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2

MOVES nr.3 published June 1972

$2.00

Designers
Notes
General Editor James F. Dunn igan
Co-Ed itor/Executive Art Director Red mond A . Simonsen
Art Director Manf red F. Milkuhn
Managing Editor Lenny Glynn
Research Director Albert A. Noli
Associilte Editors John M . Youn g, Stephe n B. Pat ri ck

1972 Simu lat iuns Publ ications. In c. Printed in U.S.A. A ll rights


reserved. A ll edi torial and general rnail should be addressed to Simulations Publica tions . Inc. 44
East 23rd St.. New York 100 10. ant: year su bsc rip ti ons (si x issues) are available to r $7. 00. Back
issues or single opies of the cur rent Issue dre avai lable at $2.00 per copy. Please pay by check or
money order on ly.

MOVES MaYBLine is copyright

Print ing by Ref lex O ffsel. Inc .. presswork by John Ba nks. Binding by Apollo Binders.

In this issue ...

page

A ra ther large stlo t 01 good news th is ti me


around. The improvements in MOVES #2
Ibased on c rlllCsm 01 MOVES # 1/ were much
better received than we expected. Follow ing
up on Ihose tOPICS that were bes t rece ived. we
have made MOVES #3 an even be tler effort
tba n the first two issues In lhls issu w
introduc and/or "s tandardize" a num ber o f
edll0l'liJ i teatures. A regu lar feature from now
on wil l be the Game Profi le. fn th is issue
Leipzig is "profiled ." In our nex t Issue we wi ll
cover either Grenadier or The Franco -Pru sian
War The Leipzig pro Iii . inCidenta lly, was not
done by a regular staff member, but by a local
subSCriber One o f th e people w ho reg ularly
shows up here on Friday nigtlls for play test ing.
Among 0 her thi ngs , Ihls proves tha t the
lu rl tlme sta ff here doesn' t "wa l on waler"
(ther are always a f w who' lI beli ve hat sari
of th rngl.
A nOlller now "standa rd" fea ture IS an
"Irreg ular" senes of articles by Redmon d A .
Simonsen . HIS influence on what we produce
IS often underslated (and mlS unders tood!.
Simonsen not only designs game componen ts,
he also takes an active part In developi ng th e
(contin(Jod on page 21 J

Designer's Notes

the Editors

Game Profile : Leipzig

by Ph il Neuscheler

PRICES ARE RISING

Tac Series Battles: Bicocca

by Al bert A . No fi

12

Advanced Withdrawal

by Ron Pazdra

14

Compendium of Wargame Publications

by George Phillies

16

Summer of '43

by Jerrold Th om as

19

Cardboard Weapons

by Redmond A. Si monsen

20

Game Errata: Strategy 1

b y J oh n Young

22

Grouchy at Waterloo

by Al bert A. Nofi

24

The Bias Nobody Knows

by Redmond A . Simonsen

27

PLAYBACK

the Playe rs

29

FEEDBACK

Vox Popu li , Vox Dei

30

YOLI may have nol lced !hat the prices on ou r


games are now up to SIX dollars ($6.00). Tile
reason for ti llS I qulte Simp le. We need lh .
money Wh y do we need the money 7 We need
il to pay f r th ings w e never needed be fore
Firs! Ihere's equ ipmen t Not JUS! mundane
l ings II e typewrilers and pen cils, but (;lIs a
typesewng mach. le, a compu ter and sund ry
o lher gadgelS. and thon til Ie's peapl
Salaries FO I a long l ime we payed very III tie or
nothing. But dur ing the last year we have,
more and more, been pre tty much forced to
p y hVlng wages (OUI 30 p rson staf f now
averages $107 a week. The boss o f tile WllOI
show gelS $150, so nobody's ge l tin g nch) .
SecondlV. the re' s money needed that falls
under the ra l her obtrusfl headrn 01 "capital ."
W e In!rod uced thr e new games III Ihis issue
and wi ll ill l roduce a t least th ree more new olles
in he nexl issue of 58T We are also gO ing to
s wi th in th
upg rade he qua lity of all Olll ga
nex t year Th is lakes time to do and III Ihe
mea rlllmc we have to pay ttle btl ls Many
Improvements have already been made (you
mal' h v no iced I hal most of oLir latesl
games "played" better and had fewer flaws In
hern . ThiS is no acclclenr, il 's the result of
ma ny hundreds 0 1 h urs 01 wo rk ). We have
never received any "ou tSide Investmenl.' The
money has co rne Irom the people who buy our
produc ts while much unpaid time has come
from th e people w ho work here. -, 0 expand our
ope.r l ions, 0 give you mor o f what you
obviously njoy, we need money And you are
ou r only 5()urCe 01 monel' . ThiS en lire. situa tIon
w il l be exp lored 31 grealer leng th and detail In
tile ext issue of S& T. Right now, we've gO!
work 1:1 do

Simulations Publications, Inc., 44 East 23rd Street, New York, N.V . 10010

arr the caver: Vickers.303 M edium Machine Gun wirh i rs weapon symbol superimposed [see article, page 20),

NEW!

Franco-Prussian War

Attrition Combat Results

Limited Tactical & Strategic Intelligence

In 1870 France was conSide red t he


dom ina n t mi li ta ry powe r in Eu ro pe.
Germany was divided inlO dozens of small
states, th e mOSI power ful of w hich was
Prussia. By th e end of the Franco-Prusslan
war, Germanv was the most powerfu l
country in Europe, a unified empire under
the Kaiser; France w as defea ted and deeply
wou nded by the loss of two provinces,
A lsace and Lorraine. From 1871 to the First
W orld Wa r European diplomatic an d
military his tory is a record o f adjustmen t
and react ion to the resu lt s of the
Fr anco-Prussia n Wa r. Indeed , tor the
French an d Germa ns. W orld W ar One was
a second round , mean t to conso lidat e or
reve rse the battle fiel d decision of 1870.
Franco-Prussian War simu lates the decisive
early stages of th iS htte-known but hig hly
Significan t co nflict. In developing FrancoPruss/an War. the deSig n team at Sim ula tions created a strategic/gra nd-tactical
"game system" which is broadly applica ble
to mos t 19th Centu ry conflicts. The elemen ts of this sys tem include:
Taclical and Srra l egic Limired Intelligence.
Be fore aena l reconna isance armies move d
in the "Fog of W ar." In Franco- Prussian

War each army has only a few units on the


map a anyone ti me. These un its are
moved face-down and include "dummy "
co unters wh ic h look like un its but have no
Combat Strength. T he effect of th iS "fog"
on the game is fascinating; players'
"styles" cha nge radica lly in the absence of
clear knowledge abou t enemy stren gth and
deployment. In the advanced versions o f
Franco-Prussian War. players are nO! only
ignorant of enemy tac ti cal posit ion but do
no t know the enemy Order of Ballie or
even, for example, w hether Luxembu rg is
neutra l or allied w ith Prussia .
A rrfition Combat Resu/ts Tables:
There are six Comba t Resu lts Tables in
F'r anco-Prussia n W ar, one fo r each of six
S re ngth Levels of defend ing units. Wh en a
unit suffers losses in Combat it is replaced
by a counter w i th the sa me historical
designation but few er Streng th POin ts.
Weaker ur1,tS are easier to defea t 10 battle
so that keeping a unit 10 Comba t 100 long
wea rs i t out. Players gradually learn (as
generals do l to pull un its back an d give
them replacements. Since there are few
un i ts on ea ch side and aII replacement
cou nters are proV ided with the game.. th e

Variable Orders of Battle

process 01 attri tion is easy "mechanica ll y"


and does away with the abrupt land
luck- ri dden) elim ination o f strong uni ts. It is
also an excellent Simu lation of the effects
01 conce ntra ted strength an d prolonged
combat.
Troop Deployment Oprions:
In advanced ve rsions of the game players
must decide w hether 10 concentra te the
Com bat Strength of thelf un its (while
losing Zones of Control) or retain their
"ex tended" Zo nes o f Con trol (While ha lving
the ir Combat Streng thl .
The 22x29" mapsheet for Franco-Prussian
War is prin ted in blue and bl ack on heavy
ca rdstock . and cove rs the str ategic border
reg ions where the deciSive ba ttles o f the
war were fought. The unit counters are
pri nted back an d fron t 10 keep the French
and Prussla n armies distinct w hile moving .
A ll rep lacement coun ters are included so
that there is no "book-keeping" to keep
track of losses . The Ru les Folder is 35xl 1"
and includes basic and standard games
plus optiona l rules on deploymen t 01 troops
and varying Orders of Battle.
Franco -Prussian War is available from
Simulations Publiearions f Of $6JXJ

GAME PROFII4E

IpZlg: Reality as aGame


by Phil Neuscheler
The spring 1813 campa ig n of Napoleon is a
superb example of the grea tn ess an d fa ilure of
Napoleon Ilimself. A discussion of thiS
cam paign in a simu lations contex t wi ll illustrate
the possibilities or Na poleoniC concen tra tion.
the shortcommgs 01 Napoleon as a general,
and th " feel" of the game Leipzig.
Much of th e situa ti on descri bed in the game
se t-up lOok place before the opening moves 01
the game 0 1Leipzig Napoleon had just los t his
sh irt in Ru ssia . Much of his prestige w as in
shadow, hiS allies, especlaUy Prussia and
Austria, were f ar less commi tted lIlan any
dictator wou ld like. In fact , Prussia soon
became an acuve enemy , and Austria became
EI hostile neutral, just waiting for a sign of
wea kness on the p rt of Napoleon to strike.
Napoleon na ively though t tha t since the
Empero r o f Aus ria was hiS w i fe's fathe r,
Au tria wo uld contin ue to back hi m. But
women , In cl udmg Napoleon's new empress,
are someti mes tho ugh! 10 be spoils of war.

Gnrne-TurfI, III tile Leipzig SI-Iring Scenario


in each r.ase the player 10 nlOvc IS incllcated.
Sa l ies ore Indica led In insels to lile I irst two
milps. Situa ti ons 0 ,curing before 25 Aprt l 1813
al ld afler 6 Ju ne 1813 are nOI shown. Each
d iagram is a portion of the ac tlla! game oard
o f Lel{:mg and all Units re presented are p,eces
from the game. By follow ing the conce ntraflon
an d movemen t at pieces in the dmg rams, a

quates
play er ca n see how Simulat ion
historica l roa hty. In any actua l ga1l18, historica l
movements will probably no t be duplicated.
but a game Will come Into be llel perspective I
Istorica l nlOVCS are underSlOod. 1115 espeCially
In terestmg to note that only tw o malor ba tt les
w re fouglll and tha t aC 1IJai moves larely made
use at forced ma rches. Diag rams show moves
6, 10 and 12 of "Ihe real game ." A good Idea of
(cDnrinued on p age 6)

Eugene, th e Viceroy of Italy, was the


commander of French forces while apoleon
scraped up another army In France. He was
beset by one disaster after another. The major
disaster was the defectiol) of Yorc k, wh o had
comman ded the lell w ing in the pu sh Ulto
Russia. He had an almos t untouched force,
and when he bega n thr eateni ng the left w ing
of the French , he forced them to abandon
Danzig and relreat to the I ft bank o f the Elbe,
w here we find them at he OUlset of Leipzig .
Yo rck, by th e way, w as Orig inally Eng lish an d
Eng lish w rit ers are fond of spelling his name
York.
Eugene IS seldom given hiS due. He was no
experienced general, yel he managed to hold
the French toge ther, alon g With w hatever
pe tt y Ge rman s tale' s tr oops he Il ad
responS ibility for, A t least he was-be tter than
Milorado vic h, Mea nwhile, back in France,
Na poleon mobltrzed reser vi sts, yo uth s, and
dra ft evaders rnto some sem blance of order,
an d set off on another campaign , Wh en asked
about the tender age of ma ny of hiS recrUits,
Napo l on retorte d w ith a class ic tha t
adequa\ely summed up hiS view s on human
w orth In wa rfare: " A boy can SlOp a bull81 as
well as a man ."
Napoleon's new lorce had severe diffic ul ties.
The mos t serious was a cri pplin g lack of
cava lry Cava lry IS supposedly the hardest of all
arms 10 tra in . To make matters w orse, French
~lorses w ere less able to stan d th e rigo rs o f the
cam paign than breeds 01 other na tion s.
Consequen ll y Ihe French were never able to
a equately scou t Iheir opponen ts during th iS
cam paign. and were unable to {ra p their
opp onents or ex ploit Fre nch victories .
Be/ore the histo rical analYSIS is star ted , a
word abou, t~le accompa nYlllg diagrams is m
order. T hree diag rams il re Illcluded. Eac h IS
idenll led by the exa t da te and approxima le

~I e\ ~I 5!;; 5~ r

@, j

5-4

~I

tl!&j

5-4

@ol ~ I

5-4

~! I~
=
~I ~I ~
18-2 18-2 18- 2

18-2

~ 5-4
~I

5-4

5-4

fl'&! ~l

18-2 lB- 2

&I&I~I~I~
~10.1
1-8 1-8 1-8 1-8 1-8 1-8

1-8

~I

jlI!!l j

ITl1l1

mel

CDf
ITJl.
ITI1
(1)-4 (1)-4
(1)-4
(1m;
)-4 {1)-4 (1ITfi
}-4 (1)-4
(1rri
)-4

414 19 3141", 2/4


11i~ (lj.:a [1/:8

I I

(1)-4 I (1}- 4 l

+-

Leipzig is on e of the older and more


popula r Simu lat ions ga mes and sO
has gone throu gh seve ra l versions
of ga me com ponan ts . The lal est is
the add ition of c olor to the second
version of the second edi tion .
Rivers are now shown in dark blue
and the Frenc h regroupment area
fin caSf:) of an armistice) is in light
blue. The 22x29" mapsheet depicts
Ihe cenlfa l Eu ropea n theil tre w here
the major campaigns of 181 3 took
place, from Ber lin to Prague,
Bavaria to Poland . The ga me sca le
is g rand tac t ico l: ea c h h 8x
rep resents 10 kilo metres, each
game Iw n a w aek .

The 255 cHe-cu t counters f or Leipzig


include all units and leade rs of the
origina l ca mp aign, ral1ging fro m
Napoleon wh o can add 25 Combat
PoinlS to any army he accompanies,
to M iloradovitch w ho can only add
one. Units c ombine In a pa ttern
thai refl ects the trade-off between
mobility and concen tration, T hus,
tw o 2-5'5 become one 54, and
three 5-4 's bec ome one 18-2.

.. -

"

..:

. ___

-~-

..

-- .

....

r~.'."_

__i:._--

-_.- --.... ......- ._


---. ...
.....

.... ..
.
~'~:":'; ~:'5~.::
_ .. ...- - "~.-..

..

-.~

--.~

--- -

----_
........ - -....
----- ._-.""._- ..._._.

..........

~-.-

-~

--

.,,, Wr:u:r."I .. 'UI:,

_.- .. -

,'-_,_ .... IIb" .....!

--.
--- --~,...

. '::. .':'"..... ':.

..

..
~~

......:.':.;.

. ........ -

_._.... ....... ,

-~.

-,~~-

~.,

..

-_ .... - ... -

- -.- - .- ...-

,' .. ,_,"

"lI1oI1oI1 .IICt: NAn ..:u

"'--.......

..... -

..

-._- .....
.-

~.--

-_-

..... -..

-....

-- -

--

.--~-

,..... --..

.
__ ...... =:
'-"'-"- -"

--

~ J _""_

'- '-'-

"

"

.. -

---_.-

.~ . -

" ....... ,_._n-

,-_._
---.,...

,-='7:'~ ~ ..:.,,:,..::
'"

....

...-

~.-- .,_
r) h n

t<_ ... Wo _

..

~ I

,._

....
.. _-...
... _._
..-_...._-~

- -. - -~--

................ ,_. _-

- _.__
._-.. 4 t1"'.. , ... _

..

._ .,,,---.... ~_

--

-."~".,,,

-_

_'M'
_.
.....
.. __ . .-.-- ..

_--

"'-.~~-.~

,,:,._.----,:

_.__

-,. ---.. - ",--.. ,


.- " . --~

--

~:;l:::'~~;.;~:
~':'"_

.,,,,"'111

-;~.:-::'.";.

'

....

-.

..
:::.,_ ....-." =-:....:..-.. ;-.:.

;.:~::: ~'''::~

;;,~~~=~~:7-:7

----- .. -

..... 11"... _ , . _

.... .... "'_ ... ..-.


-.- .... ._-...-..--._

--.~

... ,......

''''''_~r'

___
-~-.-----_
- -.-. ._
- ._ M

-._---

~-~---.--

-- ...

-~-

LeIpzig's rul es .re typo-set on a


22 xI4" single-folded sheet. They
form Simula tio n's basic Napoleonic
ga m e sy s tem . J i m Dun ni gan
c ontribu tes to Leip zig the most
ex lensive historical commen la ry in
any Desiqner' s Notes.

_.-

.-

,',

....................
- _... _-..

..

,--_ .. -

-- ......
. ..-.- .
. .... . . ,--

- -.........
----- .....--....
_._.
........... ._.......
- ,- _..... __
..
. ... -_-..............
.. _---_.-----..-"'-'"
~'S:.::,.~ ~-::

~-

-~
~

- ~-- -

6
the phys ica l lavou t o f the game can also be
seen In Ihe diagrams. Those rea ders w ho are
unlucky enoug ll to not have a co py of tI-,e
game may lake hearl in kn ow ing that Leipzig
now flas a tw o-co lor map w hich shows the

KEY TO M A PS

DIA GRA M 1: Con centra ti on for the banle


of Lutzen: initial position 30 Apr il 1813. In

The th ree diag rams In t his artic le show the Sp ri ng


Cam paign of 18 13. in te rm s of the game Leipzig .
Fre[)ch unirs are depicted in italic type, French lea der
uni lS are represented by their ide ntifi cation num ber
in a c irclo . Allied uni ts are shown in regu lar type an d
Alli ed leaders Id enl if i ~ali on numbers are In boxes .

FREN CH

1~~
c;J
~
1~1= 3 [;]
=

2-5 C8J~

5-4 -

2~25

=0

N .:t~nlton

(1)- 8
4

=0

(1)-8
6

5/3

=@

~ "Donold

(1)- 8
8

5/5

H'I

(1)- 8
5

8/5

Qu~mo t

4/4

=0

L"lm~ t(ln

(1)-8

5/5

lia/morM

(1)-8
7

2/8

\1 c)'

(1) -8
10

2/4

~ I C'I)I:

(1)-8

=0

=0
=0
=@

ALLIES

~
~-

~=3

I 5-4
~'I=
6/5
=w

~=
~

8,rcl,J..

( 1 )-~

3/3

4/4
y,,,.

(~j~'8 =~
-~

(1)-8 -

....... Al lied Movement


French Movement

__I....

French re gro upment area in case of arm istice


in ligh t blue Ithis wa s introduced wi th th e
secon d prln tlllg of til e second ed itionl .
A t til e oulset 0 1 thi s campaig n, Napoleoll
ant icipa led a quick march ac ross Prussia t o

Danz ig Th is marc h wou ld have cut both


Prussian and RUSSI8 Il supply IlIles and forced
b01h armIes La reLreat . Nap oleon cou ld have
the n wh eeled t o face hiS enemies using DanZig
as a supply base. He an llcipa ted a sLraleglc

terms of Leipzig it is Game- Turn 6 w ith


A llies to move first.

7
vic tory a I I his pOint, an d a spee dy en d to th e
cam paign. A USl rl8 w ould nOI have entered the
fray because 01 the hopelessnes s o f the All ied
posil lon Here olle gets an idea of Ihe ability of
Napoleon' s arm y 10 force march A lth ough th e

FORCED MARCH DICE


It's more profitable to use the trip le
movement table than the double movemEnt table in Leipzig if you're wi ll ing to
'take the risk. This sounds contradictory at
first, but let's dig deeper. There are three
ways of marching in Leipzig: -cautiously,
slightly agg ressively, and aggressively. If
you're caut ious, you don't force march
un less you have a supply counter to use, If
you' re aggressive, you use the triple table,
and take a definite amount of risk . If you ' re
not wi lli ng to take that much risk, you use
the double table and move slightly slower.
The risks aren't tha t different, though, w ith
a single notable exception which will bear
closer looking into later.
I' ll start out by showing how you can check
up on my figures. Lo ok at the Triple
A ll owance Forced March Table. On the
second die roll (assuming you rolled a 1,
you notice that the re are two cha nces out
of six to gel home free, th ree chances of
getting a 0 (dispersal ) and one chance of
being destroyed by an X. Now th ree
chances out of six means 12 the lime, you
can reasonab ly expect to get a 0 result.
Everybody knows that y" is the same th ing
as 50%. And so it goes; 2 chances is 2/ 6 or
1f3 whi ch equals 33% , and 1/6 is 16.7%.
(I've rounded out the fractions.) Simple,
isn 't it. It's also ted ious, so I've worked up a
table to show massed percentages. Don't
let those numbers confuse you - that's
what th is article is tryi ng to avoid .
JUst looking at the Forced March Table
without any though!, might just be the
most confusing th ing around . If you just
look at lines 1 and 3, you get the same
impression that I gal at first the
impression that trying for a triple is self
defeating in an unacceptable number of
cases. It isn't really that bad. As an
example, say you wanted to move twice as
fast in order to accomplish something, and
cou ld really put your opponent in a bi nd if
you cou ld move t hree times as fast as
normal. You could just look at the triple
tab le and sigh, settling for the double table,
or use up one of your (too few) supply
counters to accomplish the move. But now
look at the second li ne of the table of
perce ntages. You ca n see that double
movement on the trip les table gives you a
50-50 chance of moving twice as fast.
That's better tha n the doubles tablel True,
you have a better chance of being
eli minated, but how important is it to move
fast, anyway? It might be worth the risk.
And suppose you come up w ith a "D".
You're sti ll one normal Movement
A llowance beyond a un it moving at regular
spe ed when the dispersed uni t resumes
ordina ry status. That m ight be worth the
risk itself.
Looking at tile other lines of the tab le, the
second throw possibilities are analysed . On
the tr iples tab le, th e chances of a "X" or a
"0" are sligh tly better than on the doubles

un il s w ould have had to march 18 hexes per


turn , 8r, d the nl8rch WOl rld have en ded on
game turn 5 w l tll mos t 01 the Frenc h forces o rf
the east edge of the map It wa s anticipated
that Berllll wou ld be cap ture d and Fre nch

march was never underlaken, Napoleon


Iho ug ht It co uld be done, wh ich is some
Indica tion o f its realism. T he marc h wo uld have
been done in 20 days acco rdin g to 11is
cal c ulations. In game lerms, Ihis means tllat all

get a larger rewa rd if luck is with you . Of


course, if that lady is not smiling on you
whi le you play forced march dice, all the
analysis anyone can make won't prevent
your demise without a battle. The tab les are
a reasonable balance of risk and reward. So
if you always get fives on the triple table,
and get a six the fi rst time you try the
doubles, you might as well start moving at
a more Ie i surely pace. tha t is, if you have
any units left to move.

tab le. But the point is, they are better, if


only by a frac tion of a percent. Casinos
throug hout the world make their money on
fractions of a percent. The most important
thing is, though, that using the triples table
allows you 50% of the time to choose
whether to take another risk After you've
moved as far as the doubles table cou ld
possibly allow you to go, and you don't
have to take the risk over again, you can
stay put. Once again, take a larger risk, and

% CHANCES FOR RES ULT :

or 0 - '

1.

Double Mvt Table as a whole

36

39

75

25

2.

Double Mvt on triple table

50

16.7

66.7

33.3

41.7

50

50

66

82.5

16.5

66.7

66.7

33.3

3. Trip le Mv! Table as a who le

8.3

4.

Double Mvt Table, first throw 3

16.5

5.

Double Mvt Table, first throw 4

6.

Triple Mvt Table , first throw 1

33.3

50~

83.3

16.7

7. Triple Mv! Table, fir st throw 2

16.7

50'

66 .7

33.3

50'

50

50

Triple Mvt Table, first throw 3

8.

"D ispersal in effect after un it has moved 3


times normal rate, the situation referred
to in th e text

'Simply first and second columns added'


togeth er - inc luded to give sUlVival comparison.

Forced March Tables


Triple Allowance
(I nfantry on ly )

Double Allowance
(All units)

1 st

15t
Die Roll

,
2

D ie Roll

2nd Die Roll

2nd Die Roll

r.

E I(P lanation of re,ul ts;


. :

110

effect;

uIl i1

may f in ish rema ind er

ma rch .

"r

D : urri I d ispe, sed after comp leting march.

X: uni [ destroy" rl.


J,K,L,M,N : uni l h as op tiDn u f nDt co m p lL~ ti ng
Illdrcl" ur of rolling di e aga in to a tt~ rn pi 10

cO illole le r"arch .

Examp le; ) .!-, un i l a1te"l l)!S III

rl j~ I"

i ls AII QW

rJ nce by fo r ce fTla r ct .... u n i t Il l Ove s ten M LJve-

,,,e n, Poin ts tirsl , dr1d 1118 11 rolls die lo r the


T riple A llowanc,' lab le. Die roll is "2" : Player
IltiS oplion 0 1 no t cornpleting marcil , or rol lrnq
I D' til" 5u b s irl j~ r y .vi tab le. Player roll, a g ~i n .
ob1ai ning a "<1," an d " nil co mplete 5 ma lcll ,
blJl is dispersed at end.

