The General - Volume 18, Issue 2
The General - Volume 18, Issue 2
The General - Volume 18, Issue 2
50
July-August 1981
GE!Jco
8-1-2
A,--LJ;l.,,,,
L!J~
4-2-3
BRIDGE
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2~~
4-4
4-6
10-4
5-4
What's Inside . ..
22" x 28" Fuli-color Mapboard of Ardennes Battlefield
Countersheet with 260 American, British and German Units
countersheet of 117 Utility Markers
Time Record Card
WI German Order of Appearance Card
Allied Order of Appearance Card
Rules Manual
One Die
Two Scenarios
BlackSPll
~ardGame
FOR
SNEAKY
PLAYERS
..
SP'l
-------------
AIR FORCE is Avalon Hill's tactical simulation of aerial combat in the European theater during World War II. In its revision, Avalon Hill has
preserved the best features of the original Battleline
design while cleaning up the rules and adding
several significant new ones. This article will examine these changes and then analyze the game and
the aircraft portrayed with an eye toward the formulation of successful tactics.
THE "NEW" AIR FORCE
For those unfamiliar with the game, Dr.
Bieksza's article "The View from the Cockpit" in
volume 17, number 3 of the GENERAL describes
the AIR FORCE system, Avalon Hill has retained
this basic system with modifications that contribute
to realism or ease of play.
The most common criticism of the Battleline
version centered, ironically, on the game's greatest
strength, the simultaneous movement system. Since
movement for an entire turn must be plotted in advance, neither player can react to his opponent's
maneuvers until the following turn. The result has
been analogized to a pilot flying with his eyes closed
for ten seconds at a time.
Players soon discovered that there was virtually
no advantage to being on the enemy's tail, since it
was almost impossible to stay there. This was
perceived as unrealistic, although my reading suggests that the tail position was less important than
commonly believed, particularly late in the war.
Sequential movement presents the same problem to the player moving first. The second player,
on the other hand, knows the final position of his
opponent before performing any movement
himself. As a result, the first player keeps his blindfold while the second receives an unwarranted
advantage.
To resolve this dilemma Avalon Hill apparently
borrowed the advantage rule from SPI's AIR
WAR. This rule provides that an aircraft at 12
o'clock to its opponent (i.e., directly in front) and
no more than six hexes away and 2,500 feet higher
must execute its movement before its opponent
plots his, unless the opposing aircraft is itself at a
disadvantage. In essence this rule interjects sequential movement into the simultaneous movement
system but it awards the advantage of moving
second to the player who has earned it, rather than
arbitrarily.
Two problems arise. First, as in standard sequential movement games, the advantaged player
knows his opponent's final position before
performing any movement himself. He also knows
the final position of all other disadvantaged aircraft, including those over which he does not hold
an advantage.
Avalon. Hill has elegantly solved both of these
problems by a single rule requiring the advantaged
aircraft to follow as closely as possible the movement of the disadvantaged plane. This rule excellently recreates the historical situation of a pilot
pursuing the enemy as he moves, rather than simply
flying toward his final position. It also prevents the
advantaged player from using his knowledge of the
movement of other disadvantaged aircraft. He
may, of course, choose to pursue a different enemy
aircraft but must first waive his advantage.
In this regan\, the Sequence of Play states that
aircraft which are neither advantaged nor disadvantaged plot and execute their movement at the same
time as disadvantaged aircraft and aircraft which
do not take their advantage option of following the
disadvantaged aircraft.
The next most significant rule change from the
Battleline version imposes a 100-foot altitude loss
on aircraft which end movement in a non-level bank
without having performed a non-banking
maneuver that turn. The actual penalty may be
several hundred feet, counting the 200-300 feet
which most fighters can climb without the loss of
speed points. This rule discourages the common but
unrealistic tactic of flying about in a perpetual right
or left bank in anticipation of future maneuvers.
The combat system has undergone significant
changes as well. As figure I shows, the new aircraft
gunnery table reduces armament effectiveness at all
levels except 16-22 gunnery factors. This is offset
somewhat at lower gunnery factors by the fact that
hit table modi fiers have a greater effect now.
1
2
4
5
7
9
11
12
15
16
17
19
Range in Hexes
2
3 4
5
2
2
I
I
3
3
2
1
4
5
3
2
6
5
4
2
7
6
4
3
9
7
5
3
4
10
8
6
12
9
7
4
13 10
7
5
14 11
8
5
15 12
8
6
6
0
1
I
1
I
1
2
2
2
2
3
6
-3
-2
-1
-1
-1
0
1
2
2
3
4
6
Without calculating every possibility, it appears
that generally the new combat system diminishes
the firepower of aircraft in the 1-15 gunnery factor
range at lower modifiers but increases it at higher
modifiers; has no effect in the 16-18 gunnery factor
range; and slightly increases firepower at all
modifiers for 23 + gunnery factors.
The firepower effectiveness of bombers has
been reduced by a rule providing that their gunnery
factors must be applied in increments of no more
than four, whose fire must be resolved separately.
This rule dramatically affects well-armed heavy
bombers like the B-17 and B-24, but not without
good reason. With a minimum of eight gunnery factors in every clock sector, the B-17G was more than
a match for any fighter under the old rules. This
revision more accurately portrays the lack of coordination among gunners.
Of the new rules, my personal favorite involves
the optional Pilot Characteristics section. First,
players roll one die on the Pilot Characteristics
Determination Table (figure 2) and read the results
under the column corresponding to the year and the
nationality of their pilot. Then they consult the
Pilot Characteristics Table of effects (figure 3) to
discover what benefits they enjoy from their pilot's
superior vision, reflexes, training or experience. A
pilot with exceptional reflexes, for example, who
finds himself disadvantaged need only reveal onehalf of his movement plot to his pursuer. This rule
adds a needed "human" touch to a game which
otherwise emphasizes machinery.
Figure 2:
PILOT CHARACTERISTICS
DETERMINATION TABLE (OPT)
Find Year on Line corresponding to Nationality
Nationality
German 1939-42
American late '43'45
British '39 & late
'42-'45
Die: I ETTRV
___.-=2.-=ETRV
3 ETTR
r.-_ _.;;...~TT
5
RV
Training,
AIR FORCE is a game of resource management. The resources are altitude, speed, power and
ammunition. Maneuverability is the ability to consume the first three of these effectively. Victory will
go to the player who can get the greatest output
from his resources.
Table 1
Hit
Tables
I
2-3
4-6
7-12
13-16
17-19
20
1-2iJ
Proportion of
Hit Types (pet.)
F
17
29
27
25
24
24
24
25
W
17
18
24
23
22
23
24
23
E
0
18
20
18
21
9
19
19
Expected Hits
12
13
14
12
12
14
13
0
12
9
12
12
12
11
11
"Experlei1ce
none
7
9
8
8
Figure 3:
Training
G
0
6
7
by 2
Turn
lot
none
none
none
+I
modif
+ moffiT -';;n;;on~e;;----n;::o::;n:;-;e:------yh'icd;-efcas-;~;t-....,n:;;o;:n;.;e=-- ..c-o-n-'si"'-er-'-'::n::':o::':ne::':"2MP of
"average"
I'lot"
negate
one hit
none
F
.17
.42
.67
.89
1.08
1.3
1.50
.17
0
.25
.50
.2~
.61
.80
1.00
.28
1.50
.64
.96
i.05
1.17
C
0
.If
.33
.50
.54
67
.83
0
.17
.22
.42
.54
.67
.67
G
0
.08
.17
.25
.33
.50
.50
Total
.33
1.33
2.50
3.50
4.45
5.50
6.17
7
AIRCRAFT EVALUATION
Fighters
AIR FORCE includes 15 "pure" fighters consisting of 14 single-engine aircraft and the twinengine Me-262A. Although players will develop
favorites, they should be familiar with the strengths
and weaknesses of all potential opponents in five
important areas: durability, firepower, maneuverability, power and speed.
Tables 2-6 rate the 15 fighters in these five
categories. Each table is organized in the same way:
aircraft designation on the left, followed by the
"raw score" in each category, then percentage
score, with the best fighter in each category rated at
100 percent.
Table 2
Durability Index
Raw
Score
5.28
5.03
5.03
4.30
4.30
4.30
4.17
4.05
4.05
3.92
3.88
3.69-~~~
3.69
3.44
3.44
4 Spitfire I at 14,000 feet enter along board edge 2-3 or 5-6 on turn I (all must enter along
same edge)
3 loaded Ju-88A at 15,000 feet enter along board edge I on turn I
Victory Conditions
German: Exit at least one loaded Ju-88A from board edge 4
British:
Avoid German victory
Special Rules
Neither Ju-88A may be downed by ramming. Opposing aircraft which end movement in the same hex
at the same altitude are assumed to have missed each other.
Commentary
Before being shot down on January 28, 1942, outside Boulogne, Dick Tuck, D.S.O., D.F.C., tallied
30 kills officially, 36 by his own count. He survived German POW camps until January 1945 when he
escaped to Russia, then escaped from the Russians to the British Embassy in Moscow.
In August 1940 a section of 92 Squadron led by Tuck intercepted three Ju-88's eight miles north of
Cardiff. Although one Spitfire was quickly put out of action by a bullet in the radiator, the remaining
three destroyed the invaders, Tuck personally flaming ~wo.
Commentary
No one knows how many victories Marmaduke St. John Pattie of the RAF scored during World
War II. Estimates range from 28 to over 40.
In 1940 Pattie was a member of 80 Squadron stationed at Sidi Barrani, Libya. In November the
squadron was sent to Paramythia in northwest Greece near the Albanian frontier to oppose the Italian
invasion of Greece. This hypothetical scenario depicts a typical encounter between 80 Squadron and an
Italian bombing mission.
6 Swordfish armed with torpedoes enter anywhere along board edge 5-6 on turn I at altitude
of British player's choice
I BB-I each in hex IV-K4, facing direction 6 (Caio Duilio), hex IV-MI5, facing 4 (Andrea
Doria), hex IV -M7, facing 6 (Giulio Cesare) and hex VI -E I, facing I (Conte di Cavour) I
BB-2 each in hex IV-I7, facing 6 (Littorio) and hex IV-II3, facing 6 (Vittorio Veneto)
1 CA-2 each in hex II-G13, facing 4 (Zara), hex IV-AI, facing 4 (Fiume), and hex IV-D1,
facing 4 (Gorizia)
I barrage balloon each in following hexes: I-MI4, I1I-M5, V-M1, V-M3, V-M5, V-M7, I1IN9, I1I-Nl5., V-N8, II-A13, II-BIl, II-DIO and II-E9.
Conditions
Sink Italian ships worth at least 2000 points
Avoid British victory
Victory
British:
Italian:
Special Rules
All Italian ships are at anchor and cannot move. For this reason, a DRM of a applies to all torpedo
attacks from fore and aft and + 2 to torpedo attacks from all other directions.
Torpedoes cannot be dropped more than six hexes from their target.
Each turn, before the fire phase, a die is rolled for each Italian ship. On a roll of one or two, that ship
may not fire its antiaircraft that turn.
Commentary
On November 11, 1940,21 Swordfish from the carrier Illustrious struck a telling blow to the Italian
fleet anchored at Taranto. The first wave, commanded by Lieutenant Commander Williamson, consisted of six Swordfish with torpedoes and six with bombs and flares. While the bombers made a diversionary attack on shore installations and smaller ships, torpedoes struck the battleships Conte di
Cavour and Littorio. The second wave hit Littorio again and Caio Duilio. As a result of this attack,
Conte di Cavour was put out of action for the war's duration and Littorio and Caio Duilio were disabled
for six months.
Of the 21 attacking aircraft, only two were shot down with the loss of only one crew member. Less
than 13 months later, the Japanese naval air arm would again demonstrate the vulnerability of a fleet
at anchor.
Table 3
Firepower Index
Aircraft
Me-262A
Tempest V
P-47D
P-51D
FW-190A
P-47B
Spit. IX
Hurri. II
P-51B
Me-109G
Me-109E
Me-109F
Spit. V
Hurri. I
Spit. I
Raw
Score
768
480
480
420
420
400
300
256
240
220
210
204
184
128
128
F.1.
100
62
62
55
55
52
39
33
31
29
27
26
24
17
17
Maneuverability-Maneuverability is harder to
quantify objectively than durability or firepower.
The airplane data cards list the number of hexes of
straight movement required before each of the five
maneuvers at each altitude, but they cannot predict
how many maneuvers of each kind will be performed
in a game.
As a rough approximation, the Maneuverability
Index (M.I.) is the total average costs of two banks,
one turn and one slip. Experience suggests that halfloops and half-rolls occur relatively rarely in the
game. Until AH added the rule requiring a 100 foot
altitude loss for each turn of banked movement
without maneuvering, banking was a less frequent
and therefore less important maneuver. This revision guarantees that banks will occur at least twice
as often as any other maneuver under normal circumstances, giving the advantage to planes with
low banking requirements (e.g., FW-l90A, P-47D)
and disadvantaging otherwise maneuverable planes
like the Spitfire I and V.
Table 4
Maneuverability Index
Aircraft
P-47B
P-47D
FW-I90A
Hurri. I
P-5IB
P-51D
Me-109E
Spit. IX
Me-109F
Spit. V
Tempest V
Hurri. II
Spit. I
Me-109G
Me-262A
Raw
Score
2.44
2.56
2.75
2.86
2.88
2.89
3.00
3.00
3.06
3.06
3.12
3.12
3.14
3.62
5.62
M.1.
100
95
89
85
85
84
81
81
80
80
78
78
78
67
43
9
As Table 4 indicates, many of the more
maneuverable fighters saw action early in the war.
This reflects a shift in emphasis rather than a
decline in technology. As Allied pilots in the Pacific
discovered, maneuverability is an advantage only if
the enemy agrees to dogfight, while speed,
firepower and durability cannot be negated.
Table 5
Raw
Score
3.9
3.6
3.6
3.6
3.6
3.3
3.3
3.3
3.0
3.0
2.1
2.0
1.8
1.8
1.6
P.1.
100
92
92
92
92
85
85
85
77
77
54
51
46
46
41
Speed Index
Aircraft
Me-262A
P-5IB
P-51D
Tempest V
P-47B
P-47D
FW-190A
Me-109G
Me-109F
Spit. IX
Spit. V
Spit. I
Me-109E
Hurd. If
Hurd. I
Raw
Score
10.50
8.11
8.00
7.75
7.56
7.50
7.12
7.00
6.87
6.78
6.37
6.28
6.25
5.62
5.57
I
Japanese: 3 Ki.27 Sally (loaded) at 15,000 feet enter anywhere along board edge 4 on turn I
Victory Conditions
U. S.:
Destroy all Japanese aircraft
Japanese: Score at least 2 points of damage on U.S. airfield
Any other result is a draw
Special Rules
This scenario occurs at night, so optional rule XII (visibility options) is in effect. No aircraft are
equipped with radar.
The U.S. airfield consists of hexes IV-A7-AIO. The Japanese bombers must make one pass over
these hexes before dropping their bombs. Both the practice run and the bombing run must pass over all
four airfield hexes from the same direction at the same altitude.
Commentary
On July 30, 1942, Major John R. Alison and Captain Albert T. Baumber of the 75th Fighter
Squadron stationed at Hengyang attempted a night interception of Japanese bombers attacking their
airfield. Flying P-40's not equipped for night combat, they nontheless succeeded in downing four of the
six intruders. For their exploit, Alison was awarded the D.S.O. and Baumber the D.S.C. Alison finished
the war with ten kills in the China-Burma-India theater, making him the fifth-ranking American ace
there.
Power Index
Aircraft
Tempest V
Me-109G
Spit. IX
P-47D
Me-262A
Spit. V
P-51D
Me-109F
Hurd. II
P-5IB
Me-109E
FW-190A
Spit. I
Hurd. I
P-47B
S.1.
100
77
76
74
72
71
68
67
65
64
61
60
59
53
53
I
Japanese: 3 G3M Nell at 500 feet enter from board edge I on turn I
I KiA3 Oscar at 1,000 feet enters from board edge 5-6 on turn 2-7 (see special rules)
Victory Conditions
U.S.:
Destroy all three Japanese bombers before they exit board edge 4
Japanese: Destroy at least I U.S. aircraft.
If neither or both players achieve their victory conditions, the result is a draw.
Special Rules
The turn of entry of the KiA3 is determined by a die roll made after the movement plotting phase. On
turn two, a roll of one is required for entry; on turn three, a roll of one or two, etc. On the turn of entry,
the Japanese player may then plot the movement of the KiA3 for execution during the immediately
following movement execution phase.
Commentary
On March 5, 1944 three P-47s of 348th Fighter Group, 5th Fighter Command conducted a sweep in
the Wewark area of New Guinea. Colonel Neel Keady, who finished the war with 22 victories, accompanied by captain William D. Dunham (16) and Captain Samuel V. Blair (7), flying at 22,000 feet, spotted three Neils near Dagua Strip at 500 feet. In the process of downing the bombers, Colonel Keady was
bounced by an Oscar. The Japanese fighter was destroyed, but not before inflicting fatal damage on its
target.
Victory Conditions
British:
Survive for duration of scenario
German: Destroy British aircraft
Special Rules
After the German player has plotted his movement for turn one, the starting position of the Spitfire
is determined by rolling three dice. The first roll indicates the direction from hex IV-A8, the second roll
the number of hexes in that direction, and the third roll the Spitfire's facing. The British player then
plots his movement and play proceeds.
