, L 'r -$ VICTORY IN THE WEST SPECIAL: Sicily and Grenade

T- CENTRAL FRONT UPDATE Et OB * BERG'S REVIEW OF GAMES -,' DESERT FOX EXPANSIOII' A SPlBUSlCOMPUTER GAMES ;r * * MOVES nr. 60, published December 198llJanuery 1982 I Opening

"TEN" This issue represents the tenth continu- ous year of publication of MOVES maaa- Z~~~.-MOVEShas undergone many modifi- Circulation: 9500 cations of its format in that time and it has Creative Director Redmond A. Simonsen also been editorial witness to a few sea Managing Editor Michael Moore changes in our hobby in those ten years. Rules Editor Robert J. Ryer Ironically, in the past year you and I have Art Director Manfred E. Milkuhn brought MOVES back to its roots as a maga- zine strictly for wargamers (or conflict simu- Contributing Editors lationists, or historical garners, or whatever Richard Berg, Claude Bloodgood, Ian Chadwick, Eric Goldberg, name you please). That's not to say the mag- Charles T. Kamps, Steve List, Thomas G. Pratuch, Charles Vasey azine isn't very different from its beginnings. MOVESMagazine is copyright @ 1982, Simulations Publications, Inc. Printed in U.S.A. All rights reserved. All edi- It's a much more sophisticated magazine torialand general mail should beaddressed toSPI, 257 Park AvenueSouth, NY, NY 10010-7366. MOVESispublished with a large "vocabulary" of editorial ap- bi-monthly. One year subscriptions (six issues) are available for $12.00(US). Back issues or single copies of the current proaches to wargaming material - indica- issue are available at $2.50 per copy. Please remit by check or money order (US funds). tive of the sophistication and experience of Printing and Binding by Wellesley Press, Inc., Framingharn, Mass. its tv~ical,. reader. GREAT BRITAIN & EUROPE: British and European customers should place their orders for SPI products or There is, nevertheless, some hysteria- subscriptions with Simpubs Ltd., Freepost, Oakfield House, 60Oakfield Road, Altrincham, Cheshire, England WA these days concerning the future 15 8EW, Tel. 061-941-4371. AUSTRALIA & NEWZEALANDresidentsshouldplaceordersthrough MilitarySimula- tions Pty. Ltd., 18 Fonceca Street, Mordialloc, Victoria 3195, Australia, Tel. (03) 909-791. CANADIANcustomers military gaming (usually viewed as suffer- should order through International Games of Canada, 3227 Lenworth Drive, Mississauga, Ontario L4X 2G8, ing from, and ultimately losing out to, fan- Canada, Tel. (416) 625-0131. JAPANESE customers should contact Post Hobby CO., 1-38, Yoyogi, Shibuka-Ku, tasy and science fiction). It's undeniably so ~okyo,Japan,Tel. (379)4081. that there is some displacement of product ARTICLE SUBMISSIONS: Readers are invited to submit articles for possible publication in MOVES Magazine. amongst those publishers who are the main Manuscripts must be typewritten, double-spaced, on 8Vzx11 white bond, with generous line length of 55 to 65 Sources of original military games. The rela- characters. Pleaseinclude your last nameand page number on each MS page,and your name, address, phonenumber, tively fixed creative and production resourc- suggested title, and honorarium preference on the cover page. With submission, include a stamped self-addressed postcard with the name of your article on the message side. Articles and illustrations cannot be returned. In no in- eS the companies*the limited space stance, however, can SPI assume responsibility for manuscripts and illustrations not specifically solicited. and inventory allocations that stores make for all types of "adventure" games - and, in fact, the buying power of that (substantial) portion of the audience that plays both In this issue.. . categories of games - all these things and others have a restraining influence on mili- Sicily DICK RUSTIN tary game introductions. But a sense of proportion and perspec- Operation Grenade LEE ENDERLIN tive must be maintained. The number of his- torical games produced annually is still high The Alamo GEORGE SCHANDEL l4 - more than any one player could possibly absorb in a single year, or even two (by "ab- Filling the Gap CHARLES T KAMPS, JR. 23 sorb" I mean play to the point of under- standing the fundamentals of the game and Opening MOVES REDMOND A. SIMONSEN its scenarios). Few of us can even afford the time to adequately investigate and make in- SPlBUS IAN CHAD WICK led./ 17 formed buying decisions about more than a fraction of the present yearly crop of war- Richard Berg's RICHARD BERG led/ 19 games. Even fewer of us could afford the Review of Games money to simply collect (indiscriminately) the dozens of new military games. So what StatRep: SPIES! CLAUDE BLOODGOOD 30 have we lost or gained? To some, extent we've lost a little choice Your MOVES RICHARD BERG B 32 (on both the buyer's and creator's side). We JAMES MEL DRUM may also have lost some good design talent to the nonmilitary half of the hobby. But Designer's Notes SPI STAFF 36 through experience we've gained increased sophistication and quality. With occasional FeedbackIPlayback Questions VOX POPULI, vox DEI 38 exceptions, most new military games are much more mature and well-thought out than their brothers from the great flood of SPI is a member of the Hobby Industry of games of the 70's. Plus, many of the good America, The Adventure Games Division games of that period have survived and con- of the HIA, and the Game Manufacturers tinue to sell. [This continuing growing body Association. of -in-print is itself partly responsi- ble for the slowing of the rate of new titles. Simulations Publications, Inc., 257 Park Avenue South, New York, NY 10010-7366 Every game is a new game if you've never bought any wargames before!] Those of you who are particularly fans of SPI games are [continued on page 91

DESIGNER'S NOTES and OPTIONS SICILY Design Intention and Unique Qualities of the Campaign by Dick Rustin

before they have a chance to desert?), the un- often was accomplished by excruciating certain Axis supply situation, and the risk of night marches and climbs. On the lighter side, the Sicily map allowed me to feeding green replacements into depleted Al- So, because height was a relative thing, walk into my barber's and surprise him by showing lied units, to mention but a few. we deliberately moderated the defensive ben- him his (very small) home town on an elaborate The decisions are not meant as make- efit of mountainous terrain, per se. We've looking map of his island birthplace. He was greatly work for the players, and this brings us to our always been skeptical about the knee-jerk delighted and expressed interest in the game and third goal. In designing the historical cam- design tendency to automatically give a de- the hobby in general. It's rewarding to see non- paign game, we constantly kept an eye on the fender an unrestricted benefit for occupying garners relate to the factual nature of our product variable campaign version, which was de- a mountain hex -a legacy dating to the hob- and appreciate the value, complexity and intrigu- signed to open up play dramatically. It is the ing qualities of this multi-faceted special interest. by's Tactics II ice-age days. Our skepticism It also insures you of getting a really good haircut. version to which we strongly urge players to was rewarded when, in the course of re- - Redmond move, as soon as they can. The historical de- searching Sicily, we read the post-war inter- cisions and uncertainties will take on entirely rogation of German commanders. They be- new dimensions, and both players will be free moaned the difficulties of defending in Sici- to experiment with an array of new deploy- ly's mountains. The biggest handicap, they ments, strategies and risks. Some idea of what said, was visibility; often they could not see In his critique of Kursk in MOVES 58, Bob Malin cited John Hill's advice that a these might have entailed for the Allies is de- what the enemy was up to until he was upon, picted by their early plans for the invasion. above or behind them - and then it often game should be judged by the designer's in- These are outlined in an accompanying mod- tent. Quoting from an article by Mr. Hill in a was too late. This problem was compounded ule on another page, and also serve as exam- because the Axis didn't have enough troops British publication, The Wargarner, Mr. Ma- ples of how to plot invasions in the variable to man a continuous line. Rather than tinker lin recalled: "...let the designer clearly state campaign game. what his pre-design intent was, and then with the game system's zone of control rules, either applaud or crucify him on the judg- Exclusive to Sicily we simulated the benefits of mountain one- ment of how well he obtained that goal." upsmanship by the rule which exempts a unit Well said, gentlemen. We offer here our To the extent that the exclusive rules are from mandatory combat if it occupies higher intent behind Sicily. It's the story SPI dared not self-explanatory, we would like to offer terrain than an adjacent enemy, yet forces not print (simply because the game was so in- our thinking behind the key ones: combat upon the enemy. volved there was not sufficient room for de- Terrain: Sicily's mountainous terrain placed Movement: Tactical movement in the game signer's notes in the rules). heavy burdens on both sides. Thus, the Ter- is intentionally difficult, and reflects Sicily's Historically, the Sicily campaign was for rain Effects Chart is vertically oriented; suc- winding mountain roads plus other goodies. both sides a largely unimaginative, gruelling cess in combat is heavily dependent on height Towns posed a particular problem for mech- slugging match. The Allies followed a safety- rather than cover. The island afforded little anized troops. Because of centuries of for- first strategy of straightforward capture of natural cover; there were no large wooded eign invasions, Sicilians built their towns on territory, rather than destruction of enemy areas, and the campaign was fought in high the least accessible piece of real estate in a lo- forces. The Axis, after an abortive early summer, when what small cover there was, cality. Many towns were perched on high counterattack, fought a well-executed delay- like wheatfields, had been burned off by the crags dominating roads and junctions. ing action over terrain ideally suited for de- sun. Therefore, much tactical movement and Houses were thick-walled and made of stone. fense. Hardly the stuff of exciting, opera- a fair amount of combat took place at night; Hence, the column shift for defenders of a tional-level wargames. the desire to escape the oppressive heat of the town, and hence a Rubble rule (see below), Given this problem, our intentions were day was also a factor. which will further enhance the play of Sicily. threefold. The first, which really should be Summer also had turned most of the is- Town streets were narrow, almost impassable left unsaid, was to research the subject so land's high-banked, swift-flowing rivers into to armored fighting vehicles; thus the added thoroughly that all facets of the campaign dry, boulder-strewn gullies which the Ger- cost for mechanized tactical movement. could be fairly and accurately presented. Our mans made even more tortuous by the expert The Axis demolished 130 bridges on research is outlined in the bibliography ac- use of mines. Sicily, just about every key span on the is- companying this article. The importance of elevation and natural land, and 40 times blew huge craters in roads The second aim - and this was especial- barriers of dried-up watercourses is reflected where they passed some difficult spot like a ly peculiar to the problem at hand - was to in the Combat Results Table, which gives a de- hairpin turn or the face of a cliff. The rela- make players forget they are not in the West- fender a tremendous premium for occupying tively slow tactical rate along roads, particu- ern Desert or Ukrainian steppe fighting a a position behind a river and above the larly secondary routes, reflects this (the alter- mobile, free-wheeling, quasi-naval cam- enemy. "River" might be a misnomer except native was to print a sheet of 200 blown- paign. Our solution was to keep them busy for the fact that even a brief rainy spell would bridge markers in S&T 90, instead of doing things and making decisions over and convert a gully back to a raging torrent. Monmouth). above the normal ones required for move- Despite the hard terrain, the campaign, Armor was useless in mountains, except ment and combat. There are lots of actions ironically, was largely a war of maneuver, al- along roads or just off them. Terrain pre- and decisions to be taken by both sides in the beit in slow motion. Seizure of a command- cluded its being used in traditional break- historical version of the campaign game, yet ing height often was enough to force the ene- through or mobile defense roles; rather, all reflect the problems and uncertainties that my to abandon lower terrain, even if the low- tanks acted as assault guns to supplement ar- beset the rival commanders in 1943: lack of er terrain itself was a couple of thousand feet tillery, whose mobility was similarly hamper- reliable Allied air support, the unreliability high. North American troops proved partic- ed. Note the rule requiring artillery to be in of )talian troops (should they be evacuated ularly adept at this kind of infiltration, which supply to provide a support bonus; it was of- ten impossible to haul ammunition to guns extended over the entire island and ground slowed up the invaders on the beaches. When even only a few miles from a mountain road. troops could be supported. coastal units crumbled and other Italian Imagine Allied air power as a pipeline troops wavered, however, the Italians, nom- The Air War stretching from bases in North Africa to inally in charge of all Axis troops on the is- Airborne Operations: Sicily marked the Al- strips on the islands of Malta and Pantelleria. land, ordered a general withdrawal toward lies' first large-scale use of airborne troops. Capture of Sicilian fields would unclog this the northeast corner. The Hermann Goering, The D-Day assaults were intended to seize pipeline; fighters, fighter-bombers, light and exasperated by the order, refused to break key points behind enemy lines, and were even some medium bombers could move to off a counterattack despite its lack of suc- switches from earlier plans to have airborne Sicily, making way for other light and medi- cess. Although the counterattack had been a troops directly support the amphibious land- um bombers to move from North Africa to joint effort ordered by the Italians, the reluc- ings by helping overcome beach defenses. the island bases. The net result would be a tance of the Hermann Goering to withdraw Both the US paradrop and the British glider complete Allied air umbrella over Sicily, and could have led to envelopment of all Axis landing (the latter was an attempt to help unrestricted attacks on Axis lines of commu- forces in eastern Sicily, and a rapid Allied ad- capture Syracuse) met with mixed results. A nication on the island. All this is simulated in vance to Messina - if only the Allies had re- later British paradrop south of Catania, with the game via the Airfield Chart formulas, alized that a gap existed in the enemy line. the object of seizing a bridgehead, was a stra- with their inverse effects on Allied Air and Allied movement restrictions - more tegic failure. The sole reinforcement mission Axis Support Points. complex - should be viewed in their strateg- was an ad hoc affair intended to beef up the Sicilian airfields fell into three geo- ic context. The Allied plan called for the Brit- US 1st Division, whose 18th Regiment had graphical groups; there were 9 each in the ish 8th Army to make the campaign's major been held out of the D-Day amphibious as- east and southeast, and 6 in the west. Fight- thrust, northward along the east coast direct- sault as part of the 7th Army reserve. ers based in the first two areas could not sup- ly toward Messina. The US 7th Army was to port operations in western Sicily; hence the be its flank guard. US forces were to pause need arose to capture western fields to pro- initially once they had reached the so-called tect shipping in any invasion around Paler- Yellow Line (the dotted boundary on the mo. Carrier-based aircraft were not available map around the American beachhead). in the campaign, a situation that was recti- There were no concrete plans at the outset to In sum, the Allied airborne efforts were fied two months later when the Allies landed reduce western Sicily; the strategic situation very expensive exercises. Casualties were at Salerno. was to be reviewed once the Allies had linked heavy in proportion to results achieved. Con- Always in the background was the mas- up in the Ragusa area (the game's continuous temporary doctrine called for all missions to sive Allied strategic bomber force. It operat- front line rule). be made at night. But inexperienced air- ed mainly against bases and transportation Of the three possible mandatory restric- crews, poor visibility, high winds on D-Day lines in southern and central Italy. Its pres- tions in Case 24.27, the historical one was nr. and itchy trigger fingers of "friendly" anti- ence is simulated by the relatively low rate of 2, the appropriation of the Vizzini-Caltagi- aircraft gunners combined to disrupt Allied Support Points the Axis receives (an average rone road by Montgomery, whose 8th Army plans. It took a week to regroup the 82nd of 3 % per turn), before applying any effects had been stopped south of Catania and was Airborne Division's two paratroop regi- of captured airfields. The Allies reluctantly looking for elbow room. Bending the army ments. Allied gunners, mistaking troop-car- made a contingency plan to use heavy bomb- boundary to the west caused severe disloca- rying aircraft for Axis, shot up 16% of the ers in a tactical role if the ground campaign tions for the Americans, whose 45th Division transports in the reinforcement mission. In faced disaster (the Emergency Bombing had to backtrack clear to the beaches before the two British operations, a total of about rule). This shift would have greatly eased redeploying. Patton, chafing under these re- 350 men, out of 3,100 committed, assembled pressure on Axis mainland supply routes - straints, bent a few boundaries on his own at their objectives. hence the automatic 8 support points when and launched a "reconnaissance in force" to- Still, the opportunities available in the the rule is invoked. Historically, the plan ward Agrigento (simulated by permissable variable campaign game are numerous and never had to be used. advances after combat beyond the Yellow tempting. If players opt to use non-historical The need for die rolls to convert air Line). Soon, Alexander, the Allied ground weather, the Allied drops might fare better. points into CRT column shifts reflects the commander, lifted all wraps from Patton and Air Supply: The mandatory end to Axis ef- rudimentary state of the air-support art at authorized his drive on Palermo. forts reflects turkey shoots of July 18 and 25 the time. To the chagrin of the ground and The effects of the Patton-Montgomery when Allied fighters jumped Ju-52 supply naval fraternities, the Allied air plan for Sici- rivalry have, we believe, been blown out of planes and shot down a total of 19. ly was drawn up independently and empha- proportion. Naturally, each wanted the glory sized independence by the air arm. It provid- of being the first to reach Messina, but after Airfields: Going through with the invasion ed for relatively little ground support; the the turmoil of the campaign's early days, was predicated on the Allies being able to airedales believed that flexibility to meet all each operated independently along respec- gain complete air superiority over Sicily. This types of tasks was more important than com- tive axes of advance; terrain did not permit they did in a withering campaign against Axis mitting resources in advance to any particu- one to support (or hinder) the other. airfields during May and June. The Axis was lar one. While the plan succeeded admirably Despite the pre-publication promotion forced to withdraw almost all planes to Italy in some areas, it produced an inflexible of the game, which is outside the designer's and Sardinia, where they also were hammer- ground support system that took 24 hours purview, the Allied player is less Patton and ed. By D-Day, there were only slightly more for a request to be acted upon! Only in the Montgomery than he is General Sir Harold than 100 Axis planes left on the island. latter stages of the campaign did the Allies Alexander, their superior as commander of The Allies expected to lose about 300 of widely use forward air observers with ground 15th Army Group. The Axis player is less their 2,500-ship armada to Axis air attack troops. As in other areas - amphibious and Field Marshal Albert Kesselring, the German during the amphibious assault period alone. airborne tactics, and seaborne supply - air theater commander, and at first is more Gen- But so effective was Allied air power that on- lessons learned on Sicily paid dividends a eral Alfredo Guzzoni, commander of the ly 14 vessels were sunk by enemy aircraft dur- year later in Normandy. Italian 6th Army, and later General Hans ing the whole campaign. A main reason for Hube, who effectively took over direction of this effectiveness is that sites for initial inva- The Ground War Axis forces soon after arriving with his XIV sions were required to be within range of Al- Special Movement: Restrictions on west- Panzer Corps headquarters in the first week lied fighter cover. This plan limited prospec- ern Axis forces early in the historical cam- of the campaign. tive sites south of a line from Sciacca, in paign game reflect concern over a second Al- A few words about the other two possi- southwestern Sicily, to just below Catania, lied landing in the Palermo area. The manda- ble restrictions of 24.27. Early capture of Ca- on the east coast. tory attack rule for some Hermann Goering tania (situation 3) would have set both Allied The impressive pre-invasion victory did Division units reflects poor coordination be- armies free to immediately exploit north and not solve all the Allies' air problems, how- tween German and Italian commanders. Ax- west, with only a slight westward shift of the ever. There remained the need to capture Si- is doctrine called for a quick counterattack army boundary, to accommodate 8th Army. ' cilian airfields so that fighter cover could be by mobile forces after coastal divisions had The other situation simulates a complete stalling of the British effort at the beach- the end of the camvaign it had severe morale weapons. Ironically, the Allies were penaliz- head. In such an unlikely event, no major de- problems certainly not cowardice), ed by goodweather; their heavy bombers had cisions about future operations would have and its division commander and his assistant been in the air over Italy just about every day been made until the situation was given a few were relieved. The replacement rule is meant during the late spring and early summer, more days to crystallize. to simulate morale erosion caused by pro- thanks to the fine Mediterranean climate. By Amphibious End-Runs: Historically, both longed combat. Other Allied divisions the time of the evacuation, crews were suffer- US battalion-sized end-runs were made by fought respectably, although the British 5th ing from combat fatigue, and the heavies the same battalion (the 2nd) of the 3rd Divi- and 50th, on paper topnotch units, quickly were not used much against the strait. Most sion's 30th Regiment. Space limitations pre- showed the wear of their exertions in North of the raids were by medium bombers, which cluded regimental breakdown counters and Africa. operated at night to avoid heavy flak. Conse- rules for regrouping battalions. However, The Canadian division's movement al- quently, much of the evacuation took place ranger units are available for US battalion- lowance of 7 reflects loss of about one-fourth in broad daylight! sized end-runs. The lone historical British of its vehicles by U-boat attacks on convoys Axis Variable Reinforcements: To fore- end-run was by a commando unit. en route to Sicily. Some of the shortage was close any meaningful chance that the Axis made up after the division landed. Pack Transport: The US 3rd Division requi- will receive more units than they did historic- The US 2nd Armored, although mon- ally, the Allied player must achieve 21 tactical sitioned most of its pack transport locally, so ster-sized with one armored infantry and two there is no support point penalty there. The points by the end of Game-Turn 2. This re- tank regiments, received a "B" combat value quires capture of Syracuse, Augusta, Gela, British had 7 companies of mules available in because 75% of its tanks soon became inop- North Africa, but chose to transport other Licata and 9 airfields - which the Allies did erable; they had synthetic rubber track historically, and should just about be able to materiel instead. Mountain units had their blocks which did not stand up to pounding own organic pack transport, and of course do in the game. Any lesser result could per- on the poor Sicilian roads. The division also suade Hitler that it might be possible to at their troops could move faster in rugged had been milked of many vehicles and key terrain. least stalemate the Allies and perhaps even personnel just prior to the invasion. drive them into the sea. Naval Gunfire Support: Initially, Allied The replacement rule and two-step The likelihood of that eventuality is slim ground commanders were worried that fire strengths for many battalions (innovations in in the historical game, but in the variable control procedures were not good enough to the Victory in the West system) were inserted campaign version the Axis player is almost prevent their men from becoming fodder for to account for the campaign's time span, certain to be stronger at the start than he was friendly naval guns. The US Navy quickly re- which is considerably longer than in other historically. The added strength simulates the assured Patton by its remarkable perform- games in the system. German units do not Axis seeing through elaborate Allied decep- ance in helping repel the Axis counterat- suffer morale penalties for taking replace- tions to conceal the true target in the Medi- tack at Gela; the navy had not been practic- ments largely because their replacement terranean. Historically, the Axis was not sure ing combined operations with the Marines points simulate fresh, excellent Italian artil- whether the blow would fall against Sicily, during the 1930's just for the fun of it. The lery batteries which were attached directly to Sardinia, Corsica or Greece. German vari- Royal Navy had no comparable fire control German divisions in mid-campaign. Allied able reinforcements in the game were among techniques; its performance was spotty and it replacements mainly were green troops units earmarked to occupy Italy in case the was rarely called upon by 8th Army to make drawn from rear-area depots. Italians withdrew from the war. bombardments in force. US warships were We strongly urge using the optional rule Following are the Rubble Rule, which withdrawn after about two weeks to replen- on new strength chits for each combat. Some should be incorporated into the game as ish ammunition. Later, a task force of two might feel it is a wild-card way of wargaming, mandatory; a bibliography; initial set-up cruisers and six destroyers based at Palermo but we think it both will immeasurably en- hexes and Reinforcement Schedule for the provided gunfire support and covered move- hance solitaire play and admirably suits the historical game; a Tactical Point Chart to ment of seaborne supplies along the north circumstances of this long campaign. A ease computations, and sample invasion coast. unit's effectiveness varied, sometimes from plots, based on early Allied plans, to illus- Unit Strength: A lot of hand-wringing went day to day; the Goering Panzergrenadier trate possibilities in the variable campaign into assigning Morale Levels. It might appear Regiment ran like rabbits the first day in version. The Allies discarded the earlier plans that the Germans were short-changed in the combat, and some Italian units fought well because it was felt they would not achieve number of Level-3 units, considering their only to buckle suddenly. In any event, a sufficient concentration of forces and made overall superb performance on Sicily. Bear in unit's performance always will be within the the invasion vulnerable to defeat in detail. mind, however, that it was a superb defensive parameters of its combat class and morale lev- Try them for yourself, and see. CI CI performance, highlighted by the intelligent el. We think it idiotic to randomly saddle an use of terrain. All major German formations historically first-class unit with a low combat Note: In the Airborne Missions Chart (19.4), were seeing action for the first time, unlike strength for 40 days. Players may opt to the Scatter and Loss headings in the key were many Allied units. The Level-2 Goering and change strength chits at longer intervals, say transposed. The headings in the chart proper 15th and 29th Panzergrenadier Divisions had every three turns, but we think it ought to be are correct. Also, hexes 4810, 491 1 and 5010 been recently reconstituted after the original done on some schedule. are volcano hexes. formations were destroyed in North Africa Maximum Interdiction: It took the Allies or, in the case of the 15th and 29th, at Stalin- about a week to wake up to the fact that Axis grad. The same is true for most units avail- forces were evacuating across Messina Strait Sicily able as variable reinforcements. Fallschirm- in large numbers, beginning in early August. jaeger units fought like tigers when commit- Because no comprehensive plan existed to ted in Sicily and later in Italy. They merited halt an evacuation, relatively little was done Addenda Level-3's. to stop it once it was detected. The game's in- [24.5] RUBBLE (optionalrule) A handful of Italian units fought well, terdiction rule simulates a hypothetical, im- Rubble affects tactical movement, combat and ad- but were hobbled by inferior equipment. provised effort to interfere with the evacua- vances after combat. Note that C-1 strength chits have a dispro- tion via large-scale commitment of ships and portionately low average combat strength planes. It is not a very practical proposition [24.51] If an Air or Naval Gunfire Support Point (about 2). to reflect the poor performance of results in a column shift against an Axis unit in a for the Allies, and should be employed only city or town hex, a Rubble marker is placed in the most Italian units that did stand and fight. if the Allied player has victory points to spare hex. The marker is placed in the hex immediately On the Allied side, awarding Level-3's or if he wants to retrieve a disappearing upon resolution of the combat and has no effect to the US 1st and 3rd, Canadian 1st and Brit- chance of victory. on that particular combat; it willaffect subsequent ish 51st (Highland) Divisions was relatively Historically, Messina Strait was one of combats (see 24.55) unless removed. The marker easy. But the vaunted Big Red One proved the most heavily defended areas of the war; does affect any advances resulting from the com- something of an enigma as the campaign there were at least 150 coastal and dual-pur- bat which caused the marker to be placed in the unfolded. From Gela to Troina, it experienc- pose guns of between 3-inch and 1I-inch cal- hex. Note: To simulate rubble, players may Make ed !he hardest fighting of all Allied units. By iber, plus hundreds of smaller anti-aircraft facsimiles of the marker included with this rule, or use spare counters or rubble counters from other games. Axis Initial Se+up Allied Initial Set-up [24.52] No more than one ~uliblemarker may GERMAN UNITS US UNITS: ever be in a hex at one time. There is no limit as to 3823: 1/505/82, 2/505/82, 3/505/82 (see 19.11) how many times a single Rubble marker may be 0609: Cstl (X2) placed in a hex during the game. The marker has 1309: 104/15PG 3922: 3/504/82 (see 19.11) noeffect on stacking. 1611: 129/15PG 3022: 7/3 323: 3 Rgr [24.53] A Rubble marker may be removed during 3215: 215/15PG the Game-Turn Indication Stage by the player 4121: PGR/HG, l/HGP/HG, 2/HGP/HG 3222: I5I3* 30/3 whose unit(s) occupies the hex or was the last to 4814: Shmz/HG, 115/15PG, 382 3623: 1 Rgr, 4 Rgr pass through it. A player is not obligated to re- 5019: 923 3724: 16/1, 26/1 move a Rubble marker. 5116: Reg, Cstl 3925: 180/45 3926: 179/45 [24.54] A unit using tacticalmovement pays anad- ITALIAN UNITS: 4027: 157/45 ditionalcost of one Movement Point to enter a hex 0805: 137 JOSS 2nd Wave Box: CCA/2A,7 Army Depot containing a Rubble marker. 0810: 51 Bers DIME 2nd Wave Box: 7 Army Depot [24.55] Any unit (Axis or Allied) defending in a 0906: MG "A" CENT 2nd Wave Box: 753 hex containing a Rubble marker receives a one- 1409: MG "B" KOOL 2nd Wave Box: CCB/2A, 18/1 column shift to the left on the Combat Results 1410: 30/Asieta Table. Only one such shift may be awarded per 1506: 5/Aosta UK UNITS: combat. The shift is in addition to any received for defending in a town hex (see 25.16). 1511: 19CCNN 4830: 40 RMC, 41 RMC 1605: 112MG 5030: 1/1 Can, 2/1 Can [24.56] A unit advancing after combat into a Rub- 1611: 29/Asieta 513: 153/51 ble hex must end its advance in that hex. Rubble has no effect on retreats. Note also 24.51. 1612: MG "C" 5230: 154/51 1706: 171 CCNN 5129: 231 1805: 6/Aosta 5226: 151/50 Additional Markers for Sicily 2011: 10 Bers, 12 Arty 5326: 15/5, 17/5 SPI grants players permission to reproduce 2109: 1 AT 5425: 3 Cdo the markers below, as playing aids. Axis off-map 2203: PD "N" 5424: IB/IAL/IAB, 2S/lAL/lAB (see 19.11) artillery markers should be placed in the box desig- 2519: 177 Bers, 104 AT BARK WEST 2nd Wave Box: 3/1 Can, nated for evacuated units, and should be removed if eliminated. Rubble markers are placed accord- 320: 17 CCNN TR/ICan 3219: 1 Pal BARK SOUTH 2nd Wave Box: 152/51,8 ing to optional rule 24.5. Other markers should be Army Depot placed on the respective player's Support Point 3415: 34/Livorno Track. 3619: 33/Livorno AClD SOUTH 2nd Wave Box: 69/50,8 Army Depot 3918: 40 Arty AClD NORTH 2nd Wave Box: 13/5 4021: MG "E" Rubble Rubble Rubble Rubble ARMORED RESERVE 2nd Wave Box: 4222: MG "H" 40 RTR, 46 RTR, 50 RTR, 11 KRRC, 4326: MG "G" 44 RTR, 3 CLY 4405: 16 AT Reinforcement Schedule 4519: 75/Napoli GT 2 US: 1/504/82, 2/504/82 (see 19.12) 4522: 76/Napoli Rubble Rubble Rubble Ger: 3/1FJ, 4/1FJ (see 27.12) Rubble 4527: 230 GT 3 US: 39/9, 4 Goum, 70, 5 Arty, 4819: TG Carm 17 Arty, 77 Arty 4828: 173 CCNN Naval Gunfire Support UK: I/l/IAB, 2/1/1AB, 3/1/1AB 4915: MG "D" (see 19.12); 73 AT, 105 AT, 168/50, 4928: MG "F" 24 & 98 Arty, llRH & 142 Arty, 5116: PD "E" 64 & 66 Arty, 7 & 70 Arty Fl 5117: 12 MG GT 4 US: 2/509/82, 1/325/82, 2/325/82, FlOn-Map On-Map 5209: 58 Bers 3/325/82 5304: TG Barc UK: 2 SAS, 412/1AB*, 5/2/1AB*, Replacement-Point Markers (Allied) 5314: 372 6/2/1AB*, 10/4/1ABt, 156/4/1AB* 5423: Nav, AF GT 5 US: 91 Recon, 36 Arty, 178 Arty 5509: 135 UK: 57 & 58 Arty, 78 & 111 Arty, 5607: 119 75 & 80 Arty 5903: 23 Cav, 95 CCNN Ger: 15/29 PG; see also 27.26 VARIABLE ITALIAN COASTAL UNITS GT UK: Ont/l Can* Can Air-Point Markers (see 17.0) GT 8 Ger: 71/29 PG 0912: 124 GT 10 UK: 11/78, 36/78, 38/78 133: 143 GT 11 Ital: 185 1405: 133 GT 12 US: 47/9, 60/9 Air Pts 1703: 147 GT 14 Gec 926 El ins: 120 GT 15 US: 141/36*, 142/36*, 143/36*, 191*, 2319: 138 Rules clarification 757*, MI*, 645* for Sicily 2620: 139 UK: 128/46*, 138/46*, 139/46* 2806: 136 [19.33] The maximum loss fir an airborne unit is GT 18 US: 18 Arty*, 6 Arty*, 776.. 813*, elimination. 3623: 134 894*, 899* 3906: 179 [25.2] Allied airborne units are not eligible to GT 20 US: 760*, 756* 4026: 178 receive divisional integrity. PORT 1 A&S, 2 HLI, 1 Welch, 7 RM, 4329: 123 [29.17] A total of up to 9 airborne units may make 2/4 Hamp (see 27.17) 4603: 140 assaults on each invasion Game-Turn. Target hexes Key: Arty = Artillery; AT= Antitank; GT= for Game-Turn 1 assaults must be plotted in ad- 5130: 122 Game-Turn; (*I =Optional Reinforcement (see vance, like amphibious assaults. If an airborne 5226: 146 27.16); other abbreviations as per 15.2; for Ax- unit lands in an enemy-occupied target hex, follow 5321: 121 is variable reinforcements, see 27.2. 00 fheprocedures of 19.33. Variable Campaign Game: UK: 5118 and/or 5119: 3~,11; Bibliography Sample Invasion Plots Any First Wave hex: ID A selected bibliography of the Sicily ~einfom%nents:Game-~urns4,7,10,13,16,19 campaign is listed below. Works preceded Following are three early Allied plans by an asterisk (*) were particularly useful for the invasion of Sicily that may be sim- II. March 1943 Revision in researching the game. A few words ulated in the variable campaign version of (Army Boundary: 44xx hexrow) about some of them: the game; see Section 29.0 of the exclusive FIRST INVASION (Game-Turn 1) The US Army history is a first-rate rules for specific instructions. The first is fist Wave US: 3623: 21; 323: 11; 4327: jp; account, balancing strategy, operations an outline plan adopted at the Casablanca 3822: 3P and thrilling small-unit actions. Marvei- conference in January, 1943. The other UK: 5226: 21; 5227: 21,5130: 11; ously documented, it also pointed the way two are revisions made in March and 4730: 21 to a wealth of other source material. April. The final plan, Operation Husky, Second Wave US: Any First Wave hex: The Canadian work is in the fine tra- was adopted in May, 1943, and is the basis IM, ID dition of histories turned out by Britain's for the historical game. Also included UK: 5226: IT, 11; 5227: IT, 11; Commonwealth allies, effectively a divi- with this section is a worksheet to aid Any First Wave hex: ID sional history, told with remarkable clari- players in plotting their Own in Reinforcements: Game-Turns 3,6,9, 12, 15, 18 ty and attention to detail. the variable campaign game. SPI grants The British works, though very well- permission to reproduce the worksheet. SECOND INVASION (Game-Turn 3) written, are uneven; at times they gloss Abbreviations: A: Artillery; B: In- First and Second Waves: Same as Casablanca over detail, in other instances details are fantry Battalion; C: Commando; D: De- Plan 2nd Invasion copious. Occasionally, they digress into pot; G: Glider; I: Non-Mechanized Infan- Reinf0rcements:Game-Turns5,8,11,14,17,20 highly informative general lectures on try Regiment/Brigade; M: Mechanized amphibious and mountain warfare, and Infantry; P: Paratroop; R: Ranger; T: supply. Tank Battalion. Ill. April l843 Revision The US Army Air Forces account, I. Casablanca Outline Plan (Army Boundary: 31xx hexrow) with its overly enthusiastic claims for the (Army Boundary: 31xx hexrow) FIRST INVASION (Game-Turn 1) accomplishments of air power, must be FIRST INVASION (Game-Turn 1) First Wave UK: 5625: 2C; 5425: 1C; 5226: 21; taken with a grain of salt. Far more valu- First Wave US: Hex 1715: 21; 1413: 11; 5227: 11; 5130: 11; 4730: 11; able and objective are the US Air Force 3623: 21; 4327: 3P; 3822: 3P UK: 5226: 21; 5130: 11, 4730: 21; historical studies on air and airborne 3623:21;4327:2P;3822:2P SecondWaveUK:5226:1I,lT,IB;5227:11, operations. They are available on micro- 2T; 4730: 11; 3623: 11; film from the Simpson Historical Re- Second Wave US: Any First Wave hex: Any First Wave hex (see IM, 1D 21.22): 2D search Center, Maxwell Air Force Base, Alabama. UK: Sz6: IT, 11; 3623: 11; Reinforcements: Game-Turns 3,6,9, 12, 15, 18 Any First Wave hex: 1D Morison's account of US naval oper- ations in the campaign is up to the excel- Reinforcements: Game-Turns 3,6,9, 12, 15,18 lNVASloN 3, First Wave US: 1715: 21; 1413: 11: 1111: 3P; lent standards throughout his monumen- SECOND INVASION (Game-Turn 2) 1612: 3P; 1306: 21; 1202: IR; tal 15-volumework on the war. First Wave US: 1305: 21; 1704: 21; 1903: 11; 1704: 21; 1903: 11 Among the more detailed studies, the 2505: 11 Second Wave US: 1413: 1M; 1715: 1T; most important were the massive 7th Ar- UK: 5118: 21; 5119: 21; 4716: 3P; 1305: IM; 1903: 11, IT; my report, certain postwar interrogations 4816: 3G Any First Wave hex (see of German commanders, and a series of Second Wave: US: Any First Wave hex: 21.22): 2D studies by Mrs. Magna Bauer for the Of- IM, 2T, ID Reinforcements: Game-Turns 5,8,11,14,17,20 fice of the Chief of Military History, US Army. The Bauer works provided much IV. Invasion Plotting Sheet of the basic research on Axis operations, and contain much detail, including acom- plete order of battle, which is not included in the US official history. All the works mentioned in this paragraph are available at the National Archives and Records Ser- vice in Washington, D.C., and Suitland, Maryland. Official Histories *US Army: Sicily and the Surrender of Italy, Garland and Smyth. US Army Air Force: The Army Air Forces in World War 11, Volume II, Torch to Point- blank. Craven and Cate. *US Navy: History of US Naval Operations in World War II, Volume IX, Sicily-Salerno- Anzio, Morison. 'Canadian: The Canadians in Italy, Nicholson. *British Army: The Mediterranean and Mid- dle East, Vol. K Molony. *Royal Navy: The War at Sea, Vol. 111, Part I, Roskill. Royal Air Force: The Royal Air Force, 1939-1945, Vol. II. The Fight Avails, Richards and Saunders. Royal Australian Air Force: Air War Against Germany and Italy, 1939-1945, Herington. & Series of South African Air Force: South African A Unit Histories & Data Staff Profiles Forces in World War 11, Volume 69 Eagles *British order of battle: Orders of Battle, Who is SPl? Victorious, Martin and Orpen. Second World War, Joslen. *German OB: Verbande und m~~ender Detailed Studies deutschen Wehrmacht und ~aff;.nSS im Zweiten Weltkrieg 1939-1945. Tessin; and *Axis Tactical Operations in Sicily, Bauer. German Order of Battle. 1944, Hogg. *Report of Operations af the US 7th Army *Italian OB: Lo sbarco e la difesa delld in the Sicilian Campaign. Sicilia, Faldella. *USAF Historical Study 37, Participation of Danger Forward: The Story of the First Divi- the 9th and 12th Air Forces in the Sicilian sion in World War II. Knickerbocker et al. Campaign, and Study 74, Airborne Mksions in the Mediterranean. History of the Third Infantry Division in World War II. Taggart *The Battle of Sicily, postwar manuscripts . and interrogations of officers of Hermann History of the East Surrey Regiment, Vol. Goering and 29th Panzergrenadier Divisions, IV, 1920-1952, Daniel]. and Brigade Schmalz (in English). The London Scottish in the Second World *Interrogations and manuscripts (in German) Barclay. of officers of Luftflotte 2 and Hermann The Black Watch and fhe King's Enemies, Goering and 15th Panzergrenadier Divisions. Fergusson.

