome ...encouraged ... sought! how the historical event occurs on the list prices of items, and paid at double the We would simply like to see more written game map. candeal with inconsistencies rate of the cash honorarium, i.e., $8 per about some of the most widely circulated between the game and running column of text. Please state your games around-particularly those in S& T. honorarium preference on the cover sheet 7. Footnotes. Short essays of less than 750 So, if you have the urge but not the inspir- words on almost any subject related to of your article. Honorariums will be rendered thirty days after the publication ation, give some thought to your last issue gaming in general or specific games. of S&T. (But finish reading this before you of the issue in which the article appears. assault your keyboard.) How Articles Should Be Done. All articles and Conditions. All sub- The Types of articles we are looking for fit should be typewritten, double-spaced, on missions to MOVES become the property essentially into seven categories: 8% llw white bond Each type- of Simulations Publications, Inc. SPI 1. Game Profile. Describes and analyzes written line should be no more than 6.5 for submitted the game with regard to system, technique characters long and no less than 55 material. wish their unpub- of simulation, and overall effectivenessof characters (including word spaces). Type lished manuscripts returned should in- vis a vis its subject. Physical no more than 25 lines per manuscript page clude a 12" systems may be touched on it critical to the (including a blank double line space with their SP1 game's mechanics. between paragraphs). M~~~~~~~~ pages assumes the right of first refusal on all sub- 2. Operational Analysis. Deals with the should be numbered and should include missions for the six following tactics and strategy of play in a specific the author's name at the upper right of submission. not be game and its scenarios. Operational each sheet. DO not staple manuscripts. A submitted if it has been previously analyses are not vehicles for the unveil- cover sheet should include the author's published or is under submission ing of "perfect" plans; rather they are name, address, a phone number; the to another publisher or will be within the ensuing six months' suggestions for optimal tactical doctrine category of the article; and the suggested otherwise notified, authors should assume that and viable strategies. title for the article. proper should be used in all game articles. articles not published within eight months 3. Scenarios and Variants. Provides add- of submission have been refused. itional scenarios and ruels variants to an Abbreviations should be avoided. existing game. Material should be present- How Long an Article Should Be. A11 A*icies Be Submitted To: ed in the same style as the game's rules. articles except Footnotes should be at least Ikdmond Simonsen (MOVES) Suggested variants and additions should 1,000 words long. Articles should not Simulations Publications, Inc. not call for materials not originally exceed 7,000 words. "Standard" length is 44 East 23rd Street provided with the game. Variants and 5,000 words (approximately four printed New York, N.Y. 10010 Designer's Notes [continuedfrompage 31 hand, began war production in mid-1940 with balance seems to switch from the South almost all of the productive capacity that Koreans to the North Koreans each week as different nations, and that the enterprise of the white race created SA as it is today; the would be needed during the war. Because of new rules are added and old ones dropped. the Great Depression, there was plenty of black race has been fairly paid and its We have added two "Ready Reserve" contribution to SA has been analogous to that un-utilized capacity waiting around for Divisions to the ROK Order of Battle (the something to do. The one thing the U.S.A. of "guest" laborers in Europe or migrant 30th and the 35th) and stationed them near lacked was time, which is why shipbuilding Mexican labor in the U.S. To allow a black Seoul. Also, in camps around Seoul, are nine concentrated on merchant ships (whose democratic participation in SA government U.S. battalions plus artillery. It takes a few would mean the end of the white "nation" completion time averaged three months, Game-Turns, however, before all the U.S. and because of the 5:1 ratio of blacks to whites. compared to over two years required to get a Ready Reserve units are committed to large aircraft carrier into action). Over a third Extension of this argument leads to the combat. Meanwhile, the 9th and Capital of the entire U.S. wartime expenses went to Divisions have to hold the front along the concept of dividing SA up between white and aircraft, which were even more quickly DMZ against the massive North Korean black areas (Bantustans) of which Transkei is built-not to mention the speed with which the first example. attack. The North Koreans possess eight you could throw them at the~enemy.America infantry divisions, each reinforced by a tank 3. The black underground movement takes could have fielded over two hundred combat regiment. We've also discovered that the root in the tribal states and, to as great an divisions, but because of the enormous North Koreans now have an armored division, extent as possible, maintains a reign of terror distances between the U.S.A. and the battle which has been added to their order of battle. against all moderate black leadership, en- areas, there would not have been sufficient Two other scenarios will be included in DMZ, deavoring in the process to undermine the shipping or manpower to move and supply neither of which has begun extensive testing RSA economy with general strikes, etc. Many that many fighting men. Again, because of the yet: U.S. Withdrawal (postulating no U.S. other freedom fighters flee to Mozambique large distances and the manpower required to forces in South Korea at the time of an and Rhodesia where they coalesce into operate over thousands of miles, the supply of attack); and Counterstroke Across the DMZ guerilla bands, armed and supported by the non-combat materials outweighed the supply (postulating an Allied counter-offensive host countries' governments and sub rosa by of required weapons and munitions. A against a stalled North Korean drive outside the USSR. These bands wage what is by now a "Battle of the Biscuit", as it were. of Seoul). standard partisan campaign against the RSA. JFD Joe Balkmki 4. By 1980, the RSA is forced to maintain 100,000+ men in its armed forces and Wacht am Rhein Lord Of The Rings internal security forces to secure internal Wacht am Rhein is well into