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2 MOVES nr.

40, published August/September 1978

Opening
Moves
SpiGroups:
A Free Listing Service
to Encourage the
Formation and Operation
of Gaming Associations
Circulation: 9100
Although I've never been much of a
Editor/Executive Art Director Redmond A .. Simonsen clubman myself, I appreciate that there is a
Managing Editor need for clubs or at least gaming associations
Robert J. Ryer
Art Director in order that a regular source of opponents is
Manfred F. Milkuhn
available. Wargaming may be growing expo
Contributing Editors nentially but we're still pretty thin on the
Richard Berg, James F. Dunn igan, ground in this great land of ours. J feel that
Phil Kosnett, Mark Saha, Jerrold Thomas by providing a listing service, MOVES can
MOVES ,"'agazine is copyright 1978, Simulations Publications. Inc. Printed ill U.S.A. All rights reserved. All help in the formation of nuclei around which
editorial and general mail should be addressed to Simulations Pu blications In~., 44 East 23 rd Street, N . Y., N.V. 10010.
MOVES is published bi-monthly. One year subscriptions (six issues) are avai lable for $9.00 (U.S.). Back issues or will form local communities of garners. Of
si ngl e copies oflhe current issue are available at $2.50 per copy . Please remil by check or money order (U .S. fu nds on ly) course, this is presently happening even
Printing ami Binding by Wellesley Press, Inc ., Framingham, Mass without the listi ng but perhaps we can ac-
ARTICLE SUBMISSIONS: Readers are invited to submit articles for possible publicat.ion in MOVES Magazine. celerate the process.
Manuscript s mus t be typewrilten, double-spaced, on 8 V, x 11 white bond, with generalis matgins . Plea,e include your There will be a few rules concerning the
full name all each MS page, and yOur name and address on the cover page. Ifyolt wish your manuscript returned, in- listing - in re turn for doing all the work of
clude a stamped, "elf-addressed 9 x 12 envelope. In no instance, however, can SP I assume responsibili ty for compilation and the administrative expense-s
manuscripts and illustrations no! specifically solic ited.
involved, you must adhere to the following
rules:
1. The listing will appear in every even
numbered issue of MOVES. Your listing
In this issue... must be re-submitted each time you wish it to
appear. This makes the listing an automatic
You Too Can Be An Air War Ace ROBERT S. HOPKINS III 4 ally self-cleaning directory. I f you don' t send
in a listing req uest, your association won 't
Tactical Nuclear Weapons Simulation JOHNA. GRAHA M 6 appear (even though it's appeared in some
previous issue and in fact is still operating).
Could the One True Ring Be Brass? NEIL RANDALL 9 The deadlines to be listed are as follows :
MO VES 42: End of Oct. '78
Secret Search V.J THOMAS 11 MO VES 44: End o f Feb . '79
MO VES 46: Endof June '79
Other Faces, Other Times JOHN LlNDSTROM-FURUTANI 12
This cycle (Feb/June/Oct) will repeat in-
Objective: Moscow SCOTTRENNER 14 definitely until! later notice of alteration or
termination .
Nor Dark of Night. .. THOMASG. PRATUCH 18 2. The group that you form (or have
formed) does not have to be a formal club
Airburst MATTHEWW. FOSTER 20 with dues and bylaws, etc. - it may simply
be a gaming association, i.e. , a bunch of peo-
Drive South to Stalingrad TOM GRA VELINE 23 ple who get together to play games on a
somewhat regular basis. In fact, such in-
Wacht am Rhein JIM GOVOSTES 25 formal groupings are encouraged. Each
group (whatever its nature) must have a nam-
A Compendium of Errata 28 ed , responsible individual who can deal with
inquiries and whatever paperwork is involv-
Opening MO VES REDMONDA . SIMONSEN 2 ed in maintaining the good order of the
Designer's Notes SPIR&DSTAFF 3 group. This person will be known as the
Group Agent.
Fonvard Observer RICHARD BERG 32 3. Clubs and associations will not be
listed by formal name - rather they will be
Playback THE PLAYERS 33 listed under a \vorking tag tha t derives from
the first three digits of the Zipcode plus the
Feedback/Playback Questions VOX POPULI. vox DEI 34 name of the Agent 's city or town and the last
name of the Group Agent. So, for example,
if I were the Group Agent of an association ,
Simulations Publ icat ion s. Inc .. 44 East 23 rd Street, New York, N.Y. 10010 my group would be tagged" 100 New York/
Simonsen Group. "
4. O ther information (including the
contact address/ phone) must be listed strict-
3
Iy according to the prescribed format (and
'strictly' should be interpreted literally - de-
viant submissions will be invalidated). Typo-
graphical errors will be corrected in the re- Designers
submissions for subsequent listing.
S. To qualify as a Group, the associa-
tion must have at least four charter members,
Notes
two of whom are either current MO VES
and/ or S& T su bscribers. A separate sheet of
names and addresses of the charter member- WORK IN PROGRESS
ship must be included with each request to be Please do not order any of these titles
listed. To document the conformance to this until their availability is announced in S&T.
rule, the SPI customer codes of the sub- Our home away from home was the Ann Ar-
bor Inn - which was really keen (and if in Campaign for North Africa
scribers must be included with the docu-
mentation. the unlikely event that the Inn staff should The Sandy Behemoth is finally in Pro-
6. The average age of the charter see this, you all did a fine job). duction Land. The order of battle and
members will be indicated by averaging the counter mix have been finally set (until and
year oj birth of the members. So for exam- unless we find the two missing battalions of
ple, I was born in '42, my friend in 1950, as Commonwealth units .. .) at 1800 counters;
well as 48 and 54 respectively for the other 1021 of these are considered "combat"
members of the group. Our average birth counters, with an approximate breakdown of
date is 49. 157 German, 437 Italian and 421 Com-
7. The following format is to be used monwealth. This does not include ships
when making a submission. and / or planes . (The latter counters are used
LINE ONE somewhat more abstractly than the land
Three Digit Zip, Town or City/ Agent's Last units, although abstract is a humorous term
Name to use in CNA). The last minute changes to
LINE TWO the OB proved difficult - the whole OB for
Nr. of Curr~nt Members/ Avg. Birth- Africa proved to be an immense chore. We
date/Year Formed/ Frequency of meet- had several problems with the grotesque
ings/and three ranked period preferences us- number of ad hoc Italian units (territorial
ing the Feedback response numbers. and garrison troops, splinter artillery units,
LINE THREE etc.} and even the British armored battalions
Group Agent's Full Name and Phone Nr. gave us some fits (who belongs to what and
The elves piled into the campus shuttle bus
LlNEFOUFI when - and why?) We are quite happy with
and trundled off to the campus (although
Group Agent's FuJI Address .our OB ; we think it is the most accurate ever
where the campus ended and the town began
published in such form. There are, to be
So, if I were submitting a listing, it was always a matter for speculation).
sure, discrepancies. For instance, Playfair
might look like this:
states that the 1st Sherwood Foresters was at
100 New York/ Simonsen Grou p Tobruk when it fell; Joselyn states that the
04149175/ Bi-weekly/ 957 Foresters were in Cyprus and nowhere near
Redmond A. Simonsen (212) 673-4103 Tobruk. One book lists the 10th Indian Divi-
44 East 23rd St., N.Y ., N.Y. 10010 'sion with two brigades; another source gives
The above would mean that the group it three brigades (oh where are you, 25th?); a
currently has four members with an average third SOurce says there is no 10th Indian Divi-
birthdate of 1949 and it was formed in 1975; sion!!! Try playing games with that sort of
meets every other week and likes to play information. Other minor touches have been
science-fiction, civil war, and WW2 games in added: Rommel is now away on trips to
that order. The listing will be printed as sub- The ultramodern facade of the North Cam- Berlin, the British have evaporation and
mitted and all listings will be made uniform pus Recreation Center did little to disguise spillage problems (above the norm) because
as to style (and I'd appreciate it if you made the fact that it was just another un-aircondi- they have lousy containers, prisoners can
an effort to conform to the format every tioned gymnasium. The exhibit hall was- now escape, Dummy Tank Formations and
exactly). similar in m9st respects to that of Origins 77 the Desert Recovery Squadrons have been
The format and exact information is, of - even to the tarps on the floor. added ... the list of minutae is endless. We're
course, subject to change as we gain pushing mightily on CNA , and we're looking
The weather was a little steamier than 0'77 so
experience in handling and presenting the for a mid-Fall release. Rich Berg
this meant a little more sweating for the ex-
information. The main idea is to keep it hibitors working their booths (see the strip-
"lean and dean" and to avoid having the ped down Kevin Zucker selling furiously, AirCav
announcements lapse into adolescent chest- copies of his self-published game Napoleon After an eight-week hiatus, I have been
beating. Please type! Do not include your at Bay - or should that read 'furiously seil- able to make some time to start rolling again
listing with orders or other correspondence. ing"? (see this issue's FO). {conlin"ea011page24/ on this game. Normally, that would be a
Send to "SPI-Groups" c/o SPI, 44 E. 23rd chore. The way that SPI operates, with a lot
St., New York, N.Y. 10010 of inter-dependent people involved on any
one project, tooling up one that has been in-
THE SPECIES OF THE ORIGINS terrupted can be tiresome, with a lot of
More than a dozen little SPI elves went to wheel-spinning and re-treading as one at-
Ann Arbor in mid-July. They flew there in a tempts to remember all the half-perceived '
big silver bird (which they took because their nuances and solutions lost in the shuffle. But
charter flight was an hour late) .." The pict.ure even given the fact that I must assemble a
shows Manny Milkuhn doing his . {lmusing new corps of play testers and cope with notes
aircrash imitation to the delight of all ' the to myself that have somehow declined in
passengers in the boarding lounge. cogency with the passage of time, Air Cay
(co"ti1luecJ 011 pag~ 291,'
4

OPERATIONAL ANAL YSIS

YOU TOO CAN BEAN AIR WAR ACE


But You'll Have to Buy Your Own Scarf
bv Robert S. Hopkins, 11/

Air War is an excellent effort (even if Dave Isby Air War is a 600 counter, eight-piece Prepare a set of simple maneuvers to be ac-
didn't take my suggestion about using the Battle- geomorphic map game. It has some 48 pages complished: make a pass over a given hex,
Fleet Mars 3d movement system - maybe you of rules and discussion, 16 pages of charts bank into a steep climb and reverse dfrection,
would've gotten the gravitational constant right if and tables, playing adjuncts such as "instru- passing over the target hex from 90 degrees to
you had, David) and although, as Robert in
dicates, it is intimidating, one should give it a try. I
ment panels," and the all-important aircraft the original pass. This "cloverleafing" will
do have a complaint about all tac flying games, data sheets for 31 aircraft (and their variants) be helpful in learning the concepts of
which I would like to, ah, air: everything happens and 23 missiles. Aircraft counters have white maneuvering in a three-dimensional environ-
so slowly - it's more like building a plane than fly silhouettes of the specific aircraft rep- ment.
ing one. I suppose I'll have to wait for a good real- resented, with the remainder being informa- The rules include a section on special
time microcomputer simulation. - RAS tional counters. Physically attractive, the maneuvers, e.g., Immelman, Barrel-roll, etc.
game does require more space than usual to Each of these should be practiced for a given
set up and play (a la Fast Carriers). It is aeroplane. Note that flying a third-
wholeheartedly recommended that players generation fighter in one scenario is quite un-
take care when sorting counters to facilitate like flying an older bomber in a second
set-up time. It is also recommended that the scenario. These maneuvers should be com-
"Rove your assigned airspace, spot the
aircraft and missile data sheets be kept in mitted to memory, (it seems that there is a
enemy, shoothim down, and anything else is
clear plastic notebook folders to maintain great deal of memorization in this game ... ).
rubbish."
their viabili ty. The next topic of interest to be treated is
-von Richthofen
Mechanically, Air War functions as a weapon utilization. Know the parameters of
"Everything is funny so long as it happens to game based on probability. A given event has all weapons a given aircraft will be carrying,
someone else." a given probability of occurance, which is particularly with air-to-air missiles. These
-Will Rogers then cross-referenced with a twodice roll. weapons are to be treated just as another air-
Since the probability table is used frequently, craft - they, too, are flown by the phasing
A love for airplanes would seem natural among others, it is also recommended that player. Each missile carried is useless if it is
to someone growing up as an Air Force brat. this table be copied for each player (some- fired in such a way that the target aircraft can
More so when this individual brat's father thing which SPI might consider adding to simply out-run or out-maneuver it in any
flew everything from fighters to bombers, future games.) given environment.
and then did it again. So you can imagine my The rules deal not only with the game Know your opponent's aircraft. This is
immense pleasure when SPI produced Fox- itself, but do an excellent job of discussing not to be construed as a suggestion to use his
bat & Phantom. The rules were thoroughly modern aerial tactics and do a likewise aircraft data chart. Instead, it is a suggestion
digested and intense playsessions ensued. It superb job of integrating the same into the to be cognizant of the potential advantages
soon became apparent that Foxbat was game. Extensive scenarios are not present, and disadvantages of his aircraft. Use ex-
grossly shortchanged when the developer got but more than adequate material is provided treme care to prevent your opponent's air-
hold of it (not to belittle a fine job by Kevin to build a virtual plethora of scenarios. This craft from obaining any advantageous posi-
Zucker). Rules were added for air-to-ground preparation of scenarios is as enjoyable as tions while at the same time attempting to ex-
combat, new planes, and even air-to-air re- playing the game itself. ploit his weaknesses to the fullest.
fueling. There was even hope for super-pilot Once set-up and started, Air War plays Perhaps the most important subject in
Dad to get into the fray. Then came Air much more smoothly than might be an- Air War (which is poorly treated by most
Force. ticipated. To facilitate play, all players (up to players) is the set of Victory Conditions. In
Complexity became the key word in air 16 individuals could play. although four is many cases, the player who escapes is the
games, .as the SiMove system made book- the optimum number using teams of two) winner. An underdog aircraft pitted against
keeping a dreary task and "flying" secon- should have the sequence of play committed several superior aircraft can "win" by simply
dary. Dauntless helped, but it was still Leo to memory . SPJ wisely inCludes a rules sum- passing over a given hex or by not being shot
Tolstoi instead of Saburo Sakai. The over- mary, not of major concepts, but of the down. Players who are desirous of a
due and anxiously awaited Air War by SPI minutiae which are required to play the "Turkey Shoot" should bear the Victory
filled a void left by all the other airgames, game. It is strongly suggested that players be Conditions close in mind when selecting a
and immediately moved onto the "bestseller extremely familiar with these. The second scenario.
list." It also established a new complexity longest delay in playing Air War is the cons- Basically, know what has to be done,
record (8.2), passing USN as the most com- tant referral to the rules and myriad of with what it must be accomplished, what
plex game produced by SPI. With this com- tables. problems might be encountered and how
plexity came a major problem: how to play Air War is a beautiful game, one which they might be best dealt with. With these
A ir War? Specifically, how to get everything is highly accurate as a simulation. There is thoughs in mind, novice A ir War players will
out of the game for which it was originally however so much of it that most garners are soon find that there is a lot more to the game
designed? A brief review of the game will be reluctant to spend a great deal of time that is not readily seen. It is this area to be
conducted to allow the reader insight. as to becoming attuned to its intricacies. Hope- next explored.
whether or not he should purchase the game. fully, this problem may be overcome with Defining a specific tactic for Air War is
Once done, both strategic and tactical some of the tenets presented within the con- quite unlike discussing Wellington's Victory.
analyses will be presented to guide the novice fines of this article. There are no terrain objectives nor units to
along the gilded path of moaern"aerial com- Like any pilot, learn to fly. Practice capture or destroy. Therefore, each scenario
bat. level flight, banking, climbing and diving. played will have specific tactics to be learned
5
and utilized. There are, however, key ideas weapons are in their optimum combat flares. They are also limited in range, so a
which will enhance any player's flying skills. envelope.) For example, a B-52H on a close-in shot is required.
Think flying: Think as if you were in- nuclear strike at an altitude of 250 feet is at One ~ord of warning when firing a heat-
deed a pilot flying a MiG-25 on a recon- the height of choice whereas an A-IO over seeking missile into a crowd: the missile will
naissance mission over the Sinai and the two Central Europe is in a highly lethal environ- track the nearest target regardless of na-
objects aproaching you are Israeli inter- ment at this altitude . tionality. Avoid scoring kills against your
ceptors planning to blast you from the sky. Cannon: In the late fifties and early six- fellow aircraft.
React to a specific situation just as if you ties, a doctrine demeaning the airborne can- Radar-Homing Missiles: Radar-homing
were truly in that situation. This concept of non was issued. This clesign philosophy was missiles have one major advantage: the long-
flying will be stressed throughout the re- reflected in the F- I d1, -102, -106, and F-4 range kill. In many cases, an out-and-out
mainder of this article. (nee F-IlO). The value of the airborne can- dogfight between two aircraft is quite biased.
non is of such recognized importance today To offset this problem, indirect combat may
as to warrant the addition of the "Six. Pack" be utilized. Specifically. send a single weapon
to the F-106 and the M6AIE in the nose of to destroy a better target. The Israelis used
Air=me: theF-4E. this concept to good advantage by using
Mikoyan MiG-25A Cannon combat in Air War is critical. precision-guided munitions (PGMs) against
Foxbat Cannon fire may cOI1).pletely destroy a target highly-lethal targets, such as SAM sites.
aircraft Or cripple it to the point where it
becomes ineffective as an airborne fighting Classically, the comparison becomes
Speed: Surprisingly enough, the faster weapon. Cannon is best used from close more vivid in Air War. An F-14 may not be
plane is not necessarily the best plane. A high range. This necessitates a commanding able to "out-dogfight" a gaggle of MiG-17s,
rate of speed can often be useful. However, knowledge of maneuvering toward the it can, however, fire its compliment of
an aircraft also possesses a turn mode, which target. More specifically, attack with cannon Phoenix missiles from a great distance with a

'"
describes its ability to turn at a given speed. fire is best executed from directly behind and high degree of accuracy. still emerging the
This is dependent on factors such as wing slightly above. Note that this conflicts with victor.
loading, wing area, flight control systems, the concept of behind and below. The latter
T a~

4=
and other mechano-physical items . Use the concep t is best used to avoid visual contact
turn mode to good advantage. Keep the with the target aircraft. Maintaining height is
still of importance . If the opponent climbs to A ircraft Name:
speed as high as'possible (or needed) and the
turn mode as low as possible . This will allow escape your fi re, he will climb right into it, Grumman F-14A
more maneuvering (which is the name of the slowing as he goes . If he dives, you will in- Tomcat
game, is it not?). Experience in Southeast evitably remain behind him in the dive, still
firing away. One additional note about can-
Asia and the Middle East has shown that 7L ,

.,.
most dogfights occur at low speeds. This is non use : don't waste cannon shots, par-
for two reasons, both of which may be ticularly low-probability, high-range shots. Aircraft Name:
demonstrated in Air War. Either the air- 'Nuff said.
Mikoyan MiG-17D
planes themselves physically are incapable of Fresco
higher speeds (MiG-17 liS. F-4), or the faster d'

+
aircraft maneuvers best at lower speeds. Like any other weapon systems, radar-
Bear in mind that reconnaissance Aircraft Name: homing missiles have some type of shortcom-
scenarios might encourage Mach-3 dashes McDonnell Douglas F-4E ing. The first of these, although not a
across the game board in an attempt to Phantom technical flaw, does indeed impair their use.
"win" the scenario . In direct contrast would Some nationalities prohibit the unconfirmed
be a "duel" between two "third-gen" Heat-Seeking missiles: Heats are the firing of missiles at target aircraft. For exam-
fighters. Clearly, speed should be utilized next best thing to cannon in dogfights. How- ple, the U.S. required visual confirmation of
judiciously. ever, their use is dependent on a variety of a target over North Vietnam before it could
Altitude: Height cannot be over- factors, which often limit their use. A good be attacked. In many cases, this necessitated
emphasized. Aircraft which are high may player will strive to keep the enemy aircraft the firing aircraft losing its advantage of be-
dive to gain speed and attack lower airplanes inside the launch envelope of the heat- ing able to attack from outside visual range.
in fewer turns than an aircraft could attack a seeking missile he carries. . As with heat-seeking missiles, radar-
higher target . Again, experience has Like cannon, the above and behind 1.. ' homing missiles are susceptible to ground
demonstrated that aerial combat is like tack is best (of times the only) place to launch clutter and thus lose their effectiveness when
DNA, an ascending helix. Aircraft combat a heat-seeking missile. Advanced heats, such fired at targets at low altitudes, particularly
should occur in an optimum environment for as the AIM-9L, can strike from any direc- when the firing aircraft is more than 2500
any aircraft, and for many, this is best tion, but the better pilot will prefer the "up feet above the target. Radar-homing missiles
described as vertical. Thus, the bounce from the pipe" shot from behind. are also jammable with the myriad of ECM
above coupled with the high-speed, low-turn Heat-seeking missiles have several ma- devices which are available in the game. This
mode attack is probably the best method of jor drawbacks. They are virtually useless at is particularly so when playing a hypothelical
attack. By passing through the target aircraft low altitudes due to ground clutter (an exam- modern-day scenario as the non-U.S. coun-
at a high rate of speed , the target aircraft will ple of when it is better to stay low). This is try.
not be able to catch the attacking aircraft offset by an aircraft which emits a high ex- Radar-homing missiles also require a
allowing escape or a second pass if the first haust temperature . Nonetheless, the chance two-turn radar lock-on before the missile
was unsuccessful. This is not to say un- for a missile to malfunction at very low may be fired. Thus, while remaining locked
equivocally that Height is Right. When altitudes is still greater than the worth of onto a target aircraft, the tracking aircraft
fighting an electronic war, say a nuclear "wasting" the shot. If it is the only shot you may not radar search for or engage in combat '
strike mission with heavy ECM and a high- may take, then by all means, take it. Things by other means with any other aircraft (the
threat radar environment, Nape of the Earth can't get worse. F-14, F-15, and MRCA are notable excep-
(NOE) flight is great. Low altitude affords Heat-seeking missiles are also prone to tions). Care must be taken not to allow the
more than ample protection from heat- go ballistic (become defective and useless) by tracking aircraft to allow the target aircraft
seeking missiles and suitable protection from tracking the sun as a heat source. They are to leave the tracking aircraft's radar search
radar weapons. (It should be noted that at also highly susceptible to jamming by area, or to allow the target aircraft to evade
low altitudes many forms of anti-aircraft relatively simple means, e.g., hot gas or or break the lock-on.
/continued on page I>J
6
SCENARIOS & VARIANTS

TACTICAL NUCLEAR WEAPONS


SIMULATION
With Particular Reference to Firefight and Similar Games
by John A , Graham, 11/

