** The THE GENERAL real campaign. You are to be congrat- sets up with his and American units as k :VANl)ad @ENflEju ula*dl1, added the Colonel. they appear. Movement Procedure: In all fairness, we feel that it is I ) American brings his troop^ on .. . a losing vrnturc publishcd bi-monthty, pretty Colonel Dickson who is to be congratu- board, declaring exact units and calling close to the first day of January, Mar* May, July, lated. Ria personal illustrations, pho- out movement, square-by-square. Jap September and November. tos, action sketches and pictorial hiato- duplicates this on hia board as grid co- The General is edited and published by The ry of this Island campaign are repro - ordinates are called out. Avalon Hill Company almost rolely for the cul- duced for the first timd inLeatheraeck*s 2) All battles are resolved. It's of turd edification adult ping. (It also helps to IlIustrabd, a pampl-det that is included easiest to just let the guy roll and have sell Avabn Hill produrn, too!) in the game itself. Rim tell you the result, but if you don1€ Artlclcs from subscribers art conaidcrtd for Colonel Dicksonl s arti~ticability is tru~thim, roll the die on the floor so publicmion on a grarts contributory bask. Such painting both can see. nr~iclcsmust be typcwrittcn and not excceh 700 reflected in the oil that provides Jap words. Eyamplu and diagrams that nwompany the background you see in our picture 3) player move without telling such articles must bt drawn in black ink, ready on the front cover. It is a first class American locations of any units except lor reproduction. No norkc can be given rcgar- job. . . as is the magazine that he those in open (assuming American haa ding acceptance of ~nictcslor publication. edits and publi~hesfor the Marine Corps. HF). The Jap must tell location of square All back i.saucs, except Vol.1, Nos. 1 & 4, which unit^ as they arrive; from what are out d .srwk, arc avnilablc at Sl.00 pcr iasuc. The True Picture In Viet Nam they originally move. Full-ycpr subscriptions B 34.98. 4) All battlea are reaolved.

Q 1966 The Avalon Hill Compnnp, Baltimore, Leatherneck Magazine, with 100,000 5) Check time box, compute points, Maryland. printed in U.S.A. plus circulation, is a monthly magazine repeat of over 90 pages. It provides the only + i really truthful comments of the Vietnam to tell at a glance at his board if an situation since the articles are written American unit has bumped into him. Cover Story ... by Marine Corps soIdiers themrelvts The rystem also provides for a contin- who have seen action there fir st-hand. uous game without a constant up-and- Naturally the magazine is written for down action on the Arnericanls part. "I Was Blown Marine Corps peraromsl however we As a suggestion for even more of the feel that it would be of considerable limited intelligence: don't have the interest to the typical war game nut American tell what units are moving, ...by the Japanese right here on (like you) who is interested only in only for instance, "2 units moving from Guadalcanal, " joshes Colonel Dickson getting to the heart and core of realiam. square a to square b. This provide* to Avdon Hill persoanel: A. Eric Dott, Guadalcanal is an official Leatherneck for the most practical. 2-player limited Vice President; Tom Shaw, Marketing bookahre item and can also be ordered intelligence game yet devired. Director and Ed Adama, Publicity Di- directly from Leatherneck Magazine - Comments to: Kenneth Hoffman, 266 rector. Colonel Dickson points to the probably at a lower cost than when Carroll St., New Bedford, Mars. 02740. spot where his oueit was often pinned ordered directly from Avalon Hill. We do- by constant barrage of Japanese suggest that you write to Colonel Donald off- shore shelling. l1 This shelling L. Dickaon, c/o Leatherneck Magazine, Results of AH Suwe never redly hurt anyone, relatively P.O. Box 1918. Washington. D. C, Here are the final tabulation* speaking of course, but it sure didn't 20013, for subscription and individual survey May help our rnoraleaa~'.statedtheColoae1 copy coats. solicited in the who supplied the Avalon Hill design staff with much historical data during sign and publish. the game's decrign stages. Fast Hidden Movement Colonel Dickson proved quite an Title authority on the ~ubject. He landed on - opening day, himself, and raised the for