its final stage of order and contain the external raiders. development. All the rough spots have been LOTR is moving along at a heart-warming ironed out and all final rules have been added pace. The major design work is complete and (i.e. weather, air power, ground condition, the game has been transferred to the hands of WarIn The Pacific infiltration, etc.) The two single map developer Brad Hessel. Work has continued on the naval and air scenarios have been very fully tested. They are The two battle games are about half-done. movement and combat systems. As it now both very enjoyable, free-wheeling games Minas Tirith has undergone some terrain and exists, -Players will be required to plot called Bastogne and Kampfgruppe Peiper. scale changes, but the combat system, which destinations for naval unit movement under a Some special rules concerning the problems uses a new weapons-differentiation theory, task force umbrella, Or-in lieu of destin- of German ammunition supply have been has remained intact. In the meantime, Helms ations-to plot specific reaction codes to recently added, along with rules which Deep has been scrapped as a title (it's too counter recognised enemy threats. Sub- simulate the enormous problem the Germans similar to MT in terms of the type of action sequent to plotting, the Player will place TF had in bringing up their heavy corps artillery occumng) in favor of a new title concerning markers analogous to those TFs he has in play units after the first day of the battle. We have the battle where the ring was originally lost. onto a movement "pie", assigning them to received very able help from a Battle of the This one looks like a really wild open-field one of six slices. A die roll will then determine Bulge "expert"-Danny Parker of Miami, melee with a lot of chance for attack and the order in which both Players move their Florida. Danny travelled up to New York for a counterattack. TFs. Each slice of the pie will have a general weekend in December. Aside from playing the condition associated with it restricting the As for the giant campaign game, the basic game extensively, we had long, interesting system is ready and the playtesters have movement of the units in the slice. E.g. "Units discussions of our conceptions of the Battle of may not enter hex containing Enemy naval started to work out the wrinkles. The first the Bulge, and how these ideas could be problem encountered was that the end-game units", or units must exit hex containing portrayed in the game. Most of these Enemy naval units, etc. was found wanting. Initially no Fellowship discussions led to the dropping of "dirty" player could even get near Mordor, then we Air unit deployment and movement will use rules, much to the benefit of the game as a found that the Fellowship player just waltzed an off map basing display system, with whole. We've also received able help from an thru the gates and dunked the ring in the numbered airbases deployed on the map and SPI worker, Steve Ross, on an additional Cracks like Dr. J. Something was wrong. As of air units based there on the off map displays. scenario that we have decided to put in the now, we have made some major adjustments In a given air movement and combat phase, a game: The Race to the Meuse (December 21). to character capabilities and tightened up Player will use his air units to fly to and attack Unfortunately, this scenario is rather com- "security" in Mordor, as it were; hopefully it Enemy ground and naval targets within range plicated because so many units are deployed will work. of their base, referencing the map for this all over four maps at the start of the scenario. data. However, it should prove to be a very As for the characters themselves (over 20!), Irad B. Hardy interesting game, if only because of the vast each will be represented by a card (as well as a difference in the situation faced by both counter). The cards, aside from containing some really top artwork by one of the foremost Warin the Pacific: Ptvduction System Players compared to the scenarios starting with December 16. Tolkien artists in the country, will contain all Unlike the production systems for War in the Joe Balkoski the information about that character: his East and War in the West (Russia and Combat Strength, Terror Factor, Would Germany, respectively), the Warin the Pacific Level, Ring Capability, and Sorcery Level (if systems involve two radically different DMZ any). All these different numbers and letters situations. The Japanese began the war going The playtesting for the first of DMZ's will give the player an accurate and instant full speed and could ill afford any loss in scenarios is just about complete. This picture of the character, despite the amount productive capacity. The U.S.A., on the other scenario is entitled Battle for Seoul. Play of information it imparts. There are both individual and army combat in LOTR, and best we saved for last. The Egyptian offensive combat. Our research indicates that the the integration of the two has worked quite of October 14th is handled in a Campaign Warsaw Pact army is very powerful, but also smoothly. Individual combat seems to be a game using the entire front. Victory Con- quite "brittle". Any serious attempt to favorite of the playtesters, especially when one ditions are handled in a very complete and achieve the rate of advance that the Soviets of the characters happens on a Balrog or some historical manner. The results of three talk about (to the Rhine in five days or less) Barrowights. One of the great fights in the scenarios (North, Central, and South) are would commit their army to an "all or games played so far has been a tremendous individually evaluated and then compared on nothing" style of warfare which will quickly duel between the Balrog and Frodo, Aragorn, the overall Campaign Victory Conditions exhaust their troops (and hopefully, from and Gandalf. Despite being armed with an Chart which decides the overall winner. their point of view, NATO's units as well). Elvish Sword, Aragorn succumbed to the Mark Herman Right now, one of the keys to the game is a new Balrog, but Gandalf, using superior magic, way of expressing combat results. The smashed the Balrog down. original system-which was a derivation from Much of the flow of the game has been the real one used in Panzergruppe Guderian good-and remarkably faithful to the book, Battle for Jerusalem '67 -simply didn't work, as there was little the despite the obvious difficulties and differ- The game is now going into its final stages. NATO Player could do other than follow the ences in this quarter. The Dark Power player The Exclusive Rules contain