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2 MOVES nr.

53, published October/ November 1980

Opening
Moves
HOW MY DOG ATE MY HOMEWORK
OK , Simsonen , v,' here' s the Fifth Corps
arl ide you promised us? U h ... ah .. . my dog
a te it.
Circu!arion: 9950 As of the wri ling o f th is column, yes-
Vie have no bananas. The wri ter was lined up,
Editor/Executive Art Director Redmond A. Simonsen it was gonna be in the mail and everything
Managing Editor Robert J . RyeI' was smooth and groovy and then - nO Ihing
Associate Editor Mic hael Moo re happened! [ dunno (s hrug) . As you can
Art Director Manfred F. f',l ilkuhn figure OUI from the timing of thes e th ings, we
work on a pretty tight deadline for the most
Contributing Editors recen t games article for MOVES. Really only
Greg Costikyan, James F. Dunni gan, Eri c G oldberg, Phil Kosnell, a maller of weeks . When a n article gets
Sleve Lisl, Thomas G . Praluch, Charles Vasey derail ed it's nigh onlO impossible to re~o \'er
MOVES Mugazine is l'opyr ighl ce , 1980. Sim ulalion, I'ubli cal il'ns, Inc . Prinled in U.S .A . All righl.s rese rved . All and ge l anot her one wri I ten to tak e its p lace.
edito ria l and gl! ncral mail shcJulJ be addressed 10 SimuhHi nm,) Pul:11ica li u lls I 11(' ".251 P3r k /\ VC rlu t.'" S ll ~llht ~,Y . . N . '(
10010, MOVES is published bi.n,or"hly , On e year ;ubsuipli ,lI1> (si x i.,,,!Cs) arc al'" ilable r""
$ I I.()() (US). Bad< ;""es That d oesn't mean that you ' ll never see
Or single co pics l,r Ihe curre n< iss ue are available "I $2,25 pert'opy. Please re mil by " hel'k (' r 1110 ney order (US fund.; ). a F(fth Corps article - it doe~ mean that
Prinl ing and Rinding by ~.' dlcsky Press, Inc .. 1' r3mingharl"l , Nluss. we'll have to wail u nt il nex t issue - bOlh to
GREAT BRITA!!I,' & EUROPE: Brilish llnd Eu ro pean CU<1 o mers , ho lJld p!;"c Iil eir lmler, fN SPI pr,ld uCl \ 01' sec it and to find out how il ",,'ent astray (my
sub ser ipi io ns wi I h SIM ULA TIO NS P U R I , Ie ,\'1' IO NS, UNITED K I NC flOM, C ro wTl Pa ssage', Hale, A li rinc ha m . guess at the momenl is t hat it was literally lost
Cheshi re. WA I j 9SP, Unil ed Kingdu m, Ilask sub." rip lioTl rale for SP UK is (polln d\l 5.90 pel' year. AUSTR A I. IA &
in the mails - a nOI unheard of eventua li IY) .
NEW ZEALA N D resilie nts shou ld place orders wi ill JI,'11L1TAR Y SIM ULATIONS I'TY LTD ., 18 f o nceca S IIWl .
\-loda illoc. Vic w ri" 3 I \/5, Aust ra lia. I hope my a Ulhor does n ' t think I' m p icking
ARTICLE SUBMISSIO NS: Readers are in l'ited ,"tlTTl il artic les fo r po ss ible jlllb lin ui o Tl in ,HO VES Magazlnt'.
lc'
on him (everyone instantaneously forgels
\1anuscripl s rllU :,)l bl,.' I YPc\\Ti ll en , douhle-~paced. l"J1l Hliz \ 11 wh Ll C' bond , \\l i I 11 ge ll c E'o u:') Ii fl C kllg l h of 55 [0 tio5 what I say in I his column anyway ). I' m jus t
characters. Please include you r l ll~ [ narrlt; .ant! page numbe r nn cach rV1S pag~~. and yuu r name. 3ddrC's~ . ptU) rlC TlUTTl ocr, menially shuffling m y feet and saying, "aw,
~ lIg ges l ed Ii i Ie. and ho norarium prefercllt:c o n l hi,: <.'o\-er pa~e_ "Vidl ~ 1J b rlli s"io rl , ind ude a sla m ped :;el f-addressed
shucks, I really did int end to have th'e most
postcard wit h Ihe na me uf your a rlicle on ' he message ~ ioc. Art icles and ilhElra[io ll ) ~aruh'H br H." lur ned. In no in-
sta nce, h()wcvcr, r.:un SPI assu me re.:;po n:-:;ibili{y fo r rnanu'i-(;ripIS and illu s(ra, illn ~ 1)(1 1 spL'cifkall y solicilC'd. recent S&Tgame Ireated in th is issue."
I want to en~ourage all you good folks
out th cl'e \\/ ho enjoy wriling about games and
gaming to peck away al yo ur typewriter key s
and produce happy articles. To wit:
In this issue ... * We need co mpul er-relaled material for
SpiBus (see page 13) . This is an opportuni-
C'est La Guerre, Part II lA N CH.A. D ~"'//Cg 4 ty for MOVES to associa le it self with an
allied field of gaming and inlellectual ac-
Anything-to-One IWCh'!\fL W. PHeLPS 11
tivity that co uld have big benefil S for Ihe
Enhanced Napoleon at Waterloo JOHN SC/I 17R,cC,1( 14 readership (gamers giv ing 0 1her gamers in-
sight into minoco mput er games, so ft-
Forty-Four, Forty and Fight .l(AR!. E. WIEGt .4 S 18 ware , and equipmenl) .

In the Arena of Death Ph/UP .'AAtlD-IAL 22 * V,ie need good stuff on other publishers'
games - bOlh pro and con . !\10VES is no t
Stat Rep: China War Ci A UDE B i. OODC;(JO[) 25 an SPI games ghet to a nd it's up to yo u to
keep the neighborhood mixed.
FireFight-City 26
GArlY C MORGA/v
* I' d like 10 have someone wilh truly broad

Back on Little Roundtop 29 ta ste do a survey article on gaming


magazines (the re are an awful lo t of them
Opening MOVES Rf- OMOND A . SI ..V!ONSF;V 2 la te ly, aren't there?) .

SPIBUS BIi..L ST. ./Ol-Nv (C'cl ) 13 * You Bril ish guys, rally to the ~olours and
sta rt sen ding stuff to the MOVES in
Designer's Notes SPi R&D S TAFF 31 English Edi lor, whose new address is:
Charles Vasey, 4 Bart o n's Dr ive, Yate ley
Forward Observer tHiC GOLDfJU/Ci 35 Camber Icy, Surrey, England

Feedback/Playback Questions 38 Ha ppy Thanksgiving, everyone . See you


next issue .
P .S. To Bria n Libby - I apologi ze 10 you
S imulat io ns Pub lica lions , Inc , 257 P,trk Ave n ue Sou l h, New Yo rk, N .Y . 10010
and all t he read ers for my man gling of Ger
man and French phrases in MOVES 52. A1ea
culpa, mea culpa (oops, is my Latin OK??)
Redmond
3

Ask your SPI game dealer


about these military game titles!
:2 S5 Pz 1 Ark 14 \'. c
xxx C>O Mdnt,h .\lcOlnd
10 [l 0
.H ...
Interdict
r M 8 r, p~
-'
. t
II BMP $"'; \ l,...~~; _" Iel!iion
~ fO ., f!'~-,....-- 'a Indpn t

rB~
2/ 28 /1
4-6 ~~11""
f.. ,~
,

Kursk NATO Division Drive on Washington Pea Ridge


H ISTORY'S G REATEST Commander TH E BATTLE OF THE GETTYSBURG OFTHE WEST.
TANK BATTLE July 1943 LEADERSHIP' UNDER F!RE MONOCACY JUNCTION . July 9.1864 March 78. 1862
Sirnul;.llioll of lh(' las{ () ffcll ~ i vc in the
The baltic Ih31 lumed the tide of WWIL O ver 20 diffcl'CIlI a.'pec IS o f modern 1..'(lm- East hy Confederate fnn:es a.\ (hey .:ross Ba, ed o n Ihe TSS Sy~ I~I11, Pea Ridge
German pa nzers Cll t t,."mpt 10 break bal 3rt Lo vered 3" the War ')(1w PHt' ! at - rec re~l( e ... Ihe bailie Ihal ea ve control of
Ih" MOl1ocac'y River 1(' hru,h asid e Ihe
through sol id ly "rltrended Soviet ro,,;c ~ telllpt"i w break th ro Ll~tJ NATO fnT\:e, in th t' trarl\-i\1i~si-".si ppi are~' to the Union.
defending Union army . and threaten
LO capt ure KUf".. k. Three :'i cenar io";, CO\'Cl' Germa ny, Ruk'o" l' ll\'I:r l.:hcrnic31. i11Jdcal' T h ~ Union arm)' musl will1Sland an aI-
Was h ington, D, C. Ba., ed o n the TSS
Ihe campaign from a hypot hclic'u l )"1a), and Ck";ITl1Ili l ' \~ ;:H ra r('; hallie tll odes; and 13(,~ by Rebel fllrct"s alm(1 ~ 1 I wic e" jp; size,
sY';'Iem, I he game Lo ve r~ figtHing in
assault [0 Ihe ove rwhelilling Augw;t ~t.)rn bi~1 o;uppon clemenls. T \\o-pluYlT. wheal field, and Ih e efreci General Jullal Special rules n)VC T nigh! time maneuver s.
St)\,iet co unteroff~n 5i\' e. .; ; n!itaire and H('('11 1ro 1\cr" v(T . . iorl l... Early had on his lrO(lps. and I h ~ ~"tl k lasl ing illll1 t he second da y.
2680. $15.00 2310, $27.00 2940, SIS.95 2950. $8.95

II
if:)o> Il2
8 6 12

Dive
""t"
Bmbr

Battle for Stalingrad Empires of the Air War (Updated Edition) Leningrad
THE STRUGGLE FOR THE CITY, Middle Ages MODERN TACTICAL AIR COMBAT THE ADVANCE OF
September-November 1942 A rich Iv de l aikd <'; l mulal io n of almos{ ARMY GROUP NORTH Summltr 1941 '
A DYNAMIC SIMULATION
The ballie (hal ended Germa n :;?:\pansiu n OF MEDIEVAL EUROPE. n1 -1467 (; \' cry a~p('.;.: t of modern aerial' combiH. A recreal i(ln of lhe German drive 10 tak e
10 the eas L Germa n ru rl'(,~ driH: i(\(o Ihe Mo der n airc r3ft <ince 1952 do bailie ill L (.:ui ngrad. Crai.: k (j(.: r nl~t ll lIni l ~ allcrnpl
,1\ mllili-playn game in which up to s i ~
city at will until a SO\ k:l r Cilction i, spark - hi '!o l o ri cal an d hyp('the licHI "'cl,. nario ..... to l1\C nU ll and dcor;;tr'o), Unif ied Sov i(' [
playe r.;; bc-cnmc dVlIlI .... l :) ami build
ed, 1\, Ihe fighling ~n l e" Sial ing rad. Ihe hi srori('a l ki n~ d () mo; int o \ <\, 1 Crllpirl.'s . Ori,t.! innl Ai,. Wo,. has bc..:t;n updaled tn uni(:~ and .;,eize the ('it\ befo re So viel rein-
uppo) ing forcC') b ~ cn rl1c lnd:ed in a see- ~ i \'e p[ayl..'r . . m()n~ nc xihilil Y and new forCement s blu nl Ih eir allack, Air po"'er,
Special rules ('~) \' er (." ruo;a dC'..;, ! tho;: Sc hi sm ,
.. aw ':.1l'uggle for \'ital (~b.i elt iyes, a jr pli.lTl(~ "" and mi.., . . ik ..... supply lint' ') and terrain are crul.. ial fa clors
p13guC'.;;, and iJnasio ns by \1l)n~oh,
2840. S15.00 Saracelh a nd ViRings. 2700, $\8.00 2670, $22.00 in Ihe ~ame, 2860. S5.95

Here are the rest of SP/'s most current releases , ..


Cityfight 1$23.001 Patton's Th ird Army 1$5,951 Com mando ($19.001 Paratroop ($ 5.95)
Bloody April 1$27 .001 Mech War 2 ($35.001 China War 1$5,951 Berlin'85 ($5,95)
Battles for the Ardennes Quad ($20.00) Army Group South Quad 1$20.001
Campaign for North Africa {$44.0Q} Great War in the East Quad 1$20 .001 Agincourtl$14.00)
plus James F. Dunnigan's The Complete Wargames Handbook $7.95
4

REVIEW & CRITICISM

C'ESTLA GUERRE
,A Survey of Napoleonic Games, Part II
by Ian Chadwick

leaving enemy zoe's, and combat on a but considering the age, it's an excellent
voluntary basis . game. The terrain is drab and the gullies and
The French have a tough time of win- ravines of the battlefield are missing as are
This, the second part of an article begun in ning since the onus is on them to batter the the hills and orchards. However, nicr
MOVES 52, covers tactical games on the Allies before the Prussians can arrive, and chrome was added with the inclusion of the
Napoleonic period. The informatio" given in- also to escape off the board with enough optional Moscow militia and the reluctant
cludes the name of the game, publisher, date units. Their chances are somewhat better in .Old Guard rule.
of pUblication, designer/developer, com- the advanced version since they have more Borodino is a classic game, still a good
ponents of the game, and the scales of game units to delay the Allied movement. Unfor- one for that short game when others are just
map, game-turns, and counters, The three- tunately, the latest version does not have the too long. It's good for many playings and
letter rating for each game covers playability, advanced variant. open to some nice fiddling, if you care to try
historical accuracy, and component quality, By today's standards, the game simply is some what-if scenarios. It's also excellent as
respectively, not adequate for the average or better gamer, a beginner's game for those not yet initiated
but it is excellent for introducing the young into the depths of the hobby.
neophyte into the art and science of war-
gaming. (The latest give-away edition comes AUSTERLITZ: BATTLE OF
with a 17" x 11 Yz" unmounted map, 75
counters and no advanced version. It rates a
THE THREE EMPERORS
REVIEWS BICl B).
(SPI,1973)
Design: John Young
SPI (Simulations Publ ications, Inc,); IG (Im- THE BATTLE OF BORODINO
perial Games); GDW (Game Designers' 10 pages oj rules. 100 counters, one 28" x 22"
Workshop); ME (Martial En terprises); OSG
(SPI,1972) unmounted map, boxed. 400 metres/hex,
(Operational Studies Groupl; YP (Yaquinto Design: John Young I hour/turn. Brigade and division size counters.
Publica tions) . A/B/C
10 pages oj rules, 100 counters, one 33 " x 22" This is one of the older Napoleonics
unmounted map, boxed. 400 metres/hex, 1 games, but all of the main elements of the
hour Iturns. Division sized counters. AI B I C NA W system are highly visible - rigid ZOC,
The second game SPI produced using compulsory combat, ranged artillery. How-
TACTICAL the NA W system. The French army, arriving
piecemeal, must attempt to take the Russian
ever, there are two differences which add
greatly to the game. Cavalry may leave an
GAMES redoubts from the Russians, whose army is
slow to move and react in the first day. There
enemy ZOC at an extra cost of 2 movement
points, even to enter another ZOe. This
are three scenarios to cover the daily battles makes cavalry a formidable weapon in the
NAPOLEON AT WATERLOO plus one for the entire campaign. Set up is game. French units may stack 3 high and
(SPI, 1971, rev. 1979) done according to miniature maps printed on Allied units stack up to iO strength points.
Design: Jim Dunnigan the edge of the mapl chart surface. Victory depends on the Allied player
Borodino is an old favorite of long-time moving units off the board, plus elimination
4 pages oj basic rules, 2 pages oj advanced rules; players. It's a longish, bloody game with low of units in combat. Once a side becomes de-
50 counters Jor basic version, 120 Jar advanced;
unit density. Russians are hard to pry out of moralized, it loses its ZOC's and strengths
one 17" x 23" unmounted map; boxed. 400
their redoubts and the French take a long are halved, at which point the demoralized
metres/hex, 1 hour/turn, division sized unirs
(brigade/regiment units in advanced version). time to arrive in significant force to meet the side usually quits.
B+ /C/C task. By the time the entire French army has While not state-of-the-art, this game is a
This is the grandfather of SPI's NAW come on board, the Russians have shifted good clean game (despite the inevitable er-
system. once a give-away game to the new their entire army to meet them. rata sheet) and a good challenge to both
S&T subscribers, it has been re-released in a Demoralization is not taken into ac- sides . The Allies have a tough set of victory
cleaner, more colourful version for the give- count, but should have been. The Russians conditions to fulfill if they choose the far side
away again but it's still the same old game "gave" the battlefield to the French and to use as their exit. However, the French have
underneath. The following describes the would not have stayed around long enough units generally smaller than the Allies (whose
boxed version. to take a severe beating. The French hoped to units are 11 's, 9's, l2's and 14's to the French
The map is the area where the last battle deal the final blow to the Russian army, but 5's, 4's and 6's) and they are deployed
of the 100 Days was fought - Mont St. Jean French tactics were clumsy and directed awkwardly to attack the Allied line.
and environs. Rules cover rigid Zones of against redoubts instead of the trOOps. Most terrain is superfluous since the
Control and mandatory combat, no stack- Should the French arrival be more close- lake, swamp and streams were frozen. The
ing, and artillery firing at a distance - items ly co-ordinated, and the restrictions on Rus- important terrain is the castle and abbey
which characterize the system. Victory sian first-day movement be lifted, the game which quadruple defense strength, plus the
depends on demoralization of, the becomes wildly different and you get an ink- tov.'ns which triple and the knolls which dou-
opponent's army, plus for the French, ex- ling of what might have been had both armies ble strength. Players who take advantage of
iting units off the board (towards Brussels) . been quicker to react. their armies' positions and inherent advan-
The advanced game adds stacking, cavalry The game is lifeless as far as graphics go, tages will usually win the game. If the battle
5
deteriorates into a long frontage, it becomes NAPOLEON AT WAR battle near the towns of Jena and Auerstadt.
a slugging match with the dice usually choos- (SPI,1975) The Prussian player has the option of which
ing the winner. The Allies must act quickly map will receive his reinforcements and
and aggressively, using their central weight to Four folio games packaged together, also French reinforcements follow suit. A transit
the best advantage. The French usually can available separately. Four pages of standard track allows French units only to transfer
rules, each individual game has 3 or 4 pages of
only react in the early part of the game, tak- between maps . Victory is determined both
exclusive rules; 100 counters each game;
ing initiative only when the Allied drive four 22" x 17" unmounted maps (one per game); by elimination of units and by army
begins to slow down. boxed. 4()()-8oo metreslhex, 1-2Ihourslturns. demoralization.
This game still withstands repeated play- 500-1,000 men/strength point. All use The game is confusing to play if both
ing despite its age and rather flat appearance. the NA W system. maps are used, and though) applaud the ef-
An upgrade of the game would not hurt. The fort of trying to capture the nature of the ac-
situation is excellent for a small level tactical
BATTLE OF NATIONS tual battle, it has an awkward feel about it.
game and I await SPl's game of this battle Design: Edward Curran AICIB The first five turns are either night or fog,
(the Wellington '5 Victory system version) This game covers the three days battle of which slows down the play considerably.
anxioli:;ly . encirclement at Leipzig in the fall of 1813. Still, it can be played in a short time and en-
Very much a set-piece battle, it is a slugging joyed if one enjoys using a somewhat dif-
FRIEDLAND 1807 (lG, 1974) match between two large and powerful ar- ferent battlefield.
Design: Jon F. Baxley mies. The scale is greater than the other
quads . More than 100 divisions participated MARENGO
17 pages of rules, 128 counters, one unmounted in the actual battle, but SPI made history Design: David Isby AICIB
map 22" x 29 ", boxed. 400 yardsl hex, conform to the components - artillery
V2hourl turn . Regiment to division size counters. became incorporated into the strength of Marengo has the lowest unit density of
B + IBIC other units. As with the other quads, the all the four quads. It simulates the battle out-
After the bloody but inconclusive battle components are well designed and colourful side of Alessandria in Italy, 1800, where
of Eylau, pursuing French forces again though many have stated that they would Napoleon, as First Consul with an army not
caught up with the Russian Army this time have preferred military symbols instead of yet up to the level it would be under the Em-
deployed on both banks of the Aile River. the silhouettes. pire, barely managed to defeat the Austrians.
The subsequent battle outside the Friedland The see-saw nature of the battle is partially
began with a Russian attack against an in- evident in the game. To give the French
itially small force and ended with Napoleon's player a reasonable chance at victory, an ar-
greatest victory of his career to that point. tificial doubling of combat strength was con-
The game is essentially an upgrade of cocted to simulate the French counterattack.
the NA W system, with a comfortable in- Victory depends on elimination of units and
crease in complexity and some enjoyable minor territorial gains.
chrome thrown in. Artillery is ranged with This is the fastest of the quads and quite
varying strengths from one to five hexes, but enjoyable. The game is biased towards
cannot use their fire on enemy units already balance: the French have little hope of win-
engaged with other friendly units. Zones of ning without their counterattack for three
Control are rigid and active but cavalry may turns near the end. The Austrians are troubl-
leave ZOC's at an extra 2 movement points. ed by the slow exit of troops from the bottle-
HQ's add bonuses for combat and morale, neck at Alessandria and the French by the
French and Russian HQ's having different trickle of reinforce'ments that appear in small
effects for their armies. Infantry divisions groups at distant entry hexes. All in all, it
may be broken down into smaller units while plays well and makes for a good , very quick
ignoring unit sizes on the exchange counters; game even solitaire.
the breakdown is on a strength point for
strength point basis. WAGRAM
Victory is assessed by points at the end Design: Irad Hardy AIBIB
of the game; points are given for eliminating Wagram sees two powerful armies fac-
enemy units, holding bridges and town ing each other across an otherwise empty
hexes, and for the French getting across the board. Between them are towns which count
Aile. Although stronger overall , the French for victory points (occupation or simply
arrive piecemeal over the game's twenty-five Victory is conditional on demoralizing entering it - Austrian only) . Although the
turns and they must hold out against a grow- your opponent's army - which better stated burden of attacking is on the French, who
ing Russian offensive until their force is large means destroying a fair percentage of his must move units onto the Russback Heights
enough . The Russian force is hampered by units. The French must also be able to trace a (where many Austrians are initially located),
slow progress across the few bridges (which line of communications off the west edge of the Austrians must act to get points for the
may be destroyed by the French) and a the board. This necessity ties up units defen- towns - mostly in French territory . In addi-
reserve which must first be activated. Both ding the west which otherwise would be most tion, the Austrians get points for exiting off
sides have a powerful Guard Corps but both useful in the thick of things. the west edge of the map and the French must
must be activated by substantial losses in This is a popular quad game - witness go a long way to stop them.
their respective sides. the mounted (designer's) edition - and like This is the most exciting of the games in
Victory in this game does not come easy all the games it is easy and fast in play. The this package. With objectives so conflicting,
and the onus is on the French to win ag- tendency to form long solid lines and slow battle is forced on the players. The French
gressively. Should losses reach enough to movement may deter those who prefer the have a superior force, but victory conditions
demoralize either army, the game effectively quads with more mobility. favour the Austrians. The French must be
ends for the sufferer. It's a good, tight if long fast, aggressive and keep a ~obile reserve
game; well thought out and enjoyable if not JENA-AUERSTADT handy to deter the Austrian raids into their
exactly state-of-the-art. It withstands a high Design: Thomas Walczyk BIBIB rear. Demoralization can affect both parties,
number of playings and could even do very This game attempts to show the two not just one, and although it only prevents
well in a remake with loday's standards, simultaneous battles in Prussia that preceded advance after combat, this can make or
especially if corps integrity and combined the battle of Eylau. The board is divided into break the game for the undemoralized side.
arms attacks are taken into consideration. two portions, each representing the fields of Two night turns in the middle of the game
6
permit some welcome regrouping. The firing unit class and format.ion. Current unit QUATREBRAS
possibility of strong Austrian reinforcements strength is kept track of by placing a st.rength
A short, low-unit battle for the strategic
entering on the French right flank make the marker under the. unit. This system, while
road intersection of Quatre Bras marked the
French more than normally cautious. facilitating game functions, leads to some meeting engagement between the French
It is a good, fast and enjoyable game, rather unwieldy stacks.
under the incompetent Ney and the Anglo-
perhaps the best of the quad and well wonh
A player always has enough to deal with Allies under Wellington. Almost always a
many playings . Any player who lets it
in the game . Units must be faced and in for- French victory, this game serves as a fast,
deteriorate into long, solid lines and a slug-
mation (line, extended line, skirmish, square, sharp introduction into the quad. Only a very
ging match deserves what he gets. In all four
column, disordered, or roUled). Stacking few rules differentiate these games from the
games, unit set-up is listed in the rules. It
depends on terrain and unit type, and the regular NA W games: slope hexsides which
would be considerably easier to have it
order of units in a stack affects combat. Ter- block line of sight, stacking two high, and
printed on either maps or counters.
rain affects movement, line-of-sight and chateaux . Optional rules include combined
observation, fire and shock (melee) combat, arms attack bonus and Imperial Guard com-
WELLINGTON'S VICTORY and represents difrerent classes of protection mitment. Victory depends on eliminating
and elevation. Fire is ranged and firing enemy units and holding Quatre Bras . The
(SPI, 1976) depends on unit class and effectiveness scattered arrival of the Anglo unit.s makes it
Design: Frank Davis rating. Fire zones reflect areas of influence hard for them to muster enough men at one
for fire power, and artillery and skirmishes time to seriously deter the French advance
27 pages 0/ rules and notes, 2000 counters
(800 are markers), four 34!/z " X22" maps, may run out of ammunition. All types of and victory. However, it is short and sweet,
boxed. 100 yards/hex, 15 minute/turns. units have specific, well defined capabilities being eight turns long and taking perhaps
Units are company, battalion, cavalry reJiiments such as infantry formation, cavalry charge, half an hour to play. It is an important sector
or artillery batteries. B + I AI A sk irmish formations, limbered or unlimbered of the campaign game, if the folio doesn't
This is the complete tactical game of the artillery. Other rules inelude morale, com- arouse your interest however.
Ballie at Waterloo. Its very size and com- mand cont.rol, demoralization, brigade com-

-'-~-.
plexity demand serious commitment and mitment and activation plus optional rules.
concentration of effort. Not for the weak of Not only are t.he rules complex, but play
will, intent players should first master La is [00. The winning player is usually the one

U%~June. .
Bataille de fa Moskowa (GDW) as a basic in- who best understands the I:Oncepts of com-
troduction to this game. It will tax you to bined arms and formations . Proper use of
learn the rules, exhaust you to play even the leaders and Ihe command network will allow The WaterlOO
shorter scenarios, and consume enormous greater control over the masses of units at . Qu<.trC Bras .
amounts of time and intellectual energy, but one's command, and heightened mobility. GJjgny.G\Vavre .
more than any game I've ever played, Well- The game rewards the adventurous player
ington's Victory will return everything you but. also heavily punishes the ill conceived at-
put into it a hundred-fold. tack. Morale alone can often break up an at-
I thought I would die when I first laid tack, so lilt Ie must be left out of the planning
out the map; it is 800/0 shades of yellow, used of each attack and defense.
to differentiate height contours . It works It is by far one of the toughest games to
very weI! graphically but I imagined the master though play may be learned with only
blues, reds, grey and green counters would a few hours of siudy. Scenarios are a must
make it an artistic nightmare. Not so, I soon before attempting to play the full battle
found out; the effect is Quite pleasing and game. Unfortunately, map orientation did
both units and map remain highly visible not allow anyone-map scenarios, so be con-
during play. The game is a shade shy of a tent with a larger playing surface. Expect to
miniatures game, it is so complete and all- experience 20-20 hindsight when learning
encompassing. In these few words I cannot because mastery (I haven't!) comes only with
begin to delve into the nature of the game, so extensive play. It is a game oddity in that it
I must content myself with descriptions of comes without the standard errata
rules and contents. shee t. . . none, it appears, was needed. Bravo,
The sequence of play has twelve phases, Mr. Davis.
but is asymmetrically designed to give a more A few words cannOt begin to convey the LlGNY
or less feel of simultaneity in a turn. Phases excitement, I he pleasure, nor the trials of A set piece battle between the French
include command, rally, facing / formation , playing this game. I suggest strongly that and the Prussians who are securely enscons-
march, shock, reciprocal artillery fire and readers check the designer's notes in the ed across the river and in Ligny. A game for
reciprocal infantry fire. Play in both scenario rules, plus two articles from MOVES #34- those who enjoy pounding, ponderous ar-
and campaign game continues until one or "Napoleon's Viclory" by Jerrold Thomas mies and slow advances. A difficult game for
more armies is demoralized, thus simplifying and "True Victory" by John Koontz - as the French to "".in as they did historically
t.he victory conditions to one of a basic, well as the: major review done by Fire and since victory depends entirely on the French
bloodthirsty nature. Counters display com - Movement magazine. This game is simply demoralizing the Prussians without taking
mand designations, unit. strength, effective- too large for these short reviews. more than 35 strength point losses. It's a
ness and movement allowance. Infantry challenge. The west edge of the board poses
show line or column formation on flip sides. NAPOLEON'S LAST an artificial limitation on the movement of
Artillery counters show also bauery class and BATTLES (SPI, 1976) Napoleon's troops and does not allow a
crew effectiveness ratings. Leaders have Design: Kevin Zucker mobile outflanking manoeuver which could
command ratios as well as movement. win the battle for the French. If p1ayed with
Separate counters represent skirmish com- 4 games packaKed together, can also be played as the adjoining Quatre Bras map, the Prus-
panies and artille ry crew . CRT's are for fire one campaign game. 8 pages o/standard rules sians find themselves squeezed by the French
and shock combat. Shock is based on com- plus 4 pages of campaign rules, 100 left. coming upon them from the west and not
counters/ game, four 22" x 17" unmounted mapS
paring strength ratios and effectiveness dif- (may be trimmed to form one large 43 " x 33 " trying to attack across protective rivers . The
ferentials, then rolling one die; shock is af- map), boxed. 480 metres/ hex, 1 hour/ turn. board limits are my only complaint about
fected by terrain, formation and cavalry im- 350-750 men per strength point. All use the this game, which like the rest of the quad, is
petus . Fire combat is affected by target elass, NAWsystem. AlB + I A excellent gaming quality.
7