The following article treats with the nuclear batlle- (ion just determined and for the distance Type E: Exposed personnel, dismounted
ground scaled to FireFight in particular ~ but it found on Chart I. See Note 3. infantry, towed artillery not in
could be made applicable to any modern tactical
3. For each unit (both Enemy and Friendly) revetments (the crews, not the
game adjusting for the scale change . As the
author points out, the nuclear environment really within the destruction range of AGZ: weapons).
requi res more space than the FireFightmap allows a. Find the distance from AGZ to the Type P: Protected personnel, infantry in
(see , this is really another cheap tric k to get you to unit. This distance is the "range" for use foxholes, artillery in revetments .
buy lots of mapsetsl . In my heart of hearts I do still Type W: Wheeled vehicles, artillery being
on Chart II.
believe, however, tha t after the first few " t actica l"
b. Roll a die. Find the appropriate graph towed (excluding personnel), any
nuclear weapons are detonated, their use will
quickly escalate into the general strategic con- on Chart II for the weapon being detonat- non-armored vehicle.
flagration, and battleground ta ctics will be a mOOI ed. Cross-reference the number rolled Type T : Tanks, armored vehicles of all
point. -RAS with the range to find the point on the types induding APC's .
chart that determines the effect of the det- Type D: Depots, concrete bunkers, rein-
onation on the unit. These effects are as forced concrete buildings, bridges.
follows. See Note 4,
On the graphs on Chart II, there is a line
These rules may be used to include nu- Nuclear Weapon Effects labeled with the letter for each of the five
clear weapons in any tactical scale combat The effects of the nuclear weapon on a types of target units. If the point found in
simulation. The charts included with these unit depend not only on the distance from step 3b, above, lies to the left of the line for
rules were designed for use with FireFight, AGZ, but also on the type and situation of the particular type of unit, that unit is de-
but they may be used withany game when the unit. For the purpose of determining nu- stroyed, If the point lies to the right of the
appropriate adjust ments for hex size and clear effects, units are broadly classified as line fo r the type of unit, the unit is not de-
time per turn are made, This simulation was follows: stroyed, But such units may be moderately
prepared using unclassified U .S. Army
Training Manuals (FM 101-31-1, PM
101 -31-3). Informed sources confirm that the
effects resulting from these rules are very ~~T :1: DiSta~~~ ~i Actual G ro~nd, 'i~ro.(AGZj :~,::, ;,.~'{:~:;".':,~:r:?2r~j~;;-::t
close to the actual classified effects . These , "',' from Desired 'Ground 'Zero (DGZ)', '.:~: ',;- .' ~'. ;, .';::',;' :
rules are very brief, since they are to be used
for reference when playing already compli-
cated simulations. Further discussion and ex-
Raj};: '. I Di~ROn3(~rii~~ry):56 "., :Ri~~ ..~Di~~OU2~~o~:e~'~:'~~~~~~>:~ \
planation for the rules is given in the design- 2 1 5-6 1 1 2 3 4
er's notes, as referenced in these ru les, 3 - ~. - ' 1 1. , 7-S r ,', i ;-- 3':. 4 .<:,~::~:Jf:
Nuclear Phase P rocedures 4 1 2 9-10 2 3 4 5
The Nuclear Weapons Phase should be 5 1 2 ' 11-121 2 " 3" ,4 ;'';;'$-:'. 6
the first Player-turn Phase. 6 1 I 2 13-14 1 2 3 4 5 7
1. Check off firing preparation delays for 7 .11 2 3 . :'1 5-16 ' l ' 2: 3 -' ,f ;,6': .. 8 ;~
rockets and missiles currently being 8 1 2 3 17-18 2 3 5 7 9
readied to fire, See Note 1, 9 .. 2 J 19-20 I, , 2 .4 6 ' 8 10
2. For each weapon scheduled to impact this 10 2 3 4 21-22 1 3 5 7 9 11 .,
Turn:
a, Place a marker on the hex where the
Maximum Range' for Sh~rt Range. A"illery
2
23~24 ' 1 5 7 .: 3'.
:9
.. 1'2'
11 3 4 25-26 1 3 5 7 10
weapon is aimed to impact. This is the hex 12 1 1 2 3 4 '27;.2.8 '.1 . :;,3 , 5,' 8 Jtj-
referred to as 'I Designated Ground Zero" , 13 ,3
1 ., 2 2 4 29-30 3 6 9 12
(DGZ).
14 2 2 3 5 3i-32 4 7 10 ,. 13
b . Find the range from the firing location
to DGZ. This is given in the scenario if the F5 1 .-- ,1. 2 2 3 5 33-34 4710
firing location is off the battlefield map 16 I 2 3 4 5 . 35~36 .Z' S ~. 8' li
-~~.
board . See Note 2. 17 I ... ~
1 2 3 - 4 ,5 37-38 2 5 8 11
c. Roll a die, Cross-reference the die roll 18 1 2 3 4 5 39-40 .. ' 2 ; 'S :' '8 Y4 '
number with lhe range to find the distance 19 , 1 ... 1 2 :3' 4 6 ,,,,,,"
from DGZ to "Actual Ground Zero"
20 2 3 4 6
(AGZ) using Chart I for the type of weap- . ,f!I1ctXimum 'Range forMedlul n Range Arti!lePi.
r . . -~~..;. - '",: c ...... .
~? :'~' ~~". ~ -'.
on firing.
' N~te: ..All adJus tment distances are'given'as 50met~rm:uitipl~s:'Th~~ . ah: adjustlJl~i:tt;or .'.:.;
d. Roll a second die to determine the di- .. "5'" ' is .5 x' 50;'()r2~0 " nieters from;desired' gr6und ?zer.o(Dqzr'td :aCt6ajgr~ll,i.1(ti~rq<i ,..
rection from DGZ to AGZ (in the same (AGZ) .. " .'. .~ .. ' ,. .'> '",~::>,) ;,;,:~. .. ,'
manner as for other artillery) . Move the
marker from DGZ to AGZ in the direc-
7
Note that the actual range used for
CHART II: Nuclear Weapons Effects Chart I wpl be the above range plus the dis-
tance from the edge of the map board (near-
est to the firing weapon off board) to DOZ.
PE
1
Note 3 (See Nuclear Phase Procedure
2d). All artillery cannon and rocket or mis-
EFFECTS OF A 1 KT WEAPON
2 sile-delivered warheads are affected by
winds, small un preventable aiming errors,
and enemy counter-actions. These cause the
actual impact site to be different from the site
toward which the weapon was aimed, some-
times. This is why artillery dispersion rules
5 are included in simulations on the scale of
FireFight. It can be seen that the farther the
6
target is from the firing location the greater
1 2 3 4 5 6 7 8 9 10 11 12 13 14 the error usually is . This is true for cannon
RANGE (hundreds of meters) and FFR. but not true for guided missiles.
LGM accuracy is classified, but it may be ap-
Note: For effect of a 0.5 KT weapon, add proximated by using the 8 Km line on the Ar-
100m to actual range and use 1 KT Chart. For tillery side of Chart I, for all ranges.
effect of a 2 KT weapon, subtract 100m from The marker for AOZ may be left on the
EFFECTS OF A 10 KT WEAPON map to determine radiation effects on troops
actual range and use 1 KT Chart. For effect of
a 5 KT weapon, add 200m to actual range and that pass through the impact area, optional-
use 10 KT Chart. ly. These radiation effects are negligibly felt
1
by troops during a few-hour tactical Scenar-
io. But up to two weeks later, they may die
2
from radiation poisoning. If the Scenario
~3 gives points for the number of units de-
I'tt
:l;j stroyed, then units receiving a lethal dose of
~ 4 ~----+-+-~~~-~--~-- ~~--~~----~~~ radiation should be counted as des troyed,
r-
even though they go on fighting during this
5r-----~~~~~--~--~----~----~._------~~ battle as if nothing has happened. A lethal
dose is received under the following
6r------+~--~--4r--~--~~----~----~~----------~~
conditions:
2 4 6 8 10 12 14 16 18 20 22 24 26 28 30 32 34 Types E, P, and W: Divide the KT of the
RANGE (hundreds of meters) weapon by 4. Any type E unit
passing within this distance of
AOZ has received a lethal dose.
damaged so they may not move nor fire for warheads greater than 10 KT is so great as to Thus if a 2KT weapon were fired,
several Turns (minutes): See Note 5. The make them unusable as tactical weapons, at any type E unit passing within 500
numbers between the dashed lines give the least in simualtions on the scale of FireFight. meters of AGZ is dosed.
number of minutes (or FireFight Game- It is recommended that when nuclear Type P and W: Same as type E.
Turns) the unit may not move or shoot. The weapons are included in a Scenario, that an
Type T: Divide the KT by 20. Thus a 2 KT
crews and passengers of vehicles suffering "earliest impact time" be given for them .
weapon lethally doses type T units
moderate damage may be unloaded and This is because most tactical simulations are
if they pass within 100 meters of
move or shoot as if nothing has happened, as for a real time that is much less than the prep-
AGZ.
the vehicle protected them. (Tank crews may aration time for FFR and LOM. Also, the
be represented by light fi'reteams in FireFight location of DGZ must be recorded at least Type D: No radiation effects unless person-
jf they are attacked before repairs are com- five minutes (8 FireFight turns) before im- nel leave the bunkers. If personnel
pleted to their tanks.) pact, to simulate the computation and ap- leave the bunkers, they become
plication of firing data to the FFR or LGM. type E units for radiation.
Designer's Notes Note 2 (See Nuclear Phase Procedure An additional use of the AGZ marker
Note] (See Nuclear Phase Procedure 1). 2b). Most tactical Scenarios wiII be of a scale that may be optionally used is to compute
Rockets and missiles must be fue/ed, fused, such that the nuclear delivery systems are "tree blow-down" effects. Any wooded hex-
and otherwise readied to fire, long in ad- "off map," not actually located on the bat- es and any town hexes within the distance
vance of the time they are intended to impact tlefield map board. The minimum and maxi- found by dividing the KT by 4, become im-
on the battlefield. If you do not have actual mum ranges for short and medium range passable to vehicles. This includes town hex-
arming times for the rockets and missiles you cannon and FFR are shown on Chart I. es with roads through them when the road is
are simulating, the following generalizations Most delivery systems wiII be fired at a range blocked by fallen trees and other debris.
may be used: about midway between the maximum and These hexes may be cleared by engineers in
minimum. When off-board nuclear delivery the same way they remove other road blocks
Free Flight Rocket (FFR or FROG): 30 and obstructions (if such rules are in your
systems are included in a tactical Scenario,
minutes after movement is completed, 5
the following ranges to the near edge of the game).
minutes for on-call targets. FFR deliver 5 Note 4 (See Nuclear Phase Procedure 3).
map board are recommended:
KT, 10 KT, 50 KT and 100 KT warheads . Only two graphs of nuclear weapons effects
Light Guided Missile (LGM): 30 minutes Short Range Cannon (Max range less than 10 are given, one for 1 KT weapons and the
after movement is completed, 10 minutes for . Km): 5 Km. (fires 0.5 to I KTwarheads) other for 10 KT weapons. These two charts
on-call targets. LGM deliver 2 KT, 5 KT, 10 may be used for 0.5 KT, 2 KT, and 5 KT
KT, and 20 KT warheads. See Note 3 for fur- Medium Range Cannon (Max range over 10 weapons by adjusting the range from AGZ as
ther LGM guidance. Km, less than 20 Km): 10 Km. (fires 1.5 to 2 described on the chart. Purists will note that
....WitiJe-larger missiles and warheads are KTwarheads) the effecl curves on both of these charts are
_ available, it is felt that the destruction of FFR: lO Km LGM: 15 Km straight lines, while nuclear effect attenua-
8
iion follows a logarithmic curve. Straight fender builds a too-strong hardspot, it too dispersion for any given Scenario with nucle-
lines were used because the data used to com- gets nuked into vapor. ar weapons inclUded. The number of nuclear
pute the curves was only within 10010 of ac- The attacker then disperses his forces weapons included should also be limited, just
tual, just as the straight lines are within 10% across a wide front for the approach march as the supplies of warheads is limited in reali-
of a log curve. Straight lines were found toward an Enemy hard spot, smoking the ob- ty. A 0.5 KT or 1 KT weapon with one war-
easier to see and use when the system was jective as usual, but not actually massing his head per company, and a 2 KT or 5 KJ' weap-
tested. units until they arive on the Enemy hardspot. on with one warhead per battalion is about
The unit. types for calculating nuclear And the normal bloodshed occurs, with the righ t for addition of nuclear weapons to Fire-
blast effects are straight from the current attackers massed too close to the defender Figh t Scenarios.
doctrine. This is why effect curves were avail- for a defensive tactical nuke to do any good, While some may insist that lighting the
able for them. It should be noted that per- until too late. comer of the battlefield map with a match is
sonnel are not dispersed, pinned , or sup- Consolidation of the objective, which the best nuclear simulation, you wiII find the
pressed by the effects of a nuclear blast. They classically meant the reorganization of the dispersion of reality a challenge worth
are either casualties or physically able to trench lines so they face their former owners, simulating.
fight. In reality, certain blast effects will rather than their former enemy, now has a
cause a "pinning" of a few personnel at the new meaning. It means quickly dispersing
"safe" ranges given on Chart II. Night away from the just captured hardspot, to You Too Can Be an
blindness (due to the atomic flash), ringing avoid any follow-up nuke its former owners Air War Ace {conti71,<edJrompageJj
ears, slight blast shock (shell shock), cuts and may have called in just before their demise. Again, like heat-seeking missiles, radar-
bruises, may be experienced by some person- For the defender, the nuclear battlefield homing missiles have aerodynamic launch
nel. But it will be so few to the right of the also means dispersion. His hardspots must be envelopes, so the ability to launch any type of
E-E line that it will not affect small unit per- small enough not to tempt the enemy to nuke missile is limited by preceding maneuvers or
formance. To the left of the E-E line, some them, but big enough to withstand an attack the attitude of the launching aircraft. Radar-
may have these light effects, but so many will like the one just described. The dilemma is homing missiles are perhaps the most dif-
have greater injuries that a fireteam will be apparently unsolvable, because the Enemy ficult weapons to use as they have a great deal
ineffective for at least the rest of the day. It will nuke anything too big to easily overrun. of pre-launch req uiremen ts to accomplish (or
will be evacuating its wounded, fixing its So the defender uses a liquid mobile defense, avoid) before they may be fired.
weapons, waiting for sight or hearing to re- few if any hardspots, and lots of electronic When selecting weapons loads for par-
turn, and such things as to render the team sensors and patrols. ticular scenarios, it is strongly advised to be
unfit for combat. When the direction and apparent intent quite discriminating. Cannon weapons are in
of Enemy movement is detected, several order (unless the addition of a pod would
Note 5 (See Nuclear Weapons Effects). defending platoons and companies are set in cause the carrying aircraft to be in a loaded
Moderate damage to vehicles is defined as motion from their widely and deeply dis- configuration). The selection of missiles is
damage that can be fixed by the crew, but persed positions. Their movements are timed also to be based on the previous idea, that of
such damage as to make the vehicle com- so their arrival at the ambush position coin- loaded configuration. The player must also
pletely unfit for combat. This is beyond the cides with the arrival of the Enemy at the se- take into account the combat environment
definition of vehicle suppression used in lected site. This again makes too intimate a and the expected target aircraft, altitude con-
FireFight. Nuclear blast will clog radiators contact for either side to use nukes. If the at- siderations, the ECM environment, the time
and grills, clog exhausts, clog weapon bar- tacking force is too big for the counterattack- of day the combat is supposedly about to en-
rels, crack view port prisms, fill view ports ing or ambushing force, the counterattack compass, and the effectiveness of the carry-
with earth, fill engines with debris without withdraws leaving blockades to hold the ing aircraft in firing that weapon, e.g., the
harming them, burst tires, break treads, Enemy position until a nuke can impact on ability to search and lock on with its on-
remove ATGM rails, remove external them. The counterattacking force then de- board radar.
machineguns, and similar damage that the stroys any survivors and again disperses. concepts of aerial combat have been treated
crew can fix, but which prevents the vehicle The Warsaw Pact echeloned attack for- in a game-objective manner. There remains
from performing its normal mission. mation may make this mop-up and disperse an extensive quanitity of optional rules inAir
It may be more realistic to treat the last tactic difficult. The second echelon becomes War, such as visual and radar search, air-to-
ten minutes of nuclear moderate damage an ambushing force for the opposing am- ground and ground-to-air combat, and pilot
delay as being normal vehicular suppression. bushing force . This could result in a series of capability, which make the game truly the
But the vehicle remains in the suppressed or entrapments and counter-entrapments, with gem that it is. These optional rules are of
Kms state until it does not move for ten the wiliest commander being among the few such magnitude and complexity that they are
minutes (15 FireFight Game-Turns). While survivors. World War Two battlefields had best treated in a separate premise, rather
this may be realistic, it involved so much nothing even remotely resembling this. The than in this introduction to Air War.
bookkeeping when tested that it was not in- closest example might be the desert warfare Without a doubt, Air War is a complex
cluded in the regular rules due to playing de- in North Africa, where battles consisted of game. But is by far the best and most ac-
lays it caused. several days of maneuver to entrap the oppo- curate, yet most playable, game of aerial
nent for a few hours of actual combat. But combat available today. It is certainly worth
Commentary on the Nuclear Battlefield even then, the battlefields were described in adding to any collection of great wargames.
When playing FireFight, one rather tens of kilometers and forces in brigades and
quickly falls into a pattern of placing smoke battalions, where the nuclear battlefield will
on Enemy positions and overrunning them be described in hundreds of kilometers, and
just before the smoke clears. Such close-in forces in platoons and companies. And there
massed combat creates large Enemy casual- will be no front lines, only local perimeters of
ties with the fewest Friendly casualties when platoons and companies, all mixed together
well executed. But then the Enemy masses his like lettuce and vegetables in tossed salad.
forces in a fortified position and usually They will be constantly tossed, trying to trap
prevents the attempted overrun. Both sides without being trapped, observe and nuke
then tend to mass or bunch-up their units to without being observed and nuked, and find
gain maximum local fire-power. somebody's resupply trains to use to keep
But nuclear weapons change this ten going.
dency. As soon as an attacker bunches his The depth and width of the FireFight
forces, they are nuked into dust. When a de- battlefield should be doubled to allow proper
9

DESIGN CRITIQUE

COULD THE ONE TRUE RING'


BEBRASS?
The Impact of Perfect Intelligence on War of the Ring
bv Neil Randall

Here an interesting central point is raised: how blem with what he was attempting to do_ The hobbit, the Fellowship player merely states
does one simulate a work of fiction accurately and nit-pickers, he knew, would be out in full that a hob bit has been spotted; he does not
completely and yet still allow for surprise and alter- force, claiming that Frodo should be given reveal the hobbit's name. Thus, the Sauron
native outcomes? Is it possible to "keep the faith" such-and-such an ability and that Gandalf player is kept constantly in the dark as to
with what is possible in the bo ok and yet still have should have a slightly Jesser sorcery level than where the Ring-bearer really is. So far, it is a
a playable and in teresting game? Another ques- Saruman, etc. Therefore, as the advertising good and extremely playable system . But
tion occurs to me : to some extent, characte rs
become what they are through what happens to
copy on the game itself states, "Every major here the problems begin.
them in the plot of a novel - how then can this event of the novel - and many minor ones The Sauron player has two methods of
dynamic be simulated with the static cha racters - are re-created in a fast moving, exciting searching (in order to spot the Fellowship
found in wargames? The Puppet Master (the game_ .. " The wealth of detail and the characters). During the Search Phase, he
Player) cannot be the sole source of personality amount of research that so obviously went draws a Search Card (from the pile) and
dynamics in such a case - so, interactive, into the creation of the game is truly stagger- checks to see if there are any Fellowship
mutable characters seem to be required. - RAS ing. The graphics are beautiful, the play is characters in any of the th ree named pro-
fast, and the outcome is always in doubt. It is vinces. Ifthere are not, nothing happens. If
easy to learn and quick to play, and the there are, he may, by expending the required
whole thing just seems to ooze with Tolkien- number of Shadow Points, move his search-
It is fashionable these days to criticize isms . ing force (either Orcs or Nazgul) to the pro-
the popular. Anything that becomes popular But the game has a flaw of such scope vince and conduct a search. (For the pur-
also becomes the property of the public that that it undercuts the very basis of it. That poses of this article, the mechanics of spot-
made it so, and that public is, for the thing flaw is, simply, the Search System. At first, it ting are unimportant; they are realistic within
itself, both its raison d 'etre and its most seems a minor flaw, forgiveable in that it the context of the game's Search Procedure,
dreaded foe. For the public first gives fairly accurately recreates the problems of and are thus not an issue here.) This first
popularity and then takes it away with a finding characters while at the same time method is basically sound; the second
fickleness that would make Cleopatra wince dispensing with the unplayability which method, however, is not. During the Fellow-
with envy. Yet, there is nothing wrong with would result from a true hidden-movement ship Player Movement Phase, whenever a
criticizing something that is popular: there is system. But after a few playings it becomes Fellowship character enters a hex that con-
no wor k of any kind that is above criticism . It evident that the whole system nullifies all the tains pieces friendly to Sauron, the Sauron
is wrong, however, when something popular brilliance of the rest of the game's systems player may search that hex. If successful, the
is criticized merely because it is popular; and and components. The very core of the novel character is spotted as above. If not, the
this, it seems, is more often than not the case. has been bypassed, and what we are left with character keeps on moving.
It is, therefore, with extreme caution is a game with beautiful and necessary This system leads to some extremely un-
that I criticize the very popular War of the chrome, a solid steel body, but absolutely no realistic situations. As stated in the Players'
Ring (please note that I am using the term engine. Notes, "one of the best tactics is to try to
'criticism' in the sense of 'finding fault with'; The problem is this: The Search System pJace Nazgul or other Dark Power characters
Le., the negative side of appreciation.) It is (apparently adopted so that the original hid- directly in the path of Fellowship characters,
very easy to lose credibility when dealing with den movement system - as discussed in early so that the exact dispositions of the latter
a currently popular work, for the reasons Progress Reports - could be abandoned) may be discovered ." A favorite tactic, then,
shown above. The critics of the critic become fails to work both tactically (as will be is for the Sauron player to stack a group of
far more numerous than the critics of the discussed later) and, most importantly, NazguJ on the exit hex of a mountain pass
work itself. This critique attempts to show a strategically. If the purpose of a simulation and wait for the members of the Fellowship
few major weaknesses in the game, while at game is to allow the players to adopt alter- to come out; since there is only one exit hex,
the same time pointing out its major nate strategies (to the original) within the and since the Sauron player knows (by his
strengths_ Still, as in all works, the strengths limits of the decision-making abilities and ability to see the counters on the map) that
are both expecLed and taken for granted, options of the original combatan t.s, then War there are pieces moving through the pass, he
while the weaknesses define to what extent of the Ring fails in its purpose. We are given is sure of getting a chance to spot somebody.
the work is to b~ valued. the ability to move the characters wherever The Fellowship player tries to get through the
War of the Ring sets out to accomplish a we will, with an endless choice of strategic Nazgul-infested hex one or two at a Lime (to
major task: to bring to life, in game terms, options , but we are only partially, and not lessen the chances of being spotted) and the
probably the most widely-read novel of the fundamentally, given the high-level pro- Sauron player rolls each time to try to spot.
current generation . As one of the designers, blems that faced the two protagonists. With enough Nazgul in the hex, he has either
Rich Berg, writes in the Designer 's Notes, And it is the lack of hidden movement a one-third or onechalf chance of spotting
"Lord of the Rings is distinguished by the of Fellowship characters. along with the pro- somebody, and he will do so given enough
fact that it is not only widely read but almost blems of the Search System, that creates die-rolls. If, therefore, the Fellowship player
committed LO memory by many Tolkien these basic unrealities . Basically, there are attempts to get through Moria (as was 'his-
devotees . Obviously many trained eyes nine Fellowship counters on the map to begin torically' tried), he has two problems, one
would be scrutinizing the game for flaws and the game. These are placed face-down in historical and one not so: he has to face the
so the research was of paramount impor- Rivendell, from where they proceed to head Servant of Sauron in the Mines of Moria
tance." Clearly, as shown by the above state- towards Mordor. Only by spotting these (and he prays that it is not the Balrog), and
ment and those that he gives in the Fire and characters can the Sauron player find out this is historical; but then he walks out of
Movement interview, Berg realized the pro- which character is where. Even if he spots a Moria and must immediately attempt to run
10

the gauntlet past a group of Nazgul who are seek this, we shall put him out of his reckon- could be plotted together, resulting in even
outside waiting for them. This latter event is ing. less bookwork. Yes, the game would be
totally ahistorical. Now, please do not mis- Later, in The Two Towers, Book IV, slightly more complex, and complexity is
interpret: I am not one who wishes a game to Chapter 5, "The White Rider," Gandalf something that SPI was understandably try-
recreate its historical events (unless, of (now the White) reiterates that Sauron is still ing to avoid; after all, the appeal of a Tolkien
course, the players so wish). But this is part unsure of the purpose of the Fellowship, and game is wider than the normal wargaming
of the decision-making problem and is thus that surprise is still in their favor. I audience, and SPI realized that the oppor-
elaborated below. return to this a little later. tunity existed to draw many more people into
This problem becomes acute at the end Admittedly, there is no way to simulate the hobby. The effort is to be applauded, and
of the game. Because of the various move- the fact that Sauron did not d ream that the the game had to be fast and l;>asically simple
ment point costs, a character cannot move goal of the Fellowship was the destruction of (but not simplistic) to achieve this purpose.
both into Mordor and onto Mount Doom in the Ring. Every historical simulation has as In avoiding a hidden movement system, the
the same turn (and this is correct in itself). its one basic unreality, the problem. of hind- designer ensured that the game would be easy
Thus, the Sauron player always has at least sight, and War of the Ring is no different. to learn for non-wargamers. But those non-
one, and probably more than one, turn to Part of the problem was solved by the wargamers are also Tolkien devotees, and in
react to a crossing by a Fellowship character designers in the inclusion of two types of vic- ignoring hidden movement the designer also
into Mordor. In that turn (or, more likely, tory for either player: a Ring victory or a ignored the most vital part of the simulation;
those two' turns) he can forget about every- Military victory. This, too, is a valiant at- the Tolkien fans are not going to miss that
thing else and ship his Nazgul (assuming he tempt at simulating uncertainty as to the vic- fact. And, as a result, they may be turned off
has protected as many of them as possible) tory conditions, but it fails in that the powers completely.
back to Mordor, placing them on Mount of the West sought only for a Ring victory; Why do I keep harping on a hidden
Doom to await the Ring-bearer. As soon as the Council of Elrond demonstrates that movement system, you ,ask? Simple: the
the Fellowship character(s) enter the Mount point. A military victory, which they saw as Sauron player knows too much. He knows
Doom hex, the Sauron player conducts a hopeless, was also futile; without the what the Fellowship player has to do to win,
search (as per the second method) . If he rolls destruction of the Ring, Sauron could only and he knows where the Fellowship char-
well, he will probably destroy the Ring- be delayed , and then not for long. But I do acters are at all times. He also knows how
bearer; if he does not roll well, he loses the not criticize the game's victory conditions. many there are, but this is accurate: in the
game. The Sauron player has already read the Two Towers passage mentioned previously,
Of course, the Fellowship player can history and knows exactly what the Gandalf says, "He knows now the number
lessen the chances of his characters being Fellowship player intends to do. The victory of our Company that set out from Rivendell,
found and/ or destroyed on Mount Doom in conditions as they stand are as accurate as and the kind of each of us." He even, says
two ways. First, he can send his characters in they could possibly be. Gandalf, "has long known that the Ring is
diversionary marches around the borders of abroad, and that it is borne by a hobbit."
Mordor so that the Sauron player does not But throughout the book he had only vague
know which one bears the Ring. Second, he ideas where the characters were. Indeed, it is
can send as many characters as he can muster precisely because he did not know that Frodo
to Mount Doom with the Ring-bearer in an and Sam had slipped into Mordor that the
attempt to win the final character battle and Ring was destroyed in the end. Instead of
have the Ring-bearer survive the attrition. In having his Nazgu! awaiting the expedition on
the latter way, the Ring will be destroyed on Mount Doom, as the game designers would
the next turn, and the Fellowship player will have us believe, Sauron had them fighting
win. The problem is this: both alternatives abroad while the Ring was right under his
would have been thoroughly unthi'nkable in nose. The proof is in The Return of the King,
the book itself. The Fellowship leaders (Gan- Book VI, Chapter 3, "Mount Doom."
dalf and Aragorn) knew that secrecy and sur- Frodo and Sam are at the Cracks of Doom,
prise were essential if the Ring was to be and Frodo, overcome at. last by the evil of the
destroyed.. The diversions were necessary, Ring, has put it on his finger and claimed it
but not, above all, in the area of Mordor for his own.
itself; Sauron had to be kept unaware that The Dark Lord was suddenly aware oj
Mordor was the true objective. Too, even him, and his Eye piercing all shadows looked
had the Fellowship not been sundered by across the plain to the door that he had
, Boromir's rashness, it is likely that Aragorn made;, and the magnitude oj his own jolly
would have advised it anyway; it was simply was revealed to him in a blinding flash, and
too risky f or all eight (GandaJf was dead at all the devices of his enemies were at last laid
the time) to travel together. bare . . .
The problem is, then, that both players From all his policies and webs of fear
are faced with strategies that are extremely But a valid compromise was possible in and treachery, from all his strategems and
viable in the game but which were impossible the design between the uncertainty in the wars his mind shookfree; and throughout his
in the book. The necessity for surprise is book and the hindsight in the game. Had a realm a tremor ran, his slaves quailed, and
demonstrated by the following brief quote. It system of hidden movement for the Fellow- his armies halted ... The whole mind and
is from The Fello wship oj the Ring, Book II, ship characters been adopted, all of the ma- purpose of the Power that wielded them was
Chapter 2, "The Council of Elrond," and is jor problems in the game would never have now bent with overwhelming jorce upon the
spoken by Gandalf in reply to a question of existed. There are only nine characters in the Mountain.
the wisdom of carrying the Ring to Mordor: Fellowship; thus there would be, at the very An historical game must be able to re-
Well, let jolly be our cloak, a veil before most, nine plots. And a clean hidden move- create the history which it simulates. The
the eyes of the Enemy! For he is very wise, ment system would have allowed the Fellow- Fellowship player can win in War oj the
and weighs all things to a nicety in the scales ship player to plot by merely naming the final Ring, but he will never win by totally sur-
of his malice. But the only measure that he hex into which each character would move prising the Sauron player. Instead, the
knows is desire, desire for power, and so he each turn; the actual path would be un- Sauron player will be waiting for him, and it
judges all hearts. Into his heart the thought important, because the sea rch system would will never be possible to have "his folly
will not enter than any will refuse it, that hav- also be revised. Also, as some of the char- revealed to him in a blinding flash." Know-
ing the Ring we may seek to destroy it. Ij we acters would probably travel together, stacks ing the victory conditions gives the game the
[conrinued on page22j
11