Guadaltanal of August firat American Flag on the Island. by Robert Disli and Kenneth Hoffman Guns After asairnilation of his personal ob- Jutland servations AvalonHill came to the con- One of the greatest stumbling blocks Battle of Britain clusion that the Japanese should have in GUADALCANALrs excellent Hidden Korea won. Movement rule is its ability to take up Vietnam Warfare "Darn right they should have won," a great cxcesr of time. Here are the Guerilla Basketball commented Colonel Dickson. "But the requirements and procedure for a faster Strategy Shake Japaneas were as illprepared for jungle hidden movement game: epeare combat as we were; we simply adjuated 1) 2 complete GUADALCANAL sets to conditions a lot better", he further 2) two 44 X 14 boards (such as AK stated. "Those little Jap soldiers were or DISPATCHER) or another suitable real tough to find tn the jungle but we screen by Donald Greenwood overcame this deficiency by notpanick- 3) 2 O~ponentswho trust each other iag, and more important, by taking ad- (extremely rare) Due to a lack of such articler in the vantage of the fact that the Japcr simply General previouslyIhave beenpromphd couldn't organize. They were forever Procedure to submit the following. Below is a lilt changing their minder in mid- ertream. I of Avalon Hill's 22 games in the order might add that you fellows atAvalonHil1 The 2 boardm are set up opposite of their percentage of ownerrhip. To certainly werenlt in mid-stream when each other, each player with a complete come up with this result 1 took my per- it came to producing such a aplendid OB for both American and Jap troops. sonal records of my PBM associates game in Guadalcanal. You have re- With people of average height, the and other sources and came up with captured all the important elements, screen will exclude any view of the exactly 100 garners. The percentage even the psychological aspects of the other player's board. The Jap player following the name of the game is he i PAGE 3 THE GENERAL number of such games found in every complexity, and especially the multi• ceeding one zone per turn. Fleets may 100 wargamers, according to my sur• player gaming groups whose talented split up, join, etc., so long as a proper vey. Although this is not completely admirale are sulking while the generals record is kept of the zone location of accurate it should give a fairly accurate and air marshalls are cornering all the each ship. Ships are brought back when picture of which games the true game glory in Blitzkrieg, here is a sugges• desired to any square on the edge of fanatics keep dear to their bedside. One tion for optional rule s that provide that the board in the zone which they were must remember that this survey was missing dimension, the . It in on the preceding turn. For example, taken among PBM wargamers so that is necessary to add a few extra count• a ship could leave the board from zone the non PBM and recently released titles ers, I suggest adapting counters from A and proceed to zone B in one turn. came up with a poor showing. But all Midway and Bismarck, but you can just The next turn it could return to the in all the following is aprettyclearpic• as easily make your own. The only board on any square in zone B, or re• ture of what the PBM gamer needs. necessary addition to the board is imagi• main off the board and move to either nary -- simply assume that the Zones zone A or C or remain off the board in 1. 580/0 (A through E) that exi st on the pre sent Zone B: When a ship returns to the 2. Afrika Korps 490/0 board extend indefinitely out from its board it can proceed in that turn at the 3. D-Day 480/0 edge s. regular 20 square rate. The only re• 4. Tac tic s II 450/0 I sugge st that a fleet c'onsist of the striction is that amphibious invasions 5. Gettysburg 410/0 following vessels, and that both sides that turn are re stricted to the zone to 6. Waterloo 390/0 have identical fleets: 2 aircraft car• which the ships returned. 