WAVRE The length of a command line is five hexes, more professional counters, they don't have
and may not be traced through enemy ZOC's the original edition's appealing colours.
The Prussians gained time to regroup Nonetheless, this is a fine simulation.
(unless occupied by friendly units) nor pro-
and reorganize because of Marshal While not an overly complex game to
hibited terrain. Units out of command may
Grouchy's poorly conducted pursuit. They
not attack or enter an enemy zoe. learn, it does take a long time to play and it
fell back to the town of Wavre and held off takes a while to familiarize players with t he
Leaders also allow reorganization of
the advancing French long enough to send int ricacies of the tactical game. Each type of
units, which essentially entails returning
help to Wellington fighting at Mont SI. Jean. unit -leaders, infantry, cavalry and artillery
previously destroyed units at their reduced
Victory depends on both sides exiting units - has its own specific functions, such as in-
(flip-side) level. Units return one game-turn
towards Wellington in the west, plus later and only if their leader is more than ten fantry square, skirmishers, cavalry charge,
eliminating enemy units. French receive dragoons, lancers, counter-battery fire,
hexes from any enemy unit. Only two units
points for Prussian units remaining on the limbered and unlimbered status. There is fire
of a given command may be returned in any
board at the end of the game. and melee combat, facing rules, unit
turn. Demoralization has the additional ef-
For the French, the goal is twofold: exit breakdown and reformation, ranged fire,
fect of increasing clear lerrain costs to 2
units and delay the Prussians from doing so. movement points and adding the possibility line-of-sight and march order to deal with.
The Prussians must establish a strong delay- of eliminating units instead of reorganizing Luckily, the re are six short one or two map
ing force and rush everything else off ,he them. Supply must be traced to map edges on scenarios players can try before attempting
map, choosing to exit the remaining each first daylight lUrn, but it's pretty hard to the full campaign game.
defenders only at the last moment. There's a isolate significant numbers of units simply by A unique idea was premiered with this
lot of tense excitement in this game as both lack of supply. game; the limited intelligence system built in-
sides struggle to leave from the same area and Optional rules include French late start, to the counters . Units appear on the board
prevent the other from doing so at the same cavalry impetus , leader advance advantage, with stacking points and movement allow-
time. It's short (eight turns), fast, and and, one which should be used, cavalry ance visible . On the flip side of the counter is
furious. A good game. retreat before combat. The campaign game is fire factor, morale, melee value, range, lance
long and slow because of command control, bonus (and, for artillery, fire factors at three
LA BELLE ALLIANCE and has been accused of imbalance. How- different ranges). The opponent sees only the
ever, it's a good game for both sides since the stacking value, thus knowing only vaguely
This is the famous Battle of Waterloo. the relative capabilities of a unit.
command restrictions tend to be the great
Done in almost the same scale, it's still hard Stacking is done according to Slacking
equalizer. As in most games of this cam-
to recognize NA W in this descendant. The point values of terrain. Some of the larger
paign, there is a tendency to form solid lines
colour, the graphics - all is improved in this units may be forced to break down in order
across the board and, for the Prussians, to
version. It's also a much better game. Vic- fall back (even race back!) to Waterloo, ig- to enter certain kinds of terrain. Cavalry and
tory comes with demoralizing the opponents noring the realities of their supply network. infantry may not be stacked together, and the
army, and morale levels change if the French The French must actively attempt to prevent order of units in a hex is crucial since only the
enter the town of Waterloo and when the the Prussian and Anglo-Allied armies from LOp unit(s) may fire.
Prussians first battle the French. joining up in the south and forming a slowly
This is the only folio game where the retreating line. Victory is dependent on Casualties are also expressed in terms of
chateaux have any effect on play. Here they destroying enemy units and on the French ex- stacking points; a marker is placed under the
channel the French centre between them and iting up the Brussels road . The Allies must counter to represent points lost . Strength and
allow a: weaker Allied line to hold its centre remember to keep an active reserve to pre- fire values are lost in proportion to loss of
longer. The size of the map gives bOlh sides vent a contingent of fast French cavalry from stacking points, and sufficient losses may
more notice of the Prussian advance and ru nning off the board and gaining victory force a unit to break down into smaller units.
allows both to take advan tage of the extra in- points. This is one of t hose rare games where Units taking serious losses are removed'Trom
telligence. The thin red line of the Anglo everything seems to work well; the folios are the board and may be regrouped with other
Allies must hold out until the Prussians can excellent, the campaign game - while not damaged units to return an amalgamated
arrive to shore up their weakening forces. perfect - is good, the rules clean and easily unit back to the board, care being taken to
The French on the other hand must attempt understood, and the components superb. remain true to type and unit size.
to break the Anglo Allies (demoralization or Leaders have a significant effect on the
better yet disintegration) before they can be LA BATAILLE game. They offer melee, fire and morale
reinforced. This is not an easy task but it is DE LA MOSKOWA bonuses, but may be killed on certain dice
not impossible. A weighted attack from the (GDW, 1977, orig ME, 1975) rolls. They are also required for rallying and
French left flank can carry the day . A French regrouping, so care must be taken not LO lose
attack up the centre against the chateaux will Design: Laurence Groves them in battle. The CRT uses a large, two
end the battle almost as it did historically. Development: John Harshman dice table; one die roll decides which chart
This is a good, tight game, one with 22 page rule bookler with 16 pages oj scenarios, 0-6) to use at which odds and the other de-
plenty of excitement and action. For the plus charts, 1440 counters (375 are markers), cides which result is chosen (1-6) - a
entire eight lUrns, the game is alive with com- jour 28"x22" unmounted maps, ziplock. 100 36~possibility chart! Combat results a're re-
bat and movemen t as both sides try to force metres/hex, 20 minures/turn. 1 Slacking poinl treats and losses in stacking points (attacker
the issue. equals 120 injanfry. 70 cavalry or 1 10 3 guns. and/ or defender). Certain units may retreat
BIAIB before combat (cavalry, skirmishers, leaders,
THE CAMPAIGN GAME Borodino was the culminating battle of aides, limbered horse artillery), subject to
The four maps of the folio game assem- the 1812 campaign which pitted the French cenain res trictions, and in doing so become
ble into one large map to cover the entire against the entTenched and desperate Rus- dispersed for one turn . Units taking one-
three days of the famous \)"aterloo cam- sians. If [he Russians failed to hold lhe third or greater casualties (also uriits v,.-hich
paign. Only about one half of the combat French, they knew M ~scow would be lost. .. overstack or which are charged by cavalry)
units are used, since many are duplicates . it was, but the battle could have gone against must check morale to see if t.hey. raUL.
Leaders now come into play to effect a the french at almost any poim. A particular lack of rules constraints
system of command control central to the This was the first game to offer a pleases me in this game: neither Russian nor
campaign game; commanders (i.e. realistic view of Napoleonic tactics for small french player have restrictions placed on
Napoleon, Wellington) transmit orders units. It was to spawn a number of games in- them as to the mobility or attack capability
either directly to combat units or allow of- cluding Wellington's Victory (SPI). The of units. All Russian units may move or at-
ficers (i.e., Lieutenant General Drouet) to original edition ",as improved by GDW in tack and Guards may be committed at any
command units with thei r same designation. both map and rules, but although they made Lime in the game.
8
Coordination of different units, the unit these additional ru les couldn't have been sians, that they made in the battle.
types, proper application of many small but placed in a better game. Unfortunate that this game, with its nice
important. rules, and maintainence of an i n Dresden, the Allies must before the touches, is actually not bad to play. It needs a
overall view of strategic necessities makes third day oust the French from the city - a bit of rules changing (Russian exit from the
this game long and difficult to master, but very difficult task and not likely without map, demoralization, weather rules) but it
the rewards are many. Victory conditions severe casualties. Difficult if not impossible. could be a fair game. It will not, however,
vary with the scenario, but most deal with It's a slow, slugging match, bloody and reflect the events on the fields of Eylau
control of various redoubt hexes. Mastering senseless, in which the Allied player batters without changes in both map and rules.
the system well enough to meet these condi - his army against the walls of the city. Little
tions makes one particularly pleased at the fun, and despite redeeming characteristics in NAPOLEON AT LE,IPZIG
end of the game . In the campaign game , one the rules, not a game to play more than once. (OSG, 1979)
must also hold the redoubts but with only a Design: Kevin Zucker
certain, low casualty level, thus placing EYLA U
constraints on the players against foolish or Design: Omar DeWitt B/C/A 16 pages of rules (plus 30 page historical
rash play. narrative and scenario booklet), 400 counters,
Eylau was the bloody battle on the two 35" x 23" unmounted maps, boxed. 480
My only two complaints about an other- snow-swept heights of Poland in February, metres/hex, I to 3 hours/turn. 350 to 800
wise superb game are in the maps; too much 1807. In the dead of winter, the French men/strength point (regimenI, brigade and
white space makes a long campaign hard on slowly grouped into a sizeable army during division size counters). AlB IC
the eyes (no mean complainl when a cam- the battle against the Russians under the wily Aficionados will immediately recognize
paign may take 30 or more hours to play!) Benningsen. In the blinding blizzard, the this as the handiwork of the designer of
Also, curiously, no one considered including French assau lted the heights held by the Napo/eon's Last Battles (SPl); same scale
rules to cover unit formations -line or com- Russians and were driven back with great and similar rule structure make the games
bat. Only squares and march order are in- losses until Davout's arrival forced the Rus- dose cousins. The game covers the four days
cluded - a serious omission which detracts sian tlank. Lestocq's Prussians held the battles at Leipzig where the combined armies
from a true evocation of Napoleonic tactics . French back for a while, but not for long. of Europe converged on the French from all
But otherwise a delight and a mUSt in the col- Seeing defeat imminent., the Russians and sides. The outcome was a crushing defeat of
lection of Napoleonic and tactical buffs. Prussians fled the field, giving the French a the French, with the Allies eventually march-
hollow, inconclusive victory that would be ing to Paris early in the next year.
sett led at Friedland. Typical of the careful thought OSG puts
NAPOLEON'S ART OF WAR into its package, the game comes with exten-
Special rules in Eylau include movement
(SPI, 1979) restrictions (French Guards and most Rus- sive back-up material. The study folder gives
sians) during the first two game-turns, divi- a complete organizational listing of units in-
2 games packaged together, not available volved in the battle (which also acts as a
separately. 4 pages of standard rules, 1 PO!W sional integrily and divisional fresh strength .
The lalter mle allows certain divisions to use scenario set-up guide), plus a reprint of
exc:lusive rules per game, 100 counrers per game,
one 34" x 22" unmounled map, boxed. No a specific combat bonus once in the game Petre's battle narrative. Very impressive . The
dis ranee scale given, 1-2 hours/turn. Division and to reflect their fresh status. Divisional in- counters are coloured separately for each na-
and smaller sized units. Both use NA W tegrity adds two strength points or improves tionality, thus providing nine different col-
system with variations. the odds one column if two or more units of our combinations . OSG chose to colour most
the samc division are involved in an attack. terrain shades of green, with woods yellow
DRESDEN for their autumn appearance. It's all rather
More than one bonus may be applied to an
Design: Bob Jervis C/C!A bright and striking but overly colourful to
atiack. An optional rule attempts to simulate
Dresden pits the combined forces of the the effects of the severe weather by altering the point of borderline psychedelic The
Russians, Prussians and Austrians against combat results on certain die rolls. Rather cOunters are often fearfully difficult to read,
the French who are securely entrenched in than the intended effect., it makes the game especially the darker colours. Superior com-
the city of Dresden, 18 13. Victory depends play like a Keystone Kops comedy. Given the mand designations are superimposed on the
on elimination of enemy units, taking central inaccuracies it should be used to lend face of the counter, allowing immediate
hexes in the city (Allies only), and a humour to an otherwise boring game . recognition of organization but further
prolonged batt le (French only). Special rules Victory depends on eliminating units obscuring combat and movement figures. It
include stacking of two units, inactive reserve and controlling Eylau . Demoralization is not smacks of a touch too much enthusiasm.
units, rain and night effects, French taken into account, and I've played two However, the inclusion of contemporary
garrisons, disruption and reorganization, games down to the lasl half-dozen unit.s on portraits on the map is a very nice touch .
and Allied stack coordination . Components each side. Without morale constraints, it's a The basic game is the well known NA W
are of high calibre; counters use symbols bloody game. You will never see the Allies system, almost identical to Zucker's NLB -
similar to those found in WellingOn's flee the field as they did in reality, due to easy to learn and fast in play. Four scenarios
Victory. Very nicely done. crumbling morale and strength. Instead, the cover various limited aspects of the fighting
This game incorporates a number of French can deal the telling blow they missed on one or two maps, usually with additional
special rules which in general would great.ly in the actual battle . Also, in actuality the map boundaries to define the area of fight-
benefit all of the NA W system games. blinding snowstorms gave commanders little ing. One of the scenarios, interestingly
Morale fluctuates according to advances and intelligence, and units drifted of len into each enough, simulates an early meeting engage-
retreats due to combat as well as elimination others' guns, giving the battle an overall at- ment on 14 October between the French and
of units. Allied attacks made with units of mosphere of confusion and desperation. the Army of Bohemia (mostly Russian) . Vic-
differing nationalities suffer a one column The map gives no indication of the tory conditions in the early scenario deal with
shift of the CRT. Units eliminated in com- . heights on which the Russians defended and territorial gains and in the three others wi th
bat, that are not surrounded nor part of a which cost so many French casualties. reaching various demoralization levels (i.e.,
demoralized army, may return to play at the Almost everylhing else is superfluous since the elimination of enemy units).
end of the day (they are considered disrupted lakes and rivers were frozen and snow There are actually two campaign games:
instead). Reserves, as was the nature of covered . The inability of most Russian units the basic campaign game and the grand tac-
armies of the day, are held back and muSt be to move in the rirSI two turns allows the tical game . In the former, leaders, command,
activated (Allies) or, if voluntarily activated, French to sweep around their flanks and reorganization, demoralization, supply and
cause a morale drop. These are nice touches restrict their movement earry enough to some optional rules expand the scenario
and most a welcome breath of fresh air in the decide the game. The Russians never see the rules. Chain of command operates similar to
NA W system. However, it's unfortunate that counterattacks, except with Lestocq's Prus- NLB. Leaders have an engagement .capacity
9
rating which refers to the number of officers the goal of the Allied armies, but the final Although technically an accurate and
and individual units which may engage the destruction of the French was. The victory excellent game, it's not much for playability.
enemy forces. Forces not in command may conditions should reflect that fact, and the The Allies have too little to do and toO little
not enter an enemy zoe to engage it. Units lack of insight into this condition of battle is to worry about, while the French have few
may be returned at reduced strength (f1ip- my major complaint about the game. options except a swift, unsubtle attack. To
side) in a reorganization phase of the next make this game superb all round, far more is
Otherwise, this is a good, playable game needed to go into scenario creation to allow
first day game-turn, provided an appropri-
once you can get past the overloaded graphic some flexibility. [t still remains interesting
ate leader is available and not within ten
effects. It has many nice chrome rules and and fans of its ancestor will find it easy to
hexes of an enemy unit. Reorganization of
graphics which add to the aesthetic pleasure
sufficient units will also allow an army to re- digest, but not much fun.
of play. The grand tactical game may not be
cover from demoralization. Units found out
of supply on the 9 a.m. turn of each day are to everyone's liking, since it tends to dirty the THE GREAT REDOUBT
effect and drag the game out into a long
permanently eliminated. Optional rules in- (VP,1979)
match of wrestling with the subtleties of the
clude cavalry retreat before combat, cavalry
rules. However, the campaign game itself is Design: S. Craig Taylor, Jr.
impetus and control. French late start and
worth the effort and time to play. I ap-
leader advance advantage (with which more 24 pages of rules, 315 counters. one 22" x 28"
preciate the inclusion of the study folder,
than one unit may advance after combat). unmouflfed map, boxed. 400 yards/hex, 30
although the use of Pet.re's narrative is not as minutes/ fum . Regime'll/ brigade sized counters.
welcome as would be another's (most B/B/B
Napoleonic buffs have the Petre works as This is the companion game to Thin Red
standard fare). But the overall effect, from
c:NAPOCEON box cover t.o game play is very good.
Line, using an identical system to portray the
battle for Borodino , 1812. The components
Acr LEIPZIQ NEV VS WELLINGTON are similar, the map being easier to read and
distinguish terrain. All rules are the same, in-
(SPI,1979) cluding optional rules, except that for no ap-
Design: Joseph Balkoski parent reason skirmishers are not included in
either rules or counter mix. Anyone familiar
12 pages of rules, 255 counters, one 33 x 22" with the battle will immediately recognize the
unmollnfed map, boxed. 100 yards/hex, 15
minures/rurn. Units are company, bartalion and redoubts, the gullies, the river. The orchards
reRimen t, wiih artillery batteries. B/BI A have been transformed into forests and
This game is'the long awaited "Sequel" Borodino itself has become fortified, but the
to Wellington's Victory (SPI), covering the terrain is obviously the known battlefield ac-
battle of Quatre Bras two days before the cording to yet another designer.
final engagement of Waterloo. Historically, Victory, as in Thin Red Line, depends
while the bulk of Napoleon's army was on points awarded for routing or eliminating
fighting Blucher and the Prussians at Ligny, enemy combat and leader units plus achiev-
Ney was to be busy dealing a severe blow to ing certain geographical objectives (in this
the Anglo-Allied forces who lightly held the case the redoubts, neches and road hexes).
important road intersection of Quat.re Bras. Also the Russians get points when the French
Ney, once called by Bonaparte' 'the bravest Imperial Guard makes its first morale check.
of the brave," hesitated and did not make For notes on the rules and components,
any serious moves towards the enemy until see Thin Red Line. The conclusions may be
The grand tactical game uses all stan- after 2 pm. By this time, the Allies were con- considered valid here as well.
dard and campaign rules, plus heightening siderably reinforced and ready for the LA BATAILLE
the difficulties of command, especially for French. After an inconclusive and militarily
the Allies. Each commander has a person- sloppy bartle, the Allies retreated in good D'AUERSTADT (ME, 1978)
ality profile which outlines the special rules form while the French held the town. Had Design: Monte Mattson and Dennis Spars
for each, affec.ting command capacity, com- Ney attacked earlier and pushed the Allies up
the road toward Brussels, the campaign 14 paRes of standard rules and 4 paRes of
mand distance and ability to order troops.
exclusive rules plus charrs. 240 unir cOllnters plus
Orders are required by the French player to might have been considerably different. .240 marker counlers, one 22" x 34 " unmounted
move and have combat, even to enter enemy The game begins at 2: 30; no scenarios map, ziplock. No disrance scale given, 20
ZOC's. This may increase the realism in por- are provided, however, to show the minures/turn. Regiment and battalioll sized
traying the difficult.ies of the French but it possibilities of either an early French attack unirs. B-1 BIC
lengthens the game considerably. An inter- or the intervention on the French side of This game uses the same standard rules
esting and playable concept introduced here d 'Erlon's corps which could have joined the as La Bataille D'Espagnol-Talavera (Mar-
is "integrated stacks" - meaning divisional bal tIe later in the day. Admittedly, both op- shall Enterprises, 1979). All the comments
or corps integrity. I nitiative rules allow some tions swing the balance of the game heavily about the rules stand and if anything, the
leeway in the chain of command rules as the toward the French, but the game as it now map is of even poorer quality, bordering on
reserve movcmenr rules. Artillery is given a stands is tough, almost impossible for a puerile as far as graphics go.
dubious benefit with regard to firing up or French victory above marginal level. The As in the other game, once one gets.
downslope, and both enemy concenrraiion rules are a trimmed version of WellinRfon's through the confusing muddle of the rules,
and cannister shot give artillery a bonus. A Victory, being almost identical to the earlier one reaches the exclusive rules and the vic-
nice but rather ineffectual rules covers the game in all aspects. The most notable tory conditions. Victory for the French
one-time use of the Bri tish congreve rockets . changes are the new, more comprehensible depends on capturing Lhe King or Queen of
Victory conditions for bOlh levels of observation/ sighting rules and the absence Prussia, destroying 2/ 3 of the Prussian army,
campaign game revolve around the Allied of command rules (although leaders still have or attaining certain geographical objectives.
destruction of the Leipzig bridge. To do this, an effect). The map makes the same use of To the latter two conditions, I can only nod
the Allied unit need only end a player-turn colour shades to delineate height, but this my head in agreement, bur to the first I can
adjacent to any chateau hex of Lcipzig. This map uses pleasing shades of green and brown only shake it in wonder. Well perhaps she was
usually means wholesale destruction of inter- instead of yellows. The counters are quite there, but what does it have to do with the
vening forces to reach the hex, but it is in varied in colour to represent the various na- purpose of the battle? Furthermore, it st rikes
itself an unrealistic condition to reflect the tionalities of the Anglo-Allied army and the me that the bartle itself cannOL be properly
actualities of t.he battle. Leipzig itself was not overall effect on the board is quite enjoyable. appreciated without simulating the contem-
10
porary battles at Jena. The game would have victory conditions, mostly geographical in Leaders show which units they command
done better as a two-map reconstruction of nature. Even the special rules are not free plus .command distance, obedience factor,
both fields of battle. however of the overdone style seen in the and morale modifier. ZOe's extend into the
This is a good system marred by the larger body of rules. The unfortunate part facing hex only unless the unit has opted for
heavy hands of amateur over-design. What about this game, and others of their series, is all-round defense or square formation . Fac-
has the potential to be a superb series falls not the game system itself, which is quite ing affects movement, fire, and artillery'S
short of the attempt. However, a serious playable and enjoyable, but the claptrap they field of fire; due to the large size of the hexes ,
remake could elevate the games to their pro- have layered onto the rules and components it is easy to keep facing unambiguous. Since
per places in no lime. in order to make it either colourful or more than one unit may be in a hex and face
noticeable. They succeed only in making the in different directions, the . oversized hexes
LA BATAILLE D'ESPAGNOL- game less pleasurable 'and downright tedious facilitate this rule. Facing also gives units
to learn. A pity they have chosen this route, definite front, flanks, and rear.
TALAVERA (ME, 1979) since theirs is the only tactical game on the Units pay to move according to terrain
Design: Monte Mattson and Dennis Spors Spanish front. They could benefit from an and formation as well as to change facing
agonizing reappraisal of their direClions. and to make a rearward move. Units without
14 pages of standard rules and 6 pages of
exclusive rules plus charES, 480 combat counters, THIN RED LINE leaders present may not move their full
plus 240 marker counters, two 34" X 22" movement allowance. Cavalry may charge,
unmounted maps, ziplork. There is no distance (YP,1979) but only in a straight line; in doing so, they
scale given, 20 minutes/lurn. Regiment and Design: S. Craig Taylor, Jr. must also check morale to see if they can ac-
ballalion size un/7s. B-I B I C complish charge movement. Morale is also a
This is one of the games produced by the 24 pages or rules, 275 counters, one 22 " X 28 " major factor in combat, and units failing a
same fo lk who gave us La Bataille de la unmounted map, boxed. 300 yds/hex, 30
minutes/ turn. Each strength poinr equals 300 fire or melee morale check rout.
Moskowa under the old name Martial Enter- Combat is fairly in vol ved. The first step
prises (or so r have been told) . The game is men, brigade size counters. BIBle
Yaquinto is the dark horse in the in- is a mutual fire or melee round, then both
one of a series under the general title "Les sides may have to check morale, after which
dustry right now. They have produced eigh-
Bataille Dans L'Age L'Empereur Napo- rout movement and possible advance after
teen games at the time of this writing in a
leon," all of which share a set of standard melee are performed. Numerous small rules
short year of business. Quite impressive.
rules. All of the games simulate tactical com- cover a host of possible situations and
Thin Red Line conforms to the "mandatory
bat in the age of Napoleon. modifications to the procedures. Combat
Waterloo gamc" rule for wargame com-
The game components are somewhat losses in points are kept track of on charts
panies. However, it is significantly different
amateurish; the maps look like a high school which record a unit's strength and morale.
from all other comers in the field, as are
geography project and the counters are so This requires a lot of bookkeeping and delays
many of their games . They have chosen to
multi-coloured and detailed as to be almost the flow of the game, but it works. The CRT
use a hex IV2" wide; lhis is designed so as to
unreadable. Instead of pointing to the north, shows the number of hits taken and depends
accommodate their oversized square forma-
the map compass points to Paris. Too cute . not on odds for resolution, but on the
tion counters, themselves 3;4" on a side.
They have chosen a bewildering selection of modified strength or fire power of the attack-
Other combat units are 3;4" X V2" and both
colour combinations for their COunters as ing unit alone (both sides attack each phase
leader and marker counters are lhe standard
well as a number of non-standard symbols in this game) .
V2". The map is mostly shades of green,
(i.e. crests); the overall effect is confusing There are six pages of optional rules and
poorly distinguished from each other and
and unpleasant to behold. scen;uio notes . The optional rules include
difficult to read - but not impossible. The
The rules are written with as much am- shifting initiative, road columns, Napoleon's
counter colours are the Prussian green, the
biguity as possible, but a dedicated warga mer illness, cohesion hits (essentially fatigue),
Allied red and the French blue we have come
may sort through them despite it all and still skirmishers, cavalry reaction charges and
to know and love . Rather than standard
play the game. Rules sectjons are either recall, ordre mixte, command control (here's
military symbols, infantry have national
labelled such curious titles as "errors in judg- where obedience enters the game), multi-
flags and cavalry crossed swords. Artillery
ment" and "machinations of fate" or are in
suffers the dull dot representing shot. In- player rules, limited intelligence, and a
French zone d'inJluence, combat a laJeu and teresting, if nothing else. One counter side number of options for both morale and co~
tirailleurs a cheval. Colourful perhaps but represents line and unlimbered artillery, the bat. Although they slow the game down
confusing and unnecessary. The use of snip-
other column and limbered formations. considerably, some of lhese rules should be
pets of French throughout the rules only
Other counters represent skirmishers, leaders made mandatory by the players after getting
serves to occlude their meaning.
and various informational markers. The accustomed to the basic game .
Essentially, the rules cover the same area
Anglo-Allies and French are provided with
as in La Ealaille de la Moskowa, except that Players have the option of three
only six counters each for square formations,
line and column formations are taken into the Prussians with four. Considering that at scenarios: a short game which ends when the
account. Units have facing (called "orienta- Prussians enter, the historical game, and the
one point in the bartle there were 20 English
tion"), fire and melee combat, morale and squares alone formed on the front, this is early start. Also, two what-if variants suggest
losses are taken in stacking points (called simply not enough. no Prussian arrival and a free set-up. Victory
"increments"), cavalry can charge ("charge depends on points awarded for the elimina-
The rules are long and written with a
a cheval"), and leaders affect combat and tion or routing of enemy units and leaders,
bent for length rather than conciseness, but
morale. Northing new here. Were il nOt for plus occupying geographical objectives such
t hey can be figured out with only a little extra
the overly enthusiastic attempt to add artifi- effort. The game is of more than moderate as Hougomont, Plancenoit, or La Hay
cial colour to the game, it would be a solid, Sainte.
complexity, so more than one reading is
enjoyable system . Unfortunately, the bad necessary. Yaquinto considerately included a This is a good game, albeit a long and
cosmetics delract seriously from the enjoy- somewhat confusing one. The criticisms are
complete sequence of play on the back of the
ment of the game. There are I hree, no less, few; the rules format is difficult, the counters
rules fOr" quick reference.
errata sheets (called "ammendments") . The too thick and impossible to cut free without a
OB charts use phoLOcopies of the counters This is a somewhat extraordinary game. sharp blade (or else you will damage them -
instead of typed descriptions and at least a It combines a number of rules from other take my word for it). The map is coloured
quarter of lhesc are poorly reproduced as to tactical games, adds some of its own, and poorly and could do with some upgraded art.
make them unreadable . The combat system comes out with a highly detailed, lengthy But these are cosmetic changes . For a first ex-
is more or less identicallo the earlier game. simulation of the battle. Combat units have pedition in Napoleonics, Yaquinto has done
Special rules cover the particular battle fire and melee values (ranged values for ar- quite well and seems to have learned a lot
and describe five scenarios and respective tillery) plus parent unit identification. from what has gone before in the field .
11

THEORY AND TECHNIQUE

ANYTHING-TO-ONE
A System for Resolving Continuous Odds Combat
by Michael W Phelps

