Notes and Optional Rules Spanish- - American Wal - :TU - I ' Pea I le

1a Rodger MacGowan I - Looks Back I

Longest Day. -+:$2 I jc aa1 ?'.. ,- .* , kX.**,.,? a,?.'.,

^ C Streets of , :;-,: -. ' Stalingrad ?' 2 MOVES nr. 59, published October/November 1981 Opening Moves

You or Him? I've had some reason lately to re-evalu- ate a piece of personal professional dogma that is something of a minor trademark of Circulation: 9500 mine: insistence on proper point of view (i.e., the third person) in those complicated tomes Creative Director Redmond A. Simonsen of jargon we call game rules. I've always held Managing Editor Michael Moore (and somewhat fiercely) rules should sharply Rules Editor Robert J. Ryer distinguish between the "player" and the Art Director Manfred F. Milkuhn "play-ees" (the game pieces) and further- more that the only way to be technically exact Contributing Editors was to phrase all rules language in the third , Claude Bloodgood, Ian Chadwick, Eric Goldberg, person, e.g., "the player moves his units in Charles T. Kamps, Steve List, Thomas G. Pratuch, Charles Vasey any order he wishes, during his Movement MOVES Magazine is copyright O 1981, Simulations Publications, Inc. Printed in U.S.A. All rights reserved. All Phase." I believed (and still do feel it to be es- editorial and general mail should be addressed to Simulations Publications Inc., 257 Park Avenue South, NY, NY sentially true) that the complexity of manual 10010. MOVES is published bi-monthly. One year subscriptions (six issues) are available for $I 1.00(US). Back issues or single copies of the current issue are available at $2.25 per copy. Please remit by check or money order (US funds). simulations demanded the precision and for- mality of a well-written computer program. Printing and Binding by Wellesley Press, Inc., Framingham, Mass. A computer program just won't work if you GREAT BRITAIN & EUROPE: British and European customers should place their orders for SPI products or leave something out or use the wrong instruc- subscriptions with Simpubs Ltd., Freepost, Oakfield House, 60Oakfield Road, Altrincham, Cheshire, England WA 15 SEW, Tel. 061-941-4371.AUSTRALIA & NEWZEALANDresidentsshould placeordersthrough Military Simula- tional word. In the same sense, the "pro- tions Pty. Ltd., 18 Fonceca Street, Mordialloc, Victoria 3195, Australia, Tel. (03) 909-791. CANADIANcustomers gram" of the game would be faulty if the in- should order through International Games of Canada, 3227 Lenworth Drive, Mississauga, Ontario L4X 2G8, structions were not comprehensive and lega- Canada, Tel. (416) 625-0131. JAPANESE customers should contact Post Hobby Co., 1-38, Yoyogi, Shibuka-Ku, listically precise. Tokyo, Japan, Tel. (379)4081. Well, maybe yes, maybe no. ARTICLE SUBMISSIONS: Readers are invited to submit articles for possible publication in MOVES Magazine. The catch in all this is that not every Manuscripts must be typewritten, double-spaced, on B1/zxll white bond, with generous line length of 55 to 65 wargamer/rules reader is comfortable with characters. Please include your last nameand page number on each MS page, and your name, address, phone number, suggested title. and honorarium preference on the cover page. With submission, include a stamped self-addressed multisyllabic para-legal phraseology. Many postcard with the name of your article on the message side. Articles and illustrations cannot be returned. In no in- of you don't get the same thrill from a well- stance, however, can SPI assume responsibility for manuscriptsand illustrations not specifically solicited. phrased, deadly accurate rules case that I do. So why should you suffer? The start of this stream of thought traces back to my refor- matting of rules to give them bold, complete In this issue... sentence headings. The basic motive was to allow the reader to quickly skim precise, Remember the Maine! THOMAS SMILEY 5 large print summarizing phrases that would get him into the game more quickly and with Leetown or Curtis JEFFREY MARSHALL BISHOP 10 less pain. This forced me (in organizing the prototypes) to write more concisely and more BAOR CHARLES T KAMPS, JR. 19 accurately - because the key sentences had to be entirely true, short, and crammed with Founders a Memories RICHARD DEBAUN era/ 26 meaning. Several months ago, the task of re- writing the SPIES! rules fell to Bob Ryer and Opening MOVES REDMOND A. SIMONSEN 2 me. We batted it back and forth, each re- -- - writing the other to see who could squeeze Designer's Notes SPI STAFF 4 the most meaning and precision out of the - fewest words (the goal was a double-sided MOVES in English CHARLES VASEY Ied l 12 8%"x 11" sheet of printed rules in large type). At the same time we were organizing MOVES Canada IAN CHAD WICK led.) 15 material for Dragonslayer and the producer, Hal Barwood made a well reasoned argu- MARK HERMAN s. ERIC SMITO Your MOVES 17 ment for rules written in the second person (for games aimed at entry-level people). Hal Richard Berg's Review of Games RICHARD BERG Iedl 23 by the way, is a fascinating and engaging guy whose natural enthusiasm for projects car- SPlBUS IAN CHADWICK Iedl 32 ries one along - even if the direction is against one's usual tack. And so with me, StatRep: Commando CLAUDE BLOODGOOD 34 Hal nudged me into giving second person I rules a try. Bob and I did it first on SPIES! Feedback /Playback Questions VOX POPULI, VOX DEl 38 I and then on Dragonslayer itself. Because we wanted both brevity and accuracy and sim- SPI is a member of the Hobby Industry of plicity the writing had to be very tight (its an America, The Adventure Games Division of the irony that the standard technical approach HIA, and the Game Manufacturers Association. allows one to be sloppier because the thoughts can be atomized into semi-redun- Simulations Publications, Inc., 257 Park Avenue South, New York, NY 10010-7366 dant paragraphs). The results of these efforts by Bob and me are satisfying and point a way [contmued on page 171 Two important battles that affected the course of the Civil War have been combined in one package! Jack- son at the Crossroads simulates the battles of Cross Jackson Keys and Port Republic on June 8-9,1862 in which the Valley Army success~uIIy defeated two encircling at fhe Crossroads Union armies. The Battle of Corinth recreates the des- Derate October 3-4. 1862 sneak attack by the Confed- irate Army of the Trans-Mississippi to retake the vital railroad juncture of Corinth. Both games use the The Battle of Great Battles of the American Civil War Series stand- ard rules, which cover melee attack, small-arms and artillery fire, cavalry charges, and the effects of leader- ship. Each game has a Idpage booklet of exclusive rules to cover the unique features of each battle and an Corinth historical article about each event. The game includes Wagon two 22"x34" maps, 800 cardboard counters (200 Bridge counters per game plus 400 common markers), Stand- ard Rules and Exclusive Rules booklets, and various playing aids. Section of Jackson at the Crossroads game map.

Available for $25 in retail outlets nationwide

Ask your retailer for SPl's other great American Civil War Games

Terrible Swift Sword: $25.00 Washington: $10.00 ness of detail of Rustin's original design. I The number of leaders has been reduced can only hope the players are as happy with substantially to only those who held major Race to Messina as I am. commands. Leaders are now rated for iner- tia, military skill, rank, and seniority. A play- Monmouth, or er must expend a number of his limited Com- Ney vs. Washington mand Points equal to the leader's inertia On June 28th, 1778, near the village of rating to activate that leader, thus allowing Freehold in Monmouth County, New Jersey, his command and him to attack. A leader's the retrained army of George Washington at- military skill influences combat, movement, Race to Messina tacked the rear guard of the British Army as and demoralization recovery. A leader's rank The rules to Race to Messina have gone it attempted to change base from Philadel- determines how many strength points he may through their final draft, the counter mani- phia to New York. The resulting battle, the command. The seniority rating indicates a fest drawn up, and the map turned in. Devel- longest in the war, was the last major fight in leader's relative position in the hierarchy of opment is pretty much over. Playtesting will the north. The result - an inconclusive draw. his country's officer corps and may influence continue, but few changes are expected at I have begun development of Mon- who commands what. Leader counters no this late date. mouth and am very excited about the game. longer double as strength point markers since The main development problem with It is a game of maneuver in the classic mode this was found to be too complicated. Lead- the game was that Dick Rustin turned in a de- - a small, highly trained army against a ers can be purged from the game and in some sign about twice as large as SPI wanted; the larger, but less well trained army on a land- cases promoted. game had 370 counters instead of 200, and scape where the flanks of both are hanging Each Game-Turn still represents 3 the equivalent of 16 printed pages of special and may be easily turned. The British Army months, and begins with each player picking rules instead of 8. The problem was to reduce is composed of two cavalry (Dragoon) regi- a random Command Point chit. The chit will the size of the components to a manageable ments, 8 artillery batteries, and 22 infantry tell each player how many Command Points level without destroying the complexity and regiments. These troops are well trained, well he has available to spend that turn. After inherent interest of the game. Working close- led and very flexible. The American Army placing reinforcements and checking the sup- ly with the designer, we managed to cut the consists of no cavalry, 3 regiments of New ply status of their units, the players begin the counters to 300 and the rules to 8 pages. The Jersey militia (poor quality units), 12 batter- Movement/Combat Phase by bidding their cut in counters was less difficult than it ap- ies, and 44 regiments of infantry of variable Command Points for the opportunity to move peared at first; some extraneous counters quality. The Americans are divided into three first. The highest bidder must spend at least were eliminated by simplifying several sys- wings: advance, left and right. These wings as many Command Points as he bid to acti- tems, more by reducing the number of strength and the number of commanders irvolved in vate and move his units and conduct attacks. chits. (Both previous Victory in the West such a large army make for a highly rigid and The second player than activates and moves games, Operation Grenade and Patton's 3rd unwieldy army. his units and conducts attacks. After each Army had more than enough chits; Race to In my first playing of the game, I rushed player has had three opportunities to move Messina will reduce the margin, but should to the attack with the advance wing and and attack, the turn is over and victory con- still provide as many chits as are necessary found to my dismay that my numbers were ditions are checked. for play.) effectively neutralized by the morale of the The game is now undergoing final test- Cutting the rules was more difficult, and British. My first-wave attack was turned ing and the rules are being formulated and they went through three drafts (in addition to back in disorder; few losses were suffered but polished. Eric Smith will be shepherding the Rustin's first draft) before both developer my command system was in quite a mess. game through its final development and into and designer were satisfied. Much of the re- The British formed into a compact line and art and editorial. American Civil War: 2nd duction in rules length was accomplished began to march up the middle into my main Edition should be available next spring or simply by streamlining the rules; by writing line. I was able to cause disorder in several summer. Bruce C. Shelley them more clearly, with less repetition and a regiments, but the British didn't pause. The more readable prose style; and by reorganizing initial British shock attack drew the first Dreadnought (2nd edition) them to eliminate repetition and white space. blood of the game and sent over a third of my It having been decided that Dread- This alone reduced the length to the equiva- army streaming away in shameful rout. We nought is to be one of the games to undergo lent of 10 printed pages. The remainder had started the game over. revision and be published in a second edition, to come from simplifying the systems and I am very happy that this game is quite I was assigned to do the second edition devel- eliminating some chrome. different than Ney vs. Wellington, its parent opment. Constraints were that no more than Race to Messina is like the other Victory game system, and that it is also enjoyable, to 8 pages of additional rules be added, that the in the West games in that one side holds an play. The tactics I used in my first game, fronts of the counters not be revised, and essentially impossible situation: The Axis can which were those I use in playing TSS system that the back of the counters be used for only defend, defend, and defend, to slow the Civil War games, were obviously wrong. An something. Unfortunately, there's not much Allied advance to a minimum and hold Mes- attack in this game must be developed with the back of the counters can be used for, so sina as long as possible. Unlike Operation great attention paid to command and deploy- they'll simply be backprinted with color - Grenade, for example, they have strong units ment of the reserves. It requires more finesse useful for plotting ship construction under and excellent defensive terrain; the contest is than Corinth, Cedar Mountain and other the revised campaign game rules. The back an even one, despite the fact that one side games in the Great Battles of the American of the game markers will be printed with must remain on the defensive for most of Civil War series. While I'm learning to use smoke; smoke markers were left out of the the game. my army, I'm having a good time. I think original game for lack of extra counters. The major interesting feature from the most other players will too. Eric Smith The primary change in the game is the point of view of the players lies in the differ- elimination of fire plotting. Instead, players ence between Race to Messina and other Vic- will use a "you move-I move" system, alter- tory games: amphibious and airborne opera- American Civil War: 2nd Edition nating fire from their ships. Movement, alas, tions, special supply rules, a-terrainelevation American Civil War: 2nd Edition has is still plotted, as there is no way to allow se- system, amphibious end-runs during the undergone some major changes over the last quential movement and still produce a situa- campaign, and air and sea supply. The diffi- month. The first prototypes were found to be tion bearing even a remote resemblance to re- culty from the developer's point of view was overly cumbersome and time consuming. ality. However, the elimination of fire plot- to retain all this complexity while simplifying Having overshot the target, the ting should speed play considerably. some of the systems in order to make the next model was cut back substantially in Some optional special rules have been game more accessible and, at the same time, order to allow a sort of "ranging-in" process added, taking into account special capabili- to fit it within rules length limitations. It took to take place. With the aid of good playtest- ties of certain ships - for example, the abili- some doing, but I'm eminently satisfied with ing and the system suggestions of Joe Reiser ty of Japanese "Oi" class cruisers to fire the results; no major systems were cut and and Richard Berg, the game has been torpedoes, and the inability of British Nelson none of the simplifications destroy the rich- brought to its probable published form. class dreadnoughts to fire aft. [continued on page 371 DESIGN PROSPECTUS REMEMBER THE MAINE! Towards the Simulation of the War of 7m

by Thomas Smiley

was never envisioned as the decisive action it joined up. But though found, the navy still became. Havana (like Berlin in World War could not get at them. They couldn't "do a This is an entirely new article-type for MOVES Two) was seen as the prime objective of the Dewey" because of the forts that wereguard- magazine: a combination backgroundlgame pro- war. Plans to assault Havana had been form- ing the narrow harbor mouth. posal/prototype sketch. I hope you find this as in- ed and scrapped many times from 26 April to Sampson had some problems. He had to teresting as I do (regardless of whether or not the 1 June. The only reason the army- was sent to blockade Santiago strongly to prevent the Spanish-American War is your cup of tea). This Santiago was toaid the navy. Spanish from escaping, blockade-all of Cuba type of article could provide MOVES with a way to to prevent supplies coming in, as well as give you games or proto-games without the bur- The Navy Finds a Predicament guard the invasion convoy to Havana. There dening costs of actually doing components, etc. It is so frequent that the army requests were other Spanish ships in Spain, Cuba and We might be able to do one per issue, analogous support from the navy for an army operation the West Indies; though all were too small or to the games in Ares or SB7: Some of these pro- that garners take this for granted. This turn- immovable for one reason or another, the totypes might actually even get produced! about is the first interesting feature of this fear of what they might do prevailed. Samp- - Redmond unusual war. son lacked direct communication with Wash- Even before the American declaration ington, relying on newspaper boats to take of war in April 1898, the Spanish Atlantic messages to the cable station in Haiti. Also I've read the feedback proposals for The Squadron was en route to Cuba. The Spanish the American Navy, while new, still had a Battle of Sun Juan Ridge and Puerto Rico government had seen the war was imminent limited range. It was a six day trip to Key 1898 with a mixed sense of anticipation and and dispatched their fleet to aid their army in West to refuel and return. resignation. I am eager for SPI to do a game Cuba. It's commander, Admiral Pascual Sampson bombarded the forts with little on the Spanish-American War, as this is a Cervera y Topete, regarded his mission as effect and concluded it was too risky to force subject to which I am very close, but the pro- pointless, and his destruction as foreordain- his way past. He concluded that if he posals offered (capsule games, 100 counters, ed. He sailed to Cuba with no hopes; he cuuldn't get in he'd keep the Spanish from 11" x 17" map) do not capture the most in- simply followed his duty. After leaving the getting out. He decided to seal the Harbor by teresting aspects of America's smallest but no Cape Verde Islands, his presence was sinking a block ship in the channel. The Mer- less important war. The Battle of San Juan unknown. rimac, a leaky nuisance of a collier, was chos- Hill wasn't all that exciting from a game Unknown to Cervera, his fleet was caus- en for the honor. Charges were prepared, and standpoint. None of the engagements of the ing untold panic along the entire eastern a crew of seven under Ensign Richmond P. Spanish-American War was so unusual as to America seaboard. Reports of the Spanish Hobson volunteered to take the ship in under be a good learning experience, nor so tightly squadron off shore appeared hourly. Coastal cover of night. fought as to be a tense, competitive situation. communities were in fear of being shelled or The Merrimac was, of course, spotted, The Puerto Rican campaign is regarded as a invaded. Some packed and fled inland. Con- and the first rounds from the batteries wreck- mop-up operation, and would probably be as gressmen with constituencies along the coast ed her steering, and broke the destruct sys- exciting as a game on a mop-up operation demanded protection; some were dispatched tem. No longer able to be sunk, the Merri- sounds. to guard Jekyll Island, Georgia, where mac blithely sailed down the channel taking Yet despite these comments, the Spanish- America's millionaires were summering, but fire from the batteries and from the Reina American War was pivotal to America's in- if all requests had been answered, there Mercedes, one of the immobile warships ternational position. America's first active would have been barely enough troops to go Spain had docked throughout the Indies. intervention in another nation's internal prob- around. This comic opera hysteria is a nice The Spaniards finally succeeded in sinking lems began here. America's acquisition of contrast to the arrogant contempt of Spain's her and almost in the right place, but it would territory forced her to take a position in the military capacity that had been displayed in have been a risky business anyway, for to international arena, and though America the newspapers during the previous weeks. completely seal the channel the Merrimac wanted to remain in isolation, this war was All of this uproar was over four ill-kept ar- was supposed to stop before turning length- the beginning of her life as the world's arbiter mored crusiers and three torpedo boat de- wise in the harbor. There was little chance of and policeman. stroyers, one of which turned back with success, but the Spaniards recognized the I will examine the historical actions and boiler trouble. gallantry of the seven who sailed her in and present a simplified narrative of the events, Unfounded fear or not, America re- reported under a white flag their safe capture. strategies and reactions, and then present garded the Spanish squadron as a threat. If Sampson then blocked the harbor and some concepts for turning this information free it could bombard coastal towns, wreak sailed forty miles eastward to Guantanamo into an operational, quasi-strategic game of havoc with an invasion force, and threaten Bay, seizing the telegraph cable station at the Santiago campaign of 22 June-3 July supplies to the army once it was within Cuba. Playa Del Este with a battalion of marines. A 1898. I first need to lay out the situation prior The army held back any expedition until the secure coaling station was established, and to the actual campaign, and give an assess- squadron could be found, and the navy put communication with Washington was soon ment of the participants. A strategic view of its effort - consequently easing the block- in effect through the cable. Furthermore, the campaign may show these interesting fea- ade of Cuba - into finding the Spanish this move cut off 10,000 Spanish troops at tures I've alluded to and perhaps generate squadron. On 26 May, Cervera was discover- Guantanamo, which since they were out of some enthusiasm on the Santiago campaign. ed refueling in Santiago Harbor by Commo- communications with the rest of Cuba could Please note how I've used the word campaign dore Winfield S. Schley with the Flying not reinforce Santiago. rather than war. The action against Santiago Squadron. Rear Admiral Thomas Sampson Sampson was unable to proceed further was regarded as a preliminary operation, and with the rest of the North Atlantic Fleet soon and so he asked the army for assistance. What Sampson had in mind, and what Gen- The Cuban insurgents waiting to aid the the Spaniards been more resolute, they could eral Nelson A. Miles concurred in, was to invading Americans numbered some 25,000 have reinforced their position and made the have the army seize the city, and force the courageous men. Courage was about all they engagement critical at this point. In fleeing squadron to either surrender or flee and be had to work with since many were only arm- they surrendered a strong defensive position. destroyed by the US Navy. Then it would be ed with machetes. No group better deserved The Americans advanced the eight miles "on to Havana." the description "rag-tag." to the San Juan Heights position in seven The army had been spending the first days, partly out of caution, partly because of The Cavalry to the Rescue two months of the war getting organized. the vast mires the jungle trails became in the The army that Admiral Sampson called Forces were gathered at Chickamauga Park rainy season. Getting the supplies forward upon for aid consisted of 28,183 men in 28 in Georgia, Mobile, New Orleans, and Tam- was becoming a terrific job. The supply regular infantry regiments and 10 cavalry pa. The Vth Corps under Major General Wil- troops were finding it hard to keep food on regiments. There were no plans for mobiliza- liam R. Shafter at Tampa was chosen to go to hand to feed everyone, so the troops were tion, no staff to prepare one, no intelligence Santiago. Shafter's command consisted of becoming hungry. Further, yellow' fever, apparatus to prepare maps, OB's, and so most of the regular army. The militia units malaria, heat exhaustion from wearing forth. Though Admiral Sampson employed originally sent were of such inferior quality woolens in the tropics, and diseases from numerous newspapermen as scouts in Cuba, that it was decided to leave them behind for wearing wet clothes, were taking more the War Department had nothing. In short, more training. (They must have needed a lot casualties than Las Guasimas had. the War Department was totally misdirected. for they were never sent to Cuba.) Secretary of War Russell Alger was fac- At Tampa the confusion of preparing San Juan Hill ed with a serious manpower, supply and com- the invasion convoy was immense. Railroad Shafter received a report that reinforce- mand shortage. To solve the manpower prob- cars were backed up for twenty-five miles ments were approaching from Manzanillo. lem, a call went out for 250,000 volunteers outside of town, with no one knowing what The Cuban insurgents had been detailed to (making supply and command that much was inside. The Quartermaster Corps had prevent any reinforcements from the various more difficult). Eventually, only 70,000 neglected to include invoices. It was garrisons in the province from moving to troops were brought in, drawn mostly from discovered there wasn't enough room on the Santiago. Shafter felt he had better act state militias. The state militia, however, did transports so the Cavalry Division left their before these reinforcements reached San- nothing for supply and command. Their horses behind.. (Better to have unmounted tiago and his own men fell prey to sickness. equipment was more obsolete than the regu- regular cavalry than those militia.) A few am- On 1 July 1898, the Battle of San Juan bulances were removed to make room for Hill began. The navy demonstrated to keep lar army, and it was agreed that state militia the coastal batteries occupied. The 33rd Mich- officers would not be replaced by regular ar- more pack trains and supply wagons. my officers. West Point martinets were After two days of confused loading, the igan was to take Fort Aguadores on the anathema to the militia who democratically convoy set sail - only to be recalled after coast, but only succeeded in holding it down. two hours. Someone had sighted the Spanish The 2nd Division was to clear a strongpoint elected their officers. of blockhouses and a stone fort at El Caney, Congress tried to solve part of the sup- squadron in the Florida Straits. The swelter- ing army waited in Tampa Bay while the navy three miles to the north, after which it would ply problem by voting an appropriation of 50 wheel and join the main assault on the San million in emegency defense funds. Alger too tried to find the Spanish, who turned out to be British. On 12 June, the convoy again left Juan Heights. The 2nd Division, reinforced strictly read the word "defense" and began by Bates' Independent Brigade found it dif- fortifying ports with coast defense guns, Tampa to make its way to Santiago. Upon arrival on 20 June, Shafter went ficult to clear El Caney. The Spaniards were while John D. Long and Theodore Roosevelt led by Joaquin Vara del Rey, a good general, of the Navy Department bought every ship in ashore with Admiral Sampson to confer with Calixto Garcia, leader of the insurgents in and were not inclined to surrender without a sight, including two being built in England fight. The expected walkover took all day that the Spanish were trying to purchase for the area. Sampson pressed for throwing the troops directly at the forts that guarded the and nearly failed. The Spaniards fought until their navy. they were wiped out, over 400 The command problem centered on the harbor mouth so the navy could force pas- casualties of sage and "have at them." Shafter regarded the 520 men defending El Caney. The 2nd fact that none of the officers had experience Division wasunable to reach the mainattack. in maneuvering a regiment, some not a batta- the 200-foot bluffs, and knowing the British attempted it in 1763 and were decimated, The main battle opened with an artillery lion. The militia was far worse. They were lit- duel. The Spanish were able to force the tle better than social organizations who got decided to land at Daiquiri, fifteen miles to the east. Garcia was not ready and so he Americans to cease fire. The American artil- together in uniform to parade. lery made a lot of smoke which was easy to The supply situation was horrendous. agreed with Shafter; his force would join the Americans when available. spot. The Spaniards' weapons were newer. The militia used black powder rifles. The The guns of the Spanish squadron were also uniforms were heavy woolens suitable for the Daiquiri and Cuba Libre able to participate, but the great range made Dakotas, not the tropics. (The Rough Riders them more of a nuisance effect. had a khaki cotton work uniform, but seem The landings were unopposed, but slow. The Spanish in the area had fled toward San- From the start things went badly for the to have worn woolens out of loyalty to the Americans. The 71st New York panicked and other units.) The army had long been without tiago. By the 24th the Americans had ad- vanced unopposed to Siboney, some six miles refused to leave the cover of the trees funds to upgrade equipment (or pay troops, (although they caught a lot of fire from the many officers serving without pay from closer to Santiago. There the American for- ward base was established. Major General Spanish who had sighted in on the American 1878-1883); consequently, the army was un- observation balloon). The Americans ad- derequipped in almost everything. The artil- Joseph Wheeler, commander of the Cavalry Division (and a Confederate cavalry general vanced to the San Juan River and then falter- lery was the only arm that could claim to be ed. There were many casualties and ammuni- up to date, but its equipment was obsolete by in the Civil War), pressed forward toward a road junction called Las Guasimas. There tion was running low. Here Lt. John H. European standards. Parker brought his detachment of Gatling This American Army was to go to Cuba the first engagement of the campaign was to occur - the Battle of Las Guasimas. guns forward to give covering fire. When the ill-prepared for a campaign in the rainy Gatling guns forced the Spanish to take season. The Spanish Army waiting in Cuba Elements of the 1st and 10th (Negro) cover, army subordinate commanders seized consisted of 200,000 men, all of whom were Cavalry, and the 1st Volunteer Cavalry the opportunity and ordered a charge. They veterans of the insurgent war from 1895 to (Rough Riders) ran into a roadblock. The overran the defenses of San Juan Heights 1898. Their equipment was modern though, Americans were caught off guard, but rallied and forced the Spaniards back to the inner due to the ravages of the last three years and and routed the Spanish from their positions. defenses. the US Navy's blockade since April, their Though the Spanish were behind fieldworks The American position was secure, but supplies were meager. Their officers were not and outnumbered the Americans, the leader- stone forts, blockhouses and fieldworks inept as the yellow press had tried to picture ship of Theodore Roosevelt, with the aid of guarded the city and kept the Americans them. Their officers were of fine quality, but Richard Harding Davis, a newspaperman, from victory. Letting his troops rest before they suffered from a defeatist attitude engen- rallied the Rough Riders into charging the assaulting these strongholds, Shafter extend- dered by their unwinnable guerrilla war. defenses and forcing the Spanish to flee. Had ed the line around Santiago. The Cubans had been harassing the Spanish reinforcements separate battles. I don't mean to imply that out to be. Some of the emplaced Spanish from Manzanillo but failed to stop them. SPI is wrong in offering the Battle of San guns were dated 1688. To augment the forts, The Spanish entered Santiago with 3,000 Juan Hill in the feedback. I would find a the Spanish removed the guns from the Reina men, supplies and artillery before Shafter game on this subject in the TSS-system Mercedes(that immobile warship again) and could close the ring around the city. fascinating. What I am saying is that there is the Crktobal Colon, one of the squadron. Shafter was facing an epidemic of fever more than iust the battles that can. and should This should be possible too. and needed to end the campaign quickly. His be presentkd. The Santiago campaign was Supplies for the Spanish should vary choices were to assault the city, fall back to short. The entire campaign can be in too. Shafter guessed pretty correctly that the strong positions in front of Las Guasimas, or detail and still be played in an afternoon. Spanish were near the end. It doesn't have to bluff the Spaniards into surrendering. He First, let us examine the strategic situa- be that way. chose to open negotiations. The Spaniards tion: to destroy the Spanish squadron. The were nearly without supplies, and he was navy can't get to it because of the forts at the The Spanish squadron consisted of six hoping they would give in before his force harbor mouth. The army must go in, defeat weak ships. More ships could have been with was laid low with fever. the Spanish Army, and force the Spaniards to them. A stronger Spanish squadron might On 3 July, Madrid sent orders to Ad- flee - (hopefully) to be destroyed by the make a fairer fight if they try to escape. The miral Cervera to attempt an escape. He sur- navy, or to have them surrender. This sets naval effort, however, must be abstracted, prised the US Navy by coming out in very clear objectives to victory. scale and size being the considerations here. daylight. A running sea battle ensued as the Should the regulars be beaten, however, Finally, the Spanish morale is a critical Spanish tried to escape to the west along the by the Spaniards or disease, the war would be factor. Leaders may be the best way to coast. The entire squadron was caught and prolonged, a decisive vict~ryimpossible, and simulate this - more about which later. sunk; the original object of the campaign was future American action greatly hampered. A The Americans are in a different situa- now long gone. There was little left to do but fine balance of victory conditions are avail- tion. Whereas the Spanish must draw secret surrender. able. The American cannot destroy himself die-rolls to know what is available to them, General Miles arrived with reinforce- to win; he must conserve his forces. the Americans hold the initiative and should ments on 11 July, but with the negotiations The one thing I like about such a game is make all their own decisions. The first deci- well in hand, he saw his opportunity of tak- the many possibilities of forces at hand. Let's sion may be to make more militia. Unit ing Puerto Rico. This campaign was launch- turn next to the Spanish situation: 12,000 counters of poor morale or untried strength ed partly because America needed Puerto troops in the immediate vicinity of Santiago, could represent their poor quality: thus, the Rico to aid naval security of the future isth- as many as 8,000 to the west at Manzanillo, American would risk fewer regulars (of high mian canal, and partly because General Miles 8,000 to the north at Holguin, 10,000 at victory value to the Spanish player), and be wanted to lead a victorious campaign. As has Guantanamo and its vicinity, and a naval able to sacrifice units in a more vigorous been noted, it was little more than a mop-up force that provided 1,000 sailors in addition campaign. campaign. to firepower. The Spaniards also have forts, The next decision concerns how many The Americans were prepared for action blockhouses and fieldworks defending San- ambulances (which stave off the effects of against Havana, but the Spanish had lost all tiago, plus coast defense batteries at the har- yellow fever and hold back casualties) versus heart and sued for peace. The Americans bor mouth. Spanish reinforcements can be how many pack trains (which move ammuni- were extremely lucky. I can't imagine what handled by a table of secret die-rolls (like The tion and help sustain battles) to take. In the would have happened had the regular army Flight of the Goeben, if you remember that historical campaign they had no room for been shot up at Santiago, leaving the militia one) constructed for each of these garrisons horses for the cavalry. Sampson had re- to try to take Havana. which will provide troops, artillery, and sup- quested only 10,000 men and got nearly plies of varying amounts. This makes each 17,000. It is possible that the cavalry could be The Campaign Game game slightly different, and the US player given the option to be mounted. Also the To take this information and present it unsure of what may show up. planners had meant to send ten batteries, but as a game may be more than an amateur (as I The coast defense batteries should also only found room for six. More artillery could am) can accomplish. I must say that the have a secret die-roll table. The Americans be included in the first convoy. Pontoon strategic options available are more in- weren't sure what was there and they thought bridges were sent in a follow-up convoy and teresting than a game on any one of the they were much stronger than they turned there is no reason not tomake them available. The top three cross-section diagrams show the armor protection of Caspar Whitney's map shows the areas of Sun Juan and Caney in protected and armored cruisers and battleship. The diagram at bot- the Santiago Campaign. tom indicates a battleship was an invulnerable fort afloat.

