Featured in this Issue * Flying Tigers - a scenario for * Task Force South - a scenario for Battlefront * Gallipoli - a scenario for Battlefront * on Programming * Guadalcanal Replay * Conflict in Vietnam reviewed * German Aircraft of WWII for Europe Ablaze tokes great pleasure in : announcing the imminent release of. I I A GRAND STRATEGIC ADVENTURE

(Russia). Or you may elect to command one or more Army Groups (Germany) or Theatres (Russia). Or you can command everything. Or nothing! Just sit back and watch the battle unfold before your eyes as your computer plays out the greatest clash of arms in human history. In addition to the four year campaign scenario, the inclusion of our ubiquitous design kit allows you The Great War in the East 1941-1945 to vary both economic and military parameters, begin the campaign at any point in the struggle Russia, The Great War in the East 1941-45, is a recreation of the or create a multitude of short battle scenarios using only a portion of the climactic four years of bitter conflict which raged from the warm shores game map. These short scenarios, of which two are included with the of the Black Sea to the frozen tundra of the Arctic Circle. game, involve a single Army Group (Theatre) and omit the strategic Using the simple, yet sophisticated, menu structures tor which we are interphase which occurs every month (i.e. every four turns). They can be famous, the enormous complexity of this epic struggle is reduced to an played to a conclusion in 1 to 2 hours. elegant, easy-to-use order routine. For the keen historical gamer as well as the novice Russia will provide Two levels of command are provided tor. You may assume supreme a lifetime of satisfying entertainment. command of all your forces by taking control of OKH (Germany) or Stavka Look for it soon. For the Apple II Family and the C-641728. Just $40. BATTafROOT IS ARECREATION OF LAND BAnLES FROM THE SECOND WORLD WAR Four separate scenarios are included with the game system as well as a comprehensive and easy-to-use design kit. The scenarios are Crete (1941), Stalingrad (1942), Saipan (1944) and Bastogne (1944) · Each commander can control a force as large as an army corps; up to 60 battalions distributed in 3 divisions. The computer caA direct either or both commands, allowing tor an exciting face­ to-face contest with a friend, challenging solitaire play and/or extensive historical analysis. A complete range of unit types is provided including among others, infantry (foot, motorized and mechanized), armour, anti-tank, artillery, engineer, parachute and marine battalions. The game mechanics will simulate meeting engagements, mobile defense operations, set­ piece assaults, amphibious and airborne invasions in any combination. Unit strengths and types, types and difficulty of terrain, effects of roads, cities and torts are all software controllable. A complete and accurate battle environment can be built up to recreate each scenario. Off-board air and naval support, air superiority, weather, supply, fatigue and combat experience are all included. Your role as the corps commander is to direct the divisional and regimental HQs of your force by assigning an order from the appropriate action menu. The actual movement of battalions and the resolution of any conflict is handled by the computer. The strategic and tactical decision making is up to you. How well your men execute your orders will be a true test of how well you have commanded them. For the Apple II Family and the C-64/728. Just $40.

IF YOU CAN'T FIND A COPY IN YOUR LOCAL COMPUTER OR GAME STORE, PLEASE CONTACT ELECTRONIC ARTS 1820 GATEWAY DRIVE, SAN MATEO. CA. 94404 (415) 571-7171 STRATEGIC STUDIES GROUP (AUST.) PO. BOX 261 DRUMMOYNE. NSW. 2047 (02) 819-7199 lssue4 RunS October, 1986 EDITOR'S CHANCE SUBSCRIPTION RATES (4 issues/1 year)

With the publication of this issue, Run 5 IN AUSTRALIA celebrates its 1st birthday. And while things Magazine/disk sub. = $AUD 65.00 are going as well for us as they are, we're Magazine only sub. = $AUD 15.00 pretty confident we'll be around to celebrate a second. IN THE UNITED STATES You'll notice that neither of the two Battlefront scenarios in this issue are set in Magazine/disk sub. = $USD 65.00 World War II. In extending the development Magazine only sub. = $USD 15.00 of the game, we have been pleasantly surprised at just how flexible the system is. ELSEWHERE The purpose of publishing scenarios set so widely apart is to illustrate the potential JW · (Surface Post) have at your disposal to simulate history. Magazine/disk sub.= $AUD 70.00 In the next issue we'll be returning to the Magazine only sub. = $AUD 20.00 1940s with an Arnhem scenario. The drop of the British 1st Airborne Division and its (Airmail Post) desperate defence of that town will be the Magazine/disk sub. = $AUD 80.00 subject of the game. Furthermore, we will be developing this scenario into a campaign Magazine only sub. = $AUD 30.00 format over succeeding issues with additional scenarios for the 82nd and 101 st drops and To subscribe, consult the schedule of fees the 30th Corps drive. One purpose of this above and make sure you include your approach will be to put together a set of computer type (Apple or C-64) with rules to handle campaign situations in a your cheque or money order if you want a sensible and systematic manner. disk subscription. A disk subscription We are still working on tables of organization entitles you to however many disks are and equipment for WWII combatants and necessary to complement all the scenarios hope to have at least some of them ready for in the magazine. publication in the next issue. Depending on For those of you who don't want to spend space availability, we may well include an this extra money ... don't worry. All the Anzio scenario as well. data necessary to build the magazine scenarios will be provided for you. AND THE WINNER IS. North American subscribers should send a cheque or money order (in US funds) to Kenneth G. Wastrack of Muscle Shoals, our US office. Everyone else should send Alabama takes out the first (and only) prize their cheque, money-order, Visa or in our competition. His Leyte Mastercard to our Australian office. Gulf scenario, incorporating some very subtle Individual scenario disks can be purchased manipulations of the game system, is carefully for $15.00 each. researched, exciting and, on most test runs, accurately followed the course of the battle. We will be publishing his creation in our next plane types was the Shimpu, a representation issue. In fact, we have commissioned Mitch of the kamikaze attacks encountered at Leyte Lovett (the gent responsible for the cover to Gulf. Designed like the original to fly only this issue and an even bigger aeroplane nut once, it has a large bombload to simulate their than myself) to paint a 'moment' from the destructive power, and an increased action for the cover. vulnerability to ensure its non-returnability. The scenarios listed below, although they Eric Ronald Graef of Blue Springs, Montana didn't win, are to be highly commended for was one of a number of entries postulating an their design and may appear in future issues earlier IJN response to the landings at of Run 5. Some introduced innovative uses of Guadalcanal. Most of these are simply the the CAW system to achieve historical and Battle of the Eastern Solomons advanced in worthwhile results. Daniel H. Antolec of Monona, Wisconsin produced an excellent Leyte Gulf scenario which was unlucky not to win. Included in his 2 LETTERS TO THE EDITOR great products, fine staff, a professional This is the first time we have published any of the publication and a great bunch of geniuses. letters sent to us. In case you're wondering why Patrick J. Murphy Fayetteville, NC. USA they are so complimentary, it's because we dump [I would like to point out that Mr Murphy is a all whingeing and/or complaint letters, unanswered, very perceptive fellowlj down the drain! Dear Mr Keating and Mr Trout, I am writing to congratulate you both for the game Carriers at War. It is the only one of Gentlemen, promptly ordered Carriers at War. This yours that I have right now, but will be Last Christmas, after much hinting, I got game is not only enjoyable to play, but is getting Europe Ablaze shortly and am looking your Carriers at War game as a gift. It has historically and mechanically accurate. You forward to Road to Appomattox. have outdone yourselves with the multitude of given me much enjoyment and I just wanted to Now one note to be corrected. I served scenarios, the ability to change the programs, tell you that and perhaps talk shop a bit. aboard the destroyer DD778. The name is the easy accessing of menus and permitting Often, game creators come up with spelt Massey, Lance E. the player to save/copy disks. I had nothing something, add a few variables and some bad to say about CAW until. .. along came Thank you and keep up the good work. historical titbits and pass off their product Europe Ablaze! Douglas Flagg as 'realistic' and the next best thing to being there. I've done a lot of research in military What is wrong with CAW? Actually nothing Athol, Mass. USA subjects in my time (I'm 42, a full time trainer until you compare it with EA. EA, in my P.S. I love Run 5. in the Pennsylvania National Guard and a opinion, is the best wargame on the market. Every scenario is exciting and I feel you must Vietnam Marine veteran) and often I'm Dear lan, disappointed when I open the box - up until have the inside track over all the competition CAW, my 'thing' was boardgames. by this time. So, how about if you apply some First, let me extend my appreciation for the excellent game magazine you produce. As a CAW is something else, and so are you. I of the mechanics of EA to CAW? First, instead of having a task group sighting every recent owner of your Carriers at War, 1 highly commend you and your colleagues for appreciate all the advice and suggestions 1 the obvious meticulous research you have hour, just have a report as in fA; i.e. the radar sighting mechanism. CAW suffers in can get access to. Your magazine is a fitting done. In all the creation scenarios I have come companion to your game. up with, whatever data I have assembled has comparison to EA by time lag. Also, the collated and/or matched that contained in the cursor symbols and sound effects of EA are Second, I would like to suggest that some game. Ranges of aircraft, however, have much superior. thought be given to the formation of a confused me ... [See next issue's Q&A. Ea1 The other day I received my copy of membership club or clubs based on the owners of your games. This would provide all If I had a wish it would be that you could Battlefront. Again, way ahead of the competition. It is up to SSG standards by of us with contacts with fellow game players produce a land warfare version, something in our own communities as well as like the old SPI War in the East, with demonstrating again easy mechanics and a delightful save menu. You have slipped on the internationally. This would allow for exchange production menus and all the rest. of created scenarios as well as research and [Prophetic, ha! fo1 'historic bar of soap' here a little though; where are the para-marines who fought on other information. I realize you are very busy, I expect you mostly get letters only when the Bloody Ridge? [They're there ... really! Have but I'm sure if you were to suggest the idea in disk is defective or when people decide to a look in the BF errata on page 15. Ed]. your magazine, there would be a large enough blame you for their lack of intelligence, so I do What is the entire 7th Fleiger Djvision doing response so that the chore of organizing such hope I can brighten your day. I always tried to on the same portion of Crete. . . [It's not. A clubs could be passed on to others. get R&R to see your country but got Manila couple of battalions may have taken a wrong Bruce Macleod instead. turn; I'll quiz those Ju52 pilots about it. Ed]. San Francisco, Ca. USA Keep up the good work! As for more Battlefront disks? By all means, [Well?] John Ferry YES!! You have touched on subjects no one Russell, Pa. USA. has considered ... Dear Mr Trout, What about Run 5, you ask? Nothing but A month ago I had the pleasure of meeting you Sirs, PURE professionalism. You give the at Origins '86 in Los Angeles. You gave a I am not a computer whiz; I am a wargamer. My subscriber what the other companies want to demonstration of your new game, Road to computer is solely used for this purpose. I've 'hoard and hide'. For the computer fanatic Appomattox to my friend Roger Truit and played boardgames for close to 18 years now the game is there for them to program and me. The system looks fantastic and I eagerly and I would like to take this time to tell you a for people like me, the disk is there to be await its release this fall. [How about next few things about yourselves. played. Origins! fo11t made the drive to LA worth it. My introduction to your games came from So what have I said about SSG in review over Ever since Carriers at War appeared on the reading an article in Fire & Movement. I the last three pages? Well simply, you've got market last year, I have been hooked on SSG. I 3 subscribed to Run 5 and was very happy with time. Eric has added an upgrading of the of the Academy of Adventure Gaming Arts the first two issues. airfield and the addition of several squadrons and Designs; i.e. everyone entitled to vote. I wanted you to know that there are many before the landing which makes things more We didn't have the brains to think of that! I fans out here in the wide world. Keep up the difficult for the US. If both options are guess it's back to Kitten Class for us! outstanding work (BEST by far in the combined it makes things very tough indeed. We were very pleased with the initial genre!) and also keep those games coming! Robert Wiggins of Los Angeles, California response to Battlefront. We'd also like to Take Care! produced several scenarios. The invasion of thank all of you who took the trouble to come Brian M. Mehl Norway features the use of zero movement up and say hello. It's not often we get an National City, Ca. USA point warships to represent shore batteries. opportunity to talk shop with our customers The Tokyo Express covers a Japanese and we made the most of it. supply/bombardment group attempting to I'd like to say that the rumour going around Gentlemen, crash through at Guadalcanal. Sealion is the that Joel Billings was seen wearing an SSI T­ As you say on page 2 of Run 5 Issue 2, not German invasion of England following the shirt with the I crossed out and replaced by a everyone gets a kick out of typing in scenario defeat of the RAF. G is completely unfounded. data for CA W or EA. Me either. I am Michael L. O'Pezio of Highlands, New Jersey We'll be in Baltimore next year for Origins enclosing $35 to upgrade my subscription to produced a novel scenario on the hunt for the include scenario disks. '87 and we look forward to seeing you there. Bismarck and Prinz Eugen, starting with the Your magazine entirely exceeded my ,. attack by the Hood and the Prince of Wales. expectations. Please keep up the good work. Variations include successively adding the WORK IN PROGRESS Contrary to Mr Crawford's opinion, not all Tirpitz, Scharnho_rst and Gneisenau. Of great computer game designers are course, there is nothing to stop those of you The Road to Appomattox has been American. dissatisfied with Hitler's naval policy from temporarily closed for repairs. Roger and I Joseph P. Molnar hurling everything into the North Sea, just to have decided to discard the hex grid for this Arlington, Va. USA see what happens. game. As less than 15% of the map area will see any action, and much of that only The winner of the Europe Ablaze contest will sporadically, we cannot justify the 4.5K of Dear lan, be announced in the next issue. And don't memory currently used to produce the map forget the Battlefront contest which closes and its attendent data base. Thank you for your prompt reply to my in June '87. Details of this opportunity are on letter. p. 15. We intend to use a point-to-point map On a more personal note, suffice it to say I structure with provision made to identify had little interest in Pacific naval operations overland, rail, riverine and ocean links till I played Midway for the first time. Since between centres. We have refined the then, Carriers at War has been my top ORIGINS '86 tactical battle system to the point where it is wargame. now almost a game in itself and the routines Well, notwithstanding some frantic game used to determine the nature of battlefields Mitch Williamson assembly on the way to the airport, the Dalkieth, WA. OZ are, we believe, adequate to overcome the doughty SSG team arrived in downtown LA, absence of the traditional grid. intact, for the big convention. Panther We need the extra space to develop the Greetings, Games' Dave O'Connor almost earned himself the Wally of the Tour Award for some political overlay to the game and to enhance This is just a short note of congratulations injudicious remarks made within e·arshot of the 'role-playing' elements of the military concerning your continual, superb work. I have US customs at LA Airport. However, Nigel commands. We have as a goal the creation of a Reach for the Stars, Carriers at War and Brand, from Breakout magazine, who serious, dual purpose strategy/role-playing your new Battlefront looks great. completely lost his rental car in the game ... the first of its type! Your programs are always exquisitely done. Disneyland carpark just managed to sneak Don't worry. We wouldn't dare come to Your AI is always far beyond that of other away with the Award at the last moment. Baltimore without it. companies. As I predicted last issue, MicroProse's Well, that's the bad news. Now for something I therefore say, I wish you continual success splendid simulation Silent Service won the a little more encouraging. We do intend to and eagerly await your grand strategic covetted Charles Roberts Award for Best release a new game either this year or in the program on the Civil War, Road to Adventure Game for the Home Computer. first couple of months of 1987. Appomattox. I am a CW buff and nothing of The other nominees weren't graded but we this type has been done. Please inform me on like to think we came a close second. Sooner or later, every historical game completion. designer who wants to be taken seriously It was a well deserved win made all the more Thank you very much convincing by Bill Stealey, MicroProse's Don Anglin President, who showed his professionalism by Seattle, Wa. USA sending a copy of the game to every member 4 In the latter half of 1943, the effect of the mounting THE SITUATION Allied air raids from inland China against Japanese On Thanksgiving morning, November 1943, a raiding force of 14 Mitchell bombers communications, port facilities and merchant escorted by 8 Mustangs and 8 Lightnings shipping forced the Japanese to launch a radical departed their forward bases in China to strike at Japanese airfields on Formosa. campaign to neutralize Allied forward airfields. Flying at wave-top level over the Formosa Strait to avoid radar detection, the pilots of Unable to destroy Allied air power with their own the 14th Air Force (joined en route by air forces, the Japanese Army untertook a land aircraft of the Chinese-American Composite Wing) struck a completely unprepared expedition to capture the airfields directly. In the target. Forty-two Japanese aircraft were destroyed on the ground. Not a single Allied spring of 1944, two Japanese armies operating airplane, not a pilot, was lost. from north and south opened a corridor from It was this raid, and what it heralded for the future, which convinced the Japanese High Hankow to Hanoi. Command of the necessity to eliminate Allied air power in China. The success of this campaign forced a· major In December of 1943, Lieutenant-General Shunroku Hata, commanding officer of the change in Allied planning for the China-Burma China Expeditionary Army, ordered an theatre. For the first time, the Allied tactical air immediate aerial offensive against American installations to be followed by a massive land forces in China received the manpower and offensive in the spring of 1944. The Flying equipment to take the fight to the Japanese on Tigers were to be exterminated! Operation /chi Go, the code-name for the equal terms. planned spring campaign, was expected to realise several purposes. Chennault's · The Flying Tigers struck back ... airfields would be neutralized by the novel approach of capturing them with ground forces, a reliable land transport route would be established from northern China to Indochina, potential bases from which B-29 5 FLYING TIGERS - Plane T~tpes IE 1-3 1{{: :;::;:::: :: ~1 }} 4 :::::;:;:::;::. i :::: 6 14 _J Mitdren Z1 ,!-() 77N ihf Oscar I jo< To'ly 0 ::<:::::;::: t >;:::::::::: ::::::::::::: ~ ::::::::::::: :: ;:: l.: 0 : : >< ·: 0 R o- I : : :::::::::::::: ?> :: :•:::::::: : :::•:::::•:::::: ?2 ::::::::::::::: 1 U :L 1-2~ I •:::: ., ::;::: < 8 :· ::: I :: ! :: : E2 :.:·:: • 33 P ~YL6AD 0- , ... < ::;:? ::::: {:::::• ::::::;:: 3 ::; :RVICE CEIL Ill-• I :::: C: 1 :::: 1::: • 1 <36 38 AX. SP ~D AL. 1 UDE 6 R IS. P :ED :: • s::::::•: :::::: • .. :::: :: 5 :: LIMB R ;1' 3 CL 4 •:• ... ; s::::::::: 14 5 :;:r:;: :;:::::::::::: ):: ::: : ::r:::::: :·:.::::::: 5 AF1 o- L ::::: r:: ::: ::::::::::::a :::: ::•.:·· ~ ::: •: } i }: •::v::: 7<:::< r : .. ::::::::::: 2 '-· RATE J- I ~ } : :;::::::::;::::: .::::::::::::::• :::::; !:::::::::: >;< J<::::;:: : : ' ...... :::::::::::: 3 J- I :::::<: f: •:• :: ::::::::::::::: : <: ::::::.:::::: I .. ~ :: 0 lED H