Oh, here we go agai n, Simonsen indulging structural form in virtually every game. and requiring a whole new set of combat
himself in another math-oriented a'rticle on (There have been a few rare exceptions, such results) and at least three articles in the
game design, 8 ut believe me, it' s not t hat as the matrix CRT's used in Kriegspiel). General (all based on the biasing of the die
bad,. ,you mig ht actually be able to use this Granted, we have seen differential tables ap- roll depending on the number of "residual"
orle ! We've all been frustrate d at one time or pear, along with column shifts, two dice strength points). No one, to my knowledge,
another with the inability to muster the f inal tables, split results, step losses, retreat has hit upon a reasonable solution that offers
few Combat Poin ts to make a t hree-to-one points, optional intensive combat tables, both a workable system for new games and a
attack out of a less favorable tWO-Io-one" cutesy little symbols (and Rand game trade- system which can be retrofitted into existing
and at t he same time dismayed by the mark), and other variants. games. The rest of this article will describe
unrealistic spectacle of ourselves counting In virtually all such systems, however, the development of just such a system.
out Streng t h Poi nts like an orphan his pen - the basic concept of the CRT remains that of FIGURE 1: Sample Odds Column
nies, Here's the solution to that one! - RA S a discrete matrix of combat resu lts which
DIE Combat Result
cross-indexes the combat strength relation-
ship (either ratio or differential) with a ran- 7 De
dom variable (a die roll). In trus sense, the so- 2 Dr
As the hobby of wargaming observes called '''state-of-the-art'' CRT's of current
3 Dr
more than twenty-five years of growth, it is games are no different from the relics of that
bygone era with their De/Ex/ Ae results. All 4 Ex
interesting to note how the state-of-the-an in
game design has advanced in that time. The the little additions throw some interesting 5 Ex
early efforts from Avalon Hill, such as Tac- wrinkles into the new systems, but they do 6 Ar
tic's II and Stalingrad, seem crude by contem- not change the basic nature of the beast.
porary standards of game design. Many This brings us to the heart of the matter Consider the sample CRT column
design tools have emerged in the past quarter shown in Figure I. Any gamer can look at
as far as this article is concerned, and that is
century to make game systems more play- the rule df virtually all ratio CRT's which this column and see that the chance of getting
able, exciting, and realistic. Examples of a De result is lout of 6, Dr is 2 out of 6, and
states that the final combat ratio shall be
these Include mechanized movement phases, rounded in favor of the defender to an in- so on. Expressed as a set of decimal frac-
geomorphic maps, production systems, im- tions, the probability of each event is given
teger ratio. (Remember the little slide rule
pulse movement, divisional integrity rules, that came with the Tactics II game, and had by:
untried units, limited intelligence, and much black bars in the window to show you which P (De) 0.17
more. These are all aspects of gaming which integer odds to use.) We have all lived with P (Dr) 0.33
were not around when Charles Roberts was this ancient rule for so long that we hardly P (Ex) 0.33
breaking new ground in the area of adult give it a second thought. It has become total-
P (Ar) 0.17
level games . Of course, some onhe features ly natural to figure combat odds in terms of
of what can be called "first generation" integers, and to search the board for enough Together they sum to 1.0, which merely says
games are still with us. In fact, their presence extra strength points to reach the next highest that one of the four indicated results will
in current game systems is pretty much taken column on the CRT. This tends to lead to always occur.
for granted . Some are good, while others are some very strange unit movement as players The roll of the die generales a random
of questionable utility. One of the good ones shift spare counters to meet minimum odds combat result which is governed by the above
is the hex grid. First tried in the in critical attacks. Too often players are forc- probability distribution. This is the infamous
Chancellors ville game, it is now such a hall- ed to make moves which are strategic non- "base-6" system. Note, however, that the
mark of our hobby that game companies use sense, but vital to achieving the next higher very same probabilistic dfect can be achiev-
it as 'their logo, and the "Charlies" hobby integer odds. ed by drawing a random number between I
awards are even shaped like it. The integer odds phenomenon can be and 100 and comparing it with the
Another game device which has endured especially frustrating in dealing with stacks cumulative probability distribution of the
this revolutionary quarter century (and has of units where the combined defense strength same column. That is, let the cumulative proc
begun to show its age) is the combat results is very large. In such cases, the number of bability value of each result be the sum of the
table (CRT). The story of how this particular units' required to increase the odds is so high probabilities of each result below it and
part of every wargame came to pass is virtual- as to exceed stacking limits in the surround- itself. For example, the cumulative value for
ly legendary by now - how Charles Roberts ing hexes. The frustration level is indeed high the Dr res ult is 0. 17+0.33 + 0.33 = 0.83.
conceived of it in less than an hour based on when units can be poured into an attack, and Convert this to a percentage number between
some simple precepts of the relationship be- yet not make any difference whatsoever. Yet 1 and 100 and it becomes 83. The cumulative
tween attacker and defender strengths and we go blindly ahead with the old integer odds value for Ex is 50. If the rahdom number
the likelihood of success, and how Rand Cor- system in game after game, as if there were drawn earlier lies between 51 and 83 (in-
poration later questioned Roberts as to the no other. clusive), the combat result is a Dr. If it is be-
source of his table, since they had been work- To be sure, some garners have tried to tween 18 and 50, the result would be an Ex,
ing on a classi fied version of the very same devise a continuous odds combat system, and so on. The probability of each result oc-
table for years. In any event, the CRT was with varying de'grees of success. Such systems curring is the same (to within the accuracy
born, and in the years since that humble have appeared. in the short-lived Databus selected for the percentage values) as in l he
beginning, it has been employed in the same (based on a "decibel" concept of A/D ratio base-6 column above.
12

The concepts of cumulative intervals numbers from 00 to 99. (A selection of 00 Note that odds such as 1:2 are inverted
and base- I 00 random numbers are only half corresponds to a 100 result.) That random on the graph to become a DI A ratio, so that
the tools needed to create a continuous odds number is then compared with the newly the distance between integer points is the
system, however. The remainder of the created cumulative values and whichever same across the graph . This has no effect on
system requires a means of combining the result it feills in is then applied to the units in the process of combining adjacent odds, and
event probabilities for two adjacent integer the combat. it makes the graph easier to read . For games
odds columns to obtain the effective prob-
abilities for a non-integer odds attack (i.e., FIGURE3
use probabilities from the 2: 1 and 3: 1 col-
umns to resolve a 2.5: 1 attack). Let the col- CUMULATIVE INTERVALS
umn in Figure 1 be the 2: I column, with the FOR CONTINUOUS ODDS
3: I column shown in Figure 2:
100
FIGURE 2:
Sample Integer Odds Columns
90
DIE 2:1 3:1
7 De De De
80
2 Dr De
3 Dr Dr w 70
4 Ex Dr :3 Dr
5 Ex Dr ~ 60
0:
6 Ar Ex w
co
The cumulative probability values for these :!: 50
::>
two columns can be drawn using vertical Z
Dr
lines as shown in Figure 3. Drawing a ~40
base-IOO random number for these integer o
columns produces the proper probablistic ef- Z Ex
fect for each of these odds. Now if we con- ~30
nect the various interval marks (Ex on 2: 1 to
Ex on 3: 1) the space between the two vertical 20
lines becomes divided into zones, and the
vertical width of each zone represents the
probability of each result at a corresponding 10
Ar Ex
non-integer odds! (See Figures 4 and 5.)
Thus , the probabilities at odds of 2.5: I
o~-------- ________ +-______________ ~ ______________ ~

would be 2:1 COMBAT RATIO 3:1


. FIGURE 5:
Probabilities for Non-Integer Odds
RESULT PIRESULT! CUM. VALUE CUM. INTERVAL
FIGURE4
De 0.25 100 (76-100) CUMULATIVE INTERVA-lS
Dr 0.42 75 (34-75) FOR CONTINUOUS ODDS
Ex 0.25 33- (9-33)
Ar 0.08 8 (l-8)
90
Thus, if a base-IOO random number is drawn
and comapred with the 2.5: I cumulative in-
terval values above, the combat can be so
resolved at the proper probability distribu- 75
tion for those odds. The resulting prob- w
abilities are merely the linear combination of ::> 70
..J
the probabilities that arises at the adjacent ~
>60 z
integer odds . 0: --I
W m
An entire conventional ratio CRT can co ::0
be converted into an equivalent continous :!: 50 <
r
odds CRT by using the graphic method il- ::> (f)
Z IV
lustrated above. Figure 6 represents the CRT :!: ~
from the Blue & Gray quadrigame , with the 0 40
zig-zag lines demarking the various pro- 0
Z 33
bability zones for each possible combat ~ 30
result. To use such a graph, the odds of
the combat (say 2.8:1) are computed. That
value is then found along the bottom of the 20
graph. A vertical line drawn upward from
that point intersects the zone boundaries 10
and, in so doing, creates the cumulative in- 8
terval values for those combat odds . A
base-IOO random number is drawn, either
with two polyhedral dice or by drawing from 2:1 2.5:1 3:1
two sets of differently colored chits ' to form cOMBATRATrO
13

FIGURE6
BLUE & GREY eRG
100 __- -.......- - - - - - - - - -....- - - - - - - - - - _ 100
SpiBus
SPI's Newsletter of Microcomputer /
Conflict Simulations Applications
90
86 . This column will serve as a re-opening of
SPIBUS, and 1 hope it serves it well. I am the
80 Bill St. John that was referenced in MO VES
51. To give you a little background on my-
~ 70 self, I served two years on Active Duty with
....J the US Army and have since maintained an
4: Z
> 60 -I active status in the National Guard. I am cur-
m
0::
w
:D rently serving as the Assistant Provost Mar-
III ~
r
shal, 42d Division, I have been in war-
~ 50
:::J
en gaming for several years and have owned a
'TI
Z o:D TRS-80 since late 1978.
~ N
My philosophy for this column is that I
040 will function as an edi tor and a clearinghouse
o !:!>
z for articles, programs, gossip, and maybe
~ 30 even good rumors. To function in this man-
ner, I will need help from you in the field.
Response has been a little slow to our first
20 20 call for help, and I hope response will come a
little more frequently now .
10 To begin with, the column will be
6 oriented on the TRS-80 Model , and as addi-
tional information comes forward with other
computers - for instance the Apple or the
5 4 3 2 1 2 3 4 5 6 PET - we will expand the column to include
COMBAT RATIO (01 A or AID) them. There are two major items I desire this
column to perform:
Game reviews;
Development of standard coding for
with column shifts, we can interpret this to be easily. on a computer or programmable certain routine items.
a shift of one or more units in the proper calculator, using the accuracy of the machine This column should provide game
direc.tion (i.e., a 2.67 becomes a 3.67). If die instead of a simple base-H)() system. That is, reviews of currently published commercial
roll shifts are used, a whole new chart must a base-l00000 system could be used to pro- and not-so-commercial games. We will be
be created, since the result probabilities for vide much finer resolution of the dividing contacting several of the firms to ask them to
each integer odds will have changed. This is points between intervals. I have already done submit their current offerings to us for
not so bad, however, for most games would this with my HP-6i in such a way that the review; therefore, we will need people in the
only require one or two additional charts. CRT being converted is read into the field who can do 300 or so word reviews of
calculator from a separa,te magnetic card. each game. Relevant questions might be: Did
With such a combat system, the gamer The resulting program is totally flexible for it hold your interest? Were the graphics
can plan his attacks using available units many games, and even generates its own ran- good/ fast/entertaining? Was it a challenge?
without all the mental juggling of trying to dom numbers. All the user has to do is enter I'm sure the list goes on from there. If any of
find units to fill out integer odds. He can the attacking and defending strengths and hit you have developed a game and would like us
concentrate on just improving the odds using the run button . The calculator returns the to review it, we'll be glad to . We will not be
what units he has on hand, knowing that coded result (i.e ., 1 '" De). The new HP- attempting to publish any games under an
each additional unit will indeed make a 41C, with its alphanumeric display could SPI banner in the foreseeable future, so if
critical difference! return the result directly . Of course, the you have anything you feel is exceptional,
Consider the game design potential of TRS-80 microcomputer is a logical extension you may want to contact one of the commer-
such a system. Although the illustrated ex- ofthis. cial firms directly.
ample was a backfit onto an existing game In summary, the proposed system for Several things I would like to do is pro-
system, a brand new game being developed resolving combat at continous odds offers a vide pieces of programming which would be
can use the graphic method directly and not new dimension in wargaming. It is flexible standard for certain things (range finders like
rely on the artificialities of a base-6 pro- enough to be retrofitted onto most existing those previously published) that may be used
bability system . The designer could feel free games and can be readily designed into new in every game. This will relieve those of you
to create any free form CRG (Combat games. It would do away with many of the who might be creating a game from spending
Results Graph) to suit his requiremen ts . artificial worries of finding that one more time creating the wheel.
With appropriate graphics, such as color- unit to meet critical minimum odds. It would The column's future, on the other hand,
coding the regions between the boundaries, account for all of the strength points involv- depends on what the reader wants it to be and
the CRG can be much easier to read and use ed in the attack, without resorting to com- I will bend in that direction. I do not want to
than a standard CRT. New adjustment plex die roll modifiers based of residual repeat what is already available from the
mechanics , such as non-integer 'column' strength points. By breaking out of the computer magazine field. For example, Soft-
shifts, could also be introduced. This system rigidities of traditional CRT's, games can side magazine is publishing three computer
could also be applied to differential combat truly become games of strategy rather than games per issue in an excellent format and
tables in which each column is used for a bookkeeping exercises. To the extent that it can probably perform the tasR much better
span of differentials (i.e., 5-10,11-20, etc.). makes design more faithful to reality and than I can.
Another consideration is that the con- play more enjoyable, it should show great If you plan to submit a program to me,
tinuous odds system can be implemented appeal in the future . please observe the following:
[continued on pagel 71
14

SCENARIOS A ND VARIANTS

ENHANCED NAPOLEON
AT WATERLOO
A Revised Order of Battle and Play System
by J ohn Scarbeck

There's always the temptation to take a sim- known as the Allies. The French are represented are placed on map according to the foll owing
ple game tha t works well and pile on chrome by blue counters, the Anglo-Allies by red, and the schedule:
Prussians by green. These counters may be secured
to make it more " rea listic," I don'r think John CASES :
through cannibalizing existing blank counters
has done that here, He has added to the (e .g., those of War in the West) or by purchasing
complexities of a very clea n game, but the [3. 1] French Set-Up
blank counter sheets. in Napoleonic colors, from
payoff in play va lue should more than ade- Simulations Publicati ons . In fan try; II I: hex 1513; 2/ 1: 1612; 3/ 1: 17 12;
quately com pensate all but the newes't of 4/ I: ISI2; Si ll: 1314; 6/ 11 : 0813 ; 9/ 11: 1013;
gamers., .plus the order of battle ref inements CASES: 19/ VI : 1315 ; 20/ VI: 1316; I / IG: 1517 ;
2/ 1G : 1317; 3/ 10: 1416.
Sllould please (or sta rt debates amongstl th e [2. 1] Summary of UnitTypes
historian-garners , - RA S Cavalry: 1/1 : hex 2011; 2/ 11: 0514;
LC/ IG: 18 14; HC/ IO: 1016; 11 / I1Ic: lOIS;
1 &6 1'"I'"",
15 Ca valry ~ 1
IlIe'/R I2Illlc: 0916; 13/ 1Vc: 17 14; 14/ 1Vc: 1813;
3/ IU : 1414; 5/ Ic : ISIS .
Art illery : 1: hex 0914; II: 1511; III/ Hrs: 1713 ;
IV: 1613; VI: 1415; fO: 1411; [G/ Hrs: 1411.

~
Napoleon at Waterloo is an enjoyable
game . Its fault lies in its accuracy, or rather,
lack of it. Not only do the French normally
win (notwithstanding aggressive British play)
[J o5
I Artillery

HOrSeAr(. ~
[3.2] Anglo-All ied Set-Up
Infa ntry: II I: hex 1010; 311: 1209; 2DB/ I : 1608;
3DB/ I: 0310; l l II : 0810; 41II : 0509; SI R : 1708;
6/ R : 1509; Bw/ R: OS07; Nasi R: 1408;
but also the opposing armies frequently [2.2] The Armies' Strengths Hou: 0913.
change positions, maneuvering constantly Each infantry and cavalry Strength Point (SP) Cavalry: I / Cv / R : hex 1208; 2/ Cv/ R: 1407;
(Waterloo was a static battle); and sometimes equals 500 men; each artillery and horse artillery 3/ Cv/ R: 09 10; 4/ Cv / R: 1607; S/ Cv/ R : 0711;
the British are almost annihilated! Simple, SP equals 5 guns. 6/ Cv / R : 1707; 7 / Cv/ R : 1108; I/ DBCv/ R: 1107;
exciting, but a game - nO{ a simulation. [2.2 1) The Fre nch Army 21D BCv / R: 1207; 3/ DBCv / R : 1307;
Therefore I undertook to revise NA W, in- Cv/ Bw / R: 0707 .
Infantry (div./ corps ):I/1(S); 2/ 1(10) ; 3/ 1(8);
. stalling new orders of battle, and making it as Artillery ; I: hex 1409; IIHrs; 1409; II: 1110;
4/ 1(4); S/ 1l(8); 6/ 11(11); 91lI(7); 19/ VI(8) ;
realistic as possible . lO/ VI(8); I/IG(8); 2110(9); 3/ 10(9) R : [310; R/ Hrs : 150S.
I realize that NA W is an introductory
game; my revision at least doubles its com- Cavalry(d iv ./ corps): 1/ 1(3); 2111(2); LC/ IO(S);
HC / IG(3) ; Il/lllc(3); I2IIllc(3); 13/ 1Vc(2);
plexity. Similarly, it enhances historicity, 14/ IVc(3); 3/ 111(2); 5/ Ie(2)
[4.0] MOVEMENT
while keeping playing time under three
hours. Artlllery(corps): 1(9); n(S) ; Ill/ Hrs(3); IV(2); OENERAL RULE:
VIiS); 10(16); IG/Hrs(6)
As in NA W, the French player moves and auacks
[2.22) The Anglo-Allied Army
[ 1.0) INTRODUCTION first. Movement rates are standardized; cavalry
Infantry( d iv'/ co rps) : 1/ 1(7); 3/l(12); and horse artillery units have an allowance of five.
My game is an operational simulation of the Battle 2DB/ I(2); 3DB / I(13); 21IJ( 10); 41Il(4); infantry units four, and non-horse artillery units
of Waterloo. The rules include those of NA W, S/ R(II); 6/ R(1 0); Bw / R(S); Nas/ R (6); Hou(7) have an allowance of three.
with several amendments, The major change is a Cavalry (brig ./div '/corps) : I / Cv/ R(2); CASES:
new order of ba ttle for each side. which follows. 21Cv/R(2); 3/ Cv/ R(3) ; 4/ Cv/ R(2); 5/ Cv/ R(3);
Also. units take los ~es in terms of strength points, 6/ Cv / R(3); 7/ Cv / R(2); I / D BCv/ R(2);
[4.1] Zones of Control
instead of suffering elimination; and a strength- 21DBCv / R(2); 3/ D BCv/ R(2); Cv/ Bw / R(2) [4.11] All units must pay an additional movement
differential Combat Results Table is used . Note ; point to enter an enemy ZOe.
Current strengths of individual units can be main- Artillery(corps ): 1(5); IIHrs(4); 11(4); R(S);
tained by using numerical chits (from games such R/ Hrs(13) [4.12) Only cavalry units may leave an enemy
as Wellington's Victory or Terrible Swift Sword); [2.23] T he Prussian Army ZOC (Exception : See 8.22); to do so they must
however , in order to avnid large .Itacks, I suggest pay an additional movemelll POiOl,
Infantry(div / corps); 1/ 1(16); 5/ 11(15); 6/ 11(14);
keeping a record of each unit' S current strength on 13 / IV(14) ; 14/ IV(I3); IS/lV(12); 16/ IV(12); [4.2] Terrain Effects Chart
a sheet of paper. Done this way, a more realist ic
flavor is obtained, as each player may keep his Cavalry(brig .l d iv./ co rps ); lICv / I(3); HEX EFFECT ON
TYPE: COST: COMBAT:
own tally, and need not reveal a unit' s strength un- I/ Cv/ll(3); 2/ Cv/ll(2); I / Cv/ IV(3);
til it is attacked. When using a combat differential 21CvIlV(I); 3/ Cv / IV(2) Clear/ Road lMP/ hex None
system, even an error of one strength point in Artillery(corps ): 1(2); 11(2); lV( 13); Hrs(ll) Building IMP/ hex Doubles
estimation could lower the expected attack by one defender's strength
column. Woods 3MP/ hex Attacks-shifted
one column left

[2.0) PLAYI NG PIECES [3 .0] SETTING UP Exception: see6 .71.


THEGAME (4.3] Optional Retreat
OENERAL DESCRIPTI ON: OENERALRULE: Because of small mapspace (unfortunately part of
There are three armies: French, Anglo-Allied, and Only the French and Anglo-Allies begin the game P1ancenoit is missing), French unit s may retreat
Prussian. The latter twO are friendly, and are on the map (see Section 7.0 for Prussians) . Units off the southern edge, at no credit or penalty,
15
They may never return. Other nationalities ' units lose more than one SP in a single combat) . A result
may follow, albeit futilely. uf Ex remains Ex.
[6.7] Hougomont
[6.71] The Houg omotl[ hex triples a unit' s
[5.0] STACKING strength fo r defense only. All other tOw n hexes
GENERAL RULE: merely double their defenders' strength .
One division or divisi on-eq uivalent may be stack- [6 .72] As long as the HougomonL unit exists , no
ed per hex. (French cavalry divisions ar~ con - o ther Allied uni i may occupy Hougoll1ont. Other
sidered brigades for stacking purposes.) Up to All ied units may mOve through, but not occupy,
three cavalry and /or artillery un its may be stacked the hex . If the uni t is eliminated, thi s restriction is
in a hex (i.e., cavalry and artillery units a re a llow- rescinded .
ed to intermix). [6.73] The Hougomon t unit may not move,
retreat, or attack (even if adjacent to a French
uni t). However, an Allied unit adjacent to the
Hougomollt unit, and also adjacent LO a French
[6.0] COMBAT unit (which is adja~ent to both the H ougomol1!
GENERAL RULE: an d ot her Allied uni t), must al/ack that French
unit. In other words, the Hougomont unit does
NA W artillery rules apply, as do other ~ombat not act as bombarding art illery, obviaLing the
rules , with the rollowingexc~ption s: necessity of attacking an enemy (French) unit fur
CASES : ano ther Allied unit.

[6.1] Strength Differential [6 .74] If the H ougomon t unit is destroyed , and


another unit (French or Allied) occupies Hou go-
The attacker may not lower the strength diffe ren- mont, then the new occupant muSi make all re-
Lial. If 19 SP' s atiack 9 SP's the attacker musl use quired attacks. Conseq uen tly, the non-attack rule
the 9-11 column o n the combat resu lLs table (see (6.73) applies only to the Hougomont unit.
Case 6 .8).
[6.75J The Hougomunt unit ignores a Or resull.
[7.01 REINFORCEMENTS
[6.2] Allied Combat Only 01 and Ex results affect ii. The Prussians arrive per the Rein forcement
[6.2IJ W henever a Du tch-Belgian (DB) infantry [6 .8] Other Factors Schedule , and appear at a speci fied area. T hey a re
or cavalry unit participates in an attack , the dif Heated according to NA Wrule s (see section 7.0) .
[6.8IJ Units may advance after combat on ly if not
feren Lial colu mn is shi fted une to the left on the in an enemy ZO C (excluding the va<.:.ating unit's) at Prussian Reinforcement Schedule
Com bat Results Table. start of advan ce . Gf T: CORPS: AREA.

[6 .22) Whenever a Prussian unit (including bom- [6 .82] At tacks made upon unit s in woods hexes 4 rv H exes 2314, 2315,2316,23 17
barding artillery) participates in an atLack with an are sh ifte d one column left o n t he CRT.
5 11 H exes 2~07, 2308, 2309
Anglo-Allied unit, the differential column is [6.83J Be<.:ause of differences in relat ive com bat (p lu s Hrs)
sh ifted one to the lefl on the CRT. (This holds true potential o r different branches of Napoleoni~ ar-
for a bombarding Angl o-Allied art illery unit help- 6 I Hexes 2307, 2308, 2309
mies, [he die roll may be modified in res olving a t-
ing one or more Prus,ian units in an alla ck.) tacks as follows:
[6.3] . Prussian Combat COMBAT UNIT [8.0] DEMORALIZATION
CAPABILITY CHART DEFENDER
CASES:
[6.3 1] When aL Lacking a Prussian unit, the
strengths of Fre nch infantry, cavalry, and a ttack- ATTACKER lof Cav Art [8.1] The French
ing (non-bombarding) artillery are doubled. In1 0 -\ -I Only the French arm y ma y become demoralized.
[6.32] When ever a P russian uni t suffers a Dr Cav +2 +1 -J Demoralization uccurs when an Imperial Guard
result, if mllsl also lose one strength point. Hence, (IG) infa l1!ry unit receives an Ar result against Ihe
for the affected Prussian unit, a Dr result may be
Art* 0/ ,..2 0/ - 1 0/ -1
AngloAllies. Therefore, the French army may
read as Dr1 . All ot her results remain unchanged . Values are for l-hexl2hex distances . Nota: never become demorali zed if the three Guard in-
When more than one com ba t arm is used on attack fantry units do not attack the Anglo-All ies.
[6.4] Artillery
and / or defense, thc player in question selects pre-
When an artillery unit is anacking (or bombard- ferable arm . Exception : If both attacker and [8.2] Effects of Demoralization
ing) with one or more friendly non-artillery uni ts, defender involve infantry and cavalry in a comba t, [8.21J If the F ren ch become demoralized, all of
and a friendly loss results, one of the nonartillery neither may select the cavalry arm. their units attack at halfstrength (rounding up),
units muSI take the loss. Attacking or bombarding
artillery units may Tlever take a loss in such a case.
[6.5) Cavalry
When defending in (or attacking an enemy unit [6.9] Combat Results. Table '
de.fending in) a woods or building hex, a cavalry
I" DIE -7- -6-4 .,.3-1 0/2 3/5 6/8 9/11 12/14 15+
unit may not use a combat capability die-roll
bonus. Cavalry shou ld be considered infantry in -1 AI Al Al Al AI Ar Dr Dr Ex
such cases. 0 Al Al Al Al Ar Ar Dr Ex Ex
[6.6] Isolation 1 Al Al Al Ar AT Dr Dr Ex 01
A unit defending in a hex surrounded by enemy 2' Al Al Ar Ar Dr Dr Ex DI 01
units and/ or ZOC is isolated. It may then suffer a 3 Al Al Ar Ar Dr Dr Ex DI 01
more ad verse co mba t result than ot herwise.
4' Al Al Ar Dr Dr Dr Ex DI 01
[6 .61] An isolated unit defending in a build ing hex
5 Al Al Ar Dr Dr Ex 01 DI 01
lose~1 thc defense multiplier for that hex (thr ee for
Hougomo nt, t wO for the others). Exampla : an in 6 Al Dr' Dr Or Ex 01 01 01 - 01
fantry division in Plan cenoit, wit h a strengt h of 7 AI Ar Dr Dr Ex 01 01 01 01
eig ht and .l Urrounded by ene my units/ ZOe ,
defends with a strength of eight.
- S' Ar ' Ar Dr Ex 01 01 01 01 01
[6.62] An isolated unit defending in a clear or A1 :' attacker loses 'one SP. 01: defender Joses.one SP. Ar. Or. and Ex: see
wuods hex may have its combat result changed . In . Case 6:3, NA'Wtuies. Displacement: may occur wtJen unit retreats; see Case
su ch a case, Dr becomes 01 , and 01 beco mes 02 . 6.5 , NAWrules. Isolation: see Case 6.62.
(note that this is the only instance tha t a unit may
16
but defend normally. French units attacking Prus- I verified the Prussian OB: Weller listed the off 14,000 Frenchmen . s The problem was
sians auack at face-value. total Prussian strength (before the Battle of that those 3500 hadn't been presen t at once,
(8 .221 When the French become demoralized, all Ligny) as 99,715. 2 After the battle, in which but rather were a total of the men who had
Enemy units may exit French ZOC by paying an the Prussian ranks were reduced by 16,000 fought there all day (Wellington constantly
additional Movement Poinl. casualties and 8,000 desertions ,3 the iotal pulled ou t bloodied and sent in fresh bat-
was 75,715. After the detachment of talions). Nonetheless, Weller mentioned all
Thielmann's III Corps (ordered to distract units that had defended Hougomont, and
Orouchy's force at. Wavre from the Prussians those that had fought the longest. So once I
[9.0] VICTORY supporting Wellington) the total drops to compiled the composite garris.on, I simply
58,715, an approximation which tallies close- subtracted each participating' unit's strength
CONDITIONS ly with the actual total (see following). Even from its parent division .
GENERAL RULE: better, Bulow's large IV Corps' exact total is Composition
After the tenth game-turn , each player lot als hi s known (from Weller) because it did not fight of Hougom o nt Garris on Men
lo;ses in terms ofslrength points. He then converts at Ligny. 2 companies of 2nd Od reg.,
his loss intO manpower (each SP = 500 men) . For I drew the French total mainly from of2/1II : 200
viet ory purposes, artillery losses are considered in Koontz, with some corroboration from
Nassau Lt. btn., of 1I2DB/ I: 900
terms of men, not guns. To convert anillery Weller (who listed the French also by corps
streng th point; to men, seeCase9.1. After totaling only). D'Erion's I Corps had not fough t at 2nd Line btn., of 1/2/ I1: 500
losses , a ratio is obtained by dividing French losses either Quatre Bras or Ligny, and consequent- Misc. Hnvrn . troops, of 3/2/ 11 : 1200
by Allied (including Prussian) lm;ses. The result.ing 1y its exact strength is recorded.
quotien t is compared to [he Victory Scale, and a
J enumerated the Anglo-Allied army Adv. Od . bm ., ofl/Bw/R : 700
winner (for game, nO[ battle, purp()ses) is [hen
mainly from Weller (who listed battalion (Info . from Weller, pgs . 79,88-92) 3500
determined .
strengths) with help from Koon tz, who [3.0] The Hou . unit stans in Hougomont,
CASES:
recorded each battalion that participated at with the three adjacent French units likewise
[9. 1] Artillery C o nversi o n Table Waterloo (e.g., many from the II Corps were starting one hex northeast of their pictures
Ang lo-All ied army: One artillery SP = 180 men at Hal-Tubize). Since only five Anglo-Allied on the map , for two reasons. First, with the
Pruss ia n arm y: One Artillery SP = 150 men divisions fought at Quatre Bras , most of the Hou . unit starting in the woods hex, Hougo-
Fre nch a rmy: One artillery SP = 1SO men army's strength was easily obtained. The mont itself can easily be occupied by the
other five divisions were difficult, but Weller French, while the Hou . unit is surrounded
[9 .2] Victory Scale
provided the answer. He listed the losses for and wi thin a few turns destroyed - an
Stated as a quotient of French loses divided by each Allied nationality (2,275 British; 819 ahistorical result. Second, by one o'clock
Allied losses: Brunswickers; 369 Hanoverians; 1,058 (when the game begins) in the actual battle,
CLASS OF Dutch-Belgians 4) at Quatre 8ras; because 1 Lhe French had already advanced into
VICTORY VICTOR
knew the approximate strengths of the five Hougomon t wood, while the Allies had
0.90 and le.lS Is [ French player divisions (III, 3/ 1, 2DB / I, 5/ R, Bw/ R) at retreated in to the buildings. ~
0.91 - 1.03 2nd French player Waterloo from Koontz , along with the na- [4.0] The French LC division has a move-
1.04 - 1.16 3rd French player tionalities in each, and based upon ment allowance of five, not six as in NA W.
1.17 - 1.29 4[h French player knowledge of which divisions suffered heavi- Hourly game-turns tend to equalize move-
est at Quatre Bras, 1 made satisfactory ment rates (e.g., all combat units have an
]'30 - 1.42 DRAW NONE
estimations that jibe closely with the actual allowance of six in Blue& Gray) .
1.43 - 1.55 4th Allied player totals .
[6.21J Historically , the Dutch-Belgians per-
1.56 - 1.68 3rd Allied player
The Hougomont garrison remained , formed poorly at Waterloo . Many of the
1.69 - 1.81 2nd Allied player however; though complex, this puzzle yield- Belgians' sympathies lay with Napoleon, and
1.82 and up 1st Allied player ed an adequate solution. 1 knew, from both consequently they fought less effectively
Weller and Holmes, that 3500 Allies had held than the other Allies. In fact, many deserted
If, at the end of [he game , [he French player's units
were the last to occupy Hougomont, La Haye
Sainte, or Plance noit (all hexes), the class of vic-
tory is shifted one row upward for each position Comparison of the Armies
occupied. Examp le: AI the end o f a game, [he
casualty quot ient is 1.50, indicating an Allied 4th French SP's : Represe n t ing : Actual :*
class victory; however, a French unit was the last Inf 98 49,000 48,950
to occupy La Haye Sainte. Therefore the class of
victory is shifted upward one level, and the game Cav 31 15,500 15,765
results in a draw . Art 49 7,350 (245g .) 7,232 (246g.)
178 71,850 71 ,947t
Notes
[2.2] The order of battle is as accurate as Anglo -Allied SP's; Representi n g: Actua l:
possible . All sources ag reed that Wellington Inf 100 50,000 49,608
had approximately 68,000 men and Cav 25 12,500 12,408
Napoleon 72,000; that Wellington had 156 Art 31 5,580 (155g.) 5,645 (l56g.)
guns and Napoleon 246. But what of the
Prussians? References to them were vague 156 68,080 67,661
(the West Point Atlas said that between 40 Prussia n SP's: Representing: Act ual:
and 50,000 Prussians actually fought at
inf 96 48,000 47,881
Waterloo l ); moreover, Weller's OB listed the
Prussian strengths (at the start of the cam- Cav 14 7,000 7,081
paign) by corps, not division. Luckily I Art 28 4,200 (l40g .) 4,080 (136g.)
possess MOVES #34, which contains John E. 138 59,200 59,042t
Koontz' superb article, "True Victory," as
well as his revised Welting ton '5 Victory order * Figures from Holmes, p.88, for both French & Anglo-Allies. t 1ncludes
of batt le . It was this source that solved most 1 Corps exact total. t Estimate includes IV Corps exact total.
of the Prussian problem. From other sources
17