SAN JUAN

DI8POSITION OF FORCES AT CANEY. JULY 1.1 AND AT SIN JUAN. JULY 20, 1898. Pmrn not- tskcn in

CABPAR WEITNEY. The ability to tailor the force available meaning supplies would get through. There American player are nicely balanced by in the initial convoy could be an interesting is also recoaling limits to consider. This might drawbacks. The Spaniard should be struck feature. There is a limited capacity, and work similar to the system in Atlantic Wall. by the luck of the draw. There is a verisimili- though more reinforcements can be brought The US player would then have to stagger his tude in that. Luck for the Spaniard could in, that initial force may be a determining ships refueling so as not to be left without easily upset the well-considered plans of the factor in the outcome of the game. This fac- fuel on a turn; it would be easy for the American. tor of having to plan forces - almost to see Spaniard to get away scot free in that case. I think the games on the Spanish-Ameri- the campaign ahead of time - has great ap- The rebellious Cubans were courageous can war so far proposed haven't been the peal and is historically accurate. but of varying quality. Using untried units best. I've heard gamers complain that a cer- The original landing sight can be from drawn from a cup would work well here. The tain game didn't turn out like the proposal. Cabanas on the west side of Santiago to Cubans should have the ability to exit the I've read comments from designers about beyond Daiquiri, even directly at the bat- map to prevent or delay the arrival of the how they were hamstrung by a poorly word- teries. Games with multiple invasion sites Spanish player's reinforcements. This option ed proposal that got good feedback results have always been enjoyable. Of course, the should be extended to the Americans, at least from a readership that didn't know enough closer to Santiago the American player lands, as far as the Marine landing at Guantanamo about the subject to read beyond the words the more Spanish units there are available for is concerned. Their taking Playa del Este cut "panzer" or "Confederates" or some other a quick reaction. off 10,000 troops from communicating with flashy characteristic. I believe we owe it to Santiago. ourselves and SPI to give of our opinions and Optional Rules Fever: Yellow Jack - that is the Ameri- our knowledge. It's said the Spanish-Ameri- Leadership and morale have to be criti- cans's biggest problem. The Spanish are im- can War was a "splendid little war." I think it cal factors in this game, but again it is balanc- mune to it. (Supply is their big problem.) An can make a splendid little game. ed on both sides. The US Army was made of attrition system might work, but attrition im- career soldiers. They took a lot of fire at El plies reduction, which from the practical Caney and San Juan Hill and didn't break. standpoint of size may not be the best. A The US militia units were another story. They command control problem or worsening of were poorly led and made a bad showing. morale, with attendant problems in develop- References: The Spanish soldiers seemed to be willing to ing and sustaining attacks, may simulate this Brown, Charles H. The Correspondertts fight, but their commanders chose to fall aspect. Certainly the time limit to the game War. New York: Charles Scribners back. The Spanish should probably receive would be based on the time in which the US Sons, 1967. fewer commanders and have poor morale. forces are laid low by disease. Ambulances Chadwick, French E. The Relations of the Certainly a system where a commander has a could be used to hold back fever, say for ex- United States and Spain: Diplomacy. New plus or minus rating that adjusts the units in- ample that each ambulance holds back one York: Russell and Russell, 1968 (reprint of dividual morale rating, giving the unit the unit from attrition or limits command con- 1913 edition). ability to move and fight rather than panic, trol problems. would be sufficient to simulate this aspect of Supply wagons would be used to move . The Relations of the United States the game. supplies to the front, or to give supply to and Spain: The Spanish-American War. each separate attack. This concept, combin- New York, Russell and Russell, 1968 Other game options could include sink- ed with the cargo capacity ideas, would mean (reprint of 1911 edition). ing the Merrimac. This action would block the American player must do some planning Friedel, Frank. The Splendid Little War. the Spanish squadron from an escape at- and foresee his needs in light of his overall New York: Little, Brown and Co., 1959. tempt, and free the navy to aid the army. The plan. If he is going to land at Daiquiri and Kennan, George. Campaigning in Cuba. navy had been saving its ammunition for a slowly, methodically advance, he may need Port Washington, NY: Kennikat Press, possible sea fight and only used it sparingly more ambulances for time and fever will be 1971. against the forts. There should be but a slim important. It he wants to storm the forts and Millis, Walter. The Martial Spirit. Boston: chance of this event occuring - say 1 in 6 or force passage with the navy, he may want 3 in 36 - but it is a viable game option. (Of Houghton Mifflin Co., 1931. more attack capability, more militia and sup- Rhodes, James Ford. The McKinley and course, had it really occured there may not plies. These options seem to mesh well. have been a Santiago campaign as it would Roosevelt Administrations. New York: have been safe to go to Havana. But.. .) Final Comments MacMillan Co., 1922. I haven't dealt with the naval game other I haven't dealt with movement or com- Titherington, R.H. A History of the than to say it should be abstracted. The bat because I don't believe a radically dif- Spanish-American War. Freeport, NY: Spanish should have the option to flee; if any Books for Libraries Press, 1971 (reprint of of the Squadron survives, victory points ferent system is needed. This situation is suitable for a quadrigame style system or 1900 edition). should be awarded to the Spanish player. In Wheeler, Joseph. The Santiago Campaign. the original campaign Admiral Cervera made something as complex as the Terrible Swift Sword game system. Somehow though, I Port Washington, NY: Kennikat Press, a poor choice in fleeing to the west since he 1971 (reprint of 1898 edition). was penned to the coastline by the Atlantic can't visualize America's smallest war as a Fleet. It was recognized that had he attempt- . I do not have access to it, but many sources ed to head for the open sea it might have What I am suggesting is an operational quote Jose Muller y Tejeiro's The Battle and made a whole new ball game. It is also pos- level game that can encompass the entire Capitulation of Santiago as an excellent in- sible to attempt to escape either at night or in campaign. The options available to the formation source on the Spanish side.. . the daytime. Cervera chose the daytime, be- US 37mm attached to carriage and limbered. cause the Americans didn't come in very close while on patrol; further, he dropped off I I the harbor pilots rather than risk non-com- batants. Another option is attempting to sneak a single ship out. To abstract this pro- cess may require a single odds table with Night, Coastline and Sea columns and with gunnery odds. Each side would fire until the Spanish are either eliminated or receive an "escape" outcome. The Colon almost got away. The US Navy could also have a different complement. If extra ships are added, give the Spaniard victory points. Extra ships would come from the blockade of Cuba, US ORDER OF BAlTLE 6 Mass, 6 Ill; C/3 Arty, F/3 Arty, zle loading rifles; two 5 %-inch muzzle AND REINFORCEMENTS B/4 Arty, F/4 Arty, B/5 Arty; loading rifles; two Krupp quick-firing Initial Forces as of 22 June 1898 engineers; signals guns; two guns of unknown dimension. (number in parentheses are men in TAMPA MILITIA company) (available but never sent to Cuba) PARTIAL SPANISH DEPLOYMENT FIRST DIVISION 2 Ill, 2 Wisc, 1 NC, 5 Iowa, 32 Mich, (June 22, 18981 Brig. Kent 3 Ohio, 5 Ohio, 2 Ga San Luis First Brigade CUBAN INSURGENT 4 coy's from Constitution Rgt; Brig. Hawkins LEADERS 1 militia coy 6 (492), 16 (679), 71 NY Vol(969) Castillo, Rabi, Sanchez, Capote, Railway between El Christo Cebreco, Minet, Lora, Perez Second Brigade and San Luis Col. Pearson Kings Rgt; 1 coy mounted troops; 2nd 2 (638), 10 (455), 21 (467) Bn of Cuba Rgt; Provisional Bn of Porto Rico ~gt Third Brigade US NAVAL FORCES CoI. Wikoff AVAILABLE El Christ0 9 (466), 13 (465), 24 (539) On Station 3 July 1898 4 coy's of San Fernando Rgt Indiana, SLOW, NEEDED BOILER WORK Songo SECOND DIVISION 2 coy's of Porto Rico Rgt Brig. Lawton Oregon, ALWAYS ALERT lowa San Miguel de Parades First Brigade 2 coy's sailors Col. Van Horn Brooklyn, SOcapa 8 (506), 22 (496). 2 Mass Vol(907) Texas, OLDER BATTLESHIP, SISTER OF MAINE 1 coy sailors Gloucester, VALIANT FIGHT AGAINST Second Brigade SPANISH DESTROYERS, WAS J.P MORGAN'S YACHT Las Cruces Col. Miles BEFORE THE WAR 1 coy sailors 1 (452), 4 (465), 25 (527) Plaza de Toros Near Daiquiri with Sampson Third Brigade 4 coy's sailors Brig. Chaffee for council of war In forts east of city 7 (916), 12 (584), 17 (506) New York, CRUISER, SISTER TO BROOKLYN Talavera Rgt; 4 coy's of San Fernando Ericcson, SMALL GUNBOAT CAVALRY DIVISION (all unmounted) Rgt; 3 coy's of Volonteers; civic guard Maj. Gen. Wheeler Hisf, SMALLER GUNBOAT Near Socapa west of harbor First Brigade Available forces Asia Rgt; 2 coy's of Volonteers Brig. Sumner (all armed merchantmen as Cabanas 3 (456), 6 (451), 9 (219) auxiliary cruisers) 1 coy mounted troops; 1 coy Volonteers Harvard Monte Real Second Brigade Brig. Young Yale 1 coy mounted troops 3 (523), 10 (480), 1 Vol (583) St. Louis El Cobre Dixie INDEPENDENT BRIGADE 1 coy mounted troops; 1 coy Volonteers Brig. Bates Panther Daiquiri 3 (485), 20 (596), A/2 Cav 2 coy's (75, mounted) SPANISH ORDER Siboney ARTILLERY OF BAmLE 4 coy's (all with four 3-inch guns) REGIMENTS Sardinero, Jutici, Aguadores E/1 Arty, K/1 Arty, A/2 Arty, F/2 Arty (number in parentheses indicates men) 1 coy in each G/4 Arty (two 5-inch siege guns), Cuba (Santiago) (1,644); Asia (1,096); H/4 Arty (four 3.6-inch mortars) San Fernando (822); Porto Rico (822); SPANISH SQUADRON Talavera (822); Constitucion (822) 4 Gatlings attached to 13th Inf.; 4 1-lb. Oquendo, EQUAL TO THE TEXAS Hotchkiss guns attached to 10th Cav.; ASSORTED Viscaya, EQUAL TO THE TEXAS 2 rapid-fire Colts and 1 dynamite gun Civic Guards (137); Sailors (1,000); Maria Teresa, EQUAL TO THE TEXAS attached to 1 Vol Cav. Militia (1,000); Volonteers (1,869) Cristobal Colon, A MUCH BETTER SHIP. ENGINEER DETACHMENT (200) CAVALRY BUILT BY ITALIANS, EQUAL TO THE BROOKLYN SIGNALS AND BALLOON Mounted troops (2,192); Kings Regi- Pluton, DESTROYER DETACHMENT (75) ment of Cavalry (200) Furor, DESTROYER REINFORCEMENTS ENGINEER DETACHMENT (411) June 25 Left in Cape Verde Islands SIGNALS DETACHMENT (72) 33 Mich; two pack trains; bridges; Terror, DESTROYER ambulances ARTILLERY July 1 (deployed in 8 forts defending city) In Spain 34 Mich, 9 Mass 6X-inch gun; two 6-inch muzzle loading (could have sailed if ~~erhauland July 6 rifles; three 5-inch muzzle loading rifles; const'uction had been completed, 8 Ohio, 1 DC, 1 I11 two 4-inch muzzle loading rifles; four but the Spanish were slow) July 11 3-inch muzzle loading rifles; 3 %-inch Pelayo, EQUAL TO THE OREGON (diverted to Puerto Rico) breech loading rifle; two 6%-inch muz- Carlos V, EQUAL TO THE OREGON H H OPERATIONAL ANALYSIS/DOCUMENTED PLAY LEETOWN or CURTIS Objectives and Strategy in Pea Ridge By Jeffrey Marshall Bishop

Of the recent wave of TSS games (preceding the mentioned goals. First of all, the greybacks up blocking positions where only two hexes very latest, Jackson/Corinth twin game), Pea are faced with limited melee initiative, which, are conveniently reached by 'the Confederates Ridge seems to have inspired the most actual play in this game, is the great equalizer. A quick from which they may assault. This should and attention. Its relative compactness and its ma- glance at the countermix should convince give Dodge and Carr plenty of time to reach turation within the TSS system is partly respon- anyone that "the biggest battalions" belong the field. On the western side the Union cav- sible, but its support probably derives more from to the grey. However, given the unwieldy na- alry under Bussey should take up a blocking the interesting uneven quality of the situation. ture of the Rebel force (which, incidentally, is position just north of Leetown (hexes Just as with most cases that turn into perennials, historically accurate), the Confederates can- 1008-1011). Advancing towards the Rebels one side is cast in an essentially defensive role and not use this factor to best advantage. with this small force is suicidal. Osterhaus the attacker faces a set of hard choices as to how As an adjunct to this problem, the Con- and Greusel will follow shortly to bolster this to best crack the defense. Literal balance is rarely a federates have very few leaders (eight) with position. From .this point, then, the Union good thing for any game - usually the dynamics of desperation are more interesting. - Redmond which to control this mass of humanity. commander must react to Confederate initia- Thus, the grey commander is faced with the tives (just as Curtis did). dilemma of whether to commit his leaders to combat (insuring melee ability) and thereby Confederate Strategy exposing them to destruction or to keep them The Confederate player must make a In MOVES nr. 50, Drive on Washing- behind the lines and trust to luck (1's and 2's choice; he must decide whether he wants Lee- ton, one of the first of the games in the Great on the die). town or Curtis HQ. If Leetown is to be the Battles of the ACW series, was reviewed Offsetting these problems, the Confed- ultimate objective, McCulloch must press the (before it was published, in fact). A compan- erates have a large force (57 "effective SP's" enemy forces with abandon while Van Dorn ion game, Pea Ridge, has also been offered to to 48 for the U.nion) with average to good tries to siphon off Union reinforcements. If the devotees of Civil War fandom. Personal- morale and the strategic and tactical initia- Curtis' HQ is the goal, McCulloch must dis- ly, I've been keenly interested in this battle tive. Thus, he can stretch the Union lines and patch forces to undermine the Union defense for some time, given its rather unique cir- attack when and where the situations appear of Elkhorn Tavern and to threaten Curtis' cumstances and personalities. The egotism of promising. HQ early in the game. Van Dorn can't do it the Confederate generals, the Southerners The Yankee player, on the other hand, alone. attacking towards the south, the Indians has an entirely different set of problems. He Personally, I prefer the latter objective. scalping slain Yankee soldiers and the stead- has a smaller army (although it should be Although Curtis' HQ has less point value, fast bluecoats are all faithfully reproduced in large enough to handle most contingencies) the Union defense can be dislocated some- this fascinating little game. and limited offensive capability. Thus, he what more easily in this area. Since Van Dorn Pea Ridge presents one of the more un- must put up a spirited and pugnacious de- can't do it by himself, the question then usual strategic situations encountered in fense to keep Leetown and Curtis' HQ out of arises, "Who should McCulloch send east?" Civil War battles, i.e., both the armies are in Confederate hands. Otherwise, he may lose Only Hebert or McIntosh can fill the role each other's rear. The Confederates, under them for good. since Pike's Indians are basically useless. Mc- the overall command of the dashing Major Intosh is my choice since most of his regi- General Earl Van Dorn, had seized the initia- On the positive side, the Yank is on the ments are large and they all have good mor- tive from Brigadier General Samuel Curtis' defensive which should mean that the Con- ale (4's and S's), offsetting the lowered mor- advancing bluecoats. Marching by night federate must assault artillery emplacements. ale of detached units. Hebert's brigade around Curtis' right flank, Van Dorn hoped Artillery is a very poor offensive weapon in would have questionable morale and is prob- to fall upon the rear of the unsuspecting Yan- TSS-series games (as it should be), particular- ably not big enough to do significant damage kees and destroy them by the weight of his ly in the games with heavy woods. It is, how- ever, a very potent defensive weapon. Union to the Union reinforcements that will be superior numbers and their inevitable confu- flooding to the scene. He is large enough, sion. Thus, the Southern soldiers were treat- artillery must therefore be sited very careful- however, to threaten Leetown and to ed to the spectacle of advancing toward their ly to insure that they lie exactly athwart the outflank the Union troops in their Leetown own homeland. Confederates lines of advance. What then does one do to win the game? positions. Since most of the Union reinforce- The Confederates arrive in strength ments arrive from hex 0115, a blocking from the northern edge of the map and must For the Confederate: take Leetown and/or force in the person of Hebert could be most try to destroy the Union forces as they arrive Curtis' HQ without losing your army doing uncomfortable. from the Federal reserve off map. The game it. For the Yank: hold both of the above men- is spiced with geographical .objectives for tioned objectives and make the Confederate McIntosh's horde, on the move east, each side that inevitably influence strategic player pay a heavy price (no pun intended) in should be enough impetus for the bluecoats decisions. Since Elkhorn Tavern usually falls his attempt. to evacuate the Elkhorn Tavern area. If not, easily under the weight of the initial Confed- The set-up for Pea Ridge is probably the a stiff charge can gobble them up from be- erate assault, Curtis' HQ and Leetown are fastest of all war games - there is but one hind. Either way, the ground is captured. the objectives that will decide the battle. If regiment on the map. The 24 Missouri starts Once this is accomplished, McIntosh should the Confederate can take either of these posi- at hex 2413 in line. After the Confederate's be attached to Van Dorn to pursue the Feder- tions, he has a leg up on winning the game. two consecutive turns of marching onto the als with alacrity, using Little, Slack and McIn- A comparison of the two armies points northwest edge of the map, the 24th should tosh. Price should be kept in reserve as the out the difficulties that the Rebels are likely be moved toward (and eventually occupy) battering ram that will pry open the way to to epcounter in securing either of the above hex 2644. This one regiment is able to set the final objective.