bombers could strike the Japanese mainland receptive to his perception of the proper adequate level of munitions, replacements and would be destroyed and, finally, Chang Kai employment of US air power. He argued gasoline. They were at least on par with their Shek's Nationalist government could well be vigorously that with sufficient aircraft and adversary. For the first time in their overthrown by a substantial military reverse. supplies he could sever enemy supply lines, operational history, the Flying Tigers could The poorly led Chinese armies were no match weaken and demoralize their ground forces not use the chronic shortages of manpower for regular Japanese troops. Attacking from and provide such air support as would allow and equipment as the excuse for their north and south, the Japanese forged a the ·numerically huge Chinese armies to best troubles. They had the tools to get the job corridor along the old railway route from their hated foes. done ... Sienning through Changsha, Hengyang and The first task facing Wedemeyer on Lingling to the ancient capital of Kweilin. assuming command was to halt the Japanese A great part of the Chinese army simply advance and, if possible, seize the initiative THE SCENARIO vanished. The surviving remnants were with a determined counter-offensive. Wedemeyer and Chennault worked well A quick glance at the map for this scenario pushed back either side of the corridor. By will inform you that a different ground scale the beginning of December, 1944, the together; the fruit of their joint planning became known as Operation Alpha. has been used. It is, in fact, 40 miles per hex. railroad from Hanoi to Hankow was operating Appropriate modifications have been made to again. The Japanese army was reorganizing in Air operations in China were completely the data to reflect the increase in scale. preparation for the final drive on Kunming reorganized. After lengthy debate, and the Nationalist capital at Chungking. Washington agreed to close down the For those wishing to experiment further with Detached forces were steadily mopping up strategic bombing offensive of the Japanese other ground scales, we recommend you keep the few remaining Allied bases in the mainland from the bases around Chengtu. The within the range of 10-60 miles per hex. It is mountainous eastern pocket. tremendous cost of lifting supplies over the only maximum speed, cruising speed and radar range which need to be altered The very low priority accorded the China­ hump did not produce a comparable result. Nor did it aid one whit in the defense of although at the larger scales, you should Burma theatre by the Joint Chiefs of Staff ignore the computer's advice on which in Washington restricted the Allied response China; furthermore, the Marianas offered a much better site for the mighty Superforts. squadrons are available for interceptio n 1nd to the Japanese offensive to a more or less select them directly from the briefing board. ineffective air interdiction of supply lines. Wedemeyer was given permission to make There are a few points to keep in mind when some use of the B-29's before they departed It was not until General Albert Wedemeyer playing this scenario. replaced General Stilwell that the principal for the Pacific. Allied focus shifted from Burma to China. On the eve of the start of Operation Alpha, Claire Chennault, commander of the 14th Air the 14th Air Force mustered some 700 Force, at last found a commanding officer serviceable aircraft together with an 6 FL VING TIGERS - Map

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67 ::•• sa::::: :;1 .D. . AF.12 :: AF:: 13 "YPE IAI EST EST. 1 4 ::: IV :: 1 5 : :::: 1 i :: 5 :::: '>1 i : > s ::: ;;: : 5 :: >> i : > 5 : · : ~L 5 ':'::: !A~ 3 >:>::4 .... ::;:::: .~ : :;:;. ;:;:;::: ···>·····:;:;:;::;::: :;::······ :1 I:} ....:: ·········:;::: I :: ;::::: :: : I) : : ::;::: J :·······. 10 .... >1>1<:::: [F. r1 Ul I INI H OPS : · I : :: ) :: 1::: '::>:·:· I{ } ·:::::::: :·•·::·:::· ::::;::::::• •}:;:::: : .. ::::;: I> :: :;:::•: N ::::;:: N::••: I Rl ;oN OPS_ N { N •'•·;:::;: I Nl IAL OPS IP• 'HFINDE.R ~ : ::: :;:::::::· F ;<> I ::: 1: :: I :::::: 1: : I : :> : } :;:;:::;:;:: :: : N }> 1>:: t :;::;::;:::, I N :::>< N::•;::

[SON NUMBER 1-2 i! · : I .:::: 70 . 7t:::: 72 74 '5 :::::: 6 8 :: ; 79 '}': fO [SON I.D 6 A AF.19 F:: 20 AF .21 AF .23 :•:; ';24 AF .25 . AF .27 ::AF,28 AF.29 : AF ICt PLANE 'YPE ,_ . ·. :;:: .... 4<::::::: •••• 3 ::. ::::;;:;::: :2 .::::::•: 2 »•::•:: :: II EST 1- 1:; . :. :16: ::: :; r1~ :sT :_:::: 5 5 56 :;:••••·• 6 ::: 56 5 :: •• ••• : 12 :>><" lA .. .•••. ••••.••• c: .•;>:;:::: P ~I oNCED J-: <::::;>: ~ 0 Ul 0-. :·::: :;:::::::•:•: <::;:::::: <;':::: ·::;:;::: ::;:;:::::;: ...... ·········· :::: :) -•:::•: c •s IN : :.-.... :::•::.:::·:· 1 • •••••••••••• N PS IN .. : :: :::::: tl ''> · .. :::: IN ••••••••••• 1;:::: ············ ··········· ..... ;::;::•:;: N::;::: ············ ...... ,...... •t '1- fiN >ER IN ·•·• •::•:• n :••> 1 ·············: :: ··········· v. :•········ ::: ············

!N lUMBER 1-2 ) > : ~ 1 :: :;< .D. t .AI ·: Ml .1 } M 1;2 { M .3 M .5 te:: Ml .7 · MB.9 ;MB ~~ ~ HB.1 : ~8;2 HB.3 H ;4 } HI .5 •_:·: A "YPE iAI EST li . : .. 6: •• 6 2 . :;:: 6 :sT 4 ••••••· : : :;:;: 5 ••••• 1 ) 5 : : 1 •••••• 6 : lA ...... ·· :;:::. _:::::: >:::;: ;>:::;::::. ' >• :::: ::: :::::::: ,_ ...... > ::-. ······ :: . : :: ············ ········ ······ ::: IGUI ...... :::::•:•:::: ... i~ C :>S :::: I<<;>> :::::· .. ::;:: .. , ::: ············ •:•·-······· ...... L;ON IPS ...... , ······•••••••• ~VA,_ CPS ...... ~HIFINDER ...... 1:::::::: ·. : N : :::: •••••••••••• ':> ::;•: • ····· NUMBER 1-2 ' 104 •: 115 ::::: 1 >6 :::: 1 7 :· 10s ·· 1o · 110 :·.1 :1 112 :;::1 3L 114 L· s:; 1:6 L;1 72 11s }> 9 : :;1 I.D. HB.8 { H 1;9 SHB.1 Sl- ~ · ·. SHB.3 sHB . VAl .1 : lA! 2 : VAF.3 VJ A } VAF.5 / k1 Vt. B.2 Vt. 1;3 VHB.1 ' V d > PI ~E iYPE ICIAI EST EST. 1 6 ::: ' 6 : : 1 o o ·}: • : 1 6 L 1 6 5 1 .•:::• !JlN :: : s :. :::} 1 •• ::: : :::: 3 . •••••• :: I ;: :: :;: :;:: · 3 : ) 1 : : . 11 < 1 2 0 1 <: u -·::}1 ···· :}:: :;:;:::::· :>:: ,;::: :: J ·' 7 . :•>: ·:-:•: .·· · >t :} : : •i · :-::: N · · : N : · . . ~ ~ : · :•:: N PS

11'1 ll::tl •::::;::•: r-. ::<< ;:: ::: 1 <:;:>> ;:;:;:;::• -::,:_ ;::•;:- 1::;;:-:•:•: :;:;:;:;:;:• 1•:::•::: N :>::::: 111 ::•:;: :;::;•:: N:::;:;;: N :;:•:::: f::::::;:;: ::::>1 ::;:: 8 FLYING TIGERS - Airfields

AIRFIFI 1'1 NUM. 1-12 24

NAME [1 ••• •••• Gia Lam :: •:::: Kyedow :::: Lashio ) ::•:::::::: Ankang A >N (X, 15,29 • }• 19 ~ 7 > 35,11 T •· · ··li' •.. · 7 ·a-; fO ••• •:• •.o : ::•:•· 2, !6 ··•·•••·· , · 1 • : 20,15 :: ...... SONS [· 3,30 •·••>>:•::• ••>:•::•>>:: 7 •••••••••••••• ••••••• •••••••• 2 2 31 ::: 19 2 0 <•::: 52 •••• •>>• fl." E 1 1 •••••••••• 1-~++::~ ·· P+······· +---~--~···~··.. ·· ~·· 8· ~··+··4.····+·····--~~2--~··++········· ~~~>> __~1~~ <~>~> ~gq rATUS 0-1 ...... :...... v .••••••••••• 14 }}\1 : ::• .14 77' f'' :•••:••:•• . ••••:::: 12 {} I} < 14 :•:••:•:•:•: >NTROL 0 -: ...... 1 . :::······:1. >· : LE Y/1 ::•::::::•••::: N::•::•:•::::::::•: y : •••••••• t : •. : N1 ~...• : I•••• 17• :••: :::: .•••••••••••·•••••••<•>:: N1 •••••••••••••::••:• :•:::•··• ...... •::::• :: ::.... N1 •••. •••••••• ·•••• •·••> IE[ Y/1 :•:::•::::::::• :• N:•::::::•:•:•::: N N :: ;.•:: 1>>;>:>: •:•:•:::: · • N ••:>:::• •::· · :::::• Y .. ·············· • •·•·•·::·•·· I< F NUM. 1-12" 15 37 39 ::::::::::: :.C • •. 4 ' > ··•::•:. 2<>> :::: NAME [11 CileilQfU •N Cx;v •·•••· il .:•:::•:::• 21.20 ·• · · 6;ts •••> 12,16 • : :A . 12. 17 ~ ~' . 11' 7 •••••• 28 ~2 SONS £4 ••••:••• 61,7: ,88-9 • 'l·;llt,.;U . 70,103 • . 71,79.,106-7 .. 58, 96 1 z •••• ::::······ •>::::·: 1 ········•:1:: ...... ······· f.1 "ATUS 0-1 : •••• •• •••••••••• 1 4 ••• 14. •• ::•.. '1 :) ••:::ts 15 •••• 15 ••••• •1 ,:.•• 1 ~M :ONTROL 0 ::::: ::: . •.•..•••••• •... :: ··· 2>·•>> : : :: .... : . .. : .. 2 ...... , ••• ·...... · ~LE Y/1 ::••:::::::: ••: N ••:••:••:•:•::••:•: :::••••• N:::•. • :•:•:•:•:•:•:::::•t- : ::::::• .... :: 1 ••••• N •. •'•••••••'• ~"~ ••••••••••• :> ~I lEI: Y/1 >•····:••:••:v·····•··:•:••<•: ·············· :: ···

FLYING TIGERS - Shipping Lanes UNIT 1-6 : . >3:·•······· ...... ··· ····•:7·• ········· : ······ 0 <: .., .D. 1..' ID_~ [1 H >W H ::••:.:. S ·•·:: .>::•:: S ••: S }} LOCA' ION {x,y . 3: ,5 : 4;6: 3 ,5 :• : · . : 3· ,5 ::: aa;s :•:• 3'1,6 : "' :::• 4 ,7 • 4( · ""39,8 . 3f :: 37,9 36{1() 35,10 . It 37,11 1.'1 2 . 38,13 :9,:13 DENSI Y 0-' : ~F •• ••: : <6•:::•:•: :: :: ; • •••• ; <: ••• 4 ...... • . . . 4 : <4······· 7 •••••• : 3 ••••••••• .. 3 ••• 3 • ALL E VII ••: N}':•• lot :•:••. •:••::N:•:•••:•: :•::•• :::•:•:• •:::>~ N :•:1 :••••• II } N••:•• N ••• •:•••••: N ::•:::: :••• N } N•::

UNIT II 1-63 22 :: 23 > 24 > 25 26 21 · 2a •:. 29 30 31 32 33 >34•• 3s . ~J !O 3: ~~ \> 39 ::> 4o >· 41 >42 .. < I.D. CODE LOCATION (x,v: 39; 14•• 41,14 :•.40; 1$:: 40,16 : 39 ~ · 16 38,11 •39;:17 : 39,18 :39iUt 38,20 37:;20 37,21 :37;22 :: 36,23 > 37 ~ 23 : 36,24 •3s;24 • 34,25 33;25 32,26 31; 26 DENSITY ALLIED

[U~IIT 1-6: <•43•:. ~ ••• • ... 46 . .... 4 .•.• • : 50 52 60 ::61}•> 62 53·· •• [1 :: K ...... ••••• 54 •·> ! ~ ········ 5 N •:· [1. IDE K •· •:•••: ::•::: ••••• :7 K :•:::•:• > ll •C• ION (X,V 30i2 . 29 27 ••: 1: 27,27 ::: 2E 29 ••• 24 30 24 32 I 24.34 24 35 23 30 • 21 30 !0 ·· 19,30 18;3}17,30 23;2 ID :N ·y 6 0- ········ ~ >·. .... :. :: : 7 ••• [A .LI Y/t : N •.: ••• :::•: N <•:•• N3 •:::••:•••••••• :::•::::::: N

