Victory Insider - Ambush

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2 VICTORY INSIDER

Anniversary
Thi i rather hard for me to believe, but with the 7th issue of The needs. A we get more articles, the size of the magazine will increase.
Insider, we have passed through our maiden year. I guess it's because Not dramatically, but we're looking to publish at least 12 page every
purting together each issue takes up so little of my time. When wrestling issue.
with putting out 48 pages of Heroes and a dozen computer games, the We can only do that with your help. Our playtesters and designers
effort of purring out 8-12 pages seems mall by comparison. Look up help out, but The Insider is written by you. We're always on the look-
from the grindstone and *poof!', there's six of these buggers on my desk. out for new material. If what you have isn't long enough for an article,
Judging by the letter we've received, this pUblication is fulfilling a a letter will do. We are e pecially interested in articles about our newer
need, and for that we thank you. There would not be The Insider if games. Quite a few Hell's Highway and Vietnam article have come in,
you weren't buying and playing the games. It's great to know we're followed by leader variants for The Civil War (but nothing about the
in demand. Thank you. strategic con iderations, strangely enough). The Napoleonic gamel'S have
For the next year, you can look forward to orne changes in the been silent about 1809, and only one short article has been received about
magazine. The size of each issue j determined directly by the number Panzer Command. Perhaps you're still taking time to digest these tomes
of articles we have. There is no backlog of articles' everything that we (munch munch munch).
accept will go into the next issue or the one after that. Not being a eparate -WEP
magazine helps us, since we can expand and contract according to our

Bills
-'lJ.'====11
()V~V~I(;IlT~ NATO Errata

009: (Note) Change the word "without" to "withhold." Phase following their tran port.
053: The number indicated a the Movement Point Allowance is 113: The last sentence hould read: "A unit moving by Strategic Road
actually the Attack Strength, and the number indicated as the Attack Movement can never enter an enemy Zone hex, an interdicted hex, or
Strength i actually the Movement Point Allowance. a hex out ide a friendly country. " (This correction also applies to 117.)
056/057/058: References to the term "Paradrop" should read "Air- 121: This rule should read as follows: "An eligible unit can use Air
borne Transport. " Transport to move to any land hex in enemy airspace except a rough
083: Note that some NATO formations (nationalities) have more than or mountain hex."
one HQ. Each HQ can support any and all combat units of its formation 123: This rule should read as follows: "An eligible unit can use Air
(nationality), regardless of nominal corps designation. Transport to move to any land hex in enemy airspace except a rough
094: The reference to "supply range" should read "support range." or mountain hex."
102: (Addition) Airborne, airmobile, and marine units transported to 146: (Addition) Friendly reinforcements that are prevented from
hexes from which they cannot trace supply are nonethele s automati- arriving by this rule are not permanently lost (except units used to meet
cally considered supplied during the first Joint Supply Determination continued on page 14

The Vlcrory Insider The Victory Insider is devoted to publishing articles about the products of Victory
Executi_e Editor: Mark Herman Games, Inc.
Managing Editor: William E. Peschel Send editorial and general mail to William E. Peschel, The A_aion Hili Game Company,
Tha Victory Games Stafl: Mark Herman, Jerry Glichenhouse, Rosarla Baldari, Robert Kern, 4517 Harford Rd., Baltimore, MD 21214. Subscriptions to The General are 512,00 for one
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The Vlcrory Insider is written largely by the gaming public. Articles ShOuld be typewritten,
Contents Copyright ©1985 by Victory Games, Inc. double·spaced, and written in English. Your address should be at the top of the title page.
There is no limit to word length. Rejected articles will be returned if submitted with a
stamped, self·addressed envelope.
VICTORY INSIDER 3

Letters From The Outside \Ve welcome Jour comments on any


subjeet. Send all Insider leiters 10
Viclory Insider, 4517 Harford Rd.,
Baltimore, MD 21214
Key Hexes In Highway Vietnam Counterplay
I read with interest Mr. BUlIerfield's article on Hell's Highway in the The second Viemam feature (II/sider #5, Gelleral 21/4) was some-
Insider #2 (The Genera/21/1). I strongly disagreee that, given effec- thing of a letdown after the first installment. Although Tony Curtis ap-
tive British deployment, the Germans will be able to assault hex 7917 parently based his articles on a playtest prototype, I suspect sloppy editing
on turn 7 or 8. Given a decent drop, it is more likely to occur turn 16 is behind most of the errors in the second piece.
or 17, if then. In order for the Allies to ensure sueh a happy state of For instance, in the diagrams for the first sample operation. the ARYN
affairs, it is important for Ihe Red Devil commander to concentrate on 16/9 regiment was represented by the ARVN 15/9 counter. The US 9th
grabbing key terrain (hexes) quickly. This article details the key hexes HQ was represented by the ARVN 9th HQ in 4 places.
to be occupied on any given turn and notes the current problems that The operational description was also slipshod. The US 2/9 brigade
Hell's Highway suffers. HQ should travel to hex 1174 by road, saving a precious ainnobile point.
The key hexes to be occupied are 8018, 8414 and 8117 (this last re- It should not pursue. In the pursuit. the US 31219 banalion (aimlObilized)
quires an H unit) on turn 2, and 6918 as soon as possible. Occupation actually needs 5.5 movement points to exit the interdicted target hex
of the first three ensures that NO Gennan unit will enter Amhem without and reach 1978 (it has only 5). It should move to 1878 instead. There's
having to displace a Red Devil by combat. Occupation of hex 6918 sur- no point in ainnobilizing the ARVN 16/9 regiment, since the US 112/9
rounds the 9SS Recce unit (defending the bridge from hex 6818) to speed can easily cover the VC's northern escape route. The US 21219 battalion
the breakthrough at Nijmegen. Everything a player does should be or- attacks the VC at 3-to-l, giving a + 3 modifier with terrain and pursuit
chestrated with these goals in mind. (the US commits only 2.5 ground points to the auack, taking its losses
In order 10 ensure the above goals are met, let's review the key hexes on the "1 to 3.5" column). Uthe operation ends here, only 3 airmobile
to occupy at the end of movement of Turn One. Hex 7812 or 7813 must points are used, not 7.
be occupied by an H unit in travel mode. A noorecee unit in travel mode Errors in the other operations were similar, e.g. a pursuing unit ig-
moves to 761117712. A Reece unit must be on the major road ready noring target hex interdiction in the fourth example.
to go into travel mode. (Note that it is preferable 10 have both recce Mistakes aside, the anicle raised some interesting points. In panic-
units so prcpared and to have moved one recce unit to 7508 to check ular, the founh example implied that the same ainnobile point could
the 740817508 crossing. If the crossing does not blow, then putting an be switched among different units in one operation. The rules aren't ex-
H unit into 7507 will ensure the recce unit crossing the Neder Rijn). plicit on this point, but if riverine assignments las! for Ihe duration of
The Gennan unit in 8011 must eithcr be anacked in great strength 10 an operation (rule 8.3), then I think ainnobile assignments should, too.
enure a D OR an H unit must be placed in 7911. One unit must movc Mr. Curtis advised the US player to keep ARVN units out of target
into 8210. hexes, to avoid lowering the pursuit bonus if the VC remain for later
Turn two: the H unit in 7812/3 comes out of travel mode and moves rounds. I have to disagree. In the vast majority of cases, the US player
to 8117. The Recce unit goes into travel mode and moves to 8018 (that's would be overjoyed for the VC to stay put for even one round of com-
correct; OUlsideof Amhem). The unit in 761117712 stays in travel mode bat, let alone two. In round one, all operating ground units can attack,
and moves to 7914. The unit in 8210 moves in travel mode to 8414. raising the odds. Round two is even better, as US anillery shifts from
If you can throw a Recce unil across the Neder Rijn, do il. Move the interdiction to fire suppon. Try playing the anicle's first search & de-
anillery unit to 7812. stroy example with a Ranger in the target hex, and see if the VC gain
The above allows you the comfort of knowing no German unit will anything by holding their ground.
be in Arnhem on lurn 2. Turn 3 can then be used to land reinforcements Mr. Curtis favors extensive use of airpower in both anicles. My own
(if playing the hidden drop zone campaign scenario (21.2), we favor preference is for anillery, which is much cheaper (e.g. 7 points of 155mm
hex 7814 as the drop hex), move followup units to 8017 and 8115, and artillery for the price of 3 air points). True, air points ahve no range
if the unils are available, move two ground units to 7917 to assault hex limit, but for the same commitment, the US player can buy enough
7816 with artillery support. artillery and airmobile !Xlints to provide adequate coverage. Further-
What's wrong with Hell's Highway? A bunch of irritating, albiet minor more, a used air point is gone for the rest of the turn. A used artillery
things: unit can still fire defensively in later US or NLF operations.
I) In scenario 21.2, the Allies have perfect hindsight as 10 where 10 Airpower does have one major advantage: it's the only way the US
put their dropzones (e.g. as close as possible to Eindhoven). Correc- player can destroy NLF commitment at its source in Nonh Vietnam.
tion: change rule 17.5 to say "not separated by a canal or river .... Even so, I think the commilment required for a major bombing cam-
2) In 21.2, the allies have perfect hindsight as to the entry location paign is worth more when taken instead as artillery and airmobile points.
of certain early Gennan reinforcements (most particularly the l06th The increase in VC casualties pays off in US morale points (for "body
Panzer Brigade), enabling them to prepare nasty receptions. Correction: count"), faster pacification (more morale !Xlints), and NLF commitment
for 21.2, the German player may bring on his reinforcements that start expended on VC recruits. When the NVA takes over "depacification"
in tactical reserve boxes one tum early, but only in their connected oper- from the VC, artillery is more cost-effective than airpower in dealing
ational reserve box and never before turn 2. with it.
3) In all scenarios, the XXXth Corp seals off a number of entry areas Despite the minor mistakes in the second installment, both Vielllam
on Map A by lining units adjacent to Ihe entry area. Thus, the weakest articles make excellent additions to an excellent game. Vietol')' Insider
Allied units may prevent entry of any number of Gennan units. To add already a cut above TIle General in quality. will be even better when
insult to injury, the Allies ensure maximum !Xlint scores by leaving multi- the editing is improved. I'm looking forward to upcoming issues.
stcp units on roads, in travel mode, so that on the last turn of the game
these units can all rush over the Waa!. Correction: the allied player may Gary Hladik
not end a turn with a unit adjacent to an entry area hex. Saratoga, CA
Given a decent Red Devil drop, that is, two H and one other infantry
unit landing undisrupted, plus one Recce unit landing in any state, then Hmmmm, I'm 1101 sure if criticiziflg the editing is a good way lO get (I
,lhe Germans must pray for a real Allied disaster elsewhere in order to leller published, sillce I'm the one respollsible lor the diagram errors.
have a shot at winning this game. Players should consider how radi- But Mr. Hladik is right, for reasons lGO mUndQlle to get imo here. As
cally the game balance changes with all other elements the same but lor the thoughts contailled in lhe article, it will be up to Mr. Curtis to
not allowing a British Recce unit to enter hex B8018 on turn 2. decide ifhe \<iGIl/S to respolld. Tony?-WEP