The fire phase is omitted from turn one.
The British player is an ace and uses the concentrated fire column of the hit tables (optional rule
XIX).
10
Commentary
Johnnie Johnson was officially the top-scoring RAF pilot of World War II with 38 kills. A master
tactician and leader, this scenario represents the only occasion on which his aircraft was hit by enemy
fire.
In June 1944, Johnson and his companions had engaged the German fighters providing air cover for
Axis troops in the Falaise Gap. His wingman had headed back to base with engine trouble, so Johnson
found himself alone. Spotting six aircraft above him, one waggling its wings, Johnson assumed they
were friendly. Only when he had climbed to within 300 feet of them did he discover his error. At the
same time the Germans recognized his nationality and gave chase. Johnson finally escaped by climbing
to 12,000 feet, where the supercharger of his Spitfire allowed him to outrun his pursuers.
trio, the Spitfire IX, FW-I90A and Me-109F. Contrary to conventional wisdom, the Hurricane I rates
slightly above the Spitfire I and the Hurricane II
even with the Spitfire V.
Table 7
Table 8
Composite Ratings
Aircraft
P-47D
Tempest V
Me-262A
P-51D
P-47B
Spit. IX
P-5IB
FW-190A
Me-109G
Me-109F
Spit. V
Hurri. II
Me-109E
Hurri. I
Spit. I
Composite Ratings
(Excluding M.I.)
Total
420
409
408
381
360
353
351
344
332
321
320
320
286
275
271
Aircraft
Me-262A
Tempest V
P-47D
P-51D
Spit. IX
P-5IB
Me-109G
P-47B
FW-190A
Hurri. II
Me-109F
Spit. V
Me-109E
Spit. I
Hurri. I
Total
365
331
325
297
272
266
265
260
255
242
241
240
205
193
190
Table 9
Single-engine Bombers
Durability
Ju-87B
Ju-870
(0.1.)
4.17
(94)
4.42
(100)
Firepower
(F.I.)
9.75
(85)
11.50
(100)
Maneuver
(M.I.)
3.46
(100)
3.60
(%)
Power
(P.I.)
1.0
(100)
1.0
(100)
Speed
(S.I.)
4.17
(74)
5.60
(100)
Total
453
4%
Single-engine Bombers
AIR FORCE includes only two single-engine
bombers, the Ju-87B and D. Table 9 provides an
analysis of their performance data. The data for
these two aircraft as well as the twin-engine and
four-engine aircraft to follow are computed as they
were for the fighters, with the exception of
firepower. Since flexible armament has unlimited
ammunition for game purposes, the Firepower Index is simply the product of fire factors and range.
And since flexible guns have varying firepower in
different clock sectors, the fire factor used for these
guns is their average fire factor.
As with the Me-109, the D model of the Ju-87
sacrificed maneuverability (less important for a
dive bomber anyway) for durability, firepower, and
speed.
Twin-Engine Aircraft
Twin-engine aircraft in AIR FORCE range
from the Me-262A, included above as a fighter, to
the He-III H, a heavy bomber by Luftwaffe standards. In between are fighter-bombers such as the
Me-110 and Mosquito F.B.VL The performance
data for these planes reflect their divergent
purposes.
Table 10 contains data for the twin-engine aircraft. The bombers dominate in durability while the
fighter-bombers excel in the other categories. The
exception is the Mosquito B.IV, designed to avoid
rather than absorb punishment. Table 10 does not,
of course, consider payload, a prime consideration
in evaluating a bomber.
Since the Me-I 10 was originally intended as a
fighter, reviewing its data may provide some clue
into the reasons for its failure in that role. Compared to the pure fighters, the Me-IIOC would rank
13th overall with 313 index points. Although high in
durability (89 D.L), it falls short in firepower (64
F.L, giving the flexible gun 20 ammo points),
maneuverability (61 M.L), speed (58 S.L) and
power (41 P.L).
Its successor, the Me-IIOG, fares considerably
better as a fighter, totalling 362 points, placing it
just behind the P-5ID. With a Firepower Index of
1306 for a new high, it rates like this in the other
categories:D.L = 94;M.L = 62;P.L = 51;S.L =
55.
Ignoring maneuverability for the reasons stated
above, the Me-llOG and C rank fourth and tenth,
respectively. Based on their game ratings,
therefore, the failure of the Me-IIOC in particular
may be attributed to the way it was used rather than
any inherent weaknesses in design.
Four-engine Bombers
Durability and firepower are the mainstays of
the heavy bomber. Speed and power occupy positions of lesser importance while maneuverability is
virtually irrelevant. For this reason, Table II,
which ranks the heavy bombers, ignores
maneuverability.
The B-17G scores first in three of the four
categories, second only to the Lancaster in power.
The B-17G reflects improvements over the F model
in all categories but principally in firepower, with
the addition of a nose turret. Similarly the B-24J
shows upgrading in firepower but also a marked improvement in speed over the D model.
CONCLUSION
None of this myriad of numbers will guarantee
you success in your next game of AIR FORCE.
Rather, they are intended to highlight the relative
strengths and weaknesses of the aircraft as an aid in
developing tactics. As in the war itself, the aircraft
was only one component of the aerial fighting
machine. It was and is the pilot's job to get the maximum from his aircraft.
"*
11
Table 10
Table II
Twin-engine Aircraft
Durability F;repower Maneuver
(D.I.)
(F.I.)
(M.I.)
Me-1I0G
4.97
165.5
3.92
(82)
(100)
(93)
Mosquito
4.99
116.0
3.78
F.B.VI
(82)
(70)
(96)
Ju-88C
5.95
87.0
4.64
(98)
(52)
(78)
Me-IIOC
4.72
45.75
4.00
(78)
(28)
(93)
Mosquito
4.74
0
3.64
B.IV
(78)
(0)
(100)
He-lllH
5.81
17.75
5.00
(96)
(11)
(73)
Ju-88A
5.83
7.25
5.11
(96)
(4)
(71)
Wellington
6.06
12.0
5.08
(100)
(7)
(72)
Four-engine Bombers
Power
(p.I.)
2.00
(100)
1.70
(85)
1.80
(90)
1.60
(80)
1.60
(80)
.80
(40)
.70
(35)
.50
(25)
Speed
(S.!.)
5.83
(78)
7.43
(100)
5.57
(75)
6.14
(83)
7.43
(100)
4.83
(65)
5.43
(73)
5.50
(74)
Total
Aircraft
B-17G
453
B-24J
433
B-I7F
393
B-24D
362
Lancaster
358
Durability Firepower
(D.!.)
(F.I.)
7.51
61.8
(100)
(100)
6.92
60.0
(92)
(97)
7.28
53.4
(97)
(86)
6.69
52.8
(89)
(85)
6.44
20.0
(86)
(32)
Power
(P.I.)
1.1
(85)
1.1
(85)
1.0
(77)
1.1
(85)
Speed
(S.I.)
6.43
(100)
6.33
(98)
6.00
(93)
5.50
(85)
6.40
(99)
1.3
(100)
Total
385
372
353
344
317
285
279
278
CONTEST
NO. 102
Type:P.47
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CONQUISTADOR
I have also been given the AH development
chores on this SPI game, which sits fine with me
as it has long been one of my favorite games. The
revision should be extremely minor, dealing mostly
with an expansion of the counter mix. Should be
done in late 1981.
NEW GAMES
I have finally been turned loose to design my
own games. The first one out of the chute should
be a fantasy board game, tentatively entitled LAND
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DESERT DECEPTION
byR.J.Gutenkunst
13
stack. If the fakes get reduced to two pieces by fake
elimination, paired fake rules hold and you can
then divide the units. However, the player who sets
up the fakes may declare them non-splittable when
he makes the initial substitution. In this case, one
fake must represent all the units in the stack. To indicate this put your bottom-most counter on the
Deception Counter Card upside down. Your
slowest counter should be on top.
If you plan to attack with the units represented
by a set of your fake counters you roll the die for the
counters in question before you move. If you lose
the roll for a three or four fake, your opponent
removes the counter he most desires to be false. You
keep rolling until your real position has been decided.
RECONNAISSANCE
It is quite possible to play the game with the fake
counters alone, with the victory going to the
sneakiest personality, but reconnaissance adds a
whole new skill.
Reconnaissance ability is limited to "RECCE"
type counters. Recon counters are moved first on a
turn. They perform reconnaissance by entering the
zone of control of a fake. If a fake is not screened
you go through the steps to reveal a fake. If its
movement factor allows, the recon unit can then
leave the zone of control it entered, but it must leave
by the same hexagon it entered the zone of control
by. Right. Can't have these fast characters going
behind the lines destroying supply units and cutting
off lines of retreat. A recon unit is only allowed one
reconnaissance mission per move, but it can move
into combat afterwards if it has enough of a movement factor left. This of course could also reveal a
fake. To simplify this rule, consider a recon unit to
have only one back-out or disengagement privilege
per move.
Screening
If a fake has a friendly reconnaissance unit
within two hexagons (one hexagon between the two
units) it is considered screened.
You will note that a reconnaissance unit can be
in position to screen more than one fake. When an
enemy recon unit tries to reconnoiter a fake, the
fake's owner then declares which units are screening the fake in question. After the reconnaissance
attempt has been resolved, the screening units are
temporarily turned upside down to indicate that
they cannot be used to screen other units for that
turn. To assure a successful reconnaissance against
a screened unit, you must have at least three to one
odds against the screening unit(s). At two to one
odds, the reconnaissance is successful if an odd
number is rolled on the die. At one to one odds or
less the reconnaissance fails.
To have fun with reconnaissance, it can be seen
that you're going to need a lot more Allied reconnaissance units. Fortunately they had scads of
them. The reason they were left out of the original
game was that they were pure armored car formations, with plenty of snoop ability but very little
combat value. The corresponding German unit was
a much more balanced force that included motorcycle infantry, engineers and anti-tank guns with
the armored cars. Light AA guns mounted on
halftracks (murderous against infantry) and 88's
(murderous against tanks) were normally attached.
However, enter the "Jock" columns.
The Jock Columns
The Jock columns were originated by Major
General "Jock" Campbell, the commander of the
British Seventh Armored Division. They were fast
moving ad hoc units usually consisting of a fully
mobile battalion of infantry and a battery of 25
pounder field guns supported by anti-tank and antiaircraft guns. The material and manpower was
usually obtained by cherry picking the infantry
brigades. One of their missions was to support
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7/4 SAAC (1-1-12) and 6 SAAC (1-1-12) The
4th and 6th South African Armored Car regiments.
These are the correct designations of7/4 SA Motor
(1-1-6) and 50/6 SA Motor (1-1-6). These were
probably used as 1-1-6's to get a reasonable strength
for the South African Infantry divisions without
giving them 2-2-6 counters. However, since the emphasis is now on reconnaissance substitute the
1-1-12's as needed.
7/7 S.C. (2-2-7) The 7th Armored Division's
support group. It contained two infantry battalions, 2 RB and I KRRC, plus the divisional
engineers, anti-tank, anti-aircraft, and field
artillery. The 2nd Armored Division's support
group had exactly half this strength in Libya, which
is why the 7th support group is assigned a 2-2-7.
Now then, I KRRC was available (at the Allied
home base) March 29, 1941, but 2 RB wasn't.
Therefore, for the purposes of this variant we can
be very flexible. 7/7 S.G. can be brought on in
June, 1941 as a 1-1-7 or a 2-2-7. Another option
would be to start it as a 1-1-7 at the Allied home base
at the beginning of the game. If it is not in an
isolated (surrounded) position change it to a 2-2-7
in June, 1941. If the 1-1-7 gets eliminated before
June, 1941 bring 7/7 S.G. on again as a 1-1-7.
70/16 (1-1-6) If you change your South African
motor regiments to 1-1-12's you may need this unit.
It arrives July, 1941. Only 70123 was included in the
original game because the division was pulled out of
Libya in December of 1941. Right. One of those inand-out units that give game designers royal pains.
2NZ/Div.Cav. (1-1-10) The divisional cavalry
regiment of the 2nd New Zealand division. This was
a light tank and Bren gun carrier formation. It has
an armored cavalry type designation because you
may not want to give it full reconnaissance powers
and allow it screening ability only. It arrives
November, 1941.
9A/Div. Cav. (1-1-10) The same type of unit as
2NZ/Div.Cav. (1-1-10). It arrives July, 1942.
9A (4-4-6) The 9th Australian Infantry Division. This is a substitution counter that can only exit
in Tobruk. It can consist of 9A120 (2-2-6), 7A/I
(1-1-6), and 7A12 (1-1-6) or 9A/18 (2-2-6) and
9A124 (2-2-6). The arrival of 9A/18 and 9A124 can
be accelerated to have them be in Tobruk on initial
placement. After November 1941 its use should
probably be discontinued. Its use is strictly optional
and depends on which additional units you add to
the game.
31 Motor (1-1-8) and 4I1CIH (1-1-8) These units
can be used instead of7/3I Motor (2-2-6). 31 motor
consisted of three Indian Cavalry Regiments. As it
had no artillery or support units, attack and defense
factors of one are probably more realistic. 4I/CIH
(Central India Horse) was the divisional cavalry for
the Fourth Indian Infantry Division. No reconnaissance vehicles were available for these units so
they had to make do with trucks. Happily this gives
us an excuse to use them as needed in the
game-Allied reconnaissance units that are comparatively slow. They can keep you informed of
what the Axis player has, but are not really fast
enough to make dangerous end runs. To counterbalance the use of these two units, the Italian Trenta
Division (2-3-4) should be replaced by Trento
(2-2-4) and 7 Bers. (1-1-6).
ADDITIONAL AXIS UNITS
300 OASIS (1-2-6) The 300th Oasis battalion.
This unit operated as separate companies to garrison strong points. There were at least five companies (2,6,10,12,13) and possibly a maximum of
thirteen. Well supported by 88's and heavy
weapons they were tough nuts to crack. Arrives
May, 1941.
III 255 (1-1-4) This was one of five separate infantry battalions sent to Africa. Most of them
became part of the 90th Light Division. This par-
16
Until you think you can handle it, do not allow
fakes in the fortresses of Benghazi and Tobruk.
I'd also like to soapbox about AFRIKA KORPS
a little bit. I feel that luck is too much of a factor.
The supply rolls for instance can make the difference between a win or a loss. I would like to suggest the following alternate: The German gets only
one supply unit per month (every other turn) from
July 1941 to November 1941. From April 1941 to
June 1941, the Allied Player can prevent a new
German supply unit from appearing three times,
but the German can cancel one of these. From
December 1941 to the end of the game the Allied
player can declare an arbitrary sunk 5 times, two of
which the German can cancel. This gives you the
average result of the die roll all the time. Also, supplies are most likely to be sunk when the Allies put
maximum effort into it. If the German is in
desperate need of supplies he will put maximum
effort into convoy protection. Note that this
method can be adjusted for perfect game balance.
ORDERING INSTRUCTIONS
'*
SO THAT'S WHAT
YOU'VE BEEN PLAYING
Titles Listed: 170
Rank Title
1. S~d Leader
2. Third Reich
3. TRC
4. COl
5. D&D
6. FE
7. Stalingrad
8. l'anzer Leader
9. COD
10. VITP
II. Afrika Korps
12. War At Sea
13. Panzerblitz
14. War & Peace
15. Air Force
16. WS&IM
17. Diplomacy
18. D-Day
19. Midway
20. CM
Pub.
AH
AH
AH
AH
TSR
AH
AH
AH
AH
AH
AH
AH
AH
AH
AH
AH
AH
AH
AH
AH
16
2
1.1
I
3
2
LO
1.0
1.0
LYSIS
DESIGN
.56 EffRng
PEN 4.9"
HPWt 11.
17
two-hex island near Athens) and bits of mainland
have been "blacked out" in the process of correcting this problem.
Switzerland and the unplayable hexes around
the board edge have been "grayed out". Traditional hex-grid coordinates have been printed along
the mapboard edges.
A crossing arrow in Scotland has been replaced
by river, and all others appear clearly on hexsides,
eliminating former rule difficulties arising from
crossing arrows within a hex. Scotland, Wales, and
the Balkans contain some added mountains. The
river Thames appears south of London.
Ireland has been separated into British Ulster
(two hexes) and neutral Eire (zero BRPs). A beach
hex has been added, and thus the rules no longer
need to wrestle with "islands without beaches".
The Hague has migrated a hex northwest (and
France has been given twoO replacement counters at
start, to compensate for what this does to her 1939
defenses). The Vichy border has been more
accurately placed, to encompass Lyons and touch
Switzerland. Tunis has gained port status while
Bengasi has lost it. Sevastopol has become a
fortress, and is in Russian hands at 1942 scenario
start. Istanbul is another "new" port. And it, and
Gibraltar, become full two-front ports with the
same privileges as Kiel. The West Wall appears on
the map in a gray shade, and the sometime capital,
Vichy, is a gray star.
On to the Rulebook:
There is no essential difference in the rules for
two-player and multi-player games other than the
victory conditions. A two-player game may see a
player make any' 'diplomatic agreements" between
nations he controls, or with the enemy, that would
be allowable in a multi-player game.
In a two-player campaign game, the Allies must
defeat both Germany and Italy to fulfill their
victory conditions. If the Axis fulfill one of their
victory conditions the game doesn't necessarily
end, unless the Allied player wishes to concede-it
is still theoretically possible, no matter how unlikely,
for the Allies to attain an equal or higher level of
victory.