)8
forces the n in various fortresses and lortified
camps wou ld have been relieved and included
in the French ma in lorce. This plan was never
adopted becau se of the lack 01 French cavalry,
the po r supply position of the Fre nch, the
ac tions of th e All ies, and per laps becau se
Na poleon, after seeing firSI hand the cO lld lllon
o f hi raw tr oops, decided il was, after ali,
1111 possible.
As th e ca mpaign starte d, Fre nch fo rces
concen tra ted in the Vicinity of Gotha wh ere we
fin d them In the hlstorrca l se t-up situa ti on of
the Spl ing game , It must be reme mbered that
bot/1 Sides were sti ll mobi lizing during the
en tire spring 1813 ca mpaign . Thus, despi te
heavy losses on bo th sides, armies in the field
we re larger at the Armis tice than at the
beg llll1ln g of the campa ign. The French started
out With 137,000 men and had 154,000 men at
the Arm istice , The A llies sta rted With 73,000
men an d had grown t o 95,000 men by 2 J une,
nOl co unting the Au strians, who w ere tllen
mobilizing . All fig ures In th is article are
approximate an d vary accor ding 10 whose lies
th ey are based upon.
The French lack of cavalry wa s fel ea rl y in the
first ba ttle when Blucher' ou tposts were only
a tew miles rom Ney on tile day belore Ihe
ballle, bUI w ere no t spoiled by the French .
apoleon was adva ncing rather blindly on
LeipZig for wa nt of anYlhlng belter \() do w hen
he was hit on IllS right flank by the combined
Pr usSlan-Russian army . Leipzig Itself was only
screened by a Sing le diVision o f Prusslans
under Kleist, Napoleon was near Leipzig w ith
lh ree corps and the Guard. He believed tha t
n,e ma lll A llied force was the re . When
unexpec ted ly allacked , Nay occupied the
sma ll villages il1 fro n t 01 the tow n of Lutzen
and held th em lenaciousl y, STalling th e Allied
hrUSI but tak ing grea t losses. This gave the
ma in French force time 10 concentra te at the
ba ttlefield, and Napoleon won a tactical
vic tory, His los 'es had been high, though :
18.000 to the Allie d 11.500. Further, he was
unable 10 explOit his victory because of his lack
of cava lry, Altho ugh Napoleon won , it was an
indecisive an d cost ly victory , an d he w as to
leel th e results of it later on,
T he ba ilie of Lu tze n shows th e abi lity of the
French Army 10 ra pid ly conce ntra te on a pOint
th at was no t on Its planne d rout of ma rch. II
also shows a fatal flaw In the grand ta ctica l
scheme 01 Napoleon. For although co rps
comman ders were able to wheel and change
face, at a c ritlcal,un cture, two corps south of
ey stopped and walled fo r orders even
ttlough they coutd hea r the sound of fight ing
w ithin easy march ing distance. This particula r
fau lt was to become even more Important in
til e nex t g reat battle. T he A ll ies also made
mista es. Chief among th ese was Ileir fail ure
to prope rl y explOit tll elr cava lry superiori ty ,
Whil e the fo rce s became engaged, but befo re
apoleon had been able to conce nlra le,
w ell -placed ca valry could have impeded If nO I
sl opped th e COil entrati on, Instea d, 1\ wa s kept
In tac\1ca l reserve an d later came under fi re
frOIll French arti llery . It's only active use was to
screen the A llied retrea t. Napoleon's conce ntration lor ba ttle coul dn ' t have taken place il
the RU SSian cavalry had charged the Frenc h.
A t the bailie o f Lutzen, the Frenc h Ilad 137,000
III antry , only 8,000 cava lry, and 372 guns . T he
Allies had 64,000 Inlantry, 24,000 cavalry, and
552 guns, Tw o interes ting sideli ghts 10 Lu tzen
w ere Ihe dea th of Sc harnhorst and th e
de fec tl OI) 01 Jomlill 10 the Pr-usslans , Jomini ,
Ney's ch ief of sla fi , su rvived a w rite some

hlg illy percepTive and cri tical comments on the


campaign .
A fter their defea at Lutzen, he Allies quick ly
re lreated to a SpO llus t outside of the town of
Bauizen w hich they proceeded to l ort ll y With
two hnes of trenches and redoubts . Napo leon
marched leisurely towards their position and
dispatched Ney to threa ten Berlin . ThiS proved
to be an over-ambi tious plan, for lhe Prussians
merely screened Berl in and lhe need for Ney

DIAGRAM 2: Concentration for the battle


of Bautzen : initial posi tion 19 May 1813.
Game-Tu rn 9, French to move fi rst,

was felt in Ihe sou th. A comment on the


Ine fectiveness of iorllfied works 15 obvious by
Ih A ll ied movements and the subsequen t
battle 01 Bautzen The A ll ies gave up Dresden
WlttrOU t a figh t, and the Flench w ere able to
pierce th e prepa red w orks at Bautzen, Both
these pOin ts show fo rti ficat ion to be less
powert ul tf'ran comruo nly believed ,
The Allied POS ition at Bau tzen looked strong,
but Was not. T hey had been joined by 13,000

DIAGRAM 3: Position at Armistice, 12


June 1813, Allied forces pinn ed against the

mountains of neutral Austria. Game-Turn


12, French to move.

10
Russ ians under Barclay. (I n the game, th ese
tro ops slart al Posen .1 Agalns\ the 96,000
Allies on n,e lield at Ba utzen, Na poleon had
104,000 Intan try and 12,000 cavalry (p lus Ney's
80,0001 . Bu t Napoleon had g reater advan tages
than hiS numbers wou ld indicate He had
ga ined m omentum, and his own troops had
ga ined co nfidence after Lutzen. T he Allies
we re bitte rly divided. They blamed each o th er
for th ei r previous de leal, and suffered a split in
strategic alm s. W hile th e Prussians wan ted to
pro tect Berlin , the Russians w ere more
Intereste d in defending Poland . Th e field of
Bau lzen w as a largely unsa tisfa ctory compromise. Fu rth er, the titu lar commander in chie f,

W iltgenstem, wa s less compe!elll than


yOllnger, more aggressive leaders, and lacked
the tru st of other generals
The battle starte d whe n Ney's hard-march ing
corps dIslodged a coverin g fo rce tram
Konigswartha ju st north of Bautzen. A s Ney
co ntin ued to press fo rwa rd, the comb ined
might of fou r corps and the Guard under
command of Nap oleon made contacl and
began 10 drive into the A llied positions. At th is
point Ney stopped and wa ited lor orders to
continue. A previous ord er of Napoleon's led
him 10 wa ste two precious hours. Wh en Ney
bega n [ 0 move again, the Allies we re in retrea t
behind their powerful screen of cava lry . Both

Sides had lost abou t 20,000 men apiece.


Napo leon had nobody to blame for the
su ccessful A llied withdrawa l but Il imself. Once
more decisive victory had eluded hIm. Had
Ney pressed on with all possible speed,
Bawt zen wou ld have be co me the bailie of
annihi lation that Cla use w lLz later called th e
capSlOne of Na poleonic strategy. Bul it was
the Emperor's own cha racter tha t crea ted th e
deba cle. Had Napoleon allowed his co rps
leaders more co nsistent freedom 01 ac tion an d
tra ined Ihem in the ru diments o f hiS own
sirategy, Nay wou ld not have stopped, and i he
Allies surely w ould have had the greater pari of
the il force trappe d and eliminated. Perhaps

HO LID AY IN GLOG AU
There are a couple of fortresses to t he east
of the LeipZig map w hose names sound like
those of a pair of weird Silesian dwarfs.
Glogau and Kustr in rare ly come into play
themselves, but are a key to much of the
rest of the game. These two we re true
fortresses and held out under siege until
April 1814. The f ortress character of other
fortif ied hexes, however, is overemphasized in Leipzig. This overemphasis leads to
a staticness in game play w hich ca n easily
turn into a pattern of containments and
sieges rather than a fluid series of battles
and maneuvers.
Fortresses had been crucia l in the century
preceeding the French revolution, but had
lost muc h of thei r power to control
campa ig ns by 1790. There are two reasons
for this tu rnabout . The first is the increased
mobility of artillery. Roads had improved
since 1700 and great changes had been
made in the mountings of the guns
themselves. A French general named
Gribeauval had strengthened and lightened
mountings of all cannon in the second ha lf
of the eighteenth century. This change,
together with the increasing specialization
and proficiency of artillerymen increased
th e effectiveness of artillery to the point
where wa lls that had been impregnable in
1700 now fell to a determined attack. Holes
cou ld be to rn in masonry ramparts faster
and easier, and the introduction of the first
tr uly mobile siege mortars made indirect
lire over those same ramparts possible.
Thus, most fortif'ications became less
wort hwhile tha n they had been previously.
The method of attacking fort resse s was a
we ll established practice by the time of
Napoleon. A system using progressive
series of trenches ca lled paral lels was
developed in the early eig hteenth century
by Vauban in the siege of a Dutch fortress
city of Maasricht. Diagram A shows th is
metho d. Besiegers literally dug th eir way to
the walls. Starting out ot cannonrange,
they dug up to a point within 600 yards of
th e wa lls (hal f cannon rangel, and
established firing positions; t his was the
first parallel. Then a second parallel was
established closer to the walls and cannon
emp lacedwhich could fire at the main wall.
Lastly, a thi rd li ne of trenches was
established from w hich the final attack
could be launched. By this time the main
defence wo rk had been breac hed and the
fate of the fortress was almost certain. The
timing of the siege depended on the forces
engaged, but a determined attack by

su perior f orces we ll supported by artillery


had an almost certa in chance of success.
Confidence in fortifications was at suc h a
low ebb that Prus-sian forts confronted by
Napoleon's troops in 1808 somet imes
surrendered at the mere approach of the
French.
Diagram A

three Fortresses should remain as they are


in the game . Because of the progressive
deteriorati o n of defence during a siege, I
propose a progressive lowering of defence
strength when any other fo rtified hexes
are completely surrounded. Fortified hexes
now have defence factors tripled. On the
first turn of investment, t his shou Id still
hold. true - fro ntal attack on fortification is
always costly. But on the second turn of
investment (being surroundedL the Fortress bonus should re duce to twice normal
defence, and on the third turn of
investme n t defence strength s hould
return to normal. The reason that the th ree
fortresses mentioned I Kustrin, Glogau and
Berlin) do not lose defensive power is t hat
t roops inside a true fortress could always
install f ield fortifications I ret rench) in a
breach a nd thwart the attacker.
Diagram C:

T he point is t hat the game Leipzig overrate s


fortifications. A fortified camp or city had
even less c hance than a masonry fortress.
Diagram B shows a fo rti fied camp and it is
easy to see th ey are less comp lex than the
standard fortress in diag ram A . In addition,
th ey we re often mere earthworks and
couldn 't w ithstand concentrated artillery
fire . The historical ana lysis shows that
sieges at major cities were not underta ken.
The reason for t his is tha t they were largely
indefencible.

Diagram 8

~
~:\

< 5-4

< 5-4

2-5
~
5-4
2

15/5

"","I

(1)-8

r'c:= =r

lH - ~
In addition, it has been suggested by
Redmond Simonsen th at leader counters
as illustrated in Diagram C be allowed to
affect adjacent attacks. T he reaso n for this
is the fact tha t command and contro l which the leader counters represent - is
easier in sieges th an in op en battle, and
theref ore coul d aHect larger bodies of
troops. This rule has the effect of making it
possible to carry a defence w ork by storm if
enough command emphasis is used, but a
premature storming w ill always be costly.

A ru le change is necessary to alter the great


defensive pow er of fortification in Leipzig,
and a proposal follows. Most of th e fortified
hexes in the game were field fortificatio ns
rather than actu al fo rtresses. Kustrin,
Glogau, and Berlin (Spandau ) are t he only
t rue masonry fortresses repre sented . These

W ith these ru les fortif ications wi ll take on


their true va lue th at of impeding
progress rathe r than prohibiting it. and
ga me play wi ll become more f luid and
Napoleonic. W ithout a rules change for
Fortifications, Leipzig is a good game . W ith
the c hange, it is even better.

11
th is is bei ng too hard on Napoleon - Ney. lo r
one, m igh t ha ve very well been una ble to learn
these rudimen ts. But the criticism co mes fro m
J omini and oth ers, and IS w idely accepted .
Now comes a pan of th e campaign w hich is
th most discussed. Jomini considers the
action which Napoleon now took to be his
grea test folly .
Those who defend Napoleon, foremost of
whom is the la te residen t his tor ian of 5 1.
Helena, tak e another view 01 the maner.
Af ter their na rrow escape from Baulzen, the
quarreli ng an d disunited A llies fled towa rd the
sou til . Til e French, w ho marched at a rate of
120 paces per minute to their enemies' 70,
advanced almost unimpeded to Breslau and
look the city. Meanwhile, the retrea ti ng A ll ies
reconcentrated near tile small tow n of
Schweidnitz. It appeared tha t Napoleon had
out-fou ght., ou t -marched, and cornered the
Allies agains t th e mountainous border of
neutral Aus tri a. A look at the third diagram
shows their desperate positi on . The RussianPrussian forces were nea rly surro unded. cu t
off from supply and disheartened . Moreover,
thelf new co mma nder. Blucher. plan ned to
a tta ck the French, a mis take he was actually to
make two years la ter at Ligny.
A ny game commander w ou ld have wiped th e
A llies 011 the map al th iS POIn I . Besides the
obvious advanlages o f stra tegic vic tory,
apoleon had others. Alter such a defeat. the
Austrians w ould never have gone over to the
offensive. and may have rea ffirmed their
" fr ien dly'.' neutrality in spite of the ir now
almos t fully !l1obllized army . Napoleon could

Leipzig
The Battle of the Nations: 1813
Napoleon vs. Europe
Th e d isastrous Ru ssian cam paign of 1812
shattered Napoleon's dreams of wor ld empi re.
When the vi ctorious Ru s.~ian Army pursued
Napo leon in to Prussia in the Spring of 1813,
French hegemo ny in Europe hung in the
balance. The campaign that followed (known
as the Leipzig campaign afte r its fina l battl e)
wa5 a mil itary classic. Nepoleon had better
generals an d the " centra l position" (i.e_ he was
5 U rrounded
by Pru ssians. Ru ssians. and
Austrians). Bu t the larger, better equipped
All ied armies were divided and Napoleon
hoped to destroy them piecemeal. Leipzig uses
a revo lutionary game system to recrea te the
foo t of Napo leon ic strategy. The key problems
of strategic approach. attri t ion on the march,
co ncentrati on f or batt Ie, and su pp ties are
accounted for by unique ru les. Eight scenarios
(fou r Spri ng. t hree Su mmer and one complete
Campa ign Game l allow players to si mulate t he
pol itical and dip lomatic aspects of t he campaign such as Austrian I ntervention or Neut rnl ity, the defection of Napoleon's German
allies and t he anti -French rebe llion that swept
Germany. The tactical ski ll of commanders is
represe nted by counters that affect t he abil it y
of the units they accompany to attack or
defend. Leipzig is available from Simulations
Publicat ions for $6.00.

have marclled in to the rich prov ince o f Silesla


an d eased his cripp ling supply situa tion The
bri dges over th e Oder at Kustrin and Glogau
were still held , an d in fact, the siege of GlogalJ
had been li fted, so Napoleon's path east wa s
unobs trU C1ed BlJllIlslead of gamb ling on such
a vic tory, Napoleon declared an Armistice !!!
J omin i has some of his bes t moments in
descri bing the stupidity of th is rnove. Even
Napoleon's admirers have a bad ti me
exp lain ing why he made th e arm isti ce.
Napoleon' explanation of not having enough
cava lry or supplies sounds w eak. Even the
assertion thaI A ustria w as about to enter Ihe
war is Questiona ble il a decisive victory cou ld
ha ve bee n achieve d. Had Austria entered
be fore tile armist ice, it may st ill have been
be ller to defeat tile A llies be fore Austr ia cou ld
lOin th em. There wou ld never have been a
com bined battle like Leipzig. A ltllough there
are always many imponderables in a histo rical
" w hat if" situation such as thiS one. m aybe the
an swer lies w ith Napoleon himself. Perhaps he
w as tire d of th e situation. or overconfi den t 01
his ability to hold the A llies while defeating t he
A,ustrians . This laller cou rse Is the on e he
evenTually took. The basic co nclusion tha t this
c ommentator comes to IS that I!l his own m ind ,
apoleon somehow lost sig ht o f the v ictory he
had been pursuing across Germ any. And once
co ncen tration had been los t on the bal1lefi elds
o f Nap oleon's mind , no amou nt o f
concentrat ion on the ballie fieids o f Germany
coul d stave off the defea t that awa iled the
Frenc h dlctalOr a t the hands of the co mbined
Russian . Pruss ian , and Austrian armies.
Napoleo n's re sis tan ce conun ued for almos t a

Revolutionary new game system ...


.. _Captures the "feel" of Napoleonic strategy.
Leader counters have decisive i mpottance.

yea r, and he won some of the most bri lliant


v lCIo rl eS of IllS caree r in his retreat after
Leipzig, but he los t his Empire somewhere
betwee n Ihe other Wise InSigni fican t German
tow ns o f Bautzen and Schweidnitz .

We've Changed Our Address


How about that .. . second time in Iwelve
months. We've moved our main offices to
larger and infi ni tel y more wo nderful
quarte rs righ t up Ihe block from our old
address . Direct all mail to:

Simulations Publications, Inc.


44 East 23rd Street
New York, N. Y_ 10010
Not so different from Ihe old address. is
it? In fact il's fai rly easy to confuse with
Ihe old address . .. Ihe only di !ference is
th at no w it's Forty-f o ur (44) instead of
Thirly -four (34) East 23rd Street. Don' t
worry about any mail you've recen tly sent
to our old address - Ihe Postal Servi ce will
forward il (0 us.

12

TACTICAL SERIES BATTLES:

COCCA
by Albert A. Nofi
Many of tile readers of MOVES and S&T own
one or more 01 the Tactlca l Series Games developed by Simula ti ons Publications over the
las l couple o f years. ThiS series anempts to
rec rea te small unit comba t at various periods in
history. At present, the series compr ises
games cover ing th e fo ll OWing periods 0 1
Western military history : Phalanx (500 to 100
B.C.) ; Cenwrion (100 B.C. to 700 A.O.l; Dark
Ages 1700 to 1300 A .D.); Renaissance of
Infantry, generally know n as Tac 74 (1150 to
1550 A.D.I; Grenadier (1680 to 18501 ;
PanzerBlilz'S pre decessor Tac-3, and Combat
Command, w hich simu late operatio ns in
Europe in WW II ; and Gr(JnI, wh ich deals with
Vietnam . In all of these games, a number of
diHerent scenarios or situations are presented
to the players. Usually, these give a general
outline of th e events as th ey occure d and
provide information o n order of ba LLl e in terms
of th e pa rti cu lar game's un it co unters; general

MapA

set up ru les; minor modification to the basic


game rules; and victory co nditions. Most
players pitc h right in and try these situa tions
out, feeling tha t they are recrea tin g history.
Sut some players are mo re particular and we
often rece ive lellers notin g that one or more
pa rts of a particular scenario are appa rently
incorr ect in light of the actual situation or that
the deployment notes are too vague 10 permit
an adequate recrea tion of the events.
As a result of this we would like to insti tute an
occassional series, usually no more th an one or
tw o pages, expa nding particu lar scena ri os.
Each short article would be devo ted to
presenting a lairly brief examina ti on of one
scena rio selected from one o f the games. The
article which foll ows, on the Tac-74 Bicocca
scena ri o, IS the first such and the readers are
aske d (0 indicate the ir fee lings on thi s type of
arlic le in the Feedback.

Map B

In early 1522 the French, undaunted after


nearly th irty years of unsuccessful effor ts 10
slJbdue Ita ly, aga in launche d an invasion o f
tllat co un try, w ith the in ten lion 01 con queri ng
the Duchy of M ila n, which was at til is time a
Spanish sa tellite . The Spa nish and their Ita lian
allies oblec ted . The key baltle in th iS campa ign
was lhat at BicDcca, about fo ur mi les
north east of Milan. The French, reinforced by
tll elr Ve netian allies, some lia lian mercena ry
tr oo ps, an d their Swiss c lie nt states
ou tnum bered the regu la r Spanish and
Milanese troops so the laller took up posi tion in
the "Park of Sicocca ."
This "Pa rk of Sieoccs" was a private luxury
garden about 600 by 400 yar ds, ~ u rr ounde d by
a wa ll and ditch. It was la rge enou gh to permit
the entire Spanish force to be deployed Within
the sheller 0 1 thp. wa lls. To its left there was a
sizeable mar sh and to its fi ght there was some
farm land which was not cond ucive 10 rapid
maneuver. In Map A based on the ac tual
Ta c- 14 mapsheet , some liberties have been
taken in recreating this position . Thus, th e
ma rsh IS to th e figh t and the rTlixed terrain to
the left, wh ile the wa lls and di tch are
rep resented by a row of trenches, and only on
one si de of the pOStllon. The hill Immediately
on the Spanish lett flank, however. pr ovides
some measure of pro tect ion, similar to the
aClUal wa ll and ditch on tha t flank. Map B is a
new map, ba sed on the act ual terrain .
The actual arm ies involved, with their
eqUiva lents 111 Renaissance of Infantry unit
cou n ters, are given in the accompanying
tables .

13
The deployment shown takes up the ba ttle
after the preli mmary skirmishing between ligh t
cavalry forces nded and Just before the Swiss
pikemen o f the French made the principa l
att ack of ttle day. In the ac tual ba tt le some
8,000 SWISS In two massive colum ns several
t i m~s tried to storm the park . Casua lties were
eno rmous , some 1,000 Swiss fa lli ng to ca nnon
and arquebus lire before even re ach ing the
dit ch and anal her 2,000, including most
of fi cers and senior enl isted men, fell in tl ymg
10 get out of the ditc h and onto the wa lls .
Finally the Swiss gave up and fell back , The
Spanish comma nder decided against a pursuit
on the reasona ble grounds Ihat the Fre nch still
had plen ty of Sw iss left , and the Swiss w ere
famed for ferocity In defense. The French
comman der, meanwhi le, threw some Italian
ligh I I roops in to action to cover the withdrawal
of the ba ttered assault troops. The next day,
the remain der of the Swiss deCided to march
home, leaVing Ihe French comman der w ith no
op tion but 10 go home himself. Another round
In the seem ing ly interm inable series of
Franco-Spanish w ars for the mastery of Italy
was over ,
Could the oulcome have been different? Well,
w hile II IS true that the Span ish position was
excell nt, the arroga nce of the Swiss
undoubtedly helped to defeal them , The
French commander had wan ted to lry 10 lurn
the Spanish posi tion and 1I1reaten M ilan, thus
iorcrn g the Spanish into a pitched ba ltle or, at
least, gelling them o nto terrain less favora ble
to the de fen se , The Swiss, ho w eve r,
threatened to go ho me immediatelv if an
attack wa s not made, an d arrogantly Sla ted

thalthe Spanish wou ld not stand before them .


They w ere w rong . If the French had
threatened the Spanish links with Milan represented on the accompa nying map by the
two roads leadin g off the "sout hwest " edge of
the ma p, the Span ish w ould have had to shi fl
fronl 10 face them, tak ing up positions less
filvorable to the defense. Since the Spanisn
were o utnum bered in to ta l ma npo wer,
considerab ly so if one excludes the mi li tia,
lalth ough th ey did have an edge In firepowerl

Dark Ages is a ta ct ica l scale game of warfare


from th e co llapse of the Roman empi re to the
waning of t he Middle Ages. A lt hough t his
period saw lit tl e advance in civiliza ti on, some
of the mosl crucial batt les in Western History
took pl<lce, Dark Ages covers all the major
military systems thal fought those battles
including Vi ki ngs, Crusaders, Moslem cavalry,
Byzantine leg ions. and the devastating Mongol
Hordes. Fourteen sce narios cover major battles
from the invasion of France by the Moslems
(Battle of Tours, 732) to the Mo ngol invasion
of the Ho ly Roman Empire IBattle of Liegnitz ,
12411. The Historical Commentary explains
tile sig nif ica nce of 't he battl es ilnd allows
play ers to assess the ir outcomes. A map of
Eu rope and the Near East sh ows the locat i on
of eac h bat tl e. Vic tory is gained by dest roying
enemy un its and a special rule account s for the
" panic thresho ld" of Medieval troops wh o see
the ir ar my being cut to pieces. There are six
types of infan try units from Militia Spearmen
to Crossbowmen; fou r caval ry types; and a
provision for V iking fleets to ca rry and
disembark units. These uni ts and the scenarios
enable p layers to recreate the batt tes that
preserved "Christendom" as a cultural un i t and
shaped Eu ropean po litics to this day, Available
from Simu lations Publicat ions for $6,00 .

Tha t, in brief, IS the Battle of Sicocca. It is


suggested that all regUlar Renaissance of
Infantry ru les apply to this recrea tton o f the
banle.

ORDER OF SA TTLE

THE FRENCH AR M Y
rroops
16,000 plkemen
1,000 heavy cavalry
1,500 ligh t cava lry
6,000 crossb ow & arquebu slers
arti llery

BICOCCA
27 APRIL 1522
combat units
16 PK
2 HC
3 LC
6 CS
\ 2 HA
, 2 LA

c, 28,000 men
T HE SP ANIS H ARMY
troops
7,000 pikemen
3,000 sw ordsmen
6,000 militiamen'
1,000 heavy cava lry
1,000 ligh t cava lry
6,000 arquebusiers
artillery

combae units
7 PK

3S D
6MP
2HC
2 LC
6AQ i
PHA

c, 27,000 men

OarkAges
Tactical Warfare: 700-1300 A.D.

the batt le w ou ld have been a bil more even in


such a silua ti on ,

3 LA

These arrive at the beginning of the Spanish


player's tourlh movemen t turn behin d "S icocca" on the edge of the lull mapsheet.

Obviously, tor pikemen, m ili tiamen, swordsmen, c ross bowme n, and ar quebuslers the ratio
IS one unit co unler per 1,000 men, whi le for
cava lry II IS more li ke one per 500 men,
Ar lillery, of co urse, is separate from these
figures , Some liberties w ere taken in arrangi ng
these orders o r ba tlle. Thus, the French m issife
armed infan try is equ ipped exclusively w ith
crossbow s when in reality they had a m ixture
o f c rossbows and arquebuses. In the game,
however, the re is no fu nct ional di fferen ce
be tween the two typ es, The Spanish, on the
other hand, were given improved arquebuses,
largely beca use o f the ir 30 years o f experience
Wi th this weap on,

Includes Crusaders. Moslem. Viki ngs and Mongols


Medieval tactics; infantry. cavalry. and bowmen.
Six types of infantry, four cavalry. 17 battles.