MOVES IN ENGLISH edited by ~harteshse y

THE LONGESTDAY by Geoff Barnard

Our revered editor recently mentioned an in- For starters, look at the code names for the unit did subsequently operate as a battal- terest in getting articles on non-review topics. Ever the British (before any Canadian readers ion (well, occasionally, but that is another swift to toady to those more powerful than myself, complain, I will state now that I am follow- matter entirely!). I contacted Geoff Barnard for some thoughts on ing Avalon Hill's convention of referring to As for the illogic, I can but argue that as The Longest Day. Geoff, it should be noted, pos- the Canadian forces as "British"); out of the this game is supposed to be a simulation then sesses a truly horrendous number of very expen- eleven shown, two only are correct! Four it should show the effect that the specialised sive divisional histories, memoirs, etc., from this others, I admit, are merely jumbled; the rest, armour had when used. The idea was to put a period, and even worse he actually remembers a however, are wrong. The correct beaches, combined arms team ashore on each beach good deal of it. What follows therefore is intended starting in the east and working westward, comprising infantry, DD tanks, armoured for those who are keen on the historical aspects of are (Sword) Queen Red, then Queen Whjte, engineers (AVRE), Flail tanks and the other the last war. I find it worrying that despite the doc- (Juno) Nan Red, Nan White, Nan Green, umentation this game would seem to have fudged services not shown in the game. The RMSR and finally in this sector Mike (the RWR bat- were in effect a first wave of SP (self-propel- so many features; what hope for those of us who talion landed over both Mike Red and Mike play the more esoteric periods? It should also be led) artillery. What we find in the game, how- noted that Geoff has played the game and is not Green, so its beach may be referred to merely ever, is that not one beach has a complete merely interested in impossible accuracy. After all, as "Mike"). Asfor Gold, the beaches should mix; some even have merely a RMSR to sup- if can do it, so can others. run King Red, King Green, Jig Red, Jig port the infantry. Insofar as the combat rules Green and finally Item Red. may allow adjacent stacks to combine, any The more perceptive readers will have one attack may end up including a realistic noted that the rule is that the left part of each mix of units. If one beach goes wrong, how- This article will do no more than present beach is "Green," the right part "Red," and ever, the effect on the adjacent ones would some rather biased comments on the not-quite- if the beach is SO wide as to leave a middle, be, to say the least, unrealistic. I am left with so-recent P.valon Hill game, The Longest then that is coded "White." I am at a loss as the impression that Mr. Reed felt obliged to Day. I am sure that by now readers will have to how the designer got all this so very wrong; include the initial assault, but did not feel read reviews in these and other pages, such the details of the Canadian sector, for exam- obliged to try to do it properly. To be fair, the that I need not go into detail about the game ple, are very clearly set out in the Canadian present system works as well as the parame- itself. You might even have bought the game! Official History (reference No. 17 in the bib- ters allowed by the game-system as a whole As for my bias, this is MOVES in English, so liography) and the details of Sword are simi- will allow; however, we here have the first in- who cares about all the US bits of the larly clearly stated in reference 99 ("Norman- dications of detail included but not used at game ...anyway, the designer ought to have dy 1944-1973," After the Battle, No. 1). I all, or not used properly. got them 100% perfect, and if he's failed he have checked my details in British Regimen- will be in a better position to argue the points tal histories, as well as the works noted The assault wave is succeeded by the fol- than I, whereas I may well be in a better posi- above. I wonder where Mr. Reed checked his low-up wave and, lo and behold, wediscover tion to nit-pik with the UK and Allied forces. details? that the valiant attempts of the British Army I must first of all make an admission - Within the limitations of the design, the to introduce SP artillery onto the beaches yes, I am reference No. 89 in the game's an- units appear in more or less the correct posi- early in the battle come to nought in the notated bibliography. I did provide Mr. Reed tions (although see below), apart from the world of Mr. Reed. In fact, the following ar- with some information early on in the design AVRE (Assault Vehicle Royal Engineers) on tillery battalions should be shown as SP: on of the game; however, there seems to have Gold which are the wrong way around. The Gold, 90th, 74th and 124th; on Juno, all been a communication problem of some sort 82nd should be on Jig and the 81st on King. three Canadian battalions: and on Sword, all subsequently, for after mid-1978 I heard little This may be an accidental by-product of the three of the battalions of 3rd Division were more. Now that I have seen the game, I can "adjustments" that the designer admits to SP. The rules of The Longest Day are such only feel this to be a pity; I could have saved making with the specialised armour on the that SP artillery plays a significant role. It is the designer from quite a number of mistakes British beaches (footnote No. 26). I assume therefore well worth having these units cor- and maybe even persuaded him away from this was done for two reasons; first, to save rectly shown as SP. some design decisions which I feel to be his- counters, and second, to save complexity. How the designer got them wrong again torically dubious. The final result is, I feel, both illogical and I do not know, as the British Official History I'll start with the initial landings. I inconsistent. (reference 11) clearly shows most of them as would have liked to believe, seeing the size It is inconsistent because on the one SP. He may have been confusd by the fact and scope of the designer's research, that this hand the RMSR (Royal Marine Support Reg- that in the case of the British 3rd and 50th part of the game would be- as right as the iment) units, who are present for one turn Divisions the SP equipment was removed at a "state of the art" would permit, not least for only and who played a less important role on later stage in the campaign (in the case of 3rd the reason that there is so much information D-Day itself, are given as individual counters Division in early August) and replaced with available and it is so easy for historically for each beach, while the Crabs and the "normal" towed 25 Ibrs. This is not, minded gamers to check up on. I will admit AVRE units, who never operated as battal- however, an excuse. Mr. Reed seems also to that this section of the game is but a small ions or squadrons respectively during the have assumed that as the 8th Armoured part of the total; nevertheless it is The Long- whole campaign, are shown as bigger units Brigade had two DD battalions, then the 27th est Day itself, and deserves I feel some than they ought to be. In the case of the DD Armoured Brigade should be the same. This respect. I was therefore somewhat disgusted (Duplex Drive) tanks, this does not apply to does not, however, follow, and, in fact, the to find a number of minor errors on the Al- the same extent. It would have been better to EY/27 unit shown with the follow-up units lied Assault Landing Schedule. have had a DD unit for each beach; however, was not DD. As for the build-up details shown, I have and review a couple of design decisions taken tish forces the brigade was important; it was no particular complaints regarding the divi- in The Longest Day. To start I will steal an an essential part of the triangular structure of sional forces given. I was, however, interest- idea from Eric Goldberg that has been used the division. ed to see the inclusion of the 11th Hussars in recent MOVES, and open with a little In the event, as the campaign in Nor- Recon unit. This unit is, in truth, somewhat quote from the notes in the game rule-book: mandy progressed, the divisions as such awkward, as the HQ and two squadrons as- "Involvement in the game will reveal the in- tended to become less significant - more a sembled in France on 12th June, not before; ner workings of two of the best armies ever sort of HQ with logistical support - while then a third squadron arrived for June 18th fielded."(Page 2, Background) the role of the brigades increased with the and the final squadron did not appear until This is a rather vague statement, and formation of "Brigade Groups," to which July 6th! while it may be true for what the designer had the majority of the support arms such as ar- Such messing about will not fit the in mind - whatever that may be - there are tillery, anti-tank, anti-aircraft, engineers and game; I agree, however, this unit should places where it is not true. It may apply to the mortar/machineguns were more or less per- more rightly be on the Allied Unit Entry Germans, it may apply to the US forces, but it manently attached. On top of this, when an Track rather than the assault schedule. May- does not apply to the British. Involvement in armoured brigade was attached to the divi- be the designer included it there to make up, the game will not reveal the inner workings of sion, its component battalions would, in in some way, for the various units he decided the British forces, and will in fact hide, or fact, be attached in turn to each of the to exclude. For example, the C/141 Croco- even pervert, various details. brigade groups. dile unit is reported as operating with 50th Now the designer does repeatedly main- This system was in fact very much like, Division on D-Day; furthermore, various tain that The Longest Day is a divisional and influenced by, the Regimental Combat GHQ artillery units arrived on D-Day and game, and maybe by this he means that what Command system used by US forces, and very soon afterwards, although exact details happens with the counters below divisional was further influenced on the one hand by are hazy. 121st Medium Regiment had 2 bat- level is irrelevant to his "simulation." In the the fact that in close terrain it was difficult teries ashore and operating in support of game, however, the "division" is nothing for a divisional HQ to control all operations 50th Division on D-Day, and I assumed the more than an HQ counter, a supply rule and on its front, and on the other hand by the ex- third battery followed close behind. In the a stack of combat units. For all that Mr. Reed pectation of open pursuit warfare where the game it could not appear before Game-Turn says about "good play" requiring the use of same difficulty would occur. Within the Bri- 11. Mr. Reed is obviously a firm believer in divisions as an entity, there is nothing in the tish armoured divisions, the effect of these the idea that an essential part of the design game that says how a division would operate. changes of structure were even more far process is a modicum of selectivity, and while reaching, though somewhat later to take ef- often this is understandable, it can under- fect formally. Here the division became split mine the extent to which the game is a into two brigade groups, each group in turn "simulation." dividing into two tank/infantry sets of paired Moving on from the assault landings, AVALON HILL'S battalions. Here again the divisional there are a couple of other little errors that THE "assets" would be handed down to either the I've noted to date, one being the loss of brigade group or the battalion pair. another British SP artillery regiment. In fact, While most of these changes became es- the 153rd Regiment RA in Guards Armoured tablished late in the period governed by the Division should be SP, although the other present game, various experiments were be- regiment remains towed. I was further inter- Rules of Play ing carried out during the Normandy fighting ested to note that the much vaunted German which still served to alter the way in which the symbology was unable to diffmentiate be- division operated. The game design is there- tween the three different types of British in- fore caught between two stools. On the one fantry battalions, all of whom in the game re- hand, it claims to simulate combat at divi- ceive the same symbol - that of motorized sional level, so as to excuse the various miss- infantry. I will admit that generally, in opera- ing details needed for a simulation at bat- tional terms, the differences were minor, but talion level. It does not do this quite correct- in reality the infantry battalions in plain in- ly, insofar as the British forces are concern- fantry divisions are "mechanized," not ed, for the reasons stated above. On the "motorized," which means that they had other hand, by the very admission of the transport for all equipment, and for kit and designer the game does not try to be a battal- supply etc., but the infantry generally had to ion level simulation, and is not. Meanwhile, march. Only part of the division could be the middle ground it is trying to stand on is trucked from the transport resources of the missing, as the concept of brigades (or even division, and if it wanted to move everything regiments for the US and German forces) is in one "lift" then it needed about 270 lorries The present game, for example, com- missing. Had the game covered July only, as from corps. pletely disregards the brigade structure of does the SPI game Atlantic Wall, all this On the other hand, the battalions in the British divisions; in effect, they do not exist. would not have mattered too much; running armoured divisions were fully motorized, In the US and German forces, the regimental to August, however, such things become in- and had sufficient transport to move every- designations are present, so a player can see creasingly relevant. one. Meanwhile, the "motor" battalion in which units are supposed to go together (even Another point now as I move on to the each armoured division was in reality "ar- though there is nothing in the rules to give section of the Design Notes in which Mr. 4moured," being fully mobile in half-tracks him any advantage by doing so). For exam- Reed sets out to excuse the deletion of count- and carriers and being intended to operate ple, in 50th Division there is no indication ers to represent the various support arms with the tanks fully in the armoured infantry that 1 HR, 1 DR and 2 DR are the three bat- within the division, especially anti-tank (AT), role. The same should apply to those infantry talions of 231st Brigade, or any indications machinegun (MG) and engineers. What he battalions attached to certain British ar- that the whole structure of the battalions and says may well be true of US and German moured brigades, such as the 4th (2KR) and the division would generally require that forces, but it does not apply well to British 8th (12K); these too were "armoured." My these three battalions operated more or less forces. In the first place, as 1 have referred to personal opinion is that it would have been together. already, such divisional support was attached more correct to show these differences; I can Maybe such detail is outside the scope of not directly to battalions as the game sug- see, however, that the designer possibly felt the present game or maybe this is one symp- gests, but to the brigades, or in the case of the justified in overlooking the slight complica- tom of the designer's comment that "...these armoured divisions, to the brigade groups tions this would have entailed. historical elements ...will be totally ignored and the tankhfantry teams below. As most Having looked at certain points of de- during the heat of actual play ..." when re- brigades, when "in the line," would tend to tail, which might be described as "errors," ferring to historical detail on the counters have two battalions "up" and the third in I'd like to turn to a higher level of discussion generally. The fact is that in the case of Bri- reserve, there would be little sense to have valuable support Stuck with the reserve bat- cars and scout cars. They were rather more which considered the involvement of mem- talion. As weaponry such as the anti-tank like the German concept of reconnaissance bers of Das Reich in the massacre at Ora- guns and the machineguns of the MG bat- troops, without the big armoured cars. They dour-sur-Glane on the 10th June, would be talion would often be used as flank cover would operate like a very mobile infantry most interested to know that Das Reich was during advances, and as the 4.2" mortars of battalion, and were often used to hold a line. not there! They were still at Bordeaux. I the MG battalion would be an imporant part As I said, however, it is probably mere coin- have, however, studied the US history (ref. of the brigades immediate fire support, then cidence, and a rather crude value differentia- 13) which indicates the 2nd SS really began to this explanantion is somewhat strained. tion, that gives these two unit types the same move on the 6th or 7th June, by road. They What makes things even worse, how- factors. subsequently arrived in the area of Torigny- ever, is the effect of the defensive fire rules of Under the heading "Other Superfluous sur-Vire, and concentrated there by June the game insofar as they relate to anti-tank Firepower," Mr. Reed explains why he has 18th (see note on page 442). They first guns, over and above those within each bat- chosen to disregard all the Allied GHQ anti- entered action during Epsom on the 25th talion. If the designer were therefore to be aircraft (AA) units. Although I would agree June. If I read the strategic movement rules consistent to his design decision, he should with his conclusion, I do not accept his argu- correctly, in the game the earliest they can ar- when dividing these AT guns among the bat- ment, insofar as the British units are con- rive on the map, by rail, would be June 28th. talions have given each battalion an AT de- cerned. Personally, I would say that yes, Somebody has got something very wrong fensive fire capabilty. there were a hell of a lot of them, but as their somewhere! Taking comparable counters where pro- effect on combat was marginal they are not Now, how about an historical aside vided, one arrives at an attack strength for worth the counters and the play effort. about the US forces? Well, I must admit that the AT regiment of 8 to 10 (as not all guns are The comments of the designer as to their the best I can do at present relates to the Mor- 17 Ibrs, and the proportions were not consis- combat uselessness may well apply to US tain scenario. I have a feeling that the design- tent). This could give each battalion an AT units; my reading would indicate that in the er never intended the scenarios to be taken defensive fire value of "1" - not really case of British AA units, particulalry the 3.7" seriously - historically, that is. I hope this worth much in game terms, but better than guns of heavy AA units, the situation was was his intention, anyway. I have a nasty hab- cancelling it altogether. quite different. To give an example, I have re- it of playing games with history books open The game system, after all, does make cently been reading the regimental history of at the appropriate pages, and I did have fun AT defensive fire important. US divisions the York and Lancaster Regiment (a biased with Mortain. had the bulk of their AT attached from source, I'll admit). Like so many other regi- Where ever shall I start? Well, there is corps, and the counters are present. The Ger- ments of the British Army, this one had one the US victory condition, which requires the mans had it within the division too, and while or more territorial battalions converted from Americans to capture Vire by the 9th ofAu- Mr. Reed is correct to say it was geneally infantry during the immediate pre-war mod- gust. The game opens with the US holding spread about, it was not thereby lost. Battle ernisation rush. In the case used, the 5th Bat- one of the two town hexes. The first US turn accounts, most notable that of the thrust of talion was converted to heavy AA, of which is 7th August. According to Breakout and the 21st Panzer on D-Day itself, are full of in- part fought in northwest Europe. Pursuit (ref. 8, page 452), US forces com- stances when German tank movements ran SO, point one: They were trained infan- pletely captured Vire during the night 6/7th into screens of British anti-tank guns, both try (as were many other AA regiments). The August, i.e., before they can even move in battalion and divisional. It is therefore a account in the history records that the unit the game. Next, the same source records in great pity to see the British divisions denuded landed in Normandy on the 12th of June detail that one prong of the German attack of a capability which the game rules (correct- "...and was employed in its AA capacity for ran into CCB of 2nd Armoured Division ly) make of great importance. four days. It was then used as a medium bat- near Cherence, while CCB were heading in a Oh, in passing, I was interested to see tery against the heavy fortifications ...contin- southeasterly direction, on the morning of that in spite of the designer's comments re- uing as a medium battery and sometimes in the 7th. In the game, these units enter over garding "functional organisation," the Bri- an AT role, it took part in ...fig hting around the southern edge of the map on August 8th! tish armoured divisions do have a separate Caen ...." Only when the unit reached the The same source also states that CCA of 2nd MG battalion (albeit a puny one). I wish I Seine did it take a few weeks out to play flak. Armoured remained near Vire, attached to could work out why. What validity there is in Later "...it took up an anti-tank role ...all 28th Division. In the game, this group is giv- Mr. Reed's thesis would apply much more to spare ranks of the battery were formed into en as entering from the southern edge on Au- the very small, company-sized machinegun infantry platoons and as such effectively gust 7th (see ref. 8, p.471). and mortar unit in an armoured division than assisted in the fighting. ..." Mr. Reed may well have found some to the much more powerful, battalion-sized I will agree that regimental pride most more accurate, or more convenient, informa- unit in an infantry division. The company- certainly colours this account; however, tion than the US official history; it does seem sized unit was too small to be a useful divi- cooler histories have referred to support roles to me that this scenario, at least, has been rig- sional asset, whereas the battalion, par- for AA units - I have seen reference to the ged and could be described as somewhat fic- ticularly where the sixteen 4.2" mortars are interesting effect of the air-burst AA shell titious. In this light, the fact that all the US concerned, was much more useful - the when fired at enemy infantry. Light AA units units (well, most of them anyway) had just mortars often were used as a group to sup- too often found themselves in the fighting, fought long and hard to get to their set-up port brigade attacks. To say the least, a although corps units would more likely be positions and that 29th Division had, for ex- strange inconsistency. kept back at HQ. The problem here is really ample, just suffered nearly 1,000 casualties Another oddity, which may well be a to- conflict between including the units in the need not preclude all US units setting up at tal coincidence. I was interested to read the mix on the grounds that they did on frequent full strength. long description as to how firepower scores occasions play a role, and, on the other side, The designer of a game like The Longest were calculated, and the various details taken giving them an appropriate value in which Day, if he has any pretentions to calling his into consideration - fascinating. In view of case the average gamer will put them to all masterpiece a "simulation," must lay him- this, I was interested to note that the recon sorts of uses for which they were not employ- self open to attack. As designer, he has to get in an infantry division, and the corps recon ed. On balance, they are better out of a game everything right to fulfill his claim, and he units, turned out to be identical, even though of this type; it is just a pity that the designer's has to include a lot of everything. A reviewer, the units are about as different as possible justification is not perfect. on the other hand, need find but one flaw within the "recon" format. Oh, all right - I admit it. I have bored and he can build a case on it; after all, if "x" The corps unit is much more an armour- you all quite enough with notes on the Bri- is wrong, can you be sure and trust "y" and ed car battalion, and was generally manned tish. I can hear the cry of "big deal" even "z"? In many ways, The Longest Day does by ex-cavalrymen. The reconnaissance regi- over here. I have not studied the other parti- set a new standard of historical research, ment in the infantry division was rather like cipants in as much detail; I have, however, mostly regarding the Germans. However, an infantry battalion (and, in fact, generally noted an oddity regarding the 2nd SS Panzer just because all those sources are listed in the was converted from such) with AT guns, mor- Division, which according to the designer is bibliography, one should not presume that tars, etc., and was well mounted likearmoured "released" in the Biscay box on June 22nd. I everything in TheLongestDay is perfect. infantry and included some light armoured rather think that the War Crimes Tribunal, .. A HOUSE DIVIDED by Stephen L oniewski

Streets of Stalingrad flict Magazine which published Hill's game, historical commentary which accompanies and Lombardy himself was developer for the the game includes maps, photos and a brief By the time this article sees print one of game.) It's essentially a game of fire combat summary of the activities and achievements the most impressive games the industry has in which defending units get the oppportuni- of all superior formations (divisions and ever produced will likely be gone from the ty to "first fire" at attacking units, and com- corps) and their leaders. More, the terrain ef- stores for good. Streets of Stalingrad - both bat is not resolved on an odds-ratio table but fects chart is illustrated with photos of first effort and swan song of the short-lived rather on a table which uses strict incre- representative terrain of each type and each Phoenix Games - suffered the sad fate of ments of firepower. On each die roll, a unit is side is given a force sheet with a complete low financing and will not be reprinted. either eliminated or there is no effect; there display of unit symbols, description of weap- More's the pity; Streets of Stalingrad is a are no retreats in Stalingrad. Combat contin- on and unit types, sample units and a benchmark in the business: a product level to ues back and forth with defensive and at- thumbnail guide to play. This is also illustrat- which the other producers should aspire (but tacking fire until the attacker either fails to ed on the reverse with photos of typical units which no other has yet attained). It may be eliminate a defending unit or manages to with an insert of the counter. Very profes- the most complete, well researched and eliminate all defenders in the hex (or quits at- sional. Formations were examined for their documented ever produced. Afici- tacking to forestall other losses due to the de- performance and the quantifications reflect onados of the game can attest to the very high fender's fire). Modifications to the die roll the research: units aren't blandly similar col- level of accuracy and realism of the compo- come from terrain, leaders, and battalion lections of numbers, but are different from nents and of the almost errata-less rules. (The and regimental integrity. Each side has two each other as historical hindsight proves. errata published in Fire & Movement no. 23, successive movement and combat phases in a Players cannot be overwarned of the is almost insignificant. Most problems arise turn; units move only half their movement length of the game or of the time required from interpretations of the rules, not from allowance in the "exploit" phase and are for set-up. Three of us took six hours initially mistakes in the rules themselves.) The game unable to attack in the second phase if they to separate the units into the small bags pro- simply gleams with chrome; the counters not did so in the first. Also, much of the artillery vided (formation labels are also provided; only flaunt the precise shade of uniform col- is unusable in the exploit phase. While turns another nice touch) and then organize the or for the armies, but the historical symbols can thus be rather long, advances can be sig- scenario - one of the situations with a low used by the military (not simply the quasi- nificant and the game is seldom stagnant. unit density! But the investment of time is re- military symbols we've come to know and There are two sets of rules included with paid by an exciting, challenging game for love in ). The board even boasts an the game: basic and advanced. The basic both sides. There are no easy victories in Stal- accurate street map of the city! game offers a relatively simple, playable sys- ingrad; like the actual battle. the Germans Stalingrad, as the title suggests, is a tem; in it all units have a range of only one push forward irresistibly to the gates of the company level game about the tense, bloody hex and indirect fire units are represented by city where they find themselves sucked into a battle for that city from September through strength point markers added into combat. maelstrom of hex-to-hex/block-to-block November 1942. The game comes with two Other rules include armour breakthrough, fighting where the attrition rate is painfully detailed and colorful maps showing the city unit integrity, leaders, replacements and rein- high and the prize of the city seems further and suburbs on a 300 meter to hex scale. forcements, stacking (three for the Soviets, away each turn. For the Soviets, the first few There are 2,160 counters, mostly combat three plus one tank for the Germans), dis- turns are demoralizing as units outside the ci- units, including leaders, pioneers and engin- mounted movement and combat. The ad- ty are swept away before the German ad- eers, infantry companies, artillery batteries, vanced rules bring in the concept of ranged vance. But once in the city and with rein- tank platoons, air support, headquarters and fire, line of sight, bombardment, forced forcements shoring up their interior lines, the self-propelled guns. Counters show attack march, retreats, armour disengagement, sup- Soviet player can usually last until the Ger- and defense fire strength, range, movement, ply and isolation, automatic elimination, man momentum is spent and then (hopeful- unit or weapon type, and parent formation reserves, retreats and the optional units ly) launch his own counterattack. (battalion regiment or division). There are 12 (snipers, commandoes, observation posts, All turns are crucial for both players, es- scenarios ranging from 8 turns (one turn fortifications and minefields, air support, ar- pecially once in the city where zones of con- equals one day) to the full 55 turns. Even the moured trains, infiltrators, and even Russian trol don't extend and units can pour through shortest scenario requires many hours of mine dogs). These make for a different game a gap between counters. Units become easily play, not to mention two or three hours to than the basic rules offer, not to mention one isolated but not easily eliminated, and small just organize the units and set up the board! considerably longer to play. Aside from the pockets of one or two counters characterize Each side has a separate sheet delineating artillery rules, the advanced rules offer little the street fighting. A good Soviet player can forces and establishing victory conditions for in the way of enhancement and don't alter also take the best advantage of the terrain that scenario and each scenario has a map play radically and I suggest you use them around the city with its many hills, woods outlining set-up requirements for both sides. sparingly. You are trading off time for and balkas (gullies). Armour and vehicle Victory depends on the number of enemy chrome. units cannot enter a balka hex without a units eliminated by the end of the game and The designers claim that they created a bridge and so can be forced to take the the number of "built-up" (city and factory) "benchmark of research and design" in this longest, least advantageous route to get into hexes controlled. game. No argument with that statement; the the lines. Both players must take advantage The game system is an acknowledged research, done by Dave Parnham who also of every hex, of every opportunity and of plagiarism of John Hill's Battle for Hue. did the work for SPI's Battle for Stalingrad every die roll modification that could arise. (This isn't surprising; designer Dana Lom- (a John Hill design), is impeccable and the An extra turn of grace or an extra unit or two ,hardy was editor and graphic artist for Con- graphics design superb. An excellent 32-page may prove the deciding factor when the bat- tle rages in the city and the outcome of the step reduction, then the replacement rules game hangs on a few hexes. should allow units to combine to be returned As designed, the game gives a remark- at a later point. ably accurate simulation of the progress of These however are minor points, even the actual battle. Victory for either side is nitpicking in the light of the otherwise high often decided only on the final turn. Both quality of the game. It's not a game for be- players must develop the proper use of com- ginners, despite what the designers say about bined arms for both attack and defence, else the ease of play. It's too large and perplexing pay the penalty. The Soviet must generally for all but the dedicated gamer with ample act in response to the German moves until time on his or her hands. There is sufficient the force in the advance is spent. There is lit- choice in scenarios to allow garners to play tle the Soviet can accomplish except on a enough games to suit their needs; figure about local scale to stem the German tide, so his an hour per turn average for the larger sce- role is pretty much one of the defender at- narios, 30 to 45 minutes for the smaller. The tempting to make his opponent pay the maxi- campaign game may take ...well, as long as mum penalty for his advance. The German, the actual battle, so play the shorter scenar- on the other hand, has a lot of options open, ios to get a feel for the game (two or three depending on terrain and scenario. He may players to a side is also recommended for either focus his strength to punch through campaign or larger scenario play). This game the line and both surround the Soviets and is really unique in the wargaming field, so I'd grab at city hexes, or he can spread his at- Suggest that You buy it now if you can still tacks across the broad front and trv to find it. Even if you're not up to playing it yet, I eliminafe as many Soviet units as posible. store it away until you are ready. It won't age However much stronger the German appears in the meantime; it's already destined to be a "good" classic and worthy of much more conduct the entire strategy for his side for initially, defensive fire can whittle away too both major theatres of war. many units too quickly for him to be careless play than shelf-sitting time. The game is worth the price for the research and photo- The Union player, due to his naval and or sloppy in the allocation of his attacks. river ability, has the capability of striking the There is an enormous frustration in reducing graphs alone; Dave Parnham must be ap- plauded for his unexcelled work in this area. South at virtually any point along their mutu- one's opponent to helplessness while reduc- al border. The Confederate player must ex- ing oneself to the point where one is unable If you can't find a copy of Streets of Stalingrad in a local store, write to Ed Snar- ploit his interior lines and defensive tactics in to take advantage of it. order to keep his system of supply/recruit- Amidst the deserved praise for Streets of ski, RD 2, Box 137 Swanson Rd., Wilkes- Barre, PA 18702. Ed was a major financier in ment cities as intact as possible, or if pos- Stalingrad, I must raise a somewhat dissent- sible, capture Washington (which automatic- ing opinion over what may be the game's the game and took stock in lieu of return ally wins the game for him). Essentially the most appealing features. While welcoming when the company went under. He is selling burden of attack, as it was historically, is on any chrome that lends flavour to a game, the game for $35 post paid, if he still has any the Union the South must be invaded and there is a certain limit as to what detracts left. Ian Chadwick - from play and what enhances it. Schooled as literally gutted so that she cannot support her I was in the use of the simple "Bulge" sym- A House Divided armies. The movement system, giving the ad- bols for military units, I found the almost A House Divided is one of the few vantage of mobility to the Union player, re- endless variety of "real" symbols in games in what is, to this reviewer, a decidedly Stal- quires pieces to be moved from town to town to be bewildering. Both my opponent undercrowded field of wargaming: strategic ingrad along the communications arteries (cavalry and I found ourselves referring to the force level American Civil War games. In fact, I and infantry moving at different rates and sheets to decipher the nature of the units. can think of only two other examples, both cavalry abie to perform a sort of scout- The Soviet infantry symbol looks like a from SPI: American Civil War and War Be- tween the States. ing/screening role by means of "jump" telephone pole on a box, the German ar- moves). Combat occurs when opposing units The present game should prove an inter- moured car looks like a Volkswagon bug, Ger- occupy the same town, at which point they esting addition to the ACW buff's library of man pioneers appear to have a tennis racket are removed from the board, lined up off to games as it fills a void felt by those who don't for a symbol and the Soviet light tank looks the side facing each other and throw dice at like a logo for a cheese company! Then too, have the time (or the inclination) to deal with War Between the States' massiveness or each other until one side is destroyed or flees. the units are not marked with their parent Needless to say, certain troops have better American Civil War's arbitrary command division or corps. This can get very confusing statistical chances of knocking out their op- when trying to allocate divisional artillery to a control rules, etc. GDW has borrowed a couple of con- ponents than others. battle, forcing constant references to the set- Other rules include the use of naval in- cepts from previous game designs by a now up sheets. Set-up and organization is very vasions (Union only), army experience, rail- defunct Canadian game company, (Gamma tedious and time-consuming. Despite the line disruption, Union draft and recruitment well executed charts, the process takes some Two) and used them at the core of this game. It makes for a clean, interesting and playable of new units for both sides. careful work and I suggest you get issue #23 Although rated introductory by the de- of Fire & Movement for their handy organi- system that can put a little fun back into evenings previously spent smashing the Sixth signer, A House Divided is still a fun, absorb- zation chart. Without it, the game can be a ing game of strategical options and risk tak- nightmare. Army at Stalingrad (for the umpteenth time). The map hexes are slightly too small for The components consist of a 17" x 22" ing. Instead of becoming Meade at Gettys- burg or Bragg at Chickamauga, the player is map, 160 die-cut counters and rules (5 pages). the large (5/8-inch) counters, and as a result cast in the role of a Lincoln or Davis, having the lines and positions often get confused The map is a representation of the major to direct the war at both ends of his country when in a ,clutter of high-density combat. cities and towns involved in the war, all con- at once, always keeping the overall strategic The terrain is confusing in its treatment of nected by communication lines (roads, rails goal in mind. balkas. Why can't armoured units simply and rivers) - from New York, Cleveland and The latest entry in the Civil War field is ride across the top without crossing? Or in Chicago in the North to New Orleans, Mo- one game that will be pulled out of my library the cases where two balkas are shown run- bile and Jacksonville in the South and as far west as St. Joe, Mo. The pieces represent in- fairly often, especially when I'm not seeking ning parallel in a hex, why can't armoured a major investment of time and energy. It's units simply drive between them (after all, fantry and cavalry armies and information probably worth the inflated price of admission. how wide is a tank)? Finally, the combat markers. Both sides begin with a light sprin- system only allows for the elimination of a kling of pieces on the map, the greatest con- Stephen Loniewski unit, not its reduction. It seems reasonable centrations being around the capitals, more that an entire company would not get blown or less the way the war actually started in away, merely reduced in many cases. If not 1861. From that point on the player gets to Missiles: 4 AIM-9L's and 6 Sparrow Rules adapted from Conirtrh: Hexes: (#I) A0201; (#2) A1502 122.01 MELEE INITIATION Altitude: 80 Suitable for DOW, WC and CM, but not for Heading: Both due South PR or JC. This rule reinforces the impor- Your Moves Historical Notes: The four aircraft closed at full tance of leadership, since units that fail mor- speed, and when the aircraft were approximately ale checks when not stacked with leaders may 1,000 feet apart (4 hexes), the Libyan jets fired one refuse to attack or retreat when so required. Atoll missile and split. The US F-14's banked hard Modifications will have to be made to the and came up behind the Su-22's and immediately modifiers of Cases 22.1 and 22.2; ignore "Your MO VES" is intended as aforum to al- fired one AIM-9L each; the missiles destroyed the those modifiers which refer specifically to low readers and game designers to comment Su-22's. One parachute was seen to open. The last Corinth and use the others. Note that use of on games and game design, offer optional thing the Libyans probably saw was.... this rule may alter play balance in some rules to the most popular games, and present games (especially CM). However, it is likely new scenarios and campaigns. Readers wish- to improve the balance in DOW. ing to submit items to "Your MOVES" 124.01 BAlTERlES AND RAPID-FIRE should write their pieces up to 750 words, Suitable for all games but JC and CM. This typewritten (double spaced). No payment is rule simulates the deadly affect of canister offered for material submitted, and all sub- ammunition at close range; smoothbore ar- missions, published or unpublished, become tillery units were often double shotted and the property of SPI. Authors will be given could increase their firepower through rapid- proper attribution for any material published fire. The defender will be greatly helped by in "Your MO VES. " this rule so it will tend to alter the balance of PR more toward the Union, which is good. Its use in WC, however, will swing the bal- ance even more towards the Confederates, thus greatly imbalancing the game. It should THE LATEST be noted that the batteries at Wilson's Creek "AIR WAR" SCENARIO were probably not capable of rapid-fire since the men were still green having been so newly Whose Air Space Is This? 0120 (EST), 19 August 1981 organized. DOW will be little altered since there is so little artillery present. General Situation: On 19 August 1981, while the US Sixth Fleet was conducting maneuvers in the Rules adapted from Jackson at the Mediterranean, two Libyan Su-22 fighters Crossmds: scrambled from an airfield near Bengazi to inter- 121.51 ARTILLERY OPPORTUNITY FIRE cept two US F-14 fighters from VF-41, which is based on the USS Nimih. The US aircraft were Optional in DOW, PR, WC, BC and CM. heading south while the Libyan aircraft headed The rule adds a greater realism to the games north. The dispute was over the Libyan claim that by allowing the defender to fire upon attack- their territorial rights extended into the Gulf of ing units once per turn as they inove in to at- Sidra for over 200 miles as opposed to the US tack. However, this rule is a major change to claim of 3 miles. The US fighters were intercepted the whole game system and greatly aids the 47 miles north of the Libyan coastline. Great Battles of defender. It will tend to unbalance WC dras- Map Arrangement: the ACW Retrofit tically while altering the balance of the other games to a lesser degree. Players should ex- north The latest games in the Great Battles'of periment with this rule and use it if they like A the American Civil War series have included a number of new rules which may readily be it; personally, I don't. B As the Great Battles series expands, new C adapted to use in other games in the Great Battles series. These rules may be considered designers will continue to offer excellent D ideas which may be used in many of the E optional additions and not addenda. In some cases, the addition of these rules will make games in the series. These new ideas will ap- F pear in this feature, allowing you to mix and G the games more realistic, in others more com- plex. It is recommended that players experi- match to add more realism and balance to the . H ment with these new rules to see what works other games. Eric Lee Smith Libyan best in each system. This article is meant to Aircraft Type: two Su-22's (use the Su-7B table give specific limits to which rules should be Opening MOVES /continued frornpog~~j and subtract 1 from all turn modes) added to which games. towards more accessible and readable rules Movement Allowance: 6 The games in the series are abbreviated (at least for some types of games). The draw- Throttle Setting: 6 as follows: Wilson's Creek (WC); Pea Ridge backs to this approach are that it requires the Energy Pts: 0 (PI?);Drive on Washington (DOW); Cedar full concentration of two or three really skill- Acceleration Pts: 0 Mountain (CM); The Battle of Corinth ed writers to get acceptable rules. Anyone Wings: level (BC);Jackson at the Crossroads (JC). can use the second person, small words, and Dive/Climb: Level Flight Rules adapted f rom CedarMountain: informal structure. But if you aren't ex- Missiles: 4 Atoll tremely careful, all you'll get is a short, con- Hexes: (#I) H0816; (#2) HI017 121.11 LIMITATIONS ON DISMOUNTED fusing and incomplete set of rules. I'm sorry Altitude: 78 CAVALRY to say that the typical wargame rules writer Heading: Both due North Suitable for WC and DOW, but not for PR. - both at SPI and at other stations on your This rule represents the fact that cavalry were - United States game publishing dial is not up to it. To not trained to fight as infantry. The reduc- avoid that trap, we've concentrated all the Aircraft Type: two F-14's tion in morale rating (to 2) should definitely final rules writing into the hands of a profes- Movement Allowance: 8 be included. sional writer (Bob Ryer) with an occasional Throttle Setting: 8 122.01 ARTILLERY OVERSHOOT assist from me. Soon, we'll do a full size Energy Pts: 0 Suitable for WC, DOW and PR. This rule standard wargame in the same style and see if Acceleration Pts: 0 shows the effects of artillery fire scattering we can bring it off. When you see it, you'll re- Wings: level over great distances, simulating the some- cognize the difference. Let us know how you Dive/Climb: Level Flight times gross inaccuracy of such fire. feel about it. Redmond Great Games in