M.J. Mishcon
Tilton, NH continued on page 14
4 VICTORY INSIDER

An Ambush! Special Scenario


By Paul L. Fasoldt
Mission V11: Traffic Control
September 1944. Your squad has been scouting ahead of the Personal weapons abandoned in a building hex is destroyed and
division in an attempt to locate German Reinforcements reported must be marked off on your squad record.
to be gathering for a counterattack. Your squad has reached a Fire combat conducted through a burning hex has a -I modi-
small village at a vital crossroads. Headquarters has ordered you fier for each burning hex it passes through, including the target
to stay put and report any enemy movement in the area. hex.
YOUR SQUAD Damage Effects
You can use the pre-generated squad, your own continuing All targets. Any hit causes the hex to burn as well as any
squad, or you can generate a new one. Buy new equipment for non-soldier target. (Exception: ford, stream and river hexes). If
your squad. but since you have been travelling fast and light, attacking a target, and the result is a miss, roll one die: odd-no
you cannot buy MMGs. Due to recent rains causing poor road effect; even-hex burns.
conditions, intelligence reports no tanks are expected. In addi- Soldiers and vehicles in a hex which is set afire must exit the
lion, you receive at no cost one flamethrower, two satchel next turn. If no movement reference is given, roll one die:
charges, and a radio. Use a spare blank marker or a piece of file
card to represent the flamethrower.

SET UP
Use map B. The top of the map is the north edge. For each
of the following hexes in order, roll one die. On an even number,
place a rubble marker. On an odd result, go to the next hex. Stop 7·0: Roll Again
when you have made it through the list, or after three markers
have been placed. The hexes: L5, P5, Q8, QIO, MIO, M6, Q5,
R7, P9. N9.
Set your squad up in at least three buildings, not more than Soldiers and vehicles directed to enter a burning hex will re·
five hexes from N7 (include N7 when counting distance). main where they are. Soldiers and occupants of non-crew ve-
The water barrier is a river and can only be crossed at an in- hicles will conduCI802. Tank, Jagdpanther, and armored car will
tact bridge. conduct best fire with machinegun al closest target.
Several vehicles in this scenario do not appear in Ambush!. If Building, vehicle, woods, wooden bridge, brush. Bums
you have the Purple Heart module, use the appropriate counters unlil the end of the mission.
from it. If nOI, use pieces of file card with the vehicle name on Road, open, cover, stone bridge, rough, crater. Burns
one side and the vehicle name with destroyed on the other side. unlil the end of the current round.
After your squad is set up, conduct Paragraph Checks and then Ford, stream, river. No effect.
see 101. Bunker. Use -3 fire combat modifier unless in the same hex
VICTORY when altempting to hit an aperture. A hit result destroys the
bunker and kills all occupams. If aucmpting to hit a wall, use
ViclOry Point accumulation and loss will be revealed during
+4 fire combat modifier. A hit result causes occupants to lose
the mission. VP loss for killed/incapacitated men and means for
ending the mission will also be revealed during the course of the one turn (if any remaining in Ihe current round.)
mission. Tank, Jagdpanther, armored car, halftrack. If open, use
- 3 fire combat modifier unless in same hex. A hit result destroys
vehicle and kills all occupants. If closed, use vehicle size modi-
V11. Flamethrowers fier for location of vehicle. A hit causes vehicle to lose one turn
Flamethrowers cost 10 points and have a break percentage of if any remaining in that round.
05. They have a 35 % chance of running out of fuel, require one All other vehicles. Use vehicle size modifier for location
portage box to carry, and cannot be snapfired. When in the same of vehicle. A hil disables vehicle and each occupant rolls for
hex as the target, they need an 8 to hit; in an adjacent hex, a damage on the semi-automatic rifle row of the Damage Table.
6 is needed, and at 2-3 hex range, a 5. There is no fire combat Soldier. Use fire combat modifier for current stance and
modifier to hit a hex; range is the only consideration. When at- location. There is a + I modifier for each additional soldier in
tacking soldiers, vehicles or structures, see below for modifiers. the hex. Hit is resolved on HMO row of Damage Table.
If a soldier carrying a flamcthrower is fired on, and hit with
a result of other than panic, roll PC dice. If 10 or less, the
flamethrower explodes: the carrying soldier is killed, the hex
burns, and all other occupants of the hex roll on the Pistol row
of the Damage Table. If the soldier carrying the flamethrower
is fired upon and a miss or panic results, roll PC dice. On a result
of 0 I or less, damage occurs as above.
An incapacitated soldier in a hex set afire is killed. Anyequip-
ment represented by its own marker (MG, bazooka, satchel
charge, radio, flamethrower) in a hex that is set afire must be
exited next turn, or it is destroyed and removed from the map.
VICTORY INSIDER 5

US 08/J Soldier US 091K Soldier


IN: 3 pc: 5 ws, +' MPA,4 IN,2 pc: 2 ws: -1 MPA:4
Seml·Automatic Rille Semi·Automatic Rifle; Bazooka
3 SAR Clips; 2 Grenades 3 SAR Clips; 3 Bazooka Charges
NOTES: J and K musl stay wllhln .ighl of each other until NOTES: B8loo~a not prepa'ed on enuy. J end K mu.1 slay
fi'ed upon or In nex with commander. wilhin sight of eacn Olhe' until fired upon Of In hex with com·
mande,.