Tactical Point Chart HEX C/TY/TOWN Eric Lee Smith Eric is a transplanted resident of Dallas, Texas, who is currently attending Pratt Institute to major in photography. He be- gan playtesting for SPI in the fall of 1978 and became a part-time employee in spring of 1979, joining the product development staff during the summer. Design Credits: Alamo, Pea Ridge, Citadel of Blood, Sword and the Stars. Development Credits: Monmouth, Drive on Wash- ington, Wilson's Creek, Leningrad, Bulge, The Battle of Corinth, Cedar Mountain. Crete, Julius Caesar, Antietam.

Opening MOVES /confinuedfrom~a,?e2/ perhaps luckier than other wargamers. SPl has a steady yearly output of six full-fledged wargames in S&T and about an equal num- ber published separately. We fully intend to maintain this level of product introduction in 1982 (and perhaps even increase it by one or two titles). To partially satisfy the yearning for games on every topic you can think of, we're going to try some more prototyping in MOVES. Prototypes are game outlines and orders-of-battle which with a little effort on the reader's part can be turned into playable full-fledged games. MOVES will also contin- ue to keep you informed of the in- troductions of all publishers, and (if you guys write'em) print profile and analytical ar- ticles on those new games. Thanks to all of you, its been a good year for MOVES and there are encouraging signs for '82 and the next ten years of MOVES. I hope you all have great holidays and a good new year. Please write and share with me TOTAL Tactical Pts. critical thoughts and suggestions for our magazine. Plus Airfields All the best to you and your 1'amilies, TOTAL (see 27.22) R edmond Key: =Major port; t = Minor port How to use the chart: Cases 27.22 and 27.25 describe why and when Tactical Points should be to- taled. On each required turn, enter point values for cities and towns captured by the Allies in the ap- plicable Game-Turn column. Total the points and add the total to Allied-captured airfields (23.1). The Game-Turn 20 column should be used for Victory Point purposes (28.2). SPI grants players per- mission to photocopy this chart. WW OPERATIONAL ANALYSIS OPERATION GRENADE Pulling the Pin on the Germans by Lee Enderlin

The Victory in the West system, of which Grenade numbers in the left hand column are the "why and wherefore" of the first decisions is a part, was the result of one of those creative im- manpower values. The numbers across the the players will have to make. pulses for a unified approach to an interesting top are the combat values. The numbers OG was originally intended to cover the theater of World War Two. It is a demanding chal- where a row and column intersect indicate flank of the First Canadian and Second Bri- lenge to subsequent designers since although they tish Armies to the north (Operation Ver- are spared the problem of framing the basic struc- how many chits have their combat strength ture of the game, they are by the same token de- printed on them. "Total" is the number of itable). In game terms, this is the area in the nied the flexiblity of making design decisions that chits in that row, and "Average" is self-ex- vicinity of Geldern. drive the game in the direction they wish. Even planatory. Our A-2 unit has 2 chances in 39 South of Grenade was Operation Lum- though value assignments and exclusive rules of having a strength of 4; 5 in 39 of being berjack and this was the US First and Third allow some freedom, doing a system-game is a lot worth 9, etc. These charts are only for the ini- Armies converging on Coblenz. Still further like writing a book with someoneelse's characters. tial, full-strength combat value. The chits are south, the US Seventh Army was to attack Tough stuff. - Redrnond backprinted, so step reduction is built in. toward Frankfurt in Operation Undertone. As the game progresses, more and more The latter two are not at all represented in the units will be assigned a combat strength and game.. owning players will be able to eliminate the It was also hoped that, the good Lord Late winter, 1945, was a particularly inherent "luck of the draw" of the first few willing, a bridge over the Rhine would be rough time for the German armed forces. Game-Turns. However, unless a player has a captured intact, but that seemed to be a lot Units were surrendering en masse in the photographic memory, he'll never be able to to ask. West, Allied airpower was overbearing, and remember exactly what his opponent has, so Grenade, then, played a pivotal central there was little fight (and often fewer sol- the system is still important later on. role in Eisenhower's broad front strategy. It diers) left in the units that remained on the There are only two minor rules prob- protected the flanks of two other major mili- field. When a game designer attempts to sim- lems with the game and both are of the "clar- tary operations, but Veritable was specifically ulate this era, he does so at great risk. Rolling ification" rather than the "correction" planned to be in conjunction with Grenade. up a large pile of dead cardboard Nazis variety. Players with any knowledge of The British jumped off on schedule on usually makes for a very dull game. World War I1 history should easily be able to February 8th (an Englishman would rather There are, however, a few situations that interpret what the designer intended. die than be late), and Grenade was set to go can be successfully treated on the game map The first rule is 9.4, Divisional Integrity. the next day. However, the Germans blew up and Opergtion Grenade (OG hereafter) is The wording is slightly ambiguous about re- two important dams (off the game's south one of them. ceiving this bonus on defense. You need to be map-edge), flooding the Maas River and adjacent to only one other regiment of the forcing an immediate postponement. At this The Game System same division to qualify. This means that a point, the game begins. OG is part of the Victory in the West division can lose one of its regiments in com- The Allied Player system. The distinguishing feature of this bat and still provide divisional integrity on system is its unique hidden value rules. The defense, but no longer on offense. Units that The Allied player will usually have the players never know the exact combat value of are being attacked can disregard the diagram second decision of the game, that is, when to a regiment size unit until it engages in combat showing the requirements for divisional in- attack. The German player will have already for the first time. Smaller units, including tegrity in the standard rules. This is for at- decided in which manner he wants to flood cadres, have a fixed value, usually one. tacking units only. the riversides and the American must then It works this way: Each unit has two val- The second ambiguity is rule 25.0, Air plan accordingly. The German will probably ues printed on the front. One is a letter grade Points. The German player gets only a total of use a gradual flood (for reasons we'll discuss indicating morale: A, B, or C, with A the two for the entire game. While this seems ob- later). If he does use a flash flood, the Ameri- best. The second is a number indicating the vious to anyone with more than a passing cans have to attack right away on Game-Turn manpower of the unit: 1, 2, or 3. The larger knowledge of the history of the Luftwaffe, a One (February 17th), so there is no decision the number, the greater the manpower. The glib, "rules lawyer" type of player could to make in this case. A gradual flood, though, optimum, then, is A-3, the worst C-I. make a case for the German to receive two does cause problems. A large number of chits are provided in points every turn because of the wording of The Germans greatest ally is time and the countermix to show the current combat the rule. Sorry, Herr Goering. the Americans don't have much of it. With a value. These chits are separated according There is only one mistake in the rules, gradual flood situation, the American player to the large number printed on them. This but it doesn't affect the play of the game. The will lose from one to seven turns waiting for number corresponds to the manpower num- standard rules state that there are 200 count- the water to recede. He must decide when to ber on the combat unit. Each chit also has ers in OG, but there are actually 250. Design- launch his attack. The sooner he goes, the three values printed on it to correspond with er Joe Balkoski got permission to use a 255 tougher the German defense will be, but the the morale letter. When a unit with a value of countersheet (5 are blanks in OG) because it more time he will have to reach his objec- A-2 engages in combat for the first time, for didn't increase the size of the sheet itself. The tives. Attack too late and he loses his surprise instance, the owning player draws a chit slip is unimportant, but if any of you noticed advantage as well as precious turns. from the container holding all the "2" chits, the discrepancy, at least now you know why A reasonable compromise is to attack then cross-references the "A" to obtain a it's there. on February 23rd. This is the last day the Al- combat value between 4 and 14. lies will have their surprise bonus (a one col- The chart accompanying this article Historical Background umn shift in their favor) and the Germans shows what values can be expected in OG. It is necessary to briefly touch on the his- will be almost at their weakest. The race for Theletter, of course, is the morale value. The tory of the battle in order to understand the the objectives will be close, probably lasting right until the last turn or two. If the Ameri- man forces will be weak around there if they attack is handled. It will take time and the can player is feeling lucky, he might try going exist at all. There are far more important fighting will not end after an Allied break- on February 22nd. His losses will be greater, places to defend. through at the defense lines, but if the Amer- but if he manages to breach the river line Optimum use of the 7th Corps is its role ican player can bring the 19th Corps up somewhere, he has saved a turn. He can af- in clearing the southern river defense line and quickly enough and handles the attack prop- ford the losses, but if he doesn't crack the de- the area around Forst Hambach. Then it can erly, wasting a minimum of time, the German fense, he has wasted a good opportunity. At- be sent where it is needed most, depending on player will be incapable of reacting. tacking between February 17th and 21st is the circumstances. If the river line is not yet Once the defense line is cleared, the bat- suicide at worst and sorely tempting fate at clear, it should be sent to attack the units still tle becomes more open as the Germans will best. there from the rear. If the river line is under be forced back into pockets of resistance The effect of the river on German de- American control, the corps can be sent east- rather than contiguous lines. At this point, fenses is not a sure thing and dependent on a ward to Koeln. It shouldn't be allowed to the speed of the American mechanized units die roll. Modifications are made in the Amer- tangle up with and slow down the lead ele- becomes important. They should dash for ican's favor the longer he waits. ments of the 19th Corps, but it should be us- every unoccupied objective city. surround He can assure himself of at least one ed to attack any lingering German units. The the pockets of German units, and attack as break in the opposing line if he waits until the American player should remember that once many occupied cities that they have a mathe- 23rd. That is at the extreme southern end at the Germans move north, there won't be matical chance of capturing. This is quite a hex 0110, which is unsupported for divisional much use for the 7th Corps, so it should get lot to ask from so few (and sometimes rela- integrity. Unfortunately, the great majority as much action as it can early. tively weak) units, but the Germans won't be of objective cities are in the extreme northern In one game I played, the American in very good shape, to say the least. end. He couldn't get further away if he tried, player sent the corps to Koeln too early and These tasks will have to be carried out but he has to start somewhere. simply had to retrace his steps later when the with whatever is available because time will He should bring one regiment of the 8th German infiltrated three strong units back be running short by this point in the game. Division from hex 0108 to 0209, while moving into the river line. The resulting delay cost The American player will have to take a few the other two units into 0109. Since the town the American the game because these units chances, especially if his attacks along the de- of Dueren in hex 0210 is undefended, he can tied up a larger number of 19th Corps troops fense line were slow in reaching fruition. As gang up on 0110 without worrying about a who were needed far to the northeast. weak and few as these units may seem, they forced attack into that hex. The 104th Divi- The reason for staying away from the are sufficient to accomplish most of their sion can move up from 0308 to attack 0310 19th Corps' line of advance during these cri- jobs. and satisfy the required attack into that hex. tical Game-Turns is that this corps has the The 13th Corps has the tough job of He should use every nasty trick he can task of making the most important attacks in fighting its way through all the defense posi- on 01 10 unless the German draws an extreme- the game and these should be started as soon tions that the 19th Corps wants to avoid. It's ly weak chit. He can get up to six column as possible. This corps' first objective after going to take time and casualties, but the shifts against the poor sucker (surprise, air crossing the river is to drive immediately to- enemy troops have to be attacked to support support, two for divisional integrity, and two ward the line of improved positons from hex the eastern flank. Once the area between artillery barrages). If the unit is weak, he can 1113 to hex 1415. This is the weakest point of Empter Wald and Duelken is taken, this afford the luxury of using only as much force the German defenses, and once cleared the corps can turn west and help capture Roer- as necessary; if it is strong, the German fox- road to vast riches of victory points is wide mond, continue north toward Venlo, or east holes had better be good, especially if there is open. The corps should be sent there quickly to Viersan and eventually Geldern, depend- a lot of Allied airpower available. One thing and not allowed to get tied up in attacking ing on which area, if any, needs help. In all the Allied player does not want to waste is units simply because "They're there." This likelihood, some units of the corps can be ef- this virtual freebie to an unlucky die roll. may end up costing a turn or two in reorgan- fectively sent in all three directions. Once across the river, the attacking is a izing the front. The follow-up units of the The 16th Corps and the one division of little easier because the defenders are out- 7th and 13th Corps should take care of these the 12th Corps should work together. By the flanked somewhat. This is important because Germans if possible. time the supply restrictions are lifted from the Germans will still have defense bonuses I always send the 739th mine clearing the 12th Corps on Game-Turn Six, the Amer- through February 24th if attacked solely tank battalion to this sector. While other ican player should be ready to attack Roer- across river hexsides. Naturally, the Ameri- parts of the map have more improved posi- mond with at least two divisions, one from can player wants to minimize this advantage. tions for this unit to neutralize, it is this same each corps. Even though they are out of sup- Game-Tbrn Two, regardless of when the weakness that makes it important to use the ply early, their movement allowances are un- attack is originally launched, will be the battalion here. Once through the main line of affected, so this time can be utilized to move toughest. There is no longer a surprise bonus defense positions, this unit can be sent to the units to their start lines in anticipation of to help, and, as stated, the opponent will still clear the ring around Krefeld. their involvement in Grenade. Once Roer- have favorable defense bonuses. Some play- It is imperative that the American player mond falls, these units should head for Venlo ers I've seen hold back on this turn and at- understand that this is the main attack. All while the weaker units of the corps remain tack only where necessary or where the flank other attacks are simply secondary to tie behind to clear the river line, if necessary, has been turned. Given the game mechanics down enemy units that could be used in this with the 13th Corps. of OG, these are usually the same thing. I dis- sector. Victory or defeat will rely on how this This is a general overview of the Allied agree with that on two counts. strategy. Now, here are some tactical hints on Seventh Army's GI's crossing the Rhine how to accomplish this. First, the Allied player cannot afford near Worms. the time, and second, he can afford the loss- First of all, back in Koeln, the 7th Corps es. In fact, he is going to have a hard time will be anxiously staring at the Rhine bridge finding something for many of his units to do there. If the German player has left a regular as the game progresses, so to hell with it. combat unit behind to increase his odds of Take your lumps. It's only paper blood. blowing the bridge, the American player Game-Turns Three or Four will see the should not attempt to force the situation be- southern end of the German line vanish, fore the last couple of turns. That unit could leaving open the road to Koeln. It is the only surely be used elsewhere and the 7th Corps objective city in the southern half of the isn't going anywhere, so let the German out- map. Since the 7th Corps cannot advance fit languish. In fact, anywhere the American north of the 09xx hexrow (see what I mean player has an overabundance of troops and about having troops with nothing to do?), the German player is tied down on the east- the capture of Koeln is also the 7th Corps' ern end of the bridges, the American should only objective. But the American player wait before attempting the coup. shouldn't get too greedy; this is the one in- However, if the fighting is not going in ' stance when he has plenty of time. The Ger- the American's favor, he may have to gamble on taking a bridge to garner some victory around as long as Tactics ZZand all experienc- This is also the best way to create breakout points. He has to get across the bridge to get ed gamers use it, maybe under different attacks on the Combat Results Table and those points, too, so he had better leave him- names. It is the classic means of breaking a take advantage of them, especially late in the self enough time to do so. In this case, he had defense line. game when the German will be hard pressed better ignore my previous advice. However, After setting up the attacks for a given to field backup forces. he should never count on taking a bridge; the turn, the phasing player resolves every other odds are too slim. combat, then goes back and resolves the at- The German Player The American player should always be tacks that were skipped. If the first wave of As is the case with most games of this aware of the size of the units he is facing. attacks are successful, the enemy units attack- era, the German player is more or less forced Battalions, cadres, and artillery have no ed by the second wave will be surrounded to dance to the tune of the Allied piper. His zones of control and this is the key to the after the first wave's "advance aftg options are fewer, but there are some things game. He can infiltrate through these units at combat." Unable to retreat, these units will he can do to help himself. will and threaten undefended rear areas. As be forced to take step losses. With a little First of all, he can lop off seven turns by the German units are slowly battered down luck or at high odds, these units will be declaring a gradual flood. A flash flood gives into cadres, more and more of these situa- destroyed outright. the American player too much time for cap- tions will occur and the American is well- Allied attacks in OG come up against turing his objectives. Initial American losses advised to avoid time-wasting attacks when a line after line of German defenses, so this can (but not necessarily) be a little higher, but quick thrust will be more devastating. If tactic can be utilized frequently. Be careful in he can afford them, and the extra turns will nothing else, the front will sure move in a planning the order of attack, however. Occa- more than make up for the losses. The Ger- hurry toward his objectives. sionally, if is more important to kill off a unit man defense is equally as good and some- -. This game is well-suited to the tactic of holding a key hex then it is to let it retreat, so times better in a gradual flood, anyway, so go "picket fence attacking." This trick has been that one must be saved for the second wave. with that one. I feel it is best to use the feeble German longer be feasible, but these isolated pockets as well make the most of it 'and laugh in his airpower on the first or second turn. This is can still hold things back. Save some units opponent's face to show his contempt. the best defense situation he will have be- for gallant stands around Geldern and cause of the flooding and meager artillery Rheinberg, if possible. Assuming all the In Summary support will also be available. Most of the bridges are blown, the enemy will have to units will also get the divisional integrity take two of the three cities worth three vic- The biggest complaint I have about OG bonus, too. Later, the artillery will have been tory points each to win the game. This is ex- is the restriction of the American mechanized overun and often, the units will be too inter- cluding Koeln which shouldn't be defended forces in the beginning of the game. These mingled, spread out, or simply destroyed to beyond Game-Turn Three or Four except units cannot move for the first three turns. I qualify for integrity. By that point, it doesn't with throwaway Volkssturm units. cannot understand the reason. There are re- help much to reduce an 11-1 to a 10-1. Use The third of these northern cities is strictions on a number of other outfits, both those airpoints early, when they will do the Moers and is virtually indefensible. It has no German and Allied, but they all make histor- most good. fortifications and is approachable from all ical sense. The 9th and 11th Panzer Divisions Exactly where to use air and artillery will six adjacent hexes. It is also the nearest of the had no gas, so they would have spent time depend on what kind of chits you draw. Use three to the Allied advance. Geldern itself is waiting for supplies before entering the game them for your strongest units because your an entrenchment and approachable only (one and two turns, respectively). Hitler was weaker ones will probably be pushed back from four sides while Rheinberg has no de- loathe to give up any territory, let alone Ger- anyway. If there is any hope at all, give the fenses, but can be attacked from only three man, so the strategic withdrawal rule for the unit in hex 01 10 all the support you can. sides. Also, these two are on the very last 2nd Corps makes sense too. The Allied 12th Don't retreat a single hex more then nec- hexrow of the map. The game is won in the and 16th Corps were in relatively secondary essary except to keep a line intact. Every as- battles for these two cities. areas, so they were out of supply because sault the American has to make will slow him The German player should rarely aban- units in the primary areas had priority. down for a turn. In the open terrain south of don a prepared defense line voluntarily, even The mechanized rule appears to be an Grevenbroich, use the hilltops for your ad- if the units are in danger of being cut off. artificial add-on for the sake of play balance. vantage in light of the tack of improved posi- First of all, this forces the American player to It affects the game in two ways. First, the tions. Usually, slow moving units will be attack one or two more hexes south of the American player has to be very careful in his trapped in this area and these can be utilized goal. Second, it forces him to split up his initial set-up for his self-propelled artillery as a rear guard by moving them as close to units a little. Since Allied zones of control do units. Judicious placement will insure maxi- the American lines as possible instead of try- not extend into these hexes, he must physical- mum use during the three turns of their im- ing to save them. Slowing the Allied on- ly occupy them until the German player can mobility. slaught is your prime concern, not the preser- no longer threaten to sneak back into a hex Second, the American infantry will be vation of your army. Sounds incredibly the Americans have already taken. strung out in attacking the Maas River line, cruel, doesn't it? The German player will have to sacrifice resulting in the loss of divisional integrity in The biggest German headache is main- a fair amount of units in those defense lines, some cases. This is inevitable if he wants to taining a reserve to prevent breakouts. Ini- but he will be gaining the greater advantage make as many attacks as possible in Game- tially, this will be easy, especially if he is lucky of time. Turn One, which he should. enough to roll an early strategic withdrawal. Finally, there is the question of how to In general, however, OG works because In any event, he has to move as many units as handle the bridges. Keeping combat troops the victory point objectives are difficult for feasible from the 12th Corps to the weak sec- in the eastern terminal hexes enhances the the American to reach. One army is very tor around Grevenbroich. An early Ameri- odds of blowing them up, but not much. I strong and always on the offense, while the can breakthrough here will mean an early don't like to waste the combat units, especial- other is weak and can only make a rare, local shower. ly in Koeln where a smart Allied player will 'counterattack to alleviate the boredom of The hilltop in hex 0912 is a key-piece of tie it down for the whole game. constant defense. Yet, the weak army has an terrain. It can provide offensive bonuses to The best shot the American player will excellent chance of winning. three attacks on improved position hexes, have is 199'0, regardless of the presence of There is one aspect that some would say one of which is hex 1113, on the extreme German units (the "ruse" rule). He gets that hurts the game, although it is historically western end of the German sector. Try to just once. He has an 11% chance without any quite accurate. That is the business about the hold onto this hilltop as long as you can to units or with Volkssturm units and a 6% bridges. help your defense gain the needed time to chance with a regular combat unit. I prefer to Yes, they were extremely important, and move into place. let my units fight (and mostly die) and trust yes, capturing one intact was mostly a matter Later in the game, after the inevitable the die rolls to General Luck. of luck. If the Allied player gets one in OG, breakthrough takes place, drop into small German losses will be horrendous and he will probably win. If he's lucky enough to pockets of resistance. A long line will no there is nothing he can do about it, so he may capture two, pick it up and start all over. He can't lose. This is an excellent example of how circumstances over which the opposing generals have no control can influence a bat- tle. Two bridges over the Rhine should be a COMBAT STRENGTH AND major Allied victory. Admittedly, playing a tenacious, re- MORALE RATING BREAKDOWN CHART sourceful defense only to have luck take COMBATVALUES away a hard-earned victory is difficult to MORALE/ STRENGTH 7 2 3 4 5 6 7 8 9 70 17 72 73 74 15 16 AVE TOTAL swallow. This doesn't happen often in OG, but it is a fact of war. "Game-garners" hate AI* 122222332222---- 6.64 25 it; "historian-garners" accept it. Nobody Bl 32426242------4.52 25 really likes it. I find it to be a very satisfying C1 5426242------3.64 25 touch. A2 - - - 2-34445 4 4 4 3 2 - - 9.00 39 Let's face it, despite the bloodthirsty competitiveness of some garners (and we all 82 - - 5485845------6.00 39 know at least one like that), this is, after all, C2 -5485845------5.00 39 only a game and the German player can still A3 -----22222 32 2 2 2 2 11.00 23 get some satisfaction from good play if Fate 83 - - - 2425244------7.10 23 decides against him. An astute American player wilirecognize this. C3* - - 2425244------5.60 23 Of course, the two of you have one great Note: An asterisk (*)indicates that this unit is or C-3 units in Operation Grenade. Also, advantage over history. You can always set' provided for reference only; there are no A-1 there is only one B-l unit provided in the game. 'emup and ... Play it again, Sam. W W GAME PROFIL E/DOCUMENTED PLAY THE ALAMO A Game to Remember