such goodies as Soviet initiatives and try to get in the way. must win militarily before the Fellowship the relief of Mount Scopus, Jordanian Now, however, combat results are given in player can destroy the ring, and both Helm's Command Control, Israeli Air Force (Yes, terms of the number of "Movement Points" Deep and Minas Tirith have proven tough there are plane counters), and a very realistic which must be spent while retreating. Thus, nuts to crack, especially the latter. handling of the battle for the actual city of for example, a result of "D4" would mean a Berg Jerusalem. The victory conditions take into retreat of four hexes for a unit across an open account many variables. Basically, the plain, two hexes in forest cover, one hex in Israeli must capture the Jordanian River rough, and no effect at all on a unit in an Air War Bridges and the city of Jerusalem without urban center. Since the defender controls The initial design and research work on Air taking high casualties. As if that wasn't (within certain limits) the path of retreat and War has been completed, and the game has enough, the Israeli player's victory also can convert retreat results into step losses, begun playtesting. Because of the designer's depends on how fast he does it. there is a wide range of possible outcomes for dislike for the Simove system, the game will be Mark Herman each combat situation. Terrain influences sequential-which may be more realistic, as a combat only in determining the cost to retreat sequential system more accurately depicts from a certain type of hex; this provides a pilots' ability (or inability) to react to enemy subtle andcumulative effect which fits in very maneuvers. An elaborate system of initiative War in Europe Module I nicely. The "gap" around Fulda becomes truly significant, as the rough terrain on either to determine who will move second in a (The First World War, 1914-1918 will be an side of it forms a definite obstacle. Game-Turn-i.e., who will get the jump on expansion kit consisting of rules, charts, and the other player-has been worked out, and unit counters to be used in conjunction with Overall, the game will show the impact of a the sequential system seems to be working. the War in Europe System Game Maps.) great number of things on modem warfare. The game system is an ambitious attempt to Well, it's into the trenches once again, men. The supply and movement systems stress the importance of roads and autobahns (as well as incorporate the best portions of Foxbat & The World War I game is now becoming a Phantom and Airforce. Realism and accuracy physical reality. Recently we started playing the probable effects of civilians fleeing the are being concentrated upon, which may lead the Western Front. As of September 10, the Soviet advance). Extensive rules are also to relatively long playing time, but a complete German Army has been repulsed from the provided for chemical and nuclear warfare, and complex game. For example, each Marne by the French, and the French Plan 17 divisional unit integrity, accelerated assault, aircraft has sixteen markers which represent has ceased and desisted. The system uses a disengagement from contact, Covering Force its altitude, attitude, dive/climb status, CRT that basically causes attrition without Units, rearguards, artillery, and the break- acceleration progress, speed, throttle setting, forcing too many retreats. A unit is forced to down of NATO units. Also included is an innovative air system, which rates aircraft and excess energy on the Aircraft perform- retreat when it takes losses in excess of its ance charts. nationality rating. The Germans absorb types for their ability to penetrate the air defense characteristics of enemy units. The game will provide scope for a large losses best, the French and British are number of maneuvers which are essential to average, and the Belgians and Austro- modem air combat and which were more or Hungarians are the worst. When units are less ignored in Foxbat. Air maneuvers, such entrenched, they are very tough to evict (in as the yo-yo, breaks, wingovers, loops, fact, almost impossible). Thus, the blood bath Bundeswehr push-throughs and Immelman turns will be of the Western Front is accurately simulated. The playtesting for Bundeswehr is currently possible in the game, as well as a number of The most the trench lines in Western Europe undergoing changes in balancing and victory others. All in all, Air War looks to be another moved during the course of the war was conditions. The victory conditions as origin- excellent and complex tactical SPI game. approximately 3 miles. Since each hex ally envisioned have proven to be too tough for Greg Costikyan represents 20 miles, a fluid battle is the last the Soviets, though the Soviets are strong in thing we want to see. their artillery and mechanized forces. The Mark Herman conditions are being modified in order to October War prevent the recumng NATO wins. The The Suez Front has solidified, and some Fulda Gap deployment rate for the British and West interesting Scenarios have arisen. First off, Designed to illustrate the realities of the German units has been speeded-up to the three phases of the Suez Front are being present NATO/Warsaw Pact confrontation discourage a Soviet "romp" through the handled as follows. One Scenario deals with in Central Germany, the Fulda project is North German Plain-a direction which the the first phase of the operation where Israeli starting to really shape up. The game scale is scenario has been leaning towards. The armor units try to attack into a wall of 6.25 kilometershex, with each Turn rep- playtesters have so far enjoyed the game. It is missiles. The third phase, where the Israeli's resenting one day. Units are basically an easy system and the scenario lends itself to launched their counter-offensive over the regiments and brigades, with step-down avariety of situations. An air support rule will Suez, is handled by two scenarios. These are strengths and an Untried unit system which be tested in the near future once the scenario Chinese Farm and the attempted Egyptian prevents either Player from knowing the true is satisfactorily balanced. counterattack to relieve the 3rd Army. The strengths of units before they are engaged in V.M. Mulholland Another big game, this time at the behest of -mind, WVisbeautiful to behold. It is tough the U.S. Army. The game was designed to and it is difficult, but its rewards are endless. please the players as well as the hard-inform- 1815: The Waterloo Campaign (GDW; ation buffs, and it succeeds on both counts. designer - ) GDW reversed Colorful and informative, it is