GE 111L and M Motorcycle with Sidecar


+2 VP GE12 Staff Car
Driver (L): IN: 3 pc: 5 ws:o os: 6 MPA:4 +2 VP
Gunner (M): IN: 3 PC: 6 wS:+2 os: 2 MPA: 4 Driver (P): IN: 1 PC: 3 ws: + 1 os: 8 MPA: 3
Soldier L has Machine Pistol; Grenade; +1 VP Officer (N): IN: 4 pc: 3 ws: + 1 os: 4 MPA:4
Soldier M has LMG; Pistol; 2 Grenades; +1 VP Soldier P has Machine Pistol; Grenade; +1 VP

0" ,.
CONDITION SPECIAL
S x Soldier N has Pistol; +2 VP
NOTES: If office, Is ceptured, gain 2 VPs. ACllons fo' tnis
0·' '90 '15 833 group depends upon who I. Inactive. If nOne Or ollice, In.
3 '90 170 BOD acUWI: 191; If drive' InacHWI, oWcer .pends one turn fO be·
come d,lver and then conducts 191. II stel! cs. Is Inactive,
H '90 86' 869 Ine dflve, conduCIS 865 and rne olllce' 822. The d,loer can.
'·9 '90 86' '78 nOI panic white in an active sIan car.
NOTES: SeII·Pffl.eNatlon Ooes NOT apply II mororcycle slill
acUve. LMG may nOI fire In rear lacing while gunner is in
sld""a,. II mOlo,cycle is dlsaOl8OllmmoOllized, pul special
.eacflon X Inroelfecl forsuNII'ors. II dnoe. is incapacitaled
0' ~lIled, gunner spends one lu,n 10 become drloe•.
GE 13 Truck 1 GE 16 Halflrack
+2 VP +2 VP
Driver (R): IN: 2 pc: 4 ws: +1 os,4 MPA,4 Driver (W): IN: 1 PC: 0 ws: -1 as: 2 MPA:3
Assistant (0): IN: 1 pc: 1 ws:O os: 0 MPA: 3 Assistant (T): IN: 2 pc: 2 ws: + 1 os: 0 MPA: 4
Soldier R has Bolt Rifle; Grenade; +1 VP Soldier W has Bolt Rille; Grenade; + 1 VP
Soldier 0 has Bolt Rille; Grenade; +1 VP Soldier T has Machine Pistol; 2 Grenades;

,. +1 VP

• ,'86
CONDITION SPECIAL CONDITION SPECIAL
0" y S
,'" •
,.,,
0·' 19'
19'
,,,
19'
BO'
90'
86'
839
BO'
'19 .,,.,
H
",
",
",
...
'"
886 '"
8·9 86'
NOTES: Sell·p,eseNatlon does NOT apply while In &Clive
", ",
8"
'" '"
NOTES: If haJ!t.&Ck Is dlsabledfimmOblllzed, put special
lI'Vck. If lfuck d;sabledlimmobllized, put specIal reacllon Y reacllon A Inlo eU""t for SUNI'iO's end See 154. I! driver Is
InlO ell""t to, SUNi'iO's. l! drive' Is killed Or Incapacitaled, ~lIled or lncapacl1aled, assistanl spends one lum to ~e
assistaM spends one lu,n to beCome d~oe" Drive' 0' ass is' driver. Onver 0' asslSlant c""nOl panic while In active
lanl cannot oanic while In &clive vehicle. vehicle. Gelore pullIng tills vehicle Into pley, see 155
ul:_ 1q_1 rUCK"
+2 VP GE 15/Y Armored Car
Driver (V): IN,1 PC: 3 ws: +1 os: 2 MPA: 3
+ 3 VP (+ 2 VP II knocked out)
Assistant (5): IN: 2 pc: 3 ws: + 1 os: 2
Soldier V has Bolt Rifle; Grenade; +1
Soldier S has Bolt Rille; Grenade; +1
MPA: 4
VP
VP '"3 IN, PC6 ., 6
C,ew WS OS 0·3 ...
ACTION DIE
6·' 9

DIE ,.,
CONDITION SPECIAL
y S
,, 3, ,, .,, , '92 '94 193 196
193 'IX; '94 'IX;
0·3 19' 868 ", 2 ,IX; 'IX; 'IX; 'IX;

,.,
'·6 19'
19'
BO'
86'
819
83'
NOTES: il a,mp,ed Car Is disabled Or immobilized and s7
has not occurred, see 111.
9
'" BO'
NOTES: SeII·preseNation does NOT apply while in aclloe
BO'
1ruc~.1! ttuCk d;sabledlimmoblliZed, put spe<;lel .eactlon Y
into el1ecl to. SUNI'iO's. It driver is killed Or Incapacttated,
assistant spendS one lum to become d';oer. O.iver or as,ls·
lant cannot panic willie In acUve vehicle,

GE 17IX NCO GE 18/U Infantry GE 19 Inlantry


+2 VP (+2 VP II captured)
IN,4 PC: 7 ws: 0 os: 6 MPA: , + 1 VP
IN: 3 pc,S ws:O os: 4 MPA,4
+ 1 VP
Machine Pistol; 2 Grenades
Machine PIstol; Luger; 2 Grenades Machine Pistol; 2 Grenades CONDITION

SPECIAL
,
DIE

CONDITION SPECIAL
S DIE
CONOlTION

SPECIAL
S .,..'", ...
8"
'"
,n
,.,
0 868
80.
'12
BO'
0

,.,,.,
865
869
'78
, 686
H 83' 833
H
868
833
..., BO' B' 8" '"
n,
6·9 865 '78 81' NOTES: Pick One German at random from Ihose killed 0'
Incapacllated. Using lIis IN, roll fo' Olher cha,acterisllcs as
II generallng a new American (see Squad Generation, page
9 of the AMBUSHI rules, secllons 5 In,oollll 8.) If no German
nas l>een killed 0' Incapacltaled, GE 191s not acllvaled. You
sllil get + 1 Vf>: YOU'll need It
6 VICTORY INSIDER

VEHICLE SUMMARY
ARMORED CAR WITH LIGHT MACHINEGUN HALFTRACK
Small Vehicle; Armored; Open Only Large Vehicle; Armored; Open Only
CREW: 3 MAXIMUM OCCUPANTS: 8
SlOW MOVEMENT POINT AllOWANCE: 4 SlOW MOVEMENT POINT AllOWANCE: 4
FAST MOVEMENT POINT AllOWANCE: 8 FAST MOVEMENT POINT AllOWANCE: 7
Hit Chart Hit Chart
FACING HIT FACING HIT
ITEM HIT Front Side Rear ITEM HIT Front Side Rear
Wheel 0 0-2 0 Driver 0-] 0-] -
Body ]4 3-5 ]-4 Assistant 2-3 2-3 -
5-6 4-5 -
Turret
Crew ,-, 6-'
8-'
5-'
8-'
Tire
Tread
Body
6
,-,
4
,-,
5-6 0-]
2-'
Damage Effects
Damage Effects
Wheel. If wheel is hit and penetration result is light, armored car
cannot be driven fast; make an immediate Accident Check. If penetra- Driver. Roll for damage using the Damage Table of the attacking
tion result is medium or heavy, an accident occurs: make an immediate weapon. If driver panics or is wounded, make an immediate Acci-
Accident Check. Body. If body is hit and penetration result is light, dent Check. If killed or incapacitated, an accident occurs. roll on
roll on the Pistol row of the Damage Table. If result is incapacitated the Accident Table. Assistant. Roll for damage using the Damage
or killed, reduce the crew by one; otherwise, no effect. If penetra- Table of the attacking weapon. Tire. Vehicle cannot be driven fast.
tion result is medium, roll on the semi-automatic rifle row of the If occupied, make an immediate Accident Cheek. Tread. If result
Damage Table and follow the same procedure as above. If the penetra- is a penetration, the halftrack is immobilized and cannot move again.
tion result is heavy. the ear is destroyed and the crew is killed. Turret. Body. If the penetration result is light, one passenger is killed. If
If the result is light, LMG cannot fire for the rest of the curret round. the result is medium or heavy, the halftrack is destroyed and all
If the result is medium or heavy, the turret is deSlroyed; reduce the occupants are killed.
crew by one and the armored car cannot fire for the rest of the mis- Considered a tank for grenade/satchel charge attacks and on the Ac-
sian. Crew. Reduce the crew by onc. cident Table.
Considered a tank for grenade/satchel charge attacks and on the
Accident Table.