7. Battle of the Bulge 330/0 rier s which have no combat factor other 8. Bismarck 280/0 than the aircraft which they carry, the Combat 9. Midway 240/0 maximum complement for one carrier 10. Blitzkrieg 200/0 should be a total of 4 factor s of TAC Any number of naval units may be 11. U-Boat 190/0 and/or FTR, no MDM or SAC. These stacked on one square. Sea battles on 12. Chancellorsville 160/0 are assigned from the regular air• the board are fought in the same way 13. Football Strategy 130/0 power allotment. They can, of course, as land battles, using the Tournament 14. Baseball Strategy 130/0 still fly regular ground support mis• Attrition Table. The defender in any 15. Guadalcanal 80/0 sions, according to the usual rules, engagement is, however, allowed to 16. LeMans 80/0 from their carrier bases. The only attempt to escape without fighting. To 17. Civil War 70/0 rule modification required is that when accomplish this he rolls the die, if he 18. Dispatcher 30/0 flying missions against naval targets, rolls 1 or 2 the escape is successful 19. Verdict II 30/0 and naval targets only (i.e. other ships), and he move s off the board in the manner 20. Nieuchess 30/0 the TAC is allowed to strike alone with• described above. 21. $quande r 10/0 out being in support of other units. Sea battles may. also be fought with 22. Word Power 10/0 Three battleships per side is a fair units off the board. In this case the allowance. These have a normal com• attacker also moves his units off the Notice that despite its lack of play bat factor of two and a secondary zone board. To search he calls out the zones balance Stalingrad is at the top of the (like artillery in Chancellor sville) in· in which he has ships. If the defender heap. Comments show that despite the which they have a factor of one. There also has vessels in that area he replys above percentage s, Football, Base ball, should also be ten or so cruisers with by showing the proper port;on of hi s D-Day and Midway present the most ex• a combat factor of one and no secondary ship location records. The defender citing, even games. Any comments zone. This completes the list of ship may then attempt to escape if he wishes, should be addressed to Donald Green• types and their capabilities, except for but this time the odds for escape are wood, 128 Warren St., Sayre, Pa. troop transports, which do not exist as better. 1, 2, 3, or 4 spells success, AH COMMENT: Thanks a lot, Don. separate counters but are represented since chances for escape would naturally Your survey is accurate enough except by regular troop counters which are be better on the high seas than.in coastal waters. for Stalingrad and Blitzkrieg. While placed on sea square s in accordance with the regular 40-factor limitation on proving to be the popular subject of sea movement. "General" articles, Stalingrad's sales Special Provisions For Troop Convoys off the counter have never caused our Movement sales manager to do cartwheels and Troop convoys may not remain at handsprings of joy. We guess that it is sea in a zone in which the enemy has popular only by the hard-core, game There are two ways to move. One naval combat factors, including carrier nut who sees quite a challenge in taking is in the regular manner, from square aircraft, totaling more than half the the German side. On the other side, to square, in which case the movement friendly naval combat factors in that Blitzkrieg has been the most well• factor for all types of vessels is 20 zone. If, for example, Blue has a bat• rece ived game yet introduced •.• It even squares per turn. This, of course, tleship and three cruisers (5 factors) outsells Guadalcanal which is quite un• must supersede the regular rule about with a troop convoy in Zone C and Red usual in as much as the newest title sea movement from zone to zone. The moves three cruisers (3 factors) into always sells the best during its intro• second way is to move at the regular that zone, even though Red does not at• duction year. Of the games that have rate until the move carries your pieces tack, Blue must either: 1) Remove the been on the market 2 years or more, off the edge of the board. Then you troops to another zone, or land them, those that have held the best sustaining have three options: you can remain in 2) brin'g a unit of at least one naval interest are D-Day, Tactics II and the zone from which you left the board, factor into the zone or 3) attack Red's fleet and reduce them to half or less of Football Strategy. or you may move to either adjacent zone. Remember the imaginary exten• Blue's total. If it is impossible to ful• sions of the zones! Record the zone fill these conditions, or if Blue attacks Navies for Blitzkrieg you are in on a slip of paper