Académique Documents
Professionnel Documents
Culture Documents
$2.00
Designers
. Notes
General Editor
Co-Editor/Executive Art Director
Art Director
Managing Editor
Research Director
Associate Editors
James F. Dunnigan
Redmond A. Simonsen
Manfred F. Milkuhn
Lenny Glynn
Albert A. Nofi
John M. Young, Stephen B. Patrick
Printing by Reflex Offset, Inc.; presswork by John Banks. Bindi ng by Apollo Binders.
In this issue...
page
by Lenny Glynn
by AI bert A. Nofi
11
by James F. Dunnigan
12
by Stephen B. Patrick
13
),
by AI bert A. Nofi
14
by Steven List
16
Panzerblitz Revisited
by George G. Hopp
18
Idiocy pr Reality
by D. J. Govostes
20
Gamespeak
by Redmond A. Simonsen
22
Anschluss
by Stephen B. Patric k
26
by James M. Flanagan
28
Limited Intelligence
by Lenny Glynn
FEEDBACK
Simulations Publications. Inc . 44 East 23rd Street, New York. N.Y. 10010
30
31
3
Borodino will be pub l ished in issu e 32 of S& T
(M ay , '72) , The game is a division level
re-creation of the French-Russian bloodbath
during the 1812 cam p aign, It was one of those
battl es wh ieh N apoleon won at a cost greate r
th an he co u Id af ford. Best of a II , we were able
to use the sa me game syste m used in our
highly popular Napoleon at Waterloo game.
Some minor modificat io ns were ms de. In
addi t ion the area and f orces covered was more
than t w ice t hat at Waterloo. T h is ma kes f or a
b it more complexit y (i n terms of quantity, not
qu alit y). Sti l l, th e game is short, easy to grasp
and 'fast moving w ith the end in doubt th ro ughout th e game ,
T he 1812 game w i II be handled in a rathe r
unique fashi o n. We ended up developi ng TWO
1812 games. One used the same gam e system
fo r Napo leon ic warfa re f o u nd in Leipzig. T he
"other " 1812 game used a new game system
which co ncentra ted on the supply difficul t ies
of t he campaign. When pu blished , t he 1812
game wi ll con sisr of two separate games , both
of d ifferent desi gn app roac h. 1812 w i II sell for
$10 (i t is, in effect, si mply t wo $5 gam es being
501 d together) , The feedb ac k we receive on
these t w o games w ill help us determ ine which
design fea t ures are most effective.
Korea
The Mobile War: 1950-51
The Korean War is best k now n as a bloody,
indecisive stalemate re mi niscent ot t he F irst
World Wa r. Bu t for almost a year, at t he height
of the Co ld War, a dynamic, seesaw struggle
was waged in t hat sma ll Asian pen insul a
between Un it ed Nations and Co m muni st
f orces. Korea covers t h is earl y, mobile stage of
th e war. T he Invasio n Game (25 Ju ne to 21
September, 1950) begins with the North
Koree n Peoples' Army driving it s South
Korean counterpart reel ing t oward the vit al
port of Pusan, The I ntervention Game (26
Novem ber to 27 Janu ary 1951) shows t he
startling impact of t he Chinese counteroffensive that drove Un ited Nat ions forces
from Nort h Korea. The St alemate Game (28
January to 23 June , 195 1) shows the development o f th e situat ion that last ed till t he en d of
the war as UN forces slowly grind the co mmu nists back toward the 38th para ll el. The
Campaign Game incl udes all three. Die-cut
cou nters represent all the forces that too k part
in the original campaign. There are counters
provid i ng for naval gunfire, sea t ransport ,
amphibious landings, fort if ications and supply.
A specia l rule accounts fo r the amaz ing infi lt ration tact ics of the Ch inese armies. Ava ilable
from Simu lat ions Pu blications fo r $5.00.
GAME PROFILE:
s~iBatt~a
by Lenny Glynn and Bill Sullivan
The Banle of Stalingrad is widely regarded as
the decisive struggle of the Second World War.
The battle is so famous that Avalon Hi ll used it
for the title of one their most popular games.
Yet AH '5 Stalingrad, like Simulatiorls' Barbar
ossa covers the whole Eastern Front; in either
game the city of Stalingrad may be bypassed
or captured by a single die roll. Simulation's
latest World War Two game, The Battle of
Stalingrad concentrates Orl the battle itself.
The game fully covers the Soviet Winter
Offensive that resulted in the surrender of
Sixth Army in the ruins of Stalingrad.
Battle af Stalingrad is a two player game on
the Grarld Tactical level. One Player commands German,Rumanian, Italian, and Hungar.
iarl units (divisions): the other commands
Soviet units (corps) .
The Stalingrad situation holds a unique histori
cal flavor; it was the turning paint of the war
in the East and probably of the whole Euro
pea n co nfl ict. Because of the semi-legendary
nature of the battle , the game is particularly
informative. It shows for example, how great a
gamble the Soviets took by launching their
Winter Offensive before it was fully prepared.
Even in the historical scenario (19 November
1942) , irI wh ich German u nit placement is
literally insane, the Germans have a fair chance
of breaking loose from Stalingrad and inflict
ing a serious defeat on the Soviet Player. To
duplicate the effect of Hitler's "stand fast"
orders, a special optional rule on "German
Insanity" requires the German Player to remain in his fortified lines for one full turn
regardless of whether t he Russians are sur
round ing him or not.
The conflict mechanics of Battle of Stalingrad
are based on the highly successful systems used
in Kursk and France '40. Movement pena lties
fo r entering or leaving zones of control very
effectively recreate the difficulties of disengagirlg from the line or preparing for an attack.
Supply is critical and lack of supply has a
sharp and immediate effect on combat and
movement. Air units and a full set of rules for
all air missions are included. Air units are
particularly necessary 'to break through forti
fied lines. The Combat Results Table. like that
in Kursk, requires very high odds (9-1 with air
support) before assuring the Attacker of the
destruction of opposing units. This, plus the
supply rules tend to limit the number of
attack s and force the players to maneuver to
threaten Enemy supply lines, rather than bash
headon until one has "eliminated" enough
Enemy units to call it a victory. Armored units
and Soviet cavalry have two Movement Phases
per turn which enables them to exploit arlY
gaps in enemy Ii rles. In all sixteen scenar ios in
Battle of Stalingrad, breakthroughs are inevitable and make for exciting games. Victories are
Attacks
On
First Game-Turn
..,.c
~g,
E .,
0"
Hex CJli)
A
B
C
0
E
F
...
Air
Odds
20-2 yes
181 yes
19-3 yes
'5
&!'"
German
losses
Ex
Ex
Ex
Ex
Ex
Ex
Russian
losses
Sf
Explarlations:
Combat Strength - The Combat Strengths of
the units involved, given as an AttackerDefender ratio.
Air - Whether or not an air unit is used to
support that partic ular attack.
Odds - The actual odds for the attack, taking
into accoum the First Turn Surprise Rule
which benef its the Russia ns.
Result - The outcome of the Attack . (For the
Purposes of this demonstration we have
assumed the worst possible.
Russian Second Movement Phase
The armor is moved out from the hexes it
occupies after combat to surround the main
body of Germans. Although much of the
Russian armor moves ou t of supp ly and may
sao n be isolated, there is no other way to
encircle the German. To meet the German in
the open. supplied, is suicide.
(continued on page 8)
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November 19th historical scenario and explaining the games sixteen scenarios and Order of
Battle options.
The mapsheet for Battle of Stalingrad is 22" x
OOI-:>HoI_
0)
SOVIET MOVEMENT
-
= 1 st Movement Phase
Diagram 2: Soviet armor seals the pocket .on its 2nd Movement Phase after Combat.
GERMAN MOVEMENT
= 1 st Movement Phase
..... = 2nd Movement Phase
.. - -
SOVIET MOVEMENT
== 1 st Movement ,Phase
:= 2nd Movement Phase
"-l
8
The first 96 unit moves to link up with the
7-6 units on the opposi te side of the Don River
and complete the poc ket , )'Vhile th e second 9-6
unit moves to pin the German armo r in
Stalingrad. The four 7-6 units and two 3-3
cavalry units in the north form a solid barrier
through which the German ca nnot hope to
break out.
German First Movement Phase
The German Player knows that he must break
out of the pocket a nd get back on equal
footing with the Ru ssian. He first moves
several 3-5s out of his fortified line to keep the
pocket large enough to gain him some
maneuvering room: He moves the 3-5 unit
from Stal ingrad out into the Russian Fortified
line to prevent the Russian from sealing off the
city with his two 5-5 units_ He then brings his
armor out of the city as fa r as possible to move
adjacent to t he Russian and slow him down_
The 5-8 unit is moved in such a way that in the
second Movement Phase the Germans can
surround the 9-6 unit near the Don River and
prevent its movi ng and sea Iing the pocket tight_
The three 4-8 units move out so that on t he
Second Movement Phase t hey will have more
freedom of movement and be able to move
adjacent to the Russian Armor.
