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2 MOVES nr.

52, published Aug/Sep 1980

Opening
Moves
ORIGINSBO
Even though only a sm~lI fraction of us
that grand council that constitutes the
Circulation: 9500 MO VES readership - attends the Origins
convention each year, we should all
nonetheless pay attention to it as an event.
Editor/Executive Art Director Redmond A. Simonsen
Much transpires there that affects the hobby
Managing Editor Robert J. Ryer
we collectively create and carry on. Manu fac-
Art Director Manfred F. Milkuhn
turers strain to have new products to an-
Contributing Editors nounce; designers come to spread their
Greg Costikyan, James F. Dunnigan, Eric Goldberg, Phil Kosnett, gospels, press the flesh, and be influenced in
Steve List, Thomas G. Pratuch, Charles Vasey turn. Business decisions are made and struc-
MOVES Magazine is copyright 1980, Simulations Publications, Inc, Printed in U.S,A, All rights reserved. All tures created which steer the course of the
editorial and general mail should be addressed to Simulations Publications Inc" 257 Park Avenue South, N. Y., N. Y.
10010. MO VES is published bimonthly. One year ,ubscriptions (six issues) arc available for $11.00 (US), Back issues gaming juggernaut. So for that reason, we're
Or single copies of the current issue are available at $2.25 per copy. Please remit by check or money order (US funds), spending a few more pages on Origins this
Printing and Binding by Wellesley Press, Inc., Framingham. Mass. year (and by the way I hope you've noticed
ARTICLE SUBMISSIONS: Readers are in>'iled lO submit articles for possible publication in MOVES Magazine.
that we have four more pages to spend).
Manuscripts must be typewritten. double-spaced. on 8Y,xll white bond ...... ith generous line length of 55 lO 65
characters. Please include your last name and page number on each MS page. and your name, address, phone number,
suggested tille, and honorarium preference on the cover page. With submission. include a stamped self. addressed Items
postcard with the name of your article on the message side. Anicles and illustrations cannot be returned. In no in-
stance. however, can SPI assume responsibility for manuscript, and illustrations not specifically solicited. 1. The Hobby Industry Association
members have decided to call our hobby
"Adventure Gaming" - so if you hear
things that you thought were "wargames"
being called "adventure games" you are tun-
ed to the right channel. The decision was
In this issue ... based primarily on marketing considera-
tions, and the title is aimed at prospective
TITO Livesl DICK RUSTIN 4 gamers and dealers, not alte kampjeren like
you and me. If, however, you have occasion
C'Est La Guerra IAN CHADWICK 8 to entice someone into the hobby, why not
Conquering the Magic Kingdom NICK KARP & sco TT LAIKEN 15 use this new term so that we all speak the
same language, OK guys?
The Forest for the Trees TERRY ALAN BANEY 19 2. The next Origins will be on the West
Coast, near San Francisco. Far oUl! It will
Con Crit PHILIP R. COLUMBUS 23 also be the first one officially sanctioned and
governed by GAMA (The Game Manufac-
Photo--Toons REDMOND A. SIMONSEN 22 turers Association). GAMA's main mission,
so far, is to regularize and administer the
From Sea to Shining Sea JERROLD THOMAS 24 operations of the con and provide continuity
from year to year.
Charle-Mail JOHN BOARDMAN 28 3. The Origins Awards continue to
struggle along (perhaps GAMA will
Stat Rep: Bulge CLA UDE BLOODGOOD 36 crystalize the system) - more thoughts on
this is a subsequent issue. The winners are as
Opening MOVES REDMOND A. SIMONSEN 2 follows:
MOVES in English CHARLES VASEY (ed) 25
JUL IAN BARKER, ANDREW J. FINKEL, H.G. Wells Awards
ROBERT SAMUEL MALIN
Best Historical Figure Series: System 7
Forward Observer ERIC GOLDBERG 30 Napo/eonics (GDW); Best Fantasy/SF
Figure Series: Ral Partha Collectables;
Designer's Notes SPIR&DSTAFF 33 Best Vehicular Model Series: Ogre
(Martian Metals); Best Miniatures Rules:
Feedback/Playback Questions vox POPULI, vox DEI 38 System 7 Napoleonics (GDW); Best Role-
Playing Rules: Commando (SPI); Best
Professional Miniatures Magazine:
Courier; Best RolePlaying Magazine:
Journal oj the Traveller's A id Society;
Simulations Publications, Inc., 257 Park Avenue South, New York, NY. 10010
Best AU-TIme 20th Century Naval
Rules: General Quarters; Best All-Time
Ancient & Medieval Rules: Chivalry &
Sorcery (FGU).
{cont;~ued on pogt /81
3

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4

DESIGN & OPERA TlONAL ANAL YSIS

TITOLIVES/
The Designer Expounds and Explains
by Dick Rustin

Tiro was one of those very different game the realistic feeling of geographical move- of a zone. For example, a Partisan unit in
designs that by its very nat ure caused me ment. Given the factors of time and space, royalist Serbia ".,ill generate no recruits in a
to take a radical approach to its map system. (Yugoslavia is only 600 miles long and 300 village during winter, nor in a market town
By t he way, if you are taken aback by t he miles across at its widest point , while each during a drought.
non -traditional approach, you have Joe game-turn represents three months) , a semi- Within each zone there are strings of
Balkoski to thank for the area-type map and abstracted movement system is both neo:.:es- three triangles and three circles, and a single
me to blame for the use of shape and color sary and desirable. small box. These are the main abstractions in
symbols to convey the necessary informa- I can comment on the area map with ob- the game. The triangles represent moun-
tion. I, to be serious, am pleased with the in- jectivity, because it was not my idea; rather, tainous rural arcas (Yugoslavia is 80070
nova tive approach we all took in design ing it was created by the game developer, Joe mountain or rugged limestone plateau).
and formatting this game abou t a very Balkoski, of the SPI staff. I originally When occupying a triangle, guerrillas are
unusual slice of WWII. If you're xenophobic designed the map for traditional hex move- deemed to be conducting such acts of hinter-
about reallv different games, maybe this arti- ment. Tracing Yugoslavia's squiggly land sabotage as ambushing convoys, attack-
cle will get you going on this one. - RA S coastline, rivers, lakes, and roads on a ing outposts, and mining roads. Recruits and
homemade light table - a garden table victory points may be gained by undertaking
As the designer of Tito, SPI's simula- whose top was more opaque than such activities.
tion of World War II guerrilla warfare in transparent - was literally a backbreaking Circles, known as Hideaways, yield no
Yugoslavia, I am in an excellent position to job. The futility of that labor was forgotten victory points or reo:.:ruits. They reflect situa-
offer insight into how the game should be and forgiven long ago. But I'll get you tions where guerrillas either have been forced
played, but in an ambiguous spot when it anyway, Balkoski! to lie low, or are in transit from one zone to
comes to offering something of a review of another. With few exceptions, foot-slogging
the game. Both are my goals here, and I will Each of the 12 occupation zones is rated guerrillas are forced to spend a full game-
try to achieve my objectives objectively. both for its sympathy to the Partisans or the turn in a Hidea,. . ay circle when entering an
Tito is a game of maneuver, just as guer- monarchist Chetnik guerrillas, and for lhe oo:.:cupation zone.
rilla conflict is invariably a war of maneuver. likelihood that guerrilla units will be created Each of the three main elements in the
Tactical and strategic options abound in the by spontaneous uprising if the Axis player game has its own circle and triangle. In addi-
game, but most are governed by a player's does not garrison it sufficiently. Both players tion to the Partisans and Axis, there are the
ability to master the art of maneuver. To be are restricted in movement. Axis units of cer- Chetniks, each of whose units may switch or
sure, the problems faced by the opposing tain nationalities may enter only certain become neutral on any turn via a die roll.
players are completely different, and each zones, although some restrictions are eased When neutral, a Chetnik unit is placed in the
must develop a system of maneu vers, tactics, when the guerrilla campaign gathers small box in a zone, and is controlled by
and strategy to fit overall objectives. strength. Guerrilla units may enter adjacent. neither player. The Chctniks are doomed to
For the Yugoslav player, whose main zones only. Axis units may move through as virtual extinction by the withdrawal of sup-
striking force is Marshal Tito's pro- many as three contiguous zones. port by the Western Allies. This can happen
Communist People's Liberation Army of Within the zones, there are a total of 89 on one of five different. turns, depending on
Partisan guerrillas, the objectives, as quanti- population, industrial, and transportation the lack of anti-Axis activity by the Chetniks
fied by victory points, are to disrupt the Axis centers known as Objective Displays. Every on that turn. Chetniks may continue to sur-
war effort and eventually gain geographical Yugoslav locality with a pre-war populatjon face, via uprisings, but will quickly disband
and political control of post-war Yugoslavia. of at least 4,000 is depicted individually or is or defect to the Partisans.
To do this, he must build from scratch a included as part of an industrial complex.
powerful, cohesive army, while dodging the Also depicted is the trunk railway, part of the
blows of the occupation forces. When the route of the peacetime Orient Express, over Combat
Partisans are strong enough they will be able, which Germany supplied troops in Greece Combat between opposing forces is
with aid late in the game from powerful and Crete, and shipped home vital raw mandatory when they occupy the same Ob-
Soviet and anti-Axis Bulgarian units, to carry materials for the war efforl. Each display is jective Display, and the losing side must
the fight to the Axis, \',"hose multi-national in its true geographical position, and is abandon the display. Combat in mountains
forces are crumbling under the pressure of shown as an enlarged rectangle. is voluntary. Guerrillas may be attacked in
outside events. Possession of those displays is, in the Hideaways only by special, pre-planned
For the Axis player, who commands final analysis, the coin of the realm. The Anti-Guerrilla Operations, in which the Axis
German, Italian, Bulgarian, Croat, and Ser- Yugoslav player earns victory points and ad- player may commit. up to seven divisions per
bian occupation forces, the goal is to damp ditional units by occupying them; he is operation. He is limited to two per game-
the guerrilla movement - he never wiII be denied any such benefits if the Axis occupies turn, and between five and eleven per game.
able to eradicate it - so that the Partisan ob- them or if they are vacant. Each display has The total amount is determined by lhe Axis
jectives will be thwarted. its own recruitment and victory point values, player randomly, secretly, and verifiably at
reflecting its population and importance to the start of the game. The Yugoslav player is
The Map the Axis war machine. The number of new rarely certain how many such drives will be
The game map, an area rendering of the units that a display may generate may vary launched. Combat losses are doubled in such
12 zones into which occupied Yugoslavia was according to a die roll, and also can be af- operations, and a victorious Axis player can
carved, greatly facilitates play while retaining fected by weather and the political sympathy scatter guerrillas to Hideaways in less
5

hospi.table zones at unfavorable times of the tight and guard major objectives, leaving less tandem to eliminate retreating units during
year in this manner. important ones to the guerrillas. But this is a his second operation. However, the drives
Although there may be up to 21 separate risky tactic requiring a careful balancing of are deemed to be launched simultaneously,
stages, phases, and segments in some of the German forces. although executed consecutively. Therefore,
17 game-turns, most occur only in special The Axis player can benefit from look- if there were no guerrillas in a zone original-
cases. The order of the major, recurring steps ing ahead and paying close attention to his ly, an attack hits empty air and any chance to
places a premium on maneu ver. They are: reinforcements, which he gets on almost bag units retreating from a first attack is lost.
every turn. He may cede an objective to the The Yugoslav player thus has to weigh the
AXIS REINFORCEMENT
guerrillas on one turn bu t may force them out pros and cons of concentration and disper-
ANTIGUERRILLA OPERA nON
DEPLOYMENT AND COMBAT on the next by deploying reinforcements sion. And the Axis player may schedule an
YUGOSLAV MOVEMENT AND COMBAT there. The guerrillas may have to evacuate or operation for an empty zone in the hope that
VICTORY POINT STAGE initiate combat at unfavorable odds. up to six enemy units will walk into a trap
AXIS MOVEMENT AND The same tactic may be used with units during the bonus movement phase prior to
NORMAL COMBAT returning from Anti-Guerrilla Operations. combat. Decisions, decisions!
GUERRILLA RECRUITMENT They are removed from the map after a The Axis player should launch as many
AND UPRISINGS special combat segment, and do not return such operations as possible early in the game,
REDEPLOYMENT OF ANTIGUERRILLA until the end of a game-turn. In the mean- when guerrillas are weakest. Guerrilla units
OPERATION UNITS time, however, the Yugoslav player has begin the game as puny groups. Once certain
Note that the Victory Point Stage occurs greater freedom of movement. Because numerical levels are reached, they may be
before the Axis player has a chance to react. historically security surrounding such opera- built into brigades and Partisan divisions.
Thus, the Yugoslav player is assured of vic tions was generally terrible, the Yugoslav Once brigade or division strength is reached
tory points for gaining objectives. But he player also has a chance to move up to six in force, guerrillas are almost unassailable,
must occupy them in sufficient strength to units before the special combat occurs. particularly in Hideaways, where their com-
withstand Axis counterattacks. Because a Actually, the Anti-Guerrilla Operation bat strength is doubled.
retreating guerrilla unit must be placed in a is probably the most intriguing aspect of the All Ax!s maneuver decisions must be
Hideaway circle, no recruits can be obtained game - a Balkan version of cal and mouse. colored by the possibility of uprisings. An in-
from a lost objective. The Yugoslav player does not know where a sufficiently garrisoned zone may have guer-
The Axis player may choose to attack blow will fall (zones are picked secretly by the rillas coming out the woodwork just when it
guerrillas wherever they arise, but in so doing Axis player); he knows only that they will appeared that the insurgency campaign had
will leave many objectives unguarded. Thus come in mountains or Hideaways. been stalled. A zone's tendency toward
the Yugoslav player is in an excellent position Thus, certain key maneuver decisions uprisings reflects a blend of terrain, popula-
to occupy them on the next turn. On the must be made, often a turn in advancc. The tion density, and the historical bellicosity of
other hand, the Axis player may choose to sit Axis player should mount operations in its inhabitants. The fiercely independent
{continued on page 7]

Reproduction of Tim map


6

Created by Tito (Partisan only); ITALIAN UNITS [10.0]


OUTLINE SUMMARY
3 groups: Croatia Effects of Italian Pullback (10.21):
OF KEY RULES FOR TITO 2 groups: Bosnia, Dalmatia, Slovenia, Movement restrict ions in Croatia
STACKING [8.2] Baranya, Carinthia No further I talian participation in Anti-
DIVISIONAL I group: Albania, Is lands, Istria, Macedonia, Guerri Ila Operations in Bosnia and Serbia
STACKING Montenegro, Serbia
UN/TSIZE EOUIVALENT~ Effects of Italian Withdrawal (10.221:
Division 6/6 UPRISINGS [7.5] Die roll eq uals number of Italian divisions
Brigade 3/6 If garrison shortage exists ... withdrawn from map
Regiment 216 ... 1st difl roll: No fu rther Italian participation' in any
Anti-Guerrilla Operation
Battalion 116 Apply zone's Uprising Modifier
German reinforcements from Box #6 of
Group 0/6 Modi fied result of I or more: Uprising Allied Progress Track
*Maximum of7 division equivalents per Number of groups created: garrison Effects of Italian Surrender (10.3): ,
Display, Triangle, or Circle. shortage (in Axis divisions x modified
die roll) German reinforcements from Box of JI7
CHETNIKS [7.2] Allied Progress Track
... 2nd difl roll:
A. Collaboration Operation Konstantin (10.32)
Even number: all reinforcing groups are the
Between Game-Turn 2 (inclusivel and same as the zone's Alignment Value + 1 to Chetnik Collaboration die roUs
Allied Support Withdrawal (exclusive): Croats may enter Dalmatia
Odd number: half the groups are Partisan,
DIE STATUS halfChetnik
1-2 Pro-Axis Unnecessary if zone's Alignment Value is REPLACEM ENTS [13.0]
3-4 Neutral Neutral; create groups as though odd Axis (13.5)
5-6 Pro-Yugoslav number had been rolled
1Serbian and 2 Croat units per Game-Turn
Between Allied Withdrawallinclusive) All fractions are rounded up in favor after Game-Turns 2 and 3, respect ively.
and the end of the game: of Par tisan
Yugoslav (13.4)
DIE STATUS GUERRILLA BRIGADES Determined by die roll(s) (13.63, 13.64)
1-2 Pro-Axis AND DIVISIONS [7.8] Partisan: Game-Turns 2 to 17 , in Bosnia,
3-6 Disband Units N""dBd Lowe, Unit Croatia, Serbia, Dalmatia, and!or
To Build on Map ~quiv8ltint Slovenia Hideaway circle
7+ Defect
Chetnik guerrilla 25 groups 3 groups Chetnik (Pro-Yugoslav): Game-Turns 2
Die roll modifiers (cumulative): bde(s) to 8, in Serbia andlor Montenegro
+ 1 if Chetllik ullit is Pro-Yugoslav Partisan bde(s)* 30 groups 3 groups Hideaway circle
+ 1 if Italiall Surrellder has occurred Partisan div(s)" 25 bdes 6 groups!
+ 1 if Allied Support Withdrawal has occurred 2 bdes
-1 if Chetllik ullit is Pro-Axis "First such unit must be created in the same VICTORY POINTS [14.01
- 1 if Tito has been eliminated location as Tito; none may be built when T ito Gains (14.2)
B. ~lIied Support Withdrawal is off the map. Note: No brigade or division Objective Display: as per map
may be built in a Hideaway circle. Monntain triangle: \4 of Yugoslav Strength
GAMETURN PROYUGOSLAV CHETNIKS ON MAP
ANTIGUERRILLA OPERATION Points, bUl 110 more than the number of
9 Less than 20 percent
Yugoslav unitsin triangle
10 Less than 40 percent DISPLAV [8.47A1
Untransferred German Units: 5 VP's per
11 Less than 60 percent This is a new graphic aid enabling the Axis unit per turn
12 Less than 80 pcrcelll player to see at a glance how his AGO units are
available for garrison duty. Units allocated to losses (14.31
13 ASW occurs automatically an AGO are placed in a numbered box during 25 on turn Tito is eliminated
GUERRILLA REI NFORCEMENTS [7.41 the AGO Planning Segment (8.42) and placed 5 on each turn Tilo is off the map after
on the map in the Deployment Segment (8.44). Game-Turn J
For Objective Display:
Boxes are numbered for a player's convenience 5 per turn if no Chetnik guerrillas are 011 thc
Die roll x Recruitment Value only; operations may be conducted in any se- [he map prior to Allied Support Withdrawal
No more reinforcing groups than Yugoslav quence the Axis player wishes. After the AGO
15 per turn if no Chetnik unils are on the
Strength Points in [he Display Combat Segment (8.45), units are placed in the
the map prior to Allied Support Withdrawal
Halved by:* box corresponding to the Occupation Zone lO
which they will be returned during the 25 per turn if no Partisan units are on
I. Winter in a Village the map
Redcploymem Segment (S.47).
2. Drought in a Market Town 5 for each optional Soviet reinforcement
3. Opposite Alignment Value of zone ullit used on Game-Turn 15
4. Tito's ab~ence from map (Par tisan only) 20 for each Soviet or Bulgarian unit on the
*More than one halving cancels any 1 2 Bos map on Game-Turns 16and 17
reinforcements.
For Mountain Triangle;
V. of Strength Points in Display Serb Istr Slav EVENTS TRIGGERED BY YUGOSLAV
BRIGADE STRENGTH OF
No more reinforcing groups than Yugoslav 45 VICTORY POINTS [14.4]
units in Triangle
Halved by:" German movement restriClion> eased
Cro Mont Dalm (6.64A)
I. Winter
It.alians may participate in Anti-Gue'rrilla
2. Opposite Alignment Value of zone
Operations in Serbia and Bosnia (6.64B)
3. T ito's absence from map (Partisan only)
lsi Alb Mac Bulgarian reinforcements to Serbia (6.64C)
"More than one halving cancels any
Axis pla yer may start trying to identify
re inforcemencs. Tito (9.4)
7
[conlinuedfrum page 5/ Toward the halfway point in the game, For example, the victory points which
mountaineers of Montenegro will revolt 830;0 almost imperceptibly, the Axis will pass to the Partisans do not get if they fail to take
of the time unless six Axis divisions are on the strategic defensive. Though the guerrillas Istria reflect the possibility that the entire
garrison duty there. In a pinch, the Axis may be in no more than moderate brigade area might be ceded to Italy after the war.
player may strip more docile zones of gar- strength, the important thing for the Axis Historically, Yugoslavia got only half the
rison troops in the hope that an uprising will player is to sense that this turning point has province, and that only after years of post-
not occur. The chance of uprisings in occurred and to change his tactics according- war diplomatic wrangling; they never did
Dalmatia and Albania is 50-50; there were ly. Early in the game, he can afford offensive take Trieste, the Istrian capital. Moreover,
not too many hiding places along the action against exposed guerrilla units. But by Stalin and Churchill unofficially had agreed
beautiful Adriatic coast, and the pre-war mid-game, the guerrillas should be firmly on an East-West partition of postwar Yugo-
population of all Albania was only four times established in Croatia. A few turns more and slavia (interestingly, Tito was to have gotten
that of Belgrade. they will be ready to strike at a wide array of the western half and the Serbian monarchists
objectives in division strength. the eastern). But the Partisans' resounding
Strategy success frustrated that arrangement.
The Axis player should then try to fence
So far we have reversed the usual order them in by occupying key objectives, and
and discussed tactics before strategy. This is should refrain from making attacks which Therefore, the Yugoslav Player must be
because many of the game's concepts are would unbalance his forces. He should try to in a position to quickly reinforce in strength
original and require amplification. keep the Yugoslav victory point total as low the huge territorial gains the Soviets and
Strategically, the Yugoslav player must as possible for as long as possible. Bulgarians will make on his behalf in Serbia
choose between making an early rush for vic- and Macedonia on Game-Turn 15. This may
tory points and amassing strength patiently A handy rule of thumb: Assuming that mean leaving a big chunk of Yugoslavia thin-
and methodically. Either course will provoke Tito is supporting a Partisan attack at max- ly occupied by guerrillas late in the game - a
the Axis into a violent reaction, so it would imum brigade strength (56 Strength Points), risky step because by this time the reorganiz-
behoove the guerrillas to be as strong as 19 Axis Strength Points are sufficient to keep ed Croat army may have up to 17 divisions on
possible when the reaction comes. the odds at 3-to-l, for a 500;0 chance of repel- the map.
When the Yugoslav player achieves 45 ling the assault. Without Tito, o,ijly 15 points But neither can the Yugoslav Player risk
victory points or reaches brigade strength, are needed. Against maximum division having his Allies overstay their welcome. If
the Axis player has greater latitude in move- strength (84 points), 29 defense points are re- the Soviets andlor Bulgarians remain on the
ment and Anti-Guerrilla Operations, gets quired with Tito present and 22 with him ab- map for more than one turn, the Yugoslav
more reinforcements, and may start his hunt sent. But alas, like Zorro, Tito is everywhere, Player loses 20 victory points for each such
for Tito. Tito, represented by a counter, and he is nowhere. unit. In the case of the Soviets, this is a reflec-
shifts combat odds one level iri favor of Par- tion that a too heavy reliance on Soviet aid
tis an units with which he is stacked, and Setbacks and Exploitation would mean that Stalin, not Tito, would be
generates reinforcements on his own. He is A number of outside events - the sur- calling the shots in post-war Yugoslavia. A
most charismatic in his native Croatia, where render of Italy, defection of Bulgaria, and continued Bulgarian presence could rein-
he raises three groups per turn. He may be entry of strong Soviet units - eventually will force Sofia's historical claim to Yugoslavian
eliminated or driven from the map for a vary- hand the tactical initiative to the Yugoslav Macedonia.
ing period of time, and he first must be iden- Player. Except for Italian surrender, which By piling up di visions in Belgrade -late in
tified and located. The hunt for Tito may can come later than it did historically, these the game, the Axis Player can make the
consume several turns, and may never be events are predictable, just as they were ap- Yugoslav capital impregnable to anything
crowned with success. parent to both sides during the war. but the bubonic plague and the Pittsburgh
Early in the game, the Yugoslav player But although the disappearance of the Steelers. But this would be done at the ex-
should concentrate his forces for mutual pro- Italians and Bulgarians leaves gaping holes in pense of objectives elsewhere.
tection in the mountains, where victory the Axis defense, the Yugoslav Player must
points and new units can be obtained maneuver skillfully to fully exploit the Conclusions
gradually. Keeping an eye out for Anti- situation. All told, I must admit immodestly that I
Guerrilla Operations, Tito should move as Italian surrender triggers a wide-open am satisfied with the way Tito turned out.
soon as possible with his main force from special movement phase in which the heavily Both the game developer and I agree that the
Serbia to Croatia. Units created by uprisings reinforced Germans may attempt to disarm major drawback, as revealed in late
in other zones also should be routed to the Italians, and the Partisans try to build play testing, was in play balance. The game
Croatia. During early turns, the Axis will be brigades from defecting Italian divisions. was too historically accurate; it always seem-
about a half dozen divisions short of fully Both Players must weigh the advantages of ed to end in a smashing Partisan victory no
garrisoning the whole country, so uprisings reaching the Italians versus occupying key matter what the Axis did. Most of the
will probably occur. An early drive for vic- objectives which may be left unguarded in changes in the addenda accompanying this
tory points will spread the guerrillas thin the stampede. For both, this means planning article are designed to correct that im-
when their units are weakest. If he fears Anti- moves a turn in advance of anticipated balance. The revised victory conditions (rais-
Guerrilla Operations by the Italians in Italian surrender. ing each level of victory by 100 points) give
Croatia, the Yugoslav player may try to ex- Certain events in the Mediterranean the Axis Player adequate reward for keeping
ploit Axis movement restrictions by a quick trigger pullbacks and withdrawals of Italian key areas out of Partisan hands, something
thrust into Bosnia or back into Serbia, where units, and eventual surrender of the entire the Axis failed to do historically.
the Germans will be hard-pressed to cover all 22-division occupation force. The events are My only other cavil is about the amount
objectives. However, he will taking a big abstracted on an Allied P rogress Track, and of die-rolling and mental gymnastics involv-
chance in doing so. there is a chance that some of them may go ed in computing guerrilla reinforcements.
The early appearance of Croat units, against the Allies, thereby delaying Italy's ex- My original design gave a fixed amount of
equal to six divisions, presents the Yugoslav it from the war. The events include key bat- Partisan and Chetnik reinforcements for any
player with a problem and an opportunity. tles in North Africa and the Sicily landings. given objective. This was changed in favor of
The Croats, weak in combat strength, free Late game-turns should witness a rapid a variable amount dictated by a die roll. The
stronger German and Italian units for offen- escalation of Yugoslav victory points. But reinforcements generated by upnsmgs
sive action, but they also present targets for not all should be lost for the Axis Player. If originally were to have been handled by a
selective attacks. The trick for the Yugoslav he can keep some zones out of Partisan table, but lack of space did in that idea.
player is to hit the Croats and survive a hands, he might yet strike a blow for the Finally, I would like to offer my sincere
counterattack. He may have to wait several postwar Western world and salvage a victory thanks to Joe Balkoski for his developmental
turns before being able to do that. inthegame. efforts and for his preparation of as clear and
[conlinued on pagd .I}
8