SYSTEMS & TECHNIQUES

SECRET SEARCH
The Thomas Randomized Information-Proof Equation
by V. J. Thomas

This is (a s far as I canJemembe rl my first author The two final code lists are then com- original hex 1529. We could now look up the
writing f rom New Zealand - a country I've never pared (that is, a[b(y)] and b [a(x)]), matches code for 3105, producing a third order code
visited but which has always held attractions for indicating units in the same hex. These for 1529, and so forth. If the original code is
me ever since I did a geography paper on it in matches are then decoded to give the actual properly selected, the successive order codes
grade school. It really seems a lovely land - hex number. for a particular hex will work through all
perhaps the last unspoiled civilized place on th is
The codes used cannot be arbitrary. The possible hexes before repeating.
planet. As to the search system - this seems to be
getting close, although perhaps you ca n thillk of conditions the coding systems must satisfy To illustrate this idea, I will show how
ways in which it can be made yel simpler. Those are: the first order and higher codes can be de-
out there with the same inventive sort of mind as I . The order of coding must not matter. vised in a simple case. Assume that we have
Mr. Thomas, give it a bash (the system, that is; not That is, if both players have units in hex x, only ten hexes. Write down the numbers 1 to
your minds), -RA S
the number that comes out of the double lOin some arbitrary order (this is called a
coding must be independent of the order permutation of the numbers 1 to 10), for
of coding. Symbolically, we must have example:
a [b(x). = b[a(x)]. In mathematical terms, 5 4 10 7 8 I 6 3 2 9
the coding transformations must be Now write down a column of numbers 1 to
In MO YES 37, in a footnote to the letter cumulative. 10, in order . Complete the first row by start-
from Friedrich Helfferich, Redmond Simon- 2. The codes must be easily changed from ing at 1 in the above list and copying the
sen presented a challenge to devise a secret move to move, otherwise, once a player numbers in the same order, gOing back to the
search system which gave information only if has identified a particular hex in the final beginning of the row when the end is
both players have uni ts in the same hex. Here code (by both sides having units there) he reached. This gives
I present the Thomas Randomized Informa- 1 6 3 2 9 5 4 10 7 8
can reverse his coding for that hex and so
tion-Proof Equation, or TRIPE for short. discover his opponent's coding. He would
Like David Clark's original suggestion, for the first row. Complete the table by fill-
then always be able to identify that hex in ing in the remaining rows in the same way.
mine involves coding the hex numbers and his opponent's coded list on future
comparing the two resulti ng lists . As noted in Label the columns 0 to 9. The final table is:
moves, whether he himself has uni ts there 0123456789
Friedrich Helfferich's letter, if the code is or not.
known to both players, decoding the other
3. Each person's code should give different 1 6 3 2 9 5 4 10 7 8
player's list becomes a simple matter. Thus,
to be effective, the code must be unknown to results for different hexes. Thus a(x) = :1 9 5 4 10 7 8 1 6 3
the players. At first sight this appears to be aCyl only if x:oy, and b(x)=b(y) only if 3 2 9 5 4 10 7 8 1 6
an impossible requirement. One would sup- x=y. David Clark's method fell down in 4 10 7 8 6 3 2 9 5
pose that the code must be know to someone, t his respect. 5 4 10 7 8 1 6 3 2 9
and if we bring in a third party, they might as 4. If a player identifies his opponent's code 6 3 2 9 5 4 10 7 8 1
well get around the whole problem by having for a particular hex on a particular turn, 7 8 1 6 3 2 9 5 4 10
the third person compare the u ncoded lists. he should not thereby be able to deduce 8 6 3 2 9 5 4 10 7
For those who want to see the final sys- the other hexes for that turn. Thus, know- 9 5 4 10 7 8 1 6 3 2
tem, without following the intermediate rea- ing x, a(x), and aCYl, B should not be able 10 7 8 6 3 2 9 5 4
soning, go straight to the summary at the end to deduce y, with a similar restriction for
of this article, and skip the bit in between. A. Now column one is the first order code,
The way to make the code unknown to column 2 the second order code, and so on.
5 . Both players should be provided with Suppose now that player A selects one col-
the players is to do what (so r believe) some dummy codes which can never produce a
businesses do with a combination safe - umn, without player B knowing which one,
match. This is to prevent even such mini- and uses that as his code. Player B does tlJe
each of two people knows half the combina- mal information as knowing the number
tion. Neither can unlock the safe on his own, same. The resultant code, after two codings,
of hexes occupied by the opponent. is some other column of the table, and it does
but both together can. In our case, each David Clark's code relied on a numeric
player has his (with appropriate apologies, not matter in which order the codes are ap-
calculation, in which condtion 2 was not nec- plied . Say A has selected column 3 and B col-
his includes her) own coding system. Player essarily met. I prefer a simple substitution
A codes his hexes using his code and gives the umn 4. The final code is column 7, whichever
code in which all the hexes are listed, and order the coding takes place. Thus the first
result to player B who then codes it again then listed alongside in some other order.
with his own code. Simultaneously, B codes condition is met (independence of order o f
This leads to a rather long code list for nor- coding), as well as the third (unique codes).
his hexes and gives the result to A who then mal maps; but never fear, a simplification is
codes the list again_ Suppose we represent Expressed mathematically, letting the
given later which reduces the list to manage- basic or first order code be c, and supposing
A's code by "a," and B's code by "b_" If able proportions.
"x" is one of A's hexes and "y" one of B's, A chooses column m and B column n,
Suppose now, that we call this list our
the process is shown symbolically by a(x) = c(x) m times
basic code. We can apply this basic code over
x is coded by A to a(x), which is coded by and over again. For example, the code for b(x) = c(x) n limes
B to give b[a(x)] hex 1529 might be 0248. We then look u p the b[a(x)] = c(x) m + n times
y is coded by B to bey), which is coded by code for 0248 and discover it to be 3105, say. = c(x) n + m times
A to give a[b(y)] This is a kind of second order code for the = a[b(x)]
[ccmlinued on page 22/
12

DESIGN CRITIQUE

OTHER FACES, OTHER TIMES


An Appeal for Esoteric Games
by John Lindstrom-Furutani

In a way, this is a counterpa rt to an Opening Naturally games start with Alexander whelming impact and millions of people and
Moves column I penned a number of issues ago the Great and Julius Caesar; work their way numerous cultures. The cultural blinders
concerning innovation in game system design . up through the Vikings , Saracens, Moors lead to assumptions and preconceived no-
Here a ca ll is made for game subjects lhal are f resh and the Crusaders; skip past the Renaissance tions that have enabled Mao Tse Tung and
and Innovallve . I personally applaud this , but
into the Reformation; prod Marlborough's Nyugen Vo Giap to conquer nations and
return the respons ibility 10 the audience - we can
on ly produce off-beat titles if you're willing to buy
campaigns; linger briet1y over the Age of defeat world powers. They ignore areas of
them in su fficient n umbers to make them econom Revolution before gOing beserk with potential conflict that are of equal impor-
ically feasible . So cut loose your thinking and en - Napoleon apd his legacy; explore thoroughly tance (such as Singapore or the Horn of
co urage us by writing and voting fo r Fee dback the American Civil War and the military ef- Africa). And this type of thinking tends to
suggestions that free us from our cultura l biases. fects of industrialization; ghoulishly recreate produce wargames that reinforce its bias, to
-RAS the carnage of the Firsl World War; overdose the exclusion of subjects with equal palential
on the Second and continually refine the for impact and appeal.
stepping stones towards, and mechanics of SPI, for instance, offers 150 titles, of
the Third. Most of us have been shaped which sixteen have direct applications to
physically and mentally by Western Civilizac Asian history, with another three or four
tion's efforts and excesses, its benevolence of related to Third World countries. And none
Tn reading the various magazines science in peace and efficiency in war; events of these are strictly native, regional conflicts.
devoted to the hobby, browsing though sales that shape our current world are of interest to Avalon Hill tends to ignore Asia altogether,
catalogs or stores for titles, I have noticed us and we enjoy learning about and from while Game Designers Workshop, Conflict
that the preponderance of wargames tend to them (why else would we spend so much time Simulations, and Battleline offer the stan-
concentrate on Europe (east and west), and to recreate or change history?). dard WWII/Korea/Vietnam triumverate.
the Mediterranean, with a sizeable block of Only London Wargaming offers anything
Middle East games. Aside from the few con- resembling a "different" game. For exam-
flicts where U.S. involvement is extensive ple; Samaurai, with miniature rules for
(such as World War II, Korea and Vietnam) feu dal combat and some board application,
or where national interest may turn (such as a was created due mostly to the popularity of
Sino-Soviet conflict, or the Rhode- the martial arts.
sian/ South African conflicts), the Third and Second, why the emphasis on World
Fourth world countries and conflicts are ig- War II and modern era games? Science fic-
nored. This is not accidental or the dictates tion games are easy to understand: the genre
of free market whims, but rather is the is popular in literature, and to a generation
logical extension of the cultural focus impos- reared on the movies and television, Stellar
ed by England in particular and Western Conquest is a natural. But why the populari-
Civilization in general. ty of Russian Campaign or Wachtam Rhein?
Now before you go on to the next article Again, the Western bias has a lot to do
on utilization of step reduction for marginal with it. Adolf Hitler's impact on Europe and
victory, let me say this is not a polemic: nor is the world has been staggering, completely
it to be considered a dissertation suitable for real igning power, boundaries and philo-
establishment of credentials in your local sophies in the four decades since 1939. Add
ivory tower. What this is intended to be is an However, a lot of this interest has been to this the German military record, the Wer-
observation of the lack of creativity in game shaped for us, an off-shoot of the school of macht conquering most of Europe and near-
subject matter, with a focus on one aspect as thought that the Earth is flat, is the center of ly succeeding in Russia, and there is an ideal
I see it, and subsequent comment on the the Universe and England/Italy/Russia/ situation or continuous study and play for
gaming market in generaL So please, bear France/Spain/Germany/ United States etc., the garneT.
with me. is the highest expression of its attributes. The The European Front is thus very appeal-
First, why the emphasis on European books written, read, quoted, plagarized, ing: researched and documented thoroughly
based games? I submit that the primary consulted or otherwise relied upon for infor- over the years, it has a number of crucial bat-
reason is that the vast majority of the gaming mation have all originated with people whose tles and campaigns where historical out-
public are of Eu ropean descent and / or live in livelihood or interests are concerned with the comes, sheet size of armies or officer reputa-
countries under the influence of European effects of Western Civilization with them , tions lend themselves to the player attitude
cultures (Australia, for instance) . The in- and they naturally pass these concerns on to "What would I have done in the same situa-
dustry itself seems to be Anglo-American: ef- us, the masses . (This is not to say the process tion?" I am assuming that the gaming public
forts seem aborning in other countries via lhe is wrong - no society could exisl without it. is interested in the history inherent in their
amateur route, but these slill emerge from But it would be foolish for anyone to believe games (questions of playability aside) and
European areas. All of us over-educated that they have a "mind of my own". and the that they respond to games that allow dupli-
fanatics have been inundated with history, gaming public is no exception) . cation and/or alteration of a known out-
science, art, philosophy, religion and the This kind ofthinking tends to ignore the come they can measure performance against.
contlicts associated with, and firmly rooted impact other nations and civilizations have The terrain is familiar, there is a clear cut
in, Western Civilization. had: China, for instance has had an over- timetable and victory conditions that have
13

already been dissected and explained clearly Western based (English, American and dollar so that returns are marginal at best,
in the history books. What gamer worth homegrown for the Israelis: Soviet for the and causes acrimony and debate over which
his/her salt wouldn't like to knock on the Arabs) and adaptability is essential as tank game is tlie most playable or has the best
gates of Moscow ahead of winter, or better and airplane design, anti-tank weaponry and treatment of the subject. I am taking the
Patton's rush to the German border? electronic warfare improve continually. The elitist viewpoint that those of us with the pa-
The Pacific Front is another matter; it's gamer is able to keep up with changes in tience to sit down and actually play these
not as clearly defined, the countries, borders hardware and doctrine, play scenarios based games are also learning something from
and strategic areas are not as familiar. Jungle on complete documentation of manpower them, and r think I've learned enough about
fighting precludes massive tank battles, and and events, and thoroughly study a situation the German Army to last a lifetime. Vietnam
the tactical options tend to be less interesting that has the potential of the Balkans prior to has shown us the dangers of not being aware
(who likes cutting down banzai charges or World War 1. Each successive conflict adds of the world as a whole, of learning doctrine
cleaning out tunnels?) The crucial battles are another game to the market, and State of the and hardware to fight the last war and not
fought mostly by air and naval units, the Art continues to incorporate Middle Eastern the one at hand. To avoid this syndrome re-
game systems not as satisfying as -those on situations into every new design . quires an expansion in our studies,
land. Fighting in Asia is like fighting on Obviously, the gaming public has in- I am ready to vote with my time and my
another world: people and terrain are too dicated its choice of product and the industry dollars, and place my head on the chopping
alien to Our thinking. has responded accordingly. The subj ect con- block if only to stimulate the hue and cry.
The industry isn't blind to these con- tinues to be the same, with a switch in title Perhaps this time next year I'll be able to sit
cerns. World War II games on Europe are and an increase in realism and graphics . down and role play the 47 Ronin or Chiang
numerous, revolve around land battles and There is so much more to examine and play Kai-shek in Shanghai. If not, I'll have to bear
pit those ever familiar Panzer units against with, however, that a new market may open with the next game on the Russian Front out-
somebody. Pacific Front games tend to be if the industry commits itself to altering the side Moscow or in the Fulda Gap, and
fleet against fleet, and island invasions, the trends of the past. wonder what the hell is going on in
grand front games oriented towards pro- For instance, while games are emerging Malacanang.
gressing steadily along the island chains with on the Crusades, siege warfare in the Middle
some attention paid to the continent. These Ages, and the Reformation, the feudal
games are less evident on the shelves, and I
would wager they account for fewer sales and
periods of other cultures are ignored . There
are subjects that could be as captivating for SPI WINS 13-13!
dollar volume in consequence. The campaign the public, such as the Mongol invasions of
doesn't seem to be all that exciting, since China and Europe: this offers opportunities
SOFTBALL BOX SCORE
Japan is way over-extended and doesn't even for colorful maps, fast paced movement (the Avalon Hill/Simulations Publications
rate the mainstream effort (the "Germany Mongols were notoriously efficient horse- at Origins '78
First" policy). men, the Panzer divisions of their day). The Avalon Hill ab r h bi
World War II and modern era games Onin Wars in Japan feature two warring Reed-Ie 5 2 3 0
also offer an element of speed (what we clans battling each other and stubborn Burke-2b 5 5 5 0
usually refer to as playability). Things daimyos for control of rice fields and access Shaw-If 5 3 4 2
develop quickly, subject only to the limita- to the Emperor. India is as diverse an area as Coates-rc 4 0 1 4
tions of game system and victory conditions: Germany ever was, independently ruled McCauley-lb 4 0 1 0
move your units up, maneuver for position, regions that war intermittently with each Greenwood-c 5 0 3 I
let loose and see what happens. Other eras other - why not role-playa rajah as well as Uhl3B 4 1 1 0
don't seem to offer the immediacy and im- an Italian Doge? J. Dott-ss 4 2 1 0
pact produced by the internal combus- In the modern era, China during World Milligan-rf 3 0 1 1
tion-the ability to rip through countries, War II was an interesting three way struggle, Davis-p 4 0 1 0
control continents and dominate worlds. the Japanese versus the Communists versus Skinner-dh 4 0 2 1
Modern technology expanded battlelines to the Nationalists. What kind of a game could Total. 47 13 23 9
borders, and participants to whole civilian be designed where the headaches of supply,
populations, and this expansion of scope leadership and victory conditions are com- Sim'l'ns Pub'c'ns ab r h bi
necessitates speed in accomplishing goals. To plicated by never knowing which enemy will lrgang-c-p-c 5 340
people raised on the television, telephone strike next, or whether your nominal ally Balkoski-ss 5 2 I 2
and labor saving devices, where time is may turn against you? Or a game that might Perez-3b 4 0 3 4
money and saving it is the essence of modern present the problems of conquering and Nosworthy-pr o 0 0 0
living, games that move would ha ve more ap- holding Southeast Asia from Japan's view in Herman-cf 4 0 1 I
peal, and popularity and sales figures seem to 1941 or China in 1980? Iran is rapidly emerg- Goldberger-1b 5 020
bear this out. Vehicles, whether wheeled, ing as a potential military force in the Middle Werden-2b 5 0 2 0
tracked, aerial or spatial, are either the main East - why not produce a game in which Berg-p-dh 5 000
focus or at least an essential element of any Iran is battling for supreme power against Milkuhn-lf 422 0
game. Those relying on equestrian and foot Arabs and Israelis (an attempt was made at Ryer-rf 4 3 3 2
movement are interesting, but sell because of this in Oil War, but I feel it was less than Walczyk-sf 3* 1 I 0
their historical value, not because of their complete and somewhat half-hearted) . Barasch-dh-p-c-p 4 2 3 1
scope: I have not been able to find a game, The point is that there are any number Total 48 13 22 10
for instance, that recreates all of Napoleon's of subjects in Latin America, Asia, or Africa r h e
campaigns, primarily because it is the con- that have not been tapped; and with the in- AH 20312220113236
duct of individual battles that appeal, and novations constantly emerging from the in- SPI 1 2 3 0 0 0 2 0 5 13 22 8
the broader picture is not as well defined or dustry, games could be produced that would Walczyk reached tirst On catcher's interference.
of as much interest. be as informative and as much fun as the cur-
As an ideal sample of the blend of these rent sellers. The complaint I've heard most E-Reed, Walczyk (2), J. Dott, Milkuhn (2),
often is of the overdose of titles on the Werden (2), Coales, Greenwood, Balkoski (2),
notions, we can turn to the popularity of
Burke (2). DP-AH 1, SPI I. LOB-AH 10,
Middle East games. Air and armor market, and the duplication of many sub- SPI 10. 2B-Irgang, Shaw, Coates, Perez,
predominate and the necessity of Israeli jects. [n many respects, this competition in Burke. HR-Ryer. SF-Perez, Coates . Win-
movement in the face of a numerically the industry is self-defeating: while offering ning Pitcher-Barasch. Losing Pitcher-
superior foe produces a quick paced, hard freedom of choice, it also tends to duplicate Davis.
hitting game. Doctrine for both sides is efforts in the creative end, split the consumer
14

GAME PROFIL EI CRITIQUE

OBJECTIVE: MOSCOW
The Good, the Bad, and the Ugly
by Scott Renner

Scott has mixed emotions about this somewhat terrain unless you happen to be looking very through indicates an alarming lack of proof-
mixed game. You'll please note that this article is closely. The national borders, weather zone reading on the maps, if not the entire game. I
" unretouched," evell though it ta kes a number of borders, and communication zone borders am, however, reassured by the order of battle
shots at graphic design of the map Isome of whi ch blend into the hexgrid. These problems are (at least concerning this one point) for the
are based 011 a faulty understanding of how maps
are developed, but ot hers of which are perfectly
intensified when the mapboard is covered NATO front scenario, which lists East Ger-
val idJ. T his piece rai ses the issue of th e game as with units; each of these symbols means man forces starting in Dresden. At least they
delivered being somewhat differellt from the gam e something, and it can be difficult to didn't start the Czechoslovakian army in
as envisioned in the proposal - an unavoidable remember just where a crucial oil refinery is Dresden (see map detail, page 15).
probl em, particularly as one drifts towards th e when it is covered with a stack of units . The other graphics in the game look
whackier edge of game design . Space M a ri nes? The mapping errors present an even pretty good, but the mapboard easily cancels
- RAS greater problem than the general clutter, One out the fine work done on the counter sheets.
such problem is the "trans-Urals canal", an I have to give this game low marks on the
unbroken chain of rivers stretching com- physical aspects. It certainly isn't the sort of
pletely across the Urals mountains. This thing we're used to seeing from SPI's art
"canal" starts from a place called Obskaya department.
Guba (hex NW 1046) and runs south by the The game systems are a combination of
Many of you will remember Invasion: cities of Kurgan and Sverdlovsk, then turns old, well-used ideas mixed with some
America, SPI's simulation of a hypothetical north and runs by Izhevsk, Gorki, and relatively new concepts. The movement rules
invasion of the United States in the year Yaroslavl, through Lake Onega, and even- are a fine example of this. The basic move-
2000. Since then, I've been waiting for SPI to tually winds up in the Barents Sea. True, the ment system is straightforward enough: units
work on another such game, covering the Urals aren't much in the way of mountains, are allocated a certain number of movement
future invasion of Russia. Recently, SPI did but this canal is a bit much. Modern Soviet points. and expend them during movement
just that: they published Objective: Moscow, technology strikes again. at varying rates depending on terrain and
a game which neatly turns the tables on the The rivers in Objective: Moscow (and in unit type. Mechanized units are allowed a se-
Russians. some other SPI games) pose several pro - cond movement phase after combat. Most
Objective: Moscow follows the standard blems . Either they have no headwaters (like units exert a t1uid zone of control into the
format for a $20 SPI game - four maps, the rivers composing the trans-Urals canal), surrounding hexes, which inhibits but does
three countersheets, and two counter sorting or they have no destination. Some of the not prohibit movement. All ofthis is relative-
boxes, plus the rules booklet and an assort- rivers suffer from both problems; witness the ly familiar, but the designer goes on to in-
ment of playing aids and charts. The frequent rivers in Afghanistan and elsewhere troduce some different concepts. The in-
counters are very well done, with a good type that start from nowhere and flow to troduction of "bonus movement" allows
face, many colors, and a minimum of die cut- nowhere. The longest of these rivers is ac- those units far away from the enemy to travel
ting errors. The numerous colors are tually a chain of rivers, with the center faster. This is frequently seen in tactical
necessary to represent the many countries in- located at Ulan-Ude (hex SE 1916). This river games, but not so common in strategic
volved in one scenario or another. We have network has a total length of 90 hexsides, games. As the designer points out, most
the three major powers (Russia, China, and covering a distance well over 3000 miles, and games allow units engaging in heavy combat
the United States), plus the second-string doesn't seem to fl ow anywhere. My atlas in- to move farther (by means of advance after
countries (West Germany, France, England, dicates that the river should flow through hex combat) than units far away from enemy
Japan, and the Warsaw Pact countries), and 1917 and into Lake Baikal. I can't imagine units. Anyone with the foggiest notion of
a large number of third world nations, like why the designers couldn't find an atlas like what happens on a battlefield will know that
Afghanistan, Iran, Iraq, North and South mine. With a map as large as the one in Ob- this isn't so; units move much faster when
Korea, Vietnam, et.al. . For comic relief, the jective: Moscow, I can see why the designers freed of the need to guard against possible at-
two-division (and practically worthless) might miss this problem, but I would think tacks . Another movement innovation is
Mongolian army is included. that someone else would find it and point it something called reaction movement, which
The game map, too, looks nice - from out. I noticed it within the first ten minutes . allows the non-phasing player to move some
about twenty feet away. A closer examina- Another mapping error , perhaps the of his mechanized units after the other
tion gives the impression of a horribly clut- most ridiculous, concerns a minor mistake in player's combat but before his second move-
tered board, and an even more detailed the border of East Germany, a matter of one ment phase. Given the weak zones of control
scrutiny reveals several serious mapping er- hex. This mistake would not be minor to the and the great expanse of room in Russia, this
rors. The map was made using a polar pro- citizens of Dresden; in fact, I imagine they feature is really a necessity; without this rule,
jection, which reduces distortion in a map of would be quite surprised to wake up and find players would be able to blow small holes in
this scale. It took me some time to become out that SPI has moved them to Czecho- the enemy lines and then run rampant in the
acquainted with this map, as I am used to slovakia. This mistake is really hard to ex- rear area. With this rule, the defending
Mercator projections of Europe and Russia; plain - anyone, from the person who drew player can move rear-area reserves to plug
even now, the map doesn't seem quite the play test maps to the artist who made the gaps in his line. Of course, if he doesn't have
"right" . Most of the terrain types look nice, final version should know that Dresden is not the reserves in the first place, he can be in
but the det.ailed symbols - like major and in Czechoslovakia. This blunder cannot be serious trouble.
minor airfields, refinery hexes, aircraft fac- written off as a little thing: someone really I have only two complaints about the
tories, etc . - tend to get lost in the rest of the goofed, and the fact that this error got movement system, and both center around
15
the stacking rules. The designer's notes point tained in the game , errors that I have no when they are called on to lose personnel
out that an immense number of troops could chance of detecting myself. points in an exchange . Some units, like zero-
be crammed into one 6O-kilometer hex. The combat rules in Objective: Moscow strength headquarters and mobilizing Soviet
However, 'the designer set the stacking limit use the standard odds-ratio system seen in units, have personnel values of zero; these
at the number of units that would provide a most wargames . Rough terrain, urban hexes, units are automatically eliminated in ex-
textbook line defense; namely, three divi- and the like double the defender's strength, changes , with no loss to the other player.
sions per hex. This rule goes far to reduce while attacking across a river cuts the at- Many of the units start the game in an
mapboard clutter (and with this game, every tacker's strength in half. The combat results untried condition; their true combat value is
little bit helps), but does not seem to consider table is extremely bloody, with exchanges not known until they are actually in combat.
the textbook frontage for a division on the popping up ever)'\vhere. One new idea in the All of the Soviet and Soviet-'allied units are
offensive, which runs about two miles . This combat rules is the inclusion of a "personnel untried, as are the Chinese and Iraqui - in
would place about 12 divisions in a hex for an value" on the counter, which represents the fact , only U.S. and U.S.-allied units have
offensive all along the hex, something strictly unit's relative manpower and ability to with- known combat factors (with the exception of
prohibited by the rules. Since headquarters stand losses. Exchanges are based on person- the North Koreans, which start the game aSH
units can absorb units (the divisions are plac- nel points, rather than number of units or neutral power). The designer explains this in
ed off-map on a chart), allowing head- number of combat factors . The force with two ways. First, the United States army con-
quarters to stack seems like a good solution. the fewest personnel points is eliminated , tains the units most recently tried in combat;
Unfortunately, headquarters are forbidden and the other force loses an equal or greater for this reason, their combat performance
to stack in the same hex. This rule reveals a number of personnel points. The greater can be better predicted than that of other ar-
problem in the NATO front order of battle, staying power of most NATO units in the mies. This seems reasonable for the contem-
which indicates that two headquarters are to contemporary scenario is represented both porary scenario, although I'm not sure of the
start in hex NW 2805. Again, we have an ex- by a greater number of personnel points and value of Vietnam combat experience in 1988.
ample of poor proofreading. The fact that so by the reverse side of the counter, which Secondly, since NATO units are supposed to
glaring a mistake could be overlooked makes depicts the unit at reduced strength. NATO have greater staying power in battle, the
me wonder how many subtle errors are con- units can utilize this flip side of the counter reverse side of the counter is required to