by George Schandel

Mexican, and 17 are Texan cannon. The Mexican counters represent between 35 and When Eric Smith (Alarno's designer) brought me 55 men each and are color coded by the his- the sketch map to the game, I thought to myself - torical attack column to which the unit be- they ain't gonna want it this way! The map ran the longed, allowing for easy set up. The Texan walls at true right angles and was not at all pictor- counters vary from seven to ten men each ial. It wasaccurate - but it didn't look like the Ala- and are identified by the state (or country) rno. In mental desperation I reached back in time from which the men originated. All unit to all the low-level games I've done and came up counters are backprinted for reduced with a blend of Sniper and Cityfight plus a dash of strength. Ten of the unit counters are leaders new design. It was a last minute change that the designer heartily approved of (even though he had of both sides, but only the Mexican leaders to sweat to do all the necessary map adjustments). are back-printed for replacement. Turns - Redmond represent five minutes each and hexes ten yards across. The game is quite easy to learn, so much so that a description of the sequence of play should suffice in providing a feel for Several S&T issues ago SPI announced what the game is all about and how the game that they had a game on the Alamo in the system works. works. Issue after issue my anticipation . mounted as I searched the brief progress re- The Sequence of Play ports for news of The Alamo. In the interims Mexican Replacement Phase: Mexi- between issues I speculated about what the can units "eliminated" on a previous turn name would be like. Would the system em- may be brought back into play, if eligible, or ployed be simple or complex? would it be a may be moved closer to the "batter's box" to new system or an adaptation of an existing game again. This time the Mexican assault be brought in on the next turn or the turn af- SPI game system, and if the latter, which one? , was stopped cold, invoking the instant death ter that. Units that are "eliminated" and What about the scale - would it be man on victory conditions on Game-Turn Four. I which have lost two steps are eligible to re- man (basically), and how many counters tried again - and again - and again. Things turn to play two turns after their destruction, would be required? Most important, when did not improve for the Mexicans. The Texan while those having lost three steps when would it be completed? Then, finally, in one side remained undefeated. I began to ques- "eliminated" are eligible to return in three issue of S&T the designer revealed that the tion the game's play balance. In desperation I turns. Each step lost by the Mexicans repre- game was going fine and, but for the line of reread the article on the battle in S&T #86. sents ten casualties. The running total of sight (LOS) rules, was nearly finished. They The account of the battle was very much like such losses is kept track of on the map-sheet were having trouble with what? LOS rules? I the way my first game had played except for for VP purposes. became suspicious. What kind of monster one thing - the article mentioned the fact Mexican Reserve Placement Phase: was The Alamo turning into? Or worse, that the Mexicans turned the captured Texan If the Mexicans had an unrouted/undisor- would SPI have to end up abandoning the cannons around on them once they were over dered unit in the Alamo on the last Reserve project? the walls. This was the Mexican tactic I had Commitment Phase and opted to commit the When the game came out, I was so wor- overlooked. It was the key to Mexican vic- Mexican Reserve column, these units may ried that I would be disappointed I hesitated tory in the game and also the secret to the now be placed in their pre-plotted entry area for three weeks before buying it. As a precau- game's play balance that had eluded me in on the map-sheet. tion that it might be something less than I ex- my five solitaire games. Texan Movement Phase: Units of pected, I bought a second game the same day The first thing you will notice when you both sides have eight movement points (an unprecedented extravagance for me) that open the box containing The Alamo is the (MP's) each turn. Climbing some walls may I already knew to be a good game (GDW's map graphics. The old Mission defenses are require the expenditure of four MP's while 1941), to fill the possible post partem void! drawn to produce a three-dimensional effect. other walls may only require two. It be- After inspecting the rules and map, however, At first this seems confusing for LOS pur- hooves the Texan player to move his units so my fears were greatly relieved. It was a good, poses, but once' you get the idea it actually as to cover any wall hex the Mexican units straightforward game system, one which .in works better than the conventional flat might be able to reach in their subsequent some ways reminded me of the basic play graphics which conform to hexlines, since it Movement Phase. Once inside the Alamo, mechanics of Squad Leader (of all things!). makes it rather easy to distinguish between the morale of all Mexican units increases by However, my initial hope for the game - to such things as the doorways, interior walls, one, while Texan morale decreases by one. have an opportunity to see demonstrated the gun slits and ramps which can easily be con- Zones of control (ZOC's) exist only be- individual heroics of Bowie, Crockett, and fused when represented in flat graphics. Al- tween adjacent hexes of the same level - Travis - were dashed. The counters for this though stacking is only one counter per hex, another matter to which the Texans must pay trio did serve a combat function - but only there is enough room on the map for the Pan- attention if they are to remain viable. Mexi- as leaders. zerblitz-size hexes (my preferred size), all of can ZOC's are locking for Texan units, but I played the game the first time as the game charts, a detailed play summary, Texan ZOC's do not entirely block Mexican though the Texans couldn't win. But they and a comprehensive explanation (and illus- units. A Mexican unit may leave a Texan did. They were wiped out, but held out long tration) of how LOS works. ZOC provided that there is another Mexican enough to gain a substantial victory accord- There are only 100 counters with the unit in that Texan's ZOC. This rule is ex- ing to the victory conditions. I played the game; 26 are Texan units, another 39 are cellent and will undoubtedly be employed in demonstrates the limited ability of eight ot so &-round and reach the outer walls of the If the dice roil exc&ds the morale by two, th men to btop fort* or more enemies from ?$&lam0 can m longer be targeted by a cannon unit is disordered and, in addition, lases od flanking them while they are busily engaged mmediately in front of them. step; a unit which has already been reduced is with an equal number. Once a Texan counter A Texan unit, in addition to being able eliminated. If the roll exceeds the unit's is caught in the ZOC of a Mexican unit it is to fire a cannon, may also fire or melee at- morale by three or more, the unit is "elimi- virtually doomed. The Texan unit of eight tack on its turn, giving the Texans a one-two nated"; if a unit has already lost one step, in men may have a firepower of the same punch at the point where the Mexicans are this case it still loses two steps for a total of number, but its melee value will only be one most vulnerable - when they are approach- thirty casualties. Units that are eliminated i or two. Also, it cannot attack with fire if it is ing the fort walls. Units attack one at a time in an enemy ZOC, but must melee attack if it and an enemy unit may be attacked more is to attack at all. than once in a given turn. The attacking The Mexican counters, on the other unit's fire/melee value is modified by the tar- combat system seems similar to Squad Lea and, have only one number (from seven to get unit's terrain. All modifiers are factored .:n if unreduced) which is the morale, melee, in on the Combat Results Table (CRT). One and firepower rating of the unit. A similar die is rolled. The result may be a.) no effect, , face-to-face encounter has less affect on b.) a "C" - counterattack - or c.) a 1,2,3, them. This fact should be kept in mind when 4,5, or "H." This last result calls for the tar- the Texan counters take refuge in the build- get unit's morale to be checked. An "H" re- ings under the ramparts because the Mexican quires a simple morale check with modifiers units exert ZOC's through a doorway hex- including such factors as a leader being side, but not through a gunslit hexside. stacked with either the attacking or target Texan Combat Phase: The Texan units affecting the roll. A numbered result player may fire cannons which are stacked means that number is added to the morale with units and which are not adjacent to check roll inpddition to the other modifiers. able is the counterattack on the CRT. It i Mexican units. Thus. those Mexican units If the morale check roll exceeds the ~ossibleto lose a kev unit at the most incon venient time, in its own turn when it is sup- nesseans inflicted 40 casualties on Romero's made in the inner south wall containing Bon- posed to be eliminating the other fellow's column attacking the south wall, while some ham and his meri. Another room was taken units. The enemy still has Movement and men from various southern states of the US by storm and 14 defenders were put to the Combat Phases to take place. but the coun- under the direction of Dickinson picked off sword, as were ten Pennsylvanians near the terattacking unit's movement - and hence 20 men from Cos' column which was advanc- south wall. its ability to plug any gap created in the de- ing on the southwest corner of the Alamo (3 Game-Turn 5: The door of the mission was fenses - is over! of 8 counters were eliminated). A total of two blown down by an £er. All along the Texan Rally Phase: Disordered units hundred and twenty Mexicans had been inner wall, the Texans put up a desperate are rallied and routed units are either disor- downed in the first five minute fusilade from struggle, but Davy Crockett and four Caro- dered or, if stacked with a leader, rallied. the Texan ramparts. linians were killed. Mexican Reserve Commitment The Mexicans still on the field hastened Phase: The Mexican player may choose to their movement toward the Alamo walls in Game-Turn 6: Twenty Mexicans assaulting commit his reserve units if he has a formed the hope of escaping the withering fire of the the inner east wall were caught in a cross-fire unit inside the Alamo. Texan cannon. Lucky shooting by Duque's by its defenders and by Travis' men who were Mexican Movement, Combat, and men, finding shelter behind a cattle pen, ac- hiding under the west wall and had not yet Rally Phase, in that order. These are similar counted for the loss of ten defenders on the been attacked. to those described in the activities of the Tex- east wall. Romero's column, attempting to Game-Turn 7: Bonham and 8 defenders an Phases. force in the door to the south wall, met with were subdued and another building blown Mexican Withdrawal Check Phase: no success, but a group of the Aldama battal- open. The only rem'aining unbreached build- During the first five turns if the Mexicans ion led by Cos, fought their way onto the ing was the one containing Travis and eight have lost a specified number of casualties, southwest wall, capturing an 8-pounder and men. the Texans automatically win (the assault is bayonetting the seven Alabaman defenders. Game-Turn 8: Twenty more Mexicans were called off). The number of casualties that shot down by the grim defenders trapped in triggers this "instant death" condition varies Game-Turn 2: With the pressure relieved on the crumpled ruins of the east wall. Travis' from turn to turn. It is 350 casualties in the the north wall, and greatly alleviated on the building was opened by an 8-pounder and his first turn, and an additional 50 in each subse- east wall, the defenders of the Alamo shifted men literally executed by Amat's reserve quent turn, up to turn five, 550. If the Texan their efforts to dislodging those Mexicans grenadiers who fired volley after volley into does not beat the Mexican player on the first who penetrated their southwest redoubt. But them. Eight Mississippians who resisted five turns, he has to try to hold out through Cos' men survived the fire directed at them some 150 Mexicans for a full fifteen minutes turn twelve - or as long as he can. The Mexi- and even managed to pick off 4 Tennesseans after their wall was breached finally were can player has to eliminate all of the Texan who were manning the cannon of the ram- overcome. Ten others at the mission door units to end the game. The game's winner is parts in the center of the courtyard. Travis' were also dispatched. men, racing along the west wall, shot up the then determined by the number of Victory Game-Turn 9: Eighteen more of the defend- Points the Texans have accumulated. The head of the column coming to support Cos, inflicting 20 casulaties. Forty more Mexicans ers were cleared out of the various buildings Texans get one point for each turn that they until only two pockets of resistance remain- have held out and one point for each 100 at the gate by the south wall fell as did 20 others near the east wall, who were in the act ed. Seventeen men were still trapped against Mexican casualties (rounded to the closest the rubble of the east wall. Ten Virginians 100). of turning a cannon in the church yard against the wall. sheltered with Bowie inside the chapel. Battle Report The Mexicans scaled the barrier wall be- Game-Turn 10: The resistance by the east To set up the game, the Mexican player tween the mission building and the east wall wall was eliminated and the mission door secretly writes down through which of the six and overran the nine New Yorkers posted blasted open. Five of the Virginians were kill- entry areas he will bring on his four assault there. A spirited thrust by some of the Jimin- ed in the ensuing melee. columns and later, his reserve. The Texan ez men forced their way onto the south wall, Game-Turn 11: Bowie and his heroic five player then places his units within the con- killing Dickinson and 9 Tennesseans. The wi- were finally disposed of. fines of the Alamo (no Texan unit may leave ly Cos sent his men down into the courtyard and up the edge of the inner south wall The Texans gain 11 Victory Poiants for the Alamo at any time during the game). the number of turns they were able to resist, Since I played solitaire, I set up the Texans against the Carolinians who had been joined by Crockett, while at the same time he sup- plus three more for the 340 Mexicans who be- first, then threw one die for each Mexican came casualties, for a marginal Texan vic- column to determine where they would be ported the melee with men newly arrived on the wall. Three of the Carolinians were shot, tory. Had the Mexicans rolled one number brought in. The result was: Column 1, under higher on their melee against Bowie and his Cos, area 6; Column 2, under Duque, area 3; but they held the Mexicans back. Santa An- na, seeing victory in his grasp, commited his Virginians in Game-Turn 10, the Mexicans Column 3, under Romero, area 5; Column 4, would have had a marginal victory. under Morales, area 1; the column of the reserve to exploit Cos' breakthrough. Addi- Reserve, under Amat, area 5. tional Mexicans, halted by the first salvos Summary For this game I used the optional Texan from the Alamo, regained heart and rejoined their comrades by the walls. As a game and a simulation, The Alamo ''ferocious counterattack" rule, mentioned is a genuine tour de force, a representative of earlier and the optional rule for ranged small Game-Turn 3: Threatened by three breaches what the New York "think tank" can do arms fire. in their defenses and faced with the prospect when their efforts are fully coordinated. The Game-Turn 1: Under the personal direction of being cut off from their prepared posi- rules are a model of clarity with no fuzzy of Travis, the Texan's fire disordered the tions under the rampart walls, the Texans be- wording, ambiguity, or loopholes left by Scouts of the Jimenez battalion. A 12-pound- gan to abandon the Alamo walls. Eight Mis- things unsaid. The Alamo is a game that can er operated by the Texans plastered the sourians stayed behind to hold back Cos. be played many times, but which will still re- disordered Scouts, inflicting a loss of twenty These were disposed of, but not before all the tain a player's interest. If it does not become men. Similarly, the Scouts of both the St. other Texans escaped from the walls or a classic, there is no justice or reason in Louis and the Matamoros battalions were across the courtyard. One building contain- wargamedom. made short work of by an 18-pounder and ing 21 defenders was broken into and all of It may be the only game out on the sub- various other Texan cannon. The Texans the defenders fell. A cannon, pushed up to ject, but its uncanny ability to capture the es- were off to a good start, having swept the en- another building, failed to blast a hole large sence of the kind of fighting that took place tire north wall clear of attackers (3 Mexican enough to give the assailants access. Other that day will make The Alamo the only one to counters were eliminated for a total of 60 cas- Mexican soldiers got the idea and more cap- have - unless, of course, someone puts to- ualties). On the east side, 100 soldiers of Du- tured Texan cannon were turned against the gether a game that does it all as well but at a que's column were cut down by a blast from inner walls sheltering the Texans. different scale - say, for instance, one in the 6-pounders on the top of the Mission and Game-Turn 4: A cannon blasted a hole in the which ole Davy is not just a leader counter, the long rifles of the Kentuckians (4 of the 8 east wall, exposing the defenders in one room and each Texan (at least) is represented by ail counters were eliminated). Crockett's Ten- to the oncoming fury. A breach was also individual counter. . TECHNOLOGY 8 REVIEWS