during the battle; furthermore, the Dutch- It is this diagram which insures the schedule's Footnotes
Belgian cavalry also performed egregiously, accuracy. IMap #168
even refusing to chargeP [8.0] Most of my play-test games contained "p. 243
[6.3] In play-testing without these rules, the demoralization scale; each game the 3Brelt-James, 69.
Prussian casualties fell far short of the French level changed. Whenever the French 4 pp. 69-70
historical amount (7,000); the large size of did become demoralized, the game became SWeller, 94; and Holmes, 90.
Prussian infantry divisions caused the an Allied rout, and the Allied casualties re- 6Weller, p. 89, states that the fight for
discrepancy, because the grossly out- mained too low . Of course, the Allies never Hougomont began at 11 :50, and thai the Allies,
numbered French attacked with poor dif- reached their level. Finally the levels were within an hour, had rerreated from the woods
ferentials: hence, the doubled - French abolished, thereby facilitating play. How- into Hougomont. BreltJames, p.106,
strength (which does have historical basis). ever, the French had been demoralized dur- substantiates this report.
The Prussians, conservative after several ing the battle. (Sometime after 7:30, the Im- 7Weller, \42 and 163
defeats by Napoleon, held ground lightly, perial Guard infantry, having previously SWeller, \46 and 203
retreating at the slightest inclination. At been in reserve, attacked the AnglO-Allies 9Weller, 155
Waterloo, in a few minutes, two battalions between La Haye Sainte and Hougomont, lOWeller, 94; and Holmes, 90
of the Imperial Guard expelled 25,000 Prus- supported on either flank by elements of the
llWeller,86.87
sians from Plancenoit! g I and II Corps. After absorbing a pounding,
12Weller, 94; and Holmes, 90
[6.4) Since the victory conditions are based the Guard retreated - the first time it had
ever been defeated. Unsurprisingly, the re- 13Thus ends the long title, the first part of which
on casualties, it obviously would be an ad- is recorded in the bibliography.
vantage to occasionally lose 150 or 180 rather mainder of the battered French stopped
fighting and hastily retreated. 14) Therefore a 14Weller, 144-\50
than 500 men. Also, infantry and cavalry
took a much higher percentage of losses than limited but accurate demoralization rule was Bibliography
did artillery in terms of men; rather than instituted. This rule simulates Napoleon's
method of withholding the Guard until the The Battle of Waterloo, Containing the
become casualties, many artillerymen fled.~ Accounts Published by Authority, British and
critical, decisive moment, and forces the
Foreign, and Other Relative Documents, 3rd ed.
\6.5} Why should cavalry benefit when at- French player to place the Guard infantry in (London: T. Edgerton Military Library, 1815).
tacking a woods or building hex? Logic dic- reserve. Later in the game, he has the option
Brett-James, Anthony. The Hundred Days
tates otherwise. When defending in such of sending the Guard to fight the Prussians, (New York: S1. Martin's Pres>, 1964).
hexes, the cavalrymen should be considered or to gamble like Napoleon by attacking the
Dupuy, Col. T. N. Numbers, Predictions
dismounted. Anglo-Allies.
and War: Using History 10 Evaluat" Combat
[6.6] Except for the Hou. unit, few units [9.0] There is no provision for exiting Faciors and Predict the Outcome of Ballies
ever experience isolation; nevertheless these French units to the north because it is im- (Indianapolis / New York: Bobbs-Merrill, 1979).
rules reflect the disadvantage of units being possible. In weeks of play-testing, even in Elring, Co!. John Roben, and Esposito,
games with a French morale bonus, the Brig. Gen. Vincent J. A Military History
cutoff.
Allied line was never broken; no French unit and Atlas of the Napoleonic Wars
[6.7] These rules make the Hou. unit's infil trated past the Allies, let alone exi ted off (New York: Frederick A_ Praeger, \964).
destruction unlikely. Conceivably, the the map. But this too is historically accurate . Holmes, Richard. "Walerloo," pp. 82-\ 05;
French may still capture Hougomont, but Hougomont, La Haye Sainte, and Plance- f-rom Two Centuries of Warfare, by Christopher
they must concentrate on that sector, no it were chosen as hexes whose possession Chant, Richard Holmes, and William Koenig
weakening themselves elsewhere. Historical- (London: Octopus Books, Ltd., \978).
raises the French (or lowers the Allied)
ly, 10,000 men fell in or near Hougomont: player's victory level because of their obvious Koontz, John E. "True Viclory".
7500 of them were French. 10 The tripling ef- MOVES, Augus t/September, 1977, pp. 4-10.
strategic importance, in the center and on the
fect recreates the Gibraltar-like characteristic flanks of the fighting. But the French will Weller, Jac. Wellinf(ton at Waterloo
of the semi-fortified, thick-walled (im- rarely hold one of these positions at game's
(New York: Thomas J. Crowell, 1967) .
penetrable to artillery fire II) structure. Final- end (historically they held none), and prob-
ly, the Hou. unit may not move because, be- ably never more than one.
ing otherwise occupied, it didn't at
Waterloo. 12
An interesting hypothetical scenario S PI BUS {continued/rom page B{
(for those tired of seeing the French lose
[6.8] The NA W CRT was changed from an Waterloo) is a battle between the French and Either tape or disk is acceptable, but I
odds to a differential CRT because of the the Anglo-Allies, assuming that Grouchy's would prefer disk;
"bloodier" results (i.e., fewer attacking SP's force had managed to prevent the Prussians Virtually any Disk Operating System is
- are needed to inflict losses). In play-testing, from supporting Wellington, or that acceptable, but if you have modified your
each side's casualties constantly fell short of Gneisenau, Blucher's chief of staff (tem- version of the DOS, please advise, or better
the actual total. The only solution was to porarily in command until Blucher had yet, place the program on a data disk;
alter the CRT. recovered from his fall at Ligny), had had his Disks can be accepted only in 35 track
[7.0] The reinforcement schedule is founded way (Gneisenau disliked Wellington, and format;
on thorough research, and is historically ac- thought he wouldn't fight at Waterloo;
curate. It is also radically different from the therefore, he didn't want to send his army, Cassette tape's can be accepted only in
NA W schedule, in that the Prussians arrive alone, to battle Napoleon). Theoretically the standard Radio Shack format;
on three consecutive turns, and descend in stronger French would win - and possibly Remember to package your disk/tape
size of each new body of reinforcements. be able to exit enough units (48 + SP' s, based appropriately (i. e., protect the hell out 0 f
Holmes pictorially (p.95) and Weller verbally on the NA Wvictory conditions) to guarantee it) and include return postage;
(pp .126, 130-131, 139) indicate the disposi- capture of Brussels, Ghent, and all Belgium. If possible, review past issues of either
tion of the Prussians, as well as each corps' Computing 80 or Kilobaud; both have had
time of arrival. But the best source for Prus- The End of an Era (title of my NA W good articles on documentation and
sian deployment is undoubtedly The Battle variant) may not be as playable as NA W, but
program description.
of Waterloo (" ... and a plan of the position it certainly is a more realistic simulation. If
and movements, wi Ih those of the Prussians, players want to have fun, or have little time, Any questions or suggestions are ap-
traced by a near observer."ll) The frontis- they may play The End of an Era with the preciated; please send them to me:
piece of this classic 1815 edition shows each NA W advanced CRT and no SP step-losses, Bill St. John
corps' entry point on the map, its path to the but with my OB. This game would be as sim- 17 G len Drive
French lines, and the spot where it attacked. ple (but more accurate) than NA W. Troy, N .Y 12180
18

DOCUMENTED PLAY

FORTY-FOUR, FORTYAND FIGHT


The Campaigns i'n the Ardennes
by Karl G. Wiegers

Karl returns ' agai n to his fa vorite Bulge between both sides. As the Table shows, the the key cities of Namur (7 Pz), Dinan t (2 and
simu la tion and gives us comparative ac- Germans amass a total of 525 strength points 10 Pz) , and Sedan (1 and 5 Pz), with the
co unts of two playings of t he campa ign (SP's), versus 161 French SP's and a mere 32 prime goal of securing bridges across the
games fro m Bartles for the A rdennes. Th e for the Belgians. This imbalance is leveled Semois and Meuse Rivers before they can all
'44 Campaign is one of t hose battles t hat will out somewhat by the fact that the Allies be blown by the defenders . Subsequent
endure as a game subject for as long as there often can defend with the advantage of heavy mechanized reinforcements back up these ar-
are such t hings (S PI has done five of them!) . terrain (especially behind rivers), while the mored spearheads, supported by force-
Except for our "Bu lge" (now called Big Red Germans must march clear across the map- marching infantry. By the third game-turn, a
One, after the movie), SPI 's most playablG sheet from east to west just to engage the weakened Rommel has crossed the Meuse
versio n is the one of whicl, yo u' re abou t to enemy. Most of the German artillery and between Givet and Dinant, but the French
read . -RAS many infantry divisio ns will not. even make it IDLC and powerful 5th Mechanized divi-
to the combat zone by the end of the game. sions destroy Rommel's overextended regi-
The Luftwaffe provides four air points each ment that same turn . Several German infan-
game-turn for road interdict.ion and/ or try divisions approach the Belgian defenders
While the four onc-map games in Bar- ground support, whereas the Allies have only of Huy, and the 1st Panzer pushes the French
tles Jor the Ardennes (St. Vith, Clervaux, three air points for the entire game. 5/ 5DLC out of Florenville with heavy air
Celles, and Sedan, 1940) are excellent, enter- The Germans begin the scenario with support.
taining simulations, they capture only part of ten infantry divisions deployed on the map- The few French units may move on
the flavor of World War II combat in the sheet. The French have units near Sedan in game-turn one and head toward Dinant to
Ardennes area of Belgium, Luxembourg, the southwest corner of the map, while the fortify that undefended sector. By game-turn
and France. However, players who own the Belgians have veryweak forces scattered near 3, the 61st Infantry has secured all the Meuse
entire BFTA package can recreate both the Liege. Huy , and Namur, and throughout the bridges between Vireaux and Dinant. The
1940 (Blitzkrieg to the Meuse) and the 1944 woods. A German victory is achieved by exit- French units near Sedan construct improved
(Baule of the Bulge) campaigns, using all ing at least 75 mechanized SP's off the west positions in the woods around that city and
four folio-sized maps. Besides these two edge of the map, although this number can await the inevitable attack. A Belgian with-
campaign games, several additional be reduced by capturing the cities of Sedan drawal rule requires that all Belgian units
scenarios are also available, some involving (worth 25 SP's), Dinant (10); and Namur head for and remain north of the Meuse
variant reinforcement schedules, and others (15). In addition , no more than 20 German River, so they deploy their pitiful forces east
which are limited campaign simulations. mechanized SP's may be lost by the end of of Namur (8th Infantry) and Huy (2 CA and
The outstanding design by Danny S. t.he game. 2nd Infantry). The Allies are very successful
Parker results in multi-map games that are as at bridge demolition, destroying most of
Game-T urns 1-3. The German onslaught
exciting as the one-map simulations. Tactics those around Namur, Huy, La Roche,
begins \vith the appearance of five 2/ 3
of play in the campaign scenarios are much Florenville, and hex C I 009.
Panzer divisions, four infantry divisions, the
the same as those involved in the individual Game-Turns 4-6. Four German mechaniz-
1st Geberg, and the Niwi airborne battalion.
folio games . However, the campaign games ed regiments force a bridgehead across the
A three-pronged assault is launched toward
have a tremendously different strategic feel Meuse against the French 5/ 1DLC on game-
than do the folios. In the folio games, the turn 4, but this is to be the limit of German
limited obj.ectives and narrow front make the FIGURE penetration south of Dinan!. Dinant itself is
deploymcnt of reinforcements fairly straight- taken by the 10th Panzer and 471121, who
forward. But the broad front of a campaign 700
,._-- ----- evict the 14/ 4DLC on turn 5. The Belgian
sccnario puts the player in the role of a 650 defenders near Huy are methodically
higher-level commander, and the most eiIec- ,- A meric an
tive axes of attack may be quite different 600
_ ... .1
destroyed by the 8, 28, 32, and 62 Infantry
Divisions, who then move on to Namur. Far-
from those in a more limited act jon. Defend- 550 ther south, the bridge across the Semois
ing units which securely anchor a flank in a .tl German
.S 500 River at Bouillion is captured intact by 5th
one-map scenario may be the vulnerable C) Panzer, although the efficient Allied demoli- .
hinge in a line that might extend across two Q.. 450 lion teams have really hampered the German
~
map-sheets.
This article presents after-action repons g, 400 advance. By turn 5 the bridgehead across the
Semois is being expanded , and the 1, 2, and 5
for both the 1940 and 1944 historical cam- g 350 Panzer begin chewing on the entrenched
paign scenarios . Each game provides an CI)
enjoyable and manageable simulation of its 300' ,, defenders east of Sedan. Air points are ap-
I plied both to interdiction attaCKS (with poor
respective battle, with enough ebb and flow 250 ,
..
I results) and in support of ground combat (a
to keep the game interesting for both players, favorable one-column odds ratio shift).
200 I

Blitzkrieg to the Meuse 150--' The French spend these three game-
This twelve-turn simulation of the first turns shuffling and strengthening their
German attack through the Ardennes in 1940 0 4 8 12 16 20 24 28 32 36 defenders near Sedan. The 5th Mech, IDLC,
features an enormous disparity in strength Game-Turn
and 61st Infantry are successfully containing
19
the enemy penetration across the Meuse at The Germans exited only 24 mechanized are hammered by the 1st SS Panzer (LAH)
Givet, and the entire sector between Vireaux strength points, from the roads northwest of division, which is backed up by 12th SS
and Yvoir is reinforced by fresh French Namur . In addition, both Sedan and Dinant Panzer (HJ). 62 and 18 VG divisions, plus
troops. The French still don't have the were captured, together equivalent to 35 tank and artillery support, begin to reduce
strength to launch a counterattack in force, more exited SP's; only 13 mechanized Sp's the two exposed regiments of the US 106th
but have adequate defenses in both breadth were lost during the battle. But the sum of 59 Infantry in the Schnee Eife,!. Farther north,
and depth to insure that the Germans cannot victory points fell short of the 75 needed, the combined efforts of3 FJ, 12VG, and 277
break through . resulting in an Allied victory. The excellent VG and several artillery units force the
Game-Turns 7-9. The German attacks on play balance of Blitzkrieg to the Meuse is evi- retreat of some US defenders near Bullingen.
the flanks are going well, but the center of dent, as one more game-turn would have Von der Heydte's paratroops survive their
the line has reached a stalemate as the 10th resulted in certain German victory. Also, a drop, only to be destroye'd one turn later .
Panzer and supporting elements futilely bat- small reallocation of the units--trying to cap- In the face of ove'rwhelming odds, the
ter against ever-stronger opposition around ture Namur could probably have resulted in Americans can do lit.tle but try to establish a
Givet . A flimsy bridgehead is in fact success before the end of the game. Sending continuous defensive line as reinforcements
established across the Meuse at Dinant, but at least 30 mechanized SP's (Panzer- begin to arrive. Heavy losses are taken, but
cannot be expanded. Repeated attacks at grenadiers are good for this task) through the the flanks are securely held. The US
both locations cause serious French fragile Belgian defenders will help facilitate a defenders blow up bridges left and right,
casualties, but they are replaced rapidly . The German victory, too. although the fcw German engineer units
advancing Wehrmacht decimates the prove to be very efficient at rebuilding them
Belgians around Namur, and one of the two throughout the game.
city hexes is occupied . Meanwhile, at Sedan, Battle of the Bulge Game-Turns 5- 8. St. Vith is captured by I
the three Panzer divisions the re have been The ultimate scenario in BFTA, of LAH, with aid from 560 VG, Skorzeny. and
joined by some infantry and the 29th Panzer- course, deals with the best known battle of 12 Hl, on turn 6, and Bastogne falls to the
grenadiers. These massed forces reach the World War II, the Battle of the Bulge . In 36 2nd Panzer and the Lehr recon regiment one
outskirts of Sedan as they roll back the en- game-turns, the Germans must knife through game-turn later. A joint attack on turn 8 by I
trenched defenders. the unprepared American defenders, capture LAH and 12 HJ on CCB/7 in Vielsam is
On game-turn 7, the French 71st Infan- numerous key lowns spread over all four repulsed . However, the last of the US
try heads for Sedan, while other reinforce- mapsheets, and then defend their gains 4221 106 is mopped up by game-turn 5, and
ments move toward the threatened Dinant against ever-increasing Allied strength. Ger- 7th Army makes steady if not spectacular
sector. The Belgians around Namur receive man victory poims are achieved by taking progress to the southwest. The German rein-
support from the French 14z/ 5NA regiment cities and towns, and by exiting mechanized forcements on turns 7 and 8 are sent toward
on game-turn 8. By the 9th turn, the gap be- units off certain mapedges. Although the in- Bastogne (Fuhrer Begleit Brigade, 3rd
tween Sedan and Charleville-Meziers is itial advantage lies with the Germans, after Panzergrenadier), Luxembourg City (9th SS
strengthened by elements of the 53rd and the first few game-turns their advance is Panzer [H]), in addition to Malmedy (2d SS
71 st Infantry. Stiffening Allied resistance is slowed down by Allied air power, random Panzer [DR]).
beginning to alarm the German commander. supply shortages, and very limited reinforce- Allied reinforcemems begin to arrive in
Game-Turns 10-12. As the game reaches its ments and replacements . The Figure graphi- greater numbers during these four turns, and
climax, the outcome is by no means certain. cally illustrates the relalive number of Ger- defenses are looking more stable. 7th Ar-
The last Belgian oulpost is eliminated on man and American Sp's present on each mored Division bridges the gap between
game-turn 10, but the assault on Namur is turn, without considering losses or replace- Houffalize and Vielsam on game-turn 6.
only partially successful. A combined a ttack ments. The initial deployments in Battle of Meanwhile, the 82d and IOlst Airborne
supported by Kleist's artillery corps fai ls to the Bulge are the sum of those in the St. Vith deploy behind the Ourthe River and contain
dislodge one last regiment from the second and Clervaux folio games . the German penetration past Bastogne; CCB
Namur hex by the end of the game . Sedan is Ga m e-Turns 1-4. The German attack pro- and CCR of 10th Armored extend the IOlst's
occupied by the 5th Panzer as the 5/ 5DLC gresses on several fronts. In the south, 7th line past the end of the Ourthe. The Vielsam
unit is eliminated on turn 10. An attempt by Army (5 Fl, and 352, 276, and 212 Volks- area is reinforced on turn 8 by the fresh 1st
the 36th l nfamry to outf1ank Sedan by cross- grenadier divisions) pushes to"iard Luxem- and 30th Infantry Divisions . By turn 8 the
ing the Meuse at hex COllI is thwarted by the bourg City and ArIon against the US 4th In- northern front is fairly stable, but between
French 4CFM and 213/ 55 units. However, fantry. Clervaux is taken rapidly by 2nd Bastogne and Arion is open country.
the I, 2, and 5 Panzers consolidate Sedan Panzer, who then press on toward Bastogne, Ga m e-Turns 9-12. Important attacks by the
and cross the Meuse by the end of the game . supported by Panzer Lehr and the tough 26th 2 DR Division must be postponed as German
Repeated attacks on the French defenders in Volksgrenadiers. The understrength 560 VO supply shortages begin to crop up on turns 10
hex A0606 inflict heavy casualties and con- are joined by 16 Panzer and 62 VG in driving and 12. The Fuhrer Begleit Brigade and the
sume all avai lable Allied replacements, but back the lone 112128 infantry regiment. Panzer regiments of Lehr and 2 pz make a
no breakthrough is achieved. The 4th and 5th (This is the American unit that so securely foolhardy penetration to Neufchateau and
North African divisions finally tip the scales holds the mapedge f1ank in both Clervaux encounter elements of the US and 10 Ar-
in favor of the Allies around Dinant as the and St. Vith, bul it looks awfully isolated in mored divisions, resulting in the trapping
scenario ends. the campaign scenario.) St. Vith's defenders and eventual destruction of 130/ Lehr. How'-
ever, the reinforced 7th Army attains its _o b-
jectives, occupying both Arion and Luxem-
bourg City on game-turn II while inflicting
TABLE: Total Strength Points two step losses on regiments of the US 4th In-
fantry . To the north, Elsenborn is captured
in Blitzkrieg to the Meuse by 277 VG, 12 VG, and 501SS Tiger Brigade.
(number of units in parentheses) On game-turn 10, both Houffalize and Viel-
NATION INFANTRY MECHANIZED ARTILLERY CAVALRY TOTAL
sam fall, and the Panzer divisions involved
regroup for the next series of thrusts toward
Germany 334 (76) lSI (28) 40 (4) 0 525 (108) the northwest towns and victory points .
France 73 (27) 49 (16) 25 (5) 14 (5) 161 (53) On game-turn 9, two combat commands
Belgium 15 (9) 9 (9) 8 (I) 0 32 (19) each from the 3rd and 10th Armored divi-
sions are sent south of Bastogne to seal the
last major gap in the American line. These
20
two powerful divisions will both cut off the the 352G/ 82 and 119/30 regiments in an im- Other Campaign Scenarios
flank run by several panzer regiments and proved position in heavy woods at the cross- Three optional variant scenarios are
form the spearhead for the imminent Allied roads in hex B0606. Although nearly SUT- provided for Blitzkrieg to the Meuse, allow-
counterattack. Elements of Patton's 3rd Ar- rounded by enemy units, these two units are ing players to simulate Belgian defense in the
my (4th Armored and 5th, 26th, and 80th In- almost invulnerable in their prepared posi- Ardennes instead of behind the Meuse (no
fantry divisions) arrive in time to launch tions, and they are greatly slowing down the Belgian withdrawal rule in effect) , improved
counterattacks on the German infantry in German push to the northwest. Arlon is French command (all Allied reinforcements
Luxembourg, inflicting heavy losses on 276 recaptured on game-turn 16 by a whole slew enter the game two game-turns earlier than
VG. Constant shuffling of the US units near of US infantry, armor, and artillery units, scheduled in the historical scenario, and the
Elsenborn is needed to shorten the line and who eliminate the 13 and 14 regiments of the Allied player may take up tb 16 additional
provide reserves; repeated efforts to dislodge 5 FJ division in the process. At the same optional units as reinforcements), and a
the Tigers from Elsenborn are not successful. time, a fresh American armored division, the smaller scale German offensive. Victory
The town of Malmedy remains in American 2d , is racing south to support WIst Airborne conditions are modified in these three
hands due to the supply shortage problems of in their move on Bastogne. This key town is variants to compensare for changes in the
the 2d SS Panzers, and elements of the arriv- worth 5 victory points, enough to change a balance of play .
ing 84th Infantry take positions in support of German victory into the historical defeat suf-
that town. Several British units deploy along fered by Hitler's last attacking armies. There are several major variants for the
the Meuse River (they can only participate in Battle of the Bulge. One optional rule in-
the battle if activated by nearby German Game-Turns 17-20. Supply shortages are volves rolling a die every orher game-turn to
troops), but they will sit out the rest of the definitely causing some problems for the check the weather that day; the availabiliry
battle as spectators. Germans, but only for an average of one of Allied air points each game turn then de-
It is almost impossible for the panzer division every two game-turns. The pends upon the weather, rather than using
Americans to gain the defensive divisional in- northern front has degenerated into trench the historical air point schedule provided.
tegrity bonus at any point in the line, since warfare; desperate attacks on units defen- Another intriguing situation involves the se-
there are just barely enough units to maintain ding Malmedy, Manhay, Trois Poms, and cret select.ion of one of four alternate
a continuous defensive perimeter and beef up Monshau are all repulsed with losses which strategies by the German player at the begin-
the most seriously threatened positions. the Germans can ill afford. The few rein- ning of the game. Multiple victory point
Although a few American units have been forcements which arrive are almost all need- schedules are provided, depending on
cut off by the advancing enemy forces, so far ed in a defensive role on the southern flank, whether the German strategy involves the
they are still serving as thorns in the side of where persistent Allied attacks are threaten- H istorical Plan, the Small Solution, Opera-
the Germans . The presence of several strong ing to recapture some of the towns that the tion Luxembourg, or a Spoiling Attack .
US artillery units and their 2-point FPF Germans must retain to have any hope of a These variants all involve modified orders of
strengths is making a real difference in the win . American attacks on the defenders of battle and victory conditions; the Spoiling
outcome of many enemy attacks. US replace- Bastogne are meeting with some success, too . Attack is only 10 game-turns long. An All-
ments (one step each game-turn) are effec- All along the front it is clear that Germans Out German Effort in 1944 scenario features
tively limiting the German progress in some have shot their wad. The breakthroughs they the rapid arrival of heavy German reinforce-
areas; depleted units are pulled out of the line need are not forthcoming, and no reserves ments, more rapid reaction of American
long enough to incorporate replacements, exist to replace the losses which are mounting forces to the enemy offensive, and a
then jump back into the fighting . (The Ger- with each turn. The need for the Germans to commensurate increase in the number of vic-
mans ma"y pick up replacements at the rate of mass their forces to try to move ahead at the tory points the Germans must have to
only one strength step during every other most vital areas has resulted in some danger- achieve victory .
game-turn.) ously thin spots in the line; the emboldened For those who wish to capture the flavor
Game-Turns 13-16. The tide of battle is Americans just might be able to knife of the 1944 Ardennes campaign without the
distinctly turning against the attackers, as through a weak spot and cut off the German 36 game-turn commitmem, two shorter
supply shortages, Allied air power and armored formations. At this point an even- multi-map games are provided. Angriefen!
replacement.s, and ever-increasing opposi- tual Allied victory certainly appears in- covers the first five days of the attack on the
tion in heavy terrain bog down the offensive. evitable. St. Vith and Clervauxmapsheets only. Using
The pattern for tt" ,,,,tflf the game is set on A tally of victory points is made at the
end of twenty turns of play to see if a decision
the historical plan victory point schedule, the
game-turn 13: attacks launched toward the Germans must make unreasonably rapid
key lowns of Manhay (12 SS Panzer, 116 has been reached . In this game, the Germans progress to win, a condition which results in
Panzer, 3 Panzergrenadier), Trois Poms have accrued 13 victory points for towns cap- the game being somewhat biased in favor of
(1 SS Panzer, 560 VG), Malmedy (2 SS tured, and none from exiting mechanized the Allies (as usual). But Angriefen! is easy to
Panzer and infantry), and La Roche (26 VG units or eliminating British units . This is set up, not too long, fast moving, and, for
and elements of 2 Panzer) are thwarted as the enough points to avoid an Allied Strategic my money, the most enjoyable of the shorter
Americans shuffle in fresh units faster than Victory, but the prospects of getting enough campaign scenarios in BFTA. 22 December
the Germans can destroy them. The southern points during the rest of the game to result in simulates four days (game-turns 13 through
front is becoming a Ge;man defensive strug- a German win are pretty slim. Since the 20) of the 1944 Ardennes battie, a slice of rhe
gle with major American attacks throughout remaining 16 game-turns are likely to be pro- action between the initial assault and the
the Arlon-Luxembourg City area. The rem- gressively more lopsided and boring, the Ger- beginning of the end. The bulge forming pro-
nants of Panzer Lehr, Fuhrer Begleit, and man player surrenders at the conclusion of cess is well underway, spearheaded by Panzer
several odd units defend the approaches to twenty turns of play. As with the 1944 folio Lehr and t he 2d, 2d SS, and 116th Panzer
Bastogne, as the slow-moving German ar- games, Battle of the Bulge suffers from a divisions. This scenario permits the player to
tillery finally becomes useful in a defensive play balance problem. The victory point explore alternative Allied approaches to con-
role. (A very few German artillery units are totals needed for a German win are just too taining the Bulge and turning the tide of war
actually supporting some attacks on the demanding. The rule which calls for victory in favor of the Americans.
towns situated on the northern part of the point evaluation after twenty turns will pro-
battle front .) bably result in most games being played for As with the four folio games in BFTA,
only twenty turns. Even if the Germans have many enjoyable hours of historical and not-
In a definitely ahistorical move , several too few points at that time to be declared vic- so-historical recreation of the vital actions
regiments of the WIst Airborne advance on tors and too many to be declared losers, the fought in the Ardennes are provided by the
Bastogne, inflicting three steps of losses on outcome of the game will probably be ap- various campaign scenarios. Once you set up
elements of the hapless Panzer Lehr. A parent at that time . No one is likely to get all four maps together, you won't put them
critical defensive position farther north has bored in the first 20 game-turns, though! away for a while .
21