FLYING TIGERS - Flak Units

9 FLYING TIGERS - Centres

I CENTRE NU M_I~ER 1-63 : 1 : 2 <:.< ::;:<:;: 4 6 8 •••••••• :. :: <•< I innl'hou>n ··············· ••••••· :::::::. 9:••:•:•··········· N rl NAME l!! ~I\ <:: Tiensin ::::::::::::: ..... ··············:}( 52...... ~w : < DCA N . (x,y) ~ -~ ••• <.: 3 ,4 : 26,9 _i <{2r 28,11 32,11 ••••••••• lS• •••••••••••• 2 P• PU ION _Q:_! : : . i ': : : I ...... 0 . : ::::;:::: :;::<:•:: 2 '' _Q •••••••• ••••••••••••••••• :: ::< ••••• •••••• ,_ .. : : •••••••• INIIU~ ! ;:: : •• 22 • ...... 2 2 2 2 ...... 1 ,_ :: ••• ••••••• POR CILITIES ~ ;~::;:;; :: : 0 •::.: ·:::::::::.:•:::::::•::: ::::::::::::::::::::: ): :•:••:•<:::::<:::: lr: IM If':~ ,_ !:•:::::::•:•:•::::::::::: ::::•:•:::::: : : 0 : . :: 1•:<··············· !•••···················· •••••••••••••••••••• lA ED r11 ~ :•:::::::::::::::: .. •::::::::<: .• : :<:;:<<::;:::;: N ::: :::;: :::::::::;::::•:::: ., ...... :•:: • •••••••••••••••••••••• > •••••••••••••••••••••••• CENTRE NUMBER __!! 13 15 .. }} . >< 17 •:;:;::;::;:;:: l llc>: . CEN.rRE NAM_£ Shanghai Hankow < .<< •:< L 1\TION l,) : 14 . ~_9 , 15 35,17 ±2 29,16 •:••: 29,19 .:::: P PULATION ,_ : : ::::::•:::•:::•:•:::•:: _Q_ lr 1::> ~ ,_ :: : 2 }: ) ········· •••••••••••••••••••• :. ···················· •:<• t ••:<•:: P FAC:ILITIES •••••••••••••••••••••• ••••••••••••••••••••••• ··········· ~;;• 2 ·•············<······· IC< IMliNICA~ ,_ > :;:::;: :>;:;<:;:;<:;:;<< Lc:'::::: 3:•::::::::.:::::.:_:.:. _2 ••••••••••••• :;:::::: 0:::::::::::::::: ····················•·:t•····················· ······················1·············••:::•·•· IAL ED N ::•:::::::•:::::::::•: N:::::::::•::;::::•:::•: N SLitol •.•·:·••.:•:::::

!CENTRE NU~ 20 :;::: :: 21 ::} 22 ::;: I : 24 ::::::::•:. 2;.::: •. ·z ~ ...... : ...... ICEN ~R NA~ ~ :::::: · :;••:::: Hong Kong . ·::: lien Ho :: _K_wang ::::.: ::: LOCATION J!,_y IJBJ ~ • 33,24 JJiJ 1Q:~s 28,27 ::::z• ~ 26,27 :. :: •. 18 :24:: :: 22,29 POPULATION o-: L :;<:: : 0 __:l:GSP •<<: : : o :• ::• 22•2 ( :::: •:::::•:•:::::::•:::::: ···•·:;:: ::::·:.: '::: INDUSTRY _Q-. I i'l:Z _Q _jJ£@ 1 ::: 2 __ii:i ~ <::;: : ••••• ::;:: :::: ••••••• POR FACILITIES o-3 L :••:::::::::•::::•:•: :::::•:::::•::::•::•:::::::::::•:::::::: :::::: ::::· <.. COt,IM J NICATIONS 1 :::::;~

I ALLIE[ N ····················••:1::•::::::::::. ············· ······· I~ ···· ················· lUMBER ~ :: ::{<28 } 29 31 ±:ilJ : 2 2_ 33 35 • :> < : : ·::::::::•:::::: lAME [11 w :::•::: Hanoi ::::::;::: Liuzhou •:::•< 2 Guilin .....·::: ·········· :::•:: KwE•ilin D J!,J ::::•:•: : 15,29 . • ·.:•::zs ~o ·····················r.. ••: 21,26 •••. :::::::: 19.,25 .•. <2 .~ ...... :: ······ p ION ,_ . < :· ::.:::.::::::•.:.:: i ::: : ..... : :..· :::::::: .. :: ::::;:::;:: :::::>:: :: ·.:•:::::::::::: <:::::•::•: :::::::;::::: :::::: •:: ::::::•::~ COMMU !CATIONS ······•>·····::::::::::::::::::: )':•:::::::::::::.:<:::::::::::•::: < •••••••••••••••••• ••••••••••••••••••••••• 1\LLI E[ '/1 : :::::::;:::;:::• 1 ~ :.:.

ICENrl NUMBER 1-6 . • : • 38 40 ··: <1 ::::•:::•:::::•:: 42 ::::::::::::•<: j ::AI: : •••• 1 v •:••••••••••·••· ~ •••••••••••• ICENTI NAME 2 ::• Kyedow ::: 2::_ La1 shio :: :::::•:: Sian :::;:: ILOI..A IN (),'J ::::::::•2 i2 • : ·::::: 26,20 .::::: 0 :::::::::::::::: 0,30 28 2 26 :. : 1' 102::_2 ...... : 1!1 ••••• ••••••••••••••••• ~ PC PU riO_Ii IJ-~ :: : V _Q_ : :::•: ...... 0 .. I :::::::::: :. :: ::: ••••••• •••••••••••• • Li:L2 :::·:::::············· • ••••••••••••••••• • II' T J-: :iii•: 2 2 i : :::::::::::::: 1 L•::•:::•:::::::•: ::::::::•::::::::: ::::::::::::::::::::::: : •:::::::::::: POR' 'AGILITIES )- ::: : . _()_ ...... 0 : :::::::::::: 1.::::::::: •••••••••••••• ~ ••••••••••••••••••••••• r ~ · M AllONS )- .. ::: : 3 ::::: : ::::: 2 8 / Z ::::::::::::::::::::•::: 1:::::::::::::•::: . •••••••••••••••••••• ., •••••••••••••••••••••• •••••••• ••••••••••••• AI .It[ 'I <<:::><. N :::::::::::::::::::::: [:::::::::::::::::::: N ...... :::::•:•::::::::•: • ,...... ::::::::: •.:}:::•Y:<:::••:•::: •••••••••••

CEIITRE NU_M_EJ_ER 56 ·. Qd7>•• 58 } 5 ~ 60 > J :L~~i ~ ::::::::::•:::::::•:sa :::•:••:•••:<••·· 1-6 ( :<•: . 5 ••• ••••• .. . ::::::•: :ENTRE NAME [11 _A.rmy! Kunming Yunnani <· ~habua ;}:{{Jurmt ::<<< < .OrCATION ( ,'J ::::•:: 1 ,23 :::. :<1 ::·:::<:•:: 10 24 _ •·>::;:< 8 ; 2~••·•••••• 7 ~3 }: , ....._ ... 0, !0 ············•·•:• <1 ;21····-·-········· POPULA ION ,_ . •:::::: ::::::::::·. ·:::::::::::: ::;:::::::;:::::::::: ...... :•::::::::::::;:::•:: :1>::•::::::•:::•:: INU I::S ::: ...... : :::::::::: ·····················0::::::22..:. ,_ ::::::::: :: . ······ •:•::: . ••••••••••••••••••• ••••••••••••••••••• ••••••••••·•••••••••· a:••••••••••& PORT FACILITIES ,_ . <: ::. : •••• :::::•::::::::•::•• o:::::::::•:::::::•:• ··•••••·•·•••••·•••···················· 2~, ·······················;s __ •••••••••••••••••••• ••••••••••••••••••• COMMI It I CATIONS ,_ 1:•::::: ••• ::: •••• : ::: ::•:.•<<<•::: •••••••••• :•:::•••:•·•·•·•:•••:• a •••••···•••••·•·•••···•· ::::::::::::::::::: ················· :::·:::••:<::•·:<·Y ·:::•:•:::::•:••:: IALLIEC .12 2 •••••••••••• ········· ...... ::::::: ·················<.. /} . ~/: TIGERS - Time TIGERS - Axis Commands

TIGERS - Doctrine < A IS } ALLIES TIGERS - Weather _Q-1 :. :: ... < P PU X IQ!! 0-,_ :::::::::...... ·. ::•:•:::•:::::••••••• •••••••• · -~ P• IT FAC. :::::::: ·····.<: TIGERS- Allied Commands F DS ...... ············ .::::: ANI:S_ COM. ,_ ::::::}<: <:::::••••••

·- EC"! tFFECT

10 1. Throughout the war, both the Japanese had the lowest priority. At any stage of Army and Navy pursued a narrow and elitist 1944, additional aircraft could have been policy of aircrew training. The heavy pilot despatched to Wedemeyer, albeit at the losses of 1942-1944 were more than the expense of other theatres. The Allies have 10 restricted training programmes could additional squadrons in the data base (Nos. 1. Supply stockpiles, sensitive targets to replace. As a direct consequence, by late 11 0-119); 5 sqns of Mustangs, 3 of Mitchells both sides, are represented by industrial 1944, whole air units would commonly have no and 2 of Liberators. Add these to any Allied values in the centre data base. There was experienced pilots at all. The loss rates in airfield in theatre 1. little real industry to speak of. such units were very high. To examine the [The task of pasting up the map for this effect of a more enlightened replacement 2. Three Allied centres are represented by scenario brought back splendid memories. policy, increase the number of experienced Some years ago, a group of six die-hard army symbols. These were large aircrew in each Japanese squadron by 6. concentrations of Chinese troops and boardgamers embarked upon a full campaign munitions against which the Japanese 2. In the last year of the war, Japan game of SPI's War in the Pacific. I had the directed a great deal of attention. developed some excellent airframes; most honour of commanding the Emperor's forces notably the Frank (Ki-84) and George in China and South East Asia. We spent two 3. The air war in Burma was in its closing (N1 K2-J) single-engined fighters. Although real years, albeit only once a week, in reaching stages at this time. The Japanese drive into these types were often plagued by power a conclusion. Those were the days. . . Ed.] + India had culminated in two defeats at the plants which seldom reached their rated battles of lmphal and Kohima. The Japanese horsepower, in the hands of an experienced army there was in retreat and precious few airman they were a match for the best of the new aircraft were-made available to the air Allied fighters. In this variant we can take forces there. The contest is very much of a some liberty with history and assign an BEWARE sideshow and has been included only for additional 6 squadrons, equipped with these historical interest. fighters, to the China theatre. These are During the course of the development of identified in the squadron data base as Nos. this scenario, a small problem was 41-46. Allocate them any way you like detected in the routines which govern * * * * * between airfield Nos. 4, 9-12, 18, 19, and the computer's movement of squadrons The major problem facing the Allies in this 22-25. to form-up points. The computer will scenario is the distance separating many of not allow a squadron assigned to a 3. By the time the Japanese realized the their airfields. This will make the formation mission to fly over enemy territory until value of a super-heavy bomber, the course of of large missions very difficult. It is better the war had swung decisively against them. after the form-up point has been to use smaller concentrations of aircraft and reached. This precaution was installed The Nakajima Aircraft Company had strike at multiple targets. to prevent squadrons from straying into developed a four-engined heavy bomber enemy air space at the wrong time. We Shipping lanes are probably the most prototype (designated G8N1 and code­ didn't count on the possibility of attractive target as they are dense and named Rita by the Allies) with exceptional convoluted front lines of the type found tricky to defend. Other possible targets, range and payload capacity if not an in this scenario. especially for the heavy bombers, are equivalent level of armament or protection. communications and industrial (supply Only a dozen or so aircraft were ever When flying its squadrons to their stockpiles) centres. completed and these saw use as long range form-up point, the computer will do a The Japanese have a tough fight ahead. The transports. There are 2 squadrons of Ritas reasonable job of avoiding dead-ends; Allies have numerical parity and a substantial in the data base (Nos. 47-48). Add these to however, it cannot back-track so you advantage in aircraft performance and crew airfield No. 6. Their employm~nt can make must be careful when mapping to avoid experience. By way of compensation, they things just a bit tricky for the Allies. We can generating a black hole. In the original have less to do. The most profitable targets take an even bigger step into fantasy and version of the game map for Flying are Allied airbases and communications examine what may have happened had the Tigers, hex 8,29 was Allied controlled. centres. Japanese been able to develop their really big Have a look at the map and you'll see what I mean about potential traps. In The absence of radar facilities for both sides bomber. In early 1943, Nakajima began design this instance, the dilemma was cured by is offset to some degree by the change in work on a gigantic, six-engined bomber a lightning ground offensive; hex 8,29 is scale. At 40 miles per hex, air formations capable of undertaking combat operations now under Japanese control. move more slowly across the map giving more against the US mainland from bases in Japan! time for interception. The G1 ON 1 Fugaku (Mount Fuji) project It is very easy to tell when this bug never got further than the development (sorry, Roger ... feature!) happens to stage. How effective would a single kokutai you. The game will come to a full stop! SOME VARIATIONS (squadron) of these massive aircraft have The condition occurs only to computer been? Add squadron 49 from the data base controlled missions. Human commanders There are numerous changes which can be to airfield No. 6. are at liberty to select whatever routes made to both sides to reflect the possible 4. Of all the Allied theatres of World War II, they like for their aircraft. what-its associated with this campaign. it was always the China-Burma theatre which 11 . J·· < ·: ·> . ·•·•H t: o:• < c.

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There are many limitations in computer Some Reflections on ~ programming and I would like to outline a few Intelligence ·· of them here. Computers think in numbers (in my games, they are almost always integers (the computer's - not between 0 and 255) and it takes a great deal mine!) of experimentation to turn this ability into a challenging opponent. However, the computer Commercial wargames have a history can be given some advantages. stretching back over the last 30 years. It can calculate faster" so that it is no problem During that time, certain standards have for the computer to do 100,000 been adopted that speed play and enhance computations before making a single decision. enjoyment of the hobby. Unfortunately, it also This ability can be handy when deciding a means that anyone new to the hobby has to go combat response or moving one hex. through an ever-increasing learning process which takes a great deal of time and, It can be given more resources to help it. The nowadays, a fair amount of money. 'enhanced' players in Reach for the Stars have between 100 and 200 extra points in This has meant that the average age of each production phase. The flexibility this garners has been increasing steadily as more affords to the computer must be balanced by of the younger garners head toward D&D or native human intelligence and good judgement. other role-playing games. (Incidently, as these games mature, they seem to be The computer can have access to hidden data. following the same pattern of development as In Battlefront, the computer issues its historical games.) In short, as the level of orders before the human player, but imagine complexity and sophistication increase, then the consequences which could arise from so does the difficulty of introducing new implementing this the other way around. How blood into the hobby. much more effective would the computer be if its decisions were made with the knowledge Computer simulations have the capacity to of your impending attacks, support point break this cycle and attract a wider audience. allocation and whatever? I am greatly encouraged in this belief by the of the above artifices, it becomes number of responses we have received from And, of course, a computer can cheat. The predictable and easy to manipulate into people whose first experience with the computer can use loaded dice in any making the wrong decision. It is unable to pleasures of historical gaming have been via computation. discern a truly dangerous situation. Most of one of our games. All of the above are techniques that are you will have utilized this inability at one time Not long ago, it was regarded by some as available to any budding wargame designer; or another to rub out your computer impossible for a computer to play a decent and more than a few of them are in use in very opponent. I know I certainly have! game of chess. The number of permutations popular games currently on the market. To get around these problems, some after a few moves would quickly overpower However, they have one fatal flaw. intelligence (or perhaps reduced stupidity) any hard-working CPU. A few years later If a game is to be enjoyable, the human must has to be programmed into the initially dumb saw the first computer beat a grand master. have a chance to win. If the computer uses any machine. By limiting the human to options that 12 Writing exclusively in machine language produces the occasional problem (this has nothing to do do with drinking problems) where it would be convenient to jump into BASIC for a few microseconds and then return to the game. Finding the percentage losses of battalions, regiments and divisions in Battlefront represents such a case. The code above is a subroutine that will return a percentile of loss (i.e. 0 = 91°/o-100°/o, 9 = 1°/o-10°/o) that is used for display • purposes. The routine can be easily converted to give the real percentage but that would take a fraction longer to calculate. Note that it is simpler and much quicker to multiply the first value by 2 and then by 8 and sum the results rather than more conventionally by 10.