Reviews of the Human Adventure and President Elect By Ian Chadwick

I think I'll be hearing a lot of "I told you I stand by my original claim, if all you intend The brunt of ths spiel, however, is that so's" from this particular column: I'm going to do is play games with your computer. Thir, you can move up to a whole new world with a to talk about disk drives and in the process is not true however of the AppleTM computer. disk system. Despite the expense, it is worth eat a few of my own words. By far the majority bf the programs come in it. Disk drives put you on the threshold of a Back in the paleozoic of this column a disk version only; games included. By buy- far larger, more impressive world: word pro- (MOVES 55), I wrote a long letter to Red- ing an Apple without a disk drive, you limit cessing, data base management, file han- mond Simonsen about buying a microcompu- yourself needlessly to inferior software. I dling, book and record keeping ...and yes, ter. Redmond conveniently turned it into an suspect that AtariTM will go the same way as games too. So, yes you told me so and now a article titled "Why I'm Buying a Microcom- the Apple as far as software goes in this re- convinced convert to a disk system, I bow to puter." The gist of it was that I was buying spect. As one Atari owner said to me after your wisdom and wonder how I ever got such a splendid device predominantly for the having purchased a disk drive a week earlier, along without them ...now then; what do you play of games. As such, peripherals were for "I don't know how I ever got along without know about modems? Next issue I'll tell you the most part unnecessary (I made a point for it." It is a sentiment many of us feel with our about moving into the larger world of net- the usefulness of additional memory and a first drive. works and the pleasures and frustrations of printer, however). To a certain degree, I Disk systems offer convenient storage becoming one of COMPUSERVE'S 12,000 stand by that today, but with some reserva- (my milk crate of cassettes was reduced to a users. tions about such a generalized statement. To binder of diskettes ...with room to spare) and wit: In the meantime, I have expanded up- easy access with an amazing improvement to THE HUMANADVENTURE wards and onwards to no less than two disk the speed of loading and the quality of the Med Systems Software drives myself! It is not that I am heedless of load. Disk operating systems (DOS's) en- adventure, solitaire my own advice, but that my own needs could hance user control of the computer. Some of- basic, no sound not bemet without such equipment. fer upgraded forms of BASIC as well as so- Six months ago, I used my computer for phisticated device controllers, utilities, up- Graphics: B Playability: B Simulation Accu- one main purpose: games ...the playing, writ- graded editing functions, superior file hand- racy: B Enjoyment: B ing and modification thereof. Today, I have a ling techniques and even some reasonable TRS-80 MOD I, cassette second and more important use: word pro- simulacrums of mainframe capabilities: job When Redmond Simonsen said "all ad- cessing. While it is not visible to the reader, control language, spoolers and filters. While venture games are basically the same thing" this column is being typed using Radio the choice of DOS's for the other computers (MOVES 57), he certainly was not referring Shack's handy word processing software is rather limited, TRS-80 owners find them- to this adventure. It is so different that I am SCRIPSIT. It is then printed in a nice, justi- selves having a bewildering selection of sys- not sure that it should be called an "adven- fied format and sent to SPI for approval and tems ranging from the relatively simple and ture," insofar as the term has come to mean a publication. While SCRIPSIT is available in utilitarian TRSDOS (Radio Shack's own) particular type of solitaire role-playing game cassette form, retrieval and storage of work- through NEWDOS, DOSPLUS, VTOS to for computers. Human Adventure is a com- ing articles on cassette is impractical and the powerful NEWDOS-80 2.0 and LDOS. bination game and anatomy lesson in one time-consuming. An enormous benefit has Each one opens a door to a whole new pla- program. Remember the movie Fantastic Voy- proven to be the speed that loading a disk of- teau in computer handling and programming. age?That's right: this is it -a micro-journey fers over a cassette. Where a 16K program Disk systems and DOS's are not without through the human body. takes some three to four minutes to load by their drawbacks. There is an almost endless cassette, the same takes perhaps 10 seconds number of hobgoblins which plague drives: from disk. While time is not a crucial element sensitivity to power surges, humidity, una- if your only intent is to play games, it can be ligned heads or sector readers, dirty contacts, inconvenient to wait that long just to see if overheating ... the list goes on. I find I must you got a good load. Disk programs almost keep a humidifier running all day long for the always load correctly the first time. Almost I system to work at its best now. Diskettes should say, but not always. More on that themselves can suffer and develop mysteri- later. ous flaws on their surfaces, often rendering a With the TRS-80TM, thevast majority of whole side unusable. Static can alter crucial the software available can be pufchased in bytes and cause the entire system to hang or either disk or cassette format (although often worse - crash in mid-program. In hairtear- the disk version offers an enhanced program ing frustration over repeated data recovery since disk users usually have more memory problems with my drives (TRS-80 users than cassette users). This means that by stick- should be familiar with such messages as ing to cassettes you do not limit yourself to a "DIRECTORY WRITE ERROR, CRC ER- mediocre choice of programs (as I said, even ROR TRACK LOCKED OUT, GAT READ Your task in this game is to locate and SCRIPSIT is available on cassette; a good ERROR" and the rest) I purchased Percorn's destroy certain cancers located randomly in a buy if you do not use it extensively). As such, data separator, a buffered cable for the inter- human body (male or female: your choice). face and a disk head cleaner. The ongoing ex- You travel along the network of blood ves- pense seems like it will never end. One drive sels, moving in the direction of natural flow TRS-80 is a registerd trademark of the Tandy occasionally quits and refuses to function to reach the cancers. Once at the correct Corporation. Apple is a registered trademark unless taken apart and the head is physically spot, you may shoot them with interferon to of Apple Computer, Inc. A tari is a registered moved (not a good practice). Never let it be kill them. To facilitate your journey, you trademark of A tari. said that a disk drive is a continual joy. have a CAT-scan showing your present loca- .. ?. ) " - " -53 . 7 ' 1 1.

IUII dna the location or tne cancers. YOUmay dom UI ~UIILY'11 . ~IIU11~dfly sidemeps thk filler each player has thus entered urn to a "map" of arterial and venous traces questionable pos~~lunof role-playing Dick plans, they are questioned as to whether or during play if you become lost. Nixon or Barry Goldwater. Players are first not they wish to debate and if so how many

There are numerous difficulties in asked which area and state they come from, . + questions are to be asked. Debates allow reaching a cancer site. One is that maneuver- then that of their VP candidate. Then they players to weight their response according to ing in the maze of the circulatory system is determine which party was in power the pre- percentages of time spent on moral indigna- damned difficult even with a map. Then vious four years and whether or not the can- tion, attacking the opponent, killing time there are amino acid proteins that attach didate for that party is the incumbent. Cur- and discussing the isssue. A rebuttal period themselves to your ship. While not in them- rent domestic and foreign conditions are in- offers similar choices. Debates take rather a selves harmful, they attract white blood cells put as integers, the computer informing play- long time, so more than three questions are which will attack the ship. The hull must be ers of the historical values if they wish to use not recommended. At the outset of the cam- periodically electrified to clear it of these them. Finally, players may have the compu- paign a player may choose to make a trip hitchhikers. White cells can only be killed er manage his/her candidate or choose to overseas sometime during the campaign, but with the laser. To make it tougher -if it was -'-y it themselves. is not allowed the choice at any other time in not already quite a task -you have a limited One of the very few weak points in the the game. A trip may be to friendly, neutral energy supply in the ship which can only be game comes early when candidates are asked or unfriendly countries and may result in a replenished in the brain. Finally, if not stop- to respond to certain questions, defining good (vote-getting) or bad welcome in the ped in time, the cancers will spread and infect heir policy stands according to varying de- other nation. Use this option carefully. other parts of the body, making it almost im- 5ree.s of support or opposition for an issue. At the end of the campaign, the compu- possible to catch them all in time. The problem is in the issues chosen: They are ter starts the long process of tallying votes. The on-screen display contains a verbal .he same from 1960 to 1984, chosen for their This can take 30 to 60 minutes to run through description of the location of the particular ~mpacton 1980, however. For example, rec- the entire country, so players are recom- organ or subject where you reside this turn. It agnition of the PLO and the Equal Rights mended to use the options which save time is an interesting (if simple) anatomy lesson. 4mendment were not issues in '60, but ( when presented (jump ahead works well). sub-game allows you to merely explore I..- must still respond accordingly (the P-- The same information is displayed, but it body in order to become familiar with the wasn't even formed until 1%4!). This might S less time. paths from place to place. Easy to play, this have been better handled with a In*:er selec- game also provides both enjoyment and edu- tion of issues chosen according heir im- This has proven in numerous plays to be cation. You may be surprised at your own portance in a given y~ xciting simulation well worthy of repeat- lack of knowledge when it comes to yenr play. The major drawbacks are minor Play for the nine weeks consists or alter- points that do not affect the game seriously own anatomy. But an adventure? Well 01 iating turns during which the non-active - the prime one being the time required to sort of. It is really a realistic maze game with player must not watch the playing character's some "recognizable" monsters to chase YOU. finish a game (save game is an allowable op- decision-making. Each turn consists of the tion each turn, however). It would have been following: First, the pollsters guesstimate the nice to have had the map make note of which percentages each candidate commands in the states had changed hands during the turn nolls (a 2% national and 4% state margin of since it is difficult to remember. The game 'RESIDENT ELECT :rror is allowed), and then a well-drawn map comes well packaged, as do all of SSI's pro- Strategic Simulations, Inc. of the USA graphically illustrates each candi- ducts, with well produced rules, historical political simulation, 1 to 3pla date's potential strengths, plus the undecided notes and special pads to keep track of ex- machine language (?), sound group. Finally, the national and international penditures. The flip-side of the spread sheet Graphics: A Playabilitv. A A racy: a cn- news is given along with any political gaffes shows a map of the USA with electoral votes joyment: A or questionable statements made by the can- for the '80 election. Electoral votes for other didates the past week. After that, each player APPLE I1 or 111, disk elections are displayed with historical strengths gets to enter the "decision mode," which on the back of the rules booklet. To most Canadians suci myself, the consists of assigning advertising dollars to US election is as occult a proceaure as the ex- national, regional and state campaigns u- *- President Elect is highly recommended panded income tax form. Our election uses the allowable maximum. I feel that the a tough, challenging and exciting game for the KISS method (Keep It Simple, Stupid) posed limits are unnecessary and should be any political afficionado. Happily I can say where voters elect a representative and the lifted to allow the players to waste their that I do not recognize it as a computer ver- party with the most representatives elected money as they see fit. The player then estab- sion of anyone else's game as some of their runs the country. Party leaders must also run lishes the week's trips to chosen st?+-- and products seem to be. A game well worth the in a riding like any other candidate. How an the number of stops in states visited. time and money. American presidential candidate can win the .. popular vote, but lose the election, is quite beyond me. This is to say that I approached this game with trepidation - much akin to swimming in a bay where last was seen a Great White. Rather to my amazement, I found my- elf engaged in a bloody duel of policies, tra- versing the country, trying to manage a 3RIGINS '82 dwindling election fund and battling an elo- quent bleeding heart for the hard-necked JULY 23-24-25,1982 arotes I so needed. The actual result was not The National Adventure Gaming Show is returning to its birthplace in Baltin MD bigger and lecided until the very last results were in and grander than ever before. ORIGINS '82 promises to be the biggest extravaganza yet s d in the burgcon- my opponent - trailing throughout the ing Adventure Gaming hobby. Never before have so many Adventure Gaming manufacturers exhibited game - squeaked by to become President by their wares in one show. Consumers will be treated to the largest exhibition ever of sophisticated gaming a fistful of votes. Every turn was tense, excit- materials; role playing, wargames, sports games, miniatures, computer games, and much more will all be on exhibition with many companies unveiling brand new products for the first time. 'ng and enjoyable. ORIGINS '82 will also feature hundreds of events ranging from big money tournaments, to free President Elect simulates the campaign demonstrations and seminars by hobby personalities; all in the most comfortable and impressive site yet presidency from Labor Day to the actual chosen for an ORIGINS. -~gin early November. Players may For pre-registration inforrna~ic?n,send a stamped, self-addressedenvelope to: ORIGINS '82, P.O. Box bse to play characters and situations of 15405, Baltimore, MD 21220. be historical elections since 1%0 or to run heir own characters in any of the elections rom '60 to '84. The latter offers greater free- Richard Be&w Review of Games A Bi-Monthly Gamesletter of Independent Opinion and Criticism

Volume 2, Number 2 Edited by Richard Berg

From the Editor much enthusiasm (at least not in terms of wild pitch in the same inning - and not scor- sales), and everything else has small, if vocal, ing any runs. The same applies here: some The several months prior to the Christ- heavy hitting, but a lot of runners left on mas season are quiet ones in the industry, and followings. With the problems of reduced cash flows, etc., most companies are taking a base. we are still sorting through most of the items Battles and Leaders is a handsome we received at the past summer's conven- hard look at these recent trends. It will be in- teresting to see just what it all produces. game, from its sturdy box (wherein Willie tions. Gone are the days when companies like Pegram wins the Dustin Hoffman look-alike SPI would put out games in a steady stream, Richard H. Berg Battles and Leaders contest hands-down) to the magnificent regardless of the date. This has all become counters, which come in all sorts of shapes big business now, and most companies are Design: J. Stephen Peek and sizes. Some are square, some rectangu- quite aware of the seasonal fluctuations in- Components: Three 9M"x 20%" color maps; 450 + counters; charts and tracks; rules booklet; boxed. lar, some large, some small, some represent herent in this industry. So you tend to see lots acres of forest, some huge hills, and on it of stuff in November (Xmas), February (the Yaquinto Publications, $19. Reviewed by Richard H. Berg goes. Why Yaquinto; for the most part, is the HIA Show), and June-July (the conven- only company that shows some variety with tions); the rest of the year is left to the occa- This is a strange game. its counters is one of life's minor mysteries. sional release and the small companies. Then, again, many of Yaquinto's games The game's system and general mechan- Even more depressing, from the point of are strange. Oftentimes they are somewhat ics reveal very little in the way of ground- view of the wargamer, is the decreased em- less than the sum of their not inconsiderable breaking innovations. The sequence bf play, phasis on historical simulations. SPI, which parts, and the feeling here is that this, again, which corresponds to the general personality used to churn out 20 or more "historical" is the case. Battles & Leaders is the first ma- of a game, more or less the same as any items a year, is now publishing maybe 2 or 3*, jor game on what purports to be company- given tactical combat game. There is fire exclusive of the S&T games. GDW puts out level tactical warfare during the Civil War. combat, morale checks, and melees. Their more Z'kaveller-oriented material than any- (Its two predecessors, Rife and Musket and particular arrangement merely indicates the thing else, and Avalon Hill is more or less Rife-Saber, were fitted with cement shoes by preferences of the designer rather than re- content to re-issue everyone else's old games. the more astute members of the playing fami- vealing any great truth. Units get to fire prior While the market has not entirely disap- lies and sank without a trace some years back.) to melee, which pretty much reflects stand- peared, this is certainly not a Golden Era for The designer is none other than Yaquin- ard thought throughout the industry. More- the wargamer. Whether or not you view this to's Grand Guru himself, the estimable Steve over, most of the rules seem to follow the as a tragedy is a personal perception. I for Peek. Brother Peek, no stranger to the Civil same paths tracked by former Civil War one, tend to feel that there were too many War (his first game, for his own Battleline epics, -although some of the mythology is games simply being churned out, giving the company, was Seven Days Battles) has had quite different, if not overly illuminating. gamer a sort of jaded, glazed feeling. this one in the works now for several years in Peek has attacked the old bugaboo of Another plus is the new flow of ideas that one guise or another. The game has been designers - line of sight - by assigning each role-playing has produced. (Paradoxically, given the standard Yaquinto packaging treat- type of terrain a code number and then hav- most science fiction games seem to be space ment, which means top-flight components ing players refer to a chart to see if "A" can operas that draw more from historical ante- done with a flair. Also, it is not overly com- see "B." This approach works fairly well; its cedents than the designer's imagination, plex, even in its "ultimate" phase of optional major benefit is that, regardless of its right- which may not necessarily be a bad thing.) rules. All of this is very good; what isn't good ness (or wrongness), the chart precludes All of this has pretty much thrown his- is that none of it seems to add up. It's like argument. LOS is always a problem, although torical gaming into a turmoil, which, along getting a double, two singles, a walk and a in my youth I could never understand what with our ongoing recessional problems, has rendered most vublishers auite cautious. It's not so much whether the game is good these days; it's whether it will sell. The emphasis thus reverts to title and packaging, and the unusual and undone subjects (actually that's pretty redundant, as anything undone these days is pretty unusual) are left to smaller companies or publishers like The Wargamer in England. S&T, which has in the past been fairly stodgy, is starting to experiment with titles and subjects a bit more - the upcom- ing games on Monmouth and Julius Caesar attest to that - but SPI is giving that product away; that is, those games are going to a cap- tive audience. Right now, the emphasis seems to be on. World War I1 and up, plus the Civil War. The Napoleonic Era just never seems to generate *Ed. Note: To be more accurate, SPI has published jive non-sf/f games plus six S&T games in 1981 and plans to publish at least as

I many in 1982. - RAS the problem was. It seems, according to to simulate an army of schizoids whose per- department. Some excellent chart and table someone versed in this sort of thing, that it sonalities change up and down a sliding scale work is going to go to waste because someone has something to do with a trait called as if manic depression were contagious. Then let every cute idea in the world slide right on "structural visualization," a trait, so I've to add to this is an item called the "Leader through. There is a word in Yiddish (a most been told, that is inherent rather than ac- Hit Table" (printed - at length - twice, no non-military of languages, to be sure) that quired. In other words, either you have it or less), in which there are 36 different types of pretty much describes Battles & Leaders: you don't. The point of all this being that no casualties to regimental leaders ranging from ungapatchka. Those few of you who know matter how many rules you write on LOS "A Howitzer shell appliques the Leader and what this means will smile in recognition; for (which is a problem of translating three-di- his mount to the regiment's front rank," to those of you who don't, just play Battles & mensional reality into one dimension), some "Caught off guard while taking a deep, Leaders. You'll be as fluent as a native after of us out there will never get it (a fact backed slurping draught from his canteen (certainly the umpteenth die roll. up by much of my game questions on TSS, not filled with water) the Leader is catapulted etc.). B&L's chart goes a fair way towards over the mount's haunches as it rears when Capsule Comments: aiding those so afflicted. struck by a ball." Individually, not bad. Physical Quality: Excellent The other great mechanical innovation Some are quite funny. But 36 of them? It's Playability: Too much unnecessary die- is the fire combat system, a system which I like eating fudge:. one piece is great; three rolling with modifiers and adjustments. found rather devoid of charm. Although pieces make you throw up. Otherwise, not too bad, even for solitaire. B&L is basically a company-level game the Now, all of this is probably of interest Playing Time: An evening companies work best in regiments. To digress only to designers, reviewers and pure simula- a bit, the individual units are not even com- tion addicts. Most of you simply want to Historicity: Through a glass darkly. panies, representing some 100 to 200 men as know whether or not the damn thing is fun to Alloting victory points according to morale they do. Individual units are thus a designer's play, and/or if it is accurate. Accuracy, of level is hindsight of the worst kind. fiction; when they function as a regiment, course, is all relative - relative to what you Comparison: Surely better than its out-of- however, the design result is accurate within think it should be. In terms of moving "com- print counterparts, but not the definitive the parameters of the system. Each combat panies" of a regimgnt and keeping them in game that has yet to come. unit (I'm using infantry here) is worth two formation, the game has a good feel, and Overall: If Ken Russell ever does a movie points, or one, if hit. Thus, every unit in the that in itself is no mean feat. It was a lot of on the Civil War, this will be it. Overdone game is, numerically, the same, with the only fun to move two or three regiments into the and half-baked. differentiation coming from the unit's mo- cornfield at Antietam while holding several rale and available leadership. This homogeni- others in reserve. When artillery ripped the zation goes a long way towards rendering the vanguard to shreds (skirmishers didn't help Husky game dull and lifeless. Granted, Peek surely here), the reserve brigade then swung into ac- wanted to keep the system fairly clean. Giv- tion, all in brilliant drill, with pretty good Design: Stephen G. Walburn, Robert J. McCredie ing the units a wide variety of strengths cre- effect. & David B. Hall ates problems along those lines, but they are I should mention that the game contains Components: 18"x 24" mapsheet, 240 counters, Cpage not insurmountable problems. Moreover, be- rules booklet, 5 playing-aid tables and charts; boxed only four given scenarios: Antietam's corn- Argon Games, $14 cause of all the modifications and adjust- field, Little Round Top (seemingly the all- ments that occur from morale and leader- purpose American Civil War scenario; I Reviewed by Dick Rustin ship, the game isn't that clean to begin with. know two designers who are making a living It is unusual for a game as simplistic as The end result is dirt without chrome; rather off that one engagement); something called Husky, a simulation of the Allied invasion of than getting a '57 Chevy we get a '48 Hudson. the "Mule's ShoeW;'anda rather nice little Sicily in 1943, to have three designers. We as- To return to the fire combat system, the item which plays quite quickly called "The sume it was an assembly-line arrangement to basic emphasis is on the target, rather than Gray Ghost," sort of a microcosm of Grier- get the game out fast. If so, the troika has on the firing units. Units (and this is simplify- son's Raid or your typical Confederate caval- succeeded admirably; Husky shows every ing it some) may either shoot at one unit or at ry incursion. Within each scenario, the regi- sign of having been done in a hurry. Unfortu- an entire regiment. In the latter case, "hits" ments are given some semblance of personal- nately, that's about the only area of success. are spread throughout the regiment as evenly ity through morale and leadership levels as As a simulation, Husky is a ludicrous failure. as possible, and there can never be more than well as by restrictions on the number of qua- As a game, it is a throwback to the dark ages one unit with a casualty in a regiment (thus si-companies in that regiment. (If I really of the hobby; presumably by majority vote, perpetuating the fictional sub-regimental wanted to be picayune I'd start quoting text the designers decided that a supply rule unit). The CRT itself is one of those Rube and verse on the numbers used for the corn- would have been too much for players to Goldberg-like inventions that Peek is so fond field scenario.) With the geomorphic map fathom. of (remember Shenandoah?) and is fairly providing terrain that vaguely resembles the One can have a lot of fun taking pot- amusing at first, but can surely be done in a real thing, players are left free to "roll their shots at this game, for, literally and figura- much simpler fashion. It has too many modi- own." Scenario games of this ilk are always a tively, it is a slow-moving target. Forty Game- fiers, too many rules charts to check, and, problem: they've never been truly popular Turns, interrupted by a victory point count considering the amount of firing that goes unless, like Squad Leader, they contain lots after each turn, are played on a small map- on, is simply an overload on what should of hardware. We've seen B&L's "hardware," area clogged with battalion-sized units (al- have been a fairly simple game. My feeling is above, and I don't think that's what most though the mapsheet is lB"x24" - small (and it surely is not ritual about to become people are looking for. enough by gaming standards - only about dogma) that the more times the player is go- As for playability, the game does con- two thirds is playing space; the rest is blue ing to "fire," the less complex the CRT tain a modicum of fun. This, however, is Mediterranean). But we'll try to restrain our should be. Here, B&L has a CRT worthy of a greatly tempered by the machinations of the mirth. To be worth the effort, a review, even mega-strategic level game, where one or two combat system. There is just too much to do, of such a shoddy product as Husky, should die rolls determine everything. This top- too many modifiers to remember, too many be more than a gleeful dismantling of some- heavy fire system is the main stumbling block adjustments to make, and too many things to one else's work. To critically dismantle this in what should have been a nice playable keep track of. It's not that all of this rigama- game is to warn consumers that the industry game. role adds to the game's "accuracy" or feel; in has designers who don't care a fig for re- As a matter of fact, the whole game is actuality, it adds little. It's just a cumbersome search or originality. top-heavy. It is so overloaded with "shtick" system, and it detracts immensely from what We suspect the division of labor went that the basic mechanics tend to disappear. otherwise would be - and should be - a something like this: Designer 1 read a book, Having a morale system (five levels) and pretty playable little game. although it wasn't about the Sicily campaign. leaders with different ratings is fine and well, I suspect that my problem with Battles& Judging from the myriad order of battle er- albeit not exactly ground-breaking. To have Leaders was that I expected too much. Ya- rors in the game, the book had something to ,leaders who have ratings that vary from "2" quinto often has that effect on me, and I sus- do with unit organization at some other to "12" within the course of a single battle is pect that the solution lies in the development period in the war. Designer 2 got hold of the rules for Tactics 11, the last word in wargam- Capsule Comments: eliminates the "whatever's left over after ing circa 1958, and cranked in such stunning prep fire" movement so prevalent in Squad innovations as advances after combat. Physical Quality: Map folds into six sec- Leader. Simultaneity is enhanced in an eco- Designer 3 - and here's where the real re- tions, rules booklet is in black ink, counters nomical and relatively painless fashion. search was done - got a map of Sicily. Not are square. There are no stacking limits, but you take a just an ordinary map, mind you, which Playability: Ages 11 to 11 1/2 die roll modification for every unit beyond would show such mundane things as correct Playing Time: Wasted two stacked in the hex. You can bunch up if locations of major terrain features. Much you like, but you pay a price. Again, there is Historicity: This space intentionally left a nice economy demonstrated - no "stack- too complicated, folks. The Husky map blank. looks like it was drafted from one of those ing points" or fixed limits, but a clear incen- Sunday supplement jobs which run on the Comparison: Keep shopping. tive to act rationally. 38th anniversary of something and show ma- Overall: See Historicity. Three fire factors - for short, medium, jor units following big fat red arrows toward Dick Rustin is the designer of Sicily: The and long - are on each counter. The play chart gives the ranges in hexes for the various obvious objectives, in this case Messina and Race for Messina appearing in S&T89. Palermo. All three then met just as the game types of units, and after a bit the numbers are went to the printer. easily assimilated. It's a nice way to add dirt If anyone had consulted only one Allied without soiling. The markers are cut 3/8" or Axis source - even the US, British or Ca- square, which allows a good supply without nadian official histories would have sufficed Commando Actions increasing the cardboard costs. Also, the - then the OB/Order of Appearance couldn't smaller markers mean less fiddling to identi- possibly have been the combination of Design: Michael S. Matheny fy what's underneath. fabrication, fantasy and error it is. For exam- Components: 12"x 24" map (inside the "Album"), 325 In the basic game, the innovation counters, 32 pages of rules in two booklets, 1 play-aid ple, the US 82nd Airborne is shown with 12 sheet, two dice, boxed in modified record album. meshes easily with the tried-and-true design battalions (it had 10 during the campaign), Yaquinto Publications, Inc., $8 motifs. Movement costs, line of sight, fac- and includes two regiments - the 401st and ing, and shell scatter are all old friends. For 508th - which never fought in Sicily. The Reviewed by Nick Schuessler the advanced rules, there are options to British 231st Brigade is depicted as a low- It's strange how things turn out in this, warm the hearts of all who would make a ca- strength commando unit; it actually had the strangest of hobbies. Yaquinto had obvi- reer out of these entries. How about a die roll been the Malta garrison of three crack infan- ously slated their Panzer/"88"/Armor trio modification for firing into the sun, rising in try battalions. The Hermann Goering Divi- as the big competition for AH'S Squad Lead- the east? In 308.D, we get a section on silenc- sion is given at its optimum, nine-battalion er series - big boxes, lush counters, and all ing sentries, and section 417 gives us the rules strength. At the time of Sicily, the division the rest to vie with the folks in Baltimore. In- for "fieldcraft modifications" - blending was being reorganized after its destruction in stead, Panzer was picked up by the minia- into the terrain. Tunisia; it had about 7 battalions dispersed at tures crowd (looking for a good set of rules) The map art is not as nice as Beachhead two widely separated spots in southeastern and by the tank freaks (enamored with the - big splotches of yellow and brown to color Sicily. In Husky all nine battalions are heavy data base). Then, last year, Yaquinto's code elevations. The armor rules are some- bunched together near one spot. Numbering Mike Matheny brought us Beachhead, an what bland, although no more than those in and composition of Italian coastal units is overlooked jewel with an innovative and the original Squad Leader. And, like Beach- pure guesswork. Each regiment uniformly imaginative small unit combat system. Com- head, we're shorted a bit on the scenarios. contains three battalions; in reality some had mando Actions is the second installment in Only eight are provided (four basic and four as many as five. The three Canadian tank this saga, and there are tentative plans afoot advanced), and they seem a little rushed. battalions arrive on D-Day plus 4; actually, for Dead Man's Moor (Hurtgen Forest) and Yaquinto finally switched to a serif type- one came ashore late on D-Day, and the Tank Buster (fighter bombers). Thus, it turns style for their rules, and it is an occasion for others weren't ready until D plus 11. out, the real contender from Yaquinto for thanksgiving to be sure. Unfortunately, there And so on: In the campaign, armored the sub-tactical sweepstakes is this modest lit- are some irritating lapses ("more higher") in style, and some small ambiguities, e.g., does a units were the least useful because of the tle family of Album Games, as opposed to mountainous terrain; in the game they are the high-priced heavyweights. How odd. moving unit in a building hex take the defen- the most mobile and powerful and are allow- The allure of the Beachhead/Comman- sive value of the hex (implied in the rules) or ed to move anywhere. The map depicts as do Actions system is heavy innovation within the value of the building (given in the target clear terrain two regions (the central interior the accepted "shoot-move" framework for defense chart)? and north coast), which because of their small-unit action. For example, in the play No matter. Commando Action is a fine cliffs, winding roads and deep gullies are sequence, Matheny requires that you select system competently executed. Matheny gets motorists' nightmares even in peacetime; in which units will be moving before you begin high marks for pushing out the design limits in this area, and Yaquinto should be ap- the game, infantry can waltz through them at fire (by inverting the counter). This feature the cross-country rate of 16 miles a day. As a game, Husky is a meaningless slug- ging match. The cramped map robs players of any opportunity for strategic or tactical innovation. Counters are printed on cheap, wafer-thin cardboard. One sigh of boredom 'will blow them from the map to the dead pile, where the whole game belongs. Say Something Nice Dept.: The CRT has exchanges where the attacker and de- fender may choose how many of their units are eliminated, and force the other to remove at least an equal amount of strength. Not a bad idea for a campaign of attrition. In Husky, however, it is overworked; at maxi- mum odds (5-to-1) you have a 1-in-3 chance for the absurdity of a ragtag Italian coastal battalion taking a first-rate Allied unit to Valhalla with it. In short, the game is accurate in only one key respect, its name: Husky is indeed a dog. plauded for the innovative Album Game for- whole host of esoterica, bur I've got to confess there's a lot of dice rolling, but that's inher- mat, which gives us quite a value for eight that it never occured to me to even try to sim- ent with the genre. With the longer scenarios bucks. Here's looking forward to Dead Man's ulate the westward colonization of the Amer- (each scenario covers certain trips, like the Moor and (eventually) a kit to hook up the icas - partially because it never occured to Denver Gold Strike or the Mormon trek) of whole series. me that anyone would ever publish it. Fan- about 45-50 hexes to cover, it can get to be a tasy Games Unlimited, however, has a his- bit of a drag, and these scenarios are better Capsule Comments tory of publishing games on a wide variety of suited to solitaire play. Then again, there's no Physical Quality: Quite Good. Extra-thick subjects, so this game comes as no surprise set-up of counters (there's only one unit on counters (a Yaquinto trademark) ease from that quarter. What is a bit of a surprise the map) and the game can easily be stopped, handling. Map art is rather bland. is that, while the game is certainly no Squad put away, and picked up anywhere. The Playability: Excellent for the basic game. Leader, it is nicely done and a fairly pleasant number of things that can happen is some- Advanced rules should be layered on care- experience, as these things go. what limited and, about 15 hexes or so into fully to avoid overloading the system. Oregon Pail is essentially a closed-end the trek, things tend to get a bit stale. Of role-playing game, although it has none of course you can always spice up the trip by Playing Time: Two hours for the basic the ambiguities and complexities of much of taking a few chances - which is what I did scenario, longer as more of the advanced somewhere in mid-Colorado. It proved to be rules are employed. the latter genre. The components are profes- sional, albeit a bit drab and without much a lot of fun; the fact that I managed to starve Historicity: Weapons differentiation is a personality. The game eschews the usual and kill half of my party didn't bother me little thin, and the armor interaction is FGU art approach, which is somewhat remi- that much. After all, I prefer James Bond to oversimplified. Once you get past the myth- niscent of the doodle drawing you came up Ward Bond. ology of the title (it's really not about with while trying to stay awake during a Sat- "commandos" in the Hollywood sense of urday morning lecture. Capsule Comments: the word), most of the problems of small The best feature of Oregon Pail is that Physical Quality: Good unit combat are depicted. it is basically a one-player game, although it Playability: Quite Good. Excellent soli- Comparisons: Easily superior to SPI's may be played just as easily with more. The taire; PBM good. player, however, is not playing against the Sniper/Patrol series. The physical compo- Playing Time: A solitaire, 25-hex trip nents don't compare to Squad Leader in other players; rather, he is fighting the ele- ments. At the start of the game each player should take 3-4 hours, including set-up and quantity or clutter, but Commando Actions preparation. has a better integrated and more coherent outfits a wagon train in his guise as the "Trail game system. A toss-up, perhaps. Boss." He chooses his "attributes" from Historicity: Pretty good. Overall: An easy recommendation. The amongst items such as hunting, military abil- Comparisons: With what ...? ity, Indian lore, etc., by assigning points to price is more reasonable, and the system is Overall: If the subject intrigues, by all progressive and imaginative. these characteristics out of a set pool. The player then gets his rations, rolls a few dice to means get it. Otherwise, only novelty inter- Nick Schuessler is the editor of The Journal add variety to his ratings, and off he goes to est - albeit a well-done novelty. of World War I1 Wargaming and co-author follow Horace Greeley's advice. of Game Design: Theory and Practice. For each hex the train enters, the trail boss (player) must determine what happened FEEDBACK RESULTS: Oregon Trail in that hex. Depending on the terrain, all MO VES 56 Design: Leonard Kanterman & Steven Ulberg sorts of hell can break loose: getting lost, get- Rank Item Rating Components: 22"x 28" 3-color map; rules book; ting sick, getting wet, and getting attacked by 1 MOVES in English 6.75 Character Sheet Pad; assorted dice and plastic pieces; Indians, who may or may not be friendly, boxed 2 Designer's Notes 6.73 Fantasy Games Unlimited, Inc., $13 depending on the tribe, their location, etc. You get the idea, as none of the game is over- 3 Forward Observer 6.52 Reviewed by Richard Berg ly difficult or opaque. 4 Battle for Stalingrad 6.39 There are game topics and there are ... It's tough to say whether or not you're 5 Advanced Tactics, Part 3 6.22 game topics. I'd like to design games on a going to like this sort of thing. Granted, 6 Professionalism 6.18 7 Opening MOVES 5.89 8 SPIBUS 5.81 9 Rescue from the Hive 5.1 1 on Your Own 10 Convention Organizer's 4.48 Data File Nr. 2 This issue overall 6.29