MOTORCYCLE WITH SIDECAR TRUCK


Small Vehicle; Non-Armored; Open Only Large Vehicle; Non-Armored; Open Only
MAXIMUM OCCUPANTS: 3 MAXIMUM OCCUPANTS: 10
SLOW MOVEMENT POINT AllOWANCE: 6 SlOW MOVEMENT POINT AllOWANCE: 4
FAST MOVEMENT POINT AllOWANCE: 12 FAST MOVEMENT POINT AllOWANCE: 8
Hit Chart Hit Chart
NUMBER OF OCCUPANTS NUMBER OF OCCUPANTS
ITEM HIT 0 1 2 3 ITEM HIT 0 1 2 3 4+
Tire 0-3 0-3 0-3 0-2 Tire 0-] 0-] 0 0 0
Body
Driver
4-'
- , , ,
4-8 4-'
8
3-6 Body
Driver
2-'
-
2-'
8-'
]-5
6-' 5-6
]4 ]-3
4-5
Sidecar Passenger
Pillion Rider
- -
, 8 Assistant
Passenger
- - 8-' '-8
, 6-'
8-'
Damage Effects Damage Effects
Tire. Vehicle cannot be driven fast. !foccupied, make an immediate Tire. Vehicle cannot be driven fasl. If occupied, make an immediate
Accident Check. Body. Resolve combat using Damage Table for Accident Check. Body. Resolve combat using Damage Table for
attacking weapon. If result is a penelration result, the motorcycle the attacking weapon. If result is a light penetration result, reduce
is disabled. If not a penetration result, make an immediate Accident passengers (if any) by one. If penetration result is medium or heavy,
Check. Driver. Roll for damage using the Damage Table of the at· truck is destroyed. Driver. Roll for damage using the Damage Table
tacking weapon. If driver panics or is wounded, make an immediate of the auacking weapon. If driver panics or is wounded, make an
Accident Check. If driver is incapacitated or killed, an accident immediate Accident Check. If driver is incapacitated or killed, an
occurs; roll on the Accident Table. Sidecar Passenger or Pillion accident occurs; roll on the Accident Table. Assistant. Roll on the
Rider. Roll on the Damage Table for the attaCking weapon. Damage Table for the attacking weapon. Passenger. Reduce the
Considered a ear for grenade/satchel charge attacks and on the number of passengers by one.
Accident Table. Considered a car for grenade/satchel charge attacks and on the
Accident Table.

-
r--
a: NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE 123
w
o
U5 55 106 55 106 NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE 55 106 122
z
>-
a: xxx NONE NONE NONE xxx xxx NONE NONE NONE NONE NONE NONE 51 102 NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE 123
o
I- H-6 1-7 K-6 L-6 M-7 0-7 P-6 T-5 U-6
o
:;: NONE NONE NONE NONE NONE xxx xxx NONE NONE NONE NONE NONE NONE NONE NONE 51 102 NONE NONE 56127 NONE NONE NONE NONE 55106 55106 122
K-9 L-B M-9 M-B P-B 0-9
55106 NONE NONE NONE NONE NONE xxx NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE 55 106 55 106 123
1-12 1-11 J-11 R-11
NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE 135 NONE NONE NONE NONE NONE xxx NONE NONE NONE NONE NONE NONE NONE 122
C-15 0-14 E-15 F-14 R-14 5-15 W-16
55 106 NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE xxx NONE NONE NONE NONE 122
55106 55106 55106 55106 55106 55106 NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE 55106 55106 55106 122
55 106 NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE 55106 122
.C-4 0-4 E-5 5-5 U-5 W-5
NONE NONE NONE NONE NONE NONE xxx NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE 112
J-6 N-7 100 N-7 V-6 W-7
A B c o E F G H J K l M N o p Q R 5 T u v w x y RE
VICTORY INSIDER Mission 1: Traffic Control Condition 1
NONE NONE NONE NONE NONE xxx 59125 NONE NONE NONE NONE NONE NONE 51 102 NONE NONE NONE NONE NONE NONE NONE NONE NONE 55106 55106 122
J-9 L-9 R-9
55106 NONE NONE NONE NONE NONE NONE NONE NONE 59125 NONE NONE NONE NONE NONE NONE NONE NONE 107 NONE NONE NONE NONE 55106 55106 112
972 H-12 1-13 J-12 R-12
NONE NONE NONE NONE NONE NONE xxx xxx xxx xxx NONE xxx NONE xxx xxx xxx xxx NONE xxx xxx NONE NONE NONE xxx NONE 123
8-15 C-16 0-15 T-15 U-16 V-Hi X-15
55 106 NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE 122
55 106 NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE 55106 122
NONE xxx xxx xxx NONE NONE NONE NONE NONE NONE NONE NONE NONE 51 102 NONE 51 102 NONE NONE NONE NONE NONE NONE NONE NONE NONE 123
8-4 F-5 G-6 0-6 R-5 5-5 T-4 V-4 X-4
NONE NONE NONE NONE NONE NONE xxx NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE 55106 55106 122
M~ N~ N-7 O-B X-7
NONE NONE NONE NONE NONE NONE xxx NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE 55106 55106 122
1-10 K-11 K-10 R-10
55106 NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE 55106 55106 122
E-14 F-13 973 H-13 R-13
NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE xxx NONE xxx NONE NONE NONE NONE NONE NONE xxx NONE xxx xxx NONE xxx 122
8-16
OJ
NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE 104 <
o-;
s5 106 NONE NONE NONE NONE NONE EVENT EVENT NONE NONE EVENT NONE NONE NONE NONE NONE EVENT EVENT EVENT EVENT EVENT NONE NONE NONE s5106 122 o
:IJ
-<
xxx NONE NONE NONE xxx xxx NONE NONE NONE NONE NONE NONE sl 102 NONE EVENT NONE NONE NONE NONE EVENT NONE NONE NONE NONE NONE 122 Z
(f)
F-5 G-6 1-7 J-6 K-6 0-6 R-5 V-6 W-7
o
m
NONE NONE NONE NONE NONE xxx xxx NONE NONE NONE NONE NONE NONE NONE NONE sl 102 NONE NONE s6 127 NONE NONE NONE EVENT s5 106 s5 106 123 :IJ
1-10 J-9 K-l0 L-9 R-9 R-l0
s5 106 EVENT EVENT EVENT EVENT EVENT xxx NONE NONE EVENT NONE EVENT EVENT NONE NONE NONE NONE EVENT EVENT EVENT EVENT NONE EVENT s5106 s5106 122
162 H-12 1-13 R-13
NONE NONE NONE NONE NONE NONE xxx NONE NONE EVENT EVENT NONE NONE NONE NONE· NONE NONE xxx EVENT NONE NONE NONE EVENT NONE NONE 122
A-16 8-15 C-16 0-15 T-15 U-16 Y-16
s5 106 EVENT NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE xxx NONE NONE NONE NONE 122

s5 106 s5 106 s5 106 s5 106 s5 106 s5 106 EVENT NONE NONE NONE NONE NONE NONE EVENT EVENT EVENT EVENT EVENT NONE NONE NONE NONE s5106 s5106 s5106 122

s5 106 NONE NONE NONE NONE NONE EVENT EVENT EVENT NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE s5 106 130
A-5 8-4 C-4 U-5 W-5 Y-5
NONE NONE NONE NONE NONE NONE xxx NONE NONE NONE NONE EVENT NONE NONE NONE NONE NONE EVENT NONE EVENT EVENT EVENT NONE NONE NONE 141
L-6 P-6 X-7 Y-8

A B c o E F G H J K L M N o p a R s T u v w x y RE

VICTORY INSIDER Mission 1: Traffic Control Condition 2

NONE NONE NONE NONE NONE xxx s9125 NONE NONE NONE NONE EVENT EVENT sl102 NONE NONE NONE NONE NONE NONE NONE EVENT EVENT s5106 s5106 122
1-11 K-ll R-ll
s5106 EVENT EVENT EVENT EVENT NONE NONE NONE NONE s9125 EVENT NONE NONE NONE NONE NONE NONE EVENT 107 EVENT NONE NONE EVENT s5106 s5106 104
E-14 F-13 163 H-13 R-14
NONE NONE NONE NONE NONE NONE xxx xxx xxx xxx NONE xxx NONE xxx xxx xxx xxx NONE xxx xxx NONE NONE NONE xxx NONE 123
169 A-17 8-16 V-16 W-16 X-15 169
s5 106 EVENT NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE

s5106 NONE NONE NONE NONE NONE EVENT NONE NONE EVENT EVENT EVENT EVENT EVENT EVENT EVENT EVENT EVENT EVENT EVENT NONE NONE NONE NONE s5106 124