13 MORE QUESTIONS would be available at that ~ evel of command, the computer has a limited number of reasonable choices at all times. (In Battlefront, for example, you just cannot pick (More Answers . ..) up a battalion, drive it through the forest, around the back of the hill, slide it deftly through a single, one-hex wide gap in your a. In Issue 2 of Run 5, you state that the current version of Carriers at War is 1.1. My disk says version 1.2. Please explain? opponent's front and finally place it across a vital communication line thus putting his A. Well, there was a bit of a mistake. Version 1.2 is the current version. Gregor has been entire army out of supply!) soundly chastised. If the computer is provided with a some a. My submarines in Carriers at War don't seem to be very effective. sensible 'rules of thumb' to help it evaluate How can I get them to sink more ships? How far do subs patrol from the situation, even random selection of these their start hex? limited choices will produce a reasonable A: The primary role of submarines in Carriers at War is reconnaisance. Subs rarely sank game. warships steaming at more than 18·20 knots but it can happen, especially if a ship has taken The difficulty in taking this approach is the damage. Since Carriers at War excludes the vast majority of merchant ship movements from design and implementation of the mechanisms play (they are irrelevant to the time frame), it thereby excludes the vast majority of victims. which will drive the utilities used by the Submarines do not move, per se, from their patrol hex, however they are capable of human and the computer. They must be the extending their influence for up to six hexes depending on the values given for depth and speed in the design routines. same! a. Is there any way of issuing a printer code starting with the The movement routines in Battlefront involve key in Carriers at War or Europe Ablaze? 18 separate steps (or rules) when·moving to an objective and many more for deploying A: There is no way of using the key for printer codes. The matter has been corrected toward the enemy. This makes it difficult for in Battlefront. the human player to find the hidden method a. Why do I get a "Seaplane Tender at Sea" message when I try to use that will beat the computer every time. any of the carriers I have created in my own scenarios. Remember that the computer comes to each A. Carriers and seaplane tenders have the same ship class (0). They are distinguished by the game fresh. Try sitting down to a game of Y/N answer in the seaplane category. If you answer Y, the computer assumes that the vessel Saipan and winning on the first attempt. Few is a seaplane tender and will not allow planes to be launched unless the ship is anchored. battles in history have been fought twice! a. The Final Countdown scenario lists the displacement of the Nimitz as Experience has proved to be a great teacher. 54. The maximum value for displacement is 31. Which is correct? I actually tried to do a game on the invasion of A. 31 is the maximum value you can enter. Use it. Crete in 1981 (well before knowing lan) and had to give up, finally, frustrated by the a. Why and when are ships 'removed' and 'withdrawn'? Are damage inability of the computer to cope with that points awarded in categories or are they individually calculated? highly complex battle. Now I can sit down to A. Task Forces are 'withdrawn' under a 'general withdrawal order' which is automatically the Crete scenario of Battlefront and have issued by the computer. It does this when it thinks that things are going so badly for your the satisfaction of seeing those problems side that the only sane course is to run away. It is done automatically to restrain the disappear before my eyes. notorious indifference of wargamers to casualty levels and is calculated on the numbers of carriers still extant as compared with the initial number. Individual ships are 'removed' when the computer judges that they are too badly damaged to A Plug for continue fighting. Damage points are awarded for the damage sustained at the time of Reach ·for the Stars withdrawal. Damage points are individually awarded. The word categories are merely indicators of the It was with some surprise and a great deal of actual damage to a ship. satisfaction to see the Reach for the Stars a. I still cannot get the AV Tangier to do anything with its seaplanes in tournament at Origins '86. I have run a the Coral Sea scenario. What is going on? · number of tournaments in Australia over the A. If a seaplane tender is anchored and at least one search bearing is turned on then the last couple of years, generally using a 4 computer will automatically launch seaplanes on search bearings. The seaplane tender must player, 40 turn standard game. be at a designated anchor point. Anchor points can be designated as any shoal hex or at any (Unfortunately, I am usually disqualified from ocean hex adjacent to a land hex. A port hex will not work. Moreover, the Allied anchor point playing as some cynical people believe that was omitted from the Coral Sea scenario. It will have to be added if the luckless AV Tangier there may well be certain secret Control keys is to finally get to fly its planes. Make the coastal hex adjacent to Noumea the anchor point. In all other scenarios, the issuing of the anchor order should work. ERRATA. The US destroyer listed as DD 778 Masey in Run 5, Issue 2 is actually the Massey (Lance E.).

14 BATTLEFRONT Here's Another Chance to Turn Your ERRATA Creative Talent to Cash. . .

The extended development time that we have been able to devote Battlefront has, among other things, resulted in tracking BATTLEFRONT down of some of the peculiarities that happen on the margin of the program. None of the features (a trusty euphemism for bug) SCENARIO CONTEST described below will stop you from playing and enjoying Battlefront but they could leave A prize of $1,500 will be awarded to the you a little puzzled. best Battlefront scenario to reach us The current version of Battlefront is 1.2. Mistakes listed under the Version 1.1 heading before June 30th, 1987. also apply to Version 1.0. There is no restriction as to subject matter, size or anything else. All we require is that you submit your entry on a floppy disk together with a typed Version 1.0 (Apple Only) briefing for the scenario. The handicapping system in V1.0 does not The judges' decision will be final, no correspondence will be entered into, etc. work reliably. The handicapping is simply a multiplication of the final points and does not The winning scenario will be published in Issue 7. All entries become the affect the operation of the program in any property of SSG and may be used for publication at any time. A payment way. However, the point totals at the end of of $100 will be made to the author of any scenario, other than the winning the game will be incorrect if any handicapping one, chosen for publication. has been selected. The line should always be selected. If you do wish to use All submissions must be sent to our Australian office (see page 2) and handicapping, simply apply the following overseas entrants are advised to wrap the disk in foil as a precaution multipliers to your final score; major (50%), against magnetic erasure. minor (25%), slight (12.5%).

once you have begun the game. This is a purely scenario menu rather than the save game Version 1.1 (Apple and C-64) cosmetic problem and will not affect play. menu. This method is in contrast to Europe Objectives taken on very last turn will not You will not be permitted to enter a HQ Ablaze and Carriers at War. When prompted contribute their points per turn or their end arrival date greater than 31 even though the to select or , insert the of game points to the Victory Point total. screen shows a value of up to 63 is allowed. Scenario disk into your drive, select This only applies to objectives taken on the and type (RET). It is important that all divisional assets are very last turn. Make a manual adjustment; attached to a regiment when created, For cosmetic reasons we have changed the - Menu 6 at the end of the game will inform you especially if they are scheduled as colour of Allied units in Version 1.2. They are if any objectives fall into this category. reinforcements. now a delicious shade of green (not trained ... If a unit is locked onto an enemy battalion . errr ... blue?). Do not use the and/or using the line from the functions with divisional assets. In the Guadalcanal scenario, the location of state and that target unit is KIA'd then a the Bloody Ridge objective is mistakenly Divisional HQ (of either side) may be treated In the C-64/128, the last save game location given as 13,8 in the Axis data. It should be as a reinforcement for the rest of the game. does not work. If a file is saved to the last 13,6 as in the Allied data. You can tell if this happens to you by the fact location it will not appear in the catalog listing once the machine is restarted. To I have now received three letters complaining that the HQ will appear on the map but be about the absence of the marine parachute scheduled to arrive (see Menu 5 - Unit recover the file restart the machine and type the following. battalion in the American Order of Battle. It Status) on the following turn. Please note it is there, combined with the raider unit under is very unlikely for this to happen. LOAD "BF",S (RET) the (Com)posite I.D. Neither were large Under the current menu structures it is POKE 2047,255 (RET) enough to deserve separate identities. If you possible to save a game, edit the data using RUN (RET) like, you can change the Com battalion's class the creation routines and then restart the The file will now reappear on the catalog from 0 to 3. This will bring up the parachute game. The behaviour of the program is not listing. It must be saved to another location infantry symbol. guaranteed under these circumstances. The immediately, otherwise the problem will recur Finally, if you do have an older version, don't only absolutely safe procedure is to clear the once the machine is switChed off again. panic. There is no need to send it for unit data completely and start again. The Guadalcanal scenario, in fact all replacement unless you are a keen scenario Units designated as reinforcements on Turn Battlefront scenarios, are recognised as designer, and even then nothing will go wrong 1 may appear momentarily on the start screen scenario disks and accessed through the provided you're careful. + 15 G:UADALCANAL An After Action Report (or 'The Big Match')

Guadalcanal is a scenario for Battlefront, first published in Issue 3 of our magazine. In fact, it is the first scenario we developed for the game. There are some subtle considerations here, requiring balanced decisions from both sides to avoid disaster. As such it provides an excellent illustration for many of the key processes in mastering the game.

The Japanese commander must carefully THE BUILD UP exert increasing pressure on the Americans with the aim of slowly constricting their perimeter. The only devastating weapon at Two of our game testers were volunteered his disposal is the battleship bombardment and the big match between Malcolm Power which may arrive at night, and can be (United States) and Andrew Taubman devastating when it works. (Japan) is replayed below for your interest and entertainment. The historical scenario The Americans should try to expand their was chosen. Comments from both Generals bridgehead early, before the Japanese reach and the moderator (yours truly, Gregor full strength. Then they must hang on until Whiley) are recorded as appropriate as well the 7th Marines arrive. With their large as locker room interviews at half and full artillery units and air power the Americans time. also have some powerful offensive assets should they choose to use them. (See fig 1 To refresh your memory the forces available for the initial positions.) to each side are shown in the accompanying 'Order of Battle' chart elsewhere on this page. It's also not a bad idea to find your copy of Issue 3 for more detailed data. THE GAME. from Bloody Ridge to Tenaru. The USN The Japanese outnumber the Americans at Coastal Detachment can be put into reserve the start and have the initiative, more or less; or switched to the other flank. although they are weak on the Matanikau DAY 1. River. However, the Japanese supply JAPANESE - All attacking is to be done situation is precarious. Their divisional supply THE PLAN on the eastern bank of the Lunga River. The is poor, requiring them to be very cautious weak and tired Construction Brigade is to AMERICAN - The 5th Marines will advance move up to the 5th Marines in the west to pin when attacking as . their supplies, once to the Matanikau River to expand the exhausted, will take forever to replenish. any advance. Other units on the eastern side bridgehead. The composite raider/parachute of the Lunga are to pin the Americans. The Americans have adequate supply, but battalion is sent to reinforce the USN absolutely no room to manoeuver. Their Coastal Detachment which is the weakest THE RESULTS - The advance of the 5th bridgehead is so constricted that there is formation. If the battalion manages to get Marines did not go well and they failed to usually too little room to put formations into into a reasonable position it can be switched reach the Matanikau, with the exception of reserve for the rest that they may require. later to the 1st Marines who will then defend their gallant, though overbold, artillery 16 battalion. The disp.irited Construction Brigade is hurled against the artillery battalion on the Matanikau and takes medium n losses from the 5th Marines. ."t It II~ "~ 3CD D218BF C8j 0 11 118BF 2C0 11d lZ!SJ Emboldened by an unprecedented 5 air points 11 11 ~ ~ ~ 0~ " ~ the Japanese attack at Tenaru with a 81GB 215 11b • 11e C8j II •. ~ 5Y prepared assault taking medium losses. ~ ~*~~ ~ ~ ~1CD/~ ~·. However, the USN Coastal Detachment 11CB 84GB ~~ ~ 315 312 ~ I " battalion in Tenaru routs but does not run! ~ ~~ Cam ~3 1 1 C8j , 13CB ' ' ,,, ~~ ~ ,,' 21124 During the night, the 8th Base Force attack ---- 211 111 , ----- __ ,, ~ across the Tenaru. No naval support arrives • ~~~ ~3 11 24 .. ~ and they take medium losses. The USN C8j 3/28 1/124 ~ 10 Coastal Detachment battalion vacates 1128 Eng Tenaru and it falls to the 8th Base Force. Things have not begun well for the Americans. Fig 1. American plans are to advance to the Matanikau River DAY 2 before the lead elements of the Japanese 2nd Division arrive and to hold on grimly elsewhere. The Japanese hope to keep their THE SITUATION enemy contained to the east of the Matanikau and apply such Tenaru has fallen in the night, but the pressure with the 28th and 124th Regiments that the expected Japanese have taken some casualties and are reinforcements will be able to drive onto Henderson Field. less than impressed with the performance of the IJN. The Americans will have to put in some hard work to restore their position. light. In the west the Matanikau River has still DAY 4 not been reached. Strong Japanese THE PLAN reinforcements have started arriving. The THE SITUATION Japanese have taken significant casualties, AMERICAN -Taking advantage of good air but they are keeping up a constant pressure. (See fig 2.) The Americans have not been support, we launch counter-attacks in both able to reach the Matanikau. The 1st Marine directions. The battalion sent to reinforce Japanese regimental supply is beginning to feel the pinch. line is also under pressure. However, the the USN Coastal Detachment has still not Tenaru line appears secure for the moment. arrived (it fell into the swamp); but it should THE PLAN The Americans have handed out many more make its presence felt eventually. The 5th casualties than they have have received. The Marines must push on to the Matanikau River AMERICAN - Limited attacks (probes) on Japanese position is wobbly. Casualties are to rescue the trapped artillery unit. both fronts. This will allow employment of high, supply patchy. Ground gained is not in JAPANESE - We will attack the isolated strong support with least risk to ground proportion to the price paid. On the credit American artillery unit in the west. The 28th troops. The 1st Marines in the fort line will side, they have the great advantage of being Infantry in Tenaru will rest. The 124th defend as usual. able to rest troops in reserve. This must see Infantry will take up the attack in the east. JAPANESE - The 124th Infantry will them through. THE RESULTS - The USN Coastal assault at Tenaru. Constant pressure in east. Detachment with heavy support crushes the The 4th Infantry and Garrison Brigade will THE PLAN 8th Base Force battalion in Tenaru, retaking assault in the west. No let up on either front. AMERICAN - No attacks in the west. The the town from the routing enemy. In the west, THE RESULTS - The Japanese continue USN Coastal Detachment will keep probing in the 5th Marine artillery unit is eventually to attack on both fronts. They take the east. The 5th Marines must hold on in the KIA'd. The 5th Marines assault and one of the considerable casualties. The Americans are west. Construction Brigade battalions is wiped inflicting casualties both in defense and in out. No naval support arrives this night. JAPANESE - Continue attacks at Tenaru. their own counter-attacks. The Japanese are One attack in the west with the Construction finding it very tough. A 1st Marine battalion Brigade. Something must give way soon. routs from constant minor combat allowing a DAY 3 Japanese surge in the southeast. The 124th THE RESULTS - The USN Coastal Infantry routs virtually en masse, leaving the Detachment battalion holding Tenaru routs THE SITUATION Japanese position on the Tenaru very shaky. and the Japanese occupy the town for the Ten support points are promised for the second time. Not for long; in the afternnon The American line is re-established on the evening bombardment, but fail to arrive. The the Japanese are driven out of Tenaru again. Tenaru River. American casualties are very IJN has lost its way again. Casualty levels still favour the Americans. A 17 Situation 15 Sept, 1942 ..-ci:J~ § i 11d~ . become more aggressive to regain the lost 111 :11a ~ ..,;::~ .J ground in the west. ,, ~ r.<. 'i General Taubman - Things are going .. §J.@ ~ ~ 1a 1":7113;5 3/2 poorly. The only successful attack has been at ~__i.,.~J 5S~ night; all other gains have been through minor combat. The Americans have had good weather and maximum air support throughout, while the IJ N have been as reliable as a weather forecast. However, the troops are in reasonable condition, with only one battalion KIA. The troops in the west being in better shape than those in the east. I was surprised by the offensive power of the Americans early in the battle. They have also proved more durable than expected.