While on this subject, players might enjoy a
question that was posed in the recent nutmail: twoplayer campaign game; Italy already gone. Allies,
moving second in summer 1945, occupy Berlin. Do
they win a marginal victory? Answer: no, because a
major does not fall until its opportunity to
counterattack its capital fails. This cannot occur
until fall; the Axis are not conquered in Summer.
The correspondent did not explain how the
Allies could have been moving second under such
circumstances! Perhaps the players had agreed not
to use the turn flip-flop rule.
France now achieves stalemate if she is not conquered until Fall 1940, a marginal victory if she is
not conquered until winter, tactical for not falling
until Summer 1941, and a decisive victory if she survives the entire campaign game or 1939 scenario.
Similarly Italy (in 1942 and campaign) achieves
stalemate by not falling until Winter 1943 and a
marginal victory by not falling prior to Summer
1944. In the 1942 scenario she can attain tactical victory by not falling before the Winter 1944 turn and
decisive victory by surviving the game to the time
limit, but in the campaign game she needs, respectively, three and four objective hexes. Note that if
Rome is occupied in the second half of a Winter
1944 turn that the 1942 scenario would end in a
decisive Italian victory even if the Allied player
could prove there is no way that the Axis could
recontrol Rome the following turn, because the
Italian chance to reoccupy would come in the
SpriAg 1945 turn-after the scenario time limit. In
essence, the Italian player has been saved by the
bell.
Neutral objectives are no longer counted when
determining 1944 scenario victory conditions.
Scenario card deployment limits are clarified.
The specified forces may be added to, where
stacking/basing limits permit, but never altered.
Thus Britain could not start 1939 with a 5-4 air unit
in Malta in place of the mandatory 1-4, but she
could place a second ground unit there to augment
the 1-3. Starting a 4-5 armor in Egypt would not
release the 2-5 WDF to start elsewhere. And let's
close a couple more loopholes at Malta while on the
subject: Britain can't start more air there by placing
an airbase counter; Malta can never base more than
five factors, period. Britain can't break down a 5-4
air in order to start another partial in Malta; using
partials during setup has been newly prohibited.
Fortress hexes, except for Malta and Gibraltor,
now lose their fortress status permanently as soon
as occupied by an enemy unit. This cures a couple of
former ills: if the Axis occupied a Maginot hex they
were themselves quadrupled against Allied attack,
and they could exploit from it impervious to the
ZOC of any adjacent Allied armor. If the Maginot
hexes haven't been entered at all by the Axis, they
still lose their status when France falls.
Overstacking when retreating during an attrition is no longer at the retreater's option-it is
allowed only if he has no other choice.
When an entirely cross-river attack is made on a
fortress hex, a bridgehead counter may be placed
even though the defense was quadrupled rather
than tripled. A BH counter may also be placed
when a cross-river attack is untripled solely by an
airborne drop, thus not penalizing attacker for
using his airborne. Attacker must place his BH
counter when his first ground unit advances into an
eligible hex; he can't change his mind and place it
later. A player may place a BH counter, provided
his side has unused ones, with or without the concurrence of his allies but a neutral Russia or Italy
may place only one such counter with concurrence.
A BH counter may be removed whenever the
player who placed it desires, even if he's run out of
counters and wants to reuse it immediately. It must
be removed whenever no longer needed to provide
supply to any unit and no enemy ground units are
within four hexes by land. If removal leaves an
overstack at the end of the player turn, the owner
must eliminate units of his choice.
ASW now eliminates 1 Y, subs per factor in
1943, two per factor from 1944 on.
Whenever SAC inflicts any BRP losses, Germany must remove a 5-4 air unit from the board. It
is not placed in the German force pool (it is out of
the game, at least for a year but Germany gets five
additional interceptor factors for next year start. If
Germany again loses BRPs to SAC, she loses
another 5-4 similarly. But if she does not, she may
retrieve a 5-4 from limbo, exchanging five inter-
This alleviates the "unwanted initiative" problem for Russia, previously pointed out by David
Bottger in Vol. 14, No.3. Germany could formerly
arrange to move last in Winter 1940 and first in
Spring 1941, getting two devastating moves against
the Russian defense. It has not been made
impossible-but Germany must now spend much
more freely and get her Winter 1940 BRP figure
below that of Britain in order to pull it off. If
Britain seeks to match German spending, she may
not have enough reserve left to absorb SW losses,
and will then suffer the consequent BRP base
reduction.
In order to take an attrition option on a front, a
nation no longer need end movement with its
ground units in contact with enemy ground units.
The only penalty for failing to do so is inability to
roll on the Attrition Table (which, incidentally,
now reads 1-10 vice 0-10 in the first column). The
pass option will consequently be more rare, but will
still be needed when a player doesn't join his ally's
offensive.
When allies can't agree on what option to use on
a front, the player desiring an offensive prevails.
But a nation choosing an offensive must, on that
front, either make at least one ground attack or
conduct one air or naval mission. This is to deter a
BRP-rich and anti-social player from spending for
an offensive on a front where he has few or no units,
solely to inconvenience his ally who wants to attrition. For similar reasons, Russia, once at war with
the Axis, always determines the Allied option to be
used on the Eastern Front. Until Italy is at war with
the Allies, she may take an offensive option on a
front where Germany takes attrition and vice versa.
Units may be voluntarily destroyed by their
owner, but this can be done only just before his
m@vement phase begins. This can't be used to evade
the permanent loss of an airborne unit (the same
restrictions apply as if it were lost in combat) nor
avoid the effects of isolation (isolated units so
destroyed can't be rebuilt until the following turn).
18
For obvious reasons, French units can't be
destroyed under this rule.
All air and naval units are inverted immediately
after use (or after being counteraired, or designated
to provide supply) and are placed on the board inverted when constructed; all are then faced up at the
end of each game turn. Although a rule, this is actually more of a bookkeeping device or "playing
aid". It is easy for a player to unintentionally use
these units for more than one purpose in the complexities and confusions of combat, particularly so
in the case of supply fleets. In ftf play it is all too
easy for the opponent to fail to notice such lapses.
Fleets providing supply must be based on the
same side of the water as the supply source (rather
than being anywhere on the front as previously).
The supply line must run by land from the source to
the fleet's base. It is possible for a movement-phase
base change to open a sea supply line to otherwise
unsupplied units. Such units are then considered
supplied at the start of their turn and able to move.
Conversely, it is possible for such a base change to
put units out of supply at the start of their turn. For
these reasons fleets are now required to move first
during the movement phase, before ground and air
unit movement. It is also possible to have SR of a
supply fleet open a supply path to unsupplied units
which are otherwise about to be eliminated.
A detailed sequence of play chart has been
placed on the back of the new rulebook. The offensive option combat phase sequence is particularly
worthy of attention:
1. Attacker announces all naval and air
missions (excepting only possible interceptions and
exploitation missions).
2. Counterair is resolved and losses removed.
3. Defender announces any defensive air
support, attacks on naval forces at sea, and naval
interceptions.
4. Attacker announces any air interceptions,
any naval counter interceptions, and any air attacks
on naval interceptors at sea.
5. Steps 3 and 4 can be repeated indefinitely
where naval units are involved, until one side or the
other wishes to commit no more units or has none.
Combats are then resolved in the reverse order they
were announced.
6. Successful sea transport missions are concluded and the naval units returned to base.
7. Airborne drops. (May also be made during
movement phase.)
8. Attacker announces and resolves his attacks.
He may resolve each attack before announcing his
next one-thus being able to cancel a planned
attack if it is made undesirable by the success or
failure of earlier attacks. If he committed ground
support to any hex, he must make a legal attack on
that hex or lose his air units there.
9. Post-combat advances may be made after
each attack, bridgehead counters may be placed
where entitled. All invading and shore bombardment fleets return to base.
10 Exploiting units move to breakthrough
hexes.
II. Air attacks on naval units in port are resolved. As before, this is so that air can't reduce a
9-factor fleet in time to permit an invasion.
12. Exploitation movement, air activity, airdrops, and combat.
When two or more allies have ground forces
participating in an attack, they must agree on which
one of them will control a vacated hex prior to
occupying it after combat. If unable to agree,
neither one may advance. This becomes particularly
relevant when the hex to be occupied is a BRPproducing capital or an objective hex-such hexes
may no longer be transferred from the control of
one ally to the control of another.
Attacker may not advance across a crossingarrow hexside to gain an attrition option hex.
Attrition sequence has been altered somewhat
when the attacker gets more than one hex. Attacker
first selects all hexes he wants, then defender makes
all his retreats, finally attacker makes all his advances. Defender still can't retreat more than one
hex.
21.4 A major power that declares war on a minor must on
~-----
- - - - - - - - - - - - - - - - - - - - ------- - - - - - - - -
19
However if Germany occupies Paris in the last
half of a winter turn, the tenth point of the law
prevails. Germany gets nothing-because conquest
of the major cannot occur until the following
spring, when France's counterattack on her capital
fails.
And another however: if the Allies get Paris
back from Germany in the last half of a winter turn,
at any time after the fall of France, a dual award is
made.
Capture of Paris in the 1942 and 1944 scenarios,
and of Rome in the 1944 scenario, does yield 42 and
37 BRPs -respectively to the Allies at year start.
Those captures were previously of no BRP value
because the rules had specified that you got half the
BRP value a major started the scenario with; in the
cited cases that meant zero.
The principle that you can't lose BRPs for a
territory you controlled at scenario start has been
relaxed in one instance: loss of a capital to partisans
in the 1942 and 1944 scenarios. The partisan threat
was much diminished in those scenarios because
they couldn't cost Germany any BRPs if they did
seize their capital.
Major powers may not transfer controlled hexes
to the control of an ally. Thus:
EXAMPLE: Italy may allow German units lO occupy any or all
Albanian hexes. but those hexes (and Albania) remain under lIalian
control. If the Allies conquer Albania and the Axis reconquer it,
either Germany or lIaly could control Albania. Neither country
could receive BRPs for if.
EXAMPLE: Italy alone allacks Yugoslavia; occupying and
therefore controlling Belgrade. Italy later leaves Belgrade and allows
a German unit to enter. This doesn', give Germany any Yugoslav
BRPs, nor does it aher the status of Belgrade as an Italian controlled
objective hex.
it.
Atlantic ports. Britain can thus supply a counterattack on an occupied London if she can move
naval factors to the U.S. box (before U.S. entry), or
may be supplied by U.S. fleets after U.S. entry.
Konigsberg and Durazzo are supply sources at the
start of the 1939 or Campaign Game scenarios; they
lose their status as soon as the Axis open a land
supply route to East Prussia and Albania.
The supply rule contains a hazy area that
escaped notice until too late to clarify:
27.22 A unit is in supply if it can trace a line of controlled
hexes, free of enemy zoe, between itself and a supply
source. Enemy zoe over the unit and/or the source does
not block this supply line as long as all hexes in the supply
line between the unit and the source are free of enemy ZOe.
Units adjacent to a supply source are always in supply
unless both the supply source and the adjacent unit are in
zoe of the s~me enemy unit.
20
A limitation has been put on DAS. Like ground
support, it may not exceed three times the number
of ground factors defending.
Moving on to naval matters, Istanbul's twofront port status now allows the Turkish Navy to
operate in the Black Sea. For Sea-Escorted SR or
sea supply lines to pass all the way through the
Turkish straits, all four hexes adjacent to the crossing arrows must be controlled.
Fleets at two-front ports may escape to either
front if their port is overrun. You, the German
player, enter Gibraltar. Force H heads for
Plymouth. You hopefully point out that Free
French Oran is much closer. Sorry-you lose. The
owner of the fleets has his choice of front-within
the chosen front he must then flee to the closest
friendly base.
At all straits containing crossing arrows, fleets
may not move through unless both land sides are
under friendly control. They may move into, as
distinct from through, an uncontrolled strait to execute a mission.
Fleets based in the U.S. box may:
-invade and bombard only if no friendly port
exists on the Western Front.
-sea transport only when Axis units are adjacent to all friendly Atlantic ports (thus making sea
escort impossible).
-carry supply only if both London and Paris
are Axis-controlled or isolated from Atlantic ports.
-intercept at maximum range, after U.S.
entry.
A U.S. fleet may initially move from the U.S.
box to Europe only during SR, as an initially
deploying unit. Once having done so, it (and other
Allied fleets) may freely move to and from the U.S.
box during movement or SR phase. It is not again
counted as an initially deploying unit if it returns to
the U.S. box and subsequently leaves there by SR.
U.S. fleets which have not yet initially deployed
may nevertheless sail during combat or SR phase,
but must return to the box at the end of the phase.
Shore bombardment has been sharply curtailed.
It may be used only against hexes being invaded by
sea, fortresses, and one-hex islands. To kill off a
misconception that has plagued rule decipherers:
fleets never bombard into an adjacent hex-rather,
they enter the water portion of the same coastal hex
they are bombarding. French and British fleets cannot, as some previous articles have implied, bombard the same hex before 1942 by remaining in
separate, adjacent hexes.
Both ports involved in a sea transport mission
must have been friendly at the start of the player
turn. (The paradrop followed by sea transport tactic is dead.) A given sea transport mission may load
units at more than one port, but it may discharge
them at only one port. Attacker can of course move
more than one such mission. Embarkation costs
ground units no movement factors, debarkation
costs one-but enemy armor adjacent to the port of
embarkation limits movement normally; embarkation would cost 2 MF in such circumstance, even if
both naval unit and transported unit begin their
turn in the same port hex. Unsupplied units can't be
sea transported because of the debarkation cost.
Transported air units must have started their turn in
the port of embarkation; they treat the port of
debarkation as their new air base but cannot fly
counterair missions therefrom (sequence of play
problems result otherwise), and any intended
ground support mission or attack on naval units in
port must be announced when attacker announces
his other air missions.
Invading fleets may use any surplus factors (not
required to carry their ground units) for bom bardment. Invading units must start their turn in a port,
and the fleet that carries them must be based in the
same port. (It could change base during movement
phase to get there.)
EXAMPLE: Two 9 factor fleets carry a 4-5 armor unit and a 1-3 in~
fan try unit. Only 15 naval facotrs are required to carry the ground
units; the other three may provide one factor of Shore Bombardment.
w
ment. Russia and Britain both want to build partisans in Greece. Britain has ground units closer.
She gets to build two and has first and third choice
of placement; Russia gets one and second choice. A
partisan unit is controlled and moved by the nation
that constructed it. "Russian" and "Western" partisans can't stack or attack together. A partisancontrolled hex is controlled by no one for victory
condition purposes.
So how do you get rid of a partisan on an objective hex? Unless you constructed it and therefore
can move it, you don't! This allows some
underhanded play in a close multi-player game:
"Russian" partisans sitting in Marseilles or Lyons
to deny it to the Western Allies; "Western" partisans in Belgrade to frustrate the Soviets. This can
be regarded as simulating in a small way the struggles within the liberation movements for postwar
political control. The Axis may also face
choices-given the relative victory prospects of the
opponents, it may sometimes be better to pass up a
chance to attack a particular partisan.
Axis variant 2 (Irish resistance) now has no effect if any part of Ireland is under Axis control
when it is played.
In order for variant 4 (Spain) to be played, Italy
must be at war with a major power and France must
have been conquered.
Variant 5 can now activate all four Axis minors
early. It is no longer played at a specific time point,
Germany must have conquered France and be at
war with Russia.
Variant 8 (reduction of U.S. initial deployment)
is playable if submarines outnumber ASW by a 3-2
ratio. This was lowered from 2-1 because of the
strategic warfare changes.
Variant 10 Uet fighters) has the additional effect
of raising the German air combat roll modifier to
+1.
Allied variant 3 (Free French) is void if France
falls before winter 1940, and if it is played, Free
French armor, air and naval units may not be
reconstructed if lost in combat.
Allied 5 had drawn some criticism: all other
variants represented something that might have
happened-but this one represented something that
did happen, and Britain unfairly was being deprived
of her 50 four-stackers. On the other hand, Britain
normally can build only four (rarely five) ASW in
1940. The ancient destroyers can hardly be said to
have tripled her ASW capacity, as they used to in
the game. The outcome:
U.S. Navy makes full commitment to protect
shipments to Britain from unrestricted submarine warfare.
Allies lose only two BRPs (instead of three) for every surviving submarine factor in Strategic Warfare resolution for
the remainder of the game. Play only in 1941 YSS for immediate resolution.
Allied 6 (U.S. Navy in Atlantic) has the additional effect of raising the U.S. naval combat die
roll modifier to + 2.
I'll have more to say on the subject of variant
counters when we publish our THIRD REICH
feature issue. Making the variant counters part of
the game as opposed to an optional rule has obviously increased their importance. To counteract
this increased role we feel there should be an even
wider selection of variants which might occur
-thus decreasing the likelihood of any particular
one being drawn-and we have a number of good
ones to add to the current list.
The intelligence rule is completely new and owes
its existance at least in part to a desire to give players
a chance to overcome the increased role of fate encompassed in the now mandatory Variant Events.
One player per side may spend five BRPs during
each construction phase to roll two dice on the
following table:
21
dice
results
12+ The opponent's variant counter is nullified if not
yet played. It cannot be replaced.
11 The opponent's variant counter must be disclosed.
10 A nation of your choice loses an amount of foreign
aid equal to (but not exceeding the amount of aid
already given) the roll of a die in anyone Minor
Country of your choice.