German Combat Phase
No Combat.
9
turn the German player will be ab le to force
open a su pp ly route to the pocket .
The next two turns are crucial; if t he Russian
is able to reseal the pocket he may win.
Dia gram 4 shows one possible Russian respo nse to the German attempt to open the
pocket. In this move t he Russian has cut t he
supp ly of the 3-8 which came to the rescue
and moved his 96 corps in the seco nd
movement phase to a posit ion in which it
truly seals Stalingrad. Th is d iagram is based o n
a n unplanned response by one of Simulation's
pleytesters. Eve n so, t he Germa n 3-6 and 2-6
will be ab le to open supply t o the pocket on
the next tur n an d enable some of the German
armor to escape. From this point on t he game
becomes com pletely unpredictab le. It becomes
a t ime and mot io n contest between the Soviet
supply and infantry units coming up to rein
force the Russian armor and the escaped
German armor tryi ng t o tea r open the pocket
and re iieve t he trapped units. One tactical
hi nt: since t he Soviet player is making no
attacks he shou ld at the end of h is movement
phase decide which unit on the pocket walls
th e Ge rman is like ly to attack and fly Combat
Air Patrol over that hex with five air units.
This prevents the Ger man fro m using t he
Luftwaffe t o support an attack on t hat unit.
I n t he December 16 Historical Scenario German set-up is greatly restr icted but not d ic
tated to the letter, The German pla yer must
place a certain number of units in the sea led
o'ff Sta Iingrad po cket and most others on the
1 Dec. 16 Start Line. Thus t he German is on
t he defensive. There is no "perfect" plan for
ei ther side; all we can offer are a few tact ica l
suggestions. 1) The German must not concentrate his ar mored units. The Russian force is
very powerfu l and if the German armor is
concen trated t he Russian wi ll break through
the infa nt ry on its fl an ks an d form a second
disastrous poc ket , 2) The German has only
two mobile reserve units, th e 98 and 3-8.
They s hould be placed behind the line ou t of
reach of a ny Russian breakthroughs. Otherwi se
t he Russian will surround them and they won't
be available to form a new li ne. 3) Germa n air
units should be deployed in an a rc around
Ro stov to kee p t hem out of range of Soviet air
superiority strikes. They can reach any part of
the front to support German units fro m
Rostov. Besides, th e front is going to be
headed toward them unless the Russia n is a n
idiot. 4) At key points w here the German
wishes to avo id a breakthrough he shoul d place
armored units. These turn into Ka mpltgruppen
when the parent uni't is "eli minat ed" and do
not retreat . 5) The Soviet player has over
whelming fo rce but he must be ca reful. He
shou Id try to capita Iize on any Germa n errors;
breakthrough, surro und and st ra ngle pockets.
He should keep enough 3-4 infantry units
around Stalingrad to keep t he German units
from squirmi ng fr ee or being re lieved . 6) For a
daring German player a strategy o f placing
powerful armored un its on t he flanks and
allOwing a Russian breakthrough in t he center
has resu lted several rimes (d ur in g playte st ing )
in incred ib le German victories. Historical ly,
this is what t he Germans did ma ny times.
Scenarios with com pletely free set-ups cannot
be programmed. Th ey are much more even
battles a lthoug h the superior qual ity of the
Ax is armored u nits makes itse lf felt, It is more
diffi cu lt to trap pocket s in these scenarios and
t he com bat resem bles more conventional
games wit h lines of units, adequate reserves t o
seal ho les. an d a great dea l of attrit ion. There
are more at tack s in these scenar ias if on Iy
Game Errata:
At t hi s point feedback on Battle of Stalingrad
is min imal bu t we can offer a few corrections
PanzerBlitz
Origins
Armored
Warfare
in Russia
1941-45
Panzerblitz was developed for Avalon Hill
from Simulations Publication 's Tacti ca l
Game 3. It combines the standard AH
physical quality and S& T's design quality.
The three sectio n 22" x 24" boa rd can be
assemb led in numerous ways allowi ng for
long pursuits as well as set-piece me eti ng
engagements. The playing pieces represent
every majo r Eastfront figh t ing vehicle and
their organic infantry units. Some of the
famous ta nks included are the T34, the
Joseph Stalin 1, and t he Panther, best tank
of the war. A uniqu e movement-fire
system simulates t he dynamics of armo red
tact ics. Situation Cards provide scenarios
illustrating the rang e of armored act ions
from the confid ent spearheads of the Nazi
invasio n to the desperate rear guard actions on the road to Berlin. Panzerblitz is a
bookcase game , Ava lon Hill's "best seller."
Since it was designed by Jim Dunnigan.
Redmond Simonsen, and the S& T staff.
Panzerblitz is availa ble from Simu lat ions
Pu blications for $8.00, a savings of $1 .00
under store prices.
10
Normandy
6 June 1944
"We must stop them on the beaches;" Field
Marshall Erwin Rommel's strategy for smashing Operation Overlord, the Anglo-American
cross-channel irwasion. But when the Allied
invasion fleet reached t he coast of .. Fortress
Europe." Rommel was at home for his wife's
birthday. Hitler was asleep, his underlings
afraid to wake him. And the German generals
defending the No rmandy beaches were inland
at a Kriegspie l, playing a wargame o'f an Allied
attack on their sector. German response was
slow; the Al lies secured the beac hhead and
began the drive that ended with the
destruction of Nazi Germany. But it might
have been different. Normandy shows you
how. Normandy is a tactical (regimentl
battal ion) game covering the crucial first week
of the Allied invasion. The Alli ed player must
plan his invasion before seeing the German
defenses. Six different German Orders of
Battl e reflect the various possible strategies
from the weak "Historical Deployment" to the
powerful "Rommel Plan." Special rules provide for Naval Gunfire, Paratroops, Commandos, and th e difficulty of Allied supply.
The mapsheet covers the immediate beach area
on a scale of 2 kilometres to a hex. Available
from Simulations Publications for $5.00.
Leipzig
The Battle of the Nations: 1813
Napoleon vs. Europe
The disastrous Russian campaign of 1812
shattered Napoleon's dreams of world empire.
When the victorious Russian Army pursued
Napo le o n into Prussia in the Spring of 18 13,
French hegemony in Europe hung in the
balance. The campaign th at followed (known
as the Leipz ig campaign after its final battle)
was a milita ry classic. Nepoleon had better
generals and the "central position" (i.e. he was
su rrounded by Prussians, Russian s, and
Austrians), But the larger , better equipped
Allied armies were divided and Napoleon
hoped to destroy them piecemeal. Leipzig uses
a revolutionary ga me system to recreate t he
feel of Napoleonic strategy. The key problems
of strategic approach, attrition on the march,
concentration for battle, and supplies are
accounted for by unique rules. Eight scenarios
(four Spring, three Summer and one co mplete
Campaign Gamel allow players to simulate the
politica l and diplomatic aspects of t he campaign such as Austrian Intervention or Neutrality, the defection of Napoleon's German
allies and the anti -French rebellion that swept
Germany. The tactical skill of commanders is
represented by counters that affect the abi Iity
of the units they accompany to attack or
defend. Leipzig is available from Simulations
Publications for $5.00.
.'
11
Next President
T he C re te and Malta
Op.erations Compared
Crete
Malta
3,200 sq.
122 sq.
0.4
miles
miles
Forces:
c.4O,000
c.30,000
Aircraft:
na
na
AFV:
na
na
Axis
Forces:
c .20 ,OOO
c . 50,000
250 .0
Aircraft:
1,300
1,300
100.0
AFV:
none
150
Size:
British
75.0
Note: AFV - Armored Fighting Vehicles; %Malta as a percent of Crete forces. nainformation not availabl e. c . - about.
THE ADVANTAGES OF
MODULARIZ ING YOUR
CORRESPONDENCE . ..
There is a very great benefit for the both
of us (and especially for you) if you
"modularize" your correspondence i.e.,
break it out into separate letters by
category. Basi cally, we get six different
tv pes of corresponde nee from you :
1. Praise, Criticism and Suggestions and/
or requests for information
2. Orders for Merchandise and Subscriptions
3. Complaints concerning Subscriptions.
4. Complaints concerning merchandise
(game, book, and/or equipment orde rs
d elayed, damaged or unfulfilled).
5. Change of Address Notification
6. Game Rules Questions.
12
Qustavusc:Adolphus'
Contribution toCWar
By James F. Dunnigan
In every field there are t hose who innovate,
and those who merely dupl icate, It is by far
t he safer course not to attempt innovation; the
higher one's pos itio n is, the less one is tempted
t o try anyth ing new, T he same app lies for
those who are satisfied to dup licate the innovatio ns of ot hers,
Gustavus Ado lp hus, the King of Sweden during the ea rly Seventeenth Century, not on ly
dared to in novate, b ut extended his innovations to his a rmed forces - a precarious move
in any time o r place. During the period w he n
Gustavus ru led , the soldier had reached a rare
pinnacle of disrepute and unre liabIl ity. Mercenary groups were becomi ng more a nd more
unreliable and di fficu lt to control. The religious dissen sion had, for the most part, rent
society without offering much of anyth ing
new to rebuild it with. Fro m this seeming confusion Gustavus drew th e cata lyst that wou Id
revoluti onize warfare , not so much mec han ic..
al ly as spiritually.