NONE xxx xxx xxx NONE NONE NONE EVENT NONE NONE NONE EVENT EVENT sl102 NONE sl102 EVENT NONE NONE NONE NONE NONE NONE NONE NONE 128
169 0-4 E-5 8-5 105 U-6 V-4 X-4 169
NONE NONE NONE NONE NONE NONE xxx NONE NONE NONE NONE NONE NONE NONE NONE NONE EVENT NONE NONE NONE EVENT EVENT EVENT s5 106 s5 106 122
K-9 161 P-8 0-9 169
NONE EVENT EVENT EVENT EVENT EVENT NONE NONE NONE NONE NONE NONE NONE EVENT NONE EVENT NONE NONE NONE NONE EVENT EVENT EVENT s5106 s5106 151
1-12 J-12 J-ll R-12
s5106 EVENT EVENT NONE NONE NONE NONE NONE NONE EVENT EVENT EVENT NONE NONE NONE NONE NONE NONE EVENT EVENT NONE NONE EVENT s5106 s5106 124
C-15 0-14 E-15 F-14 8-15
NONE EVENT NONE NONE NONE NONE NONE NONE NONE NONE xxx NONE xxx NONE NONE NONE NONE NONE NONE xxx NONE xxx xxx NONE xxx 122
169
a>
a: NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE 142
w
o
U5 55106 NONE EVENT EVENT EVENT EVENT EVENT EVENT EVENT EVENT EVENT EVENT EVENT NONE NONE NONE NONE EVENT NONE NONE NONE NONE NONE NONE 55106 142
z
>-
a: xxx NONE NONE NONE xxx xxx NONE NONE NONE NONE NONE EVENT NONE EVENT NONE NONE NONE EVENT NONE NONE NONE NONE NONE NONE NONE 104
oI- F-5 G-6 1-7 J-6 K-6 0-6 R-5 V-6 W-7
o NONE EVENT NONE NONE NONE xxx xxx NONE NONE NONE NONE NONE NONE NONE NONE EVENT NONE NONE 56127 NONE NONE EVENT EVENT 55106 55106 142
:> 1·10 J-9 K-l0 L-9 R-9 R-l0
55106 EVENT EVENT NONE EVENT NONE xxx NONE NONE NONE NONE EVENT EVENT NONE NONE NONE NONE NONE NONE NONE NONE NONE EVENT 55106 55106 142
162 H-12 1-13 R-13
NONE NONE NONE NONE NONE NONE xxx NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE xxx EVENT NONE NONE NONE NONE NONE NONE 128
A-16 8-15 C-16 0-15 T-15 U-16 Y-16
55106 NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE xxx NONE NONE NONE NONE 142
55 106 55 106 55 106 55 106 55 106 55 106 EVENT EVENT EVENT EVENT EVENT EVENT EVENT EVENT EVENT EVENT EVENT EVENT EVENT EVENT EVENT EVENT 55 106 55 106 55 106 142
55 106 NONE NONE NONE EVENT NONE EVENT NONE NONE NONE NONE EVENT EVENT EVENT NONE EVENT EVENT EVENT NONE NONE NONE NONE NONE NONE 55 106 142
A-5 8-4 C-4 U-5 W-5 Y-5
NONE EVENT NONE NONE NONE NONE xxx NONE NONE EVENT EVENT NONE NONE EVENT NONE EVENT EVENT EVENT NONE EVENT NONE EVENT NONE NONE NONE 110
H-6 L-6 100 P-6 X- 7 Y-8
A B c o E F G H J K L ·M N o p Q R 5 T u v w x y RE
VICTORY INSIDER Mission 1: Traffic Control Condition 3
NONE EVENT EVENT NONE NONE xxx 59125 NONE NONE NONE NONE EVENT EVENT EVENT NONE NONE EVENT NONE NONE NONE NONE EVENT EVENT 55106 55106 142
1-11 K-l1 R-11
55106 NONE NONE NONE NONE NONE NONE NONE ~IONE 59125 EVENT NONE NONE NONE NONE NONE NONE NONE EVENT EVENT NONE NONE EVENT 55106 55106 142
E-14 F-13 163 H-13 R-14
NONE NONE NONE NONE NONE NONE xxx xxx xxx xxx NONE xxx NONE xxx xxx xxx xxx NONE xxx xxx NONE NONE NONE xxx NONE 141
Exit A·17 8-16 V-16 W-16 X-15 Exit
55 106 NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE 142
55106 NONE EVENT EVENT EVENT EVENT EVENT EVENT EVENT EVENT EVENT EVENT EVENT NONE EVENT NONE EVENT EVENT EVENT EVENT NONE NONE NONE NONE 55106 130
NONE xxx xxx xxx NONE NONE NONE NONE NONE NONE EVENT NONE NONE EVENT EVENT EVENT EVENT NONE NONE NONE NONE NONE NONE NONE NONE 151
Exit 0-4 E-5 S-5 105 U-6 V-4 X-4 Exit
_.NONE EVENT NONE NONE NONE NONE xxx NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE EVENT EVENT NONE EVENT EVENT 55106 55106 142
K-9 161 P-8 0-9 Exit
NONE EVENT EVENT NONE NONE NONE xxx NONE NONE NONE NONE NONE EVENT NONE NONE NONE NONE NONE NONE NONE NONE EVENT EVENT 55106 55106 130
1-12 J-12 J-l1 R-12
55106 NONE NONE NONE NONE NONE NONE NONE NONE EVENT EVENT EVENT NONE NONE NONE NONE NONE NONE EVENT EVENT NONE NONE NONE 55106 55106 142
C-15 0-14 E-15 F-14 S-15
NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE xxx NONE xxx NONE NONE NONE NONE NONE NONE xxx NONE xxx xxx NONE xxx 142
Exit
NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE 110
....o
NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE
<
o--l
NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE 151
~3 G4 V·2 o
:0
-<
xxx NONE NONE NONE xxx xxx NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE 130 Z
165 146 1-7 J-6 K-6 C-6 R·5 T-5 V·6 W·7 Ul

NONE NONE NONE NONE NONE xxx NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE 104 o
m
H-10 1-10 J.g K-10 L·9 R-9 R-10 T-8 :0

NONE NONE NONE NONE NONE NONE xxx NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE 112
162 166 138 L-11 P·12 C-13 168 T·11
NONE NONE NONE NONE NONE NONE xxx NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE xxx NONE NONE NONE NONE NONE NONE NONE 104
A·16 8-15 C·16 0·15 T·15 U-16 Y-16
NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE xxx NONE NONE NONE NONE 128

NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE 130
Exit
NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE 110
A-5 8·4 C·4 G·5 156 V-3 W-5 Y-5
NONE NONE NONE NONE NONE NONE xxx NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE 112
H-8 H-6 L-6 100 P-6 T-6 X-7 Y-8

A B c D E F G H J K L M N o p Q R 5 T u v w x y RE

VICTORY INSIDER Mission 1: Traffic Control Condition 4

NONE NONE NONE NONE NONE xxx sg 125 NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE 104
H-11 1-11 K·11 R-11 U-g
NONE NONE NONE NONE NONE NONE NONE NONE NONE sg 125 NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE 141
E-14 F-13 163 H-13 R·12 R·14
NONE NONE NONE NONE NONE NONE xxx xxx xxx xxx NONE xxx NONE xxx xxx xxx xxx NONE xxx xxxNONE NONE NONE xxx NONE 112
Exit A·17 8·16 V-16 W·j6 X·15 Exit
NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE

NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE 141
V-1
NONE xxx xxx xxx NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE 104
Exit 0-4 E·5 G-6 8·5 105 164 V·4 X·4 Exit
NONE NONE NONE NONE NONE NONE xxx NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE 141
H-9 K·9 161 P·8 C·g T-7 Exit
NONE NONE NONE NONE NONE NONE xxxNONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE 151
136 1-12 J-12 J-11 M-11 N·11 0-12 R-12 U·11 U-10 U-11 V-11
NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE 130
C-15 0-14 E-15 F-14 8-15
NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE .xxx NONE xxx NONE NONE NONE NONE NONE NONE xxx NONE xxx xxx NONE xxx 130
Exit
VICTORY INSIDER 11

122.
Paragraphs 4·9: Enter T5

106. Conduct PC Check:


If Gennan N active and in vehicle. see
145. Otherwise. no effect.