easy to see why trends here and went simplistic. The result is the Army is ecstatic about it as modern an excellent one-map treatment of the small-arms tactics are demonstrated with Waterloo Campaign with an emphasis on unit exceptional accuracy and high playability. capabilities. There are extensive rules for ...AND THEENVELOPE, PLEASE! Jacksonville (Jagdpanther; designer - Steve artillery, cavalry charges, morale and shock It has been, to say the least, an interesting year Cole) JP finally comes of age with this, their value, plus the usual colorful GDW present- in wargaming. While one company virtually most extenisve effort. While the idea of the ation. An interesting counter-point to closed down its entire act (Rand, at last word, whole thing (Soviet invasion of Florida) is a bit Napoleon's Last Battles and a good game in was-to use a well-worn euphemism-having inane, the game itself is quite interesting, with itself. "financial difficulties") the other companies, an excellent blend of air, sea, and land action. JP has waited for a long time before venturing especially SPI, were revealing the wide-screen THEMOST DISAPPOINTING GAMES out of the safe havens of simplicity, and the spectaculars: the "big game" was in vogue. OF1976 And if the garners weren't playing them, as wait has been worthwhile. Cromwell (SDC; designer Dana Lombardy) some commentators have sour-graped, they Napoleon's Last Battles (SPI; designer - - were buying them-which meant that they Kevin Zucker) The first of three Napoleonic SDC hadn't produced a game for a while, and this one was awaited eagerly. The production weren't exactly apathetic. games listed (a vintage year for Nappy) this was excellent and there were some good ideas quad game is best played on the campaign There are five "big games" on this year's Most hidden in the over-written rules, but the game Interesting Games list. The eleven games level, revealing a swift and incisive view of the Waterloo Campaign. The emphasis here is on just didn't work. Several concepts were never chosen as Most Interesting were selected for fully explained and the rules for combat had various reasons, each discussed below. Two command and co-ordination while retaining the simplicity of the quad system. It is the so many holes that they looked like the Attack games were purposely not included when the of the Five Foot Moths. Truly disappointing. final list was determined: Terrible Swift fastest and easiest of the big games, and is one Dixie (SPI; designer Redmond Simonsen). Sword and Conquistador. Although for of the best buys of the year in terms of getting - personal reasons I would normally have your money's worth. This was an idea all dressed up with nowhere to go. It suffered from a lack of identity selected them, to out-and-out list them would Panzergruppe Guderian (SPI; designer - (readers complained that they didn't know have been a trifle gauche. As for this year's James Dunnigan) The most popular S&T what was supposed to happen) and a lack of "losers", I prefer to consider them dis- game in years on the always popular Eastern excitement. The tragedy was that Simonsen's appointments. The wargame industry has, Front. This is the game where the "untried" "administrative point" system was excellent; thankfully, advanced to the point where it unit came of age, and that concept, plus a unfortunately it didn't have a game to hang does not publish full-fledged turkeys, remarkable CRT, provided one of the fastest- itself on. although some games swoop in mighty close moving battles of wits in this area since the to the big bird designation. The games listed games of the early '70's. PzG was so popular Remagen (SPI; designer - Steve Patrick) This as Most Disappointing are ones that could that it has spawned a whole host of similar was the silliest game of the year, and Lord have been better, and should have been games, something that hasn't happened in knows why it ever got further than the title better. quite a while. stage. The only question, in terms of a game, is how dumb can the U.S. player be. Not THE MOST INTERESTING GAMES Russian Civil War (SPI; designer James - dumb enough to play this, I hope. OF 1976 Dunnigan) This was an arcane subject and it AirForce (Battleline; Designer - S. Craig was handled in a highly unusual manner. Yet Missile Crisis (AIWA; designer - D. Taylor) Battleline's swan song, and the best the result is controlled chaos and a delightful, Gallagher) The first of three duds by a air game on the market. It is not a simple diplomatically-oriented, quasi-simulation of company that can-and has-done better. game, but once the system has been mastered, a period about which few people have any There were two Cuban games this year; this the play flows smoothly and the action is hot knowledge. Complete with assassins and one had all the elan of a Frito Bandito and heavy. It also manages to impart quite a purges as well as players having to control commercial. And about as much intelligence. remarkable feeling for aerial tactics and essentially inimical units, RCW is one of the contains some interesting extras and best fun games of the year. It is also the finest Rift Trooper (AIWA; designer - Richard optionals. graphics work of the year. Bartucci) Robert Heinlein's famous if some- what fascistic novel, Starship Trooper, was Arnhem (SPI; designer - Jay Nelson) The Siege of Jerusalem, 70 AD (Historical Perspectives; designer - Stephen Weiss and the rather coyly admitted "inspiration" for quad system has produced some remarkable this curious piece. Fans of the AH game (an games, and this is one of them. For some Fred Schacter) Each year brings a surprise infinitely superior item) should be warned reason, the Arnhem situation had been from the "amateur" ranks, and this year's away from this one. For some reasons the ignored (except for some Third World efforts) was a big one. Easily the best siege game ever designer thought that three separate maps for years, and thisgame makes yo wonder designed, this giant four-map spectacular why. The situation is tense and the game is overcomes some glassy rules work to simulate would dress up some shoddily constructed fun. It is rarely decided before the final turns the excitement and challenge of mounting a scenarios. They didn't. and there is ample opportunity for both full siege, as well as defending an entire city attack and defense by two evenly matched with an all-too-small force. The accuracy of Their Finest Hour (GDW; designer - Marc sides. the game is quite good, and, considering the Miller, Rick Banner, and Frank Chadwick) I have to believe that the rules to this game were Caesar (Avalon Hill; designer - Robert high quality of the production this could be one of the year's biggest bargains. written by lottery. Aside from the fact that two Bradley, adapted by Don Greenwood) The of the "games-within-the-game" have the fabled Alesia rises again, and the legendary Wellington's Victory (SPI; designer - Frank same title-making it somewhat difficult to double-encirclement is as rnuch fun as ever. A Davis) Never before has Napoleonics been so sort out the sheets of rules-the initial set-up big game with lots of counters, yet the rules marvelously treated as in this quintessential for the land version is so confusing that you'll and concepts are simple and the presentation Waterloo game. Replete with a brand-new never even get to the Victorian maze of rules. excellent. Truly a player's game-and a good CRT system and a host of ingenious rules This lesson in convoluted development comes piece of history to boot. synthesized form a myriad of sources as well with a title that bears the full weight of a heavy Firefight (SPI; designer - Irad Hardy) as Davis' fertile-if somewhat lackadaisical irony. 7th Cavalry (AIWA; designer - No credit) This was the Custer Centennial (leave it to George MOVES Feedback responses. Readers have to get wiped out right before the biggest July been asked to rate each aspect of the games on a 4th in a 100 years-always the "hotdog"!), so scale of 1 (Poor) to 9 (Excellent). For the actual it has been the year for Custer games. None of text of the questions, see Section B of Feedback them were exactly smashes, but this one on page 35. Publisher Abbreviations: AH= deserves the fate of the squad it entitles. There Avalon Hill. Baltimore. ~d.;GDW=Game are, in this game, scenarios other than Custer, READER REVIEWS Designer's Workshop. Normal. 111.; JP=Jagd- but none of them are any better. I may seem, Playback ratings are reader evaluations of panther. Aniarillo.Tx.: SPI=Sirnulations Pub- perhaps, to be picking on AIWA. You are games that are acquired through S&T and lications. lnc.. N.Y. right. The three games listed suffer the same common faults: crude graphics, incomplete design (not to mention non-existent develop- ment) and gruesome rules writing. Given time and effort the company should improve ...one hopes. -Berg

CONVENTIONS Up and Coming in '77 What follows is a list of scheduled con- Publisher SPI SPI SPI GDW AH JP Range ventions for the first half of the upcoming Publication Date 3/76 4/76 6/76 4/76 2/76 4/76 year, including place, name of con, and Price 5.00 12.00 12.00 12.75 10.00 5.00 who to contact for further information. Nr. of Players Reviewing 638 154 187 110 99 66 Date Reviewed 1/77 1/77 1/77 1/77 1/77 1/77 Feb. 27 A. Map, Physical Quality 6.67 6.63 7.39 6.94 6.96 5.14 6.1-6.8 Bay Area Military Miniature Society: B. Rules, Physical Quality 6.70 7.03 6.87 6.34 6.37 5.83 6.4-7.1 "CALIFORNIA OR BUST" COMPE- TITION AND EXHIBIT, at the Jack Tar C. Counters, Physical 6.84 7.01 7.17 7.63 7.02 5.61 6.5-7.2 Hotel, San Francisco, Cal. Contact: Bob D. Ease of Play 7.30 7.52 6.81 5.40 7.22 6.66 6.3-7.0 Murray, Sec. BAMMS, 211 Cottage Ave., E. Rules Completeness 7.08 7.30 7.01 5.70 6.24 6.37 6.3-6.9 Pt. Richmond, Cal. 04801. F. Play Balance 6.81 7.15 7.10 6.55 6.79 6.33 6.1-6.7 Apr. 2'3 G. GameLength Suitability 7.08 7.26 6.61 5.95 6.44 6.53 6.2-6.8 H.Set-UpTieSuitability 7.13 7.21 6.28 5.18 6.52 6.52 6.2-6.8 ... at Lansing Michigan. Contact: Glen Cooley, 806 Bancroft Ct., Lansing, Mich. J. Complexity Suitability 6.29 6.62 6.70 7.17 6.50 6.37 6.2-6.9 48915. K. Realism 6.25 6.48 5.76 7.03 6.33 6.14 5.9-6.5 L Overall Rating 6.65 6.39 6.68 6.18 6.87 6.12 6.1-6.8 Apr. 17 M. "10 Who'd still buy 67% 81% 82% 8240 84% 54% 77% at Cleveland, Ohio. Contact: Sam ... N. % Rec'dmoney'sworth 8370 8770 87% 8470 82% 7570 82% Kanai, 2055 Gaylann Dr., Brunswick, Ohio 44212. S&T SURVEY DATA Apr. 23'24 % Who've played game 66% 16% 10% 10% 10% 6% ... at Toronto. Contact: Andy Weber, 20 Acceptability rating 6.4 6.9 7.1 7.5 7.1 6.0 Graydon Hall Dr., Don Mills, Ontario, Complexity Rating 3.9 3.9 6.5 7.1 5.3 4.5 Canada M3A 229. Game Length [HoursI 2.5 2.5 4.0 7.5 5.5 3.5 Apr. 23,24 Solitaire Playability 6.6 6.0 3.0 4.0 5.0 5.0 1st SIOUX FALLS BOARD GAME CONVENTION, the Great Plains Game Players. Contact: Dave Glenne (605) 339-3947; or Bob Yager (605) 336-7191. THEIR FINEST HOUR Comments: Operational simulation of the first June 3-5 Design: MiIler/Chadwick/Banner major battle between Gustavus Adolphus and Art: Rick Banner Imperialist Army. Independent folio game with MICHICON VI, at Detroit, Mich. Con- Comments: Multi-level game covering airlland system compatible with Thii Years War tact: Bill Somers, 1654 Chandler, Lincoln and naval invasion of England, 1940. Three Quad. Park, Mich. 48146. separate games plus a campaign game. June 17-19 Logistics. THIRTY YEARS WAR RUSSIAN CAMPAIGN Design: Hessel, Mosca, Patrick, Walczyk GLASC 11, at Cal. State. Contact: Jim Development: Hessel, Mosca, Walczyk Design: Jonathon Edwards Blancher, 19536 Minnehaha, Northridge, Art: Redmond A' ''mornen Comments: Strategic-level Russian Front 41-45 Cal. 91326. Comments: Four Seventeenth Century tactical with second movement impulse for armor, basic level battles: Nordlingen, Rocroi, Freiburg, and June 24-26 air game, weather, basic supply. Lutzen. Leaders. Demoralization. FLYING BUFFALO V, at Phoenix Ariz. SEIGE OF LENINGRAD RUSSIAN CIVIL WAR Design: Contact: Rick Loomis, P.O. Box 1467, Steve Cole Design: James F. Dunnigan Comments: Operational simulation of German Scottsdale, Ariz. 85252. Development: Frank Davis encirclement of Leningrad in WWII. July 1-3 Art: Redmond A. Simonsen BREITENFELD Comments: Power Politics Series game, simu- OTTAWA GATHERING, at Ottawa, Designer: J.A. Nelson lating political and military conflict in Russia, Canada. Contact: John Mansfield, #410- Development: Brad E. Hessel, J.A. Nelson 1917.1922. Extensive leader rules. random 240 Brittany Dr., Ottawa, Ontario, Art: Redmond A. Simonsen events. Red purges. Canada KIK OR7. 29. Your sex: 1 = Male; 2 = Female. 45. Do you prefer variety and innovation in the 30. Education: 1 = 11 years or less; 2 = 12 years; design of the games you buy, or uniformity and 3 = 13-15 years; 4 = 13-15 years and still in standardization? 1 = almost always prefer school; 5 = 16 years; 6 = 17 years or more. standardization and uniformity; 2 = usually Feed back 31. How long have you been playing conflict prefer standardization and uniformity; 3 = it depends on the game, but I usually prefer stand- MOVES ur. 31, Pllblished Feb/bk 1977 simulation games? 0 = less than a year; 1 = 1 year; 2 = 2 years... 