Detail of Objective: Moscow northwest map section


16
depict the reduced state of the unit, and place in the interception phase , using the six chance of triggering a nuclear holocaust
therefore cannot be used to indicate an un- standard combat results table, but not in the and ending the game. This makes players
tried unit. Any alert gamer will realize that normal fashion. The intercepting airplanes very cautious about using their tactical
this is an arbitrary and artificial facet of the attack the phasing player's aircraft singly, in nukes; a player who uses them too often will
game; furthermore, it places an unrealistic the order that they are stacked; the attack wind up losing the game. The rules also place
handicap on the Soviet player . There is no and defense factors of the two stacks are not a limit on the number of nuclear points that
reason to suppose that NATO commanders added together for one large combat. Each can be used for the entire game . While the
could predict the performance of a French airplane must be attacked at even odds or Chinese player can easily use all of his points
infantry division any better than Russian better before the plane beneath it may be at- in two or three attacks, the Soviet and NATO
generals could foretell the performance of a tacked. In this fashion, fighter protection for players have enough points for at least 26 at-
Russian armor division. I don't mind untried bombers becomes practical; also, because of tacks. The odds that one player will use all his
units, but I prefer that they be used con- their low air-to-air combat factor, bombers points wi thou t triggering a holocaust are very
sistently. This particularly applies in the 1988 will not be used for interception often. After slim, less than one chance in a hundred. Ob-
scenario, where the reverse side of the the interception phase is complete, inter- viously, this last restriction will not bother
counters is not used for reduced-strength cepting air units return to their. airbases. The the Soviet and NATO players much,
units . surviving aircraft on ground support add although the Chinese could conceivably run
The effects of supply in Objective: their ground attack factor to the friendly out of nuclear points.
Moscow are fairly simple: units out of supply land units, if any. Air units may attack No game of this scale set in Russia is
have their combat and movement factors enemy ground units by themselves, but are complete without some weather rules. Bitter
halved. The rules for supply determination halved in combat strength when they do so. experience from previous invasions of Russia
are a little more complicated. U .S. and U .S.- In an exchange result, one air unit is shows the importance of the weather condi-
allied units draw supply along the roads from equivalent to one personnel point, regardless tions. Objective: Moscow has a good set of
a friendly map-edge, although a limited of the air unit's strength. I give the air rules weather rules . The mapboard is divided into
number of units can be supplied from ports. high marks; they provide a good simulation ten weather zones - and not just into a series
Soviet and Soviet-allied units draw supply which seems realistic, yet at the same time of arbitrary concentric circles, either, for dif-
from the railroads, not the roads; this ex- they do not add too much to the complexity ferent weather zones appear sporadically
plains why the two separate nets are includ- of the game. across the map. Each weather zone is in one
ed . Soviet units have two supply sources; The Soviet Army does not begin the of five possible weather states at any given
supply for movement purposes is drawn contemporary scenarios at full strength; time. Clear weather has no effect on play.
from refinery hexes, while combat supply many of its units must be mobilized before Clouds have the effect of grounding limited
comes from urban hexes . Chinese units they can fight at maximum efficiency. There weather aircraft, but do not affect land units.
draw both combat and movement supply are other games which require one or both Rain grounds some airplanes, and doubles
from Chinese urban hexes, although Chinese players to mobilize units during the game, movement costs. A freeze allows all aircraft
leg infantry units are always in movement but very few give the option of committing to fly, and causes the major rivers to freeze
supply. the units to combat before mobilization. Ob- over, allowing units to cross without the
To be in supply, land units must be jective: Moscow gives the Soviet player this usual movement penalty. Snow weather, the
within two hexes of a supply source, or option. The Soviet Army is divided into three harshest condition, grounds all limited
within three hexes of a headquarters unit classes of units: class I units, at full strength, weather aircraft, doubles all movement
which is itself in supply, Only the presence of class II units, partially mobilized at 50-75070 costs, and cancels the movement benefits of
enemy units will block the supply line; enemy strength, and class 111 units,which are cadres the road net. One master table dictates the
zones of control will not. Considering the at 10-30% strength. The class I units are weather conditions in each zone, while a
size of the hexes, this rule is quite realistic. combat-ready at the beginning of the game. table of die roll modifications allows for
The Soviet player must make a decision for seasonal trends in weather. No weather con-
US 3 \is e sw So US <I(l
each of the other units on his first turn. He dition has any effect on combat or supply
FB FIll F F 15 FB Vggn B (except for a minor limit on advance after
B52
must decide whether to mobilize the unit, Or
9U23 0-614 , 1(4) 82280 combat during rain conditions). This strikes
use it immediately at reduced strength . The
decision, once made, is permanent: mobiliz- me as a little strange; surely adverse weather
The air units in Objective: Moscow are ed units may not move, and if attacked must would make supply and combat more dif-
one of the best features of the game, and cer- defend with their peacetime strength. Class II ficult. Other than this objection, the weather
tainly an improvement over the abstract air units require two turns of inactivity to rules look pretty good ..
system used in Invasion: America in that
players can easily observe the effects of their
air attacks. (In Invasion: America, the prin-
ciple effect of air attacks is the neutralization
mobilize; they become active at their wartime
strength in the reinforcement phase of turn
t.wo. Class III units are mobilized sometime
between turn five and turn seven. On turns
OO [i]
~4
S1

4-5-4
-
C43
us.
(][]O
S11}-5
of defensive terrain benefits.) The only ap- five and six, one die is rolled for every class
plication of air units in Objective: Moscow is III unit mobilizing. The unit becomes active Objective: Moscow has several types of
ground support. I was interested to note that at its wartime strength on a roll of one or units with special capabilities. Some of these
strategic air warfare was purposefully left two. Once mobilized, units are replaced with units are familiar, like the marine divisions
out. This seems logical to me; although I a separate counter, indicating that the unit is and the aircraft carriers; others are possible
can't imagine how conventional bombing at wartime strength on the front of the future development.s, like hovercraft and
raids could be mistaken for nuclear strikes, I counter, and concealing the actual combat cruise missiles; still others are downright
think the Soviets would be likely to strike value on the rear .. silly, like the United Space Marines. The
back against enemy industry with the only The optional nuclear combat ru les are naval units simply serve as naval airbases,
weapon available - ICBM's. another good feature in the game. Nuclear although they come with their own air unit.
The air rules themselves are ingeniously attacks may be made in place of conventional U.S. Marine divisions can make amphibious
simple. Every air unit has a range instead of a attacks in the combat phase . Different units landings in unoccupied coastal hexes, and
movement allowance, which indicates the can bring a certain number of nuclear attack are always in supply when on the coast. A
number of hexes the unit can fly to its target points to bear on the defending units . Not few infantry units are d~signated as moun-
and return. The phasing player moves his air surprisingly, U.S. divisions and 8-52 bomber tain infantry; these units are tripled when
units to their targets in the movement phase; units are the strongest in terms of nuclear at- defending in rough and broken terrain. All
the other player moves his air units to the hex tack capability. There is on ly one real limit to the Chinese infantry divisions are classed as
in the interception phase. Combat takes nuclear combat - every attack has a one in mountain infantry, presumably to simulate
17
their defensive ability in mountainous ter- mechanized infantry divisions, but I assume (USSR against China). The contemporary
rain. they cannot. campaign game ties all of the fronts together.
Nothing could make the Samurai divi- Sadly, there was only one scenario dealing

~
US 101 S8< sions more believable than a glance through with the 1998 campaign, which I thought was
1813 ~3 the rules covering the Space Marines. These the most interesting part of (he game. Final-
4-5-5 5-62 units function as airborne units that can land ly, there is a Korea minigame, ,,,,hich pits the
anywhere and cannot be intercepted. The North and South Koreans against each other.
The rules covering airborne units are rules state that the Space Marines" .. . free- Victory in the contemporary scenarios is
simple, yet provide a reasonably accurate fall from orbital shuttlecraft in an erratic determined only by possession of cities, oil
picture of airborne operations. The airborne fashion to avoid the laser ABM defenses . .. " refineries, ports, airfields, and other ter-
division must start the turn at a friendly air- Sounds a lot like Starship Troopers to me. ritorial objectives. Victory in the scenarios is
base. The unit flies to the target hex exactly There are two problems with this rationale. relatively simple; the scenario has a set
like an air unit, may be escorted and inter- First, free fall means just what it says - faIl- length. and the player attacking the Soviets
cepted like an air unit, and defends in air-to- ing freely. Free-falling objects do not fall in must exceed the Soviet victory point total by
air combat like an air unit (with a strength of an "erra tic fashion"; they fall in easily a certain number to win. The campaign game
one). This last fact makes it necessary for predicted parabolic paths. If each and every is designed around the idea of three separate
players to provide strong escorts for their air- Space Marine had maneuvering rockets on sides in the war (N A TO, Russia, and China);
borne divisions; otherwise, the enemy player his re-entry suit (and some way of insuring victory is determined for each side even if one
will intercept and shoot down the valuable that he would land with the rest of the player controls both NATO and China. On
units before they can reach the ground. Air- brigade if he used them). that would be dif- certain turns. the current victory point level
borne units can be dropped directly on ferent. Secondly, the falling marines of the Chinese forces and the NATO forces
enemy ground units, but they must eliminate shouldn't be too threatened by the ABM are compared with the victory level chart.
the unit or force it to retreat, or the airb'orne system in the first place. Any ABM system is This chart lists two point totals; exceeding
unit is automatically eliminated. Airborne going to be designed to knock out several the first results in victory, while dropping
units may drop any number of times, and in hundred ICBM's coming from different below the second results in surrender. The
theory are capable of making a drop every launchers and heading for different targets; victory conditions in the 1998 campaign
turn, which seems a little much. Fortunately the system is not going to be designed to game are more ambitious - the U .S. player
it doesn't happen very often. As for the air- destroy several hundred man-sized targets must conquer the Soviet Union, the Chinese
mobile divisiol1s, the rules say only that they landing in the same place. I doubt if the laser player must recapture Siberia. The concept
do not have to pay an extra movement point targeting systems would even recognize a of three separate forces is retained; victory
to leave an enemy zone of control. I would marine as a target. The shuttlecraft, on the for the U.S. and Chinese players is determin-
think that they should be a little easier to air- other hand, should make excellent targets for ed separately. and both forces must win if
lift, but the rules don't mention anything the laser ABM system. Reflective and one player controls them.
about that. ablative shielding might work. as might ['m not completely satisfied with Objec-

~
s evasive action by the shuttlecraft. However,
since there is no reason why these things can't
tive: Moscow. There were too many little
IE] 1 flaws - mistakes in the map, poorly-worded
33-7 be done to an ICBM, we must assume that rules - which I hoped could be avoided.
the ABM system can overcome these Still, minor mistakes occur in virtually every
'Hovercraft units first appeared in Inva- defenses. I'm afraid that in real life the game and do not spoil the game in them-
sion: America, and in Objective: Moscow lifespan of a Space Marine would be very selves. But there was way too much emphasis
they have the same powers. They act as vcry short - he faces an excellent chance of being on the contemporary scenarios - and
fast mechanized di visions, but can move over killed long before he can land and fight the therein lies my principle complaint. Virtually
all-sea hexes and pay only one movement enemy. every design innovation in the game was
point per hex regaJdless of terrain. However, The Space Marines have One other ad- made specifically and solely for the contem-
they are forbidden to enter broken, rough, or vantage besides their ability to drop. which is porary game. The optional nuclear rules,
urban hexes. Given the size of the hexes, I their high defensive factor. I don't see how limited weather aircraft, and headquarters
would imagine that the hovercraft units these units justify such a high defensive abili- units are not used in the 1998 scenario. The
would be unable to attack in the above ter- ty; it seems to me that all of their combat fac- mobilization rules might as well not be used
rain types. As the rules stand, hovercraft are tors should be lower than those of a typical in the 1998 game, since all the Russians start
quite capable of attacking an enemy urban airborne division. The problems involved in out mobilized. Even the scenarios are heavily
hex, although they cannot move into it, even transporting equipment and supply for a based on the contemporary game - there are
if the hex is unoccupied . brigade into orbit must be overwhelming - five contemporary scenarios, and only one
Cruise missile brigades are unique to and certainly much harder to overcome than for 1998. The game was billed as a simulation
Objective: Moscow, as are the Japanese transporting equipment for an airborne divi- of the invasion of Russia in 1998, yet the 1998
Samurai divisions. The first of these repre- sion by airplanes . I would think that the scenario looks like it was added as an after-
sent control centers for tactical cruise Space Marines would be forced to work with thought. I would have been content if the
missiles. While they have no combat strength very little equipment, and therefore should cont.emporary scenarios had been completely
of their own, they enhance the combat ability not have such a high defense factor. (Please omitted . This would have allowed the
of the units they attack with. The Samurai don't tell me that the defense factor is due to designers to concentrate on the 1998 game,
divisions are a less credible invention of the the powered armor suits they wear!) Since given them more counters to work with, and
game. Apparently they represent infantry the Space Marines are the only units with the perhaps provided incentive to develop more
trained in fanatical, if not suicidal, assault capability to drop behind enemy lines, they 1998 scenarios. I think Objective: Moscow
tactics. The U.S. player may convert any can force the Soviet player to garrison his would have been better had this happened;
Japanese mechanized infantry unit into a rear areas - once those units are lodged in a there is no doubt that it would have come out
Samurai division, thereby tripling the unit's city, they won't be easy to force Out. looking more like the game advertised.
attack strength and reducing the defense There are several scenarios in Objective: Objective: Moscow is not a bad game. It
strength by the same factor. The troops are Moscow, most of which deal with the con- isn't a classic, either - a pity, since I think it
::>bviously motivated to win; any attack made temporary battles. There are three local one- could have been one. In a few years, Objec-
by the unit must have a result of "defender map scenarios, covering the European front tive: Moscow will be remembered as just
eliminated", or the Samurai division is itself (NATO vs. the Warsaw Pact and Russia), the another game published by Simulations Pub-
eliminated. The rules do not mention ' if Mideast front (Russia and Iraq against lications, Inc . in 1978 . Frankly, I had hoped
Samurai divisions can switch back to regular Turkey and Iran), and the China front for more.
18

SYSTEMS & TECHNIQUES

NOR DARK OF NIGHT. ..


Happiness Can Be Properly Simulated Gloom
by Thomas G. Pratuch

I personally have no desire to find out what it's like 5. Units moving at night are reduced to 1,4 of Again, it must be stated that this scatter
to have people shooting at me in the dark, so I stay their daytime speeds. If artificial lighting is does not affect a unit's ability to engage in
out of bad neighborhoods after dusk and don't present, or the vehicles are equipped with combat. It merely simulat.es the navigational
play night scenarios. For you who do either or problems inherent in nighttime. Players may
visual aids (passive sights, etc.), then the
both, perhaps Mr. Pratuch's organized sugges-
tions will lead you to the light of understanding of
vehicles may move at Y2 daytime speed. freely modify the DNV for different na-
the problems involved in simulating combat in the Another aspect which needs to bt tionality or types of units .
gloom . Thomas has done a weather article for us covered is the difficulty in navigating across Once a unit is subject to scatter, it re-
previously and is building a reputation as an terrain at night. This ability varies with the mains in that state until:
'environmentalist' - simulationally speaking of type of terrain to be crossed. The way I han- 1. Changing terrain where it is again tested
course . dle this is to assign each type of terrain a Dif- by a chit draw .
- RAS ficulty of Navigation Value (DNV). The 2. Reaching a terrain feature that is a map
DNV is similar to a "Panic" Level except locator (i.e., road, major stream/river,
One of the more neglected areas of war- that it does not affect the unit's ability to
gaming is the night combat scenario. Admit- hillcrest free of woods, town, etc.). Upon
engage in combat. This value is from 0 to 9 reaching such terrain, the unit is either re-
tedly part of the reason for this is that only a and is subject to modifiers.
small percentage of battles have historically quired to remain stationary one or more
Examples of DNV and modifiers: turns or is penalized movement points
occurred at night. The reason for this is the
loss of command control, reduced ability of depending On the time scale of the game. The
Basic Terrain Modifiers purpose is to simulate the time spent using a
observation and difficulty in navigation that Type DNV (to any basic DNV
occur because of the low light levels . Yet map to establish its location.
terrain)
combat during the night periods is becoming Clear Stream/River -1 Nighttime Vision Aids
more common because of technological ad- Various means of creating light or
Town/ Village 2 Road - 2
vances which allow increased observation. amplifying existing light levels have been
The other reason that conflict simula- Broken/ Mixed 4 Fog(Mist) +3 developed to aid night operations. The use of
tions do not have night combat scenarios is Woods/Forest 6 Rain/ Snow +2 this equipment is subject to more than simply
the players' omniscience in knowing enemy giving a unit 'X' hexes of observation
unit locations. The use of inverted counters The DNV is checked whenever a unit capability. The equipment will be discussed
and blanks does not adequately simulate the changes from one type of terrain to another , by type to cover capability, use and limita-
confusion of night combat. The purpose of The player draws a chit from a cup contain- tions.
this article is to present a method for ing ten chits numbered 0-9. If the chit is equal The first development was the obvious
simulating the problems of night conflict. to or less than the DNV for the hex the unit is type - burning of materials to create light.
Some of the special equipment that has been in, the unit scatters. By way of illustration: The following table presents these devices:
developed is included in the discussion. An infantry unit is moving along a road in
clear terrain (DNV = Basic Terrain + modi- fllumination Type Illumination Area
Operational Consideration.s (Diameter in meters)
fiers = 1 + ( - 2) = - 1 or unit does not scat-
The first area that must be dealt with is ter). The player has the unit leave the road Hand Grenade 200
the area of nighttime limitations on unit and cross a clear terrain area. The DNV is Hand Flare, 450
abilities. There is one assumption made in checked in the first clear terrain hex . The Rocket propelled
presenting these items, and that is that there player draws a chit and obtains a '3.' This 40mm Grnd 250
is a quarter moon or better and a sky with not value is greater than the DNV so the unit Flare
more than 300JG cloud cover. If the night is does not scatter, The DNV does not have to Artillery Delivered
supposed to have a lower illumination level be checked as long as the unit stays in clear Slmm 1000
then only specially equipped units will be terrain. In a later turn the unit enters a wood- 4.2" 1500
able to move and engage in combat at greater ed area. This time the player draws a chit lOSmm 1000
than melee ranges. The changes in the rules with a value of 5, and since this is less than
from daytime are: (1,4 moon to full moon lSSmm 2000
the DNV of 6 for a woods, the unit scatters.
distances) A modified scatter system is used. Two dice lllumination Time Comments
L Personnel can be detected at only 50-200 are rolled, one for distance of scatter and one (in seconds)
meters. for direction, and the unit is moved accor- 27 Hand thrown up to 40m
2. Vehicles can be detected at only 200-800 dingly subject to the following limitations: 16 Inaccurate delivery up
meters. 1. If the unit would be forced to scatter into to 250m
3. Units caught in the illumination area of a terrain with a higher DNV (modifiers are not 30 Fired in 40mm grenade
flare or searchlight may not visually detect a considered here) then the unit halts its launcher up to 450m
non-illuminated target for the game movement..
equivalent of thirty minutes . (Visual target 75 All artillery-delivered
2. If the movement would be further than 90 flares must be fired at
means no artificial illumination source is the unit is capable of performing, using its
used.) 60 2 rounds per minute to
movement allowance and paying terrain 150 provide continuous
4. Units in an illuminated area may not costs, then movement is halted. Units are illumination .
detect any targets outside of the area, by any always moved 1 hex unless in violation of The accuracy of all, except the rocket
means, as long as they are in the illumina- paragraph 1 or the terrain is prohibited to hand flare, should be treated the same as
tion. that unit. their conventional round counterparts in the
19
game. Except for the hand grenade, all flares quarters or higher and are deployed to lower Night ob- lOOOml Used by itself fo r
have a parachute and will be subject to wind echelons as needed. servation 1200ni night observation, it
drift. scope is too large for a
Theinfrared viewers require an artificial weapon.
The next development was the various source of illumination. The viewers may
forms of searchlights. Use of these in a game detect any infrared source within line of sight Guidelines for Night Combat
presents a slight problem. :The player(s) must providing no blocking terrain intervenes. To There are some guidelines for the use of
specify if the searchlight is being used to observe an illuminated target, the viewers the special equipment that' has been
sweep for a target or scan an area. The first must be within the effective range of the presented here. The first is that none of this
technique is used when a target is known to source from the target. equipment has x-ray powers. If the target
be at a certain location. The second is used to The most recent development was the would not be visible in daylight to the firing
check an area for the presence/absence of advent of starlight scopes. These sights do unit, then it is not visible at night even with il-
targets. not rely upon artifical illumination sources. lumination.
Searchlights should be treated as direct Instead they amplify existing light from the A player cannot specially place illumina-
fire weapons. They cannot illuminate a target moon or stars. These viewers can also detect tion on a target without a reason. The target
that could not be fired upon under the same infrared sources. unit may have moved within night visual
situation in daylight.. Searchlights have a The following table presents informa- distance of the illumination unit or another
range limit (given in the table) and may be tion on both types of viewers: unit which could radio for illumination. The
operated iIi. two manners : infrared or white illumination may also be planned for a
light. The infrared mode is not visible to the Range
(star- specific turn on a hex.
unaided eye but can be seen by any unit light, Tank units have one special capability
equipped with infrared viewers (covered . Types moon) Comments that is not available to any other unit. That
later). The white light mode is visible to any Metascope Small hand held de- is, one tank may perform a sweep of an area
unit. The beams illuminate only a limited vice, not weapon with its searchlight to check an area then later
area when the beam is kept stationary. This is mountable, 50m return to a target found by this manner. Pro-
shown in figures 1 and 2. The following table range with own vision should be made in the rules for the
gives information on the three major types of source. tank to be fired upon by any capable (oppos-
searchlights: IR Binoculars Has no IR source . ing) unit before it is allowed to engage any
Type Range Comments IR Riflescope 250m range with its targets found. This is because the searching
own source, adds tank would be revealing its position.
Tank lOOOm Infrared mode considerable weight Once a player has implemented some of
mounted to weapon. the suggestions here, he may add-on such
1500m White light mode Tank IR Sigbts The tank command- items as aerial dropped flares, ground-
er and gunner each surveillance radar, unattended ground sen-
15/1 Vehicle 4000m White light mode have a sight. The sors, and thermal imaging sights. These
mounted sights cannot be used
items, however, will require extensive rules
3500m Infrared mode off the vehicle.
and are ou tside the scope of this article.
Rifle 300m/ Used on rifles and
23 " Vehicle 5000m White light mode starligbl 400m machineguns.
mounted scope Opening MO VES /continuedjrompageJ4/
4000m Infrared mode Crew- 800m/ Used on medium and possibility of affecting this - I'm just kvet-
weapons 1200m heavy machineguns.
The vehicle mounted searchlights are starligbt ching.
normally assigned to divisional head- scope 3. The assinine. gross guide to dope and
prostitution on page 69 of the official pro-
gram for the convention. I consider this to be
Smith & Wesson Star- Tron night vision equipment. a truly inexcusable lapse on the part of Paul
Wood and the entire Metro Detroit Gamer
organization. Dumb, tasteless, gratuitous,
offensive and sexist.
4. The spread-out nature of the site.
5. My name spelled incorrectly in the
Biogs in the Program (and I'm famous -
I've got a plaque that says so!).
6. The fact that GDW's biogs were
three times the length of anyone else's and
obviously wri tten by their mothers.
7. The attempt to cram 50 pounds of
convention into a 40-pound weekend. Too
much, guys.
Things That Were Good at Origins:
1. The ambience of the convention and
site.
2. The eagerness to help on the part of
the convention workers.
3. The friendliness and maturity of the
attenders.
4. The sense of hospitality on the part
of the sponsors.
5. The generally competent job of
staging (albeit too much).
6. The fact that my name wasn't on that
plaque.
20