Fig 2. The Marines have failed to reach the Matanikau River in DAY 6 the west and are under pressure from the Bloody Ridge position. THE SITUATION Tenaru has just been recaptured from the Japanese and seems to be secure for the ·· moment. The Japanese 28th and 124th The Americans are hanging on in the face of Regiments are just about burnt out. The newly arrived 4th continued Japanese pressure. It is still not certain who will crumble first. Regiment has just gone into action to keep the pressure on. THE PLAN resourceful Japanese midshipman finds the THE RESULTS - The Japanese make AMERICAN - Attacks will be made where missing map case and the battleship support total of seven attacks over course of the day; the opportunity presents itself. Usually finally arrives. The 1st Marines takes heavy all but one result in Japanese casualties. No probes but if the enemy is suspected of casualties from 14M bricks. American casualties. Still, intense pressure being particularly weak, then assault or causes three American battalions to fall back. exploit orders will be given. The Japanese advance in west. Banzai JAPANESE - Continual pressure will be DAY 5 tactics appear to bear fruit. Saki party, maintained through the use of prepared however, prevents naval support. A Japanese assaults on both flanks. THE SITUATION router infiltrates behind the lines and THE RESULTS - All attacks are either recovers near Henderson Field which could be stand-offs or result in Japanese casualties. Allied casualty levels are becoming serious, annoying for the Americans. almost all from minor combat. Japanese However, the USN Coastal Detachment are casualties are worse than ser•ous, only the strung out and the Engineer unit holding elite nature of many of their units keeping Tenaru virtually unsupported. With 50% them at their posts. On the east flank two HALF-TIME losses it routs and Tenaru falls again. Deck regiments have poor supply, one has fair. scrubbing on the battleships takes longer Average casualties are 30% - 40%. The than expected and no naval support arrives. situation is not as bad in the west. The (Comments from the Americans appear to be in better shape but locker room) they have nowhere to go if they strike DAY 7 trouble. General Power - The American situation is disorganised. Problems on the first turn THE SITUATION THE PLANS led to the destruction of the 5th Marine artillery and the subsequent failure to reach Today the 7th (Marine) cavalry turns up, AMERICAN - No attacks whatsoever. Grim the Matanikau. There is now no room to including the only tank battalion. Despite defense all round. Strong air support will manoeuver. Divisional assets had to be heroic efforts and much sacrifice, the help. The composite battalion is reassigned switched to the west, weakening the middle. Japanese have been unable to advance past to prop up the 1st Marines. Our attempt to move an asset into Tenaru the see-sawing town of Tenaru. They will be JAPANESE - Prepared assaults will be and join it to the 1st Marines also failed. As unable to contest the arrival of the 7th mounted on both flanks. No air support, of the Japanese attack has now concentrated on Marines. This formation, untouched, should be course. [This sounds like a note of frustration either flank, we will try to put the 1st able to sweep aside its battered opposition creeping in. Ed.) Marines into reserve. The 5th Marines will in any direction it chooses to go. 18 Situation ---Front une ,..., Unfortunately for the Americans, they have . 19 Sept, 1942 11011 one good unit and two flanks. IQ 110 [!] • 3 11c THE PLAN ~ ~ '""• 1f '/ .~

50S ~ II ~ ~3128_ AMERICA~~ - The 7th Marines will be 'iiOuT 2 m 11d §] · ~ 217 I 2i4 r5<1~· ~ 3CD ~ swung towards Tenaru to retake it once and 11 ,m, 0 ~ lCD ~Eng ,, 117 ROUT for all. The 1st and 5th Marines will attack 1 II ITs II ~ :~ I - ~ ~ ~~ ~ I'Si?l when and where appropriate. 11 0 Com,... D81GB 84GB ~5_____ 2/1, ,, .., ,_,"'3ii'l JAPANESE - Attacks again on both fronts. THE RESULTS - Taking a leaf from the Marine's handbook, General Taubman politely enquired of his troops whether they wanted to live forever. With an emphatic negative still echoing in the air they poured forth from their positions to attack again. Taking 2 light, 4 heavy and one KIA result they gave 2 light and 1 heavy in return. An admirable result under the circumstances but not ~ High tide mark for the Japanese. Within sight of Henderson enough. The 7th Marines pressed on to take Field, the newly arrived 7th Marines halt the Japanese advance. Tenaru though the 5th Marines in the west Exhausted and unsupplied, the surviving Japanese are routed were pushed back but not broken. At this away. Simultaneously, in the east, the Japanese are expelled critical juncture the IJN found the map, found the island and launched its mighty salvoes. for the last time from the village of Tenaru. American artillery Fourteen inch shells thundered towards the and ground support, combined with the poor resupply capabilities 5th Marine trenches. Towards, but not onto. of the Japanese headquarters, have been the decisive factors in They missed, and the 4th Infantry took light the 1st Marine Division's victory. casualties for their pains.

way to the Nalimbui River then thundered to the game law limit! The Japanese can do DAY 8 back in the night to switch flanks. Tonight's nothing about it. The 7th Marines and the battleship express was cancelled due to USN Coastal Detachment are on the THE SITUATION fogged rangefinders. The Garrison Brigade Matanikau but are yet to take it. The IJN's (See fig 2.) The 7th Marines is well and took medium casualties for their faith in IJN thoughts turn suddenly to deck tennis. truly ashore and crushing its opposition at timetables. Tenaru. It will be very hard to stop. The Japanese are still 2-3 hexes from Henderson THE FINAL DAY Field in the west but it is hard to see them DAY 9 getting closer. This won't stop them trying. THE END THE SITUATION THE PLAN It's all over bar the banzaiing. There will be The situation is bleak for the· Japanese. some scattered slaughter but the Japanese AMERICAN - The 7th Marines will push on Casualties in all units are too high to permit are in no shape to resist. Apart from the 7th to the Nalimbui River killing anything that further resistance. Supply is poor. [A certain Marines, the Americans aren't in that good a gets in its way. The USN Coastal sign that they are doomed. Ed.] condition either. The game ends with the Detachment can be put into reserve. The 1st American casualties are also high but they are Americans taking the Matanikau hex though and 5th Marines can attack with air support. in relatively better shape. They have just failing to reach Mt Austen. The Nalimbui JAPANESE - Desperate defence is called withstood the worst the Japanese can throw is retaken by Japanese stragglers. (See for in the east. The forces in the west must at them. fig 3.) continue to advance on Henderson Field General Power has won by 529 to 276 points, before the 7th Marines return. THE PLAN a convincing margin. The protagonist's thoughts on the game are reproduced below. THE RESULTS - Japanese resistance in AMERICAN - On to the Matanikau! the east crumbles. The remaining battalion of the 8th Base Force is KIA'd by the 7th JAPANESE - Defend to the death! GENERAL POWER Marines. Japanese attacks in the west yield THE RESULTS - The Americans sweep no result except Japanese casualties. all before them, racking up four KIA's in the The US must be very careful early in the Meanwhile the 7th Marines have pushed all the course of a day's shooting, dangerously close game. Air points allocated to defense can be 19 critical. Even given my good luck with air Japanese attacks should be restricted where If the Japanese don't oblige by continually power, I did not feel at all confident until the possible to isolated Americans, ideally when attacking, the large American artillery and 7th marines arrived. The foul up with the 5th the weather is bad and their planes can't fly. air resources should be employed to hand out Marines and the Ranger battalion that fell The night attacks with naval support are some hidings. The Japanese must be slowed into the swamp placed a great strain on always worth trying, but don't use your best down, and if they won't do it themselves, you things early and negated my plans for the units to do it, and don't rely on it. must do it for them. first part of the game. Overall, however, it is hard to see the Japanese winning. The counter to this approach is more The major lessons which emerge from this aggression from the Americans. They should battle are the importance of preserving your always push out to the Matanikau River on the supply levels, resting tired or exhausted GENERAL TAUBMAN first turn and try to kill as many of the weak troops, balancing your support point and unsupplied Japanese there as quickly as allocation between attack and defence and I was decisively defeated. The early US push they can. Resistance will stiffen fairly quickly the proper use of your divisional assets. in the west meant that I could not get close in the west, and after that it is just a matter Poorly supplied troops are unlikely to do well enough to Henderson Field until the of hanging on as far away from Henderson reinforcements arrived, by which time it was Field as possible. in battle and suffer disproportionate losses too late. My eastern flank did not get it's act from every circumstance. Exhausted troops It is also sometimes possible to attach the are vulnerable to minor combat and perform together in time to squeeze the Americans Raider battalion to the USN Coastal badly in an attack role. You must allocate back and stop the 7th Marines from landing. Detachment as it moves up on Tenaru. Then, Even my best attacks, by my best units with support points to defending units. Just a if the Raiders end up in the right spot, ideally little artillery support can mess up an enemy the modicum of air support I get, usually Tenaru itself, they can be attached to the 1st inflicted light damage or none at all. My naval attack. Switching divisional assets at the Marines making a continual defense line and right time can make a decisive difference. support was effective only one~ .. General freeing the USN Coastal Detachment to be Just remember that even though they draw Power's use of his abundant air support was put into reserve. This presupposes that the supply from their regiment, they still very good. Americans have made the necessary room for accumulate fatigue and must be rested when I feel that unless the Japanese can seriously manoeuver by pushing forward in the west. tired or exhausted. + threaten Henderson Field from two out of three directions simultaneously, they have no chance of winning. Turn •: 48 :• 4 Co1111 IHF fit elite 78~ loss TH.E BIG MATCH 4 3.·'2 IHF fresh vet 1 n 28% loss ··· 1 MARIH.E 4 1 ARM fresh vet 1 n ·:Tint :· 1 21st SEP 1942 ···MARIH.E 4 11d ART fresh vet n 19% loss · · i~·t· ····n~·~·· · · · ~l IHF fresh vet 1 n 58% loss •: HAHD I CAP :• .EHGAG.ED 2 IHF routd vet 1 n 78% loss IN SUMMARY even LOS open 3 IHF fresh vet 1 n 29% loss l ·· ····························· 11 a. ART fresh vet 1 n ' "st ·h ····n~·~ ····· ,1 IHF routd vet In 98% loss It is fair to say that it is very hard to win the .EHGAG.ED 2 IHF fresh vet 1 n 48% loss 1 game as the Japanese player, if the l · -~~-~ .... ?.! .~~-· ~ 1b A~~ f.r~f~ ~et n 88% 1oss Americans are at all well played. The KIA Points Points KIA ,.7t ·h ····n~·~ ···· ·~1 IHF fit vet 1 n 28% loss •: 11 ) •: 55 :• M.ECH •: 8 :• t: 8 :• .EHGAG.ED 2 IHF fresh vet 1 n American player has a wealth of support ~ 67) ~ 281~ HOH M.ECH ~ 238~ (115~ 29 1 •: 28 :• OBJECTIVES •: 299 :• 1 · -~~-~ ....?.!.~~-· 11 c A~~ f~~sh ~:~ : ~ '" oss points that can be used equally for defense ~ 276~ TOTALS ~ 529~ or attack with devastating results. Gen POU.ER wins by ( 253~ points ··~~-~~~~-~ · · · ··, ~ ~~~ f~:~~ ~~~:1 ~ ~~~ ~~~~ Hit t: R.ET :• to return to ~~ta.in ~~tenu ·-~~-~ ....?.! .~~-· ~ ~~~ f.r~f~ ~et n 69% loss [As an aside, both Roger and I have always won as the Japanese; except, of course, when Turn ~48~ 1 5Y IHF +KIA + Turn •: 48 :• 5S IHF + KIA + playing each other. Ed.) 3 AT IHF + KIA + HQ KIA 2 IHF + KIA + ··· 35 Bde 3 AA IHF ·I· KIA ·I· ·· 2nd' XX 19 IHF + KIA + ··· IHFAHTRY 3 .Eng IHF + KIA ·I· A less aggressive Japanese strategy would - IHFAHTRY 2 IHF + KIA + IHF fresh elite 58% loss IHF ·I· KIA + seek merely to place maximum pressure on the r·t~-~~-~~-[ -· 1 ~ IHF fit elite 78% loss IHF fit vet ' n IHF fresh elite 78% loss 1 '" ~8·~~-~ii """"' l ~ IHF ·I· KIA + American defenses and to win by minor ...... 18 ART fresh elite ··· ·· ·· ······················' 28 ART fit vet 1 n IHF fresh elite IHF fresh green combat. The Japanese have a lot of elite IHF fit elite on C63) IHF + KIA + units, especially as divisional assets than can 1: :~~:~~:~~:~~] ~ IHF fresh elite 38% loss [~ij:~~:~~:tJ B be switched in and out of combat as IHF + KIA 1 IHF tired trn 1 d 79% loss necessary. Since the Japanese will also take [~if· ·:!·~ · ·::~ ~ IHF + KIA ·I· IHF + KIA + losses from minor combat Japanese units l : :~~:~~:~~t:J ~l should be rested in reserve wherever possible...... ::::: :J 1. :::::···· .. :::::J With proper rotation of units, the Japanese should be able to keep up constant pressure and hope to produce some routing Americans at embarassing times. This will also reduce The End Game and Final Status screens for The Big Match. the succession of casualties from repulsed Note the fragile status of the 1st and 5th Marines. The battle attacks on too well supported Americans. was closer than the victory point margin would suggest. 20 Argentina's national claim to the islands is In early 1982, the announcement of the imminent based on geographic proximity and an ancient withdrawal .of the Royal Navy's ice patrol ship HMS Papal Declaration in 1493 which ceded everything in that region to Spain. Even in its Endurance and various other signs of apparent time, this pronouncement failed to impress, inattention, prompted the Military Junta in Buenos or have much effect on, the rest of the world. The British claim rests on unbroken Aires to suppose that a grab for the Falkland occupation, administration and national settlement since 1833. Islands could succeed without more than token For the Argentine, however, possession of resistance. the Malvinas (Falklands) has always been an emotive issue. Schoolchildren are actually Even as the British Task Force for Operation taught that they have the right of possession by Holy Writ. In a country where the Catholic Corporate sailed steadily southward most Church is probably the single most powerful institution, such an argument is more believed that, either through the 'shuttle diplomacy' correctly described as indoctrination. of the U.S. Secretary of State Haig or pressure The Islanders themselves, being sensible people, were understandably reluctant to from U.N. countries, one side or the other would exchange the stability of the British administration for the unpredictable back_down. 'benevolence' of a suspect military dictatorship. Revelations made subsequent They ·were wrong! to the recent fall of the Junta have confirmed their misgivings. The Junta's horrific record of kidnapping, torture and murder are now publicized and documented. In the months leading up to the invasion, the economic condition of the Argentine was THE SITUATION coastline in more or less self-contained sheep grim. Spiralling inflation fueled the ever farming communities. present political dissatisfaction. For the The Falklands are a group of rocky, barren The islands have never been settled by the Junta, the kudos which would accompany the islands in the southwest corner of the Argentine. They did establish a minute surprise capture of a long-prized possession Atlantic Ocean. The have a population of garrison there in 1833 which was promptly, must have appeared as a very tempting somewhat less than 2,000, half of whom live in and bloodlessly, removed by Britain. Since distraction to their countrymen's woes. the capital of Stanley. The remainder are that time a population of entirely British The lead elements of the Argentine invasion scahered along _the heavily convoluted stock has slowly increased. force, mostly marine commandos, came ashore 21 N 0 5 10 15 20 25 30