8 = 8 years; 9 = 9 or more ardization and uniformity; 4 = depends too years. much on the game, prefer either standardiz- 32. What is the average number of hours you ation or variety; 5 = depends on the game, but How to use the Feedback Respome Card: After spend playing simulation games each month? usually prefer variety in the design; 6 = usually you've finished reading this issue of S&T, please 0 = none; 1 = 1 hour or less; 2 = 2-5 hours; 3 = prefer variety and innovation in the design; 7 = read the Feedback questions below, and give us 6-9 hours; 4 = 10-15 hours; 5 = 16-20 hours; almost always prefer variety and innovation in your answers by writing the answer-numbers on the 6 = 21-25; 7 = 26-30; 8 = 31-40; 9 = 40 or more design. card in the response boxes which correspond to hours. each question number. See centerfold for card. Rate the following game proposda on a scale of 1 to 33. How many simulation games (of all publishers) 9, with 1indicating very llttle Intention to buy ... [up Please be sure to answer all questions (but do not do you possess? 1 = 1-10; 2 = 11-20; 3 = 21-30; through] 9 indicating very great likelihood of write anything in the box for question-numbers 4 = 31-40; 5 = 41-50; 6 = 51-60; 7 = 61-70; 8 = buying the game. labelled "no question"). Incompletely filled-out 71-80; 9 = 81 or more. cards cannot be processed. 46. Objective Moscow: Why does America have to 34. Did you send in the feedback card for your last be invaded in 1990? Who is to say that the tide What the numbers mean:, When answering issue of MOVES? 1 = yes; 2 = no. of future events can't sweep the Soviets aside? questions, "0" always mean NO OPINION or NOT 35. Pick the ONE area about which you would most This game would simulate a hypothetical APPLICABLE. When the question is a "yes or no" like to see games and articles done; 1 = Ancient invasion of the Soviet Union in thelast decade of question. "1" means YES and "2" means NO. (Rome, Greek, Biblical, 300 BC - 600 AD); 2 = the 20th Century as the allied forces of a United When the question is a rating question, "1" is the Dark Ages and Renaissance (600 AD - 1600 Europe, the U.S.A., Iran and China combine to WORST rating, "9" is the BEST rating, "5" is an AD); 3 = 30 Years War and pre-Napoleonic eliminate the last totalitarian regime. Four AVERAGE rating, and all numbers in-between (1600 - 1790); 4 = Napoleonic (1790 - 1830); maps, the same system and scale of Invasion express various shades of approval or disapproval. 5 = Civil War/l9th Century (1830 - 1900); 6 = America to sell for $20. World War I(1900 - 1930); 7 = World War I1 47. Mother Russia: In a slightly different vein, how SECTION A (1930 - 1945); 8 = post-World War I1 (1945 - about a corps level game on one map (23 x 35) present); 9 = Present and future (anything 1, 2 and 3. No Question (leave blank). simulating the invasions of Russia in World goes). Questions 4 through 18 ask you to rate the articles War I, World War 11, and hypothetically World in this issueon ascale of 1= poor... to 9 = excellent. War 111. The terrain would stretch from Berlin Use the followlog responses to anawer questions 36 to Stalingrad with rules for each war and three 4. Conquistador! and 37; 0 = I do not purchase games of this different sets of counters. To sell for $15. 5. Frederick the Great publisher; 1 = in retail hobby shops; 2 = in 6. Torgau 48. NATO [Updated and Expanded]: This would Toys-R-Usstores; 3 = in other toy stores [retall and feature an expanded version of our NATO 7. Napoleon's Last Battles discoant]; 4 = in retall chain and department 8. Trouble Areas in TSS game. Approximately six maps featuring stores; 5 = in Brentano's or Kwh's; 6 = in other brigade level ground units, a daily turn system, 9. We Love Them ...We Love Them Not book stores; 7 = by direct mall from the publlsher; 10. Dissecting a Combat Results Table covering the whole sweep of the Iron Curtain 8 = by ktmall from some other source; 9 = periphery, from Scandinavia to Turkey. It 11. Firefight other. 12. Opening Moves would require about 2000 counters and would employ extensive naval and air units. It would 13. Designer's Notes 36. Through what type of outlet do you purchase treat the first thirty days of a NATO-Warsaw 14. Footnotes (overall) most of your Avalon Hill games? Pact conventional confrontation with option to 15. Forward Observer 37. Through what type of outlet do you purchase escalate into nuclear exchange. To sell for 16. Playback most of your SPI games? approximately $30. 17. This issue (overall) 38. How many conflict simulation games have you 18. Was this issue better than the last one? purchased in the last twelve months? Do not 49. Marlborough's Battles Quad: The battles of include games received by subscription. 1 = one Blenheim, Oudenarde, Ramilles, and Mal- The following questiom ask you to rate the to three; 2 = four to six; 3 = seven to nine; 4 = plaquet are ideal for quadri-game treatment. Of individual Footnotes on ascale of 1= poor... to 9 = ten to fifteen; 5 = sixteen to 25; 6 = 26 to 30; the same scale as the Napoleonic games: 400 excellent. 7 = 31 to 40; 8 = 41-50; 9 = 51 or more. meters to a hex, "brigade" sized units, one hour 19. Russian Civil War for the Masses 39. How many gamesdo you plan to buy in the next turns, etc. Each of these battles is innately 20. Additional Scenario for Invasion America twelve months (not including S&T subscription balaqced with roughly equal forces on each side 21. Libya 1940: O'Connor's Offensive games). 1 = one to three; 2 = four to six; 3 = (50-100 thousand men per army). $12.00 22. Variable Panic in PRESTAGS seven to nine; 4 = ten to fifteen; 5 = sixteen to 50. TheLast Napoleon's Battles Quad: In 1859, the 23, 24. No question. 25;6=26-30;7=31 t040;8=41 to50;9=51 French defeated the Austrians in Italy at 25. Assume that you don't subscribe to MOVES. or more. Magenta and Solferino. These victories led to Would the quality of this issue alone motivate 40. What percentage of the games you buy do you the reunification of Italy and its emergence as a modernstate. It also brought glory and prestige you to subscribe? expect will be SPI games? 1 = 10'70; 2 = 20%; 3 to Napoleon 111. He lost this prestige and his 26. For how many issues have you had a continuous = 30'70 ... 9 = 900/0. subscription to MOVES? 0 = I don't subscribe; empire to boot in 1870 at the battles of Gravel- 41. How much money do you plan to spend on otte-St. Privat and Sedan. The games will 1 =This is my first issue; 2 = This is my second conflict simulation games in the next twelve or third issue; 3 = This is my fourth or fifth feature the same system and scale as the Blue & months? 