REVIEW & CRITICISM

C'EST LA GUERRE
A Survey of Napoleonic Games, Part I
by Ian Chadwick

Even t hough Napoleonic games are not the F rederick the Great was considered the Designers, blessed with 20120 hindsig ht ,
most popular of historical game groups, penultimate in efficiency by almost all con - have been able to offer players a great dea l
t here are a t errific number of such games in remporary commanders. Warfare had been more intelligence about their opponents'
print. Simulation designers are just suckers reduced to a science by its many iheorists. It forces and movemenl than Ihe actual com-
for t he perio d - old Nappy B did arrange was into this sterile, uncompromis i n~ land- manders had. P layers are not hampered by
some extremely gameable battles against all s(;ape that the ragged armies of the Revolu - the guesswork bluff a nd blindness that con-
sorts of colorfu I opponents, So prolific are tion swept and grew to change forever the fron ted the leaders then. And despite
the desig ners an d so persevering is our fa~e of old, dynastic Europe. Bonaparte's semaphore network or th!;
reviewer tha t we must clip t he survey into Mythmakers to the contrary, Napoleon system of scouts and spies, the speed of in-
two parts lest it dominate our magazine, was not a genius of military theory. He did formation was only as fast as a horse could
Now, if we do a game on t he Old Guard in not revolutionize warfare, but merely took ride. The almost total intelligence available
Texas captained by a rescued Boney, maybe best advantage of its current shortcomings. to the players is perhaps the biggest criticism
we can capture t he SF crowd for t he He was t he grea t opportunist, utilizing speed I have of these games, but it is almost un-
Emperor. N'cestpas? -RAS and aggression to achieve surprise and gain avoidab le given th!;ir framework.
rhe initiative against h is foes. Napoleon was There st ill remain many balll.es and cam-
onlv too readv to use his reputation to paigns to design into games and many to re-
The campaigns and bailles of Na poleon
dis;upt and de~oralize his enemies and cause do ac(;()rding to slate-of-th!;-art standards.
Bonaparte place a close second in popularity
them endless apprehension at his smallest The bloody y!;ars in Spain have been only
(0 East Front World War II games in t he war-
movements. They themselves were quite lightly dealt wit h, and to date no one has pro-
game market . The bal tie of Waterloo was the
prepared to be dazzled and overwhelmed by duced a game for the Egypt ian campaigns.
subject of one of the first simularions
his mythi~al image. Yet not a ll were fooled, Many of the European battles have been
published (Avalon Hill. 1962) , and it seems
and after years of being ou tma neuvered and reproduced poorly in one scale when anot her
to have become compulsory now for every
ou tfought, some of Napo leon's opponents might do them JUSt ice, and some have yet to
wmpany to produce at least one game on the
began to understand the namI'e of their see the light of day in the marketplace. Buffs
subject to qualify in the industry as a
defeats. They began 10 institute organiza- shou ld have many years of games yei to
"regular." Eight of the games revie wed here
tional reforms which, combined with come!
dea l with Warerloo alone, and Ot hers have
Bonaparte's own steady decay, led ineviTably Purely for convenient comparison, the
scenarios covering that battle. This ubiqui ty
to \Vater loo and St. H elena. reviews have been organized into categories
attests either (0 the incredible popularity of
depending on the scale of operations,
the battle or (0 the intense desire to produce Napoleon was, however, a generally although in some cases arguments can be
the definitive Waterloo game. Whether or superior 5t ra tegis t and spent considerable made that a game belongs elsewhere. Two
not the latter has been accomplished has no t time and effort in co-ordinating his troops to games whi(;h deal with the Napoleonic era
stopped new companies from reill1erpreting meel strategic goals. He was also far more arc not reviewed here: Frigate (SPI) and
and redesigning the game for what appears (0 capable than his (;ontemporaries in the Wooden Ships and Iron Men (AH). Both are
be an all-consuming markel willing to pur- wielding of large numbers of troops, a talent naval games and have little to do wit h
(; hase their games. which did not rub off on his own marshals. Napoleon outside of their historical dating.
The campaigns of Napoleon often offer But Napoleon ignored the finer details of Napoleon ignored t he navy, to his regret , and
superb simulation possibilities - balanced small unit tactics and, as a resul t , fared worse very fe,v naval engagements had any signifi-
forces, mobility, combined arms - demand- , in set-piece battles than in his lightning at- cant effect on his strategy or campaigns
ing situations that force players ,to be con- tacks and disrup tive skirmishes, It was not (Trafalgar was a disaster, admiltedly, but
stantly alert and bold while testing their abili- until his final years in exile t hat he recogni led Napoleon managed to ig nore il preily much
ty to act and react swift ly and decisively. The the superiority of a double over a triple lin!; as well).
romance of Napoleon and the "what-if" formation, and he never used il in bat tie. It is
possibilities attract wargamers 10 Ihe difficult to portray t he very real a nd impor- GO\-\' has produced two games systems
Napoleonic fold; the romance is enhan(;ed tant role each commander has on his Iroops which usc miniatures rules to simulate tac-
not only by the almost mythical character of and on the outcome of !;ach battle. Pelly tical battles of the period: Fire and Steel and .
Bonaparte, but by the age itself. Nevel' again rivalries, suicidal bravado, poor judgement, the shorter, cleaner version, which is more
would the world see such flamboyant oc(;asional genius, lj,nd even mi nor illness had well-knovm, Syslem Seven. This is an ex-
leaders, the royal tTappings of soldier-kings, significant effects on the command abilities of celleni system, bUT musl be considered as a
and massed cavalry charges, the intricate for- the leaders and thus on the performance of miniatures, not a board, game framework. A
mations, the derring-do of Imperial Guards- their troops. No mere quantification of fine collection of cardboard counters is
men, the loyalty, the honour and glamour of abilities'can hope to portray the complex Tac- available from GDW to represent the many
the era. The nineteent h century would see the tors of leadership. Some interesting nationalities and their ever (;hariging armies
world mechani ze and mobilize far too rapid- "chrome" rules have tried to capture the dif- for use with the game system. System Seven
ly to make war any thi ng but a desperate, ferences between commanders and their is very playable and enjoyable as we!l as be-
bloody necessity. capabilities (for example, OSG's Leipzig ing an excellent introduction to miniatures
By N apoleon's time, warfare has evolv- shows Napoleon yet in bed), but none has yet without the expense or the usual effort.
ed arigid, almost vertebrate formality. The fully de veloped the spectrum of individuality Games have been rated by playability!
parade-ground precision which so delighted that existed. historical accuracy! component q uali ty.
9
Strategic Games. These are the games to present the entire Russian or Spanish cam-
which cover an entire campaign or greater,
concentrating on the more general aspects of
paign, for example, in this scale. Their games REVIEWS
are quite good and very playable. Particular-
strategy. The first such game was SPI's Leip- ly recommended is Napoleon at Bay, which SPI (Simulations Publications, Inc.); RGA
zig (1971) which covered the spring and sum- allows the players a great deal of mobility (Rand Game Associates); MGP (Mornings ide
Game Project); SC (Simulations Canada); AH
mer campaigns in Europe, 1813. It was a while demanding swift, decisive action and
(Avalon Hill); GTG (Gamma Two Game,);
landmark game and one which inlroduced to reaction. Unfortunately, both attempts to GDW (Game Designers' Workshop); aSG
the field a lot of new concept s, such as unit present a mini-game using this system ha ve (Operational Studies Group) .
breakdowns, leader combat bonus, and a resulted in games which cannot qualify in the
host of what-if scenarios . It was, however, same league as their larger cOllsins . Arcola
no great shakes in the gra phics field. It and Battles of the Hundred Days are slow,
STRATEGIC G.AMES
crealed a standard of rules which would laler unimpressive games whose maps limit move- 1812 (SPI, 1970)
be followed in 1812, La Grande Armee, and ment and mobility without offering any in- Design: Phil Orbanes and John Young
other games. It has gone out of prin t, bu t is crease in playability. Better to stick to the
still remembered by many as a good game . larger games they produce. STRATEGIC GAME
So rar, only TWO attempts have been Tactical Games. Each of these games 8 pages of rules, 240 counters, one 28" x 23"
made to simulate Ihe entire period of deals with a specific baltie, and t hey often in- unm ou nted map, boxed us one game" 48
Napoleon's ascendancy (or at least the ma- volve unit formations, ranged artillery, and km/inch, 15 days/turn. Counters are corps
and multiples of corps. BI B/C
jority of it): Le Grand Empire and War and similar rules to simulate small unit tactics and
Peace. Both fail in their attempts for dif- detailed combat. The more the game focuses This is Ihe area movement version of
ferent reasons, but one common problem is on the smaller units, the more complex it the 1812 campaign, boxed with the hex-
the scale which, in both cases, restricts more becomes. The most complex and demanding grid version. The map is divided into
than defines. of the Napoleonic games are to be found here areas roughly equivalent to provinces,
Little has been done on the .\Irategic - from Wellington's Victory to the new and further divided into movement areas.
"level in this era, and it is an unfortunate lack- enrries from Yaquinto Games. The map is coloured as if to prove the
ing. There arc many campaigns that could be One can derive a rather serious four colour map theorem, covering from
well portrayed in a large scale. OSG has I:ap- misintcrpretation of the era by concentrating Prussia to Moscow, SI. Petersburg to the
lUred a fair amount of realism in their opera- only on lactical games. It has been pOillied Ukraine.
tional level games, but that scale is tO O small out that Napoleon could ha ve won at
to show the entit'e Russian army or the Waterloo, but what are not portrayed in the
Spanish wars, unless one has unlimited room tactical game are t he advancing armies of
for the number of maps such an undertaking Russia and Austria. ViclOry may well have
would entail. been short-lived if Bonaparte had won his
A major drawback with strategic games last bailie .
is th at they must ignore any tactical finery Tactical games, perhaps betler than any
and concentrate on the larger objectives. The OTher scale, succeed in simulaTing th e com-
use of t he tactical matrix in War and Peace plexities of Napolevnic warfare. Obviousl y,
is an attempt to impart a multi-levelled the st rategic and operalional COlicerns are ig-
flavour to the strategic game, but it fails to nored at [hi s scale, but the tactiml simulation
live up'to the intent. is usually more realist ie t han its companions
The stratcgic scale is best suit ed to show in larger scales. These are also some of the
the flow of campaigns, to preselll the conflic- earliest wa rg ames , and herein lies the grand-
ting and shifting po litical alliances, and to fathcr of t he popular sys tem, Napoleon at
convey the often overlooked nature of the Waterloo (SPI).
Napoleonic campaigning: weeks of long The folio games have proven highl y
marches puncluated by short, often in- popular in thc markctplace. They sacrifice
decisive bal t les. Perhaps d esig ners will return history for playability, dcfining themselves
10 this scale and preselll us with m:w or up-
best as " game" rarher than "realistic"
dated games to Covel' the larger s<.:ope of simulations. Artificial restraints, rules exccp-
operations. tions, and fudging of OB'.'i al"e often madc to
force the ga mes to cling to particular ve rsion
Operational Games. These are the Counters may be exchanged for
of history and at least reflect the historical
games which simulate either parts of a larger larger or smaller sizes like mon ey. The
out<.:ome, ~ven if they do not provide the
I:ampaign or the entire campaign, but focus supply status of an area is depleted 1001)"10
means [0 achieve it. In the NAW system,
I heir attention more closely than the strategic or 50070 or un depleted as shown by a
l'avalry acts merely a~ swift infan tr y (with
games on logistic and operational functions. counter in the prov ince. The 22 turns
some notable exceptions, such as Austerlitz)
The di vid ing line between these and strategic cover the campaign from late June to la te
and artillery has no limbered or unlimbered
games is so mewhat vague at times, especiall;.' December. Victory is determined by point
status. One must accept the simplil:ity in ex-
when examining OSG's line. Avalon Hill's levels, which depend on I:Ombal (plus one
change for a highly playable game.
War and Peace uses many rules which are
The NAW system and its satellite games for a French win, minus one for a loss) or
operational by definition , but its sca le is the elimination of the Napoleon counter
are one level of tactical game. The other is
definitely strategic GDW 's 1815 is (minu~ five). Two scenarios cover parrs of
(he super-Iact ical, as seen in Wellington's
somewhat anomol ous here since ils rules lean the campaign, One the entirc six months.
Victory. I n these garnes, great detail is taken
heavily on tactical play but the scope is Rules cover fortresses, leaders, sup-
inro account in the rules and players must ab-
operational.
OSG's series represents a new and
a
sor b lot of rules to be able to play properly. ply and area depletion, a tactical combat
matrix, forced march, and .attrition. The
refreshing advance into the Napoleonic field. However, di rficult as these games are, they
are usually very rewarding, albeit long. Once game is a combination of a number of
The system they preselll is an excellent forum contemporary game ideas, but only
for reproducing the wars of the era and for the mass of rules is conquered, these games
often prove surprisingly playable . moderalely successful at combining them.
limiting the intelligence of the players as to The area move ment game is, however, the
the enemy's forces . They promise a serie~ of Thi> article deal> wilh Strategic and Operational more enjoyable of the two - it is easier
games on the Napoleonic wars, but they games 011 the following pages. Tactical games will and faster t a play, ali hough it is lac king in
might prove overly ambitious if they altempt be covered in MOVES 53. historical t1avour.
10

Combat is interestingly handled in does not mean only a very few units may line formation, more objective hexes to be
(his game. Both retreat and combat ancl ever attack at one time. Units may only held. When and where to break down or
post-combat pursuit are involved. plu; stack for purposes of combat, however, combine units is a central themc in the
the multi-optioned tactical matrix. It is by so you have thinly spread armies which play 0 f the game.
far the core of the game. The CRT has an consolidate only for battles - a nice Victory points are accrued for con-
annoying percentage matrix which touch which adds historical colour to the trol of specific cities or fortresses. The
detracts from an otherwise enjoyable game. It also costs an extra movement onus is definitely on the French to attain
system. Supply is critical in this game, point to unstack. the objectives, attacking out from France
particularly to the French. Attrition alone Units retreating before combat are into Central Europe. The game is always
does enough damage to army coherence, disrupted, which disallows both move- nuid and interesting. The French have a
but depletion of supply not only ment and attack (they defend normally). more serious supply problem, which
eliminates units, but hampers and chan- A unit disrupted twice is eliminated. hampers their advance, severely at times.
nels movement around depleted areas. In Leaders add d",fensive or offensive Also, in thc 1805 scenario, the French
both games, the Russians can engage in a bonuses. must be careful not to activate the Pms-
"scorched earth" policy to destroy supply This is a long, slow game, difficult sians and drag them into war.
potential for the French. The French have for the French to win in the long run.
few precious depot units to assist their ad- Despite this, it is highly playable and gives
vance, but in the latter part of the game, a fine insight into the campaign and the
few if any remain. Supply does not affect reasons for Napoleon's defeat. Similar to
combat. the area version, the game is usually
This is a good game, if not par- decided long before the actual end of the
ticularly memorable. Play is not difficult, game. The French player must move fast
but the campaign game is rather long. It is and decisively, but be careful of his unit
easy to determine the eventual outcome density. A few Russian units in the wings
earlier than the actual end, however, by can easily slip behind the lines to isolate
judging t he state of the French army. the bulk of the French army and destroy
weak units and supply depots.
HEX (TACTICAl) GAME
This is a game worth a few playings,
12 pages of rules, 160 counters, one 34" x 22" although the length may discourage a few
map, one 120" x 60" add-on map, both un- who like to see fast games. Still, it gives an
moun/ed. Boxed WiTh STraTegic game. 25
km/hex, 10 days/fum, division and corps adequate appreciation of the campaign .
size coun/ers. B/B/C
LA GRANDE ARMEE
This is the same campaign as covered
(SPI,1972)
in the area version, but with more tradi-
Design: John Young
tional game functions and greater depth
(including correspondingly greater com- 10 pages of rules, plus charts, 400 Coullters,
one 28" x 22" unmounled map, boxed.
plexity). Rules cover similar areas as 15 km/hex, 10 days/turn. Army /0 brigade Pressure i5 always on [he French, but
above - forced march, leaders and sup- size counters. B + IBI B- his superior army and greater mobility
ply, attrition, retreat before combat, Subtitled "The Campaigns of (not to ment ion t he questionable benefit
automat'ic elimination, fortresses - but Napoleon in Ccntral Europe 1805-\809," of central p'osition) can be wiclded to win
[here is also disruption, zones of control this game has three scenarios (1805, 1806, games. Not to be so cocksure, this is a
(10 [al for (;U valry, partial for infant ry),
and 1809) to examine the 5t rategic nature relatively easy game t.O learn, but a more
and French political losses. of Napoleonic campaigning. Basically, difficult one to master. The key is not so
Victory in the game is again based the game derives its system from [he much combat and the vertebrate structure
upon a point structure, depending on carlier Leipzig (SPI) and it also bears a of lines and locking ZOC's, but
French control of fortresses and major strong resemblance to designer John maneuver, and the careful use of forced
cities, as well as the elimination of Young's 18 I 2 (SP I). The coun ters are well march. Mountain passes tend to funnel
Napoleon. The three scenarios are similar enough designed, but the map is old and movement, so they are crucial and should
to the three in the area game, covering drab by today's stundards. be captured early to assure safe advance
campaign and t\""O mid-campaign situa- Many of t hc rules are familiar to and retreat. Fortresses may be taken by
tions. Should the French not achieve the Napoleonic games: forced march, for- combat, or besieged (a costly process),
points any turn as shown on the 1urn tresses, supply. In combat, all attacking but they also play an important role in the
chart, they must remove one corps. This
units must be in the same hex, but a game for defense and supply.
definitely puts the onus on the French to
defending hex may be attacked any This game should be in every
attack certain targets and make the points
number of times. Units pay to enter and Napoleonic buff's collection. It may lack
swiftly and wit h lillle loss.
leave hexes occupied by other friendly in graphics, but it offers an insight into
This is a tough, bloody game. If the
units. Forced march and retreat before the tactics and strategy of Napoleonic
French can catch the Russian, he can
combat cause disruption. Supply units are campaigns and maneuvcr. Still highly
usually beat him by combat alone. The
expended by combat, and depot units playable after all these years.
Russian, however, can easily avoid direct
may create supply units if they do not
combat against strong French troops ear- move that turn. Units may only stack if
ly in the game. Instead, he stays ahead of
they will be combined into a single unit or NAPOLEON'S LAST
the advancing French Army and depletes
the areas, forcing the French to expend
a supply unit is expended for stacking. CAMPAIGNS (RGA,1974)
Leaders add bonus points to combat, Design: No credit given
depot units. Supply is difficult at best, which differ for offense and defence.
and often causes more losses t han com- 6 pages of rules, 72 counters, one 24" x 17"
The most interesting rule is the onc unmounled map, boxed with eight other
bat, but supply does not affect combat covering unit breakdown. Armies break games. 10 km/hex, no lime scale given.
per se. Corps size uni/.). C/C/C
down into corps, corps into divisions or
All attacking units mUSl attack a brigades, in quant ities that depend on the Mercifully out of print, this game of
defender from only one hex; units in dif- nationality and the year. Smaller units are the Napoleonic campaigns of 1814 and
ferent hexes may not attack together. weaker, but faster, than larger units. This 1815 is suitable only as a collector's item,
Stacking is unlimited for combat, so it allows, aside from greater mobility and albeit ari unplayable one.
11