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"x34" 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 BAOR featured 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- 13.41 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 UnitUnit TypeSize amining the Czech, East German and Soviet forces attacking to the designation^^^ south of the Fifth Corps area. A campaign game is included which %lo-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 "54 are now available through your local retailer! The Hof Gapand BAOR maps abut the ~ijih*~or~smap as part of the Central Fronrgame series. Section of Hof Gap map and sample counters. DESIGN/OPTIONAL RULES 8 SYSTEMS

The Enhancement and Standardization of the Central Front Series by Charles 7: Kamps, JL

In the BAOR issue of SB7; we decided to "bite the panzergrenadier bns (24 x Marder IFV, 10 x Hand in hand with the Soviet pre-emp- bullet" and revise and integrate the standard rules M113 APC, 27xMilan ATGM, 6~120mm tive air strike, is the virtual elimination of in- so that you'd have one set of system-wide state- mortars each), and 1x panzergrenadier bn itiative determination. When calculated, the ments without a lot of exceptions and modifying (13 x Leopard, 24 x Marder IFV, and pre-emptive strike (as it applied to combat clauses. This article gives you some of the back- 18 x Milan ATGM). units) represented only part of the Pact's air ground on why and how this came about as well as Another example of the difficulty in de- strike ability. The remainder of the Soviet providing an extra group of rules which also apply signing a modern game is that we had no firm tactical air force will hit NATO air fields (roll to all the games in the system. It is probable that information on West German battalion gar- for initial supremacy) and command/control the CF System will continue to evolve (because of rison locations for the first two games. centers. Under such conditions, it is unlikely its contemporary subject) and we will maintain the system in the pages of MOVES. I hope we get the Knowing that many German battalions were that NATO will be able to sufficiently recover entire system done before the Soviet economy spread out over the countryside, it seemed the initiative during the first five days of collapses and they're no longer a believable fair to concentrate them around their brigade combat; so, initiative determination gives threat. Or vice-versa! - Redmond headquarters locations, but allow them NATO a chance that will probably not occur enough flexibility in placement to avoid pre- during the span of the game. emptive air strike. We now know where the The Pact's southern entry option in the battalions should be placed, and have incor- Thin Red Line scenario gives the Soviets the porated this information into BAOR. In opportunity to do some serious outflanking. The Central Front Series is an evolution- some cases it means that the West Germans The one Game-Turn penalty imposed on ary project. Readers who are familiar with are more concentrated than in the other units for using the south edge simulates the the first two games in the series, Fifth Corps games, but accuracy is served. Updated traffic control difficulties those units would and Hof Gap, will notice improvements in strengths and locations for the West Ger- encounter by crossing paths with the units BAOR, which will be retrofitted to the earlier mans in Fifth Corps and Hof Gap will appear entering the Fifth Corps map, also through games. Doing modern simulations is more in the next issue of MOVES. the Harz. challenging than historical ones for two rea- Several points concerning the counter NATO special rules have been expanded sons: first, there is no "historical" outcome mix should be clarified here. Readers will note slightly. Corps artillery is allowed to support and postmortem to guide the designer, and the absence of the British 1st Armoured Di- any nationality as, in reality, it would be an- second, information on weapon effects, vision and supplementary Territorial light in- swering calls for fire from other artillery order of battle, and relative capabilities is fantry battalions from the game. As the 1st is headquarters, and not the supported front often hard to come by. The designer must re- located off the north edge of the BAOR map, line unit. The surprise attack bonus has been search current military periodicals and ac- and fairly far forward, it will appear in the extended to attack helicopters because they counts of recent conflicts to form a basis of North German Plain game. This, of course, are maneuver units capable of taking advan- understanding for terrain, units, and me- will not preclude players from moving it tage of flanks and terrain. chanics. More important, he must rely on as- wherever they wish when the mapsheets are The air interdiction rule expands the sistance from folks in the military who can joined. scope of air point allocation without involv- provide the "feel" of the current situation, as The extra infantry battalions doctrinally ing a lot of additional dirt. The original air well as up-to-date facts and a candid view of have a two-fold mission: rear area security rules were very limited in application. With relative strengths and weaknesses of the po- and augmentation of regular anti-tank units. air interdiction, your A-10 (or MiG-27) jocks tential combatants. After reflecting the sections in the combat can cause the enemy real anxiety. When units In some cases, things just outright strengths of the regular BAOR units, and leave their air defense umbrella and hit the change during the course of time. For in- subtracting platoons necessary to guard road in column, they open themselves up to stance, Fifh Corps and Hof Gap were com- headquarters, convoys, bridges, etc., there the attack planes - something not previous- pleted prior to the West German govern- was little point in retaining the "battalions" ly simulated in the series. ment's final decision on army reorganiza- as they were reduced to nil strength. The Several other features were modified as tion. We knew something was coming, and Field Forces provide the tactical rear area se- well. NATO may now target towns (but not had a good idea of the way things would look curity. Note that there are no West German cities) for nuclear strikes. Air defense fire according to Bonn's official announcements. HSK units in BAOR. Stationed to the west of against air mobile units is not quite as effec- b The organizational structure finally approv- the mapsheet, they provide some form of tive as before. German tactical doctrine has ed for the West German Army is reflected in deep rear area security. The strategic para- been added as an option that is highly recom- BAOR. For those interested, as an economy chute option available to the Soviets should mended, as it illustrates the basic doctrinal measure the West Germans will retain their highlight the rationale for HSK deployment inconsistancies between the NATO allies. old standard organization in peace, but will off the map. In fact, the HSK units in Fifth Victory conditions, for the Thin Red cross-attach units in war, and add another Corps and Hof Gap should be treated the Line scenario, were approached with an aim battalion to each brigade by forming an ad same way. toward the stated objectives of both sides. hoe headquarters and borrowing companies Recent information indicates that the The Soviets must achieve a cetain rate of ad- from the original battalions. Thus, the war- Soviets have converted most of their Cate- vance with their spearhead elements to ac- time composition of a panzer brigade will be: gory I artillery, at the division level, over to complish their ends, while NATO must hold 1x arty bn (18 x 155SP), 1x AT co (12 x SP self-propelled M-1973 and M-1974 models, on to as many urban areas as possible. To an Hot ATGM), 2 x panzer bns (41 x Leopard and attached regimental artillery to tank regi- extent, the conditions were modified for play each), 1x panzer bn (28 x Leopard, 11 x Mar- ments. Soviet pieces in BAOR reflect these balance. The "pure" ones are addressed in der IFV, 9 x Milan ATGM), and l x panzer- changes in strength and capability. The rules the optional rules included in this issue. grenadier bn (35 x Marder IFV, 27 x Milan for Multiple Rocket Launcher artillery is As part of its ongoing "shell game," the ATGM, and 6x 120mm mortars). The pan- meant to simulate the area saturation volley British Ministry of Defence has announced zergrenadier brigade will consist of 1x arty fire of these weapons. The rule is simply a its second major unit reorganization in five bn (18x 155SP), 1x AT co (12xHot SP late comer which should have been in the years. In game terms this will mean virtually IATGM), 1 x panzer bn (41 x Leopard), 2 x earlier games. nothing, as all combat battalions and gar- rison locations will be unaffected. The BAOR Intermediate HQ RWF: Royal Welch Fusiliers; R. Yeo; changes will have an impact on higher head- Redesigantions: 1981 Royal Yeomanry; WFR: Worcestershire & Sherwood Foresters; 5 RIDG: 5th Royal quarters, and reduce the administrative TASK FORCE BRIGADE Ha LOC overhead in BAOR by a couple of thousand DIV loldl lnewl Inniskilling Dragoon Guards; 9112L: men. For the benefit of readers of the BAOR 1st Armd Alfa 7th Armd Soltau 9th/12th Royal Lancers; 13/18: 13th/18th article in S&T 88, the new British organiza- Bravo 22nd Armd Hohne Royal Hussars; 15/19: 15th/19th King's tion is outlined below. 2nd Armd Charlie 4th Armd Munster Royal Hussars; 17/21: 17th/21st Lancers; During 1982-1983,2nd Armoured Divi- Delta 12th Armd Osnabruck RTR: Royal Tank Regt sion HQ will redeploy to the United King- 3rd Armd Echo 33rd Armd Paderborn Belgian: dom and take up residence with North East Foxtrot 6th Armd Soest A: Artillerie; Bev: Bevrijding; CA: District HQ. It will redesignate as HQ 2nd 4th Armd Golf 11th Armd Minden Chasseurs Ardennais; CaC: Chasseurs a Infantry Division, and command two newly Hotel 20th Armd Detmold Cheval; Cy: Cyclistes; Gd: Guides; Gr: formed Territorial brigades in Britain, as well Grenadiers; JtP: Jagers te Paard; Kar: as the 5th Field Force. The UK-based brigades The following lists give the unit titles Karabiniers; Lg: Ligne; Ln: Lanciers; WR: will be the 15th (HQ: Topcliffe, Yorks) and which are represented by abbreviations on Wielrijders the 49th (HQ: Chilwell, Notts). The 5th Field the playing counters: Force will be redesignated 24th Infantry Bri- Warsaw Pact: gade. Brigade titles have not been publicized British: A: Artillery; BE: Belorussian; DAG: for the 6th and 7th Field Forces. A new for- AAC: Army Air Corps; Ang: Royal Division Artillery Group; G: Guards; GA: mation, known as 2nd Infantry Brigade will Anglian Regt; BW: Black Watch; DER: Guards Army; GT: Guards Tank; GTA: also form, with a headquarters located at Duke of Edinburgh's Royal Regt; GG: Guards Tank Army; Hvy: Heavy; LR: Shorncliffe, Kent. Grenadier Guards; Glo: Gloucestershire Long Range; RAG: Regimental Artillery In BAOR, the absence of 2nd Division Regt; Hvy: Heavy Regt; K's: The King's Group; SA:Shock Army; Spec: Special; T: HQ will mean that two of the remaining divi- Regt; KSB: King's Own Scottish Borderers; Tank; TA: Tank Army sions will command three brigades each, LG: Life Guards; LI: Light Infantry; Para: Notes: British unit designations represent while the odd division will have two brigades The Parachute Regt; Q.Hus: Queen's Own the composition of BAOR as of early 1981. in Germany and (as planned) a third brigade Hussars; Qns: The Queen's Regt, QRIH: Individual units are transferred constantly - in Britain which will reinforce it in wartime. Queen's Royal Irish Hussars; 0.Yeo: in the case of infantry battalions, every two The first steps toward a "new" organization Queen's Own Yeomanry; RA: Royal or three years. Warsaw Pact artillery units (i.e., terminology) were taken during 1981, Artillery; RE: Royal Engineers; RGJ: carry a brigade size symbol as they represent when the term brigade was chosen to replace Royal Green Jackets; RHF: Royal collections of battalions - even though the task force to represent the intermediate head- Highland Fusiliers; RHA: Royal Horse units with numerical designations are called quarters between division and battalion. Artillery; RRF: Royal Regt of Fusiliers; divisional artillery "regiments" by the These changes are presented below. RSDG: Royal Scots Dragoon Guards; Soviets. W.