What Gust avus did was to combine t he fanatic ism of re ligion with the organizatio nal
stre ngth of the modern state. The combi nati on
produced a mil itary force thai: was at once
both du rab le and incredibly strong. By fusing
ideal i5tic fervor with systemat ic planni ng, Gu~
tavus overcame Sweden's problems of small resources and paucity of nu mbers,
The idea lism of Gustavus' "New Mode l" came
f ro m the pragmatism and piety of the reformed Christianity th at was sweeping Europe , This
in itself was not enoug h to ho ld such s successfu l army 'toget her. Bu t it provided an ideology
wit h which Gustavus kept his new a rmy together whenever the mo re consistently efficient
orga nizat iona l procedures fa ltered under an
un familiar strain. T hese strains were understandab Ie whe n it is rea lized th at such po Iic ies
had not been seen or used 5i nce the day of the
Roman Leg ion and some 01 them not even
trlen,
The customer is n't always right ... especisl ly when he forgets to include his name
and ad dress with h is order I We've come
across this p roblem a distressing number
of times Iparticularly wit h Business Rep ly
envelopes - peop le simp ly neglect to fill
aut the address b lock). Now we appreciate
getting your mo ney and eve ryt hi ng, but
we rea lly do want to f ulfi ll your order, so
p lease incl ude your name, add re ss and Zi p.
It's good pract ice to put full add ress
information on every sheet o f paper you
send us Iwe 're not so perfect either). Do
not re ly upon the retur n address on the
outside of yo ur envelope ... envelopes
may get torn or schmeared whe n handled
. . . "fail-safe" you r order by putting your
address an each sheet. Thsnks!
in itse lf, was a sta rt]i ng innovation. T he rigorous trai n ing an d disc ip line could only be enforced among men who fe lt more t han a monetary attachment to t heir leader.
13
Battle of Britain
14
A good game simulation requires two elements, realism and playability. Realism is how
close thE game comes to actua lly Simulating
reality; playability is simply ease and pleasu re
of play. A game can be realistic but unplayable, or be playable but unreal, idea lly it
shou ld be accurate and playable. Ohly the latter can stand the test of the classroom.
A realistic but overly complex simulation is
The Internation Simulation. In this reproduction of internatio nal relations and national policy making, five co untries a nd an international
agency are represented. Each country requires
five or six players as does the international or
ganization, hi additio n several players are r&quired to act as umpires. All in all about 35
people are involved. But that 's only the beginning. I n addition t o the. large number of players there is an enormous amount of paper
work - called by game designers, "bookkeeping", Players must outline economic development, national fiscal policies, national foreign
policies, military plans, and so on ad infinitum,
ad nauseam. Need less to say, t he game is who lly inadequate for classroom pu rposes in spite
of its rea listic simulation of domestic and international affairs . .
An unrealistic but playable game is Consensus'. This game purports to represen t the nominating procedure for President. Th e mechanics
are excellent and the bookkeeping minimal.
Things move a long nicely and it is sometimes
easy to ig nore the inconsistencies : a person can
win in the segregationist states and in the liberal urban centers simultaneously! This is not
impossible in the framework of American politics, but it's highly unlikely in the present politica l climate.
by Albert A. Nofi
"
15
takes pla ce under regu lar play ing cond itio ns
using volu nteers. The testers are given written
rules and asked to follow them as best they
can, avoiding situatio ns where ambiguous rules
are explained by the designer and the wording
is never altered. Each playtest team is asked to
write its comments and the' whole set of ru les
is reviewed regularly . !f'something seems fundamentally wrong the existing rules may be
eliminated in favor of an entirely new concept.
In t his way clarity of concept, ru les, mechanics, and purpose is maintained,
Another serious fault of many simulations intended for educational pu rposes is their lack of
variations. To be a true simulation, a game
must give the players enough flexibilitv to alter the course of the events portrayed. That is,
if certain decisions are made exactly as t hey
were in the real situation the simulation will
result in the same outcome, but by changing
the policy, goal a nd the timing of actions the
outcome will be altered thus demonstrating
the possibilities inherent in an historica l situa
tion. Many games used In schools don't allow
this sort of "what if". They are, in effect, mechanical replicas of human events. Set them
up, do exactly what the actual decisionmakers
did and you end up with the same results. Consider an "educational" travesty. called Triangle Trade. This "game" shows the need for
iabor in the colonies, the need for certain raw
mat erials (cotton, tobacco) in England and the
West I ndies, and the surplus of labor in Africa.
It mechanically illustrates how t he slave t rade
worked. How much more valuable fo r learning
if the designer had considered what options
were open to the people of th e times. Might it
Il ave been possible to recru it labor from other
parts of the world? Might it have been possible
to recruit free labor in Africa instead of slave
labor? etc, If a game offers th is tv pe of OPtion
students respond with far more interest, be
cause it puts him in a position to alter the
course of history. Another game currently in
use in the schools is 1787, which simulates the
Constitutional Convention and permits the
S&T20, featuring
Bastogne and Anzio Beachhead
Bastogne comes comp lete with 22x2S"
mapsheet , counters (unmounted) and other
play-aids. I[ is a comp letely new game on
the Battle of the Bulge using new and
original movemen t , supply, combat and
unit-breakdown systems. A very rea listic,
yet not overly com plicated, ga me. Also
contains variable Orders of Battle, thus
making the game "selfbalancing." A lso in
issue 20 is the Anzio Beachhead game,
compl ete with 11 x 17" map cou nters (u nmounted ) a nd other player aids. This game
also contains numerous design in novations.
In issue 20 are articles on the Luftwaffe
Land Army (e complete survey with numero us charts. diagrams, etc.). Other features
include letters, If Looks Could Kill (by
Redmond Simonsen, on how to design,
mount and cut your own cou nters), Dip lomacy, Games a nd mi niatures.
$3.00, from Simulations Publications
participants to draft a Constitution considerably different fro m the actual one, yet bound
by the same essential parameters as the actual
authors. The students can opt for a unicameral
legislature, a parliamentary system not unlike
that of Britain, or possibly the total abOlition
of slavery. This dynamic model of a historical
event is more productive th an simple narrative
coverage of the same event Whether in a text
or in a static, mechanical game like Triangle
Trade.
One very important observation before concluding this rambling discussion of education
and simulations. Iii effect, the teaching profession is guilty of fraud In this field. Teachers are
on record as favoring the use of simulations
techniques and materials in t he classroom but
few make any serious efforts to do this. For
seven years in various schools J often used simulation materials, both finished products and experimental ones. I generally invited my colleagues and supervisors to drop in and watch,
Rarely did more than half a dozen of perhaps
250 teach ers attend: n at even 'th e people responsible for developing new materials bothered to show up to see game simulations in action.
Besides teacher apathy, game simu lations conf lict with the antiquated 40 to 50 minutes
classroom "period" which school systems cling
to as a divinely decreed prerequ isite for learning. As long as the "period" fractures educatjon we will be unable to use the many excellent materials now available or the better
games which will be available in the future as
design t echniques Improve.
DESIGNER'S NOTES
(continued from page 3)
16
SOME PANZERBUTZ
OPTIONAL
by Steven List
These ru les are prima rily intended for t he hard
core fanatic who doesn't mi nd some more dirt
ina ga me if (h e t h inks) it leads to a bette r simulation or enables him to outwit his opponent
by using addit ional ru les. I think their Judicious use will add to t he scope of the game
without seriously clutteri ng up the mechanics
of p lay .
I Weather Conditions: T he sta nd ard game reflect s the " good campaigning weather" of Tact ics II, but as the Germans learned, Russian
weather was a considerable foe in itself. The
standard game ma kes no distinct ion betwee n
the variou s scenarios, yet given the range of
"adverse weather can be t o some extent approximated by use of one or m ore of th ese modules:
(A) Heavy Ra in/Heavy Snowfall : Th is affects
visibility rathe r t han mobility. Reduced visibility cuts the LOS of all units to 10 hexes, with
a co rresp ond ing half-range of 5 hexes. Units
w hose range is norm a lly less t ha n 11 are not
affected. M and H units using ind irect fire can
use their fu II range, but the CP or other spott ing unit mu st be within 10 hexes of the target. (If using the Defilade/Enf ilad e rules, use
the printed range of H units rathe r than the 10
hex range to determine the DIE effects.)
(B) Mud : road movement not affected. Off-
ID) Hard Frost: Slope a nd gully penal ties increase by one. Pond and swam p hexes are
'rea ted as clear terrain even if th ey contain
streams. If a unit is on the pond hex and is
anacked by H o r M units, roll the d ie once for
each 15 AF employed. If a six is rolled, t he ice
is broken- all units on t he hex are lost and the
pond is imp assible for the rest of the game.