9 You may draw one unused variant counter. This
variant counter must be returned to the unused
variant counter pile for a possible redraw by either
side. The counter has no effect beyond its value as a
clue regarding the possible identity of the oppo-
roll
nent's variant.
6,5
4
minor by variant counter and fails, he can keep trying. Although the Spain variant is normally played
only in Spring'41, it can be retained and tried again
if Allied foreign aid prevents its play that turn.
Through much of the war both sides devoted a
good deal of diplomatic effort to courting Turkey.
Turkey finally did enter the war in February 1945,
when Axis forces were no longer on her border and
no one but Hitler doubted the outcome. Turkey
may now become a British minor ally under the
right circumstances:
-Allied ground factors in the Mediterranean
Front exceed Axis ground, and Allied naval factors
based on the Med exceed Axis naval. (Italy counts
as Axis, whether neutral or not.)
-Allies control at least seven of the Mediterranean Front objective hexes.
- Turkey is still neutral.
(As mentioned earlier, Turkey, if attacked,
automatically becomes a minor ally of any intervening power.)
35.5 A sea supply route through one or more of the following ports: Antioch, Beirut, Haifa, and Port Said, would
also be limited to a maximum of 18 factors and this limit
would include Italian and Spanish units as well. The 18 factor limits do not apply to factors which can trace an
overland supply route to any non-Libyan port source (i.e.
through Turkey or Persia to some source of supply). The
Allies can decrease this maximum limit in a similar manner
to which Malta acts on Libyan supply sources if they have
an air unit on Cyprus, Crete or Rhodes or more naval factors stationed in the Mediterranean east of the Suez Canal
than the Axis. Should the above situation arise the amount
of supply the German could draw through one or more of
the above ports is limited to the 18 factor limit minus one
factor for each Allied air factor on Cyprus, Crete or Rhodes
or within four hexes of the Axis port, and minus one factor
for each Allied naval factor stationed east of the Suez
Canal. Note that if the Allies stationed two 9-factor fleets in
the Mediterranean east "I' the Suez Canal no Axis units
could be "supplied" through the port. NOTE: Axis units
are never automatically in supply solely because they are
within the limits of this rule. Supply must still be provided
by Axis fleets to the respective ports.
Loss of Gibraltar or of Suez/Alexandria now
costs Britain 25 BRPs each-if she loses both, she
loses 50 BRPs altogether. If Gibraltar is lost,
Egypt's ports may support only four ground units
and four air/naval counters. These limits wouldn't
apply to units in the Mediterranean that were able
to trace supply to some other source, for example a
controlled Ankara or Madrid, or a sea supply line
from Britain to a north Spanish port and across
Spain. But the limits do apply to units at Malta,
even though Malta is a fortress.
Units may SR through the strait if Gibraltar is
controlled, regardless of enemy forces on any hex
near Gibraltar. This is unchanged. They may also
SR into Gibraltar (remaining there) regardless of
adjacent units. The converse is not true; enemy
units may not SR into hex Z8. Gibraltar may be
bombarded or invaded from either front and sea
transport missions from either front may land
there.
At Suez city, displaced fleets must escape to the
Mediterranean if the canal is usable and Gibraltar is
not hostile. If either condition does not apply, they
may escape to the Western Front, but they don't
reappear until their side's next SR phase, and then
at SR cost.
Whenever a hostile unit enters a canal-side hex,
the canal becomes inoperable and cannot be used
again until one side or the other has controlled all
canal-side hexes for two complete game turns. (This
rule also applies to the canal at Kiel-the two ports
are usable, but only as one-front ports until the
damage is repaired.) Either side may use the SuezWestern Front Sea Escort SR route (throughout the
game) at double SR cost, but the Allies may prevent
the Axis from using it by removing one 9-factor
fleet from play. (This simulates a Red Sea blockade
force.)
22
die is rolled to see if the air factor survives. The air factor
survives on any die roll less than "6". There is a + I die roll
modifier for every accompanying 9-fastor fleet providing
protection (i.e. not needed for transport of BRPs) if the
convoy does not scatter.
42.44 For each submarine factor in excess of escorting
ASW factors, 3 BRPs are lost from the convoy (4 if convoy
scatters). Submarine and ASW counters are mutually
eliminated as in SW resolution in whatever ratio was in
force during the YSS of the current year.
Germany's required 25-factor commitment to
the Eastern Front has been reduced to 20, but must
be composed of ground and air only. It must be met
at the end of each German movement phase and
player turn. (The same principle has been applied to
Britain's 10 factors in Ireland when the IRA variant
is played, and to the 45-factor Axis post-conquest
garrison in Russia.) This pretty well ends the German tactic of basing air in the east, staging it west to
France and then SRing back; although it is still permissible for Germany to move or SR units into the
East in order to allow other units to exit during the
same phase. The penalty for a German shortfall is
lifting of the prohibition on Russian declarations of
war. If Germany falls short of the 45-factor requirement the penalty is more elaborate: Germany must
abandon one Eastern Front objective hex of her
choice and return it to the Russian player, must lose
15 BRPs as penalty, and may not use SR for any
purpose other than to correct the shortage until the
45 factors have been reinstated.
Russia may not cross the partition line in Poland
until at war with Germany. Germany may, but must
withdraw to her own side as soon as Poland falls.
If a reckless Nazi declares war on Russia before
Russia declares war on East Europe, Russia may
enter any part of Poland without further ceremony.
Neither Russia nor Germany may enter the Baltic
States until one of them spends 10 BRPs to declare
war on that area. Bessarabia remains a permanent
part of Rumania.
If neither Russia nor Germany deigns to declare
war on East Europe by the end of spring 1940,
eastern Poland belongs to whoever controls Warsaw. The Baltic States become a separate area
worth 25 BRPs, and Bessarabia again remains part
of Rumania.
Previously Germany could evade much or all of
the effect of the Russian Winter rule by arranging to
declare war on a fall or winter turn and having few
or no units across the original Russian frontier at
the onset of winter. This rule is now applied to the
first winter following German declaration of war
on Russia, and Russia may even then be able to
postpone the first winter effects. Four dice are
rolled at the beginning of the first winter following
declaration of war. If the dice sum exceeds the
number of non-Finnish Axis units east of the
original border, Russia may choose to postpone
first winter effects until the following winter.
All pre-1942 restrictions on France-British
cooperation apply equally to cooperation between
Russia and the Western Allies, throughout the
game. The prohibition on combining to attack the
same hex is retained. Neither may give the other any
type of air or naval support, neither may draw
supply from a source controlled by the other, and
neither may use air/naval bases controlled by the
other. No more than ten factors of Western Allied
units may ever be in Russia, and even these would
have to be able to trace their own supply from a
Western-controlled source.
If the Axis declare war on their fellow fascists in
Spain, their good will with other authoritarianinclined regimes plummets. Axis variants 1,3,5 and
7 are cancelled if not yet played, and the Axis must
roll six or higher with one die (as opposed to I) to
activate a minor ally.
Corsica becomes Vichy upon the fall of France.
Although Free French colonies yield BRPs to
Britain, Vichy colonies do not yield BRPs to the
BRP CALCULATIONS
The BRP calculations necessary in a year
start sequence are one of the more difficult
portions of the rules-both old and new
rules-for a new player to grasp. They have not
been changed, and are summarized here:
Previous Base
ADD previous year's leftover BRPs
multiplied by the nation's growth rate (omit this
in 1940 YSS)
SUBTRACT any BRP deficit resulting from
SW losses
NEW BASE
ADD BRP value of appropriate minor countries, conquests, etc. Germany only: add Moscow/
Leningrad BRPs if controlled.
ADD (in 1940 only) 1939's leftover BRPs
multiplied by growth rate.
SUBTRACT any BRP deficit not caused by
SW losses.
Russia only: SUBTRACT Moscow/
Leningrad BRPs if not controlled.
YEAR START TOTAL
SUBTRACT any BRPs spent for SW con-
struction
THIRD REICH '81 is available now in a revised 3rd edition box for $16.00 plus 10% (20070
Canadian; 30% overseas) postage charges from
Avalon Hill. Those wishing only to update their
old game may order the parts separately (mapboard $8.00, rules $2.00, scenario cards $2.(0).
Maryland residents please add 5% state sales tax.
23
8-9
10-12
Turret
Upper Hull
Lower Hull
Suspension or Track
In our system, front, side and rear hits would all use
the same chart, which is a gross simplification but
speeds things up considerably.
The simplified handling of turret mantlet and
frontal face hits will be handled as part of the
damage determination, where a lot of the separate
steps previously required will be wrapped into a
number of very basic assumptions.
Having done away with the automatic ricochets,
the next step is to work them into the damage
system. As previously noted, the tendency of shells
to bounce should be a function of how much their
penetration exceeded the armor they hit. More particularly, consider the following data that was
derived from U.S. Army Field Manuals:
Angle of Hit
Increase in
Armor Resistance
30
45
60
25"10
70"10
160"10
0
0
6O~
Figure 2:
24
To get into it a little deeper, the arc in which
flank shots are defined extends for a range of 120
degrees, twice that of the frontal arc. Since getting a
flank hit often spells doom for the poor target, the
relatively liberal range of flank hits makes careless
placement a deadly game.
FRONT
SIDE
SHOT
FRONT
SHOTS
Suspension Hits
If TOBRUK were taken literally, the answer to
the King Tiger would had to have been the Bofors
anti-aircraft gun. What better tactic could one
think of than attacking the most heavily armored
beast on the battlefield, one which could defeat hits
by any gun, with a weapon that almost always
would blow the tracks off the Tiger II. Once the
giant were immobilized, the assault would peter
out, and artillery could bury the enemy panzer.
As it stands now, track hits always immobilize,
which is a very simplified version of the truth, if
ever there were one.
Logic would tell us, right off the bat, that a
track capable of carting around a seventy ton tank
would sometimes be able to ward off hits by Y2 inch
anti-tank rifle shells, let alone shells with practically
no penetrating capability at all. While nothing in
North Africa approached a King Tiger (or even half
of one), the assumption that Bofors, anti-tank rifle
and 20mm hits would always tear apart tracks and
bust wheels is just too general and weak.
Without getting into considerations of relative
track strengths, one can put together a reasonably
detailed and realistic model by assuming the following:
Weapon Type
ATR's
Up to 41mm
Up to 57mm
Up to 90mm
Roll to
Immobilize
2-4
2-5
2-8
2-10
Notes
20mm Breda,
PzKw II gun
2pdr., Bofors
6pdr.
Included here is 25 pdr.
PzKw IIIh
Aspect
Gun
Front 2 pdr.
Front
37mm
Front
6 pdr.
Front
75mm
Front 25 pdr.
PzKw IIIj
Front 2 pdr.
Front 37mm
Front 6 pdr.
Front 75mm
Front
50mm
Short
(APCR)
50mm
Long
50mm
Long
(APCR)
Matilda II
Front
All
Front 50mm Short
(APCR)
Front 50mm Long
Side 50mm Short
(APCR)
Side 50mm Long
Valentine
Front 50mm Short
(APCR)
Front 50mm Long
Side 50mm Short
(APCR)
Side 50mm Long
YS.
UH & LH
~r
7 hexes
YS.
UH & LH
4 hexes
YS.
TU R
!'
YS.
YS.
YS.
:.
t.
'
'.
f
(
25
Instead of rolling for every shot, why not roll
once but allow for multiple hits?
For example, a weapon with one shot rolls once
for a hit, but if two shots are called for, rolling the
hit score obtains one hit, but rolling two above the
hit score results in two hits. Three above the hit
score allows three hits (given a ROF of 3, of course),
etc. Say a PzKw IIIh is firing on an acquired
Crusader, and needs a hit score of 6 for a successful
shot. Then here is how the dice rolls would be interpreted:
Number of Hits
2-5
None
6-7
One Hit
8
Two Hits
9
Three Hits
1O-l2
Four Hits
If the ROF had gone up to six, then the chart
would have been extended.
Note that while this chart does not strictly relate
the probabilities of throwing individual rolls to the
percentages presented on the table, it has enough
"saving graces" to excuse the differences. For one
thing, a weapon with 35 shots will never score more
than six or seven hits (depending on the hit score),
which not only saves your wrist from future
arthritis pains, but assumes multiple hits on one
target section will not create the additional mayhem
that more rolls would require. Cutting down on the
plethora of hits has got to liven things up.
Roll
'.
Visibility
While the good old 88 is- quite capable of hitting
targets out to 1600 meters and beyond, many
British tankers commented on the fact that glare,
dust and whatever often limited visibility to 1000
meters. In addition, some targets, like infantry on
foot, just can't be seen beyond 500 meters, especially
if they're stationary. Add on to this the fact that
hedgehogs, weapon pits and other defensive positions were often camouflaged, and one can appreciate the fact that Rommel did not look on his
TOBRUK board and count hexes to see where his
troops were to go.
The following rules are very basic, and simple,
but help to bring the problems of visibility into the
game;
I. No fire may be directed at weapons in
hedgehogs, weapon pits or other depressed cover
until the turn after they open fire.
2. Camouflaged weapons that are in depressed
cover will not be detected until the enemy is in the
same hex.
3. Towed weapons in the open cannot be fired
upon until the nearest radio equipped unit is ten
hexes away ("88s" and other large guns are treated
as vehicles in the open, and guns in the open when
they're in depressed cover).
4. Infantry on foot are invisible if more than
eight hexes from an enemy unit.
Range Measuring Ruler
Counting hexes can sometimes be a real drag,
and range determinations are really speeded up by
using a ruler. Just take a piece of cardboard, about
16 inches long and I-liz inches wide, and using one
of the maps layout the one-hex intervals (basing the
lengths on center-to-center distances). When
measuring, anything more than a full hex is rounded
upwards.
This is a relatively simple thing, but when all of
the end runs mentioned in this article are used, the
end result is a streamlined game of TOBRUK that
becomes considerably more playable and
enjoyable.
Conclusion
As this article has stated several times, these suggested revisions are put forth primarily to get
players into an experimenting mode, and are not intended to be the final word on the subjects. With
time, any system will naturally grow old, stale and
behind the times, and by occasionally reviewing recent accomplishments and concepts the old can be
revived, and brought into a competitive position
with the best of the new.
MICROCOMPUTER GAMES
UPDATED
The Microcomputer Game Division of Avalon
Hill has expanded its line to provide cassette
programs for the ATARI 800 as well as diskettes
for the TRS-80 II, APPLE II, and ATARI 800
computers.
All four cassette versions come in the same
package; unless specified otherwise below; that is
TRS-80 II, APPLE II, PET, and ATARI 800 versions are spaced at intervals on the same tape.
Diskette versions come with only one version to a
package so it is important that you specify the
computer you intend to use the program for as
well as noting the varying memory requirements
of the different programs. A complete listing of
Microcomputer offerings follows.
B-1 NUCLEAR BOMBER is available in 16K
cassettes for all four computers for $15.00. A 32K
diskette is available for the TRS-80 and APPLE,
and a 24K version for the ATARI for $20.
MIDWAY CAMPAIGN is available in 16K
cassettes for the TRS-80, APPLE, and PET and
32K for the ATARI for $15. 32K diskette versions
are available for the TRS-80 and APPLE, and a
40K version for the ATARI for $20.
NORTH A TLANTlC CONVOY RAIDER
and NUKEWAR are available in 16K cassettes for
all four computers for $15 each. 32K Diskettes for
the TRS-80 and APPLE, and a 24K version for
the ATARI are available for $20.
PLANETMINERS is available in 16K cassettes
for the TRS-80, APPLE, and PET and a 24K version for the ATARI for $15. 32K diskettes are
available for the TRS-80, APPLE, and ATARI
for $20.00 each.
LORDS OF KARMA is available in 48K
cassette for the TRS-80, 32K for the APPLE and
PET, and 40K for the ATARI for $20.00. 48K
diskette versions are available for the TRS-80 and
APPLE only for $25.
COMPUTER ACQUIRE is available in 16K
cassettes for the TRS-80, APPLE, and PET for
$20. 32K diskettes are available for the TRS-80
and APPLE for $25.
CONFLICT 2500 is available in 16K cassettes
for the TRS-80, APPLE and PET, and a 32K version for the ATARI for $15.00. 32K diskettes are
available for the TRS-80 and APPLE, and a 40K
version for the ATARI for $20.
MAJOR LEAGUE BASEBALL is available
in a 16K cassette version for the TRS-80, and a
32K version for the APPLE for $25.00. A 32K
diskette for the TRS-80 and a 48K diskette for the
APPLE are available for $30.00.
EMPIRE OF THE OVERMIND is available
in 48K cassettes for the TRS-80 and APPLE and a
40K version for the ATARI for $30.00. 48K
diskettes for the TRS-80 and APPLE are
available for $35 each.
TANKTlCS is available in 16K cassettes for
the TRS-80, APPLE, and PET and 24K for the
ATARI for $24. 32K diskettes for the TRS-80 and
APPLE, and a 40K version for the ATARI are
available for $29.00.
26
By James C. Gordon
DF + lor 2
Cross Country MF - V<
Truck
MF - Y,
DF + 1
2MF-I
AF&MF + 2 Amphibious
MF-V<
Carry "T"
MF X 2
MF-V<
Special Infantry MF x 2
Wire Guidance DF - Y,
AF + 2 or 3
27
Bridges have totals equal to their DF (24), if they
are in place at the start of the game. Otherwise, their
cost is according to their construction time. Normal
Bridges taking 60 turns, Infantry Bridges 5, and
Cuts taking 40 turns to place in the same manner.