[21.2] WARSAW PACT AIR SUPREMACY only). Each Player may conduct nuclear attacks Optional Rules for [21.3] WARSAW PACT INITIATIVE against Enemy units with nuclear weapons fired from his artillery units or delivered by airpower. the- ~- Central Front Series (Note: It is intended that the Warsaw (Fifth Corps, Nof Gap, BAOR, Pact player have automatic intiative on all PROCEDURE: North German Plain, Donau Front) Game-Turns of all scenarios of BAOR and The number of nuclear weapons available to each Hof Gap, as well as during the Battle for Player for the duration of the game, the strength Those readers receiving BAOR in S&T Fulda and Fifth Corps scenarios for Fifth of each, and the method of their employment is nr. 88 will notice the absence of optional Corps. There may be an occasion in the listed on the Nuclear Weapons Charts (24.6). As a rules, and the incorporation of formerly op- forthcoming games to have variable in- Player uses his available weapons, he notes their tional or exclusive rules into the new stand- itiative, so the initiative segment has been re- expenditure on a separate sheet of paper. ard rules. After a lot of feedback, soul search- tained in the sequence of play. It is highly CASES: ing, and re-analysis, a new set of standard unlikely, however, that it will be realistically rules was released with BAOR. These stand- used in the future.) [24.1] USE OF NUCLEAR WEAPONS ard rules are now applicable to all the games [21.6] NATO CORPS ARTILLERY The Nuclear Weapons Chart lists the method by in the series, even those yet to come. Barring which each type of nuclear weapon is employed, any catastrophe, these standard rules will not In the next issue of MOVES, there will either fired from a certain type of artillery unit or be an article covering the linkage of all three delivered by air. change again. It is highly recommended that games of the series, with scenario instruc- owners of Fifth Corps and Hof Gap read the tions, and an updated Master Unit Deploy- [24.11] An artillery unit may firea nuclear weapon standard rules in BAOR carefully, since a ment List for Hof Gap and Fifth Corps which it is eligible to deliver into any hex within its number of changes are subtle and yet highly which changes West German strengths, unit range. Certain artillery units possess a special important to correct play of the games. range for firing nuclear weapons (as listed on the designations, and locations, based on recent chart) which represents battlefield missiles which This article is intended to present all Bundeswehr reorganization. The article will valid optional rules for the entire Central are attached to the artillery unit and for which sep- Front series, as well as identify rules applic- also deal with items such as the Warsaw Pact arate counters are not provided. An artillery unit preemptive strike, and non-West German does not gain an FP for firing a nuclear weapon, able to the first two games (Fifth Corps and NATO paralysis. Hof Gap) which appeared in BAOR. Players but must be,in supply to do so. A single artillery should remove these center four pages to add unit is allowed to fire only one nuclear weapon'per to their games. [24.0] NUCLEAR WARFARE Game-Turn. A number of exclusive rules in BAOR (24.121 A Player may use a nuclear weapon deliv- GENERAL RULE: erable by air anywhere on the Game-Map. This are also "standard" in nature and will be in- does not require the expenditure of an Air Point, cluded in the two remaining games of the ser- Nuclear warfare may be initiated by either Player during the Nuclear Attack Segment of any Game- but may only be executed if the opposing Player ies (North German Plain and Donau Front). nrn. Nuclear warfare is not simultaneous; the does not possess air superiority. Within these They should be considered standard for Fifth Warsaw Pact Player resolves any nuclear attack he restrictions, any number of eligible nuclear wea- Corps and Hof Gap as well: wishes to conduct in a single Nuclear Attack Seg- pons may be delivered by air per Game-Turn. ment before the NATO Player resolves any of his. If the NATO Player is the first Player in the game [24.2] RESOLUTION OF [17.3] WARSAW PACT MARCH ORDER NUCLEAR ATTACKS DIAGRAMS to actually resolve a nuclear attack, the Warsaw Pact Player may conduct his nuclear attacks after Each nuclear weapon is assigned an Attack [21.1] WARSAW PACT DOCTRINE the NATO Player (in that Nuclear Attack Segment Strength on the Nuclear Weapons Chart. To resolve a nuclear attack, the strength of the wea- tacks of all nuclear weapons so assigned are resolv- den and may never be moved. Static infantry bat- pon is compared to the Nuclear Defense Strength ed. If a Warsaw Pact unit is the assigned target of talions may be supported by West German artillery of theunit under attack. This strength is "1" if the an attack, and the unit has been moved adjacent to and attack helicopter units. Although these units unit is soft, or "2" if the unit is hard. The com- a NATO unit or into a city hex, the attack is are battalion-sized, they are considered to be com- parison, stated as a ratio, is located on the Combat cancelled. Likewise, if the chosen delivery system pany-sized for purposes of exertingaZOC (see6.24). Results Table as if a prepared attack was being is no longer available (i.e., the Warsaw Pact hasair conducted in flat terrain (regardless of the terrain superiority or the assigned artillery unit is not CASES: actually in the hex under attack). The die is then within range), theattack must becancelled. rolled and the defender's combat result is applied [24.41] The NATO Player may not choose a hex 125.11 DEPLOYING to the unit being attacked. The attacker's combat that contains a West German city, or that is oc- Before the start of play, the NATO Player secretly result is ignored. cupied by, or adjacent to, a NK3unit as a target writes down the hex numbers of each city hex in (24.211 Any number of nuclear weapons (within hex. which he wishes to place a static infantry battal- the restrictions of those available) may be assigned ion. During play, as soon as a Warsaw Pact unit (24.421 A cancellation of a nuclear attack is con- moves adjacent to a city hex containing a static to attack a given hex or unit. However, a separate sidered an expenditure, and the assigned nuclear attack is conducted for each nuclear weapon used. battalion, the NATO Player must declare that weapon is no longer available. unit's presence. If the Warsawpact unit occupies a [24.22] If more than one unit occupies a hex in [24.43] The NATO Player may plot as many nucle- hex controlled by that static battalion, it must which a nuclear attack is being resolved, each unit ar attacks as he wishes in a single Game-Turn, up cease its movement as per 5.22. Players may make is attacked separately by the full strength of the to the limit of weapons provided by his Nuclear facsimiles of the counters as shown below to use nuclear weapon@). Weapons Chart. during play. (24.51 WARSAW PACT ASSIGNMENT [24.31 EFFECTS OF NUCLEAR ATTACKS OF NUCLEAR WEAPONS [24.31] Any combat result incurred by a unit de- fending in a nuclear attack must be applied as an Nuclear attacks conducted by the Warsaw Pact FP gain. No retreat is possible. Player are resolved in the same Nuclear Attack Segment in which they are declared. Each nuclear [24.32] A unit subjected to a nuclear attack attack is declared against a specific target hex con- (whether it suffers any FP gain or not) may not ex- taining any number of NATO units (see 24.22). As pend any Operation Points in the next Friendly long as a target hex is not adajacent to Warsaw Player Phase. The unit may be flipped to its FP Pact units, any hex may be chosen as a target. The side during the Phase however. Warsaw Pact Player must adhere to a rigid [24.33] NATO units are prohibited from entering schedule of nuclear weapon expenditure. In the any hex subjected to a nuclear attack (by either first Nuclear Attack Segment that the Warsaw Player) in the first NATO Player Phase following Pact Player conducts nuclear warfare, he may ex- the attack. pend up to 33 nuclear weapons. In each of the next six Nuclear Attack Segments that follow, he may [24.34] The Operation Point cost for entering a [25.2] PROPERTIES OF hex subjected to a nuclear attack is doubled for the expend up to 6 nuclear weapons. At the end of this period, the Warsaw Pact Player may expend a STATIC BATTALIONS entire Game-Turn in which the attack is resolved. maximum of 3 nuclear weapons per Game-Tbrn Players may use facsimiles of the markers shown Each static infantry battalion is treated as a soft below to indicate the effects of a nuclear attack in for the duration of the game. The limits on expen- unit possessing an Attack Strength of "0" and a diture given above are maximums; the Warsaw a hex. Defense Strength of "I." Static battalions may Pact Player is free to expend fewer than allowed neither move, attack, nor expend Operation but doing so does not allow him to expend more in Points in any manner. Static battalions may never subsequent Game-Turns. Double Double retreat; they must absorb all adverse combat re- [24.6] NUCLEAR WEAPONS CHARTS sults by gaining FP's. Fl Fl (seecharts and tables) [25.2!] NATO units of any nationality may be 124.71 ATOMIC DEMOLITION stacked in a hex occupied by a static battalion. The MUNITIONS (ADM's) static infantry unit does not count for purposes of Double Double Atomic Demolition Munitions (ADM's) may be stacking, although it may add its Defense Strength used by the NATO Player only. They are nuclear to that of any units stacked with it. weapons designed to enchance the obstacle value [25.22] If units which are stacked with a static bat- of the terrain. talion are retreated as a result of combat, the static battalion is automatically eliminated. Double Double [24.71] ADM's may only be assigned to friendly NATO units, and only during the Nuclear Attack 125.231 Static infantry battalions may never parti- Segment of the Game-Turn prior to the Game-Turn cipate in an attack nor contribute toward the ap- of use. plication of column shifts when resolving a NATO [24.72] On the Game-Tbrn following the turn of attack. assignment of an ADM, the holding unit may det- 125.241 The current FP level of each static infantry onate the ADM in any one hex that it passes battalion is shown by placing the appropriate FP through during the course of it first Movement marker in the hex it is considered to occupy. The Phase. FP level of a static battalion is never averaged with [24.73] A hex in which an ADM has been detonat- other units occupying the same hex. Each static ed costs a unit twice the normal number of OP's to battalion may possess from 0 to 4 FP's; when such enter. In addition, the effects of Autobahns, a unit is called upon to gain a fifth FP, it is elimi- roads, and access hexsides are nullified by the ADM. nated. Remove the FP marker from play. [24.41 NATO ASSIGNMENT OF 124.741 An engineer unit that enters a hex subject- [25.31 AVAILABILITY OF NUCLEAR WEAPONS ed to ADM demolition restores the normal entry STATIC BATTALIONS cost of that hex. The NATO Player must plot nuclear weapon ex- The following static battalions are available for penditure one Game-Turn in advance of actual em- use in the first three games of the series, and must ployment. During the Nuclear Attack Segment, be placed within the limits of thecities listed: the NATO Player secretly writes down the identity BAOR: VBK 22 (Hannover), VBK 23 number of a target hex or the designation of a tar- [25.0] WEST GERMAN (Hildesheim), VBK 35 (Detmold), get unit for each nuclear weapon he wishes to TERRITORIAL UNITS VBK 44 (Kassel). employ. He must also note the type of nuclear wea- pon used and the method by which it will be deliv- GENERAL RULE: Fifth Corps: VBK 41 (Koblenz), VBK 43 ered (naming the specific artilery unit if the wea- In each scenario the NATO Player may deploy a (Wiesbaden). pon will be fired by artillery). During the Nuclear certain number of Wehrbereichskommando static Hof Gap: VBK 63 (Ansbach), VBK 64 (Wurz- 'Attack Segment of the next Game-Turn, the at- infantry battalions. These units are deployed hid- burg), VBK 67 (Bayreuth). 22 [26.0] WEST GERMAN bat losses against Polish units from the Combat Last Two Numbers of Advance Hex: DOCTRINE Results Table. Game- Marginal Substantive Strategic 127.21 DETERMINING UNRELIABILITY Turn Victory Victory Victory COMMENTARY: All Polish non-artillery units participating in at- Current West German tactical thought is heavily tacks are subject to unreliability. For each such influenced by the political concept of "forward unit or stack, the Warsaw Pact Player must roll defense." With the advent of this doctrine, tradi- one die on the Polish Unreliabilty Table (27.3) at tional German excellence in mobile defense has the time he declares combat. Based on the number .- - - been sacrificed to the idea of holding as much of FP's theunit/stack inquestioncurrently possess- 9 14 05 Exit ground, as far forward, as possible. es, the Table will yield a result which either allows GENERAL RULE: or denies the unit theability to participatein theat- 10 10 Exit none tack. This procedure is initiated separately for No West German unit may retreat to fulfill combat each stack for each attack throughout the game. loss requirements until it is within 2 FP's of being [29.0] EXITING ENEMY destroyed. Therefore, a West German mechanized 127.31 POLISH UNRELIABILITY TABLE CONTROLLED HEXES or armored battalion could not retreat until it had (see charts and tables) If the Phasing Player is attempting to move all the a cumulative total of 3 FP's. Similarly, a West Ger- units in a particular Enemy-controlled hex out of man company could not retreat until it had ab- [28.0] DOCTRINAL VICTORY that hex in accordance with 6.2, his die roll is mod- sorbed at least 2 FP's, and an artillery unit could CONDITIONS ified as follows: not retreat until it had accumulated 4 FP's (except "1" is subtracted from the die roll during a P.M. when being attacked by counter battery fire only). COMMENTARY: night turn or during ground fog; or if the unit is Victory conditions for the Central Front Series are separated from all Enemy units' ZOC's by a river [27.0] POLISH based on relative criteria regarding Warsaw Pact hexside. 6' 9, . UNRELIABILITY advance rates and NATO's ability to retain control 1 is added to the die roll for each adjacent hex in of urban areas. These victory conditions have been excess of one, which contains an enemy unit exert- COMMENTARY: modified for game balance. Actual "victory con- ing a Zone of Control over the Phasing unit or Polish forces are among the best trained and ditions" for the Warsaw Pact, based on their an- stack. equipped units in the Warsaw Pact. While they nounced goals (i.e., planned rate of advance) are [30.0] HOF GAP TERRAIN would undoubtedly be very tenacious in the presented below. As an additional comment, the West Germans would consider the loss of 100 km Units may not move, advance, or retreat into or defense of their homeland, their enthusiam for a out of a rough terrain hex except through Soviet war of aggression might be of a low order. of terrain, about half of the game map, as a devas- tating defeat. Autobahn, road, or access hexsides on the Hof CASES: Gap map. Units may conduct normal attacks and GENERAL RULE: exert Zones of Control into such hexes as usual. 127.11 COMBAT LOSSES Soviet victory conditions may be judged according Airmobile and Airborne Infantry units, only, are To simulate deteriorating morale, double all com- to the following rates of advance: exempt from any of the above restrictions.

Warsaw Pact Nuclear Weapons WEAPON ATTACK NUMBER SIZE/TYPE STRENGTH PER MAP METHOD OF USE BOMB

MISSILE

Be/3(4)3hard SP"; NL 2(8)2SP*; WG 5(6)5Arty"; FR 3(5)3non-divisional Arty"

Notes: Cannon nuclear weapons may be fired by divisonal artillery which has a numerical identifier instead of a "RAG" or "DAG" designation. = Non-divisional artillery firing these weapons is assumed to have an at- tached SCUD-B missile battalion with a range of 70 hexes. DAG artillery firing these weapons is assumed to have an attached FROG-7 battalion with a range of 17 hexes. - Ridmil Berg5 Review of Games A Bi-MonthlyGamesletterof independent Opinion and Criticism

Edited bv Richard Berg Volume 2. Number 1

From the Editor: of friendly hexes in contested countries. After a year out in the hinterlands trying Large, mechanized armies can make startling to make a living on its own, RBROG now advances across Europe, but an army with moves to MOVES. RBROG will try to bring few or no mechanized strength points will be you information on the most recent releases, lucky to advance one hex per turn. critiqued by the best writers in the industry. There are, of course, many decisions to This initial MOVES/RBROG is certainly in- be made in generaling the armies around the dicative of that intention, with four top writ- board, but there are even more to be made in ers/designers contributing. We've got a lot of the production phase. Friendly and conquer- games on the back burner too, from Yaquin- ed industrial hexes give a player a certain to's Battlesand Leaders to Mayfair's Richard number of industrial units each turn. These the Lionheart, and we'll try to let you know may be spent to build infantry, mechanized, about as many of them as possible. We'll also amphibian, tactical air, paratroop, fort, keep you informed on some of the more in- fleet, submarine, ASW, strategic bomber, teresting - and often more humorous - fighter escort, air defense, missile, and atom- aspects of the industry. ic bomb strength points. They may also be Essentially, our lead review - usually a used to repair devastated industrial hexes and game of exceptional merit or interest, or per- to attempt to advance a country's technolo- haps a flagrant disaster - will be in the "For- l gical levels. What I like about these options is ward Observer" mold. We'll then follow that that a player can try different strategies in with from two to four short (and hopefully different games: Germany could put all of its incisive) reviews, all concluded with the uni- resources into invading England, and the que RBROG "Capsule Comments." This Allies could overemphasize strategic bomb- issue we're featuring WWII (with a little ing. The game is short enough to make dif- Vietnam thrown in for flavor); however, ferent approaches inviting. Each turn is four each issue will not be restricted to any given months, so the entire Second World War in subject or period. Whatever looks interest- Europe can be played in eighteen turns. strategic warfare is -appropriately abstract; ing, and whatever we think you'd like to submarines for the Germans and bombers know about, that's what we'll run. Also, if out restriction through friendly hexes (i.e., for the Allies "attack" industrial units. you've got an old favorite - some out-of- hexes a friendly army passed through last). the-way masterpiece that no one has heard Movement across water is sometimes restrict- Special forces are worked into the rules about - drop us a line. If we get enough re- ed. The strength and composition of each in rather ingenious ways. For instance, para- quests for some of those old Third World army is kept off-board on Army Record troop strength points in an army increase its Specials, we'll run those too. Sheets. During movement, army strengths ability to advance in the combat phase, and a Richard H. Berg can be reshuffled freely, and armies can be paratroop army can advance across sea hex- created and disbanded. Armies can move in- sides. Tactical air strength points in an army Hitler's War to nonfriendly hexes only during the combat aid its firepower and may prevent an enemy phase. Any hex, unless it contains an army army from retreating, thus eliminating it. Design: Keith Gross counter, has a garrison of one strength point. There are four scenarios of increasing Components: i6"x 17" mapsheet, 360 counters, The combat phase is divided into two complexity in the game. These are interspers- 21-page rules book, 3 strength-display sheets, die, plastlc bag, boxette. parts, the first being initial firepower. The de- ed in the rules, and each succeeding scenario Metagaming, $7 ($8 as of fall 1981) fender fires first, and then the surviving at- uses more rules. The first scenario is strictly a tackers fire. (There is one combat results two-player game, but the other three are Reviewed by Omar DeWitt table for everything from ground attack to geared to three players: Axis, Russian, and The bigger-is-better group will ignore strategic bombing.) British-US-French. All scenarios are easily this little gem, but those of us who like to get Advancing is not part of firing, but a played with two garners, but this is just the beyond setting-up a game will appreciate Hit- separate phase. After the initial firing is com- game when an odd number of players get ler's War. The complex and multi-faceted pleted, armies, one by one, may attempt to together. WWII in Europe has been distilled, and we advance. Advancing is a function of three The box blurb says, "Can YOU conquer are left with a game that has the form and es- things: defender's strength, the number of Europe?", but there is little expectation that sence of that conflict in a compact format. attacking mechanized strength points, and any German player will ever do so. Except The mapsheet covers North Africa on the distance the attacking army has already for the Barbarossa Scenario, the victory con- the south to most of Scandanavia in the advanced that turn. On the Advance Table, ditions are simple: whoever controls Berlin at north, and runs from Great Britain past the the number of defending strength points is the end of the game wins. Caspian Sea in the east. India, British Africa, cross-indexed with the number of attacking Advancement in technology is simulated and French Africa are represented on the mechanized strength points to give the die cleverly and simply. By expending two indus- map abstractly (as boxes), and can conceiva- roll(s) that will allow the attacker to advance trial units and rolling a 1 or 2 on the die, a bly be invaded by the Germans. Each hex is into the hex. If successful, the attacking ar- player may advance one step in one of twelve approximately 300 km across. my can try to continue to advance, but " 1" is areas. Some technologies, such as the atom Movement and combat are handled in a added to future die rolls for each hex advanc- bomb, cannot be produced until a certain manner different from most wargames. ed that turn. It is an interesting system that level is reached. An increase in technology Movement is unlimited within friendly con- works quite well; the hex-control counters level means that an item, such as submarines, tiguous hexes. Armies may be moved with- that are provided must be used to keep track can be produced as a lower cost - a simple, effective way to show the result of superior garners. The design, in broad outline, is cred- World com~anieslike PWG for bad rules. weapons. itable. There are no glaring errors of histori- eccentric g;aphics and poor development iH One rule that I did not care for was na- cal fact and any minor errors have been cor- definitelv bad form. Therefore. I shall sim~lv tional morale. Britain and Germany have rected in the addenda. But the game is poorly advise that you save twelve dollars and waft morale levels that change because of con- organized and presented and, ultimately, for a revised edition. quests and bombing/missile attacks. This fails to please for this reason. allows the Allies to fire-bomb Dresden rather The situation facing the players is fairly than attack ball-bearing factories in straightforward. The German player is head- Capsule Comments: Schweinfurt, and the Germans can rain V-2's ing west in hopes of setting up a new defense Physical Quality: Poor. on London. If a country's morale level gets line on the Dnepr. The Soviet player is driv- Playability: Difficult at best. too low, it is penalized on attack and advance ing south to cut him off and/or establish a Playing Time: 3-4 hours. die rolls and, ultimately, surrenders. This bridgehead over the river, fatally piercing rule is based more on myth than fact; from the new defense line. At the Soviet player's Comparisons: Nothing comparable since all I have read, bombing did not lower disposal are two armies, an airborne corps it was the only major Soviet paratroop morale. and a number of local partisan units. The attack of the war. There is a rationale for Germany to in- German player has the XXIV Panzer Corps Overall: A disaster for the Soviets vade the countries it invaded historically. and some local security units. Game scale is 8 and PWG. Germany will gain industrial units, depriving hours per turn and 1.67 miles per hex. the Allies of them, and will also make the dis- Kanev's mechanics will be recognizeable tance to Berlin greater. to most wargamers. First, air operations are The rules for Hitler's War are excellent. determined (the two sides first determining Fall of South Vietnam Several times I thought I had discovered an air superiority). Then, the German player Design: Neil Zimmer ambiguity or a loophole, but when I went moves, fights and, finally, conducts exploita- Components: One 12'/2"x 25" backed mapboard, 106 back and re-read the rules, everything was tion. The players then "change lobsters" and counters, 8-page rules booklet, boxed. covered. The rules are not stated and re-stat- the Soviet player conducts air ops (if he pre- Yaquinto Games, $8 ed, but they are clearly written and logically viously got air superiority), moves, fights and Reviewed by John Prados organized. The only "trick" is that you must exploits. The denouement of the Vietnam war is believe them. Those of us who have been Exploitation is a function of combat re- the subject of this offering from Dallas- wargaming since the "D Elim" days have sults (a breakthrough result allowing one based Yaquinto Games. The game picks up many preconceived ideas; it is sometimes stack to move and fight again). Leaders and after the American withdrawaland the Paris hard to get used to a game not in the normal HQ's are used to control reserves (which may Agreements. It covers the ground situation in mode. This is a set of rules that is very well exploit even when they did not participate in South Vietnam through the spring of 1975. written indeed. a combat leading to a breakthrough). Air The Fall of South Vietnam is evidently in- The components are adequate. The support is portrayed as additional combat tended to be a beer and pretzel version of mapsheet is neat, clean, and functional. The factors. Artillery is ranged and may support, land war in Asia. counters are of normal thickness, but I found but not initiate attacks. There are special This is evidently Neil Zimmer's first ef- the Soviet Army names, printed red-on- rules for gainirig armor superiority in an at- fort as a published game. He is to be com- black, very hard to read. The Soviet hex-con- tack, for partisans and for breakdown of mended for choosing this difficult subject, a trol counters are virtually indistinguishable German units. war whose significance is still under debate in from the German, but it is easy enough to use Bluntly, there are a lot of good ideas the United States. The design is true to its ad- the back side for Soviet control. Note that, in here and the game should have been relative- vertising and can be briefly outlined. Fall of the advanced game, there are not enough ly simple and easy to play. However, the rules South Vietnam is an area game with a Cam- strength counters, especially 1's and 23, and have (unnecessarily) been set in excruciating- bodia holding area and South Vietnam divid- it will be necessary to augment these. Also, ly small type with very few headings to break ed into twenty provincial areas. The counters while there are helpful tables that summarize them up. Further, there is an errata section at represent North Vietnamese infantry, NLF, the rules, all tables are printed in the back of the end of the rules and a separate errata and militia. South Vietnamese units include the rules booklet and are not conveniently sheet included. Organization is poor, lan- infantry, mechanized, armor, ranger, para- available. These shortcomings should be ex- guage unclear, and procedures muddled. troop, marine, riverine force, and air force pected in a game of this price. After two hours of rereading and play- units. All units are generalized representa- ing with the counters, I am still unsure Capsule Comments tions and therefore units have no factors. whether scatter or survival is executed first Pieces may generally move to the adjacent Physical Quality: Adequate when determining the results of paradrops. I area (or further if they have specialized Playability: Very good. After the new rules know what order is used for drop zones, but, movement capabilities as with South Viet- are assimilated, play is quite smooth. after that, I get lost. Of course, this proce- namese pieces in this game). Movement is de- dure is crucial since the hex a unit lands in de- termined by a Unit Availability Chart for Playing Time: Advanced game 5 to 6 termines its chances of survival (or is it scat- hours. Scenarios as little as one hour. each player. Units enter provinces to have ter?). This entire procedure, which should combat with the opponent and stacks ex- Comparison: More logical, better written, have been the crowning piece of chrome in change fire unit by unit. Units may be elimi- and more fun to play than WWZZ. Much the game is simply gibberish. nated or retreated, and rounds of combat simpler than Third Reich and focuses more Other problems having to do with devel- continue until only one side has pieces left in on grand strategy. opment and production include hex numbers the province. Defenders may have separate Overall: An excellent game at a price that's which are necessary for set up and which are stacks in the provincial areas and also in pro- hard to beat. A Best Buy. so lightly printed (in a pale brown) as to be vincial capital cities. Action is fast and indecipherable, the substitution of AE for furious with an extremely high attrition rate. Kanev AL on the CRT (there is no AE result in the If the Unit Availability Chart did not restrict game), the dropping of an entire manuscript player capabilities, in fact, the game would Design: John Prados page from the rules (inserted in the errata doubtlessly end long before its allowed eight Components: 17"x22" 3-color map, 200 counters, rules booklet, boxed. sheet), and the use of confusing and contra- turns. People's War Games, $12 dictory terminology throughout. Game production values are adequate. Now, if this were a major company's re- The backed board is a nice feature although Reviewed by David J. Ritchie lease, I would be tempted to say that the the storage features of the box are much less The problems with Kanev have nothing game shows all the signs of having been rush- satisfactory. Counters are in pink, red, to do with the topic. The battle chosen was a ed out in time for Origins and would proceed white, blue and green, with personnel, vehi- fluid and exciting affair which, despite its to castigate the publisher for ripping off the cle, and aircraft silhouettes. Rules format is a relative obscurity in the West, should have public and destroying a potentially good case of organization with sparse language easily captured the hearts and minds of war- game in the process. But, assailing Third which meets game situations despite brevity. The game counters are of double the usual format (2 maps), which represented a good hour per turn. Short scenarios run 13 turns; thickness as is customary with games from trade-off. the campaign game is 48 turns. Yaquinto. Among the few production draw- Divine Wind takes a slightly different Historicity: Excellent. Both players are backs are the rather drab mapboard art, approach by following the trend to the off- confronted with the strategic problems of which does not inspire interest in the game, map chart to handle the necessary detail, the original participants. and the Rodger MacGowan cover, which while leaving the map and counter density in Comparison: For a single-map Pacific lacks a clear theme and is not up to Rodger's a manageable state. The map is divided into game, the best of the lot. usual standard in my opinion. 12 areas, and an off-map log keeps track of The most appealing feature of Fall of the initiative, operations points allocations, Overall: Divine Wind is a good alternative South Vietnam must be the quick pace of the subs, and construction for each area. Other to those who yearn after War in the Pacifc game. The whole can be finished in about logs provide a hit record for each of the air but can't afford to rent a hall. The book- two hours, maybe three for two inexperienc- and naval counters deployed on the map. keeping makes it bad for solitaire, and the ed garners. Action is direct and results are im- Turns represent one month, and the large length puts it beyond the beer 'n' pretzels mediate. As the North Vietnamese player hexes represent 250 nautical miles. crowd. takes over provinces, the South Vietnamese The game is built around operations Nick Schuessler is editor of The Journal of Army becomes subject to desertion die rolls points; the points function in a manner simi- World War I1 Wargaming. for each unit, which can critically affect the lar to the supply points in War in the strength of defense lines. In addition, the Pacifc.The map areas work something like operation of the South Vietnamese Air Force merchant pipelines in WITP. As the points FEEDBACK RESULTS: MO VES53 is attended by a 50% rate of operational move from area to area, they are subjected to Rank Item Rating losses regardless of the effects achieved. an attrition based on other enemy units in the 1 Designer's Notes 6.84 Players desiring a full-scale operational area. Operation points are required for move- 2 C'est La Guerre, Part I1 6.70 game on the Vietnamese war will not find it ment, search, repairs, and base construction. 3 Forward Observer 6.43 here. Fall of South Vietnam has little of the The number of bases in an area determines feel of insurgency warfare - in this game how many OP's the area may receive. 4 Anything to One 6.39 strategies are positional and are mainly ex- During the combat phase, another plot 5 Forty-Four, Forty 5.99 pressed in the stacking levels in each pro- is required as players select the type of com- or Fight vince. The use of the Unit Availability Charts bat they wish: air-to-air, air-to-sea, sea-to- 6 Enhanced Napoleon 5.94 gives a peculiar lock-step quality to play even sea. Then a search is conducted, and if con- at Waterloo tact occurs, the combat is resolved. One in- though it does reasonably restrain the play- 7 FireFight-City 5.87 ers' supply functions. Nor does the game teresting feature is the "surprise attack." If, have detailed Orders of Battle or a historical during search, I find you, but you don't find 8 Back on Little Roundtop 5.75 study for the historically-oriented gamer. me, only one-third of your air points are 9 StatRep: China War 5.53 Fall of South Vietnam is definitely for available. It is an elegant and simple way to 10 Opening MOVES 5.15 depict the "Midway Syndrome." the player who wants a quick light game on a 11 SPIBUS 4.79 board that can divert the mind from more onerous pursuits - a game to play while the The map is sparse but competent and 12 In the Arena of Death 4.17 home computer is cycling through the pro- the counters are up to the usual SimCan This issue overall 6.13 gram to the latest TV-tube game. quality. Generally, the system reflects Newberg's stated intent: a game that "has the Capsule Comments: players ... making decisions as to where and FEEDBACK RESULTS: MO VES54 Physical Quality: Drab but serviceable. when to strike with how much force, rather Rank Item Rating than detailing the individual combat actions 1 Civil War Survey 7.00 Playability: Very good. of field commanders or individual units." Playing Tiine: 2-3 hours. This system is the basic justification for 2 Fifth Corps 6.88 Historicity: Poor. the extensive record keeping - much more 3 Advanced Tactics, Part 1 6.66 Comparison: No direct comparison with a than one would normally encounter in a 4 Designer's Notes 6.55 commercially available wargame is possible. game this size. The rules can only be describ- 5 The Kaiser's Battle 6.43 ed as turgid in style and form, but once Other Vietnam games cover other periods 6 MOVES in English 6.41 and/or operational levels. you've struggled through the unbroken chunks of type, it's hard to see where 7 The Next Next War 5.71 Overall: Get a lot of beer and pretzels! Newberg could have simplified or abstracted 8 StatRep: 5.47 without doing basic damage to his theme. The Black Prince Each component (air, land, sea, and 9 Computing Tactical 5.29 logistics) is as basic as possible; that Divine Results Divine Wind: Japan in the Pacific, Wind ends up so firmly in the micro-monster 1941-1945 category is proof of just how difficult the 10 Citadel of Blood 4;w Design and Development: Stephen Newberg Pacific theatre is to deal with. This issue overall 6.54 Components: 22"x 27" mapsheet, 255 counters, Divine Wind places just behind Pearl 24-page rulebook, ziploc. Harbor, but well ahead of USN, 1942 and Simulations Canada, $13.49 Victory in the Pacific. The system is sound, FEEDBACK RESULTS: MO YES55 Reviewed by Nick Schuessler but the "finish" (i.e., rules and charts) needs Rank Item Rating Designing a single-map game of the some more refinement. In any event, it's nice 1 A Survey of the Arab- 6.70 Pacific theatre in World War I1 must be rated to see a publisher take on thechallenge of the Israeli War Games Pacific, rather than retreat into safer and less 2 Advanced Tactics, Part 2 6.53 as one of the more masochistic aspects of the complex themes. hobby. The relationships between air, sea, lo- 3 Designer's Notes 6.44 gistics, and intelligence are more complicated Capsule Comments: 4 Central Front Series 6.42 than the most complex ground combat sys- tem. If the designer abstracts too much, the Physical Quality: Good. No separate 5 Forward Observer 6.11 charts are provided; they're all in the back 6 SPIBUS 5.94 play becomes unreal (e.g., GDW's 1942) or of the rule book, and they need more ex- ends up at the sandbox level (AH'S Victory in planatory notes. 7 MOVES in English 5.74 the Pacific). Still, with only a single map, 8 Opening MOVES 5.35 there must be a certain economy; otherwise, Playability: Extensive record keeping slows the thing becomes somewhat cluttered (SPI's the game down. 9 Convention Organizer's 4.11 USN). GDW's Pearl Harbor (2nd ed.) kept Playing Time: After you've "shaken Data File Nr. 1 !he complexity by going to a slightly larger down" the system mechanics, about an This issue overall 6.32 HISTORY OF WARGAMING FOUlVDERS &MEMORIES Looking Back on the Genesis of Fire & Movement by Richard DeBaun with Ray Lowe and Rodger MacGowan