SCALE (miles) their mainland bases and were not heard from again in the course of the campaign. [Whatever, it was a miserable end for a fine old ship. Commissioned into the United States Navy in 1938 as USS Phoenix (CL 46), she survived the attack on Pearl Harbour, took part in the invasions of Hollandia, Leyte and Mindoro before seeing out the end of the war in support of operations in Borneo. She was sold to the Argentine in 1951 and was renamed General Belgrano in 1956. Ed.] Two days later, the Argentine struck back. While on station as a radar picket to the west of Stanley, the Type 42 destroyer HMS A TLANT/C OCEAN Sheffield, took aboard a single air-launched AM.39 Exocet missile which, though it failed to explode, started serious fires resulting in her eventual abandonment. The tide of public This map of East Falkland shows the major British ·opinion turned again. movements from the landing at San Carlos up until The extent of the TEZ was increased to include just about all of the South Atlantic the start-off poirlt for the final drive on Stanley. except for a 12 mile coastal strip. A direct assault on Stanley was ruled out as in the early hours of April 2nd. The 67 -man The clamour raised by the indignant, if not too dangerous. The task force had just 22 Royal Marine garrison put up a spirited, effective, diplomatic posturings from the Sea Harriers for protection; too few for though hopeless, fight for a few hours before protagonists, coupled with some not so Admiral Woodward to attempt a contested surrendering on the orders of the Islands' subtle American mediation, did little other invasion. Enemy intelligence had correctly Governor, Mr Rex Hunt. than hide the fact that British warships were guessed as much and the Commander of the On the same day, a detachment of Argentine getting closer. Argentine garrison, Brigadier-General Mario marines took possession of the tiny South On April 25th, the island of South Georgia Menendez, had deployed accordingly. Georgia outpost although not without was recap1ured by elements of the 22 SAS Defensive positions were dug around Stanley sustaining some embarassingly dispro­ Regiment and 42 Commando, Royal Marines. and self contained garrisons were set up at portionate casualties from the Royal Marine The Argentine submarine ANA Santa Fe was key landing sites. The remainder of the defenders. caught by Royal Navy helicopters in shallow Argentine force formed a powerful reserve, water nearby and forced to beach at the ready to reinforce a threatened point. little anchorage of Grytviken. There were The relatively sheltered San Carlos Water * * * * * some casualties; buttbe real fighting was yet was chosen as the initial invasion site. (See Public feeling in England was spontaneous to come. accompanying map.) Between the 19th and and almost unanimous. Prime Minister American attempts to settle the . 23rd of May, the troops, equipment and Thatcher's resolve to expel the interlopers confrontation were abandoned on the 29th stores of 3 Cdo Bde were landed. The received unqualified support from the nation, and on the following day the US Government Argentine Air Force put up spirited their passions inflamed not least by the announced unqualified support for the resistance, sinking three British warships, foolish publication of Argentine photographs British cause. the requisitioned Atlantic Conveyor and displaying the captured Royal Marines' damaging several others. misfortunes. On May 2nd, two conventional torpedoes of World War II vintage fired from the British The Argentine Army did very little; a Less than three days after the Argentines nuclear attack submarine HMS Conqueror fortunate happenstance for the British force had raised their flag over Government House, sank the Argentine cruiser ANA General as this was the time they were at their most the advance elements of the expeditionary Belgrano some 36 miles outside the limit of vulnerable. Morale-sapping raids by SBS and Task Force were on their way to recover the the Total Exlusion Zone. Somewhat more than SAS teams had become a regular feature of first British possession lost by force of arms 300 of her crew were killed. Public opinion life for the cold and disillusioned troops since the Second World War. turned against England for what appeared to under Menendez' command. A certain sense of unreality surrounded the be an act of unrestricted warfare. That the On May 26th, the British troops were ready initial days of the 'not quite war'. Britain bulk of the Argentine Navy was then at sea en to move out. 45 Cdo and 3 Para moved on declared a 200 mile Total Exclusion Zone route for the Falklands was not made public (TEZ) around the Falklands and announced knowledge until October. Whether because of her intention of sinking anything found within the loss of the old cruiser, or for other it. reasons, the surviving warships r~tired to 22 TASK FORCE SOUTH- Briefing ~~~~~~~~~~~~~~~~~

TASK FORCE SOUTH - Terrain Effects Chart TERRAIN TERRAIN TERRAIN COSTS PER HEX ATTACK EFFECTS CODE NAME (TO-T15) [1 0]

23 r TASK FOF

TASK FORCE SOt lCE SOUTH

JTH - Terrain Ke HEADQUARTERS DATA

BATTALION DATA

26 HEADQUARTERS DATA

BATTALION DATA

27 HEADQUARTERS DATA

BATTALION DATA

28 TASK FORCE SOUTH - Objectives

I.D. .NAME (1-24) [11]

TASK FORCE SOUTH- Miscellaneous Factors

29 TFS­ and Wireless Ridge. All of the high ground overlooking Stanley was now in British hands. Equipint. In the early hours of the next morning, Argentine resistance crumbled. Troops began streaming back into Stanley. The war Stanley by way of Douglas and Teal Inlet was over; at midnight on the 14th, the respectively; on foot! Lost with the Atlantic Argentine surrender became effective. Conveyor were 11 of Brigadier Julian The one outstanding difference in the Thorn pson's helicopters. performance of the protagonists was 2 Para, together with elements of 42 Cdo, leadership. Argentine officers, on the rare moved south to clean up the supposedly weak occasions they were actually present with Argentine garrison at Goose Green. They their men, did not share in their tribulations. reached the Camilla Creek House on the 27th They expected, and received, superior and prepared for a night assault. The provisions and accommodation. As a result, movement had been spotted in time for the the troops had neither respect nor Argentine to reinforce their position with a confidence in their leaders. The axiomatic further 1,000 troops. consequence of such conditions is poor There was a bloody battle that night in which battlefield performance. 2 Para's CO, Lt-Col. Jones, was killed in action while leading his men against a particularly nasty machine gun position. With THE SCENARIO the deadly support of three 105mm tubes from 8 Bty, 29 Cdo Regt. RA, Darwin was The Task Force South scenario recreates the captured on the morning of the 28th and final days of the battle for Port Stanley. The Goose Green airstrip that afternoon. The ground scale is half a mile per hex and unit township surrendered next morning. sizes are battalion or company. A little over 1,000 prisoners were collected. The only real problems encountered in fitting To the amazement of the British troops, they this situation into the Battlefront system are discovered that less than one in four of the in regard to night combat and naval support. garrison's rostered officers were, in fact, Efficient, battalion level night combat is much present with their men! [No doubt the rest more a feature of the modern battlefield were having a good time in the Officer's Club. than of WWII while the modern precision in Ed.] fire control has meant a more effective role On May 30th, the 'yomping' 45 Cdo and 3 for naval and/or air support. Provisions have Para reached Douglas and Teal Inlet. been made to account for these factors and, Elements of 5 lnf. Bde debarked at San a little surprisingly, the battle closely follows Carlos. Brigadier-General Jeremy Moore the historical event. took command of all Corporate forces. The The British player must attack vigorously loss of the precious helicopters aboard from the first turn. Unless the Argentine Atlantic Conveyor prompted Moore to risk troops can be routed off en masse , there will landing parts of 5 lnf. Bde at Fitzroy and be too many of them for Stanley to be thereby have them available for the captured in time. Night attacks must be used impending attack on Stanley, now the last wherever possible to make use of the bastion of the Argentine in the Falklands. available naval gunfire support. Argentine air strikes caught the off-loading The Argentine forces for the most part have transports. The logistic landing ship Sir little experience and woeful leadership. Still, Galahad was hit and in the resulting fires and they have some good defensive positions and explosions 63 men were killed, principally useful artillery. Timely use of reserves will from the 1st bn, Welsh Guards. make a big difference. By June 1Oth, Moore was in position to order (Note that all units in the game have been the capture of Mt Longden, Mt Harriet and classified as mechanized as an artifice to Two Sisters. Attacks that night, combined prevent them from crossing rivers {and with naval gunfire support from 4 RN getting hopelessly out of bounds). Ed.] warships, carried the objectives. Attacks on the remaining positions in front of Stanley were postponed for twenty-four hours, then 31 on the night of the 13th, fierce fighting saw the British capture Mt William, Tumbledown 30 CONFLICT IN VIETNAM A Review of Sid Meier and Ed Bever's Latest Command Series Simulation

The Basics of Command section takes you Microprose's most talented design team have through a list of the game controls, and the chosen to examine the War in Vietnam from the methods of entering orders (keyboard or joystick). I definitely recommend that you viewpoint of five separate battles spanning the play with a joystick - selecting units on the screen using the arrow keys is too difficult. twenty years that this struggle lasted. Brief explanations of Supply, Replacements From the ignominous French defeat at Dien Bien and Victory conclude this section. The next section is called The Art of Phu in 1954 to the penultimate defeat of the ARVN Command in Vietnam. It contains some hints on tactics, and discusses the characteristics at Quang Tri in 1972, the changing nature of the of all the unit types in the game, as well as Terrain, Weather, explanations of orders, conflict is presented i!] the time-tested Command Logistics and Victory (again!). Series format. Now comes the largest section, Battle Briefings. Here are detailed Orders of Battle for each scenario and variation, Conflict in Vietnam is the latest in the historical descriptions, maps, and briefings Command Series games from Microprose THE MANUAL for each side. The manual ends with the (others are Decision in the Desert and designer notes, which are worth reading for Crusade in Europe ), and, as such, is very the insight into the designers' points of view The manual is professionally presented, with on the war and on the game-as-simulation. similar to them. In fact, virtually identical, as lots of information about the battles far as play of the game is concerned. But portrayed, maps, drawings of hardware, and more of that later. designer's notes. It starts with The game comes in a standard Microprose comprehensive instructions on how to get THE BATTLES box, with a disk and a 112 page manual. The started on each different type of computer, The game presents five battles: Oien Bien front of the disk is the boot side, and also and then quickly tells you about the battles Phu, Ia Orang, Khe Sanh, The Fishhook, and contains the 64k game. If you are using a and variants you can play. At this point, if you Quang Tri. Each battle has from two to eight 128k machine, you are asked to turn the disk are an experienced Command Series player, variations, usually altering forces available, over after booting, and you play the 128k you can probably start playing the game, deployment, or length. These battles were version (presumably involving less disk after a look at the battle briefing later on in chosen, I think, largely because they were access). the manual. conventional enough to work within the game system. Fortunately, they are interesting contests, as well as instructive and historically significant. Oien Bien Phu is an introductory scenario about the seige of the French armed camp in 1954. The French basically have no chance, since they cannot adequately supply themselves from the air. The variant supposes that the Americans intervened with massive airpower to try to break the seige. Ia Orang is about the first major encounter the NVA had with air-mobile troops. They lay seige to Plei Me and prepared an ambush along the road which relief forces would have to use. Fortunately the local ARVN commander suspected the trap and waited for the Americans. The NVA were shocked to find themselves fighting a unit they thought 31 a.IHO 3208 TANK REGI"ENT 250 "EH, 30 TAHKS 3 DAYS SUPPLY. men, support arms, efficiency, supply, FOR DEPLOYED ~ GREEtt [3:i:ill 1.00 ORO •, ATTACK experience, form (deployment state), and FROZEH "ARCH 30 1.972 RAXH HUA current orders. Next you should look at the 1111 6 6 objectives' values and positions. You can also IIIIIIIIII £1EIIIIII!II!IIIIIIIII!bC::lIXI 1Xl Jllll»lllllllllll1 see the positions of some enemy units, all of them if you are playing the NVA, but no other c::Jc::J~~EI~IXI~~.£i?IXIIXI 1111iit ·. ·. information about them unless you are