FEEDBACK RESULTS: MO VES 57 Rank Item Rating 1 Designer's Notes 6.82 2 Cedar Mountain 6.79 3 Forward Observer 6.51 4 Battle of Corinth 6.42 5 Super TaskForce 6.17 6 Games That Train 6.05 7 MOVES Canada 5.85 8 Expanded Simplicity 5.70 9 SPIBUS 5.57 10 Opening MOVES 5.27 This issue overall 6.34

\ UPDATE AND ORDER OF BATTLE

8 By Charles 7: Kamps. JI:

"+fit ' y"* Pearl Harbor. One important redeeming tea- A .A, LOCATION ;@; ture must be accounted for. however. Many r STRENGTH ORWTRY I:i& NATO commands have again redistributd 1st Brigade I>% &!?

ammunition, making it more accessible. 11611~ MI 3-7 H1712- ~- Therefore, the US pa~alysisshould be limited 1/13/1A Tk I H1712 to Game-Thrn One only. 1/51/1A MI r I H1003 The Master Unit Deployment List is in. tended for players who wish to make or mod- Tk 4 ; HI014 ify their own counters. At this point it is a 1/22/1A SP 3(5)3 H1121 strong possibility that the Hof Gap and Fifth 2nd Brigade Corps counter sheets will be reprinted to ac- 1/46/lA MI 3-7 H1524(1) count for the changes, and be made availablc in a second edition, MOVES, or a series Tk 4-6 H1524(1) 2/37/1A Tk 4-5 H1524(1) wra~-UDm mm~ackaae. - 2/81/1A Tk 4-5 H1524(1) Master Unit Deployment List 6/14/1A SP 3(5)1 HI121 In the year si Fifth Co appearec for Hof Gap and Fndh Corps S&T, several dramatic changes have ta1.--. 3rd Briaade How to read the list. place in the European military arena. First This list presents - MI 3-7 H2526(1) and most important, the West German Army ior changes in bolditalics. Units not depicted in the list have been deleted from the coun- 1/54' [I 2-8 H2526(1) has reached a decision On its new war- time organization. Second, it has been re- termix. Reading from the left, the 1st Col- 3/35) n-. m k 4-6 H2526(1) vealed that the Soviets have continued to im- umn gives unit designation; the 2nd Column 2/78/1A SP 3(5)3 H2526(1) abbreviation: AA =Airborne Artillery prove the quality and quantity of their artil- US 3rd lNmNTRY fMECH): lery in Eastern Europe. Both of these chang- -,= Armored Cavalry, AH = Attack Heli. 'OPter, Al= Infantry, AM =Air. ~ckof the Marne" es have been reflected in BAOR. It is the pur- 1013 "P 4(5)4s H2711 pose of this article to bring the first two borne Mechanized, En = Engineer, FA = Field games the series, Hof Gap and Fifth Artillery, IN = Non-motorized Infantry, 3/7/3 C 4-7 H3614(1) MI = RA = Corps, in line with BAOR. Mechanized Infantry, Rocket Ar. 313 AH 5(30)5s H2611 Included is an up to date Master Unit SP = Self-propelled Artillery, 3/63/3 Tk 4-5 2/H0124/6 Deployment List, similar to the one in Hof ;Ff';.ank The 3rd Column pre. jents strength - for non-artillery,aviation 1st Brigaae Gap, covering all units for the first two 1/30/3 MI H36lql) games. The list includes the new German types the first number is attack and the sec- ,# organization and Soviet artillery. Mil ond is ddense. For these types, mobile com 213013 MI H3614)l) bat strength is the first number in all cases fol 216413 Tk 4-6'":4a H3614(1) ~2&~~~0~~28~~2~~"f~,"~",'~~$NATO units, and the second number fol 31~13 ~k 4-6f'.+ :: 9 H361q1) recent experience in Europe. The list v Warsaw Pact units. Artillery and aviation 2/39 SP 3(5)3 H361qI) done from the perspective of the Seventh Ar- units have their range given in parentheses. An "s" following strength indicates a soft 2nd Brigade my scenario* as the for Warsaw unit. The 4th Column shows NATO unit 10. 1/15/3 Pact deployment almost necessitate the play- MI 3-7 H2611(1) ing of both H~~G~~and pifth corpstogeth- ation or entry as follows: Location is a 1/64/3 Tk 4-6 H2611(1) . er to get a realistic picture of this front. Four-digit hex number following either an 2/15/3 MI 2-8 FI038fl) Players will notice the increase in speed "H" for Hof Gap map, or an "F" for Fifth ,- Corps map. A "(1)" following the location 1/10/3 SP 3(5)3 H36N of Soviet This is due to recent 3'cl Brigade analysis postulating a "single echelon as- indicates the unit may be placed within 1 hex sault" in which the Soviets would hope to (i.e., adjacent) to the locator hex. Entry is a 11413 MI 3-7 F0422(1) maximize tactical surprise and opt for quick ~~~&~~~a~.~(?",~~~/{~~~~~~~~t~fZ114/6U33 MI 2-8 FWf1) disruption of NATO defenses. It is also as- E' Tk 4-6 F0422f1) sumed that the Soviet Western Military Dis- entry' .+tq.p, ~<$;$2/41/3 SP 3(5)3 F034Ml) tricts are at least partially mobilized, for a NATO FORCES contingency such as Poland, and, character- DESIG- LOCATION?s4#?9 .!& ::,,vt 'I US M ARMORED CAVALRY REGT: istically, NATO has not taken extraordinary TYPE STRENGTH OR ENTRY grp- "Dragoons" (company size units) precautions. This is the reason for Category US . Air/2C AH 3(30)3s H1223 11 divisions appearing more quickly than one 563 fpln y En 1 3 '' 'lst sqwdr,,n would normally expect. The wries is also bas- 56 &&En &Is 2/H2601/3 A/lI2c AC 1-2 ed on the Soviets opting for a sneak attack H2847 from garrison locations, with units moving US DIv: "Old Irons/des" B/1/2C AC 1-2 H3046 out of barracks about 12 hours ~riorto cross- l/I/lA AC 4-7 HO82l C/1/2C AC 1-2 H3144 ing the West German border.-IS this pretty 501/1A AH 5(30)5s H1014 D/1/2C Tk 1-1 H3340 much a worst case? You bet it is, and so was 1/94/1A SP 4(5)4s H1222 ~nw/1/2C SP 1f511 ~2943 %$?. &.%@a.i-% DESIG- LOCATION DESIG- LOCATION DESIG- LOCATION NATION TYPE STRENGTH OR ENTRY NATION TYPE STRENGTH OR ENTRY NATION TYPE STRENGTH OR ENTRY 2nd Squadron 2nd Brigade WEST GERMAN II CORPS (- 1 E/2/2C AC 1/48/3A MI 3-7 F1125(1) 2nd Corps Aviation F/2/2C AC 2/48/3A MI 2-8 F1125(1) 2/11 AH 7(30)7s H0321 G/2/2C AC 1/33/3A Tk 4-6 F1125(1) WG 26th Luftlande Brigade Tk H/2/2C 2/6/3A SP 3(5)3 F1125(1) 261 + 126 A1 2-5s see scenario How/2/2C SP 3rd Brigade 262 + /26 A I 2-5s see scenarid 3rd Squadron 1/36/3A MI 3-7 F1819(1) 263R/26 A1 1-3s see scenario 1/3/2C AC 1/32/3A Tk 4-6 F1819(1) WG 4th PANZERGRENADIER DIV I-) K/3/2C AC 3/32/3A Tk 4-5 F1819(1) 10th Panzergrenadier Brigade L/3/2C AC 2/27/3A SP 3(5)3 F1819(1) 101/4 MI 2-5 H3225 M/3/2C Tk US V CORPS ARTILLERY 102/4 MI 2-5 H22.7 7(1) How/3/2C SP 41st Artillery Group 103/4 MI 2-5 HI322 2/5/41 SP 2(8)2s FO618 104/4 Tk 3-4 H0.142 US VII CORPS ARTILLERY 2/75/41 SP 4(5)4s F1120(1) 105/4 SP .?f5).? H0944 72nd Artillery Group 2/83/41 SP 4(5)4s F0618 12th Panzer Brigade 3/35/72 SP 4(5)4s H3201 122/4 MI 2-5 H0146 6/10/72 SP 2(8)2; H2526(1) 42nd Artillery Group 121/4 Tk 3-4 H033 7f1) 1/75/72 SP 4(5)4s H2526(1) 6/9/42 SP 2(8)2s F262l(l) 2/92/42 SP 4(5)4s F2621fl) 123/4 Tk 3-4 H033 7f1) 210th Artillery Group 124/4 Tk 3-4 H033 7(1) 3/36/210 SP 4(5)4s H1621C1) US 11th ARMORED CAVALRY REGT: 125/4 SP 3(5)3 H22.?7(1) 3/37/210 SP 4(5)4s H1621(1) "Bl8ck Horse" (company size units) 3/17/210 SP 4(5)4s H1621(1) WEST GERMAN Ill CORPS I-) 2/28/210 SP 2(8)2s H1013 330 En 0-1s I/F0104/8 3rd Corps Aviation 3/III AH 7(30)7s H3737 3rd Corps Artillery US V CORPS 320 SP .?/8).?s 2/H2601/6 549 En 0-1s 2/F0109/8 3.70 SP .?(8).?s F2621(1) 559 En 0-1s Fl120(1) US 8th INFANTRY DIV IMECH): WG 12th PANZER DIV "Pathfinders" 121/12 FA 5(6)5s H2801 3/16/8 SP 4(5)4s 2/F1401/6 122/12 RA 2(5)2s 2/H2601/12 3/8/8 AC 4-7 2/F0109/6 12th Recon Bn (company size units) 8/8 AH 5(30)5s F1306 2/12/12 AC 1-1 H3628 1st Brigade 3/12/12 AC 1-1 H3626 2/28/8 MI 3-7 F1306(1) 4/12/12 AC 1-2 H3 725 4/69/8 Tk 4-6 F1306( 1) 14th Panzer Brigade 2/87/8 MI 2-8 F1306(1) 12/12 MI 2-5 I/F2901/12 1/2/8 SP 3(5)3 2/F1401/6 I4I/I2 Tk 3-4 I/F2901/12 2nd Brigade 143/12 Tk 3-4 I/F2901/12 1/13/8 MI 3-7 2/F1401/6 144/12 Tk 3-4 I/F2901/12 1/39/8 MI 3-7 2/F1401/6 15/12 SP 3(5)3 I/F2901/12 2/68/8 Tk 4-6 2/F1401/6 1st Squadron 35th Panzergrenadier Brigade 1/68/8 Tk 4-6 F1038(l) A/l/llC AC 1-2 F1742 351L/12 MI 2-5 H3911(1) 1/87/8 MI 2-8 2/F1401/6 B/1/11C AC 1-2 F1543 352/12 MI 2-5 F0846 1/83/8 SP 3(5)3 2/F1401/6 C/l/llC AC 1-2 F1244 353/12 MI 2-5 H3911(1) 3rd Brigade D/I/llC Tk 1-1 F1045 354/12 Tk 3-4 H3911fl) 2/13/8 MI 3-7 2/F0106/6 How/l/llC SP 1(5)1 y241 355/12 SP 3(5)3 Fl038(1) 3/68/8 Tk 4-6 2/F0106/6 36th Panzer Brigade 2nd Squadron 5/68/8 Tk 4-5 2/F0106/6 362/12 MI 2-5 I/H2801/9 E/2/11C AC 1-2 F0646 2/81/8 SP 3(5)3 2/FO101/6 361/12 Tk 3-4 l/H2801/9 F/2/11C AC 1-2 F044 7 363/12 Tk 3-4 l/H2801/9 US 3rd ARMORED DIV: "Spearhead" G/2/11C AC 1-2 F0349 364/12 Tk 3-4 l/H2801/9 1/40/3A SP 4(5)4s F1120(1) H/2/11C Tk 1-1 FO149 365/12 SP 3(5)3 I/H2801/9 3/12/3A AC 4-7 ' F1424 How/2/llC SP 1(5)1 F0244 503/3A AH 5(30)5s FlI21 WG2nd PANZERGRENADIER DIV (elms.) 1st Brigade 3rd Squadron 5th Panzergrenadier Brigade 2/36/3A MI 3-7 F2220(1) 1/3/11C AC 1-2 F2042 51/2 MI 2-5 F2943 3/36/3A MI 3-7 F2220(1) K/3/11C AC 1-2 F2243 52/2 MI 2-5 F3 73 7 2/33/3A Tk 4-6 F2220(1) L/3/11C AC 1-2 F2545 53/2 MI 2-5 F3645(1) 3/33/3A Tk 4-6 F2220(1) M/3/11C Tk 1-1 F2747 54/2 Tk 3-4 F3645fI) 2/32/3A Tk 4-5 F2220(1) How/.?/IIC SP If5)I F2543 55/2 SP 3(5)3 F3438 2/3/3A SP 3(5)3 F2220(1) DESIG- LOCATION DESIG- DESIG- NATION TYPE STRENGTH OR ENTRY NATION TYPE STRENGTH NATION TYPE STRENGTH WG 5th PANZER DIV EG 7th Tank Div CZ 19th Mechanized Div 51/5 FA 5(6)5s I/FI001/6 25/7 Tk 73/19 MI 8-12 52/5 RA 2(5)2s F2621(1) 26/7 Tk 74/19 MI 6-7 27/7 Tk MI 6-7 5th Recon Bn (company size units) 75/19 28/7 MI 2/5/5 AC 1-1 F2949 76/19 Tk 9-9 RAG/7 SP RAC/19 SP 3f5).7 7/ 7 FA 19/19 FA 4(4)4s DAG/7 RA DA 13/19 RA 4f5)k 6th Panzer Brigade EG 11th Mechanized Div 62/5 MI 2-5 F3031 CZ 20th Mechanized Div 41/11 MI 9-12 MI 8-12 61/5 Tk 3-4 F3029(1) 77/20 42/11 MI 6-8 MI 6-7 63/5 Tk 3-4 F3029(1) 78/20 43/11 MI 6-8 MI 6-7 64/5 Tk 3-4 F3029f1) 79/20 44/11 Tk 9-10 80/20 Tk 9-9 65/5 SP ' 3(5)3 F3029fI) RAG/II SP .7f5)3 RAG/20 SP 3f5j.3 13th Panzergrenadier Brigade 11/11 FA 4(4)4s 20/20 FA 4(4)4s 131/5 MI 2-5 F2 718(1) DAG/II RA 4(5)4s DAG/20 RA 4f5)4s I32/5 MI 2-5 F2938 CZECH 1st ARMY SOVIET CENTRAL GROUP OF FORCES All units may enter on Game-Turn 1, on Ihe Hof 18th GMRD, 51st TD, and CGF Troops may enter Gap map east edge, south of 2850, on Game-Turn 1 on the Hof Gap map east edge, or 15th Panzer Brigade on Game-Turn 2 on the north edge. 6th GTD may enter on Game-Turn 2 on etther the east or north 152/5 MI 2-5 F3110 edges of the Hof Gap map, or on the east edge of 151/5 Tk 3-4 F.7110 the Fifth Corps map. 153/5 Tk 3-4 F2 902f1) CGF Troops 154/5 Tk 3-4 F3645 LR/CGF FA 4(7)4s 155/5 SP 3(5)3 F2701 Hvy/CGF FA 2/4)2~ (Editor's Note: This brigade appears out of order I8/CGF AH 3(20)3r since anticipated changes presented in Hof Gap Prov/CGF En 0-1s did not occur.) 6th Guards Tank Div: "Kiev, Red Banner" US 4th INFANTRY DIV IMECH): 51/6GT Tk 11-12 4th Brigade 52/6GT Tk 11-12 1 /70/4 Tk 4-6 F1409(1) 53/6GT Tk 11-12 2/ 10/4 MI 3-7 F1409(1) 22/6GT MI 10-14 RAG/6GT SP 4f.04 1893/6CT SP 4(5)4 WARSAW PACT FORCES DAC/6C T RA S(5)Ss With the exception of airborne units, all Warsaw 18th Guards Motorized Rifle Div: Pact units enter on roads or Autobahns according "Red Banner" to applicable March Order rules, with 12 Opera- tion Points available (unless otherwise noted). 51/18G MI 10-14 Valid entry areas in the list below are defined as 53/18G MI 10-14 follows: CZ 1st Army Troops 58/18G MI 10-14 Fifth Corps map east edge: hexes 0951-3951 inclusive, LR/ICZA FA 3(7)3s 18/18G Tk 11-12 Hof Gap map north edge: hexes 3931-3948 inclusive, 118/18C Tk 4-4 Hof Gap map east edge: hexes 0550-3951 inclusive. Hvy/lCZA FA 2(4)2s SP EAST GERMAN 3rd ARMY 2/lCZA AH 3(20)3s RAG/18G 4f5)4 All units may enter on Game-Turn 1, on either the 19/1CZA AH 3(20)3s 52/18C SP 4f5)4 Hof Gap map north edge or the Fiyth Corps map 2O/ICZA AH 3(20)3s DAC/18G RA 5(5)5s east edge. I/lCZA En 0-1s 51st Tank Div DESIG- NATION TYPE STRENGTH CZ 1st Tank Div 154/51T Tk 11-12 EG 3rd Army Troops 1/1 Tk 9-9 156/51T Tk 11-12 5/3EGA A1 1-1s 2/ 1 Tk 8-8 158/51T Tk 11-12 LR/3EGA FA 4(7)4s 3/1 Tk 8-8 51/51T . MI 10-14 Hvy/3EGA FA 2(4)2s 4/ 1 MI 5-7 RAG/5IT SP 4f.04 4/3EGA AH 3(20)3s RAG// SP 3(5)3 300/5lT SP 4(5)4 11/3EGA AH 3(20)3s I/I FA 4(4)4s DAG/5IT RA S(S)5s - 3/3EGA En 0-1s - DA C/I RA 4(5)4s SOVIET 13th ARMY EG 4th Mechanized Div CZ 2nd Mechanized Div The 26th and 81st Arty Divs and the 15111 GMRD 13/4 MI 9-12 5/2 MI 8-12 may enter on Game-Turn 3 on the east ed ge of the Hof Gap map, or may enter on Game-Turn 4 on 14/4 MI 6-8 6/2 MI 6-7 either the north edge of the Hof Gap map or the 15/4 MI 6-8 7/2 MI 6-7 east edge of the Fifth Corps map. The 17th MRD 16/4 Tk 9-10 8/2 Tk 9-9 and 13th Army Troops may enter on Game-Turn 4 on the east edge of the Hof Gap map, or on Game- RA C/4 SP 3f5)3 RAG/2 SP .7(5)3 Turn 5 on either the north edge of the Hof Gap 4/4 FA 4(4)4s 2/2 FA 4(4)4s map or the east edge of the Fifth Corps map. The DAG/4 - RA 4(5)4s DA G/2 RA 4(5)4s 23rd Tank Div may enter on Game-Turn 6 either DESIO- edge of the Hof Gap map or the east edge of the TYPE STRENGTH Fifth Corps map. NATION TYm5 STRENGTH NATION 79th Guards Tank Div: "Lublin, Red Banner" llth Guards Tank Div DESM NATION TY# STRENGTn 216/79GT Tk 11-12 40/11GT Tk 11-12 13th Army Troops 220/79GT Tk 11-12 44/11GT Tk 11-12 15/13A AH 3(20)3s 227/79GT Tk 11-12 45/llGT Tk 11-12 17/13A AH 3(20)3s 79/79GT MI 10-14 27/11GT MI 10-14 13/13A En 0-1s RAG/79GT SP 4(5)4 RAG/IIGT SP 4(5)4 15th Guards Motorized Rifle Div: "Kharkov" 172/79GT SP 4(5)4 293/11GT SP 4(5)4 44/15G MI 8-12 DAG/79G T RA 5fS)D DAGNIGT RA 5(5)5s 47/15G MI 8-12 20th Guards Motorized Rifle Div 27th Guards Motorized Rifle Div 50/15G MI 6-8 55/206 MI 10-14 74/27G MI 10-14 15/15G Tk 9-10 57/20G MI 10-14 76/27G MI 10-14 RAG/ISG SP 3(5)3 60/20G MI 10-14 83/27G MI 10-14 43/15G FA - 4(4)4s 20/20G Tk 11-12 27/27G Tk 11-12 DAG/15G RA 3(5)3~ 120/20G Tk 4-4 127/2 7G Tk 4-4 RAG/20G SP 4(5)4 RAG/27G SP 4(5)4 23rd Tank Div 46/2ffi SP 4(5)4 54/2 76 SP 4(5)4 3/23T Tk 9-10 DAG/2OG RA 5(5)5s DAG/27G RA 5(5)5s 39/23T Tk 9-10 135/23T Tk 9-10 39th Guards Motorized Rifle Div: "Bawenkovo, Red Banner" SOVIET FRONT RESERVE 56/23T MI 8-12 103rd Guards Airborne Div 112/39G MI 10-14 RAW23T SP 3(5)3 1/393/103 AM 3-4 117/39G MI 10-14 211/23T FA 4(4)4s 2/393/103 AM 2-3 120/39G MI 10-14 DAG/23T RA 3(5)3s 3/393/103 AM 2-3 39/39G Tk 11-12 1/583/103 AM 3-4 l7th Motorized Rifle Div: "Moskva" 139/39G Tk 4-4 1312/17 MI 8-12 2/583/103 AM 2-3 RAG/39G SP 4(5)4 3/583/103 AM 2-3 1314/17 MI 8-12 87/39G SP 4(5)4 1/688/103 AM 3-4 1316/17 MI 6-8 DAG/39G RA 5(5)5s 17/17 Tk 9-10 2/688/103 AM 2-3 57th Guards Motorized Rifle Div RAG/17 SP 38(5)3 3/688/103 AM 2-3 170/57G MI 10-14 320/17 FA 4(4)4s DAG/103 AM 4(4)4s 172/57G MI 10-14 DAG/17 RA 3(5)3s 174/57G MI 10-14 .. 26th Artillery Div 57/57G Tk 11-12 LR1/26 FA 4(7)4s 157/57G Tk 4-4 LR2/26 FA 4(7)4s RAG/57G SP 4(5)4 Hvy1/26 FA 6(4)6s 128/57G SP 4(5)4 Grand- Campaign Hvy2/26 FA 6(4)6s DAG/57G RA 5(5)5s Sped26 FA 5(10)5s Scenario 81st Artillery Div LR1/81 FA 4(7)4s SOVIET 1st GUARDS TANK ARMY [31.0] MITTELL AND THRUST: LR2/81 FA 4(7)4s The 27th GMRD may enter on Game-Turn 1 on COMBINING THE Hvyl/81 FA 6(4)6s the east edge of the Fifth Corps map or the north CENTRAL FRONT Hvy2/81 FA 6(4)6s edge of the~ofcap map. he 7th GTD, 9th TD, GAMES llth GTD, and 1st GTA Troops may enter on Sped81 FA 5(10)5s Game-Turn 3 on the east edge of the Fifth Corps COMMENTARY: map or the north edge of the Hof Gap map. These scenario instructions allow for the combina- 1st Guards Tank Army Troops tion of the first three games in the Central Front 27/1GTA AH 3(20)3s Series: Fiffh Corps. Hof Gap, and BAOR. All SOVIET 8th GUARDS ARMY 120/1GTA En 0-1s three may be played together, or Fifth Corps may be combined with either BAOR or Hof Gap exclu- 79th GTD, 39th GMRD, 57th GMRD, and 8th GA 7th Guards Tank Div: "Kiev" Troops may enter on Game-Turn 1 on either the sively. As victory conditions are determined sepa- rately for each game map, players have complete east edge of the Fifth Corps map or the north edge 54/7GT Tk 11-12 of the Hof Gap map. The 20th GMRD may enter 55/7GT Tk 11-12 flexibility in the choice of games they wish to com- on Game-Turn 2 on either the east edge of the Fifth bine. In playing the Central Front series, the new 56/7GT Tk* 11-12 Standard Rules issued with BAOR should be con- Corps map or the north edge of the Hof Gap map, 23/7GT MI 10-14 but may expend only 6 Operation Points during sidered authoritative. Additionally, the Exclusive RAG/7GT SP 4(5)4 the phase of entry, regardless of the map edge Rules of BAOR carry the weight of Standard Rules of entry. 1836/7GT SP 4(5)4 for all the games. Optional Rules for the series DAG/7GT RA 5(5)5s were published in the last edition of MOVES. 8th Guards Army Troops These Scenario Instructions cover all other game L/8GA FA 6(6)6s 9th Tank Div features so, essentially, players may disregard the H/34 FA 4(4)4s 23/9T Tk 11-12 original Exclusive Rules issued with Fifth Corps L/34 FA 5(8)5s 95/9T Tk 11-12 and Hof Gap. 20/8GA AH 3(20)3s 108/9T Tk 11-12 GENERAL RULE: 39/8GA AH 3(20)3s 8/9T MI 10-14 The three game maps are joined together as shown 57/8GA AH 3(20)3s RAG/9T SP 4(5)4 in the diagram. The Hof Gap map should be cut on the dotted line printed along the western half of 206/8G'A En 0-1s 1535/9T SP 4(5)4 the north map edge. Then the Hof Gap map is laid 2748GA . En 0-1s DAG/9T RA S(5)Ss over the Fifth Corps map so that Fifrh Corps hexes 0126 and 0151 are directly under Hof Gap hexes 103rd GABD off map, then no NATO reinforce- 131.541 Attack helicopter units may be used to sup- 3901 and 3926 respectively. The BAOR map should ments enter either the Hof Gap or Fifth Corps port friendly units located on another map, pro- be cut along the dotted line printed on the western game maps. This includes US units at Major Train- vided that the "flight path" can be traced entirely half of the south edge of the map. The BAOR map ing Areas off map. across on-map territory. is then laid over the Fifth Corps map so that Fifth [31.3] SUPPLY SOURCES 131.551 Airborne units may be dropped on any Corps hexes 3926 and 3951 are directly under maps, at the discretion of the owning player. See [31.31] NATO units on the map trace lines BAOR hexes 0101 and 0126 respectively. The over- BAOR also 31.22 for Soviet off-map parachute options. lapping hexrow in each case is assumed to be part of supply to sources outlined in 21.71 of the BAOR of the playing surface of southernmost mapsheet. rules. NATO units on the Fifth Corps map may 131.561 During any friendly Player-Phase, any Small pieces of masking tape may be used to hold trace supply to an Autobahn or road hex leading number of NATO units may beexited off the south the maps together (avoid using transparent tape as off the west edge of the map, or the south. edge edge of the Fifth Corps map (west of hex 0122) and it tends to tear the mapsheets). (west of hex 0122), or the north edge (west of hex immediately be re-entered into play during the 3922). NATO units on the Hof Gap map may trace next NATO friendly Player-Phase on the west edge The combined or single CentralFront games begin of the Hof Gap map, or vice versa. Similarly, on Game-Turn One (an A.M. Game-Turn) and end supply to an Autobahn or road hex leading off the west edge only. NATO units may be exited off the north edge of with the completion of Game-Turn Ten, or at the the Fifth Corps map (west of hex 3926) and be re- completion of any Game-Turn from Game-Turn 131.321 All Warsaw Pact units, except artillery, are entered into play during the next NATO friendly Four on, by mutual consent of the players. The automatically supplied for the first four Game- Player-Phase on the west edge of the BAOR map, Warsaw Pact player is the First player during every Turns of any scenario, regardless of whether they or vice versa. In order to do so, a unit must be exit- Game-Turn. (The Initiative Segment of the Se- can trace a valid line of supply or not. Warsaw ed from a road or Autobahn hex leading off the quence of Play is skipped.) Pact units on the BAOR map trace supply accord- appropriate map edge, and must have at least six ing to 21.72 of the BAOR rules. All Soviet units Operation Points remaining in its allowance for may trace supply to an Autobahn or road hex lead- the Phase after doing so. In the immediately fol- ing off the east edge of the Fifth Corps map, the lowing Player-Phase, the unit must enter the other east edge of the Hof Gap map, or the north edge of map as a reinforcement, via road or Autobahn, BAOR Map the Hof Gap map east of hex 3931. East German and may expend only six Operation Points in that units may trace supply to an Autobahn or road hex Phase. A NATO unit may not be exited from a hex, leading off the east edge of the Fifth Corps map, or entered into a hex, from which a Warsaw Pact or the north edge of the Hof Gap map (east of unit that exerts a Zone of Control has been exited. ------3931), or the east edge of the Hof Gap map (north of 2850). Czech units may trace supply to any road 131.61 NATO PARALYSIS hex leading off the east edge of the Hof Gap map. Non-West German NATO units are subject tospe- Fifth Corps cia1 movement and combat restrictions during the 131.41 AIR POWER AND CHEMICALS first Game-Turn of any scenario. At the beginning Map [31.411 Warsaw Pact initial air superiority is deter- of Game-Turn Two, and thereafter, the restrictions mined according to 21.2 of BAOR rules. Air supe- of these cases do not apply. Exception: The follow- riority applies to all playing maps. When the War- ing units are not subject to these restrictions: ,,,,,,,J saw Pact player has air superiority, he receives 12 1. On the BAOR map: British units east of the Air Points per map. This total of 36 Air Points Weser River, and units of the 4th Armoured Divi- may, at the discretion of the Warsaw Pact player, sion, as well as Belgian units initially deployed. Hof Gap Map be used anywhere on any map(s), as long as the to- 2. On the Fifth Corpsand Hof Gap maps: all units tal of Air Points expended per Game-Turn does of the 2nd and 11th Armored Cavalry Regiments, 4 not exceed 36. When the NATO player has air su- the 2/15/3 mechanized infantry battalion, the periority, he receives 18 Air Points per map. This 2/41/3 self-propelled artillery battalion, the - total of 54 Air Points may, as above, be used 1/68/8 Armoured battalion, and any units at a anywhere. Major Training Center (see 31.7). 131.11 NATO INITIAL DEPLOYMENT 131.421 The Warsaw Pact player may conduct a (31.611 Non-West German NATO units (except AND REINFORCEMENTS pre-emptive airstrike against six hex groups per those listed above) may not expend Operation Points in any manner. Artillery and helicopter 131.111 NATO units from the game are set map in play, according to 21.5 of BAOR rules. This BAOR units may not support a combat or use counterbat- up according to 20.1 of the rules. NATO total of 18 strikes may be apportioned among the BAOR tery fire. units from Fifth Corps and Hof Gap are set up ac- game maps as the Warsaw Pact player wishes. cording to the updated Master Unit Deployment (31.431 No die roll is ever made on the Airpower 131.621 Subject units must, if attacked, defend List accompanying this scenario. West German Table on the first Game-Turn to determine the pre- with their Mobile Combat Strength. If attacked, Territorial Static units may be deployed according sence of ground fog. The first Game-Turn is al- they may retreat normally, and are released from tooptional Rule 25.3 (see MOVES nr. 59). ways considered clear. these restrictions. D1.12i To accomodate the joining of BAOR and 131.44) The Warsaw Pact player receives 3 column 131.71 US MAJOR TRAINING AREAS Fifth Corps, the West German 21/2 Artillery and shifts in his favor when using chemicals on Game- (MTA's) 22/2 Rocket Artillery units (which normally enter Turns One through Four, two column shifts in his Before the NATO player sets up his units at the be- the BAOR map on Game-Turn One) are ignored as favor when using chemicals on Game-Turns Five ginning of thegame, he uses the MTA Table(31.73) reinforcements and are initially deployed on hex through Eight, and one column shift in his favor to determine which US brigade is currently at a 3134 of the Fifth Corps map. All other NATO rein- when using chemicals on Game-Turns Nine and Major Training Area. He rolls one die to deter- . forcements are entered normally as per BAOR Ten. The NATO player may never use chemicals. mine which column to refer to (as noted across the rules or the Master Unit Deployment List, as top of the table) and then rolls the die again to lo- applicable. [31.5] MAP TO MAP AND OFF-MAP cate the result in the appropriate column, i.e., 131.21 WARSAW PACT OPERATIONS which US brigade starts at an MTA. REINFORCEMENTS 131.511 NATO and Warsaw Pact units may move 131.711 After determining which brigade is affect- 131.211 Warsaw Pact reinforcements are entered from one playing area to another across the hex- ed, the NATO player consults the Master Unit De- according to BAOR cases 21.4 and 22.2. Order of row where the two maps overlap. NATO units only ployment List and places all units for that brigade appearance is detailed in BAOR case 20.2 and the may also move from map to map across off-map as follows: Master Unit Deployment List. 'territory (see31.56). 1. All units except mechanized infantry battalions 131.221 Soviet airborne reinforcements consist of 131.521 Air Points and pre-emptive airstrikes may are placed within two hexes of hex 1238 on the Hof the 76th Guards Airborne Division and the 103rd be used anywhere on the three playing areas. EW Gap map. Guards Airborne Division. Both divisions may be points and nuclear warheads allocated to one map 2. All mechanized infantry units enter play as rein- dropped in the same or different Game-Turns as may never be used against targets on another map. forcements during the initial NATO Player-Phase the Warsaw Pact player desires. BAOR case 22.4 i31.531 Artillery units of both sides located on one of Game-Turn One on the south edge of the Hof details the option of dropping the 76th GABD off map may support friendly units located on another Gap map, west of hex 0142. Each such unit may ex- map. This option is available to the 103rd as well. map, provided that such fire is not traced across pend only 6 Operation Points during its phase of If the Warsaw Pact player decides to drop the off-map territory. entry. 131.721 All units in a brigade at MTA's are exempt tions at all times: East and West German airborne 1. On the BAOR map, as per 22.72 of the BAOR from therestrictions of 31.6. infantry units, Soviet airborne artillery. rules. 131.81 SPECIAL AIRBORNE/ 131.91 VICTORY CONDITIONS 2. For the Fifth Corps map and the Hof Gap map, AIRMOBILE RULES Victory conditions are met in the same manner as victory criteria areoutlined on the tables in 31.93. 131.811 British, West German and East German described in 22.7 of the BAOR rules. Victory con- airborne infantry units are all eligible for airborne ditions are, however, determined separately for 131.931 NATO VICTORY CRITERIA drop in accordance with 15.0 of the Standard each mapsheet (i.e., "front"). FOR FIFTH CORPS Rules. They are, however, non-motorized, and 131.911 Warsaw Pact victory conditions are deter- when being moved they treat all road and Auto- mined for each mapsheet according to 22.71 of the NATO CITY HEXES LEVEL OF VICTORY bahn hexsides as access hexsides instead. Further- BAOR rules - that is the same chart is applicable 95 or more Strategic Victory more, they are treated as company-sized units for to all three games. For victory purposes, however, 77-94 Substantive Victory the purposes of exerting a Zone of Control. Warsaw Pact units must trace a line of supply to 66-76 Marginal Victory 131.82) Units from the BAOR game which are eligi- the east edge of the mapsheet which they occupy, ble for airmobile operations are detailed in 21.8 of regardless of the fact that they may be able to be the BAOR rules. The following units from Hof supplied for game purposes by tracing a route onto 131.941 NATO VICTORY CRITERIA Gap/Fifth Corps are eligible for airmobile opera- another map. By mutual consent, the players may FOR HOF CAP tions after conversion to airmobile status: all East use Optional Rule 28.0 (Doctrinal Victory Condi- German, Czech, and Soviet motorized rifle regi- tions) for Warsaw Pact victory determination. NATO CITY HEXES LEVEL OF VICTORY ments, all Soviet airborne mechanized battalions; 131.921 In the event that no Warsaw Pact victory is 22 or more Strategic Victory all US 2-8 mechanized infantry battalions. The attained, the NATO player determines his level of 15-21 Substantive Victory following units are eligible for airmobile opera- victory as follows: 8-14 Marginal Victory WM t r31.731 MAJOR TRAINING 1.41 ELECTRONIC WARFARE TAB -- AREA TABLE IMBINI First Die: 1-3 4-6 H of Gap DIE Map 1 1st Brigade, 1st Brigade, Game Turn NATI 1st Armd Division 3rd Armd Division 3 2 2nd Brigade, 2nd Brigade, 6 1st Armd Division 3rd Armd Division 3 3rd Brigade, 3rd Brigade, 1st Armd Division 3rd Armd Division 4 1st Brigade, 1st Brigade, 3rd Inf Division 8th Inf Division 5 2nd Brigade, 2nd Brigade, 3rd Inf Division 8th Inf Division 6 3rd Brigade, 3rd Brigade, 3rd Inf Division 8th Inf Division The NATO player refers to this table before setting up his units. See31.7 for details.