With the individual unit point totals established, there are still several aspects of any potential
scenario remaining to be qualified. These can be
divided into three sections. First, there are the
determinants prior to the initial setup, including
Morale levels, number of turns to be played,
number Of boards to be used and their configuration, and, most importantly, the total number of
points available to each side to use in selecting units.
The second group involves initial deployment, and
any factors that take place during play, such as late
entry, air strikes, etc. Lastly, there are the objectives, conditions, and levels of victory that each side
is striving for.
The Morale levels to be used can also be
accorded a point total, requiring each player to
"purchase" them as they would regular units. The
Israeli player picks first, and can choose either A or
B; the Arab player can select B, Cor D. The costs of
these levels are equal to the number of chances for
that side's units to become undispersed, using the
levels available to them (9, 7, 5, 3,), multiplied by
two, for the two different types of units (infantry,
non-infantry) on the Morale chart. An alternate
method is to multiply the total number of units that
each side selects by the percentage of favorable rolls
(75010,60%,40%,25070), and use that as the Morale
cost; an opposite approach to this item is to apply
the cost of the morale level chosen, not as a total
subtracted from those used to obtain units, but as
the starting victory point total for the opponent.
The number of boards, their configuration, and
the number of turns are probably the most arbitrary
items. This can easily be left up to the whim of the
players, depending on how large a scenario they
wish to play. In lieu of this option, all three parts
can be determined by a roll of the die:
die roll
number of boards
23456
22334
die roll
number of turns
23456
10
12
12
15
20
1-2
width
3-6
length
Point totals for both sides can also be set randomly by the players, 500 or 1000 is the total suggested in earlier articles, although the pieces inAIW
tend to be "priced" somewhat higher on the
average than those in PBIPL. If a systematic
method is desired for setting the point total
available at start, the idea of a die roll index can be
applied using two die rolls, instead of one, to increase the possible spread of results:
first
die
roll
1
2
3
4
5
6
1
500
600
700
800
900
1000
5
2900
3000
3100
3200
3300
3400
6
3500
3600
3700
3800
3900
4000
1'-34/85
1'-55
T-IOM
1'-62
Centurion III
1'-34/100
SU-lOO
PT-76
106mm RR on jeep
Infantry
Commando
Combat Eng.
Const. Eng.
107mm RG
l7tbr ATG
85mm ATG
30
37
39.5
40
50.5
39
48.5
28
32.5
22
19
23
12
24
20
22
Sherman 50
Sherman 51
Sherman 5 I Hv
M-48A5
M-60AI
Centurion Vlli
Patturion
90mm ATG on M3
AMX-13
Armored In fantry
Scout Jeep
106mm RR on jeep
45
48
55
66
67
64
66
30.5
46.25
36
15.5
32.5
Infantry
Machinegun
Combat Eng.
Pontoon Eng.
SSII Missile on M3
TOWMI13AI
COBRA
COBRA reload
81mm Mortar
120mm Mortar
Truck
MI13AI
Fort
J.P.
Trench
Block
16
6
5
5
Assault Boats
Minefields
Bridge (At Start)
62
44
30
18
28.75
34.75
46.5
43.5
8
21
16.25
20
21
31
23.5
36
MTU-2 AVLB
GSP Minelayer
PMP Carrier
Shilka SPAA
ZPU-414.7mm
S-60 57mm
122mm OBA
130mm OBA
152mm OBA
180mm OBA
240mm OBA
Basic Air
Jet "A"
MI-8 "G"
MI-8 "(H)"
32
25
15
32.5
22
60
42
45.5
49
73.5
43.5
22/34
41/53
118
86
M3 Halftrack
Sherman Flail
M-60 AVLB
Twin 20mm on M3
251br How. OBA
t05mm How. OBA
155mm How. OBA
Basic Air
Jet "A"
Huey Cobra "G"
UH-I Transportation
19
37.5
28
31.5
35
50/52.5
22/44/46
47/69171
128
84
Normal Bridge
Infantry Bridge
Cut
60
5
40
27
Neutral Counters
5
10/13/15
24
28
by the situations given). An area restriction can be
either within a certain distance from a point, or outside of the same; the most common usage of this is
for a player to deploy within "x" hexes of the board
edge nearest "his" side, or to be at least "x" hexes
away from the nearest enemy unit. Areas surrounding, or one side of, static units or terrain features
can also be used as reference points for this type of
deployment restriction.
With separate groups being used, each one
should be given a different area to deploy in, or else
a different turn of entry. Obviously, the more
boards being used, the more units being used, and
the more battlegroups, static units, and terrain
features being included in the initial deployment,
the more confusing it all gets. But if that weren't
enough, there is still the third major set of alternatives: late entry.
The easiest method to use for determining which
turn the reinforcements will arrive on is to leave it
entirely up to the players; units starting off-board
can enter when ready. This can be used with either
or both teams having units off-board, and with further divison into battlegroups.
A die roll can determine the turn of entry, corresponding to the results for number of boards,
game turns, etc.:
die roll
turn of entry
3
6
4
7
10
91-120
121-150
151 +
Level
Draw
Marginal
Minor
Substantial
Major
Decisive
Defensive
Preserving units bypassed on exit
board
Attacking/capturing Retaining possession
specific hex or unit of specific hex;
preserving unit
Move a majority of Retain a majority
units onto specific
on a speci fic board
board
Prewriuen Air
Opponent's Air
Strikes not used
Strikes used
Moving units across Offense's units not
Canal
across Canal
Using these activities in the victory conditions
can give the players a much harder problem to
solve; one side can be given points for exiting the
map and not using Air Strikes, while the opponent
aims to keep a majority of the forces (more than the
first player( on one board and retain possession of
towns or forts on another. The com binations can go
on and on with each side having any number of options to obtain points; another idea is to give each
side a Defensive goal and an Offensive one, with the
opponent taking the respective opposites.
Offensive
Exiting units off board edge
Attacking/capturing specific hex or unit
Move a majority of units Onto specific board
Prewritten Air Strikes not used
Moving units across Canal
Defensive
Preserving units bypassed on exit board
Retaining possession of specific hex; preserving unit
Retain a majority on a specific board
Opponent's Air Strikes used
Offense's units not across Canal
The unit point totals can be used to evaluate the
level of victory, just as when totaling the points
eliminated by either side, the difference being that
only those units which are successful in their activity
are counted (unless unit point elimination is also included in a combination).
One last variation on determination of victory is
the chance for an early victory, based on a ratio of
the victory points obtained at any given time. The
players keep a running total of the victory points
that each has received from whatever source (unit
elimination or activity), and at any time one side
can claim a victory based on the ratio with the levels
awarded as follows: less than 2-1 ratio equals a
draw, 2-1 equals marginal, 3-1 equals minor, etc.,
continuing up to 6-1 or more equalling a decisive
victory. The players might agree on a starting point
for this quick victory, such as any time after turn
five, or decide to count points after both players
have moved and attacked on a particular turn.
This article has covered a great deal of ground,
some of it useless perhaps, but I trust that most is
not. The possible variations of my own variations
are limited only by desire; the point I have tried to
make is that these might make some interesting
starting places. Contained within this article is more
than enough information and suggestion to keep
even the most dedicated players occupied for a
while, but they probably already are.
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29
By James M. Lutz
More importantly, the major American reinforcements arriving on later turns are held off the
board until either Samoa or Pearl Harbor is recaptured. The Japanese perimeter will be strong and
the POC lead will be so large that the American
player cannot win, even if land based air units
manage to recapture Samoa by basing in the New
Hebrides (provided that port remains American).
The American fleet will be forced to contest at least
one of the areas, and it will be badly damaged. If
this scenario holds up, the Japanese will in effect
have won the game by the end of Turn 3. The
strategy is more risky for the Japanese player in this
version since the American fleet might emerge victorious if it concentrates in one of the two areas.
Such a concentration might permit the American
player to approach parity in terms of air power in a
given area. (If the Japanese keep their carriers as
raiders, the American placement of all land based
air in Samoa to be joined by the American fleet carriers can be countered by sending all the carriers to
the US Mandate). The inevitable carrier exchange
that results would destroy the striking power of the
American fleet, particularly since the fewer
American carriers are at a distinct disadvantage facing a larger number of Japanese CYs and CYLs
with the same number of shots, given the need for a
carrier's airstrikes to attack only one ship.
American surface craft might possibly outnumber
the Japanese surface units, but the attack bonus of
the Japanese cruisers offsets this advantage if it
should exist.
The above two strategies are very compelling
ones for the Japanese commander. A cautious commander will go for the Hawaiian Islands counting
on the loss of Pearl Harbor with its POCs and
repair facilities to give him the needed edge to win
the game. A more aggressive Japanese commander
will try for both the Hawaiian Islands and the
Mandate. Both of these strategies have some minor
problems in some cases as presented, but most importantly, they are based on the American player
responding in a predictable fashion. The American
commander, however, has more options then these
strategies would seem to permit.
Turn I Possibilities or the Chance Factor
One minor flaw in one of the versions of the
strategy as it has been presented is that it assumes
that all the American forces at Pearl Harbor are
destroyed in four air raids. Even a maximum
Japanese effort is unlikely to bottom all the ships
and destroy the 7th Air Force in the first two air
raids. Any surviving craft and the land-based air
can, of course, retreat before the final two rounds
finish off the bottomed ships. Their escape will increase the forces that the American commander has
available to use in Turns 2 and/or 3. A good raid
will manage to sink five or six of the battleships and
one or both of the cruisers. Bad luck could net fewer
ships, leaving even larger American forces available
for deployment.
Occurrences in the Central Pacific on Turn I
can also be important. If su fficient Location Uncertain groups appear there in strength and hold the
area, the Japanese player has to be aware of the
possibility of American ships at Pearl Harbor
and/or Midway raiding into the Japanese Islands or
the Marianas. If the Marianas are not held by the
Japanese, the Philippines must be taken by Marine
assault or else control of Indonesia is threatened.
Thus, the results in the Central Pacific can be important. If the Japanese commander attempts to be
30
The ships based in Australia, Lae, or
Guadalcanal will remain available for the defense
of the Hawaiian Islands and the Mandate on Turn
3. Of course, if the Japanese player is moving on
both areas, they will probably be unable to give aid
in the Hawaiian Islands unless Japanese control in
the Marshalls has also been negated by raiders on
Turn 2. Some of the older battleships might fail
their speed rolls if the decisive action is to take place
in the Hawaiian Islands. Their numbers will be
limited in any event since most available American
ships will be cruisers and carriers which do not have
any speed roll disabilities. II' the Japanese forego attempts to control the Mandate, the ballieships can
always be ret urned to Samoa so as to be available
for Hawaiian Island action.
If the dangers of key raids by the American and
British fleets in the southern areas is not enough,
ships appearing at Pearl Harbor on Turn 2 can pose
yet another threat. These ships, including some carriers can move as raiders on the northern flank. A
raid to the Aleutians saves Allu as an American
port and as a base for land-based air for future
turns. By returning to Dutch Harbor, the American
ships are available to come to the defense of the
Hawaiian Islands in Turn 3 or to move on the
Japanese Islands, alone or in conjunction with a
move from the direction of Indonesia. Their
ultimate use will depend on Japanese dispositions in
Turn 3, but their options cannot help but create
problems for the Japanese player. The raiding
threats to both flanks might be utilized to destroy
isolated Japanese units, thus weakening the forces
available for the climactic battles the Japanese commander is seeking to force. If the Japanese player is
serious about controlling the Hawaiian Islands and
perhaps the Mandate, the lost POCs in various
other areas may offset the disabilities that the
American player will suffer from the lack of his
major repair facilities.
The Japanese player who is committed to one of
the variations of the ideal strategy may ignore the
raiding possibilities presented by the above dispositions of the existing American forces. He may
decide that if he controls both Samoa and Pearl
Harbor and prevents the major American fleet reinforcements from arriving, he can deal with the fleet
forces and the few American land-based air units
that will keep reappearing, even if these land-based
air units have a multitude of areas that they can contest. The arrival of limited reinforcments for the
American late in the game (if Samoa is reconverted)
may give the Japanese player time to gain enough
POCs in the other areas and whittle down the Allied
forces.
Depending on ship losses in the battles for the
Hawaiian Islands and the Mandate, a relatively
small Japanese POC lead may not prove to be
enough to win the game, particularly if the
Americans have a raiding lane open to key Japanese
held areas. With the American player always moving second, it is not clear that a decimated Imperial
Japanese Navy will be able to hold off weak Allied
units. The key battle may become the contest for the
US Mandate in Turns 5 and 6 by the American land
based air units that will have reappeared. Thus,
Turns 5 and 6 can be critical, as much so as Turns 2
and 3, at least if the New Hebrides is not lost to invading Japanese marines. The appearance of
American rein forcements as late as Turn 7 could
still turn the tide against the Japanese player who
has only a relatively small lead. If a mutually
destructive battle has occurred, the American reinforcements will tip the balance even more than if
they join a largely unhurt fleet.
The net effect of the dispositions outlined above
is that the Japanese player may still try to follow the
ideal strategy and it might still work, but if it fails,
the game is likely to be lost on the spot. Failure to
negate the arrival of American reinforcements
31
Table I
Table 2
American Counter
Raid north from Pearl Harbor
Threaten Indonesia and South Pacific from
Australia
Continue raids on Turn 3
Possibly contest Hawaiian Islands with landbased air on Turn 3
Threaten Control of the Marshal Islands
Raid as above on Turn 2
Land-based air unit to attempt to sink or disable
marines on Turn 2
Continue raids on Turn 3
Possible counterassault on Johnson Island with
Ist and 2nd Marines on Turn 3 combined with
land-based air defense of Hawaiian Islands
32
AVALON HILL
BEST SELLER LIST
As is our custom, we once again present the
sales rankings for the Avalon Hill game line based
on totals for our 1980 Fiscal Year which began
May '80 and ended April '81. Figures for the All
Time list include all versions of a title sold to date
provided the game system has not changed over
the years. D-DA Y and FOOTBALL STRA TEG Y
for instance have collectively gone through eight
different editions, but are considered to be
basically the same game. GETTYSBURG, on the
other hand, changed drastically in each of its four
versions and is therefore omitted from the list
even though the collective totals of its many versions would ordinarily qualify for 10th place.
Note that the current edition of BA TTLE 0
THE BULGE will soon disappear from the list
when it is replaced by the new version which constitutes an entirely new game. Titles are placed on
the All Time list only after having sold in excess of
100,000 copies while under Avalon Hill ownership. Sales rankings do not include sales made by
a different publisher.
by Alan R. Moon
Rank Title
I. SQUAD LEADER
2. FACTS IN FIVE
3. WIZARD'S QUEST
4. MAJOR LEAGUE BASEBALL
5. PAYDIRT
6. PANZER LEADER
7. OUTDOOR SURVIVAL
8. TACTICS II
9. FORTRESS EUROPA
10. ACQUIRE
II. CRESCENDO OF DOOM
p. WAR & PEACE
13. DIPLOMACY
14. PANZERBLITZ
IS. BOOK OF LISTS
~6. FOOTBALL STRt\I~GYrn_.,.'"~_
17. FEUDAL
18. CROSS OF IRON
~9. INTERN
~O. THIRD REICH
1979
Rank
I
2
3
4
5
6
8
7
9
11
33
Strategy in Diplomacy
By Lewis Pulsipher
and the Barents Sea enables Russia to have some influence in the western sphere. The central route,
between Germany on one hand and Austria and
Russia on the other, looks short but is rarely used
early in the game.
Normally the game revolves around efforts to
dominate the two spheres. Early in the game a country rarely moves out of its own sphere-it can't
afford the diversion of effort until the conflict in its
own sphere is resolved. However, the country or
alliance which gains control of its own sphere first,
enabling it to invade the other sphere, usually gains
the upper hand in the game as a whole. A continuous tension exists between the need to completely control one's own sphere and the need to
beat the other sphere to the punch. Commonly, two
countries in a sphere will attack the third, attempting at the same time to arrange a long indecisive war
in the other sphere so that it will be easy to invade
later. Sometimes the two countries will fight for
supremacy before the winner goes on to the other
sphere; more often, the players of the other sphere,
becoming aware of the threat from the other side of
the board, will intervene and perhaps patch up their
own differences. Poor Italy is trapped in the middle. Naturally an alliance which endeavors to
dominate a sphere wants Italy to move into the
other sphere, probably to establish a two vs. two
stalemate. And the odd man out in a sphere turns
first to Italy to redress the balance of power. In
34
books and fanzines about DIPLOMACY. I will
describe the two major lines, which roughly coincide with the two spheres (and not by accident!),
and you can find variations ar.d other lines by
studying the board. (U = unit, that is, either army or
fleet)
Eastern Line: A Vienna, A Budapest S Vienna,
A Trieste S Vienna, U Venice, U Rome, U Naples S
Rome, F Adriatic S Venice, U Apulia S Venice, F
Ionian, F Eastern Med. S Ionian, U Sevastopol, U
Rumania, U Bulgaria S Rumania, U Armenia S
Sevastopol.
35
quired. Fortunately, Austria rarely interferes early
in the game (nor should Germany waste effort in the
eastern sphere) and conflicts with Russia are rare if
Germany concedes Sweden.