The map is divided into areas, and This is a simple, not simplistic game. WAR AND PEACE (AH, 1980)
units move only to adjacent areas unless It captures much of the period's flavour, Design: Mark McLaughlin
they force march (only the French may do even if combat does not reflect Development: Frank Davis
so). The rule for movement into forests Napoleonic principles. It would not hurt 28 pages oj rules, 1040 counters, Jour
defies logic and makes for sloppy play (at at all to re-do this game. Upgraded 11" x J6" mounted maps, boxed.
best). Combat is resolved by first selecting graphics and some rules refinement could 40 miles/hex, 1 month/turn, ca. 5,000 men
tactical cards, modifying for leaders, then turn this into a popular game, and there or 6 vessels(Slrenglh point. BIC -/C
consulting two of the most arcane and oc- are few enough games about this theatre War and Peace simulates the wars of
cult tables ever seen. It is a wargamer's of war as it is. the Napoleonic era from 1805 to 1815, on
nightmare to dive into the Stygian depths maps stretching from Lisbon to Moscow,
of those tables so, as a result, combat is and from London to' Florence. Nine
LE GRAND EMPIRE
usually avoided. Victory for both (!?) scenarios covering the major campaigns
scenarios revolves around the Allies cap-
(SC,1978)
are playable on one or two mapboards,
Design: Stephen Newberg
turing Paris and driving the French back and one campaign scenario is playable on
into France. Other rules torture supply, 12 pages oj rules, 255 counters, one 28" x 23" all fouf. Counters are provided for all the
replacements, and fortresses with equal unmounled map, ziplock bag. 175 km/hex,
1 year/turn. Counters are armies and Jleets.
major and minor powers, including
obfuscation. CICIO France, Russia, Spain, Austria, Prussia,
Given the unlovely map, the short and England.
This is an allempt to cover the entire
bUI confusing rules, the lack of standard Among the rules covered are leaders,
scope of the Napoleonic wars from 1795
symbols on the counters, and the mher- to 1815 on a map from Spain to India, fortresses, entrenchments, sieges,
wise shoddy production, one can only Scandinavia to North Africa. The alliances, morale, overrun, forced march,
hope that no one elects to resurrect this and attrition. Leaders affect combat,
silhouette and marker counters are
game from its well deserved obscurity. variously coloured, including dark blue, which is a series of attrition rounds con-
purpie, and green which are very difficult tinued until either force is eliminated or
WELLINGTON withdraws. By rights, this means that
IN THE PENINSULA to read. The map is done in shades of
green, yellow, white, and blue in an unap- most often t he larger force can hold out
(MGP, 1975) longest, but the at trit ion rules force severe
Design: Vincent Cumbo, Albert Nofi, pealing combination.
Rules cover major powers and penalties on overly large forces.
John Prados
neutrals, the two leaders Napoleon and
16 pages oj rules, 200 counrers, one
129" x 23" unmounled map, boxed. No
Nelson, ' same hex combat, and varying
distance scale given, 30 days/turn. No unit movement factors for the armies. The
size or scale. ability of a counlry to at lack is limited by
Using an area map-rather than hexes, the year's quota on the reinforcement-
the game covers the campaigns in the time track. Stacking and movemenl rules
Iberian Peninsula in ten scenarios. NO! pay little attention to reality; it is impossi-
even state-of-the-art in its day, the game ble for an army in Prussia to march to
graphics and counters are drab and col- Moscow and back in less than three years!
ourless. This is unfortunate, because the The game is easy to play, but the extreme
game plays well and can be enjoyed for ils simplicity avoids the strategic complex-
play otherwise. ities of Napoleonic maneuver.
Rules cover unit denominations There is only one scenario: (he cam-
(SP's can be broken down like change), paign game, whose opening set-up is
forced march, sea movement, retreat poorly explained in the rules. Victory is
before combat, supply, attrition, for- assessed by control of London, Paris,
tifications, sieges, and a host of special Moscow, Alexandria, and Berlin, and a
rules for each nationality which add col- French victory is almost impossible to
our and chrome to the game without clut- achieve. The lack of short scenarios ig-
tering it up. Leaders are optional and are nores the true nature of t he era, which
recommended for the scenarios, but not was marked by intense campaigns
for the campaign game. separated by long periods of inactivity. All units must attack from the same
Also, the changing economic and political hex on (he first round, but can be rein-
Although I disagree with the ra- face of Europe is not a factor, nor is the forced from different hexes in later
tionale for using an area as opposed to a evolution of the various armies. You are rounds. Combat resolution is affected by
hex grid, the area map proves quite instead given a rigid system for neutrals leaders and morale. Units cannot move
playable here. In all, the game plays and alliances. What you have is France's without a leader, and forces controlled by
quickly and smoothly. There are two Revolutionary Army attempting to con- a leader are removed from the board so
levels of victory in the scenarios (plus a quer Europe. While the early game may only the leader(s) is in play. Supply is trac-
third in the campaign game) depending on bear some vague historical likeness, it ed either from a supply source (a major ci-
control of areas or cities. The special rules degenerates into a mid- and endgame far ty) or a unit of the same colour already in
for each army keep players busy trying to removed from Napoleonic aims and war- supply. This has the effect of simulating
achieve their goals with different and dif- fare. Interesting, however, is the a.bility of fragile lines of communication and sup-
fering forces - a definite plus in the the French to launch an invasion inio ply, but it also depletes a force by having
game. Fortifications may be besieged or Great Britain. to leave a trail of units behind. CGmbined
stormed, which can prove costly to both While one can applaud the effort in- with attrition, this is a severe penallY for
sides. volved in such a grandiose undertaking, advancing armies. The supply depots and
Leaders are treated nicely in the the game does not live up to the designer's wagons of t he era are not considered.
game and should be in the mandat ory, not objectives, let alone a historical veracity. There is a distressing similarity
optional, rules. They affect supply, for- Instead of a NapoleQnic game, it plays among armies of the different nations,
tifications, Spanish command control, more like a slow Bli1zkrieg. The game fails their leaders, and their supply require-
and add to or subtract from percentages both as a simulation and as a game - a ments. The French, who enjoyed superior
of their force in combat, rather than of- sad product from an otherwise good pro- supply and movement especially in the
fering a constant amount. ducer. early years, have no such advantage in'the
12
game. Nor can Napoleon control more As with many early wargames, the Units are wooden blocks with
troops than any other leader, although he map leaves much to be desired. It is mostly military symbols and markings to show
adds a greater modification to the die roll empty white hexes (called "squares" in the strength (from 2 to 4 spots on one side). A
than other leaders. The lack of significant rules) with seemingly random splotches of unit's strength and type is always hidden
difference among the armies generally green forest, brown slopes, and wavering from the opponent until battle, and the
makes the game a contest not to deter- blue rivers (whose meanderings are often a top marking is the current value. As the
mine the superior strategist, but to iden- point of contention in the game). Counters unit loses strength, it is turned to re-orient
tify (he better dice roller. are pastel shades of blue, lime green, and a lesser strength marking at the top of the
The scenarios cover the many cam- pink. The rather bloody combat results counter. Units move along major and
paigns well, although the lack of an earlier ' table can be found in almost every AH minor roads from town to town, cavalry
campaign scenario for northern Italy is game for their first ten or so years. able to march further . and all units
disappointing. The two scenarios cover- There is little historical accuracy in capable of forced march with possible at-
ing t he Peninsular War are interesting and either map set-up or counters. In play, this trition. Play alternates between French
enjoyable as well as being difficult con- was the first of many Waterloo games in and Allied turns, with every third turn a
tests for the players. Victory conditions which opposing armies formed more or night turn that hampers movement and
are straightforward, although they less solid fronts across the board, quite combat. Combat is mandatory between
se,ldom reflect the actual historical situa unlike the real battle and more WW2 than opponents in the same town. Battles con-
tions or necessities (they almost always Napoleonic. Units are only minimally dif- sist of arranging your units into three col-
revolve around t he control of cities only). ferentiated by function - cavalry is simply umns and "firing" by rolling one die for
As could be expected, the campaign fast infantry as far as the game goes. each strength marker currently displayed
scenario begins well, but deteriorates into Leaders are given only for "colour" - on each unit. Hits occur when a six is roIl-
a very unlikely situation early in the they have no effect on play. French victory ed. There are modifications by unit type
game. It does bring in some nice rules 10 is secured by eliminating all Allied units and fonnation, with rout possible if one
cover production, naval units, alliances, from the board. entire column is eliminated from play.
and a few enjoyable optional rules. The Allies (AnglO-Dutch and Prus-
The playaI' the game - despite the sians) have a larger army, but are
optional tactical matrix - simulates little hampered by a weak opening set-up and
of the feel for Napoleonic strategy and the slow consolidation into a meaningful
tactics. The necessity of a vulnerable sup- force. The French may win by moving
ply line gives an idea oft he di fficulties of quickly enough to defeat the separate and
extended campaigning, but it would have smaller Allied forces before they can
been better if depot counters had been unite, but a run of bad dice can spoil the
provided. The CRT works, but its ex- attempt. The French can seldom move
treme simplicity (odds cover only I to I, 3 sufficient force to make the outcome that
to 2, and 2 to I and up) does not allow any definite or one that can survive battle at-
real flexibility. The overall feel is one of trition and remain formidable. Ultimate-
blandness; nowhere is felt the bitter COll- ly, victory consists of reducing one side's
test between radically different armies the army to about half strength before time
wars often were. The rather dull map and runs out ... and time is on the Allied side.
counter .graphics do little to relieve this It is good for a few quick games, and
sensation. the outcome is hard to predict since the
The game is not without its redeem dice play such a large part in combat. It is
ing characteristics. The scenarios cover a lot of fun to play every now and then,
ing the Spanish peninsu la are tough, en- though continuous play becomes tedious
joyable games with a lot of colour in and you ache for more substance. This is
them. The game just has no real by far the best of the three similar games
Napoleonic feel to it, and the numerous Despite its lack of realism, the boring produced by Gamma Two and the most
dice rolls required detract from the inten- graphics, and the distance the game is balanced of the lot. It is a good way to
sity of play. A little more attention to the removed from reality, it is still a playable, break reluctant friends into the hobby.
art and to the historical background balanced game. It is hard to be seriously
would have improved this game 1000"/0 angry at one of the grandfathers of modern 1815 THE WATERLOO
but, as it is, the game has little to recom- wargames. Too many hours were spent CAMPAIGN (GDW,1975)
mend it or make it stand out in the crowd joyfully pushing counters up the road Design: frank Chadwick
of current wargames. A wit described it as toward Brussels or defending bravely at 12 pages oj rules plus 6 pages oj charts, 230
"Third Reich wi t hout I he excitemcn t." Ligny to find severe fault here. No matter counters, one 36" x 24" unmounted map,
the age or the flaws, it is a good game to zip/ock bag. 600 ydslhex, 2 hours/lurn.
pass on to the novice, and one which still Brigade and division size units. B/B/C
offers some pleasant playing nostalgia to Li ke Friedland 1807, this game essen-
OPERATIONAL GAMES the old guard. tially grew from the NA W system, adding
GDW's own touch to bring in chrome and
WATERLOO NAPOLEON colour. The map covers roughly the same
(AH, 1962, rev. 1975) (AH, orig. GTG, 1974) area as AH's Waterloo and the entire
Design: No credi t given Design: T. Dagieish, L. Gutteridge, three days of campaigning, from the
4 pages of rules, 170 counters, one 27" x 22" R. Gibson french border to Waterloo. The counters
mounted map, boxed. No distance scale given, are colourful enough (there are ten colour
4 pages oj rules and historical article, 48
2 hourslrum. Division size units. B - ICI 0
wooden blocks, one 17" x 22" mounred map. combinations!), but the map .is drab and
The "classic" Waterloo game, cover- No map scale given, 2V, turns/day. No unit lifeless. The map does not resemble the
ing the campaign from 16 to 20 June on a scale given. Ale - IB terrain except vaguely; it seems to conmct
map stretching from Charleroi to Wavre to That this is definitely a beer and with other sources as to geography.
Waterloo. One of the earliest wargames, it pretzels game should not make serious
is a far cry from state-of-the-art, but so gamers turn away and scoff at it. It. is Nonetheless, there are a lot of good
many of us cut our teeth on it that we still highly playable, fast, and fun, if not more ideas and interesting rules in this game.
have space for it on our shelves. than passingly hist.orical. Each army has different stacking Iimita-
13
tions, and there is disruption when over- campaign was a series of small Odds of 7 to 1 or greater may produce a
s:acked. Artillery is limbered or engagements, delaying actions and a back repulse which allows the phasing force to
~jn!;mbered and can fire or move in a turn. and forth struggle against the ponderous continue its march unimpeded.
Cavalry is treated quite nicely; not only but advancing Allied tide. Although The game is fairly easy to leani. If
do certain units possess shock points (as heavily outnumbered, Napoleon held off you can get used to refering to an
do a few infantry units, by the way) which the Allies, even managing to counter-at- organizational chart to see what your
modify the combat die roll, but attacking tack locally, for two long months. It was forces have in them, it's a smooth flow-
cavalry suffer after a combat (attacking perhaps his finest campaign. ing, exciting game with a lot of probing,
or defending) of greater than 1:2 by being The game was a major breakthrough manoeuver and bluff involved. The rules
put in a state inelegantly described as in dealing with operational levels of do not read as well as some do, but they
"blown." Napoleonic campaigns. The emphasis is are well enough written that few am-
Step elimination allows armies to not on moving continuous lines or masses biguities arise.
maintain at least minimal cohesion, and of units, but on maneuvering small forces The components are made surpris-
players need what help they can get commanded by leaders and their subor- ingly well although the maps are plain and
through the game's 49 turns. Weather is dinates. The ability to coordinate the rather unexciting (apparently the second
rigid, unless you use the optional rules; forces and maintain effective command edition has very colourful maps). Terrain
mud occurs when the chart says it does, chains best will decide the usual winner. affects movement differently for infantry
and movefflent grinds almost to a stand- A player's activities in the game and cavalry, while only primary towns,
still. Other rules cover supply, night revolve around his centre of operations, rough, marsh, bridge or river hex sides and
turns, trenches, II corps delay, bombard- essentially supply and command hq. Each hill/woods hexes affect combat; even that
ing artillery, and some optional rules in- turn a player begins the sequence of play is only a one-column shift for the
duding offboard movement, which by consulting the administrative point defender.
should beused. table to see what, if any,addition he gets The counters are printed in nine col-
Victory, like most of these games, to a point pool. These points, which may our combinations. For an unknown
depends on the elimination of enemy be accumulated, are the key to campaign- reason, both Allied and French share blue
units and, for the French, exit toward ing. They are expended in order to move (albeit different shades) and the French
Brussels. No surprises here. There is only (create movement commands), and to Guards are shades of brown. It would
one scenario, but it could have done with determine the severity of march attrition. have made life a lot easier if the blue were
shorter scenarios to cover different If an army has a line of communications allocated to only French units, especially
aspects of the battle, similar to NLB. True open, it may create one movement com- since it is very difficult to distinguish be-
to most Waterloo games, the tendency is mand per admin point expended which tween various shades of blue if the
for the Allies to form a solid line across allows one force (i.e. all units subordinate counters are spread all over the map.
the board and retreat thus to Waterloo. I to one leader) to move. Without move- Special rules cover replacements,
liked this game when it came out, but it ment commands, a force must attempt to reinforcements, French garrisons,
was overshadowed by NLB the next year. use the leader's initiative to move. Ex- weather, morale and optional rules of
Too bad, because it has a lot to offer, and tended (separate from forced) march re- which only the intelligence rule affects the
even NLB could learn some lessons here. quires another movement command to be game by any degree. Only two scenarios
The game is interesting, highly play- expended. are described in the rules folder - the
able, but by no means outstanding. There Combat units do not appear on the campaign, and the six days from February
is some unusual and enjoyable treatment board; instead, only leaders and com- J0, for which both maps are used. Victory
bf unit functions, but the poor map quali- manders appear. Organizational displays in the campaign game depends on the
ty detracts from the appreciation of the off board keep track of what units are in state of the morale track marker and in
finer elements. This game could well do command by whkh leaders. This the scenario if the Allies have a LOC be-
with a revision in the art shop at GDW, significantly reduces the intelligence tween units and Centre of Ops on the
which would then make it a considerably available to an opponent and adds an at- western map or if French losses exceed
, more enjoyable game. While it's there, mosphere of enjoyable suspense of the one-third of Allied losses.
perhaps some work could be done on the game. Combat is mandatory between The study folder, along with a
scenarios .... forces in mutual ZOC's, so you get to historical narrative by Vincent Esposito
witness strength of forces at this point in (reprinted from The Mililary History and
NAPOLEON AT BAY the game. This leads to the realistic tactic Atlas oj the Napoleonic Wars), has an ex-
(TSG, 1978, later OSG) of sending small forces to engage the tensive OB and 24 maps with positions of
Design: Kevin Zucker enemy forces and learn their composition. larger formations printed on them. The
20 pages oj roles plus 32 pages oj historical players are expected to examine the OB
narrative and scenario, 400 counters, two
Units in different forces may not and maps and use their imagination to
34" x 22" unmounted maps, ziplock bag (se- combine in an attack, although they may reconstruct a scenario from this informa-
cond edition boxed). 3.2 km/hex, 2 suffer all adverse results of combat, so care tion. It takes some effort, but it works
days/turn. Divisional/corps size counters. must be taken as to how combat is fairly well - lazy garners should forget
BIAIB resolved. even opening this section. As for victory
This was TSO's (later OSO) first In the command phase of each turn, conditions, attrition due to combat and
' foray into the field of NapoleOnic war- players may reorganize their forces - march, or other considerations, players
fare. Its format sets the stage for later transfer units between leaders in the same will have to thrash it out between '
games to follow; unnumbered, narrative hex and eliminate combat units so as to themselves. This may seem a little weak to
rules format, study folder, quality transfer their strength points to other players, since the scenarios are left wide
counters and components ... unfortu- units stacked in the hex. Combat results open to interpretation and usually endless
nately the use of artwork throughout the are different here than any previous argument, but it is excellent for getting
rules and study folders was dropped in game: first it is resolved which (if any) players involved in the "interior" of the
favour of a more condensed booklet. side retreats. The retreating force loses game; you become a mini-designer by try-
The game deals with the two months SP's equal to the length of the advance of ing to build and balance one of these
from late January to late March 1814, the enemy. The victor also suffers losses scenarios. A nice touch, although perhaps
when Napoleon fought a brilliant defense in battle often as much as the retreating one or two more of the defined, printed
of France against the encroaching Allies side. Pursuit, or advance after combat, is scenarios might have been included if
after his defeat at Leipzig. Rather than related not only to the path of retreat, but nothing more than to establish play-tested
the major battles of his early career, this to the pursuing leader's initiative rating. guidelines.
14
This is a fine game to play and to pretty meagre fare). The counters are fine of colour from beige ("bottomland") to
have in your collection. The feel for the and the rules reflect the same careful work dark green (mountain) to suggest dif-
operational level of Napoleonics is there that OSG has put into its larger games. ferent elevations. Unfortunately, OSG
and players must be more than com- Too bad, because this game just doesn't chose to colour their roads dark green, so
batants; they must by the very nature of work. they are difficult to discern in mountain
the beast be commanders and logisticians. I look forward to the larger cam- areas. The French counters are grey and
There is little." to be said against the game, paign game of the 100 Days but even for blue the Austrians white and yellow and
except perhaps for the dull graphics on we diehard collectors of Napoleonia and the few Italians and neutral markers an
map and counters. A cute note was to everything Waterloo-ish, this is pretty olive-drab. The effect is quite enchanting;
enter a section from Tolstoy's War and slim pickings. Best wait for the complete almost too pretty to play on for those us-
Peace as the designer's notes. All in all, boxed edition. ed to La Grande Armee!.The kind of art
well done and a remarkable entry into the work that graced the rules of Napoleon at
market from a then-new company. ARCOLA Bay will not, sadly, be found here. Nor
(OSG,1979) will the portraits as seen on Napoleon at
BATTLES OF THE Design: Kevin Zucker Leipzig'smap. Toobad .
HUNDRED DAYS (OSG.1979) 8 pages of rules, 100 counters, one 11" x 17" The game is easy to assimilate for
Design: Kevin Zucker, Thomas Walczyk unmounted map, zip{ock bag. 3.2 km/hex, 2 those who have played either of their
10 pages of rules and charls, 100 counters,
days/turn. Brigade and division size units. micro games or Napoleon at Bay. Se-
B/B/A quence of play is almost identical to the
one 17" X 11" unmounted map. zip/ock baR.
3.2 km/ hex, 2 days/turn. Brigade and corps This is one of the scenarios in OSG's former game but many new rules in ex-
size counler units. C/ B I C Bonaparte in Italy. Somewhat larger than istence simulate the earlier period of war-
This game is intended as an introduc- its sister micro-game, Battles of the Hun- fare and the vastly different armies. Ar-
tion to the OSG operational level dred Days, it suffers from the same faults mies may be active or inactive and activa-
Napoleonic games but I believe it only and then some. The map area is too smal1, tion depends on the expenditure of ad-
proves my contention that every company although the counter density is quite low. ministration points. Inactivation has to
feels compelled to produce a Waterloo The system is ill suited for a small game do with foraging and attrition. Foraging
game, at. any cost. and the maps share none of the brilliant itself (and its fun companion, pillaging)
The game covers the period from colour of the larger game from which it is affects a unit's attrition quotient and in
June 14 to 21,1815 and the battles leading taken. turn is affected by the terrain type.
up to Waterloo. The actual playing sur- For further notes, see the review of Special rules cover the situation in
face is only 7 l/z" X 1O l/2" the rest of the OSG's Bonaparte in Italy. Northern Italy specifically; citaldels may
area being taken up with the organiza- be besieged, uprisings can occur (and be
tional charts. The rules are in the BONAPARTE IN ITALY quelled), weather can be downright nasty
ponderous, OSG-narrative style. (OSG,1979) and units may move off-map (at last -
Design: Kevin Zucker someone realizes the world does not end
20 pages of rules plus 20 pages of scenario at map borders!) Other rules cover the
data and historical narralive, 300 counters, crucial role of bridges, engineers and
three 35" x 23" unmounted maps, boxed. 3.2 bridging trains, the fluctuating Austrian
kmlhex, 2 days/ turn. Brigade and division morale and the considerations of the
size units. AI AI A
politics of the Piedmontese. Campaign
This is the latest of the highly suc- rules also cover replacement troops and
cessful operational-level Napoleonic leaders and optional rules offer lower in-
games from OSG. Having found a win- telligence, indiscipline, sickness and
ning system, they continue to capitalize special attrition (sounds like my
on it, bringing consistently high quality office ... ).
games to the market. The 1796-97 scenarios all use ' the
As the title suggests, this game covers standard rules, and victory conditions vary
the campaigns in northern Italy, 1796-97
widely with the scenario played. The 1800
and 1800. These campaigns were unique (Marengo) scenario has a number of
in the command of Napoleon, since his special rules mostly dealing with combat
army wasn't fully developed until around and victory depends on the state of the
1805. In the late 1790' s, the armies were a Austrian morale in this scenario. Scenario
rag-tag post-revolutionary force often not lengths range from 4 turns (Lodi) to 12
much better than an armed mob - even turns (Arcola).
the arms were questionable since supply This is, as we have come to expect
was usually horrible. from OSG, a fine game. It is especially en-
Ev.en more than its predecessors, this joyable to see a game dealing with a par-
is a game of manoeuver; the counter den- ticular area of history left relatively un-
sity in any scenario is extremely low and touched by the wargaming industry.
the areas large; a third of the counters are Recommended highly.
This is really an attempt to cram an blanks or markers. There are eight Note: The OSG micro-game, Ar-
excellent operational system into a tac- scenarios and one campaign game for cola, represents one scenario in this
tical matrix; where the rules work in the 1796-97. The scenarios use one or two game. It uses the same basic rules but with
open they cramp a smaller game. The en- maps, the campaign game is rather vague- only the counters necessary for that battle
tire feeling for manoeuver is removed and ly des!;ribed and it's hard to tell if all three and on a considerably smaller map . It is
is dominated by the rules structure, not by maps are used or not. Since they do not fit intended as an introduction to the system,
the flow of the game. It's simply not together in a neat block. but rather have but, like its companion Battles of the
worth the :-ffon to learn the long rules to only certain portions overlapping, this Hundred Days, the size of the map limits
play such a small game. means that a rather large space is required and constricts overly much. The feeling of
for the campaign. manoeuver is lost on such a small playing
The map is a poor cousin to The components of Bonaparte in Ita- surface. You're better off getting tne
Bonaparte in Italy, or Napoleon at Leip- ly are superb: the maps are almost ex- complete game. The maps are much bet-
zig (like its sister micro game, Arcola, it is crutiatingly pretty, using a gradual change ter in the larger game .
15

OPERA TIONAL ANAL YSIS

CONQUERING
THE MAGIC KINGDOM
A Guide to Barbarian Kings-manship
by Nick Karp and Scott Laiken

This game Ipublished in Ares 3) is one of Unless a player is sure that he is the sole greatest overall advantages should be
t hose wh ich si mp Iy feels rig ht and one which owner of provinces of a particular racial chosen. The objective of the initial place-
I believe will still be played once other titles makeup, his best strategy is to diversify and ment is to give a player the ability to expand
have lost their charm. The compactness and pick two provinces with differing occupants very quickly by building armies of different
compensating openness of the game's whenever possible. One should also take the types on the first turn and to secure a viable
system produces a playable and malleable countermix into account. Since there are base for later recruiting and expansion.
specimen that promises to be a hardy more elven than dwarvish counters, fo r ex-
packhorse for the imagination of players. I ample, the probability is less that the elven Unit Purchasing
know that my own fancy had some exercise countermix will be bought out on the firs t A player must make important decisions
in inventing about ha lf of the names on the turn. as to what units to buy. If a player has chosen
map. 100 you know how difficult it is to Another important factor in choosing a his initial provinces well, then there will be
create several place names that don't sound home province is its location on the map. units available when it is his turn to buy
completely silly?) - RAS Ideally, a player's provinces should be them, at least early in the game. Toward the
mutually defensible, far away from those of middle of the game, the countermix will be
other players, near to rich and diverse neutral depleted of most unit nationalities. In fact, a
Barbarian-Kings is a game in which two provinces, and either in or behind defensive player may find himself having to invade a
to five players assume the roles of empire- terrain. In most cases, it will be impossible neutral province just so he can buy an
minded kings on a mythical continent. The for a player to obtain areas matching each of undepleted nationality's units.
players raise armies and attempt to conquer these conditions in his initial choice of pro- Basically, there are three types of units:
neutrals and each other in a struggle for con- vinces; all these factors should be con- infantry, cavalry, and fleets. Infantry are the
tinental domination. The game is one of sidered, however, and the provinces wit;' the most cost effective in terms of the ratio of
diplomacy and intrigue as well as battle, and
every aspect of the game is influenced by
powerful but risky magic. Combat units can
move only if led by a king or hero, but can
block the movement of enemy units and
..,...*
010 4
Ai
0114
:.:
012 4
1"@:/
013 4
10(ffjj:/ *~*
0144 020 4
4r
0214
~
022 4
10@/
0234
10(li/
024 4

:.: :.:
engage in combat without leaders. Move-
ment is plotted, but since each player has on-
11:
~
* 1~4 10(f/j/ *~ 11:

Ai Ai 1O4 104
ly a few units that need to be plotted, writing 0424
orders is comparatively simple. 030 4 0314 0324 - 0334 1 034 4 04D 4 .
- 041 4 -0434 -0444

tli/
Barbarian Kings is a capsule game
(II" X 17" map, eight pages of rules, 100 *~*
:0: Ai IO
flif/ 1O 111 1 '} ' 1 '}1 111
I"
counters, originally published in Ares), but - 050 4 0514 0524 - 053 4 054 4 14112 14122 14132 14142 14152
there are many options open to the players at
all levels ofthe game. This article is intended
primarily to provide hints to the player on
21J 1 2~1 21J 1 2til Phase
"1
~ ~2
~ ~2
1611 2 16122 16132 16142 "
14162 14213 14223 14233 14243
some of the strategies and tactics that have
been found most effective. Players should
have a copy of the game itself handy as they
~ ~ ~ ~ ~ 15 I;"?
I

8;r3 8,y3 8,y3


read this article, although complete 22112 22122 2213 2 22142 22152 32313 32323 3511 2 35122 35132
knowledge of the rules is not necessary.
Home Province Selection 7 t 3 7 t 3 7 t 3 7 t 3 7 f 3 7 f 3 1~.? Btr
3 B;r3 Bit
3

A player's choice of his initial home pro- 32212 3222 2 32232 32242 32252 32262 3233 3 35142 35152 35162
vinces at the beginning of the game is an im-
portant one. Several factors must be con-
sidered when these provinces are chosen. The
most obvious (but by no means the most im-
7
wf
33112
\U
33122
3 7Wj3

33132
7\if
33142
\if
33152
~4
23314
~4 i ~4
23324 23334
5~
27112
5~ _
27122
portant) factor is each province's Taxation ,
Value. A high Taxation Value is desirable to 51(2 5,2 51?2 5~2 5#2 5,2 ~4 ~4 5 2 5 2
~ ~
begin the game with, but as the differences

-
23212 2322 2 23232 23242 23252 23262 2334 4 23354 2B112 28122
between the Taxation Values of most pro-
vinces is only four or five sequins, this is not
nearly as important a factor as others.
One of the most important considera-
~ ~ ~~ ~
111 1 2 11122 11132 ~ 1 1 142 11152
6#
21313
6~3
21323
~3
21333
,.
14

39113
5 14

39123
5

tions is the nature of a province's occupants.


The first turns of the game, constituting a 4 t."'2 41\. 2 4~t2 4t."'2 41\"2 41\"2 ~3 ~3 ~3 Bd,3
mad dash to purchase units, usually results in 21212 2122 2 2123 2 2 1242 21252 21262 21343 21353 21363 49512
a depleted unit supply by turn two or three.
16
combat strength to purchase price. They are sive to purchase and are unable to enter Magic
almost always bought out by the end of the coastal provinces, reducing their effec- One of the most enjoyable aspects of
first few turns, however. tiveness to situations involving naval combat Barbarian Kings is magic. Magic and its ef-
Cavalry will generally be available and blockades. The orcs, on the other hand, fects will be in evidence throughout the
throughout the game, because it is usually although weak, are the most cost-effective game-turn as spells can be cast at almost any
not worth the additionaI50-100OJo above the units in the game, and have many uses time. Magic is almost as effective as it is fun .
purchase and maintenance cost of infantry to wherever cheap units are needed for a With the aid of a few sequins spent on con-
get an additional movement point. The one sacrificial blocking position or other such ac- juring, a wizard can wipe out an army, con-
exception to this is elven cavalry, which are tions (i.e., where physical numbers of units vert a gaggle of neutrals to his player's con-
the fastest land units in the game. They are are important, but strength is irrelevant). trol, freeze an ocean, or rai.se zombie armies
expensive, and not particularly good in com- from the dead .
bat, but their great speed makes them worth- The preceding comments are limited to
those situations in which a player has a There are four Branches of Magic to
while. which a wizard may belong: Mind Magic,
Naval units , unlike most cavalry, are choice as to what units to purchase - a
choice that will become increasingly Elemental Magic, Illusory Magic, and
true bargains. Although not quite as effec- Necromantic Magic. Of the Branches,
tive as infantry in combat, they are usually restricted as the game progresses. Players are
restricted by the provinces they control, by Elemental Magic contains the spells that will
cheaper to purchase and to maintain . The give the greatest tactical advantages. This
generally low combat strengths of naval units the sequins in their treasuries, and - most
importantly - by the countermix. Toward Branch contains spells that are involved
are more than made up for, however, by the mainly with blocking enemy movement by
effectiveness of naval actions. Only 5 of the the middle of the game, it will be rare for
there to be infantry or naval units of any type storms, floods, and the like. The problem
47 provinces in the game are landlocked, with these spells is that, li~e all magic in Bar-
representing less than a sixth of the total Tax- available, and the players will be waiting like
vultures for units to be killed so that they barian Kings, they are undependable and
ation Values available. All-sea provinces cannot be counted on to work when needed.
represent as many points of Taxation Value may be quickly grabbed and rebuilt.
Precedence dice rolls for building units will Thus, although the spells are useful to pin an
as the landlocked areas, and these provinces enemy force down while the wizard's player
are usually more easily captured and held, as often be very important; a player can
minimize the effects of these rolls, however, is on the offensive behind enemy positions,
there will rarely be more than one naval the Elemental spells are of little use while on
power in one section of the map. by giving himself as many options as possible
on what units to build. the defensive except as an extremely risky, or
A major advantage of naval units is desperate, venture.
their ability to transport land units. Ocean When buying units and deciding One spell in the Branch does not affect
provinces are generally longer and thinner whether to maintain them, a question will movement, but can be used to harrass the
than land provinces, and thus naval arise as to how much to spend and how much enemy directly: a Tornado spell which makes
transport effectively increases the distance to keep as a reserve. It is usually a good idea tax collection in anyone province impossible
that land units can travel in one Movement to keep about 10 sequins available, slightly for a turn. One must always be careful of re-
Phase. Naval units also possess great flex- more if one has a wizard who casts spells that prisals when one sends a tornado, however,
ibility, enabling land forces in coastal pro- require cash expenditure. A cash reserve is and if you have a province with a higher
vinces to strike into many more areas than always a good thing to have, as it can be used Taxation Value than your enemy's highest, it
they would otherwise be able to reach. Fleets for bribes and to maintain units in the event is not to your advantage to start a tornado
are also useful in circumventing blocking of cash shortages in later turns. In any case, a war. Even when an enemy has no means of
forces that have been set up on land. Finally, reserve of more than 20 sequins is rarely retaliation, tornadoes are mainly just
naval units can participate in combats in needed. nuisances. Sometimes you can really catch an
coastal areas, throwing their weight into bat- enemy with his pants down, though , if he has
tle in addition to the strength of any units Another important question concerns amassed a huge army and is depending on his
they might have been transporting. how many heroes to buy and the abilities to next turn's revenue to maintain it. Hitting a
The Ai rships of Wys have both assets assign to each. In general, it is a good idea to province with a Taxation Value of eight or
and liabilities. Their high speed and unique keep at least two heroes on the map, in addi- ten can destroy three or four units for lack of
mode of travel make them perfect for secur- tion to a player's king. Keeping an extra maintenance if the owning player has a
ing provinces in the opening turns of the leader around at all times is definitely better depleted treasury, without the wizard '5
game. Their high combat strength, combined than ever being short a leader and thus being player ever having to go into battle!
with their ability to carry other units, makes unable to move an army. The extra four se- Mind Magic, true to its name, is subtler
them equally powerful in battle. quins per turn will insure that the owning than Elemental Magic, but is also less effec-
The airships have one major drawback, player will be able to outmaneuver under- tive in many cases. The Branch' s magic deals
however: their cost. Fourteen sequins is staffed opposing forces . .
basically with gaining the friendship of
enough to make a player fearful of using The choice of abilities for a player' s king neutral or hostile forces. The Branch has
them in any battle where there is a danger is very important. Magical talents (especially several powerful spells, but its most effective
that they will be eliminated. They are also ex- Mind Magic) alleviate the need for buying spell, Allegiance (which allows a player LO
pensive to maintain, and for sheer combat wizards early in the game, freeing needed se- gain permanent control of any number of
power, the player is better off buying more quins for buying heroes and combat units. If neutral units) is useless after all neutrals have
cost-effective units. a king's Magic Value drops to 1, however, he been eliminated , a condition that usually ap- -
Races cannot be fired as a wizard could be, and the plies by the end of the fourth turn. Thus, it is .
The five non-human races all have player is stuck with a dud ability. A combina- a good idea to purchase a Mind wizard early
special abilities and liabilities. While not as tion of march and tactics abilities is a king's in the game, unless you assign the Branch_to
cost effective as humans, certain races gain most reliable choice. This choice will put the your king.
defensive benefits in their home terrain. An king up with his front-line armies, where he lIlusory Magic, by far the weakest of the
elven unit is effectively quadrupled in forest; will be the best protected and of the most use Branches, is not worth wasting a wizard on.
a war frog is quadrupled in swamp; and (although, it is true, he will be taking more The Branch possesses only "three spells,
dwarves are doubled in mountains . These ef- risks) . A mixture of heroic and magical which allow a wizard to make units invisible,
fects make it difficult, and sometimes next to abilities is usually not a good idea. To use one to detect invisible units, and to create illusory
impossible, to oust a non-human unit or two heroic abilities, a king will have to be armies. The first spell is not as effective as it
defending its home territory. in the front lines where he will be taking risks might be, because the spell affects only one
The last two non-human races are the without the protection that three martial leader and the units stacked with him. The
whales and the orcs. Whales are fairly expen- abilities provide. necessity of the presence of a leader with the
17
invisible units makes the spell too expensive A player who wastes his forces and Players should be less picky at this point,
for use on blocking units intended for leaders attacking another player at the begin- however, and try for quantity as well as for
defense where such a spell would otherwise ning of the game will suffer for it later when quality.
be highly effective, so the spell is essentially he has to fight to gain provinces t.hat other As a general rule, units should not be
offensive. There is only the usual one third players have taken by just waltzing through. disbanded if it is at all possible to maintain
chance that the spell will work in the first By the same token, unguarded neutral pro- t.hem, especially later in the game when unit
place, making it a shaky foundation upon vinces are to be preferred over guarded ones, scarcity becomes more noticeable. There are,
which to base an offensive. The spell which for the simple reason that combat is a risky however, exceptions to this rule.
detects invisible or illusory units is also ex- business. The Allegiance spell of the Mind If a hired wizard backfires while casting
tremely limited, and the spell to create il- Branch is of paramount importance at this a spell, and his magic value drops to I, he
lusory units is equally useless, as the rules time, not only because it gives a player units should be beheaded and replaced. Wizards
state that illusory units must be removed and provinces cheaply, but also because it are too expensive to maintain as duds when
upon demand by a player who wishes to con- frees a player's armies to take other areas as an expenditure of six sequins will bring them
struct new units. With the countermix limita- well. The same criteria as those for choosing up to full strength.
tions, the above restriction is tantamount to provinces at the beginning of the game The second exception should be used
declaring illusory units useless. The Branch should be used for occupying provinces. only in rare emergencies; and is most effec-
of Illusory Magic is not recommended for
use by any spell-caster at any time. RepToduC'lion of Barbarian Kings map.