14

AdvancedWithdrawal
by Ron Pazdra
This reVISion of Napoleon at W aterloo
expansion kil is nOI "o fficial SPI policy. " II is,
however, a lhoughrful and 'f){eresling piece of
work by one o f our subscribers and we offer il
ro allow readers ro experiment wifh Ron
Pazdra 's cha nges.
J ust lookin g at [h e sllee f size of Ihe French
unit s In Ille Napoleon a l Waler/ao expansion
verS ion lea ds the novice to assume that Ih e
gam e wi ll be a walk ovef for Napoleon. But In
prac llce. due to wlla l I conside r somewhat
" sti cky" ru les for co mbat, th ese powerfu l
French un lls often vege tate al tile hex whe re
they w ere or iginall v comm itt ed witho ut
ach ievrri g a declsrve brea k tllr oug h Wi th a l ew
modilica li ons In the rul es the expansio n kll
bec omes a far more interesting game ,
Th e Idea is I~~at a uni t wl,ich begins i ts move in
an en em y Zone o f Con tr ol has no move to
ma ke lin th e particu lar case 01 Nap%en af
Wal erioo, Expansion version, I am no t talk ing
about cava lry)
Consequently, a retreat
lollowed by advance ca n deprive the opponent
01 perhaps three limes as many of his own
llni ts, and thi s is the tact ic I am going to treat :
prn ning fo llowed by oU I-ma neuvering . The
nOl lon is tha t instead of pllshrng the enemy in
mea ni ngless ways, yall inflrct your wi ll by
depriVing him 01 mollon !
Of course, Ihe NA Wexpans lon vers ion already
con tains the idea that adjacent opposing un ils
are locked to ge th er , bu I I find things wrong in
tha l garne. BaSically It IS ihat neither srde IS
com mited to ma ke attaCks as they mUSI in th e
basi c game Th iS makes il im possible to
remove wea k uni ts fro m th e fron t and bee f
Illem up w ith " spearllead" uni ts, All the
deien der has to do is move his units so as to
totally invest hrs opp onent 's un its and sit trgh t
wh rle he gets buf feted back at largely static
odds. Granted , if he is incompe tent, th ings
may eventua ll y unravel, bu t In a game w ith
onll' 10 m oves lincre dibly shor t!), the active
play er INapoleon) needs most o f his units
availab le most of the tim e if he IS to overcome
the S1ringen t victory condi ti ons. In ot her
w or ds, pinn ing should not be free
Here is w ha t to do . T he game's lorma t is
uncha nged ; but like Sra/Ji)grad and Avalo n Hill
games 01 that ilk , attacking is man datory if you
enter enem y Zones o f ConHol; if you don ' t
want to fr ght. don't go rn th ere. IThe fronl runs
down the m idd le 01 the free he x line that
generally sepa rates combata n ts be l ween
player- lUrnsl A ll adjacent enemies must be
en gaged : you cann ol aHac k at less than HI;
you may a tt ack w i th a rtr ll erv . IT ha I' S
Important A li tt le art ' y can go a long way,) A ll
Irien dly units adjacen t to an enemy m ust
en gage some enemy - very or dinary an d
logically necessary . Each side handles his own
preces unless a retr eat res ull occurs, then the
willner retrea ts his opponent as outlined
below , an d may move non -artil lery units
partic ipalln g in th e anack into th e vacated hex,
if they ars nOt in an enemy Zone o f Control a t
tha i time , No c hange , Th e de fender may also
ad vanc e after an Attacker fe/real, but thi S is
rare ly imporlanL The key idea is as follows:
Tile defender has the option to " w rth draw"
any Uni t th at has been allacked immedia tely

after the atta c ,supposing a DR has not been


roll ed and th e units have survived co mba t, A
Withdrawal is co nducted precisely as if it were
a re treat excep t that is it the defender w ho
mo ves as he w ishes, with rn the gurdeli nes of
relrea t. I-Ie may Withd raw all or none of these
units as Ile w ishes Ihe usua ll y wishes). It is
important 10 no te that th e attacker never has
an op tion to w rth draw. If a uni t adva nCin g afte r
combat moves adiacent to a withdraw n uni t, it
rs o f co urse pinned; wh ic h IS to say il wi ll begin
rl S move adjacen t to an enemy and be
compelled 10 a1tack in place, A ll remarks about
pinn ing apply, of co urse, to non-cavalry uni ts.
NOIice also thaI units of Ihe defender wh ich
have not been engaged durrng that turn can be
pinned by unexpected fto the m) ad vances.
A few mo re points: all artillery fire is still
reso lved be fore al l other combat ; advance an d
wlt rldrawal occ ur immediately after co mba t
re sol u t io n . Flna ll y, be cause 0 1 possib le
lIuctua li ons ill fort une durin g tile combat
phase, it is necessa ry for th e attacke r to ta rget
each of his units ont o an enemy be fore
commenc ing the ph ase; that IS, he can not sh ift
sta cks fo ll owing a lu cky or un lucky break
so mewhere in th e phase. I have never found
thi s an encumbrance to play. Attacks of any
kind , artiller y or non-a rtille ry, may be resolved
in any order: the order can be vita lly importa nt,
in ta ct, tactrc illlV c rU Cial, beca use thiS game
depends much on boa rd geometry,
Now abou t retrea ts. Thsy wor k li ke tllis:
Th e w inning pl aver has fu ll disc retion about
where to fe l rear a sta ck of losing uni ts
pr ovided he respects th e fol lowing prio rrties:
I f he xes wh ich are not in enemy Zones of
Con trol are ava rla ble, all retrea ting uni IS must
be moved in to them .
I [ th IS re qurr es d isruplron of any Units
occupying tho se hexes thi S disruptron mus t be
m in imal. You may disruot in any way you plea se
prOVided Ihat there IS 11 0 oth er way to dtsrupt
tha t w ould in vo lve t he motion of few er pieces.
No co unter may be moved two hexes in on e
disruptio n,
If freque ntly happens tha t wi thdrawn units
m ust be disru pted . In thi s case, th e w it hdrawn
uni ts m ust rema in adjacen t to the hex they
orrglna ll y vacated if pOSSible. If not possrble,
disr upt another sta c k. II thi s is impossible, go
ahead and disrupt the w ithdrawals as you
Wish , always keep ing the drsrupt ion m in imal .
Units being retreate d must be re treated OntO or
adjace nl to some other Fri en dlv units , or if th is
rs impossible , at least adjacent to each other,
For exam ple , a stac k of three cou ld be
dispersed onto thr ee hexes , bUI if no othe r
un~ ts w ere arou nd , th ese hexes wou ld have to
be adjacent.
Thrs las t rema rk does not apply to units being
wilhdrawn by the defender; all ot hers do .
Defender has full discret ion w hen vo luntar il y
w rth drawing . By Judicious ly stacking units
behin d yo ur li nes )il un its are ava ilable to do
thiS), it is of ten possible to make th e enemy
retreat you as you wis h. ThiS is ca lled
condu cting a brillian t disengagement, Th e
above rules are <l bit te dious, bu t their clea r
fo rm utallon grea tly incre ases rea lism .

Now for an ilem that makes life interesting retreat through an Enemy Zone o f Con tro l
(hence forth calle d EZOCI . This can be done
provided :
First, th at no he x except EZOC is ava ilable fo r
re treat ,
Seco nd, Ihat at least one fri endly uni t is In the
EZOC you propose 10 use at th e exact l ime you
are llsi ng it.
Third, tha t no unit about 10 part icip ate in an
impending aHack is disrup ted, lif allacker rs
attem ptin g th e re treat!.
Fourth, thaI no un il under impendi ng auack is
disrup ted. (T hts ru le IS ve ry signifrcant.1
Fifth , th ai no un it rs disrupted whi ch has been
"fixed " - tha t IS, a unil adjacent to an enemy
un it wh ich has actually advanced one hex after
com bat. This is a stronger con ditio n Ihan
simp ly bein g ad jacent. Fm3n dly units th at have
wilhslOO d an arti llery attack (th e arry does no t
re trea t, remem ber) and , ha ve decli ned to
Withdraw are capable of bern g drsrupted by an
ad jace nt re trea t or Withdrawal rf no olher
at ta ck has fixe d them by advanci ng nex t 10
Them belore the intended retrea t ,
All disruptions are, of course , conducted
m inimally .
Note tha t a res idual fr iendlV uni t
remain in the retreat hex to "ho ld it
all th e above IS sa ti sfied, a stack o f
be disrupted comp letelv to ma ke
three more units.

need not
open ," If
three can
room to r

If til ere rs absolute ly no retreal available, units


forced 10 re trea t are elim instea d . It there rs
part ial room lo r retrea t, the unils to survive
are win ner's op lion (sorry, Ihat's logicl . If a
unit IS retreated onto a partial Slack [orced
i tself to retreat in turn, the f irst un it goes alon g
or 1101 at t he w rn ner's option ,
What rs also of utmos t IInporta nce is the fact
the w ithdrawa lS are co nducted through
precisely th e same rules lexcept that defen der
is movi llg hiS own un its!. This occurs very
of te n wh en a defender is try ing to get out o f a
tight squeeze, There afe " double w ithdrawals"
(2 hexes) al defender's op ti o n just like "double
retr eats" .
Again , the above is perhaps tedious, bu t
necessary, beca use w ith out this system too
ma ny pieces get destroyed accidentall y, and
th e kinds of gambles that could now occur
w ould be too dangeroll s, Th e above ru les
allow you to tak e lac ti ca l risks and su rvive,
provided you have pl otted your att acks or
wi thdrawa ls carefu ll v, You may have rea li zed
by now that fo r Ihe Inferior force, the problem
is partly to ~urv i v e the inrtial attack, and part ly
to cope with th e forced " counteraltack" on
lhe ensurng half -turn , Basica ll y , the loser is not
chased off Lh e boa rd but is unable to
disengage himself from Ihe enemy and
ma inta in a viab le fron t line. Because 01 Ih is,
th e deployment o f un its be fore you accept
battle is quite importa nt. Also, players w ill l ind
things ollen do not go as planned if you playa s
I do and make att acks per rurn at 2-1 or 1-1,
wh ic h seems Lh e best way to rout tile British if
you play Napoleon, or delay the French rf you
play Welling ton, ITh e Tomm les usuallv ca tch

15
their lunch frorn the Frogs - which SU its me in
this instance - so the ir game is more lim ited,
but they are also co mpelled to attack In order
to survive. ) In any case, the amount of
unplanned moti on th at occurs seems to re fl ect
the con fusion of baule quite w ell . Both players
wi ll gene rally see between Player Turns
exaclly what the new battle fro nt is. My
experience IS th ai at trit ion will be moderate
until around Illldgame when the lines may be
seriously distorted. the n the world wi ll begin to
come apan. But it IS necessa ry for Napoleon to
mainta in outstanding pressu re. Players should
nOI consider " strateg ic movements" to be a
waste 01 time. Such moves ca n certa inly pay
off
Some people may grumble about th e theme of
forced counter-attacks . BaSica ll y, the re are
two kinds 01 Combat Results Tab les: those
w ith simu ltaneous attriti on (i.e., results for
bot h A and D, shOWing both Sides were
flghllngl, and those With Unilateral amllion
l e.g . Panzerblitzl
Since bot h sides are
conducting Ihe comba t in Napoleon al
Walerloo, the "counlerallack" ts really just an
ex te nsion 0 1 the original bailie seen from a
di iferen( angle . In thiS case. one ca nnot
actua ll v say wlro IS in itiating the action . One
can a lways ratio na lize what is bei ng
represented by a good model, If you bea r in
m ind that un il counters are only a presenta ti on
o f an abstrac t c onfigurallon of capacities and
incapaci ties. For Insta nce. it is probably true
tha t a badly harassed comba tant cou ld break
off Ihe engagement in lime, bu t that wou ld
probably lose him the bailie. so euher resign or
play my way. I t is true th aI Ihis game does not

rea lly ponray the " apoleon lC system" of


developing a bailie and comm itting reserves
wh en I he lime IS generall v "ripe," but neinler
did Napoleon In the ongmal batt le. These
rema l ks are pert inent to all Napoleonic period
"tac tica l" games .
ThIS IS my idea of a good game; at least as I
have played it , there is an eno rmou s amoun t of
tension in thi s game . I t is pOSSible for me at
least 10 read ru les and get an tdea of w hat a
game IS like fairly qUickly, but to tell which
games Will "click" and which are disorganized
drags is ve ry hard Without plaYing, as you
know . There is a great dea l that mus t go IIlto a
game before il becomes in terest ing, as well as
secu ra Ie. and ve ry lillie 0 1 It is on the sur/ace,
The mod ifica ti ons I have made here are what I
deem minima l ones; despite the nuisa nce of
descnblng them on paper they are Simple.
) have organized my think ing aroun d you r
exce llent Combat Results Ta bl e. I tend to
regard thaI. as we ll as th e forma t, as the hean
of any game. As usual my tec hnique was 10
play an ord inary game and then ad hoc what I
wanted to see, relying on the lustlfication of
effect -on-play. T he ac ual process took only an
hou r or two, I reg ret that the game IS slill high ly
dependent on th e geometry of the hexes, as
are all games o f this nature ; it wi ll requ ire
cleverness to pu t continU ity of action back in to
dlscretized represe ntations. As they stand tile
rul es are intermed iate and the play Simple. but
tricky . It IS the latter fact which is mos t
Important to me.

six Il ours to me, and In the case of many


games. lik Napoleon 81 Waterloo. the phrase
"game li me is rea l time" about sums it up . I do
not think this IS aga inst the spint of com bat
command , In these games one is dealing
actua ll y w ilh a dif ferent kin d of decision
process altogether. since you have total
Ill iormation and comp lete con trol , so there is
actua ll y no rub . It has occured 10 me that to
get closer to the SPir it o f real mi li tary plannmg
and operations o ne thing you cou ld do wou ld
be to se t up you r game a li tt le like auction
bndge, ea ch side would secre tl y COn tract to
w In certa in objec ti ves 01 va nous va lue as
targets and then be commi1\ed to doi ng th is.
T ha would no t be mec hanica ll y dlfficu ll to
arrange.
Let me conclude by compl lmen llng yo u on
your produc tions once again . II seems to me
tha t MOVES magazine wou ld be a good place
for the kind of supplementa l remarks tha t one
can occca siona ll y make abou t rules and specia l
sil uations thal do nol merit inclusion in a rules
tolder. bu t defin ite ly do me rli discuSSIOll
sam wtlere before an interested audience:
perhaps you Will be able to stan a MOVES
Convention on general mailers of cond uct. I
m lgllt add tha t I hope to see nei ther histo ry nor
game var ian ts appearing there !Ihough game
augnlentalions m igll t be O. K.I, but rather an
ana lySIS of motives, purposes, systems,
Implementallons, etc in games.

It m ight help you to know tha t I play wa rgames


a litlle like I play chess. A short game is about

Korea
The Mobile War: 1950-51
The Korean War is best known as a blood V.
indecisi ve sta lema te remi nisce nt of the First
Wor ld War. But fo r atmost a vear, at tile height
of the Co ld War . a dynamic. see-Si;w st rugg le
was waged in that small Asian peninsu la
between Un ited Nat ions and Communist
forces. Korea covers this early, mobile stage of
the war. The I nvasion Game (25 Ju ne to 21
September . 1950) begins with the No rth
Korean Peoples' Army driving its South
Korean co unterpan ree ling toward the vital
port of Pusan, The Intervention Ga me (26
November to 27 January 1951 ) shows the
startling impact or the Ch inese counte roffensive t hat drove United Nat ions forces
from Nortll Korea. The Stalemate Game (28
January to 23 June, 1951) shows the development of t he situation that lasted ti lt t he end of
the war as UN forces slowly gri nd I he Communists back toward t he 38l'h parallel. The
Campaign Game includes all t hree. Die-cut
counters represe nt atI HIe forces that took pan
in the original campaig n. There are counters
providin g for naval gunfire, sea transport.
amphibious land ings, forti f icatio ns and supply.
A special rule accounts for th e ama2 ing infi lt rat ion tactics of the Chinese armies, Availab le
frum Simu lations Publicat ions for $6.00 .

Division level game of the Korean police action"


Naval gunfire and amphibi ous invasions offset . , .
. , , Special infiltration tactics of Chinese armies.

.4
CD

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Alnavco
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WestfleJd, III ,J.

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GENERAL
CIRCULA TlON
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r -

GA ME SLETT ER

t-HE'G ENEBAL

~!,O IATOR

a
ffl$!t,
for thl! g:tagazine. The
t hird cQlu'm 'n 'gives 1he

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s.u si:'~JPtlC;m ,pnce,. 1e


SIR~IeI~ue ~pr\,ce.. l,Ind the;
p1JbUcatioQ tate. Where a,

,. b

" "~ .

- ."

sc;hedule d!':a!ffEltent,subscription rates is 'cfoOnd '" r


,
.
'
.
JJIV~ ''Ih~, on!l ~r tat~;fQr
~he: "man' ptf t~ $001."
Club ' magaZhlf11i'~~'

tlTv~

"";~h

"

REPO RT

G.flUr-lO!?l'E'IT
r-

~"

GU IDON
___
llO:OSIER,
ARGHIVES
.
THE GUIDE TO
WARGAMING PER IOD ICAL
l iT ERATURE

~"'Silrh8IC;

' I~t '~

if ibe S'

~~lot~~lAines"Street
ijl!ffQKth~ fTl
-~, iT!.l,iridgll'. a~,, (}21:39, '" '*,;..
Richard Loomis
8149 E. Thom!!s Road
&otsdale , Am . 85257
C= T
- ~ - - -oW
" , C QI)~son ,
355 3Sf ' ~reet,~"
_ WaShi?!l~h;(),~ ''': tll.. ....:l_ _
S imu latIons Publ,cations
44 East 23rd Street
New York , N,Y, 1001 0
R 'v,l e Cental\

l~'o~f.Ifl:~

' N ~l1W9

Don Mille'
12315 Ju dson Road
Whea ton , Md ~ 2D906

Th~~1,I1ffI!~nY
451 l1arfOg.l 'Rii.!Id
EJliliimoro ' MD. 1121.4

$2 .00l year
monthlv
-~QQJ~
~ . ~a,

~~ ~

"~1:

>fit '-. ~b~~~


. ' " ~t

'~Q~
' sTilI!
'" rn~Q" ' '--.,. ~ _
6 !t38es
4,
words
offse t
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158Q9es

c-=

400

@.

l11:1ifnOwn

aCh
"Wilms
. t
J!1m!futJiiy, ~ .. .....:.:.t;1JI1~ .......:. ~.
~OI60 '

$3,OOiyear

$9 .75 e~ch

discontinue d

f13SJyB~t

1 s heat
' ~ooo words
set

$1.0016 issues
$0.20 each
mon thly

1t.98l~ar

. l-. ,00 ~'acil


bimpoUlly

500

,a:~8s ~

. o.I 5_e a c 4 . ,

~O"/eJlr__

.words

U !1Known

:;mimub

10s83ges
6,
word.
mi meo

iif8li8es
2'4"

OftSBt V10rilS
. ,

.,

'Uniform ijntt,;il
cOlO! 11'ff.Qtl:nlJ 'Qr>
. _~
game desig n
variants
.
SSG ga me articles

150

"+ 5000

gram

50uri:;e Qf. M;les on UJ)ifOrti1s


,pd;<;!>Jortl

wargamu1{I,.l18ws
.

re"e lws
N3 GB news

magazine reviews include listing


of all contents~ Cove rs c hess
and re lated gaming magaz ines

AH gSr;;e-artf~
IJISlOfY

-um ~.Qiir,lnirbdarp wa(aa~i,;g


~al 1'\8. I;le~ pilly Wit Ava)on

ma~az l ne

- , !iOl'

information o n Nudea, Destruction


and other games desig ned by
the pub lisher
, mos\ :concentratiid 'fil~ "

'iid*~r~~hts
_ .....%

Rus"';;' P=
$3 ,ooiyear
variab le; c.8pages 3007
5820 John Avenue
$O ~30 each
6.000 words
~ ng, B~ A . ~
_
: on t h~ _
o~t _
_
_ __
Ste8!lel) M~rsl~d
~Yfar1:?0889llS '
1001
78 ' ellS$eEJ~8 . wordl;!
ljr<le~-Y. ~ . .
~'
~J!!L~
M. F.C,A .
$6,00Iyea,
28 8Q8es
unk nown
P ,0 . Box 8
$1,50 each
, 11
words
Rutiedge,! A, 19070
. quarte,_ly_
0 set
Walt8l' B1il:'lJS'nl.l!1,R.R.3j
me notes
~~9DS
IJnl(nowo
Lebanon, Ind>4E052
'
3: ' ,'wQrlls'
""
~W~L
" i'ttLm,!&lel
Geo~e Phi liles
$3~OCJlyear
Bmes
50
305 emoriai drive #520B
$0 ,75 each
14,
words
Ca"1brrdg e, Mass~ 02139
q". rterly
mlmeo

20

Nuclear Destruction
ba nle reports

SICL c lub news


SICL tourna ments
_
_
\jame 'lll!:stS/p
'game-tacIlCS"

_ .'

mi li tary history
un ilorms
DiRIC>1;ij1\cy
'
bibliograp hy

hi ptOductS. '
p ublished for S ICL

members ~

o.rltfinallV' planneif to'pOnqlt:ilT.a'

\3!] rply on gan:)\il ~SJ:gn artrtlH


the old";;;! W';;gami9.il(miniaU;;.
Ibegan 1
I, Journal
ii, Figure Collectors 01 America

m a~aline

of
fu

~tree jne'XCllIthg& fqj"


,
s~rTilil'Jd. wlf~drftsed illiWlope.s
-~--

lists all artic les pub lished

in ell k nown wa rga m i n~ magazines,


b y ~op i l:. au tho" and Lit e '

"

rTib"-

91.11'f;l

1)'18

h '~

'_nJ

Ip

cr
',5-

counts. mtiltt-::year dIScounts. and so on.


Thefouritl corumn Qf
.

1';st1

i..

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A.._

I ng gwes me
n ....mber of pages 'Qnd the
nUmber of wordS in a
typical issue. Where- issues are of variable Iennth
~ ....

I lise the fi~ures for the


moSt recent lS$Ue; This
coIl1IT1n also Indicates
. the
.

type 'of pl'lntlng used in
m"'.... 7lne-' sp'wtm....
the
ter'~

....- .

II

~oPV .(the Xerox,,/ilnd i\S


.

"

The fifth-cQWn;1n ;g~s the


I?PPrJi>l(J(TJat81l1rcu!iWofi of
..:..) magcuo!'H1.
"--' ':~: .
S.: Ol"u
'"" of
"'~

the . numbers

'_01..

are

y ... M.-nu~l.ml,..u r-c rUUUII... i',U.

LI TERATURE

""'TH'E " - -

mo
. .re

.,)I,JQ

'NTER~ATlONAl.

I IW SUPPLEMENT

Thomas; ,s ~~e

WARGAMING

KOMMANDEUR

I
L--

LIBERATOR . MINIATURE
WARFARE
---

NUMENOR

se,

__

n;iontmy
see note

f).6Q/YJJ~r.

-''--'- 28 pages
1~/000

Onsel

.a2... ~
~,-IIS-,- .-

"oca

,60~. ~, .
wdl'ds~?l
off~
_ "

~;

m,

~ .

~_

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- THE

'no

~tt s,i~ al'td ~".~th


C
. bl"m'n.. de.... rJbe.~ t"'e
" ' t " '.
"'"
"
"
ont(mts of elloh> ma~a-

zlne,.~oJflron'st~~I~

the types of 'artloles


'blf.
the S ..
pu 1$hed In
mg ..zl1')8
whlle oolumn. SeVen - Is
, '"
'
.;::- "" .u~d, tor , ~~ific
me~utpn printing, hIStory,
anq ;Pngin.
.
.

Film

~O!:!TH LY

-Cha~Gr;;nt "":"" --

""05 ret ' .. n..-...


.' .~!TIlI..J}.(~nJ fA,

~ ..lL
~jiir

Cobra War9sming Club


$2. OOIVea r
28700 Euclrd .Avenue
WickliHe, OhIO 44092
bimonthly
~~-- _ _ . .----.-~
Simulations l>ubtiClltrollS
'. nO.CO/year
44 ea.t'23i'd SJrBet ., ~,Q9Bach
~ew":'y"'ort< .N,Y.'IllID9..
___ ~IV_
seT SUPP LEMENT
Simul a tions Publications
$3,00/ year
44 East 23rd Streel
S9,75 e~ch
New York, n.Y. 10010
d,scontinued

STRATEGIC
REPORT
-- . ,
STFJ~JEG'V &
TA01,CS'

,..

__

S.UPERNOVA~

L;WisPUtSf~~

SWABBERS

8244Swlf1 , ~d
. ~tt~t~ ~

Herb Barents

$1.25/ year
$0.50 each
bimonthly

Irr~la_
r _

,I

f!lelicnar~,!Ol' ~J!fi!'~ I~r

THE WARGAMER

bimonthly
$4.00{ye ar

WARGAMEWS

VEPETTE

N.EWSlETIER

WAZIR

$1 .00 eac.h

The Wargamer
2717 Elnora Street
Wheaton, Md . 20902
.6 9Hfii'lii'118
. .
Southa
. .tnP. too, ~.land

____ ......!l , 5A2t..

cl o J o hn Beshara
155 West 68th Streel
New York . N.Y. 10023

bimonlhly

__

'5l:lO

bimonthly

unknown

~~
_".