Ie) : Semi-hidden Units - Rather t han removing units f rom the board as in the experimental
Hid den Deployment rule, mere ly cover the
hidden uni ts wit h coins, poker chips or unit
counters fro m another game. The identity of a
unit is revea led when it fires its weapOns, is
adj acent to an enemy unit, or inIon a clear or
clear/hilltop hex t o wh ich an enemy unit h ~ s a
clear LOS (players may also dec id e that units
o n slopes or in gull ies must reve al their ident i"ty when in t he clear LOS of an enemy.)
When a player fires at a covered unit, he tells
p.
lEI : Employment of Towed Artillery Unit s The usu al rules gover ning towed weapons
should not apply t o th e to wed artillery units
supplied in the designer's notes booklet, These
weapons are ge nera ll y heavier than those used
in the game and/or t heir set up included indirect fi re co ntrol facilities. To reflect t his, the
7.5,10.5 a nd 15 em arti llery units should not
1-
17
be allowed t o fire in the turns before and after
load ing or unloadin g. (Actually these restrict ions could apply to the 8.8 cm AT and 122
mm infantry guns as well; they were damned
heavy pieces,) The 17 cm units require 5 turns
after unloading to prepare for fi ring and 3
tu rns to loa d before m ovi ng.
IV Additional units: Th is section includes
some comments on the additional units given
in t he designer's notes, as well as some units of
other o rig ins and indications of their employment.
(A): Artillery - The additional artillery un its
given in the design notes are based on 6 weapons per battery. This scheme was followed in
t he WESPE and HUMMEL units as wel l in the
Volksgrenadier divisions, but t he other divisional artillery battalions followed the standard 3 batteries of 4 weapons sch eme. So , fa r
the nit-pic kers , reduce the attack factors of the
17,15, and 10.5 cm units to 32, 40 and 28
while increasing their num ber from 2 to 3 (or
6 to 91. Also, t he Panze r. SS Panzer and Pan
zergrenadier artillery reg iments had 32 em f lak
units which are not shown.
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18
Panzerblitz Revisited
You are cont rolling 23rd Panzer Division in
Situat ion 2. Goi ng into the Soviet half of the
last turn you have, through mag nificent defensive tactics, kept t he Russia ns to within 8 hexes of t he north ern ed ge - suddenly, out of the
underbrush, under the muzzles of all your
tanks, guns, a nd miscellaneous death dealing
weapo nry, a tr uck scurries into hex 18 and
Decisive Vict ory. What a f ru strat ing a nd absu rd disast er.
Well, this prob lem certai nly bot hered me, especially as several attempt to overcome it, su ch
as use of the ' Phase Movemen t & Retu rn
Fire' Ru le and offshoots from it, all fell sh ort
of the desired realism. MV latest, and hopefully
fina l, solution Is su mmed up in Fig. 1. Note
that t h is form can be used to keep tra c k of
turns, and impu lses within turns.
The prime change t o published game procedures is the addition of defensive fire DU RI NG
the attacker's movemen t. This defensive fire
can be carried out in a nyone of the fa llowing
si tuatio ns:
A. Situation 1 - If the movi ng unit moves
more tha n two successivB hexes in clea r sight
of one or mo re enemy units.
Defensive fire takes plac e during the attacker's
movement. T he target must be visible for more
than two successive hexes to allow time for the
defensive weapons to be targeted and ranged.
T he defendi ng weapon ca n fire at any poin t
du ring the movement of the ta rget u nit, after
the target has passed into the th ird successive
hex of movement visible to the weapon.
A target which has been visible to one weapon
for three hexes a nd t o a nother for two or fewer hexes, can on ly be fired at, in that hex, by
the first weapon. If a unit is visible to t wo or
more weapons for the required nu mbe r of hexes, it can be fired on by all th ose weapons
either concu rrentl y or successively. A unit
travelIing th rough successive f ield s of fire can,
therefo re, be fired at several ti mes during its
movement (Note : Defensive fire is the only situation in which a unit can be 'fired at more
tha n once during a single imp u lse).
5 . The Phase Chart (Fig. 1) includes an optional ru le which would prevent any un it
which fires defensivelY from carrying out any
o'ffen sive action. I am personally not in favour
of its use as it would fu rther slow the offensive
which, in most Panzerblitz situ ations, already
has enoug h problems.
Figure 1
SIDE A PHASES
SIDE B PHASES
Fire.
Fire.
Make Close Assaultsl f lip all units (except those dispersed in Impulse 7) right
side up. Also flip un its dispersed in Impulse 3.
Make Close AssaUlts! flip all units (except those dispersed in Impulse 3) right
side up. Also flip units dispersed in Impulse 7,
SITUATION
Category 2 - If the adjacent hex that the moving un it enters is ot her than clear terrain or
clear te rrain road, that un it cannot be fired at
unt il attacker movement is comp lete. Thus a
transport can unload and th en pass through
'fu rther adjacent non-clear terrain or non-clear
GENERAL
1. A defensive weapon can be 'fired only once
du ring this phase, regardless of how many
situations it is capable of firing in.
Category 1 - If the adjacent hex that the moving unit enters is clear terrain or clear t e rrain
road , then it can be fired on immediat ely re.
gardless.of how many or few clear terrain hexes it has previous crossed: thus a loaded vehicle
co uld be f ired o n before it cou ld unload its
cargo. This is to reflect the fac t that defensive
weapons would be fir ing at point blank range
aga inst a target in open country.
by George G. Hopp
19
Figure 2
Situation 1 :
2 spots 1 in hex A, and can fire starting in
hex c.
3 spots 1 in hex B. and can fire starting in
hex D.
?ll:uation 2 (Category 1):
2 can fire at 1 when it enters hex D.
Situation 3:
If 1 ends its movement in hex E, both 2&3
can be fired at it (If they haven't fired
previously).
Figure 3
Situ ation 1: Does not apply.
Situation 2 (Category 1):
3 can fire at 1 as it enters hex A.
4 can fire at 5 as it enters the hex its
shown in.
Situation 2 (CatSf)Ory 2):
3 can fire at 2 after all movement has
been completed.
4 can fi re at 2, spotted for by 3, after all
movement has ceased.
Situation 3:
3 can fire at 1 or 2.
4 can fire at 2, spotted for by 3, or at 5.
(Note: As firing is carried out, in t his
situa t ion, after a ll movement has ceased , the t ruck could unload its troops
before being fired on).
20
'
I
.".
>'i;
by John Govostes
Rule")' I feel we must tackle this factor to
mak e game theory a viable situation-solving
tool. We must make the idiocy fa ctor work t o
make simu lation games more than ster ile tests
of wits under controlled conditions. We must
use idiocy factors t o increase realism' and
abandon t he concept of rationa l behavior in
game theory.
I perceive three levels of idiocy in any historie
al situation being analyzed. T he first is the
personal level. Th is is the simplest level and
dates back to PHALANX and DARK AGES.
Th is represe nts the personality of the commander (or commanders) of the various armies
present. Psychoanalysis offers us t he tools of
Classificat ion of behavior traits and patterns
that could enab le us to construct biographies
and probability tab les of likely actio ns (and
successes) for these men.
21
an offshoot of decision theory. But the criticisms of decision theory (decision concern,
individuals ignored, consequences of decisions
ignored, zero-sum aspects, false picture of
inpu ts, gap between "rea I" decisions and
acade mic ones etc.) limit its value to those
concerned with conflict resolution. The problem hinges on how people reach decisions behavior patterns. Probability tables must be
constructed based on methods of decisionmaking , i.e., we need to 'find a common
deno minator of decision-making. Let us posit
three levels of decision, each reflecting not
only more sophistication on the part of the
decision makers, but also an increasing order
of complexity and reality,
The first leve l of decision is that of maximizing
behavior, This is the same as the economic
principle - action to max imize profit while
reducing cost. Most early two-player games
used this principle, This decision level illustrates another important principle in decision
theory - the zerosum concept, This simply
means what one pl aye r gains, another must
lose - the sum of gain and loss is zero. This is
also prevalent In early games; there could only
be one winner, There is a telling criticism of
this pattern of behav ior - players do not
always seek to maximize. In economics t his
has given rise to a new field - econometrics.
Giant corporations with near monopo lies may
actively seek shortrun losses for long-run
gains. I n the military arena, the actions we
have taken in Vietnam are not indicative of
maximizing military effects but a solution is
sought polit ically (with gain in mind).
The second level of decision is tha t of sat isficing behavior. If alternatives in strategy are at
or above p layer resources, the player w ill
c hoose the best cou rse avai lable. When no
cou rses of strategy ca n satisfy player aspirations, the concept of satisfiCing behavior
means that th e player will take short-run
-action of searching for alternat ives and revise
22
destroy t hem or dislodge them from their
pOsitio n. (see com bat action).