Rodger MacGowan is one of thosefigures in gam- for its second and third years). Fire & Move- ing who are inextricably bound to a frame in time ment was an idea whose time had come. - associated with the first years of the magazine In the early days, Fire & Movement was he created (and which by sheer blood-labor he a labor of love. No one on the staff was paid built up to where it was, a well recognized piece of even a token gratuity until the end of the sec- topography on the gaming landscape). Rodger re- ond year. (Baron always claimed to be "just mains with us as a sometime designer of box cov- breaking even" on the deal.) Even so, the ori- ers for various game companies - but I miss him most as editorldesigner of his magazine. The na- ginal staff read like a "Who's Who of War- tural friendly tone of Rodger's commentary and gaming," and included such hobby notables editorial direction gave the publication a unique as A1 Bisasky, Martin Campion, Frank quality that did not survive his departure. Shortly Chadwick, Omar DeWitt, John Edwards, after his resignation I almost tricked Rodger into Roy Easton, Jack Greene Jr., Marc Miller, becoming a "MOVES West" Editor for an indepen- Tom Oleson, Stephen Peek, John Prados, dent section of our magazine but his emotions and Randy Reed, Mark Saha, Cliff Sayre, Craig inclinations regarding game magazine editing Taylor, Charlie Vasey, and Ralph Vickers. were too mixed for him to take up the sword under MacGowan worked as Editor and Art a new flag. Still feel that way, Rodger? Director for the first two years of FWsex- - Redmond istence, shaping its "personality" and guid- ing the magazine to success. During this peri- od, in addition to his substantial graphics tal- It was the best of times and the worst of ent, he demonstrated diplomatic skills com- times. parable to Henry Kissinger. MacGowan was It was pre-Squad Leader, pre-Terrible able to maintain friendly relations with the Swift Sword, pre-Air Force and pre-Tobruk. hobby Establishment (i.e., the wargame pub- PanzerBIitz was #l. The first "monster" his wargaming friends. The early newsletter lishers) while his reviewers cast stones at games had just been released. Dungeons & contained many elements of what later be- them. He even persuaded their employees to Dragons was a rumor; nobody you knew had came regular features in Fire & Movement: contribute articles to his magazine! Mac- actually everplayed the thing. capsule game reviews, game play-by-plays, Gowan himself also authored or co-authored The wargame publishers were Avalon hobby gossip, and MacGowah's incompara- reviews on Tobruk, Air Force, Firefight, Hill and SPI, with a nod towards GDW and ble illustrations. Several of his friends urged Wellington's Victory, Warsaw Pact, High- Battleline - and none of them carried any him to "go public" with Arquebus, and in way to the Reich, and The Next War. fantasy games. The hobby had its rivalries, February of 1975, MacGowan began looking MacGowan gave up his editorial duties but they were fun. There were good-natured for a printer. in June, 1978, when it became too difficult to jokes about Eric Dott's "iron mask" policy The first positive response came from run both his "real world" job as a TV graph- and Avalon Hill's mole at SPI. There was a Baron Publishing, a small "Mom & Pop" ics artist and his "hobbyWjob at the maga- sense of camaraderie, of innocence. We printing outfit in LaPuente (East Los Ange- zine. He remained as FWsArt Director for hadn't realized yet that wargames had be- les), California. Baron's owner, Jim Steuard, another year to help the transition between come Big Business. published AFK a small magazine for armor editors, but finally resigned from the maga- We still argued passionately over the old freaks, and therefore didn't think MacGow- zine totally in June, 1979, in a dispute with Reality vs. Playability chestnut, and the an was totally crazy when he pitched his idea Steuard over advertising policy. MacGowan burning issue was the "glut" of wargames on for a new wargaming magazine called Fire & is now graphics director at an educational the market. It was the time of the first Ori- Movement. Steuard agreed to print F&M on television production studio and frequently gins, when we started to come out of the a trial basis - with the proviso that the mag- does freelance artwork for various game closet. azine pay its own way after the first issue. companies. Then, seemingly out of nowhere, there Steuard wanted the magazine to be quarter- MacGowan recently met with two mem- came a new, independent hobby magazine ly; MacGowan wanted a monthly. They com- bers of Fire & Movement's original staff - called Fire & Movement. Its avowed purpose promised on a bi-monthly. To help Steuard former Contributing Editor Ray Lowe and was to wade through the glut of new games fund the first issue, MacGowan contributed former Assistant Editor Richard DeBaun - and give wargamers a peek into the box be- his savings, borrowed from friends Warren to reminisce about "the good 01' days." fore they bought it. It wasn't tied to any of Williams and Mark Saha, and lined up a Lowe was one of the old Arquebus the wargame publishers and it didn't put out handful of advertisers (including the vision- crowd who became one of FWspremier re- games of its own. The editors promised to aries at Avalon Hill). viewers. He covered such games as Air call a spade a spade and let the chips fall The first issue of Fire & Movement was Force, Submarine, Burma, Star Soldier, where they may, and they made all kinds of released in May, 1976, without a single sub- Dauntless, Squad Leader, Agincourt, Fulda other naive, but fervently believed, cliche de- scriber or retail outlet in sight. The magazine Gap, and Fortress . He now works dications to editorial purity. looked professional, was decently written, for an investment company in Los Angeles Fire & Movement was the brainchild of and reveled in the sheer fun of wargaming - and regularly communicates with beings Rodger B. MacGowan, an artist and wargam- and it took off like a rocket. By the end of its from other planets. er from Los Angeles. It evolved from an in- first year, Fire & Movement had a circulation DeBaun was Fire & Movement's rewrite formal newsletter called Arquebus which equal to MOVES and was nominated for a man. His job was to translate the manu- MacGowan wrote occasionally for a few of Charles Roberts award (F&Mwon the award scripts submitted to the magazine into some- thing resembling English before they were person to use the word "plethora" in a war- printed. In addition, he himself wrote pieces DeBaun: Given the "lost tribes" aspect of its game review.) Anyway, my conclusion was on Russian Civil War, Russian Campaign, organization, what do you think kept F&M that the game might beOK, but the publisher Firefight, Wellington's Victory, Highway to together? had been pretty sloppy in putting it together. the Reich, Custer's Last Stand, War at Sea, Lowe: Part of it was that there was nothing The publisher reacted as though I had raped The Conquerors, Air War, War Between the to fall apart. There was no building to fall a nun in church. States, The Next War, and Objective: down. There were no people to disperse. The MacGowan: I remember ...I was accused of Moscow. He is now the advertising director one thing that would have killed off the ordering you to write a deliberately negative of an international agri-business firm and magazine in the beginning was if one or two review which would stir up controversy. This often dresses-up like Bette Midler. of the key guys had quit at the same time in was somehow supposed to increase our circu- Return with us now to those days of yes- the first few issues, since there weren't that lation. There were all kinds of conspiracy teryear as MacGowan & Co. look back at the many people doing the real work. That would theories -a lot of smoke on that one. early days of Fire & Movement. .. have caused the magazine to fold. DeBaun: The point is that despite the para- MacGowan: I take pride in the fact that no- noid reaction, despite the smoke, despite the MacGowan: Remember the predictions of body quit.. . standard counter-charge of "nitpicking," doom when we first started the magazine? DeBaun: There were a handful of assassina- when the second edition of the game came Lowe: "We've seen this happen before. tion attempts - out most of the things I had complained After the sixth issue they'll fail ..." MacGowan: -but nobody quit. about had been corrected. MacGowan: Right. A lot of people - people Lowe: Nobody knew they were hired, Lowe: Even after we knew the magazine had who were fairly important to the hobby - Rodger. some "influence," I was still surprised that were saying that there was no room for designers paid any attention to us. The last MacGowan: I think we had a really positive time Dunnigan came out to the coast, he took another magazine. I think it's something that force ...What do you call it, Rich - the a group of us out to dinner and he mention- Fire & Movement not only survived, but has "Brotherhood of the Hexagon"? continued to be so popular with the garners.. ed how some reviewer had hacked his De- . Lowe: Allegiance to the magazine was a signer's Choice Agincourt to pieces. My wife DeBaun: Now let's be fair, Rodger. The mag- strange kind of loyalty. It wasn't really a and I were sitting next to him and we were the azine would have failed had it not been a business. You didn't know most of the peo- ones who had done the hacking ... Even after front for and funded by the CIA.. . ple. But you still felt like "this is ours." all that time he remembered that somebody MacGowan: That did help. MacGowan: Nobody was paid any money, had axed his favorite game. Lowe: Actually, F&M's survival was some- yet they worked for the magazine anyway. DeBaun: You should have been more gentle, thing of a miracle, considering how the mag- There was a feeling, a commitment, a sense Ray. It was his first time. azine was structured. It didn't have a staff of fun that wasn't anywhere else. I can re- MacGowan: Speaking of influence, remem- like a regular magazine. There were less than member the excitement in the letters. And ber how every so often we would be accused six of us within long driving distances of each this applies not only to staff members, but to of being a front for one company or another, other - the designers and developers who took time of playing favorites? out from their busy schedules to write De- MacGowan: - the group dubbed the signers Notes and didn't expect any money Lowe: "Dear Sir, I've analyzed the mix of ar- "California Mafia." The rest of our "staff" for it or ask for any quidpro quo. ticles in your magazine and you've had 35% was scattered around the world. I had to co- on games from company 'A' and 25% on ordinate all the assignments by mail or DeBaun: I think that spirit carried over to the games from company 'B' so you've obvious- telephone. readers. I think that whole sense of "Hey, ly been bought off ..." Lowe: Most of us on the masthead didn't we're just guys like you and your friends" is what helped F&M become successful. It was MacGowan: Right. Corrupted by the sinister even know each other, other than by what forces of SPI.. . was written in the magazine. I don't think a feeling that we consciously tried to anyone on the staff other than Rodger had communicate. Lowe: What a joke! The game companies ever spoken to more than 20% of the guys. MacGowan: I think we struck a chord with didn't even know my name, much less pay the mass of guys out in wargamelaiid. When for the yacht's upkeep. MacGowan: At one time we had close to fifty we started F&M, there was no real "gamers' DeBaun: What I found depressing was not people on the staff, and I knew every one of lobby." Game designers and developers them in an individual way - their interests, that I got accused of selling out, but learning were, by and large, "safe." Nobody was cri- once I was ready to sell out that nobody was. their work performance, their connections; I ticizing them. knew whom to go to for particular types of buying. articles. And there were guys on the staff DeBaun: Everybody was criticizing them. It who didn't contribute with articles, but who just wasn't in print. did contribute with things like support and MacGowan: F&M changed that. Hopefully, feedback and expertise and contacts and we caused some improvement in the hobby. awareness of things so that in combination DeBaun: I don't see anybody recalling they contributed. lemons from hobbyshop shelves.. . Lowe: It's a strange sensation to realize MacGowan: But we did have influence. "Hey, yeah, I was one of the original Readers paid attention to what was printed in people ..." What's funny for me is that from F&M, and more than one game publisher has day one all the way until I wrote my last arti- told me F&M reviews have noticeably af- cle for F&MI really didn't want to get involv- fected game sales. ed. I couldn't afford the time. Getting a re- view done was like pulling my own teeth. I DeBaun: I doubt that you'd get them to ad- couldn't figure out why Rodger was calling mit that publicly. It seems to be an unwritten me for articles when he had this battery of law that game publishers are never really other writers out there ... wrong and game reviewers are "nitpickers." I remember one review I wrote of a game DeBaun: That was a myth. There wasn't any which had been well-received elsewhere. In battery of writers. There mlght have been fif- my piece I listed a plethora of production ty names on the masthead, but out of those glitches and design snafus, none of which guys there were only four or five writers. was particularly devasting by itself, but MacGowan: All the feature articles in the which in combination indicated some lousy first ten or so issues, for example, were done quality control by the publisher. (Incidental- by the "California Mafia." ly, 1 claim the distinction of being the first Lowe: I remember when we used to discuss MacGowan: How much reading did you do the mix of articles that went into the maga- to prepare for a review? zine it never had anything to do with who Lowe: Very little. If I wanted to comment on published what game. It was always in terms the history, then I would do some research. of what would be a nice mix of articles to But you don't have to be an expert on the make an interesting, appealing issue. subject of the game to do a review. That only DeBaun: Well, yes and no...We would not gets it from one angle. An historian might run an article just because'it was on. so-and- have a better understanding of the context, so's game, but I do remember a conscious but it may not help him play at all. policy of trying to give exposure to the small- DeBaun: It can even be a disadvantage. His- er game companies, not to limit ourselves to tory is just a matter of interpretation any- just the major publishers. way; look at all the daily newspapers. And if MacGowan: Another factor was that there you're not careful you can get wrapped-up in were simply just too many games to cover. that stupid "whose-sources-are-better?" We were only one magazine running on a argument. Or silly debates over the proper pseudo-bimonthly schedule. There had to be spelling of hamlet in lower Slobovia. This is some selectivity. I had a policy we at the top not to say you don't pay attention to what a all agreed with - designer has done to history in his game. In Lowe: - the "top" was pretty close to the fact, one of the hopes behind having bottom - Designers Notes in F&Mwas that the design- MacGowan: - the policy was to concentrate ers would reveal the historical rationales on the very latest games, to get the informa- behind their games, what they had factored tion out on the new games as quickly as you, but you've got to put out a lot of effort out, and why they chose to emphasize certain possible. to get into a game. You can sit down and lis- chrome. The Hill/Greenwood Squad Leader ten to a record in an hour, but it takes an piece was the best that came out of this. It Lowe: I always felt we were the Consumers hour just to read the rules to most games. I was terrific. We got to see the "why" behind Report of wargaming, a sort of buyer's really came to respect the people who were the game. We rarely got this kind of informa- guide. putting things together for the hobby maga- tion, though. MacGowan: That was the original concept of zines because I knew how much effort they MacGowan: The reason I institutionalized the magazine. It meant we wouldn't be doing were putting out. Designers Notes in FMwasthat they helped articles on the old favorites. It also meant the Lowe: Every once in a while I'd hear the criti- bring out the people behind the games. For companies who published the most new example, GDW isn't just a "company" any- games got the most coverage. cism: "So-and-so doesn't know what he's talking about because he hasn't spent enough more. There are designers, developers, a Lowe: The idea was to describe the new time playing the game." As though you have staff, playtesters. Reading their thoughts in games, to tell gamers what they were like. to play a game as much as Rodger has played the Designers Notes introduced us to their Nobody could afford to go out and buy them Afrika Korps before you can say anything personalities. It helped humanize the hobby all, so the only way a guy would be able to about it. in a way it hadn't been before. find out what a new game is like, aside from the publisher's propaganda, is through a mag- DeBaun: "You don't have to eat the whole DeBaun: We were naive about the Designers azine like F&M. omelet to know it was made with rotten Notes in a couple of ways, though. I remem- eggs ..." Even so, we always tried to be very DeBaun: And despite all the good intentions, ber I used to think that they were a way to upfront about the situation with our readers. keep everybody honest, designers and re- the bottom line on what was printed in F&M "Listen, guys," we'd say, "this is just meant viewers. That if you put Designers Notes was often simply a case of we ran what we did to be a peek in the game box - our first im- alongside a review the readers would be because that's all we had to run. pressions of the game, not the final word." astute enough to see whose trying to pull the MacGowan: I don't think many people real- But then having said that, knowing we wool over whose eyes. Some guy wrote in ize what it takes to put a "timely" review weren't going to be absolutely right every around issue seven warning "Hey, you might together. time, we had an obligation to be as right as be kidding yourselves about that." I think he Lowe: The lead time on the average review, we could under the circumstances. It's a com- was right, especially when you take a look at the time from whenever the reviewer got a mitment I felt, anyway, and I'm sure it was what we were getting on the feedback cards. copy of the game to the time the article hit the the same for you and Mark Saha and Brent Some of the comments were incredible. stands, was what -six months? Ellerbroek and the few others who did our best reviews. Lowe: A lot of Rodger and my phone con- MacGowan: At least that. And out of that versations were about the latest feedback time the writer might have only three or four Lowe: That's one of the reasons I always felt cards that came in. "That makes twelve now weeks to learn and play the game and write it was important to describe the game as thor- ..." I was always surprised that you took as his review. oughly as possible in my reviews, knowing much direction from them as you did. that even if the first impression was inaccu- Lowe: That meant that even if we worked off rate readers would still have a pretty good MacGowan: Trying to remember back now, the late, pre-production edition of a game we idea what the game was about, would have it seems that 33% of the decisions were based weren't going to get the article out until enough information to make a reasonably in- upon feedback cards, 33% were based on substantially after thegame was already out... formed buying decision. feedback I got from the staff, and 33% was By the time the thing comes out in print, based on what I felt myself. you've forgotten what you've written. DeBaun: One of the things I always said to DeBaun: We've had several "spirited" dis- Rodger was "never apologize for anything DeBaun: That time pressure was what kept cussions about the role of feedback in guid- that goes into the magazine. You shouldn't ing the magazine. I've always felt manage- most of the magazine's reviews "superficial" have put it in if you have to apologize later." in comparison with reviews.of art, movies, ment by reader feedback is the kind of exer- Yet I wish we'd had the opportunity to go cise that produced The Beverly Hillbillies. music, etc. We didn't have the time to let the back at the end of each year and do updates games stew, to savor their flavor, to find on our reviews. I've looked over all my stuff Lowe: You should let their opinions stimu- those subtle points which can only be and found I've revised my opinion one way late your thinking about what you're going to discovered by playing a game for more than or the other on nearly all the games I cover- do, but you shouldn't treat them like two or three weeks. ed. I'm not saying I changed my original opin- stockholders. MacGowan: The energy level required to do ion 180-degrees, but there are things about DeBaun: Especially when you tabulate the a good.game review as opposed to a movie or the game I didn't notice the first time around cards and they say "this was the best issue record review is a lot different. You can be - things I'd either missed or things which ever!" - and you know in your heart that it tired and let a record or movie "happen" to didn't surface until after a lot more play. isn't true at all. MacGowan: We started to get a couple hun- StatRep: ~mtinuei~rompage34j CHICKAMAUGA dred cards back each issue and they became CONVENTION REPORT important in the sense that if a reader took Rules Dispute: 5.90 time to fill out the card he must Average of 31 responses: 9 is none of consequence, by Bill Watkins something he must have been serious. - 1 is constant disputes. $400 in prizes! All new faces! The con- Lowe: FWsresponse was sort of "if you Comments on the Game System founding of conventional wisdom! All in all, care about us, we care about you.. ." the best Chickamauga tournament in years. Commando has a highly complex set of Chickamauga is one of the most intense and MacGowan: They criticized us for all kinds game mechanics which must be learned be- of things. We were even accused being enjoyable games ever developed. However, fore the best results can be enjoyed. These the fact hasn't kept the tournaments from "slick" looking. are not layered in the conventional manner, DeBaun: The doctor's hands were too clean? degenerating - same players year after year, but garners may find the rules easily learned same styles year after year. yereally didn't MacGowan: I got a long letter from the presi- by limiting the number of different weapons have to play the tournament, we could just dent of one of the smaller game companies. to be used in the first few games until they line up in order of probable finish. The situa- He couldn't understand why we were so artis- have a good grasp of the basic system, and tion got so bad I described last year's tourna- tic, so graphic. then adding to this until the complete system ment as: 32 acolytes entering the room be- is being utilized. The historical game is a Lowe: After all, you can't read pictures. hind their High Priest (Hessel The Polyester). must for anyone planning to play the role- Solemnly, they join hands, adopt their most DeBaun: I thought they were supposed to be playing variations. worth a thousand words? sincere facial expressions and intone the All aspects of the game are importunt, sacred words,"Gee, guys, I haven't played MacGowan: He really freaked on it. Why is SO each gamer should assess the strengths and this game in a year!" this picture here? why do you show the weaknesses of his forces carefully. When This year was different. Most of the old counters to the game? Why did you put in a units have high panic and preservation fac- pros missed the Cherry Hill turnoff for Gen- copy of the map? tors, it is necessary to find ways to offset Con East and were last seen heading for Can- DeBaun: Didn't you tell him it was because these problems. The same applies to endur- ada. Consequently, most of the players were the readers were illiterate? We should have ance, bonuses and debits, weapons newcomers. Neither of the two finalists had shown him some of the feedback cards ... available, and observation codes. Most of ever been in a Chickamauga tournament be- Actually, it was because the staff was illiter- the data provided in the fore. In fact, second place finisher Phil Ren- ate. We'd use up all the words we knew scenarios is difficult to evaluate until it has nert couldn't remember ever having played among us and then have to fill up the rest of been used Once Or twice' the game against a live opponent! the space with pictures ...Seriously, I think a There are gaps in the game system. One The quality of play didn't suffer. Win- major factor in the rapid growth of~~wasarea of dispute is attempting observation. The ner George Young had already won the Eylau its physical appearance. ~h~ thing looked rules allow each man one attempted observa- tournament and Phil had bagged the Micro professional. And I think that professional tion during the observation phase. In the Ac- 600 title. These guys are pros. The final game appearance supported a lot of unprofession- tions off Vaagso Island scenario, men mov- wasn't settled until the next to last turn, when a1 reviews. It gave the magazine an aura of ing UP the beach and failing to observe an Phil was forced to make a 1-2 attack and legitimacy. enemy man in a bunker would presumably threw an Attacker Eliminated. Close, very trip over him on entering the bunker from Lowe: I remember One the funniest ex- close. the rear, a point that creates many disputes. Winner George Young made a remark- amples of that was when someone - and this Despite a few rules that need to be clear- was in the business able comeback. The very bloody game had us ed up, a little common sense will generally old pros believing George's Confederates have better - provide the answers, and players can always with the idea that the F&M staff organize were beaten before the first day ended. establish their own house rules on any point Luckily, George wasn't listening. He is going Origins one year- It was funny because it they find confusing. Since this game really showed that people ''out there" thought that to be tough to beat next year. should be played in sets with sides reversed SPI enlivened the proceedings by donat- there was something substantial, something for the second game, any house rules added physically substantial behind the magazine, ing almost $300 worth of games for a draw- would have the same impact on both players. ing among all the tournament entrants. I when actually F&M was just an idea shared Attempting to play with too many types by acou~leofgu~swhoha~~enedtobe~ass- made sure SPI gained maximum publicity for of weapons is not recommended, since this their generosity by having the winners' names ing through the same part of the universe at slows the pace of play. The lack of unit the same point in time. drawn by Marc Miller of GDW! counters takes a little getting used to, but it One other interesting result. Conven- DeBaun: The myth was that we all worked works fine most of the time. Most players tional wisdom has it that the Confederates out of the penthouse suite of the Fire & here still prefer counters on their game maps, will win the early rounds and the Union the Movement building in the heart of Century but others may find the pencil marks to their later rounds, as the better players emerge. City. The truth was that we were just plain, liking. Commando is a good game, recom- Our results were just the reverse. Probably a ordinary, average wargamer guys on a mis- mended for those with the patience to learn it result of all those new players - none of sion from God .... 1H thoroughly. W 1 whom had heard the conventional wisdom. Either way, we still aren't sure the spe- cial balancing rules really balance the game. Desert Fox Addenda We'd like to be sure, before next year's tour- fore halving for combined arms). The rest of naments. If you're not.familiar with the bal- as of September 1981 the example is correct. ancing rules, they are: l) Cavalry moves 1/2 17.571 (correction) The notes to the table con- 113.21 (addition) A line is missing. ~h~ third MP on roads (you can combine on and off tradict 7.55 with regards to the Game-Turns on sentence should read, ~'~~~-~~~~~i~~dunits road movement); 2) Ineffective units on the which rolls on the table are modified. Case [hat are eliminated and trace a line of map at the end count as victory points for 7.55 is correct. communications go into the Destroyed Units' your opponent - the only exception being 18.511 (clarification) Any one unit of any size Box." The fourth sentence should then begin, for Confederate units which end east or may be transported by sea, or any number of "If a motorized unit which is out of Combat south of the river; 3) The Confederates re- units whose total of Stacking Points does not Supply or cannot trace a line of communica- ceive a train on Game-Turn 5 as a regular re- exceed 1 could be transported. tions is eliminated, the owning player ..." inforcement. In addition to gaining attack [11.91 (correction) 22 Armd appears in the illu- 15.181 (correction) The Italian Articelere Armd effectiveness at night, units of both sides may stration with an Armor Rating of 2. The unit in Arty unit should arrive on Game-Turn 13 (not regain effectiveness by remaining motionless the illustration should be 22 Armd at type 3 Ar- 18). Game-Turn 18 is mistakenly printed both adjacent to their train for one full turn. Also, mor (and thus have a Combat Strength of 8 be- on the unit's counter and in 5.18. H H no Union unit that exits before the Union train scores any victory points. Try these : rules and send me your comments. 11 SPl's Great Game Lineup l+257 Park Avenue South, New York, NY 10010-7366 THE ADVENTURE GAME MAKERS SPI 3 Latest and Greatest! UNIVERSE The ~o~e-playingGame UNIVERSE UNIVERSE of the Future. BASIC SET GAMESMASTER'S 22"x 34" 4-color star map, 32-page Contains 4-color star map, PACK Adventure Guide, @-page Gametmaster Guide, and An l I" x 34" four-color screen of Gamesmaster Guide, 17"x 22" Adventure Guide. Combined with Universe charts and tables, plus % tactical map, 200 playing pieces, DeltaVee (in Ares 9) gives complete pages of star system, world and 16-page Space Combat System, dice Universe package. Softpack. environ logs. Softpack. (from Gamescience). 3791, $10.00 3591, $8.00 - 3250, $20.00 SPIES! HOF GAP JACKSON1 A multi-player game of The Nurnberg Pincer CORINTH international espionage during the Central Front Series, Volume 2: The Battles of Port 1930's among Europe's NATO-Warsaw Pact conflict in the RepublicICorinth major powers. 80's. Links to Fifth Corps. Volumes 5 and 6 of the popular 3420, $15.00 3120, $10.00 Great Battles of the American Civil War series. Uses the oooular Terrible Swift sword-system NATO DIVISION DRAGON SLAYER^^ 3410, $25.00 COMMANDER The Paramount Pictures/Walt Leadership Under Fire Disney film is recreated as TASK FORCE Battalion-level game of divisional adventurers search for companions A tactical/operational level command during battle in and magic items to destroy a simulationof contemporary naval contemporary Europe. fearsome dragon. warfare in the West. mo. $40.00 3800, $15.00 2890, $18.00