SCENARIOS & VARIANTS

AIRBURST
Tactical Nuclear Weapons in Fulda Gap
by Matthew W. Foster

Heavy on the nukes this issue, eh people? Soon I' ll the enemy's formations. NATO troops are 7000 nuclear warheads deployed in Europe;
be seeing nuclear rules for Swords & disappointed at first; it wasn't half the show most of these are in the ten to 50 kiloton
Sorcery . . . or does that comewith the standard they'd expected and not nearly enough tanks range of yield.
game? Deeper into the Strangelovian aspects this and APCs were toasted. These medium-yield systems ' rely on
time with neutron bombs (ah, make that "enhanc- Then tanks begin to slew crazily about blast and heat to do their dirty work. Col-
ed radiation weapon," pleaseJ. As the author
and ram one another . APCs wander aimless- lateral damage is likely to be considerable,
points out this is not a real ly new concept - just a
new realization as to how destabilizing their
ly about or roll to harmless halts. The ad- and certainly a hell of a lot of fallout will be
deployment could be (or rather the imention to vance becomes a grisly comedy as vehicles kicked-up by tacnuke strikes. Countryside,
deploy them, eh comrades?), Or is it al l just a trick scatter in all directions. NATO troops sud- urban areas, and lingering civilians are going
to make you buy Nexc Wa,? - RAS denly realize that they've just witnessed the to be wasted just as well as enemy forces.
world's first neutron barrage. The Threat of- Fulda Gap fails to take this into account.
fensive degenerates into total chaos all across The whole question of whether or not
It's 0620, D plus three, forty klicks east the Gap. Preparations for counter-attack tacnukes will even be used is debatable. Will
of Frankfurt. The 3rd Armored has been begin. the warring powers want to risk escalation in-
fighting like hell since contacting Threat Let's see: CBR troops, neutron barrages to a full-scale nuclear slug-fest? Fulda Gap
forces early on D plus one, but the sheer mass - Super-Ogre, right? Wrong. No fairy tale pretends that they won't escalate, and so will
of the enemy assault has taken its toll. Stocks this. If the funds for development and pro- I, but clearly the nuclear warfare rules and
of the vital TOW missiles are down to twenty duction are allocated, this could be the the victory system could use some fiddling in
percent inventory, maybe one more day's battlefield scene in West Germany by mid- this regard.
ammo. Dragon stocks are even lower. Burnt- 1979, or even earlier. First, roll a die to see when tacnukes can
out hulks of enemy tanks litter the battle- come into play. Political decisions have to be
field, but the rumbling nearby says it's a made. and this die roll is your "politicans."
fresh division that's jumping off to assault The following is my suggested die roll -
the 3rd's positions. The 3rd's combat units availability. Turn
are still at sixty-five percent TOW, but with Die Roll Available
the ammo going so fast, a fresh division or 1 [
two will shatter the tenuous line for sure. 2-3 2
French divisions are racing madly for the 3-5 3
Gap, but it looks as if they're going to be far 6 4
too late to save the front.
As the 4oo-tube softening barrage lifts, Only one roll is needed, because when
T -62s suddenly break from the wood lines one side uses nukes, the other side will too. It
4000 meters in front of the 3rd's FEBA (For- matters little who went first, but for your
ward Edge of Battle Area) spotters. Massive own purposes. you can roll a second die, with
spread phalanxes of tanks roll across the an odd number meaning that a frustrated
1500 meter front toward the 3rd's positions. NATO shot first, evens meaning the nasty
BMPs follow close behind, their Saggers Russians did it. What this all means to you is
ready to destroy any point targets that ap- your own business, but remember that since
pear. That is it. "days" occur simultaneously for each
There is one last card for NATO play. player, both sides start nuking in the same
Coded authorization to use battlefield Game-Turn no matter who shoots first .
nuclear systems came through to Division at Next, give the nuking player's opponent
0400. The 3rd's troops wonder where the (the poor sap being nuked) victory points for
Warthog strikes have gone, but they cannot each warhead detonated according to ter-
know that all NATO aircraft have been Modern Threat (I use this euphemism to rain. The rationale here is simple. The Threat
warned away from the area. Orders flash leave everyone's feathers un-ruffled) tactical governments don't want to capture (well,
from Division. Units prepare for the nearby doctrine calls for the great concentration of they might, but they would find that policy
tacnuke detonations. CBR troops, exhausted an attacking division's forces at the point of useless) piles of nuclear slag instead of cities.
from the Threat's two-day old chemical at- breakthrough. Such massed formations are It's also hard to imagine an abashed NATO
tacks, prepare for action again. Decon- hard for a strained and thinned defensive line spokesman saying, "We had to destroy
taminants are readied , to turn, but they make nice targets for tac- Wurzburg to save it." VPs in clear terrain are
DivArty's (Divisional Artillery) tubes tical nuclear strikes. Any grand offensive simple too. There is no purely clear terrain in
train to pre-selected points. The two Lance movement by Threat forces, especially Europe; there are houses, farms, and villages
missile task forces arm their new W70-3 war- against a desperate NATO, runs the risk of everywhere. No one would appreciate an un-
heads. Time-an-Target is scheduled and the being nuked into little greasy spots. Not even solicited airburst over his property. The
Fire Direction Center (FDq orders Fire! the heaviest counter-battery can silence every following is an additional VP schedule.
Eight-inch howitzers and 155s rumble; Lance gun within support range - besides, it only This brings me to the subject of the
missiles hiss from their launchers. FDC takes one nuclear' 'stick" to do the job. enhanced radiation weapon - the Neutron
coun ts down: "Eighteen . .. seven teen .. . " The only problem is that NATO "con- Bomb (old earth style, you grimy
" ... two . . . one . .. SPLASH!" ventional" nuclear battlefield systems may Xenophobe). ERWs have been tooling
Bright flashes appear 100 meters above not be able to do the job. NATO has about around Army R&D since the early 60s, but it
2'1
was only last July that General Alfred D. resolution. If only one brigade strikes, the In the phase of initial defensive use, all
Starbird of the Energy Research and division's stick is expended just the same as if units that may make an ER W strike, must
Development Administration told the House all brigades had fired. All brigades may at- make an ERW strike. This simulates a
appropriations committee. tack one adjacent hex. This is in addition to "shock" doctrine for initial deployment.
VPs to Opponent artillery ER W strikes. No collateral damage is sustained by
Terrain per Warhead Artillery unit ERW strikes attack the units adjacent to the target hex, ERWs may
City 1 hex on the "4" column of Table 19.24 and be safely employed close to US troops
Urban 2 contaminate on the "5" column of table because of a larger buffer zone and smaller
All other Yz 19.33. Unlike conventional contamination, kill zone than conventional nukes. Only
Ignore fractional VPs affected units are contaminated, not the hex hexes adjacent to US units may be offensive-
itself. Place an appropriate contamination ly attacked by artillery units in the nuke
Two ERW systems have been developed marker on top of every unit in the hex, phase. Consequently, Electronic Warfare
as of the present. The W70-3 is a warhead regardless of whether or not that unit took has no effect.
designed for the Lance missile, and the W79 casualties. Units that incur at least a one-step A final note concerning all nuclear
is an eight-inch artillery fired atomic projec- loss in the attack are retreated one hex and strikes: I suggest that no airstrikes can be
tile. disrupted until the end of the Game-Turn. made within one hex of any nuclear strike. I
ERWs offer numerous advantages (see This simulates the total disorganization that don't think NATO command would risk fly-
Figure). An ERW's blast is about 17 percent a neu tron strike would cause. Contamination ing a squadron of A-lOs into one of their own
that of a similarly potent conventional tac- attacks occur in the Contamination Removal airbursts.
nuke from airburst. ERWs kick-Up only Phase prior to contamination degradation. Using ERWs may be realistic (pro-
about 10 percent of the fallout. Conven- Neutron contamination is reduced one level viding .. . ), but it may also tip play balance
tional nukes destroy by blast and heat, each Removal Phase automatically. slightly in NATO's favor . 1 suggest that at
ERWs by intense neutron-flux . After initial firing, artillery units may least half of the divisions recommended for
The neutron flux is over with inside of expend their remaining sticks either in the the Main Effort variant be used in conjunc-
two one-millionths of a second of detona- nuke phase or defensively as ou tlined above. tion with ERW rules . I think it's reasonable
tion. The neutrons, once released, are stop- Supply units are still only affected by an "x" to assume that the Gap would be a Soviet
ped by atomic nuclei, principally nitrogen result, but are considered ineffective as long main objective anyway. The addenda for
nuclei in the air. This is why the ERW's as they are contaminated. conventional strikes, however, is applicable
lethality drops' so quickly at range (see Divisional ERWs attack on the' '3" col- in either case.
figure). umn of Table 19.24 and contaminate on the These changes are strongly based on fact
ERWs are hard to shield against, too. "4" column of Table J9.33. Otherwise their and doctrine. Using them may require just a
The armor thickness that stops 90 percent of effects are as outlined above, with the excep- little more bookkeeping, but only a
the gamma radiation from conventional tac- tion that they may be used only once peT divi- microscopic amount when compared with
nukes only blocks out about 30 percent of the sion and only in defensi ve situations. the added dimension in game terms.
neutrons. The rest of the neutrons "shine"
through. The neutrons that ar e absorbed by
the armor cause the armor to begin emitting
gamma particles. Any shielding that catches ERWEFFECTS EjjeclSQf
the neutrons becomes radioactive for a long Zone Effects of ER W Conventional Tacnukes
time. 1 Buffer zone, little radiation Blast damage, little radiation
So, what is this in game terms? First, 2 No blast damage, fatal radiation Blast damage, some radiation
ERWs will be deployed with all artillery and 3 Little blast damage, fatal rad. Blast damage, fatal radiation
Lance task-forces (such as the artillery units 4 Blast damage,fatal radiation
in Fulda Gap) and also with DivArty's
general support 155s. So, all US units in
. Fulda Gap, except SDUs and STUs, have an
ERW capability. Airburst Diagrams
ERWs become available on Game-Turn
Four regardless of the tacnuke availability
result. This means that ERWs could be the
first tacnukes deployed, providing that con-
ventionals are also unavailable until Game-
Turn Four. If tacnukes are already in use, it's
just a NATO advantage.
Only US combat units may utilize ER W
strikes. Each division of three brigades is
deployed wih one ERW "stick" available.
Artillery units carry two sticks. One addi-
tional stick becomes available for resupply
for the artillery units on Game-Turn Seven.
ERWs may only be used initially in de-
fensive situations. That works like this:
before any Soviet attacks are made, but after
Soviet movement is completed, the US player
announces he is making initial ERW commit-
ment. Any artillery units within range of
Soviet units may fire an ERW strike. This is ERW Conventional
in place of FPF from that unit, and the (Enhanced Radiation Weapon) Tacnukes
Soviet-occupied he)( must be in range, not
the defendin~ US units .
Combat brigades may expend their divi-
sion's stick at the instant of combat, prior to
22

True Ring [conri"uedfrompag~IOl not my purpose. I hope I have brought to THE DESIGNER SPEAKS:
unreality that is common to all historical light a very major flaw in a very major effort. Mr. Randall has applied himself to a
simulations; knowing where the characters If Mr. Berg is true to his word that he will valid "problem" area in WOTR, one that
are at all times, however, eliminates any ac- follow the progress of his games, then he will caused both Howard B. and myself no end of
curacy that the game could hope to achieve . hopefully consider the above comments. I problems. He also has supplied his own
If The Lord oj the Rings is considered to be have attacked the game; I hope the designers answers to the reasons behind the present
the definitive text of the War (and it must be will either admit the fault or defend their Search System: hindsight and playability.
$0 considered), then Mssrs . Berg and
creation. They are why the game is like it is, and we
Barasch have but given us a beautifully writ- A number of years back, in an issue of have no in ten tion to redo the "system".
',,:n historical novel. Rolling Stone, a reviewer said of the Band' s However, the Search System as written
I do not here propose a system of hidden then-new album, Cahoots, that he could not is somewhat flawed, and that should be cor-
movement for use in the game; I have one, decide if it were a flawed masterpiece or a rected. Two items are paramount, one a
bUl it is insufficiently play tested to be in- perfect failure. This article has attempted to complete change, the other a clarification:
cluded here. Suffice it to say that one can be show the same indecision towards War of the 1 . The results oj a Search (that. is, being
added with no additional materials needed Ring. The album proved, over the years, to Spotted) remain in effect until the end of
except a piece of paper. The Search System be the latter. I hope that the game, with all the Game- Turn in which the Search oc-
has to be revised (or the Sauron player will the things that it has in its favor, will prove to curred. (Thus, no more hiding in the next
never find anything); but as it will change be the former. county.)
searches from things based on luck to things 2 . Search in Mordor (i. e., Gorgoth and
based on alleast some skill, the revision will Nurn) is automatic in that the Sauron
be worthwhile. Do not toss away the game if Player need not draw a card to search in
you do agree with my criticisms of it; it is far BIBLIOGRAPHY M ordor. (Spotting is still a dieroll result.)
too valuable even as it stands. Simply revise it Fo~rer.Robert . A Guide 10 Middle-Eartlk Ball antine A complete errata will be forthcoming
a little, and it will then become, in all pro- Book!; New Vork, 1971 .
for WOTR, although a second edition rules
bability, one of the best in anyone's collec- Tolkien. J .R.R. The Lord Of 'he Rings. Methuen : To ran . booklet is available (for $3; sorry folks) . The
tion. to, 1971. I aliempted La obtain the American Ballamine
edition in order to cite pa~sages more accurately, but it is errata sheet {free, when it comes out} should
Many areas of the game, most of them no longer available in Canada and I have long si nce given be available this Fall.
excellent, need to be dealt with, but that is aWlly my lasl copy of i(.
- Rich Berg

Secret Search /con!inu.d!rom pace III single map game, range from 01 to about 35 duced a table with full map coding - hope-
for rows, and 01 to about 50 for columns. If fully the vast public demand will enable me
and the first condition is met. Obviously can these numbers are coded separately, perhaps to make some arrangement with SPI. Unfor-
dition 2 can be met by changing columns using different columns, a much smaller tunately the table is too big to fit into this
from turn to turn. coding list can be used . Of course, in case of magazine. I also have a USN map version
Condition 5 (dummy hexes) can be met a match, the players will now be able to see and AH version.
by adding dummy hexes to the code list and how many other hexes in that map row and
letting player A use the first half and player B thai map column their opponent occupies. Summary
the second half of these dummy hexes, as For fanatics, this can be made more difficult One player should have part A of the at-
though they had units there. by coding the first and third digits separately tached table, and the other should have part
The above system does not satisfy con- from the second and the fourth, but it is B.
dition 4. From the final result, if there is a doubtful if the extra security is worth it.
match, player A, knowing he used column 3, 1. Each player lists the hex numbers he oc-
For this coding, a table with 56 codes is
sees that the final result was column 7, de- cupies, adding as many dummy hexes
adequate, and; as noted above, enables each
duces that player B used column 4, and im- (selected from rows 37 to 46 for the player
player to have a choice of six columns. Since
mediately decodes all B' s positions . with table A, and rows 47 to 56 for the
rows 37 to 56 do not occur on the map, J sug-
The solution to this is to give each player player with table B, with the column
gest that one player use map rows 37 to 46,
only part of the table . It is not sufficient to arbitrarily chosen) as he wishes or is
and the other map rows 47 to 56 as dummy
give one player half the table and the other permitted .
hexes, combined with whatever map columns
player the other half since; by following the they wish. 2. Each player selects a column (1 to 6) in his
table creating system given above, the other When matches in the doubly coded lists table. He then, for each hex, looks up the
half could be worked Out. are found, each player decodes the number first two digits of the hex number in the
To illustrate the means of avoiding this and gives the result to the other player who table's left hand column, and writes down
difficulty, suppose we have 56 different then applies his own decod.ing to find the hex the corresponding two digits from the col-
things to code (the reason for this number in which the meeting took place. umn he has chosen.
will emerge). The table would then have 55 It sometimes occurs that a player search- 3. Each player selects another column (or
columns if written out in full . If we give one es for the other player's units. Thus if player the same one if he wishes) and similarly
player columns 7, 14, 21, 28, 35, and 42, and A is searching certain hexes for B's units (us- codes the last two digits .
the other player columns 8, 16, 24, 32, 40, ing radar or whatever), A codes his search 4. The players write a list of these coded hex
and 48, each has a choice of six colum ns, and hexes and gives the result to B. B codes the
it is not possible to calculate one part of the numbers in some arbitrary order, and ex-
hexes his units are on and gives the result to change lists.
table from the other . This can be proved, but A. Each then codes the other's list. B then
it is messy. As a byproduct, it in now imposs- compares the lists and decodes any matches 5. Each player then encodes his opponent's
ible for the two codes to accidentally repro he finds, and gives these values to A. A then list as in 2 and 3, using the same table col-
duce the original hex numbers. Also, the reo decodes this list. The effect of this is that B umns for the first two and last two digits
suiting code is not in either list. does not even know what hexes he has been as he did in 2 and 3.
This is, in essence, the code system I discovered on (he does, however, know how 6. The resulting lists are compared. Where a
propose. There remains the Question of the many times he has been discovered). match occurs, each player (using the same
overlong code list. SPI maps are numbered To round off this article, r have added a columns again) decodes the matching
by joining two two-digit numbers, one repre- summary of the method, and a sample of a numbers and gives the result to his oppo-
senting the map row, and the other the' map size 56 table, giving each player a choice of nent who then decodes it himself, to get
column. These numbers, on an ordinary six columns. My game computer has pro- the actual hex number 0 f the meeting.
23

OPERA TlONAL ANAL YSIS

DRIVE SOUTH TOSTALINGRAD


Then Take a Sharp Left at the First Light
by Tom Graveline
Drive on Stalingrad has done a lot of swerving for one panzer division to Maikop; a!ld the other Now assuming that Voronezh, Kalach-
' such a recent game. The imbalanced sensed in the two panzer divisions to the greater Grozny na-Donu, and Stalingrad - have not been
early play testing was overcorrected and then the area, including Orzhonikidze (3915) and taken, but that all other points south of the
errata patched a correctio n on that upon which Don (from the north map) have been cap-
hexes 3701 and 3801. By capturing all the
the jury is still out and the game bu yers a ra staying
away in droves - wh ich is too bad, because DOS
cities and rail entry hexes, the German player tured in time to garner the bonus victory
is a pretty good game in spite of its waffling . The can effectively shut off the southernmost points, around Game Turn 10 or II, the Ger-
subject is a classic, of course, and DOS is the first Soviet reinforcements and force them to man player will have a victory count of 175 to
specific operational treatment of the ca mpaign . enter at Astrakan or east of the Volga (hex. 81. If Kalach-na-Donu is taken but not in
It's a tad premature to be didactic about how to 0601). time for bonus points, the count would then

I
win, but give Tom's approach a try. - RAS be 180 to 76. At this point, the German

J",,, D; ~,;oc
player has a temporary two to one lead. Yet
/'181
6~9
he need not capture all of Stalingrad to win,
but just has to occupy one hex to cause the
Soviet player to lose control of the city, 20
Thanks to recently published errata, points and the old ballgame. (A three to one
Once the Grozny sectOr has been
Drive on Stalingrad has finally fulfilled its ratio wins automatically for the German
secured, the mech units should wheel north
potential. Particularly the rule changes player.) Optionally, the German player can
where Astrakan becomes the next target.
allowing three German mech divisions to win now by placing a unit next to the Volga
Depending on the supply situation, the Ger- and keeping it in supply for most if not all of
stack, the elimination of certain untried two-
man player may be able to syphon a few units
step Soviet units, and the increase (50070) of the remainder of the game. This action will
from the Stalingrad area to help carry
rail hexes permitted to be cleared in a Game- partially negate the points the Soviet player
Astrakan if- the Soviets are stubborn at this
Turn have given the German player a real gains due to German failure to capture
location. (Once the necessary units have been
shot at victory. StaIiI!&@~ by Game-Turn 12 and_beyond:
exited to Astrakan, they should be brought
However, against a competent Soviet . The above point calculations do not in-
back as soon as possible. The three Jaeger in-
opponent, the German player will still have clude any points to either player for lack of a
fantry divisions (6-9) are easily recognizable
his hands full . Voronezh should be marked continuous front, Strategic Withdrawal, etc.
units to delegate for this purpose.) Special at-
as a suicide mission in the existing game The totals are based only on capture of cities
tention should be given to Vladimirovskaya
structure as Soviet reinforcements on the by a certain time, or the failure to do so. This
(hex 3409) as tills is the only location south Or
first Game-Turn bring the German player no means that the German player should have a
east of the Stalingrad area where the Soviet
hope for any lasting gains in this sector. And greater number of points, as the Soviet
units can cross the Volga. The German
so, the German player must look south to player is very likely to experience a lack of a
player should attempt to secure this city to
Rostov and to crossing the Don as soon as continuous front, Strategic Withdrawal, etc.
further solidify his flank by preventing any
possible. Immediately thereafter, most Ger- At the same time, the German player should
Soviet outbursts here.
man players will marshal their greater forces be very careful to maintain a continuous
and attempt to capture Stalin grad before, front to avoid giving . the Soviet player
on, or near Game-Turn ] 2. But once again,
rail movement allows the Soviet player to ~ Mountain Division
precious victory points.
Minor Modifications. For convenience I
transport the maximum amount of rein-
forcements per turn directly into the Stal-
L:::J use four German air armies at half strength
(one point per unit) instead of two. This
ingrad area; i.e., a competent Soviet player With regard to the disposition of other eliminates the hassle of trying to remember
can make it almost impossible to capture units, Axis allied units are generally much how many points have been expended. Also I
Stalingrad. slower, cannot cross the Don if unsupplied have the Soviet reinforcements appear only
Therefore, propose an optional and don't pack much offensive punch. They on Soviet cities with point values (in addition
Southern Strategy in which the German are best used to defend the Don in stacks of to rail hexes on map edges). This was initially
player concentrates on capturing aU strategic three or to soak off while attacking or due to a lack of additional counters to in-
points on the southern map . Once these defending, ("cannon fodder," as we call it). dicate control of non-point cities , no desire
points are captured, the German player can Infantry from the Fourth Panzer Army to keep track on a separate piece of paper,
then send most if not all of his southern should assist the Axis Allies in defending the and a distressing need to balance the game
forces north to assist the attack on Stalingrad Don, while infantry from the Sixth and First towards the German player before the errata
and also to defend against the eventual Panzer Armies eliminate bypassed Soviet was available. Both these changes give the
Soviet counterattack. units, secure supply lines, cross the Don and German player minor advantages, but I
As occurred historically, I recommend drive on Stalingrad. The Seventeenth Army don't believe that they materially affect the
sending the mech divisions from the Sixth and mountain units should be sufficient course of battle. (In the war of playability vs.
and Fourth Panzer Armies directly to Stalin- along with the First Panzer Army mech divi- realism/historicity; the former wins this bat-
grad to "put the pressure on" in this sector sions to secure the Caucasus. German rein- tle with me.)
and to force the Soviet player to place a large forcements should form a reserve to counter In conclusion, DOS initially received
portion of his units in this area. The mech di- any Soviet attack in the north, particularly in less than favorable reviews due to an ap-
visions from the First Panzer Army should the Voronezh sector. This plan usually parent lack of adequate play testing. With the
be sent south: the panzergrenadier division results in a balanced attack across the map published errata, it should certainly be given
to Tuapse, Sochi, and eventually hex 3935; and really stretches the Soviets thin. a second look.
24

Opening MO VES (coT1/inuedfrom{Jagd] An unbelievable number of events were While on the topic of headaches, the spon-
scheduled - and almost all occurred, but not sors of 0'78 threw a beer blast for the ex-
always on schedule. Your Talkative Editor hibitors" during which hundreds of adults
participated in one of the many convention- were tricked into playing a whacky
sponsored pan.els plus he conducted one of sociological party game. Ra Pah, Pah, N'est
his own on graphic production. The Biggest c'est pas? .
Talker I Know (alias J.F. Dunnigan) partici-
pated in a throat-hoarsening marathon of
panels and seminars and interviews and
general yak. The Avid Origins Listeners were
duly appreciative .

Everyone and everything sold furiously; in


fact, SPI almost doubled its high sales record The SPI Roast was almost undull this year,
of 0'77 - frustratingly we ran out of all our thanks to the (truly) effective emceeing of
new stuff in the in the first day of selling. Jimmy Dunnigan (and the fact that it had to
Rick Banner of GDW can be seen here be cut short so that the softball team could
reading the rules to his company's latest crea- get some sleep). Shown here are SpiMilitia-
tion to prove it can be done (only kidding!). men Gautier and Perez.
Miniatures were strongly represented as well But most of the time they played games -
as a whole slew of micro-computer games - particularly new games andlor multi-player
a sign of the increasingly electronified times. games (logical - where else can you form so
many teams of players!).

I was especially pleased to have met a more-


than-average number of nicer-than-usual
folk, some of whom are Phil and lovely Lea;
And speaking of teams - sPt ran its softball Bill the Headhunter and Ken the Chemist,
practice session on Saturday (it turned out Barnstorming Jim Steuard of Baron Publish-
that they needed it - SPI won the game with ing, a whole host of briefly met nice-guys
Parker Brothers, of mainstream repute, AH by the close score of 13 to 13 - trailing plus Donna the Cute Waitress.
showed their very nice abstract game, Black badly by five runs in the bottom of the ninth,
Box, to the delight of the crowd - a gamer is SPI batters came up with the five runs need- The Charlie Awards for the Best This
a gamer is a gamer. ed to decisively tie the game. Although they and That were won by AH in both Strategic
lost the tie game, AH clearly had the best all- (ViC. in Pacific) and Tactical (Squad Leader)
round ball-player in the person of Tom categories; by SPI for Best All-Time (til next
Shaw. They also had some persons on the time) Fantasy Game (War oj the Ring) and
team who didn't exactly work directly for Pro-Magazine (S&1) and by Metagaming for
Avalon HilI - but because they lost, we the best Semi-Pro mag (The Space Gamer).
didn't protest. SPI suffered from relatively And last and certainly least, Your Editor was
silent 'big guns' and an early case of the Big placed in the Hall of Fame (does tl~is mean I
Choke, but the less-than-stern hand of the get a free pass to the Yankee home games?).
resolutely erratic field manager guided SP! And Reason Prevailed as an Awards Com-
through to its thumping no-run triumph over mittee structure was set up for next year and
AH. The small, "gentlemanly" wager your the categories ratjonalized. Of course, I will
Editor had with R. Reed has been held over be accused of being a snob for not showing
'til next year at double the rates due to the up at the Awards Ceremony (which was con-
closeness of SPI's win. (see Box Score, p.13) veniently scheduled late in the afternoon so
Unfortunately for the foot-borne (including that I could miss my plane if I decided to give
your Tap-dancing Editor) the seminar- my long acceptance speech for a plaque
giving-place was quite distant from the which did not then and will never have my
exhibit-place - and also not decked with a name on it - I guess I'm not all that famous
tremendous number of directional signs. - it's a lot like getting an award addressed to
Once again, much of the space was un-air- "Occupant").
conditioned (but bearable).
The -Impenan Wizards of the Origins Things That Were Not Good at Origins:
Committee decreed that come '79 the con- 1. The almost universal lack of air-
vention shall be held in Philadelphia by conditioning and beer! One absent is
democratic arm-twisting of the PennCon forgiveable, but both was torture!
sponsors and the heroic efforts of the Metro 2. The appalling drinking water which
Detroit organization to avoid being saddled permeated everything with a noxious poison
with such a headache two years in a row. plastic taste. I know the sponsors had no
[continued on pagel91
25