The Branch of Necromancy is an effec-


tive Branch. It has spellsto kill enemy units
and leaders, and to raise units from the dead.
Although the kill spells have the usual one
third chance of working, they are so enor-
mously effective if they do function that the
Branch is worth having for them alone. The
elimination of a hero at the wrong time can be
devastating to a marauding enemy. The kill
spells cost the casting player sequins if they
are , successful, but the cost of the spells is
usually substantially less than the purchase
cost of the units they destroy. The spell that
raises killed units from the dead is equally ef-
fective, allowing the wizard' s player to gain
units without paying anything for them (sav-
ing an average of four or five sequins per unit
for an army of often six to seven units) and
also without. having to worry about
precedence rolls during the Finance Phase.
The spell is dangerous to operate, as friendly
units are sometimes killed when the spell
backfires, but it is far more profitable than it
is risky.
As noted before, the effectiveness of
magic is limited by the generally less than
50070 chance of a successful cast. Never-
theless, a good player will always take magic
into account when planning a campaign of
any sort. Magic is one of the aspects of Bar-
barian Kings that distinguishes it. fr,om an or-
dinary battle game; it makes each game un-
predictable while adding lots of player value
at the same time. Friendly magic can be a
great asset if used at unexpected momen Is.
General Courses
When a game begins, only about 15070 of
the provinces ' on the map are player-
occupied, and about that many more will be
occupied by neutral units. Most of the map is
complet.ely empty, and a player's objective
on the first few turns should be to take as
many unoccupied provinces for himself as
possible. If a player is unlucky enough to
begin the game with player neighbors, some
attention wiII have to be paid to defense as
well, but n~utral areas are easy pickings, and
first attention should be paid to capturing
unoccupied and neutral-guarded territory.
Players should not worry about. maintaining
lines at this point of the game, but rather
concentrate on grabbing as many t.ax points
worth of provinces as they can.
18
tive when one player holds all the provinces each friendly stack. This difficulty can be Alliances can and should be brought about
of a given race. The trick is to disband units overcome by equipping leaders with the and ended through bribery. The game is at its
in one province in order to put them back in march ability and using each to move two or most enjoyable when players are bidding for
the countermix so that they can be rebuilt more stacks. Leaders are able to pick up and each other's allegiances.
elsewhere. This is an expensive and leave off units along their paths of movement Barbarian Kings is a true player's game.
dangerous tactic, and its success will often be so long as no unit or leader exceeds its own It has a basically simple system with lots of
determined by a risky precedence roll. It is movement allowance. Although it is true that subtle and not~so-subtle tricks for the players
sometimes necessary, however, when a player a unit profits from a leader's march ability to discover, only a few of which have been
has overextended himself and left his rear only if the leader begins and ends his move- mentioned here. Most of all, however, the
areas open to plunder unless reinforcments ment stacked with that unit, nevertheless the game is lots of fun.
that would otherwise be unavailable appear players will find this tactic necessary and
very quickly. more effective than limiting the number of Barbarian Kings
moving stacks to the number of friendly Addenda
Two other tactics that deal with pur-
chasing units are rather nasty. The first is leaders on the map. [7.1] Clarification. If more than one Player's
building more units than one needs just to Combat units can also attack without units occupy a province during the Finance Phase,
prevent another player from building them. none gets to Tax the province.
the presence of a leader, and leaders can exit
The infantry and naval units of a nationality enemy occupied areas without the enemy [8.2] Addition. If a king is captured by a neutral
can often be completely bought out by a having a chance to block them. Thus, pro- unit, he is returned to his owning Player if (1) the
player with his initial sequin allotment at the neutral unit is destroyed; (2) if its allegiance is ob-
perly utilized, one leader can drop off a
tained through an "Allegiance" spell; or (3) if the
beginning of the game, and if several players blocking unit in an enemy occupied province owning Player expends four times the neutral
gang up, they can deplete the counters of and then go to fetch a friendly army. Even unit's province's Taxation Value. Each Movement
several nationalities completely. This would more dramatic than a hero with a single Phase that a captive king remains a neutral's
leave a player's territories open to capture, march ability is a king with two or three such prisoner, there is a one in six chance (a I on a six-
because he would be unable to build on the abilities. Such a king can handle almost all sided die) that he will be executed. In all cases,
first turn. troop movement necessary for a major war. kings may not be rescued simply by moving
Another tactic, in a similar vein, is to at- Friendly units into the province where the king is
Unless a player has odds of s,ix-to-one in being held, but must rather be ransomed or have
tempt to buy all the naval units available. a battle, or he knows that he will be able to
The total cost of all fleets is less than 120 se- their captors destroyed. Captured kings may not
govern the retreat of the enemy stack use spells.
quins, a small enough sum to be handled by through the retreat ability, it is a good idea
one prosperous player over a few turns if his [9.6] Addition. A unit may not retreat into a
for a player to drop off one unit in each pro- neutral-occupied province.
opponents are not vigilant. If a player ever vince the player controls that is immediately
manages this feat, he is in excellent shape, [9.8] Clarification. Neutral units that receive
adjacent to the province where the battle is to "Retreat" results are eliminated instead.
and will probably win the game. occur. Once again, orcish and feudal units
are ideal for this sort of frontline garrison [10.42] Clarification. Any units stacked with a
Combat duty. It is unpleasant to force the retreat of a
Hero affected by this spell may move with the
Hero and engage in combat at the ca:;ting player's
Combat in Barbarian Kings is fairly powerful enemy army, only to see it split up discretion if the units are stacked with the Hero at
abstracted. Nevertheless, there are several into small groups which capture your own the end of the Movement Pha.le. Note, however,
tactical tricks that are important to under- provinces by their retrea ts. that sllch movement and combat is restricted by
stand and use effectively.. Blocking actions Another important tactic is the use of other aspects of this spell.
are a good example. Using these actions, an different races for different tasks. When at-
enemy army of any size can be stopped by tacking elves in a forest, use elves. If you do
one unit placed in its path. When combined not have any, attack the province only if ab- Opening MOVES {conti" uedjrom page 2/
with the game's system of movement point solutely necessary. In its own territory, a
by movement point movement, the result is non-human unit is as strong as two or three Chartes Roberts Awards
that blockades can effectively be set up by civilized legions. Cost-effectiveness is an im- Best Pre-20th Century Game: Napoleon
having a leader drop off a sacrificial unit in portant part of the game, and the utilization at Leipzig (OSO); Best 20th-Century
the path of an enemy army and then of the proper units for an attack will be Game: Cityfight (SPI); Best Fantasy/SF
withdraw while the main body of a friendly necessary to a player's success in battle. Game: Creature that Ate Sheboygan (SPI);
army gathers. This tactic cannot hold enemy Best New Game: Ironclads (Yaq); Best
advances for long, but it is a way to delay an Player-to-Player Professional Magazine: Fire & Move-
enemy, especially if cheap orcish or feudal in- One important aspect of the game that menl; Best Amateur Magazine: Per-
fantry can be used. has been neglected so far is inter-player rela- fidious Albion; Hall of Fame: David Isby;
Another important use of the Blocking tions. Barbarian Kings is intended to be a Outstanding Service to the Hobby: Dick
rule is in garrisons. Although a player will multi-player game, and although it can be Bryant, Jay Hadley.
only be able to set up real lines in rare in- played with two, it is best with four. When
stances, there will always be certain major five play, the map gets crowded too quickly,
avenues of approach to a player's most too few units are available to be built, and
valuable provinces. Obviously it would be the number of turns when the players are ex-
financially impractical to leave a full-fledged panding through neutral territories, one of
army to guard each of these provinces, but if the most enjoyable periods in the game, is
a few blocking units are left to screen a greatly reduced. As in most multi-player
player's outer perimeter, the units will be games, alliances are the key to winning.
able to hold an approaching enemy force un- These alliances include informal deals be-
til a defensive army can arrive, with newly- tween players as well as the written contracts
built reinforcements if necessary. Again, allowed in the game. Two players can Pete Reese racked up a 13-0 record in
cheap orcish or feudal infantry are the best almost always overwhelm one quickly, even SPI's Chickamauga and Napa/eon al
units for this purpose. if that one has a greater tax base than both of Waterloo tournaments at Origins 80, garner-
Unless a player is willing to expend an the other two combined. The two have ing a cool $350 for his efforts and a round of
excessive part of his income buying and greater flexibility in bui lding uoj ts, tv.,ice the applause from SP I.
maintaining leaders, there will always be a chance of achieving precedence in the I extend my personal congrawlations to
shortage of leaders available for maneuver- Finance Phase, and the special abilities of all the companies and individuals.
ing if a player attempts to assign a leader to two kings - a not insignificant advantage. -Redmond
19

THEORY & TECHNIQUE

THE FOREST FOR THE TREES


Terrain As an Element of Limited Intelligence
by Terry Alan Baney . .

Until the millenium arrives and we play out forms of hidden movement have been but the hand, it is nol surprising that strategies and
our simulations upon king-sized interactive beginnings of such exploration. The success options can be calculated with a fair degree
video-boards, we must deal with the of such attempts may depend upon one's of confidence Ihat at least the encountered
strengths and weaknesses of paper-limited preferences in gaming play, but I cannot per- terrain will not offer any rude awakenings.
games. The relative knowledge of the bat- sonally recall ever having heard a gamer or One can perhaps hide a few tanks or missile
tlefield terrain and the essentially different reviewer complain about the inverted unil silos, but hardly a forest, mountain range, or
levels of terrain "savvy" between com- system in, say,' SPI's Panzergrnppe lake.
manders is not an easy thing to account for Guderian. Obviously it is gutsy innovati.on of Obviously, such an intelligence capabili-
in such games. If I let my imagination run a this sort which continually propels the hob- ty did not always exist. As one pursues more
bit, I can just see some bewildered Soviet in- by. historical campaigns to simulate, the absence
fantry commander in the artificial canyons of My intent here is not simply to chart the of concrete knowledge of distant lands on the
Manhattan being ambushed by teams -of trends of the past , bul also to encourage that part of an invader becomes a matter for
streetwise US commandos outflanking him wider concerns be taken into account. sleepless nights of speculation. Any student
via the BMT subway tunnels, -RAS Despite the successful strides made in coming of the Russo-German War of 1941-45 (and
to grips with uncertainty regarding the wargaming is rife with Eastern Front
There appears to be increasing altention whereabouts and status of the opposition devotees) has likely encountered the writings
given lately to the consideration of terrain in forccs, there has been only marginal allen- of German commanders who bemoaned the
wargame simulations. Articles of this kind tion giyen to unfamiliarity with terrain. fact that "Operation Barbarossa" was
have periodically surfaced in MOVES (per- Naturally (or even unconsciously) war- undermined by poor intelligence regarding
haps because it offers one of the few quality gamers have become accustomed to the not only Soviet tank strengfh and replace-
forums for the broad discussion of game absoluteness of the game map . Among the ment resources but also the Russian roads,
design and theory), and most game reviewers first cognitions of the typical gamer survey- rail lines, and even urban locations . Von
throughout the hobby make at least passing ing a new game release are the attractiveness Rundstedt in particular complained that the
reference to terrain accuracy when analyzing of the map and the graphics employed in it . maps and information he was given for his
a new release. In virtually every instance, the Aside from the nnit counters (and perhaps Army Group South strikes into the Ukraine
MOVES articles have been extremely helpful such variables as topic preference, game size, were frequently in error on all of these
in challenging both the professional and the rules length, and price), I think it is fair to say _aspects .
novice designer to take a closer look at the that the mapping graphics are a vital force in It would seem reasonable, then, suggest
realism level of terrain depiction, yet it re- assuring gamer satisfaction. Redmond that as one delves even more deeply into the
mains a neglected feature in comparison to Simonsen has said as much in his contribu- campaigns of the past the commander's
the apparently more dynamic topics of eom- tion chapter to SPI's Wargame Design knowledge of foreign terrain configurations
bar strengths, movement rates, and combat volume. and placement would lessen, yet wargaming
result stab les. There have, to be sure, been some ef- today tells us that Napoleon's battle maps
Certain ingredients, such as the not-so- forts made to vary this absolutism slightly by were every bit as clear and outlined as those
new-but-still-developing "line of sight" con- allowing for map sections to be filled of NATO. It does seem a little curious to
cept, have taken advantage of the increased together in a variety of directions, and also have Alexander the Great maneuvering
awareness of natural terrain differentials in through the design of alternative scenarios around the remnants of the Persian Empire
tactical-styled simulations and a step closer and variants. Of late, there has even been perfectly confident of the fact that thiny-
towards bridging the realism-portrayal gaps some attempt to allow for shifting terrain three hexes (of clear desert terrain) to the
between miniaturists and board garners . counters which can be used to alter the map southwest lies the Nile Delta which is seven
In general, though, the bulk of the new display for the operation and simulation hexes in length and one hex in width. Despite
tcrrain awareness has been directed towards desired. But by and large the map sets the such concerns as supply, command control,
its effects upon combat and movement. In operational boundaries of the contest. It has and morale, our General Sherman can still
truth there is little here that is new; effects of been easier (relatively speaking) to fiddle accurately state the location of every type of
this sort have been a part of game design with uncertainty considerations by adjusting terrain his troops are likely to encounter en
since the earliest amateur efforts. Of course the CRT, unit factors, and so on. Mean- route to Atlanta. And (of no small impor-
map renderings have become much more while, terrain itself has long remained a tance) he can plan his strategy with this data
detailed and explicit over the years, and con- largely known and unalterable ingredient on hand. Board wargamers (and miniatur-
siderations of graphic accuracy here have all beyond improved graphic art depiction and ists, in most cases) have a satellite vision of
but superceded the once dominant struggles the introduction of manmade obstacles such unerring accuracy of the bat tlefields whether
to outdo competitors on the validity of one' s as fortresses, mine fields, one-way roads, etc. they be present day NATO commanders or
Orders of Battle. I n more contemporary warfare at least, Germanic tribesmen .
Coupled with these trends has been a a commander's uncertainty over terrain has As a commander, one might know a
growing tendency to delve into simulations been lessened by the sophistication of in- great deal about one's opposition force levels
of uncertainty, fog-of-war, and the like, telligence gathering techniques . It has been but little of genuine certainty about the op-
especially on the part of the SP I design suggested, however rightly or wrongly, that position's countryside. Once captured and
specialists. Inverted unit counters whose the United States can produce a satellite taken prisoner, an enemy was not only asked
strength levels are not revealed until engaged photograph of every square yard of land the whereabouts of his buddies but also the
by t he opponent and, of course, various mass on the globe. With this kind of data in nature of the terrain up ahead, distances be-
/com;tJued on page J2J
Ask your SPI game dealer
about these sfIf game titles!

Ii.'f I ~
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DragonQuest The Wreck of Deathmaze TimeTripper


AN EXPERIENCE IN the 8SM Pandora COR RI DORS OF DOOM A soldier in Vietnam accidcntally Create,
HEROIC ADVENTURE A unique fantasy adventure game for o ne a time warp thal sends him back \0 some
An sf adventure in deep space. Fro m one
The leading edge product of a complete to six players in which they create their of the most famous battles in history and
to fivc players become Crew membcrs o f
fantasy role-playing line. Players assume Own dungeon room by room from the ahead to fantastic advent ures in the
a biological survey mission and allCmp!
the roles of characters in an adventure set playing pieces. As the party wanders future , From one to four players become
(0 keep their ship from emeringcold shut-
inside a fantaw world created by a through the labyrinth in search of TimeTrippers, searching lO retu rn to (heir
down. As they anempt to restart the
Igamesmasler.! , Discrete game systems treas.ure~ they en~ounter monsters~ present; Timemaster game also included_
I
ship ' s systems, Ihey must also re,apture
control such functions as combat, magic or destroy t.he alien liFc forms now run- magical potions and statues , and unex- 2970, $5.95,
use and monster generation. ning loose in the ship's corridors . pected traps .
2820, $9.95 2960, $5.95. 2800, $5.95 boxed,

~
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Frodo
(3)5 -<S>
5

World Killer The Creature that War of the Ring John Carter,
THEGAMEOF Ate Sheboygan BASED ON J.R.R. TOLKEIN'S Warlord of Mars
PLANETARY ASSAULT L ORO OF THE RINGS
Science fiction monsters - giant gorillas, Character ad\' cmure gamc in wh ich each
A planet ', defense fmce, attempt to pro- Two games systems in o ne. In character player portrays a hero and a villain, who
tecl their mother world from an invading spiders, dinosaurs and th e like - attempt
game, the Fellowship trics \0 elude steals the hero ' s true love and attempts to
armada of aliens . Simple but unique to ravage a lyp ical American city before
Sauron's evil minions a nd destroy lhe nec aCrOSS Ihc wilds of Barsoom. Three
three-dimensional space combat; open policc and Nalional Guard can react.
Monslers have special abilit ies to choose One R ing in lhe Crack of Doom; in cam- levels of play from duel game to army
ended format for extended scenarios. paign game, the armies of Middle Earth campaign game. Fai thful adaptation of
Featured inAresnr.1. from; human player mu,!' bala nce mobile
and attack force,_ clash ilta con tinent wide campaign_ Edga r Rice Burroughs' John Carter of
2980, $5.95. 1790, $18.00. Mars series. '
2330, $5.95 boxed.
2380, $19_95.

Here are the rest of SPl's great science fiction & fantasy releases
After the Holocaust ($14.00) BattleFleet: Mars ($15.00) Demons ($5.95 boxed, $3.95 soflpac k)
Freedom in the Galaxy ($19.95) Invasion: America ($ 18.00) Objective: Moscow ($27.00)
Outreach ($12.00) Sorcerer ($12 .00) Sta rForce ($12.00) Sta rG ate ($3.95) Sta rS 01 d ier ($12.00)
Swords & Sorcery ($18.00) Titan Strike! ($3.95) Vector 3 ($3.95) War in the Ice ($12.00)
21

Ask your SPI game dealer


about these military game titles!
1 Ark 14 Vac
C>O Meln lSh McCslnd
Interdict
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114
RI "-TB:

Kursk NATO Division Drive on Washington Pea Ridge


HISTORY'S GREATEST Commander THE BATTLE OF THE GETTYSBURG OF THE WEST,
TANK BATILE July 1943 LEADERSHIP UNDER FIRE MONOCACY JUNCTION, July9. 1864 March 7-8. 1862
Simulation of the tast o ffensive in the
T he battle that [limed the ride of WW II. Over 20 differen! aspects o f modem com- East by Confederate forces as they cross Based on the TSS system , Pea Ridge
Gcrman pHnl.rs attempt to break bat are covered as the Warsaw Pac! at- recreates the battl e tha l gave contro l of
I he Monocacv Ri ve r EO brllsh aside the
through soli dl y entrenched Soviet forc", templS 10 brea k through NATO forces in defending lJ~ion army. and lhreaten th e trans-Mississ ippi al'ea 10 Ihe Union.
to ca pture Kursk, T h ree scenarios cOver Germany. Rules cover chemical. nuclea r Wash ington. D .C. Based on the TSS T he Union army' must wi thstand an at-
t he campaign from a hYl)otherical May and electronic wa rfare; battle modes; a nd sysl em, the game cove" figh ting in tack by Rebel forces t.l mo st twice its size.
a."au lr 10 the overwhelming August comba! suppon elemenls . Two player, whea tfield , a nd Ihc effec t General lubal Special rules covel' night li me maneuvers
Sovie t countc ro ffe nsive.
2680 , $15 .00
soli [ai rc and ' ' contro ller! \' crsions.
2310 , $27.00
j
Earl y had,In his t roops. a nd t he ba ilie lasti ng into the second day.
2950 ,$8 .95
2940, $8.95

$
8 6 12
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~UNREST [1J 00
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Dive
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88

Battle for Stalingrad Empires of the Air War (Updated Edition) Leningrad
THE STR UGGLE FOR THE CITY. M iddle Ages MODERN TACTI CAL AIR COMBAT THEAOVANCEOF
Septem ber-November 1942 A DYNAMIC SIMULATION A richlv detailed simula tion of almost A RMY GROUP NORTH Surnmer 1941 .'
T he battle tha t e nded German expansion OF MEDIEVAL EUROPE. 771 -1467 every aspect of modern aerial co mbat. 1\ rc<.:reation of 'he Ge rman drive to take
10 the e~SI . German forces dr ive in lo the Modern aircra ft since 1952 do hat lie in Leningrad . Crack Germun un its aHcmpt
A mu ltip layer game in which up [0 six
cit y at will uru il a Soviet reacti on is Spu rk - hislorical and hypot hel ical scena rios, to Overrun and des tro y U I1lried Sov iet
players becomc dynasts and build
"d . As Ihe fig hting etHers Slalingrad, the historical kingdoms inlO vaS[ empires. Original Ajr War has heen updated to un;ts and seize the cil)" before Soviet rein-
opposing fo rces become locked in a ,ee- give players niore flexibility and new forcement, blu nt their all"ck . Air powcr,
Special ru les cov"r Crusades, the Schism,
saw ,m ugglc for vital objectives.
plagues, and invasions ' by Mo ngols, airplanes and missiles. sup ply lines and lerrai n ~rc crucial factors
2 840, $ 15.00 26 70 , $22 .00 in Ihe game. 2860 , $5 , 95
Smacem and ViKings. 2700, $ 18 .00

Here are the rest of SPl's most current releases ...


Cityfight ($23.00 ) Patton's Third Army 1$5 95 ) Commando 1$ 19.00 ) Paratroop 1$5.95)
Bloody April 1$27 .00) Mech War 2 1$35.00) China War 1$5 .95) Berlin '85 1$5.95 )
Battles for the Ardennes Quad 1$20. 00) Army Group South Quad 1$20 ,00)
Campaign for North Africa 1$44.00 ) Great War in the East Quad 1$20 .00) Agincourt 1$14. 00 )
p lus James F. Dunnigan's The Complete WargamesHandbook$7.95
22

ORIGINS BO FOTO-TOONS
A Tongue-in-Cheek View of the Convention
bv Redmond Simonsen

ANO JUST BY FL IPPI NG THE PAGES.


IS8Y'S PICTURES OF SIMONSEN WRIGGLE AND SQUIRM .
Eric Smith and John BUlterfield of SPI playa quick gam e of Ace of
Aces with Mike Vitale of Gameshop, Inc.

ACTUALLY, iT'S A WH ISTLE


THAT ONLY MY STAff CAN HEAR.
Eric DOl! , corporate leader of AH,
surveys the sce ne from the AH booth.

YES, ALL MY LATEST GAMES


COME PACKAGEO LIKE THIS.
Kevin Zucker, AH designer (ex-SPI, ex-OSG),
helps to clean up the wreckage of Game
Designer's Guild party,

DOES IT HERTZI
ONLY WHEN I CRASH I
SPI's rental I ruck proudly display, its bal-
,Ie scars, won in an unequal ramming con-
lesc with the Holo MOlel marquee
(Kamika, .c Herman at Ihe wheel),
TH IS IS EASYI YOU SHOU LO SEE
THE WAY I GO UPSTAIRS!
Alien Doum, Fire & Movement Assis-
tant Editor, challenges reviewer Eric
Goldberg to fightin' words at the "SPI ' EOAWH, FIRST I CUTS 'EM UP
Roast" Allen surv ived with only a rew 'EN THEN I TO IKS 'AIR PIKSHAI
millor bruises. _. Da\'id Isby, honorary Engli,hman and SPI
de,signer, aims his lens ar YOllr Editor.

AND NOW ACCEPT1NG THE AWARD


FOR BEST SANDBAG OF AN OPPOSING REVIEWER,
Eric (Commando) Goldberg grabs plaque from pre,erller Bill Sommers
at Origins Award ceremony. Brad He"eI models SPI hal in
background. SPI won three awards (see page 2 for comple[e lis t).