MonsterQuestl
SPI is searching for monsters! In April of 1981 SPI will be 2. All submissions must.be typed according to standard Dragon-
publishing a supplement to our popular fantasy role-playing game, Quest format on a copy of the form below or double-spaced on a
Dragon Ques t. For that supplement we need ghouls and ghosties, clean sheet of commercial bond according to the same format.
devils and demons, fairies and fomors. In fact, we need about 200 3. All submissions must include the name and address of the
different monsters for inclusion in the DragonOuest world. But author, and bibliographical information indicating one or more
not just any monsters. What we want are monsters taken from sources used to research the monster. Bibliographical information
literatu re and mythology, researched and presented in the style of must include the title and author, publisher, location of publisher
DragonQuest, itself. We are also looking for animals and birds and and date of publication for each source .
fish that we missed in DragonQues( and that would make a 4. Submissions must not contradict the existing rules or format of
valuable addition to the game. DragonOuest in any way.
5. All submissions must contain the release statement at the bot-
If you are a role-player or fantasy enthusiast (or if you just want to tom left of this page . All release statements must be signed by the
see your name in print), we'd like your help. Copy and fill out the author. In addition, all submissions should indicate a preference
form below and send it to SPI. If we use your monster(s) we will for payment in cash or credit.
pay you $5 in cash or $10 in credit upon publication , and publish 6. Submissions must include only monster or non-player
your name along with the monster. Submissions are subject to the character types culled from literature or mythology and not cur-
following strictures: rently covered by copyright protection . Authors should indicate
the mythos from which the monster derives. Original creations are
1. All submissions must be postmarked no later than December not acceptable for publication .
31,1980. 7. All submissions-become the property of SPI.

MONSTER Name: _ _ _ _ _ _ _ _ _ _ __
FORMAT Street: _ _ _ _ _ _ _ _ _ _ __
City: _ _ _ _ _State: --Zip: _ _

NameofMonster: _ _ _ _ _ _ _ _ _ _ _ _ _ _ __
Natural Habitat: _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ __
Frequency of Appearance: _ _ _ _ _ Number: _ _ __
Description: _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ __

Return with Submissions


Talents, Skills and Magic: _______________
AGREEMENT
This agreement, between Simulations Publications, Inc.
Ihereafter SPI), a corporation of the State of New York with its
principal place of business at 257 Park Avenue South, New York,
N. Y. and (insert your name)

(hereafter Author) of (insert the name of monster)

(hereafter Work). Movement Rates:


PS: _ __ MD: AG: MA:
WITNESSETH
1. Should the Work be published in the DragonQuest Monster EN: FT: _ __ WP: PC:
Supplement, it is agreed that t he Author will be compensated by NA: _ _ _ _ _ _ __
either $5 in cash or $10 in credit (at the Author's perference!. PB: AP:
Weapons: _______________________________________
2. It is understood and agreed between S PI and the Author, that
should the Work be published in the DragonOuest Monster Sup-
plement, the Author assigns all the rights, tilie, and interest in the
Work and any subsequent copyright in the Work to SPI or its
assigns, absolutely. .

For S PI _ _ _ _ _ _ _ Title: _ _ _ _ _ _ _ Oate : _ _


Author Oale : _ __
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Cash _ _ _ _ _ _ _ _ _ _ _ Credi t _ _ _ _ _ __
22

PLA YER'S NOTES

IN THE ARENA OF DEATH


by Philip Marchal

A rena of Death is a game of gladiatorial In general, players should try to get their Weapons
combat in the fantasy world of Dragon- Physical Strength up to 16 points. This level A player must carefully choose weapons
Quest. The players represent individual <.:om- lets a player wield 21 of the 29 weapons, in- for all uses. When choosing weapons, a
batants in the Arena, competing against cluding the best weapon for use in Close player must examine all the features of each
lerrifying <.:features and each other for fame Combat. This level also gives a positive one and must always be sure he has the
and great weal th. The purpose of t hese modification in determining the Close Com- Physical Streng th and Manual Dexterity to
Players Notes is to guide the players and to bat Strike Chance. use it effect ive ly. Players must be sure they
pro~' ide background and usefu l information However , some players will want to have a t least one I'o'eapon suitable for all three
for their engagements in the deadly Arena. wield the very large weapons which does re- types of combat: Ranged, Melee and Close.
Attributes quire greater strength. I f so , they should
raise thei r Physical Strength to 18 points Foes and Combat Technique
The Attributes a player has represent his
which allows a player to wield three more of Foes are always most effe c:t ive in Close
phy~ical slrength, his manual dexteri ty , his
the most powerful weapon~. A[though these Combat. Players ~hould always expec t Close
agility, etc. Each character is as signed <.:ertain
bigger weapons are deadly, players must Combal immedia te ly from foes. Oncc engag-
values for all of h is pa rt icular Attributes.
remember that they are for Ranged and ed in Close Combat, it is unlikely a player
Mos t p layers are also assigned a number of
rvle[ee Combat only. Since most foes are will be able to disengage because t he foe will
Unassigned Altribu te Points (UAP). These
strongest in Close Combat, they will engage almost always have superior strength.
po in ts may be distributed among any At-
players in Close Combat. A player will find it In general, players should always ex-
tributes excepl Popularity and Action Point
difficult to disengage a foe in Close Comba t ecute some Ranged Combal befure ([osing in
Allowance, as long as no one Attribute is
due to the Physical Strength of the foe which on a foe. Players should always Iry to slay in
assigned more t han V. of the total number of
on the average is 26. Therefore , more power- Me[ee Combat as long as possible, because in
unassigned points. Among a player' s At-
ful \veapons-in Ranged and Melee Combat Melee Combat players will always ha ve a
tributes , five are particularly important.
will probably nOt be that useful. great man y advantages over their foes. Even
They are Agility, M anual Dexterity, Physical
St reng tll, and Endurance and Fa tigue if a player feels he can kill a foe in Close
Manual Dexterity. Manual Dex terity
P oi nt s. Combat, he sllould still try 10 slay in l'vlelee
reSI ri<.:ts a player in <.:hoosing whicll \veapons
Combat as long as possib le because of his ad-
Agility. ' Probably the most impor tant At- he can use and modifies Strike Chances in
vantages.
tr ibute wi th tile possible exception of Fatigue Ranged, Melee, and Close Combat.
and Endurance Points, Agility is used in a Players sho uld Iry 10 raise I heir Manual Experience Points
great many game functions. A player's Agili- Dexterity to 17. This level gives a positive Experience Points are gained by players
ty modifies the Strike Chance in Ranged , modification in all three types of combat and for killing foes and each other. Experien ce
M elee, and Close Combat. The player with enables a player to usc 27 of the tOlal 29 Points ca~1 be trad ed in for increases in the
t he greatest Agility implements his ac tions weapons and 20 of the 21 weapons that a 16 value of Alt ributes.
first in each pulse. In addition, Agility can Physical Strength allows. However, players Base Chance is the best At tribute to
modify a player's allempt to break out of must remember that - sbields reduce their raise. It costs only 200 E xpe rience PoinlS and
Close Combat. Manual Dexterity. Therefore, a player ""'ill it will im:rease a given weapon's Base Chance
Players sllould always increase tlleil' probably have to expend t;, of his total U A P bv 3. Increasi ng the Damagt Modifier of a
Agility by the maximum amount possible, V. to attain a Manual Dexterity of 17. Even if a given weapon and Endurance and Fa tigue
of their total unassigned Attribule Poin ts . player wants to use the larger weapons re- values are also very useful but more expen-
Players should do this because of the many quiring a Physical St rengt h of 18 , he will not sive. Increasing the values of the other At-
imponant modificat io ns that Agili ty pl'O- have to mise hi s Manua[ Dexteri ty above 17 t rib u tes is useful but not as useful as increas-
vides and because a player must compensate to wield all of them. ing Base Chance, Damage M od ifier, and E n-
for lost Agility due to wearing armor. Since Endurance and Fatigue Points. En- dura nce and Faliguc Values.
the average Agility of a foe is 16, a playe r duran ce and fatigue Poin ts are a player's Players shuuld ra ise t heir Base Chance
with an Agility of 16 or greater will have in- life's blood. Once a player has lost them, ht: twice for each ra ise in Damage I'vlodifier, and
creased Strike Chances. If a player increases is dead. Endurance and Fa tigue Values. The Damage
hi s Agilit y by';' of his tOlal UAP, his Agility Players should assign '14 of their total Modifier for Close Combat weapons is must
sh ould be about 16. Although Agility and UI\P on Endurance Points and the re- import an t bel'ause foes are most likely to
Phys ical St rengt h will be equally useful in ma inder, after Physical Strength, Agi[ily, fight players in Close Combat.
breaking o"ut of Close Comba t , the modi fica- and Manual Dexterity, on Fatigue Poillls. Therefore, players should raise the Base
t.ions Il ighe t Agility a rfords will more than Endural)cc Points are mOI'e valuable than Chance for their Close Combat weapons
outweigh the benefits of a bigger weapon Fatigue points because a player can lose mOl'e first. The Base Chance fOI' any p ne \veapon
that grtater Physical Strengh provides. Fatigue Point s than he ever had. This is so should never be raised above 80rIJu , because
Physical Strength. Physical Strength dic- because a player cannot lose both Fatigue 80070 is close enough to a sme hit and
lales which weapons a player can tffective\y and Endurance Poin ts in the same attack. because, at that point, it is more impurtantto
wield. Differences in Physical Strength be- For example, a player wil hone Fal igue Point raise the values of olher Attributes. Las tly,
tween opposing players modifies a given left takes 9 points of damage. He can lose on- all the raises in Hase Chance, Damage
player's Strike Chance in Close Combat and ly 1 point since the t'emaining R points o f Modifier, and Endurance and Fatigue Values
his abili ty 10 break out of Close Combat. damage <.:annot be taken from Endurance. should be made simultaneously .
23

1)raaonQuest
Gamesmaster's
Screen
* All important charts
on GM'sside
* Weapons chart on
players'side
* Four color illustrations

Now available
in retail stores
nationwide for $3. 50! A masterful solution! For every GM who has ever tired at searching
vo lu minous rule book lets for the one elusive number ... hel p is on the way.
The first in a series of supplements and play in g aids, the OragonOues(
Ga mesmaster's Screen is an 11" x 34" sheet of backprinted stock wh ich
folds down to store in your OragonOues[ box. The Screen con tai ns t he
most of ten used charts and tables fo r t he GM 's use, and also acts as a
shi eld f rom t he prying eyes of overeag er players.

FOR THE FIRST TIME EVER ....


Richard Berg's Review ofGames
ABiWeekly Gamesletter of Independent Opinion and Criticism
... provides subscribers wilh timely and professionally Excerpts from the first great issue...
written reviews of games recently released or about to Richard Berg on Ace of Aces:
hillhe market. The inimitable Richard Berg edits this "Despite its deceptively innocuous appearance, Ace
independent new'slette r and h e l p~ you exam ine the of Aces is not only the best recreation of W WI jlying
componeins. game system, physical quality, play- in game form but it is also the most ingenious andjim-
abi lity, and historicity of at least three new games in filled game to come out in the pastfew years .
each bi-weekly issue. Also featured in each issue of
the newsletter is "Grapes," a column that keeps you, Thaddeus B. Kubis on "88"
the subscriber, informed of the lalest hobbylindustry "The first plus of '88' is the geomorphic map sec-
news and gossip . I r the newsletter saves you fro m tions. Not only does this allow the players to set up
buying a couple of turk eys - or o ne big bu zzard - it their own battlefield but, unlike other games ... the
will pay ror itself in no time! coJ,'ering terrain is movable and adjustable. "
Don't miss a single issue of John Prados on The Battle of Prague
" ... there is an 'Austrian Reaction' rule which re-
Richard Berg's Review of Games quires over 20 % of the 47 Austrian units to remain in
25 ISSUES PER YEAR place on the board until Turn 12 or the Prussialls at-
MAILED VIA 1st CLASS MAIL tack them ... A rapid advance with the artillery leaves
Frederick in a commanding position on the high
TO INSURE "FRESHNESS" ground even (f the Austrians manage to reform their
$20 for a one-year subscription line."
24

Ask your SPI game dealer


about these sfIf game titlesl

~
00
~ >---< o~ I '>-~n -(\ e:.. ).-----{
'1' / 54 \ ; 46
II(
'. G.I
, \ K~ /4"2' --;\hCoiro-( !J8~ \ ?; .-
<>t ) . - - ( Mwn, "'" 61
j, I \ -----.r~
f",,1 Mgob 47 \ lI'I
~ \:' 1'~1 ~ ~ 39' SIn 62

;~)~-<=!' ; \=);
DragonQuest The Wreck of Deathmaza TimeTripper
AN EXPERIENCE IN the BSM Pandora CORRIDORS OF DOOM A soldier in Vietnam accidentally creates
HEROIC ADVENTURE An sf adventure in deep space'. From one A unique fantasy adventure game for one a time warp that sends him back to some
The leading edge product of a complere to six players in which they c reate their of the mOSI famous baltles in history and
to five players become crew members of
faouasy role-playing line. Players assume own dungeon room by room from [he ahead 10 famastic adventures in the
a biological survey mission and auempl
th e roles of characters in an adventure set play ing pieces. AS the part y wanders future. From one to four players become
[0 keep [heir ship from enlering cold shu t-
inside a fan tasy world crealcd by a through Ihe labyrinth in search of TimcTrippers , searching to return to tlreir
down. As they anempt 10 rCs tari the
Ugamesmali:ter_" Discrete game sy s tem~ lrcasure, they encoulller m onS1ers, present: Timemasler game also included.
ship's systems, Ihey musl also recap ture
control such functions as combat, magic Or destroy Ihe alien life fo rms now run- magical pOl ions anti statue.l), and unex 2970, $5.95.
use and monster generation, ning loose in the ship' s corridors. pee ted Iraps.
2820, $9.95 2960, $5.95. 2800, $5 .95 boxed.

~ 536-0
~ Iii ~
8:;:; 00 I, ~ (3)5 [YJ -<S>
5

World Killer The Creature that War of the Ring John Carter,
THEGAMEOF Ata Sheboygan BASED ON J .R.R. TOLKE1N'S Warlord of Man
PLANETARY ASSAU LT LORD OF THE RINGS Character adventure game in which each
A planet's defense forces attempt to pro- Science fiction mons[ers - giant gorillas,
Two games systems in one. In character player portrays a hero and a villain. who
[ee l [heir mother world from an invading spiders, dinosaurs and [he like - attempt
game. Ihe Fellowship tr ies to elude steals Ihe hero's true love and attempts to
armada of aliens. Simple but unique 10 ravage a Iypical American city before
Sauro n's evil min ions and deslrov rhe flee across the wilds of Barsoom, Three
[hreedimensional space combat; open police and National Guard ean reael.
One Ring in the Crack of Doom; in-cam- levels of play from duel game 10 army
ended for mal for eXie nded scena rios . Monseer.> have special abililies 10 .:hoose
paign game , the armies of J\l iddlc Earth campaign game. Faithful adaptation of
Featured in A res nr. 1. from; human player mus t balan ce mob ile
clash in a co rnincnt wide campaign. Edgar Rice Burroughs" John Caner of
and at tack forces.
2980, $5.95. 1790, $18.00. Mars series.
2330, $5.95 boxed.
2380, $19.95.

Here are the rest of SPl's great science fiction & fantasy releases."
After the Holocaust ($14JXJ) BattleFleet: Mars ($15.00) Demons ($5.95 boxed, $3.95 50ftpack)
Freedom in the Galaxy ($19.95) Invasion: America ($18.00) Objective: Moscow ($27.00)
Outreach ($12.00) Sorcerer ($12.00) StarForce ($12.00) StarGate ($ 3.95) StarSoldier ($12.00)
Swords & Sorcery ($18.00) Titan Strike! ($3.95) Vactor 3 ($3.95) War in the Ice ($12.00)
25

CHINA WAR
A Statistical Report of Game Characteristics
by Claude Bloodgood

Preparing a statistical review for a game after 4 Y1 rums between experienced players in 'victory points offered for PRe occupation
that simulates potential conflicts in today's Scenario 2.) of Hanoi and Haiphong make it tough for
world is both interesting and challenging. Shortest Complete Game: 3,50 hours the Vietnamese player to win . The long
The hi ndsight a designer may utilize for (1.50 hours) history of mountain and jungle warfare in
his torical simulations does not exist, and this Both were played between experienced players this area clearly conflicts with the concept of
lack necessitates a strong dependence on repeating the same scenari o. winning by taking these cities; while it ap-
designer judgment and speculation . This Longest Recorded Game: 13.75 hours pears the designer sought an artificial means
review reflects the nature of the subject and (5.75 hours) of balancing the play, the device selected was
the judgment factors involved; conflicting Played between two relati vely new wargamers, unfortunate. Despite this criticism, Scenario
opinions on designer evaluation of various one new to China War, and one wilh a 2 is a good introduction to China War, and is
military potentials are the bridge that spans Scenario 2 set o f games previously played before recommended. Some minor adjustments to
the gap between gaming and reali ty, and this trying Scenario I. (Scenario 2 lime recorded the victory points awarded for Hanoi and
is what makes wargaming so unique. between two inexperienced ga rners new to Haiphong will balance play,
China War has three scenarios, and China War. )
ga rners at the Virginia State Penitentiary Best Side Results: PRe 39-37 Subjective Analysis
have gi ven 't he first two a good workout, but (PRC 82-60) Play Balance: 8.31 (5.62)
have had no real interest in the third scenario Scenario I proved to be a highly c hallenging Average of 43 responses (67 responses for
which they consider unrealistic. Scenario 1 game from either side . (Scenario 2 resulLs reflct Scenario 2) : 9 is perfectly balanced, I is totally
("The East is Red") simulates a Soviet inva- some unequal pairings, but these iue minimal.) unbalanced.
sion of China, and this is the primary supject Game Imbalance: 2.8% (15.5%) Playability: 7."1. (7,03)
of this review; scenario 2 ("Objective: Formula is wins minus losses, divided by number Average of 43 responses (67 responses for
Hanoi! " ) simulates a Chinese invasion of of games played . Average pla y-balance is in the Scenario 2): 9 is supremely playable,
Vietnam and is a secondary subject for this 12-14% range. 1 is unplayable.
review. All statistics were compiled separate- length of Game: 7.'Zl (6.74)
ly for these scenari os , wi th each treated as a Average o f 40 responses (65 responses for
game 'in itself. The first stats listed are for Scenario 2): 9 is exactly the correct lengt h,
Scenario I, and those following in paren- I is much too long or short.
thesis are for Scenario 2. Game Challenge: 7.81 (6.59)
Average of 43 responses (67 responses for
Statistical Analysis Scenario 2): 9 is extremely challenging,
I is no challenge.
Participating Players: 43 (67)
53 . 1% o f a ctive players selected Scenario 1 from Rules Disputes: 6.96 (6.84)
invento ry of more than 70 titles available during Average of 43 responses (67 responses for
the six month s ended 8/ 15 / 80 . (82 .7% selected Scenario 2): 9 is none of consequence,
Scenario 2 .) 1 is constant d isputes.
Repeat Players: 30 (52) Comments on the Game System
69.7% of 43 pa rticipants pla yed Scenario I again China War utilizes a moderately com-
after compleling one set (both sides played). plex game system that covers a broad range
(77 .6% of 67 participants repeated play of
of mechanical game functions, and while not
Scena rio 2.)
excessive, these functions must be learned.
Total Games Played: 76 (142) The "Objective: Hanoi!" scenario provides
Scenari o 2 was played more than I fo r several a good basic understanding of the rules with
reasons. It is ideal fo r learning the game system ,
limited units that simplify . learning the
plays quick ly, and the historical Chinese
invasi on of Vietnam (1979) provides an index for system, The movementlreaction movement
gamers to measure results against before tryin g rules are the strongest part of the game
Scen a ri o I . system, and around this all the rest fall into
Average Playing Time: 5.55 hours place nicely. The use of terrain effects on
(2.76 hours) both mov~ment and combat is excellent,
T o ta l playin time was 422 hours for 76 games especially restrictions imposed by moun-
with Sce nario I . (T otal playing time was 391 V, tainous terrain.
hours for 142 games with Scenario 2, New The unit Cadre Level rule is the weakest
pl ayers should play one of the small scenarios
Game Balance Analysis part of the game system, not because of
rirst (2 is reco mmended) and can expect t heir Scenario 1, "The East is Red," has an designer inaccuracy, but because what it
fi rSl ga me to take 4Y1 -5 V, hours unless excellent play-balance that is rarely found in represents is intangible and players fail to
thoroughly familiar with the rules .) wargames, and if the designer's judgment of understand its purpose, and this leads to dis-
Shortest Recorded Game: 1.25 hours Soviet-Chinese military capabilities is any- putes. Most other rules are clean and clear;
(0.45 hours) where near accurate, confrontation between supply problems are handled with lines of
Co nceded after 4 complete turns between these twO powers is a wild gamble for both. supply and sources, and work perfectly.
experienced players in Scenario I. (Conceded Scenario 2 is not so well balanced, and the Chemical and Electronic warfare are possible
{continued on poge 33}
26