so that you and fails to reduce Red's force, then by John E. Dotson can prove it to your opponent later. In Blue's land units at sea lose one com• subsequent turns you may proceed to bat factor for every naval combat factor For those among us who thrive on either adjacent zone, movement pro- Red has in the Zone. THE GENERAL Troop convoys may enter and con- As the game begins, minor countries ments may beginon the second consecu- duct amphibious operations in sez zone s may be neutral or allied with a major tive turnafter a city has beenrecaptur- in which they have, and have had, for power. For those willing to use it, 1 ed. at least one turn (i.e. since the pre- think this table works we11 for determia- An allied countryfs air transport vious turn) a number of naval combat ing status. capability may be used by any ally a# factors more than half the number of long as that country has units on the naval factors the opposing side has in WnnnG board or at least one city in friendly the zone. Q Hi4 handa. This capability cannot be cap- i22dd Land units at sea {Troop convoys) tured, and once it is lost, it cannot be have no zone of control and no combat r. r3-.- H rl regained for the rest of the game. factor. They are eliminated at the rate tE;$$ of one factor per hostile naval combat "2;:: Rules concerning neutral minor coun- factor for each turn in which they are EEEEl 2 tries: d in an unengaged hostile naval units zone Can Beforeeither player places his units,. of control (or they may be eliminated in *%El;qz the neutral armies are placedaccording the manner mentioned above). For Ex- p:d; to the table at the end of this article. ample if Blue has 12 factors, say the 1 - These units may not move, and have no one WW*W zone of control outside the country's and 2 Marines and four cruisers on m3D5SZ square and Red attacks with a battle- ;I ;I 4 border, until the country is violated. aFq2Fqd ship and 3 cruisers, Red could engage - Violation occurs when aircraft or air- 4-443 d transported troops of a belligerent fly Blue's 4 cruisers in his battle~hip's 2fP+Ev2 NCIC)*+ over the country or a belligerent's secondary zone at 1 to 4, normally z22 z ground troops cross the border. Unit sacrificial odds, but because of the ,El E I forced to retreat across a neutral' secondary zone he avoids adverse ef - WWWWW borders violate that neutral. They ma fects. With his 3 cruisers he can eli- 3DDS3LJ be so forced only if no other retre minate three factors from the ground L!JL!ALI F9aFqmF9 route is open. forces. Then, if Blue does not remove his troop convoy or reinforce his es- When a neutral is violated by on gWZZM power, it becomes an ally that pow cort, as described earlier, he will lose of rule a further 5 factors from among his iEmvj er's opponent and is subject to the governing minor allies. Its replace troops. eegBD2 ments start on the second turn afte Replacement Rates violation. The entry under a roll of the die for An alternative procedure is thi neu- Since it takes a great deal of time any given country indicates either When a neutral is violated, the oppone major to build ships and since they require trality or the power with which of the violator moves the ntutra extensive shipyard facilities , replace- that minor country is allied. army, but they are not considered to ment rates should be stringently limited. allied. The minor army may not atta One possibility is to Rave no replace- The procedure of prepare-for-play any units outside its own border, and status ment rate at all. This should probably i. modified somewhat. The of any of its own units are forced into the minor countries is determined, and be the basic form. If a replacement country still neutral, they do not viola capability is desired, however, I sug- the armies of all neutrals are placed in that country. These units taking "re position. Then the Red player places gest allowing 2 naval combat factors fugeii must leave on the next turn or b all units belonging to his allied minor and board every 6 complete turna to be taken at interned removed from the cities of 3 squares which are seaports. countries, and any of his own units that If the second neutral is later viola wishes The shipyard facilities can be bombed he wishes. All units which Red By the same power that violated in accordance with the optional rule for to have at sea must be