HE WAS FROZEN IN THAT POSITI ON


WHEN THEY SHOWED HIM WAR IN THE ICE.
Left to right, Randy Reed, Phil Kosnett, and Keith Poulte r
chal it up at the Guild party.
23

FIELD REPORT

CONCRIT
A Professional Examines the Mechanics
of Origins
by Philip R. Columbus

Phil and Leah Columbus (a couple I met, I fulfill. After all, if someone has paid money eliminating the possibility of attending
think, at Origins 78) kindly gave me a lift to register for a convention, then he/she others.
across PA after Origins 80. Much bull was should be eligible to attend every possible Admittedly, it is impossible to schedule
shot during this trek; one of the oxen gored aspect of that convention. Finally. many of a convention of this type without some
was the organization and the conduct of the the events for which a "sold-out" notice was overlap of events. To minimize these con-
convention. I asked Phil to write this all received were not playing to a full house. flicts, the organizers should set the length of
down. He did. - RAS Opening event attendance on a first-come, all events at an even number of hours and
first-served basis would be more efficient. begin them on the hour. They should
To one who organizes national meetings Concurrently, the organizers should eliminate those events which start on the
and conferences for a living, Origins 80 this dispense with the necessity of paying for a quarter hour, thereby precluding attendance
past June 27-29 at Widener University in seminar separately. Costs for all seminars of other seminars and tournaments.
Chester, Pennsylvania was intriguing. The should be borne by the overall convention
question that came to mind continually was, budget. [Presuming you could get all the Seminar Quality. The most controversial
"Why did they do it this way?" manufacturers to agree not to charge for subject has been saved for last. Convention
them. - Ed.! organizers, as non-professionals, can be
This essay is not intended as a criticism
of this or previous Origins. It is intended to forgiven many errors. Despite the implied
Advanced registration for tournaments
encourage future organizers to examine more could also be curtailed. At most, an expres- criticism of the Origins series outlined
closely the why of convention organization sion of interest from the potential par- previously, the overall impression has been a
ticipants is all that would be required. Run favorable one. The dedication of these
as well as the how. To simplify the examina-
tion, the component parts of the convention the event like a bakery shop. As each entrant groups and their desire to do a good job has
will be discussed separately. comes in to the room, he/she is assigned a been evidenced by the amount of hard work
number. Number one plays number two, and obviously put forth.
Registration: In Advance. The organizing The same cannot be said of many of
group must always keep in mind that pre- so on. The event starts on time with a
those people staging seminars and tour-
registration is a service to the attender. Ad- minimum of fuss. If a fee is necessary, either
naments. With a few notable exceptions, the
mittedly, it can.make running the convention collect it at the door or as each participant is
presentations have been absymally prepared
easier; but that is not its primary function. eliminated. Look at how this revised pro-
and poorly given. From a professional,
Given this fact, why have Origins cedure would world:
employed by a game manufacturing com-
organizing groups saddled themselves with I. The organizing group receives a pre- pany, the least one would hope for is a semi-
an unwieldy system of pre-registration? Ex- registration form with the appropriate fee. professional effort during a seminar. The at-
amine what occurs when the organizing 2. The fee is verified and the registration is tenders at Origins have been shortchanged by
group receives a pre-registration form: recorded. the major game companies in this regard.
L Someone must record each registration 3. A post card (less expensive than a letter) They are asked to pay for the privilege of
in some format. is sent as confirmation of registration. hearing the unstructured ramblings of game
2. The amount of money sent must be 4. Upon arrival at the convention, the pre- designers.
verified against aU the events checked. registrant turns in the post card and picks Seminars should provide an opportunity
3. The individual events for each registrant up a badge. to listen and interact with someone
are recorded along with the name. knowledgeable in his field who is presenting
Registration: On Site. On site registration additional detail on game design, develop-
4. Individual event tickets and a badge
would be relieved of its current ills if the pro- ment, or use . Instead, they sit through a
must be collated.
cedure described for pre-registration were seminar" which often deteriorates into a "bull
S. A confirmation package is sent to each enacted. To register at the convention, one session" without a leader. More importantly,
registrant. would: the session seldom bears any resemblance to
6. At the convention, the pre-registrant I. Fill out a registration card. the concept advertising in the convention
must stand in line to pick up his badge and brochure.
2. Pay the fee.
tickets. Presenters must recognize the increasing
Why do it this way? No professional 3. Get a badge. sophistication of their seminar audience. As
organization would put itself through such The key to all of this - the old military the "gee whiz, it's a convention" attitude
an ordeal. It is too much work, for too little acronym KISS - translates as' 'Keep It Sim- wanes, merely standing in front of a seminar
gain, with too many chances for error. ple, Stupid." The vast majority of the exhibiting physical existence will no longer be
The first recommendation is to totally convention-goers will attend without any sufficient. Speakers must demonstrate
eliminate advanced registration for in- problems. The organizing group's respon- through their preparation a measure of
dividual events. There is no compelling sibility is to minimize the chances for error respect for those who have paid a fee and
reason to exclude someone from attending a and expeditiously handle those problems that travelled a considerable distance to hear their
seminar three months prior to the conven- do arise. ideas. The industry must stand up to its
tion. Such an action is inimical to wha t a con- EVent Schedule. The inconsistent schedul- responsibilities to the people who support it.
vention should be: a chance to meet new peo- ing of seminars and tournaments is a con- Game designers and their employers
ple to discuss new ideas. It makes a spon- tinuing source of amazement. It makes no should also realize that seminars are both a
taneous desire to see an event very difficult to sense to begin events at odd times, thereby marketing tool for their product~ and a
(continu,d on page 3jJ
24

FIELD REPORT

FROM SEA TO SHINING SEA


Origins 81 in San Mateo, California
by Jerrold Thomas

Such a fuss there was when everyone found one group, and so on. We'l! still have our fordable exposure for its products; to boost
out a serious West Coast exhibitor bid was diversity, but from the outside there will at cash-flow through high-margin direct sales
going to be presented for 1981 . Many com- least be the appearance of a community that to individual garners; to keep abreast of what
pany mavens were dubious about the ad- exists in spirit, if in nothing else. the bellweather companies are doing.
visibility of holding a convention all the way The second decision was to award C. The B Type Company. This company
our rhere! Including me! Even though I think Origins sites two years ahead. In part this seems Origins as a marketing event, and its
the west is terif, the idea of carting the decision merely reflected the problems goals are: to make a strong public relations
whole medicine show 3000 miles gave me created by the growth of Origins itself; it has appearance; to evaluate the reception to its
pause. In the final analysis, I assumed a kind grown too big to go from idea to event in one own and other companies' new products; to
of neutral posture during the lobbying and year. The next Origins, Pacific Origins, has get direct feedback on it operations from
wound up actually being glad it's going to been in the planning stages for three years; garners. This company is not so much con-
"go west." This article is a firsJ public state- Origins 83 is now being planned . That is the cerned with one individual's responses as it is
ment by the now official organizers of 0-81 . way it should be if Origins is to be a proper to group responses, and Origins represents
-RAS showcase for our hobby. the largest possible group.
More importantly, this planning deci-
Origins 80 saw some important deci- sion reflected the increasing maturity of the D. The Retailer/Wholesaler.This group
sions made which cannot help but change Adventure Gaming hobby. It was not too views Origins as a Trade Show, and seeks: to
what Origins, and the gaming hobby, will be. many years ago that our hobby was basically evaluate new products; to make/
Since l, as one of the hosts of Pacific Origins, a "cottage industry." It operated on a day- renew/repair contacts with manufacturers;
will be dealing with these changes, I am as to-day basis, and deadlines were made to be to order merchandise for retail sale; and to
qualified as the next man to speculate on changed as need arose. Now the hobby finds evaluate trends in the hobby.
them. itself growing into the benefits and problems Most companies, especially in our hob-
I want to look at several of the decisions of size - deadlines, marketing, cash flow, by, are a mix of A and B; but the decision to
made at Origins 80. Not all of these relate etc. - and Origins reflects this growth. go to California was clearly a B type deci
specifically to Origins, but all have a com- The decision to use Origins to generate sion. There is no way to ignore or wholly
mon thr.ust: bringing the gaming hobby into revenue for the GMA was another key deci- avoid the cost factor for east-coast com
the mainstream. Such a transition cannot be sion. This clearly turned Origins from being panies in coming to California. Those com
easy, swift, or smooth, and I can see the ef- merely the national convention to being the panies who have looked to Origins as a cash
fects this will have on Origins in particular, industry convention . The money generated flow boost will face decreased net revenues,
since Origins is the one common ground for will go to further the advance of Adventure though the PCI staff is working on ap-
the whole of our hobby. Gaming into the 'hobby world, and this in proaches to keep costs down while still pro
The first decision had nothing to do with turn will generate some subtle changes in viding as much company presence as possi-
Origins. It was the decision to go with what goes on at Origins. ble. Given this, the PCI staff, and by its ac-
"Adventure Gaming" as the name for our The main decision that affects me was to tions the GMA Origins Committee, both feel
Hobby. The name will doubtless have a mix- award the Origin bid to Pacific Conventions, that the benefits will outweigh the liabilities .
ed reception; yet it was needed. One of the Inc. , the Pacificon sponsors. Pacific Origins
strengths of our hobby is its diversity - be- will be a different Origins. Giving PCI the Pacific Origins will be uniquely suitable
tween Afrika Korps, D&D, and WRG rules is bid was not an easy decision, and I (on behalf to be both a t.rade and media event. We at
a great span of interests and products, and of all of the people who make up Pacificon) PCl feel that this can be done without
that's good, because it means that we can want to express both my appreciation for the slighting the gamer, either. The site is a hotel,
have something to appeal to almost confidence of those who voted for Pacific so it is much more media accessible; its decor
everyone, regardless of background or in Origins, and my understanding of the reser- will add to the convention rather than
terests. This same diversity is a handicap, vations of those who could not. Whether r, detract. PCI uses professional booth drap-
paradoxically, when the hobby seeks to ex or they, or PCI, or GMA like it or not, ing, which will give she exhibit area the look
pand itself. As the hobby approaches new Pacific Origins 81 will change Origins. of an exhibit area, and not that of a "flea
retail and wholesale outlets and new Origins has always been a polyglot market." Such intangibles, which often
customers, we find that they often cannot get event. Not only are different people in- weigh heavily in the public mind, will give
. a "handle" on just whal it is that goes on in terested in different areas, but there are a much greater credibility to the new
the gaming hobby. The appearance of a number of different goal-sets, or foci, that wholesaler/retailer while considering adding
number of the principal game companies at people bring to Origins. Some of the primary Adventure Games to his line.
the "Hobby '80" show this January marked ones are: The greatest benefit to be derived is, of
a step out into the larger world of the hobby course, from the new exposur~. It is quite
industry. The decision to choose a name, A. The Gamer. The gamer approaches possible that Pacific Origins will be the
however inaccurate, was another. Such sim- Origins as the gaming event and wants to : see largest Origins ever, but more important is
ple things <Is names are often crucial in win- new products; compete in national tourna- wno the attenders will be - most will be new
ning acceptance in the market-place. A ma- ments; and meet the "names" in the hobby. to Origins, and many will be new to any
jor buyer, once he has a heading , can more B. The A Type Company. The company Adventure Gaming Convention. The same
easily get involved; media, especially hobby approaches Origins as a gamer-contact will hold true for the retailers and
media, can focus their material better with event; its goals are: to gain otherwise unaf- wholesalers who come. Already the West
[continued on page 35/
25

MOVES IN ENGLISHeditedbvCharlesVasev
~ OSG's ROBIN HOOD,
ARCOLA, AND 20th MAINE
By Julian Barker, Andrew J. Finkel, and Robert Samuel Malin

Every so often, I like to see g8 mes produced out- other special movement function deals with rough bullies have much higher combat fac-
side of SP I appearing in MOVES in English. a the castles, which comprise two areas, one of tors . Besides altering the die-rolls in combat,
policy that is actively encouraged by Redmond which is the keep. The keep of a castle can be the leaders may also fight one another,
Simonsen_ In this case. I am not fully surewhethEir entered only by first entering the adjacent leading to death or capture.
you could say that OSG are that much "outside"
SPI! At times they look like pictu res of the old S PI
area of the castle. As an exception to this, all
The Sheriff's leaders that are captured
from two years ago. The choice of the capsule for- keeps have secret passages that allow a
by the outlaw player may either be murdered
mula shows this young company is alive to the chance for Robin Hood, accompanied by up
or ransomed back to the Sheriff for a certain
economic necessities of the present days_ The to two Merry Men units and one other
following reviews , written by the staff of the Lon- set amount of gold. Outlaw leaders captured
leader, to obtain entry direct to the keep. On
don Game Centre, show the sort of work by the Sheriff cannot be murdered (following
a roll of a five or six on a single die, when at-
emanating from the other New York company. I Miranda v The People oj Nolfinghamshire) ,
certainly hope they can continue to produce good tempting to sneak in, a mishap has occurred
but may be hanged after a delay of two turns
games and would like to congratulate them on the with dire consequences to the outlaw units.
in a keep (known as "due process"). This
Charlie at Origins80 . - CHV After a secrel passage has been used, it is
delay allows the outlaw player to attempt to
considered discovered by the Sheriff and can
rescue the captured leaders from the keep;
Robin Hood only be used by uncaptured outlaw units that
this is where the secret passages become im-
are leaving the keep .
As the title indicates, this OSG game is portant by allowing the leaders to sneak
based upon the legendary English hero's prisoners out of their confinement.
struggle with the evil Sheriff of Nottingham As a random event at t.he beginning of
in the England of King Richard. Its com- the Sheriff player's turn, travellers may enter
ponems are well-made and of SPI standard at one of the roads and move each turn so as
with 100 counters, a 17" x 22" map sheel to reach the opposite edge of the map as
covering a small area of the English mid- quickly as possible within their movement
lands, and eigh t pages of well organized rules allowance . Any traveller who reaches the
in the standard OSG decimal system. edge pays a toll of a gold mark to the Sheriff
The mapsheet is covered in an irregular (who appears to be in the classic "Haul 'em
area grid, obviously designed to represenL the off the Interstate, sock it to 'em lP Blues"
rural patchwork of fields that was so much a mould), but if the traveller is robbed en route
feature of the Middle Ages. Curting the area by the outlaws, they make off with two
in half is the River Trent, which is crossable marks for a bishop and one for a noble.
at only a few places where bridges or fords These amounts come from the Sheriff's
allow access to the opposite banks. The cen- treasury which can only be increased with
tre of the map is dominated by Sherwood funds from travellers, by taxing the villages
forest, th rough which sylvan massif pass a and also by a bounty of two gold marks for
number of woods connecting the towns, each outlaw leader hanged.
villages, and three castles. Very usefully, all This is where I found the only obvjous
the important charts and tables also appear rules problem . Except for travellers paying
on the map, which helps in play consider- LOlls and the taxing of villages, all transfers of
ably . money take place between the players. As the
The counters, up to the usual OSG stan- Sheriff starts with twelve gold marks and the
dard, are in six colours representing leaders, outlaws begin with none, for Robin Hood to
combat units, travellers, and markers. The meet his victory conditions he has to find
leader units are identified by a weapon sym- eight marks that must be introduced during
bol (Little John, for example, has a quarter- the game. This means that either the Sheriff
staff, and Sir Guy of Guisborne has a mace) helps out by taxing the villages and then let--
and are rated for personal combat strength, Combat takes place within an area and ting the outlaws loot the castles or rob v

movement allowance and - in the case of consists of three distinct segments. First, the travellers, or Robin Hood allows a number
outlaw leaders - their ability to command two forces attack one another using archery; of travellers through the Forest to add to the
non-leader units. The combat units are also during this attack, the combined archery fac- Sheriff's treasury. The problem is that the
identified by a weapon symbol, and these are tors are applied to the target and a certain rules do not say what happens if the Sheriff
rated for archery strength, combat strength, number of enemy units will be eliminated. player has to payout more marks than he has
and movement. This attack is to the definite advantage of the in his treasury. If it is assumed that no ex-
Movement is fairly standard except that outlaw player, as he has many more archery change of marks takes place , it gives no in-
the "Merry Men" units have to be accom- factors than his opponent. Second, there is a centive for Robin Hood to rob the travellers,
panied by an outlaw leader, and the number melee _phase where the units close for hand- and produces images of the Sheriff's men lin-
of such units may not exceed the leader's to-hand action using a standard CRT, and ing the map edge telling travellers to turn
command rating (or his Ongoing Merry Men both sides can lose units. During this seg- back to avoid the introduction of extra
Leadership Ability, as it is known). The only ment, the Sheriff is at an advantage as his money to the local economy.
26
Besides the arrival of travellers, there dicating the extent of their favourable die roll disorganised, a force cannot move under its
. are other random events that usually result in modifier when attacking . own initiative and. if required to attack. does
the introduction of additional leaders such as The best way of illustrating the game so automatically at 1-5 (worst) odds.
Will Scarlet and Prince John. All outlaw system is through describing a typical game- The strategic si tuation at the stan of the
leaders have to be recruited by Robin Hood; turn. The Austrian player's turn occurs first. game is as follows; the number after each
Little John, Will Sutley and Friar Tuck all He may re-assign combat units between leader is his initiati ve.
appear like this, and combat may be re- leaders in the same hex. He may then move Davidovitch (2) with 19,000 men is ad-
quired. There are also a number of special one force automatically by expending a vancing down the mountain passes on the
events that may be declared in certain cir- movement command, if that commander can East side of Lake Garda, opposed by
cumstances. These include the archery con- trace a route to a dispatch hex of no longer Napoleon (5), Vanbois (2) and 9,000 men.
test which the Sheriff player may declare any than ten movement points free of enemy Twenty-five miles to the east,separated from
time after Prince John enters the game. This units or their zones of can trol. Subsequent to Davidovitch by the mountains, the French,
results in Robin Hood being heavily penaliz- this, other forces may move if the Austrian and the Terrain Effects Chan, Alumtzy (3),
ed unless he enters the contest; if he does he player obtains a die roll not higher than the Pzovena (3), and Quanoutch (2) with 25,000
automatically wins a small prize and under- force leader' s initiative. Movement must men are unopposed with a clear road to
goes a free attack from all Sheriff units on cease upon entering an enemy zone of con- Verona. Massena (4), Augerau (3) and 14,000
Nottingham Green where the contest takes trol. The French player may then force men are in Verona, and the French have two
place. The other main special event is the march all his forces on the map by use of the scattered garrisons (total 4,000 men) in
marriage of Maid Marion to either Robin die roll versus initiative procedure. In all Legnono and Pechena. Each side is reinforc-
Hood (a necessity for Robin's victory) or Sir movement phases, a force trying to leave an ed at one point by 3,000 men. The Austrians
Guy, who can then stop Robin marrying her enemy zone of control has its leader's in- have seven game-turns in which they must
under the bigamy prohibition. (This must be itiative modified by the leader of the force either exit 10,000 men from the south map
the only set of rules with a paragraph headed entering the zone of control. Units may not edge between the two major roads (i.e., on
BIGAMY.) force march into zones of control occupied their way to relieve Mantua) or hold Verona
The game ends and victory is calculated by friendly troops. at the end of the game in dispatch distance.
when one of a number of terminating events The French are thus outnumbered 47,000 to
occurs, such as the meeting of Robin Hood 30,000 overall, with two large forces con-
and King Richard, or the death of all the verging on their main fortress in the Area,
Sheriff's leaders. Victory is calculated on and the Austrians have a choice of four main
relative treasury levels, whether or not Robin routes off the map edge they need to exit.
Hood is married to Maid Marion, and King What prevents the game from being a mop-
Richard and Robin Hood must be in the ping up exercise for the Austrians is their
same area at the moment victory is abysmally low initiative. Davidovitch's
calculated. If Robin Hood fails to achieve despatch range ends 10 miles short of
any of these objectives, the Sheriff has won. Verona, after which he will only move if the
Unfortunately, this leads to a lack of viable Austrain player rolls one or two .
alternative strategies, and the game does Alumtzy's line of communication is
begin to pall after a few playings as its longer and gives him more flexibility, but his
possibilities are soon exhausted. Barker initiative of 3 tends to prevent him from
Arcola blitz.ing all over the map. The Austrian
player's limie of one movement command,
Arcola is a mini-game by OSG dealing
with the attempt by the Austrian Army to added to Davidovitch's short line of com-
munications, tends to put an early brake on
relieve the siege of the north Italian city of
the Austrian offensive.
Mantua in early 1797, culminating in the bat-
tle of that name. The map depicts the area The French do not get movement com-
south east of Lake Garda where the action mands, but the high initiatives of Napoleon
took place. Game Scales are: one unit and Massena make the French more mobile
strength point = 1,000 men; one game-turn than their enemies. Napoleon has a combat
= two days; and one hex = two miles across . bonus of two; Augerau , Massena and
The game system will be familiar to Pzovena have bonuses of one each, giving
owners of OSG's Napoleon at Bay. The only these leaders an initiative to attack, since the
counters on the map are leaders, and combat bonuses are subtracted from the combat die
units assigned to those leaders are placed off roll on attack.
the Hex Grid on the Organisation display. After the French force march phase, all The real incentive to attack is the
The rules speak of hiding the unils on the the French units in Austrian z.ones of control possibility of disorganising the enemy force.
organisation display, but since the displays must be attacked, but only one Austrian The chances of disorganising forces led by
(one for each Army) are printed on the map- force may attack each French force. Combat the main leaders are: 1/36 for Napoleon; 1/9
sheets, just off the hex grid, the fog of war strengths are compared as a ratio, and a die for Massena; 114 for Alumtzy, Augerau; and
will descend only when the two players are rolled. The result will force one side to 4/9 for Davidovitch. Since disorganisation is
scrupulous enough to refrain from studying retreat, and the other to take losses. The non- bad for one's health, one can see how the
each others display. retreating force may try to advance; the lower Austrian initiatives and French combat
The leader counters are the most impor- length of the advance depends upon the bonuses redress the balance against the
tant units in the game. Indeed, in the absence modified initiative of the pursuing leader and weight of Austrian numbers . I will not sug-
of the designers notes, it is fair to assume that a die roll. The retreating forces equal those of gest various strategies for each side, except to
the aim of the game system is to demonstrate the other force, or one strength point per hex say that if the Austrians can coordinate their
that good leadership was the crucial factor in it is persued, whichever is greater. The two main advances, then the French player
deciding Napoleonic battles and campaigns. retreating force rolls a die. If the result is had better hope that his mobility and his good
Leaders are rated for initiative, from five higher than the leader's initiative, it is die rolling in combat both run smoothly.
(Napoleon) down to one for un-named disorganised. All disorganised forces (of How would I evaluate this game?
brigade commanders. Some leaders have both players) roll a die at the end of each Adversely. Some of the rules gave me the im-
combat bonuses indicated by asterisks on player-turn. A die roll equal to or less than pression that the game was not properly
their counters, the number of asterisks in- the leader's initiative rallies the force. While developed. The rules say that three combat
27
units may atack out of the mountains. This OSG, is following this trend with the release counter is flipped over to show a replacement
favours the side with the larger units and I of The 20th Maine. officer of reduced abilities.
fail to see why it is permissible for the This capsule game is a company level Through this sytem, the players are real-
Austrains to attack with 15,000 men in simulation of the Confederate assault on the ly put into the "driving seat," and are thus
3 x 5000SP units whereas 12,000 French in extreme left of the Union line during the bat- faced with the tactical problems experienced
4 x 3000SP units cannot do the same. I think tie of Gettys burg. by their predecessors. How do they use and
a limitation based on numbers of troops The game components are of high stan- co-ordinate their forces to be most effective?
would have been preferable. dard, as one would expect, knowing that It is not easy. Initially, 20th Maine has two
The map is drawn in such a way that OSG use the same printers as SPI. The unit officers, fifty command points, and nine
some hexes contain between 100/0 and 30CIJo counters and game markers are clear and class A units, plus a detachment of one com-
of mountain, the rest of the hex being hills. functional Counters are provided to repre- pany and an independartt unit of SharP-
W'hich type of terrain governs the hex for sent regimental officers and regimental flag, shooters under Captain Morrill (15-4). The
movement and combat purposes? The rules as well as the company sized units. I do feel Confederates, however, are somewhat
do not say. The artistic quality of the map that more "in column" markers could have restricted, having two officers and forty-five
would suffer if the terrain conformed rigidly been provided at the expense of "out of am- points to control the ten class A units of the
to the hex grid, but I wish some of the hexes mo" markers; also, four counters were left 15th Alabama. The 47th Alabama has seven
where hill and mountain meet had been less blank instead of being put to better use . One C class units controlled by one officer with
ambiguously drawn. point I would like to make regarding the twenty-five command points. A six point
The worst problem is that ineffective graphics is that, for some strange reason, bonus per officer is granted if the same ac-
units (who have taken a certain amount of higher ground is represented by progressively tion is ordered for four units simultaneously.
casualities and can no longer attack) and lighter shades, rather than darker shades to
disorganised units if forced to attack, do so which most people are familiar with. (At As the game progresses, players make
at 1-5 odds automatically. To my mind, this least, those people in the UK.) crucial decisions. Do they spend time rallying
is avoiding the main problem. troops disorganised by fire as they advance
The concept of disorganisation as a towards the enemy, thus maintaining a
combat result is a good one, yet the way the cohesive force to press home the attack? Or
rules work, a disorganised force will only be do they press on regardless, spending as little
required to att.ack if a pursuing enemy force time as possible in the zone of withering
enters its zone of control. While such an oc- volley fire? These decisions conclude the
currence would obviously have an adverse ef- fate of the Protagonists much more than the
fect on a retreating rabble, the rules as stated fate of the die roll. The heart of the system
takes no account of the size of the pursuing works well, so let us now examine the body
force. Will 10,000 men keep running from of the game.
1,000 men indefinitely? Since the ability to Movement costs command points accor-
reorganise does not depend on whether any ding to formation and direction of advance
enemy are in your zone of control, then it in relation to t.he terrain. A unit moves a
would seem that the size of the pursuers are maximum of four hexes in line formation, or
deemed irrelevent to the ability to reorganise. a maximum of five in column. Officers move
Would a victorious army pursue a large up to seven hexes. Changing formation or
defeated one and, if so, how much larger? facing costs a set rate. Facing plays an impor-
These questions are ignored in Arcola, tant role in combat, as only the frontal hexes
wrongly, in my view. I find it difficult to exert a zone of control. Two units may stack,
believe that a disorganised force of 10,000 together with an officer and the Color Guard
men would fight with an effectiveness of 200 (flag). The top unit gives and receives
if pursued by 1,000 enemies, and an effec- casualties in fire combat; they may combine
tiveness of 2,000 if attacked by 10,000 for melee combat.
enemies. Possibly a reduction of the combat Fire combat occurs after movement and
strength would have been preferable. consists of defensive fire, when the non-
phasing player may perform non.volley fire,
On the positive side, I found Arcola very
and is then followed by offensive fire by the
playable. After five playings, three French
phasing player; this may include volley fire.
victories to two Austrian suggests that it is
Now to the game system. How has the The effectiveness of fire combat is modified
reasonably balanced. The unit. organisation
designer chosen to reflect the factors he feels by range, height difference, terrain, the
displays enables the players to keep track of
are most crucial in simulating this rather defenders' formation, and use of volley fire.
casualties and changes in command structure
complex situation? That is, how does he deal In the rough terrain prevalent on the bat-
very smoothly. Games took about an hour
with rested, well led troops in an ideal defen- tlefield, long range firefights are largely inef-
each to play and were always tense and ex-
sive position being assaulted by a thirsty and fective., but short range volleys can crea'te
citing.
worn, but well led, enemy. Despite the lack havoc amongst advancing bodies of troops.
Both players have a fairly wide choice of
of designer's notes, it is obvious, from play- In later turns, units are liable to run out of
strategies. The concept of mobility based on
ing the game, that the designer bases his crea- ammunition; this func tion is built into the
initiative brings in a fairly large random ele-
tion on command control and morale. This is CRT. Line of Sight in ,this heavily wooded;
ment which is always good for solitaire
probably the best way of recreating the hilly terrain is obviously a problem.
playability and, based on my reading about
desperate struggle that took place on the However, the rules in this regard are clear,
the campaign, the game cOllveyed the feel of
rocky ridge of Little Round Top . concise, and effective.
Napoleonic command and maneuver very
One bone of contention that 1 have
well. Finkel
The importance of command control is regarding fire combat is that concerning fix-
The 20th Maine paramount. Each regimental officer is given ed bayonets. Does this really prevent a unit
As two of the major wargame com- a number of command points which are from firing under any circumstances? As for
panies, namely SPl and GDW, have shifted necessary to move units, perform volley fire, as I know, ring bayonets were almost univer-
their marketing policy from the belief that change formation, remove or fix bayonets, sally used through tOut the Civil War, and it
Big is Beautiful to the concept of The Best initiate melee, and rally disorganised units. was not against tactical doctrine to fire with
Things come in Small Packets, it is not sur- Officers also have a command radius of four fixed bayonets even at reduced effectiveness.
prising that the comparitive newcomer, to six hexes. Upon death of an officer, the Again, the lack of designer's notes gave no
[conlinu,d on page 29j
28

SCENARIOS & VARIANTS

CHARLE-MAIL
Emplres of the Mlddle Ages Postal Rules
by John Boardman

John Boardman is one of the seminal ar- Empires oj the Middle Ages (EMA) can execution of these Phases. The gamesmaster
chitects of simulation game postal play_ If my be fairly easily turned into a postal game, deals out five Year Cards for each player,
tired brain serves me, he is largely responsi- with only one decision point per five-year and makes a note of their numbers and
ble for the system by which Diplomacy is Round. Conditional orders in advance can order. He also carries out all activities of
notated for letter-borne gaming . Empires, handle most of the optional situations that any Raiders or Magnates, and executes
one of those games designed to bring out the may arise. All of the game's options can thus Defenses against them if players have provid-
delicious worst in people, has caught the be incorporated into the postal game. ed for them under the postal rules.
fancy of the zap-by-mail crowd, and so John The following modifications to the rules 5. Along with the information required by
once more proposes the necessary struc- of EMA should make it postally playable: postal rule 4, the gamesmaster will deal an
ture, And all to the good, the medieval pace ,. The rules of SPI' s Empires oj the Middle Event Card for each player. If the card is not
of our present postal system should help to Ages will be used except when specifically a Holding Card, the gamesmaster will ex-
get you in the mood . - RAS modified for postal play. ecute its instructions immediately and an-
2. The gamesmaster will undertake to nounce them to the players along with the
publish, at regular intervals, the moves sent results of Phases 1 through 5. If the card is a
Very often, a multi-player negotiation Holding Card, the gamesmaster will private-
game can be adapted for postal play. Such an in by the players, and his adjudications of
them. He will also set a deadline for the next ly inform the player for whom it is drawn of
adaptation then makes it possible for players its number. A player who has drawn a fourth
in different parts of the country to engage in postal moves. ,
-. ~~~ Holding Card must discard one of his