6 p~ges
4,000 words
spiril maSler

un~ - .
mllitalY H[stdry

cllib fllBg@ oe of IhIl


#
Military 'MTriiatule Sooiety ot Illinds

game reviews
occul t and arcane
knowledge

front half is on wargaming.


rear ha lf is on black la nd other)
magic . good artwork

__ _

300

.
boardgame tactiCS
neIY games

vafl a; ~ga~~s
.~~1.~'. lng.,.~

unknow n

...""I8,r 118 __

boardgames arucles
new games

~-~- '-''l.-~

1f~g.a
1,,000 words
OTTset

500

10_p~ge;7,000 wbrds

50?

SP.IIc.( wargammg

unknown

naval wargaming

'Wor;ds

14,P1Iges
7,500 words
mimeo

historical analy,Sis
,\.fli\tsiudies
~~ _
game tactics
variant rules

--aso- ---

~Q nlfO!m;:- ~
IllilTtBry tllstory
"

unknown

miniatures
boardgaming

~.l-'

26 pages
1?,OOO words
OTTsat

1 000+
,r

alllb~niagailri8.

- ancienCmTiiFatur-es

OflI$I\2C<l!r) _ _ _ _ _

~_

- 9td~~e .
- - - ~IQo~I 'higf1,sc.li1
c,lInpBlgn repor.ts
.
wargamlng news
revIews

small

13,000

ofConflic1Sim_u!<!~9n"

records poslal diplomacy


games and rating system
~_ .~
.
tfiii',o.~t AtTIII
.. nc,~n amatour
magazIne.. Has. bUilt up 8'very
_ .go0.2 ~io"W'!!lera____ '
bibliographic. historical and
lite rary data on c olonia l Africa

A8 PlIges
!IQ 000 words:

-lJlimeo
"
variable
5,000 + words
spirit maslel
-28~U _

__

'on ltieO[,( an<! wehnrques

colonial warfare

_______ _

unknown

lhe Eng lish p rolessional magazine .


No boardgames articles

~S&r:s,co"Tjjiii.jortni8gazfne

bf ma~wargamllS

48 pages
250
75000 wordsll)
oflsel .
_ _. ~.~
' _
g aes
'1'2il.a
..M.
oao~ds
"
~Trit master
_ _

$S.70/veer
'28 ~e5
. .
1~Jpoo words
_ MO.!l!:htv: __ ~J_
?

.c~!Sl!nal!P. eCts

,:l6' ii'. "...., ' .!nI .,j.

$6.ool yea r

~~ ~
"(YrP.F~j j!1z.n;'~;S,)-?

STALlNGMD
RVIEW ' ..

---- ~1Vli:,'; .. .-

2Ei3' Folke-sloneFtCilld
Dover 'Kelit; E""iand
- '
~
Russell Powell
5820 John Avenue
Long Be~ C~A:, 9OB05

high-grade '!i>irit~letQrinti'19.
Club rMgazme at SHAEJ'

___ ... . _,_


Diplomacy bibliographic
and game dala
_.........
___
.
""-" W8(Qllmfog, all phases

100

1l

club magazine of the Avalon


Hill Interna tional K.riegspiel Society

miniatu res
photograp hic material

2;000

'35.L~ wbrds-

J!!lbl
10 pages
B.qoo words
__":D,m mas~

hO lo~qlljbij~

back 1!Ifi~ onlY

---- ------

8.000

words

Douglas H. Johnson
$2 .oolyear
ll. P1lges
10 Ove rbrook Drive
16,000 words
St. Louis , MO . 63124
quarterly
mimeo
w
TRE'S cA8SMD
~ - Dick p i$lin "'"
_
$4 OO/~a,
. ~ , 1~ P!l~
'"
~2 W.LIi.ia.ndA.Iif!,nl!e
'
,
:~0C{9 VYQI;ds
_, - - __
....... _
u.-L
__
ChlCagp. _ _
60630
..:tD.20Ihl"
. % O,l~t
SHELLSHOCK
D.K. Juckett
$4.oo{year
16.P1Iges
R .D. 2 Harpursville
$0.40 eac h
9,000 wo rds
New York , 13787
bimonthly?
spirit maSler
S -E!'rrrNEl
-"'SW Sto,!ie , t_..
,
-?~. - . - - 1~-;...
,
c1'9 Ga. rdllns H;~b .W8r1l8~ Club' . .
:&~wor!ls
_
_ _
Pa'!!lI3p.aeh ~;jft!l:!);lI, !:!!'.::
_ bim9!l~\t!.,_ _ .J!... o~~opy
SIGNAL
Bob Schell
$UlO16
4 ~~ges
211' 14th St. SW
$3.00125
2.000 words
Calgary, Alberta, Can .
"emi-week ly
mimeo
~

co"centrales on mm[atulss
ru..!!'s, g_ame' rev.!il'ws
IFW club news

350

magazJnes ,

by IOpic . aUlhor' and GUe


thl! ,offic18IIFW . .
wargamfog .magailne
.'
'_-:"",
mailed 10 . all IFW members,
mos tly wllh the Intemauonal
Warga mer

.- .-

mimeo
611!l988 -:--- """;;nk nown
- g;rrilra~ilJg
~,ooo
.
\wor~s-.
.
-'
~tocOPL _ _
__
10 pages
100-300
AH and other
18{000 words
board games
of sel
-- - 10 P!!98S ,
un~nown
mlJljary history
~r~ ~Or,ds
oJdnance
"""nt mll!llef

L SAVAGE AND
SOLDIER

el qiIct'than WoIlersi:an'9rrO~
~ Of so.in mOst,Ofth!,!
numbers would nqt be
sijTPrisirm. For tfte~ h;irgecfrr:nili:iiti
.
n'\lJnA7iOes" a
i,;;,J"
..." ,it . " ,.~ .
,' .><
.ru~ errOT would not &
r~mar:~ble. In the ~ ne)(tsuNGs'iioi
'""
' ~ d"
I h .' C"
CMUpeO ,!um,
. o~ .0
have', more- pl'eclse." OIrcfi,
or.:'
.
SPARTAN
Ia~on J1.Q4res-.
INTERNATIONAL

9t

~5ODall pf1ases .~

onSl3t '
va riable

219 M'\CId8!lllh RC)!I1l - .


bimonthly
.-!!Ite)ldQ" I1j iIs..!.l!!. 6061..
" see noteR.E. Johnson
$2.oo/yea r
P.O. Box 134
Whippany, N.J. 07981
q uart.erly
Stuart Gilbert" ...... ~
"?"
11~san A.Itos place
.
..limon G~OYe CA. 92045'
roonth1v
- ..
~_ ~"l'..
Mlnratule Warfare
$9.ool yea r
Number One. BurnleY.R.d.
Stockwell, London SWll U.K .
monthly
Simurati,a IlSP.U!?6C\lfl.ons
,s'}.OOfY{'ar
44 I!'ast23rd Street
,$2.00 !,!IO h
Ne~.Y'p.rjc, ~.Y.1Q!) IP
_ _ ~!!.t!1lY
Rod Walker
$1.50/ 10
4719 F.ellon Street
.
Dleg~: CA;,.~
~ m~nthly
'Ooi1 GnirWII
.
;M>ool v.ear
124- Warren Strl!ltf
Siyre .eA.l8840biJ!lontl:lly

JOURNAL

~A.NZERfAUST

6Q647

ln~ all -k riown w~ r g'amlng

w o ras

mlmeo

24p~ge;-- '22I1XlO words

16':OOIv,ear
_$O'~I..e,~h

Le n Lakofka
1806 N, RIchmond St..
Chicago , III. 60647

' KA'M~FGBUPf>E e~IPER

- MOVES---

qu a nerly

- -

1806,N. Rlahm~d St.

Ct1ic~, III.

14.utIO

", ~v . 10 ~at; 1 t

IVU3rUUfli:U anve" .,.,..'tJZIJD

Cambridge. Mass. 02139


[en ~'iikoll<a
.'

WA'ig.~~E!I

_-

(otten incorrectly
referred to as "hecto" or
"heetog'r 8ph'"
"mimeo"
. .' .
'.
(~hll~1i Includes .both
rnyn~fapb 8.n d GfJSf,atne'r .pr~ssesl, l>ffset'~
(any sort of phc'rto-otfset
" .
.
i< 1.._
pWl~I.Qgl. end
p.~'to-

relatiVes):

'

several
hundred

ml n1Btltres,
all periOdS-

___

Diplomacy
tac tical problems
club ne ws

--

....

____

local c lub magazine, Shows


some e!:fort on part of
club offIcers

llUbEs~ '~w garmWlth:.


e~I1'las1:!@:, IIl!st mllJta(V: hiS.tOrY

..!..
~~red. . . ~

merged with Game Desi,gn into


Moves. Back Issues aV8,fab ie

printing could be improved .


Publishes occasional se l of
Interesti ng campaign rules
ona Q'f'1he I1!est;pri,j1ed

warllarriing ~ines, Good a.Ft.

Hii$lIm11ed ~~rage
__of wa'gamlng
began last summer. Covers board
games from point of view of a
miniatures player

~bilt1le
~~~
~ltorli1 a flrm bellewr.ln

,S1I11PIa' 11I1e$

magazi ne of the
DipTomacy Associalion

........,

18

14 Scenarios
Special Solitaire Version
Simultaneous Fire

In August 19 14 millions of youn g Eu ropeans marched out to begin one of


history's mOsl senseless slaugh ters, the
Firs t World War. None of these men or
the ir comman ders cou ld have foreseen the
interminable, tOlal nature of th e war tha t
was beginning . Ka iser Wi lhelm sen t his
troops Into battle con fi den t tha t they would
be home for Ch ristmas. And the soldiers
fough t w ith a spirit an d abandon that died
ha rd and was never recovered . Soldiers
Simulates the open clas h of the opposing
armies in the first mon th s of W orld W ar
One, before the paralyzing trench lines
were constructed .
Soldiers IS the lates t In Sim ulation's
Tac tica l Series Games. II depicls Ihe
sma ll-un it tactics of 19 14-15 before the war
became an art illery duel, before commanders rea li zed tha t the machine gu n
cou ld ha rvest men li ke wh eat. Th e early
battles o f the wa r were marked by high
casua lties mare because of tactical doctrine
than weapo nry . W hile machi ne gu ns and
artillery we re dead ly, there we re nOI as
ma ny as later in the wa r. In fact, the war
opened with a gigantic duel of rif lemen.

In the scenarios depicted in Soldiers this


briel, opening round is recreated . . The
na ture of he situa ti on all ows Soldiers to be
a fairly Simple game: Ihere are only fo ur
basic ty pes of units: in fantry compa nies,
cava lry squa dro ns, art illery and howi tzer
balleries - and combat is fa r si mpler than
in games with armored vehicles. Partly
because o f this simp licity Soldiers is able to
embrace tac tical sltuallOns on both Eastern
and W estern Front plus some interestmg
ba ttl es in "the co lonies" le.g. Japa nese
an d Brilish mfa ntry ve rsus German infan try
an d Austro-Hu ngarian ma rines In T5ing
Tsau, Chinal . The range of tactical
Situa tions IS as broad as the geogra phical
scope. There are ac tions ca lli ng for seizu re
of posit ions, pene trations of enemy li nes,
elimina tion of enemy st rong points an d
uni ts. There is even a true solitaire scenario
in wh ich an ac tive German Player mus t dea l
wi th a Russian force w hich "moves" and
"tires" according to automatic ru les . The
same game system is used In all th lrleen
scena ri os. Bul th e va riety of armies and
unit capabi lities make Soldiers a ri ch game.
like the rest of th e Ta ctica l Series, Soldiers

is open-ended; Players may easi ly devise or


research Ihelr own "scena rios" USing the
basic ru les provided with the game. The
two-color Soldiers mapsheel Is represen tative o f the types of ter rain fought over In
the opemng campa igns of Wor ld War One .
It includes towns, roads, hills, woods and a
cana l. All terrain fea tures are coded to
facili tate set-up . The 400 unit coun ters fo r
Soldiers represent British, French, German ,
Aust ro-Hu nga ri an, Russian, and Belgian
combat elemenls . l in the Tsing-Tsau
scenario French un its se rve as Japanese
since the two armies were very simila r. I
They ar pri nted in two colors and three
tin ts so thai each army's pieces are unique
In appea rence . The mos t interes ting aspect
of Soldiers IS th ai Players learn graphically
why the tac ti cs and weaponry of World
W ar One evolved as they did: the machine
guns and arti llery are deadly and tre nches
(which appear in one scenario) are very
cozy. The natura l tendency of the Player
las of the genera l) is to w ish lor more fire
powe r and more protection . Soldiers IS
available from Simulalions Publica tions for

$6.00.

19
be tak en as the first losses in any losing attack.
Each destroyed Eng ineer Streng th POin t
co unts one Inore Vic tory Point than other un its
of tl1e same type (i,e 2 Victory Points for
eliminating each Inlantry Engineer Streng th
POint, 4 for each Strength POint of Armored
Engineers)
Of these solutions, # 1 IS th e simplest, bUI
w ould slIlI res ult in th e Germans ha ving a grea t
deal of .. free" infantry, as Russian regular
infantry co uld slill not close fo r co mbat.

by Jerrold Thomas
This I:, ano ther " unofficial'" bUl well-thoughtOUl revision of an SPI game, Jerrold Thomas is
a subSCriber who got tangled once roo ofren in
barbed Wire ,
On th e who le Kursk is a rea list ic and enj oyable
game. Bu t there is one serious flaw tha t leads
10 unp layab le situations and
tho roug tl ly
unrea listic ta ctics. This article o ffe rs a brief
analysis and a cho ice of modularized so lutions,
The situation referred to IS the movemen t
pena lty for unoccupied enemy fortified- zone
hexes, Th is pena lty ten ds to give the de fense a
considerab le advanta ge, which is gained
through unreali stic tactics , As a result o f thiS
pena ll y, bo th Germans and Russians generally
abandon the firs t forti fied line, even il it is the
only one, and sta ti on th eir units behind it . ThiS
prevents any opposin g infantry from clos ing
for comba t, and prevents any Russian Arm or
from dOing so on their first turn, A ny armor ot
eit her side Wllic h does pene trate for allack IS al
the merCy of both excha nges and enemy
counter -a ttack , This "sieve" effect, the silting
out 01 all but motorized units, has a
devastating effect on of fensive operat ions ,
It costs one M ovement Poim to emer a hex,
two add itional to enter an enemy Zone o f
Con trol, and thre more to enter an enemy
Forti fied Zone !lex, for a tota l of six to move
acro ss an enemy Fortifi ed Zone hex and to
close w itil a unit defending behind it. This is
Impossible fo r any infan tr y, and diilicu lt for
Russian armo r, which m ust first move
ad jacent, thu s broa dcasting its imen lio ns
This bonus fo r aba ndoning one 's fortifications
resu lls m many unrea listiC Situat ions, including
the already men tioned "sieve" effect. Ano ther
is ttle vu lnera bility of the adva ncing armor,
because II the allacking player is to get any
in fa ntry th rough the fort ified zone they must
be very close behind the armor, thus blocking
retreat routes, even then , air Interdicti on ca n
prevent Ihelr movement. Ano ther unrealistic
situation is trl e Iree movemen t of in fan try in
qUiet sectors , Since no one can close with
them , t!ley ca nnot be " tied" to Iheir positions,
as t hey were in actu alilY. This makes
Withdrawa ls much easier.
I have developed, examined somewhat, an d
here present four dif ferent methods 01 dealing
With this game problem , They vary in
com plexity and realism, and one mig ht reqUire
some new units. I presenl them all , good and
not-so -good. so that you can determine wh ich
wou ld most complement the ga me as you
conceive it.

Change in Movement Pena/ries


Redu ce the movement penalty lor enemy
fortifi catio ns to one M ovement Poin ts per hex
for Infsmry only . (Reducing to 1 for all un its
would seem to loosen thi ngs up too muc h,)

( 1)

(2 ) Additional Capabilities for Air Units


A ll ow A ir units an additional ca pability, a sixth
kin d of miSSion, that IS, Zone of Co ntrol
suppreSSion , Unit fl y ing th is type o f mission
wo uld leave at the beginning of the fl ying
player's Initial Movement Phase. and wou ld
ret urn at the end of his Initial M ovement
Phase. Th e effecl o f th e mission wou ld be to
neutralize tile ef fec t of an enemy Zone of
Control on movement in the hex to w hic h the
mission was flown . {Alterna tive ly, the air unit
cou ld remain in the air through the flying
player's eo ure turn, both movement and
combat p hases ,)
(3) Infanrry Movemenr Accrual
Al low mfan try on ly 10 acc rue Movemen t
Points in certa in case s:
a Movement POin ts may only be accrued by
unllS wh ic h are not In isolation.
b, Movement POints may only be accrued by
u nilS wh ich do no t begin the accrua l in an
enemy Zone of Control ,
c, Movement Poin ts may on ly be acc rued
when movement in a given direction is
complerelv blocked by movemen t penaties,
and then the M ovement Points may only be
accrued for movement in that direction .
d U nits may use the M ovement Point accrual
procedure in su ccessive tur ns, provided tha t
th ey corne w ithi n Ihe reSHIctions above on
each turn,

M ovement Points are accured as fo llow s:


T ile units tha t are accruing Move ment
POints move one hex in the blocked direction
b , The uni ts ale th en turned upside down (this
mdicates that th ey have not comp leted th is
one-he x mov
yet, but are accru ing the
Movement Points to do sol.
c, On the next Initia l M ovement Phase, the
units are tu rned right -side up again, and the
Movement Points tha t they lacked to make the
move last turn are subtrac ted from the
Movement A llowance before they move in this
turn.
d. Units accru ing M ovement Points ha ve th e
fo ll ow ing lim itat io ns
i, they may not enter co mbat
ii, they contro l on ly the three hexes to their
rear l in the direc tion they moved from I

8.

Nore - Beginning the accrual out of a Zone of


Contro l means before the one hex move is
made which resu lts in the inversion , the unit
m ust nOI be In an enemy Zone of Control.
(4) Use of Engineer Unirs
Designate some units as engineers andlor
armored engineer units , All ow th ese un its 10
Ignore movemell1 pe nalties for enemy fortified
zones, and to negate Ihese pena lties for units
w ith whom th ey are sta cked . However,
en gineer Units mus r attack w hen they move
int o an enemy Zone of COlllrol, and they musr

The same problem occu rs with # 2 and # 4, in


that both wou ld put a premium on infantary
un i ts that got through the line, Since they
could nol do it on their own. B01 h are realis tic,
# 2 since alf attack could and did have a
fire-suppressive effect on uni ts coming un der
a ttack, and #4 beca use Eng ineer un its, which
usually led the attac k, particularly through
obstacles, exposed th emselves to proportionately greater casua lties than the unilS th at
fo llowed , A lso this " lost fi rst" provision helps
to duplica te the " inertia 01 attack," III t ha t
once Engineers are lost, it is more difficult to
sh if t Ihe attack and re penetrate the enemy
fortified zone at another pOint.
No, 3 IS my own chOice, in tha t while the
restrict ions stay the same, any infantry can
close o n its own , It does, however. involve the
most comp lexity, Nore on 2,d this means that
in verted units do not affect eilher supply or
movemenl ac ross their Iron t, but they do
affec t supp ly and movement to their rea r

o
France,1940
The German Spring Offensive
Between May 10 , and June 25, 1940 the
German Army drove the Briti sh out to sea
at Dunk ir k, sma shed the Fre nch A rmy,
and forced the surre nder of 'the French
Government . France, 1940 sim ulates the
events of thi s lightni ng campa ign an d
shows what could ha vi'! happened if the
Wes tern A ll ies had adopted al ternate
strategies.
Designed by Si mulal ions, and pub lished
by Ava lon Hill , F rance, 1940 Incl udes 11
A llied and 6 German Orders of Battle.
T his enab les player 5 to crca te up to
sixty -six actua l and possib le scenarios of
the first maj or campa ign of Wor ld War
Two.
Opti ona l ru les cove r H\e use of German
airborne un i ts, and sea evacuation of
A ll ied Forces. France 1940 includes atl the
units whiCh d id or could have fough l in
the original ca mpaign . (Dutch and Belgian
units become Allied as soon as the German
player crosses their border. ) The sca le is
grand t ac tica l, !corps/division) with each
hex represen ting ten ki lometres. The game
system is Simultat ions' basic WWlt model
with dua l Movement Phase for armored
and mechani zed units and comp lete ru les
for air missions. France, 1940 is packaged
in high quality bookcase form sim ilar to
Panzerblirz. France, 1940 is avai lable from
Simu lations Publ ica t ions fo r $8 .00, a savings of $ 1.00 compa red to relail pr ice.

20

Red m ond A. Simonsen

TABLE OF WEAPONS
SYMBOLS

Cardboard Weapons:
AVocabulary of Tactical Symbols
In tacllca l level games, uni ts are usually
luent ifted by depicting thei r basic weapon on
th e cou nter , TIle symbotogy used Iby myself
and mos t othersl was take n I rom many
sources an d was not 100 consis tent In terms of
log ic or appe rance. Many ol\he sym bols used
In PanzerBlitz, Combat Command, and the
aLi t-o f print Tae 3 are bas tard vers ions o f
WW2-era German an d U S. mili tary sym bols ,
J ust as I was In the process of developmg the
counter layout for the game Soldiers, I carne
ac ross a copy of FM 2 1 - 30, an Army Field
Manual w hich spells ou t In m in ute deta il all of
he operational and lae lleat symbo ls In o ffi Cial
use by the U S. Army and liS A TO alltes. The
most intrigUing section IS th at wh ich deals wi th
weapon symbols. Appare nt ly, some sma rt person Iflthe U.S Army sat down one day an d
raltona llzed , SImplified, and up-dated the old
German system of symboliZing weapons. The
S'is tem IS a tru ly good one, having a grea t deal
of Int ernal log iC and possessing w hat graphic
designe rs call " remembra nce va lue" Il.e. the
symbols by their ve ry na ture en d to slick in
ones memory).
T he Army If1Iende d these symllols to be used
on tact ical map overlays to Indica te the
pOSition 0 1 weapons or In conj unction with
operat ional unit symbols 10 Ind ica te the main
equIpmen t 0 1 that uni t. W e, of course, can
easily adapt lhem lor use on un it-coun ters,
The system 15 bUill upon the use of only two
baSIC symbols which are then modifted In
mean ing by the applica tion of a few o ther
symbols 10 denote approx ima te size, genera l
charac tenstics and the ro le the weapon IS
being used In II "ell tl er a ground c mba t role,
an anti - tank role, or an antl' airc raft rolel To
depi ct a given w eapon the fo llOWing proced ur
IS used:
Selecl one 0 1 the two baSIC wea pon symbols

I~:~'Y

i !~:~~e'Y

WeapDn

Weapon

III

Add one (for "med ium") or two (for " heavy")


hOflzon tal bars 10 dena Ie the appr oxima te size
01 the weapon , When the w eapon IS in the
" llgh" ca tegory, no hOrizo n tal bars are
added

Examples '
Light AUlomalic Weapon

11 the wea pon IS a flat tra jectory W eapon In an


antHank ro le an Inverted " V " IS added to the
base of the shaft.
Example.
Ugh l An{/-Iank Gun

Mortar

Anti-aircraft
Machine Gun

If the weapon IS primanly deSigned for an


atr defense role, a closed semi-circle is place d at
the bo tt om of the shatt :
Example: Heavy Ami-aircraft gun

A nti-tank
Rocket Launcher

tf
tt t
ti i

~ ~ ~

Artillery Gun
or Gunl H o witzer

III
Howitzer

II th e weapon IS a rocket-prOlector or launcher


a double invelled "V" IS placed at the hea d o f
he shaft'
Ught Artillery Rocket Launcher
Example:

It the weapo n is mounted Orl a full y-tracke d


self-propelled ch assis, a diamond is placed
below the w eapon-symbol :
Example,
Tracked. Sell -prop elled M edium Howitzer

w
o
If th wea pon is moun ted on a whee led
se lf- prope lled chaSSIS, a horizonta l bar w ith
two ctrcles and a diamond IS pl aced below the
symbol.
Example:
Wheeled, Self-p rop elled Light Ami-aircraft
Gun

Anti-lank GUll

In addition to the weapon sy mbols, FM 21 -30


also indlcates tha I th e sym bols shown in lhe
supp lementary table should be used to
represent the given ty pes of armored vehicles.
I'm go ing 10 Include them In this article, bu t
more often th an no t, wh en deSigning coumer I
wo uld use a silhouette of Ihe actual vehIcle
rather th an the more abs tract sym bols show n
In the ve hicle tat)le .

'I' W ~
W !I! ~

$ m$

Rocker LiJuncher
ArtH/ery

A nti-aircrafT
Gun

Missile

Air Defense
Missile

000
The Table o f Sym bols gives a co mprehensive
breakout o f weapons In tile three size
ca tegofles ,

+~

Recoilless
Rifle

Anti-rani<
Missile

Medium
Artillery Gun

If the weapon is one wit h a high trajectory, a


CIrcle is added to the base of th e sha ft :
Example.
Medium Mortar

Ug ht Med . Heavy
Automaric
InfiJn lry
Weapon

Surface-to-Surface
M issile [SSMI
La unching Site

Surfaceto -A ir
M issile [S AM]
Launching Sire

Flame Thrower

m
~
~
ID
00 00 00

~~~

21

SUPPLEMENTARY SYMBOLS
Armored Vehicles

DESIGNER'S NOTES
(continued from page 3)

games. HIS infl ue nce IS o ften lost Withi n Ihe


design of the game Redmond's series of
arti c les WIll show more clea rl y not only his
co nlrlbu tions to the games, but also Ihe ex tent
oj his experience and expertiese_ They w ill also
show th a t he now has th ree people work ing in
our ar1 depa rtment, thus giVing him enoug h
ti me 10 w rite articles