DOUlll-PlUS GOD!
by Redmond A. Simonsen
Over the past f ifteen years or so , dur ing which
wargames have been genera l ly avai lab le, a large
body o f jargon has grown up aro und t he
games. Due to the sp l i ntered, erractic growth
of the field , much o f th is special langua ge
came into use w ithou t much t hought to logic
or cla r ity or any rea l sense of uti li ty. Many of
the game designers had little fee l for language,
nor d id they rea li ze how important t he right
c ho ice of wo rd s is to proper rules-writ ing.
Even i n simple t hings some trul y as ini ne wo rd
choices were made and unfortuna tely st uck! I
wonder w hat su per semanticist deci ded tha t
" hex agons wi ll henceforth be referred to as
squares". Lovely. Perhaps the saine friend of
Webster decid ed that uni t s should have " factors" and bequeathed to us all the ambiguities
of rules-ph rasing tha t resu lted f rom that co mplet ely inappropriate use o f t he w ord.
Since I'm the on ly person who seems to
actua l ly enjoy writing ru les in t his game-mil l I
work in (h ow tha t squares with being an Art
Director, I'll leave to you psychoana lysts), it
fel l to me to develop and refi ne the standard
phrases to be used in gam e rules. This I did
part ly out of self-defen se: you should see t he
pain fl ash across my f ace whe n I 'm preparing
somebody else's ru les manuscript for typesetti ng and come across some gem of obf uscation.
A nothe r, m ore importa nt, reason fo r d a i ng it
is communication. This hobby(?) is growing
larger by the min ut e and it would be pleasant
i f we all spoke the same language and meant
the same t hi ng by it.
Over the past severa l months, in the course of
writin g or rewr iting or touching-up the rules to
most of the games that have come out of this
company, I began to replace t he old ly r ics in
some of the standa rd "songs" one f inds in all
rules. The reasons for compi ling them and
presenting t hem to you in a single glossary are
(1 ) to gi ve yo u (and espec iall y the newer
players am on gst youl an overv iew of the
language, (2/ to give currency to t he term s and
to estab l ish t hem i n the coli ec t ive mind, and
(3/ to get your reactio ns and opin ions on this
" newspeak" I'm try ing to induce you to use.
After al l , you should have some say i n what's
going t o be coming ou t of your mouths.
The gu iding pr inciples i n the development of
t his glossary h ave been:
Attacker (Atkr or A)-The Player whose Combat Phase is in progress; the Pl ayer who is
initiating combat agai nst opposing units. This
term shou ld only be used in reference to th e
Player, and not that Player's un its
.Attack Strength (AS)- The bas ic offensive
power of a given unit ex pressed as a number.
(see Combat Strength and Defen se Strength).
obs: Attack Factor
Attack Transport - a naval transpo rt unit capable of delivering assault units t o hostile
beaches.
Bombardment Results Table (BRT)- a specialized Combat Resu lts Table used to resolve t he
effects of air, land , and/or naval bombardment.
break-down-the act of substit uti ng tWO or
more smaller u nits for a Single larger u nit.
cascade attacking-a caref u lly sequenced series
of related at tacks wh ich have as their object
the surrounding and. eliminat ion of a key unit.
case-a numbered or lettered paragraph which
mod if ies or fu rther exp l ains t he prov isions of a
General Rule.
Class-a grouping of si m i lar unit -types according to funct ion; e_g . .. ... all Air un its are Class
T wo .. . "
clean game-a game w hich is simple and
uncl uttered in t he same way that chess is
simple. A we ll deSigned , playable game that
does not rely upo n a patchwork of complex
rules in order to achieve authen t icity.
Close Assault Tactics (CAT}-in tact ical games,
the spec ial attacks made by infant ry or infantry/engineer combinat ions which are made
against adjacent or same-hex enemy unit s and
wh ich are resolved using some sort of bonus
system to reflect t he effectiveness of such
attacks (e.g. , doubli ng t he A t tack St rength).
combat-action- a specific attack made by a
given u nit or group of units agai nst a given
defend ing unit or uni t s; an attack which is
resolved by a sing le consu ltation o f the Combat Resul t s Tabl e or a closely related series of
consult ations of th e Com bat Results Table.
combat allocation-the act of indicating, befo re execu t ion, t he exact units which will
participate in spec ific combat actions in a
given Combat Phase .
Combat Phase-the port ion o f a Player-Turn
during which combat takes place.
Combat Results or Combat Outcomes-descriptive phrases used to labe l t he ef fect s of combat
u pon units. Such phr ases are routinely ab brevi ated whe n used in Combat ReSU lts Tables.
The fo ll owing l ist gives the most Combat
Outcomes, their sta ndard abbreviations and
the i r general mea n i ng:
23
Attacking Units Disrupted (Ad): all involved
same general meaning as applied to the defending units as do their counterpart phrases Wh ic h
apply to the attacking units.
Comba t Resu lts Tab le {CRT)-a t able of combat outco mes usually used in con junctio n with
a die or some other means of generat ing a
rando m nu mber in o rder to determine the
effects of attacks made du rin g the course of a
game_
Combat Results Deck {CRDl-a dec k of cards
used to determine the outcome of combat-actions instead of using a die-table system_
Combat Strength-the basic o'ffensive a nd defensive p ower of a given unit expressed as a
numbe r_ obs: Combat Factor
Com bat Supply-that f or m of supply required
by un its which are a bout to engage in combat;
Combat Supply usually takes the form of
special sup ply un its which are expended as
t hey are used for supp ly purposes,
conso lidate-to form a single large unit from
two or more smal ler u nits (see breakdown)
contiguous line-an uninterrupted line of
Friendly u nits and/or Friendly con trOlled hexes_
controlled hex - a hexago n upon which units of
one Player's army are exerting a Zo ne of
Control without actually occupying the hex ._
corps-equivalent-a given number of sma ller
units which whe n taken t'ogether a re co nsidered t he eq ual of a fu II corps for game pu rposes.
Counter-attack (Ca)-a same-p hase attack by
the no n-phasing Player's units as mandated by
the Combat Resu lts T able. See the games Crete
and France 1940.
covering terrai n- in tactical games, terrain
wh ich provides concea lment and t hereby prevents a Line of S ight/Li ne of Fire from being
established to un its withi n such te rrain.
Defender (Def or D)- t he Playe r whose u ni ts
are t he objects of the attac ks in progress.
Defense Strength {DSI - the basic defensive
power of a given un it expressed as a number.
Interphase-a Phase occuring between the Player-Turns in which both Players perform some
action {such as unit prod uction, fo r exam ple!.
grid-the pattern (u su a ll y hexagonal) superimposed upon t he ma p-sheet in order to regu larize movement and position, Isee hex).
24
Line of Fi re (LOF)-t he path of fi re Ifrom
direct-fire weapo ns) between two units; the
'imaginary straight line wh ich describes such a
path drawn from t he ce nter of the one hex to
the center of the other. The Line of Sigh t and
the Line of Fire are usu ally equivalent.
line of Sight (LOS)- t he path of VISion
between two units; the imagi nary straight line
which describes such a path drawn fro m the
center of one hex to the center of t he other.
Melee Combat-in tactical games, hand-to-hand
fight ing usua ll y involving edged weapons. In
such ga mes. units are usually represented as
having a Melee Combat Strength distinct fro m
any Fire Combat Strength .
Motorized Movement Phase - in modern-era
games, th e second Movement Phase, of a
PlayerTurn, in which the motorized units may
be moved (again).
Movement Allowance-the basic movement
capability of a unit, expressed as a number
whic h represents the basic number of hexagons
which th e unit may move in a single Moveme nt
Phase.
Road Movement Rate-the number of Moveme nt Po int s-per- hex req uird to be expended
by a unit moving on a road .
Scenario-a game-si tuation consisting of d ist inct Orders of Battle, deployment, and Vic
tory Conditions. Usua ll y a game will present
several Scenarios all of wh ich can be created
using the same basic equipment available in the
game.
Player Victory-a system of victory determinat ion which relies upon a hand icapp ing rule
which ba la nces the chance of winning for
either Player so that even in historical situations which are grossly imbalanced, each Player has a roughly even chance of w inn ing
measured in terms of how well they perfo rmed
with the fo rces avai lable to them.
Point-the unit-of-measure used in describing
the constituent parts of a Movement Allowance, a Combat Stre ngth , or a Range Allowance. Also: th e unit-of-m easure of victo ry in
games wi t h q uantified Victory Cond iti ons. T he
word Point shou ld always be used with a
modifier to avoid am bi guity.
Production Center-a cou nter wh ich represe nts
Phase-SegmenT-see Segment.
phasing Player-the Player whose Phase it is at
that particular moment in the game.
25
Victory Conditions- th e goals which must be
achieved by one Player or the oTher in order to
be considered the winner of a game. (see
Levels of Victory).
Rigid Zones of Control: prohibit t he samephase movement of Enemy units throu gh the
controlled hex es.
Elastic Zon es of CD ntrol: requ ire the expend-
Enemy movement.