1 = less than $10; 2 = $10-25; 3 = Gray Quads. $12.00 issue; 4 = This is my sixth issue; 5 = This is my $25-50; 4 = $50-75; 5 = $75-100; 6 = $100-200; 51. The Seven Weeks War: In 1866. Prussian and seventh through eleventh issue; 6 = This is my 7 = $200-300; 8 = 5300-400; 9 = $400 or more. twelfth issue; 7 = This is my thirteenth through Austria were regarded as weak sisters of the 42. How much have you spent on conflict eighteenth issue; 8 = This is my nineteenth or European continent. When hostilities broke simulation games in the last twelve months? 1 = subsequent issue; 9 = 1 am a MOVES Llfetime out, the other nations were content to sit on the less than $10; 2 = $10-25; 3 = $25-50; 4 = $50- Subscriber (regardless of number of issues sidelines and watch the conflict which would 75; 5 = $75-100; 6 = $100-200; 7 = $200-300; received). surely result in a stalemate. The Prussians had 27. What level of complexity do you prefer in 8 = $300-400; 9 = $400 or more. been regarded as slightly weaker than the games? Rate your preference on a 1-9 scale, 43. How much did you spend on history books in Austrians, but of late they had been toughening with higher numbers indicating increased the last twelve months? 1 = under $10; 2 = up their military. The Austrian army had not complexity. Use the following games as guide- under $20; 3 = under $30; 4 = under $40; 5 = changed much since the days of Napoleon, but lines. American Revolution - 4; East is Red - 5, under $50; 6 = under $60; 7 = under $70; 8 = was still regarded as a formidable foe. Prussia NATO - 6. Patrol! - 7. under $80; 9 = $81 or more. invaded the Austrian homeland and found 28. Your age: 1 = 13 years old or younger; 2 = 14- 44. What percentage of the money spent on history surprisingly little resistance. The Austrian 17; 3 = 18-21; 4 = 22-27; 5 = 28-35; 6 = 36 or books was spent on hard-cover books? 1 = 10'70 forces quickly mobilized and met the Prussians older. 2 = 20'70; 3 = 3070; 4 = 40"i'o;... 9 = 900/0. at the climactic battle of Koniggratz. It was a tremendous victory for the Prussians which 56.Napoleon at Bay: The Battle of Leipzig, 64. Remagen (from Westwall) forced the Austrians to sue for peace. The Seven October 16-18, 1813. Again in the "central 65.30 Years War Quad Weeks War would use a system somehwat like position", Napoleon attempts to make a come- 66. Freiburg (from 30 Years) Franco-Prussian War to simulate the un- back from the 1812 Campaign and insure 67. Lutzen (from 30 Years) certainty of combat during this period. The France's frontier against the coalition of 68. Nordlingen (from 30 Years) game would include a 22 x 34 map, 400 Austrians and Russians, Prussians and Swedes 69. Rocroi (from 30 Years) counters, and would sell for $9. arrayed against him. With battles on the 16th 70. North Africa Quad Cauldron (from Africa) 52. The Golden Horde: The Mongols arose from and 18th and a lull on the 17th, the situation 71. N. Crusader (from N. Africa) their humble origins in the Gobi Desert to would lend itself to the Command and Reorgan- 72. become one of the great world powers in the ization systems employed in Napoleon's Last 73. Kasserine (from N. Africa) Supercharge (from N. Africa) early centuries of this millenium. The cavalry- Battles, in which eliminated units can be later 74. 75. Napoleon's Last Battles Quad men of the Horde were perhaps the most returned to play showing their reverse-side awesome feature of the army, often able to rout reduced strengths. Plus some systems we were 76. La Belle Alliance (from NLB) militia by their mere appearance. Fierce and not able to use in NLB. Unit size and hex scale 77. Ligny (from NLB) Quatre Bras (from NLB) nomadic they were, but the Horde was also a would also be identical to NLB, with double- 78. Wavre (from NLB) highly crafted fighting machine. They were to size, 34" x 44" map, 400 counters, folio-size 79. invade Russia in the 12th century, and missed a engagements as well as full Grand Battle Game. 80. Dixie (S&T 54) chance to dominate all of Europe when they To sell for $12. 81. Breitenfeld (S&T 55) returned to Mongolia to pay respects to the dead 57. City Fight: Modern Combat in Built-Up areas. 82. Revolt in the East (S&T 56) emperor. The Golden Horde would be a This would feature the FireFight system in a 83. Panzergruppe Guderian (S&T 57) strategic game, portraying the rise of the nation simulation of combat in built-up areas. The 84. Conquistador (S&T 58) to Asian pre-eminence, and their subsequent map picturing the urban and strip develop- 85. Plot to Assassinate Hitler (S&T 59) fall from power. 2 maps, $12. ments which predominate in much of Germany 86. War in the West 87. War in the East, Second Ed. One of the major theaters in would geomorphically conform to the two Fire- 53. Napoleon in Italy: 88. War in Europe the Napoleonic wars was the Italian front. Here, Fight maps. The force mix would contain 89. Terrible Swift Sword Napoleon's armies fought the British, the: British, West German, East German and Soviet 90. Russian Civil War Austrians, the native Italians, and even the units. Scenarios would illustrate the problems 91. Wellington's Victory Russians. Several epic battles, including of fighting in built-up areas. While a separate 92. Outreach Marengo, were fought on Italian soil. Yet it game unto itself CityFlght would compliment 93. Minuteman remains a sadly neglected topic in wargaming. and extend FireFight. 1 Map, 400 counters, sell 94. FireFight The campaign in Italy waxed and waned as the for $9. 95, 96: No question. political situation warranted, but it was never a 58. Great British Disasters QuadrlGame: Four of dead area of warfare. Napoleon in Italy would the most embarrassing defeats in the heyday of be much more than one game: the number of the British Empire, showing that while virtue is possible scenarios staggers the imagination. surely on the British side and that justice always SECTION B The scope and flavor of Napoleonic campaigns wins in the end, there are occasional mishaps. This represents four of these mishaps. The would be retained despite the quasi-strategic, The resnits of the foliowhg survey are d In our quasi-tactical flavor of the game. It would games will be on a tactical level and the game system will be rather unique, allowing for PLAYBACK system. Thls syatem revlem guna hy probably be a two-map, 400counter game to sell showhg the response of the people who piay the British courage and discipline against native ma. for $12. Questions 104-188 are put of PLAYBACK. 