Here 's some more of our great games! SNIPER! FIREFIGHT TO THE GREEN House-to-House Fighting Modern US and Soviet FIELDS BEYOND in WWll Small Unit Tactics The Battle of Cambrai, 1917 Urban street fighting between the Tactical simulation of mechanized Operational level simulation of the armles that operated in the combat and other factors that first great tank battle as the British European Theater of WWII. could dictate the outcome of push through the German lines to 0490, $15.00 the next war. end World War I. 1370, $20.00 1960, $15.00 STARFORCE BAITLEFLEET Interstellar Conflict MARS OPERATION in the 25th Century Space Combat in TYPHOON Starships combat human and the 2lst Century Moscow, 1941 non-human adversaries. Rebellion breaks forth in the solar Operational level simulation of the Strategic/tactical level. system as colonies try to break free desperate German gamble to take 0660, $12.00 from earth. Strategic and Moscow in the bitter tactical systems. Russian winter. 1580, $18.00 2070, $25.00 SORCERER The Game of FULDA GAP CAMPAIGN FOR Magical Conflict The First Battle of NORTH AFRICA Multi-player game of magic and the Next War The most comorehenstve fantasy where sorcerers control the Hypothetical confrontation of s~mulat~onof warfare In North forces of multi-hued magic. Warsaw Pact and NATO forces in Afr~cafrom 1940 to 1943. F~ve 1020, $15.00 Germany. Standard and detailed and colorful maps. advanced games. n40,$50.00 1650, $15.00 WAR IN EUROPE BATTLES FOR The Struggle Against HIGHWAY TO THE ARDENNES Germany and Italy THE RElCH St. Vith, Clewaux, Contains both War in the East and Operation Market-Garden Celles, Sedan War in the West plus additional 17-26 September 1944 Four separate games recreating the rules and materials to link the two. Largest airborne operation in Battle of the Bulge which tie 1200, $50.00 history as Allies try to seize together in campaign game. 1940 corridor across the Rhine invasion campaign included. to drive on Berlin. n50,$20.00 . - TERRIBLE 1820, $35.00 SWI~~~SWORD THE CRUSADES The Three Days UPSCOPEI Western Invasions of the of Gettysburg Tactical Submarine Wanare Holy Land, 1097 and 1191 AD The ultimate Gettysburg game. in the 20th Century Richard te Lionhearted vs. Saladin Detailed regimental level simulation Submarine and anti-submarine in the 3rd Crusade. Multi-player of the decisive battle of warfare in the two world wars as game of the First Crusade. the Civil War. well as in the contemporary era. Published in S&T70. 1310, $25.00 1850, $18.00 2200, $12.00 MECH WAR 2 TITO THE ALAMO Modern Combined Tito and his Yugoslavian Army Victory in Death Arms Combat fend off the Germans in a game of March 6, 1836 Highly detailed simulation of guerrilla warfare, 1941-45. Santa Anna's massive army attacks modern combat. Red StarIWhite Published in S&T81. the brave Texan garrison holding Star pits Warsaw pact against 3010, $10.00 ' the Alamo mission. NATO. Suez to Golan pits 3290, $12.00 Israelis against Arabs. 2280, $45.00 BARBARIAN KINGS BERLIN '8!j ACROSS SUEZ Fantasy kings and armies clash in The Enemy at the Gates this game of empire building in a AF the Warsaw Pact moves in force The Battle of Chinese Farm fantasy world. Published in Ares 3. October 15, 1973 3030, $8.00 against the outnumbered Berlin Arab and Israeli armor tangle in garrison, war erupts in the this decisive clash. urban jungle. 2640, $8.00 AUSTERLITZ 2830. $10.00 December 2,1805 Napoleon's army fights for its life SWORD AND THE CHINA WAR in the Battle of the Sino-Soviet Conflict Three Emperors. THE STARS in the 1980's 3050, $8.00 A multi-player simulation of The USSR and her allies strike at Galactic Empires in conflict, as China's industrial heartland. players seek to build and maintain 2650, $10.00 FIFTH CORPS far-flung realms. The Soviet Breakthrough 3340, 512.00 at Fulda AIR WAR Central Front Series, Volume I: (Updated Edition) NATO-Warsaw Pact conflict in the DRIVE ON Modern Tactical 80's. Links to Hof Gap. Published WASHINGTON Air Combat in S&T 82. Civil War battle of Monocacy Old and new jet aircraft participate 3110, $10.00 Junction, 9 July 1864, based on in up-to-the-minute scenarios of Terrible Swift Sword game system. air combat. 2940, $10.00 2670, m.00 DAWN OF THE DEAD RESCUE FROM DEMONS George Romero's film classic as a THE HIVE The Game of Evil Spirits thrill-packed game in which four Space Marines board an alien One to four players take the role of humans must survive the onslaught starship to rescue a kidnapped powerful magicians venturing after of the undead. ambassador and his daughter. untold wealth. 3140. $8.00 Published in Ares 7. 3220, $8.00 -.2790. - .. $8.00. . ..

KAISER'S BAlTLE TheRAGNAROK Twilight of the Gods The German Offensive, PARATROOP Jotun forces attack the Norse gods Three Great March 1918 and heroes in an attempt to bring The German 18th Army's dramatic Airborne Assaults about the end of the world. Three complete air assault games clash with the British 5th Army in Published in Area 8. together in one package. Picardy. Published in S&T 83. 2810. $10.00 3190. $10.00 3240, 58.00

DRAGONQUEST A super fantasy role-playing game system, rich in detail and loaded DragonOuest Adventure 2 with excitement. The gamesmaster entices players to 2820, $12.00 a strange island in an attempt to rescue a Duke and his daughter.' I3170, $6.00 THE PALACE DRAGONQUEST OF ONTONCLE FRONTIERS OF DragonQuest Adventure 1 ALUSlA GAMESMASTER'S A crumbling palace controlled by Detailed 4-color terrain map on SCREEN-- - an evil magician, treasure and glo~ which gamesmaster can set up An l l"x 34" four-color screen to be won, and an adventure campaigns. DragonQuest featuring the charts and tables awaiting the gamesmaster's supplement suitable for any fantasy most used in DQ and providing ingenuity. role-playing game system. privacy for the gamesmaster. 3160. $6.00 3371, $5.00 3310, $4.00 I

Ask your retailer about SPI 3 gaming magazines! STRATEGY Lt TACTICS ARES MOVES A complete game The science fiction The magazine for in each issue! & fantasy magazine! war garners! S&T features in-depth historical Ares features a full-length sf/f MOVES provides commentary, articles, one dealing with the game in each issue, plus game criticism, and reviews of games by subject of the issue game, plus full- background material, fiction, all publishers, as well as game length game, book reviews and the reviews of the media, and design progress and advice for the latest gaming news and gossip. gaming articles. serious military gamer. Single Copy Price: $6.00 Single Copy Price: $4.00 Single Copy Price: $2.25 TECHNOLOGY 8 REVIEWS

Reviews of Tanktics and Everest Explorer

TANKTICS: Computer game of of tanks and three types of guns. He can There are no guns allowed in the first choose from Panzer IIIj, IVh, V, VIe and scenario. Armoured Combat On the VIb tanks, a different type for each of his up- Once everything is set, the computer dis- Eastern Front to eight tanks chosen. The lower numbered plays the position of the player's tanks and Until now I have been singularly unim- tanks have weaker armour and worse guns, which, if any of the computer's' tanks the pressed with the offerings Avalon Hill has so they should only be taken if the player player can see (and if so, which tanks-are do- made in the computer game market. Their finds he can consistently beat the computer ing the spotting). No graphics are displayed, games Planet Miners, North Atlantic, Con- with a better tank. The same holds true with just text (in the TRS-80TMversion anyway). voy Raider and Midway are some fun to play, the German anti-tank guns; there are 50, 76 You choose the correct counters from the but hardly endless entertainment or chal- and 88mm guns ranging from moderate to mix and place them on the map, changing lenge. The latter two are diluted versions of very strong in rating. positions as necessary (guns cannot move). two of their own boardgames: Bismark and The player can also choose which one There are only three commands: fire (if your Midway. Unfortunately, neither is a terribly type of tank the computer uses - T34/76c, unit can spot a target), look (displays spotted good version of the original. B1 Bomber and T34/85, KV-I, KV/85, JS-I and JS-11. There targets; this is redundant since the Nuke War both struck me as boringly puerile is only one Soviet anti-tank gun: the 76mm computer's units are already displayed with and pointless. None of their computer games rated as good. Tanks have different move- which units spot them), and move (using the except the two adventures (Lords of Karma ment allowances ranging from a low of 6 for compass rose to move in that direction and 7, and Empire of the Overmind) have provided the Russian KV's and 7 for the Panzer IVh to 8 to turn 60 degrees counterclockwise or me with more than the initial novelty play, 11 for both the T34!s and the Panzer V. clockwise). Facing is only important in that and now worn off, these games gather dust There are five scenarios from which to you can turn your frontal (the thickest) ar- on the shelf. select, reminiscent of PanzerBlitz: meeting mour to face the enemy and lower the So it was when I discovered yet another engagement, hedgehog defense, armoured chances of a hit. Avalon Hill computer game had made its ap- assault, line defense and line assault. In the What can be spotted, combat results pearance on the shelves: Tanktics. Subtitled second and fourth the player is defending and Soviet movement and fire are all con- "Computer Game of Armoured Combat on against a computer attack, while.the situa- trolled by the computer. The delay between the Eastern Front,'' it includes with the pro- tion is reversed in the third and fifth. The turns is not particularly long, since although gram tape two 16"x 22" mapboards and 240 first scenario is somewhat of a free-for-all as the program is written in BASIC, it makes counters. I was interested; it was all packag- both sides try to capture an objective hex. extensive use of machine language subrou- ed up like a real wargame - good graphic tines (although I can't understand why the box art, illustrations of counters and board entire program is not in assembly language). on the back above a brief description of the The computer isn't terribly bright and I game ("You are outnumbered two to one, routinely beat it in the meeting engagement but your orders are firm: stop the Soviet or when I play a defensive scenario unless I tanks."). Nicely done, but I expected no choose a weaker tank than the computer more than mediocrity given their track rec- uses. However, it's a tough opponent to beat ord (I believe it's not an entirely unfounded if the player assaults a computer-held posi- expectation from the company whose latest tion (especially when faced with its two-to- catalogue has a glaring typo on the front one superiority). Victory is based on points cover: "A Peek (sic) above the rest"). None- awarded for enemy tanks destroyed, achieve- theless, dedicated gamer and unabashed con- ment of the objective hex and for each hex sumer that I am, I bought the game and took traversed towards the objective. Points are it home. deducted for moving away from the objec- Much to my surprise, Tanktics turns out tive. Points for destroying enemy tanks in- to be a decent game. Not great mind you, but crease the more that are destroyed. not bad. In Tanktics you, as the German, are Tanktics isn't a great game, but it's a pitted against twice as many tanks and/or step in the right direction and AH'S first real anti-tank guns controlled by the computer . For that matter, it's in (Soviet). No infantry, a~mouredcars, short company insofar as there are few com- halftracks or artillery as in PanzerBlitz, but puter games which can be classified as bona the German has a choice between five types fide wargames. AH has finally moved up in the industry and I can only hope we will see more and better such products. Who knows? TRS-80 is a registered trademark of Tandy Cor- Maybe they'll include infantry next.. .or even poration. Apple is a registered trademark of Apple a computer Squad Leader! Computer. Inc. Pet is a registered trademark of Tanktics is Avalon Hill's new computer Commadore, Inc. Atari is a registered trademark wargame of armoured combat on the East- of A tari. ern Front. It comes with a cassette tape which includes versions for the TRS-80, AppleTM, PetTMand AtariTMmicrocomputers, plus two 16" x 22" mounted mapboards, 240 Playback ratings are reader evaluations of games counters and instruction booklet. Game de- that are acquired through S&T, MOVES, and sign by Chris Crawford. Solitaire play only. Ares Feedback responses. Readers have been asked to rate each aspect of the games on a scale View from the Top: of 1 (Poor) to 9 (Excellent). For the actual text EVEREST EXPLORER READER REVIM of the questions, see Section B of Feedback on from Acorn Software Inc. Mount Everest has challenged man for decades; first conquered by Sir Edmund Hil- lary and Tenzing Norkay in 1953, it has been the subject of organized assaults ever since. It is again come into news prominence as Sir Edmund again leads an expedition up the still virgin east face this fall. For those of us not Publisher SPI SPI SPI SPI SPI SPI Range quite up to scaling this most high peak, Acorn has provided us with Everest Explorer for armchair mountaineering. Initially a player is given a budget from which he or she must choose the number of climbers and sherpas plus the balance of the expedition's equipment (tents, oxygen tanks, food and fuel). You then choose which day to begin (April 1 to November 1) and which of the two routes to begin ascending (the easier south col or the difficult west ridge). From then, each day begins with a menu of weather report, camp status, climber status and issu- ing climbing orders. An icefall separates camp one and two locations and a path must be cleared before any attempt can be made to carry supplies up. There are five other camps to be estab- lished before an attempt at the summit can be made. You must bucket-brigade supplies from the lower camps to each successive higher camp. Care must be taken not to tire climbers with too much weight and by send- ing them out in bad weather. Morale is im- portant in the disk version of the game too. It's a long, tedious process and the expedi- tion is subject to avalanches, frostbite and al- titude sickness. Sherpas are better than climbers and should be reserved for high alti- tude tasks. Everest is not exactly an exciting game, THE KAISER'S BAlTLE VOYAGE OF THE PANDORA being mostly one of exacting logistics and Design and Development: Design: repeated tasks established by meticulous Joseph M. BalkosKi John H. Butterfield with Edward J. Woods planning. There is some excitement in the Art: Redmond A. Simonsen Art: Redmond A. Simonsen final attempt at the peak but it's lost Comments: The March 1918 German coun- Development: John H. Butterfield somewhat in the trying effort of simply teroffensive in Picady that almost crushed the Comments: Solitaire game of interplanetary reaching the last camp. It is remarkably British 5th Army. Drumfire, rolling and SOS exploration for alien lifeforms and intelligent- similar to another game called Assault on artillery barrages; trench defenses; weather ef- es. Interstellar movement, preparing expedi- Everest which originally appeared in Softside fects; air observation; stosstruppen infiltration. tions, exploration, robots and tools. magazine ...similar enough that one must HOF GAP suspect the designers knew of the game and CITADEL OF BLOOD Design: Charles T. Kamps, Jr. used it as a model. Design and Development: Eric Smith While not the game for the arcade en- Art: Redmond A. Simonsen Art: Redmond A. Simonsen thusiast, Everest does provide some interest- Development: John H. Butterfield Comments: Adventurers enter the Citadel to Comments: Second in Central Front series ing challenge in the correct establishment of destroy the evil X the Unknown and his Hell- a rigid logistical structure. Of real interest to simulates Warsaw Pact attack near Coburg, gate. Room and corridor chit construction, Kronach, Hof and Cheb Gaps. Three scenarios the disk user is the technique Acorn has used traps and detrapping, negotiations and bri- (one with Fifth Corps) and rules for friction to protect the disk from software pirates ... bery, magic spells, unusual room features. verrrry interesting, and if aspiring authors and operation points, Soviet doctrine, out there manage to break it, they should take note of the method. OPERATION GRENADE ACROSS SUEZ Design and Development: Design: Everest Explorer is available for a 16K Mark Herman with Level I1 or a 32K Disk, TRS-80. Designed by Joseph M. Balkoski Art: Redmond A. Simonsen Art: Redmond A. Simonsen William Godwin and Don Knowlton, it's Development: Bob Jervis and Brad Hessel from Acorn Software Products. No graph- Comment: Second of Victory in the West ics, just text display; solitaire play only.. series simulates the US 9th Army's offensive in Comments: Opertional level game of the Bat- . the Rhineland of Germany in February 1945. tle of Chinese Farm in the October 1973 Arab- Tactical and strategic movement, limited intel- Israeli War. Combined arms combat, surprise ligence, entrenchments, Roer River flood, Ger- and shock of first combat, effects of nighttime, man Volksstrum. crossing the Suez Canal. S TATREP COMMANDO A Statistical Report of Game Characteristics

by Claude Bloodgood

Commando was eagerly awaited by make other role-playing games flow so well. Raid on Entebbe Results: lsraelis27-7 gamers at the Virginia State Penitentiary, and Perhaps this will be improved in subsequent Victory conditions were modified to provide a a small group of hard core gamers jumped at games of this type, and if it is, a future Com- clear result. Israelis win if both hostage groups are the chance to try it out. While the game was mando type game could just become the hot- exited (with no more than 10 hostages killed), and anticipated for its role-playing variations, test game in town. The promise is there, but no more than three Israeli men are killed or inca- the play here centered on the historical sce- only a promise so far; the potential needs to pacitated; failure results in a Ugandan victory. narios. Some attempts at role-play games be better developed. Actions off Vaagso Island Results: have resulted in gamers reverting back to the British 18-14 basic historical variations; the mixture of the Statistical Analysis Victory conditions were modified to provide a two seems to lack something. Participating Players: 31 clear result. British player wins if target building is The game features some excellent areas, at least partially destroyed, and there are fewer but also has a few snags. The wide range of 38.3% of active players selected Commando from an inventory of over 90 titles available during the than six British casualties; failure results in Ger- weapons that can be utilized should be great; six months ending 4/15/81. man victory. unfortunately, the game system bogs down Repeat Players: 2l Game Imbalance: Varied with scenario when too many types of weapons are used. The Raid on Entebbe victory conditions, as modi- Key statistical data used for both sides is too 67.7% of 31 participants played the Actions off Vaagso Island scenario after completing one set fied, produced a total imbalance of 58.8% which complex for easy scenario design - a defi- is unplayable. The problem is not with the victory nite drawback in a game that is offered spe- (both sides played) of the Raid on Entebbe scenario. conditions, but with the scenario itself; sleeping cifically for gamer expansion along the role- guards won't win under any set of victory condi- playing lines. To balance all the key data is a Total Games Played: 66 tions, and the Observation Code assigned to the major undertaking. The Raid on Entebbe scenario was played 34 Ugandans is the equivalent of a sleeping unit's ex- Commando will hold your interest with times, and the Action off Vaagso Island scenario pectations when they are surprised. This is con- the regular scenarios provided, and does cre- was played 32 times. trasted by the fine balance in the Actions off Vaag- ate a good historical replay of several events. Average Playing Time: Varied with sce- so Island scenario, which has a 12.5% imbalance It offers a fine insight into small unit and in- nario and level of play that can be improved with minor modifications of dividual problems in combat, and it is great Participation in the Raid on Entebbe scenario to- victory conditions. as a small unit tactics primer. talled 215 % hours for 34 games, an average of 6.34 Game Balance Analysis The role-plaving variations lack feeling, hours per game; the average is a good indication of personality, and other key attributes that the time required for an initial game of Comman- The range and scope of provided and do between players with average gaming ex- potential scenarios in Commnado is limited perience, but new to Commando. The experience only by the imagination of gamers. Most sce- gained in playing one set makes a repeat set much narios which are provided will require adjust- quicker to play - e.g., in the Actions off Vaagso ment to victory conditions to make them Island scenario, only 105 hours were requ~redfor competitive. These were designed to dupli- 32 games, an average of 3.28 hours per game. cate historical actions, and unfortunately, These times reflect historical game play only, and few historical actions were balanced. Scenar- do not provide data on the role-playing game. ios created by gamers are likely to prove With insufficient data for meaningful averages, a more competitive, and thus also more inter- good estimate of role-playing scenario times esting because a balance can be achieved. would likely run about double that of the same Balancing a created scenario is not easy. scenario in the historical game. Every piece of data provided can throw the Shortest Recorded Game: 0.67 hours balance of a scenario completely out of British Commandos caught landing on beach by whack. Designers should create very simple alert German defenders in the Actions off Vaagso scenarios and once these are balanced then Island scenario. When luck runs bad, it can be very expand them gradually to keep them in bad! The final tally was 4 dead, 4 wounded com- balance. mandos; the Germans suffered only one casualty, a wounded man. Both sides were played by Subjective Analysis moderately experienced gamers with prior experi- Play Balance: 6.51 ence in Commando. Averge of 31 responses: 9 is perfectly balanced, 1 is totally unbalanced. Longest Recorded Game: 13.50 hours The Actions off Vaagso Island scenario can get in- Playability: 6.96 volved if the play is drawn out long enough for the Average of 31 responses: 9 is supremely playable, 1 German reinforcements to begin arriving. This is unplayable. one was botched by the British player after near Length of Game: 6.90 success in the early stages, culminating in disaster Average of 31 responses: 9 is exactly the correct when the Germans pinned them down and held length, 1 is much too long or short. them until enough reinforcements were available Game Challenge: 8.09 to make a final assault on the trapped comman- dos. Both sides were played by experienced gamers Average of 31 responses: 9 is extremely challeng- with prior experience in Commando. ing, 1 is no challenge. [continued on page 291 Paris is saved by the Marines. Today, the Allied High Command announced the Huns were retreating to their trenches after encountering the Yanks at Belleau Wood. It seems the spirited Marines, although outnumbered and short on supplies, were able to give the Huns a bloody nose, and stop their advance on Paris, thus preventing the fall of the French Capitol!