'MA~ -s-
negotiation, back-stabbing, double-crossing, Holding Cards without playing it as soon as
and other delightful practices which charac- he learns of this draw. If he does not do this,
terize international diplomacy. SPl's Mighty the gamesmaster shall determine by a ran-
Fortress, ConqUistador, and Russian Civil . dom process which of the player'S four
War, and AH's Origins oj World War IJand Holding Cards shall be discarded. Other-

2!.W~~J92J;~~j
Diplomacy also have this character. wise, a Holding Card shall remain private un-
SP l' s new Empires oj the Middle Ages is til the player chooses to announce, with his
eminently capable of being treated in this other move orders, that he is playing it.
fashion. Postal playability is a great boon to
the isolated wargamer, who has trouble find-
6. Upon receipt of the gamesmaster's
report of the events described in postal rules
ing one other opponent for Terrible Swift
4 and 5, each player shaH send in five
Sword, let alone five or six for one of these
Endeavor orders for the Round, in any com-
negotiation games. But if a postal game gets
bination of Conquest, Pillage, Ruling, For-
under way, this isolated fan need only send
tification, and D iplomacy. Furthermore, one
his moves by mail to a "gamesmaster" every
Defense Endeavor will serve for all attacks,
three or four weeks, and engage in a game
by players, Raiders, or Magnates, whether
that goes on for some 18 months of enjoy-
Conquest or Pillage, during that Round and
ment. Furthermore, when you handle all
the Raider and Magnate Phases of the next
those negotiations by mail, nobody can get
Round. Defense Cards may not _be aug-
wise. If, for example, you are playing Russia
mented by gold under 13 .11. Players must
in a game of Diplomacy, you and the Italian
pay for each Defense Endeavor even though
player can prepare your stabs without getting
only one may be ordered; in the absence of
suspicious looks from the Austro-Hungarian
money in the player's Treasury, the Defense
you are about to unload on.
is not made. Players should also, at this time,
Play-by-Mail Qualifications send in any instructions regarding Coloniza-
3. At the beginning of the selected tion, and conditional votes about Parleys
In order to be rendered postally scenario, each player will be assigned one of
playable, a game needs easily identified loca- that may come up.
the empires based on a preference list. The
tions and a small number of decision points. games master will try to give each player the 7. All taxes will be collected after the
AH's Third Reich, for example, is a very empire closest to the top of his preference Endeavors have been adjudicated . Tax col-
popular negotiation game, but the hexes are list. Empires which are not played by one of lection orders should be sent in with
not numbered. Even if you painstakingly the players shall be considered as a collection Endeavor orders, indicating which areas are
number every hex on your board, you will of Indepen'dent Areas as described in 4.0. to be taxed and by how much. An area may
find that so many decisions are needed in the be taxed only if it still belongs to the player
course of play that a postal game would be 4. The first Round will begin as the after Endeavor orders are executed.
intolerably slow. This author regretfully gamesmaster executes Phases 1 through 5,
abandoned an attempt to adapt SPI's World and determines whether or not the Christian SAMPLE ORDER:
War I for postal play, since just about every Churches are in Schism as described in the Tax Bavaria \g only if the Unrest has been put
action by the phasing player requires some- Sequence of Play. Players should have sent down there.
thing to be done by the non-phasing player to the gamesmaster their conditional orders SAMPLE ORDER:
before play can proceed. for a Parley, should one be required by the Tax only areas that speak North Italian.
29
SAMPLE ORDER: 9. A player may send in more than 5 the games master. In the event that a Parley
Tax every area with a positive Social State, for Endeavor orders, and indicate conditions depends upon a player's initiative (for exam-
whatever amount will not cause the Rebellion under which some of them may be ignored. ple, as in 20Al), other players will send in
Value of that area to exceed 4. their votes conditional to a Parley being call-
The games master will execute these orders
SAMPLE ORDER: ed. The votes will not be printed unless the
If the Unrest in Bohemia has been put down, tax until five have been finished .
SAMPLE ORDERS : Parley actually takes place.
Bohemia 2g . If the Unrest has not been put
down, Plunder Bohemia. I. Rule Aragon, with additional 2g expenditure. SAMPLE ORDER :
2. Rule Aragon, unless Unrest has been put If the Byzantine Empire contests Poland's
down in Endeavor I. acquisition of Bulgaria by a Dynastic Inheritance
8. All Endeavor orders will be executed Card, France votes to support the Polish claim .
simultaneously. Fortifications become effec- 3. Use Aragon as a base to Conqucl' Castille
SAMPLE ORDER:
tive for Defense in the Round after they are unless there is Unrest in it.
If anyone calls for a Crusade under 23.0, the
built. Social States and other determinatives 4. Establish Diplomatic Tie with Tuscany.
Holy Roman Empire will vote in favor of a
for Effectiveness Ratings are calculated as of 5. ~stablish Diplomatic Tie with Tuscany. (This Crusade.
will be ignored by the gamesmaster if a Tie
the beginning of the Player-Turns as far as 12. Treaties' must be submitted to the
already exists, unless the player specifies
Endeavors by other players are concerned. otherwise in hopes of a "e" result.) gamesmaster in identical signed texts by all
However, for a player's own purposes, 6. Use Aragon as a base to Conquer Castille, participants in order to be valid. The penalty
changes he makes in a Social State will be with additional 5g expenditure. for breaking a Treaty shall be Excommunica-
cumulative. 7. Rule Castille with additional 2g expenditure. tion only if the Treaty so specifies, and if the
EXAMPLE : France owns Burgundy and the Holy 8. If Unrest persists there, rule Castille wit h aggrieved party calls for it. Other agreements
Roman Empire own, Switzerland. The Social additional 2g expenditure. among players must also be phrased as
States of the two areas are respectively + 3 and 9. Use Verona as a Base to Conquer Venice, Treaties.
+ 1. Burgundy is attacked twice from with additional expenditure of 6g. SAMPLE ORDER :
Switzerland. If the first attack lowers
If Order 1 succeeds, Order 2 will be ignored. The Holy Roman Emperor agrees to pay the
Burgundy's Social State to + 2, then + 2 is the
If Order 3 succeeds, Order 6 will be ignored. King of Poland 109 if at the forthcoming Parley
value figured in to the Effectiveness Rating as
If Orders I and 2 fail , Order 3 will be ig- (he King of Poland vo te~ (0 support the Holy
(he Target Area Modifier on the second attack .
Roman Empire's claim to Burgundy.
However, if the French Ruling of Burgundy nored, as will Order 6 . If Order 7 succeeds ,
causes it to drop -1 in Social State, this does Order 8 will be ignored. If Order 4 succeeds, 13. If the conditions for a Crusade should
not affect the Social State of Burgundy as a Order 5 will be ignored. Only Endeavor
Target Area Modifier for foreign attack. exist, players should cast a vote under 23 .0
orders that can be attempted will be for the next Round . They should send in con-
reported; thus, if this player is not able to try ditional votes for a Parley in case it takes
EXAMPLE: Brandenburg has a Social State of - I.
On his first Endeavor, ils owner Rules 10 raise its Order 9 this Round, the owner of Venice will place, and orders for Phase 5 as well.
Social State to O. This is then "Social State of not learn that there are hostile designs
Base Area" should the owner of Brandenburg against his city. 14. After publishing adjudications of
Fonify it on his second Endeavor of the Round. 10. Orders which the player cannot afford to Endeavor orders, and the Colonization
He may further raise the Fonification Strength execute are invalid. If a player submits fewer record, for each Round, the gamesmaster
to 3 on the third Endeavor of that Round. than 5 valid orders, 5 Year Cards will still be shall carry out and report Phases I through 5
However, should Brandenburg be attacked on turned up for him . for the next Round. These items will all be
that same Round, the Fortifications are not
11. If a player takes any action which might published by the gamesmaster, and a
effective, and for Ihe first attack Brandenburg's
Social Slate enters the compulatjon of Target cause another player to call a Parley under deadline will be set for the Endeavor orders
Area Modifiers as -I . During that Round, as 20 .0, the gamesmaster will call players ' atten- of the ne.xt Round . This sequence will con-
far as the attacker is concerned, Brandenburg's tion to this and call for votes with the next tinue until t.he end of the Scenario, at wh ich
Social State does not change except as a result of Round's moves. Parleys will be adjudicated point the gamesmaster will determine the
[he attacker's own actions. berore the other Phases a re worked out by winner under 26. O.

MOVES in English [conlinuedfrompoge27]


combat as well as melee. A unit's initial puts the onus on the players to do as the
indication to the rationale behind this rule. morale is decreased for each strength point original commanders had to do; make the
Playing the game with this rule forces one to lost (noted on regimental status sheets as in best of a bad job. The excitement is intense
use Musket & Pike tactics . Surely this was TSS). It is decreased further for receiving when one is trying to rally exhausted troops
not the designer's intention. volley fire, being fired at from the rear , and to make that counterattack that is going to
Playing the game with made up optional for being disorganised. The Confederates gain those few vital yards. Therefore, I do
rules, not allowing units to fire in the turn suffer additionally for being fatigued. The feel that the designer achieves his aim in giv-
they fix bayonets or are in melee, enabling die roll is modified if an officer or flag is pre- ing players the feel of bloody, close combat
them to fire only once per game-turn (to sent in t.he affected hex. Failure of a morale between determined troops, as well as
simulate the difficulty of reloading with the check results in disorganisation, retreat simulating the intense struggle which formed
bayonet fixed) and modifying fire for inac- disorganised, or disintegration of the unit, a crucial part of a crucial battle on the hills
curacy caused by having the bayonet attach- removing it from the board. around Gettysburg.
ed , makes t.he game more complex but more Disorganisation immobilises a unit and OSG has found a good system for
realistic, given that each game-turn is ap- reduces its combat ability. Disorganised units simulating the pressures of tactical warfare . .
proximately six minutes (this is not stated in may be rallied at the expense of command Some refinement is required, however, in the
the rules) . points or by chance on the roll of an in- detail of Civil War combat - e.g., the fixed
Melee takes place within a single hex evitable 6. Ammunition supply, fatigue, cap- bayonets problem . Also, I feel that
based on a differential combat results table . ture of-flags, officer casualties , and the 20th designer' s notes would have aided the ap~
Points are added or subtracted according to Maine detachment are other elements preciation of the system and of the events be-
the presence of officer or flag, whether all the reflected in the simulation . ing simulated. As capsule games, with detail-
attackers have fixed bayonets, are attacking Do the heart and body function in tune ed rules, ra ther than "pint and a pif' games
the enemy's rear or across barrier hexsides . with each other? In the games I played, (as us Britains call "beer and pretzels"
The results of melee are retreat with loss and there did not appear to be a perfect strategy games) are the trend at the moment, let us
disorganisation, loss, or disorganisation . for either side . As always , or so it seems, hope that future designs are as well produced
Morale checks are obligatory in all cases. units will break at the crucial time, blowing and, more importantly, as rewarding as The
Morale checks are taken as a result of fire all the best plans to the four winds. This then 20th Maine. Malin
30
will soon fly. Their sorely tested faith has invalidation of victory conditions. Aside
been bolstered by premature advertising and from the usual response of starting the game
enough rash promises to supply all the over again once the players realize the winner
FO. presidential aspirants during the upcoming
election. Sad to report, the game is very little
is pretty much determined, I propose an end-
game mechanic. The scenario is re-started,
and the fortunate player is awarded a slight
by Eric Goldberg closer to publication than it was when first
announced over two years ago. One begins to addition to his force (or the unlucky player is
believe that SPI bathroom graffito which correspondingly handicapped). Without
maintains that the helicopter will be obsolete some sort of compensating rule, fully 20070 of
A Whirlybird in the Hand ... all scenarios will degenerate into farce. .
by the time Air Cay is published.
Of all modern inventions, the helicopter The initial design team of Tony Merridy The last problem 'Unique to the
most excites the imagination of military and myself gave way to others at SP!. helicopter is again one of technology .. The
theorists. The grounded helicopter is an Free1ancer Merridy submitted a second de- equipment with which, for instance, the U.S.
awkward creature, but the air transforms it sign to OSG, which pulled off a scoop of Army supplies its troops defies the mental
from an ungainly contraption to a metallic sorts at Origins '80 by releasing Air Cobra. capabilities of a good number of those
bird of prey. lIS mobility is the envy of all There are four main points that should soldiers. This situation arises not only
other vehicles: a helicopter possesses a for- be addressed when designing a game on because our all-volunteer army contains a
midable combination of horizontal speed helicopters. The first concerns the dramatic high number of illiterates; it is also an indica-
and vertical range. This advantage is abetted difference between the movement rates of tion of the complexity of some of that equip-
by the best weaponry and electronic counter- helicopter and ground units. Unless all ment. A game designer has the luxury of
measures (ECM) that technology can pro- scenarios pit helicopters against other assuming his audience is no! illiterate
duce and money can buy. An armed heli- helicopters (an implausible supposition at (though some of 1he game questions received
copIer is a highly dangerous offensive force best), there is a difference of an order of at SPI make me wonder about an occasional
and an elusive target. magnitude (i .e., ten times) between speeds of individual), but he has the added headache of
Helicopters, it seems, elude attempts to ground and air units. One solution, to give simulating the interrelationship of all the
portray them in simulation games as easily as helicopters a reasonable movement allow- wonderful gadgetry lavished on helicopters
they elude their real battlefield foes. Ever ance (say, about 30) has ground units moving and their earthbound counterparts. Unfor-
since Grunt, where helicopters were treated at a crawl. The other solution, in which tunately, these marvels of invention cannot
as stationary targets which did not even merit ground units can tootle along at a fair pace, be abstracted or, as several notable designers
counters, designers have pussyfooted about effectively allows helicopters to move are wont to remark, factored into the Com-
the question of helicopters, fervently praying anywhere on the map in one turn. Air Cobra bat Results Table; they are an integral part of
that the gaming public would not mind . The chooses the former approach, but gives the helicopter warfare. The Air Cobra design
gaming public took the relegation of the illusion of rapid movement by ground units resolutely wades through this deep waler.
helicopter to second-class status with good by splitting their movement allowances into The simulation of the complications of
grace, until SPl talked iiself into a helicopter as many segments as possible. modern technology is consistent with the
game through its feedback process . The second poser to the prospective motif of the game: when in doubt, make it
Actually, SPI might have been able to designer is one of spatial relationships and intricate.
skirt the problem of helicopters if I had not militiary uses. The problem is just an exten- Of course, there is a design decision that
had such a spectacular record of failure with sion of that broached in the previous para- this wargame has in common with every
game ' suggestions. After Atalurk! was graph: helicopters simply do not operate as other: should it be game, simulation, or a
soundly rejected by the S&Treadership with ground units do. Where ground units move combination of both? The debate as [0
one of the five lowest feedback ratings in two-dimensionally from a simulation van- whether the two can co-exist has raged in the
history, I boldly asserted that I could write a tage point, a helicopter moves through three design community for years. Basically, those
suggestion guaranteed of success. Greg dimensions. And while ground units tend to R&D personnel who look at the question
Costikyan, while approving of my love for follow a doctrine of interdependence upon theoretically maintain that the combination
obscure periods of history (how many each other, helicopters operate as lone is difficult, if not impossible, except for
readers really know - or care - about wolves, using their mobility and armament to those who are inordinately proud of a recent
Kemal Alaturk and the Greco-Turkish War offset marked vulnerability. Air Cobra does design. I feel that it depends on the situation:
of 1920?), challenged me 10 prove my state- not pretend that it has a simple way to show an operational study of the War of the
ment. I narrowed my choices 10 tactical re- this disparity, though it is fully covered by a Spanish Succession can be both an exciting
creations of either modern amphibious or series of complex rules. game and an exacting simulation (and will be
helicopler operations. SPl would have been hailed as such by all three people who buy it),
saved much embarrassment had the former Thirdly, modern weaponry is far while the battle of Agincourt can be nothing
been chosen, but ChopperStrike! appeared deadlier than any of its predecessors. If an more than a crashing, though historical,
a much safer bet. The rest, as they say, is acquired target is hit, there isn't going to be bore. Air Cobra recreates a situation not
history. much left which is useful for more than scrap nearly as inflexible as Agincourt, and does
The feedback respondents rewarded my metal and filling open graves. Helicopters , try to sneak in a game somewhere in the
perspicacity with a strong, though not re- being armed to the teeth, are usually used package. However, the emphasis is strictly on
sounding, vote of confidence for Chopper- against a large number of opposing ground data presentation. The elements which make
Strike! The staff turned its attention to the units. While the odds are with the helicopter for exciting play have to worm their way
first problem presenled by the suggestion: unless it is facing large numbers of highly around an awesome amount of in formation.
the proposed title was already trademarked sophisticated anti-air weaponry, there is The physical presentation of Air Cobra
by Milton Bradley. After a short period of always a small chance that a ground unit will is superior OSG, which means one of the best
musing about such names as Gunship, be lucky and destroy the helicopter as or just in the field. The box cover of Air Cobra
Whirlybirds, and Cobra (redux, presum- after it comes into view. In game terms, this is displays a striking picture of a helicopter
ably), Redmond Simonsen arrived at the the age-old dilemma of a good die-roll un- loosing a missile, and very \visely refrains
working title of Air Cay. While that choice balancing a scenario. To use a chess analogy, from detracting from that illustration. The
did not exactly inspire dancing in the streets, two or three helicopters are queens confront- copy on the side of the box appears to be an
it was the result of the only decision-making ing many pawns and a few knights. If one incomprehensible conversation between two
process associated with the game that did not queen is lost early on, so is the game. Air helicopter radiomen; those who understand
self-destruct. Cobra leaves the players to discover this arcana such as "Fire from Bravo two, alter-
Scattered around the world are over quirk of airmobile operations by themselves, nate at Bravo six. Fire at will." without
seven hundred souls who believe that Air Cav and offers no mechanics to rectify the instant reference to Berlitz may have careers as
31
lot of actions, such as taking cover in
linguists in the offing. OSG looks to be of the rules and the displays of Air Cobra, defilade, which arc profiles without the
following a trend in the hobby: the names of but is not overly severe. Most data and re- name.
game and graphic designers are in large type strictions can be found where expected, but a The players alternate performing game
just below the title. few crucial numbers and notes are well- actions through the use of "plays." A play is
The interior of the package is as im- hidden (but almost everything one reads in a variation on the theme of alternate use of
pressive as the price of the game. The A ir Cobra is importan t). units (i.e., one player uses a unit, then the se-
counters, which come with the inevitable big Each turn is divided into four phases, cond, then the first, ad infinitum) in which
splash of color, show overhead silhouettes of which is a deceptively low number. The Ar- movement of a single unit or fire of many
the ground units, and worm's-eye view tillery Phase is used only when those units upon a single enemy target constitutes
silhouettes of helicopters (so each is depicted weapons systems are available to one player, one play. Confusion sets \n when players
as it would appear to men of the firing unit). and is handled in the manner one has come to must remember a list of actions which are not
The print on the unit counters is confined to expect in modern games. The Command Seg- plays, a list, unfortunately, which is not en-
the vehicle type (e.g., Gepard) and identity ment requires the player with ground units to tirely complete. Usually, the players can
code (e.g., Golf 61). Even some of the determine the command status of his units. figure out whether an action should be a play
markers look different and interesting_ The The chain of command in initiated from the by comparing it to a listed action.
whole effect is very tasteful. The map, to use highest ranking headquarters, and varies Movement, as mentioned earlier, is
a well-worn cliche, grows on the viewer. The depending upon battlefield conditions and regulated by segments. A unit's movement
universal first impression of the double-map administrative competence of the com- allowance is divided by six, so that a unit
is (politely) Napoleon's 1980 Campaign or manders. The sub-routines here are com- must adopt six movement profiles to utilize
(throwing tact to the winds) an immediate plicated, excessively so for one not interested its full allowance. This makes a gamey tactic
grab for sunglasses. However, as one in the workings of the company and platoon with units that have movement allowances
becomes acclimated to the map graphics, during the modern era. less than six: the smart player will make sure
they will be appreciated. Larry Catalano has that he uses his fi re pro files during the
gotten around the problem of contours segments in which a movement point cannot
overlapping woods quite well. Furthermore, be expended. The terrain conceptualization
while there is a great amount of detail, it is is excellent. The contour system works so
organized for the convenience of the players, that the contour breaks are in the middle of
a fact which will be greatly appreciated in ~ GAME OES1GNBk TO~" MURID't C./lUHIC DE!:i1MER: lARR T
hexes; a unit 's position must be indicated as
view of the difficulty of assimilating the ~ being on one side of the contour or other on
game system. When counters are placed on its organization display. Helicopters may fly
the maps, the contrast is a bit jarring to the nap of earth to take advantage of terrain pro-
eyes, but after an hour the retinas become tection from fi re , at contour level if they wish
soothed . to flirt with danger, and at low level to put
The tcxt encompasses 112 pages, 88 of airspace between them and the ground units.
which must be used to play the game. Forty- Interestingly, a helicopter is prohibited from
cigh[ of these pages are displays on thc order rising above 100 or 200 meters (as to which,
of A ir War, which means that , though essen- the rules are not clear) because of possible ex- '
tial to play, they need not be read for content posure to all sorts of long-range anti-air
(deciphered, yes; memorized, no). Each weapons systems. All in all, the movement
vehicle type has it s own terrain effects chart system is perhaps the finest comprehensive,
(!), observation table, and combat results though not the most elegant, treatment of
table, in addition toa description of its char- movement to appear in a modern game.
acterIStics. The other displays include
Observation is messy. That statement
organization charts, which at first glance ap- applies to just about any game which has
pear to be models of DNA molecules. If a -OPERATIONAL STUDIES GROUP-
such rules . The person who invents the first
player has any ground units, he must prepare
smoothly functioning observation system,
one of these organization displays for each of In summary, if units are in Visual or should such a beast be possible, will win the
his units . The nccessary bookkeeping is a Radio Command (the names are fairly self- lasting gratitude of his colleagues. Ground
combination of marker placement on this explanatory), they have no problems . If a units usually possess a 360 field of vision,
0

record and written notes. Generally, all in- lower-level headquarters is isolated from its 0
while helicopters use search arcs in 60 incre-
formation needed during play can be found superior HQ, it can act on its own initiative ment s. A protractor is recommended gear
either on the unit data or organization (which must be generated at the beginning of when playing Air Cobra. Throw in the
displays, though some numbers are buried in play). Units that are out of touch with any ramifications of radar, night, smoke, and the
the rules. HQ's are severely hampered in the scope of various permutations of ECM, and the
The rules themselves are good, and very their operations. Helicopters, however, pay player is ready to collapse from nervous ex-
good if allowances are made for Air Cobra no heed to command restrictions, as doctrine haustion.
being an Origins release. Every company in maintains I hal they perform as self- Combat is, as might be expected, an in-
the field frantically pumps at least one game con tai ned figh ting units . tense affair. Several forms of destruction are
through the production cycle as Origins ap- Play then proceeds to the first of two available to the discerning warmonger, and -
proaches. The reason for this is two-fold: identical Combat Phases. The tit I.e has very each has its very own procedure. Weapons
first, a company's creative and economic little to do with what actually happens during are first divided into ground, air, ground and
health is measured by industry observers at such a phase. Every action aside from com- air" and missile systems Gust to keep the
[har convention; and second, games released mand is performed by units during one of t he reader alert, he is informed in passing that
at Origins usually receive heavy play in the seven segments of these phases; the segments helicopters at nap of earth are treated as
media (this has become less true as the may be further sub-divided into as many as ground units). The mix includes small-arms
number of new releases increases each year). three stages. Each unit must assume a "pro- fi re, tank main guns, artillery, more missiles
The rush to complete games for the conven- file" during the first segment, which may be than could possibly exist, and rockets, which
tion has told on the quality of the product. changed on succeeding segments. A profile is mayor may not qualify as missiles. These fall
This was highly evident at this year's Charles a statement of intent by I he player for a unit, into eight main categories, each with its own
Roberts awards, as no game released at last much like the "bound" in Panzer Battles and special rules.
year's Origins won one of those awards . This Mech War 2. There are technically only The combat results are very simple: a
problem manifests itself in the organization Movement and Fire profiles, but there are a unit is either destroyed, s.uppressed, OJ' not
32
affected. The efficacy of modern weapons is The artillery ru les are straight out of the other war games, the end of t.he world for
such that by the lime men decide to retreat. modern game production line. osa has play purposes. If a helicopter ,Pilot finds
they or thcir vehicles have been shredded. finally provided the gaming public with a himself in serious trouble, he would, in real
Only certain weapons systems cari cause sup- sighting and gunnery chart to which the key life, scoot away as far as possible, and then
pression, which represents going to ground is written in plain English . Those who strug- link up with friendly forces for a second try
or buttoning up. The mechanics for supprcs- gled mightily with the obscure instructions to at his objective. Here, between players who
sion are unusual: if a weapons system similar rules in Panzer Battles will heave a play for guts, one can have the spectre of
capable of suppression misses its larget, the sigh of relief. The rest of the esoterica which ground units cornering a lone helicopter
owning player gcts a second chance, the are virtual camp followers to modern games against a mapedge in a bizarre game of cat-
result of which can only be no effect (again) are covered, with the mysterious exception of and-mouse.
or suppression. morale rules. Perhaps the command rules are Overall, the game is a sophisticated
Since the segments represent five second intended to cover this important facet of simulation of modern airmobile warfare.
intervals, the movement of missiles is combat., but if so, the treatment does not There are some errors of design judgment,
covered . First, of course, one must deter- seem satisfactory. which can be excused in a product of this
mine what type of missile is being fired. A few scenarios are provided, plus a size. Some important elements of modern
Some are" fire and forgct ," which need only "roll-your-own" variation. One of the warfare are glossed over (by comparison with
be launched to seek the target, but some re- scenarios places one player in the role of a other, less crucial elements), while rules such
quire guidance from the firing unit. Thus, a Major Isb)', extending a long tradition that as moving to contact (i.e., entering play) are
unit firing the latter type of missile must pilot began with Lake Pinsky. Generally, the overdone. However, these are statements of
that missile to its target, or lose it entirelv. scenarios are interesting and time- the designer, and they should be respected as
The varying speeds dramatically shov." the consuming. The box copy informs the pro- such. While I am no expert in helicopter (or,
relative slowness of Soviet missiles compared spective purchaser that the lime frame of for that matter, modern) warfare, I can
to those of the NATO alliance, which is the play is 90 minutes to 5 hours, which is vouch for Tony Merridy as such an expert.
type of lesson morc simulations should ludicrous even in a field which specializes in He displays his knowledge in completist
teach. Thc intcrplay between so-called low estimates to lure customers. OSG also fashion, which should please the serious
"sman" missiles and ECM is muddy, which made a serious mistake in not providing an students of his subject.
is primarily t he fault of a lackadaisical sct of introductory scenario; this is a game \vhich If you want a detailed simulation of air-
ECM rules than anything else. wiJl swallow the unsuspecting player, thus en- mobile operations, Air Cobra is your game.
Units remain inverted (until observed), couraging a dislike for it. If you want a game that plays well, this is not
and there are many decoy units, but still the The "roll-your-own" scenario rules it. In the latter case, perhaps you should wait
overrun and close assault rules arc rarely us- show much care and attention. Undoubtedly for Air Cov. But if you want to wait for Air
ed. '"\Then the person I played g~t a chan~e 10 the avid players of Air Cobra will choose to Cay, you better have patience.
close assault, he was so pleased to ini t ia t e ac- use those rules and eschew the prepared
[ion \vith onc of his ground units that he scenarios once the game is learned. The only
committed many ground units to banzai at- quibble I have, and it is a minor one, is that Air Cobra, from Operational Studies Group,
tacks upon well-placed defenders. the end of the mapboard is, as with almost all 16 W. 32nd St. , N.Y., N.Y . 10001, $24.