ThB second group modifies t he Bffect on Combat:
ill
ill
25m m
BLAN K DI E-CUT
COUNTER SHEETS ("Y2")
Diplomacy
26
by Stephen 8. Patrick
The h istorica l wargame ca rries the underlying
premise 01 "what if . . 7" But for every great
batt le which was fough t and which produced
volumes explaining why it came out as it did,
and about which we might speculate many potentially great battles and campaigns were never fought. The list begins as long ago as Caesar 's Parthian Campaign and goes up to Operat ion Olympic - the assault on the Japanese
Home Islands . a nd MacArth ur's invasion 01
mainland China during the Korean war. These
wars were never fought, the plans for them
were pigeonholed. Few historians care to speculate about what might have been' when t hey
have so much trouble explaining what did h appen. The Anschluss of Austria to the Third
Reich in 1938 was such a "might have been"
war and, as usual, data is scarce,
The Anschluss is viewed today , as a po lit ical
event , rather than a military one. I n Feb ru ary,
1938, H it ler began to bu lIy the Au stri an Cha ncell or, Kurt von Schuschnigg, demanding that
he agree to union with th e Reich. Schuschnigg
played what he thought to be his trump card
on March 9, 1938 : he called for a plebiScite, to
be held M~rch 13 , on whether Austria shou Id
unite with Germany. He had good reason to
bel ieve that the Austrians, fea rfu I of the Nazi
regime, would vote for continued independence. But Schuschn igg was playing his hand
alone. Anthony -Eden, a strong opponent of
a ppeasement, had resigned from the British
cabinet in February, leaving England illd isposed to oppose Hitler. At the critical moment
when Schuschnigg made his move, the F rench
gove rn ment re signed in one of their regular crises and F ranc e was, in effect, ou t of the pictu re. Hi tler had alreadY 'sounded ourMussolini,
who had prevented Ansch luss in 1934 when
Do IIfuss was killed. This time Hitler made clear
that Austria's frontier would be the Brenne r
Pass, thereby renouncing claims to the South
Tirol (Alto Ad igel. which Italy ga ined after
World War I. Mussolini agreed to ignore Hitler's move. Austria's last possible support was
Czechoslovakia. Goring button-holed the
Czech ambassador to Germany at a party, on
the eve of the German move, assured him "that
Germany h ad no deSigns on Czechoslovakia
and would leave her alone il Germany were
not opposed_ Czechslovakia, In effect, took the
sam'e position that Britain an d France we re to
take that Fall at Mu niCh, when the Czechs
were on the chopp ing block. Austria was isolated. Hit le r then issued an ultimatum and, on
March 11 , Schuschnigg cap itulated, resigni ng
in favo r of Seyss-I nquart, an Austrian Nati.
The next day the Germans crossed the border
to complete the Anschluss.
1938 the Austrian army had 8 divisions, including one mechanized outfit, and one separate
brigade [Fig. 11 with a total of 80,000 men,
The Austrians had contingency plans for attacks from Germany, Czechoslovakia, Italy,
Yugoslavia and Hungary , but they put the
most emphasis, by 1938, on the German one.
The Austri'a n defenses turned on a strong
system of barriers running Eastward from the
German border, induding minefields, the
blowing o'f bridges, roads and railroads and
even t he use of mustard gas. The p lan allowed
for two days to alert the troops and ten to
equip and transport th em into positi ons, The
Schnelle (mechanized) Division was to be in
Linz, wh He the 1 st, 2nd, 3rd and 5th I nfa ntry
Divisions and the separate artillery reg iment
constituted the Westarmee behind the Traun
on the Iins Ebelsberg- Lambach . Thi s was the
mai n 'fo rce blocking the Danube road. The 8th
Brigade was in Salzburg, the 2nd Bn., 8th
Ligh t Artillery held Lueg Pass and the 1 st Bn. ,
2nd I nf , the area near Saalfelden, The 7t h Inf.
Div. held the area around Lueg Pass, Radstadt
and Schwarzach, acting as the linking unit between the Westarmea and the Tirol. The 4th
was the cove ring force for t he main body while
the 6th Inf. Div, was in the Tirol and Vorarlberg.
In covering the main body, the 4th was to protect Linz by securing the line Danube - west
of Wilhering - Pasching and the town of
Traun, They were also to hold the bridges over
the Traun for the Westarmee, The Schnell Division was the last to be moved during the two
day alarm period and actually assumed the m obile reserve ro le, being in Linz and able to reinforce t he Wesl'<lrmee. For the Westarmee iTself,
the dispOSitions were: 3d In f. Div. - Ebelsberg- Enns-5t. Marien-Pucking; 1 st Inf. Div. -
.
m
{)
~.
'!:I
e-flv
27
(i
C8:!10HDst
r'-
f-"':-"~f~"1
,
'"
.f
0;
Graz
"
,..oJ
, ..
.;:
27
field 105,000 men - about 20,000 more than
t he Austria ns,
The plan devised by Bock and v, Manstein,
Sonderfall Otto, recognized the Danube Valley
as the key to Austria. A three-pronged attack
was planned. The main attack ran from the
line Burghausen-Passau due East through Linz
to Vienna. A second thrust was from Salzburg
to Graz and a third, lesser drive, was into the
T irol to tak e Innsbruck and the Brenner Pass.
The attack was in two waves. In the fi rst wave,
striking on ,he Linz-Vlenna road, were 2nd
Panzer and 10th and 7th Inf. Div. The Gebirgsbrigade, later 1st Gebirgsdivision, was t o ad
vance on Graz. I n the second wave came HOst
10, into the T irol , and 17th and 27th Inf. Div.
to follow up on the L1nz-Vienna LIne. In planning their attack. the Germans considered that
the major resi sta nce would come fro m the gendarmerie, customs guards and whatever army
units could be mobilized in time. In additiqn,
they correc tly assumed t hat, in the event of
war, they would have problems with blown
bridges, minefields and the like. The Germans
also anticipated that the st rongest fi ghting
would occur near Salzburg and behind the Inn.
On the morning of March 1 1, the Au strian 4th
and 6th Divisions were alerted but, faced witb
the German ultimatum, Schuschnigg yielded.
On March 12 the Germans crossed the border
unopposed and, without firing a shot, roadmarched into Austria, reachi ng Vienna with
their vanguard on the evening of Marcil 13.
Before d iscu ssing whether t he de-fense of Austr ia might have succeeded, had Schuschnigg attempted it, a few observations on the actua l
move are in order. Guderian, commanding
Kdo. der Panzertruppen, later XVI A.K., took
pai ns to counter Churchill's allegations that
t he operation was a tech nica l disaster due to
mechanical failure. In so do ing, Guderian underscored some interesting points. Guderian
noted t hat the panzer divisions, as an independent elemenl, were far from ready . 1:he officers of 2nd Panzerdivision had to ru sh baCk
from Trier, where they were training, to take
part in the move. Officer's theoretical training
had. just been completed a nd company level
training had not yet begun. A div is ion-sized
maneuver had not even been p lanned when the
2nd Panzerdivision was called upon to invade
Austria. Fuel supp ly was a bootstrap operation. Guderian sa id "shortages which here became apparent were immediately put to rights."
In fact , the panzers refueled at local gas
stations on the road, a somewhat unlikely
practice in actual comb at . Guder ian furthe r indicated that, though no amm un it ion was used,
the situat ion was similar. O ne wonders whe the r they p lanned to use the local gu n' shops if
necessary. Guderian also minimized Churchill's
remarks co ncemi rg the high percentage o f mechanical failures claiming that neither whee ls
nor tracks had many breakdowns a nd that
though tanks suffered more t han other vehicles, the breakdowns among t anks were "certainly not as high as 30 per cent." The stat istics available indicate that 39 tanks, 4 half[racks, 97 motorcyc les and 665 of 22,000
horses dropped ou t . Of the tanks, t hat is ~I
most eight whole platoons among two regiments; it is a rather large number for an uno pposed road marc h. The question is what the
b reakdown rate would have been if these t anks
had been forced to move across country and
engage in p ro longed figh ting . These were
PzKpfw I and" both modelS being obsolete
by the first year of the war. But the Austrians
were no better off, having only outdated Italian tanks. One further note on preparedness:
Veiel, commanding 2d Pz. Div., used a Bae-.
deker's Guide to Austria in lieu of unavailable
military maps.
The Nazis entered Austria with flags flying,
drapped in greenery. There is a reason to believe t hat they would have been hard-pressed
to do much more. The 'German troops were
hot the motley array w hic h had entered ~he
Rhineland in 1936 f lying the same squadron of
planes overhead several ti mes to create t he appearance of a large airforce. But neither was it
the army which blitzed Poland a year and a
half later. Germany began reanmament In 1935
with a target date of 1942-43 for war. 1938
was far closer to the beginni ng than to the end.
It is possib Ie that the ease with wh ich Austria
and, later, Czechslovakia, were annexed led
Hitler t o think he was ready before he actually
was.