• If successful. see 143 123. The German radio in the staff car
• If fails, no effect breaks down! Ignore further references {o 122
100. Roll onc die {Q determine the next hex
and 123. Make a note of these two paragraphs
entered: 107. If on the first level, no effect. on your squad record.
0-1: 07 If on the second level. see 152.
2·3: 08 124. Go to Condition 3.
4·6: M8 110. One Gennan vehicle dctennined al ran-
7·8: M7
9: Roll again.
dom blows a tire, and can move only at slow 125. Roll one die:
speed for the rest of the mission. If the same • Odd, see 103.
Roll again if directed to enter the hex left to vehicle blows a second tire, it is immobilized • Even. see 132.
enter N7. Only the first German vehiclel and the occupants must abandon it to proceed
soldier to cnter and leave N7 rolls. The rest
automatically follows the leader. Go 10 Con-
on foot. No effect on the armored car. 126. Roll one die:
Odd. see 167.
dition 2. 111. (571 Go to Condition 4. Roll one die; Even, see 137.
odd: WI I, even: E3. Activate Gennan 16 in
101. (sOl A German convoy approaches!
The convoy contains a motorcycle with side-
the hex indicated. Gennan advantage. Gennan 127. [56) If in Operations, no effect. Other-
receives one turn this Round. The mission wise. a soldier discovcrs a case of wine and
car, a staff car and two trucks; entering in that ends when: stops to confiscate it. If there is no conunander
order. See 133 to determine where the con- I. There are no active Gennans on the map. in that hex, all men lose the rest of their turn(s)
voy enters. Movement is one hex per turn No VP loss for Americans incapacitated. for this Round. Man with the highest PC con-
until the American decides to commence 2. All active Americans have exited any ducts a PC Check.
Rounds. Americans may not move/fire/pre- map edge. VP loss for incapacitated • If successful, all men in the hex fall prone.
pare weapons while in Operations. Convoy Americans not exited. Germans left on map • If fails, all men in the hex must remain in
must keep closed up with no gaps and move cause VP loss as if they had exited. Immobi- their current stance.
al the speed of the slowest active vehicle lized and abandoned vehicles count as de-
(truck, staff car and motorcycle in this order). Stroyed for VP purposes.
When in Rounds, drivers of active vehicles 128. If any German vehicles from the con-
get one tum unless all drivers have two turns. voy are burning, one chosen at random ex-
Two vehicles (including disabled/immobilized
112. A grenade explodes accidently! Roll
one die: on an odd result an American is af- plodes. All soldiers currently in the hex roll
vehicles) may occupy the same hex. No ve- fected: on an even result. a Gennan is af- on Satchel Charge, Inside row of the Damage
hicle may pass another active vehicle, but may fected. One soldier, dClennined at random and Table. Remove disabled vehicle and burning
be in the same hex with it. To pass a hex with carrying a grenade. has the grenade explode. markers. Place crater marker in the hex. This
two disabled/immobilized vehicles or a hex The affected soldier conducts a PC Check: can occur once per mission. Ignore further
with a crater costs 3 MPs and an immediate references to this paragraph, even if no con-
• If successful, he tosses the grenade into an
Accident Check must be made. To pass a voy vehicles currently burning. Occupants of
adjacent hex where it explodes hannlessly.
burning vehicle, make an Accident Check. vehicles are considered other than prone for
• If fails, he and everyone in the hex are hit
When all four vehicles are on the map, see by the explosion. The soldier carrying the resolving this explosion.
120. When the American player chooses to grenade is considered indoors regardless of
commence Rounds, see 140. Make note of his position. Occupants of vehicles are con- 130. One Gennan weapon chosen at random
these two paragraphs on your squad record. sidered prone indoors. No other occupants of runs out of ammo.
Self-preservation is not in effect for Gennans the hex may conduct a PC check for this ex-
in active vehicles.
Victory points are gained for activation/
plosion. If it occurs in a vehicle, the vehicle 131. [51] Soldier finds German MMG with
is disabled. This may occur only once per mis- one clip of ammo in this hex. MMG is
capture of Gennans. Gennans that exit the
sion. Ignore further references to this unprepared.
map cause a loss of double their activation paragraph.
VPs (if a German is worth 2 VPs for activa-
tion and exits, you lose 4 VPs). You need 16 120. If in Rounds, no effect.
132. [59] A detonator wired to explosives
VPs for victory. on bridge GI3 is found here! An American
If in Operations, each American conducts a
in this hex may blow up the bridge by spend-
PC Check. Move the IN markers of those who
ing one action. When the bridge is blown,
102. Conduct PC Check: pass to the Complete space. Roll one die and
place wrecked bridge marker and sec 121.
• If successful, see 131. place those IN markers in the appropriate
• If fails, no effect. Note this paragraph on your squad record.
location on the AR track (ignore advan-
tage/disadvantage). Americans may now
103. (s9) A detonator wired to explosives move/prepare weapons/give turns (but not 133. Roll one die to determine entry hex:
on bridge GI4 is found! An American in this fire) as if in Rounds. Panicked soldiers may 0·1: YI6
hex may blow the bridge by spending one ac- do nothing but fall prone. When all the 2-3: A5
tion. When the bridge is blown, place wrecked Americans have finished their turn(s), place 4-5: Al7
bridge marker and see 121. Make note of this all the American IN markers back in the Un- 6·7: Y8
paragraph on your squad record. aware space. This is the only exception to the 8: AI6
fifth sentence of the first paragraph of WI and 9: Y5
104. One soldier detennined at random has the only time Americans may do anything Activate German II in the hex indicated. Ac-
his gun jam. Roll one die: on an odd result, while in Operations. tivate Gennans 12, 13 and 14 in order as the
an American is affected; on an even result, preceding German advances one hex. Gennan
a Gennan is affected. If the soldier whose gun 121. Any vehicle in the hex is deSlroyed. IN markers occupy Complete space until the
jammed is standing, crouching or in a vehicle, All occupants lose any turns remaining in the American chooses to commence Rounds by
he may make an immediate attempt 10 unjam Round and roll for damage on the Pistol row reading 140. If all Gennan vehicles are de-
at no cost. of the Damage Table. Soldiers not in vehi- stroyed or immobilized and all occupants
cles lose any remaining turns and roll on the killed or incapacitated before any reach hex
105. Roll one die: Semi-automatic rifle row of the Damage N7, go to Condition 3. Do not conduct Ran-
0·3: Enter T4 Table. dom Event Checks until in Rounds.
12 VICTORY INSIDER