Forest for the Trees [conlj""odjrompage 19/ sens~. Obviously some types of terrain can be mander in possession of such terrain
estimated through an educaled guess. One is k nowlcdge cannot be certain (as simulations
ween points, and other pllysically related in- not likely to bump into an iceberg in Egypt or playns currently' arc) [hat the less infot'med
forma t ion. Even if a commandet fcIt a dustet" of pine trees on 1wo .Tima. But the invader will channel his attacks in [he logical
rcasonably sure of wha t lay in store al"Ound not ion of revealing \0 the commander/player dircl,tinns. Wi thout any clear appreciation of
the next bend, he woul d ne ver pass up an op- only what is actually kno\vn with regard 10 tcrrain 10catiul1, an invader cannot ncccss-
portunity to drill a prisoner or local resident terrain would seem to be a viable ing redient arily be assumed to gravitate IOwards ke y
familiar with the tcgion . in simulating t he realism of war conditions. positions that intelligence wou ld deem ap-
Jus t how a more real istic incorporation propriate.
of lerrain uncertainty mighl fi[ into OLlr war- Should concepts along thcse lines begin
For {hose garners who prefcr to pla:y
to be built into some wargame sil1lulal ions ,
gaming practices is, frankly, a matter I can- soli lait"C-style, or for others who enjoy hypo-
not claim to have resolved. Otherwise, I other comiderat ions may arisc. Clearly , if
thetical balilefields divorced from any
might be one of {he hallowcd few in design- one is designing a simulatioll of an historical
historical or even present day environments,
dom capable o f making some sort o f living bat tie (such as Agincourt, GeLtysburg, etc.)
[he prospects of cmploying terrain uncertain-
out of th is hobby. As a novice ama teur, [he actual terrain of [he lime must be
lies would seem bcst simulated by a system of
however, I haven' t let my lack of profes- depicted. Variations with regard to type or
randomizers. Again, given an absence of the
sional cxpe rienc~ prevem me from spending location of terrain would obviousl\! undo the
absurd (I hat Egyptian iceberg), a series oj
rainy Connecticut weekends armed wit h a historical iment of Ihe simulation" No doubt
feasi b Ie te rrain cncou n t e ts could be arrived
blank SPI hex sheet and somc equally blank there are de votees of this hobby who ignore a
at and a system for determining their actual
counters. Beyond this, I have {o rely on great deal of the gamesmanship and prefer to
typc and location be developed .. Of coursc ,
t1ights of hexagonal fantasy. use t he package as a V~ hide for pure rc-
on(.,e deTermined , t he terrain would remain in
Using counters to represent terrain enactment. Yet the problem (at least fur lhe
place and strategies would then be plotted
features is not really ne\v. But what if ttlOse gamer) would be centered on how to ade-
based upon what one actually knows.
terrain types and their placement only quately simulate a commander's lack of ab-
I would hope that gamers, be they SPI's
became known on the map area oncc thcy solUte" familiarity with a region while still
specialists or weekend fUDsters, will give
had become known through physical en- conducting the campaign withill thl; para-
these ideas sorne considerai'ion. Perhaps
counters? The width and depth of River #A meters of historicity .
future MOVES authors will provide a dear
could remain unclear until one or more It would seem rcasonable to assume that focus on feasible systems [0 depict terrain
friendly units had been ihere to see it for jf thc defending forces are more or less nativc uncert.ainty, including beneficial arguments
themse lves. How certain can you be that the to t he territory then Ihat commander/player against such notions. As a MOVES sub-
information gotten from a capt ured enemy is ought to be given access to terrain informa- scriber, I would feel lhat "confic[ simu-
ar:r:urale? tion denied to the invader. Many might argue lation, theory and lechnique" continues to
The idea or concept of terrain uncertain- Ihat such a one-sided arrangement would be an on-going process capable of remark-
ty and surprise made some kind of crude adversely affect play-balance. Yct the com- able inno vaT ion .
33
French soldiers who were reported on the (hopefully) gain its own circle of devotees
rosters for 2 December 1805, but who, accor- separate from that of its parent.

Designers ding to most accounts, never actually fought


because they were exhausted. In the original
Against FourWorlds
David Ritchie

Notes OB, all rounding bf French unit strengths


had been downward to account for this
phenomenon. The result was a 2 to 1 dispari-
A4 W, as it is known in the argot of SPI,
has just been ripped apart so that we can lay
ty in actual strength poin ts in the game! The all of the pieces out and see what makes the
final OB takes a less draconian approach and existing design tick (and how we can make it
WORKS IN PROGRESS also tends to show more historkal results tick at a faster rate). A change in scale for the
Please do not order these games in ad- when used in play. For the rest, the creation tactical system (from 1,00Q kilometers per
vance of their publication announcement in of rules to cover the French reserve, corps in- cube and 5 minu tes per turn to 5,000
Strategy & Tactics. tegrity, and movement through fire zones kilometers per cube and 15 minu tes per turn)
helped to alter play balance by showing up has resulted in a substantial increase in
Magical Research realism at that level without any real change
three of the real advantages the French
and Spell Construction in mechanics (though ranges are much
possessed in 1805. Hopefully, the ofl-
(DragonQuest Supplement,1) shorter and there is less maneuvering around
slighted audience for Napoleonic wargames
This supplement was configured near will be as pleased with the result. as I am . Now the edges of the display until one floats
the end of the DragonQuest project when we then, Brad ... about that proposal for a four aimlessly off map). A new strategic move-
realized that there was simply no way that we map version of the game .... ment system ~llows for jumps bctwecn star
were going to get all of the Colleges of Magie David Ritchie systems with the chances of success being
into the existing booklets. At that point, relative to the distance between the jump
there were t hree Colleges left over that we Arena of Death points in light years and the absolute
knew we wan ted to do. We also knew that we The Ares #4 game entered Art Depart- magnitude of the star into which the j ump is
wanted to add some high-powered magical ment land just before Origins and will be on made. Happily, I'.'e were able to generate the
items (demon swords and the like) and that the verge of appearing by the time you read several thousand calculations necessary to
we would eventually need a system for this report. Arena oj Death was originally this system of movcment using a microcom-
magical research and spell constTuction. conceived as an introductory module to our puter. The calculations are now laid ou t on a
So ... what finally came au t of these percei ved new fan tasy role-playing game, Dragon- .lump Table so that players can simply index
needs and desires was the firs t supplement, Quest and was mean t to be almost pure their starting point with t.heir point of arrival
designed to include three Colleges: Rune "system" with very lit tie in the way of flavor. and find out what thcir chance of making it
Magic, dealing with the use of runes in spells Happily, the game has grown "legs" of its will be (with a die roll necessary to establish
and with the reading of ancient manuscripts, own so that I am now satisfied tha t it makes a whether the ship actually makes it) . The
the deciphering of spellgates, and similar nice stand-alone product. The premise of the game should undergo several more weeks of
subjects; Shaping Incantations, dealing with game is one which has been explored before: this type of tinkering before it finally wends
the manufacture of such magical items as "characters" (represeming the players) enter its weary way out of R&D, but the result
amulets, talismans, weapons, arrd staffs as an arena and combat various and sundry fan- should be a vast increase in both playability
well as with such esoterica as building and ac- tast.ic nasties, accumu lating ever greater skill and ac(;uracy. Anyway, that's wha t. I tell
tivating various types of golems; Lesser Sum- and experience as they win their combats, or Brad whcn hc asks me when I'm going to
monings, dealing with the summoning , con- losing everything as a result. of a single un- finish the game. David Ritchie
trolling, and understanding of all things on skillful (or unlucky) encounter. Where The Kaiser's Battle
this plane of existence (but excluding extra- Arena oj Death parts company with previous
dimensional summonings). Fortunately, the efforts is in the' 'closed system" approach to This 5i m ulation a f the German 18th Ar-
preliminary DragonQuest feedback indicates combat., experience, and victory. This is a my's surprise offensive on 21 March 1918 in
that most of the game's buyers desire this game in which the unseen crowd of ghoulish Picardy is complete and will be seen in S&T
same supplement. Just as fortunate, watchers is the determiner of victory (and #83 (circa December 1980). This attack was
perhaps, is the fact that we have a spe(;ial sometimes even sheer survival). Each actually part of a larger strategic offensive,
pool of manpower available this summer character in the game has a Popularity code-named Operation Michel, in which
which has never been available before. As an Rating (representing the character' s three German armies participated in suc-
experiment, SPI has hircd two whiz kids, popularity wit.h the crowd) and it is this cessive hammer blows against the British 3rd
Darryl Esakof and Nick Karp, as interns for number which is used to determine who wins Army under Byng and the British 5th Army
I.he summer. Part of the intern program in- (first character to reach a particular level of under Gough. All hough the 18th Army's
volves training seminars, part involves the popularity with the crowd), and it is this original directive was no thing more than a
production of an original manuscript. for a "thumbs up" or "t.humbs down" in a tight diversionary attack plan, this Army ironical-
game, and still another part involves col- situation. ly struck the most thinly- held area of the
laborating with a staffer on a workshop pro- Allied line on the Western FrOllt. Within two
ject. DragonQuesl Supplement #1 is that Players increase their characters' days of the start of the offensive, it was clear
workshop project. I'm not sure how many popularity by expending accumulated Ex- that the Germans had made a dean break
games have ever (intcntionally) been design- perience Points as per ot her games of this and were racing to cross the Somme River
ed by committee before. We may be t.he first type. Unlike similar games, however, Arena and in1.O open , undevastated countryside: -
to do it suc(;essfully by design. At any rate, oj Death exacts a certain loss of popularity The 18th Army's commander was General ~
we intend to try. David Ritchie when characters do cowardly things (like Oskar von Hutier, the creator of the so-called
f1eeing the arena in the face of superior force) Stosstruppen tactics that had proved so suc-
Battle of Austerlitz or dumb things (like throwing weapons into cessful against the Russians at Riga and the
This game has been something of a poor the crowd). This infrastructure mak es A rena Italians at Caporetto in 1917. The Kaiser's
relation around here, getting bumped back oj Death unsuitable as an open-ended vehicle Battle is a simple game that is grand tactical
on the schedule so that other items could be for combat resolution. On the other hand, in scope. Each hex is a kilometer across, and
run through the mill of our Art Department. though, campaigns have a certain defined each turn is 12 hours long. Since there was
Now, it looks like BoA will finally be beginning, middle, and end (established in such a huge discrepancy of rival unit sizes on
published sometime in the next couple of advance by the players) and allow for a the first day of the battle, unit scale ranges
months. The play balance problem, which latitude of strategic maneuver usually not from company to division. All in all, the
had plagued previous tests, has been resolved found in arena combat games. All in all, a situation is remarkably reminiscent of the
to a degree by simply factor ing in the 12,000 nice change of pace item that should Battle of the Bulge - an initial overwhelm-
34
ing attack, followed by defensive reorganiza- . birthplace of every Texan) and my Mexican amples are Thor, who has a hammer that
tion and finally counterattack. sources, I have been able to build a great deal returns to him after striking an opponent,
Joseph Balkoski of research into the game with little cost to and the Mid'gard Serpent, which can infect its
simplicity. The system had to allow for the enemies with a deadly poison. Each per-
Fifth Corps and Hof Gap tremendous disparity in numbers represented sonage begins the game with a number of en-
The first edition of the Central Front by a counter; 5-10 men for the Texans and durance points which are lost as a result of
series, Fifth Corps, is in the art department 45-55 men for the Mexicans. The system combat. A figure with no endurance points
and will appear in S&T82.The final version hinges on the fact that the firepower of the remaining is dead. Around the gods, war-
of the game has three scenarios. The Rhein- Texans was very great, but once engaged in riors from Valhalla and airborne Valkyries
Main Raid, The Battle jor Fulda, and Fijth hand-to-hand combat, they were swamped. battle against Frost-giants, Fire-giants, and
Corps. A fourth scenario mentioned in an The Zone of Control rules are designed to Ghost-giants. The rate at which the giants
earlier progress report was cut due to rules reflect this situation. Basically, once a Mex- cross the Rainbow Bridge must be considered
space limitations. As it is, the game will in- ican unit isin the ZOC of a Texan unit, the carefully by the lotun (giant) player, for
clude an eight-page Standard Rules booklet Texan looses his ZOC and can be bypassed. there is a chance that the bridge will collapse
and an eight-page Exclusive Rules Booklet. Mexican units always have ZOC's. The walls if overloaded, killing all giants and per-
The game pits NATO against the Warsaw and other terrain of the fortress are classed as sonages on it. Asgard promises to be an ex-
Pact in the 1980's on an operational scale. to whether or not ZOC's extend into or citing and fast-playing game of tense action.
Up to nine Soviet divisions assault the across them. The game can be finished in less Darryl Esakoj
Fulda/ Frankfurt area of West Germany op- than two hours and is fun for both sides, The Great Palace of Ontonele
posed by the equivalent of three and a half even though the Texan knows he is going to (DrsgonQu6st Adventure ")
NATO divisions. be killed to a man. Historically the Texas
Hoj Gap, the first Central Front expan- scored a major victory at the Alamo by The Palace of Ontoncle was the
sion game, may be connected to the south destroying 1/3 of the attacking force. This ancestral home of a sect of demon-
edge of the Fifth Corps map to show West may occur in the game too. worshippers, thriving on arcane summonings
Germany from Kassel to the Czech border. It Eric Smith and bloody rituals. Devastated in the height
should be going to the Art Department in of its power by a terror transported to this
three or four weeks. This one will have two Citadel of Blood plane by awesome magics, the palace lay
scenarios on its own map and a campaign The game has turned out very well, and empty, mouldering through the years. Then
scenario played on both maps. Hoj Gap will by the time you read this will have been turn- two adepts of a circle of demon lords harken-
have twelve pages of exclusive rules and 400 ed in to the Art Department. The main pro- ed to tales of the castle's mystical knowledge
counters_ It will also present new rules that blems I have encountered in designing the and began to vie for the palace's wealth .. ..
can be applied to the Fifth Corps scenarios. game were writing a readable set of rules The first DragonQuest adventure differs
John H. Butterjield from the basic material left me in Death- in several ways from the standard slap-job
Maze. DeathMaze is a good game, but the fantasy role-playing adventures that have
Great Battles rules were written in case format as opposed been flooding the market. First, the adven-
of the America n Civil War to sentence format (which is required for ture is carefully structured (using modified
Wilson's Creek, Pea Ridge and Drive on Ares). The rules are written now, and they SPI format). The characters' mission is
Washington have all been well received, and read nicely. The other problems were not carefully outlined, and the motives as well as
they are selling very well. I am glad to see that really problems a t all, but more like pure fun. the capabilities of the characters opposing
there are as many TSS system fans out there I had a great time inventing new magic items, them are described in detail. Gamesmasters
as I thought there were. At present, I have lit- such as Talismans, and new room features. I can add their own ideas to the adventure, but
tle to report except to say that we ha ve recei v- designed three new categories of room they will have a solid base on which to build
ed six prototypes from freelance designers to features; furni ture, altars, and artwork. Fur- and enough details already provided so that
evaluate. There will be two (perhaps three) niture includes a magical clavichord which is they need not work out ideas on their own if
published in time for Origins next summer. playing all by itself and may charm the they don't want to. The adventure is also
The six games so far received (and two others character into giving away his money. Also structured to allow the gamesmaster to find a
not yet in), are in competition with each included is a coffin, a book case, a desk, a particular detail without having to wade
other; the best will be published. The six mirror, and other features. Altars are very through dozens of pages.
presently in the office are: dangerous and potentially very helpful. A Secondly, the adventure has a coherent
Brice's Crossroads character must make a resistance check, and rationale. The palace, which is the center of
if he passes, he is blessed with a new ability; if activity in the adventure, is layed out the way
Cedar Mountain a real palace would be, instead of just serving
he fails, he is cursed and suffers a variety of
Belmont gruesome afflictions. Even with all the nice as a maze of rooms for random and mean-
Brandy Station touches I have added, the thing I am most ingless encounters with monsters of various
Olustee: Battle/or Florida pleased with is designing into the game an in- types. All the adventures to follow will be
Port Republic teresting quest. The game now has a point: planned out in the same way, and hopefully a
find the Hellgate and destroy it. whole new level of coherency and rationality
In addition to the small games, we are Eric Smith will be added to fantasy campaigns.
continuing on with Antietam, which will Nicholas Karp
most likely be released at Origins. If there are Asgard
battles you would especially like to see, write Depicting Ragnarok, or "the twilight of
the gods." Asgard involves the struggle of Rescue from the Hive
me. If that battle is Chickamauga, don't
bother, I already know that everyone wants the Aesir race of Norse gods to defend their Rescuejrom the Hive: the name sounds
to see that done. Eric Smith realm against the hordes of giants pouring in- like a silly space opera, but the game itself is
to Asgard over the Rainbow Bridge. The ma- one of strategy as much as action. The game
Alamo jor Aesir gods - Odin, Thor, Vidar, Freyr, is set on an Affanti hive ship, a maze of com-
Being from Texas, I was the natural Tyr, and HeimdaJl- and the leading figures partmenlS and passages suspended in a whirl-
choice to do this game . I did my research and of the giant uprising --:- Loki, the wolf Fenrir, ing cylinder to provide artificial gravity. The
found that all the popular histories but one the hellhound Garm, Hrym, Surt, and the map is divided into six living areas and two
overesti mate the size of the Mexican army by Midgard Serpent - meet on the Plain of laser compartments, all interconnected by
a factor of 2. There were only 1800 men in Vigrid shown on the game map. Certain per- passages. There are two players, one Terran,
the assault, not 4000 as is so often stated. sonages possess special movement and com- one Affanti. The Terran player ' s objective is
With my Texas OB (down to the name and bat abilities which help them in battle. Ex- to rescue a captured ambassador and his
35
daughter hidden somewhere on the ship. The Con Crit [continued/rompage]3] 2. The conventions could be improved
Affanti player tries to prevent the rescue and considerably by more attention to the
public relations vehicle for the company. A
to annihilate the invading Space Marines.
well done seminar on a game or game system
"why" of operational details by the
Each player has a certain degree of limited in- organizing bodies.
can "sell" it to a large audience. A poorly
telligence. All Affanti units (and the am- 3. Registration must be simplified.
bassador and his daughter) are wearing prepared presentation can do the opposite
and cause one to question how thoroughly 4. The seminars are woefully lacking in
similar suits, so the Ter,ran player never
the designer and his company tackle other quality.
knows who he is firing at until they fire back.
projects.
The Affanti player, on the other hand, does
not know where the Space Marines are going Conclusion. When all the ' pluses and Comments from readers of this article
to breach the hull to enter the ship. In fact, minuses are totaled, Origins looks like this: would be appreciated. The author will gladly
[he Space Marines can arrive in as many as I. The organizing groups have thus far correspond with anyone who has an interest
six different places simultaneously. Thus the been dedicated and hard working. in improving future conventions .
Affanti player has to prepare for many dif-
ferent eventualities in his initial set-up. In ad-
dition to rescuing the ambassador and his
daughter, the Space Marines also want to Tito Lives ./oomilluedfrom fX1I!' 71 the addenda. My thanks are not only for
knock out the Affanti laser pods. It is not myself. If you believe, as I do, that Tito is a
mandatory that they do so, but if they don't, succinct a set of rules as I have seen in any rich, challenging, colorful, and unpredic-
there is a chance that they will rescue the am- game. When a rule cried out for an example, table game, then my thanks to Joe also are on
he provided it. What few minor ambiguities behalf of all you folks out there in
bassador only to have him fried as he exits
[he hive. Nicholas Karp there were, hopefully have been corrected in simulation-land .

Sea to Shining Sea fconlinued/rompage14]


TITO ADDENDA [10.21) (change) Italian llnit, may retreat into
Coast is one of the strongest areas in [he the Croatia-Mountain Triangle, bllt must move
country both in numbers of garners and in RULES Olll in the ensuing Axis Movement Phase.
dollars of purchases per capita. The effect [7.22C] (change) Defecting Chetniks are plac- [10.3] (addition) Chetnik Collaboration die
that an Origins convention can have on this ed in the Yugoslav/partisan Mountain triangle rolls (7.2) are affected by Italian Surrender.
base is incalculable. of the occupied zone. [1l.22A] (addition) Normal weather prevails
Likewise, the gamers who come will be [7.23B] (change) + J if Italian Surrender on Game-Turn 1.
meeting most of the "names" in the hobby (10.3, not Withdrawal) has taken place. [13.621 (change) The Yugoslav player is eligi-
for the first time. Whatever one might think [7.42J (addition) Within the limits of the Se- ble for Pro-Yugoslav Chetnik replacements
of individuals, the fact remains that garners quence of Play (4.0) and 7.68 (limitations on between Game-Turns 2 and 8 (not 13).
appreciate direct contact with those "in the the num ber of counters), the Yugoslav player is [13.92, 14.3El (clarification) The Yugoslav
know:" free to choose the order in which his rein- player loses 5 Victory Points for each optional
Pacific Origins itself faces some ticklish forcement, may be crea ted. Soviet reinforcement unit used on Game-Turn
situation. Since we are the first GMA [7.44E] (addition) No Chetnik unit may 15.
Origins,.we're on the cutting edge of change, generate reinforcement, or Victory Points if an [14.3C] (change) The exception to this case
and much of the cutting will impact on the Objective Display also is occupied by Pro-Axi, should read: "After Allied Support
manufacturers. We will be charging much Chetniks. Withdrawal (not Game-Turn 13), this Case
more for exhibit space; we will require ex- [7.49] (clarification) The halvings apply to should be ignored."
hibitors to belong to or join GMA; and we such factors as weather, etc., and not to a [14,3J (change) The Yugoslav player loses
will require final schedules of events long in Recruitment Value of V, of a display. 20 Victory Points (not 10) for each Soviet and
advance. [7.63A,7.67Aj (changes) No larger guerrilla pro-Yllgoslav Bulgarian unit on the map dur-
unit may be created in a Hidea way circle. ing the ViClory Point Stages of Game-Turns 16
Of course, any gains made by Pacific and 17.
Origins will not be ends in themselves. The [S.24BJ (change) When engaged in combat en-
ideal development is one where Origins can tirely against guerrilla units in a Mountain [14.41 (addition) Add Case 9.41 to those
Triangle, Axi.1 llnits inCllrring a retreat re:;ull lisl.ed.
begin to exhibit the stability of, for example,
the Hobby Industry Association national are not obligated to retreat. [15.5] (change) Add 100 points to each level
conventions, which move on a semi-fixed [8.55] (change) The intrinsic Defense of victory. For example, a Yugoslav Decisive
Strength 0 f the four cities are not automatical- ViclOry requires grealer lhan 800 (not 700)
schedule with dates and places fixed three
ly eliminated by Italian Surrender. (They Points, and an Axis Deci,ive Victory requires
and four years in advance. To accomplish reflect historical Italian units that remained less than 401 (not 301) Points.
this, our hobby needs a group in the southern loyal to the Axis after the surrender.)
U.S. to get things together. There are a few [15.6] SHORn:NED GAME (Optional)
[8.6[ (change to CRT) Modifications for
groups, such as PCl and Metro Detroit, who The game ends at the completion of the Victory
Tito, Anti-Guerrilla Operations, and moun-
would be willing to help, but someone out Point Stage of Game-Turn 15. Victory is deter
tain unit, are made to the probability ratio
there has to lay the foundation and supply mined according to the original schedule con-
(8.21 B) and are not column shifts on the Com-
the competent local manpower. tained in Case 15.5 of the Rules booklet
bat Results Table. Thlls, after all such
The Adventure Gaming Hobby's transi- modifications have bcen made, au.acks at odds COUNTER ABBREVIATIONS
tion to more of an orthodox commercial lower than I to 2 are not permitted, and
Croat
status may not be an easy one. Do we want attaek.1 at greater than 12 to I are resotved on
the 12 to 1 column. Ust: Ustacha (political mililia); Gd: Guard.
this change? We are stuck with it. Yet there is Italian
great value for our hobby in the small, one or [9.43] (addition) If the 501st is participating
CD Alpi: Cacciatori delli Alpi; Alpi Gr: Alpi
two-man company, and we need to take in an Anti-Guerrilla Operation, it need not be
Graie; Lombard: Lombardia.
some care that these are not overwhelmed as removed from the map during the Planning
Segment (8.42), although the Axis Player German
other companies grow into different kinds of SS: Schutzstaffel (elite troops); LW: Luft-
secretly makes a notation as to which operation
businesses. We are going to move forward the SO 1st is committed. The unit is deployed waffe (air force field troops) L: Leight (light);
regardless, and each gamer can expect that normally according to 8.22. Cos: Cossack.
this movement will result in more of [10.22J (change) Delete the reference 10 Chet- Soviet
whatever part of our hobby he or she most nik Collaboration die rolls. Gd: Guards .
enjoy .
36