The Germans unquestionabl y profi ted from
t he Austrian experience. Supply prob lem s
were ironed out so that, by September, 1939,
Bliukrieg was possible. It is highlV unlikely
that the German Army could blitz Austria in
1938, regard less of t he qualitv of the Austrian
army: it simply did not have the material to do
it.
But t he organiZational superiority of the Wehrmacht was importa nt . The Austrians planned
on twelve days to mobilize (though they
though t they could do it in closer t o eight).
Th e Ge rm ans were ready to go, albeit without
much strength , in less than t wo. This meant
t hat the first wave, striking toward Vienna,
could have been met only by the 4th Div.,
stationed in Linz, and perhaps the Schnelle
Div. The 6th , in the Tirol, was al so ava ilable
for combat early in any war, but the Germans
were saving the Tirol for the second wave and
for the weakest of all their thrusts. To take the
6th from the Tirol t o bolster the 4th and
Schnelle would have left the Ti rol undefended.
Leaving it in the Tirol would have left the 4th
and Schnelle to face t he brunt of the assau lt, a
dilemma which the Germans didn't plan to
give the Austrians much t ime to sort out.
What would have been the impact of an Austro German War? Governmental problems had
diverted French and British attention a nd Ita ly
and Czechoslovakia had each, for t heir own
reasons, sanct ioned the Anschluss. It alian attack on Ethiopia in 1935 produced no more
strenuous opposition than ineffective ssnct ions. But Austria was pa rt o f the common
Eu ropean herit age and carried far more po litical weight th an the distant, litt le known, black
Ethiopia. It is impossible to guess what it
would have take n to t urn a military invasion of
Austria into World War II in 1938, but, obviously, the longer Austria could hold out, the
greater the likelihood of such a result. 1938
was not 1914 and the invasion of Austria by
Germany may not have produced the effect of
the invasion of Serbia by Austria-Hungary.
Essentially the point about the AnSChluss is,
bot h sides had the plans to make it a military
struggle, but only the Germans had t he determina tion to fo llow the military course if necessary and so, in the end, t he Nazi pOlitica) aim
prevailed. The Austrians could have resisted
t he Germans by force. The resu lt s of such resistance re ma in the subject of speculation and
falls into t he c ategory of "'might have been"'
wars.
BIBLIOGRAPHY
The Anschluss, Brook-Shepherd, Lippincott,
1963.
Der Deutsche Einmarsch in Osterreich 1938.
F rftz , Heeresgesch ichtliches Museu mlMil itarw issensch aftliches Institut, 1968.
The German Army and the Nazi Party
1933-39, O'Neill, Cassell & Co., 1966 PANZER LEADE R, Guderian, Dutton. 1951.
HOW TO ORDER
GAMES, SUBSCRIPTIONS,
BACK ISSUES
AND OTHER PRODUCTS
Send all orders to:
28
COMPONENTS
GameReview
by James M. Flanagan
PUBLICATION DATA
Title: Leipzig. Publisher: Simulations Publications, Inc. Publication Date; September 1971
(Second Edition). Price; $5.00. Sold: By mail.
Designer: J. F. Du nn igan. Physical Design and
Graphics; R.A. Simonsen and M. Frederick.
Play testing and Development; J. Young & R.
Champer. Rules Organization and Editing: J.
Young, R.A. Simonsen. Designer Credits: Mr.
Dunnigan designed most of the recent AH
games and the bUlk of those published by Sim"
ulations Publicat ions, Inc.
GENERAL DESCRIPTION
Subject: Napoleonic warfare on the strategic
level, Leipzig simulates the 1813 campaign.
Packaging; 12" x 15'1." mailing envelope.
RULES
Complexity Rating: (8) The rules reflect the
we ll lntentioned, but somewhat overdone,
drive of Simulations Publications toward complication.
Clarity Rating: (5) The great exertion evident
here to cover every contingency results in redu ndancy, wh ich on Iy serves to red uce clarity.
Comprehensiveness Rating: (7) For a strategic
game, the number of elements covered is good.
Accessibility and Organization Rating: (4) The
rules seem sl ick and very graphic but you are
often left with the impression that some "ex"
ception" is buried under the prose. The rules
are pri nted on both sides of one 14" x 22" and
one gy," x 11" sheet. Some items are segregated in boxes and charts. Other material is
organized under bold face headings. Reference
is sometimes difficult due t o repetition. Read
ing Comprehension Time: You can cover the
ground in an hour or so, but frequent refer"
ence is necessary as you play, Word Count:
4,950. Illustrated Examples of PII!Y: 1. Ex
pandability Rating: (8) This game is high on
variables. One scenario covers the actual historical situation in the Spring. Another deals
with the Summer campaign. Then you have
five "What-if?" situations based on what migh t
have occurred if th is or t hat historical factor
had developed differently. Austrian in te rvent ion or neutrality, for example, was a crucial
element. Rules Sections Headings: The Game,
G3me Equipment, General Course of Play,
Game Length , Movement, Zones of ContrOl,
Stacking and Unit Breakdow n, Supply, Co mbat, Retreat Order of Preference, Leaders, Fortres s and Siege, Reconnaissa nce, How to Use
the Scenarios, Special Game Rules, Spring
Scenarios (1 through 41. Summer Scenarios (5
through 71. The Campaign Game, Special Cam"
paign Game Rules, How to Use the Combat
Results Table, How to Win, Fo rced Marches,
Terrain Effects. Notable Game Features: AI"
though few things can be called true innova.tions anymore, since over the years wargamers
have explored almost every conceivable gimmick and angle. many games create fascinating
variations of old themes. I n LeipZig, the stack"
ing, unit breakdown and buildup, supply, leaders, retreat before combat, combat results
table and forced march ru les a re all exa mp les
of brill iant game design. Though sometimes ex"
plained in a confusing way, they are still high
grade ore.
Playing Surface: The map is 23" x 29" unmounted heavy cardstock. It is tan with vary"
Ing tints of gray and black . Type of Grid Module: Hexagon. There are 1,760 hexes in all.
Each one is .625" from side to side. The scale
is 7 km to the hex. Clarity of Symbolization
Rating: (B) The map is very well done in this
sense. Types of Terrain/Percentage of total
area (C=affects combat, M=affects movement):
Fortress hexes . . 51% (C), River hexes (sides)
16.8%(C.MI, Bridged River hexes (sides) .96%
(C), Mountain hexes 11 .3% (C,M) Mountain
Pass hexes .73% (CI. Playing Pieces: square
.625" die cut counters. 234are in the game.
They break down as follows: 10 Supply, 3 Depot, 2 1 Cavalry, 73 Infantry and 10 Leaders
for each side. The total used in each scenario
varies from Scenario no. 1 ' 1OB units (not including supply, which is a variable) to Scenario
no. &:175 units (dittol. Scenario no. 8 is the
campaign game. It begins with the Spring order
of battle (108 units!. As it continues, several
variables besides supply affect the number of
pieces in play. Bavarian Defection, German Rebellion and Aust rian Intervention can all determi ne the strength of both sides.
Quality of Playing Pieces Rating: (8) The
pieces are of the traditional sort. They are easy
to read and use. The fa ce indicates type,
strength , movement, unit size and designation
etc. Functionally Distinct Units: The infantry
has its usual role. The cavalry have greater fle x"
ibility in withdrawals and dealing with enemy
zones of control. Supply and depot pieces
greatly affect the abilities of ot her units in
movement (For forced marches) and combat.
The un iqu e Ieader units are im portant.
Numerical factors have been worked out estimating the ab ilities of the various generals in"
valved . Each leader affects the com bat
strength of the troops he leads - sometimes
decisively. Slit Up Aids: Designer Notes, Reinforcement Chart, Combat Results Table, Vic"
tory Poin t Schedule, Forced March Tables,
Terrain Effects Chart, Order of Battle Charts
(with explanation for each scenario!.
PLAY MECHANICS
Set Up Time; Th is changes with the situation
used, but if you have your playing pieces sort"
ed, about 10 minutes will be enough. If you
like to pour over initial deployments, as we do.
it takes longer. Total Number of Game-Turns;
All the scenarios last twelve turns except the
campaign game whic h lasts th irty"five t urns.
Average time for each Player's Move : Varies
from 8 to 13 minutes, depending on scenario.
The above estimates assume that both players
are quick movers who have mastered t he rules.
Decision Point: This usually comes fairly late
in the game, around tum 9 or 10. Average
Playing Time: Three hours plus. There can be
considerable variation depending on the. players and their strategies. We tend to tal k and
deliberate so Oelr games run about four hours,
Average Number of Die Rolls Per Turn: Only a
couple per side as far as combat is concerned.
Fighting is often not worth it, unless you can
destroy a sizable force. A clever enemy will
not concentrat e h is fa rces unless it su its his
purposes. Forced Marches account for a sizable
percentage of your die rolls if you are a blitz
minded player. Movement System: 1, French
player moves 2. French player allo cates supply
for intended attacks 3. Allied . player may, in
certain cases, retreat his units under attack. 4.