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1 \,I\ hl:I,,'d, **-dnd ' t The AIamo recreates the heroic stand by a small force of Texan defenders inside the famous Alamo mission against a Mexican army over ten times its size. The Mexican player chooses from among six entry areas to bring on his four main columns and, later, his reserve column. The Mexican forces must withstand the withering Texan fire until a weak spot along the walls can be found and the Alamo finally breached. Once inside, desperate hand-to- hand fighting takes place. Special rules cover fire and melee combat, artillery batteries, leadership and leader losses, and ferocious Texan counterattacks.

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BUYER'S GUIDE FOR THE ALAMO Age Range: 12 years to adult Number of Players: 2 (Suitable for solitaire play) Average Playing Time: 2 hours Complexity: Moderate (5.8) For purposes of comparison, Monopoly is con- sidered to have a complexity rating of 2.34.

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SAMPLE COMBAT UNIT (Front) Designation

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Melee Strength Morale Rating

SAMPLE COMBAT UNIT (Back)

educed ~trengthand ~atiAg

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SEQUENCE OF PLAY Mexican Replacement Phase Mexican Reserve Unit Placement Phase TEXAS PLAYER-TURN Movement Phase Combat Phase Rally Phase MEXICAN PLAYER-TURN Mexican Reserve Commitment Phase Movement Phase Combat Phase Rally Phase Mexican Withdrawal Check Phase Game-Turn Indication Phase The Adventure Game Makers 4 257 Park Avenue South, New York NY 10010-7366 TEL: (212) 673-4103 STATREP SPIES! A Statistical Report of Game Characteristics