Ught Med. Heavy


Tank

Full-tra cked
Armored
Personnel Callier
lAPel
Armored
Reconnaissa nce
Vehicle

Full-trecked
Armored
Assault Gun

tltIlUO
O~~
~ ~ ~
~~~

Note: the basic design of the symbols comained in this


,m ic/e are in accordance with ARMY FIELD MANUAL
21 - 30. May 1970 and as such are not copyrighted. The
specific artwOlk used in this anic/e however, IS a graphic
redesign to improve appearance and utility in special
applications and l}fe copyright 00 1972 by Simulations
Publications, I"c. Any re-use, pholo-copymg, reprinting
or reproduction for commerical purposes without the
express permission of the publisher, is forbidden.
Symbols executed by M . M ilkulm

The sym bo ls as g i ve n, enab le g ame


deSign rs/players to easily depict Virtua ll y any
modern-era w eapon. IndiVidua l, special modificatio ns ca n be made to the symbols in order
o adapl them to earlier period games. In the
Soldiers c ounters for instance, I placed a
diagonal slash a t Ihe base of a Machine Gun
sym bol to Indicate tha i it w as ho rse -drawn .
Now, I realize tha t tha t is not Stri ctly kosher
according to FM 21- 30, bUI I gol out of the
service several yea rs ago and do not feel I need
10 be concerned abou l break ing w ith accepted
proce dure.
FM - 21-30 also conta ins a wea lth 01 o ther
symbo ls, inclu ding many treatments o f the
operational un it ty pe. Inciden ta lly , many of the
unll sym bols belllg used in games are wrong,
or out-o f-date o r lust pure invenlion lat leas t if
One considers the U .S. Army as lhe source o f
authority co ncern ing military symbolsl . Perhaps a lull treat ment of such unil symbols wi ll
be lhe basis of another article. If th is One is well
received .

A Brief. Physical Description


of Simulation Series Games
The physical quali ty of Simulat ion Series
Games is very si milar to th aI of the games
included in issues of Srrategv & Tac rics.
The primary differences are 11.11he map is
produced on heavy cardsiock as opposed
\0 th e lightwei ght stock used in maga zi ne
games. (2 .) a di e is Included and 13,) the
map is only fo lded twice (down to appro x
ima tely 11" x 14") and th e game is
shipped in a plain envelope wi th a corr uga t ed stiflener lunboxed) . Usual ly ,
Simulation Series games have a greater
amou nt o f aux iliary labl es and gam e
charts Incl uded wilh th em.

I
MOVES is a two way street. Unlike
S& T, MOVES is wide open to contributions
from t he readership' as well as the SP I staff.
It provides a forum for the discussion and
analysis of conflict simulation games on
every level : historical, theoretical and
tactical {i .e. as gamesl , MOVES is less
structured than S& T. Designer's Notes and
the issue's Game Proft1e are the only
articles that have become " regular
features. "
The rest of the magazine is open to any
articles on the field of conflict simulation
that our staff or readership feel inspired to
write. MOVES generally shies clear of
straight historical material unless it can be
directly related to a game. Another type of
historical article that can be used in
MOVES is one that provides the data basis
(orders of Battle, tactical doctrines, etc .I for
a conflict simulation. That is, the "raw
material " of game design.

MOVES aims at integrating historical and'


game approaches, Thus articles on games
are particu larly welcome if they treat the
games as models and learning devices that
illuminate real historical conflicts. This
approach tries to avoid the puerile tone of
many gaming magazines.
There is a whole range of articles that can
be written on games themselves, criticisms,
revisions, additions, new scenarios, new
rules , (i.e. new rule modules for existing
games) and suggestions for changes. We
welcome articles that catch our errors,
because as games are revised we can
correct them .
One fina l inducement to all potential
authors: MOVES pays. We pay 5t per
column inch per 1,000 subscribers, With
2,000 subscribers this means we pay lOt a
column inch for material (roughly comparable to most fiction magazines). These
rates are rising as MOVES subscription lists
grow. Contributors can opt to receive twice
as much in SPI products (games ,
subscriptions, back issues) as in cash.
Articles for MOVES should be typed on a
forty-five unit line and double or triple
spaced. !This gives us room to " edit" your
copy as we choose.) All contributions
become property of SP I. Please include a
stamped self-addressed return envelope
with your article so we can quickly return it
for any necessary revisions or additions,
We're expecting to hear from you soon ,

Many o f the other new artic les trI thiS Issue 01


MOVES are somewhat new. One 01 these IS
he GUide to Game-Simu lation Period icals In
Print. II will kee p you in formed of w hat's gOing
on With the vanous ama teur (and some
nol -so"ama eur) "'zines" 10 Ihe game-slm ulalion held. In MOVES '# 4 we wl ll llllroduce The
GUIde to Conflic t Simula ti ons In Print. These
tw o Items w ill be regular features. They replace
an other publica lion at ours, the S& T GU ide .
Now to the rea ll y n w feat ures. One of the
more rntereSl ing (and po ten l lall y most popular)
IS th e Player ReView of games. W e have
collec ted all the feedback fo r our games and
com piled it. The resul ting num be rs are what
the players th ink abou t th e games. The texl
accompany ing each rev iew IS our allemp t to
explain some of the numerrca l ratings . Most of
our o ther new arliCles are co ncerned w ith the
nuts and bolts o f game des ign . W e have. for
example. an ar ti c le on Grouch y at Wa terloo
Including sOrli e " W ha t II?" games for
Napoleon ar Wa terloo. Another artic le gives
some 01 the scenarios for Renaissance of
Infamry (Tac I 'll game in more detail. Thi s, if
pop ular, w ill become a re gular feature. W e got
th e Idea from notiCIng how many people
bought blank hex shee ts an d coun ters whi le
mention ing Ihal they were Interested in
ma kin g more accura te scenario maps and
co unter mixes for Tactica l Series games.
That's known as paYIng att en ti on to w ha t' s
go ing on and doing some thing about i t DOing
so me\hlng aboul subscriber ideas IS what
MOVES is all about.
A t th is pOint we ha ve six games "in progress"
(being prepared for publica tion In the next few
monlhsl . These are The Baule of rhe Marn e
119 141, Breakou t & Pursuir IFrance, 19441 ,
Spilfire 11939-42) , Armageddon , Amencan
Revolution and Blue & Grey Armageddon is
for issue 34 o f S&T. Il lS a co ntinuation of our
" Tae Series" of games. A rmageddon covers
the " biblica l" peri Od o f warfa re from 2500BC
to 500B C. A ra ther obscure period of history.
Bu t the arllc le o n the period In S& T 34 should
heighten yo ur Int erest much the same way Ihe
article/ game o n the re na issan ce period In S& T
22 did . Th e most Importan t deSign Innova llon
In A rmageddon is the fu rther refinement of the
tac ti cal game system Eventua lly, /lew editions
o f all the tsc tica l series games w ill be
"convened" to Ihe sa me " flllal" system T hen
the ta c tica l gam e ser ies wi ll Inc lude
A r mageddon 12500BC-500BCl. Phalanx
1500BC 1008CI , Cenrurion 1100BC-552ADl.
Dark Ages 1700A 0 -1300AD I, Renaissance of
infanrry (1250AD -1550ADI and th e not ye t
published Musker & Pike !1550AD- 1680ADI.
This last game is someth ing o f a tr ansition
game from th e pre- gunpowder to th e
g u npowd er age of war/are . Grenadier
(1680AD - 1850AD) starts an en tire new tactica l
series. The second game of this senes, Blue &
Grey (1850-190m, IS under development li ght
now . It w as baSically Ihe sa me ga me system as
Grenadier. Mally of the wea pons are upgraded
In effective ness (particularly the main infantry
(continued on page 30)

22

by John Young

This wi ll be a standa rd featur e in every Issue of


MOVES, which wi ll in effect review the design
of the games, what was wrong In the rules,
etc . Often, such as In this co lumn a great deal
of background explanation of how and w hen
the games we re developed w ill be Included .

STRATEGY I: THE ALBATROSS


SCRlcegy 1 has sold to date (May 7, 1972) 1567
co pies. A lthough other games have sold more
caples (22B5 Barbarossa, lB55 Kursk I , it has
consistently been the top money seller of SP I's
Simu lations Series Games.
SmJlegy 1 has been likene d to an unwanted
orphan c hild with leprosy . From Ihe beginning,
II was sLlch a monstro us lask that no one
wanted to pick up Ihe ball. It wa s firsl
announced in Issue l8that Slracegy 1 would be
available in December 1969.
T his wa s fo ll owed up by a Feedback quesl ion
In issue 19, and a further ad in issue 20
an nouncing tha t it would be ava ilable in J une,
1970 . Future pred ictions co ntinued to
postpone thaI da te, until il was fina ll y
announced that Strategy I was "now
available" in issue 26 {published April, 1971I.
Srrategy 1 was finally prin ted an d shipped in
Ju ly, 1971 , 20 months after the first mention of
i t in S&T.
Does thi s mean tha t SP I was guilty of gross
fra ud fo r all those months ? Well . . . in one
sense. yes. In the early days, SP I's aspirations
freque ntly exceeded its grasp , and th ings like
th is happened, even qui te recently . A new
policy of SP I is never to advertise a game
unless we are able to produce a " product
shot ," I e., the game is comp lete and on hand.
Bu t In those days we were advertising
incomplete games . We did rece ive up to $2,000
in ca sh from customers, months befo re
prodUCing th e game.
The reasons why SP I did this are the same
reaso ns many current pro jects w ilt on the vi ne.
BaSica lly It boils down to a lack of time ,
personnel, and money.
By December, 1970, one year af ter th e first
sche du led publication date of Srrategy Ilhere
was exactly one scenario completed for the
game and tha t ba dly needed play-tes tillg .
Jarnes Dunnigan was the only person
designlllg and developlllg games, assisted by
A I Noli in superVising the Friday night
play test ing sessions w hich w ere held in a
basement o f a tene men t on th e Lower East
Side , then world headquarters of SP I.
Essentially, Stra legy I boiled down to an
albatross, the bird depicted on the cover of the
ru le booklet. There was so much invo lved in
fini shing the project, that it was always more
prod uc tive to fin ish some thing else th an
ha lf-fi nish Srrategy I. There was, as usua l, no
shortage of wo rk, so Strategy Iwas contin ually
shun ted aSide.
At Ihis paint, I stepped into the pic ture.
Du nnigan fi nally decided to drop the whole

thi ng on someone else who was not bogg ed


down, and cou ld fin ish it w ith a li tt le
su pervision. The cruc ial change in the
developement at StRl regy I was th e chan ge in
conce ptuahzation of the game, from merely a
game design kit wi th rule compone nts that
simply pointed the way, to a full -blown senes
of games with complete rules for each period
on th e grand tactica l/strategic level: with sea
and air power included (not to mention atom iC
and nuclear power) .
The reason thiS conc ept c hanged was that It
qu ic kly became obvious th at even th e best
play testers available were no t able to tran sler a
sketch of the Intent an d rationale of a rule into
a prac tical rul e tha i could be played w ith. They
needed some semb lance of comp lete ru les to
even begin. Thus we were stuck with
delivering a minimum of four games With
complete ly differen t gam
systems, and
seventeen variations on the themes.
So we stru ggled on. In February, 197 1, the first
counter mix was arrived aI, and Redmond
Simonsen and I began Ihe final map and the
fi rs t d raft of the basic rules.
At th is po int, Ihe same th ing happened to me
as had to Dunnigan. Betw een ot her copy and
articles I was working on, a full time job and
wile, and Stra tegy I, there was too much for
me 10 do . Enter Steve Patrick, our Jersey
lawyer . W e d u m ped o n him all th e
organ iza ti on , a few ru le conce pts, and a mess
of fi na l tYPlllg Ihe typ es very qU ickl y) .
Dunniga n, Simonsen and I continued to fling
nice ideas at hi m, and he ba ck at us. Roughly
two hundred pages of correspondence flowed
back and forth from A tlantic City to New York .
A ll the rules and su ndry other materia ls were
comp leted so me ti me in Ap ri l, 1971 . First th ere
were severa l oth er games to be fin ished Iwe
were converting our old games mto a
profeSSiona l fo rma t), and then anot her issue of
S&T had to be put ou l before art time la
euphemism for th e waki ng hours of Simonsen)
was ava ilable to complete Stra tegy I.
The m oney cruch en tered also. SPI had just
moved to a lo ft on East 23rd SI. wh ich cost
roughly $3500, partly supplied from Strategy I
adva nce orders. Now it was time to pay th e
piper. Typesetting the ru les was out of the
ques tion ; it cou ld have cost as much as $750.
On the maps we were com mitted to two
colors . Th e counters were actua ll y c heaper to
have die-cu t th an the usual (a t that time) ha nd
cu t counters . Try to imagine 1020 hand-cut
co unters in plastic baggies .
So the ga me was finished . Then we had 10
begin answering the numberless letters
I li tera lly hund reds) that began inquiring as to
" how to do thi s," "may I do thi s," etc. We
were entirely justified in the basic deSign
decision by the inability of many buyers to
ex trapolate ru les fr om the framew ork of
design. So here we present ou r accumu lated
ex peri ence in th e form of an erra ta sheet o n
the typos, erro rs and m ost misu nderstood
portions of the largest pro feSSional w argame
ever published.

STRATEGY I ERRA TA
In the first edition of Stral egy 1 there were a
number of rather glari ng err ors w hich the
Players could not be expected to correct
themselves. In thiS sheet we try to co rrect the
most serious and ob vious errors or omissions
w hich several hundred lellers of inqui ry have
revealed to us.
First a commen t on the mapsheets. Many
people have not been able 10 figure out th e
geomorphic natu re of the maps. You recei ve
the maps folded; along these fo ld lines, each
map may be abut ted to any similar secti on of
the other map . Thus the Players cou ld use
three quarters of the full map (eliminating
Provinces H, I, J, L, and most of K), or one
founh of the map (usi ng only Provinces D, E,
F, S, T, U, an d V). Try it and watch it work.
This is ot mos t benefit w hen using fewe r
Players, o r desiring a short game.
The changes In the scena rios are as follows :
Scenario 1. Prov ince E bel ongs to the Persia n
Provi ncial Forces. Remark 11 - one pha lanx
and one cavalry unit constitute the Gua rd . The
PerSians should receive one supply unit.
M odu le varia ti on #2 1 - a un it must be w ith
Alexander all through its movemen t to receive
the bonu s. All Players. use CRT #3.
Scenano 2. Province U is not a minor power; it
properly belon gs to tile Seleucids.
Scena ri o 3. Pr ovince H should be a mi nor
power. A ll Players use CRT #3.
Scenario 4. Substitute Province M for H in
France Prov incial . Vikings should use CR T #4.
Scenario 5. Acquuain8 shou ld have Province C
ra th er than G. V is a minor provi nce.
Normandy shoul d use CRT # 4.
Scen ano 6. I mpenal Playel should use CRT
# 4.
Scena rio 7. Rebels should have Province 0 ,
not G. Ignore Recommended Modu le 10.1b.
Scena no B. Holy Roma n Empi re shou ld not
have Pr ovince I.
Sce nario 10 Substitute Province C for L. in
Occ upied Provinces.
Scenario 11. Meluaha should have Province S.
Ignore Module Varia tio n 29.
Scen ario 12. France shou ld have Province C
ins tea d of L. Russia should have W.
Sce nario 13. Add to recommended modu les
#34 .
Scena rio 14 . Add modute #34 to recommen ded modu les. Production Interv al fo r all
Players is 5.
Scena rio 15. Add to recommended modules
# 34 . The g iven CR T factors are obviously
erro neous; correct as dicta ted in Rema rks.
Delete Provillces Y an d Z = non-existent.
Scena ri o 16. For recom mended module 36, use
all four sub- modules.
TI1e players are encouraged to resolve thei r
rule dispu tes in a logi ca l an d historica l man ner.
No amount of explan ati on wi ll ma ke Strategy I
a perfec tly clea r game. In its function as a

23
gam d i n r's kll , It presents basic outli nes
fOI viable game systems on every period,
w ithout the ex haustive de tail an individual
game would have.
Forr ificarlons and eiries:
There are basi ca lly tw o rules govern ing these
areas ' placement of foru ficalio ns an d effec t on
com bat
In scenarios 1 rhroug h 11, forts may be placed
SOlel y In cit y hexes, in scenar ios 12 throu gh 17
they may be placed anyw here in Friend ly
terr itory .
In scenanos 4, 5 and 6 fon ifi callons have an
1'l lr ln SIC D e fense V alu e 01 five wh en
unoccupied ; If occupied, this streng th is
Ignored
In the t ollow ing scenano groups, forts and
cil les have an effec t on the Com bat Factor o f
units In til m for the defense only:
Scena rio
1 th ro ugh 3
4 tll rough 6
7 through 11
12 through 17

mul tiply co mbat val ue by :


in forrs
in cines

are separate and before any ground attack s.


The combat results, Including exchanges, are
applied solely to the detending un its.
M odu le 10.3: each ProdUClion Cen ter has an
In rl nSIC Defe nse Va lue of on e. On th e
Technolog ical Level Chart , ignore effect Ib);
!reat it as " N" ,
1O.3c addenda: In addillon w hen a Player's
Technolog y Level IS rais ed, all units on Ihe map
are aut oma ticall y upgraded. A Playe r may no t
build un its be low hiS Tec hnology Leve l.
ModU le 11.2 erro neously depicts a Light flee t
for a Battle Fleet, Ihis should be a Heavy Fleet
n2-12-751.
Module 11.3: Guerilla un its may be prod uced at
a cos t o f o ne Food un it , one Tax Credit . and
one Pro duction Factor, ill a space o f one lurn.
The followin g units and weapon- ty pes may
never be p oduced: ICBM, IRB M, A BM ,
At om iC w eapons, Hyd rogen weapo ns.

Mod ule 12.1 and 12.2: one Player may Ireely


o ffer supply 10 anotll er jf he chooses to do so.

5
3
2

3
2
2

Modu le 15.1' dou bling and tri pling o f taxes


does no t ca rry ove r from yea r to year. Each
year stands on its ow n.

Order of Oeploymenc and M o vemem


Playe rs alw ays set up their units and move in
the ord er listed, le ft to rig ht.
Artillery
In scenarios 9 through 17, artil lery uni ts may
mak e separate bom bardment attacks . They
may attack on ly a Single hex wh en doing so,
all hough more th an one arl1llery uni. may
al1 Bck that hex in co mbination. These attac ks

Module 32: airbases ha ve an IIltri nsic Defense


Value of one.
Module 364 : Case 4. Guerrillas may be
produced by malor powers in their home
co unlry, as w ell as In Case 4.

Strategic Warfare : 350 B.C. to 1984

$ 2,00
$2.00
$1.00
$1.00
$1.00
$1.00
$3,00
$1 .50
$0.50

$1.00
SO.50

Order all replacement pa r ts Irom :


Sinlu lations Publi ca tions Inc .
44 Eas t 23rd Stree t
New Yo rk, N,Y. 10010

In fu tu re Issues of M OVES we w ill present


gamer's repo rt s on the flow of Some Siraregy I
games, va ri ous art icles on redeSignin g It , and
perhap s some Simply scena rios nOI using a full
map Llla t may be eaSily and quickly played.
In future colum ns w e also hope to bring you
carrec Ions for Phalanx , redesigned Slluatlon s,
w ays 0 simpli fy all oj the Tactical Games
series , plus DeSign in formation an d computatIOns used In 1812 and Franco-Prussian War.

In his seco nd edi tion of Strategy I, we have


also rew o rked some o f the components o f the
game. As such thiS Is the new IIlve nto ry o f
parts, and file replaceme n t pa rts price lisl for
each:

Strategy I
Strategy 1 is more than <l game, It is II game
designer's wo rkshop. Th e 44 x 28" mapsheet is
" geomorp hic" ; it ca n be f itted together 4B
different ways. There are 1020 die.<:Ul unil
co unters in eight co lors. Seventeen scenari os
cover all aspe(.'ts o'f western warfare from
Alexander t he Great 10 World War Two,
Neo-Colon ial War and potential Nuclear Holocaust. Players can recreate changes in t he
dynamics of warfare through history. The rules
are the larges1 and most comp lete yet writ1 en
bu t th eir "modu lar" form allows pl ayers t o
select and co mbine t hem as th ey choose. Ru le
modu l es include, Taxat ion, Product ion ,
Leaders, Part isans, Gueri lias , Drafts and Draf t
Riots, Diplomac y, A lliances, Air, Naval , and
Subma rine Forces, and even Pl ague and Disease (for medieval scenari os). The scope and
variety of Strategy 1 li terally must be seen to
be believed , Many concepts f irst developed fo r
St rategy 1 form the basis of later game
systems. The game ca n be played by f rom two
to eight p layers. In mul ti-p layer games. diplomacy and all iances play a critica l role. Deci
sio ns on allocati on of resources f or production
are also crit ical , part icularly in the Late
Modern (World War 1 - Future) scenar ios.
St rategy 1 is avail abl e from Si mulat ions Publi cat ions fo r $ 10.

Srra regy { game inventory


M ap 1
M ap2
Uni t Counter Shee . Blac k
Unit Counter Sheet Blue
Unit Co unte r Sheet - R d
Unit COu il ter Sheet Gree n
Rule BOOk let
Scen ariO Shee rs (2)
Combat Results 1 able Shee ts 12)
Co nfer ence maps, shOWin g map in
co nt inental and tra nsoc eanic positi on s
Set o f Ive
Errata Shee

Most complete set of rutes in print .


More than 1,000 unit counter plus . . .
A huge 44" x28" geomorphic map and much more,

r
24

Grouchy atWaterloo
Marsha l G ro uchy is one of the peop le in
history w ho have assumed the ro le o f
scapegoa t over rhe years. Historians of th e
Wate rl oo Campaign p lace mu ch 01 th e bl ame
for N<lpoleon' s de feat at Wa terl oo o n his
shOu lders. The relrai n goes somethin g l ike. " If
Grouchy Il ad brought his troops t o th e support
of Napoleon at Wat erloo the outcome o f the
battle wou ld havfl bee n changed." Perhaps. But
o ne thing is clea r : lew 0 1 the works on t he
Battle o f Waterloo ever both er t o detai l wh at it
was that G rouch y was actually d o i ng those
fate ful Ju ne days.
T he Waterloo Campaign opened on 15 Ju ne
1815 when the f irst French t roops began
crossi ng rhe Sambre against sharp res istence
fra m minor Pru ss ian
for m ations. Since
Napoleon had " stole n a march " on both the
Prussian s and t heir All ies his army managed to
get across in relatively good orde r and slept on
he fi eld he night of 15-1 6 June. That night
Blucher. th e Prussian
commander,
and
Wel lIngton, the Ang loAl li ed comma nd er , had
th eir exhaust ed t roo ps marc hing as best t hey
cou ld towa rd the French. [N ote: I n thi s ilrticie
Prussian forma io ns wi ll be in italics for
c lar ity. i
On 16 Ju ne two ba-rtles occured, one at Ollat r
Bras and o ne a few m iles to I ll e east at Ligny.
At Ou atre Bras Ihs ou tc om e was basical ly a
d raw , with he Ang lo-Allied forces left in
possession of 'the field largely through F rench
ineptitude. ligny, how eve r, was a decisi ve
act ion. N early two- thirds o f he Pru ssian arm y
under' Blucher, were soundly beaten , sufferi ng
abour 30,000 casua l t ies uut of a fo rce o f no
m ore than 85,000.
T ile broken, rOllclless t rrain abou t L igny,
coupled w i tl, the lat eness of the hou r
preven ted an effect ive pu rsu it o f the Prussians.
Still, Napoleon sent I Cavalry Corps sc ou ti ng
northeaSI towa rd Namu r along the Prussian
line of commun ication. I I Cava lry Corps was
instructed to scout In the gene ral di rec t ion of
Gemblou x , a possible alternat ive line of
com municat ion for the Prussians and a sm all
force of cavalry was sent off toward Ti lly to
try to determine whether the Prussians had
fa ll en back that w ay .
T he respite given them by nightfal l enabled t he
PrU5sians to recover their strength and
cohllsion somewhat. B lucher's chief o f staff
o rdered the remna nts of I and /I Corps (c.
30 .000 men) to w ithdraw towards T ill y wh il e
1/1 Corps (c. 20,000 men) was t o retreat
towards Gembl ou x, Meanwh ile, Bu low 's I V
Corps (e. 30,000 men an d 88 gu nsl was
marchi ng u p fro m LIege. T his co rp s was the
on ly undamaged element in the Prussian
Army , having missed the Ba l t le of Ligny . Early
o n 17 June the lead elem ents o f IV Corps
linked up w ith III Corps.
Bu low assumed com m and a t III Corps and
marched both formati ons tow ard s Wav re o n
his own initi at ive. At 1020 this m ove was
confi rmed by Blucher. T his was probab ly the
single m ost 1mponant strategic dec isio n made
by the Allies in the Waterloo Campaign,
By ret reat in g towa rds Wavre, Blucher abando ned h is line u f commu nication, cutt ing his ti es
with Ilis b ase at Li ege and his line of retreat
back in to Prussia. Though badly defeated. the

byA.A. Not;

sem iseni le, se ptuagena rian Bl ucher was w il ling


to Ilave anothe r go at N apo leon m ther th an
qu it . By rh is deci sion he co mplete ly 81te red
the strat eg ic si tu at i on .

liege were a large, d i so rdered mass of


stragglers. T he situatio n was seriou s since the
Prussians were reco nce n tralin(1 bu t th e French
didn't know it.

Whi le Bluch er was retreating, th e F rench


cavalry was begi nnin g to report to N apoleon,
All reports seemed to indicate that the
Pru ssians were b ro ken and fall ing back towa rds
Pruss ia. The th ousan ds of straggl ing troops
jam m in g the roads towards Prussia seemed to
confi rm this concl usio n and Nupoleo n th ere'fo re assumed it was true. T o ensure the defeat
of the Prussians he en trusted some 33,000
troops to Marsh al Grouchy and o rdered hi m to
mai ntain a strong pu rsuit bu t to reta in his
freedo m o f movement. Since word from
Duatre B ras indi cated th at th e sit uation there
was st ill in concl u sive . Napoleon too k t he
ba lance o f his Right Wing w ith him - al though
inex plicably leaving on e full divisio n at 51.
A m and and marched to Ou atre Bras, G rouchy
was on his ow n.

Bl ucher reached Wavre w i th m ost of hi s army


the nigh t o f 17 18 June, w hile Grouchy's
troo ps slept. Earl y the nex t m orn ing he
orde red h is fo rces, by now numbering around
80,000 men, t o jo in We llington's forces in the
vic ini ty ot M ontSr.Jean . T he march was lare
In gen ing st arted because a ,nas,siv e t raffic jam
ensued Which took hours to clear up,
G rouc hy, meanwhile, delay ed his morning
o rders and did not rinall y rnov e out until
07 30, Wi th II Cavalry Corps scout ing ahead
an d I Cava lry Corps cover ing his left and
anempti ng to link up with Napo leon and t he
mai n body , he advanced on Wavre with hi s t wo
in fa ntry cor ps. Some his torians have stat ed
that Napoleon ordered Grouchy on this
morn ing to al l a n We ll ington's fl ank i f the
opportuniry p rese nted it56 l'f. Wh i le t here ex ists
no evi dence su bsta nti at i ng this order, it [s
reasonabl e to assume th at, if it was i ssusd,
Napoleon expected G ro uchy to recogn ize tha t
his primary m iss ion was to keep between
Bl uc her and Wellington at all times. But !hls Is
p rec isely what GrouchY fail ed to do.

Th ere were heavy rain s all th at day and these,


co mbi ned w ith poo r sta ff work resu lted In th e
grad ual loss of contac t beTween Grouchy's
cavalry pat rols and the re trea ting PrU5sia ns.
Attemp ts t o re-est abl ish contact w ere frustrat
ed by t he weather and by 1900 G rouch y gave
up and bed ded hi s troops down In tile vicinity
o f Gembl ou x, H ere he co nveyed t o N ap oleon
Inco rrec t repo rts fr om his scouts tha t the
Prussians had broke n into two columns , one
falling back o n liege and the other o n Wavre.
He indi cated that he wou Id pu rsue t he large r,
w hic h appeared to be headed for Wavre. This
eVil luation o f the situation w~s complete ly
wro ng. The entire Pru ssia n A rmy waS fa lling
bac k on Wavre, Th e troops seen heading l or

Adva nc in g ca refu lly but ag ressive ly Grouchy's


Cava lry encoun te red an d skirmi sh ed for ubout
an hour witl' elements of Pru ssian II Corps
below W vre begin n ing abou t 0930. Prisone rs
revealed that Bl ucher was send ing the bu l k of
the Prussian Army t o join Welling ton , and t he
com mander of I I Cava lry Co rps immediately
diSPatched this u npl easa n t In form ation t o
Grouchy, BV th is tim e Grouc hy had reached

The Waterloo Campaign

Key :
L..-I Prussian and Allied Positions,
1600, 18 June 1815

Waterloo

-..

French Movements,

1618 June

French Positions, 16 Ju ne
Fre nch Movements,

1821 June

\ Gembloux

\
\

II
I

Charleroj

...... ......... Namur

\
\

f,t/

~ ........

sam br

e River

25
Wa lhain w i th I I I Corps and IV Corps was just <J
little beh ind. Settl ing down for lunch. the
Marshal 's mess was disturbed at 1130 by the
sou nd of arrlli ery fi re com in g fro m the
di rect ion 0 Mont-St.-Jea n, abou t a dozen
miles to t i le northwest. Th e commander of IV
Corps and several o t her sen ior officers
demanded that Grouchy i mmediately move t o
support Napoleon, wh o W aS obv iously engaged
in i,l major battl e. Grouchy refuse d, po inti ng
out t hat 11is orde rs requi red him to pu rsue he
Prussians. Had he moved at thi s poi nt he
wou ld p robably have arri ved On Napo leon's
right fl ank aboll t 1900 hou rs, jllSt i n t ime to
fall on the Prussian IV Corps as it engaged
Napoleon's troops near Placenoit and also in
ti me to support the att ack of the Old Guard.
Undou iJ tedly , Grouchy cou ld have influenced
the course of the battle, but It is not
necessaril y the case th<.lt h is arr ival wou ld have
turne d Waterloo into a French v icto ry . T he
Iuncheon wen t on, 0 nIy t o be in [e rru pted
again at 1230 when the messenge r from II
Cava lry Corps Fin all y arrived, hav ing taken two
hou rs to cove r ~ bo ul six mi les, He ol d
Grouchy that tl18 Prussians were preparing to
fa ll on Napoleon 's flank .
Grouchy im med iately , and belatedly, moved
into act ion . I Cavalry Corps was ordered to
t ake the vil la"ge o f Limale fol lowed by IV
Corps, wh ile III Corps marched for Wavre
screened by I I Cava lry Corps.
Hold in g the line of the Dyle River, betwee n
Limale and Wav re, w"s Prussian III Corps Ie.
17,000) . Figh ti ng bega n at 1630, when II
Cavalry Corps arrived in fron1 on Wav re,
close l y fol l owed by III Co rps. Th e French
clea red th e near side o f the river hal1d ily b ut
gOI into a diFficu lt posi t ion doi ng so. From the
116ighls ot t he lef t bank Pruss ian ba tte ries Sl lot
up the French badly. A lthougll the Prussi al1
defense was i mprovi sed it was h igh ly effective.
I ronical ly if t he French h"d del ayed a bit
longer the Prussians w ou ld have bee n ou of
he position entirely , marching for Wate rl oo.
Indeed, one brigade had already marched o ff ,
but had been replaced by a w"yward brigad e
of I Corps which took UP posiTi on in Limale.
Meanwhil e, Blucher, by ttlis t ime closer trJ
Waterloo than to the aClion at Wav re, had a
difficu lt t ime cO l1vi ncing h is o f fice r, to
con ti nue to march to support Wel l ington.
I: ortu nate lyfor the A llies, he was successful.
Unli ke Grouchy, Blucher recog ni zed what his
p rimary mission was and did not permi
secondary considerations to i n flu ence his
judgement. Defeating Napoleon was far mo re
importan t han the fate of one corps at Wav re.
While Blucher WaS mak i ng this dec ision, the
si lUation along the Oyle grew heated and
bloody . In a short trme I and II Cavalry COfPs
an d II I Corps were ho tly engaged and IV Corp s
was mov ing up rapi dly, th ou gh because of a
con fusion i n orders It was tu rn ing up at Wav re
rather than limale. At 1700 Gr ouch y fi nal ly
received orders fr om Napoleon to assi st th e
main body at Waterl oo. Ordering I I I Corps an d
I I Cavalry Corps to keep up the p ressu re at
Wavre, Grouc hy assembled I V Co rps and
mil rched for Lirn ale, but not be fore wast i ng
more ti me by mak ing Ol1e f i nal attempt t o take
Wavrs.
At Limale I Cavalry Corps, supported by a
cava lry divi sion fro m I V Co rps, had just
suceede d in sie2ing the village at the charge
when Grouc hy arriv ed w i th the balance of IV
Corps. T he Pruss ians m ade a se rious eHort to
reta ke the place bu t were repu I sed by I V Corps

Na p oleon at Waterlo o:
Some Variant Scena rios
or Marshal Grou c h y to the Rescue?
If Grouchy had performed more competently at Waterloo he might have gone
down as one of history's greatest "clutch
players." Th is module enables players to
modify SPI ' s Napo/eon at Waterloo to
include a burst of genius on Grouchy's part.
Additional pieces needed for t he modified
game are shown in the Reinforcement Unit
Chart. These may be made from blank
counters or players may cannibalize a set of
NA W counters and select units of
equivalent strength. To use the secret " die
roll " tables players should each tear up a
small sheet of paper into six pieces, number
t he pieces 1 to 6 and select one from a
container held by the opposing player. each
p layer should keep his number secret until
t he time comes when 1he results of it apply
t o t he game.
" No Change", of course , indicat es that the
player in qUElstion must get along w ith his
basic forces. For the French, this means the
troops actually on the mapsheet, for the
A llies this means the troops on the
mapsheet and the regu lar contingent of
Purssians arriving turn 2.
The outcomes which provide for a reduced
or lat e arriving Prussian contingent, or no
Prussian conti ngent at all , indicate merely
that Marshal Grouchy has managed to hold
t he Prussians in place somewhere east of
the main battle area, l Prussian outcomes 2.
3 and 4 ].
The outcomes which provide fo r i ncreased
Prussian contingents l Prussian outcomes 5
and 6] indicate that Grouchy was more
incompetent that usual and managed to let
all of the Prussians slip through his fingers,
French outcomes 4 and 5 p rovide for the
possibility that Grouchy heeded General
Gerard's demands that his corps be
immediat ely d ispatched to support Napa
leon.
French outcome 6 indicates that the
Marshal made the right choice and
managed to come on with all his forces"

Obviously, the outcomes will occur in


patterns, comp lementing each other. Thus
if Prussian outcome 5 combines with
French outcome 1 it means that Grou c hy
has managed t o get himself totally lost. On
the other hand, Prussian outcome 2
combined w ith French outcomes 4 o r 5
mean that the Marshal has managed a
brilliant holding action. And if combined
with outc ome 6 it means that he has proven
to be one of the "finest generals of the age.
Secret " D ie Roll " Tables
A ll ies
1. No change.

2. No Prussian reinforcements arrive at any


time.
3. Regular Prussian reinforcements arrive
on turn 4, rather than turn 2.
4. Prussian rei nforcements arrive on turn 2
but on ly one 5-4, one 4-4, one 3-5, and
one 3-3.
5. Reg u lar Prussian contingent arrives on
turn 2 and addit ional reinforcements of
one 5-4, one 44, one 3-5 and one 3-3
arrive on turn 4 .

6. Regular Prussian contingent arrives on


turn 2, and all additional Prussian reinforcements arrive turn 4.
French
1. No change

2. No change.
3, No change .
4. French Player receives on 5-4, two 4-4's,
one 2-5, and one 33 t urn 4.
5, French Player receives one 5-4, two
4-4's, one 2-5, and one 3-3 tu rn 4.

6" All French reinforcements shown on the


Reinforcement Chart arrive turn 4,
A ll reinforcements arrive anywhere on the
eastern edge of the mapsheet, not more
than five hexes apart from each ot{!er.
Reinforcements not taken in one turn may
be taken in the next.

RE INFOR CEM ENT CHART


A dditio nal Fren c h Units
(under t he comman d
of Marshal Gr ouchy)

A d ditional Prussian Units


(re mnants of the 1st , 2nd and 3rd
Prussian Corps)

' ffiJ
' [;]' 1 5~ I ~ 114~4114~ I
~" [;]
101:8:1

6-4

81:8:1

5-4

1118]

5-4

12!8J

5-4

~ ~~
~~~