GAME PROFILE

WACHTAM RHEIN
A Well-Rounded Bulge.
by Jim Govostes

For some strange reason, Wach[ am Rhein is not are backprinted with reduced Strengths for allowed in that one can move out of an
getting the attention it deserves . I have a sneaking most battalions, Most units have both an At- Enemy zoe to avoid combat. Zones ofCon-
suspicion that the fact that it is a good big game is tack and Defense Strength reflecting both trol do not extend into cities, towns or forti -
so absorbing its devotees that they don' t have staying power and doctrinal differences . AT-. fied hexes (improved and entrenched). This
time to write about it. Could it be that I've
tillery has Barrage and FPF (final protection allows the defender to turn a couple of com-
discovered the Catch-22 of articles on interesting
big games? Of cou rse, what I'd like to see is a good
fire) Strengths with ranges up to 16 hexes. In panies backed up by artillery in such terrain
little game on the whole battle - of which there addition. there are Headquarters (HQ) units into a veritable fort.
are presently none . As with many a WW2 gamer, (supply function), bridge counters, improved The benefits of integrated combat re-
the Battle of the Bulge is one of my laves, but I just positions, entrenchments, Isolated and flect the superiority of regimental attacks as
don't have the time for WAR. Don'1, however, let Fatigued counters, and March Mode well as attacks supported by armor and artil-
my lack of times stop vou .. counters. In all, there are some 1600 counters lery, A Regimental Integrity Bonus shi fts the
included in the game, odds one column if at least two of the units in
The functional mechanics are designed the attacking/defending stack are from the
to recreate the "grand tactics" feel of this same regiment. A Combined Arms Attack
Perhaps the most popular battle in re- battle . While we are accustomed from past Bonus - offered if armor (pure) is stacked
cent history, the "Bulge " has been the sub- games to terrain and ZOC affecting move- with infantry, mechanized infantry, para-
ject of innumenible game efforts. Wacht am ment, we are less familiar with stacking, for- chute, glider, engineer or recon forces -
Rhein (hereafter WAR) is SP1's third and, mation, and logistics lines having effect. shirts the odds one column in the Attacker's
far and away, the best effort on this topic. Incorporation of these variable elements favor. A Combined Arms Defense Bonus is
While the basic gal1l,e system is from Panzer- makes the Player consider not only moving a possible if armor (pure) or antitank is stack-
gruppe Guderian, its application to this set- unit, but also the shape of the unit prior to, ed in a hex where a CAAB attack is occur-
ting has opened new realms to other situa- during, and after movement and combat; its ring. The Defense Bonus negates the Attack
tions such as the battles around Monte strength; its mobility; and supply prior to Bonus; it never applies to any other type
Cassino, Anzio, Sicily, Metz-Nancy .. . and after moving. Tactical/operational plan- attack. The net effect of the Regimental Inte-
This game was to incorporate all the ning becomes the foremost item when play- grity Bonus is to force a Player to keep a
previous knowledge of this battle that would ing the game. division together and conduct attacks in regi-
have "dirtied up" Bastogne or was glossed Units are broken into Class A (six move- mental strength. As with the Combined
over in The Ardennes Offensive. That it ac- ment points or less) and class B (seven or Arms Attack Bonus, the units that qualify
complished more can only increase the more movement points). Formation rules the stack for this bonus need not be attack-
system's viability and usefulness for future allow units to assume Tactical Mode (nor- ing/defending; they need only be stacked.
games, The game is designed down to bat- mal) or March Mode. March Mode requires This stipulation represents the build up of
talion and company levels with each hex a special counter and costs four Movement reserves for any attacks that would be con-
representing an area one mile across. The Points to place it on a unie Up to three units ducted in the real world. The rule adds a nice
regular a,m, and p.m, Game-Turns represent may stack normally, while units in March touch and reflects current tactical doctrine as
41;2 hours of real time, while the night Game- Mode may not stack. March Mode immedi- well.
Turn represents 15 hours (with provisions for ately spreads a division out , creating the long One of the more subtle rules prohibits
a special Night Bonus Turn) . The game is lines of vehicles traveling on the road nets. the "soaking off" that became prevalent in
played on four maps covering from Prum to March Mode is not allowed in woods (which older type simulations, In this game, mini-
the Meuse RiveL Tn all, the maps cover the represent the bulk of the hexes) except on mum odds must be met for a particular type
front of the U.S. V and VIII Corps. roads, which leads to tremendous little fights of attack or instant elimination takes place
The terrain is broken into clear, broken, occuring at key road junctions. Formation (FPF fire does not affect this rule; i.e., the
and woods hexes with towns, villages, rivers, and stacking rules have an enormous impact defensive player cannot create instant elimi-
creeks, and both primary and secondary on artillery units. To date, other than nation by dropping the odds below minimum
roads. Woods, towns, and villages affect ar- Highway to the Reich. this is the best 1 have through allocation of FPF points). So now
tillery Barrage Strengths, All other combat seen modern artillery handled. The need to we have fewer suicide attacks that can be af-
effects are incorporated into the Combat consider the artillery unit's state (in/out of fected by lucky die roIls_
Results Table. The key elements within the battery) can have a great import upon cur- Another innovative concept is the Night
terrain effects are stacking, Road Mode, and rent Game-Tum's attacks or defense. Artil- Bonus Game-TUrIl_ This rule allows a Player
the Zone of Control (ZOC) rules_ The grow- lery plays its critical role with U .S. units to move units (except HQ and artillery) at the
ing sophistication of simulations has led to being able to call down tremendous barrages risk of "fatigue"; i.e., they don 't get to
the natural intertwining of t.errain, move- / FPF and erase German unit combat superi- sleep. Any night attacks also fatigue a unit.
ment. stacking, formation. and combat. ority_ Anyone having played the game and Recovery takes the better part of the follow-
WAR, which incorporates this perspective, having tried to crack the Elsenborn Ridge ing day, initially halving movement and at-
must be analyzed juxtaposing all these fac- can attest to this fact. tack factors. and a slow recovery process
tors. Unit frontages have been taken into allows a unit to be upgraded during the fol-
Prior to examining these basic design consideration in that, while three battalions lowing day, The rule allows for a trade-off of
features, a short note on the unit counters is may stack in a hex, only two or these may at- combat and movement for the ability to ex-
in order. The majority of combat counters tack (or two battalions and one company siz- ploit an opening with what is essentially
are on a battalion level, with U.S . units hav- ed unit) rrom that hex , Combat is mandatory "stealing" a march. It reflects the staying
ing company level breakdown possible. Units in Enemy ZOCs. However, disengagement is power of a unit nicely over the course of 24
26
hours and confronts the Player with hard de- ply in one Player's Phase can be out of sup- wheeling days of not worrying about this
cisions about ti~e, distance, and combat ply during the other Player's Phase. The crucial element in war are hopefully now
power. sequence forces a Player to commit units to a over for simulations. Wacht am Rhein cer-
These specifically designed rules coupl- tactical formation prior to any movement, tainly has state-of-the-art supply. The next
ed with German artillery ammunition deple- thus affecting maneuverability. Bridge blow- step would be a supply class breakdown into
tion, river/creek bridging, and armor river ing/construction follows movement, forcing ammo, food, and fuel. The inclusion of at
crossing rules nets out to a reasonable fac- a Player to plan ahead. Combat is last. The least Class IV (fuel) and truck units would
simile of the problems facing the two sides in sequence is innovative and well matched to make the game more interesting. The HQ
the Battle of the Bulge. Road nets are crucial the basic developmental aspects of the game organizational set-up is excellent. One com-
to fast paced advances; road junctions (espe- system. ment is in order, however. Supply lines are
cially communications hubs like Bastogne, chains. HQ units should be considered and
The Combat Results Table integrates inclu ded for every division in the game. Sup-
St. Vith and Manhay) become centers of
terrain, and the odds are progressively worse ply at any given moment is limited, and its
tremendous action . The gripping tension of
for the defender in less covered terrain. The
trying to achieve or halt a breakthrough in dispersal down the chains is an operational
system of allowing retreats - which can be
the first three days (10 Game-Turns, not decision. Thus, while all divisions of an army
followed up by victorious forces - or step
counting any Night Bonus Turns) is created may be capable of being unsupplied (as re-
losses presents the Players with further
by the design system. Clerveaux slows the quired by the supply chain rules - whatever
choices. While the Combat Results Table is
2nd Panzer; st. Vith requires a huge expen- those may be), the commander must decide
not "bloody," the cumulative effects ofhav-
diture of time and resources before it falls; how to apportion his supply and take into ac-
ing to constantly take step losses to hold key
and Elsenborn Ridge is well nigh impossible count the delivery of that supply. We will
terrain features or road junctions soon saps
to crack. J would classify these first three to then get into stockpiling, prior logistics (as
the strength of the defender, while the need
five days a study in frustration for both well as tactical planning), striking for op-
.to seize these points causes the attacker to
players - it should bring out the best (and ponents' dumps, etc. The potential of the ex-
take excessive losses. Simple in design but
quite often the worst) in simulation Players. pansion and inclusion of supply has been
brilliant in conception (thank you, Mr. Dun-
greatly enhanced by these new concepts.
Two problems exist in the above design nigan), this Combat Results Table fits the
I am not impressed with the air power
that should be rectified. First is the no-stack game system as it reflects the real problems
rules. These are an extension of the old Kursk
rule of March Mode units; second is the ef- facing those who attack or defend. For in-
system. With such an advance in game design
fect of woods hexes on March Mode units. If stance, 2: 1 odds across a river will only bring
having been made, these rather pathetic rules
a unit is forced to retreat while in March an attacker grief, while at 5: 1 he has a 50-50
seem out of place. It appears that the lessons
Mode into a hex where another unit is in chance. This is one of the few games out that
were learned as Atlantic Wall, based on this
March Mode, the first unit is eliminated; it reflects poorly on the old 3: 1 superiority
same game system, has updated air power
cannot violate the no-stack rule. However, a adage and admits that one can never be too rules. As I have not seen the game, r cannot
rule states that after combat, a unit must lose strong at the point of attack. comment other than to hope that they are up
its March Mode marker if forced to retreat. Supply is centralized around division,
to the standard of the game system in
Elimination seems too harsh and unrealistic. corps, and army HQ units. This seems de- general.
A unit can be forced to retreat as much as rived from Highway to the Reich. It The game has several nice touches that I
three hexes (three miles). To condemn a represents a more realistic view of supply, ad- truly recommend. The German variable rein-
marching unit to annihilation because it must mitting that units on the same road in the forcement rule makes the game more enjoy- .
stop in a hex with another unit in March same division may well be in different stages able and places an added burden on the
Mode over that much distance is too difficult of supply, depending on their distance from
Allies, as does the German ability. to select
to believe possible. And the caveat that says a central supply point. Supply and road nets
variable objectives unrevealed to the Allied
after movement the March Mode marker is are what this game is really all about. Dif-
player. It does not unbalance the game. The
removed does condemn the unit. A dual dis- ferent unit types are handled in various ways.
German will find his many columns getting
ruption due to route seems more in order The U.S. player has more freedom in that
tangled up, causing traffic jams and lost
here. A condition in which both units every division has a HQ unit (from which time. The rule improves the German chances
become incapable of movement for the next supply radiates to the divisional units). He
of success in the 7th Army area, where a
Game-Turn with some sort of combat reduc- also has several Corps HQ units, which eases
good Allied Player can upset the whole tem-
tion seems more in line with the basic tenants his supply headaches. The German player po of the German attack . The Green Unit
of the game design. It is easy to conceive of a has Division HQ units for his P anzer and
Rule is one that should be definitely includ-
recon battalion being driven back upon the Panzer Grenadier units only. All other units ed. It requires a certain amount of bookkeep-
vanguard of the division causing an inter- draw supply from Corps or Army HQ units,
ing to record which units have been involved
mingling of the units and a loss of unit cohe- which are limited in number, and this com- in combat, but it adds the element of doubt.
sion, unit effectiveness, and command until plicates his supply problem. Eventually, sup- I sincerely recommend the use of the
the lines are "tidied up." Perhaps even a ply considerations channel the German
new artillery rules, the German engineer
recovery step might be included. attacks, allowing the buildup of U.S. forces rules, and the morale rules (which necessi-
The same comments apply to units forc- to exploit weak areas. , tates combat factor changes) that were in the
ed to retreat into woods hexes while in March Several new twists have been added to errata in MO YES #34. These rules clarify
Mode. Rather than elimination, a harsher supply . Units can be out of communication some anomalies while simplifying the hand-
disruptive effect should take place. A unit and remain unaffected by supply rules until ling of certain aspects of the game. They also
simply does not disappear because it is forced they engage in combat. These units then make each move more involved, but they
off the road and into the woods while in col- become unsupplied. Such a state affects benefit the overall system.
umn march. That it may be reduced in movement of Class B units and halves attack
strength and rendered totally ineffective for a strengths. Isolation results from being One missing element is leader counters.
period of time is surely possible. Design unable to trace any sort of supply line to a There were several prominent men who af-
mechanics should not simplify such effects; HQ unit. There are two steps to isolation, the fected the outcome of the battle. To have in- '
rather they should multiply them. second stage again resulting from involve- cluded these leader units, as in Highway to
The Game-Turn sequence was designed ment in combat. During the a.m. Game- the Reich, would have added to the system.
to enable either Player to block exploiting Turns, there is the possibility of Stage 2 Leader units also could have been allowed
forces of the opponent (exploitation exists in isolated units surrendering. This is the only the addition of benefits from combined
the advance after combat/path of retreat case where supply can eliminate units. assaults a fa Highway to the Reich. Hopeful-
rules). Supply is judged for both P layers at The impact of logistics upon combat is ly, this is an element that will be included in
the start of each Player Phase. A unit in sup- nicely shown in these rules. The free- any future use of the system.
{COlt tin "eel Olt page 3 J/
27

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28

HELPWANTED
More than most people realize, the pro- A COMPENDIUM Game Date of EmJta
(MOVES issue)
cess of designing and publishing historical
games is very much a co-operative effort.
OFERRATA Panzergruppe
While the amount of input from outside (through July 27, 1978) Guderian 25 Jul 1977
SP I varies considerably from project to Red Star/White Star 31 May 1973(9)
GAMES IN PRINT 3 Apr 1978
project, very little happens here at SPI Red Sun Rising
Gtlme Date of Errata Saipan 19 Sep 1976(29)
that is not affected by opinions and/or in-
(MOVES issue! Shiloh 19 Sep 1976(29)
formation generated by people outside
the company. The people working here at After the Holocaust 25 Jan 1977 Sniper! 1 Oct 1975 (23)
SPI do as much editing as they do writing Air War 19 May 1978 Soldiers Aug 1973(111
or designing. And most of us enjoy that Alma 19 May 1978 Spitfire 30 lun 1973
sort of work; a constant influx of new American Revolution 30 lun 1973 (9) Stonewall 1978
ideas is a critical element in sustaining a Antietam 19 Sep 1976(29) Strategy I 31 Oct 1973 (3)
,- creative community. If you want to, you 31 May 1973(9) Supercharge 29 Jul 1976
Ardennes Offensive
can probably help us in one . way Or Tchernaya 19 May 1978
Arnbem 19 Sep 1976(29)
another. Terrible Swift Sword 22 Feb 1977(29)
Atlantic Wall 3 J May 1973 (9)
USN
Researcb. We are constantly in need of Austerlitz 1975(10) .Tul 1977(34}
Wacht am Rhein
military information. This applies both to BaJaklava 19 May 1978 War Between
particular historical games (watch the Bastogne 19 Sep 1976(29) the States 12 Ju1 1978
progress reports on the games to see if Ballie of Nations 19 Sep 1976(29) War in the East (errata out
something you. have infq on is being (15t edition) of prim)(17)
Battle of Wilderness 19 Sep 1976(29)
worked on) as well as contemporary in- War in Europe 20 Apr 1976
Bloody Ridge 19 Sep 1976(29)
formation for FYEO (TO and E's, de- War in the West 20 Apr 1976
ployments , and weapons data, espec- Blue and Gray Quad I 19 Sep 1976(29)
Winter War 31 May 1973(9)
ially). Borodino 31 May 1973(9) Feb 1975
World War Three
CA 1975(10) Feb 1975(16tl
Games Testing, If you live near New World War Ii
York, why not get involved in the ongoing Cauldron 29 Ju1 1976 * errat.a in Moves /I 10 are a 31 July 1973 version
game testing we do at SPI? Generally this Cemetery Hill 19 Sep 1976(291 t errata in Moves 1116 are a Dec 1973 version
is done Friday nights. If you don't live Chickamauga 19 Sep 1976(29)
near New York, perhaps you would be in- Cobra 4 Apr 1978(23)
terested in "blind-testing" SPI prototype The Conquerors (undated)
games. Write to Tom Walczyk. Constantinople 1978 OUT-OF-PRINT GAMES
R&D Employment at SPI. We are always Crimean War Quad 19 May 1978 Game Date of Errtlta
on the lookout for people with experience Crusader 29Jul1976 (MOVES issue)
in gaming, historical analysis, and writing Descent on Crete 24 Mar 1978 Armagcddon 31 May 1973{91
who are interested in working on games Desert War 1974(14) Breakout and
for a living. Starting salary for a full-time Drive on Stajingrad 19 May 1978 Pursuit 1974(10)
R&Der ranges upward from $7-8,000, 1974(14) Centurion 31 May 1973 (9)
The East is Red
with swift raises to the regular Staff level Combat Command 31 May 1973(9)
FireFight (1st edition) 26 Aug 1976
($15,000) for those who can hack the Dal'k Ages 1974(12)
work. Write to Brad Hessel. Fredericksburg 19 Sep 1976(29)
Destruction of Army
Global War Jul 1975 Group Center 31 May 1973 (9)
Data Files. A "Data File" is an intensive
Golan 19 Sep 1976(29) 1812 Dec 1973
examination of a narrowly defined mili-
tary topic, historical or contemporary. Grenadier 1974(12) E I A1amcin 31 Jul 1973
"they appear in S&T. If you think you Highway to the Fall of Rome 1 Sep 1973
have a topic you could do justice to, let us Reich (1st edi tion) (errata incor- Flying Circus 31 May 1973(9)
know (do not write one and send it in porated into Franco-Prussian War 31 Oct 1973
without discussing it with us first). We 2nd edition) Grunt 31 May 1973(9)
pay $50 a shot; contact Joe Balkoski . Hooker and Lee 19 Sep 1976 (29) Kampfpanzer 1974(14)
Inkerman 19 M ay 1978 Leipzig 1974(14)
Game Suggestions. Have we done. your 31 May 1973
Island War Quad 19 Sep 1976(29) Lost Battles
favorite game yet? If not, you can't really 31 OCl 1973
Kasserine 29 Jul 1976 Marne
complain if you haven' t let us know what Aug 1973 (11)
Normandy
it is. We do read the suggestions on the La Grande Armee (undated)
(errata also out
Phalanx
feedback cards. Even more persuasive are Lee Moves North 30 Jun 1973(9) of print)
the letters that thoughtfully explain why a Leyte 19 Sep 1976(29) Riflc and Sabre 30 Apr 1973
game on such and such a topic, heretofore A Mighty Fortress Mar 1978(38) Scrimmage 1975(10}
ignored, really would be interesting and Moscow Campaign 31 Oct 1973 Wilderness
worthwhile. 19 Sep 1976(29) Campaign 31 Oct 1973
Mukden
Comments. Every letter contallllng Musket and Pike 30 Apr 1973 Year of the Rat 31 May 1973(9)
general comments is read by at least three NATO 1975(10*)
people. I f you can, please type, and if not, North Africa Quad 29 lui 1976
try to print - you can see who reads the October War (table) 1977(33)
most letters by the thickness of the Okinawa 19 Sep 1976(29)
glasses! We may not be able to reply, but Panzer Armel" Afrika 1974(14)
your input is appreciated.
29
Designer's Notes {con linuedjr(!m page >J to play, but that it isn't as exciting as the going through the Art Department, but a
has benefited from the delay. Basically, this other Folios. "Rescue Game" spell has been cast and the
is because during the eight weeks that I was Historically in St. Vith, the Germans project is back on the track. My poor blind-
doing other things , I continued to sift and had a limited breakout on the second day of testers should be receiving their copies fairly
collate pertin ent data from a variety of the battle, but were trying to head directly in- soon, for which they have been waiting for a
sources, and I am now in a much better posi- to tough terrain and oncoming American re- month. But the month has allowed me to put
tion to evaluate the performance of the rele- inforcements. This, and the American ability down my thoughts about or.ganizing this
vant weapons systems. For example, I realize to hold the northern flank and the town of game. It is clear to all who have perused the
now that the original ratings of the SA-7 and St. Vith, slowed the German assault to a solid rules that there are a huge number of pro-
SA-9 that we were using were much too op- front slugfest (a situation that doesn't hap- cedures to follow and die-rolls to make (if a
timistic. (One specialist with whom I spoke pen in the other Folios and the Campaign flamethrower explodes in the vicinity of
explained that if his worst enemy in the world Games, I am happy to say) . Now, the game Friendly and Enemy men, it is possible that
had a Cobra TOW and he were equipped usually develops along lines similar t o those twenty die-rolls would be required before the
with an SA-7 or SA-9 system, he would take of the historical battle, which is as it should next action is considered!) But the overall
a crash course in How to Win Friends and In- be as far as a simulation is concerned. But complexity of the basic system is relatively
fluence People.) I also know now that the I'm developing a game and want to make low, and intentionally so, because the idea of
current Soviet doctrine on the deployment of sure that as a game, St. Vith offers an enjoy- the games-mastered version (or to be more
the one effective (against choppers) surface- able blend of historicity and a good time. I'm precise, the role-playing version) is to anow
to-air missile system, the SA-8, will probably fiddling with it, though, and swear to solve the Players to layer on levels of complexity.
not affect the ability of the U.S. Cobras to the St. Vi!h enigma by my next progress However, that version of the game is just
fend off S6Viet tank attacks, as the SA-8's report. tooling up, ruleswise, and should not be sent
are intended chiefly to provide rear area anti- Meanwhile, testing of the Battle of the out in blindtest form until the beginning of
aircraft security, and will rarely be found Bulge Campaign Game continues to be very August.
along with advance elements. rewarding. Of the five tests so far, the most Greg Costikyan has been brought in as a
In the last three weeks, we also have exciting was a hard fought grudge match be- troubleshooter on the project, and also to
finally licked the observation problems with tween Danny Parker (the game's designer, as give fresh outside input on the game. He is
an accurate, usable system of determining the American) and myself (as the German). primarily interested in the role-playing aspect
Line of Sight. The new system has likely ap- Danny was in New York for a week working of the game, but will also be assigned to
pliCability to most tactical games (except on the Quad with me, so we played the cam- editing my rules. We have collaborated on
Mech War). Currently, I am (once again) paign for 17 hours straight the day before he two games, and seem to work well together,
formulating rules, after which play testing left. The game ended with a battered Panzer so his presence should help the game.
will be expanded from the present staff level Lehr division retreating from its bridgehead I talked to some of you at Origins '78
to full-scale' 'public" testing. Some of SP!'s across the Meuse as the British Guards Ar- about the game, and I was pleasantly sur-
best modern tactical "blindtesters" are lined mored Division came pounding down on the prised to see the amount of interest evinced
up to take over after that, so the future is German salient. If the British hadn't been ac- by many. If anyone out there has ideas that
rosy. Hessel tivated by the German crossing, things would they wish to see included in the production
have gone poorly for the badly weakened version of the game, I can only suggest that
Mech War '80 American forces however. you send them to me, and if I feel that they
There have been two major advances This and the other campaign play tests merit inclusion, I will use the concept and
since our last report. First off, we have final - have given rise to a number of new rules used credit you for your idea. Eric Goldberg
ly come up with an elegant sequence of play. exclusively in the Bulge game, such as re-
This is important since the original one was placements, British activation, German fuel CityFight
composed of a total of 23 separate Phases. shortage, and the release of German rein- I know that all of you are sick and tired
As of this writing, we've managed to pare it forcements based on the achievement of ob- of hearing about this game's supposed
down to less than half of that (11 Phases) . As jectives . Testing will continue for another "progress," but it's back to the drawing
might be expected, the main result of this is month or so, but the 1944 (and the 1940) board that we go. First, let's summarize the
to greatly speed up play. The other develop- Campaign seems to be working very well. strategic situation concerning CityFight. A
ment has been the evolution of company and John Butterfield while ago it was decided that CityFighl was
battalion morale rules . These are similar to The Crusades making about as much progress as an ant
those found in some other tactical games The Crusades is ready for publication in against a brick wall. About this time, I had
(such as Terrible Swift Sword and Stonewall) the next issue of S&T, so there's little to re- been working on a game-system for Arnhem
and help to compensate for the tendency of port other than to say it's finished. Play test- Bridge - a system which of COurse also
units to always fight to the last man (or tank), ing by two outside sources (one in England) revolved around urban warfare. A sweeping
especially in situations where victory condi- was invaluable, especially in usage of names decision was made to combine the Arnhem
tions are basically geographic (take this and titles (we have a lot of those). A few rules and CityFight projects in order to simulate
town, clear that hill, etc.). were changed: the Crusaders in the First this type of warfare from 1914 to the present
On the negative side, a problem remains Crusade now pick their own Victory Condi- day. Thus, CityFighi is beginning to look a
with the Line of Sigh t rules. While several ac- tions (!) and we adjusted supply rules to ac- bit different from its original feedback pro-
ceptable systems exist, we would like to de- count for the use of Fleets. The Fleet CRT posal. The game's ini tial severe setbacks were
velop one that more clearly defines realistic was changed (our fearless Commonwealth basically caused by the inapplicability of the
features such as reverse slopes and "round- cousin, Duc de Vasey, felt the original CRT FireFight system to the smaller scale and
ed" rather than " plateau-like" hilltops. reflected losses to barnacles) to make it a bit restricted fighting of CityFight. But - not to
These are difficult concepts and no easy solu- more snappy, but, in general, we are quite worry - the basic redesign of the new City-
tion springs to mind . Tom WalCzYk happy with the game. Or really two games, Fight is well under way. It looks like the game
because there will be a two-player game for will be on the individual man level, with at
Battles for the Ardennes Quad the Third with a massive multi-player game most a squad in action on either side at once.
Play testing is nearing a close on all the for the First. Both are quite different in play, The system wiII be somewhat abstract , as our
Folio games in Battles. C{ervaux, Celles, and although they use the same basic system. basic goal is to make this game above all
Sedan are in the can with St. Vilh being the Rich Berg playable. It looks like we will use cards for in-
only Folio that still poses some balance and Commando dividuals . All of us have our fingers crossed,
playability problems. By playability, I don't This game disappeared for a while dur- as play testing is about to begin. Oh yes, for
mean that the game is too hard or confusing ing the period that Swords and Sorcery was all you Arnhem fans out there - don't
30
worry; we will have at least one scenario for hope to eventually provide three different work is done in spite of everything. The Stra-
you in C;ityFight. Joe Balkoski methods by which the game can be played: tegic Giime has a map of ERB's Mars which
(1) the basic P layer/Controller arrangement; displays the hemispheres. All major cities
Cassino (2) a more conventional two-Player "open" and terrain features are portrayed. Players
Cassino is John Prados' first game for game; and (3) the game in its ultimate form, move between cities by expending movement
SPIsin~e Y(!ar of the Rat, and a lot of water with two Players and one Controller, in the points to move across spaces bridged by
has flowed downstream for both John and style of traditional military wargames. canals (there are no hexagons). A character
SPI since those days (1972). John's Cassino Tom Walczyk can be mounted either on a thoat (horse) or
is OUf second ongoing effort to coordinate walk. In addition, a character may fly, but
War in the East QuadriGame there are special risky restrictions for this.
wilh a designer who does not maintain an of-
fice here at SPI (the first being the work be- Although the W.l.E. Quad developer is Upon entering cities, players must draw ran-
ing done on Battles for the Ardennes by up to his neck in the Ardennes Forest, pro- dom events cards that will dictate the tactical
designer Danny Parker in Florida and devel- gress is being made on our newest East Front situations that a character will run into. In
oper John Butterfield in New York). John games. Joe Angiolillo brought in Kiev two addition, players will draw objective cards so
Prados, who lives in New York, has been weeks ago for its initial play test, which went that their scenario will be known to them. A
supervising his own play testing, so the diffi- very smoothly. He uses some interesting player's scenario may be altered as the game
culties that arise are not so exacerbated by special rules in the game that contribute to its goes on due to the changing strategies of his
distance as with the Ardennes project. But historical validity and playability. A Stalin arch rivals. Mark Herman
problems there are. Someone has to coord- no-retreat rule limits Russian options in the
inate John and our corps of play testers . second half of the game, and a morale rule Mini-Game
Someone has to make sure that John's rules makes Soviet Untried units even more At this moment there are four Mini-
changes get inputted through our text-editing unstable than in Panzergruppe Guderian. games being designed and developed at SPI.
system in a timely fashion. Someone has to Conversely, rules covering rivers and swamps Physically, the concept will take the form of
stay close enough to the project to be able to slow the German eastward advance until a game-map one half the size of a folio map
pick it up if John gets hit- by an errant air Guderian comes charging in from the north. with approximately six to eight pages of
strike intended for a remote abbey. Our in- Rostov begins public play testing this rules. What is truly exciting about the project
tention is to gear up the capacity of the SP! week. The game was actually designed is that four people - John Butterfield, Greg
R&D Staff to deal with outside designers, months ago by myself as an independent Costikyan, Phil Kosnett, and myself - are
and thus increase even more than before the Folio game using the PGG system and has all intensively working on all four games
flow of new ideas and creative input to which already been play tested by some of the staff much as a college or graduate symposium.
we have access and from which every game here. Aside from conforming it to the Quad Each person is responsible for designing one
we design and develop benefits. /" format, and play testing, Rostov is ready to game (however, Greg is designing two while I
At any rate, I am now supervising the go. Korsun (designed by Steve Patrick) and am coordinating the project, and each per-
testing of Cassino myself while John does Von Manstein (by Dave Werden) are still son in the seminar is also responsible for rip-
some digging in the stacks of Abilene, Kan- awaiting order of battle information (that ping each other's game apart to make it bet-
sas for his thesis. While I am beginning to always seems to be the case with East Front ter). If this method of working is successful,
suspect that the Allies have an even tougher games). German maps from the National Ar- each of the people involved in the project will
time in John's game than they did in actuality chives in Washington are on their way to the have had a definite hand in each of the
(and that's saying something), I am primarily rescue, however. John Butterfield games. What is truly happening at this mo-
cleaning up ambiguities in the system and ment is that we are all witnessing each game
Hundred Vears War being consumed in the flame and rising as a
laying out possible solutions and adjust-
ments for John to decide among upon his We have begun manually testing the Phoenix not once but several times. Our
return (some three weeks hence). The system various "Computer" routines of the design hope is that each project will be improved
plays very well and is one of the cleanest that of the Hundred Years War. These "rou- through this intensive development.
I have ever seen for a tactical game. The Air tines" entail upwards of 50 legal sized pages David Werden
Cav Line of Sight rules seem to work pretty of minute flow charts which deal with
various factors within the game. Dealing War in the Ice
nicely, making the game even cleaner. The The Antarctic Conflict, 1992
two biggest tasks remaining are balancing the with the massive amounts of detailed infor-
mation that our researcher Al Nofi continues This is a weird game. The map covers
game and polishing the rules. The latter job is
to find for us leaves me believing that Mr. the whole continent at 80 km to a hex, which
one that John is approaching with enthusi-
Nofi has a computer at his home generating is huge considering that the basic combat
asm, and with the conviction that working
the tremendous amount of information that unit is a mechanized team of about 500 men
within the SPI rules format guidelines will be
he is finding. A command center has been set with very light tanks and personnel carriers.
a big advantage. Hessel Other land units include laser batteries,
up in my office wherein three to six people
are working on the project.on any given day, robot tanks called DRo.mS (Deepfreeze
NATO Division Commander Robots On Independent Direction), hover-
which sometimes resembles the Stateroom
The game is entering the nitty-gritty scene in "A Night at the Opera.''' tanks, engineers, paratroops and airmobile
stage of its development; that is, the period in The computer program is designed to units, and a few heavy infantry base garri-
which we choose the directions in which the run each Fief (one player's basic land posses- sons (with the only howitzers on the con-
basic design can best be pursued. The basic sion) automatically so that we can test the tinent). Air units include light and heavy
viewpoint of the game (not very surprisingly) routines and autopilot a Fief until a new transports, transport and attack helicopters,
is that of the Division Commander. The player is assigned if a player drops out of the fighters, ground attacklspotter planes, and
functions of the game revolve around the game. So far the project is boundless - so Electronic Warfare planes. Players may
role of individual leaders and their staffs in much so, in fact, that the major work being launch reconnaissance satellites and killer
modern combat operations. Generally, done at this moment relates to determining satellites (the latter to knock down the
NATO has the advantage in both of these which mechanics enhance and which detract former).
areas while the Soviets rely on Blitzkrieg at- from the game. David Werden Why, you may ask, are the USA, USSR,
tacks and their superior numbers to carry the and South American Union (a Brazilian-
day. (And any Player that attempts to quick- dominated alliance first seen in Invasion:
ly switch a Soviet division from a road march John Carter of Mars America) fighting over Antarctica? The
to a deliberate assault will immediately find Due to the Origins crush of events and game's future history postulates that the
out why the Russian army continues to be putting out The Next War, John Carter has remnants of a weird and advanced civiliza-
pictured as a lumbering steamroller) . We taken a temporary backseat, but some design tion have been discovered under the ice, and
31
the superpowers are making sure nobody else
has a monopoly on whatever important finds
may be made. In the science fiction scenarios
lished with the game. We have been discuss-
ing the general nature of sea fighting in the
age of sail in order to pave the way toward a
NEW and NOW
'.