A common opening is F Kiel-Denmark, A
Munich-Ruhr, A Berlin-Kiel. Kiel-Holland or
Munich-Burgundy are also common.
*****
OBJECTIVE ATLANTA
Progress on the Avalon Hill revision of OBJECTIVE: A TLANTA has understandably been slow
due to the great number of other projects I am involved with. However, the rules are currently
undergoing a massive revision which I feel is
necessary to eliminate out-of-date and obscure terminology. The rules will also be presented in a more
clearly defined format. After this has been accomplished to my satisfaction I will begin work on
redesigning the charts and organization displays.
The counters and mapboard I also intend to discard
as I want to introduce standard period symbolism
onto both items. As far as graphics are concerned,
my plans include color-coding the counters to
distinguish the units and their various functions.
The mapboard I would like to airbrush and, if it goes
well, should be a vast improvement over the
original.
... D. A. Sheaffer
GUNSLINGER
GUNSLINGER is in final playtest at last. Production delays and an unexpectedly large number
of suggestions and comments from enthusiastic
playtesters have led to our missing the early summer ORIGINS deadline, but the final game will be
out later this summer. Actually, the fulsome
response might have been expected, for GUNSLINGER is a completely new tactical
system-and nothing generates enthusiasm and
discussion like novelty and tactical systems. The
basic game is a straightforward system that explains combat in split-second showdowns. Additional rules add stalking for longer periods of time,
campaigns that combine showdowns into longer
games and role-playing rules that allow the players
to develop their characters from game to game.
The result is a simple, fast game that can be extended into a longer, more serious game for roleplaying enthusiasts and gaming clubs.
MAGIC REALM
The initial rewrite of the MAGIC REALM rules
has travelled strange paths. Many people have offered some intriguing suggestions for improving the
game, so rather than simply rewriting the rules as
we planned last summer, we are reorganizing and
adding to the presentation. With the gunfighters
fading into the sunset at last, we should start a
playtest of the new MA GIC REALM rules sometime
this summer (yes, we will playtest the second edition rules). Players who are familiar with the existing rules will find the overall game unchanged,
with some very nice changes to the details of play
here and there. The delay comes from these
changes and the reorganization in the presentation.
ALPHA OMEGA
The biggest problem with ALPHA OMEGA is
restructuring the game to fit the Avalon Hill format
(have you seen the size ofthose maps?). It is a good
deal like fitting a quart of water in a pint bottle
without losing anything. We're working on this, but
progress is problematic with other projects intruding. Fortunately, the game system is quite
Continued on Pg. 41
36
Figure 1:
by lim Stahler
...
---------~;.....----~~-------..,""c-------,
37
AI5
'ARACHUTE
er including HQ's)
The next hex, 121, is a clear terrain hex. It is undoubled, which makes it easy to attack, and easy to
counterattack. The 6/2 Parachute Regiment protects the hex from airborne assault. The Allies can
attack it with at most two armored divisions and
aircraft, for a total of II factors. Since we have
three static divisions defending it, the Allies are one
factor short of a 2-1 attack. We will be seeing a lot
of this one factor shortage up and down the coast.
In case the Allies do make a successful 1-1 and gain
a toehold, they can be annihilated by 2SS, 6/2
Parachute, 5 Parachute, 84 and 85 Infantry, and a
few of the omnipresent static divisions, with at least
18 factors, enough for a 3-1 against an armored
division supported by defensive air. L21 is not a
healthy place for the Allies in June.
lYRE
FANTRY PARACHUTE
6
Figure 5: Counterattack
VS.
38
France, our primary goal is to bottle up the Allies in
a small area, rather than hold all the beaches and relyon counterattacks.
Normandy is the site of the actual invasion, and
for that reason you can expect some Allied players
to invade Normandy. After all, if it worked for
Eisenhower, it should work for me. We will make
that a lovely trap to fall into.
The key feature of Normandy is that it is a small
peninsula, with good defensive terrain at the base.
Our strategy consists of strongly defending the base
of the peninsula against the initial seaborne invasion, and then to hold it against land attack from
any beachhead that may be established. The key
hexes to hold against the seaborne invasion are
Caen and Bayeux. Five factors on each, doubled
because of the cities and surrounded by antiparatrooper defense, are sufficent to prevent I-I
odds. At 1-2, the Allied player would almost certainly be tossing away two infantry divisions, and
he usually won't take the risk.
Part of the paratroop defense is the 12SS on
Carentan, which serves a dual role of defending
R34 and S35. The Allies can land at these hexes, but
will have to fight to stay. The best that they can get
against the 12SS is four infantry divisions, two airborne in T35, and an air factor, totalling 23 factors,
one short of2-1. Cherbourg must be held by a static
division. Not only does that serve to slow down the
Allies, but it prevents them from landing a
paratrooper in Cherbourg in conjunction with a
landing in Brittany or Le Havre, giving them two
beachheads for the price of one.
A likely attack on Normandy would involve
landing all around Cherbourg, and using airborne
divisions and tactical air to gain 30-6 (5-1) odds
against Cherbourg. Soaking off against 12SS from
S35 and attacking Cherbourg from R34 will force
the Germans to evacuate Carentan or come out into
the open to fight for it. I advise retreating to an impregnable line along the Vireo
The key cities are now Bayeux again, and St. Lo
and Avranches. Hold these with your armored
strength nearby, protect them against
paratroopers, and worry mainly about the second
invasion. The Allies will have a tough time getting
even a 1-2 anywhere, to make carpet bombing
useful. See Figure 6 for the German defense at the
end of Turn I, and note that there are plenty of reinforcements on the way. A Normandy invasion will
be bottled up with the cork welded on.
~our
39
The problem of defending Bay of Biscay is; how
to defend a long stretch of beach with only a few
mobile units that won't be trapped if the action is
elsewhere. My solution is to hold the cities of St.
Nazaire, Nantes, La Rochelle, and Bordeux, using
only medium Panzer formations (4-4-4's) and a
couple of static divisions.
St. Nazaire can at best only be attacked at 2-1 by
two infantry divisions, the airborne division, and
air support. Since it is a fortress, units can be pinned
inside it, and there is a lot of counterattack strength
next door in Brittany. Nantes can only be attacked
at I-I, and losing Nantes is meaningless if St.
Nazaire holds, because the Allies can use Nantes as
a port only if they own St. Nazaire and the far bank
of the lower Loire.
La Rochelle is more promising, but the Allies
can only get a I-I attack here also. A victory here
would put the Allies solidly ashore; a defeat here
would effectively eliminate the first invasion. If the
Allies are going to risk it all on one die roll, they
would be wiser to do it in the North Sea or the Pas
de Calais, not in the Bay of Biscay.
Bordeaux is the soft spot of the German
defense. Here the Allies can make a 3-1 attack (see
Figure 9) without fear of counterattack or of being
easily bottled up. Note that Bordeaux is very, very
far from the Rhine. If you have to give the Allies a
freebie, this is the best place. Nevertheless, if I had
one more division, I would put it in Bordeaux or
1I42, to help hold the left flank of the Bay of
Biscay.
I
;-'
Figure 9: Allied 3-1 attack on Bordeaux requires TAC support. Germans retreat is shown in red.
40
Squad
leader
EliniE
BUNKERS
Mention "bunker" to a wargamer. Images
course through his mind. Casemented guns at Pas
de Calais. Serried rows of "Dragon's Teeth"
entwined with squat concrete strongpoints in the
West Wall. Perhaps a concealed log and rock command post within a reverse slope of Okinawa's
Shuri line. Massive structures outside; inside Errol
Flynn brushes off falling dust as the light bulb
swings to the tune of a direct hit by a 12" shell.
These are not the bunkers of SQUAD LEADER.
Most field bunkers were dugouts with a roof.
Pits or trenches lined with whatever was close to
hand. Coconut logs shared honors with crushed
pumice on many a Pacific island. House foundations and simple wood patchwork were used
routinely by the Germans. Relatively small, cheap,
and easy were construction standards. Sure it took a
lot of time to throw together but Organization Todt
was busy elsewhere and a good squad leader used
whatever was available.
Why bother to cheapen the SL bunker image?
The value of a fortification is measured against its
intended use. Avalon Hill did not provide you with
a portion of the Maginot Line in its original counter
mix. Understand the structure to get the best
tactical use from it. Now that we've agreed on
exactly what we're talking about let's review the
SQUAD LEADER bunker's strengths and weaknesses.
A Bunker's Strengths:
53.2-Ifin a wire hex cannot be entered directly
from an adjacent hex in one Advance Phase. It may
enter the bunker in the next Movement Phase unless
occupied by enemy units in which case it may enter
during the next Advance Phase.
55.-Minefields (but not booby traps) may be
placed in a bunker hex (i.e. on top of a bunker) to
By Jon Mishcon
fire protection and allows real morale/rally advantages. That's why you built the damn thing. Now
let's review the weaknesses.
A Bunker's Weaknesses:
41
will be in open terrain. And that means you can't
get out without moving in the open. Regardless of
modifier are you sure you want adjacent units to be
able to fire in when you can't fire back? Never
forget that one lousy scout sitting atop can trap a
platoon within the strongest bunker. Most players
soon learn that bunkers are a nice place to avoid.
Why did so many nationalities spend so much time
building them?
The answer lies in balancing the various features
a bunker offers. 1will offer general usage ideas and
how they may apply to specific scenarios in the
following paragraphs before answering the above
question.
PANZERGRUPPE
Continued on Page 44
42
STAFF BRIEFING
ReM
DAS: What we use here at Avalon Hill is a fourcolor process which simply means we can only use
four colors, but since the four colors are usually
black and the three primary colors there is
technically no color that we cannot create.
ARM: You are also in charge of doing most of the
art for THE GENERAL. How do you recreate
game components for articles in the magazine?
DAS: We don't really. What we do is have a velox
shot, a kind of photocopy, of the base art, and then
we just build up the mapboard using overlays again
to recreate the original. We do the same thing for
the colors of the counters, beginning with the black
and white art and adding overlays for color.
ARM: Some people are probably a little confused
by a lot of these terms. What do you mean by an
overlay?
By Alan R. Moon
Dale A. Sheaffer
Born: 3/23/52
Started Wargaming: 1962
rOM Experience: None
First Warga me: Gettysburg
Favorite Wargame: Gellysburg ('77) and Russian Campaign
Favorite Non-Wargame: Go
Outside Interests: Music, Art, Hisrory
Employed by AH: 1979
AH Artwork: W&P, FE, COD, 3R, AW, SON, TLD, AF, DL, FT,
BB, GOA, FITW, CM, GL
43
any of his finished products. The minute I see a
finished map, I immediately think of a new or a different way I should have done it.
DAS: Yes, but between working on games and playing them I don't have much time anymore.
ARM: We get a lot of letters from people who want
to submit art for THE GENERAL. Do you have
any tips for these people.
DAS: They should write to Don Greenwood first.
He will send them a form with the guidelines, and
let them know if we are looking for anything special
in the way of artwork. It helps to know the
tolerances and size limitations so we don't have to
chop up someone's piece of art because it isn't the
right size. Most illustrations that we use are pen and
ink, done in black and white.
ARM: What do you think of the latest Avalon Hill
boxcovers?
DAS: I think Avalon Hill boxcovers are constantly
getting better. Rodger MacGowan and Mark
Wheatley who we've used a lot lately continually
impress me with the quality and professionalism of
their work.
ARM: What do you think about the standard of art
in the hobby?
DAS: As far as the industry itself is concerned, it
has definitely been improving. Knowing what has
been done in the past, all of us in the industry are
constantly trying to do better.
Name
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
II.
12.
13.
14.
15.
16.
17.
18.
19.
20.
21.
22.
23.
24.
25.
26.
27.
28.
29.
30.
31.
32.
33.
34.
35.
36.
37.
38.
39.
K. Combs
W. Dobson
D. Burdick
R. Chiang
D. Garbutt
T. Oleson
B. Sinigaglio
P. Kemp
R. Leach
J. Zajicek
J. Kreuz
L. Kelly
P. Siragusa
D. Barker
F. Freeman
L. Newbury
M. Sincavage
J. Beard
F. Reese
D. Giordano
I. LeBouef, Jr.
P. Ford
F. Preissle
B. Remsburg
B. Downing
W. Scott
K. Blanch
S. Martin
N. Markevich
G. Charbonneau
F. Ornstein
D.R. Munsell
F. Sebastian
D. Greenwood
E. Miller
R.M. Phelps
W. Knapp
J.D. Mueller
R. Zajac
D.L. McCarty
W. Kolvick
W. Letzin
C. Braun
N. Cromartie
G. Smith
R. Rowley
D. Tierney
P. Carson
D. Stephens
L. Jerkich
40.
41.
42.
43.
44.
45.
46.
47.
48.
49.
50.,
Times
On List Rating
22
24
21
30
20
31
7
15
24
25
17
15
15
29
15
24
II
11
2
2
10
2
19
5
11
18
24
15
14
5
5
17
17
22
8
3
16
1
2
8
7
18
3
7
2
3
I
I
I
I
2533XOR
2511RJP
2179FDL
2178GHN
2161EGK
2069TTZ
2037EGF
2034EEI
2005HLQ
2004GJP
200IFFK
1999VWZ
I999CEG
I997GHM
1981EEF
I964EGK
1964DOI
I954EFL
I886FDE
I854CEF
1853HJR
1853ECK
1876JLV
I832EGL
1815EGJ
1809HGP
1790GIM
I790EGI
I782CEF
1775CEG
I766EGK
I760FOI
1758FNN
I756FFI
1739GJO
1738DFI
1723JLR
I723MJY
1719FGH
1713DEI
1710DEH
17IODEH
1706FIN
1693FGM
1679CCI
1666EGK
I660CEI
I650FCE
1636HIP
I627CCF
Previous
Rank
I
2
5
3
4
6
8
7
17
19
9
15
10
II
12
14
13
16
24
22
29
20
23
34
28
25
18
27
30
26
33
35
36
32
39
42
38
40
41
43
44
37
47
48
50
44
AH Philosophy . .. Continued from Page 41
man player can wrest control of these vital areas at
the end of eight game turns determines the winner
and the level of victory attained.
STRUGGLE FOR ARNHEM BR!DGEis, above all
else, a simple game to learn, but is filled with
countless opportunities for the application of different tactics and that is what makes it so
fascinating-the complexity lies in the play of the
game- not the reading of the rules. Players must
concentrate on the action taking place as it unfolds
on the mapboard, rather than in endless pages of
charts and rules. At this time, the rules are quite
tight with final blind testing about to begin to assure
proper play balance.
... Courtney Allen
THE WARGAMER'S
GUIDE TO MIDWAY
Containing thirty-six pages of the best of THE
GENERAL articles on the game plus previously
unpublished material as well, this guide is a must
for every fan of the game. Several official rules
changes update the game and erase its few minor
flaws. A tribute to one of the hobby's eldest
citizens that has never needed a major revision. A
game which has grown old gracefully, maturing
by getting better.
Almost all of the reprinted articles are from
unavailable issues of THE GENERAL, many
from volume 9 or earlier. Included is the first
major variant, "Leyte Gulf", and the most indepth article on the game to date "The MIDWAY
Thesis" by two of the game's experts, Harold
Totten and Donald Greenwood. "The Pacific
Theatre Via MIDWA y", the other major variant
that spawned the MIDWA Y Variant Kit, has been
expanded to include many more optional rules
(some applicable to the MIDWA Y game as well)
and an additional scenario. "The Battle For
Australia", a previously unpublished article adds
the ultimate with a hypothetical monster scenario
using the components of both the game and the
variant kit. Other articles deal with strategy,
analysis, variants, and other hypothetical situations. The best of three Series Replays that have
appeared in THE GENERAL is also reprinted,
useful in itself as a fine example of the subtle
strategies involved when experienced players
meet.
THE W ARGAMER'S GU IDE TO MIDW A Y
sells for $4.50 plus 10070 postage and handling
charges, and is available from our mail order dept.
Maryland residents please add 5070 sales tax.
SQUAD LEADER
T-SHIRTS
MAGNETIC
GAMES
45
Gentlemen:
Have you ever purchased a really neat and
nifty new game and then discover lhat you have
nobody to play with. So you play it solitaire a few
times, get bored, and put the game up on a shelf to
gather dusl. I have several dust gatherers on my
shelf. Recently I took TOBRUK orr the shelr,
dusted it off and began experimenting with
scenario I. Scenario I is fairly simple and readily
lends itself to computerized play. I decided to
:Ievelop a program thai would play the German
)idc.
The computer plays a fast hard-hiltinggame.
The turn sequence will have to be modified, firsl
Ihecompuler plays, then you do. This is one game
turn. Limit the game to 30 turns. If any of the
computer's panzers leave the board, simply
remove Ihem, but don'l count them as victory
points. You should also remove all tanks thai
have been k-killed. Any other instructions needed
arc found at the beginning of the computer
program.
This program has specific beginning, mid,
and end game rOlltines similar to a chess program.
Acenain amount of random variation is built into
Ihe program to keep a human opponell! from
second guessing the computer too oflen. Tobl'uk
Panzers occupies about 4500 bytes or memory. If
the instructions are left aLIt it mighl fit into a 4k
machine. This program is written in Level II
Basic.
I hope you have as much fun playing this
variation ofTobruk's Scenario I as I did creating
and play testing the program. I also hope that this
program sparks interest in other possibilities for
home computers in gaming. We have only begun
to scralch thc surface.