BULGE INSTRUCTIONS TO AUTHORS


FOR MO VES MAGAZINE

A Statistical Report of Most of the arlicles in MO VES are written


by its readers. We'd like you 10 give it a try - if

Game Characteristics your article is well writtcn and on a subjeci o f


interest to readers, lhere's a good chance it will
see publicalion. The Subject of your ankle is
by Claude Bloodgood LIP 10 you. From time 10 time the Editor will
Mr. Bloodgood has a professional Game Imbalance: 10.1% suggest potential ankle topics. Don'l be afraid
background in statistics and accounting and Formula is wins minu> losses, divided by lhe to write on olher publi.l hers games - MOVES
number of game!; played . Bulge exhibits beller is not a "house organ" Ehat ignores the resl of
has created for us a reporting format and
than average play balance . the gami ng world .
validation system unique in all of wargaming .
Types of Articles, The kind s o f a rt icles
He and his fellow members of the prison we're looking for fall imo th e following
population at the Virginia State Penitentiary Game Balance Analysis general categories:
devote a good deal of their recreation t ime to The game imbalance statistic provided I. Operational Analysis. Deals with thc tactics
wargaming - and have broug ht to th eir does not weigh the relative player skills; thus, and strategy of pla y in a specific game.
gaming sessions a careful structure of a closer look is needed. Approximatel.y 40 of 2. Game. Profile/ Review. Descript ion of a
records keeping and thoughtful criticism g am~ or games with particular altenti on to iLl
the 138 games played were between seriously
simulational system and playability. An y crit i-
mismatched players, and the better player ci.sm must be well-,upported by logical argu-
Statistics for this review were compiled
won both sides of the sets easily. When these ment and fac i (nOl simply personal opinion) .
at the Virginia State Penitentiary, which has
results are eliminated from t he statistics, the 3. Documenled Play. Description of and com-
a good core of experienced players and a
game imbalance level increases to 14.2070. ment Oil the move-by-move progress of an ac -
steady now of newcomers to gaming. This
This means that the German side should win tual two-pla yer or multi-player game. Docu-
cross-section of players provides an excellent mented play should be the result of several
57.1070 or the games when opponents are
base from which meaningful statistics can be pl a yings, the mOSE rclevam of which being the
roughly equal. Playing the Allied side is a
accumulated under controlled playing condi- slIbject ofrhe article.
real challenge.
tions with arbiters. It provides an interesting 4. Field Report. Provides organized, valid in-
test for each game available. Rules disputes Subjective Analysis by Players fOrm<lli on o n some aspcct of contl iet simula-
between experienced players will focus atten- ti o n of general interest.
Player Balance: 6.78 5. Scenarioplex. An experimental !ie,lion of
tion on hazy rules very rapidly, and problems Average of 41 responses; 9 is perfecIly balanced,
thal are not resolved easily will result in the scenarios (each no longer than two typewri tt en
1 is totally unbalanced. pages) illlhc .style of the parent game rliles .
"problem" game seeing liule action. The Playability: 7.93 6. Foornoles. Short essays (no longer Ih a n 500
levels of complexity are quickly established, Average of 41 responses; 9 is supremely wo rds) 011 almost any subject relaled to gam-
frequently differing with published or adver- playable, 1 is unplaya ble. ing. No honorarillm is paid for Foolilotes .
lised levels. Average playing times are cal- Length of Game: 7.52 7. Miscellaneous . Article, tha t don't fit in the
culated based on actual play, with these times Average of 40 reopo n.les; 9 is exact 11' the righ l !i pe cific cal egories, but which the author feel s
used for scheduling purposes: in a peniten- length, I is much to short or long. appropriatc for publication in MO VES.
tiary, these limes must be accurate in order to Manuscript Requirements. T ypewritten,
Game Challenge: 6.95 double-spaced on while bond . Line lenglh 55
obtain . approval for adequate playing time Average of 41 responses; 9 is cxtremely to 65 characters; no more than 25 lines per
and space from prison officials. challenging, 1 is no challenge. page. Min-m<lx length: 6 lO 30 manuscript
Statistical Analysis Rules Disputes: 8.02 pages . Page ~ should be numbered and lagged
Average of 41 respon ses ; 9 is non e of with auth or' s la!;1 name. Cover .s heet should
Participating Players: 41 consequence, I is constant disputes. give dale writlcn, full-name, address, ph one
52. 5 ~!o of a~l.i ve players ,elecled [he game from numb er, suggested tille , and honorarium
an inventory of more than 70 available titles Comments on the Game System preference.
during the six months ending 6122/ 80. Bulge utilizes a game system that in- Honorarium~. For all published submis-
Repeat Players: 36 eludes many of the best. features of other sion s (except leiters and Footnote,) MOVES
87.8D10 of the 41 participanto played the game games blended into one smooth system. The Magazine pay s an honorarium at the rate of $5
again after com pleling one set (cach player mechanics are easily learned, but reading the per running 10" o I' edited [eXl, calculated to the
playing each side once). This is a key te,L o f a neareSI half column. Alternarively, Auth ors
game's real interest level; 50"7. is average .
fules is essential. Accelerated mechanized may elect to take their honorarium in SPI pro-
movement is a key factor, and the counter- ducts at the rare of SIO per 10" rendered
Total Games Player: 138 balancing rule for Allied bridge interdiciion
The German Airdrop rule was utilized in 82 against the li st price of Ihe items . Honorariums
games with very little difference in results .
is also important to understand; the German (cash or credit slip) will be rcndcred 30 days
tactics are built around mobility and the a fler publ ica t ion. .
Average Playing Time: 2.93 hours Allied position is dependent on blocking that Copyrights and Agreement are located o n
Total playing time was 404.5 hours fo r 138 the ba,kllap of the Feedback card in this iss ue.
games. Players new to Bulge should expect (heir
mobility. Pre-movement and post-movement
combat also provide for a fast-paced game. A facs imilie may be used.
first game to take a bou t 4-6 hours, unless they
are thoroughly familiar with the rules. The use of two Combat Results Tables P lease include with your submission a
(Primary and Secondary) is a major improve- stamped , self-addressed postcard. On Ihe
Shortest Recorded Game: 0.20 hours message side of t he card wri le the name 0 I' YOLlr
Played between two experience players and ment over earlier combat systems, with
secondary diversions now possible without article. Thi s card will be used to inform you of
conceded at the beginning of the third German
the status of your submission . Articles and illu-
player-turn . obtaining impossible odds for all attacks - a
s[rations cannot be returned. Address all sub-
Shortest Complete Game: 1.66 hours good addition to the game . missions to:
Played between two experienced players S.u pply rules are remarkably clean. Redmond Simonsen, Editor, MOVES
repeating on Bulge. Weather and Air Power rules are simple and MAGAZINE, SPI, 257 Park Avenue South,
Longest Recorded Game: 9.25 hours effective. The primary complaint is with the New York, N.Y. iOOlO
Played between LWO players new to Bulge and Victory Conditions, which favor the German
fairlr new to wargaming in general. player, Even this complaint is not too British Isles, Readers in the Bri :i,h Isles
serious, for many games are more imbalanc- wishing lO submit articles to MOVES should
Best Side Results: Germans 76-62 direct thei r submissions and correspondence to:
Between fairly equal opponents this edge would ed than this one. This is an excellent game-
Charles Vasey, 5 Albion Terrace,
be greater, as game-set results compiled include system that does not distract player attention
Guisborough, Cleveland TSI46JH, UK
some unequal pairings. away from playing the game.
38
pre-Napoleonic f' 600 - 1700): 4 = Napoleonic [1700 - TSS Second Edition. In the 4 years since the release of
'830); 5 = Civi l War !19th Century 11830 - 19001; 6 ~ Terrible Swift Sword, there have been numerous ad-
World War I 11900 - 1930); 7 = World War II fl930 - vances in the state of the an for the system. We have

Feedback
1945); 8 ~ post-World War II 11 945 - present); 9 = received many requests to reissue the game in a second
Science Fiction and Fantasy , edition, which would take advantage of all the testing
36. How did you purchase this copy of t he magazine? 1 since its release by adding new rules and concepts to
= by subscriptIon ; 2 ~ by mail as a single copy; 3 = in a make the game more historical and more balanced. We
MOVES nr. 52, published Aug/Sep 1980 store; 4 ~ it was passed afong to me by a friend; 5 = could do it one of two ways:
other means fdescribe) 42. Issue a second editio n of the ru les to i ~corporate a
37, H ow ma ny people (including ynu rself) wi tl read this new CRT and other charts and tables. The game wou Id
How to use the Feedback Response Card: After you've retain all oi its original concepts and would include new
cnpy of MOVES? 1 = one lo nly you rself): 2 = t wo; 3 ~
fi~ished reading this issue of MOVES, please read the ones as well. Several new one-map scenarios and op-
three".9 ~ nine or more.
Feedback questions below, and give uS your anSwers by tin nal ru les would be inclu ded in a 32page rule booklet 10
writing the answer-numbers on the card in the response 38, Do you own, or plan to buy , one of the tollnwing
sell for $4 ,
boxes which correspond to each question number, See microcomputer systems? 1 = I own a Commodore PET; 2
centeriold lor card. = I plan 10 buy a PET; 3 = I own a Radio Shack TRS-80: 4 43. Issue a second edition of the rules and cOU nters, The
= I pl an to buy a T RS 80; 5 ~ I ow n some other rules wou td be the sl andard rules for the Great Battles o f
Please be Sure to answer all questions Ibut do not write
microcomputer ; 6 ~ I ptan to buy some other microcom- the American Civil War plus a 24-page booklet of ex-
anything in the box for question-numbers labelled "no
puter; 7 ~ I have no ptans to buy a microcomputer clusive rules and charts. The game would be substantially
question"l. Cards that are incompletely filled out cannot
because I am not interested; 8 = I have no plans 10 buy a cha nged to suit the new sta ndard ru les, but wou Id play
be processed .
microcomputer because I already have acceSS to a com- more historically with a lower casualty rate. Two rules
What the numbers mean: When answering questions, pUler : 9 ~ I have no pl"ns to buy a microcompu ter for books and 1000 counters ina ziplock bag for $9.
"0" always means NO OPINION or NOT APPLICABLE . some other reason .
When the Question is a "yes or no" question, ", .. means 44, Manifesr Destiny! Throughout the 19th ce ntu ry, men
YES and "2" me<lnS NO. When the question is a rating of imag ination were obsessed by the lure of more la nd
question, ''1'' is the WORST rating, " 9" is the BEST and riches to the west, north, and south, From 1800 to
rating, "5" is an AVERAGE rating, and all numbers be- Rate the following game proposals on a scale of 1 to 9, 1900, Ule United States more than sextupled in s,ze as
tween express various shades of approval or disapproval. with 1 indicating very little inclination to buy the game if Americs fulfilled its ma nifest destiny. Along the way there
published up through 9 indicating a definite intention to were many hardships; hostile Indians by the tens of
SECTION A purchase it, Thousands; hostile nations such as Canada, Britai n, and
\-3. No question . Ileave b:ankl. France; hostile territories where man was seemingly never
Questions 4 through 18 ask you to rate the anicles in this 39, The Shot Heard Round the Worfd A political-mil itary meant to live; and more. As players , each person would
issue on a scale of 1 = poor, 9~ excellent; o~ no opinion. simulation of the months of March and April 1775 in start off in a sector of the original thi rtee~ colonies and
4. Tito LIves Boston and the surroundi ng villages of Middlesex Coun- wou ld try to advance as far and as fast as possible in a
try, Massachusens. The game would pit the skills of a key westerly direction. Each player would gradual ly acqui re a
5. C' esT La G Uerre
group o r rebels, including John Hancock, Samuel regional makeup as fieW states were formed and the
6. Conqueri ng The Magic Kingdom
Adams , and Dr, Joseph Warren, against General Thomas politics of e'lch state were determined, Each game-turn
7. Thu Forest for the Trees
Gage and his force of a few thousand redcoats , The ob- would represent five years and wou Id cover the
8. Con Crit economic, political, and military problems involved in the
9. PhotO-lOons jective of the rebel player would be to protect the leaders
of the potential rebellion, arouse the local population to expansion, at other peoples' expense, of The United
10. Fro m Sea to Shining Sea States . Special rules would cover ran dom events, the
1\. Charle-Mail the cause, remove prominent Tories from pOSitions of
power, al l t he while gat hering critical mi litary stores and Civil War Ishould it occur), the Indian Questio n, other na-
12. Stat RApe Bulge. tions Isuch as France) and thei r impact on America , and
weapon" in hiding in nearby villages, As the British player,
13. Forward ObserVer many other interesti ng special events of the 19th cent ury.
you r objectives wo uld be to prevent any mOrA" Boston
14. DeSigner's NOtr Gs Massacres," arrest the key leaders nf the rebellion, and The game would have one 22" x 34" map , 200 counters,
15. Opening MOVES seize t he rebels' military supplies. The game wou Id and 16 pages of rutes, To sell for $10,
16. MOVES in Engl ish employ Simple game mechan ics - one map, 200 45. Herkules The A xis Asssull on MailS, Often Con-
17. T~ ;s isslie overall counters , and 12 pages of rules, with the possible inclu- sidered one of Hitler's most sig nificant mislakes, the
18. Was this issue bener Than , he last? sion of playing cards , All in all, an accura te simu lation of failure of the Axis to capture or completely neutral ize the
19-24. No question lh e pol itical and militory problems in herem in a aero-nava l base of Malta eventually played a major role in
25. Assume ThaT 'IOu do n't subscribe 10 MOVES. Wou ld "powderkeg" atmosphere, bordering readily on open seal ing the dnom of Panzerarmee Afrika. Herku les wou Id
the q ual iw of this issue alone motivate 'Iou to subscribe? wanare. To sell for $10-12 . simu late what Cou Id have happened had the May 1942 in-
40. Mr Madl:,on's War. A strateg ic simulatinn of the linle vasion o f the Britis h fortress been carried out as p!anned.
26_ For how many issues have yo u had a continuous
understood War of 1812 that waS fought between Great The game wou id use an updated version cf our popula r
subscription to MOVES? 0= I don' t subscribe; 1 = Th is is
Brita in and the United Sta les , Th is conflict, fought with Arnhem game system. One 11" x 17" map, 100 back
my lirst iSsuo; 2 - T his is my socond or third issue;'
extre mely limited resou rces on both sides, raged printed counters, 8-12 pages of ru les. Boxed. $5.
3 ~ Til lS is my fourth or fift h Issue; 4 = This is my SIxth
iss ue; 5 = T his is my sevRmh Through elevenTh issue; Throughout the North America n continent for two and 46. Port Moresby. An operational level game depict ing
6 = This is my twelfth issue; 7 ~ T his is my thi rteenth one-half years. The British strategy was to conduct a the Japanese, Australian, a ~ d American operations in
Through eighteenth issue; 8 = Tlo is is my nineteenth or series 01 amphibious operatio ~s along the A merican New Gui nea from Port Moresby to Buna, ln ea rly Ju Iy
subsequent issue; 9 = I am J MOVES Lifetime Subscriber coastline and inland waterways aimed at the capture of 1942, lhe Japanese established a base at Bu na and push-
i reqardless of nlImber of IssueS received I . major Cities and mil itary sites, The American strategy was ed inla nd along the rugged Kokoda Trail over the Owen
27. Wha1 level of comple,iry do you prefer in games? to wage a guerre de course on the high seaS whilB attemp- Sta nley Mountains. This adv"nce was stnpped thirty
Ral e yo ur prefArR ~ c6 on 8 I-S sc ale, wi th hig her numbers ting The conquest of Ca nada. The game system would be miles from Port Moresby by Austral ian an d American
indicating increased complexity. Use these ga mes as simple - o ne map Bnd 200 cou ntsrS (possibly for inclu- resistance, A J apanese ampllibious assau It was also
g uidelinos; 4-5 ~ Chickamauga, 7 ~ PatroJ.i; 9 ~ Air War. sion into S & TI. piuS an 8 O f 12 pawe rules booklet. All i ~ repelled . The Allies then pushed the J apRnese b.,ck
all, an informative si mu lation of 19t h centurv grand across the rugged terrain and threw the Japanese off 1he
28. Your age: 1 ~ 13 Yea rS ol d or you nejer; 2 ~ 14-17; strategic wa rfare. To sell for $10. island followi ng vicious yard-by-yard ba tiles for Gona and
3 ~ 18-2 1, 4 = 22-27; 5 = 28-35; 6 = 36 or older heavi ly for if ied Bu na. The AI !ies had finally proved that
41. Prelude to the Civil War. This two-player gam e woul d
29. Your sex; 1 = Male; 2 = Fema le. they cou Id defeat The J apanese in j ungle warfar. The
recreate American history from 1849 to 1860, from the
30_ EducaTion: 1 = 11 YAa rs or less; 2 = 12 years; 3 = 13-1 5 end of the Mexica n Wa r to th~ outb reak o r the Civil War. game would be played on a 22" x 8" mo p portraying l he
yea rs; 4 = 13-15 years and stil l in SChool: 5 = 16 years; Each player 1Nmth or South) at tempts to increase his Kokodo Trail region wilh 100 counters dnd w ould include
6 = 17 years or mOrA. rules f or airpower, amphibious opera t ions, and the severe
region' s economic and poliTica l strength while striving to
31. How long have you been playing ro ni lict simu lation aVOId the outbr~ak of t he Civi l W ar. If wee Cdn be avoided conditions of warfar~ in mnu ntain jungle. To sell for S7
games? 0 = less than a vear; 1 = 1 veer; 2 = 2 Y8" rS .8= 8 18 diificuITtask) , the plaver who has improved his region ' s 47. Assault on Salerno. On 9 September 1943, the Allies
yef.:l f s; 9 = 9 O f rn ure years . sm tus the most is the wi nner _ If wa f breaks OUl, neiTher retu rned 10 Western Europe, maki ng a rnassiv~ am ,
32. What is the average number of ho urs you spe nd play- pl~yer wins, bu t the il lu minati ng historical i nsi g l1ts ac phibious landi ng on the G lJlf of Salerno. An entire Anglo-
ing simulation games each m o ~m ? 0= none; 1 = 1 hnu r or qui red from ptay w ill prove most worthwl1ile. Du ring American army Ithe Fifth ) came ashore at dawn in what
less; 2=2-5 hou rs; 3=6-9 hnu rs; 4= 10-15 hours; each one-year Game-Tu rn, each player putS economic was expected to be an unopposed landing. By nig htfall,
5 ~ 16-20 hours; 6 ~ 2125; 7 = 26-3Q; 8 = 31-40 ; 9 = 40 01 and pol itical pla ns i mo action. A "public sen timent" progress had come 10 a virtual standstill and the ,A,lIies
more hou rs, scale, ranging from complete reco~ciliation to the out- held four tenuous and unconnected beach heads against
break oi t he war, wou ld be affected by lhese action8 . deTermined German resistance. Two days later 112
33. How many simulation games 1of all publishers) do
Random eve nts of the period, such as John Brown's raid, Seplember), there had been linle improvement in The
you pOS5P.SS? 1 ~ 1-10; 2 = 11-20; 3 ~ 21-30; 4 = 31-40;
the Nat Turner revolt, or o~e of the congressional Com- All ied pOSition , a~d six divisions whic h had been rushed
5 = 41-50; 6=51-60; 7=61-70; 8=71-80; 9=81 ormore
promises, wou ld also affect public sentiment. Optional south by t he German commander, Kessel fing, began a
34. Did you send in the feed back card for your last issue ru tes covering the presidential elections of Ihe period co unterattack w hich lasted for the next three days and
of MO VES? 1 = yes; 2 = no. wo uld be inCl uded, The game would include a 22" x 34" whic h at one point was prevented from crushing t he
35. Pick the one area about which yo u wo uld most like to map showing lhe sequence of new state ad missions and lodgment only by 1he timely intervention nf A.fliod naval
see games and articles done: 1 = Ancient I Rome, Greek, the undeveloped nature 01 the U,S, interior, coun ters gunfire support. Finally, on 16 September, lhe battle for
Biblical, 3COJ BC - 600 AD); 2 = Dark Ages and representing the key historical figures and factions of the the beachhead ended when p'ltrols of Montgomery's
Renaissance 1600 AD - 1600 ADI; 3 ~ 30 Years War and time, and cards . To sell for $15. Eighth Army linked up with Clark's weary troops. As.sau It
39
on S olerno would simu late this momentous S!1uggle us- vironment. If the ga me proves sUGcessful , 01her planetary teen questions {lettered "A" through "N"l. Unless other
ing the acclaimed Vicrory in the West game system conflicts on a similar scale would be created. $12. wise nored, these questions are answered with a "/"
presented in S & T 78. One 22" x 34" map, 200 counters, (poorl through "9' {excellen(i rating.
12 pages of rules. Boxed. $8, A. What did you think o f the phySical quality and layout of
54. Empires of the Stell~r Reaches, Util;;: ing elements of
48. Kohlma. In March 1944, the Japanese operation S PI's smashing new multi-player game. Empires of the the mapsheetl
"U -GO ," the invasion of west Bu rma and east India Middle Ages, this game would plaoe each player in B. What did you think of the physical quality and layo u! of
begon . This invasion, long in pfanning by the Japanese pol itica l and mil ita;y control o f the desti~y of a space- the ru les folder?
high command, was a defensive thrust, designed to stop faring race or family of races , and put him in the pOSition C What did you think of tne physicaf quality and layout of
iln expected British attack through Burma befo re it of challe nging the balance of power of the galaxy, Special the u~it coun ters?
started, and to cut the sole rai l connection 10 the British rules would cover such eventualities as ideological war-
O. What did you think of the game's "ease of play" (how
forces in China. The staging area was the Manipur plain, fare, endemic piracy, colonization and consequent anti-
well the game moved alongl?
and to get to Ind ia the Japanese wou ld have to go imperi al ist dynamiCS, and others. The Empires systems
throug h Ko hima. Kohima is a tactical representation of would be utili;:ed to hand le leaders , diplomacy, fonific- E, What did you 1hink of the "compl eteness" of the
the battle in and around the town of K ohima, at " ation, administratio n, conquest, and "standa rd" unreSt game's ru les (was everyth ing thoro~ ghly explained!7
company-battalion level scale and 1000 ft. per hex. The and rebellion las opposed to pa rticu larl y ideolog ical or F. W hat did you th ink of the game's play balance fwas the
game w ill use the popular Wachtam Rhein system, exten anti- imperialist revoltsl. The game would consist of a map game intefesting ior bath sides) 1
sively modified to represent the intricacies or jungle com of our galaxy, cou nters, and ru les, and wou Id sell for $10, G. What did you think about the appropriateness of the
bat. Scenarios would cover both the original Japanese in- length of the average game 7
vestment of Kohima and the subsequent counterattacks Please r~te the suitability of the following games for
solitaire plav on a scale of I to 9 with "/" indicating H. What did you thi nk of the amo unt of "set-up time"
by the British 33rd corps , The game wou ld have 200
negligible suitability and "9" indicating excellem solitaire needed before you could begin playing tt'e game]
CQunters, and a 22" x 34" map. To sell for $9.
play value; "0" indicates no familiarity with the game. J. What did you th ink of the appropriateness of the com-
M ortain. Hitler's counterattack during the Cobrll opera 55. K ingmoker rAH i plexity of this game ?
tion in Normllndy was Germany's last chance to stop the
56. Tyre K, What did you thi nk of thiS garne 's rea lism?
Allied breakout into the heart of France. Hastily organized
and hampered by Allied Airpower, elements of 47th S7. Art of Siege L. What did you l hi nk of this game overall?
Panzer Corps drove into Patton's flank in an attempt to "'- 5-8. The Conquerors M. Would you still have bOught this game if yo u knew
establish contact with the COllSt. It was a small, quick bat- 59. Agincoufl tilen what you know now about it 11 = Yes; 2 = Nol,
tle of German armor vs, U. S. infantry that could have N. Do you thi nk you received your money's worth with
ItO. l ille
been II Germany victory. The game eould be done one of th is gamelll = Yes; 2 = No) .
two ways /rate each oneseparatelyl. 61. Caesa r (AlesiA) (AH)
We will ask vou to rate six games. If you have not played
49. A fast-playi ng regimem-Ievel portrayal on an 62. A Mighty Fortress these games, or have not played them enough to be able
r
11 " x 1 map w ith fewer than 100 countefS. Would uSe 63. Nordlingen to evaluate them, then simp/v place "0" in the boxes.
ou r Victory in the West system IPallon's Third Armvl. To 64. Acre RERLIN '85
sell for $6, 65. Sevastopol 104. A I mapsheell 111. H (sel-u p time)
SO. A deta iled battalionl company level simulat ion usi ng 66. F, ederick the Grf'-'lt IDS. B (rules) Ill. J (complex ity)
elements of our Arl~n(ic W~iI and Highway to the Reich 106. C (cou nte rs) 113. K I realisml
67. Lutzen
game systems, hig hlighti ng the problems of command,
68. M usket & Pike 107. D (ease of play) J14. L (overall)
maneuve r and su pporL Presented at a scale of one half
mile per hex with thrsshour game-turns. Would include 69. Napoleon ' s Las t Bat ties Quod 108. E I ru les completenessl liS. M (then and nowl
one 22" x 34" map and 200 counters. A possible S & T lOll. F I balancel 116. N {money's worthl
70. Napoleon at BAY (OS GI
game to sell for $9. 110. G !lengthl 117. No Question
71. Wooden Ships & Iron Me n fA H)
51. Tne Israeli War of Independen~e. The Arabllsmeii 72. Wel lington's Victory RULGE
War of 1948-1949, the most costly lor both sides in terms 118. A (mapsheet) 125. H Iset-up timel
73. La Belle AII,ance
of losses , waS also a fatal stroke for many of the Arab
'4. Lig ny 119. B (ru les) 126. J (complexityl
governments, The war was fought with weapons 15 years
120. C (counters) 127. K (realism I
beh ind the times (Napo leo nic cannons on d Spitfires were 75. Napoleon at War Quad
not u ncommoni. The problem on both sides was not 121. D (ease of playl 128. L (overall I
76. Wagram
ma npower, bU1 effective weapons and ammunition , 122. E (rules completeness) 129. M Ithen and now)
77. Oua " e Bras
When the war ended in 1949, Israel had not only secured 123. F (balance) 130. N (money's worth)
Its independence, but taken the Negev and Sinai as well . 78. Bataille de la Moskowa IGOW) 124. G (length) 131,132. No Question
Th e game would conoentra te on political even1s , troop 79. Marengo
training, morale, and avail"bility of weapons. Since there LENI NGRAD
80. Wavre
was no army organization until late in the war, players 133. A I mapsheetl l,w. H (set-up timel
81. Ney V$ , Wellingto n
would have the chance to structure thei r own armies. The 134. B (rulesi 141. J Icomplexity)
game wou ld nave 400 cou nters , a 22" )( 34" map, and 82. Battle of Nations
135. C (cou nlers) 142. K I realism)
wou ld be moderately complex. To sell far $12 . 83. Borodino 136. 0 lease of play) 143. l (overall)
52. Assau/r On Bar-Lev. After the Six Day War, the 84. Eyl au 137. E {ru les completenessl 144. M (then and nowl
Israelis had (for the li fst time) to think about protecting 85. Jena-ALJerstad t 138. F (balancel 145. N Imoney's worth)
the Sinai lor an extended period of time. They faced 86. 1815, WatAfloo IGOWI 139. G (Iengthl 146. No Question
massive arrillery bombardments dai ly from across the
canal. Th eir solution was the Bar; Levs, a string of heavily STARFLEET RAITLES (n~)
87. How often is your issue of MOVES seriously damag-
for1ified camps connec1ed by foads and trails, But in 1973, 147. A (mapsheet) 154. H Iset-up timel
ed (torn, mutilated, soilad) when you receive it by mail?
the Egyptians launched a major assault on these 155. J Icomplexityl
1 = never; 2 = almost never; 3 = 1 issue in 12; 4 = 1 issue in 148. B {rulesl
bp.achheads, taking the Israelis complete ly by surprise .
6; 5 = 1 issue in 5; 6= 1 issue in 4; 7 = 1 issue in 3; 8= 1 149. C Icounters l 156. K (realisml
The Israelis rushed tanks up to the front, to prevent the
issue in 2; 9 = always. 150. 0 (ease of playl 157. L foveralll
~g\,ptia~s from spilling in10 the Sinai. Bar-Lev would
Do you lllre~dy subscribe to, or do you plan to subscribe 151. E (rules completeness) 158. M {then and nowl
~o ver this first assaul t, as well as Sharon's counterattack .
T e game would use a mod ified Oerober War system, to the following: ,=
already subSCribe; 2 = plan to 152. F (balancel 159. N (money's worth I
wit'~ ru les covering initial Israeli supply problems and the subscribe soon; 3 = may $(1bscribe at same time; 153. G Ilength ) 160,161. No Question
Initial advantage of Arab anti-tank weapons. The game 4 ~ already obtein through a remil outlet; 5 = do not plan
wo uld !',ave 200 co unte rs and a 22" x 34" map. $9 . to subscribe. INTRUDER (TF)
88. Richard Berg's Review of Games 162. A {mapshee11 169. H Isetup timel
53. Olvmpus Mons. The Man:ian ReVOlution of 2093-95 89. FYEO I For Your Eyes Onlyl 163. B (rules) 170. J (comple_ity)
(pa rI of which was chro nicled in Bartlefteet Mars) saw jilL Ares Magazine 164. C (countersl 171. K f realism)
widespread action on the Martian surface, Agents of the 165. D (ease of play) 172. l (overall )
Rare your reaction to the following types of MOVES af
Ares Corporation attempted to sei;:e a nu mber of impor ticles on a seeleof Iidislikeintensefvl to 9 (g"'/Jt idea J. 166. E Irules completenessl 173. M {then and nowl
tont service facil ities at the war's outbrea k, and later the 167. F fbalancel 174. N Imoney's worthl
assau lt forces of the Ares Corporation attempted to storm 91. Arti cles on the mOS1 recent S & T game.
168. G (le ng1h l 175. No Question
the new Martian capital. Aresis, Olvmpus Mons would 92. ArtiCles on the mos1 recent Ares game.
be an ope rational level simulation of the various assaults 93. Review articles (such as C'est La Guerre in th iS issue) OPERA nON PEGASUS (TF)
on the Martian capital, uSing the latest NASA maps of the covering a mu Ititude of games on related topics . 176. A (mapsheet) 183. H (set-up 1ime)
planet. The game would include a 22" x 34" map, 400 177. B Irulesl 184. J {complexityl
94-96. No questions.
cou nters, and extensive rules for land and near-space
1711.. C (counters) 185. K (realisml
com bat. Included wo() ld be rules for cybernetic tanks,
sudden sandstorms , sand hoppers, and laser and energy 179. D (ease of playl 186. L loveralll
beam weapons. A modified Friction Point system Ifrom SECTION R 180. E irules completeness) 187. M {then and nowl
our Central Front games) would accuratel,. portray the The results of the following survey are used in our 181. F (balance) 188. N (money's worth)
problems of supply and survival in the hostile Martian en- PLA YBACK system. After each game title there are thir- 182. G (length) 189-196. No question
Simulations Publications, Inc.
257 Park Avenue South BU LK R.A.TE
New Yo rk , N. Y. 10010 U S POSTA GE PA I D
ADDRESS CORRECTION REQUESTED PERM IT NO. 15
FRAM INGHAM. MA .

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But these proven tips are just the beginning of THE
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