of WITI, those finds are several tens of


thousands of Ice People soldiers emerging
new game-system on the subject. Incidental-
ly, about one month ago I was aboard HMS
AVAILABLE
from suspended animation beneath the ice to Victory in Portsmouth - it was an incredible
fight a long-forgotten war - and joining in a experience. The only problem was those low
new one. deck beams... Joe Balkoski
This game is being designed for two au-
Quatre Bras
diences: a science fiction group and strictly
serious modern gamers. The scenarios with- This will be an S&Tissue game for fairly
out Ice People are simply late-20th Century far in thefuture (Number 74). It will be based
battles in a very weird environment. The on Wellington's Victory and will have (hope-
combat system has separate air-toair, anti- fully) one map and 200 counters. For those
aircraft (both laser and ballistic) and land of you who are not familiar with the name,
combat systems, all making heavy use of Quatre Bras was the struggle between Wel-
electronic warfare capabilities as well as the lington and Marshal Ney on June l6, 1815-
terrain, incredibly rough weather, and theef- two days before Waterloo. The battle revolv-
fect the Magnetic Pole has on communica- ed around a critical crossroads that tied the
tions and electronics. There are extensive British Army with the Prussians, doing battle
rules for locating these thousand-man units during the same day with Napoleon at Ligny.
in 22,000 square km hexes (the counters are Joe Batkoski
on the map at all times, but cannot be attack-
ed until "detected") as well as a simple
logistics system where the amounts of sup- Wacht am Rhein [conlinuedjrnmpoge26}
plies carried by vans and transport aircraft, It is not the purpose of this article to go
and stored in bases are recorded on an off- into the tactical/operational considerations
map display. My favorite part of the game is
that players choose every unit and Supply
of the system. Yet, because of the growth of
"big" games, and the general lack of playing
* Operational Combat~ Inter-
Point. Thus a Player may win the war by cap- of the games by the buyers, I have a few hints
action between Armor~ Infantry~
turing his opponent's bases (of which there and Artillery
are no more than nine on the whole con-
tinent) but lose because he has built too large
to those interested in doing more than just
looking at the game box. * Extensive Sea Landing
System~ Naval Bombardments,
First is planning. Sit down at the map
an army and lost too many units in doing so. and plan. Don't try to jump right into play- Beach Defenses, Tides, and more
It is purely an economic war rather than a
"Crusade," and players must plan ahead to
ing the game; there is just too much inform-
ation to handle. I spend as much as three or
* Individual Air Groups,
Parachute Drops, Troop Carrier
build a balanced force suited to their own four days planning. It makes the game go
strategy and tactics. Phil Kosnett smooth ly, as fewer stumbling blocks and Wings, Pathfinders, and Gliders
Bloody April mistakes are encountered . Write an opera- Atlantic Wall simu lates Second World War com-
tions plan designating objectives. resources, bat with all its comp lexities 011 every level, from
Initia i feedback to the Civil War games supply lines, time frames, etc. Then execute quasi-tactical to operational to strategic. As a
has been exceptionally strong, and the next it. Usually a sequence of five to ten turns is theater commander, you must make the c ritical
game using the TSS system to appear will be all the plan is worth. But at least your strategic decisions: Which divisions should get
Bloody April.: The Battle oj Shiloh. Using strategy will be coherent. the meager su pplies a rrivi ng a t the ha If fi n ished
two game-maps and 1200 counters (approx- Second, institute a system of periodic "M ulberry" artificial harbors? S hou Id the Coten-
imately 340 of which will be regiments and ballie reports wherein you describe the days' tin Peninsula be cut at Carteret followed by a
brigade-level and up commanders) BA will drive on the all-important port of Cherbourg, or
action for each division, corps, or any con- shou Id a n a lIout drive be made on the crossroads
utilize the basic system started in TSS. How- venient unit. Reviewing this battle report and at Coutances la city which was to cost many
ever, that system will be further honed and the operations plan will indicate the progress thousa nds of lives when taken later du ring Opera -
modified to fit the Shiloh situation. Plans are and "feel" of the battle to you and provide tion Cobral? Where should the German Player p it
made for more extensive melee rules, the generalized information at your fingertips- his fast-arriving PallZer Divisiolls? In the relatively
problem of the segmented Union Lines of it tends to involve you and makes the game open terrain west of Gaen, or in the dense bocage
Communication and the resultant Con- more alive. It becomes difficuH to lose in- on the American fro nt?
federate surprise, and modified artillery and terest over long periods of inactivity. In fact, Jumpingoff fro m where SPl's Wacht am Rhelil
cavalry rules (all dependent on the remark- I find myself spending lunch hours at work {the fi rst true operational- level game covering t he
able terrain features of Pittsburg's Landing). planning for the weekend. Organization is Second World War! left off, A Ilanlic Wall at-
Scheduled for mid-'79 release and plotted in the key to success and enjoyment. Big games tempts t o perfect th e playable. yet detailed sys-
at $15, Bloody April will be the first in a line are no more difficult than well designed tem of simulating this t ype of combat. The dis-
of Major Civil War battles to be covered on a tinction of this system lies in its attempts to por-
smaller ones. They require more thinking, tfa y a/f aspeC1S that might be considered crucia l
grand tactical level. Rich Berg organization, and time (as well as space). from anyone from a Regimenta l commande r on
When the game is a well designed one, like up . The number of things to think about each
Trafalgar Wacht am Rhein, the experience and know- ' GameTurn are truly staggering , yet Players will
This is to be the first in the new Great ledge of the campaign or battle to be gained soo n easily adapt to the gamesystem as it is writ-
Battles oj History series. I can tell you almost is tremendous and creates insights into why ten in the rules. Any student of history with an in-
nothing about the game as of now, other events transpired as they did. terest in this period will not wan t t o miss this
than that its system will be somewhat simple. I heartily and highly recommend Wacht simu latio n. $28 (boxed) from SPI.
[ can do virtually no work on the game until am Rhein. While there are flaws, they are
I've knocked Cityjight Mark III out of the small . The guts of the game system is a thing
way (something which all of you are looking to behold. The game can take one from the
forward to, I'm sure). Al Nofi is beginning to very heights of euphoria to the depths of ut-
do extensive research on Trafalgar in prepar- ter frustration easily. It is one of my choices
ation for an article on the subject to be pub- for SPI's best.
32
material into his magazine; and any other the nice artwork, even if a bit overpriced.
opinion in the review is equally spurious. (What isn't, these days.) It's conservative,
Having succeeded in raising their subscrip- but cute .

F.O tion level to the 6000 mark (a decidedly


second-hand bit of information) the UK
Wargamer folks have now gone whole-hog
Now conservatism never gained a strong
foothold with Kevin Zucker, the new mentor
of the brand-new Tactical Studies Group
by Richard Berg (and ex-SP! employee). His new Napo/eon at
and put a brand new design in a box, with an
eye towards the retail market. The subject is Bay is big and bold, and its point of view
Dresden. and the style is colorful if totally relatively innovative. Yet, throughout it all,
CORPORAL ENJOYMENT non-innovative. The game is physically quite NAB retains a scent of familiarity in both
attractive, including the nice multi-color box physical appearance and design.
Though we've beaten him and flayed
him, yet he still rises once again. Napoleon. artwork. The most striking feature is the Your initial contact with the game will
No single personage in all of Military History game-map. It is printed in 19th-century style produce more than a sense of familiarity;
has had more simulations published covering with a solid dose of color, and the effect is deja vu is a more accurate feeling. It has that
battles, campaigns and operations in which quite attractive. Unfortunately, much of this unmistakable SPI air. The counters, for all
good artwork obscures the hex numbers their bright colors, could come from any SPI
he has had a direct influence than the
which makes setting up a pain in the glut~ game, and the CRT's and other tables have
dimunitive Emperor of France. The games
run the gamut from Avalon Hill's simplistic maxo. The counters are also brightly col- that distinctive Simonsen look. The two
Waterloo through GDW's colorful 1815 all
ored; however, for all their colors there maps are a bit different, but mostly because
seems to be little scheme or plan to grouping of the types of terrain used , not because of
the way to Frank Davis' stunning, if con-
voluted. Wellington's Victory. And these the different corps by nationality, a defect the color scheme. Moreover, both the rules
three not only barely scratch the surface. but exacerbated by the fact that the rules only and the scenario books, despite the use of
they cover only one battle/campaign! That hint at which units are Austrian, Prussian, two rather than three columns, have that un-
there are plenty of other areas of Napoleona Russian, etc. The entire effect is quite pleas- failing SPI imprint. None of this is surpris-
has not been lost on companies both big and ing to the eye, but somewhat confusing to the ing, given Zucker's background and the fact
mind. that he used the same printer and die-cutter
small, although I often wonder why, with all
this steady interest in Napoleon, there has As for the game system, if you've played as SP!. And the result of these wise decisions
not appeared any work on either the Italian Napo[eon at Waterloo or any of that ilk you are that Napoleon at Bay is the most
or Egyptian campaigns (excluding a minor, could play this without reading a single professional-looking "first" game I have
amateur effort that appeared several years rule . .. well, maybe glancing at a column or ever seen. It is first-class work.
ago). two. It is not a large game - the map is 24" And the game itself is not all that far
There is even one company that makes a X 29" and there doesn't seem to be more behind. NAB is a movement-oriented game,
living exclusively from Bonaparte . Marshall than 125 counters - and designer Ken as most 19th-century operations were. Posi-
Enterprises of California has been dissected Broadhurst, who has done several of The tion is important, and the system reflects
(almost literally) in a previous column for Wargamer's entries, has seen fit to travel the this. Zucker's main theses lie with command
their work on Auerstadt, and their third ef- path of Tried and True. So we have the old and communications. And his sympathies lie
fort (if you include La Battaile de [a move-and-fight, with rigid ZOC's and a with those games that have emphasized these
Moskowa, which is now owned by GD'W) is DE/DR CRT. The CRT itself is rather two facets, as is obvious from what he has
now out - another Napoleonic game, bloodless (mostly retreats), but this is borrowed (intentionally or not). The use of
Preussich-Eylau - which avoids, to some ameliorated by a nice Disorganization system alternating Forced March segments spaced in
extent, the excesses of the previous game. (one of the few "innovations" , along with a the opposing player's sequence of play is an
(Their plan is to do all the battles of the Reorganization rule that is also somewhat idea that should be standard in all pre-20th
Emperor). Their rules are a bit clearer in familiar). Nothing new, but then again, century operational games; it was first used
language, their counters are still glorious (if nothing bad. The situation of the battle is in- (at least to my recollection) in Frederick the
confusing), and their maps still look like teresting, what with the French outnumbered Great. Other mechanics, such as Attrition,
Hobbitland. and waiting for their reinforcements, while Force Movement by Initiative (or Com-
Even with all this Gallic competition, the Allies have trouble getting their act in mander's Rating), and Leader control of
Napoleon is still a safe bet if you want to start gear. Given the simplicity of the game, the subordinate forces by rating have all ap-
out. And Napoleon is just the subject two latter is handled somewhat artifically, yet the peared elsewhere.
new companies have chosen for their first ef- feel of the situation is still prevalent. All of this borrowing is a smart move on
forts, and although the games are quite dif- There are some problems, even with the the part of Zucker. Having used tested
ferent in scope and design, as they are first ef- simple level of play. The rules are crowded systems for a great part of the game, he is
forts, it would be interesting to see how they together, and some are not easy to discern. then {ree to try his hand at some experimen-
are handled. As mentioned above, no differentiation is tation in others, knowing that he is not biting
Dresden 1813 is the first packaged game given for the different Allied corps (except by off more than he can chew. (Borrowing is a
by the folks who put out the UK Wargamer unspecified color), and as the countries move time-honored method in game design. I, par-
magazine. Wargamer is a sort of hybrid Fire at different times this can be annoying, ticularly, practice it extensively; if it worked
& Movement, using the same content mix unless you know, for example, that once before it should work elsewhere,
(with somewhat less success) and, unfor- Schwartzenberg is the Austrian commander especially if molded to fit the situation.)
tunately, little of the style and panache that and which corps are his. The Victory Condi- Thus, to add to the already existent system of
Roger McGown brought to his excellent tions are also over-complex, and the terrain movement by Leader Rating, Napo[eon at
magazine. No matter, The Wargamer is quite is a mite confusing (certain city hexes have Bay has a system of Dispatch Commands,
a good magazine, and each issue contains a numbers the meaning of which is obscure). wherein a Force may move freely by expend-
game that is reminiscent of S&T issue games The garpe also states that it has rules for ad- ing Administrative Points that come from an
in the 30-4O's (issue numbers, that is). The vanced play, but nowhere is this indicated . Operations Center. The closer to the base of
last issue was Kesselring, a rather ambitious Now, I am not partial to simple games, operations, the more "Commands" may be
Italian WWII project. The only major gripe as they tend to favor the game at the expense used to move Forces. This results in a highly
that I have had so far with The Warga mer is of the simulation. Bu t Dresden is still a lot of "realistic" system of centralization of com-
that they still have game reviews by the fun. It plays smoothly, and, as with simple mand, where units are virtually tied to their
designer of the game. Now, let's face it, any games, the players rarely have to go search- base of operations.
designer that pans his own game is a bigger ing for rules and clarifications. That, in Napo/eon at Bay does have its pro-
fool than the editor who allows such spurious itself, makes it recommendable, along with blems. The rules are somewhat shoddy (in
33
type) and obscure in meaning, and some of
the tables and charts are virtually labyrin-

Playback
thine. I fear that the designer was reaching MOVES Feedback responses . Readers have
for a new and more narrative (or informal) been asked to rate each aspect of the games on
a scale of 1 (Poor) to 9 (Excellent) . For the ac-
style of rules. The intent is fine (if a bit in- tual text of the questions. see Section B of
judicious' in a first effort - but then again, Feedback on page 35. P ublishers Abbrevia
this is not Zucker's first effort), but the result
is often flawed. I found myself doubling READER REVIEWS tions: SPI=Simulations Publications, Inc.,
New York; AH = Avalon Hill, Baltimore,
back several times to see exactly what was go- Playback ratings are reader evaluations of Maryland; CGC=Connict Games Company,
ing on, only to find that what I was looking games that are acquired through S&T and Normal Illinois.
for was simply obscure. However, none of .~~
<'f><:;
the rules is particularly complex; they are all
based on common sense, rather than arcane .,""' ~
~oS 0<' ~ '$'
design formulae, and no one will have any oO~O ~.." ~~ ~'~
problem discerning the designer' s intent,
especially with the voluminous notes and
~ ..
:....~ _~~
~.
(,0
~o; . ~~
,~
Rating
'!'.0T'I
.;;"" . yplca

comment. Publisher SPI SPI SPI CGC AH Range


Moreover, the game plays well. As I fublication D~,te " 9i7T 7/77. 5/77 2/7~ ,: 2/78 .'
stated before, this is a movement-oriented Price 9.00 10.00 15 .00 11.98 10.00
game. The combat system is quite basic
(odds/ratiO and point losses) and is more a 'N r .. orPlayers~evl~wi~g" ' 308 99 132 ..... 51. ,' J,'i2
result of play rather than the "end to the Date Rev.iewed 7/78 7/78 7/78 7/78 7178
means;" i.e., combat becomes a result of ~:Ma~;P)1ysiCal Q~ality . , 5 .756.fi9 7:3,9 7'. 12 '6 ; 296~1-6. .:8 ':
how the players' play, not something they are B. Rules, Physical Quality 6.07 6.77 7.02 6.61 6.56 6.4-7.1
playing to get to. The fun in the game is in the ,C, C~unters,p'bysica' 9.066 ..39 . 7.37 ' 7:4'f ' 7.53, 6;5"i~L
judicious use of Movement Commands,
D. Ease of Play 5.81 6.99 6.68 7.34 7.60 6,.3-7.0
when to move slowly and when to make that
sudden all-out lunge towards an objective, E: RulesCom'pleteness .. 5.88 635 6.23 ; 6:58'.; ,6 : 6,o6~3~6.9 ,
catching your opponent completely F. Play Balance 5.89 6.65 6.67 7.04 6.32 6.1-6.7
unawares . There is a lot of bluff, and a great G:G.sme Length Suitability ', .. ... ~ .52 5,.3.1 . 6.36 ~ 7..18 6~90. ~ 6~2~6~8 .'
deal of second-guessing - all the elements of H. Set-Up Time Suitability 6.91 7.15 6.04 7.20 6.91 6.2-6.8
a 19th-century operational campaign. Play is 6.12 . :: 6.58 ";'0.92 tOO ;'6~03" 6~2~6:9}"
'. l '. C9mpJexity.SuftabHity ' ...... :"
smooth, and I found it to be somewhat faster
than the recommended 40 minutes per turn. K. Realism 5.67 6.04 6.82 6.36 4.65 5.9-6.5
Even so, the full campaign is not a short af- . L. 'O~er8I!' Rating 5.70 : 7;06 ' 7.08 : 7;22',' 6 :6l, 6j-6:.8~
fair . Then again, there are so many scenarios M. % Who'd still buy 48% 86% 89% 981110 78070 770/0
that you can play any sort of game in a few N. % . Rec'dmoney's worth 65llJo 870/0 ' 92% 960/0 83"10' . 82"70 '
hours. Set-up time is minimal (there are few
counters actually in play) and the game is S&T SURVEY DATA
digested quite rapidly, thanks to its overall % Who've played game 33ClJo l3ClJo 13% na na
..
familiarity. . Acceptabilitr R~t!JJg" ',:' 5.9 "6.'8 7.0 ,
"",~,~

., M .. ,n~

Napo/eon at Bay is a colorful and im- Complexity Rating 6.0 5.5 6.5 na na
pressive debut by Tactical Studies Group,
and 1 recommend it highly to anyone with a ". '.. GaJtl~ 'Leng.th (J.tt,u...s} :2..0 5.0 " ~.(),.::>;; n;i'~,' na
serious interest in the era or the style of play. Solitaire Playability 5.5 2.0 6 .0 na na
(1 should also like to add here, in the interest
of what is euphemistically called Full Disclo-
sure, that, as an attorney, I have done some RAID strategic and tactical simuJaions of the Roman
legal work for Tactical Studies Group . How- Design: Mark Herman Republic 's easlward expansion after the Se-
ever, -I have no interest in the company and Development: Tony Merridy cond Punic War and Alexander's conquest of
approached the game as I would any other.) Art: Redmond A. Simonsen the western portion of the Persian Empire,
Comments: Tacticallevel simulation of com- respectively.
mando operations from World War II to the
Dresden, 1813, published by Simulations near future. Rules for command control, IMPERIUM
Games, 74 Cherry Tree Rise, Buckhurst Hill, observation, communications. helicopters, op Design: Marc Miller, with Frank Chadwick
Essex, England; 7.95 Pounds postpaid (from tional vehicles and weapons. and John Harshman
the U.S.). Comments: Empires in Conflict; WOI"lds in
A MIGHTY FORTRESS the Balance. Strategic level inter-stellar con-
Napoleon at Bay, published by Tactical Design: Rudolph W. Heinze flict; fairly complex sequence of play with sub-
Studies Group , P.O . Box 456, New York, Development: Richard Berg phases, reaction phases, etc . Includes regular
N.Y. 10024; $18 . Art: Redmond A. Simonsen hex movement and hyperspace; refueling and
Comments: Simulation of the spread of the transportation; space combat, planetary bom-
Lutheran Reformation and the subsequen t bardment, surface combat; economics and
Catholic reaction, 1532-1555 . Rules for com- points fo r " glory. "
bat, missionaries, conversion, diplomacy,
finances, excommunication. VICTORY IN THE PACIFlC
New Design: R iehard Hamblen
THE CONQUERORS Comments: World War II in the Pacific
Design/ Development: Richard Berg Theatre.
Art: Redmond A. Simonsen
Comments: Twin pack contai ning The COSMIC ENCOUNTER
Romans and The Macedonians - both No statistically valid sample.
34
33 . How many simu latiorl games (o f all publishers) do knights, peasants, and bombards are present at the bat-
you possess? 1 = 1-10; 2= 11 -20; 3= 21-30; 4= 31-40; tle . PiaI' is subject to the presence 01 the leader-counters,
5=41-50; 6 = 51-60; 7 = 61 70; 8= 71-80; 9~81 or more. who represent the individual mercenary captains. A single

Feedback
MOVES n.r. 40, published Aug/Sep 1978
34, Did you send in the i eedback card fo r your last issue
of MO VES? 1 = yes; 2 = no.
3S. Pick the one area about which you wou ld most like to
see games and anicles done: 1 = Ancierlt (Rome, Greek,
map arld one hundred counters are used in the game.