SCENARIOS AND VARIANTS

FIREFIGHT-CITY
Looting Cityfight for Chrome
by Gary C. Morgan

Just so tha t you know, when we did future (both games are outstanding buys ; from a defilade position, the longitudinal axis of
you certainly gel your money's worth). Some the hull is usually elevated, requiring the gun to
FireFight, the mission was "keep it simple"
depress well below level. Soviet tanks (and the
because a lot of non-gamers (in the Army) of the proposed counters mentioned in this
BMP) are unable to depress their main guns below
were go ing to use it to train o n. In te restingly article are handily available in Cityjight or level, while US tanks are bu ilt with high si l~ouettes
e noug h, the game maintained a lot of flavor Mech War 2. Players familiar with the City- which allow significant negative main gun depres-
even though it was desig ned unde r a lot of jight system may wish to use the complete sion capability .
constrain1s (not the least of which was some Cityjighl command control rather than the
a rmy bird colonel tel lin g me how to design one I have listed in this article (my system is a GENERAL RULE :
cou nte rs). Mr. Morgan now allows us to simplified version which eliminates a lot of While all Soviet armor may enjoy a defensive ad-
bu ild something more complex using this bookkeeping) . Firejight fans are also en- vantage from a defilade position , Soviet tank and
past Origins Best Modern Game winner, couraged to use the additional vehicles and BMP may IlOt fire main guns over a defilade hcx-
side position at targets of equal or lower elevation.
Cityfighc. - RA S scenarios found in MO VES #30 and 31 .
Defilade positions do not prohibit ATGM attacks
by Sagger-capable Soviet vehicles. In a de fens ive
scenario, Soviet AFY 's may begin the game in a
dug-in , defilade-type improved position whi ch
Winning a Charles Roberts award at
allows them to fire main guns as well as derive
Origins 80 is an outstanding tribute to a defen si ve defilade advantage. New improved posi-
supe.rior game and the people who produced tions can nOI be created once play begins. (Amend-
it. Cityjight is truly a gem, both in realism ment t023 .0 and 23.1).
and playability. It is a combination of all the
good innovations to come out of SPI in the ModeJ11.
past few years, without the muddle of over- US.and So":'Jet
complexity. The game can become verY 'Sman~t1lt [32.0] ATGM LIMITS
involved, but only at the players' optio;, TclCtJCS COMMENTARY:
without contaminating the basic game The wire-guided missile has made a major impact
mechanics. on mechanized combat. It also has many limita-
This artide is not written on Cityjighl, tions wh ich must be consi dered for it to be truly ef-
but about its country cousin: Firejight. I will fec ti ve . Generally, ATGt-'1's are many limes slower
attempt to incorporate a few of Cityjight's than ami-tank ballistic ammunition, with night
advances into Firejight, plus some other times approaching 30-60 seconds at maximum
points for realism . The ultimate realization range. T rained gunners must track the target and,
possibly, manually control the mi ss ile for the time-
of these suggestions would be a Firejight ex- of-flight. and can be distracted by suppressive
pansion kit consisting of some extra counters direct or indirect fire, making the mi ssi le miss the
and a rules addenda brochure . If you are a target. Armor crewmen can often see missiles com-
gamer involved in post-World War [I, tac- ing toward them in t.ime to move their veh icle to
licallevel games, Firejight is your baby. You cover, or shoOt suppressive fire at the launch unit
will enjoy the individuality of the game to defeat the missile. Many new tanks such as the
pieces, the dynamics of weapon ranges, and XM - I and T-72 are equ ipped with tit anium -
the desperate lethality of combat (no ceramic laminate armor which is impervious to
"retreat" result on the CRT). Firejight's fr ontalaspect ATGM impacts.
greatest strong point is its playability (a con-
[30.0] FIREFIGHT IV
CASES:
. sideration often abandoned in tactical COMMENTARY:
[32 . 11 ATGM (8agger, TOW, Shillelagh)
games) . It is an ideal game to teach a person These add itional modifications can be incor-
porated back into any level of Firefighl to exten- These missiles may travel only 20 hexes per turn .
who is not a wargamer, and have him playing
sively simulate limitations of weapons, and The missile must travel in a direct path toward its
immediately. intended target and upon reaching the 20th hex it
The new gamer is presented with the ,apabilities of units due to equipmelll, training ,
and command control. will " freeze" in mid-air and resume movement
basic game mechanics in a concise, layered during same phase of the neXI turn. The launch
format. The average game can be played out unit must not move while guiding the ATOM. The
in thirty minutes to two hours; which will fit mi ssi le will be a " no effect" (miss) if: The launch
into almost anyone's timetable. This is whv [31.0] SOVIET units moves; or receives any combat result from
Firejight earns its keep while an "cIephant;' DEFILADE LIMITS direct or indirect fire; or the line of sight 10 the
like Mech War 2 lies in the closet collecting targel uni t is lost. The ATGlvl attack ing player
COMMENTARY: must desi gnate the mid-air limit hex of the missile
dust (it's a great source of extra counters).
Nearly all Soviet AFV's are designed to meet the with a special counter (a blank) indi cating the
Let's assume, as a reader of MOVES, missile's heading (and noting the launch unit if
needs of their offensive doctrine . A prime ,on-
that you have played Firejight often, and are sideration is their low-hcieht silhouette which man y such attack s arc in progress). Upon subse-
ready for a bit more realism (with the makes them hard to acquire- and hit. especially in quent resumption of movement, the missile ma y
necessary additional complexity). Let's also the open . The low profile turret limits th e upward mak e a onehexside facing change (0 either side
assume that you are familiar with Cityjight, travel of the gun breech (which i, required if the and travel in a direct pal.h toward its intended
and if you don't own it, you will in the near gun is to be depressed). For a tank to gain benefit target to a limit of 20 more hexes fo r that tllrn .
27
[32.2] Any vehicle equipped with "Chobham" mander in a tenth vehicle. These designations will other halt s; when the moving section attains its im-
type armor (XM-I, XMBT) will always be moved also assist in fulfilling 33.1 . mediate destination , it halts and Ihe stopped sec-
with an indicated frontal aspect. Players may [33.4] Each platoon vehicle will not exceed a tion begins moving, usually past the first section,
desire to use the top edge of the counter (or the left radius of 5 hexes from the platoon leader . If a to a new immediate destination . When the s tOpped
edge which shows the front pictorally), but must vehicle exceeds 5 hexes from platoon leader, it is section is loaded and prepared t.o cover the moving
clarify the front to the other player in a mutually suppressed until it regains position . section , ready to fire suppressive or return fire at
agreed manner. If one of these vehicles receives an revealed enemy position, this Iechniquc is calle d
[33.5] If the platoon leader is killed, the platoon is "Bounding Overwatch." Usually all the vehicles
ATGM auack , trace a line from the center of the
stOpped and suppressed umilthe following game- in the moving section move, and the vehicles in the
launch unit to the center of the target vehicle. If
turn . After that game-turn, the platoon sergeant is halted section are stopped and all shoot when re-
the line passes through the hexside which touches
the new platoon leader and [33.4] applies to hi '11. quired, though not necessaril)'al the same target.
the counter's frontal aspect edge, the attack is a
"no effect" and misses. (An addition to Cases [33 .6] If both platoon leader and platoon sergeant The mechanized infantry platoon with its four
27.32 and 27.42.) are killed, the number two vehicle is suppressed in APC's may possible divide into two parts, with the
definitely unless it comes within 5 hexes of com- pia lOon lead er in one and the platoon. sergeant in
pany commander vehicle. the other . Another possibility is for the plaloon
[33.7] Whenever possible, aI/platoon vehicles will leader and APC' s 2 and 3 to form a heavy section
[33.0] SOVIET DOCTRINE fire at the same target. All platoon vehicles will and the platoon sergeant's APC (number 4) to be
move toget.her, in a turn. the light section . When in the "Travelling" mode,
COMMENTARY: Ihe whole platoon of .four moves simultaneous ly.
[33 .8J Each platoon leader's vehicle will not ex-
Due 10 Ihe Soviet policy of limiting initiative and ceed a radius of 20 hexes from the company com- During "Bounding" or "Bounding Overwalch,"
crealivity in tactics among its junior officers, the mander's vehicle. the platoon may split into the two-pair formation
Soviet army plans LO conduct tactical operations in or Ihe three / one formation .
planned, rehearsed doctrine. This bypasses the [33.9] Platoon leaders 2 and 3 will not exceed
need for complex communications, command, more t.han 10 hexes distance from any vehicle of
and control required by the U.S., but sacrifices their platoon to any vehicle of platoon one. Pla-
In company operations, each platoon is given an
flexibility and coordination. Soviet platoons stay toon twO will always deploy to platoon one's right
area of responsibility and each is basically
very close r.ogether and direct fire is by platoon at a and platoon three will always deploy to one's lefi.
autonomous . Each plaloon can prOv ide mutual
single target. When a platoon operates with the [33.10] Any platoon which does not meet criteria support for another (Bounding Overwatch by pla-
company, it slays close to t he "guide" plaLOon of 33 .8 and 33 .9 is suppressed until position is toon instead of section) , if required . In company
and the company commander. Only when a pla- regained. teams, the tank and meeh infantry platoon do
toon is ordered on advance recon (point) or col- what each does best. The company commander
umn flank security is it out of visual contact with [33 . I I] If the company commander is killed. pla- provides the basic plan and Objective and by stay-
the company com mander. toons 2 and 3 are suppressed on the following ing in radio contact with Ihe platoons, he can or-
game-turn , after which plato o n leader 1 is the new cheslrate the operation by redirect ion if the si lua-
While all three plaLOon tanks or APC's have radio company commander and 33 .9 is measured from
receivers , only the platoon leader has a trans- tion warrants.
him.
mitter. The platoon leader leads in column forma-
tion and is the center vehicle in line abreast forma - [33.12] If platoon leader I is killed, _'ommand
tion. Number two is second in column and righ t of passes to platoon leader 2 then 10 platoon leader 3,
for purposes of 33 .8. If company commander and CASES :
the platoon leader in the line abreast. The number
th ree vehicle is commanded by the experienced platOon leader I are both killed d;,regard 33.9. [34.1] US units will attempt to usc the guidelines
platoon sergeant and follows number two in col- [33.13] If a battalion size force is to be used, bat- set fOrlh in 34.0 as a foundation for fire and
umn and is on leader's left in line abreast. talion headquarters will be designated from Data maneuver.
Appendix E. The 3 company commanders will [34.2] Tank platoons will subdivide into a 3-tank
In company operations each platoon deploys as its follow same guidance as the three pla toon leaders heavy section, led by the platoon leader, and light
platOon counterpart vehicle wou ld, second pla- in 33.8 a nd 33.12, regarding the battalion. Head- section of 2 tank s led by the platoon sergeant.
toon right of the first platoon, and third to the lefl quarters contains Ihe battalion commander in one [34.3] Each vehicle will remain within 10 he xes of
of the fir st. When contact is not expected, the vehicle and his chief of slaff in anolher (who takes its leader or will be suppressed unlil re-entering
company travels in a si ngle column - fina, se- command if the commander is killed - a this 10 hex radius.
cond, and third platoon in that order. The tank modification of 33.11) . If bottl battalion com-
company commander leads in front of first pla- mander and chief of staff are killed, 33.11 is in ef- [34.4J If a leader (platoon leader or plaloon
toon. The APC company commander will sand- fect, substituting company commanders for pla- sergeant) is killed , the other vehicle(s) in the sec-
wich between first and second platOon . An APC LOon lea ders. tio n are suppressed umil the platoon regroups intO
company is usually escorted by a reinforce tank a sing le entity , under the surviving leader.
Note: Pla yers may wish to use leader coun.ters
platOon of four tanks which lead the company. (with name and rank) from Cifyjighl to facilitate [34 .5] If both the platoon leader and plalo<,>n
When approaching contact, the company splits off tracking command figures. An alternate method is sergeant are killed , the remaining vehicles in the
into three parallel columns: first platOon in the to write the three digit numbers of all vehicles and platoon are suppressed indefinitely. Presence of
cen!!r; second on the right ; and third on the left. group them by unit, annotating leaders in their the company commander will cancel a morale sup-
When Co ntact is imminent or when attacking a respective ve hicle s. pression due 10 killed leaders for each veh icle in
known enemy, each platoon column wheels into the 10-hex radius from the commander's vehicle.
line abreast (as described before). [33.14] .Mortar units, ATGM sections, and anti-
tank platoons are exempt from all 33.0 Soviet [34.6] A mech infanlry plaroon is not required to
The APC company's four lanks break out in to Doctrine. subdivide, but if it does so , the divisi ons described
close line abreast when the company moves to pla- in 34.0 are recommended. Case 34.3 does not app-
toon columns , and spreads our when the co mpany ly to mech unils, except in Case 34.7.
goes to line abreast. The platoons may all be exact- [34.7] Mcch units do nOl suffer morale suppres-
ly abeam each other (called three-up) or may be sion if either the platoon leader or platoon
echeloned back in a IwO-up "Vic," or Arrowhead [34.0] US DOCTRINE sergeant i, alive . [f boch ilre killed , all surviving
(one-up), or Echelon left or right (twOlIp) . The units in the pla LOon arc suppressed indefinitely .
company commander is uo;ualiy near the center COMMENTARY: Suppression will be cancelled for every vehicle
either forward (tank company) or baek (APe wit hin 10 hexes from a company commander's
company) , of first platoon. US Army Tactical Doc\rine is infinitely more flexi-
ble than t he above desc ribed Soviet Doctrine. Very vehicle.
[3 3. 1] All Soviet vehicular units will attempt at all little formal doctrine is mandatory, allowing each [34 .8] TOW and mortar units arc "not bo und by
times to fo liow all doctrine as set forth in 33.0 in unit's leader to utiIiO!;e his resources as he sees fit. the restrictions of 34.0.
Iheir operations.
The tank pla toon, (;omposed of five tanks is infor- [34.9] If units begin play in an understrenglh or
[33.2] Each platoon will designale a plato on mally subdivided in to a heavy section of Ihree incomplete condition (simulating previolls combat
leader and a plalOon sergeant. In the first and third tanks , led by the platoon leader; and a light section attrition o r subdivision of another unit) , players
vehicles, re spectively. These designations will of IWO tanks, led by the platoon sergeant. Hoth may find restrictions of 34.0 to be unrealistic or in-
assi st in fulfilling 33. I. sections move during "Travelling ." When contact appropria te. If any deviations arc planned , player.,
[33.3] Each company will follow 33.2 for each is possible or imminent, "Bounding" is in effec l. shou ld mutually agree on tho se in effect and those
platoon and will also designate a company com- This mode requires one ,ecrion to move while the lobe deleted.
28
three. SP74 guns fire during the Direct Fire Phase,
[35.0] NIGHT/LIMITED subject to all LOS restrictions of direct fire Don't Miss a Single Issue of MOVESI
VISIBILITY COMBAT weapons. When an SP74 fires, it targets one hex. Each issue of MOVES contains design
The attack ra ting is 9 on the impact hex,S on adja- analysis, player's notes, scenarios and variants
COMMENTARY: cem hexes, and 2 on surrounding hexes. (The at- on S&T and Ares issue games. Coming in the
Soviet doctri ne calls for operations around the tacking player should reference the appropriate next issue of MOVES will be features on Fifth
clock, gaining a defensive advantage from the CRT, either anti-personnel or anti-vehicle, to Corps (S&T 83), The Kaiser's Battle (S&T
limited visibilit.y at night to allow vehicular com- determine the impact hex using an attack rating of 84), and Citadel of Blood (Ares 5).
bal. Both Soviet and US tanks, and the BMP, are 9.}"lf the target is in clear terrain, the target hex is
equipped with night vision devices. Both sides rely always the impact hex. If the terrain modifiers
on Slarshell - artillery delivered, parachute would convert the attack to "no effect," the fire
suspended flares, to illuminate areas of the battle- hits one hex closer to the firing unit, and this hex is
the adjusted impact hex.
field. The damp European climate often produces ORISEK O [i\%~[l1)u~D~
thick ground fog, especially at sunrise and sunset, [36.2) Each SP74 gun is considered a vehicular
which can severely reduce visibility, and can also target if attacked. Attacking player should retreat ACCESSORIES FOR
limit range . the unit as an APC for purposes of determining ADVENTURE GAMES
this attack rating.
CASES;
[36.3] If an SP74 gun receives a K or Kf result, it . ;' ~:rHEFI:R ST
[35.1) During night combat, units may not be will then detonate its ammunition. The owning ''':'";PtAVAS LE
spotted unless they move, shoot, or are il- player will calculate an attack of the SP74 on it- . ?"~_jiIDD E.N .. .
.\~\ ci"'~a~\t:E~~s
luminated. To preserve secrecy, players may wish self, primarily affecting any surrounding units.
to use dummy counters or track units on a note
pad until they are revealed. [36.4] The Soviet player should receive no more
[han 6 SP74 guns (a battery) within the limits of
(35.2] All fireteam, MG units, and the M1l3 fire Firefight, for direct fire use.

~I""'~~~~ibtetftt ,
at suppressed strength. They are limited to a two-
hex range unless the target unit is illuminated, or References
has fired in the last game-turn and has not moved FM 30-102 Opposing Forces, Europe
since (in which case ranges are normal) .
FM71-1 Tank and Mech Infantry Company Team
[35 .3] All tanks, theBMP, BRDM, and MICV are ,,~~:.iY;SMOKE$CREENS ' pilt~~ndlng ;.
TRADOC Bulletin 7: The BMP
equipped with night vision devices. The)! cannot ;c~'#25,b L"1001 SCreensI1>OO, Bases .
detect units in woods/town hexes who have not
moved or fired. These vehicles subtract one from
TRADOC Bulletin 10: The Main Battle Tank
i<t :;,t ; Wtj O::6'I,bs::''';Price,~$9.00; ea. ;.
their attack rating at night. Maximum range is 15
':~'#25:1~-'-50 Sere E!n S ,<,only) '" ,';

Hi!i~!t~~I~t;:~~::::;t
hexes with night vision aids.
[35.4) Any indirect fire unit may fire Starshell INSTRUCTIONS TO AUTHORS
(ST) fire missions to provide illumination. FOR MO VESMAGAZINE
Targeting and persistence procedures are identical Most of the articles in MOVES are written

~S~~:~~~E:C~i!;;;d~~,~.
to those used for smoke in Section 14.0. Starshell by its readers. We'd like you to give it a try - if
will illuminate all hexes up to four hexes from the your article is "Iell written and on a subject of
impact hex. Any illuminated unit may be fired interest to readers, there's a good chance it will
upon by any unit with a clear LOS to the target, us-
ing the firjng unit's full altack strength. Players
see publication. The Subject of your article is
up to you . From time to time the Editor will
~"c~,; "~:~ "'"~~~t:'.~~;: ,-, :~TWO . '-,
may use a blank counter (or a Stars hell counter
from Cityfighl) to indicate the position of the
suggest potential article lOpics. Don't be afraid 6.5-5 ~~ ,.;'~ SIZES'
to write on other publishers games - MOVES
various nares. is not a "house organ" that ignores the rest. of I----"--"--i
t==-=g0~~ ./ ::". ,-:-"'A
:.-VAlLAB
.:. ,....:.. .::bE '
...."...
the gaming world.

ii~;;~!:1~{~:e)'
[35.5) Limited visibility due to ground fog should
be determined at the beginning of the game. Both Manuscript Requirements. Typewritten,
players should roll one die and mUltiply the com- double-spaced on white bond. line length 55
bined result by five hexes, so the prOduct will in- !O 65 characters; no more than 25 line.s per
dicate the maximum limit of visibility in the game, page. Min-max length: 6 to 30 manuscript
from 10 hexes to 60. No direct fire weapon may pages. Pages should be numbered and tagged
fire at targets beyond this range. with author's last name. Cover sheet should ~;cJiP~~ :::':WL ;O;6:'ltJs. Price;$6.0Q. ea. ,
give date written, full-name, address, phone
number, suggested title, and honorarium i/# iforQ.E!;5'8: 1qbh o(panz~ibl.ilz. :sizer
preference. ~:-c-l:fR:~~i;~yVt::O:5 ~l bs;;,PriCEi$6.:00 ,ea.:
[36.0] SOVIET SP GUNS
Honorariums. For all published submis- ;;:;i:::).d':'ORD~~'siM~ST'INCi.UDE;SHIPP!NG A~D ..
sions (except letters and Footnotes) MOVES '0.:!''''HANDllNG C}/4RGES:(SEE-CHART B.now~ .
Magazine pays an honorarium at the rate of $5
-'-i~~ . -"""
'~' . , ".....
COMMENTARY; per running 10" of edited text, calculated to the :J} SHIPPING 6 HANDLING CHARGES (under 50 poundS)

Current Soviet tactical doctrine and deployment nearest half column. Alternatively, Authors F- lq;1 nl reta' Dlgl! . 0 ZIP Code
reveal numerous appearances of the Ml974 may elect to take their honorarium in SPI pro- Weight Ilb~ ) 400-574 OlO-39i
600-61 9 575591 835994
122mm self-propelled gun on the fronllines with dqcts at the rale of $10 per 10" rendered 620834
first echelon tank and BMP units. These guns act against the list price of the items. Honorariums Sl.08 Sl is S 1.29
in a direct fire support role to suppress and (cash or credit slip) will be rendered 30 days \ .6\ 2.03 2.59
2.29 3.12 4.25
demolish defensive strong poi nts. A battalion of after publication.
2.97 4.23 5.91
three batteries (I8 guns) will reinforce a tank or Copyrights and Agreement are located on 3.65 5.32 1.57
BMP battalion when it acts as a Regimental Ad- the back flap of the Feedback card in this issue. 4.33 6.42 9.23
vanced Guard. One uf the three batteries is up with A facsimilie may be used. 5.01 7.52 10.89
the maneuver battalion's forward company, while -5 .09 8 .62 12.5-5
Please include with your submission a 6.37 9 .71 H .21
the other two stay back in an indirect fire role with stamped, self-addressed postcard. On the ,;: . 41 to 45 7.05 10.8\ 15.87
the battalion's main body. This forward battery message side of the card write the name of your ~~l~ .~......... _ "_~._ >_~.."y '"
:~,Y FO (~rgn .6 rdEfrs .use"-.lejst, cOlumn " ~ S2J,'"j"' A .
divides into three pairs of SP74 guns. Each pair article. This card will be used !O inform you of
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RESEARCH FOR SIMULATION

BACK ON LlrrLE ROUND TOP


More Notes on TSS
by Dr. David G. Martin

Dr. Martin has con tributed Order of Battle 7. Similarly, Roach's poslllOning of Semmes and Barksdale at l7:00, and Waf
resea rc h to Bloody Apri/ and TSS as well as Graham's brigade at the Peach Orchard is ford at 17:20).
material for u pcoming games in the system. not entirely correct (again, see Bachelder's
Terrain
He here amplifies and suggests some co rrec- map) : 57 Pa [0229]; 63 Pa [0128) ; 68 Pa
1. Mr. Roach is correct that Devil ' s Den wa ~
tions to the On Little Roundtop article which [0331); 105 Pa [0229]; 114 Pa [0230] ; 141 Pa
not as wooded as the TSS map shows (delet{
ap peared in MOVES two issues ago . -RAS [0430]; bat EIRI [0230]; 2 NJ bat [0428).
woods in 1226, 1325, 1326) .
8. Burling's brigade should be south of the
2. I disagree, however, that 0928-0929-J93C
I learned to play TSS by using the Little Wheatfield Road at 0727, and Winslow's
should be cleared of trees. Mr. R oach'~
Round Top scenario, and have long been battery (D 1NY) should be in the Wheatfield
evidence is a sketch in Battles and Leaders.
dissatisfied with its balance and flow. Hence, at 0726 (Bachelder's map).
which he appears to have used as his prin.
I was most happy to see Mr. Roach's revi- cipal source; all contemporary maps ane
sions of the scenario in MOVES 51. Confederate Positions
photographs (see Frassanito's Gettysburg, A
However, Mr. Roach in his presentation is in- 1. Almost every source (including OR Journey in Time Group VI) show a solid Iin{
accurate in several points of information, reports) place Hood's Division in the woods of woods west of Rose Hill (called the " Rose
largely because he did not make use of the west of the crest of Warfield Ridge at the Woods").
two major available sources on the battle: beginning of its assault at 4 p.m. on 2 July.
Coddington's The Gettysburg Campaign, 3. The terrain at the Peach Orchard is a bil
Only Law's Brigade and part of Benning's
off - anyone who walks the area will notic(
and the Ojjicial Records oj the War oj the were south of the Emmitsburg Road (Cod-
the distinct crest on its southern side (hexe!
Rebellion (the sine qua non of all serious dington Map 7). Mr. Roach placcs most of
Civil War research, called OR for short). 0431 and0531, facingsouth) .
Hood too far south, and also a little too far
east for a 4 p.m. set-up. In this case, the Summary
Union Positions original TSS scenario set-up was ac tually Mr. Roach has made definite im
1. Mr. Roach is correct that two reserve more accurate. provements in the set-up of the original TS~
regimcnts listed in the original LRT scenario
2. The timing of the Confederate assaults is LRT scenario, but also has suggested severa
werc. not present in the scenario's map area: inaccuracies. Hopefu lly the entire TSS game
a matter of debate. In essence, I would agree
the 9th Mass had been left on the army's - rules, counters, and set-ups - will soar
with Mr. Roach in his basic revisions, though
right flank, and the 5th NJ ,vas skirmishing be accurately revised so players can enjoy,
a few brigades are probably released too ear-
west of the Emmitsburg Road, north of the
ly (Kershaw would be better at 16:40, with truly accurate historical simulation .
LRT scenario map.
2. The 1st US Sharpshooters was also skir-
mishing in th e area north of the Peach Or-
chard , and so should not appear in the
scenario (OR 27.1.516-517) . 1st Annual
3. Batlery K4US 'was positioned south of the
Klingel House along Emmitsburg Road
KENTUCKY WAR GAMES
north of I he scenario map, not at hex 0530
(position of monument on battlefield). CONVENTION
4. The 3rd Maine was posted at the Peach COMMONIlY CENTER, EUZABEllfTOWN, KY
Orchard (hex 0431), n ot at Devil's Den (OR December 12,13,141980
27.1.507-508) .
5. Mr. Roach is correct that DeTrobriand 's * Board Games, Miniatures & Fantasy Events
brigade was not in Rose Woods (area at hex * A New Set Of Napoleonic Rules Will Be Released
0826) when allackcd by Kershaw. This was
because DeTrobriand had already been push-
ed out of Rose Woods by Anderson's brigade
* AOver15mm Napoleonic War Game With
7,000 Miniatures Will Be Played
(Coddington 404-405). At 4 p .m ., when the
Little Round Top scenario starts, Pre-regisb'~tion r$~-:-~-==:";;;';;";;;;';:;"'--r-..,.."
DeTrobriand should be in Rose Woods as
follows: 17 Me [0729]; 3 Mich [1 730]; 5 Mich ~-~-Pru~S . . . . . .~
[0928]; 40 NY [0828] ; 110 Pa [0928] Tour The Patton Museum Of Cavalry & Armor
(Bachelder's Ju ly 2 map) . Fort Knox, Kentucky
6. The positions of Ward's men at Devil's INFORMATION PACKET
Den are generally, but not precisely correct Visitors Commission
(see Bachelder's July 2 map and my Devif's Attention: John Gilbert
Den game). They should be: 4 Me [1324]; NY Box 51 Elizabethtown, KY 42701
[1126]; 124 NY [1225]; 99 Pa [1026] ; 2 US SS (502)765-2175
[1726); 4NYbat [1325]; 20 Ind [1126] .
30
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be described to one degree or another. It is Dawn of the Dead
not certain whether we can bear the cost but,
. Look! There behind the lingerie.. . it's
Designers if possible, we will simply expand the plan-
ned format by 12 pages and publish the
adventure as is . If not, I shall have to take a
hideous! There's another in sporting goods!
Quick! Shoot it ... shoot it! It's coming

Notes knife to the text and leave the description of a


portion of the palace to the imagination of
closer... eeeeeeeaagh!
Yes, George Romero's film classic,
the OM (which is never a bad idea, anyway). Dawn oj the Dead, is finally a game, as only
Blade oj Aflectus is a less ambitious pro- SPI can do it. Already in the Art Department
WORKS IN PROGRESS ject, involving a desolate island where abide (after months of "secret': design, develop-
a sorcerer, his lovely daughter, and a variety ment, and negotiations with movie moguls),
Please do not order these games in ad- of ethereal and corporeal guardians. If it all the game pits the four characters in the film
vance of their publication announcement in sounds like something out of the works of against a shopping mall full of the living
Strategy & Tactics. Will Shakespeare ... all we can say is that old dead. The characters, armed with an assort-
Will was not him.self above borrowing from ment of handguns and rifles, must clear the
Fighting Sail
the works of others . Seriously, the story line mall of its hellish infestation without getting
This game will be included in S&Tnr. 84 in the adventure is one of the most interesting infected or eaten by the mindless hordes. Vic-
with a full-size map, the equivalent of 200 I've seen in role-playing to date. Unfor- tory means the structure can be used as a
counters (many will be double-sized), and 12 tunately, if you want to hear about it, you final fortress for humanity against the now
pages of rules . As of this date (22 September) will simply have to purchase the game, since savage world. Defeat means total submission
the game is complete except. for the testing of one of the key elements in Blade oj Allectus to the ways of the accursed. The simple, ex-
a number of scenarios . The game system, is the interaction of the GM (who knows the citing game has rules covering rate of fire,
which attempts to simulate naval tactics dur- story) and the players (who don't). Both panic, abject terror, berserk zombies, con-
ing the Age of Sail through the presentation Blade oj Allectus and Great Palace oj On- cealed zombies , and super zombies, and may
of nine small frigate and ship-of-the-line toncle are in galley stage right now and be played by one or twO players (both ve r-
engagements, primarily portrays t.he science should be out in another eight weeks or so. sions have been extensively play tested) . The
of sailing in battle, representing the intluence The next product in the DragonQuest components include 100 counters, an
of wind on sails and the limitations upon ship line will be our first supplement: Magical 11" x IT' map of the shopping mall (using
maneuver inherent under these conditions. Research and Spell Construction. Two of the squares, much like Creature that Ate
Fortunately, this system is quite simple, and new Colleges of Magic for this work (lesser Sheboygan) and eight pages of rules and
some ship versus ship scenarios can be played Summonings and Shaping Magics) are com- charts. John H. Butterjield
in as little as 10 to 15 minutes. plete, and the third (Rune tvlagics) is in note
The game covers naval actions from the form . Ted Woods, who did the original notes Alamo
American Revolution to the Napoleonic for DragonQues( magic, has come .u p with a At present, Davey and company are in
Wars and the War of 1812. Some of the "shopping list" for spell construction which the horse latitudes of game design. The prob-
scenarios included will be John Paul Jones' allows players to "research" new spells by lem is that I have a high priority game on my
famous engagement with HMS Serapis, USS simply running down the list of who the spell shoulders (Empires oj the Stellar Reaches)
Constitution versus HMS Guerriere, the Bat- affects, how it affects them, etc., and adding and college to contend with. The two have
tle of Lake Erie, and a fictional scenario up the totals in each of four columns . The combined to take away what little time I had
takenfrom the Horatio Hornblower novel, result is a Base Chance, Experience Multiple, to finish off Alamo. Consequently, the game
Beat (0 Quarters. If the system proves Cost, and Difficulty Factor for the spell . The is in a holding pattern while I reason out a
popular, it is hoped that several expansion numbers in each column are given as a span new way to portray "the terrain and explain
kits can be published eventually, covering within which the appropriate value of each the line of sight rules. These twO problems
larger battles such as Trafalgar or the attribute will fall and the GM can regulate are the only things holding up my little game
Glorious First of June or even the ambitions of the players by using a higher and will be solved as soon as I get some
engagements from the Dutch Wars of the or lower number within the span (thus mak- breathing room. The thrust of the problem is
17th century. Joseph Balkoski ing the spell better or worse). This extremely that the game is very simple in all regards ex-
elegant system has reduced the amount of cept the terrain and line of sight procedure.
The DragonQuest Project
space we had originally intended to devote to The Alamo is a complex fortification made
After six weeks of being condemned to a spell construction by more than half and has up of no fewer than six types of building
back burner while the heat was on to get enabled us to put an index into the supple- materials and four heights of terrain. Thus,
Dallas out the door, DragonQuest is once ment which lists all magical or semi-magical the mechanics of the game can be very sim-
again cooking. The first product to arrive in spells, talents, and rituals and where they are ple, but then you come head to head with all
the stores will likely be a GM's screen. Done described (along with their code). this terrain. Most MOVES readers would
in four colors with all of [he chans and tables The final package has not been entirely have no problem, but the game will also draw
used in DragonQuest combat and magic (and set, but it looks like, in addition to the Col- a lot of beginners and must cater to them as
a few others besides) printed on it, together leges and spell construction system index, we well. I hope to work out a simple, accurate,
with some more of J ohn Garcia's fine art- \~ill be including a long section listing and and visually pleasing solution to the problem
work, the screen should be both eye-catching describing magical items from literature and by utilizing an integrated CRT and simplified
and utilitarian. mythology and will probably include a fe".... terrain coding on the map. More next time . .
Following hard on the heels of the GM such items of our own invention. These are Eric Smith
screen will be two DragonQuest adventures: really examples of the sort of things you can
The Great Palace oj Ontonc!e and The Blade make by employing the powers of the College HofGap
oj Allectus. GPO is an expansion of our of Shaping Magics. They include everything All R&D work on the second game in
Origins 80 adventure (only in note form at from magic weapons that keep an eternally the Central Front Series has been completed,
that time), but contains about eight times as keen edge to spell rings that require an expen- and the Art Department is readying the game
much material. In fact, GPO is one of the diture of Endurance to manufacture. We for production . HojGap has a full-size map,
most extensive adventures ever produced - shall also include more information on the 400 counters, and three scenarios . Covering
almost too extensive in fact. We are now try- Powers of Light and the Powers of Darkness Force shows the firs! 36 hours (three turns) of
ing to figure out how to shoehorn 36 pages of (especially their high holidays), a section on a Soviet/ Czech assauiI on the spread-out US
material into 24. The problem is that there magical plants and their properties, a guide 2nd Cav Regiment reinforced by three West
are over 300 rooms and areas in the Great to the magical properties of various gems German brigades. With seven divisions and
Palace of Ontoncle, and all of them have to and ... but you get the idea. David RiTchie attack helicopters, the Warsaw Pact forces
32
must advance quickly before the West Ger- brigades and regiments are the rule). The tac- or Pillage Endeavor. I have also introduced
mans form a good defensive line, and then tical flavor is maintained through the por- the concept of StarGates, which are expen-
break through this line toward Nurnberg. trayal of different types of trench systems, sive but allow a Player to perform Endeavors
VII Corps covers four days of this same varying artillery (and gas) bombardments, in any part of the galaxy at will. The game is
assault. The Warsaw Pact receives three ad- observation, and air operations. The game is coming along nicely and should be out ~ome
ditional East German divisions while NATO short (only ten turns), but the action is time this winter. Eric Smith
defends with two additional US divisions and furious - as it really was in this grisly
a West Gennan brigade. Seventh Army is chapter in the history of the First World War. Voyage of the Pandora
played on the Hof Gap map and the Fifth Joe Balkoski This solitaire game "prequel" to the
Corps map (in S&T 82) joined together. Five popular Wreck of the Pandora (in Ares 2) is
Warsaw Pact armies slug it out with the US Empires of the Stellar Reaches slated for Ares 6 and is now in the late stages
Fifth Corps and Seventh Corps and the West This game was rudely dumped on my lap of development. The game follows the
German Third Corps in a simulation of the recently. Groaning, I agreed to do the job voyage of the Biological Survey Mission Pan-
first six days of the next war. like a good soldier. To my surprise, I am dora as it travels from planet to planet,
John H. Butterfield enjoying the design and development of the searching for alien life forms. The game
game a lot. It is based on the popular Em- system is unique. The actual rules are less
The Kaiser's Battle pires of Middle Ages game system. I have than four pages long. However, there are
The Kaiser's Battle is a simulation of modified the system to suit the new subject over 200 numbered paragraphs that detail all
General Oskar von Hutier's surprise offen- matter, Stellar Empires. The critical changes the exciting events that may befall the crew as
sive on 21 March 1918 which almost crushed concern the Endeavors and the effects of they explore extraterrestrial environments
the British 5th Army under General Hubert starfarring on them. Essentially, I have in- and travel the spaceways. The player is led
Gough. Von Hutier's 18th German Army troduced the concept of range. You no from paragraph to paragraph by his choices
formed just one-third of the huge German longer merely go from base to adjacent base; and the whims of chance. Each paragraph
force attacking the British lines in Picardy on now you can travel farther and do more. The describes a situation such as, "The shuttle
this day, but its achievements were to be the distance of an Endeavor depends on the Tech has landed on a barren plain at the edge of an
most spectacular. This game is to be included Level of the Base System. Those with high ice field. Far to the east, the glint of bright
in Strategy & Tactics nr. 83 and, as of this Tech Levels have the ability to perform metal juts from the whiteness," and presents
date (22 September), the game is complete. Endeavors in non-adjacent Systems. The the players with choices or die roll results that
The Kaiser's Battle was designed with the ramifications of this simple change are great. lead him to the next paragraph. Unlike pre-
specific intention of introducing a simple and It is now almost impossible to set up a static programmed role-playing adventures,
playable operationalltactical system of true defense. Instead, one must make deals with Voyage uses a series of matrices and multiple
trench warfare as it was being conducted in those players along the path of Endeavor to choices to create ever-varying game situa-
1918. The hex scale is only one kilometer per Intercept the active Player's Endeavor. tions. The 11" x 17" game-map portrays
hex, and units are portrayed at company Thus, more than one Player can play a eight different planetary environs on which
level at times (although, for the most part, Defense Endeavor against a given Conquest the player moves the members of his expedi-

STEVE ~ACKSON GAMES


Yes. it had to happen. Steve Jackson - the designer of OGRE, G.. V. , and THE FANTASY TRIP - is now in business on his own. An
independent publisher. Detigning the kind of games you want to play - and producing them with the quality you'd expect from far more
expensive packages. Full-color maps and covers . . . illustrated rules . . . multicolor counters . .. at $3 per game! Read on ...