Allied player allocates supply to units of his
SUMMARY
Overall Physical Quality Rating: (6) . The main
drawbacks (If one considers them as such) are
the unmounted, color.less map and the lack of
a hard box. That, of cou rse, is why the cost is
only $5,00. Overall Accuracy Rating: (8). The
best job yet for Napoleon ic wargaming. Playability Rating: (6). Fairly good, once the rules
have been hurdled. Rating for Novice Players:
(4) , New Players are advised to cut th eir te eth
on the earlier AH games or games of the "Napoleon at Waterloo" level. We understand S& T
will be turning to more of these games in fu"
ture issues. Overall Rating for "Playability"
Fans: (4). If you like to read the rules for a
game and sit right down to solving the problem
presented by the game. then Leipzig and, (dare
we say it,) Simulations Publicat ions games In
general are a pain in the neck. Overall Rating
for "Historical Realism" Players: (81. People
who delight in complication will enjoy this
one. It contains a number of really fine features not found in most games. Overall Rating
for "Action/Excitement" Players; (3). There
isn't much "bang, bang" in Leipzig. It would
be more appealing to a Manstei n than a Patton.
Slick maneuvering and forethought are the
keys to victory.
Leipzig is the kind of game we would never
pass over. It is outstanding for the number of
"new" concepts it introduces. The situation is
in trigu ing, The mechen ics are innovative, and
all in all, it is a rewarding invest ment. Before
you can play the game, a considerable amount
of time and effort has to be put into mastering
the rules. Our usual procedu re with Simulations Publications games like Kursk , Leipzig,
Korea. etc .. Is' to pru ne the ru les by about 30
to 40%. Conflicting, or apparently conflicting,
statements have to be examined and recon"
ciled, Repetitious prose has to be sliced off
and sometimes additional tables and charts
constructed. For example, we don't care for
the approach where elements influencing a
move {ZOC, terrain, weather, etc'! are all re"
flected in a movement point system. It becomes a monumental bore. We are experim enting with other ways of showing the effects of
conditioning factors. Some work and some
don't. If you are willing to g6 in for something
of this sort, and we are, the n Leipzig, and
other games on th is level, are gems.
29
Bibliography,
The American Army
in Europe, 1944-45
Considerations of space and time squeezed this
out of the article on the organization of the
American Army in Europe during the Second
World War. Issue 30 of S&T was crowded as it
was.
Th is is a very brief outl ine of some of the
sources used in the preparation of the American Army article. Unfortunately, th is article
was one of those which was long in preparation and which utilized considerable materials
from the personal files of various members of
the S& T organization , so th at the precise
source of some materials was lost, Consequently, this bibliography should be considered incomplete.
Two invaluable volumes are The Organization
of Ground Combat Troopss, and The Procurement and Training of Ground Combat Troops
in the series The Army Ground Forces o f the
American Official History. Both provided considerab le amounts of hard dat a along with
numerous significant insights and interpretat ions.
Material on the behavior of t roops in battle
came from t wo important. but large ly unknown, works, Souffler's The American Soldier ilnd Marshal's Men Against Fire. 80th provided impo rtant insights into combat psycho-
Kursk
Moves
#1
,..1
Grand-tactical game of 194~ in Russia.
Complete rules for tactical, air support.
Pioneered our basic WWII combat system.
30
LIMITED INTELLIGENCE
One of t he most difficult aspects of warfare to
sim ul ate is t he confusion of battle. A gl an ce at
most b oard games instantl y pi erces the "fog of
wa r" a nd reveal s the location, st rength, sta te
of supp ly an d movement capabilities of a ll
e nem y u nits. In war , commande rs are ra re ly so
well informed abou t the ir own troops. Th is is
the single gre atest deviance in t he feel of board
games from batt lefield dec ision mak ing.
T he f i rst attempt s to so lve th is p rob lem were
made in Ava lon Hi ll's naval gam es. After all.
it's im poss ib le t o conduct a "ga me" on the
sort ie of the Bismarck if the Briti sh pl ay er
knows al l along where t he Bisma rk is. The
so lut ion was two boards di vided by a screen
which enab led the "elusive" Bismark to maneuve r out of sigh t of t he Brit ish . Th e Briti sh
player "sea rched" fo r the German ba tt leship
by ca lling out th e co-o rd inates of the areas he
had sh ips in. If th e Bism ark was in t he same
a rea the G erma n p layer was forced to revea l Hs
location and battle took place on a tactica l
co mb at board. Bismark wa s a pu re "search"
game si nce the German pl aye r generally won
by avo idi ng combat. Two late r AH nava l
games, Midwav and Jutland requi re t he opposing fleets to close in order to win.
by Lenny Glynn
31
Feedback
Moves Nr. 2 published April 1972
18 - No question
19 - No question
20 - No question
COMBAT COMMAND
29-Question A (mapsheet)
3O-Question B (rules)
31-Qu~stion C (count~rs)
32-Question 0 (~as~ of play)
21 - No question
22 - No question
33-Qu~stion
23 - No question
2 - No question
3 - No Question
Questions 4-23 ask you to rate the articles in
this issue (O = no opinion, 1 = poor, , 9 =
excel/en t).
4-
5-
6 -
7-
8-
Panzerblitz Revisited
Idiocy or Reality
12 -
Gamespeak
13 -
Anschluss
14 15 -
16 -
17 - No question
of rul~s)
35-Qu~stion G (length)
36-Qu~stion
H (s~t-up time)
J (compl~xity)
38-Qu~stion K (r~alism)
39-Qu~stion ~ (overa/!)
40-Qu~stion M (then & now)
37-Qu~stion
42-Qu~stion
~ach gam~
questions
(fett~r~d
Qu~stion
ov~rall
2, Maybe
U.S.N,
43-Qu~stion
44-Qu~stion
45-Question
46-Question
47-Qu~stion
(compl~teness
34-Qu~stion F (balance)
= 3).
48-Qu~stion
49-Question
50-Question
51-Question
52"Qu~stion
53-Qu~stion
54-Qu~stion
A (mapshoot)
B (ru/~s)
C (counters)
D (ease of play)
E (complet~n~ss of rules)
F (balanc~)
G (/~ngth)
H (s~t-up time)
J (complexity)
K (r~alism)
L (avera/!)
M (then & now)
N (money's worth)
FLYING CIRCUS
55-Question A (mapsh~et)
56-Question B (rules)
fi1Qu~stion C (counters)
58Qu~stion D (eas~ of play)
59Question E (completeness of rul~s)
SO-Question F (balanc~)
61-Qu~stion G (length)
62-Qu~srjon H (s~t-up time)
63Qu~stion
(compl~xity)
64 Qu~srion K (realism)
65Qu~stion L lov~rall)
66Question M (th~n & now)
67-Question N (money's worth)
LOST BATTLES
6iJQuestion A (mapshoot)
69-Qu~stion B (rules)
70-Qu~stion C (counters)
71-Qu~stion 0 (~ase of plav)
72-Qu~stion E (completeness of rul~s)
73-Question F (balanc~)
74-Question G (I~ngth)
75.Qu~stiOn H (s~t-up time)
7&-Qu~srion J Icompl~xity)
77-Qu~stion K Ir~alism)
7B-Question L (overa/!)
79-Qu~stion M (th~n & now)
80-Qu~stion N (Mon~y's worth)
BULK RATE
U.S. POST AG E
PAID
New York, N.Y.
Permit No. 5670
NEW!
Battle of Stalingrad
Soviet Winter Offensive 1942
Novem ber 1942 : Th e German Sixth Army
grinds block by bloc k th rough the rubble of
Stali ngrad. In the Caucasus. Army Group A
cl oses on Maiko p and Batum, the "oil ci ties,"
sou rce of fu el for Sovi et ar mies and ind ustries.
Suddenly the Red Army st rikes, shocking t he
German High Command . Soviet troo ps envelop
Sixth Army in Stalin grad and threate n to
isolate A rmy Group A t o t he south . Battle of
Stalingrad simulates t he Soviet Winter Offensive with six 'teen scenarios of t he major alte r
natives t il at cou Id have occu rred. Battle of
Stalingrad is a grand tactical (division/corps)
game w ith hexes equal t o 16 kilometres. Each
Game-Turn represents two days . The game
system is simi lar to Kursk and France '40 but
it has been ref in ed and mo dified to reflect the
pec u la riti es of the sit uati o n. Soviet cavalry, for
examp le, can move in the motorized movement phase. An optiona l ru le forcing t he
German units to hold their positions simulates
the disa strou s effect of Hitler's i nsistance 1 hat
"Where a German so ldier st ands he w ill not
retreat ." But if th e Germans do conduct a
figh ti ng wit hd rawal , Battle of Stal i ngrad revea ls just how mu ch the So viets gamb led to
achieve t he turning point of the War in the
East. Ava ilabl e from Si mu lat ions Pub l icat ions
f o r $5.00.