I~ I ~51

~
~

40
70
' ~
' C[J
' C;]
'
2-5
]-5
1-5

90

101Zl

2-5

~~
~~

26
and lIl e figllting d ied d ow n shortly a1l er t he
Frenc h si ezed a m ~ j or ridge i.I few IIl ",dred
ya rds west o f t he t ow n a1 Rbout 23 00.
The ne x t m urni ng G rouchy renew ed t he b at t le
and Pru ssian I I I Co rps was sound ly beilten. Bu t
then i t was l OO lalf'. Grouc hy learned t he
r,.sul t s 01 W,l t!!rlo (} al 1030. Re jec ti n'l a
p rep ostrolJ s sug geSli on that he filII on th e
Al li ed r~H r he dec id~d 10 retreat 111ruugh
N amur.
MaSle rfltl ly break ing u ff ac ti on al Li male and
Wav re. G rouchy carried N amu r b y 1600 and
carn ped there fo r the n i gh t. Earl y o n 20 J une
Prussia n /I Corps a 1 (;)C ked bu [ w a5 rep u Ised .
Lat er tha t sa me day . as his t roo ps w ere
evac uating th e town. t he PrLJssi ans ren aw ecl
th eir attem pt l u d estro y him bu 1 su fte red
some 1.500 casualties a1 t il e II" nds of the
reargua rd in l amry div ision. ii ndi ng Grouc hy
tou tough a nil I 10 c racl:. . i hp Pru ssi.ln s gave up
and m arc hed dway t o besiege som e French
frorn ier f o qrP.s~es. Th e next r1l 0 rn ing he
brought over 25,000 u nd ef eated troops i nto
Phi l jppev ill e w here . finding [hat th e mai n army
had <Ilready lef t , he paused on ly b riefl y .
Grouchy arrived at So isso ns on 25 June and
joi ned Marshal Sou l l i n an ~ttem pl t o save
so meth in g l ro m the wmr.k. T ogeth sr t h(,>y Ilad
SO m!l 55.000 t roops an d Grouc hy assLJ m ,'d
com m and o n tl rd "rsfro m Napol eon. Hav ill g no
o th er ch o ice he marc hed of toward Par is
h Ol ly iJursued by Bluc her's Prussia ns. now
redu ced to abo u t 65 .000 men. D el r ing t h is
reH eat Grou chy's tr oop s engaged . and general.
Iy got t hs bt!tte r of. the p(ussians in ha nd t ul
o f sm all bat t les. O n 29 Ju ne Grouchy 's arm y
m arched into Pa r is.

,I

Grenadier
Tactical Warfare : 1680-1850
Grena dier is il comp'JrlV I lJ al w ry I $Cluddro n
SCil lt: "a me o f wdr farc in th (wrl o d 0 1 t h>!
rlo rni n; nrl! o r colflnon and' musk c l. Thp gam '
depict s sl x l<:c n t am ous ba l l ics t ra m the ir IrDdu c li o n o t Ihe bay o ,,(H 10 t he inVCfllJO n ot
. ill i nl[, Because u f I h
l ac l i c ~ 1
srale o f
Gr en~dier SO lli e o f I ll(' bil rll [~ s ilE e rep rese n l ed
IJY LI uc ial sP'l me n IS . Isu la I!!d olnd si n IU lal Pcl.
Fu r pX <l ml1 l ~ , II.,., Ball I!' o f W<J tt' r loo l1<l1 r, ) i,
rep resc lII <:d u y lh" ,~ II " C !J u f Nap o leclll ... Old
Guard o n thl' m nk ' o f the Bri l lsh l ine . T he
13,1I lie 01 the Py ral nids (I 798 ) is rc rrcsen 1.pu
bv the il ttark 0 1 l lie MiJmE' l" h ' .. "va l, y on the
IliOSl ex poS/,'cJ F rcll c ll inl iln lr y . Several o llJ [,~ r
ba ll ies ~lI ch as Pdl o A IICl 1184 6 ) fra l n I I, c
Mexican Wilr are C(l Vl? l( ~d en li rf'l y . Com111<1,,(lt'r$ rep re5f' nlp.li In 'Iude Marl bor OUtlh ,
Fred eric k Ihp. G r c~ l . N dpo loo(l n . NeV, We'l li n!}
tOri, .m el Z.,c hary T ay lo r . SO li '" a t rhe 16
baili E." dep ic t'"" ill G rm mu " ,r Jrf' Bien " !!" " ,
Au <; l erl i 11 . Mam ll9 0 , <I nc! .I nil. AHiJc k s arp
d ivid ed 1111 0 fir e (m u sket Bll d ci) rl non ! and
shock Ib<ly o npt and ,a Ile,, ) nlOdes. There are
n in . I y pes o f in1all tl y u n i l ~ . ll ,ree caval ry eJllU
fivi' ;\1' 1 illerv. Grenadier's comb al reoo lu l ion
sy s1em d ~~iJl'n(1s less o n .. hal lee (o ie ro lls l l hall
any
ye t d,'vplupc:d . A va il" h lp fro n l
Si mu lati ons Pub lica l1l1n s to r $6.00.

[l""'"

Order of Battle
The Battles of Wavre and Limale
18 June 1815
lUI

French

t . 33 .000 111pn

Grou ch y

c. 100 guns

...

...
@D

-~

c---~

..
c---12J

" ,

c---0
"

"

r- [rrl l

1--1rrl I

0"

0"

.
-0

."

II

...

I
".
0

Prussian

~~

..
f...- C8J

.,

ITITJ
I

c. 17,000 m en
c. 40 g U Jl S

-~

"

[ZI

~~

[ZI
"

[!]

"

[!]

This out li ne order of batt le represe n ts


Grouchy's comma nd
t hroughou t t he
pe riod from 17 June. when Napo leon
assi gned h im ' th!! task o f pu rsu ing th e
Pmss ians. t hrough 25 J u ne, when he
j oined his f orc!!s with those of Sault at
Soisson s. For the Prussians o nly the corps
actually engaged at Wavre and Limal e are
no ted. Norma lly a French corps had 3

cavalry diviSion a!13c hed but in t he case of


I I I Corps th iS was missing. Simi larly , I
Caval ry Co rps o ught [0 have had two
cavalry d iv isions. but instead had one only
pl us a stray d iv ision f rom anol her corps.
A Pru ssian co rps Il ad no divi siona l
st r ucture. each brigade being al mosl "s
large as most F rench di viS ions,

Tactical gam e of musket-bayonet warfare.


Sixteen famous battles are depicted .. .
Co vering warfare hom Blenheim to Palo Alto.

27

NEW!

Moscow
Campaign

In Sep tem ber, 194 1, A rmy Group Center


lashed oul for Moscow, til e capita l of tl18
Sovie Un ion and hub 01 lhe rail network
fOI all of Cemra l Russia . The ensui ng
cam paig was one of the most desperate
struggles 01 World Wa r Two. As the
Germans massacred Russian fo rma ti ons in
Oct ob r, lhe Soviets con ti nued lO pour
fresh troops III 0 the Moscow Fron!.
Including fema le ditch diggers fro m the
c pl lal and reserves drawn fro m Eastern
Si beria By Novem ber, Ihe NaZI armies
were st(l iled - out of momentum and OUt
a t supply . In Decem b r, Sta lin launch d a
W inter offenSive \0 push th e exhclUs ted
Ge rrna rl arn'1I9S oul of RUSS ia and end tile
war Army Gr up Center was ordered by
Hi tler \0 "hold al all costs" and resis ted
billerly. Bu t Ihe W ehrmachl suffered ils
first del eat and narrowly aVOided colla pse
as it reeled away from M oscow . Th e
Moscow Camoaign simulales th e ebb and
flow of the Eastern Front dU rin g this
massive struggle. It IS based on extensive
research and provides a detailed "feel "
for East Front c ndl ions.
Originally the SP I staf f se t ou t to revise
Ba ilie of Moscow, a previous S8T game

(58T 241. But the rev iSions became so


ex tensive til al instead, an en tirely new
game was produced w ith far more deta il
and atten ti on to hls l orlca l accuracy. The
two -color mapshee t for The Moscow
Campa ign focuses on the ba ttle front of
Army Group Center fro m 115 lumpi ng-o ff
pOin t w est of Smolensk 10 its objec ti ve 160
kilometres eas t o f Moscow . Sca le is 9.6
kilorneters to a ex, so the city o f Moscow
occupies a full three hexes. In addition, the
comple te ra il ne is shown and is cnllcal to
supply and trans port of Sovie t troops.
S tanlng hnes for va rious scenarios and a
co mp lete l yin l eg ra le d Re i nlo rcemen t /
Game-Turnl W eather Cl1aft are prin ted on
th map and grea tly simpli fy set -up and
p lay . T he sim pl iCity 0 1 t he basic
"mechaniCS" ena bles players to use many
unique rules w ithou t becoming bog ged
down In detail. Th e Moscow Campaign is
based on Sim ulallon's W orl d W ar Tw o
diVision-level game "sys tem", but il is
" custom ized" or the East Front 1941
silualion by speCial features. For example,
there are ra ilroad un its 10 transport Russian
troops, "over-runs" at 10- 1 odds, and {WO
Comba l Resu lts Tables, one German, an d

24 Scenarios
Extra -large 22 "x 34"
two color mapsheet
400 counters

one Ru ssian . W ea th er also plays a more


crUCia l role th an in most Simula tions'
games. There are th ree basic sit uat ions:
Oc tober, Novem beJ, and December. The
Irs t two cover the lunges of Army Group
Cen ter nd the las IS based on Ihe Sovie t
W in ter aHack. There is also a campaign
game which co vers all lhree mon ths.
Within these baSIC situa ti ons Players may
experiment wi th eig ht va rying Orders of
SaHle tll a retlect il islOncal "wha t-Its" . A ll
In all , 24 di ff erenl Scenarios are availa bl In
lhe game. T ile fo ur hund red unit co unters
rep l esent Soviel and German divisions tbal
fougrlt l or could have fough tl tn Ihe
Moscow campaign . The wea ness 01 lhe
Soviet un i IS (mos t are 1-4'5 ) rellee ts the
dlfficuilies of comman d and organiza tion
that the Red Army experrenced at the star t
of the wa r. Bu t th e conce ntrated German
strength is o ff se l by l he sheer mass of
SOViet un its , five lines of fortifica tions, an d
Russian re lacements on the tra in from
Vladivos tok . The game becomes a lense
race agains t willter and the burgeoning
streng th of the Red Army . The Moscow
Campaign is available from Simu lations
Publications tor $6.00,

28

Napoleon at Waterloo:

The Bias
NobodyKnows...
by Redmond A. Simonsen
Napoleon or Wa lelloo proved to be qUltR a
popular game to play with in the rank s o f the
SPI stall For t Ie hrs1 ew monlh af er il was
publish ed, you co uld wa lk Into the offi ces
vir lually any li me o f the day and fin d a game 01
NA W 11 \ plOgress. Per h8ps because il is such a
refreshi ngly " clea n," las t-plaYing giJme , the
sta f was espe cia ll y a ttract ed 1.0 II fiX th eir ow n
enjoyment as c ntrasled 10 the more Involved
~nd complex ame s over wh ich we slave In our
daily w rEvery ta t mc mb r on the game
devp.loprne n team has played NA W more lhan
unce and some o f them play II to excess: I've
plaved 40 o r 50 limes Fven J im Dunn iga n wh o
almos never plavs an y games at all , played
several games o f Napoleon al Warerloo .
I the Ilrsl edition ot t Ie \:lame, t 1e French
Playe r had a vil lU al " lac " on victory. (The
second editi on IS dIstingu ished fro m the first
by three prinCipal changes: the defensive
rnul Ipliel
fec I o f Tow ns was reduced rom
th ree to IWO; art illery uni ts w ere forced to
suffer Comba t Results just as any other unit
w hen they w ere adjacen t to the unit being
a ta Cked, and a '1-4 BJlt ish inf antry un it w as
added to the s ar tlng set-up in th e Woods hex
southwest o f H ugomounl.) T he last two
c ha ng es (il nd part ic u lal il y t~le u ni t at
Hougornoun tl had a startli ng eff ect on the play
of the game: the balan ;e swung In favo r of the
Bri tish . As th e game now stands, lhe Bn lish do
nO l have th e " lac " tha t lhe French Player had
in Ill e fi rs t editio n, bu t thell for tun es have
nonelh less bee n co nSiderably brig hte ned .
The overall odd s of Wi nning a game are now
about 6040 111 fa vor at the Briti sh .

BU I in spite of Ihls buil t1n Brit ish bias, I


constanttv get In dical lons from players lila the
qarne IS Lm tlalancc d In av or o f th e French!
Even sonle of OUI con tn bu llng edito rs seemed
to feel th a t til e Bnt lS!"1 were ea sy pick ings for a
de termined Frenc h al!ack_And then it occured
10 me w hy many players were haVing diffi culty
wln ntng With the Bnllsh : a preconceived
defenSive a ttitL d Simp ly beca use I he British
are on {he delenSlve "s trategi cally ," ma ny
play els am lim iti ng them to purely defenSi ve
IBel/cal o pera Ions. TillS IS preC isely the w rong
thi ng to do III Napoleon at Waler/OQ, T he
garne-system and vic tory conditions favor the
at tacke r, AllY plaver w ll o co nducts a passive,
hotd - tlle-Io ne de fense IS desti ned to lose.
PerMps, It IS tha t pa rt o f the Frenc h vi cto ry
con chtlon s w hiCh require them to eXit seven
Ul litS o f the no rtl, dge o f Ihe map, ""hich
finally rlli sl eads so mil ny otherwise good
players. They become pre-occ upied w ll h
bloc king the passage o f French units, and lose
Sight 01 the more Impor tant fac t th at I th e
BII ish dest roy 40 French Combat POints
befOi e the French do the safT e to them , then
th e Bfltlsh w in and I does n' ma tter If th e
French e I their w llole army to the nort h. Th e
key to Brll ish Vi c tory IS reall y a quest irm o f
a tlllUd e and nerve . The Brl Ish musl atta ck

vigo rously and pa rticipa te in a race wlt11 t he


Fren c h to see who ca n destroy th e c r1lical
number o f Comba Poi nts first.
Now I reahze tha t what you' re read ing is
beginn ing 10 sou nd like " How to Enlarge Your
Ego by Propou ndmg Perfec t Strategies," but
tru ly all I'm at tem ptin g to Co nvey is I lat ti,e
ga me IS Via ble for th e Blltish, M ayha p a few
nu m bers are In order to demo nstra te my
content ion :

1. The French beg in the game w ith a to tal


str -ng th of 89 Comba t POints (an d its all
dow nhil l fr om there l. Tile Bri lish beg in the
game With 73 Combat Points
01 erri bly
disparnle armies.
2.