by Claude Bloodgood

Lightning-fast decisions and narrow es- Repeat Players: 57 leading since a lot of key mistakes destroyed capes are just the tip of the iceberg in SPIES! 89.1% of 64 participants played SPIES! again af- winning chances for all sides. The Russian Anything can happen, and usually does when ter completing one game. Because SPZES! is a side is the weakest, yet is quite playable. least expected. A secret is discovered, a spy multi-player game, set-play has not been utilized Overall play balance is very good. for statistical purposes. sanctioned, escape impossible because mon- Play Balance: 8.70 ey is lacking to finance it. Enemy police must Total Games Played: 35 Average of 64 responses. 9 is perfectly balanced; 1 be avoided unless your spies have papers, This number is really significant when the number is totally unbalanced. and allies are always questionable at best. of players and limited time (45 days) is considered. SPZES! is a dual-level game, and this re- SPIES! generates lots of interest! Playability: 8.89 port is focused on the short game; all statis- Average of 64 responses. 9 is supremely playable; 1 Average Playing Time: 4.61 hours is unplayable. tics were compiled from short game play. A Total playing time was 161% hours for 35 games. future report will explore the long game New players can expect their first game to take Length of Game: 7.05 which is even better. about 6 hours unless at least one player is experi- Average of 64 responses. 9 is exactly the correct enced with SPIES! The average playing time length; 1 is much too long or short. should run between 3% and 4 hours with five ex- Game Challenge: 8.61 perienced players. Average of 64 responses. 9 is extremely challeng- Shortest Complete Game: 3.25 hours ing; 1 is no challenge. Five experienced SPIES! participants had no trouble Rules Dispute: 8.27 getting below the 4 hour game length repeatedly. Average of 64 responses. 9 is none of consequence; Longest Recorded Game: 7.10 hours 1 is constant disputes. Five inexperienced players trying SPIES! for the first time. Best Side Results: Multi-player game Comments on the Game System Germans scored 14 wins. British had 12 wins, while others struggled. French (5), Russian (3), and SPIES! offers real enjoyment and chal- Italian (1) combined wins totalledonly 9. lenge with one of the briefest and clearest set Game Imbalance: Multi-player game of rules around. It is difficult to anticipate Results suggest that Germans and British have the the real complexity of the game when reading major advantage, but while the Italians won only the rules, but once play begins it quickly be- once they came in second 19 times. A well balanced comes apparent that SPIES! is not for slow game with everyone having a chance, SPIES! de- thinkers. Each action taken can have sudden pends on rapid decisions and luck. repercussions as well as potential benefits. Players must cope with four opponents, each Game Balance Analysis capable of affecting the outcome. The rules The short game is essentially a fun game do not interfere with play. The mechanics are with good play balance. The results are mis- simple, and the game is a delight to play. H H Having a multi-vlaver game to review is quite a bitmore challenging than the more common two player games, but it is interest- ing. SPIES! can be played by as few as two, but it is really a five player game. Statistics were compiled from five player games only. Reduced version Sides were rotated as often as possible, with of part of the as many players changing as was practicable. SPIES! map. Most players tried at least two sides; many played all five. Luck and skill are key factors in SPIES! Quick-thinking players win more frequently than careful plotters. An ability to make alli- ances and discard them at crititcal points is essential. SPIES! is an excellent family game for adults and teens. Reading chits and acting on what is read would make it difficult for younger children. This game is highly re- commended! Statistical Analysis Participating Players: 64 79.0% of active players selected SPIES! from an inventory of more than 85 titles available during the45 days ending 10/13/81. INSTRUCTIONS TO AUTHORS FOR of 1 (Poor) to 9 (Excellent). For the actual text MOVES ARTICLES of the questions, see Section B of Feedback on page,,. Most of the articles in MOVES are written READER REVIEWS by its readers. We'd like you to give it a try - if your article is well written and on a subject of interest to readers, there's a good chance it will see publication. The subject of your article is up to you. From time to time the Editor will suggest potential article topics. Don't be afraid to write on other publishers games -MOVES is not a "house organ" that ignores the rest of thegaming world. Types of Articles. 1. OperationalAnalysis. Deals with the tactics and strategy of play in a specific game. 2. Game Profile/Review. Description of a game or games with particular attention to its simulational system and playability. Any criti- cism must be well-supported by logical argu- ment and fact, not simply personal opinion. 3. DocumentedPlay. Description of and com- ment on the move-by-move progress of an ac- tual two-player or multi-player game. Docu- mented play should be the result of several playings, the most relevant of which being the subject of thearticle. 4. Field Report. Provides organized, valid in- formation on some aspect of conflict simula- tion of general interest. 5. Scenarioplex. An experimental section of scenarios (each no longer than two typewritten pages) in the style of the parent game rules. 6. Miscellaneous. Articles that don't fit in the specific categories, but which the author feels appropriate for publication in MOVES. Manuscript Requirements. Typewritten, double-spaced on white bond. Line length 55 to 65 characters; no more than 25 lines per page. Min-max length: 6 to 30manuscript pages. Pages should be numbered and tagged with author's last name. Cover sheet should give date written, full-name, address, phone number, suggested title, and honorarium preference. Honorariums. For all published submis- sions (except letters), MOVES Magazine pays sh, Jim Simon, Anthony Williams an honorarium at the rate of $9 per running 10" of edited text, calculated to the nearest half column. You must include your Social Security Comments: Fourth in the Great Battles of the number with your submission. Alternatively, American Civil War series recreates General Authors may elect to take their honorarium in SPI products at the rate of $18 per 10" rendered against the list price of the items. Honorariums 1862. Unit formation and facing, artillery and ~~~~l~~~~~t:john Harshman (cash or credit slip) will be rendered 30 days small arms fire, melee combat. cavalry chaw comments:simulation of operationStrong- after publication. es, fighting in cornfields, loss of brigade corn- heart - the lsraeli drive across the suezcanal Copyrights and Agreement are located on bat effectiveness. to isolate the Egyptian Third Army - during the backflap of the Feedback card in this issue. the October War of 1973. Barrage commitment A facsimile may beused. RAGNAROK and resolution; variable number of impulses Please include with your submission a Design and Development: per Game-Turn; barrage, opportunity, de- stamped, self-addressed postcard. On the Darryl D. Esakof fense, anti-tank, and support fire; amphibious message side of the card write the name of your Art: Redmond A. Simonsen Gilowas, rafts and pre-constructed bridge for article. This card will be used to inform you of crossing the Canal. Comments: Loki leads the Jotun - Frost and the status of your submission. Articles and illu- Fire Giants and the Midgard Serpent - into THE GUNS OF AUGUST strations cannot be returned. Address all sub- the last battle of all time against the Norse Design: Robert Beyma missions to: Redmond Simonsen, Editor, gods, heroes and the Vakyrie. Engagement Development: Frank Davis MOVES Magazine, 257 Park Avenue South, and disengagement, incapacitation by blinding comments: strategic level of New York, NY 10010. light and fetters, collapse the rainbow World War One covering both the Eastern and British Isles. Readers in the Briti5ih Isles bridge, breaching the walls of Asgard. Western Fronts. Entrenchments and stosstrup- wishing to submit articles t o MOVES should pen, effects of national morale, shifting units direct submissions and correspondence to: THE FALL OF FRANCE between fronts, garrisoning captured cities, Charles Vasey, 14 Osprey Gardens, Selsdon- "big push" attacks and siege artillery. vale, South Croydon, Surrey CR2 8TB Canada. Canadian readers should submit John Astell with P.R. Banner, F.A. Chadwick, Editor's Note: Avalon Hill's Amoeba Warwas articles to: Ian Chadwick, 303-15 Bideford D. Hughes and F.G. Prieskop also fed back in MOVES nr. 57,lbut due to lack Art: Paul R. Banner of sufficient response thegame will not berated. Ave., Toronto, Ontario, M5M 4C2. used when the variant allowing amphibious Players may make photocopies of the landings is used. Otherwise, only one of the counters below and paste them to the extra Marine units is used in the historical scenario counters in the game or make the counters by and enters play on turn 5 in hex 0921. hand. James Meldrum Your Moves Israeli and Egyptian Commandos: Two com- mando units may be used by the Israelis; they represent company-size units of the Ha Sinai recon unit of the Israeli southern command, which were elite commando and recon units. "Your MO VES" is intended as a forum to al- Both units enter play with the Israeli Reshev Israeli Israeli Israeli Israeli low readers and game designers to comment units. The Egyptians may receive one com- Paratroop Commando Artillery Anti-tank on games and game design, offer optional mando unit which enters play on turn three (X2). (x2) (x 1) (x 1) rules to the most popular games, and present in hex 0921. new scenarios and campaigns. Readers wish- Israeli and Egyptian Artillery: One artillery ing to submit items to "Your MOVES" unit is made for the Israeli player (Editor's should write their pieces up to 750 words, typewritten (double spaced). No payment is Note: The Israeli "artillery" capability is er- offered for material submitted, and all sub- roneous. The game gives the Israelis an air- Egyptian Egyptian Egyptian Egyptian missions, published or unpublished, become strike. The reason the Israeli "artillery" cap- Paratroop Commando Artillery Anti-tank the property of SPI. Authors will be given ability increases as the Israelis cross the Canal (X3) (X2) (x2) (x 1) proper attribution for any materialpublished is because as the Egyptian SAM sites were de- stroyed there were more Israeli airstrikes, not in "Your MO VES. " more artillery penetration. - Mark Her- man) and two artillery units for the Egyptian Expanding "Across Suez" player. The artillery rules remain the same ex- Egyptian Kuwaiti Palestinian Across Suez is SPI's simple, fast-moving cept that to use artillery support or make bombardments the defending unit must be Marines Infantry Infantry game which simulates the first part of the (X3) (XI) (X 1) battle of the Chinese Farm during the Arab- 1.) adjacent to an attacking unit and 2.) with- Israeli War of 1973. The game covers the first in four hexes of the artillery unit. Each artil- part of the battle up to the Israeli crossing of lery unit may make one attack per turn. The the Suez Canal. Across Suez contains 46 Israeli artillery unit enters on turn 1 on hex printed counters out of a sheet which would 1708. (Editor's Note: The Israeli player may Optional Rules for wish to use the Airstrike marker instead, ig- permit 100 counters to be printed. The 44 un- "Desert Fox" printed counters on the countersheet offer noring this section.) Both Egyptian artillery opportunities to expand the game by making units enter on turn 1, in hex 0401 and one in One of the major problems inherent in extra units to simulate the presence of small- 1301. designing a game on the African Campaign is what to do about the withdrawal (and then er units that took part in the action and pro- Airborne Landing Variant vide an increase in detail. These extra units return) of all those units that were being also allow for a couple of variants to be made Both sides had the capability to make shifted around for one reason or another. Do depicting actions or maneuvers which did not airborne landings during the Battle of the you follow the historical sequence strictly, or take place in the historical action. Additional Chinese Farm, and this variant assumes that do you allow the Commonwealth player to units may be made for the Israelis using the either one or both sides conducted airborne vary this somewhat? Obviously, you cannot tan counters and for the Egyptians using the operations. This variant may be used in con- allow the CW player to decide on his own; brown counters. New units may include: junction with the regular scenario. Both sides given that lack of restriction he would with- may make airborne landings as soon as they draw nothing and the Allies would be in ISRAELI: Israeli Parachute Units have airborne units avaliable to them. Air- Morocco for a 1941 Thanksgiving. (Unless, 35th Parachute Brigade: Only one battalion borne landings are made only by airborne of course, you fudge all the combat strengths, of the 35th Parachute Brigade participated in units and are conducted simply by picking up supply rules, and other historical elements, the action depicted in AcrossSuez. This unit the airborne unit and placing it on the map in and end up with another Africa Korps.) appears during turn 4 in hex 1609. any hex not occupied by an opposing unit or The reasons for the African withdrawal 23rd Parachute Brigade Task Force: This in an opposing unit's zone of control. Air- were many and varied, ranging from total in- .unit represents a battalion of th.e Israeli 23rd borne units may conduct an airborne landing action on the African front to problems in Parachute Brigade which was attached to the only once per game. Upon landing, the air- Greece, Crete, Syria and even India. Given Reshev force; it enters play together with the borne unit functions like an infantry unit in that one is recreating historical possibilities rest of the units of the Reshev force. all respects. Victory conditions are the same - not actual history - when playing Desert as in the regular scenario. Fox it is possible that all, some or none of the EGYPTIAN: Egyptian Parachute Units above reasons may actually come into play. The Egyptian Army had some limited ability Amphibious Landing Variant Use of a variable withdrawalheturn table to conduct an airborne operation and these would randomize those historical possibil- units are used in the variant which allows the This variant posits that the entire Egyp- ities, creating much greater "fog of war" players to conduct airmobile operations: tht tian 130th Marine Brigade crosses the Suez than is presently available. 6th Kuwaiti Battalion, Palestinian "Ain Jal- Canal and is committed to the battle as an in- In Desert Fox, I opted for strict adher- loud" Brigade, and Egyptian and Israeli anti- dependent reinforcement rather than in ence to the historical arrival and departure tank units. piecemeal fashion earlier in the battle. All times, mostly for playability purposes - and All of these units function as normal in- three units of the 130th Marine Brigade enter also because we were operating under the fantry units. The anti-tank units represent in- play on turn five on any coastal/canal hex spatial restrictions of an S&T game. Having fantry armed with anti-tank weapons and north of Matzmed or south of Lakehan. Vic- made the Axis supply arrival ahistorical and some vehicles. One anti-tank unit is made for tory conditions are the same as in .the regular variable, perhaps I should have gone to a each side. The Israeli anti-tank unit enters game. similar Allied variable/withdrawal table. play on turn three and the Egyptian unit en- In all cases, regardless of the variant cur- Several of my designer associates pointed this ters play on turn five on hex 0921. Both the rently being played or the numbers of extra out to me, and it set me to thinking that it Kuwaiti and Palestinian infantry units enter units being used in the regular scenario, the would not be too difficult to formulate such play on turn five in hex 0921. victory conditions in all cases are the same. a table for those players who did not wish to Egyptian 130th Marine Brigade: Historically, In addition, commando units have their be fettered by the chains of historicity. one battalion of the 130th Marine Brigade combat strengths doubled during night turns I therefore put forth the following rule, was attached to the Egyptian 25/4 unit. The and may also ignore an opposing unit's zone which may be used by Desert Fox players in- three units of the 130th Marine Brigade are of control at night. stead of the withdrawal/return table present- fconrmued on page341 Great Games in the Central Front Series

Soviet armored forces break A combined Warsaw Pact through into the central Ger- force attacks into the moun- man plain. Fifth Corps con- tainous south German area. tains a 22" x 34" map, 200 Hof Gap contains a 22"x cardboard playing pieces, 34" map, 400 cardboard and Central Front Standard playing pieces, and Central and Fifth Corps Exclusive Front Standard and Hof rules booklets. Gap Exclusive rules. $8.00 $10.00

Combine these games with BAORfeatured in S&T88! Available through your retailer for $6.00. Central Front is an ongoing series of games in which NATO forces in Germany confront the Warsaw Pact steamroller in a hypothetical fu- [3.4] HOW TO READ THE UNITS ture war. Fifth Corps is the first game in the series and covers the So- TYPICAL COMBAT UNIT (front) viet breakout in the Fulda Gap area. Hof Gap, the second game in the Central Front series, expands the scope of the simulation by ex- Unit Deslgnationf~~UnrtUn~t TypeStze amining the Czech, East German and Soviet forces attacking to the south of the Fifth Corps area. A campaign game is included which 210-14 ties the first two games together. New elements, such as artillery counterbattery fire, US training areas, supply airheads and airmobile Attack Strength Defense Strength operations, are introduced which can be incorporated into Fifth TYPICAL ARTILLERY UNIT (front) Corps as well. The third game in the series, BAOR (British Army of the Rhine) is available in Strategy & Tactics 88, and offers new Stand- ard rules applicable to both Fifth Corps and Hof Gap. All games in the Central Front series Z 454 are now available through your local retailer! Range The Hof Gap and BAOR maps abut the ~ifth*~orpsmap as part of thecentral Front game series. Section of Hof Gap map and samplecounters.

A SPI The Adventure Game Makers ~n257 Park Avenue South, New York NY 10010-7366 TEL: (212) 673-4103 Great BritainIEurope: Contact Simpubs Ltd., Freepost, Oakfield House, 60 Oakfield Road, Altrincham, Cheshire, England WA 15 8EW. Austra- IiaINew Zealand: Contact Military Simulations Pty. Ltd., 18 Fonceca Street, Mordialloc, Victoria 3195, Australia. Canada: Contact International Games of Canada, 3227 Lenworth Drive, Mississauga, Ontario L4X 2G8. Japan: Contact Hobby Post Co., 1-38 Yoyogi, Shibuka-Ku, Tokyo, Japan Your MOVES [continuedfrornpage3~1 Table (5.37) to determine whether or not he must cluding the following types: recon, armor, artil- withdraw, and/or may return previously with- lery, and heavy weapons. ly in use, as stated below. The new variable drawn, combat units. Commonwealth units are table does not change the balance of the [5.44] To bring in a reinforcement at Tobruk the withdrawn and withdrawn units returned only reinforcement must be scheduled for arrival that game over the course of an entire campaign. through this table. However, it will change the ebb and flow of Game-Turn. The Axis player then announces the game as you have been playing it, and [5.33] The Commonwealth player rolls one die, which unit is attempting transport to Tobruk and consulting the Variable Withdrawal Table. That rolls one die. If he rolls a 1-5, the reinforcement players must be aware that they are now sub- die roll may be adjusted by one, some or all of the arrives safely. If he rolls a 6, the convoy has been ject to the whims of the die rolls. Just be- four factors listed beneath the table. Thus, if the sunk and the unit(s) is permanently eliminated cause your die always seems to come up a Axis player holds Tobruk and Bardia (mere occu- (i.e., goes into the destroyed units pile). "1" when you roll does not mean everyone pancy or the "last unit to pass through" is enough) [5.45] Units arriving at Tobruk are treated as nor- else's does. I tested this out on two separate but instigated no attacks (see below) the previous games, and in both run-throughs the course mal reinforcements and may move, etc., in the turn, the CW player adds one to his die roll. Any turn of their arrival. of the campaign was quite different from combat action that the Axis player takes where he that of history, or from other games that I is considered the "attacker" (see 11.0) satisfies that [5.46] The Axis player may not use Tobruk for re- had played previously. However, since the definition. inforcements the same turn in which he brings in a MSU, and vice versa. Allies won one of the campaigns handily, and [5.34] If the table states that there is a withdrawal, the Axis eked out a miniscule tactical victory the Commonwealth player than proceeds to the [8.8] ROMMEL in the second, overall balance did not seem Commonwealth Withdrawal Table (5.38) and rolls In order to use this optional rule, the players must greatly affected. one die, withdrawing the unit(s) listed. Units are supply a "Rommel" counter. Players may make a Please note that I recommend this only withdrawn at the end of the Game-Turn in which photocopy of the counter below for such use. for the full campaign game, and those wish- they were rolled for (as the last act of the friendly ing to play only the Tobruk scenario should Refit Phase), following the general precepts of stick to the historical withdrawal. 5.21. The units withdrawn must meet the criteria The rule given for Axis use of Tobruk listed on the table, unless there are no such units on represents the limited use to which the Axis the game-map (whether available under 5.21 or put that port during the campaign. The main not) that meet those criteria. In such a case, any (8.811 Rommel is deployed Game-Turn 1 with any problem with Tobruk was that Axis fighter other unit may be withdrawn, or if only some units can be withdrawn, follow the precepts of 5.22 and German unit. It has no value other than listed be- protection for convoys to Tobruk was scanty low, and has "0" Stacking Point. at best, and the player therefore takes a 5.23. chance of losing a unit if he wishes to use To- [5.35] If the table states that a "Return" is possi- [8.82] Any unit engaging in a normal Overrun (not bruk to gain greater forward mobility. His- ble, this means that the Commonwealth player a Supply Overrun) that is stacked with Rommel adds one to its combat value (to the total stack, not torically, the Axis did bring several convoys may return to play, as per 5.1, any unit previously withdrawn during apriorturn under 5.34. He rolls to each unit in the stack) and expends only onead- of men and equipment into Tobruk, but ditional Movement Point, not two as in 8.34. these were mostly smaller-level units than the one die and consults the Commonwealth Return game contains (which is why we have limita- Table (5.39) to see what unit(s) may be returned. (8.831 Any motorized combat unit stacked with tions). Benghazi, although theoretically a Units so returned enter as reinforcements during Rommel during a friendly Reaction Phase may re- much better port than Tobruk, was fairly the friendly Reinforcement Phase of the next act one additional hex, in addition to the allow- Game-Turn. The player may return any previously ance listed in 8.42. useless throughout the war because of all the withdrawn unit he wishes to, unless the table indi- 18.841 At the beginning of each Game-Turn, prior sunken ships and mines in the harbor. At this cates that the returning unit must be infantry. Any level of play it would be senseless to represent to the Initiative Phase, the Axis player rolls two unusable return "points" are lost; they may not be dice. If he rolls an "11" or "12," Rommel has the minimal function it did have. saved from one turn to the next. Also included, below, is a rule for the returned to Germany for that turn. When rolling [5.36] Under certain die rolls on the Withdrawal for Initiative that turn, the dice roll span is 2 to 6, presence of Rommel, which was discarded Table, if all or some of the units from the same par- regardless of what is printed or. the track. Do not during playtesting, mostly for purposes of ent division (e.g., all units from the 2nd New Zea- use this section for Game-Turn 1 or 2. keeping the game clean - plus the fact that land Division) fit the requirements and are avail- [8.85] Rommel may not be killed. If he is stacked we needed extra counters. The use of Rom- able, then all - or at least three - withdrawing me1 will slightly - very slightly - help the with units that are eliminated, simply place him units must come from that division. Such units with the nearest friendly unit, immediately. Axis player. Even though the Axis player may return all at once or individually, as the player now can gain some maneuverability with sees fit. Example: The CW player must withdraw [8.86] Rommel affects all units in the hex in which Rommel, he will probably lose his all-impor- four units, including 1 Heavy Weapons brigade. he is stacked. However, Rommel may never affect tant initiative advantage several times during The 24/9 Aus, 26/9 Aus, and the 9 Aus Heavy a stack composed solely of Italian units; the stack a complete game. I decided to allow Rommel Weapons Brigade are available as per 5.21, while must be all German or part German. to remain alive and impervious solely because the 20/9 Aus brigade is depleted and out of supply. Richard Berg to write "Raid on Rommel" rules would. be The CW player must withdraw the three Australi- 15.371 COMMONWEALTH an units plus one other. far in excess of the level of the game. To doso VARIABLE WITHDRAWAL would have to incorporate the "Desert [5.37] Commonwealth Variable Patrol" rules (also originally in the game) Withdrawal Table TABLE that were provided in MOVES nr. 58. (see below) DIE ACTION TAKEN One last note: a piece of additional erra- [5.38] Commonwealth WithdrawalTable - 1 Withdraw ta. Benghazi should be the equivalent of a (see below) 0 Withdraw Level 1 Fortification,. not a Level 2. Simply [5.39] Commonwealth ReturnTable I Withdraw shift Benghazi down to the next row on the (see below) 2 Withdraw and Possible Return (*) Combat Results Table. 3,4,5 No Action [5.3] COMMONWEALTH VARIABLE 6.7 Return WITHDRAWAL AND RETURN [5.4] AXIS USE OF TOBRUK AS A PORT (*)=Roll die: on 1-4, no action; on 5-6, [5.31] The Commonwealth player does not use the [5.41] In any friendly Reinforcement Phase that Return. The Table is used on Game-Turns 3 Withdrawal/Reinforcement Schedule of Section the Axis player occupies (has a unit of any type) in throligh 20. Tobruk and the Commonwealth player has no 5.17, except where it pertains to non-returning Adjustments to Die Roll combat units in General Supply on Map L, the reinforcements (reinforcements without an aster- + 1 if Axis holds Bardia isk). In addition, all rules in Case 5.0 apply, except Axis player may attempt to bring reinforcements as changed or noted below. in at Tobruk. + 1 if Axis holds Tobruk [5.42] Only newly arriving units may use this rule, - 1 if no Axis combat unit in General Supply [5.32] Starting with Game-Turn 3 and continuing on Map L through, and including Game-Turn 20, the Com- not refitted units. monwealth player, in his Reinforcement Phase, (5.431 The Axis player may attempt to bring in 1 - 1 if no Axis attack on previous turn uses the Commonwealth Variable Withdrawal Stacking Point of combat units of any type, ex- All adjustments are cumulative trenches after encountering the Yanks at Beiieau Wood. it seems the spirited Marlnes, although outnumbered and short on supplies, were able to give the Huns a bloody nose, and stop thelr are 5.1 counter. The Brltish advance on Parls, thus preventing the fall of power, but can that the French Capitol1 hold back the hordes of these fierce fighters? Will the thin

On a scale of 10 seconds per turn, and 10 feet per hex this ranks as one of the finest games on WWI. game brings to life all the Using a unique game system, BELLEAU challenges and hazards of the WOOD simulates WWI combat as it actually battle field like no other game was. You'll dlscover why the machine gun on the market, today. Hook, was such a deadly defensive weapon. See Bromhead. Chard. Dunbar are artillery blow holes in the enemy lines. a11 named on the counters and clouds of gas float over the heid of battle. are available lor YOU to all out Yet, in the final analysis, ~t is the their names in time of need. responsibility of the Infantry to take and Rules cover healing wounded. hold the ground. BELLEAU WOOD 1s a Company ground level game with daily turns. Covering the entire battle from the French retreat to the American counter attack on the Huns, both sides have too! Now you can change the opportunities for offensive and defensive strategies. The game is highly moblle, wlth outcome with your own no trenches on the three color 34" x 22 Strategy. Reaiistic, yet simple game board. Comes complete with map. and fun to play. Up to par with 270 die cut counters printed 3 colors front any other war game, all this in and back, a 16 page 'easy to read' rule book a box from $9.95. and boxed for only $1 1.00 Also Available . . .

English Board Games on a Grand Scale Each $45.00 including postage 15.381 COMMONWEALTH WITHDRAWAL TABLE Civilization Lead your people from a DIE UNITS WITHDRAWN wandering Stone Age tribe to a Civilized 1 Any one unlt 3 strength points or better City State 2 Any one unit 4 strength points or better 1829 Railway Building, Rivalry, Finance & 3 Any two units Share Speculation in The Golden Age of 4 Any two units, one of which must be an armored brigade Steam 5 Three.units, one of which must be a Heavy Weapons Brigade (see 5.36) 6 Four units, one of which must be a Heavy Weapons Brigade (see 5.36)

15.391 COMMONWEALTH RETURN TABLE DIE UNITS RETURNED 1 One Infantry(*) unit 2 One unit, any type 3 Two units, one must be infantry(*) 4 Any two units 5 Four units, two of which must be infantry 6 Four units, one of which must be infantry

(*) = Infantry means any unit which is not armor or Heavy Weapons. However, if no infantry is 1105 ~assachusettsAvenue available, player may return other type unit. Cambridge, MA 02138 492-071 1 Mail and Phone Orders Accepted ket. To make things worse, it was during this the 155mm howitzers) while F4's chew up time that the bottom fell out of the market soft vehicles in the battalion. It is not easy to for pre-twentieth century games (except achieve such a debacle (for the opposing American Civil War games). Julius Ceasar player), but the results are well worth the ef- entered the R&D filing cabinet with other fort. Nothing like a scenario with a serious misbegotten games. catastrophe for your opponent! This game Julius Ceasar was gone but not forgot- has the potential for many such happenings; ten. I remembered how much fun I had had of course, such things can happen to you too. with it and I kept reminding the powers that I got clobbered by the Soviets in a meeting Julius Caesar: The Gallic Wars be that this game should not be allowed to engagement when my RDF battalion refused die. Recently I received the good news that I to change formation before running head-on Does anyone remember the game Cas- had been chosen to revive the game for publi- into 3 companies of T72's. RDF casualties sino? Dig through your collection of old cation in S&T I am quite excited about the ran up to 75% before it was all over, and the S&Ts for a moment and pull out number 71. game. I know it's finely balanced, extremely Russian was only down a tank company. Oh, Then turn to page 18 and you'll find the first exciting and wild to play. The only problems well, the war continues ... Tony Merridy progress report on Julius Caesar. Richard are editing the rules down to 16 typeset pages Berg, the game's designer, wrote that report and making sure the game's components will in November of 1978 and I'm writing this one fit an S&T format. The game will use tiles as NATO (2nd Ed.) in November of 1981. What happened to this per Spies and Dragonslayer, rather than the Research and design work on NATO game? Did it enter some kind of time warp - cards it was originally to have had. Tiles con- well, yes and no. Second Edition has just been completed. The tain the same information as cards and are game has been played a dozen times and is Julius Caesar was originally intended as actually easier to use and last longer. I am an issue game to appear in S&T 75. Things now ready to go to the blindtesters for de- happy to be assigned this game and look for- bugging. NATO represents a giant step back- went wrong. Richard originally designed the ward to seeing it finally presented to the S&T game to use 56 playing cards, 200 counters ward in terms of most current treatments of audience, who I'm sure will appreciate its the subject. Although incorporating a great and a full size map. As he worked on the uniqueness. Eric Lee Smith game, it grew too large for its intended pur- deal of updated research from our Next War pose. The game Napoleon's Art of War: experience, NATO's key design parameter is Dresden and Eylau was quickly put into RDF (Rapid Deployment Force) simplicity. The end product, we trust, will be shape and replaced Julie in issue 75. It was a clean, fast, easily playable game that can be decided that Julius Caesar should be released I recently had the pleasure of demolish- hammered to a conclusion in a single sitting. as a full sized boxed game and work contin- ing an Iraqi armored battalion with an Ira- There are four major elements which ued on it. nian force of Chieftains (2 companys) and contribute to the relative simplicity or com- My first exposure to Julie came during associated infantry. The Iraqis had the larger plexity of a simulation: 1.) the number of the winter of 1978/79. I was then a regular tank force, but not only was their equipment counters, 2.) the length of the rules, 3.) the Friday night playtester at SPI and the game I inferior (T55's against Chieftains is suicide), sequenci of play, and4.) the layering of game had worked on for so long, Bloody April, so were their tactics. The Iraqi commander mechanics. The following aspects of NATO was finished. I decided to stick with Berg and found out why it doesn't pay to attack with have been developed from these elements. At went directly into testing Julius Caesar. Rich- tanks in a piecemeal fashion; against superior no time will either player be handling more ard organized an exceptionally good set of firepower, you get defeated in detail. than 100 pieces on the board. The rules book- testers which included two of the game's fu- RDF is now entering the final stages of let, exclusive of scenario information, will ture developers, Fred Schachter and myself. I development. The addition of high-technol- not exceed 8 pages. The sequence of play played the game every Friday night for two ogy equipment like thermal-imaging sights starts with a simple Air Phase and then contin- months and amassed a perfect record of 8 (to allow sighting into and out of smoke) did ues with the following 4 phases for each losses in 8 games against Fred. Even though not require lengthy new rules, but it did re- player: 1.) Air Strikehterdiction, 2.) Move- humiliated by Fred in game after game, I quire a change in tactics. The side that had ment, 3.) Combat, and 4.) Rebuilding/Re- really thought Julius Caesar was an extraor- such equipment had a real advantage, even supply. Finally, only the air game involves dinary game. After two months Fred became when outnumbered and with relatively poor mechanics with more than one table or se- the developer of the game and I began emer- command ratings. It became possible to quence of steps. gency testing on China War (at the request of balance the scenarios with ease; one side had NATO handles the air war as follows. Brad Hessel, R&D manager). I went on to it, the other didn't. The MPWS (Mobile Pro- During the Air Phase, a single die is rolled on other games after China War since Fred had tected Weapons System) finally could stand an Air Superiority Table to determine the Julie well in hand. up to even a T72, although still not on quite outcome of the air superiority battle for that Fred began to really remake Julius Cae- even terms. Before, it didn't stand a chance. Game-Turn. The result determines the col- sar as he developed it. The testers loved the The scenarios have now been balanced umn on an Air Defense Table used to see how game, but Richard was becoming uneasy as to the point where playtester skill has become many of each player's Ground Attack Points to its increasing complexity. I quote Richard paramount, which is exactly where they (GAP's) penetrate into enemy airspace. Once from his October 1979 Progress Report in should be. I detest games where one side al- through, surviving GAP's may be plugged S&T 76: "Actually, Fred Schachter, develo- ways wins; you feel as if you're not playing back into the air game by performing airfield porus majorus extremis, is handling most of against your opponent, as much as against attacks, which can modify the column used the work on this one now. I've received more the game. None of that in RDF, oh no. for the next turn's air superiority roll, or they notes from Fred an the rules from this game Scenarios are being prepared now to may be "leaked" into the ground game than we had errata for Armada (which is say- deal with helicopter-to-helicopter combat, where they can be used to interdict enemy re- ing something.. .)." reconnaissance units contacting each other, inforcements, strike at enemy units and sup- After a year or more of work Fred hand- ambushes by guerrilla units (Afghanistan ply trains, or support ground combat. ed in what has to be the most completely test- guerrillas vs. the Soviets), and the like. The The simple movement/combat sequence ed and developed game in the history of SPI, system seems to handle almost any battle of play in the ground war makes for quick The game was continuously tested every Fri- situation thrown at it with a modicum of Game-Turns. The chief drawback is that the day night for almost two years and was blind- tweaking, so coming up with new scenarios lack of a mechanized movement phase com- tested by four groups too! shouldn't be a real problem. monly creates very rigid front lines and en- Scenarios tend to be unmercifully courages a boring war of attrition most un- The game was really something to see. bloody, sharp engagements, with units like the kind of warfare expected nowadays. However, it had grown into a game with a breaking well before the end. It is something The solution to this problem involved devel- 335-page manuscript. This put the game into to watch when a Soviet tank battalion breaks oping a very bloody and mobile CRT, and a category of complexity which made it im- after its headquarters has been destroyed by making ZOC's fairly fluid. Breakthroughs possible to produce as an S&T game or as a an artillery barrage (he let a platoon of and counterattacks are now the order of regular release. It was a game without a mar- APC's get close enough to spot the HQ for the day, and a static front line occurs only [continued onpge40J Task Force is a highly realistic simulation of modern naval combat. Three of the most critical ocean-going routes - the Mediterranean, the Norwegian, and the Caribbean Seas - are represented on the game map. Task Force contains two identical 22" x 34" maps, 440 single and double-sized counters, rules booklet, and various playing aids. The 12 scenarios are presented in four levels of complexity, from introductory to tournament. Additionally, instructions are included to allow players to create new scenarios, using the major fleets of the world and their key ships that are represented in the countermix. blTRACK

I BUYER'S GUIDE FOR TASK FORCE Age Range: 12 years to adult Number of Playerr: 2 I (Low solitaire suitability.) Average Playing Time: 2 hours Complexity: High (7.0) For purposes of comparison, Monopoly is considered to have a complexity rating of 2.34.