Bruce Duthie, Ph. D.
Richland, Washington
10 REM
TOBRUK PANZERS
15 REM
9"
5030 Print "Your Turn"
5040 Input
5050 Print "continue firing al acquired grants"
5060 Print "Your Turn"
5070 Input
5080 Print "type in number of grants 'M' + 'K'
killed"
5090 Input B
5100 If B >6lhen Prinl "pretty good shooting for
a dumb machine huh."
5300 Ir B>6 then Print "all 'M' killed PZH's
keep firing al acquired grants. Each PZJ acquire
the closest non "M" killed grant and fire at ilUlltil
it is 'M' killed. Move all PZH's back Ihree
hexes. "
5305 Print "Your Turn"
5308 Input
5310 Ir B<5 then 5000
5320 Ir B>6then 5300
5330 Return
6000 If A = 3 then Print "PZH 1-6 firesat closest
grant, PZH 7-12 firesal next closest grant, PZH
13-17 fires at next closest grant."
6010 If A = 2 then Prim "PZH 1-8 first at closest
granl, PZH 9-17 fires at next c10sesl grant"
6020 IF A = I then Print "all PZH's fireat closest
grant"
6022 Print "Your Turn"
6025 Input
6030 Print "How many grants are now within 10
hexes or a PZH"
6040 Input B
6050 Ir B >6then GOSUB 5000
6060 Print "How many grant have been 'K'
killed"
6070 Input C
6072 A = A-C
6080 If. C >2then 150 else 6000
*****
Mr. Greenwood:
Two hot-shot reporters covering the New
York Yankees, were vociferously arguing, "who
was the best Yankee right-fielder of all time?" It
seems they couldn't decide between Torn Tresh
and Roger Maris. Their argument went on hot
and heavy for a few innings when the hot-dog vendor came along, overheard their discussion and
said, "What about Babe Ruth." There was stunned
silence the rest of the game.
Moral: When trying to prove how smart you
are, don't ignore the obvious.
Dear Sir:
*****
*****
Gentlemen:
As a short time but loyal AH fan, I would like
to express my opinions on what I feel has been an
inordinate amount of allention devoted to the
SLICO/ICOD game system in the pages or THE
GENERAL. Since I've never owned any of these
games I've been disturbed to see no less than 11 articles (including scenario evaluations, scenario recounting, game system design and analysis and
series replays) in the last six issues of THE
GENERAL. This is far more attention than any
other game or games have received in these same
issues (Volume 17 as a whole), and I wonder
whether this trend will continue? At the risk of
receiving tons of hate mail from the game system
loyalists, I hope not.
To be perfectly honest, I think you have done
an excellent job with the format of THE
GENERAL overall. I especially applaud your
feature articles recently on such oldies-butgoodies as STALiNGRAD and AFR/KA
KORPS. Nevertheless, my reaction upon seeing a
new article on either SL, COD, or COl (or more
than one) has been one of "Oh no, nOt another
one!" I realize you can't please all the people all
the time, and I realize the enormous popularity of
this still-developing game system. I just wish to
point out that such popularity with tactical WWII
infantry combat is far from universal. And while I
continue to look for far more articles or variants
on my personal favorites (A/W, AAOC, and CL),
I'm instead accumulating page upon page of what
to me is useless information on SL and its'
variants.
To conclude then, I'd just like lO ask, on
behalf of all of us non-SL fans out here lO consider us in future publications and not let THE
GENERAL become SQUAD LEADER
WORLD. Perhaps I'll even purchase SQUAD
LEADER one day, just to see what I'm missing.
Who knows, I may even like it.
Mark Cotter
Old Town, ME
46
AIR FORCE ERRATA
Charls & Tables:.
A number of modifiers, though spe':ified correctly in the text of the rules, do not appear or are
stated incorrectly on the Charts (page 31). For
Players' convenience they ought to make a nOle
on the appropriate Charts.
-2
+1
-I
Away
READER
~_OO_L;_@_()_i!)J_lJ:~_~_[l__~_L3_~__~_ _
...
Q. If three planes on the same side are flying individually and only one spOts an enemy, does
movement have to be logged in advance for the
other two?
The games are ranked by their cumulative scores which is an average of the 9 categories for each
game. While it may be fairly argued that each category should not weigh equally against the others,
we use it only as a generalization of overall rank. By breaking down a game's ratings into individual
categories the gamer is able to discern for himself where the game is strong or weak in the qualities
he values the most. Readers are reminded that the Game Length category is measured in multiples of
ten minutes and that a rating of 18 would equal 3 hours.
GUIDE
TITLE:
AIRFORCE A.,.lon Hill revision only
SUBJECT: Plane to Plane Combat in the European Theatre of WWII
AIR FORCE was the 53rd game to undergo
analysis in the RBG. Its Cumulative Rating of
3.43 placed it a disappointing 46th.
.....I
BUYER~S
()
()
o
3
3
c
1;)
~.
1. CRESCENDO OF DOOM
2. CROSS OF IRON
3. RUSSIAN CAMPAIGN
4. SQUAD LEADER
5. CIRCUS MAXIMUS
6. W.S. & I.M.
7. ANZIO
8.8ISMARCK
9. WAR AND PEACE
10. FORTRESS EUROPA
11. PANZER LEADER
12. RICHTHOFEN'S
13. CAESAR-ALESIA
14.1776
15. 3rd REICH
16. PANZER8L1TZ
17. KINGMAKER
18. DIPLOMACY
19. CAESAR'S LEGIONS
20. SUBMARINE
21. STARSHIP TROOPERS
23.
CHANCELLORSVILLE
22. ARAB
ISRAELI WARS
24.
25.
26.
27.
2B.
29.
30.
31.
32.
33.
34.
35.
36.
37.
38.
39.
40.
41.
42.
43.
44.
45.
46.
47.
48.
49.
50.
VICTORY - PACIFIC
DUNE
NAPOLEON
FRANCE 1940
The LONGEST DAY
JUTLAND
RAIL BARON
LUFTWAFFE
MIDWAY
AFRIKA KORPS
FURY IN THE WEST
ALEXANDER
ORIGINS OF WW II
WIZARD'S QUEST
CRETE-MALTA
GETTYSBURG '77
D-DAY '77
BLITZKRIEG
TOBRUK
WATERLOO
WAR AT SEA
BULGE
FEUDAL
AIR FORCE
STALINGRAD
TACTICS II
MAGIC REALM
AVERAGE
2.04
2.17
2.24
2.25
2.27
2.34
2.36
2.37
2.43
2.44
2.50
2.52
2.53
2.56
2.57
2.58
2.60
2.60
2.64
2.65
2.67
2.68
2.68
2.70
2.76
277
2.82
2.83
2.83
2.87
2.87
2.88
2.90
2.91
2.93
2.98
3.03
3.04
3.04
3.07
3.09
3.10
3.18
3.21
3.21
3.25
3.43
3.44
3.51
3.54
2.78
1.93
2.09
1.98
1.97
2.53
2.40
2.11
2.16
2.37
2.21
2.41
2.28
2.92
2.16
2.12
2.00
2.26
2.35
2.32
2.58
2.27
2.34
2.62
2.47
2.45
2.04
1. 75
2.23
2.84
2.98
2.41
2.75
3.04
3.36
2.99
2.69
2.63
2.80
2.52
3.72
3.39
2.85
3.29
3.18
2.93
3.18
3.77
3.43
3.43
2.74
2.60
1.64
2.04
1.85
1.85
2.13
3.07
1.74
3.00
2.32
3.29
2.17
2.62
2.71
1. 76
2.47
3.00
2.84
2.26
2.36
3.48
3.11
3.03
2.57
2.36
2.40
2.96
2.05
2.60
2.82
2.91
3.12
3.10
4.01
3.21
2.58
2.21
3.10
2.48
4.54
3.28
4.68
3.27
3.96
2.80
4.33
4.94
3.74
4.30
2.81
2.86
2.33
1.88
2.02
1.82
2.93
2.38
1.94
1.69
2.54
2.57
2.34
2.12
2.78
2.45
2.34
2.03
2.34
3.13
2.31
2.42
2.07
1.86
2.45
1.85
3.00
2.03
1.85
2.40
2.39
3.45
2.04
2.56
2.92
3.00
3.19
2.80
3.25
3.00
2.50
3.69
3.30
2.13
3.11
2.74
3.31
2.64
3.79
3.40
3.59
3.13
2.59
em
o w
O-~
~ 0
0~.
o ()
-0
:D3
C 1;)
- ~f
3.20
3.37
2.24
3.58
2.27
2.88
3.74
2.97
2.34
2.50
3.65
2.63
1. 71
3.27
4.15
4.03
2.83
1.87
2.14
2.90
2.43
3.31
2.26
2.21
1.98
2.25
3.30
3.20
3.27
2.07
2.86
2.78
2.12
2.55
2.55
2.00
2.62
3.03
432
2.19
3.14
4.32
2.01
1.74
3.08
2.28
3.69
2.07
1.45
5.29
2.81
2.31
2.52
3.07
2.94
2.33
2.39
2.88
2.63
2.56
2.64
2.60
2.94
1.85
2.62
3.22
3.00
3.07
2.39
2.23
2.87
2.70
2.70
2.52
2.79
2.43
2.86
3.25
3.53
3.06
2.29
3.02
2.90
2.29
2.45
298
2.22
2.60
3.05
3.79
1.94
2.89
2.77
3.11
2.35
3.40
2.33
3.29
2.52
2.18
4.42
2.75
2.18
2.44
2.78
2.36
1.13
2.07
2.62
2.72
2.61
2.43
2.67
2.60
3.36
308
2.59
3.06
1.86
2.09
3.73
2.55
3.57
3.57
3.43
3.38
2.75
3.25
4.05
3.30
3.24
2.05
3.73
3.66
3.39
2.99
3.43
4.00
2.23
3.43
3.07
3.00
2.25
306
3.27
3.73
3.53
2.12
2.42
4.37
2.32
2.80
1.36
1.60
2.41
2.02
2.26
1.85
2.00
1.84
2.54
2.35
2.19
2.66
2.64
2.72
2.24
2.05
3.65
4.57
305
2.38
3.39
2.31
3.07
3.91
4.20
4.18
3.00
2.28
2.53
4.69
3.41
3.08
3.57
2.82
2.76
4.06
5.13
3.18
2.46
3.19
3.67
2.11
4.32
5.12
4.11
5.38
2.81
5.15
5.57
4.06
2.93 3.16
.56
1.69
1. 78
1.82
2.14
1.88
2.09
2.09
2.29
1.93
2.34
2.39
2.71
2.63
1.95
2.07
2.14
2.30
2.86
2.22
220
2.51
2.55
1.94
2.80
2.46
3.40
2.80
2.61
2.76
2.82
2.37
2.91
2.09
2.43
3.11
3.42
2.76
3.02
2.94
2.81
3.00
3.21
2.93
2.81
3.58
2.77
3.28
4.59
3.39
2.57
1.82
1.94
2.07
1.92
2.28
2.10
2.15
2.31
2.32
2.07
2.20
2.45
2.07
2.36
2.05
2.05
2.41
2.43
2.73
2.47
2.32
2.52
2.64
2.53
2.83
2.89
2.75
3.15
2.67
2.68
2.64
2.73
2.77
2.91
2.86
3.40
3.21
3.05
3.21
2.44
3.05
2.96
3.01
3.15
2.95
3.38
3.40
3.04
4.20
3.26
2.66
19.5
20.5
28.5
13.6
11.6
9.2
21.7
18.8
17.0
44.1
13.1
6.0
27.9
33.4
34.9
14.0
20.2
32.6
13.5
12.1
17.3
13.5
18.8
18.0
11.9
9.1
16.0
171.
29.7
21.6
24.2
15.7
13.5
17.8
12.7
9.6
13.2
18.8
27.6
20.2
24.0
21.6
16.2
6.9
20.0
7.5
9.6
20.0
11.6
19.9
21.4
47
Vol. 17, No.6 polled a 3.27 score for the issue
making it the fourth best issue of the preceding
year. As usual, the feature article got the lion's
share of the votes in our 200 random sample
system which awards three points for a first, two
for a second, and one point for a third best selection. The complete results were as follows:
The Russian View.
THIRD REICH Series Replay.
Infiltrator~s
Report
.332
.
180
. . . . . . . . . . . . . . . . . . 157
.... 141
.. 77
..
..
..
. ...
74
72
52
45
Due to the difficulty of answering game questions correctly on two very different sets of rules,
Avalon Hill will no longer answer questions pertaining to out-of-date rulebook editions. Questions
must be based on the current rulebook edition, or
they will be returned unanswered. This policy is
aimed specifically at THIRD REICH, but also applies
to games such as D-DA Y, AFRIKA KORPS,
BA TTLE OF THE BULGE, GETTYSBURG and
BLITZKRIEG. Where rule changes in current editions are only of a minor nature this policy will not
apply, but where changes are extensive such as in
the above mentioned titles we can only answer
questions based on play of the most current
editions.
The second annual Northeast Gaming Association Playoffs will consist of a between-club single
elimination wargame tournament based on popular
2-player war boardgames. The rules for TEAM
GAMING will govern play. Teams will consist of
four players competing in fourindependentsix-hour
matches. Each of the two teams in a meet will be
able to "veto" one of the six eligible wargames,
thus leaving four games to actually compete in.
Suggested (but yet to be finalized) "base" games
tobe played in NGAP '81 are: Squad Leader, Victory
The Hobby Industry Association of America included the" Adventure Gaming" category in their
Annual Hobby Industry Report for the first time this
year. An Adventure Gaming division was formed
within the Hobby Association for the first time in
1980 marking the coming of age of adult games (be
they wargames, simulations, fantasy, role playing,
or whatever) in the hobby industry. One of the
benefits of division status within the Hobby
Association is that the Association will match all
funds raised by the division for purposes of hobbywide promotion of that category. With these funds
advertising making the public more aware of
"adventure games" as a category can become a
reality. Thus far, the division's only means of raising
funds for this purpose has been the sponsorship of
the national ORIGINS convention by the Games
OPPONENTS WANTED
Classicist/Revisionist needs flf STAL opponenl
on (he Alaska fronl. (NOll': New Addresq. louis
CO:llncy, 9706 Trappers Lane. JuncaLl, AK
99801. 19(1) 7890046.
Expcricnccd player wanlS 0l3lurcgamcr for flf.
raled, unrated laclical game'S, Sl. COl, COD,
WSIM. others. Also mulli-playcrCM, MR. raloo
ISOO+. nt'xable limes. Joseph A. PercI, 742 S.
PaNCU Cif., M~. AZ U2~. 8357296.
"'304.
OPPONENTS WANTED
Friendly opposition wanted for flf in K.C. area.
Have: AK. BB. CAE. W&P, TRC, DO. FE. SST.
Will learn others. Mike Mance, 1605 Kiow~ Dr.,
Olalhe, KS66061, (9J3) 782-W70.
AREA 746nc.:dsratedpbmorftfgamesAK.SL.
STAL. Bill Smithhart. P.O. Bm187. Marion. KS
66861, (316)3g2-225j.
Wanted pbm opponent for FE. 4 yrs. C'Xperiena'
.....ith PL, AIW and SL syslems; but ne ..... to division unit games & pbm; alllcner ans....ered. Felix
D' AIOOr. 1406 Darb)' St. Plaquemine. LA 70764.
6872642.
Wanted the address of Dan Binsackformerlyof
the)37thASA.andmorerecemlyofFieidStation
Bcriin. Dennis E. Mason, RFD III Box 414.
Hul.!son. ME 04449. (207)884-8171.
AREA 1200 adult wargamer seeks rtf in W&P.
AOC. AIW. or CL; Orono and B3ngor area.
Mark Coner, 249 Cemer St., Apt. 2. Old To..... n.
ME 04468, 827-6817.
Small group of enthusi:l$IS in the south Boston
area interested in opponents for SL, COl, cOD,
3R. CM. DIP. Non-rated but eager to play. Will
learn pbm sySlems. Sean O'Connor. 15
Woodland Dr., Cohassel, MA 02025.3839361.
Gamer. 33. seeks groupfOrnotForbloodevening
play, particularly mUllipla>er SL, COl. COD,
MMR, WSIM, RB. Stcve McKnighl, 59 Norfolk
St., Needham, MA 02192, 449~5371.
Southeastern Ma:u.....argamers meet e"ery Tues
day night at the SMC Library South Lounge. We
generally play from se"en to ten p.m. William
o....-en. 371 Rtoed St . New Bedford. MA 02740,
999-4120.
American Wargaming Assoc. National
Dem(Xralic allhobby wargaming fraternal
organization. Monthly ne.....s!cller. tournaments,
con"entions ad"isory board. special imerest
groups. affiliates, discoums. colleclor's guild,
and more! S8/year! George Phillies, 122's Island
Dr . 11204. Ann Arbor. MI 48105.
Pbm opponems .....amed for 3R either side. your
S)stcm. Shawn LitlCn, P.O. Box 21804. GMF.
Guam,MI96921.
ARESA 1200 seeks pbm BL rated games only and
unrated TRC, AlllettCf$ ans....ered. Jack Kuehl,
IJOOOGlenvicw Dr.. Bums\ilte, MN 55337, (612)
890-16Ij.