placed at this first, the interned units are brou time. Blue then places all his units on into play by the second neutral. strategic bombing of cities. the board, including those of his allies. A minor neutral is captured if it Red places the rest of his units and army is eliminated or all its cities ar AH NOTE: Mr. Dotson is unavailable play occupied simultaneously. If all th for comment at the moment, now study- begins. cities are captured while there a ing in Italy under a halflight on a Full- Rules governing allied minor armies: still that country's units on the boa bright. Formerly a poat-grad student Units of anv country may be placed these units must recapture a city f at Johna Hopkina, Mr. Dotson's cor- supply base on the next turn or be respodence should be addressed at in the territory of an-ally,- subject to (For minated. this time to 212 S. 18th, Frederick, supply limitations. example, if Brownwere allied with Red but the sur- The neutral may bring in rsplace- Oklahbma. rounding minor countries were neutral ments starting the second turn after or allied with Blue, then Brown would violation. The player who is movin have no direct land or sea communica- the minor army units may not bring an tions with Red, so only a total of 36 of his own units into the country. If he combat factors may be supplied on Brown does, it constitutes a second invasion: the Minor Countries territory by Brown's three cities.) Any by Steven A. List allied city may be usedas a supply base If a minor country is invaded by the' or a land or sea transport terminus by second major power before its army Several articles on the employment any allied units. has been eliminated, the army gee$ of minor country armies in Blitzkrieg Starting on the third turn, allied underground. The counters are remov- have already appeared in the GENERAL. minor countries may bring on replace- ed from theboard and the second power. However, they all seem inadequate in ments, one combat factor per turn. automatically loses two combat factprs many respects. Below is my own at- provided at least one of that country's on that turn. On each succeeding turn tempt to handle the problem with as cities is in friendly hands. If all the up to and lacluding the turn on which all much realism as possible. country's cities are captured, replace- the cities of chat country are captured PAGE 5 THE GENERA1 (the City Capture Table must be used), Under the original rules, BULGE Meuse, which was succea sfully breached the major power moving loses two com- was heavily weighted in favor of the on 20 PM. In desperation, the Ameri- bat factors. As an example. say Blue Germans; some type of revision was cans committed their 22 AM reinforce- has captured all the cities, and Red on obviously necessary. and AH. for once. ments deep on the southern flank of the his turn enters the country. Red loses exhibited excellent judgment in the German salient, but became hopelessly two factors on that turn, but Blue loses changes they made. Whereas BULGE involved with the Volksgrenadiers and nothing since he already had captured used to be merely an exercise of pure Panzergrenadier s left behind as flank all the cities. All factors lost must of force by the Germane, it is now a game guards. The battle ended, a decisive course come from units in the country. requiring tactical f inesss, good strategy German victory, on 23 PM. I feel the addition of alliance and and a good deal of boldness. Too many German players seem un- ; neutrality adds much to the game, and It is now axiomatic for the Germans able to master the subtie challenge of makes for a great deal of variety in in BULGE that ''INITIATIVE EQUALS breakthrough tactic 8; they become possible situations. FORWARD IMPETUS. As long as the greedy, and divert the heavy panzer units The Initial Placement Table below axis of advance is forward and outward, into time-consuming batties of annihila- puts the bulk of the neutral armies in the Americans will be unable to find tion with isolakdbmerican units. Time - the important cities, but a large pro- time to make a firm stand and stop the is of the essence to the Germans, and portion of the forces are also in position German advance. It is imperative for being sure of a quick "kill" does not on the frontiers and by important road- the Germans to keep the battle fluid, justify the tactically improper use of the . ways to screen the interior. and never give the Americans $n oppor- vitally important panzsr troops--for the tunity to stiffen into a solid line of re- panzsr units are fast, as well as heavy, Neutral Country Initial Placement Table si stance. and therein lies their greateat threat The essence of the Blitzkrieg Tactic to the Americans. If the panzer forces Yellow: is: "NO FLAMCS I LET THE PANZERS are used properly, the Americaasnever M-14 112-3; U-11 112-3; V-20 313-3; RUN!" The Germane must flow end- get to draw the Germans into those X-27 112-3: CC-15 114-6. 