T~l e

average B lUsh unit has a streng1h o f

405, the average French un it has a strength of


3.42. Wha t hiS means IS Ihat fhe British uni ls
can conce naale thel! streng th more easil y
I han th e French ,

3. In the criti ca l fi rst move of th e game, 45


Fre nc h Combat Poim s (more Ihan half of
Napoleon' s army) is unavailable tor the assalllt:
15 pomts are ti ed up an nill ilating 1M little 1-4
a t Hougomount, and 30 PO in ts simply ca n',
reach th e Iron t , Beca use 0 1 th iS, the fact tha i
the Frenc h move fi rst actua ll y t)ecomes a
dIsadvantage . Since on ly tile British ce mel
and l or lett wing can be engaged on the first
game- Turn, Ihe British have a wonder lul
opportunity to employ Ihe resu lta nt lerTlpo rary,
lo ca l su pe ri o ri ty 10 l aunC~1 a s trol1 g
cou ntera tack dLJring thei r first Plci yer Turn .
Incidentally , all o f t he British army's strength is
Wi th in sln kin ra nge o f tile front during I eir
lirst Player-turn , unless the French reverse
direc tio n and retreat
4. In the second BrITis h Player- tu rn, an
Inlectlon of 34 Prusslan Combal Streng th
Po in ts is received _ In all Lruth , however, the
gcllne IS usually decided wit hout the Prussians
mak in g any g reat Im pa c t (o t he r n'lan
psycholog ical) o n Ihe FrenCh . ThIS IS becclUse
of 1M time/ space faelOrs in III game and \.he
Ilk lihood Ihal, if he has any Sense, the Frenc h
Player will be thr ustin g away from Ihe Pl ussian
ad va nce . Most games o f NA Ware actua ll y
deC ided In these firsl two Game-Turns. Ei her
th e Brilish w ill have broken the back o f th e
Fr 'nch army or Ihe French wi ll have
penetra ted Th e Briti sh line and des troyed a
Sizeable number 01 pom ts. IEven it the la tter IS
th e case , he British ca n usually sq ueeLe OU I a
draw by carefu l plaving,)
T I1e elemerll s 10 eep In mlild wh en att emp ti ng
to Wi ll With the Blilish are:
(AI Attack vlgorouslv and early
Odd ly
enough, a long game favors the Frenc h,
(BI Don't worry about Ihe Fre llch driving
arou nd a e o f you r !nalor tlanks: as lon g as
IIldividua l uni ts or groups are not surrounded,
you' re sa fe. Dea t I'i1th Enemy uni ts 1!1 yo ur rear
by destroying the m ra ther tha n trying to

screen . In a few games I've played, the Br itish


and th Fre nc h virtu ally exchanged starting
pOSit ions by w heeling arou nd on ano ther .
(C) Don ' t worry abou t expoSing a uni t 10 a
surrou nded cOll ntera ttack II bv such ex posure
you can su rro und and destroy a French unit of
similar sile before you lose that unit. Since the
Bri lish ac tual ly get Lile first chance to make a
coh ,ren t ana k, they have the edge In the race
() bUild up III
sco re 01 Enemy poi nts
des rayed . All you have 10 d is match the
sco re being achelved by lIle French Playe r but JUS! be one Player-Tur n ahea d o f him.
101 'Take alm OSI an y ri sk to deslr0Y a Fr ench
art illery lI nl , Loss of ar tillery Will ta e the guts
out of nnv malor et tor t
lEI SlI1ce the most natural pa th o f attack for
he French IS in Lil e cente r, i1 IS often advisable
for he Bri lish forces 10 pan like a stage curta in
and all ow Ihe Fren ch to so adva nce, The two
strong British fo rces then grind away aga inst
the French flank s w hile hold ing th e center w il h
a ligh t SC leen. T llis co ndil ion w ill only last
about Iwo Game Turns, but that is more tha n
enou gh tim e to sevf) rely damage th e Francrl
attack capabil il y
IF) Avoid plaCing Defendmg un il s adjacent to
each o ther m th e Ime_ Th e most effiCient
deploym ent is an every -olher-hex arrangement
iG I Never lose srgh t 01 your IJaslc Ob)eCl ive: to
des lrov as Iluic Iy as pOSSible th e largest
Frenc h Ll ntl s Do not tall InlO the trap 01
Clllem ptlng
hold tl,e line simply to hang on to
terri ory

'0

Of cou rse there IS no sys tem which Will work


all Ihe time and Players should main tain a
cc rl;;lIn degree of tlex lbilny in the way they
~landle
their orces, All that I' ve been
attempl ll1\j to indicate by Ihe foregoll1g is a
genera l approac h towards effec tively using the
Bril ish army 111 NAW. TI,e one th ing wh ich I' ll
be dogmat ic about, however, is the essential
tru th tilal one Ca ll1lot expect victo ry for th e
BII Ish if Ihey are not Llsed ag gressively .
One fina l nOte : Napoleon at Waler/oo is an
exce lle n t, challeng ing game. Experi enced
Players shoutd not ta ke a condescending
at titu de lowa lds il simply because It IS
speCifically d signed as an " Introduc tory
level" sllll ulCl llon Copies of NA W ar ava ilable
for only a dollar
and II i . a rare game which
ca n de live r such a great am o un
at
" play-va lue" at so Iowa price .

Wh o Are Y OU?
Th e cus tome r Isn'( alwavs rig ht , . . espe
cial ly whe n he forgets to Include his name
and ad dress with h,s ordert We've come
across th is problem a distressing number
of ti mes (pa rticularly Wi Th Bu si ness Reply
envelopes - peopl e simpl y negtect !O fill
out the address block ). Now w e appreciat e
geni ng you r money and everyth ing, bU T
w e rcat ly do w a rll 10 ful fill you r order, 50
please include you r name , address and Zip,
I,'s good pract ice to put full address
informalio n on every sheel of paper you
send us (we're not so perfec t enher) . Do
no! rely upon the retu rn address on th e
outS ide 01 yo ur en velope , . . envelopes
may get to rn or sch meared when handled
, .. " fail-safe" your ord er by pUlli ng your
address on each sheet. Than ks I

29

Playback
READER REVIEWS
This is a new feature. Since the beginmilg
of publishlilg about conflict Simulations,
magazines have relied on individuals or
small groups of "review" games in much
the same way that literary magazines
review books. While individual articles
sometimes show a sudden burst of
" genius ", there is a strong case that they
tend to ignore the real "veterans" of
"conflict simulations," the long-suffering
players. Lately we realized that via S& T and
MOVES feedback we were acquiring
enougll information to "Iet the people
speak" for themselves. As with af! our
feedback features, this is designed to let
our audience influence our policy. Whether
or not " Playback" becomes a feature itself
will also be determined by your responses
to feedback questions in this MOVES.
We are using the following survey to
develop our new way of reviewing games, a
way that does not depend on the
"expertise " Of "taste" of a seft-appointed
arbiter but on the actual "play experience"
of gamers. Besides the stan darize d,
statistical responses there is a brief essay
by someone involved in developing or
playing the game. The games reviewed by
this survey are PanzerBlitz, Diplomacy,
Kursk, and Battle of M oscow_

Player Review: PanzerBlitz

Plaver Review : Kursk

Publisher: The Avalon Hill Company,


Baltimore, Md.

Pub lisher: Simulations Publications,


New York Ci ty
Designer: James F. Dunnigan/Sterling
Hart
Subject: Grand Tactical simulation of
Operation Zitadelle, the last major
German offensive in Russia .

Designer: James F_ Dunnigan/Redmond A . Simonsen


Subject: Tactical. p latoon and com pany level combat in Russia around
1944.
A

(mapshee l l

B - (rules)

C (co un te rs )
0 . lease o f play!
E - Ico m ple tenessl

F - I ll alan ce)
G (I eng
-I

7.66
_7.2 1
8 .30
6.71
7.02

6.99
7.44

h)

Iset -up)

J - Icom plexlty '


K - (reillr sm)

L lo ve rall l

6.67
. 7.23
6.66
741

Comments : With so ma ny tl,ings going agains, it. it's


d iHic ult to determine just what factors make
Panzer Blitz so popu lar. The title and subjec t make
the game very p opu lar. The g raphic quality of the
game c omponents and the novel ideas tha t went imo
the game's design also helped . But, relativel v
speaking, pla vers fi nd th e game ar,ything bUI "easy"
to play . T he "comp lexity" level is well thought of so
that probably mitiga tes I he la ck of "ea sy play ." The
same thing probably happened with the rul es whiC h,
whi le clear , were " incomplete" if only because 01
thei r sheer complexit y. Set up time is about average.
The number o f pieces is some.imes large, but again
Ihe game's components make this easier. Length is
considered qu ite good . Finally, there is good realism
I" the game . Probably the key lactor in the success
of PanzerBlirz is the " modu le" approa c h. The boa rds
are in te rchang ea bl e as are the unit cou nters. The use
of sce na rios as well as the large possibility l or
expe rime ntati on probably are the fac to rs that
ove rc orll what defects the game does have.

A - Imapshee tl
B - (rules)
C - ICOUnl 8rs)
0 lea se o f pldV)
E - (completen ess I
F . (b al an cel
G - il eng l hl
H - (se t-up l
J (c omp le Xity)
K - [reali sm)
L l overa lll

6 19
6.86
7.29
7.08
. 7.21
7.21
7.23
6. 13
6.97
7.05
. . 7. 15

Comn le nts : 0 ne could hard ly pi ck a more obscu re


titl e (ha n " Kursk" . All the same it is a good-sell ing
and well -received game . It has served as a basis fo r a
constantly expanding seri es of games on World War
Two d ivisional level c ombat. T he map receIves only a
fa ir rati ng because many people prefer the
three-color moun ted forma t to SPI's ca. dslOck. For a
ga me as comp lex as w e conside red Kursk to be . the
rll les, balance , a nd game length were unusually well
re ceiv ed . Set-up has th e lowest ratin g but this is
p robably inevitable w ith so many unils. Kursk does
include se t-up maps to speed the game under way.
Kursk is the m ost highly rated o f l hese games for
" realism" as the na ture of the system really does
reproduce Ihe snaking banles in the for ti fi ed zones
on the Eastern Fron t.

Player Review: Diplomacy

Player Review: Battle of Moscow

For each game there are eleven questions


(lettered "A" through "L "I. Unless
otherwise noted, these questions are
answered with a " 1" (poorl through
"9" (excellent) rating.

Publisher:
Mass _

Publisher : Simulations
New York City

Question A - What did you think of


the physical quality and layout of the
mapsheet?
Question B
What did you think
of the physical quality and layout of
the rules folder?
Question C - What did you think of the
ph ysical quality and layout of the unit
counters?
Question 0 - What did you think of the
game's "ease of play " (how well the game
"moved along " l?
Question E - What did you think of the
"completeness" of the game's rules Iwas
everything thoroughly explainedl?
Question F - What did you think of the
game's play balance(was the game
interesting for both sidesl?
Question G - What did you think about
the length of the average game?
Question H - What did you Chink of the
amount of " set-up time" needed?
Question J - What did you think of the
complexity of the game?
Question K - What did you think of this
game's reallism?
Question L - What did you chink of this
game overall?

Games Research, Boston ,

Publications,

Designer: A ll an Calhmer

Designer: Dave Williams

Subject: Diplomatic and M ilitary conflict in Europe circa 1900,

Subject: German attempt


Moscow 0 ct -Dec. 1941

A (mapsh eetl

A - Im apshee l l
B ( ulesl
C Icou n lersl
D (ea se of play)
E - Icomplet eness )
F - (balance)
G - I Iel1 91 11 1
H - (se l-up)
J - Ico mp lex ity )
K - (r ealism)
L l overa ll )

D (ease of playl
E - kornple lencssl
F - (balan ce)
G lIeng th !

7.52
6.56
6.38
7.68
6. 12
7.62
5.63

1-1 - (sel ' up)

8.30

B - Irule s)
C - Icoun ters)

J - Icomple xlty)
K - Ire<l lisrn) .
L - loverall)

..

7. 17
.4.98
7.47

Comme nts: Diplomacy has alwavs been one of th e


most popu la r games amo ng 5&T subscribers.
Ime restl ng ly its hig h ove r-all rating is an average of
widely va rying respon ses to different aspects of the
game. II has the lowest rating (4.98 for "rea lism")
and th e hig hest 18.30 for "set-up") of these lour
games. It gets a low rating for " length" because to
be p roperly played abou t 12 hou rs are needed .
Diplomacy is ba sically a seven-player game. requ iring
ex(e nsive negotia tion for the forming and brea king of
all iances. Its " gam e system " is luck -free and easy to
learn but total ly lacks realism. The map Is o ne of the
fi nest now in produ ction and gets a high rating .
Avalon H ill show Id have looked at the Diplomacy
map be fore printing Origins of World War Two.
Diplomac y is an example of a game that develops
fi ercly loyal followers. It is, in fact. a whole sub-cu lt
of the gam ing world w ith its own clubs . zines etc. the
special "i " -group" natu re 01 Diplomac y pl ayers
proba bly accounts f or muc h of its popularity .

to

take

5.85
6.58

477
6.9 1
6.90

6.80
7.00
6.5 1
679
6.70

679

Com ments: Batrle of M osco w , w hich orig inall y


appeared in 5&T #24 , is one of the first generation
Simulati on s Pu bll ca tlons ga mes. It s compo nents,
while good for the time are not up to SP I' s current
standa rds. Certain erro rs in Ord ers of Battle and
ot her aspects of the game caused us to redesign it
from scratch. Part of the difficulty of making the
game had to do wi th the designer being unavailable
much o f tl18 time . COunters receive the low rating
they do because t hey w ere n01 die-cut but prir1ted on
a sheG ' w hic h pla yers had 10 paste down and cut ou t
themse lves . Overall th e rules, ba la nce, length, set-up
and Olh or "system ic" game components w ere well
receive d . The dramatic popularity 01 the ti tle
accou nts for sOme o f this since if you' re realty
interested in a game you read the rules more
care fu lly and underestimate thi ngs like diHlculty of
set-up . B81lle of Moscow was a dec ent game for its
time but SPl' s new game The M oscow Campaign
makes it more a c ollect or' s item than anyt hing else .

30
DESIGNER'S NOTES
(continued from page 2 1)
weapon, now a nfle ). The tit le of the ga me IS
m isleading, fo r II co ve rs not on ly th e ("B lue &
GreV "1 Am eri can Civi l W ar but also th e
Fran co -Prussian war as well as numerous
other "minor" co nflicts during the period . Th e
Ihlrd game In thiS se ries IS Soldiers, which is
announced m trli s issue of MOVES.
Another W orld W ar I game In th e workS is Th e
Ba ilie o f (he Marne. In other w ords , a division
lev I game. Unll e 1918, The BarrIe of the
Marne takes place ou t in Ihe open. The only
lort lfica ,ons are those surro unding Paris,
whi ch ar usuall y avoIded by Ihe Germans as
lhey seek 10 cripple Ihe A llied arm ies be fore
they cave In the German position . The game
conta ins various scenarios shOWing how the
prec ario us German posilion cou ld have been
avoided . Given the proper cond itions the
Germans cou ld ha ve ended Wo rld War I in
19 14 w i th a cru sll ing vic to ry over th e A llied
arm ies at the Ma rn e.
In sti ll anoth r game, Breako ut 8 Pursuit, it IS
the Germans who are again in th e preca rio us
posllion . T he game begins in late J uly, 1944.
The Allies are piled up in th e Normandy beach
head . The Germa ns are bled wh ile fr om the
attri tion bailies of Ju ne and J uly. M uc h of the
G rman army in France, particu larly less
mobile in fant ry diviSio ns, was still guardll1g
other coastal areas agains t an expected
second Allied InvaSlon _ In tile hlstoflca l
scenario th Allies blas t through the w eakened
German line and, I th e Germans aren' t care fu l,
lhey' li be surrounded and destroyed by th e
stronger and more mobile A ll ied un its. In this
case lhe German 's besl cha nce IS to make a
fighting Wi thdrawa l to the fo rtified German
border T he Alhes, o n the other hand , have an
excellen l c hance ot ge1\lI1g across l he Rhine
betore the end o f A ugust. Other sce nanos give
the Germa ns a better c hance. One allows the
coast detense d1VlSIons to be pl aced In the
Normandy fro nt, thus ma ing all Allied
breakout much less of a sure thing, A nother
scenario assumes a beller Sliua llon on the
Eas tern Front , hus allowing greater rein forcemen ts f or th e w est . Tile game is part o f th e
France 1940, Kursk, Ba rtle of Sralingrad,
Moscow Campaign line.
Bas ed on the suc cess of F1Virlg Circus we have
deCided to ex pand the tactical air game li ne.
Spit lire Will cove r t he period 1rom 1939 to 1942
III
Eu rope . Wh ile the game system IS
subs tantially the same as that used in FIving
CirCUS, co nsiderable modifica ti on took place to
accoun t for tile chan ges in aircraft techno logy
and tac ti cs be tween 1918 and 1939. In Spirfire
the planes are conSid erably fas ter. This is
accou n ted l or by cr1an ging the sca le of trle
game , In Flving Circus each he re presented 60
meters hO flZon ta ll y and 302 melers ve rti caliv.
In Spi(f,re the honzo nl al dimension is 136
meters and lhe vert ical one 500_ T he effective
range 01 7.62mm m ac hineguns wa s reduc ed
from 480 me ters to 300 because o f lhe use of
sturdier aricra f t in 1939. M ost importantly,
however, there w ere tile c hanges in tactics due
to the stur dier co nstruction Of 1939 airc ratt (as
w ell as Ihe grea ter alTlou n t 01 nowledge and
experl8m:el. M aneuve rs such as Ihe sna p ro ll ,
loop, w ing over and half roll now became
common . T hese tac Lical convo lutions had to
be bUilt in t o th e game. We've managed to do
th is success fully and have th us opened th e
way for a series of W o rld War II tacti ca l air
games

One 01 our m ost successful accomplisllments


of late IS a strE.teglc game on th e American
Rev ol u tion ca ll ed (wou l d you believe?!
American Revolution . The situation provided a
number of ullique problems
The game moves very fast and is qui te simple.
It' s also qune realis ti C and his torically accura te.
W e' re all pre l y enthusiaStiC aboul it We' ve
lea rn ed a lOt abou t th e A merica n Re vo lution
I"s t dOing lhe game.

MOVES fEEDBACK
RANK

r he Zu lu Wa r

/ 18

Comba l Resullsand TClcw::al Games

68 1

l
8
9

RATING

ART ICLE

M,1npowe r In Wo. ld War I

673

Bias 101 BeHe Balance

b.67

Rebu Ital I1cdJl'lond A SImonsen

646

F Du nmgan
'loin I Are SD Many To ln

639

AfrBrwo rd : J.;m-,es

50 L. tie Aboul So Mud ,'


Soli ta ir e War gamIng
~ Game DeSign - A Debate
IWf les or art .c l e~ as a wha l e~

5 17
6 15

503

10

PilSS In I~ev l e w -

600

11

DeSigner's NOles

599

12

Aebu llJI L ou Zocchl

598

13

1940 R eVISIon

595

l~

,,,

he Amnmel Syndrul1le Swphen 8 Piunck


RebuHal Da ve ;Nilhams

5.76
:. 70

16

Renu IIa l A I No l l

569

17

Rebu lI a! Rotten Champe r

543

18

Rp.hlJtla i

19

J l~ I ' lj Y<'JU' ,rJ

Ir ,lrOllu Cl ,on 10 Adva nce-d NapoleoolCs

OVERA LL

5 25
46 1

6 4~

These fee dback resul ts by themselves will


mean mu c h more wh en we can compa re them
to th e results for MOVES 2 and 3. Reading th e
ma il , however (we do read the mail) , leaves us
With the sHong Impressio n tha t OU f best bel is
10 tollow up strong ly With many "game
design " and game orien ted articles wh ich st ick
to the " nuts and bolts" aspects. T his mal' be
belaboring tile o bVIOUS. Bu t w e do see such
things an d MOVES has been improved
co nSiderab ly becau se o f it. Compa rr sons
between MOVES subscribers and 58T
s ub sc ri b~rs show little besides MOVES people
being a li l lie older and be tter educated ha n
th e usual S8T subscriber (whic h IS already a
h'gll standa rd l . II appears tha t MOVES Will
eventua ll y have at least 25 % of S& Ts
subscribers W hic h mea ns some 5,000 MO VES
subscnbers by the end of the year. RighI now
we have 2,400 . On the Feedback for MOVES I
only 27% fell MOVES w as all they expected it
to bc _ Another 20 % tho ught it w asn' t w ha t
they expected it to be w hile 53% simply
we ren' t su re yel. Hopefu ll y, we've now given
Ihose w ho are doub tfu l good reason to say
yes

Feedback
Moves nr,3 published June 19n

How ro Use (h e Feedback Response Card:


Afl er you ' ve finished r ad lng th iS Issue of
MOVES, please read the Feedback quest ions
below, and give us YOUf answers and opinions
o n th e Feedback Response Ca rd. The most
con venienl w ay to lJSe th e card IS to hold it
dlrec Iy alongSide the list o f ques t ions an d then
wrrle your answer-number In the response-box
on th e card wh ic h cor respon ds to the question
num ber. Please be sure your answer num bers
a.e legible, and be ce rta rn tl'la l the num bers 0 1
t e response-bo matches Ihe number o f the
q uesll on VOU ilr answering.
Please be sure to answer all th e quesllons
ask ed . Card s wh ich are Incomple tely tilled out
can no t be processed. W hen a questionnumbe l has "no question" after It , do no! wllte
any th ing In lhat par llc ular responsebox.

Whal rile Numbers Mean.' Generally spea~i n g ,


th !Ie are two ypes oj qucsll ns a ked in the
FeedbCl ck sec tio n: 11 ~ Ralln g questIons and (2)
"ves/n o/ no op inion" lvpe q lle~ ti o ns _
Ra ting Questions W hen answ ring a rating
qu es tion (su ch as w ha t you th ought o f a
part icular af Icle In ih ls I ss u e~ Wil le one
number fro m " 0" thr oug h "9" : " 1" is the
WORS T RAT IN G, "9" IS th e BES T rat ing , "5"
means an AVERAGE ra lln g, an d al l numbers
be tween express various shades of approval or
disappr oval " 0" IrldlCales NO OP I ION or
NO T APP LI CAB LE.
Yesl No Questions: When he ques tion is a
" yes 0 1 no " ques ti on "1 " means YES; "2"
means 0 (and "0" mea ns NO OPI NI ON or
NOT APP U CABLEL
W e hope you Wilt us your Feedback Response
Card as your d ll ec t-Ilne to the editors.
QUESTIONS

1 - no question
2 - no question
3 - no question
Questions 4- 16 ask you to rate the articles in
no opinion, 1 = poor , ..
this issue. [0
9 = exceflentl

4 -

Designer's Notes

5 - Game Profile : Leipzig


6 - Tae Series Ba ttles: Bicocca
7 - Advanced Withdrawal

8 - A Compendium of Warg ame Publi cations


9 - Summer of '43, a Kursk revision
10 -

Cardboard W eapons

11 -

Game Errata : Strategy 1

12 - Grouchy at Waterl oo

13 - The Bias Nobody Knows


14 -

PLAYBACK

15 -

FEEDBACK

16 -

This issue of MOVES (overall }

Quesrmlls 17 to 27 ask you to rate the type of


article you would fike to see in future issues of
MOVES on a scale of 1 to 9. 1 indicates you

31

ne ver want /0 see tha t type of article in


MOVES, 9 indicates Illat you want tllat type of
article to appear as often as possible. 5 would
indicate thai you enjoy a given type of article
but only occasionally.
17 - Historical Artic les (such as Grouchy at
Waterloo in this MOVESI.
18 - Ar ti cles treating History in th e context of
a published game (such as the Game Profile on
Leipzig in this issue).
19 - Artic les integrating historical and game
material with emphasis on th e games.
20 - Artic les strictly on games, optimum
strategies, tacti cal peculiarities, things to
watch for, etc.

21 - Artic les offering ru les revisions for

34 - Do you pre fer the treatment of history


with ref erence to a game (as in Leipzig), or
tre atment of a game with asides about history
(as in Bartle of Stalingrad)? 1 = prefer Leipzig
typ e Game Profile; 2 = prefer Battle of
Stalingrad t ype Game Profile; 3 = want
MOVES to alterna te varying mixes of history
and game material in Game Profil es rather th an
sticking to a formula.

FEEDBACK on PLA YBACK


35 - How often do you want to see
PLAY BACK in MOVES? 1 = every issue; 2 ==
every other issue; 3 == only once in a while;
4 = never.

Queslions 36-39 ask you to rate tile four brief


commentaries in the PLA YBACK section on a
scale of "/" I useless 1 10 "9" I very usefull.

published wargames (main ly Simulations and


Avalon Hill titles ).

35 -

Comments on PanzerBlitz

22 - Artic les on diplomatic-political confl ict

37 -

Comments on Diplomacy

games; Diplomacy, Origins of World War II,


etc .
23 - Art icles discussing the design process
and game theory, and tracing the evolution of
a specific game from initial idea to finished
product.
24 - Art icl es by an individual reviewing a
game in the sa me way literary critics review
books.
25 - Player reviews of g ames (game
feedba ckl supplemented by brief blurbs by SPI
staff (see PLAYBACK in this issue) .
25 - Articl es reviewing amateur games
received by Simulations in the mail.
27 - Articles on news and events in the
wargaming hobby; perso nalities, gossip, dates
and location of wargame co nventions, info
about wargame clubs, etc.

Tile following questions refer to A.A. Nofi's


article, "The Battle of Bicocca" and to the
proposed series of articles on tactical level
games such as Rena issance of Infantry,
Pha lanx, Dark Ages, and Grenadier.
28 - Did you find thi s article usefu l?
IMPORTANT: If you have played or own
Renaissance of Infantry ans wer 1 lor yes, 2 for
no. If you have never seen Renaissance of
Infantry, answer 8 if you foun d the article
useful, 9 if you did not.
29 - How often shou ld Tac Series articles
appear in MOVES? 1 = every issue; 2 = every
other issue; 3 =_ only once in a wh ile; 4 =
never.
30 - How do you fee l about th e balance of
history and gaming that appeared in this
article? 1 = too much history; 2 == good
comb ination of both; 3 = too much "game"
materia l
31 - In future articles when showing set-ups
should we 1 = show only the printed map as
published; 2 = create a new map to cover the
scenario; 3 == do both as we did in this issue of
MOVES.