THREE NEW GAMES: NO TURKEYS!


RAID ON IRAN. What if the rescue
mission had gone in? Special Forces vs. Help stamp out "turkey" games . . . subscribe to The Space
Iranian "militants" on a map of the US Gamer. TSG reviews every s-f or fantasy game published (in-
embassy. For I or 2 players. Could you cluding computer games) - and important modem/historical
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ONE-PAGE BULGE. The biggest "lit- time you're steered away from a turkey - or toward a good
tle" Battle of the Bulge game: 13" x 16" game you would have missed. TSG also carries variants,
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aile page of detailed rules. A must for any much more. Monthly: $21 for one year, $39 for two years.
WWII gamer. For I or 2 players. NOTE: TSG subscribers pay NO POSTAGE when ordering
KUNG FU 2100. Martial-arts killers from Steve Jackson Games. Subscribe today - and start saving.!
try to destroy the tyrant CloneMaster in Please selld me ( ) RAID ON IRAN r ) KUNG FU 2100 ( ) CARDBOARD HEROES
this s-f game. Features an innovative man- ) ONt:.. PAGE BULGE. I have enclosed $3 for each item. plus 25 cents per item for 3rd class
to-man combat system. 1 or 2 players. postage, or 50 cents per item for 1Sf class postage. rTSG subscribers, note abover)
Please allow 2 weeks for 1 st class, or 4-6 weeks for 3rd class. Sorry - we cannot accept retail
AND A NEW PLA Y AID: orders from outside the US and Canada at present. Hobby store and distributor inquiries invited.
For any fantasy or role-playing game -
beautiful 25mm miniatures that fold Name . . . . . '. .. .
out of cardboard. Each figure shows Address. . . . . .
front facing on one side, back on the City .. . . . . . . . . State. . . . . . . . Zip. < .

other. CARDBOARD HEROES: 40 full-


color figures for only $3.00. I am paying by ( ) check ( ) money order ( )credil card. TOlal enclosed.
CHARGE ORDERS (please do not charge purchases under $]0)
STEVE .JACKSON GAMES ( ) Charge my Visa ( j Charge my MasterCard
BOX 18957-S Card number . . . . . . . . . . . . . Expiration date . . . . . . . .
AUSTIN, TX 78760 Signature . . . . . . . . ... _ . . . .
33
tions. When used in conjunction with widely 1981 . A number of helpful suggestions were
varying planetary attributes, these create an offered to me during a seminar at Origins 80 Are You Changing
almost infinite variety of exploration . in which the game was discussed which Your Address?
possibilities. The 100 counters represent the helped add a bit of "chrome" to the simula- If you are , you must let us know in advance in
crew of the Pandora, its bots and equipment, tion. I also had a chance to visit HMS Birm- order to avoid missing any of your issues of
creatures that may be encountered, alien arti- ingham when it was in NY harbor earlier in S&Tand / or MOVES.
facts, and other extraterrestrial items. Simple the year, which clarified my impressions of I. Your name - as it appears on the mailin g
rules covering FTL travel, the effects of ex- contemporary naval affairs a great deal. The label of your S&Tand / or MOVES.
treme gravity and atmosphere, expedition only work that has been done on the game 2. Your CuSlomerCode and Expiration Codes
preparation and supply, and communication over the past two months is the addition of (this is the very top line of i1lformation on your
with extraterrestrials will make Voyage an numerous optional rules, such as the employ- mailing label) .
ever-intriguing one-player game. ment of DPEWS (Design to Price Electronic 3. Your old address (clearly indi cale that it is
John H. Butterfield Warfare System) on U.S . Navy warships in your old address.
the 1980's or the introduction of the 4. Your new address (clearly indicate [ha l. it is
Citadel of Blood Tomahawk cruise missi1e during this same your new address.
By the time you read this the game will period. Joseph Balkoski 5. The effective dale of your new address .
have been printed and on the way to the eager
Note: When corresponding with SPI about
hands of the Ares subscribers. [ am very hap- your subscriptions, please write your name ex-
py with the game. I got a chance to test it ex- Stat Rep: China War {contiouedjrompalle25!
acliy as it appears on the mailing label. Exam-
tensively when I was on vacation and it works for the USSR player with Combat Results p le: If the label reads John J . Doe, do nOl refer
well. I had several interesting games, one of Table column shifts, with PLA Mass A ttacks to yourself as J.J. Doe o r any o ther alia s. If
which came down to five attempts by two conducted the same way. you have a military rank, please write it after
heros to roll a 1 to destroy the Hellgate. They The most ' controversial aspect of the your name . Exampte: John J . Doe, Lt. , not
failed and the party was killed attempting to game might prove both interesting and amus- Ll. John J . Doe . Thi s method will not confus e
flee the maze. It was very exciting. There's our computer and will lead to be tter service .
ing: 48.9070 felt the USSR should have greater
not much else to report except to say that I Nuclear power; 39 .5070 thought the PLA When you send us a change of addres!;, do n't
think players enjoy the changes I have made enclose any other corre!;ponden,'e tha t does not
should have some Nuclear power ; 7.0070
pertain to th a t change - i[ just slows up the
in the system. Eric Smith believed the P LA should have considerable processing of the change and creates a possibli -
Nuclear power; and 4.6070 agreed with the ty of missed informa ti on. A postcard is bcst.
Task Force rule as written. Thus, although the vast Write 10 : .
Task Force (formerly known as Naval majority of players disagree on the rule, it Simulation!; Publications , Inc.
War) is complete as of this date (22 would appear that the designer found a hap- Customer Service, COA Dept.
September) and is in the hands of Brad py medium. China War is a fine game-system 257 Park Avenue South
Hessel for rules editing purposes. The game that requires a little extra effort to master, New York, New York 10010
is slated for publication in early January but well worth the time taken to learn it.

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TAKE US TO
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'-

MA'fSE WE
5HOULO Tt{Y A
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What's a poor alien to do?


We've searched the universe for the latest Dragon, but copies of the
monthly adventure role-playing aid are as rare as zgwortz on Rdxnrk-19.

Hey, aliens (and other humanoids)! Don't throw yourself into a black hole. Intelligent life
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So turn off your warp drive and explore the universe of fantasy from the convenience of
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o Beam us up , Scottie. Our days of D Heck no , we like exploring strange


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check or money order for $24 U.S. * moldy hobby shops. Now if we could
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35
buyer, who shies away from exhorbitant The research team included Andrew Smith, a
price tags. military history expert from England who

FO. AH should also have been told that so-


called "monster" games are currently
anathema. Leviathan simulations became
was among the first to discredit the research
for the two Crete designs. The designer's
notes (of which there are many) explain how
by Eric Goldberg too big to support themselves, and only a few Randy reached his conclusions and from
fanatics continue to indulge in them. Small is which sources, and even indicate where the
beautiful, and it sells handsomely in the references contradicted one another.
bargain. To compound the pre-existing Randy's assertion that The Longest Day
Chasing the Great problems, The Longest Day is a historical is an important addition to the collected
White Elephant design, which everyone knows runs a distant works on the Normandy invasion is actually
Truth in Advertising Department: fourth to role-playing, fantasy, and science not far from the truth. An amateur expert on
fiction. If the prospective purchaser has to the subject has pronounced the data highly
My evaluation of The Longest Day was mortgage the family farm to afford it, the accurate, with the exceptions of two minor
hampered by Avalon Hill's refusal to send product should have the widest appeal possi- points. There is an optional rule that allows
out review copies of the game. Management ble in every other selling point. the players to explore the possibility of the
ci tcd poor reviews of previous AH games and All of which goes to show how wrong lInd SS Panzer Corps remaining in France
a belief that product development people expert opinion can be. AH's strong suit has throughout the campaign, rather than being
were less likely to analyze a game objectively always been the marketing of their games, called away to shore up the Balkan part of
in explaining their new policy. AH did make which does not, of course, immunize them the Eastern Front, as it was called upon to do
a staff member who helped prepare the game against error. [n recent years, the company hislOrically. This corps' performance shock-
available to discuss it before this column has pursued the best the third world has to ed German commanders with a poor show-
went to print. I would like to thank the New offer, acquiring gems such as Kingmaker, ing in its first front-lines actions, though
York branch of the Compleat Strategist for Source oj the Nile, and A ir Force. Their by the time some of the corps returned to
loaning a display copy to me. greatest coup was the takeover of the 3M France, t.he troops were high-calibre. In the
I am currently working on a fantasy games, which allowed them to substantially game, the full corps is rated among the best
role-playing game with the intention of sub- increase the size of their retail network . from the very start. An understandable gaffe
mitting the finished product to Avalon Hill. Rumor has it that AH will recoup its invest- is accepting the test ranges of German super-
So far, the design does not simulate any ment in The Longest Day due to strong early heavy artillery as the effective ranges. There
aspect of the Normandy invasion. sales, thereby vindicating their judgment. is not, to tllis day, a definit.ive source on the
Randy Reed, who designed and devel- Hindsight makes it clear why this was a matter. These are quibbles, important only
oped The Longest Day, and I were embroiled propitious time to gamble on a big game (and to the serious historian, and do not detract
in a feud of some note two years ago . Randy if the rumor of success proves false, hind- from an impressive body of work.
complimented me on Descent on Crete at sight will also explain why it failed). AH The lack of a tabular Ordcr of Battle is
Origins 78, and then, in a startling reversal, refused to be stampeded with other manufac- surprising. Great pains were taken to present
described it and my efforts in very un- turers into the belief that monster games a vast amount of information, and yet one of
complimentary terms to the editors of Per- were extinct. Thus, no serious sales competi- the two major compilations of this informa-
fidious Albion. Randy defended his stance tion threatened The Longest Day. Since the tion (the map is the other) can only be pieced
by pointing out inaccuracies in the Descent high price meant that AH did not have to sell together from the countermix . The uneven-
research, whereupon I retaliated by proving as many units as it would for a regular game ness of the organization in places can easily
that his A ir Assault on Crete had serious fail- to turn a profit, the initial burst of sales could be forgiven for the counters, which detail the
ings as a simulation. We then ventured into carry a large part of the production cost. size, nationality, type (e.g., commandos),
. the subjective territory of the relative play Also, many in the industry had their curiosity number and type (e.g., pzkw V) of weapons
merits of the two games. Randy yelled at me piqued by AH's first venture into the massive systems and transport modes of the units
over the phone, I yelled back, and we hung category. Not that the company had much of they represent.
up on one another. a choice: the design and development process Randy Reed and I drew the same conclu-
Randy was gentleman enough to apol- had occupied two years of staff time, so a lot sions from our experiences with the battle of
ogize for past remarks at this year's Origins . of money would have been Oushed down the Crete. We both felt our next historical effort
He offered me, as a token of the sincerity of toilet should the completed project had to should leave no doubt as to its authenticity.
his contrition, an immense watermelon. I have been shelved. Kursk and The Longest Day have each
regret to report that I was not as gracious as The Longest Day shows the commit- fulfilled that goal, and that is where the
he - besides loath to tote an overgrown fruit ment of a great deal of time. SPI designers similarity ends. For Randy chose to use the
around on a Saturday night in Chester, Penn- have been known to grumble that they could Programmed Instruction method to teach his
sylvania - and refused his kind offer. When have produced a far superior product given game. and the design reflects all that implies.
last seen, Randy \-\las trying to fit the melon the time allotted AH designers; for their The Longest Day is simple as monster
securely into the trunk of his car. part, AH designers occasionally sneer at the games go. The design eschews innovation in
And that is a summary of the factors "hackwork" from SPI caused by tight favor of t.ried-and-true mechanics . Veteran
which might have unduly influenced the suc- scheduling. Each of those generalizations has players will have no trouble recognizing any
ceeding article, with the exception of the a kernel of truth in it, but both are gross of the rules until they reach the Campaign
game itself. .. oversimplifications in most cases. The Game, where some li.nkering has modified
Longest Day goes far in dispelling the allega- systems from previous designs . The inten-
Someone should have told Avalon Hill tion against Avalon Hill research and tion, as stated in the text, was to develop "a
not to publish The Longest Day this summer. development people. polished, well-tested product." This could,
The decision to release a $65 game into a of course, be most easily achieved with ex-
recession economy does not reek of good It is the research that makes this game. isting design technology.
marketing sense. Even TSR, which can nail Designer Reed took no chances on repeating The scale is two kilometers to the hex ,
the individual consumer for hundreds of the mistakes made on Crete, listing close to one day to the turn and company/ battalion-
dollars for the whole of its tremendously 250 bibliographic and cartographic sources sized units. The period covered is from 6
popular Dungeons and Dragons line, complete with commentary, at the end of the June until the end of August. This is quite
refrains from c.harging that st.ratospheric ruiesbook. His remarks disp lay at least a tame for a monster game, and as manageable
amount for anyone product. The hobby passing familiarit.y with each of the sources; in playas one will ever get in that genre.
gaming industry (adventure gaming, faughl) this is not just a laundry list culled from the One of the first problems encountered
has come to depend heavily on the impulse back pages of several books on the subject. during the design is one ~acing all prospective
36
simulations of the France 1944 campaign. tingly, attack strengt h, defense strength, and
The invasion itself and the subsequent break- movement allowance (not even new and im-

Playback
out are two very different situations, with the proved). I blanched when, after all these
former being much more complex than the years of getting used to Redmond
latter. The Longest Day recognizes the Simonsen's symbology, r was asked to learn
disparity, and approaches it obliquely by the German Army method of coding unit
simplifying to eliminate anomalies wherever types . Randy assured everybody in the rules
possiQle. This solution plays havoc' with the that it was easy to understand and allowed READER REVIEWS
simulation value of the game. for easier classification of unit functions and
The scenarios are presented in roughly equipment. He may be right. Play back rat ings are reader evalua tio ns of
reverse chronological order because that is The charts and displays are plentiful, games that a re acquired ' through S&T a nd
the only way to make the Programmed In- and include some actual-size deployment MOVES Feed ba,k responses. Readers have
bee n asked to ra te eac h as pect of the games on
struction method work with the history. The sheets. It's absurdly easy to set up a game a scale of I (P oor) [() 9 (Excellent) . For the ac-
players begin with a one-map recreation of when working from a one-to-one reproduc- tual text of the qucstions, see Secti on H of
the actions around Mortain, then proceed tion of the uni t positions. Feedbac k on page 35 . Puhli shers Abbrevia-
until the entirety of the playing surface is us~ The rulesbook is unlike any other, if not tio ns: SPI = Simula ti ons Publicat io ns, Inc.,
ed for a three-turn invasion. It is easy to as tasty as advertised . The rules are extensive- New York ; AH = Avalo n Hill , Baltimore ,
understand the rules, a little hard to ly footnofed, with the design decisions ex- M a r ylan d ; ( ; OW = G ame Des i g ner s'
reference them (an inconvenience neatly plained. Predictably, the rationales behind Works ho p, Normal , Ill inois ; Yaq = Yaqu into,
smoothed over by a completist index), and some major rules are not covered. Randy Dallas, Texas.
the Campaign Game is not very frightening also expresses hope that the annotation will
by the time it is reached. . prove useful to reviewers, which is ironic in
. The crux of the flaw in The Longest Day light of his previous relations with them and
is that the game system cannot handle the AH' s reluctance to dispense copies. An ex-
PATTON'S THIRD ARMY
research. The research is complex and exact- tensive seminar in the broad theory of
Design/ Development:
ing in detail, while the game, for all its simulation design makes good reading, even
Joseph M. Balkoski
pretensions, is a throwback to the AH beer- though it is not complete (the first paragraph
Art: Redm ond A. Simonse n
and-pretzels standards. This is, for lack of a is numbered 18). The booklet is rounded out
beUer term, a schizoid product . The game re- by highly utilitarian displays, ranging from Comments: Regime.nt / battalion simulation
of the U.S. Third Army ' s November 1944 of-
quires too much effort for what it does - symbology explanations to scenario deploy- fen sive in the Lor rainc area of France. Limited
Fortress Europa, on approximately the same menls to detail on weapons systems. in telli gence, support and supply restricti ons ,
subject , can be played and enjoyed in less Is The Longest Day worth $65? That ai r power, and grou nd supp ort rules.
time - and the research is all very nice and question is perhaps the most important part
- that's it. The work on both parts was fully of this review , and must be answered from FREEDOM IN THE GALAXY
professional, and rendered much less useful several different viewpoints. The component Design :
when the basic planning stage decision on value does not justify the price, nor should it Howard Barasch , John H . Butt erfield
how the two were to interface was ignored. be worth the money to the typical Avalon Art: Redmond A. Simonsen
The physical package is in line with what Hill gamer. However, the quality of work is Comments: Star system / province/ gal-
has come to be expected from Avalon Hill. such that serious studcnt s of the campaign actic level game of interstellar rebellion against
The cover displays the umpteenth Rodger and, interestingly enough , professional a galactic Empire. Imperial and rebel military
MacGowan illustration found on a World designer/ developers should consider picking units , planeta ry def ense bases, environ
War II game. Breathless prose reaches great it up . I cannot remember being as emotional- mili tary combat, rebellion and planet control,
.heights of ecstasy as the side panels are ly affected (in my designer persona) by hyperjumping , and imperial atrocities.
toured , until the back copy promises a another game as I was by The Longest Day.
BATTLE FOR STALINGRAD
"sumptuous rulesbook." It doesn't look This attitude is partly attributable to Randy's
very appetizing. motivation for the game being similar to Design: John Hill
mine for Kursk, but is mainly due to it being Art: Redmond A . Simonsen
Avalon Hill believes in the mounted an important statement on the art of game Development: John H . Butterfield
mapboard, of which there are seven in The design by a professional now coming into Comments: Ballalion/ company level simu-
Longest Day. Keeping with tradition is his prime. lati on of the 1942 German assault on Stal-
laudable in this day and age, but here it was The effort is far from perfect, though it in grad. Artillery bombardments, Trans-Volga .
carried to excess. The same seven maps could contains a high percentage of top-flight artillery, level and dive bomber air allacks, am-
have been printed on high quality cardstock, bush and surprise, Soviet reaction and st rategic
material. I am reminded of the protagonist in
would last almost as long, would be easier to withdrawal, Volga River Flotilla .
Isaac Asimov' s short story, "The Bicenten-
handle, and could have knocked $10 to $20 nial Man," a robot who seeks to become ULTIMATUM
off the price. As it is, a portion of the pur- human . The Longest Day is a game which Design: J . Michael Hamphill
chase price goes toward making a useful wants to be a simulation, but cannot be.
weightlifting accessory (and at $7 a pound, Art: Robert Yaquimo Prinling Co.
it's more expensive than sirloin steak). The The lessons of The Longest Day will be Development: J . Stephen Peek
graphics are handicapped by extreme crowd- discussed in the next F.O . column, in addi- Comments; Strategic simulation of super-
ing of terrain features in the coastal regions, tion to a more thorough play analysis. power nuclear war. Interceptors, missile laun-
and are pretty drab anyway. The terrain ches, bomber allacks , SLBM 's, MIRV ' s,
The Longest Day, from The Avalon Hill ARM's, crisis areas and the economy, basic
analysis is quite good, in keeping with the Game Company, 4517 H a rford Road , a nd lOurnament game versi ons.
quality of the rest of the research. Baltimore, MD 21214. $65 .00 .
The counters are remarkably functional IRONCLAD
for all the data crowded into them. The color Design! Development:
scheme lacks pizzazz, preventing these from John W. Fuseler
being the best to come from AH . The lcorout Art: Robert Yaqu into Printing Co .
of the counters was the first detail to catch Comments: Ship-to-ship simulatio n of ar-
my eye when I inspected the game , what with mored naval warfare during the Civil War.
a string of numbers running down the right Facing of unit s, plaiting maneuvers, spar
side and arcane symbology and information
to the left of it. The three numbers were, fit-
37

S ~;."!. b.
~~ 6~ ~~
.~b.~ ~~ ~~~ ~
""~.,, ~ ~\.o}. ~ ~~ .~" .~'fj
~" Io.O~\ ,0" ~\.~ ~4b. "," -~~ ~.. ~
\.\.O <~'C' \.~~ ~\"'~ o~" ~1! ~4~'" ,,~'J,." ",-~b.~ .'C~~ Typical
~4 'X., -04 ~' \.<. ~4 ,.... ~ Rating
Publisber SPI SPI SPI Yaq Yaq Yaq AH AH GDW SPI SPI SPI SPI SPI SPI Ran~e

Publication Date 1/80 6/79 5/80 na 6/79 na 6179 6/ 79 na 10/ 79 11/79


, 11/79 11 / 79 11 / 79 11/ 79
Price 5.95 19.95 15.00 12.00 15.00 16.00 15.00 \5.00 5.98 23,00 5.95 5.95 (5.95) (5.951 (5.95)
Nr. of Players Reviewing 148 56 26 20 42 19 46 64 50 77 70 90 195 202 185
Date Reviewed 9/80 9/80 9/80 9/80 9/80 9/80 9/80 9/80 9/80 9/80 9/80 9/80 9/80 9/80 9/80
A. Map. Ph),sical Qualit)' 7.13 7.46 7.33 5.63 5.30 5.79 6.31 7.39 5.71 7.47 5.97 5.75 6.80 5.70 6,1-6.8
B. Rules, Physical Quality 6.57 6.78 7.12 4.95 6.28 6.05 5.81 4.22 5.65 6.70 5.73 6.13 6.19 6.36 5.48 6,4-1,1
C. Cou nlers, Ph}'sical 6.63 6.42 6.26 6.05 7.65 6.47 5.74 6.63 6.18 6.82 6.15 5.69 6.24 6.31 5.46 6.51.2
D. Ease of Play 6.24 6.33 6.12 5.80 6.3.8 5.63 6.85 4.31 6. 16 6.01 6.26 6.74 6.S0 6.46 6.04 6,3-1.0
E. Rules Completeness 6.64 6.93 6,73 5,35 6,05 6.26 6.13 3.81 5.54 6.82 5.41 6.63 6.40 6.43 4.24 6.3-6.9
F. Play Balance 6.25 6.41 6.88 5.95 7.40 6.21 6.35 4.89 5.25 7.04 6.08 6.27 5.83 5.S2 5.13 6,1.6.7
G. Game Length Suitability 6.42 6.22 6.32 6.25 6.98 5.89 6.51 5.71 6.33 6.12 6.43 6.60 6.77 6.66 6.29 6.26.8
H. Set-Up Time Suitability 6.24 5.84 5.88 6.10 7.21 6.05 7.11 5.38 6.37 6.33 7.03 7.0\ 6.59 6.76 6.56 6.26.8
J. Complexit}' Suitabilit) 6.50 7.12 6.69 5.55 7.35 6.37 5.77 5.70 5.49 6.86 5.84 5.73 5.37 5.94 5. 19 6.26.9
K. Realism 6.44 5.54 7.23 5.30 7.6\ 6.44 4.6\ 4.52 4.24 7.40 4.43 4.35 5.07 5.S3 5.05 5.9-6.5
L. Overall Ratin~ 6.55 7.17 6.85 5.65 7.43 6.32 6.00 5.23 5.41 6.91 5.56 5.94 5.80 6.21 5.19 6.16.8
M. "7. Who'd still buy 691170 81 "70 85"70 55"7. 88% 61 OJ. 630/0 52% 62% 82"70 59"70 76"10 58% 73OJo 4907. 71"70
N. 070 Rec'd money'~ worth 85"70 86 cr1o 8570 55'% 86070 78070 67"10 56"10 72070 81 070 67 070 78"70 75"70 82070 51 070 Sg'.