212-3;E625 lessly forward, a river of armor, crowded, terribly attritive battle s in 413-6, TAC, MDM, FTR: P-10 112-3; sweeping weak resistance before them and around massscs of forts atid fortifi- T-17 112-3; U-23 112-3 and bypassing strongpoints. If heavy cations that so often have roved the American forces can be "fixed" by downfall of the German offensive. White: panzer forces engaging at 3-1 or 4-1 Please adaress all comments/ques- VV-25 312-2, TAC; WW-32 313-5, in one turn, they can be bypassed and tiona to: Scott C, Berschig, CMR Box 112-6; UU-37 312-2; BBB-28 1/2-2; left for infantry following the panzer 1878, APO San Francisco 96328. AAA-32 112-2; XX-34 112-2; RR-36 armies to deal witb at 2-1, 1-1, or 112-2; UU-38 112-2 even 1- 2 in successive turns. As long as the panzar forces continue to move for- Bulge: View from Berlin Brown: ward, gaining ground, surrounding and by Brian Libby HH-31 213-6; NN-33 2/3-3, FTR, TAC: fixiug enemy troops, and shattering 00-30 1/3-3; NN 36 113-3; OQ-35 defensive positions, dways heading out- General Strategy 113-3; JJ-28 1/3-3 wards, the Americans can afford no large- scale operations against the The basic German strategy in Bulge Green: German rear areas. Unless the spear- is to advance to the Meuse River and EE-34 313-4, TAG;133-3 1 4/2-4, FTR, head can be blunted, the haft cannot be capture St. Vith, Bastogne, and Spa. MDM;CC-39 113-4; AA-42 113-4; X-22 attacked safely. Using the latest rules (all rules except 112-4; -BB-29 115-6, 213-6; CC-28 Using these tactics, it is wt unusual one-way traffic, deleted because it just 1/2-4; EE-30 113-4; HH-35 113-6 for Bastogne to fall by the seventh or foula things up, and the weather vari- eighth turn, no further resistance able (generals can't redly control Black: with feasible. In a game, played at weather), this can be very difficult; JJ-46 112-3; 51-38 213-4, MDM, 1 typical HQ here in Japan, absorbing this article may well enable FTR;00-40 115-6, 114-6, 113-6, TAC, Warlords, Inc. Bastogne fell on 19 AM, under the the German to hasten his advance. 1 FTR VV-42 313-5: FF-42 1/3-4; American The current practice of a massive LL-46 116-3-4 following conditions: twelve >=, regiments- destroyed. ei~ht- cut off by push between Wiltz and Houffalize with masses of German infantry a dozen a11 armor is not necessarily the best send all comments and,or squares behind the front lines, seven policy. U~ing the second SS Panzer recriminations to Steve List, 4 Cranford regiments engaged and fixed by armor Corps (ZSS & 12SS divs. ) to attack due '-~oad,Plainview, New York 11803. on the outskirts of Bastogae and along we st of Vielsalm and/or north to Trois the Outhre River--leaving in all only Ponts will at least force the Americans fifteen American r egirneats in the entire to put reinfor cements into these areas, I Back to the Bulge Ardennes ~ectorfree for action. Ger- and may crack the whole first line if by Scott G. Berschig man casdtiea totalled three Volks- the Amis funnel all the reinforcements grenadier regiments, one parachute south to meet the main thrust, which Despite the advent of BLITZKRLEG, regiment, and one heavy panzer regi- should indeed be made toward Houffalire F~attleof the Bulge is still queen of the ment. In successive tura~,the Ameri- with aI1 the other armor except the re- ey battle games. In many wargaming can unita trapped behind German line a serves (see Tactics, below. ) &,circles these days, there is strong succumbed gradually to the ceaseless Spa should not be assaulted directly; 5 skepticism that the Germans have any 2-1 attacks by German infantry and itwill fall "by defaultl1when theAmeri- < chance at victory with all of the ra- finally dwindled away. Leaving three cans pull back to the woods west of -