Tile following questions refer to tile Game


Profile: Leipzig.
32 - Have you enjoyed the Game Profiles on
Tile Battle of StalingradlMOVES 2) and
Leipzig? 1 = yes; 2 = no.
33 - Would you like to see th is type of article
continue as a reg ular feature? (i.e. a Game
Profile in every issue of MOVES) 1 :: yes;
2 = no.

38 - Comments on Kursk
39 - Comments on BatTle of Moscow

Mirror, Mirror on the Wall Department


40 - is MOVES improving from issue to issue?
1 =; Yes, MOVES is continually ra ising the
high standards begun with MOVES # 1. I plan
to re-subscribe . 2 :: Yes, MOVES is improving
from the poor quality of the first issue. I w ill
re-subscribe. 3
No, MOVES is not
imp roving , but it is ma in taining a high standard
of quality. I will fe-subscribe. 4 = No, MOVES
is not improving. It rema ins w hat it was from
th e first , a puerile farce. I wi ll not re -subscribe.
41 - Do you find the Compendium of
Wargame Publications usefu l? 1 = yes, 2 ==
no.

Using tile results of tile following survey we


will attempt to develop a new system of
reviewing games. Basically, tllis system will
rely on the responses of the people wllo have
played the games. Added to these standardized results there Will be a short essay by our
own analysis people, which will attempt to
shed some light on these numbers.
For each game there are tllirteen questions
[Ieltered "A" through "N '1 . Unless otherwise
noted, these questions are answered with a
"/" Ipoor) tllrough "9'1excellentl rating.
Question A - Wilat did you think of the
physical quality and layout of the mapsheet?
Ques tion B - What did you think of the
physical quality and layout of the rules folder?
Question C - Wilat did you think of the
physical quality and layout of the unit
coun ters?
Question D - Wilat did you think of tile
game's "easy of play" (how well tile game
"moved along"l?
Question E - What did you think of the
"completeness of the game's rules I was
everything thorougilly explainerfl?
Question F - What did you think of the
game's play balance I was the game interesting
for botll sides]?
Question G - Wilat did you think about the
length of the average game?
Question H - What did you think of the
amount of "set-up time" needed before you
could begin playing the game?
Question J - What did you think of the
complexity of this game?
Question K - What did you think of this
game's realism?

Question L overall?

What did you think of this game

Question M - Would you stll/ Ilave bought


this game if you knew til en what you know
now about it 11 = Yes, 2 = No !.
Question N - do you think you received your
money's worth with this game 1/ = yes;
2 = Nol .
We Will ask you to rate three games . If you
Ilave not played these games, or have nor
played them enough to be able to evaluate
them, then simply place "a's " in the boxes.

Dunk irk (Guidon)


42-Question A (mapsheet)
43-Question B I ru les)
44-Que stion C (cou nters)
45-Question D (ease of play)
45-Question E (com pleteness of rules)
47-Question F (ba lance)
48 Question G (length)
49-Question H (set-up time)
50 Question J Icomplexity)
51 -Question K (realism)
52 Question L loverall)
53 Question M (th en & nowl
(yes or no only)
54-Question N (money 's worth)
Iyes or no only)

France 1940 (Avalon Hill)


55-Question A Imapsheet)
55-Question B (rules)
57-Question C (counlers)
58-Question 0 (ease of play)
59-Question E (completeness of ru les)
50-Question F (ba lance)
51-Question G (lengt~1 )
52-Question H (set-up time)
53 Question J (complexiTY)
64-Question K (rea lism)
55-Question L (overa ll )
66 Question M (then & now)
(yes or no only)
67-Question N (money's worth)
(yes or no only)

Origins of World War II (Avalon Hill)


58-Question A (mapsheetl
69-Question B (ru les)
70 Ques lion C Icounters)
71-Question 0 lease of playl
72-Question E (completeness of rules)
73-Question F (ba lance)
74-Question G (length)
75-Question H (set-up timel
75 Question J (complexity)
77-Qu8stion K (realism)
78-Question L (overalll
79-Question M (then & nowl
(yes o r no on ly)
SO-Question N (Money's Worth)
(yes or no on ly)

,.
V

SIMULATIONS PUBUC'ATIONS, INC.

4<1 East 23rd SH ell !


NewYork,N.Y. 10010

BULK RATE
U .S. POSTAGE
PAID
New York. N.Y .
Permit No. 5670

RETURN POSTAGE GUARANTEED

Kursk

Operation Zitadelle, 4 July 1943

The destruction of the German Sixth Army at


Staling rad decided that the Nazis wouldn't win
t he War In the East ; the d isastrous offensive at
Kursk dec ided 'they would lose it, In the
Spring o'f 1943, the Germans p re pared Operation Zitadelle. their last major offensive in
Russ ia. The Russians a lso prepared. fortifying
the most vu lnerable sector of t hei r front. the
Kursk sa lient. with tank traps. minefields. and
a massive concentra lion of armor and infantry.
The Germans knew this and decided to
ga mbl e. But th ey waited, and kept waiting,
while Soviet strength bu ilt up faster than their
own. Kursk provides six varying Orders of
Battle so that players can launch the German
offensi ve in May, June. or Ju ly against the
increasingly powerful and dug-in Soviets. Or
the Germans may choose to wa it for a Soviet
offe nsive and fight a mobi le. defensive batt le_
The d ie-cut counters in Kursk rep resent
German divisions and Soviet Corps; eac h hex
eq uals ten mil es. and Game-Turns are two d ays
of co mbat. Air units arB included, and motorized units use a dual Movement Phase system.
Kursk was a breakthrough in yame design; the
parent of France '40 and th e new Battle of
Stalingrad. Available f rom Simu lati ons Publi ca
tions for $6.00.

Grand-tactical game of 1943 in Russia.


Complete rules for tactical air support.
Pioneered our basic WWII combat system.

en
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JOURNAL
THE 0URIER
D,E Ll M

'by George Phillies

,Magazines have' been


liste.d b~ 'n3me.:". ~he
secane column of each
l!~tin'g gil{es,thead!1re,ss of
!lach maga~ne; wher,e
business and editorial
addtesses .a~e dlfferent, I
givetne~ !;luf1.in~f'addr~ss
fOr the magazine, The
third c'C!lumri ' give~ :t.!re
'subscription Rri~e. "the
sirigle;issue price, ,ani:1the
p.uIJlicalion rate~ Where,'a
sche.dule:.oof. :different, sui>sctip~Oh ,rates IS found, I
giy~ the.pne y'~arr r{lte for
the' '~rnan 'off'the' stfeet. ,(
Cl,ub maga'zines wilj~Em
-.- ~
lA..
- h~
~
give
- m6mutlrS
'Ip O1SeQUnlS, ' m\.!1ti-year' discounts. and so on.
The , fourtn column of<
each listi!)!) ,giv~", the
n'um12erpf> pag~ an'd: the
n.umber ' of' w.ords in , a
typical iss],le. Where is~u~~ are ,ofv8liable',le,ngth
I use ine "figu(es for"the
'most recent' issue; Tnis
solut'(ln '~Isq 'll:1dicat!!~ t~e
tYP.e .o f' printing _used' 'in
tn~ maga?_i!l-e~ "~~iiit m~s

~e.r:'

('Of-ten iricorr~ctly
referred ' to.as "hecto:' or

of

TheJif,th cglumn gives the


approximate circulatiol'l.'of
!h'e m~ga?ine. -Some qf,
th~ numbers- are more
exactthanothers;'an ~r[Qr
pf, 50, o~ so in mosf of tn'a
riurrihers~'wo_lJld opt "be
surprising. ,For <'the largepir,Cl,;!lalibn mi3gi3iin~~. ~20% error wc)uld -riot be
remar,k~ble. In, "tJIenext
~ompe~d,iuri),

hop~ 10

l)ave more, pfec.ise,' circulation ,fjgures.


The_~ ;;i~th and ,s,eventh
columns -describe' the
contents- of e.1<: 1')', - nl\!ga' zine ..{:olumn ~ix .des.criQ8S
~he;:, types ,of' artiole~
published iii tile magazirie
w.hile column ~ven'- is
used 'f or SFElc:'iflg commentS on ,printing,. history
and origi'n.

John Mensinger
1320 Magnolia Avenue
Modesto CA ,

S2.50/ year

m~thly

T.P, Kapps
1225 Saxon Avenue
Bay Shore, N.Y. 0 1170
R :-Bryaiit~
- ~
45 WiOOWI.Streill
~1 _ard!;M<!nJ ~)si..OZ~l
Daivd Isby
32,25 88th St,
Jackson Hts., N .Y.

FIELDCOM

nwo I mi ntatures
battle reports

small

21'"ges
1.600 WOlds
m imeo

36- - '

l~~~ords

unknown

land mi niatu reS;


all periDds

covers .aU phaoos' of,


lfIinialures ganifrig'

10_p"ges
5,000 words
mlmeo

100-

game revehvs

good game rev iews. bu t


sti ll a local productio n
improving with age

14~ p,rges

UrilCn'own

,0 !1l!f!t

aaver-ijimen!s

for m5deI' i:ollectors,


book and magazine collectors

mlnlatures

the longest mlnlalUres


rn8gs:i.iI1E': Speciali'l.es in
reports ';iI')<i' un1forms

~t -

20 pagES
14,000 words

22,000 words

mime 0

uniform and
color ,lnformation

8 pages
4.200wOrds

unkn-own

adve rtlSe me nts


wOlgaming neWs

Don Miller
12315 Judson Road
Wheaton, Md, 20906

$ 1.0016 issues
$0, 20 each
monthly

6.500 words
mimeo

10_p~ges

ISO

maga.zine revelws
N3FGB news

'tile Avalon Hill Company

S<UaiyelJr
$'I.oo,ell<ltt

2~Jooo

16 pages

sooO

IHE '

~- s ii.oolY;W
LenLllkofl<a
1806 N . Rlchmonil 5t,
'SO.60 cali'"
Chica9"o.>III: 6064.L.....- ...:__
monthly

Thoma$ Sobbptl(e
:2191M idila(/ h~ Rood

KOMMANDEUR

R. E, Johnson
P.O. Box 134
Whippany. N.J. 07981

PANZERFAUST

seo note

Len Lak olka


1806 N. Richmol'ld SI.,
Chicago. III. 60647

KAMRFGRURPE -PEIPER
WARGi\l'.'\tNG
JJ!~N~ L
-

NUMENOR

$3.00/ year
SO.75 each
qua rterlv

S2.00/yea:r
quarterly

7
~.onlhl.y

Mlnia!ure Warfare
Nu mber 0 ne. Burnley R_d.
Stockwell, London SWS UK
.

_........

S9.00fyea,
m onthly
~'......

'$7.00~'iear
,$2',00 each

Simuiali6ns'Rublieations
44-East ~fd S creel
N~w Y...oi~~~O
Rod Walker
47 19 Felton Street
San Diego, CA, 92116

Dick pielin
55!l2 W. Leland Avenue
C/licago. 'III! 6063Q

-r--:-

_~

game design
game l.IICUCS

onginalfy planned toCconcentrat,i


e,ntrr:e ly on gamy desl'gn . a~c~s

unknown

mili tary history


uniforms

the oldest wargami!lg / miniatu res


magazine Ibegan 19461. Journal
01 Mi l. Figure Collectors of America

ut;lkn.own

Dlpl~rTiacy

50

bibliography

lists all articles published


in all known wargaming magazines.
by l<!pic. 8ut h<>i' al'ld tllle ":;'

24 pages
29,000 wOrds
OTTsat

500

all ,phases.
,
cOneenltales' 0(1 mlnlatures
nile~, ~me reviews

100 official TF.W -

variable

350

IFW c lub news

mailed to all IFW members,


mostly with the International
Wargamar

u~~oWn

'g e,oor1l1 gamlt1g

nO',lp n'ger p~l)(rshed;


back ,issues' only'

28 pages

1~,000 words

HllLprodU~,

OTTset

3-4j:laglls

.3,000 ,wofd~
20

p~ges

14.000 words

10 Pages
18000 words
oHse t

100300

A H an<J other
board games

10 pllges
10000-wOls

uOknown

[Ilrdili.lJ!ry his~C1ry
o nance

28 Pages

8.000

13000 words
ofl se t

--32. pages

35,ooo'words

m inialu res

phot ograp hic mate rial

"HE ' SENTINEl

Boi;; Sione
,
,c/o. Garde!lS'Hlgll Wariiames <:: Illb
Palm BeIl"'1i!rcle~. F!lI..
.jI1m9Q!!}IY
$1.0016
Bob Schell
$3,00/ 25
21l1,I4th SI. SW
semiweek ly
Ca lgary, A lberta, Can .

~S:,OQJY1!'8r--

2.000

covers all a.speets


,orm8p' ~ r,g.amBS

100

Diplomacy bibli ographic


and game data

500

w8rgari1lng, ' il1I ,/?h8$e;s

unknown

colonial warfare

3.

unitorms
r:nHitary l)istory

'c lub ma,gaiine ofthil


MlIleal)' iM lnlatliie ,Society 'of illinois

unknown

game reviews
occu l t and arcane
k nowledge

lront half is on ",argaming,


rear half is on black land other l
magic . good artwork

or,drla"nee

local-highschoolclub magwne

STRATEGY &
TAcncs
S&T SUPPLEMENT

SUPE.RNOVA

~37W ;;~rllta:r~~u~lub
Simulations Publliations'
44 East -23(d Street :

Ne~York, 'N.Y. - loql.Q

Simulations Publications
44 East 23rd Street
New York , n.Y . 10010

VEOETIE

THE WARGAMER

boardgame tactics
new games
variant games

II'\{! SICL wargaming magazine.


Going quarterly

'f.~j)agaeS

lFW Slalingrad
So.,cility-news

pubtii!/ecLirregularly:' Inpasl
pubJi~liiecll!,rticle~j ' nOW 'lust

$2.00~ye"r

bimonthlv

$1O:"o07yc,ar

SJ.OOeae,h
~hIV
S3,OO/year
SO,75 each
discontinued

6 [lages
4.000 words
spirit master
48 pages
' I:K)'OOO 'WOlds

l/000wordS
of set

S5.001vaar
SI.DO each

2s pages

The Warga mer


27 17 Elnora Street
Wheaton. Md. 20902~_ __

$4,OOlyear
bim onth ly

26 pages
18 000 words
of1se t

c/o John Beshara


155 West 68th Street
New York. N .Y. 10023

bi~ontl)ly

$5.70f yeDf

c ~ rs~ news.

boardgames articles
new games

loca l club magazine . Shows


some effort On parI 01
club o ffic ers

13;000

hlstorical analYSis
u.nit gtuilies '
new :games

pullHsne.$ new game willi


e~h~iJl!' BesCrnllilll~ history

500

game tactjcs
variant rules

10-:Pailes ~
~!lOO 'Yfords

'National Capitol MTUiarY


Collectors- Box' 30003 '

~Iand

unknown

'~f/s91t!.t.Qlorl

lfa g e

pul)-lIsliecfoy !fIe SOi:.i iityo rAncienCS;

-Of

Milrit m_BJJIlJ

Herb Barents
157 State Street
2001and . Mich. 49496

WAZIR

the only wa'gaming news


magazine

48 pages
75 000 wo<dslll
of1se t

irreQ!.!l,~!:
$1.25/ year
SO.SO each
bimonthl y

69 Hiil lilne- '


Soo Ili<IfTlpton, ErtlIl8nd
501 SAO ",'

OO\YS

revie ws

quarterly

WARGAMER'S
NEWSLETTER

mime o

E.ewtsnl:'utsil'hel

.~I~a"M~r1

the 01Cl'est AmeriCan 3[n8teur .


magazine. Has built, up a verY
go'OO staff 'Of,writerS
-~ ,
~.-.-.-bibli ographic. histOrical and
lita rary data on colonia r Africa

campaIgn (4!Poris

war gaming

4 p"ges
2,000 words

,lill},l!e. Q-...ea M~1b..:.

8244 SWift,Road

SWABBERS

~.rrial!

l;DO~rwords

Wickliffe. Ohio 44092

S'&-1's companion maga~ine


on theQ!)' a I'IcHechnigue'9
of-Coii'f6ct S imulation' '
rllcords postal .;;p1~maCy
games and rating system

anclont frilnlatuii!S- - -

it(!'9.I;l.I!lr
STRATEGIC
REPORT

the English professional magazine .


No boa rdgmnes articles

36 Pages
~D90 ' woids
,<>(Toot

bimo,ntli!
$B.OO/year

--",

wargamlna. riuiflazine

I.!!!:.onthly

D.K, Ju ckett
R.O, ?r Harpursville
New York. 13787

SPARTAN
INTERNATIONAL
MONTHLY
-~.......
STALINGRAD
REVIEW
.

..

rea';n:exCHa;;ge"for

mimeo

_ smrit'ma~~ler

slamped. sell ad.d<essed IInyelopes'

~J..rnasti!r

SCINGSHOT

-"'"

1<;o?

$1,50110

SHELLSHOCK

SIGNAL

-r;;

published f or SICL members.

tiirooi:l!tllr_ _ ..;2~

~.'-

t.I1!I O_n9iool board wargarnil1g


rnagaivlO. Deals only-with Avalon

SICL c lub news


SICL tournaments

-gratis

~Y!!!A:.L1!82.

THE SCABSARD

pers-onal and clu'badVer,$amentsfor


game. "'IIg-82j~~; cal)d 'other materials.
5_u IV,IIy kL4!.!!C,h rSli!!!!
magazine reviews include listing
of all c ontents, Covers chess
al'ld rel ated gaming magazines
....

.t>.H ,game' ar'ticles

,-

now me-;Qed with S&T


Su pp leme nt into Moves,
back issues avai lable

3001

9ffS8t

124' Wao:en SlreBI

Douglas H _ Johnson
10 Overbrook Drive
SI. Louis, MO . 63124

aOO COJOfS '

history

Don 'GreaMoDd

SAVAGE AND
SOLDIER

mOst-conCentrated Single
'o f, articles on 'Uniforms

SOUfCO

+ 5000

~=<";;-Y~ '_ _ I~

'Stu'ilrt'Gll'bert
154:0 ,San Alios Place '
l,!,mQn G r~...CA. 92045

-~

SSG game artic les

(!li~

words'

variants

mimeo

s:JalenClon'~J.!l!(. fHL60514

IWinsted , Connecticut).

unknown

S1.35/yea,
$0.15 each

weekly

Oflhe

ma'i!azine
Special Sel\iice Forces

Connec~cut

10 page'S
6;500 words

~IROB'd

}ee ,\O,IOS

cl~b

information On Nuc lear De;uuction


and other games designed by
the publisher

game design

mo!,~
$6.00l year
$ 1. SO each
quarterly

Anz(o;

als'o covers_9,thergsmes of Sl!1OO-periCi:!

Nuclear Oestru c tio n


battle reports

500

birr,ontlliv

~frika ' Korps: BHI'I.~.ieg. ana

400

I sheet
18 000 words
011set

lQf,\'e.!t

Clonoenltalis"'on DDay, S)alingrad

61'1Ig es
4.500 words
offse t

S3.DO/ year
SO.75 each
discontinued

George PhilITes
305 M emorial drive #52OB
Cambridge. Mass. 02139

~id:S'ummer

n"fgazino 'of the


IFW Strategic,Air Watfarg Society

12_'Pages
8.000 WorO.s
spirit mastei'

MOVES

game reveiws
club news

,Qinionl hI.\'

THE GUIDE TO
WARGAMING PERIODICAL
LITERATURE

'

soc iety ,news


ordnance

1,500 words

S2,SO/ vear

AH -:-m oo!!,,, larK!


board' games
game rlivlu,'!""5.

mimE!2..

,'S tephenrMarsland
78 Genes.l Ii!. Street
,!,l1!.',~. N .Y;-1.L
77Q
M . F,C.A.
P .O. Sox 8
Rutledge. PA. 19070

....

150

batlie

small

2 Pages

GRI:JNDSTIIT

M INIAT URE
WARFARE

v..-argaming
all phase s

mime o

free to members

SO.60 each

46052

~rthe' whIms 'of'-tfie -edllor.


noq~n a schedule

h;;-sn'7 ;' bliThedsr;;;:e

I 50?

unknown

16 pages
8,500 words

variable ;c.8 pages


6,000 words
offset

L1BERAT,9 'R

mOOetns

'

$3,ool year
SO,30each
monthly

. IW SUPPLEMENT

esp. ' NapOf!ionlc$,

:beSt draWing s:"'pubITshed

mimeD

""'-4O, p!\ges

$,2,sOlyear
SO,so.eacl\
monthly

biIll.oiilhly

750,+

23 ooo 'words

Russell PO'IIIoll
5820 John Avenue
Long Beach CA, 90805

INTERNATIONAL

ana

mtnii',tur~. gapes
goQd art\vork '

Offset.m,rOOo

Leb3_noo~ Ind.

thE!.

imprOVing Wilh time;


may have stopped publishing

WoShil1!!!~' 20016
Simulations Publica tions
44 East 23rd SUfret
New York, N .Y. 10010

Waiter B!lc.t\anoil R:R .3'

elub~ magal.lnt!~of

London Naval W a,rgalQ!1s S6C1iI1y

unknown

GLAD IATOR
REPORT

WARG~MER

naval wargamlng

all periOds .

advertising
as ava ilable
offset (4 + ppl
32 p~ges- ~

S2.00/ yea r

4517 Harford RoalJ


l!alum!>le. M D. 2121.4

ARCHIVES

new games
mi litary hist ory

$3.SO/ yea r
SO.35 each
monthly

monthly

R oclWille, Center,
N.,!." I~O'

mag!lZJ~ ' in
the :lJ , S :.J~!ilc.Qn!.l!.-ry oolvJ
just starting operations

bOara

s3.00/y'eor

HO~SIER

;James

problibly- iho le8ding

!lSl/al wargsm)n9

l~r+

C.--:" Jo-lil)sOn

GUIDON

conversions
:'Q;'gi n~;' POsi'ii1

~~word, %

Fusf[iER~--

niE' GENERAL

unknown

mimeo

,30 pages

monthly

GAMES LETTER

the onl y Eng lis h


boardgaming magazine

-- -

illi:l. TrumgelSr

Richa rd Loom is
8149 E. Thomas Road
Scotsdale. Ariz, 85257

GAMER' S G'UIOE.

game reveiws
board game tactics

Sf50fvear

THE FLYING
BUFFALO' S FAVORITE
MAGAZINE

GAME DESIGN

c.l25

m'Ddel news '


'conver'SioflS

monthly

$2. 16/ year

3551 39th Streel. NW

26 p~ges
25,000 words

of Set

NOTES

mir.tary history
AH , SPI game articles

bimonthly

KevlnSii"r nhlI
G'o9(!ale 309L3' AmoscStreet.
gmb rldjle"IVIBSS. 021~,--_ _

Fl:AK

of interest to
modern miiliatu(!l,s ployers

unknown

$4 / ye ar

Lee Arwood
40 Coo Street
Winsted, Conn. 06098

1T11IitarY histor,t

12,QOO words
spIrit master

$.3 .00l v@ar

7614 FOOOSI, Vie-w Dt.


St. louiS'. -MO ..:3121-.. ~

unknOwn

24 pages

JI J>flr ~ar

Oliv;.;W.~hmeVer

.3'I, P!'ge.s
-33,000 WQfds

7, 000 ,""ordl;
mimeo

,9I~g~ry, ~I~ ~;;.,.~_~~ ~-~~

'~hectQgraph"-). ~'mirn@o"

(Whi~h il'clu~es' ,b",th


mimeOgraphaiid Gestet;.
ner p~ocesse~.t '~()ffset"
I~ny sort,
photO:0ff~t
printirtg}, Md' "phbtocopyf {the J:<erox. 'and its
re-Iativest -

~S:OOlyear

John' MinslJlild,
2111-14\h Avo"SW

EUR0PS'44

I tJr~nr' th~ foll,owin'g


table~ of information on
the 52 wargami,ng mag,l iiinel?,of wh\ch lam ~WJI.re.
~Iert . readers will notice
that I have, omined from
this ,list tlie restricteddrculatiO'll magazines ' of'
which 'I 'am aware. In
particular" the' 'i Pil Me-;
seager, \ the Spartan
chrpnide" al)dl,he If\(](
Voting ,Un;', magazines
have alrben" li'lft out

WE. McK-...nzie'-.

16' HuQ.o ,Road


L~on N 15 SEU ~Ii!nd

BAT,TLEFLfET

--

$2,00/ 10 'i;;ues
50.25 each
monthly

GENERAL
CONTENTS

28;P~ges

unknO'llln
'$4,OO/ 'ear
S7.00/h"ars
!I,per yea-r

Vernon J. Stribling
406 Crockett Avenue
Philade lphia, Miss, 39350

CIRCULA nON

:i?,ooo;words
OTTSilt

quarterly

'!.ieniiu. 'Vlrg1nra.22180
BATTLE FLAG

NO, OF PAGES
NO, OF WORDS
PRINTING
PROCESS

a",c~;Rnllted
merged with Game Design into
~"~

Moves. Bac k issues available

space wargamiii;j'

m,mjl.?_
' __
va riable
5.000 '" words
spirit master
~;QOOwOl'ds
~~t

unknO'llln

350.

IJI1ifcirms
mUilary history,

unk nown

mtniatuf8s
boardgaming

QIIO OJ tJ16' be$i=p~ted


Wsrgamrog mag1l2rncs. Gooth-art. ,
Has qmitea' cOvorage ,oi'wargaming

minratu-res.

irlhperiDd!\

of 1set

mimeo

~~bff~~~o~~a~o~~r~':,~

in teresting campaign rules

2i p,,"jies- 15 000 w&s.


14 pages
7.500 words

nava l wergaming

seve ral

hundred

Dip lomacy
tac tical problems
club news

magaz ine of the


Diplomacy Association

-..J

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