Flf pla)'ers .....aoted for any AH game especially to
form teams for TLO campaign. Wish 10 form
monster game club. Jim Bodine. )33) Harriet
Ave. 5.. Minneapolis. MN 55408, 824-169j.
Need competition! 16 years old, AREA raled.
Have FE. 1776. WS&IM. SL, COt. COD. AO,
FL. Own no pbm kits. Greg Miller. 519
Edgewood A"e" Still....ater. MN 55082. (612)
439-7253.
Adult rated games of \VAT wanted. Play each
side once. My AREA isapprox. 900. Use 2nd edition rules. H. MePherson, j(l()9 COUmr)' Valley.
Imperial. Mis.souri. 630j2. (314) 296--6645.
AREA 600 beginner looking for rated or nonrated malches in BL or PD. Either flfor pbm.ln
expericnced.looking to learn. Don Dudenl1oeffer, 27 Quamilo, MexiCQ. MD 6526j, (314)
581-4002.
Unrated player se-eks opponents for SL. COl.
COD, W&P. FE. GOA and many others. Ftfor
pbm. Anyone wam to try macro SL. PB. PL?
Frank Kump, 5147 Mild Dr. SI. Louis, MO
63129.894-2363.
Ne..... in Omaha, looking for flfin SL. COl. COD.
3R. TRC. SUB, FE. Any dubs in the area? Rand)'
Beals. 10067 ArmSlrong. Omaha, NE 68134,
(402)1-5200.
OMAHA BEACH wargamingclub. invites}'ou to
ad"emurl' DANGER. joy and accomplishment.
Thisclubisoneyearold;andwishesthesegamers
to join. Jurgen C. Olk. 3305 Augusta Ave.,
Omaha, NE 68144, 333-8099.
Bricktown gamer. 33 yrs. old. seeks local
opponents. I ha"e many games including SL.
VITP. LW,
KM & 3R. Bob MaeCary. 19
Vanafll Dr. Brickto..... n. NJ 08723. 9209S67.
"''10.
OPPONENTS WANTED
Will moderate TLD. operation typhoon. Cam
paign llamcsonly. Will lake care of CRT weather
charlJ etc. Send for details and choose yoursidl'.
J. Br3mmer, Box 321. Bellaire. OH 43906.
Alln. Northern garners the NWA offers big club
services for small club prices. SL fans tournamem
is now forming for members only. For info eontact:J.A. Brag,g. I509N.8thSI.,MartinsFCff)'.
OH 43935. (614)63J3ISO.
1200+ player seeks same for rated pbm games of
AK and TRC. Also seeks pbm S)'stem ror WSIM.
Ron Guyre, Star Rt. 2 Box 16A, Blakeslc.:. PA
18610, (717) 64(j8091.
COl. SL. SST. MD. VITP, COD, DL, FL. JU,
RB. RW, SON, WSIM. LW. J. Bcreda. Jr., 414
GroveSt.. Bridgeport. PA 19405, (2l5) 2776656.
Adult pbm and ftf opponents ....anted for the
follo.....ing wargames: AF, AZ. BL. BB. DO. FE,
FR. GOA, PL. SST. SUB, TAC. W&:P. many
others. Harold RoberlS. 311 S. Nice St ..
Frackvi1le,PA.11931.(717)87417J6.
A'g. 24 )r. old "ereran lII'llrgamer scc:ks people 10
playtCSI ne.... WSIM scenarios pia)' moderaled flf
AIW. PB, PL& SIMOV. RW. I ha"enumerous
olher games &: info on l(Xal clubs. Jack C,
Thomas. 409 Cocoa Ave.. Hershey. PA 17033,
(717)5332468.
Aduh looting for pbm opponents. I am wiliinglO
play any of the following: TRC. FITW. GOA. or
aoy others lllat we may agree upon. Samuel P.
Gallo. 385 Hulton Rd., Oakmont, PA IjU9,
(411)363-0&48.
AVI. to good 16 yr. old needs opponents. Pbm
PB, BL, TRC. AZ or ftr above plus COD, FT.
FE. 3R, GOA. GE and others. Ben usehncr, 20
Hamilton Cir .. Phila. PA 19130(215)j68-5236.
3R fan looking for SJ opponents, rtf only. Also
Flf opponents .....anted. WarSamers club
Shamokin. PA Public Library 12 noon to 4 p.m.
every Saturday. open membership. Club has SL.
COl. COD. Pl, TB, AOC. TRC. JOhn Orayit7.. j
E. Montgomery St., Shamokin. PA 17872. (711)
6489591.
Join theonl)' 'zinedevoted principall)'lo multi
player pbm 3R. No..... in hs fourth )"Car. Also car
ries W&P, SON. EN Garde. more. Samples 50.:
Mark Matuschat, Ij Connor SI .. Unionto.....n.
PA 15401, (412) 4)7-7901.
17 rf. old beginner seeks pbm for SI., COl. 3R.
AOC, AZ needs system and info. Ola S'anercd.
Marschgatan42. Borlange, SW. S....eden.
Opponcnts wanted will play local or pbm, 2yrs.
experience in TAC. BL. VITP unrated bUl cnjo)'s
playing anyone. Jerry D. Forsha. 2570 Murfre-esooro Rd., Apt D-I1, Nashville. TN 37217,
(6U) 361-6j72.
Attention Diplomats.! Ha"e you be-en fruslraled
in )'our PBM Dip Barnes'.' B:ld G1>ling? The
schemerspccializcs in well-run Dip games. Send
Stamp 10: The Schmer clo Ste\'eo Duke. RI. 3
Fairfield Pike, Shelbyville, TN 31160, (615)
684-8265.
25yr. old needs ftfopponents for CAE. 1776. SL.
TRC, and others in Huntsyille or Conroe area.
Steve Wilson. 244SpanishGardensApts., Huntsvilie. TX 77340. (713)291-1615.
Alln. Irying garners. Am interested in Slarting
club centered in S. Irving. Prefer ages 11.16.
Already play pB. SST. GL, SL&2. 3R, SUB.
TRC. AK. BL. Tony Lindman, 1305 Sandy Cir.,
lroing. TX 75060. lj31991.
Opponents lII'anted for ftf competition. Will pia)'
almost anything. Prefer land based stralegical
and gradn stralegical games. Any period. Will
play )"our games or mine. Oa,'id Smith. 4111
Ridgeway, Plainview. TX 79072. (806) 2961157.
Adull pbm opponents wanted for TRC. I usc lhe
Viipuri II defense. General 17-6. Honor die roll
belie"ersonly.Cl1arlesJehlen.2298Mimosa.Pt.
Arlhur. TX 77640. (713) 7J6-1020.
Novice seeks flf for WAS, RW. PL. Anyclubs in
tllis area? Jack Rogers. 23 N. Independence Dr..
Hampton. VA 23669. Work Phone: 1229961
Ext. 671.
Adult opponems .....anted for pbm CAE. CL, TR
each issue by subject mailer; feature articles arc designated by an asterisk (*), series replays are ilalicized.
and lhe numbef following each issue is the reader raling of Ihal particular issue as a whole. The numbers
following individual subjccis refer to Ihe numberof articles aboullhal game in Ihal issue. Issues lisled in red
are one color reprinls of previously oUI-of-Slock issues.
Vol.
Vol.
Vol.
Vol,
12,
14,
14,
14,
No.
No.
No.
No.
Vol. 14, No. S-Squad Leader-3. WS&IM. Russian Campaign, Midway, Slarship Troopers. Third Reich . . 2.77
Vol. 14, No. 6-D-Day, Victory in Ihe Pacific, Panzer Leader. Caesar's Legions, Tobruk.
.3.51
Vol. IS, No. 1-Ge!lysburg-3, Squad Leader, Starship Troopers. Russian Campaign . . . 3.48
Vol. IS, No. 2-Panzer Leader, Staiingrad, Third Reich, D-Day, Rail Bafon, Victory in The Pacific . 3.44
Vol. IS, No. 3-AssaulJ on Cfele-3, Invasion of Malia, Russian Campaign, Third Reich, Squad Leader, War at
Sea . . . 3.44
Vol. 15, No. 5-Midway. WS & 1M, Origins-Third Reich, Afrika Korps, D-Day, Squad Leader, Feudal, Alesia.
War al Sea, Slarship Troopcrs . . . 3.13
Vol. 15, No. 6-*Cross of lron-3, Victory illihe Pacific, War 31 Sea. Arab-Israeli Wars, Slarship Troopers, Panzer
Leadef . . . 2.66
Vol. 16, No. 1-*Anzio-3. PonurblilZ, Third Reich, Napoleon, 1776. Diplomacy . . 2.67
Vol. 16. No. 2-*Bismarck-4, Panzerblil1., Afrika Korps, 1776, WS & 1M . _ . 3.28
Vol. 16, No. 3-*Panzer Leader, Cross of Iron, Waral Sea, Tobruk. 1776. Midway . . . 3.33
Vol. 16, No. 4-Magic Realm-3, The Russian Campaign, Cross of Iron, Third Reich . . 3.23
Vol. 16, No. 5-*The Russian Campaign, Submarine, Slarship TfOOpefS, War at Sea, Panzerblilz, Rail Baron.
Napoleon. Blilzkrieg . . . 3.27
Vol. 16, No. 6-DlIne-3, AI/zio 4 player Diadem, Diplomacy, Outdoor Survival, Anzio-2, Panzerblilz.
.3.82
Vol. 17. No. I-War & Peace-3, War ar Sea. Third Reich. Cross of Iron. Crcscendo of Doom. Midway, Magic
Realm, Luflwaffc . . . 2.79
Vol. 17, No. 2-Crescendo of Doom-3, Vic/Dry In The Pacific, Microcomputer Garnes, Walcrloo
3.18
Vol. 17, No. 3-Afrika Korps, Cross OJ Iroll, Third Reich, Crescendo of Doom, Air Force. Russian Campaign,
Victory in Ihe Pacific. _ . 3.34
Vol. 17. No. 4-FOrlress Europa-4,
Napoleon _ . . 3.73
Cross of Iron,
Vol. 17, No. 5-Circlls Maximus, Third Reich-2, Richlhofen's War, Squad Lcader, Slalingrad, Panzer Leader,
Kingmaker, Magic Realm . . . 3.07
Vol. 17, No. 6-*Slalingrad, Third Reich, WS&IM. War Al Sea, Squad Leadef, Longesl Day. Caesar's Legions,
VITP, Russian Campaign . . . 3.27
Vol. 18. No 1-Fury In The West, Bismarck, Squad Leader, Dune, Diplomacy. Afrika Korps, Palllcrblilz,
Alexander. War & Peace.
THE GENERAL
~
,........rl..................
;
+
+ GLADIATOR
$9.00
+
+
If
1. Physical Quality
2. Mapboard
3. Components
4. Ease of Understanding
5. Completeness of Rules
6. Play Balance
7. Realism
B. Excitement level
9. Overall Value
10. Game length
i
+
+
:
~; ~
"C't:I"':r
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~.,,>_~
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~~
~~
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+ = ~ ~'" ~o'~ :::~~ =~ "ll
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+
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Top ten lIsts are seemingly always in vogue these days. Whether the subject is books on the Best Seller List, television's Nielsen ratings, or even
games, the public never seems to tire of seeing how their individual favorites
stack up numerically against the competition. Our preoccupation with this
national pastime is almost akin to routing the home team on to victory every
S
Sunday. 0 to further cater to your whims (and to satisfy our own curiosity)
we unveil THE GENERAL's.version
of the gamer's TOP TEN.
.
We won't ask you to objectively rate any game. That sort of thing is
already done in these pages and elsewhere. Instead, we ask that you merely
I' th th
( I)
h' h '
h
.
.h .
1St e ree or ess games w IC you ve spent t e most time Wit since you
received your last issue of THE GENERAL. With this we can generate a consensus list of what's being played . .. not just what is being bought. The
degree of correlation between the Best Selling Lists and the Most Played List
should prove interesting.
Feel free to list any game regardless of manufacturer. There will be a
built-in Avalon Hill bias to the survey because you all play Avalon Hillgames
to some extent but it should be no more prevalent than similar projects undertaken by other magazines with a special interest-based circulation. The
amount to which this bias affects the final outcome will be left to the individual's discretion.
The games I've spent the most time playing during the past two months
W(l)~
+
+
+
D
~o."
~;;l:
1Q-minute
~; ~; ~ i
t
+
play
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;..g ~ 3 ~~ ;~-g
~ ~ ~ "i- ~ ~ i ~ ~ ~
2' !1: ~ ~ ~ ~
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~ ~
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1.
2.
:3
are:
~~~ ;~;.d
+
t
3.
1.................... ~~:;.~...
Department
~~g~~~";~~"~",;~~~:~,~~,~~~<~~::~~;~~.
CONTEST NO. 102
+
For Sale, Trade, or Wanted To Buy ads will be accepted only when dealing with collector's
items (out of print AH games) and are accompanied by a $1.00 token fee. No refunds.
3. Insert copy on lines provided (25 words maximum) and prior name, address, and phone
number on the appropriale lines.
4. Please PRINT. If your ad is illegible, II will not be printed.
5. So that as many ads as possible can be primed wilhin our limited space, we request Ihal you use
official Slate and game abbreviations. Don't list your entire colleclion, list only those you are moSl
2.
+
+
+
+
i
:
versa. The solution will be announced in Vol. 18, No.3, and the winners
in Vol. 18, No.4. One entry per subscriber.
Assume that both air:ij:
...
~...
~ 1l ~ ~
+
+
+
+
+
---+
Tactics II-TAC, Third Reich-3R, Tobruk-TB. Trireme-TR, Victory In The PacificVITP. Viva Espana-VE, War and Peace-W&P. War At Sea-WAS, Waterloo-WATt Wizard's
Merely write the winning move in the appropriate space of the contest
form in this issue's insert. Ten winning entries will receive certificates
redeemable for free AH merchandise. To be valid an entry must be received
prior to the mailing of Vol. 18,No. 3 and include a numerical rating of
the issue as a whole, as well as list the best three articles. Remember that
in our rating system the lower the number the better the rating, and vice
:J
U)
c:
~--+-
COC
~
.~
!: .c:
U
...-+--+---------+---t
-
Moves
Ten winning entries will receive certificates redeemable for free AH merchandise. To be valid
an entry must be received prior to the mailing of the nut GENERAL and include a nurr::erical
rating for the issue as a whole as well as list the best 3 articles. The solution will be announced in
the next issue and the winners in the following issue.
Issue as a w~ole ... (Rate from 1 to 10, with 1 equaling excellent, 10 equating terrible)
Best 3 Articles
NAME
PHONE
1._---------------------------2.
~~
3.
ADDRESS
CITY
_
STATE _ _ ZIP
NAME
ADDRESS
CITY
_
STATE
ZIP
THE GENERAL
SEMPER PARATUS
OORDEREN, SOUTHERN HOLLAND, September 27th, 1944: Lieutenant
C.P.J. Des Groseillers urged his straining men to push again. D Company had
found a German 75mm antitank gun in the ruins of Oorderen. The breech had
been hidden and the weapon had been left in the town center with some 200
rounds of ammunition. Well it just so happened that an enterprising scrounger
had found this curious metal block. Lt. Des Groseillers did a little work. Now D
Company had its own artillery. Everyone knew that C Company was going to
be attacking the German bunker line north of the town. D Company would
make sure that Jerry got back his 75mm shells. Perhaps in a slightly used condition. The Rileys looked out for their own.
Board Configuration
.... N
VICTORY CONDITIONS
The Canadian player to win must control 3 bunkers at game's end.
'c
1 2 3 4
d,I1;
END
8S7th Grenadier Regiment of 346th Infantry Division. Must set up within bunkers North of row 0 inclusive:
2+3+5
~~
1+3+5
1+5+7
~)~
Y
2
!t!t feA
4-6-7 4-3-6 ~
5
eO
eO
~MG
" 6-16
...:..- 812
LMG
2-8
812
Royal Hamilton Light Infantry Regiment (RHLI or "Riley"). May set up in any building hex South of row Q inclusive and enter on
either (not both) East or West board edge any troops and support weapons not setup on board:
$, ~T
75t
~4-5-8~
HMG
"
6-14
812
LMG
2-7
811+
"
Mlr
51 S,
Q)
*1-8
10
"
SPECIAL RULES
1. All buildings are wooden and first level except hex IOW8 which is
wooden and second level.
2. German 75mm is a captured weapon and must be setup on board.
Smoke is available.
3. There are no wheat fields .
4. All German units have just survived a suppression bombardment. All of
rule 107.6 applies as if the Germans have undergone two consecutive game
turns of FFE.
S. Fire is allowed against a bunker's Covered Arc Defense Modifier only
from hexes the bunker may fire out at.
AFTERMATH: Division HQ had ordered a brief but heavy barrage that would creep
northward through the German lines. Lieutenant-Colonel W.D. Whitaker didn't
believe the bombardment would affect the bunkers. Therefore, using covering fire
from the town, he sent C Company around the west flank of the bunkers. The plan
was to attack away from the bombardment while the Germans concentrated on their
front.
The bunkers easily withstood the blast effects but the Germans directed their
defensive fire southward against the town while the Rileys swept in from the rear.
Within one hour the attack was successful at a cost of four Canadian dead. The
entrapped Germans had been isolated and destroyed. Regretfully, Lt. Des Groseillers
used up all his ammunition in attempts to reduce some of the bunkers, and D Company had to leave their private artillery behind as the Rileys advanced to the Scheidt
Estuary.