40 . Napoleon's Marshals. A Power Poli tics game based


upon t he rivalry for Napoleon's favor which existed
Bibl ica l , 300 BC-600AD) ; 2= Dark Ages and among the marshals, prinCipal min isters and generals.
Rena issance (600 AD - 1600 ADI; 3=30 Years War and DeSigned as .. mult i-pla yer game, specific scenarios do
p r e-Napoleonic (1600 AD - 1790) ; 4 = Napoleonic permit two-player or solitaire play. The p rincipa l actors
How to use the Feedback Response Card : Aiter you've (1790 - 1830), 5 = Civil War/19th Century (1830-1900); maneuver w ithin thei r poli1ica l andlor mi lita ry respon-
finiShed reading this issue of MOVES .. please read the 6 = Wor ld War 1(1900-1930); 7= World War II (1930 - sibilities to c urry favo r or to sabotage the efforts of a rival.
Feedback questions befow, and give US your answers by 1945) ; 8= post-Wor ld War II (1945- present) ; 9= Present Factions ca n form 1;Imong several actors. The actors are
writing the answer-numbers on the card in the response arld future (anythirlg goesl. rated ior a varie ty of abiliti es inc luding not onlv their basic
boxes which correspond to each question number. See area 01 competence (such as military acumen for Davou t ),
centerfofd for card. 36 . Roman CiVil War Quadrlgame. In order for Julius bu t for ambition, du plicity, hOrior, etc . Those actors
Please be su re to answer all questions (but do nOT w rite Caesar to estab lish himself as dictator of Rome he had to recog nizing that they are too fa r from-l>Iapoleon's favor
anything in the box for question-numbers labelled "no fight a series of battles against the Repu blican party led bv may go the ex treme rOllte 01 consorting with the enemy,
question"). Incompletely filled-out cards C1;lnnot be pro- Pompey in the Roms " Civil War which lasted from 50BC seeki ng to elim inate Napoleo n. Some military action
cessed. to 448C . First he defeated Po mpey at Pharsa(us ina battle co uld be represented, as well 85 d iplomatic or domestic
in wh ich he was heavily Outnumbe red . Next he crushed action , SQ that an actor's competence can be prQven. The
What the numbers mean: When answering questions, Pha rnaces, so n of t he mOre well known Mithridates, at map cou ld be similar to the map used f or the Assassina-
"0" always means NO OPINION or NOT APPLICABLE . Zela. Then in North Africa, at Thi;lpSUS, he beat Scipio, tion of Hitler, or, il that ga me's problems indicate 'a dif-
When the Question is a "yes or no" ques tion, "1" means Ca to, and King Juba. Fina lly, at Munda in Spain, in a feren t approach, then some other game board. Cards
YES and "2" means NO. When the question is a rating closely f oug ht banle at which he came close to defeat, mi ght be used as well as coun ters to represent random
Questiorl, " 1" is t he WORST rating, "9" is the BEST Caesar succeeded in removing the last Republican Army. events. Around 200 counters .
rating, "5" is an AVERAGE rating , and all numbers in bet- Th ese lour battles would const itute the Roman Civi l INar
ween express various shades of 1;Ipproval or disapprova l. 41. The Hundred Days' Campaign. This would be a
Quad , each played Orl its own mapsheet . wiHl its own
st rategic-leve l simulation of Napoleon's final campaign
cou nter urlits and victor'! condi tions . However, provisio n
would be made to link the 10m separate games into a aga inst Wellingtorl and Bl ucller. The game wou ld ieature
SECTTONA limited intel ligence. (Stacks would be covered wi1h a
campaigrl game in which one p layer, representirlg Caesar,
cou nter revea ling only whether the stack was
1-3. No question . (leave blankl . would attempt to estab lis h himself as Emperor of Rome.
predom inantly cava lry or infantry, but not the composi -
The victory conditions in t his case wou ld be related to tlis
Questions 4 thflJugh 18 ask you to rate the articles in this tion or size of the force. I Fu rther features would be a
performance throughout the four individual battles, if in-
issue on a scale of 1 = poor, 9 = excellent; a = no opi- deed he manages to get that far. This first Quadrigame on game map covering the area from Mauberge to Antwerp
nion), and from Liege to Dlmkirk (scale: 4 mi les per hexl, cavalry
an ancie"t subject would have ru les lor elep hants lof
probes, forced marches, stragg lers, and logistiCS . A wide
comsel . morale. and individual leaders.
4. You Too Ca n Be an Air War Ace variety of victory cond itions wou Id give the French Player
5. Tactical Nuclear Weapons Simulation 37. Finis Romae. This would be an add-o n module for the numerous alternatives, while forcing the Allies to react.
War in Euro pe rtlap . From 395 AD on, the empire was per- Maneuver woUld be very important, and combat would
6. Could the One True Ring Be Brass?
manently d ivided. The barbarians were more united than be fairly abstract. 200 coun ters.
7. Secret Search ever before and the Romans had to lace almost constant
42. Dano-Swedish War, 1675-79. IThe Scanian War) .
8. Other Faces , Other Times warfare alOrlg their Irontiers as the ba rba rian s tried to ex-
S PI 's first opera ti orla l-Ievel Simulation of late seventeenth
9. Objective:' Moscow pand into the Empire. I n the manner of Battle for Ger-
ce"tury land and sea combat wou ld cover the iighting in
many, one player would play the eastern Emperor a nd the
10. Nor Dark of Night . . . and arOlmd the Danish province of Scania between the
barbarian tribes facing the west: lhe other wou Id be the
11, Airbu rst Swedish nationa l Army and Damish partisans, and
western Emperor and the ba rbaria ns lacing the east. The
mercenaries hired by the Danish king. The Swedes were
12, Drive South to Stalingrad key element wou ld be tIle tax pool rai sed from lhe
un ique in thi s early period in using an army raised by levy,
13, Wac ht am Rhein provinces , as monel' would be used to field the army
(which oilen was not paid . ma king reli ability question- and the game would reflect the morale advantages that
14. Opening MOVES this fa ctor generated. Also included in the game would be
ablel, buv invadi ng barbarians' allegiance to make them
15. Designe r's Notes weather conditions (critical in he lping the Swedes to win
allies {foederati l or , by bid ding against the other Emperor,
the most bloody combat ever in Scandinavia, the Battle of
16. Forward Observer to try to redirect them against the other halt (as was done
Lund) , fortresses, sea warfare (control of the sea was a
17, Playback with the Huns and the V isig01hsL The western Emperor
pre req uisite for the Danes , but not at all preordained), oif-
would have, a t various times , the two great genera ls of
18, This issue (o"eralll map fac tors (the Danes were als o fighting in their then
the era; 1he east wou Id have the mo ney. Since all of the
19, Was 1his issue better tha n the last one? possessiorl, Norway, at this time), and partisans. The
major citi'es on the War irl Europe map (at least w ithin the
game would consist of one map and '100 COll nters, and arl
20-24. No Question . empirel had Roman-era origins, and the railroads prin-
article . $10.
cipally delineate the major transportation lines, the maps
25. Assume that you don'! subsc ribe to MOVES. WOLJld would need little attention, aside f rom additionallorests . 43 . Hi/fskreuzer. A game covering the WWI and WWII
the Quality of this issue alone motivate you to subscribe! campaigns conducted agairlst Allied shipping by the Ger-
38. Samurei. A Tactical game coveri ng the development
26. For how many issues have you had a continuous of warfare in Japan and mainland Asia in ancient and man naval stafi through the use of armed merchant
subscription to MO VES? 0 = I don ' t subscribe ; 1 = This is raiders , including the infamous " O-shi ps:'. The game
medieval ti mes. Scenarios would be drawn from various
my first issue; 2 = This is my seco nd Or third issue; would cover both wars and the entire planet. It wou ld in-
batt les which occurred du ring the Japanese Civil Wars.
3 = This is my fourth or fifth issue; 4 = This is my sixth cl ude Germarl U-boats (as their employment related to the
wi1h units represemi rlg Samurais , warri or-monks, and
issue; 5= T his is my seventh thro ug h eleventh issue; Hilfskruezer campaignsl and fleet units. The game wou Id
the Hari-Kiri, among others . The irltrodu ction oi f ire-arms
6 = This is my twelfth issue; 7 = This is my thirteenth be designed both as a so litai re and two-player system . $12
(which had far more devas tating results i rl Japan t ha" in
through eightee nth issue; 8 = Th is is my nineteenth or including cards and an article.
Europe, where it occurred more graduallyl would be il-
subsequent issue; 9= I am a MOVES Lifetime Subscriber lusueted, as well as the military interaction of the 44 . Spanish Civil War. One of the least understood and
(regardless of number of issues receivedl. J apanese w ith the Mongol invaders, and the Chinese. most fa r-reaching conflicts in this century, the Spanish
27. What level of complexity do you prefer in games? (T he latter had four-horse chariots, ancient tank s, multi- Civil war was as much an irltemational as a na tio nal strug-
Rate your preference on a 1-9 sca le, with higher numbers bolt crossbows, and rockets .) Other scenarios cou ld gle. Spanish Civil Warwill be a strategic simu lation of this
indicating increased complexity. Use the following games cover Tibetans, Arabs, Huns, Turks, Burmese (with grea t con fli ct on a mod erately comp lex level. The mili tary
as gLJidelines. 1 = Strikeforce; 4-5 = Chickamauga; sixleen-man elepha n1 crews!), and even Romans . Each side of the game will inclu de air and naval operations, the
7 = Patrol!; 9 = Air War: troop type wou ld be ditlerentiated by weapon, armor, use of mechanized formation s, the utilization and training
28. You rage: 1 = 13 years old or younger; 2 = 14-17; and doctrine. $10. o.f raw manpower, guerrilla warfare, and oi cou rse the use
3= 18-21; 4= 22-27; 5= 28-35; 6 =36 or older . of intern ational volunteers. The politica l side of the game
39 . Casragnaro. Sir John Hawkwood, commanding tile
will take into aCCOUrl! the numerous contingents that
29. Your sex: 1 = Male; 2= Female. Paduan army of eight thousand mercenaries , witli d raws
made up each side, includi"g reliability and bargainirlg.
his forces towards ihe sa l ety of Castelbaldo on the River
30. Education: 1 = 11 years or less; 2 = 12 years; 3 = 13-15 Spanish Civil War will include two maps and approx-
Adige . He is pursued by Giovanni dei Ordelaffi, whose ar-
years; 4= 13-15 years and still in school; 5= 16 years; imate ly 400 counters. Tilne sca le will be app roximately
my of Verona numbers lwelvc thousand mercenari es and
6 = 17 years or more. two weeks to one month per Game-Turn . Final ly, an ex-
the peasarlt levy. Before the river crossing Hawkweod
31. How long have you been pla ying conflict simu lation tensive historical articlewifl be inclu ded, $14.
find s the ground that suits him. The dam p and terrain
games? 0= less lhan a year; 1 = 1 year; 2= 2 years . . . 8=8 favor the EngliSh style of warfare. Hawkwood turns his 45, Assaulr at Anzio. In January 1944, the Allies made a
years; 9=9 or more years. ou tnumbe red army to face the advanCing Veronese. bold attempt to outfla nk the German defenses in southern
32_ W hat is the average number of hours you sperld play- Marr.h ", 1387, wi ll witness Hawkwood's finest victo ry . I te ly by storming asho re at the sma ll fishing port of Anzio,
ing simulation games each month 70 = none; 1 = 1 hou r or This is a tactica l level simulation. A variety of unit types only 30 mil es south of Rome . Usirlg the game-system
less; 2=2-5 hours; 3=6-9 hours; 4= 10-15 hours; are represented in t his transitiorlal battle that echoes the developed for AtlantiC Wall, Assau/; ar Anzio would be a
5 ~ 16-20 hours; 6=21-25; 7 = 26-30; 8 =31-40; 9=40 o r Middle Ages and foreshadows t he High Renaissance. two-map simu latio n of the Allied bid to ca pture Rome in a
more hours. Men-at-arms , crossbowmen, long bowm en, arbalesters, single stroke . Two maps would be included at a scale of
35
approxirna tel\, one mile per hex and 8 hows per Game- va rieti es of German, U, S " U eK" an d Soviet AFV's, plus 110lHS: 4 = fou r' llOU rs; 5 ~ fi ve to seven hou rs; 6 = eig ht
Tu rn , Units would be on battalion scale. $14 . extensive air, engineer. morale . leadership , and arti ll ery to 10 hou rs; 7 = llto 15 hou rs; 8 = 161020 homs; 9 =
46 . Turkev ShoOI , A strategic/opera liona l simu la\lon of rules , Plu s man v other extras , T he game is to con tai n ~ mo re t han20 hours.
the deds ivA U. S . noval "":: to r'l III the IvI,Hlanas in 1944 . maps dep icting ty pica l terrain for France i 1 map), Eastern 92. I f you anended Origi ns 78, how far did you hove to
Tilroug l) a somewhat compl ex sys tem based lo osely on fr on t (2 maps), and th e Western desert (1 map). Th e travel to get th erE< lo n ~wa\, m ileoge 17 1 = 25 mil es o r less :
SPI's Fast Camers, Turkev Shoot wou ld take both game wi ll can ta i n 2400 co u nters. 2 = 50 m lies or less; 3 = 100 miles o r less; d = 200 m iles
strategi c and tactical c onsideration s into mi nd. Japa nese 52. Askad: German Eas( Airica 1914 -19 18 A ca mpaign of or less; 5 = 300 m il es or less; 6 = 500 rnlles or less ; 7 =
and American task 1orees would search fo r each o t he r on the fa scinatin g exploits of Vorbeck Von Lettow and hi s 1000 m il es or less ; 8 = 2COO m iles; 9 ~ 3000 or more
astra teg ie ma p, w hil e individual air- to ship Or ship !.O- asker i sc hutl tru pp e, The game w ill pit German Flerd COm - m iles , 0 = D Idn', attend .
sh ip ac tions would take place on a separate tac ti cal batlle panies against Kings AfriCOln Rifl e batta li o ns in a game of 93. II you an ended Origi ns 78 , rate it on a 1 to 9 sca le w ith
m ap . Two maps , approximately400 cou n""s. $14. gusrrill " warfare . Ex tensive rules fo' ambl) sh, artill ery- 'T' in dica ting a poor CD nven ti Oil and "9" ind icatinq an
47. Wall Street. An op portunity t o pit your m ind and you r bombardments, air recon na issance, diSeaSe, logis tics. excellen t convenrion _
economic judgem ent aga ins t the best in t he bu si [less, us- and di sengage men t. In ad di tion an in terestlng tac ti cal 94. Abo u t how mllCh did you spe nd on games purchased
Ing a game 5'!stem so cea l and so accurate that il reflec ts game w ill be inclu ded on ,he exploi ts of the Ko nigsberg. at OrigIns 78 ) 1 = $5 Or less; 2 = $10; 3 = ~bOLJt $20; ~ =
the stoc k market and I\S f luc tuations berrer than anyeOll~er The ga rns w il l hav e 2 maps , about $30 ; 5 = aboll t $40 ; 6 = abou t $50; 7 ; abou t $75 ;
desig nod , Included in th e sySUlm will be quarteri'( and B = aboLit Sl00; 9 = more tha n $ 100.
53. Seklgahara. A g rand tactica l slmuletl on of the bottle
projec ted earl1 i ngs, the gene ral VOlatility of a slOck, d irec- tha t pu t th e Tok ogawils into power.
95.%. No ques ti on.
tional trends, annual h ig h~ and lows as well as mov ing
nverages, and the general t rend o f the ma rket itsel!. 54. Samurai, Sce nario-wpe game of Jap<1nese tac tical
Pla ye rs iMost in com panies with statisti cs an d sca les b aS- warfare in the (ellda l peri od .
ed on those of ac tual co rpo rations. Using the ir business 55. Man-Ar-Arms, Scenario-ty pe sim ula tio n of feudal
sense, thei r flai r for til e ,jangerous, their gam bli ng in - Eu ropean w arfare.
stinct, and simple common know ledge, tl1 ey try to "make
56 . Liege Lora, l'vI ulti-playe r heuri stic simUla ti on of the
money" , The ga me, despite the descriptio n above, w ill be
process of ru l'1 ning 11 medieval principa lity .
of m oderatE) co mplex ity (as all thil t i nformation wil l be
cllaned ) and will plav in atl even i n~J , M oStl\, charts and 57. Sen Juan Hill, Quad type ,lame o f 1hls fo rg01ten bat- SECTION B
ca rd s, boxed for 810- 12. tle of the S pontSh-A merican W ar , The results of the following survey are used In our
48. Stmggle for the See Quad. A simlJl atl onoi hypo 58. Assave. Sir Arthu r Wellesley 's stunning vic tory I n I n- PLA YBA CK system. This system reviews games bv
thetica l actions ,H sea and in the co ntem porary and near- dia, despite l -lOodds, showing the response of the people who plav rhe games.
t u twe eras, Based rou~l lly Or, the Sixth Fleet game- Questions 104-188 are part of PLA YBACK.
59. Leu(hen, Grand- tac tical simul atio n o f Frederic k the
sys tem, Struggle would stri ve to accu ratel\, represent Great's vIcto r',' in 1757, After each game title there are thirteen questions [lettered
fle"t actions in th " nuclear age, Ind iv idu ol missile c ruise rs, " A" through '"N}. Unless otherwise noted, these ques-
destroye rs. subs, and ai rc, a(t c" rri ers wou ld interact on OJ We 'd like to know what fac tors you consider mos ! impor- tions are iinswemd with" '"1'" [ poor} through " 9 " ! excel-
time and space sca le of approximately 8 hours per Game- tant when making the deci$ion whether or not to pur- lent/ rating.
Turn and 40 m iles per hr.x . Weilpon -sys tems simulated chase a specific game. Rate each of the following Oil " 1
to 9 scale with "'1" indicating ii factor of little or no impor- Question A - Wha t did you t hink of , he physica l qua lity
w ould be ai rcwft. S'AM's, ship-lo ship m issiles , ASW
tance and ugu indiCating a factor of great ifnporrance. and layout 01 th e mapsheeil
weapo ns. and torpedos, Four separate games would be
include d as pa rt of the Quad . These vvou ld be : Dellmark 60. T h r~ title of th e gam e Question B - WI)st did you think of the physica l qual ity
Stroit. tl 18 t1ttempted passage o f " Sovist task lorce into and lavo ut of the rules folder ?
6t. The subjec\ of the ga me
t il e A tlantic sh ipping lanes of NA TO; The Agee!). Question C - What d id you think of th e p hysica l qua lity
62. The cover and packagi ng
simulat ing the r assag " of Soviet rl8vi3 1 for ess from \ he and la yo ut of the unit coun ters?
63. The graphic desig n of th e game
Black Sea int o the Medit erranean Sea; The Ba/ric.
64. The p{ieA oi th", game Question D - What did yo u think of t he ga m e's " ease of
representi ng the st ru gg le between the Soviet Balti c Fl eet
65. The rep utation of the publ ishi ng compa ny pl"y " lhow wel l th e game moved alo ng?
and the West Germa n and Oa nish nav ies; an d linal ly Sea
01 Japan , simu lati ng Ihe co nfli ct be tween the PaCifi c 66. Th e rep uta tion 0 1the ga m e deSig ner/ deve loper Questi o n E- What did yo u think o f t he "complete ness"
fleets of The two SlJpef powers. $14. 67. Awa rds won bv trle ga rne of the game's rules (was everything thoroughly
68. Awa rds won bv the pu blishing com pa ny expla in ed)J
49. Witchery and rhe Whi,e Christ o r Forces 01 Light alld
DarknG'i;$, The Dark Ag es was a ti rne o f muc h conflic t be t 69. Awa rds won by the game desi9 ner Question F - WhaT did you think of the game's play ba l-
ween Ch riSTia niTY and t he rea l m of Faeri e. But it was al so 70. A roview I" a go ming rnagazine ance (was the game interest ing lor bot h s idesP
a larger c onfli ct - the conce pt 01 monoth eism was sHiv- 71. n re opi rlion of a f riend Question G What d id you t hink aboL' t the ap propriate-
i ng aga ins t the still pmen t influ ence of tiTe 9 0ds o f 72. The OI)", iol1 of a sal es person ness of tflO le ngt h of the ave rage game?
A sgard, I" tho end , of COUl se, the old fai th and al l its at
73. TM Feedback rating olThe game Question H - What did you think of the amou nt of "se t-
tendant w itc heri es we re des troyed. and the ' ea lm of UTe
74 , Tile Playback ratings of th e game u p li me" neede d before you c()uld begi 11 playing the
supern atu ra l was dealt a mona l blow. But the old gods
w ere not defea ted wi t hom a s, ru gg le; and th e battle- 75. The descripti o " of the game in an ad game 7
grou nd t he\" foug ht on was tha t of rTlen, For i r. was til e 76. A f irst hand examination of til e compone nts Question J - W hm d id you 1hink of . he ap pr opriateness
m ora li1\' lo r Choice) of 1)!,Jmsns ThaT dec id ed which sid e 77. W I1ether tile gam e is pa n of a "jamill'" of sim ilar of the comp lexiw of this game?
was to be the victor. And th e lolk of Faeri e fough t ga mes w iTh wh ich 'IOU ' re already fam il ia r
Questio n K - W hat d id YOll think 0 1 this game's rea li sm?
am o ngs t 1hemselves - the tro ll s a no the elves, the WiT- 78. Your ini t'al percepti on of the game svstem
ches alld the demons. It w ns a period of m ig111 y f ea ts. of 79 . The s!:a le of the ga rn ~ Itimeidistancel Quesl io n L - W tJa t did you think of this game ove rall ?
terrib le gea$8S, a no o f fa tes and doorns; it was an epoctl 80 . The plwsl cal sile of t l)e ga m e Ihow m any c ounters Questio n M - Wall Id you still 11ave boU(]I1! thi s [lame if
0 1 primi tive man de termini ng that he wou Id be c iv ilized and how muc h tab le spilce it occup ies) . you kn ew then wrlat you kn ow now about it fl ; Yes;
Thi s wo ul d be a lig III tha t inCluded Od in All FiHher, 81. T I1e pla'ling tim e 2= No),
Mo rgan Le Fay, Ar t hu r of i he B{ita ins, Beowulf , and
l!2. When the game was pcrbllshed Ii ,e" ,ts "newness") Question N - Do yo u thin k yo u received you r money's
OUle( such figures of ean l>' s legenda ry pas t. It wou ld be a
wort" with th is game? ! 1 = Yes; 2 = No! .
comb inat ion power poli tics/fan tasy game, $12, 83. Th e ava liab il ity oi the ga me in stores
84. Th e ava lIabil iw of the ga me by ma il orde r We Will ask vou to rate six games, If vou have not pl"yed
SO . Space Viking. Set in H. Beam PI per' s Space Viking.
85 . Ed iTo rial descripti on o f i ll e game cfesign In pr'Ogr'ess these games, or have not played them enough to be able
Cosmic Compurer, etc . universe, The Terran Federat ion,
(i n S& T or else'Wr,ere) to evaluate them, the" simply place "0"' in the boxes.
encompass ing thousands of cubic I ight years of space has
fragm ented and dissolved, The former m emi)er plane ts 8(, . VI/he ther the game has mounted maps
range from th ose that ha ve managed 10 reta in the con- 87. Whe ther th e qame is part of a set o r series t ha, yo u SIEGE Of CONSl'ANTINOPU:
trag ravi ty-hype rspace ju mp tec hnology 0 1 the fede rati on eHG co nsiderin g 104. A ! mapshee t) 111. H (se t- up tim e)
to those that ha ve sli d a/l the wa,! back to t he p re- 88. Assu mi lig tha, the game gives you va lu e for oach lOS. 8 Iru les) 112. J fcom plex ity l
gunpowder level. Preying on , his now mainl y ullde fended do ll ", paid, what do you c onside r ,he id8;J1 price for a
reg ion are the Space V ik ings. Players wo u Id begin w it h a
l06. C (countersl 113. K I rea lismi
game? 1 = $5 o r less ; 2 = $6 to $10; 3 = $1 1 ,0 $15; 4 = 107. 0 (ease of play) 114. L [ove rall l
smg le sh ip arld compeTe in makin g th e most money while $15 10820; 5 = $20 10 $25; 6 = .$26 to s30 ; 7 = $3 1 to $35;
tak i ng th e least damaqe in o btaining ii , Pl ayers will hav e 108. E Irules com pletenessl 115. M Ithen and now)
8 = $36 to $40; 9 - $41 or more.
to balance the c hoices of raid ing t he mos, w o rth while 109. F (balance) 116. N (m oney's w orthi
89. Keepi~g in m ind th at m ore c omponr, nts mean a
land therefore best de!endedl pi a n<l ts againSl attacki ng hiq her price. indi cate the One ph':!sica l configu rati on that
110. G (Iengthl 117. No q uestio n
man'l poorly defended planets . Basic com p lex it)' simple.
plus optio nal ru les. Space and g rou nd corn l)al abstracted
mos t c losA ly appro ximates what you co nsider t he id ua l in RED SUN RISING
terms 01 nurnber 0 1 map shee ts. I = one mop: 2 = ,wo
(in the War in Ihe Pacific! Red Sun Rli;lng and The Con- 118. A (m apshee l l J25. H (set-up tim e)
m aps , et c, 9 = ni ne or m ore maps .
querors sensei. Playable so li ta ire to multi-pla'rer, One 1)9. B (ru les) 126. J I co mplexity I
90. How many counters Sll Ollld a ',JG lnO h i.l'Je !keeping in
map, 400co unters. $10. 120. C (co unt ersl 127. K I realism )
m ind your respOr>Se to question 89)) 1 = about 50 ; 2 =
al)ol)t1oo; 3 - 200 : 4 = 400; 5 ~ 600; 6 = &00; 7 = 1000 ; 12 1. 0 lease of play) 128. L Im'eridll
51. Panzer 44 Rel/isited. A la rge comp lete remake of the
po pular Pa n2er 44 game . To be based o n the new armor 8 = l 6O:J; 9 = 2000 or m ore. /22. E Irules com pleteness ) 129. M !t hen and now)
syste ms and conce p1S deve loped for the M ech War '80 91. W ha t do you consider the Ideal pla Ying time for a 123. F l balanoe) 130. N Imonav's wOrTh l
game. Th e gam e w i ll dea l w ith individual ta nk losses, all qarne? 1 = one hou r or less; 2 - two hours; 3 = thr ee 124. G (length) 131,132. No ques ti on
Sim ulat io ns P ublications. In c.
44 E ast 23r d Streel BULK RATE
New Y ork, N .Y . 100 10 U.S. POSTAGE PA I D
ADDRESS CORRECTION REQUESTED PERMIT NO. 15
FRAMINGHAM, MA .

UP SCOPE ROARK'S DRIFT (HA)


133. A ! mapsheet ) 140. H [set-up ti me) 162. A Imaps hee l ) 169. H (sin -u p ti mel
FEEDBACK RESULTS
134. B (rulesl 141. J Icom plex ity) 163 . B (rules) 170. J kom plex itvi
MOVES 38
J3S . C (coLIn lers) 142. K (realism) 164. C (counters) 17 I. K (realism)
136. 0 (oase of play) 143. L (overalll 165 . 0 (ease of play) In. L (overall) Rank Article Raling
137. E (rules c ompleteness) 144. M (then an d nowl 166. E Irules completeness) 173. M [ th en and now) 1. I)esi~ner's N ole~ r;.%
138. F (ba l ~nce) 145. N (money's worth) 167 . F (ba lance) 174. N (mo nev's worth) 2. Red Sun Rising Ii.M
139. G (length) 146. No qu estion 168 . G Ileng th) 175. No qu es tion J. Forward Obse",.r 6.50
4. Battlehn< in fhf,.' Air fd.1
OVERLORD (CGC) MA YDA Y (CDW)
5. A Mighly FOrlre" (,.22
147. A imaps heetl 154. H (se l up time! 1'16. A (mapsheel l 183. H (set-up tim e) (,. Battlelme on Ihe Grollro<l 6.2()
148. B (ru les! 155. J l complex it y) 177. B (flJ les) 1114. J (complex ity)
7. Baulclinc in PO\\icr Politics 6.19
149. C (co unt ers) 156. K (realism) 178. C [cou nlors) 185. K I real ism)
II. Opening MOVES 6.07
ISO. D (ease of play) 157 . L (overalll 179. D I eOSQ of playl 186. L loverall!
9. J>la)hack 5.95
1St. E (rulos comr(eteness) 158. M (then an d nowl 180. E lru les comple teness) 187. M (Then anel now)
This Issue O"erall 6.39
152. F (balancE'l) 159. N I money's w onh ) 181. F {ba lance l 188. N (money's worth)
153. G !leng Th) 160,161. N o question 182. G (Iengthl 189196 . No question

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