llii111ii1·~··t&...... :'.~····.. ! F 21: ~·,··. ••.~·,·· ~~·-~-··~·~·.1.1.1 ..1.1 ..1.11 1.~.1.1 •. .. 1. . . adjacent. 11 :tl:l.!;tl:l.!;tl:l.! :t!:l.! ~:,·· .i:':1' '1 11 1" 11 1~ 1 1 1 Now you unfreeze the game and proceed. '1 ·1!'1 ·1!'1''1 ~ liZI!!!lil l.~1 1•. l.il'll:.-1 ····.····,····;. Ciiiilii:l I~11 1I 1I 1t• • ••1•1 '•- Time moves in half-hour hops; quickly if you l,!'l1:l,!'t1:l,!•t1:1,! ~ Cl't1:1.! \'' 1:1 1'·'·1· 1'·'·1· 1'·'·1· •11 .• ,, ••-.-..· • I II II II •• I • I • ·1· · ·1· · ·11 1 I I .• .... are doing nothing, but more slowly when you 11 111 '11:f.!'t1:1.!'t1:1.! 11111 11111 I •• •.I. • .•.I. ·~•.I. ·~•.I. ·~•.l.l 1111•lf'tt1i• •• •• I • I • I ., I ., •••••• .1.1. ,.1.11·····1······ . I' .•• enter orders. You do this by moving the l.!'t':l.! •• ,.. ..,.. ..,.. ·~··~··· i·'····· .,.. :::: .·••·•· ··•·•· ..•.•.• ,·,1··· ·~···· .I•·· ·~···· • I 11 • 1I I . • .•••• _, •••• ••••• ••••• I ., .•. ,. "I· .•. ,. 1 cursor to the unit to which you wish to give •:t•• 1'' 't :1.! ·t••l~- "1••1•-:.. -:·•aai!'•••ti!'a•tll~ • !:• 1·~•.a.•·.•.a.1 11 1·~•.a.•·:•.t.1 11 1·~•.a.1 I • •• • • • • 1 I 1 1'' ' ' "1 "1 ' 1 ' ' 1 ' ' 1 1.! •• ,.. ..,.. ·II~ I ·~l·····i!'•'•·i!'•···l~ ..___ i~i· 1 .. i~'· 1 • ·~1·"•' 11 i~·-·· .: •.•. ·~·-·· ·~ orders and hitting the appropriate key for '~;.;::.; :b. I •••• I • li,·b, I "'!'.,}·•· ••••• ••• ' the order you are going to issue: A(ttack), .., ,.; .., ,.; II•'.?I .., ,.. -. .. I ~ r .1:1: '.1:1• " "I 1:1• ' ... i!'• 1•ti! '••••I~ 1't'• '11:1:! •'t'• •'1'• 1·~··•· ,II•, 1·~··•· 1·!•.a.'· ~ D(efend), M(ove), R(eserve). If you want the --_. ._ • • I • • ,I, I, ~~~~···t-. •. ,.. 1...... 11 11 I.:· unit to execute the order in a specific location 1 1 i•j••• ·~t,t, - II II ' 11'' ,.1.111 ~ 1 1 ~ 't •1!'1 ·1! •• ,•••• ,•• .• ,••..•.•. 1·. (eg: attack that unit, rather than attack Ciiiilii:l I ... I .. • • I I a:s • . I ·'·h · • :t!:l.!:,!:l.!:,!:t:! 't1:1.! ... ..: '·j·•· i'i"'· what you like) you then move the cursor to t:! .,.~, !•tl~l .. ,1~1'"1'~1'"1'~1'· •• ;,' ~ .:;~i. 1 ·~;.i.•·: that location and press the fire button. The ~ •...•....•....•....•... .I ~-'·'··'·'··'· unit will try it's best to obey the order; if it is in combat, or in bad shape, it will take longer to fulfill your order than otherwise. Initial dispositions in the Quang Tri scenario. The 3208 Tank You can order artillery and air to attack units Regiment is identified on the screen by the large square cursor. or locations the same way. You decide where The ARVN forces have a hard time ahead of them in this battle. to attack and to defend, when to pull a unit back into reserve, where to commit your support. After a battle occurs you get a was 100 kms away. The US/ARVN Vietnam, COSVN. Due to a lack of strategic combat report as to what level of losses your helicoptered into blocking positions and suprise, the invasion failed to find COSVN, unit took, and thus an indication of the attacked the NVA, badly mauling them. This although it killed a few troops and captured enemy's strength. The game proceeds like was a major defeat for the North. The huge stockpiles of weapons and ammunition. this until the end, at which time the computer variants offer the same situation, but give The six variants have different deployments evaluates your performance in terms of the US different mixes of troops to for the NVA. casualties and territorial objectives, and experiment with. Quang Tri, 1972, was the beginning of the awards you a rank accordingly. Khe Sanh was the opening battle of the Tet end for South Vietnam. The NVA launched a offensive. The North seiged several US huge conventional attack through the DMZ, bases unsuccessfully, including the massive with numerous tanks and 130mm artillery. GOOD FEATURES Marine base at Khe Sanh. After ten days of Despite fierce resistance from the elite seige, the North launched an ambitious units, the ARVN broke. It took them seven Once you learn to use the game commands offensive against towns up and down South months of hard fighting to regain the lost properly, playing is fairly easy (however, see Vietnam, mainly using the VC. This, they ground. The losses the NVA took allowed the PROBLEMS). An advantage to having expected, would lead to the collapse of the South about 1 year to reorganise and rebuild several games use the same system is that government, leaving the US no choice but to their country to resist the inevitable next having learnt to play one, you can get going withdraw. Unfortunately the offensive was a attack. They failed. straight away in any other one. military disaster, quickly routed almost The graphics are also quite good. The map is everywhere (with the notable exception of actually made of rectangles, staggered like Hue). While the US high command was THE GAME bricks, rather than hexes. The terrain pleased with the damage inflicted on the definition is therefore good, but do not use enemy, and requested 200,000 more troops In general terms, the way a game proceeds is icons to represent your units: choose the to finish the job, the public was shocked that this: you boot the game up, enter the symbols instead. Some of the icons look like an enemy supposedly on the ropes could requested Operational Code (more on this terrain: that mountain may be a helicopter mount such a huge attack. In political terms, later), choose the battle and variant you wish unit! This also means the unit obscures the Khe Sanh was a victory for the North. The to play, choose the options (which side to terrain completely; you have to hit 'T' to variants contain alternate strategies for the play, play balance, etc), and then the map render invisible all the units to see what communists. appears on the screen. At this point it is terrain a unit is in. The Fishhook is the invasion of Cambodia by advisable to freeze the game, and move the The authors have managed to get quite a the US/ARVN in 1970. The idea was to cursor around the map to examine your units. good feel for the situation into the game. The capture the communist HQ for South Each unit (battalion) is rated for number of US and ARVN have overwhelming force in 32 most situations, but h~ve trouble applying it because the enemy has often left before the shells or bombs arrive. The NV NVC have weaker, and often fewer units, but their hidden movement can shelter them while they recover or mass for an attack. It is quite difficult to get used to using units in this unconventional manner (especially for this old boardgamer), but that is a lesson to be learnt. The computer intelligence is reasonably good. While units sometimes dither about, or gather in strange places, the machine does not move in the same way every game (unlike some surprisingly popular games available), nor does it fail to react to unusual circumstances. There is a WWII Russian front game being sold, wherein you, as the Germans, can choose not to move your units at all, then sit back and watch the Russians retreating in pre-programmed steps back to Moscow. An enemy status screen from the Khe Sanh scenario. PROBLEM'S combat really be simulated with the same There are a number of features of the game another 23 hours. After a few days of this, rules? The authors have clearly gone to great the ARVN unit will die or surrender quite system that could be improved. The most lengths to get the Orders of Battle and annoying one is locating units using the easily. It doesn't apply to US units, as they terrain correct, but no customisation of the are usually supplied from the air. I cannot joystick. You have to work hard to get the game system to the situation appears to have cursor to end up on the unit you want. understand why supply was done in a non­ been done. As an example, commanding units real-time way in a real-time game. The proliferation of US air units in some in this game is exactly the same as in Decision The actual position the player assumes in the scenarios creates a problem. Sometimes many in the Desert ; the actual experience of hours pass between the issuing of an order game is not clear. You are in charge of all the command was obviously very different. troops, no · matter how many there are or and it's fulfilment. During this time the Playing against another player is quite target enemy unit is quite likely to move. This what type they are. Yet, although you can be different to playing against the computer. anything up to an army commander, you still is quite reasonable; but now you want to The game is either in US or NVA mode while change the target for your air unit, so that it move the individual battalions around like running, so one player gets to see all the chess pieces. This is the job of the regimental doesn't drop it's bombs on empty jungle - but other side's movement and combat results, which air unit did you use for that attack? commander. If you issue local orders, then the and none of his own. It also means the non­ battalion commander does his own thing. In The only way to find out is to move the cursor viewing side gets no notification of the other words, the battalion is either on to each air unit in turn, and ask it for its arrival of reinforcements. The manual has completely autonomous, or commanded by the orders by hitting the fire button or space four ways of handling this, which .mostly limit highest level of command - neither being a bar. If the target area doesn't fit on the the occasions when players may give orders. true reflection of doctrine. same map as the air unit, there is no way to Probably the best way is only to give orders find out where you have ordered the attack at 3am each day, and after each attack. The to take place. final, and worst, aspect of this facet of the CONCLUSION Part of the copy protection Microprose have game system is that only one player gets an adopted is the compulsory entering of an evaluation of his performance at the end - Playing this game was a lot of fun, and a 'Operational Code' before the game will clearly a bug that should have been caught in challenge. While the suitability of some of the start. These codes are scattered randomly playtesting. game systems to the situation is in doubt and throughout the rule book, and it will take you Supply is handled in a very peculiar fashion. the question of perspective makes play a few minutes of page-leafing to find the At precisely 11 :30am each day, a supply between two humans awkward, the authors code requested from the 16 possibles, which phase Occurs. Everything stops, and supplies have clearly gone to some trouble to get the are scattered over 85 pages. I fail to see are distributed from headquarters to the data correct and the feel of the war across. I that this adds any significant level of units (visibly, on the screen). If a line cannot can recommend this game if you are protection to the game. be traced to the unit, it gets no supply. This interested in the war in Vietnam. + As noted above, the system is identical, as means that the NVA can isolate an ARVN unit far as I can see, to Decision in the Desert. by surrounding it with two units from, say, Can two such vastly different arenas of 11 am to 12noon each day, then going away for 33 At a little after 2am on Sunday, April 25th, 1915, THE SITUATION three old British battleships stopped to lower their The balance of power in Europe changed boats some 5,000 yards from what would shortly radically in the 19th century. At the close of the Napoleonic Wars, the mighty Ottoman become known as Anzac Cove. Fifteen hundred Empire held sway over an area greater than Australian soldiers, from the 3rd Int. Bde, climbed the bounds of continental Europe. By the outbreak of war in August 1914, most of it quietly into them. The battleships dropped their had been shorn away; and what little remained (Palestine, most of modern day Iraq and tows 3,000 yards from shore and a dozen noisy Cyprus) was in imminent danger of pinnaces took up the task of driving the boats to proclaiming autonomy. Tripoli had been conquered by Italy, the the beach. There was, as yet, no response from Greeks had finally driven out their hated Muslim rulers and the Balkan States, in a the defenders. series of brutal and bloody wars, achieved a For the final 200 yards, the soldiers had to take to more or less independent existance. It was not until 1909 that the rot was the oars and it was at this point that the enemy at temporarily halted. A group of youthful and idealistic politicians, collectively known as the last detected their presence. A volley of rifle. fire Young Turks, deposed the vapid and dissolute Abdul Hamid II, more aptly rang out. The men scrambled from the boats in the remembered as Abdul the Damned, the last early dawn light and waded ashore. A small Turkish Sultan. In every area of endeavour and enterprise, by detachment of Turks at the water's edge was all contemporary standards, Turkey was hopelessly outclassed by her European rivals. promptly routed as the ANZAC troops began In diplomatic circles, as well as the world's pushing inland. budding international press, Turkey was universally ridiculed as the Sick Man of Not that they knew, they had landed a mile too far Europe. The new government could not provide the north and would have to fight through the very magic cure needed to reverse the country's worst terrain in the entire Gallipoli peninsula. The slide to oblivion. It was all they could do to hold on to what they had. The promised contest was foredoomed . .. policies of democracy and enlightenment gave 34 GALLI POLl Terrain· Key

A NOTE ON MAP SCALE To accommodate the very different unit frontages which characterized World War I armies, the ground scale on the map is 250 metres per hex. 35 Equipment way to a pragmatic and dictatorial regime. On the very day, March 18th, 1915, that the The country, however, survived. naval assault was abandoned, the Turkish In the years immediately preceeding the fortifications used their last round of outbreak of war, only Germany of the major ammunition! Had the British attempted to do European powers had steadfastly supported so, they could have steamed unopposed into the new government. Their Military Mission the Sea of Mamara and placed Constantinople had been responsible for the modernising of under fire. the Turkish munitions industry and the An invasion of the Gallipoli peninsula, on the reorganization of what had been a basically European side of the Dardanelles, was now feudal army. In choosing Field-Marshall Otto decided upon as the means to capture the Liman von Sanders to head the Mission, capital, knock Turkey out of the war a11d open Germany had provided Turkey with a steady, the vital sea lanes to Russia. intelligent and dedicated soldier; a man To accomplish this task, the Imperial General ideally suited to revive the military prestige Staff selected the British 29th Division to of the nation once feared in every realm of land at Cape Helles, on the toe of the Christendom. Peninsula, the French 175th and 226th British influence in Constantinople had been Regiments to capture Kum Kale on the waning prior to the war. The decision, Asiatic side of the narrows and the Anzac both the extremely rugged terrain of this however, in early August, to requisition the Corps to land at Gaba Tepe some 50 miles battlefield and the more general difficulty of two battleships being built in British north of Cape Helles. advancing against prepared positions shipyards, was the final straw which tipped ... The combined invasion fleet assempled at without armoured support. The extensive Turkey irrevocably into the German camp. Lemnos, an island in the Aegean, and on April trench systems at Gallipoli were built up Seizing the opportunity, Germany freely 23rd slipped anchor and set a course for subsequent to the end of this scenario. transferred the newly built battleship Gallipoli. The Anzac player must push ahead as fast as Goeben and cruiser Breslau to Turkish control. the dreadful terrain will permit. Every objective is important and the sooner each In the first months of the war, it suited both THE SCENARIO one can be secured then the more likely you sides to keep Turkey neutral. Germany fully are to win. You have more troops but little expected to win, and quickly. The situation Our scenario deals with the landing of the else in the way of advantage. changed somewhat after the First Battle of Anzac Corps. This was the first war in which The Turkish commander has one tremendous the Marne and the trenches began to thicken Australia and New Zealand had been involved advantage; Mustafa Kemal Pasha, better from Switzerland to the North Sea. Germany as nations and Gallipoli was their first known as Kemal Ataturk, the founder of needed allies. campaign. As such, it has always held a special modern Turkey. His 19th Division has one place in our history and heritage. In the end On September 26th, the German officer excellent regiment of regulars which must be commanding the Dardanelles fortifications the Turks beat us but not without a good preserved at all costs as a counter to any fight and more than the usual amount of closed this sea route to all shipping. There Anzac breakout. Even the green Arab British cock-up! was some disquiet in the Turkish cabinet as regiments in his division will do fairly well this decision was made without reference to The Battlefront game system was not under his leadership. Your resupply facilities the Government. In the end, Enver Pasha and designed with World War I engagements in are also better. There is no obligation for you Talaat Bey, Ministers for War and the mind; yet with some thought and manipulation to attack unless it is to retake an objective. If Interior respectively, had their way and the of the data bases, they can be recreated as you can hold all of the objectives west of hex­ German action was sanctioned. this scenario demonstrates. column 7, you should win. A month later, Admiral Souchon, commander ·The most ·salient difference characterizing a of the Goeben squadron, led his little fleet on WWI division from its WWII counterpart is a raid into the Black Sea. Odessa, Sevastopol the absence of any supporting units other ONE VARIATION and Novorossik were all fired upon and than artillery and machine guns. An jnfantry several merchant ships sunk. battalion is essentially 600-1 ,000 rjflemen The Anzac Corps had planned to land south Turkey received a 12 hour ultimatum and, with a dozen or so machine guns to help them. of their eventual destination where the after choosing to ignore it, found herself at The bayonet is a serious weapon which the terrain is much gentler. Change the Allied war with Britain, France and Russia on troops expect to use. points per turn as follows: Anderson Knoll October 31st, 1914. In Battlefront, most of the combat power of (30), Turkey Knoll (15), Maclaurin's Hill (15). Initially, it was planned to force the a unit comes from the interaction of combined Dardanelles with a naval squadron. British arms. There is no such interaction here so Change the Turkish points per turn as and French ships were to bombard the that the attacker finds it heavy going. follows: Anderson Knoll (5), Turkey Knoll ancient fortifications which had for so long The ground scale has been reduced to 250 ( 10). Delete Table Top as a Turkish protected (or blockaded) the Black Sea. metres per hex to reflect the much smaller objective. This plan ultimately failed; attended by the frontages adopted by battalions in this era. Relocate the arrival hexes for all Allied units most macabre of bad luck. The terrain values are very low, reflecting to locations south of hex-row 13. + 36 HEADQUARTERS DATA

BATTALION DATA

37 HEADQUARTERS DATA

BATTALION DATA

38 HEADQUARTERS DATA

BATTALION DATA

39 HEADQUARTERS DATA

BATTALION DATA

40 HEADQUARTERS DATA

BATTALION DATA

41 GALLIPOLI - Briefing

GALLIPOLI- Terrain Effects Chart

TERRAIN TERRAIN TERRAIN COSTS PER HEX ATTACK EFFECTS CODE NAME MECH (TO-T15) [1 0] (0-31)

42 GALLIPOLI·- Objectives

I.D. ·NAME {1-24) [11]