release of the game BELLEAU WOOD. Designed by Mr. Roger Nord, it was two years in the development. BELLEAU WOOD ranks as one of the finest games on WWI. Using a unique game system, BELLEAU WOOD simulates WWI combat as it actually was. You'll discover why the machine gun was such a deadly defensive weapon. See artillery blow holes in the enemy lines, clouds of gas float over the field of battle. Yet, in the final analysis, it is the responsibility of the Infantry to take and hold the ground. BELLEAU WOOD is 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 opportunities for offensive and defensive strategies. The game is highly mobile, with no trenches on the three color 34" x 22" game board. Comes complete with map, 270 die cut counters printed 3 colors front HISTORICAL ALTERNATIVES 1142 S. 96th AVENUE and back, a 16 page 'easy to read' rule book and boxed for only $1 1.OO ZEELAND, MICHIGAN 49464 MEMBER OF PHONE: (61 6) 392-8597 Roark's Drift ...... $10.00 Dealer Inquiries Invited Leetown or Curtis [confinuedfrompagell] losses as they are driven to cover. Casualties mount Action in the east slows as Federal dominance asserts itself. Col. Gates is wounded and no one 1300-1400. The battlelines sway back and forth as for the bluecoats too as the 2 Mo and the 4 Ia lose knows who shall command. Hebert assumes com- Little's and Dodge's men attack and counterat- 200 men and Welfey's Battery is overrun. mand of the right wing only to discover that his tack. Casualties increase and ammo decreases as Sigel's troops arrive and bolster the beleaguer- the 2 Mo runs out. Carr is killed by a minie ball ed eastern flank. Vandever is wounded and taken men will fight no more. Rather than risk a rout and uncontrolled losses, Hebert withdraws to the while overseeing Dodge's dispositions; Dodge im- to the rear as casualties mount on both sides. mediately takes overall command. 1700. The Confederates attempt to move their bat- north. McIntosh gets into the fray, sending the 9 and teries closer on the northwest side of Leetown and 0830. Only Price's brigade continues to fight as the 11 Texas Cav against Hayden's Battery and the9 la take heavy crew casualties from the fire of the 22 other left wing units are too shot up to attack. See- (on the northeastern edge of Cox's Field), making Ind. Action slows near Leetown as both sides see ing that nothing good can come of continued little headway and taking heavy losses. Hayden's that night is coming on. An artillery barrage sends fighting, Van Dorn orders a general withdrawal. Stand Watie's Indians streaming to the rear. Battery limbers and retreats 250 yards. Artillery STATISTICS continues to play on the 11 Texas which loses 200 On the left flank the Confederate assault is al- men in 30 minutes. McIntosh widens his assault, most played out. McIntosh's casualties have dis- Confederates going after Hayden's Battery A on the east fringe heartened his men. They will advance only with Captured or destroyed: 27 guns of Cox's Field with the 2 Ark Cav and the 1 Ark great difficulty and they retreat after short peri- Captured: 500 Federals MB. Casualties increase as the Union cannoneers ods of fighting. Van Dorn pulls Mclntosh from the Killed, wounded or missing Federals: 1600 blast holes in the Confederate ranks with grape line and sends him to McCulloch. Little and Price Killed: Gen. Carr and canister. Running out of ammo the 11 Texas continue their assaults. While leading a charge of Wounded: Vandever Cav rushes the 9 Ia and captures over 100 the 2 Mo, Little takes a bullet in the leg and is Captured: Elkhorn Tavern prisoners. helped from the field. Col. Gates assumes com- Vandever's BCE Little's and Slack's brigades maintain pres- mand and immediately presses the attack. Bowen's sure on Dodge, forcing him back despite their and Peoria's batteries each lose a gun from Rebel Total: 113 heavy losses. Brig. Gen. Green finally takes com- counterbattery fire as Union supply wagons arrive Union and of Price's troops, thus restoring order. to distribute ammunition. Destroyed: 1 gun On the far right flank, McCulloch begins a 1730. Despite the heavy losses, Little's 2 Mo over- Captured: 200 Rebels flanking maneuver to cut the roads east of Lee- runs Peoria's Battery C, while on the far left flank town. Pattison's and White's brigade of Jefferson Col. Green (Price's replacement) is wounded and Killed, wounded, missing Rebels: 4500 Davis' Division arrive to the southeast of Leetown Killed: Gen. McCulloch . succeeded by Col. Clark, but only after 30minutes and are directed toward Curtis' HQ. of indecision. Yankee batteries continue to lose Wounded: 5 brigade officers 1400-1500. Dodge begins a concerted withdrawal guns to overwhelming Confederate counterbattery Held: Leetown and Curtis' HQ from Elkhorn Tavern as Vandever attempts to fire. Hebert's and McIntosh's BCE Fighting peters out as ammunition is distribu- stave off McIntosh's large brigade. Hayden's two Total: 171 batteries are severely shot up and the 25 Mo loses ted to waiting Union units. Nightfall brings calm heavily under Mclntosh's assaults. Little and Price to the field. Conclusions continue to press Dodge's troops as they retreat to Night. Straggler recovery is only marginally effec- The first two hours of this battle are rel- 300-400 yards south of Elkhorn Tavern. The 1 Ark tive as the Confederates can gather only 400 men atively identical for all playtests, assuming MB and Whitfield's Cav suffer heavy casualties as while the Yankees manage to gather 200. New that a Confederate brigade is dispatched to they assault Bowen's Cav and battery on the BCE's are: aid Van Dorn. The combat after 1200 hours, southeast side of Cox's Field, but the 25 Mo however, will vary considerably. In this se- (Vandever) ceases to exist and the 24 Mo loses Union quence the Rebels receive a serious blow heavily from Confederate assaults. Price's 2 MSG Greusel: 7 of 8 when Price is wounded in his very first at- loses 100 men. Pattison: 7 of 8 tack. This, plus a replacement time of 1 % Pike nears the Leetown-Curtis HQ road and White: 7 of 8 hours, virtually doomed the Confederate threatens to cut it. The Leetown defense begins to Dodge: 10 of 14 flanking maneuver. No less serious would shift to the east in response to the Confederate ma- Schaefer: 3 of 4 have been Little's demise. Even so, ,the Rebs neuver. Pattison and White draw near Curtis' HQ Coler: 12 of 14 as Dodge's troops appear on the north edge of did pretty *well. Vandever was completely Ruddick's Field retreating before Little, Price and Bussey: 4 of 5 wiped out, although McIntosh took serious McIntosh. Confederate losses in doing so. The most that can be said Mclntosh: Exceeded BCE about this is that only units with less than 700 1500-1600. Becoming part of the eastern flank, men should assault in the open. Sevens and McIntosh attaches to Van Dorn and reports casu- Pike: 6 of 9 alties to his brigade in excess of 1,200 men killed, eights take casualties too easily. Hebert: 15 of 36 Confederate counterbattery fire was, as wounded and missing. His men have virtually sur- Little: 11 of 15 rounded the remnants of Vandever's brigade east usual, highly effective. This will always be a Slack: 4 of 6 bright spot for the Rebel since he can site of Cox Field (hex 1939). Little and Price continue Price: 19 of 31 the pursuit of Dodge as the 9 Ia is cut down virtual- them without regard for assaulting enemy ly to a man. The 2 MSG loses heavily from the fire 0700. McIntosh continues his westward movement infantry. of the 3 I11 Cav. as Price and Little launch a coordinated attack on The Leetown assault was thrown in to To the west Asboth's command arrives on the the northern and eastern flanks of the Union arc. show how useless it generally will be. If Cur- field southeast of Leetown, assuming position on The 1 Mo and 7/9 MSG lose 100 men quickly, tis HQ is the prime objective, a player should the right flank (hex 0516). Smith's and Jenks' inde- while 5 other regiments are thrown back by Union be satisfied in cutting off Leetown and screen pendent regiments take position on Asboth's im- firepower. Their only gain is 100 prisoners from it. On the other hand, perhaps, Hebert can mediate left. Hebert cuts the road to Curtis HQ as Dodge's 3 I11 Cav. gradually shift to the east while Pike holds Greusel's brigade continues to shift units to the Hebert and Pike drive forward into Osterhaus the Yanks at bay. Hebert's BCE should be east of Leetown. and Asboth's lines. Pike is wounded and leaves the kept intact, however, since that will keep the To the right the 4 Ia loses over 200 men in a field, as does his entire command. Hebert manages Confederates in the fight until the end of the to overrun Hoffman's Battery A and Elbert's Bat- half hour to the pursuing Confederates as it covers second day. the retreat of Dodge's brigade. Good's Battery ex- tery A. General McCulloch is shot through the ecutes well as it plays havoc on Bowen's indepen- head and carried from the scene of the carnage. dent regiment. 0730-0830. As though the death of McCulloch was 1600. Hebert and Pike launch an all-out assault on an omen for every man on the field, the regiments Osterhaus and Asboth. Within one-half hour, over of Hebert's brigade become increasingly more dif- 400 Confederates are missing from the ranks. The ficult to rally and direct toward the Union lines. 2 Mo takes heavy casualties from the musket fire McIntosh is only now arriving from the northeast. of the 3 La but holds the line gallantly. Once more the Confederates throw themselves at To the east McIntosh, Little and Price attack the solidly positioned Yankee lines, and after some together but the withering fire from Dodge's and initial success (300 killed and captured bluecoats), Davis' brigades send them reeling back with heavy they are repulsed with 400casualties. Designer's Notes [continuedfrompge41 this attempts fails. British and German personalities that parti- The major addition of interest to the The US commander having identified cipated in or directed the battle are featured. players, however, should be the additon of the Soviet axis of advance, has already How they affected the Battle of Britain, and five new historical scenarios and nine extend- changed his formation into a hasty defense. how it affected them makes fascinating read- ed campaign scenarios. The historical scenar- His indirect support (mortars and artillery) ing. From a game design viewpoint, the book ios cover the Heligoland Bight action in open fire on the identified Soviet positions, is light on hard data. August of 1914, postulating that the German causing widespread suppression. ~eanwhile, Fly for Your Life by Larry Forrester battleciuiser fleet had left port in time to in- the US maneuver elements move and trigger (Bantam, 368 pp.) has little to offer to the re- fluence the outcome of the action; and four enemy opportunity fire when sighted. The searcher but is a great read, being the exploits scenarios in the Mediterranean during US commander reassesses his position at this of British fighter ace, R.S. Tuck. The book WWII, some hypothetical. The extended time and decides to "dig in," modifying his covers his entrance into the RAF, his numer- campaign rules have been extensively revis- formation into a deliberate defense; he has ous amazing air engagements during the Bat- ed, and scenarios of varying degrees of his- an 83 percent chance of passing the check tle of Britain, his capture and internment by torocity included as well as the abstract sce- and succeeds. the Germans, and his escape into and out of nario present in the original game. These sce- The Soviets then conduct similar types Russia. narios deal with actual or possible naval wars of action (indirect fire followed by move- Battle over Britain is due out at the end in the period covered by the game, and I list ment and direct fire). At the conclusion of of the year and will include a 22" x 34" game- their names here to give you some idea of the Soviet player's actions, the fourth Game- map, a 17" x 22" British Airfield Display, a what they are like: North Sea Duel, 1914-16; Turn ends. German Raid Display, an 11" x 34" dividing French vs. Austrians in the Med, 1914-15; The preceding comments relate the key screen with all the important charts and WWI Grand Campaign; Brits and Yanks, events that are undertaken during a player- tables, 600 counters and 40 pages of rules and 1919-25 (ahistorical, but allows the players to turn. The crucial action centers on the ability logs. John H. Butterfield pit the two greatest fleets against each other); of a player to modify his force structure to Mussolini's War, 1935; Pacific Battleships, allow for maximum utilization of all the 1939-45; Germans vs. British, 1939-43; Ital- available forces. This particular scenario ians vs. British, 1940-42; The Naval War in ended in a US victory. The Soviet attack stall- the West, 1939-45. ed due to the "dug in" nature of the US posi- If time allows, some Russo-Japanese tions; a successful counterattack was later INSTRUCTIONS TO AUTHORS War scenarios may be added. The difficulty launched from these positions which broke FOR MOVES MAGAZINE here is that most of the capital ships involved the morale of the Soviet force and eventually resulted in their withdrawal off the map. Most of the articles in MOVES are written by on both sides were pre-dreadnoughts and the its readers. We'd like you to give it a try - if current countermix includes none. I would Playtesting continues: more next time ... Mark Herman your article is well-written and on a subject of have to do some substantial research, and the interest to our readers, there's a good chance pre-dreadnought counters would wind up on Battle over Britain that it will see publication in MOVES. the back of, say, WWII American battleships Types of Articles: MOVESfeatures a va- - tacky, but perhaps justifiable in order to This game is finally out of my office and riety of types of articles in each issue. We are add a few extra scenarios. in the hands of art and production. I have looking primarily for the following kinds: The last question to be resolved at this been working on it off and on for the past Operational Analyses dealing with the tactics point is whether the map sections will be the two years and am very proud of the results. and strategies in a specific game; In-Depth Re- old-style 10"x lo%", which have to be fold- During that time I had the pleasure of read- views intensively describing a specific game ed down the middle to fit into the game-box, ing and re-reading a number of excellent with particular attention to its simulation sys- or new 8 % " x 11". The latter is obviously pre- books on the subject. Just in case there is no tem and playability; Documented Plays de- ferable, but may require the production of room for a bibliography in the printed rules, scribing or commenting on the move-by-move new plates, an expensive process. We shall I'd like to mention a few of them here. progress of an actual game; Field Reports pro- soon see. Greg Costikyan From a game design and hard informa- viding organized, valid information on some tion viewpoint, Francis K. Mason's Battle aspect of conflict simulation in general; and over Britain (Doubleday, 636 pp.) is a gold- Scenarios and Variants that add additional sce- Hot Spots narios and optional rules to existing games. mine. The book includes a complete day-by- Manuscript Requirements: Typewrit- The emphasis of playtesting on Hot day account of the entire campaign with de- ten and double-spaced; 25 lines per page. Num- Spots has shifted from the first scenario (an tails on every single aircraft destroyed or ber and tag pages with the author's last name. Iranian and Iraqi meeting engagement in damaged on both sides. Other features in- Cover sheet should contain full name, address, 1980) to the second scenario which is placed clude an account of the German air raids in suggested title, honorarium preference and in Iran in 1986. This scenario postulates a Ra- World War I, the development of the oppos- social security number. pid Deployment Force that is equipped with ing air forces between the wars, and numer- Honorariums: For all published articles, high technology coming up against a Soviet ous orders of battle and appendices. On top MOVES pays an honorarium at the rate of $9 T-72 tank battalion. The US force possesses of this, the book is excellently written, giving per 10" of edited text, calculated to the nearest MPWS (Mobile Protected Weapon System) colorful, accurate accounts of all facets of half column. Authors may elect to take their and LAV (Light Armor Vehicle) armored the conflict. Unfortunately, the book is hard honorarium in SPI products at the rate of $18 fighting vehicles; both of these systems are to find. per 10" rendered against the list price of the now in the testing stage. Though the US The Hardest Day by Alfred Price (Scrib- items. Payment will be rendered 30 days after force is outgunned, it has helicopter and air ners, 246 pp.) is a complete account of one publication. support and is better led than the Soviet day (Aug. 18, 1940) of the Battle of Britain. Copyrights and Agreements are locat- force. On that day, over 130 aircraft were destroy- ed on the backflap of the Feedback Card in this The scenario begins with the reconnais- ed. The author discusses every raid from an issue. A facsimile may be used. sance elements of both sides entering the map eyewitness viewpoint, using them as exam- Please include a self-addressed, stamped on Game-Turn 1, with the rest of the forces ples of the overall conduct of the battle. Good postcard which will be used to inform you of entering on Game-Turns 2 and 3. Game-Turn the status of your article. Articles and illustra- order of battle information, casualty listings tions cannot be returned. Address submissions 4 wo~l~~robabl~go something like this: The and maps of each raid make the book a valu- to MOVES, SPI, 257 Park Avenue South, New Soviet battalion commander has been receiv- able research source. I used three raids de- York, NY 10010. ing reports for the last hour of contact with scribed in The Hardest Day as scenarios in British authors send submissions and cor- the enemy forces. He decides to initiate a for- the Combat Game of Battle overBritain. respondence to Charles Vasey, 14 Osprey Gar- mation change from a movement to contact Fighter by Len Deighton (Ballantine, dens, Selsdonvale, South Croyden, Surrey into a hasty assault (the Soviets are on an of- 311 pp.) recreates the feel of the battle and CR2 8TB. Canadian authors send submis- fensive mission); chances for success are 45 the period beautifully. The political, military sions to Ian Chadwick, 303-15 Bideford Ave., percent. Due to the various friction of war and technical developments that led to and Toronto, Ontario M5M 4C2. &factors(mostly lack of good intelligence), affected the campaign are described. The * Biblical, 3000BC-MIAD), 2= Dark Ages and Renaissance 74. Superiority (Yaq) (MIAD-1MIAD); 3=30 Years War and pre-Napoleonic 75. Campaigns of Napoleon (West End) (1600-1790); 4= Napoleonic (1790-1830); 5= CIVII War 76. Assault onTobruk (SimCan) and 19th Century (1830-1900); 6=World War One (1900-1930);7= World War 11 (1930-1945);B= Post-World n. Air Cobra (OSG) Feed back War II (1945-present);9= Sclence Fiction and Fantasy. 78. Doro Nawa (PaperWar Games) MOVES 59, October/November 1981 36. How did you purchase thls copy of MOVES 1 =by Rate the following game proposals on a scale of 1 to 9, subscription; 2= by mail, as a slngle copy; 3= in a store; with 1 indicating very little intention to purchase if pub- 4= ~twas passed along to me by a friend; 5= other means lished and 9 indicating a definite intention to purchase if (please describe) published. 37. Would you be interested in seeing more prototype 79. Empires of the Ancient World. The emplres of game artlcles (e g., "Remember the Malne!" by Thomas Alexander the Great, the Seleuc~ds,Carthage, Persla and How touse the Feedback Response Card: Smiley) appear In MOVES? 1 =yes; 2= no. Rome all rose to great heights, only to fall to other, more After you've finished reading this issue of MOVES, 38. Do you own or plan to buy one of the following ml- vital emplres Often, the fortune of an emplre depended please read the Feedback questions below, and give us crocomputer systems?0 = I have no Interest in microcom- on a single, great leader, but ~tcould also hinge on the or your answers by writing the answer-numbers on the card puters or microcomputer gamlng; 1 =I own an Apple II; ganlzatlon of the army and state Empires of the Annent in the response boxes which correspond to each ques- 2=plan to buy an Apple II; 3=own a Radio Shack World would use a varlant of the award-winning Empires tion number. See stapled insert for card. Please be sure to TRS-80; 4= plan to buy a TRS-80; 5=own an Atari 800; of the Middle Ages game system to slmulate the ebb and answer all questions (but do not write anything in the box 6=plan to buy an Atari 800; 7= own some other micro- flow of emplres The major difference would be that play- for question-numbers labelled "no question"). Incom- computer; 8=plan to buy some other microcomputer; ers can conduct more detalled endeavors per year through pletely filled out cards cannot be processed. 9= have no plans to buy a microcomputer because I al- the use of army and bureaucracy unlts, as these unlts are What the Numbers Mean: ready have access to a microcomputer built and deployed, a player 1s given an extra mllltary or When answering questions, zero always indicatesno opin- Questions 39 through 48 ask you where you buy adven- admlnlstratlve endeavor A state that has overextended it- ion or not applicable. When a Question is a yes or no ture/hobb y board androle-pla ying games. Please answer self may face mutlnles and clvll war ~f~t becomes bankrupt question, 1 means yes and 2 means no. When a question the following questions using the following scale: 0= I or suffers extended famlnes Barbanan mlgratlons are is a rating question, 1 is the worst rating, 9 is the best never buy games by this method or through this kind of another headache, though they may become Incorpora- rating, 5 is an average rating, and all numbers between ex- store; 1= Irarely buy games this way; 2 = 1 occasionally ted Into an emplre's populace peacefully A player would press various shades of approval or disapproval. buy games this way; 3 =Iusually buy games this way, but beallowed to establish his own form of government - re-

public, democracy, monarchy or dlvlne klngshlp - each SECTION A occasionally by other means: 4=1 almost always buy games this way. havlng ~tsown advantages and drawbacks The game 1-3. No question (leave blank) 39. By dlrect mall from the game manufacturer would Include 600 counters, a 22"x 34" map of Europe and the Near East, and rules wlth numerousscenarlos To Questions 4 through 24 ask you to rate the articles in this 40. By dlrect mall from Independent game retailers issue on a scale of 1 Ipoorl to 9 lexcellentl. Zero indicates sell for $20 41. In adventuregaming specialty stores no opinion. 80. Belisarius. In 535 AD, one of the most backward 42. In hobby and gaming stores campaigns In hlstory was launched. 8,000 sold~ersof the 4. BAOR 43. In general gamlng stores Eastern Roman Emp~rewere ordered to Invade all of Italy. 5. Remember the Mainel 44. In chain department stores 1e.g.. Penney's) then occupied by an entlre Gothlc natlon w~tha quarter of 6. Founders b Memorles a mlll~onman army The armles were not as mismatched 45. In independent department stores 7. Leetown or Curtls as ~tmlght appear, however, for the Romans were led by 46. In general merchandise stores 8. SPIBUS the mllltary genlus Bel~sarlus,unquestionably the best 47. In dlscount stores captaln of the flrst m~llen~umAD, the8.000 men were Bel 9. MOVES Canada 48. Other means (pleasedescribe on feedback card) isarlus' ellte Household Regiment, a collection of hand- 10. MOVES In Engllsh picked Huns, Vandals, Persians, Thraclans and Moors, 11. Designer's Notes If you buy computer games for any computer system, the flnest flghters of the known world Wlth no front please answer questions 49 through %indicating inwhich 12. Rlchard Berg's Revlews of Games Ilnes, Bellsarius emphasizes posltlon and maneuver, kind of store you purchase them, using the following rather than attrltlon and sheer brawn The game would 13. Stat Rep: Commando scale: 0= Ido not buy microcomputer games; I = Irarely also feature detailed command, morale, and slege sys 14. Your MOVES buy games at this kind of store; 2=1 occasionally buy terns, and re-create the different composltlons and tactics games at this kind of store; 3 = Iusually buy games at this 15. This Issue overall of the opposlng forces Spec~alrules would cover the kind of store, but occasionally at others; 4= 1 almost al- native Itallan populat~on,the recruitment of captured 16. Was thls issue better than the last one? ways buy games at this kind ofstore. enemy troops, and the jealous rlvalry between Bellsarlus 17-24. No question 49. Franchised computer outlets 1e.g.. Computerland and the Emperor Justlnlan Bel~sanuswould Include a 25. Assume that you don't subscribe to MOVES Would or Radio Shack) 22"x34" map. 200 counters. and 8-12 pages of rules. a thequality of this issuealone motivate you tosubscribe? 50. lndependent computer outlets posslble SBTgame Tosell for $12 26. For how many issues have you had a continuous sub- 51. Adventure gaming specialty stores 81. The Battles of Frederick the Great. Thls quad scription to MOVES? 0 = I do not subscribe; 1 = This 1s my game would cover four major battles Rossbach (Nov 5, 52. Hobby and gaming stores first issue; 2= This is my second or thlrd Issue; 3=This is 1757 agalnst an Austro-French army), Leuthen (Dec 6, my fourth or f~fthIssue; 4=Thisis my slxth Issue; 5=This 53. General gaming stores 1757 against a superior Austrian Army), Prague (May 6. IS my seventh through eleventh Issue; 6=This 1s my 54. Cham department stores 1e.g.. Penney's) 1757 agaln opposlng the Austrians), and Torgau (Nov 3, twelfth Issue; 7=This is my thirteenth through e~ghteenth 56. lndependent department stores 1760 versus the continually perslstant Austrians) These issue; B=Thls 1s my nlneteenth or subsequent issue; 9= 1 games would be deslgned to emphasize the tactlcs of the 56. Electronics stores am a MOVES Lifetime Subscriber (regardless of the day and the problems of leadership In the f~elddurlng the number of Issues received). 57. Dlscount stores 18th Century The game system would be adapted from 27. What level of complexity do you prefer In games? 58. Other (pleasedescribeat bottom of feedback card) the Austerlitz system, where morale and troop qual~tyare Rate your preference on a 1-9 scale, with higher numbers Please rate the level of complexity of the following games almost as Important as sheer welght of numbers The lndlcatlng greater complexity. Use these games as guide- on a scale from 1 to 9. with higher numbers indicating in- quad would Include four 17"x 22" maps one set of stan lines 4-5 = Chickamauga; 7 = Cityfight; 9 =Air War. creased complexity. Use the following games as guide- dard rules 4 sets of exclusive rules and 400 counters To sell for $20 28. Your age: 1 =13 years old or younger, 2=14-17; lines: 1= checkers; 4.5 = Chickamauga; 7 = Terrible Swift 3= 18-21; 4=22-27,5=28-35; 6=36or older. Sword; 9= Air War. Games are SPI publications unless 82. Inthe Service of the Queen. It 1s the Victorian Age. 29. Yoursex: 1 =Male; 2= Female. otherwise indicated. the map 1s crimson, and the sun never sets, don't you 59. Desert Fox 30. Education: 1 = 11 years or less; 2= 12 years; 3= 13-15 know. You are a likely young lad recently graduated from years, 4= 13-15 years and still In school. 5= 16 years; 60. Cedar Mountaln the best public schools, and pater feels its tlme for you to 6=-77 years or more. 61. F~ghtlngSall make your own way. The optlons are many, pater will buy 31. How long have you been playing confllct simulation 62. Task Force you a commission if you like, or you can off to Europe on games? 0= less than a year; 1 = 1 year; 2= 2 years 8=8 the Grand Tour, or hie thee to Injah, In the Service of the 63. Hof Gap years, 9= 9 or more years. Queen 1s a role-playlng game for VictorIan gentlemen In 64. Crescendo of Doom (AH) 32. What 1s the average number of hours you spend play- the Age of Empire; the game will Include rules for charac- Ing simulation games each month?0= none; 1 = 1 hour or 65. Cross of Iron (AH) ter generation, personal combat, army combat, the mill- less; 2= 2-5 hours; 3= 6-9; 4= 10-15; 5= 16-20; 6=21-25; 66. The Longest Day (AH) tary Ilfe, parliament and pol~tics,buslness and The City, 7=26-30; 8=31-40; 9=41 or more hours. 67. Fortress Europa (AH) crime and criminals, and social rules for Britain, the Contl- nent, and lnd~aw~ll be Included, as well as detalled de- 33. How many simulation games (of all publishers) do 68. The Fall of France IGDW) you possess? 1 = 1-10; 2= 11-20; 3=21-30, 4=31-40; scrlptlons of those places, a series of suggestions for ad- 69. Suez731GDW) 5=41-50;6=51-60;7=61-70;8=71-80;9=81 ormore. ventures and the Ilke. Future supplements might expand 1941 (GDW) the game to allow players to start as Frenchmen, Ger- 34. Dld you send i;l the feedback card for your last issue m. mans, Americans, and Russians; cover other parts of the of MOVES?l =yes; 2= no. 71. Stalln'sTanks (MGC) world In as much detail as the origlnal game covered Brl- 36. Plck the one area about which you would like to see 72. Operation Pegasus (TFG) taln and Ind~a;and expand the rules to allow players to games and articles done. 1 =Anc~ent(Roman, Greek, n. C.V. (Yaq) enter busmess and the diplomatic corps In the Service of

Simulations Publications, Inc. 257 Park Avenue South New York, NY 10010-7366 U.S. POSTAGE PAID ADDRESS CORRECTION REQUESTED PERMIT NO. 15 FRAMINGHAM, MA.

N. Would you have bought this game if you knew then 142. J (complexity) 145. M (solitaire) what you know now about it (1 =Yes; 2= No). 143. K (realism) 146. N (then and now) NOTICE 0. Do you think you received your money's worth with 144. L (overall) 147. 0 (money's worth) Computer Game Designers this game? (1 = Yes; 2 = No). 148. No question. and Computer Game We will ask you to rate six games. If you have not played JACKSON AT THE CROSSROADS Producers/Publishers these games, or have not played them enough to be able 149. A (mapsheet) 156. H (set-up time) SPI takes a dim view of unauthorized comput- to evaluate them, then write a zero in the boxes. 150. B (rules) 157. J Icomplexityl er applications of its games and game con- 151. C (counters) 158. K (realism) cepts. SPI will take the strongest possible posi- DESERT FOX 152. D (ease of play) 159. L (overall) tion against such unethical and unauthorized 104. A (mapsheet) 111. H (set-up t~me) 153. E (rules completeness) 160. M (solitaire) use of its intellectual property. Other than 106. B (rules) 112. J (complexity) 154. F (balance) 161. N (then and now) strictly for private use, no individual or organi- 106. C (counters) 113. K (realism) 155. G (length) 162. 0 (money's worth) zation may encode, transfer, or otherwise 107. D (ease of play) 114. L (overall) 163. No question cause to be contained or embedded in a com- 108. E (rules completeness) 115. M (solitaire) THE BATTLE OF CORlNTH puter program, device, or electronic system 109. F (balance) 116. N (then and now) any of the original material or original arrange- 164. A (mapsheet) 171. H (set-up time) 110. G (length) 117. 0 (money's worth) ments or relationships of material found in any 165. B (rules) 172. J (complexity) 118. No question SPI game. The designs, systems, and images 166. C (counters) 173. K (realism) in SPI games are exclusively the property of DELTA VEE 167. D (ease of play) 114. L (overall) SPI. SPI rese~esallrightsto its games, includ- 119. A (map sheet) 126. H (set-up time) 168. E (rules completeness) 175. M (solitaire) ing the right to any and all computer versions 120. B (rules) 127. J (complexity) 169. F (balance) 176. N (then and now) of those games or any parts of those games. 121. C (counters) 128. 6 (realism) 170. G (length) 177. 0 (money's worth) 122. D (ease of play) 129. L (overall) 178. No question In the simplest possible language: 123. E lrules completeness) 130. M (sol~taire) SPIES! Computer pirates and plagiarists, 124. F (balance) 131. N (then and now) beware! 125. G (length) 132. 0 (money's worth) 179. A (mapsheet) 186. H (set-up time) 180. B (rules) 187. J (complex~ty) A footnote to our many computerist 133. No question 181. C (counters) 188. K (realism) friends: Anything you do for yourself on your THE ALAMO 182. D (ease of play) 189. L (overall) own computer for your own use is fine with us 134. A (mapsheet) 138. E (rules completeness) 183. E (rules completeness) 190. M (solitaire) - so long as you don't disseminate it by formal 135. B (rules) 139. F (balance) 184. F (balance) 191. N (then and now) or informal means or attempt to sell it without 136. C (counters) 140. G (length) 185. G (length) 192. 0 (money's worth) permission. 137. D (ease of play) 141. H (set-up time) 193-196. No question