54. Siege Quad [The Great Sieges of MUitary numbers and fanaticism. Ishandlwana: The History]: Siege warfare has been virtually great Zulu victory of 22 January, 1879. After each guue title there are thhen quatlons [lettered ignored inwargaming; yet some of the most im- Maiwand: An Anglo-Indian force is defeated by "A" through "N"]. Unleea othe* noted, thwquatlons portant and exciting military events were sieges. the Afghans, 1880. Hlcks Pasha: "Billy Hicks" are answered with a "1" [poor] thmugh "9" [eralieat] This folio, 4-game treatment will cover 4 of the leads aforce of Egyptians into a crushing defeat rating. most interesting sieges. Malta: in 1565, Mustafa at the hands of the Mahdi in the Southern Pasha and 60,000 Ottoman troops besiege the Sudan, 1884. Majuba Hill: The Boers give the Question A-What did you think of the physical quality the island fortress under the Knights of St. British a lesson in the effect of modern rifle fire, and layout of the mapsheet? John, less than 10,000 strong. Tyre: 332 BC, 1881. Game will sell for $12.00(or nine pounds). Question B-What did you think of the physical quality the great Phoenician trading city under 59. The Sea Dogs: A game of ship-to-ship combat and layout of the rules folder? Azemilk defies the might of Alexander the in the Age of Exploration. Depicting ships from Great in a spectacular 7-month siege. Perhaps every sea-faring nation of the day, The Sea Dogs would provide scenarios ranging from the Battle Question C-What did you think of the physical quality the single most famous siege of all times. and layout of the unit counters? Constanthople: In 1453 the Turks, under of Lepanto to privateer duels, from the Anglo- Dutch Wars to Veneto-Turkish sea battles. Mohammed 11, led 80,000 men and 100 heavy Question &What did you think of the game's "ease of cannon against the last remnants of the With 400counters and a geomorphic map, TSD play" (how well the game moved along? Byzantine Empire and Constantine XI. The would provide a detailed, in depth study of Turks, using superbombards and immense this subject. To sell for $9. Question E-What did you think of the "completeness" of cannon, as well as tunnels and mines, are the game's rules (was everything thoroughly explained)? -repulsed time and again as one of the most Just as the SPI staff picked their personal best and valiant siege defenses withstands constant worst games of '76 [see page 17 of this issue], we'd Question F-What did you think of the game's play pressure from land and sea. Lllle: a classic Uke you to indlcate whicb single SPI game was your balance (was the game interesting for both sides)? Vauban era siege, in 1708 the allied armies of favorite of the year and whicb was the one you liked Marlborough and Prince Eugene besiege a the least. Make your plcks from among the games Question G-What did you think about the appropriate- you actually pIayed. Write 9 for your favorite game ness of the length of the average game? French garrison under Bouftlers. The largest dl siege of the gunpowder era. The defense is so and 1 for your least favorite. For other games on Question H-What did you think of the amount of "set-up gallant that the victors allow Boufflers to write the list, write 0. Note that the list contains time" needed before you could begin playing the game? his own surrender terms! Each siege will be Quadrigame titles as well as the Folios of the Quads covered in extensive detail, covering all aspects listed separately. So if, for example, the entire four-game Quad is your favorite, you woald write 9 Question J-What did you think of the appropriateness of of siege warfare. A folio-quad game at $5 each, the complexity of this game? $12 the set. in its response box and 0 in each box of the constituent games. Conversely, if one of the games How would you rate the above game suggestion 55. in a Quad is your least liked game whlle another is Question K-What did you think of this game's realism? (Siege) if it were done as a Super-Folio: four your favorite, write 0 in the Quad response box and full-sized games with similar rules and different Question L-What did you think of this game overall? rate the constituent games independently. OB's. for $20. Question M-Would you still have bought this game if you 60. Westwall Quad knew then what you know now about it (l=Yes: 2=No). The following titles were proposed in S&T 60, but 61. Arnhem (from Westwall) we would appreciate your considering and rating 62. Bastogne (from Westwall) Question N-Do you think you received your money's them once again: 63. Hurtgen Forest (from Westwall) worth with this game? (l=Yes; 2=No). We will ukyon to rate sir gma. If you hve not played 135. C(counters) 142. K (realism) RUSSO JAPANESE WAR [GDW] these gama, or have not played them enougb to In! nhk to 136. D(ease of play) 143. L(overal1) evaluate them, then slmply place "0" In the boxa. 137. E(ru1es completeness) 144. M (then & nay) 176. A (mapsheet) 183. H (set-up time) 138. F (balance) 145. N (money's worth) 177. B (rules) 184. J (complexity) 139. G (length) 146. No question 178. C (counters) 185. K (realism) PANZERGRUPPE GUDERIAN 179. D (ease of play) 186. L (overall) 180. E (rules completeness) 187. M (then & now) 104. A (mapsheet) 111. H(set-uptime) 181. F(balance) 188. N (money's worth) 105. B (rules) 112. J(complexity) STARSHIP TROOPERS [AH] 182. G (length) 189-1%. Noquestion 106. C (counters) 113. K (realism) 107. D (ease of play) 114. L (overall) 147. A (mapsheet) 154. H(set-uptime) 108. E (rules completeness) 115. M (then & now) 148. B (rules) 155. J (complexity) FEEDBACK RESULTS, MOVES 29 109. F(balance) 116. N (money's worth) 149. C(counten) 156. K (realism) Rank Article Raw! 110. G (length) 117. No question 150. D (ease of play) 157. L(overal1) 151. E (rules completeness) 158. M (then & now) 1. Panzergruppe Guderh 7.52 OUTREACH 152. F (balance) 159. N (money's worth) 2. New Gamer Section (overall) 6.97 153. G (length) 160,161. No question 3. Designer's Notes 6.76 118. A (mapsheet) 125. H(set-uptime) 4. Terrible Swift Sword 6.69 119. B (rules) 126. J (complexity) 5. Forward Observer 6.49 120. C (counters) 127. K (realism) 121. D (ease of play) 128. L(overal1) 6. Quad Errata 6.47 122. E(ru1es completeness) 129. M (then & now) 7. Opening Moves 6.43 123. F (balance) 130. N (moneys worth) 162. A (mapsheet) 169. H (set-up time) 8. Terrible Swift Sword Errata 6.20 124. G (length) 131,132 No question 163. B (rules) 170. J (complexity)' 9. Playback 6.15 164. C (counters) 171. K (realism) 10. Wargaming's Family Reunion 6.08 NAPOLEON'S LAST BA'ITLES 165. D (ease of play) 172. L(overal1) 11. Mech War & 166. E(m1es completeness) 173. M (then & now) Scenarios 6.06 133. A (mapsheet) 140. H (set-uptime) 167. F (balance) 174. N (money's worth) Panzer '44 134. B (rules) 141.1 (com~lexity) 168. G (length) 175. No question Thls issw [overs#] .= 6.76