I HA SPI The Adventure Game Makers .rJ 257 Park Avenue South, New York, NY Task Force: $I8 1 10010-7366 TEL: (212) 673-4103 Great BritainIEurope: Contact Simpubs Ltd., Freepost, Oakfield Now available House. 60 Oakfield Road, Altrincham, Cheshire, England WA IS nationwide! SEW. AudralialNew Zealand: Contact Military Simulations Pty. Ltd., 18 Fonceca Street, Mordialloc, Victoria 3195, Australia. Can- ada: Contact International Games of Canada, 3227 Lenworth Drive, Mississauga, Onlario L4X 2G8. Japan: Contact Post Hobby Co., 1-38 Yoyogi, Shibuka-Ku, Tokyo, Japan puters or microcomputer gaming; 1 =I own an Apple II; from the Parth~ansand Christianity, or lead poisoning 2=plan to buy an Apple II; 3=own a Radio Shack than because tt failed to establish a method of peacefully TRS-80; 4= plan to buya TRS-80; 5=own an Atari 800; transferring power. Time and again, men strove bloodily 6=plan to buy an Atari 800; 7=own some other mtcro- for the lrnperial purple, destroying commerce and devas- computer; 8=plan to buy some other microcomputer; tating the land. As trade broke down, prosperity died Feedback 9= have no plans to buy a microcomputer because I al- and the population dwindled. Pax Romana charts the ready have access to a microcomputer. course of Imperial decline. Each of a dozen historical sce- MOVES 60, Dec 1981/Jan 1982 narios pits lrnperial claimants against each other in a com- 37. If you received this issue of MOVES by subscription, bined power politicslmilitary simulation. The scenarios rate the quality of servlce (did it arrive on time; was your would extend from 69 AD the year of the Four Emperors, address correct; etc.), using the following scale: 0=I to the rise of Septimius Severus, to the triumph of Con- don't subscribe to MOVES; 1 =the quality was extremely How to use the Feedback Response Card: stantine. Units would represent historical legions, and the poor.. .9= the quality was perfect. After you've finished reading this issue of MOVES, change in the organization of the Imperial army from the please read the Feedback questions below, and give us Questions 38 through 47 ask you to rate your interest in infantry-based legion to the massed cavalry of the late your answers by writing the answer-numbers on the card various historical periods on a 1 to 9 scale, with "1" indi- Empire would be included. Each unit would have both a in the response boxes which correspond to each question cating very little interest in this period and "9indicating a strength and a loyalty rating, the latter representing the number. See stapled insert for card. Please be sure to verystrong interest in this period. degree of enthusiasm w~thwhich the men followed a lead- answer all questions (but do not write anything in the box 38. Ancient (Roman. Greek, Biblical, 3000BC-600ADl er; units may switch sides, generals may be assass~nated, for question-numbers labelled "no question"). Incom- the currency may be debased, and entire provinces may 39. Dark Ages and Renaissance (600AD-1600AD) pletely filled out cards cannot be processed. be looted to feed the lrnperial treasury. The influence of What the Numbers Mean: 40. 30 Years War and pre-Napeleonic (1600-1790) barbarians and the Parthians would be simulated by the When answering questions, zero always indicatesnoopin- 41. Napoleonic (1790-1830) presence of military units and a sliding pol~ttcalscale that ion or not applicable. When a Question is a yes or no 42. Civil Warand 19th Century (1830-1900) would represent the degree to which these outsiders are question, 1 means yes and 2 means no. When a question cowed by lrnperial force at various times during the 43. World War One (1900-1930) is a rating question, 1 is the worst rating, 9 is the best scenario. The game would include a 22"x34" map, 600 rating, 5 is an average rating, and all numbers between ex- 44. World War Two (1930-1945) counters, 24 pages of rules.To sell for $18. press various shades of approval or disapproval. 46. Post-World War Two (1945-present) 82. Bladensburg: American Militia vs. Wellington's SECTION A 46. Sciencefiction Regulars. The battle of Bladensburg on August 24, 1814, 47. Fantasy IS considered by many h~storiansto be one of the worst 1-3. No question (leave blank). ever fought by an American army. It was a last ditch effort Questions 48 through 64 ask you what kinds of material Questions 4 through 24 ask you to rate the articles in this to save the American capital from capture and burning by you like to read in your spare time. Please use the follow- issue on a scale of 1 (poor) to 9 /excellent). Zero indicates the British during the War of 1812. Bladensburg would be ing scale to answer each question: 0= I never read this no opinion. a tactical game on the company and battalion level with kind of material; 1 = I rarely read this kind of material; 2= 1 special rules for artillery, rifle companies, congreve rock- 4. Filling theGap occasionally read this kind of material; 4= 1 spend most of ets, militia rout and command Emphasis is on maneuver, 5. Sicily my time reading this kind of material. firepower and proper use of terrain; potentially a very 6. TheAlamo 48. Military affairs magazine 1e.g.. Aviation Week) bloody game. It would include a 22" x 34" game-map, 200 7. Operation Grenade 49. Military history magazines counters and 8 to 12 pages of rules. A possible SBTgame to sell for $12. 8. Richard Berg's Review of Games 50. Military hlstory books Great Battles of the American Civil War: There are a 51. Fictional military bookslpaperbacks 9. SPlBUS number of important battles of the Civil War which are dif- 10. Stat Rep: SPIES! 52. Science fiction magazines ficult to produce because the players have perfect knowl- 11. Your MOVES 53. Science fictton bookslpaperbacks edge of the battle situation. However, some of these bat- 12. Designer's Notes 54. Science fact magazines tles can make for very interesting solitaire games. Rate the following five game proposals. Each game would in- 13. Opening MOVES 55. Science fact books clude the Standard Rules of the Great Battlessystem, 4to 14. Playback 56. Daily newspaper 16 pages of Exclusive Rules, 200 to 400 counters and 15-24. No question 57. Current general-market novels would include a gamesystem such that the player actually 25. Assume that you don't subscribe to MOVES. Would 58. "Classic" novelslshort stories plays against the game's system and not another oppo- nent. To sell individually for $12. the quality of this issue alone motivate you to subscribe? 59. Non-SPI adventuregaming magazines 26. For how many Issues have you had a continuous sub- 60. World affairs magazines 1e.g.. Newsweek) 83. The Crater. During the siege of Petersburg, troops under General Burnside tunneled under the Confederate scription to MOVES?O= I do not subscribe; 1 = This is my 61. Business-orientedmagazines (e.g., Forbes) first issue; 2= This is my second or third Issue; 3= This is fortificattons and laid a large mine. The resulting explo- my fourth or fifth issue; 4= This 1s my sixth issue; 5=This 62. Men's magazines (e.g., Playboy) sion blew a crater 80 feet wide by 30 feet deep and killed is my seventh through eleventh issue; 6=This is my 63. Computer magazines 280 Confederates instantly. The Union troops surged into twelfth issue; 7= This is my thirteenth through eighteenth 64. Humor magaztnes thegap only to be trapped in thecrater and shot like fish in issue; 8= This is my nineteenth or subsequent issue; 9= 1 a bucket. The player would plan and execute the Union am a MOVES Lifetime Subscr~ber(regardless of the Please rate the levelof complexity of the following games attack from start to finish, his ultimate objective - break- number of issues received). on a scale from 1to 9, With higher numbers indicating in- through at Petersburg! creased complexity. Use the following games as guide- 27. What level of complexity do you prefer in games? 84. Cold Harbor. On June 3. 1864 Grant launched the lines: 1= checkers; 4.5= Chickamauga; 7= Terrible Swift one battle he later claimed to regret, Cold Harbor. With Rate your preference on a 1-9 scale, with higher numbers Sword; 9 =Air War. Games are SPI publications unless over one hundred thousand men, he attacked Leeand his indicating greater complexity. Use these games as guide- otherwise indicated. lines. 4-5= Chickamauga; 7 = Cityfigh~9= Air War. fifty thousand in their entrenchments. In the resulting bat- 66. Overlord (GDW) tle the Union suffered over 7,000 casualties in less than an 28. Your age: 1 = 13 years old or younger; 2= 14-17, hour. Well executed Confederate counterattacks recap- 3 = 18-21; 4= 22-27; 5 = 28-35; 6 = 36 or older. 66. Angola (Nova) 67. Raidon Iran (SJG) tured what little the Union had gained. The game would 29. Your sex: 1 = Male; 2 = Female. cover the assault of the Union 6th Corps in the center of 30. Education: 1 = 11 years or less; 2= 12 years; 3= 13-15 68. Prochorovka (TFG) the Union line against the Confederates of Anderson's years; 4= 13-15 years and still In school; 5= 16 years; 69. Warsaw Pact ITFG) Division. The player would control the Confederates and 6= 17 years or more. 70. TheTh~nRed Line IYaq) would try to stop the Union attack before it achieved a 31. How long have you been playing conflict simulatioh 71. Murfreesboro (Yaq) breakthrough. games?O=less than a year; 1 = 1 year; 2=2 years . .8=8 72. Fall of South Vietnam (Yaq) 86. Jackson at Chancellorsville. During the battle of years; 9= 9 or more years. Chancellorsville, Lee divided his army in half even though 73. Campaigns of Napoleon (West End) 32. What is theaverage number of hours you spend play- he was outnumbered over three to one. He sent Stone- ing simulation games each month?0= none; 1 = 1 hour or 74. Leeat the Crossroads (SimCan) wall Jackson and his 26,000 man corps on a wide flanking less; 2=2-5 hours; 3= 6-9; 4= 10-15; 5= 16-20; 6= 21-25; 75. Warring States ISimCan) maneuver. The resulting attack destroyed the Union 12th 7= 26-30; 8= 31-40; 9=41 or more hours. 76. Gallipoli (Paper War Games) Corps, rolled up the Union right flank and completely 33. How many simulation games (of all publishers) do demoralized the right wing of Hooker's army as well as 77. Korsun Pocket (People'sWar Games) Hooker himself. The player would control Stonewall you possess? 1 = 1-10; 2= 11-20; 3=21-30; 4=31-40; 78. Streets of Stalingrad (Phoenix) 5=41-50; 6= 51-60; 7=61-70; 8=71-80; 9=81 or more. Jackson and would attempt to crush the 12th Corps and 79. Belleau Woods (HistAlt) repeat Jackson's crowning victory. 34. Did you send in the feedback card for your last issue 86. Grant at Vicksburg. Grant's victorious Union Army of MOVES?l =yes; 2= no. 80. Schutztruppe (FBI) arrived at the gates of Vicksburg on May 19, 1863. To avoid 36. How did you purchase this copy of MOVES 1 =by Rate the following game proposals on a scale of 1 to 9, a costly and prolonged siege, he ordered an immediate as- subscription; 2= by mail, as a single copy; 3= in a store; with 1indicating very little inclination to buy the game if sault on the Confederate works. The initial assault made 4= it was passed along to me by a friend; 5= other means published and9 indicating a definite intention to purchase some headway and Grant ordered a final grand assault. (please describe). ifit is published. Thirty-five thousand Union soldiers attacked and were 36. Do you own or plan to buy one of the following mi- 81. Pax Romana. The Roman Empire fell less because of bloodily repulsed by Pemberton and th~rteenthousand of crdcomputer systems?O= I have no interest in microcom- the continual pressure of the barbarians, the competition his Confederates. Grant did not attack again and the siege began. The player would control the Union forces and try 92. The Fall of Germany: EastlWest. A unique event K. What did you think of the game's realism? to break through the thin, but tough, crust of the Confed- in SBTs history, The Fallof Germany: East/West would L. What did you think of the game overall? erate defense. be two games appearing in back-to-back issues that com- M. What did you think of the game's solitaire playability? 87. Bloody Angle. During May of 1864, the Union and bine Into one grand campaign of the final days of the Nazi Confederates fought the dramatic, but inconclusive, bat- empire in Europe. The Fallof Germany: Westwould begin N. Would you have bought th~sgame if you knew then tle of Spotsylvania. The Confederate Second Corps held in September, 1944, and include scenartos for theclearing what you know now about it (1 =Yes; 2=No). of 8elgium. Operation Market-Garden, the Ardennes the critical position of the line which formed a sort of in- 0. Do you think you received your money's worth wtth campaign, and the final crosstng of the Rhine. The Fallof verted letter "V" which later came to be called "Bloody this game? (1 = Yes; 2 = No). Angle." The Union Second Corps under General Hancock Germany: East would begin in January 1945, and follow We will ask you to rate six games. If you have not played launched an attack on the crest of Bloody Angle and the Soviet thrust through Poland, across the Oder, and on these games, or have not played them enough to be able punched through the Confederate lines, bagging two to Berltn. Each game would include a 22"x 34" map (they to evaluate them, then write a zero in the boxes. generals and the famous Stonewall Brigade. Lee launch- would join together in an inverted L shape), 200 counters, ed a counterattack, but Hancock managed to hang on. and telatively simple standard rules, exclusive rules for The player would control the Union forces and would try each front, numerous scenarios and a grand campaign BAOR game. Each game would appear in successive issues of to break through the Bloody Angle defense wh~lenever 104. A (mapsheet) 111. H (set-up time) SBT. with articles describtng the war on each front and knowing when or where the Confederate counterstroke 105. B (rules) 112. J (complexity) would fall. Germany's efforts to keep back the ever growing powers confronting it. To sell for $20. 106. C (counters) 113. K (realtsm) 88. Blood and Iron: War and Peace in the Age of Bis- 107. D (ease of play) 114. L (overall) marck. Mid-nineteenth century Europe was a continent 93. CIA. A game of worldwide espionage and power- 108. E (rules completeness) 115. M (solitaire) in turmoil as the forces of reaction sought to dampen the politics in the 19803, using a variant of the popular SPIES! fires of revolution and nationalism. In divided and sup- game system. CIA would combine all the elements of in- 109. F (balance) 116. N (then and now) pressed nations - Germany, Italy, France. Poland and ternational intrigue: agent networks, covert operations, 110. G (length) 117. 0 (money's worth) Hungary - men strove for freedom, unity and power diplomacy, and economic and political influence. As one 118. No question while heroic figures - Garibaldi, Louis Napoleon, Ca- of the four great regional powers - the United States, RETURN OF THE Western Europe, the Soviet Union or East Asia - the vour, Kossuth and Bismarck himself - played realpolitik, STAINLESS STEEL RAT the game of nations on a titanicscale with sword and pen. players engage in a struggle to extend the~rinfluence, pro- Bloodandlron is three games in one In the military game tect gains, and limit the advances of the other players. 119. A (map sheet) 126. H (set-up ttme) the players maneuver army corps and fleets on an area Players control agents and diplomats, aswell as fleetsand 120. B (rules) 127. J (complexity) movement map and engage in combat to attain their armies and perform such actions as destabilization, coup 121. C (counters) 128. K (realism) goals. Included are rules on mobilization, replacements, d'etat, propoganda, economc aid, sabotage, state of 122. D (ease of play) 129. L (overall) siege, counter-intelligence, military aid and investmems sieges, guerrillas and a unique offensiveldefensive com- 123. E (rules completeness) 130. M (solitaire) bat matrix which lets the players pick the tactics they wish to establish alliances, hegemonies or economic control of 124. F (balance) 131. N (then and now) to employ. In the diplomatic game the players - repre- the world's minor powers. CIA would include a 22"x 34" 125. G (length) 132. 0 (money's worth) senting Britain. France. Prussia, Austria, Russia, ltaly and geo-political map of the world, Wcountersand tiles, and Turkey - juggle their resources and engage in interna- 8 pages of rules. To sell for $15. 133. No question tional skullduggery over a 30 year period (1848 to 1880) to 94. ASW. A detailed simulation of all phases of subma- UNIVERSE attain often conflicting national objectives. The grand rine and anti-submarine warfare possible now and in the 134. A (mapsheet) 141. H (set-up time) strategic game combines the military and diplomatic near future. Play IS both strategic and tactical, allowing games to cover the thirty year period on all levels. Players global application of submarine-based missiles, as well as 135. B (rules) 142. J (complexity) must not merely maneuver armies and fleets, they must short-range combat between submarines and surface 136. C (counters) 143. K (realism) raise, train and maintain them - and their diplomatic in- craft. Rules will cover offensive and defensive armament. 137. D (ease of play) 144. L (overall) itiatives must be backed w~thforce when necessary. thermal barrier defense tactics, ELF communications and 138. E (rules completeness) 145. M (sol~taire) Blood and Iron will include a 22"x34" game-map of underwater communications. Scenarios wtll Include naval 139. F (balance) 146. N (then and now) Europe and the surrounding waters, 600 counters and a forces from all the major powers and will cover tndividual 140. G (length) 147. 0 (money's worth) 32-page rules folder.To sell for $18. and combined operations against surface ASW craft. 148. No question. 89. Blood and Iron: Wan in the Age of Bismarck. strategic operations of SSBN's and Trident forces, as well This is essentially the military game described above, as Sovtet undersea forces, surface fleet conflict, and A HOUSE DIVIDED (GDW) omitting all diplomatic and grand strategic aspects. It nuclear carrier operations as part of general task force 149. A (mapsheet) 156. H (set-up time) would include 2M) counters, a 22" x 34" game-map and 12 operations. Combat IS on a ship-to-ship level with indivi- 150. B (rules) 157. J (complexity) dual bases, military and clvilian targets, and early warning pages of rules. A possibleSBTgame to sell for $12. 151. C (counters) 158. K (realism) systems. Land based missile and bomber forces can be in- The Ghost Division: Rommel in France, 1940. 90. cluded as an option. Scenarios depict localized conflict In 152. D (ease of play) 159. L (overall) Rommel won his North African command because of the spectfic areas or a campalgn combining all scenarios tnto 153. E (rules completeness) 160. M (solitaire) spectacular success of his Seventh Panzer D~visionin the a global nuclear confltct. It will include one 22"x34" 154. F (balance) 161. N (then and now) blitzkrieg across France. A new game system will recreate strategic map, one 17"x22" tactical map, 400 counters 155. G (length) 162. 0 (money's worth) both his overall campaign and individual battles at the and a 32-page rules book. To sell for $20. 163. No question companylbattalion level The German player, as Rommel, 95-96. wtll trace the progress of h~sdivision on a strategic map No question TRENCHFOOT (GDW) deptcting the area from the Ardennes to the English 164. A (mapsheet) 171. H (set-up time) Channel. Each strategic turn (one day) he determines 165. B (rules) 172. J (complexity) how far he wishes to advance that day Should he drive SECTION B ahead or wait for supplies? Should he outrun his flank se- The results of the following survey are used in our Play- 166. C (counters) 173. K (realism) curity or wait to concentrate? Should he delay for recon- back system. This system reviews games by showing the 167. D (ease of play) 174. L (overall) naissance reports? After these dec~sionsare made, the Al- response of the people who play the games. Questions 168. E (rules completeness) 175. M (solita~re) lied player attempts to engage Rommel, employing a ran- 104- 192 are part of Playback. After each game title there 169. F (balance) 176. N (then and now) dom process keyed to the German player's strategic deci- are fourteen questions, lettered A through 0. Questions 170. G (length) In. 0 (money's worth) sions. If opposing units meet, play proceeds to one of the A through Mare answered with a 1 (poor) through 9 (ex- 178. No questlon tactical maps to fight out the battle. Three levels of play cellent) rating. Questions N and 0 are answered 1 (yes) or are poss~ble:1.) Six htstorical battle scenarios may be 2 (no). played independently, 2.) New battle scenarios may be A. What did you think of the physical qualtty and layout 179. A (mapsheet) 186. ti (set-up time) generated, 3.) The strategic game creates interrelated of the mapsheet, 180. B (rules) 187. J (complexityl battles, each affecting theconduct of the next. The Ghost 181. C (counters) 188. K (real~sm) Division wtll include an ll"x17" strategic map, four B. What dtd you think of the physical quality and layout of the rules folder? 182. U (ease of play) 189. L (overall) 17"x 22" tactical maps. 400 counters and 24 pages of 183. E (rules completeness) 190. M (solitaire) rules. To sell for $20. C. What did you think of the physical qual~tyand layout 184. F (balance) 191. N (then and now) 91. Warship. The Bismarckvs. the Hood, Yamarovs the of the unit counters? 185. G (length) 192. 0 (money's worth) Missouri, the Battle of Guadalcanal - these engage- D. What did you think of the game's ease of play (how ments and 21 more scenarios would be included in this well the game moved along)? 193-196. No question game of naval warfare in World War II. The400 counters E. What did you think of the completeness of the rules would represent all the major classes of warships, includ- (was everything thoroughly explained)? ing many that were never built, from the navies of the United States, Great Britain, the Commonwealth, the F. What dtd you think of the game's play balance (was Netherlands. France, Japan, Italy and Germany. The rules the game interesting for both sides)? would provide accuracy for simulating the effects of naval G. What did you think about the appropriateness of the gunnery and torpedoes; emphasis would be on the rang- length of the average game? ing of guns on target and the devastating blows of the tor- pedoes as well as their sometimes wild inaccuracy. Defen- H. What did you think of theamount of time required to sive maneuvers, night fighting, star shells and search- set up the game before beginning to play? alights, smokescreens, merchantmen, and torpedo boats J. What did you think of the appropriateness of the would all be included. To sell for $18. game's complexity? Simulations Publications, Inc. 257 Park Avenue South BULK RATE New York, NY 10010-7366 U.S. POSTAGE PAID ADDRESS CORRECTION REQUESTED PERMIT NO. 15 FRAMINGHAM, MA.

Designer's Notes /continuedfrornpoge361 after both sides have completely exhausted CONVENTlONS Emporium, PO Box 1552, Petersborough, On- themselves. Up and Coming tario K~J7~7. The last major element of the game, and June5-6 the old achilles heel of NATO/WP games, is The following is a list of conventions scheduled GENGH~ScoN Auraria Student Center, be held in the including Metro State College, Denver, Colorado. Con- I'ogistics. NATO handles this problem by as- place, name of convention, and whom to con- suming that unless a unit is completely cut tact: Denver G~~~~~ Association, PO Box tact for further information. Much of the ma- 2945, Littleton, CO 80161. off, it is capable of normal movement and terial in this feature is derived from the Mid- combat. The Supply Points represented in west Gaming Association Gameletter. June 11-18 the game are held by each HQ (corps for January 16-17 MICHIGAN GAMEFEST, Detroit, Michi- NATO and army for the Warsaw Pact) and gan. Contact: Metro Detroit Gamers, PO Box SON OF GHENGHIS CON, Arapahoe Corn- 787, Troy, MI 48099. expended by units in their support range to munity College, Littleton, Colorado. Contact: double their normal attack strengths or ab- Denver Garners Association, PO Box 2945, June24-27 sorb step loss results when defending. Thus, Littleton, CO 80161. EAST, Cherry Hill, New Jersey. while supply is critically important to both February 5-7 Contact: GenCon East, PO Box 139, Middle- town, NJ 07748. the attacker and the defender in major opera- GEN CON SOUTH, Jacksonville, Florida. tions, it is seldom a factor in most movement Contact: GenCon South, PO Box 16371, Jack- July 23-25 and combat. Each HQ enters play with a sonville, FL 32216. ORIGINS 82, Baltimore, Maryland. Contact: starting allocation of supply points, repre; February 12-14 Origins 82, PO Box 15405, Baltimore, MD 21220. sented by a single chit underneath the unit. MAINCON '82, Portland, Maine. Contact: Reinforcing supply points arrive by national- John Wheeler, Mainecon '82 Director, 245 August 6-8 ity, according to a schedule, and are simply Water St, Bath, ME 04530. SYMPOSIUM: Marlborough to Napoleon,, allocated directly to friendly HQ's. The February 13-15 Arlington, Texas. Contact: Empire Games, PO Box 5462, Arlington, TX 7601 1. system makes for a minimum of bookwork DUDRACON VI, sf/f role-playing conven- and fuss. tion. Dunfrey Hotel. San Mateo, California. November 12-14 In summary, I hope that NATO has Contact: Dundracon VI. 386 Alcatraz Ave., WINTER GAMEFEST, Detroit, Michigan. achieved a fine balance between realism and Oakland, CA 94618. Contact: Metro Detroit Garners, PO Box 787. simplicity. Only the blindtesting can tell for ORCCON, Sheraton-Anaheim Hotel, Ana- 48099. sure. Individuals and groups who can dem- heim. California. Contact: ORCCON, PR onstrate extensive wargame experience and Dept.. PO Box 2577, Anaheim. CA92804. June 9-12.1983 a good working knowledge of modern war- February 19-21 fare are encouraged to write me c/o SPI if ORIGINS 83, Detroit, Michigan. Contact: KAWARTHA-CON 1, Red Oak Inn. Peters- Metro Detroit Gamers. PO Box 787, Troy, MI they are interested in aiding inthe blindtest borough. Ontario. Contact: DeBy's Hobby 48099. process. More in our next issue. BruceMwwell