134. [541 A German armored car patrolling Outside row of Damage Table for each do not panic receive two turns this Round. See
the railroad tracks enters! It is mounted on the American in the hex. Building hexes become 126.
rails and follows the tracks when directed to rubble, whether occupied or not: place rubble
move. (There are no movement references on marker. Any other hex becomes a crater; 161. Roll one die:
the condition cards for the armored car.) If place crater marker. Lose I VP for each time • Odd, enter L8
bridge G 13 is blown or burning when the ar- German N successfully contacts the mortar • Even, enter M9
mored car gets there, it will reverse its direc- after the first time.
tion of travel to its entry hex where it will exit. 162.• Ifbridge in GI3 is intact, enterG13.
Roll one die: on an odd result, the armored 146. If German 16, 17, 18, or 19 is mov· • Otherwise, enter H13.
car enters Y5 and attempts 10 exit A16: on ing, enter H7. Otherwise, enter G6.
an even result, the armored car enters AI6 163.• If bridge in G 14 is intact, enter G 14
and attempts to exit Y5. Activate German 15 150. All Americans conduct PC Check. • If bridge in GI3 is intact, enter H12.
in the hex determined above. Commence Those that pass may fire at convoy, prepare • If neither bridge is intact, see 197.
Rounds. German Advantage. German 15 gcts weapons, or give turns (but not move). Com-
one turn per Round until fired upon. mence Rounds. An Americans automatically 164.• If German 16, 17, 18, or 19 is mov-
aware, and those that do not panic receive two ing, enter T4.
135. You find fame and quicksand. Every- turns this Round. See 126. • Otherwise, enter U6.
one will know who you are, but you must re-
main here until V-E Day. 151. One American who is wounded (Ihe 165.• If German 16, 17, 18, or 19 is mov-
one with the lowest IN) becomes incapacitated ing, enter H6.
136. If bridge GI3 is intact, enter H12. due to blood loss. This can occur only once • Otherwise, enter F5.
Otherwise, enter I12. }x:r mission. Ignore further references to this
paragraph once the first American becomes 166.• IfGennan 16, 17, 18 or 19 is mov-
137. If your radio is manned, you infonn incapacitated. ing, enter 112.
division of the approaching convoy and gain • Otherwise, enter H12.
2 VPs. Division orders you to stop or slow 152. (53) You find a German radio in this
down the convoy. If your radio is not manned, hex! If German N attempts to call in mortar 167.• If your radio is manned, it is not
lose 2 VPs. Commence Rounds. Roll for fire, an American in this hex may try to jam working. You decide to send a runner to in-
initiative. the transmission. Conduct PC Check: form division of the convoy, and the rest of
• If fails, no effect. Return to 145. the squad will try to stop it. If the man you
138. If German 16, 17, 18, or 19 is mov- • If successful, German N's transmission is send successfully exits the map edge oppo-
ing, enter K12. Otherwise, enter 113. jammed and there is no mortar fire this site where the convoy entered, you gain 2
Round. Gain I VP each time transmission is VPs. The runner must start on his next turn.
140. Roll one die. Odd, sec 150. Even, see jammed. He may move or movcJfire, but he must move
160. every turn he is able to.
153. {55] Reinforcements appear. Use cards • If your radio is not manned, lose 2 VPs.
141. One wounded German determined at US 08 and US 09. Roll one die: Commence Rounds. Roll for initiative.
random becomes incapacitated due to blood 0·2: AI to YI
loss. This can occur only once per mission; 3·4: AI to AI9 168.• If German 16, 17, 18 or 19 is mov-
ignore funher references to this paragraph 5·7: AI9 to YI9 ing, enter S12.
once the first German becomes incapacitated. 8·9: YI to YI9 • Otherwise, enter R13.
Reinforcements may enter standing and aware
142.• If 54 has nOl occurred, see 134. anywhere on the row/column determined 169. German exits. Go to Condition 3.
• If s5 has not occured, see 153. above.
• If s7 has not occured, sec III. 170.• If driver's turn and on motorcycle,
154. (s8] Activate Germans 17, 18, and 19 spend I MP to get off motorcycle and then
143. [55) Forward elements of another com- in the hex where Ihe half-track is disabled/im- conduct 864.
pany appears! They will assist you. Activate mobilized. Gennans arc crouching. • If driver's turn and not on motorcycle. con-
US 08 and US 09 prone in the hex that caused If there have been four or more body penetra- duct 865.
the PC Check. If soldier that took the PC tions on the half-track or the half-track was • If gunner's rom and in sidecar, spend I MP
Check was the runner activated by 167, he disabled by a medium or heavy body penetra- to get out of sidecar. Roll one die:
is told that headquarters is aware of the con- tion, you get 4 VPs and Germans 17, 18, and 0·3: s~ 179.
voy and he is to return to his squad. Gain 2 19 are not activated. 4·9: see 864. Leave LMG in sidecar.
VPs. If there have been three or less light body • If gunner's turn and not in sidecar, conduct
penetrations, for each occurrence, pick one 866.
145. Monar fire called in from the staff car! of these three Gennans at random and roll on
German N conducts PC Check: the Pislol row of the Damage Table. Even if
• If fails, no contact was made with mortar a German is killed or incapacitated, he is to 178.• Ifonly one target in sight, stand and
squad. be included in later resolutions.
conduct one snap fire at that target. Then
• If succeeds and s3 has occurred, see 152. After the light body penelration results arc move as quickly as possible, spending up 10
If succeeds and s3 has not occurred, place lfl the soldier's MPA, rounded down. Fall
resolved. roll one die and place the IN
spotting round or move round already on the markers of the survivors on the AR track ac- prone if free stance change available.
board as in mission 10. German N must at- cording to the result. • If no target in sight, move as quickly as pos-
tempt to hit the hex with the most visible sible. FaIl prone if free stance change
Americans in it. If all possible target hexes 155. Make a note of light body penetrations available.
have the same number of Americans in them, to the half-track on your squad record. There • If more than one target in sight. crouch and
choose one at random. Placement of round will be further instructions concerning this conduct snap fire at as many targets as pos~
may nOl be closer than 3 hexes to an active later in the mission. sible, beginning with the closest and then the
German. If all visible Americans are within easiest. Fall prone if free stance change
available.
3 hexes of an active Gennan, place the round 156. If German 16, 17, 180r 19 are mov-
so that it may scatter into the Americans, but ing, enter U4. Otherwise, enter U5.
not into an active German. When mortar strike 179. Spend the rest of the turn removing
location is resolved, roll on Satchel Charge, 160. All Americans arc aware and those that LMG from sidecar, then fall prone.
VICTORY INSIDER 13

190.• If driver's turn and no shots fired. targcl. Fall prone after fire if free stance get is in sight and free stance change available.
drive slowly. change available. • If active target is in sight and soldier oc-
• If driver's tum and shotS have been fired. cupies an open hex, move as quickly as pos-
drive fasl. 809. Move as quickly as possible: fall prone sible. Fall prone after movement, spending
• If gunner's tum and no shots fired. do after movement, spending a MP to do so, if a MP if need be.
nodling. necessary. • If active target in sight and soldier occupies
• If gunner's tum and shots have been fired, a non-open hex, crouch and conduct best fire
conduct best fire with LMG at closest Iargel. 812. 1. If active US soldier in hex. assault at easicst targel.
(NOIe: do DOl exceed speed of slowest convoy to kill.
vehicle still active.) 2. If adjacent to active US soldier through 864.• If no active target in sight. move as
tra\'ersible bexside and a grenade is available. quickly as possible. Fall prone if an active tar-
191 .• If no shots fired, driver drives slow. crouch and throw grenade. Exception: if get in sight and free stance change available.
Olhcr vehicle occupanr.s do nothing. another active German is in the hex with the • If active target in sight. stand and conduct
• If shots fired. driver drives fast. Other US soldier, charge assault to kill. one snap fire at closest target. lbcn. move
\'chicle occupanr.s conduct besl fire at closest 3. If an active target is in sight and no German as quickly as. possible, speDding up to Y.I
",,<t. is in targel hex. crouch and condUCI best fire. soldier's MPA. rounded down. Fall prone if
(NOIe: do DOl exceed speed of slowest convoy 4. Move and snap fire at any Iargel that be- free stance change available.
\'Chiclc still active.) comes visible during movement.
865.• If no active Iarget in sight. 1II0ve as
192.Drive slow. Conduct aimed fire with 815. Crouch, then fire machine gun or assist quickly as possible. FaJi prone if an active tar-
LMG at closest Iarget. in firing machine gun. Conduct besl fire al get is in sight and free stance change available.
any target within three hexes. Otherwise, c0n- • Ifone or two active targets in sighl. crouch
193. Drive fasL If three in crew. conduct duct aimed fire at easiest target. Fall prone and conduct best fire at closest target.
snap fire with LMG at easiest Iarget. after fire if frcc stance change available. If • If three or more targets in sight. fall prone.
MG out of ammo, fire second weapon.
194. CoOOua IWOSl1lp fires with LMG. fil'Sl 866.• If no active target in sighl, move as
at closest targel and then at easiesl. 819.• If grenade is available and Iarget in quickly as possible. Fall prone if an active tar-
range, throw grenade at closest Iarget. Fall get is in sight and free stance change available.
195.• If current German Action Number prone after throw if free SIal'lCe change • If one or two active targets in sight. move
is odd: available. as quickly as possible. Fall prone in first non-
On drivcr's turn. drive slow. • If 00 grenade available or target in range. open hex entered. speDding a MP ifnccd be.
On assislant's tum. conduct best fire at run into an open hex or crawl into any other I! no non-open hex entered, fall prone in the
easiest Iargcl. type hex. last hex entered. spending a MP if need be.
• If current Gennan Action Number is even: • If three or more &Clive targets in sight.
On driver's tum, drive fasl. 822.• If an active Gennan in the same or crouch and conduct as many snap fires as pos-
On assislant's tum, conducl best fire at adjacent hex, crouch and give a tum to Ihe sible, first at the closest Iarget and then the
closest Iarget. German with the fewest tums in the same or easiest.
adjacent hex. If two or more eligible Germans
196.• Drive slow. have the same number of tums. give a tum 868. Move as fast as possible. Fall prone
• If annored car is immobilized, conduct snap 10 the one with the highest Weapon Skill. If after movement if free stance change avail-
fire at closestlargel. If there are two or thrce all eligible Germans have two turns, conduci able and an active US soldier is in sight.
in crew, conductlwo snap fires. If only one 801.
in crew, COnducl one snap fire. • If no active Germans in the same or adja- 869.• If grenade available and aClive US
cent hexes, run into an open hex or crawl into soldier within three hexes, stand up and
197. If both bridges are wrecked, crossing any other type of hex. thrown grenade. Fall prone if free stance
may be made over thc wreckage in G14. To change available.
enter or leave the wrecked bridge in G 14 CQSts 832. -. If an active German in the same or • If grenade not available or target at four or
a vehicle all its Movement Points and an im- adjacent hex, crouch and givc a tum to the more hex range. conduct 801.
mediate Accident Check must be made. If the German with the fewest turns. If twO or more
Accidcnt Check results in disabled or crash. eligible Germans have the same number of 971 .• If no aClive targelS in hex. lie prone.
the vehicle slides off the wreckage into G 15 tums, give the tum to the one with the highest • If one or two aClive targets in hex, assault
and sinks. Remove the vehicle counter from Weapon Skill. If all available Germans have to kill the one with the lower Weapon Skill.
the map: the vehicle is considered destroyed two tums, see 801. • I! three or more active targets in hex.
for VP purposes. For each OCCUpanl of the ve- • If no other active Oennans in the same or surrender.
hicle that slid off, roll one die: adjacent hex. conduct 801.
0·1: Occupant panics and drowns.. 972.• If bridge GI3 is intact. enter G13.
2-3: Place occupant in HI3, prone, wounded. 833. 1. If active US soldier in hex. assault • Otherwise. enter F14.
4-9: Place occupanl in HI3, prone. He loses 10 kill.
any lums remaining in the Round. 2. If adjacent to active US soldier through 973.• If bridge G14 inlact. enter 014.
Soldiers on fOOl may cross at the wrecked lraversible hcxsXIe and a grenade is available, • If bridge Gl3 intact, enter FI3.
bridge in G 14 at the COSt of 2 MPs to enter crouch and throw grenade. Exception: if ac- • If both bridges destroyed, see 197.
or leave the hex. lbcy must aOO roll one die tive German in US hex. charge assault to kill.
when entering or leaving the hex: 3_ If active target in sight, crouch and con-
G-1: Man slips. offlhe wreckage and drowns. duct best fire.
2·9: No effect. 4. Lie prone.