GALLIPOLI - Miscellaneous Factors

43 r

In future issues of Run 5 of we intend to present NOTES the aircraft of all .the major combatants of WWII in The following notes are intended to give a a format suitable for use in Europe Ablaze brief summary of operational histories as well as to identify the more important scenarios. In this installment, all the major modifications made to major aircraft types. production aircraft, and the more interesting minor The arrangement in this section corresponds to the order in the tables overleaf. types, used operationally by Germany between Ar66C. Single engine trainer. Used on the Russian front (1944) for night harassment 1939 and 1945 are tabled in Europe Ablaze bombing. format. Ar68E. Single engine fighter. Equipped 3 night fighter staffeln at start of war. In Part Two, aircraft belonging to the other Axis Discarded early 1940. powers will be presented. Parts Three and Four Ar234B (Blitz). Twin engine jet reconnaissance-bomber. Recon model first will cover Allied aircraft of World War II. used in July, 1944. Bomber version used in the Ardennes Dec, 1944. Only proper jet bomber to see action in WWII. Bv138A. Three engine, long-range, LUFTWAFFE ORGANIZATION maritime reconnaissance flying boat. In service 1940-1945. The existance of the Luftwaffe was not Four Luftflotten were created in 1939 to control air · defence. Each Luftflotte Do17 Series. Twin engine medium bomber. formally announced to the world until March E model phased out by 1939. P model 1st, 1935 although it had been growing contained from 1-3 air divisions. Two further Luftflotten were created during the war; converted to recon role 1939-40. Improved Z surruptiously since the early 20s. model in service until late 1942 then The basic Luftwaffe unit was the Staffel, a Luft. 5 in Norway and Luft. 6 on the eastern front. Toward the end of the war, relegated to recon and transport duties. group of 9-12 aircraft. Three Staffeln, specialized, independent fighter commands Do215B. Twin engine, long-range together with a three plane command element (Jagdkorps) were formed. reconnaissance bomber. In service 1940-42. (the Stab), were combined to form a Gruppe and three Gruppen formed a Geschwader. Geschwader designations corresponded to Do217 Series. Twin engine heavy bomber. Fighter units were known Jagdgeschwader the Luftflotte in which the unit was raised; E model in service 1941-43. M model (heavy (JG), bomber units as Kampfgeschwader Luft. 1 (1-25), Luft. 2 (26-50), Luft. 3 (51- night bomber) in service 1942-45. N model (KG), heavy fighter units as 75) and Luft. 4 (76-99). (night fighter interceptor) in service 1943- Zerstorergeschwader (ZG), dive bomber Geschwader were identified by an arabic 44. units as Stukageschwader (St.G) and number (e.g. KG54), Gruppen by a roman Do335A (Pfeil). Tandem engine ground attack units as Sturmgeschwader numeral (e.g. II/ZG1) and Staffeln again by (tractor/pusher) fighter. Entered service (SG). an arabic number. Jan, 1945. 44 Fi156C (Storch). Single engine, army He112B. Single engine fighter. Original model used as a high speed bomber in the co-operation aircraft. Used throughout the contender for Luftwaffe contract but closing months of the war. war for tactical reconnaissance as well as defeated by Bf1 09. Most production Ju188E. Twin engine medium bomber. A many clandestine operations. aircraft exported to Rumania or Japan. development of the Ju88, this bomber Fw189A (Uhu). Twin engine tactical He114A. Single engine, maritime recon- entered service mid 1943 and served in reconnaissance. In service 1942-45 Russian . naissance floatplane. Limited use Baltic and bombing and recon roles until the end of the front. Limited use as a night fighter 1942. Black Sea 1941-43 before being sold to war. Fw190 Series. Single engine fighter. The Sweden and Spain. Ju288B. Intended as replacement for Ju88 best piston engined fighter produced by He115C. Twin engine torpedo bomber but after a troubled four year development, Germany in the war. A model was principal floatplane. Principal German attack/recon the project was abandoned. The few variant and operated as a fighter or fighter­ floatplane for most of WWII. production aircraft completed saw action in Russia in early 1945. bomber from 1941 to end of war. D model He162A (Spatz). Single engine jet used to protect Me262 landing fields, 1944. interceptor fighter. Mass production project Ju290A. Four engine, long-range maritime F model was ground attack variant, in service which failed to mature in time. One Gruppe reconnaissance. Used in Atlantic operations from 1943-45. G model used as long-range formed in the last days of the war but 1943-44, then later as transports and fighter bomber from 1943-45. probably saw no action. special purpose aircraft. Fw200C (Condor). Four engine, long­ He177 A (Greif). Four (in unique 2X2 Bf1 09 Series. Single engine fighter. More range, maritime reconnaissance bomber. In coupled arrangement) engine heavy bomber. aircraft of this type were built than any service throughout the war in maritime, Entered service Jun 1942 but engine and other, Axis or Allied, in WWII. D model used in transport and communications capacities. other problems delayed extensive use until Polish campaign but relegated to interim Earned fiercesome reputation.,among Allied early 1944. night fighter thereafter; phased out in late merchant ships as Scourge of the Atlantic, 1940. E model was the major variant in use in He219A (Uhu). Twin engine night fighter. 1940-41. early campaigns being gradually phased out First purpose built night fighter. Its good Ta152H. Single engine, high altitude through 1941. Improved F model entered performance was ignored and it saw only service in 1941 and was the principal variant fighter. Entered service Jan 1945 but too limited use from 1942-45. late to see much action. for the next year. The G model was Hs123A. Single engine dive bomber. numerically the most important variant and Go145C. Single engine, night ground Formed a specialized ground attack Gruppe saw service everywhere from mid 1942 until attack. Used throughout the war as a trainer in Polish and French campaigns then in the end of the war. K model in use 1944-45. but saw action on the Russian Front 1943- sporadic use in Russia until 1944. 45 in a night harassment role. Bf11 0 Series. Twin engine heavy fighter. Hs129B. Twin engine anti-tank aircraft. C model in service 1939 and performed well He45C. Single engine, light reconnaissance Used extensively in Russia from 1943-45 until engaged by high performance British bomber. Served in recon role in pre-war but chronic power plant failures reduced the fighters in the Battle of Britain; used as a Luftwaffe. Used in a night bombing role in effectiveness of this heavily armoured night fighter until phased out 1942. E model Russia 1943-44. bomber. used as long-range fighter-bomber then as He46C. Single engine tactical recon­ Ju86R. Twin engine, high altitude recon­ interim night fighter until end 1942. G model naissance. Relegated to training duties in naissance bomber. Pre-war bomber used extensively as day and night fighter in early war years, then employed in night converted to recon role and used extensively the defence of the Reich 1942-45. bombing role in Russia 1943. 1940-43. Me163A (Komet). Rocket propelled He59B. Twin engine torpedo recon­ interceptor fighter. In service from mid naissance floatplane. Employed 1939-43 in Ju87 Series. Single engine dive bomber. B model equipped front line units .1939-41 but 1944 but shortage of fuel and skilled pilots coastal duties North Atlantic and North Sea. resulted in poor performance. Relegated to training role in later years. vulnerability to enemy fighters reduced its effectiveness. Replaced by D model late Me21 OA. Twin engine heavy fighter. He60C. Single engine reconnaissance 1941 but again vulnerability to Allied Intended replacement for Bf11 0 but proved floatplane. Pre-war employment with fighters curtailed its use. Anti-tank version a complete failure. Saw limited action in the Kreigsmarine capital ships then used in remained in operation until the end of the war Mediterranean and Russia as fighter-bomber coastal patrols 1940-42 in North Sea. on the Russian Front. and/or long-range recon from 1942-44. He100D. Single engine interceptor fighter. Ju88 Series. Twin eogine medium bomber. Me262A (Schwalbe). Twin engine jet Attempt to regain Luftwaffe fighter More Ju88s were built than any other fighter. Fighter version entered service late contract lost to Bf1 09. A promising design bomber. Initial A model entered service in 1944 and acquitted itself very well against not proceeded with. 1940 and, with many modifications, remained the best of the Allied fighters. Delay caused He111 Series. Twin engine medium the main production variant throughout the by misuse as a ground attack bomber. bomber. E model saw action in Poland and war. C model used as a day and night fighter Me410A (Hornisse). Twin engine heavy Norway. Improved P and H models used in defence of the Reich 1943-44. D model fighter. Successful redevelopment of the throughout the war in bombing, transport used for long-range recon 1943-45. G Me210 which entered service in early 1943 and training duties. Principal German bomber model, an improved night fighter, saw action and was widely used in all theatres until the in the Battle of Britain. from early 1944 through to the war's end. S end of the war. + 45 GERMAN AIRCRAFT OF WWII

46 GERM~N AIRCRAFT OF WWII {cont.)

47 left in the code to aid an unscrupulous must get into his tank and attempt to drive Corps are attached to Armies (a variable programmer.) across the steppes of Russia. number from 1 to 6) and receive their There have been a number of problems using As a measure of just how many games have primary orders through them. In contact with this system, the principal one being that only been designed on the war in Russia, I had a the enemy, however, each Corps can be given one game can be played per day. At Origins look through my game collection and found an independent combat order. Likewise, '86, the tournament organisers solved this fourteen titles there. It was a tough job to Armies are attached to Army Groups. problem quite deftly. come up with a different name for the game. In addition to the OKH (Stavka) role, players For each round a different universe (and They've all been used once, if not twice, may command one or more Army Groups start conditions) was created. Every player before. (Theatres). The Germans have three AGs, used the same system in his battle against In the end we opted for simplicity. Our game rising later to four. The Soviets have three three computer opponents with a 45 minute will be called Russia, The Great War in .the Theatres. Campaign and battle scenarios will time limit. These parameters favour fast East, 1941-45. be provided. In both cases, you will have access to a detailed design kit which can be intelligent play. Competitors wasted no tim~ In the last couple of years or so, Roger and 1 waiting for others to make their moves and have learned a lot about squeezing historical used to totally redesign the start thus had plenty of time to enjoy the rest of events into computers and, armed with this parameters of a campaign scenario or to the convention. I would like to congratulate experience, we were surprised just how produce limited battle scenarios. the organisers and I hope to see them again in sweetly our original concept for this game A battle scenario involves a single Army Baltimore. + .,. has blossomed into a working prototype. Group (Theatre) per side and a reduced area As I write these words, we are hooking up the of the map. OBs are generated from scratch order menus which will drive the game. The and full briefing details are entered to design routines are completed as are the provide an exciting game of 1 to 30 weeks movement routines which will propel the (turns) duration which can be completed in protagonists across the map. less than two hours; the same amount of time that it takes to play a game of Battlefront. mast< :J=oree :: sout:ll > Our unit structures and command relationships, down to divisional level, reflect The campaign scenario will be a tremendous the actual OKH and Stavka models. The challenge. You can accept the historical start ~~~til~~~ ~ ~~111.1~ senior command positions in the game will be parameters (leastways my evaluation of responsible for OKH or Stavka operations. them, which makes for a thoroughly pro­ These occur once per month and are basically Soviet game) or you can get into the design strategic in direction. kit and alter, among other things, the SOME -VARIATIONS production point costs for the various types They involve the allocation of economic of divisions, the dates at which divisions 1. Menendez chose to deploy his best troops resources (manpower, equipment and armour evolve into newer models, the combat values at Stanley airport to defend the beaches in points) to produce infantry, motorized and of divisions, -the production point generation the area. They were not redeployed, even armoured divisions, air points, ground points schedule and the victory point schedule when the scale of attacks in the west made and replacements for each type of division. (based on city values). Or you can vary the the likelihood of an invasion remote. We can The newly built units go into the start forces, alter admin, experience or assume that these formations were released reinforcement track, their arrival date supply values. Whatever you like. in time to contest the British advance. Add determined by the degree of training the second Argetine formation (Bda IX on p. specified for them. . The map is composed of 12 9 hex by .9 hex 27) to the Argentine OB. sections and covers the area bounded by OKH (Stavka) determines supply priorities Berlin, Leningrad, Sevastopol and Saratov at 2. Had the Argentine forces possessed even and doctrine, distributes reserves and a scale of 40 miles per hex. adequate leadership, the British would have support points (both air and ground) to had a much tougher battle. To reflect this Army Groups (Theatres), allocates forces to The rail network is represented and forms a situation, increase the admin, supply and the off-map areas (Northern Finland, vital part of logistic and communication leadership values for all Argentine Caspian, Siberia, Western Front, etc) and functions. Seventy-six cities are identified headquarters by 2 and increase the fatigue creates, disbands and re-attaches Armies and all the movement and navigation routines level of all Argentine units by 3. (Fronts) and Corps (Armies). are built around them. In addition to a basic terrain type, every hex is rated for a 3. Most of the ground attack Pucara The unit of manoeuver is the Corps (Army) communications value which, combined with aircraft sent to the Falklands by the and its divisional components do the fighting. the current weather, determines the validity Ar,g,entine were destroyed before the final The three basic types of divisions are of overland supply paths. battle began. Assume more precautions had infantry, motorized/mechanized and armour. be,en taken to preserve them. Increase the Cavalry, mountain, Siberian, Soviet Guards, And there's lots more! By the time you Arge.ntiine day ground support points by 10. + Axis Allied and other specialized formations receive Issue 5 we expect the game to be on are specified at Corps (Army) level. the market. Please buy a copy! + 48 SUPERIOR STRATEGY GAMES FOR YOUR COMPUTER FROM STRATEGIC STUDIES GROUP EUROPE ABLAZE Available for the Apple II Family (64K) lr C·64 Suggested Retail $50.00. Stock Nos 103(Apple) 203(C·64) EUROPE ABLAZE Is a complete game system designed to bring fo life fhe Ylfal slrUggle In fhe air which raged over Europe for almost five years. Three major scenarios, selected from fhe various phases of fhe wor, are presented fo simulate fhe changing fortunes of baffle as Brttaln, of flrsf beleaguered by an overwhelming luflwoffe, finally becomes fhe bastion from which American ond Brlflsh bombing forces wreak havoc upon fhe German war machine. Each scenario offers up fo six command positions per side, any or all of which may be computer controlled. The player fakes fhe roll of C In C (Air Forces) and/or up fo five subordinate commands. The resun Is an entertaining and rewarding experience for elfher sollfalre or group ploy. Major bombing missions are planned fwlce per doy (daylight ops of mldnlghf, nlghf ops of noon) and require forget selecflon, course plofflng, speed and H hour defermlnaflon and finally squadron altocaflon. Other operaflons ovallable fo sfrtke aircraft Include harassment, raid, and recon missions. Aghfer aircraft perform Intercept and patrol (bafh standing patrols and Intruder patrols) ops In response to ground and radar slghtlngs. These ops can be launched of any flme. Targets range from cfly centres (populaflon, Industry, communlcaflons and port facllmes) fO radar sfaflons, airfields and shipping lanes. And furthermore ... we have provided fhe creaflve gamer and historian wflh a complete game design kit. This excepflonal fool will allow you fo create your own scenario variants as well as designing original com~l~ns. To explain w~~ ':~~ne ~f:a.uflnes are Illustrated wflh an entirely new scenario recreaflng fhe operaflons of fhe s 5fh Air Force CARRIERS AT WAR Available for the Apple II Family (64K) and C·64 Suggested Retail $50.00 Stock Nos 102(Apple) 202(C·64) "Besides Its historical accuracy, Carriers at War Is the best-playing simulation of naval warfare 1have seen on either tabletop or video monitor:· II Computing. 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''Reach for the Stars . .. Is just about the best science fiction game for the thinking person available on any microcomputer." "This Is an Interstellar strategy game .. . but that's like calling the Apple a 'nice computer: If leaves a good deal out. Think of If this way: If Wizardry is a fantasy game and Zaxxon is an arcade game, then Reach for the Stars is a strategy game ... In short, the game Itself Is beauflfully designed. More than that, the 'engineering· of the thing Is lovely. You can do just about anything you want to with the system, from adding various hazards to the game universe, to stopping a game In the middle and saving If on disc." "Reach for the Stars Is a stimulating program." "RFTS Is, after a lmle playing, a very user friendly game .. . (If) offers feotures to be found In no other space game. Its great artificial Intelligence and careful design could only be expected after Roger Keating's many successful designs for 551 and lan Trout's long hours of work In development. My only hope is that RFTS is soon followed by more games of the same qualify." ..... once mastered this might be the only game you'll ever want to buy for your C-64. Indeed, If would be worth buying a computer to play if. Definitely one of my most favourite games and a classic." "In summarizing, RFTS Is an excellent game. If Is fast and Intelligent, and the game mechanics are simple but the strategy required Is quite devious. Add to this the natural strengths of a game employing four people in subtle but all out compeflflon and you have a winner."

R lOCAL GAME OR COMPUTER STORE OR DIRECT FROM:- ELECTRONIC ARTS 1820 GATEWAY DRIVE, SAN MATEO, CA. 94404 U.S.A. (415) 571-7171 STRATEGIC STUDIES GROUP (AUST) FD. BOX 261 DRUMMOYNE 2047 AUST (02) 819-7199 A .strange Woman Wants to Marry You. An unknown man is trying to kill you. The State of Texas wants you for murder. But that's not your problem. Your real problem is ...

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How to order: Visit your retailer. If you are unable to find the product at your local retailer, you can caiii00-245-4525 for direct VISA or Mastercard orders (InCA caii&00-562-1112). The price for direct purchases is $44.95 for the Apple and IBM versions, $39.95 for the Commodore version. To buy by mail, send check or money order to Electronic Arts Direct Sales, P.O. Box 7530, San Mateo. CA 94403. Add $3 for shipping and handling ($4 canadian). Allow 4 weeks for delivery. There is a 14-day, money-back guarantee on direct orders. For a complete product catalog, send 50¢ and a stamped, self-addressed #10 envelope to Electronic Arts Catalog Offer, 1820 Gateway Drive, San Mateo, CA 94404. Commodore, Apple, and IBM are registered trademarks of COmmodore Business Machines, Apple Computer Inc., and International Business Machines, Inc., respectively. Thomas M. Disch's Amnesia and Electronic Arts are registered trademarks of Electronic Arts.