800. Lie prone. 839.• If active US soldier in hex. assault


to kill.
801. Crouch. then condUCI best fire at easiest • If no active target in hex, crouch and con-
targct. Fall prone after fire if free slance duct best fire at closest target.
change available.
862.• If no active Iarget in sight, move as
802. Crouch. lhcn condUCI best fire at closest quickly as ]X)SSible. Fall proDe if an active tar-
14 VICTORY INSIDER
continued Irom page 2 (with 32 artillery points), 7 points of independent artillery and 35 ARVN
supplies. These supplies are used for replacements, battalion upgrades,
Vietnam Comments and a few division HQs. The US player can place these HQs under
Congratulation to Tony Curtis for his fine Victory IllSider article on effective Corps commanders, converting some otherwise useless ARVN
VG's Vietnam game. I was so impressed that I was finally persuaded
divisions into effective units.
to subscribe 10 The General and Victory JllSider. In addition. I'd suggest that the US player eventually deploy up to
Ahhough I canno! judge Ihe rapid build-up strategy from first-hand nine US divisions. Since they bring their own firepower with them, they
experience yet. it certainly seems 10 offer the US player his best chance can be taken in place of air points. If these extra units are later under-
for success. However. I think a few adjuslments to the first season's employed. as Mr. Curtis warns, they can always be withdrawn (reclaim-
deployment might improve the US player's position even more. ing. incidentally, several "free" commilmCnt points for their "05).
Finally. a word about the "gamesmanship" Mr. Curtis criticizes. In
Suggesled Summer 1965 US Deplo}"ment the real world, the most successful leaders im'ent new "rules" for the
Units Commitmel1l "game" of military connict. Allhough wargamers are much more re-
Withdraw I Navel Poin! -4 slricted. they can simulate this real-world innovation to some extent by
Rest of 3rd Marine Div 4 creative exploitatioo of their game's rules. If, for instance, the US player
IOIsI Airmobile Div 10 deploys only one brigade with a division "Q, il juSl means that West-
1st Air Cav Div 9 moreland has decided the division's artillery is more useful than its in-
1st Marine Div 9 fantry. and has broken military tradilion to gel it. The rapid build·up
4 155mm Artillery Bn 4 suategy itself may be another example of gamesmanship: I can'l help
6 Air Points 2 wondering if the US actually had the logistical resources to deploy the
8 Airmobile Points 4 real-life equivalent of 50 commitmenl points in Viernam during the
21 Replacements 7 summer of '65. My point is that without some freedom from historical
35 AR VN Supplies _,_
consuaints. gamers can only repeal hislOry, no! change il.
50
Compared with Mr. Curtis' dcploymcnl, this gives up a naval point. Gary Hladik
27 air points. and 2 to 6 SVN morale points. but adds a US division Saratoga, CA

contInued Irom ~e 3
Major River HenKle: Change theAnack Die RoI.l Penal.ty from" -2"
matching requirements). Instead, they are simply delayed until the match- 10 "0" and delete the first sentence of the note. Change the second sen-
ing requirement is met. . tence to read ' 'If some units attack across Major, and cxhers across Minor.
157: Delete the note accompanying this rule, and add the followmg: River hexsides, but all units are attacking across some fonn of River
•.An Offensive Suppon marker cannol be transferred directly from one hexside, then the combat penalties of both types of River hexside apply
HQ to anothcr in the same Game-Tum. Instead, the marker muSl first simultaneously. "
be removed from an HQ during a friendly Offensive Support Phase and Iron Curtain Hexside: The Movement Point Cost should be changed
placed on the Game-Tum Track. Then, during the next friendly Off~n­ from" + I" to "NOTE.·· The note should be deleted and replaced with
sive Suppon Phase, the marker can be relumed to play atop any eltg- the following nOle: "See NATO Border Troop rule (222) for Game-
ible HQ.·· Tum 2 effects...
111: Delete this rule and substitute the following: "Exploitation: A Attack Die Roll Penalty Explanation Section: Add the following
hard unit thaI has advanced after combat without crossing a Major River sentence: "The Attack Die Roll Penalty for attacking across a Minor
hexside can use exploitation to advance one additional hex into any ad- River hexside never applies to Airstrike missions or Nuclear Strikes."
jacent hex not occupied by an enemy unit. A unit cannot exploit into Danish Ferry: Change the words .. A maximum 10tai of 2 steps of
or out of any of the following hex types: major or key city, mountain, NATO units" to "A maximum total of 2 steps of NATO units per
rough, marsh, or a hex containing a Chemical Warfare or Interdiction Game·Turn.'·
marker. Additionally, a unit cannot use exploitation to exit an enemy
Zone ofConlrol hex. though it can exploit into any type of enemy Zone Combat Modifier Applications:
hex ... Attack Strength: Change the last sentence in this section to read "Once
172: Change the words "of a givcn type" to "of each type," all these modifiers, all of which are cumulative, are taken into account
186: Change "1104" to"l to 3." for each auacking unit, add all modified strengths, fraclions included,
187: (Addilion) The tactical nudear die roll mechanic is intended to to determine the total Attack Strength. Round any remaining fraclions
reflect the possibilily of provoking a massive SUalegic retaliatory strike down."
when a player initiates Tactical Nuclear Warfare. In this case, the in- Attack Die Roll Penalty: Change the last sentence in this section to
itiating player loses decisively because he has brought down Annageddon. read "If the Bllacking units are all attacking across Minor River hex-
206: To control a city for purposes of this rule, the city must be in sides, or a combination of Minor and Major River beuides, subtracl
WP friendly airspace. one more from the die roll. as indicated on the Terrain Effects Chart
211: Change "during Game-Turns 2 and 3" to "during Game-Turns for Minor River hexsides."
2. 3 and 4."
222: Change "Zone of Control" to "Zone of Delay." Zone Effects Summary:
235: Change the first sentence to read as follows: ' 'When a NATO Effects or an Enemy Zone or Delay Hex: Change the third sentence
unit orner than an airborne, airmobile, or marine unit enten any city of this section to read "A friendly unit CaJUlOl enter or leave an enemy
hex in East Germany. and occupies the hex during a ViclOry Points Zone of Delay hex by rail transport (I 15), Air Ferry (120), or Sea Ferry
Record Phase, the Warsaw Pacl player mUSI enler the 6 Easl German (127)."
Territorial Reserve reinforcements during his next ActivationlReinfofCC- Effects or an Enemy Zone or Conlrol Hex: Insert the following sen·
ment Phase, and the NATO player immediately receives 3 Victory lence immediately after the firsl sentence in this section: "A friendly
Points. " unit moving by tactical road movement musl always Slop in the firsl
236: Change the first sentence to read as follows: "When a NATO enemy Zone of Control hex thai it enters and may 001 be moved any
unit other than an airborne, airmobile. or marine unit enters any city further in that Movement Phase...
in Czechoslovakia, and occupies the hex during a Victory Points Record Change the fourth sentence in this seclion (0 read "A friendly unit
Phase, the Warsaw Pact player must enler the 3 Czech Territorial Reserve cannot: enter or leave an enemy Zone of Control by railtranspon (115),
reinforcements during his next Activation/Reinforcement Phase, and the Air Ferry (120), or Sea Ferry (127)."
NATO player immediately receives 3 Victory Points.
Terrain EffKts Chart: Map:
Major Cit)·: The no!e is supposed to read "For movement and com- Several minor cities in forest hexes are while rather than the intended
bat purposes, Major and Key cities are trealed idenlically.·· red. They are minor cities for all purposes.
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