rorpedoes, ramming, sinking, burning , 1942 unusual features, monsters and negotiation,
emergency engine capability. grapeshot am Design: Marc W. Miller combat, treasure, wizards and magic, special
munition, visibility. abilities, characler cominuity.
Art: Paul R. Banner
Development: J ohn Astell
PANZER Comments: Operational simu lalion of
CRETE*
Design: James M. Day Japanese amphibious operations in the
Pacific. Limited naval suppOrt, paratroopers. Design: James F. Dunnigan
Art: Robert Yaquinto Printing Co.
air combat, reinforcements, Japanese naval air Art: Redmond A. Simonsen
Development: S. Craig Taylor, J r.
power, air umbrellas for air uni t s. Comments: Battalion level simulation of
Comments: Tactical armored combat on German airborne assault against British forces
Eastern Front in \\'\\'11. Armor and advanced CITYFIGHT on Crete. German airdrop, landing German
games, sighting procedures , plo([ing orders,
Design/ Development: mountain troops, movement from map to
direct fire and opportunity fire, suppression, map. the German Air Force (Luftwaffe), scat
Joe Balkoski, Stephen Donaldson
close assault, overruns , artillery and mortar tering, road movement.
fire , morale, and panic. Art: Redmond A. Simonsen
Comments: Tactical simulation of WWII and
contemporary combat in urban environment.
DUNE Basic, intermediate, and advanced games, REDDEVILS*
Design: Future Pastimes sighting and immediate firing, close assault , Design/ Development:
ammunition depletion, slippre,sion, mech John H. BUllerfield
Art: Mick Uhl. et al.
anized comba t vehicles , flamelhrowers , inde Art: Redmond A. Simonsen
Development: pendent command and leaders , enginee!".,.
Mick Uhl, Richard Hamblen Comments: Battalion level ,imulation of
British 1st Airborne Division drop near Arn-
Comments: Strategic level simulation of DEMONS
hem during Operation ,\ -larkel -Garden. Op-
F rank Herbert' s Dune. Basic and advanced Design / Develop ment: portunity fire, disruption. \I.se of ferry, aOli-
games, character playing shields and tokens, James F. Dunnigan tank units , destruction of railroad bridge, rein-
battle wheels, storms, sandworms, spice blow,
Art: Redmond A. Simonsen forcements.
bidding , leader and roken revival, alliances,
b ri bery. special karama powe rs. Comments: Fantasy simula tion of wizards
who use demons to gather treasure in ancient
Armenia. Magician, and shie lds, mOrlal uni ts EBENEMAEL*
MAGIC REALM search and discovery, conjuring demons and Design/ Development:
Design/ Development: curses, friendly and unfriendly demons, the Joe Perez
Richard Hamblen magic ring of Solomon, capture and lOrture of
Art: Redmond A. Simonsen
magicians.
Art: Richard Hamblen, et al. Comments : Tactical level simulation of Ger
Comments: Tactical fantasy quest for wealth DEATHMAZE man airborne drop on Belgium fortress of
and fame in twotiered realm of magic. Twenty Eben Emael in 1940. Bold movement~ pinning
Design/Development:
large double-sided hexagonal map tiles, units, fortifications, line of sight, close
Greg Costikyan
character cards and personal history pad, assaults, demolitions, mines, historical and
dwell ings and ghosts , move, hide & seek ac- Art: Redmond A. Simonsen Belgian prepared scenarios.
tivities, monsters in combat, locating and Comments: Fantasy simulation of adven
100 ling treasure, lrading with nalives , colors 01" turers exploring labyrin th in search of glory -These gemes are available together (on-
magi,' , runes. and gold. Creation of maze from counters , ly) as Paratroop.
38
pre- Nopoleonic 11600 - 1790); 4 = Napo leonic 11 790 - defeated the less well-equi p ped Colonials, but was eve n-
18301; 5 - Civ il Wo ri 19;h Ce mu rv 11830 - 191'JJ), 6 = tually routed by Washington's recombined army. The
World War I 119I'JJ - 1930) ; 7 ~ World War II 11930 - game recreates. at a t actical level, the c ruc ial openi ng

Feedback
1945); 8 = po st-Wo rld War II 11945 - presentl; 9 ~ mom ents of the battle during w hi ch th e 17th FOOL Reg i
Science Fiction al1d Fantasv. men t defeated Mercer's brigade and Ihen fa ced Cad-
36. How did 'lOU pu rc hase thi s copv of the manaziner 1 waleder's large militia command . The super-tact ical
- bv subscription ; 2 = bV ma il as ? single co p\,; 3 = in a system high ligh1s formations and tac ti c" of th~ colonia l
MOVES 53, Oct/Nov 1980 store ; 4 ~ it was passed along to me by " friend ; 5 = peri ad . Special rules cover fences, orchards. art illery, and
o ther means Idescr ibe) the use of bay onets. The game sca le is 25 'lards per hex ,
five men per Sirength point. and five rni mnes per turn.
Ji. How many people l including you rself l WIll read tbis
One 34" x 22" mop. 200 counters. t wa hou rS pla y ing ti m e
How to use the Feedback Response Card: After you've copy 01 MOVES? 1 = one lon ly vou rselfl; 2 = two ; 3 =
(ni ne 1lI rnsl. Add itIonal no n-his toric varia nts included.
finished read ing th is issue 01 MOVES, please read the three . .9 - nine Or more .
Poss ibly an S 8 T game. To SAil for $9.
Feedback questions below, and give us your answers by 38. Do 'lOU own. Or pl an to buv , one 01 thB lo ll owi n~
writing the answer-numbers on the card in the response micrDcom putpr sys lems' 1 ~ I own a Com modore PET; 2 42. Cowpens. A si mU lation of one of the mOSI tacticall 'l
boxes which correspond to each question number. See = I plan to bu y ~ PET: 3 - I 0'."" a Radio Shack TR S-80: 4 interesting bRttl es of the Amer iCA n Revolutio n. II. WnS
centerfold for card. = I pi on i O buy ~ T RS-80; 5 - I ow n so me otlle( fought in backwoods South Carolina on 17 Januarv 1781
Please be su re to answer al l questions (bu t do not write microcomputer; 6 = I plfJn l O huv som A othpf mk rocom - be, ween Dan M [frgan's Co lonia l force and the British
anything in the box fo r Question- numbers labelled " no PUWf : 7 - I have no plans i O buv a m icrocomputAr un der "B lood\' Tar letan ." Bm h sides had abaUl 1100 men ,
question" ). Cards that are incompletely filled out cannot b ecause I am n01 illwrested ; 8 = I h dVB 11 0 pl;.: ns to buv a with mu ch of Ihe Colon ial fo rce bei nq mill lia . Bearin'llhis
be processed. microcorn pu tp.r hef: nlJSe I al read y have af:r::A3S to f. COrll- fa ct in mind , orga n c hose his ground care tu II\' antJ
" uto r; 9 - I have no plans ({) buy a mic rocomputer f or ski lil u liv lormed his pl" n a ; battlu. Th ~ mil itia were posted
What the n(lmbers mean: When answering questions,
some othe r rOaSO fl. i n thA frO llt line, wi th orders to retreat and regroup ai tAr a
"0" always means NO OPINION Or NOT APPLICABLE . few volleys . This the militia did in fine form, b ringing a
When the Question is a "yes or no" question, 11111 means
Rate the loffowing game proposals on a scale of 1 to 9, disa strous British dcica! aftcr o nl )' an il ou r' s fi'l l1 in'l .
YES and "2" means NO. When the qusstion is a rating
with I indicating very little inclination to buy the game if TI1is game recrea tes the entire baule on a compa nv leve l.
question, "1" is the WORST rating, "9" is the BES T
published up through 9 indicating a definite in/emion to Heavv emphas is is plared on comma nd Gontro l and 1ac-
rating , "5" is an AVERAGE rating, and all numbers be-
purchase ir. tiral m ovement . Wou ld indu rie 20J mUnTers, on e
tween express various shades of approval or disapproval . 34" x 22" gilme-mop at ffJ Yilrds per hex . Pla \'ilble in lhree
39. The Age ol Exploralion. To th e west lies the tabled hours 112 five -minu te tur ns) Passibly an S&T gam e. Ta
SECTION A le nd 01 CaTha\,. SOlJr~e of silks and spices and fa bu lous
\-3. No qUf'S HOn Ileave blankl sell for $9.
'Nea lth _ To the sau ,h an d east lie th e Mo hammeda n
Q(lestion., 4 throu,qh 18 ask YO(l to rate the articles in this enem\,; a way mllS I be fou nd to uutflank hi m . and to join
43. Lille And Column .A. seT of mm iATLJrBs ru Ie, f or use
issue on a scale of 1 = poor, 9 = exceffem; = no opinion. a wittl the 10fces of PresTAr J ohn agains t the ,,'fidel.
w i;h 15mm o r 25mm minimu re fi guri nes, Line and Col-
4, C' Fol i o GUArrA, Pori II Christendom has a missia n: to serve God and To con que r. umn wou ld deal with the arm ies and battles of the
Na poleo n Ie \Na rs. The corn plele name would include one
5. Anylh lnq-t Cl -Ofl f,! And Christendo m 11as ,II C meanS: tl1 8 ships - th e moL; 10
ind ne,v lands . But what lies out Ihere in the World boo let of rules i ~ S PI case format. one booklet of c harts,
6, Fn hil nceri Ne. po lpon ot Waterl oa
tables , and supporT materi& l, and one book lc t of TOtt E' s
7. Forty-FOll r. Fortv or Fight Ocea n, beyond th e pale oi Pt olem v's geog raph yl fhe
n,ap of ,IH) Age ol ExplO(alion wo uld cover the enti re for all of th e armies part icipaTing in the wars of The era 10
8, In Ihp ArAns of DeA Th total of 96 pag es 0 materiall Baxcd . $12.
wm ld - bu l m ost wou ld be blank. Up to seven pl ayPrs -
9, Stat RAP: Chine l/lio r
Spai n, Port ugal , Franw . Engla nd, the Net herla nds. 44. War oi (lie Rebellion War 01 the Rebellion wou ld be 3
10, F,reF lg hT- Ci Tv Genoa. and the Germa n bankers - send expeditio ns to set oi rninia lu res n J les for use w i 11 15rnrn or 250101 figures
II. B,~k on Lilli e nau nOi{) p l he WeS t , east, SOU th - and even the north - lO d iscover Dnd would cover ;he American Civil War pe riod. T he cam
12. Fo r'vvard Obse rver n~w lillids. As ex plOra tion pmcee ds . the reS t ot the world pler.e qarne wou ld consist o f o ne I)ook let of rulfs in SPI
13. Des1g ncr' s Now:::. is ge nerated and d rawn on Lile piasticlled babrd w ith case forma 1. one booklel of ehilr s, tah les , and S II ppor t
14. S" ,Bus cra yo ns. I hu plavers mav d isr::ove r IfJnds very m uc t) di f .. material, and one boakle T of information on TO&E's fm
15. Op en lnq 1I.10VtS ferent from w rlat Europe ~ctua llv f ound . TheV may Ave ll the Un ion and Con fede ra te armies for V&1I0US pe riod s 0 '
finri Pmste r J ol'ln, li le Seven Cities a l Ci bal~, or a Thrivi ng 111" war iespecially f or sma lle r un ils usually nOI covered in
16. 1 hi':. issu e Clicra ll
Viking co!onv in Vin la nd . Two hund red co unters, such rlJ les!. A t ot~ 1 of 72 to 96 pa'des cof ma teria l. Boxed.
17. VVdS this Issu e 1)02 1te l tn a n th 8 1.3st f) Il P?
r
22" x 1 g~m e-ma p . fo" r crayons, 16 panes o f rules , W To sell i m $12.
18-24. \J o q I JP,:=;LI,:::'r~s 5el l for$ 10.
45. Ai' Wal; 1.917. [Jas~d on Air WAr, hUT "NiThou t Th A
25. !'.ss lI me thor you do n't suhscrihe 10 1I.10VES Vvou ld 40. Aloxander's EmpirR. When Alexa nder the Great died compl ica ting facio rs of mode rn uir c ombEit I mdElr,
th e quC! ll1y o f UliS issue alone mo;:iv:Jte y ou to suhsc rihp. ? iii 323 B. C .. l'le left Ilehi nd ;he greates, empi re the worlri miSSiles. ECM. 8tC.), this game wi ll sifllul~!e plu nc w
26. For hOIlv" rli8ny Issues hCivU you had a contl nuOllS h.Jd yet kn ov\ln, An .;::m ibiliOIJS q ro up o f qen-c rals , []nd - plAne combat over the pAriod 19 16 10 1918. Simp ler And
su bscriotla n m MOVES? 0= I dO ll " sil bscr lbA ; 1 ~ nil S is as tle irs - i3 moronic ha lf-brO"ihAr flnrl n posthLJmo us son, easier to ma.ster i:han Air War, it 'vvill nonEtheless ret[]in .] 11
rTlV fJ rst 1$51..1'8 ; 2 - This is mv seconrl or thirrl Issue ; The power 5 ruqcj le that f" lI a'Ned laSTed 12 vea rs and cnri- o f its predocesso r' s rt.'Cl tisfll. SpCCii3 1 fU 'es w i ll cove,
3 - T illS IS my fou r th or i ii til isst le ; 4 - This is my ,ix. h ed when thA w inner, Seleu kos , vv8S assassinated o n h ~s ba ll oo n::; an d jRlnming guns , whilA pil ot::; INili he indiv idu AI-
i,;s uP'; 5= Th lf is mv seventt1 th rouq h elcI/e mh issue; wav to Macedo n t o clai m Alexander' s tllron ~. y rat ed for ~eroba ii c ab il i ~v, shooting accuracy, -ax-
6 = This I':; my tvve lfth is.:3ue; 7 = T111 3 IS my thi rt eenth Alexander's Empire is A rnulti-p l.:=ilyer simlJ la Ion of this De rience, and o1her c~i ti cal faCTors . Geneml ized scen arios
t H"uug h eighteenth ISS l1P.; B = Thi s is mv II I ne ;:een lh 0 1 peri od using The Conquerors game svstem V./ill1 a 'Nill ccver all the st"nd" rd Tv pes 01 sir camb ~ , for t he
sl) bsequl;nl iss ue; Y -I am "MOVES Li letime SubscrihAr simplified form o f ta c tic& 1 60rl ll)a1 (l nd ru les dea l ing vvith p er iod , allowinu you 10 cfesiq r. 'lour o.,.v n, I n add iti on,
frpgmdlf)ss o f n lJ mber of issues received) . Ihe palitical infighTing of the period. includ ing ; aS53ssmd th AfR will bA sr::Ana rios cove rin g f 2mou ~ historicAl actio ns
2/. \1\I t! ;:H If:-VAl o f comp leX ity do "lOll prulc-r in games? l ion, shif ti ng loyal tips, "rmies slI ilig out the ir leaders I lor irlc lud i ng "i"he deaih of INern Ar Voss (Germflnv's ,; 3 ace
R.Jt e your pre ferell[p 011 a 1-9 ::"=;r::? If: , . . . . . 11 11 j"lfg ller numbers Cnsh down) , th e Regencv l nd the Roya l treasu rv I money tokos on tho c rack 56 Sqd n singl ehandu dl,! l . Jdsat 11 vur
incl 1C8 l ln q Irl cr C-i3sud C{)rn plE:ix iry . Use t h ese ga mAS P.fi "ei ng tne sou reR of pO'.'iel!. Ille rol e of the Iv1acedoniun S lI S th ~ Bl ilr.k Flight, and Rlchthofen VerSllS Bro"",,, . $ 12.

guide lin es : 4-S - Ch/ckarneu,C!a, 7 = P8trol! : 9 = Air ~Yar. army- In c housing the king (i t . . VfJS hy ;:;ccl.:=mvltio n bUl '~""':3S 46. The Narm w Seas. !\n opAra,io nal / tactical simu lation
by no rnA~ ns a ru t) bur sw mp~ , con trol of ihe he irs
28. You r age: 1 = 13 \'r.n rs old 0 1 ':t'ou n ~;er; 2 = 14 17; 01 no vu l Jction in the Medimrranean du ring World War II,
Isometi m es " li ahi li t., ra. her li1a n an asset ), AI8x~nder's in p ar ticu lt3 r th e Mtenl p ts to run convoys th rollq h to r..'~ 3 Ita
3 ~ 18 21, 4 - 22 27 ; 5 = 28-35 ; 6 = 3G or airie r
bod" and tent Iva lua hlp. prope.ganda lools), and G re~k
29. Y ou r Sb'X: 1 ~ mal A; 2 = remAIA . in 1942. These act ions dec ided til e i ate of "Ih e orth
pub lic op ini ofl . Three s~enari os we pl anned; 3238. C.. A friO:ln CF.lmpAig n and v. . ere corn p fex opere. tiorls invo lvi nn
JO. Euucii, ion: 1 = 11 veRI',' or I~ss ; 2 - I) years; :3 ~ 13 1b Plo ve rs represent lead ing ge nerals as Thev strive 10 al l of the 'Neil pons of ll ~vAI wa rforA : lAnd-based AircrAft ,
years: 4 = 13 15 ve.Jrs llnd ST ili ill sc ho ol; ~,= 16 Vf:a rs, preser...'e ihe EmpJre Il lke Antipl:ltrosi, c.J rv E' OUT their o\.'\.'n
carrie r-b t:!sed aircraft , surface com hfJtfJnt s, submArines,
6 - 17 vear s. Or nW r j~ , pr ivJte kingd om I PlOlernv!, Or se"o tlw 9m pire lor P T bOelS, mi nefields, etc . T h e ma i n rJct ion w ill tuk e place
31. Ho . . v long Il ave vou been pl ij i inq conl ll ct : =.imul.:J tio n themselvos ~ A n tigonosl Vic to ry cond iti ons w il l vi3r'{ tu on il 22" x 17" game map cove ring m ost of the Med iterra-
gilmes? 0 = less tha n fJ y 2-fl r; 1 = 1 yAP. r: ') - ") ye2l f s S- 8 maTch the role lile plave r c hoo ses. In add iti on, one plaYH n e~Jn , but .21i r fJttt.Jcks ;Jl1d surface engagements . . vill be
ye,3 rs; 9 = 8 or rTlOre V8drs . Con choose to represe nt Ihe G leek City S tatus who used iOLl ght OUI on " sepa rate lac li ca l disp lay. T!l e Germa n
thA co nf USion to .Jn empi to brPfl K free and AlmOSl suc- pl"ver wi ll be in th e posijio ll of Fielri MRrs hal Kessel ring,
32. :V\I IVll lS tl"w aV(;r;:'~~le [lum ber 01 hours vo u spend p lAY-
i ng sim ulmi on g fJln2S :=:-a c ll rrro n:ll ? O.=:... no ne; 1 = 1 hou r or
c eeded . 309 8, c. .. I/Jith only li ve co ntenders left , f:-flr.: h
Hyi ng to coord i nate his aircmft , submLl f i nes, E- boElts , fm d
hOldi 119 his ovv n kin gdo m, a new f ou n d of fi ~ hti ng for tile relu clanl lialia n su rface warships \0 ii nd and deslruv
less ; 2 - 2-5 hou rs ; 3 = fi-~ hOllrs; d - Ir}- 15 hou rs;
sup rem acy be'J ins . 28i B. c.. Ly,; i m~chos and Seleu kos
5 ~ 1 6- 20 hou rs; 6-21 25 ; 7 = 20-30 ; 8=3 1-.1(}; ') -40 01 trl e 8 ritish convoy. A proper ly COOr din" teel attock can be
f ace of f in Ihe last round o f t ighting to oeTerminf:- who '-Iv lll
mo re hours. devasl ati ng, R poo rlv coordi n ~led o ne can mean heavy
rule Alexander's Empile. 1 a sull tor $12.
losses for fl a r'"su lt. But 'irst he musT fi nd th e ca ~vo y. W ill
33. Ho '.v Inan~1 sirnu li3tio fl ~df11(]S ~ ol i:l lt publ is hAf s) .:io
41. Princeron. A compa ny level simu lat ion of I t CO r H: from th e- \ovcst th is ti me , or th H 8':..:6t. or both at
\,ou possess I 1 - I-10 , 2 - 11 -20 ; :3 ~ 2 1 30; 4 - 31 ,10 ;
5 - 41 ffJ; 6-51-60 ; 7 = 61-70; 8 -71-80; ') - 81 O l lTlo r~ . INJshington 's r::r iti cal v iClOIV OvC r the Bl itlsh i n earl y 1777 . o nce? The Brilisr, pla yer will do his besl ;0 fool l'lis oppo
On li1l, " inht a l 2-3 Janu" rv, WAs11in!110n bold l., leel his nent , while deploving his i orc.e,; to prot"rtths irag ile mAr-
34. Did vou scn d i n the eedb9ck card f nr vour IAP,t is ,~l J e
hagga rd Arm y fHou rHj the Briti~h orm y fit TrenTon and rae- c hant ships . . vithout Gxpo~i ng his ~ ew , prec ious . . varshi~
of MOVES? I ~ VA":) - 110
Dd tor the Engl ish supply i)"se a I Princeton . As his ari- to lJnd u e risk in Hle n ed r Ow seas ,A,II \he f) Jtl convuy ac -
35. Pic the one areH ahO II - vvh ir.;h r'Cll wou lcl rnost like: to Vi1nce un its ~~ppro[1ched Princ Pton on [h A ICy mor rli 1l9 o f 3 ti o ns 0119--12 will be covered, lOgethAr with 'h e Battlss of
See qi3mcs onu articles do ne: 1 = Anc1I:;:-nt (n ome, Greek, J ElnUCH''r"', th ev L1 nexpcctecly ~[J n into Mawh ooo'::; Brit is h lvI "t" " an and Calabri ~. In add ition, " m mD~ig n g~me '..... 1
Bih li'ca l 13:\00 BC 600 .AD ); 2 ~ D:1rk Age, ~nd br ig;:.~d e, vvhich was Acil/a ncino to Trcn to n . In th e S'lcHD Irnk th e convoy ac tio ns , 'Nl t h losses ~-Hl d SUpplios del ivered
fle nais""'CA IRrX) .AJ) - 1600 AD) , 3 ~ 3D Y,-ws W"r ~nd fig hl tfla'. followed. th e outnumbered Mawl'lOod dt li rs! in o ne action Af fectinn [tie sit uation in the nexl. $1 0,
39
47. The Iranian War, 1983. With the death of Ayatollah 51 . The Drive on New Bas ron. After the Great War of kingdoms o f the old world converge in the Black Forest
Khomeini in December 1982, the poli,ical situatIon in Iran 2010, the arms race between the United States and The where the last great concentrations of the precious su b-
deteri orated rapidl y. Wi thout Khomeini's backing, the Soviet Union bega n again. In 2060, the series of small skir stance can be found . Finding mana " deposits" in the
Islamic extremists in power could not depend upon the mishes between sma ll A merican and RlIssian forces magical wood is easy aT first. Defending one' s mana from
support of the populace, w ho were being al iena ted by erupted inlo another fu llscale conflic t. Both sides limited others bent on con trolling its powerf ul properties is also
economic hardship and a reign of terror to match the themselves to tactical nuclear weapons, for neither easy, if mana is used to do so. While in a mana rich area, a
worst of the Shah's excesses. Waiting to strike were the wanted to precipitate a mutually dp.structive holocaust sorcerer can eaSIly repel monal threats USing conjured ar-
mili tant loftists and the vanous ethnic separatisT move- like the one 50 years before. In a lig htni ng thrUST acroSS mies and powerful spells, and do battle with sorcerers of
ments. some of whom looked to Moscow for leadership. the NOrlh Pole, Russian forces Quickly occupied eastern opposing kingdoms. However, if his mana suppl y
When fi ghting broke out The fo llowing March and rapidly Ca nada and prepared for the fi nal push on the United dwindles. or he is separaTed from it, the effects of mortal
escalated TO fullscale civil war, it supri sed no one. For Stotes . The Drive on New Bas ron w ill simulate a Ru ssian weapons and strategies are more harmful . In The LaST En-
awhile, despite the massIve influx of arms from the Soviet attack in the vicinity of New Boston on a tactICal level. chanters, magic makes its last stand in a war betwee n
UnIon to the rebe ls. it appeared that the Iranian gover Emph asis will be on the capabilities of STandard armored fouda l empires, in which standar9 military might works
men t might put down the rebels . The n, on 15 April. vehi cles , cybernetic tan s, anti- radia ti on suited inlantry. wit h ~nd aga inst the dying an of conjurers, Mana may win
Sov iet tanks crossed the border in suppon of the socia lis t aircraft. and on combined -arms ope rations. Scenar ios the battle, but is there enoug h to win the war? From two
revolutIonary forces. The US gove rnment felt it irn simula tin g many different types of operations will be in- to six players vie for posseSSion of the vanished resource
peratlve to prevent the Soviet takeover of Iran and. when cluded . Also included will be eXTensive rules lor on a 1r x 22" map of the medieval Black Forest wi t h 200
thelf ultimaTum calling fo r a Soviet withdrawal was ig generating new scenarios. The Drive on New Boston will counters represen ting sorcerers, milita ry leaders. magical
nored, the Iranian War began . The Iranian War, 1983 is an include a 15-page rules booklet. 200 counters, and a and mortal armies , magical i1ems, medieval weapons and
opera .ional simUlation of a hypothetical superpower can 22" x 34" mapsheet. To sell or $10. 01 course, mana. To sell for $8.
IIIC t In Ira n. The game w ill deal with a Surprise Soviet Inva '
Slo n and the response to it by the IraOlan armed fo rces 52. Legion of Space. I t IS he second half of the 20th cen 55 . Conan! AdvenfUres of (he Lion. This colorfu I simu -
<; d the US Ropid Deployment Force. RLi les will cover the
wry. In the 80Uyears since humankind fi rst reached for lation 01 Robert E. Howard's Hyborian AgA would use a
oq lstlC" problems facing both sides. airmobile opera-
the sta rs. the Empire of M an has grown 10 encompass a rela uvelv $Imple game system, w it h lots 01 fri lls to
lio ns , guerrilla warfare. ar d the possible use of taCTical sco re of races and a thousand worlds. For The last 100 01 simu late the rich flovor of th e original stories. The franre
1uclear 0 1 cl.emical weapons . Would inc lude on e
lhose years, the Po x Impe riu m ha s reig ned . M an bas work for the ga me would be milita ry and di plomati c, but
22" x 34" ma p an d 200 cou nters. To sell iOI $10. known peace and prosperiTy. Hi s worlds Il ave wown ri ch confl Ict would focus on the ad ventures of individual
48. The Norrh Arlantic 8arrles, 1.985. When land ill the and fot . Such is the way 0 empi res . As the Imperiu m has chi'lracters . Each Pl ayer would ake the role of a powerful
next "'a r Go mes to Europe, it will also be fought out on the lost ils vital ity, so havo I\S problems grown. The loosenin g figure. such as Th oth Amon , King Yezdigerd, Conan him
No'th Atlan tic as The US attemptS to reinf orce her NATO o the Imperial hand has ,nspired unresT within the Empire self, or anOTher character of their own creation . The
allies and the Soviet Ur ion attemp s to interdict NATO and covetousness w iThom. There have been rebellions cha racters would compete for wealTh , power, and glory
supply hnes. This game wi ll simu late that buttle. using the and coups. assassinations and proscriptions. The among the perils and treacheries of the Hyborian World ,
noval sys tems Irom Next War and Sixth Fleet with perip ,ery of Imperial Space has been the SCene 01 Great attenTion would be pa id 0 duplicating the wealth of
necessary changes to cover carriers. cruise miSSiles, The numerous clashes with other starfaring races who sense color and detail provided in the books, down to The
CAPTOR anti-subma rine mine, long range sonar sys tems the E mpir~'s wea ness. The long nrghT rs abOUT to fall. shadows in Zamboliia and the f)awks over Shem . Conan!
emplaced on the sea fl oor IC EASAR), and mercha nt con Yel, stili , between the gi ldeci Imperium and its fate , ere Advenrures of the Lion wi ll h~ve a f ull 22" x 34" map, 56
voys. A short scenario will cover the fi rST few days as st?nds a small broTherhood of determined men. Thev are cards to simulate a wide variety of random events. 400
Sovre, and NATO naval forces vie for wntrol of he Nonh the Legion of Space . Recrui1ed from the dregs o ' the counters, and OJ 20-page rules booklet . To sell for $15.
Atlan tiC foIIO'.'.'i ng a Soviet surprise attack , The longer society they serve , th e legionnaires are dp.spised outcasfS,
scenMio wou ld cover The NATO attempts to convoy rein men w ithout plane ts wllo know no home bur the Legion .
forcemen ts over to Europe. The Soviet player w Ins I' he Bu t for the l1e)(t 200 years. the\' will slay the Empire's Please rate the complexiry of the following games on 8
r flicTS su fficient losses on the convoys . even if his own enemies and enforce Imperial writ on a hundred planets scale from 1 to 9 (see questions 27 forreference!.
forces are destroyed in the process, The NATO player be WiTh The laser and the blaster . Legion of Space would re- 56, Pandora
qlns with SLJpenOI lorces, but he has th" double problem creato at the tac tical level engagements in the l egion's
of p rotecting his mer ch~nt ships while destroying the roost fa mous batTles, from the destru ction of t le Servde 57. Barbarian Kings
Soviet forces . All In all , a fast- paced. exciting game w hich League on Beta Hydri 5 In 2783 to the massacre of the en - 58. Tito
cap tu res the essence of modern naval vvarfarevvit lOut ex- ti re 13th Demibrigade and the 'inal defeat of ,he Lenion 59. Pea Ridge
cessive complexity and bookkeepi llC). I/I/ill Include one 01\ Hansen's World in 2917. Units would be squads with
22" x 34" garne map and 200 COlln ters, A possible S8 T
60. Drive on Washington
individual leader counters gnd special counters to f8p re-
game, to sell for $10, sent heavy weapons . Other c.;Olmte rs \ ......ould represent 61. Timer ippe,
49. Madmen and Magnums. Role'playing In the str eets ground support vehicles and pla tforms, improved posi 62. DragonQuest
o' New York . Roll up your character: slurl,boll) , dirt poor, tions, and heavy ilr tillery Impact areas. S peci"1 ru les 63 . Samu rdi (AH)
maybe not too brig ht. YOU I options are limiTed : you can would cover bizarre alie tactics. battle armor, energy 64. Trireme IAHI
join a gang and ",cqLJ ir~ some useful skills; you Ciln ap vveapons, c ombut enginec(S, fU Sion mim~s, leg ion eian,
prenTi ce I'ourself to" cra ftsman; YOli can Ir y to hustle on and opera lions in .severe environ mems . Emphasis ..,1'/ould 65. Armor Supremacy (AH)
your o'""n; or vall can [le t an honest job - washi ng dishes be on plavabiliTY and excitement. Tile game wou ld include 66. Naval War !A HI
fo r tI.e r ~st oj your life. Gel you rsel" a silwed o'f sho tgu n . TWO different 22" x I l" maps , 4OO-6CO coumers , and 32 67. Starweb IFB Il
Take 8 liquor store or two. Sor"e I.ero ,ries to " tOP you; he pages of ru les, scenarios and backg rou nd mate",,1. 68, Nuclear Destruction I FBI , pbm verSion)
pIT ch es over clu tching a periorated stomer. Fontosy Legion of Space ""o uld be designe d to be open-ended , so
worlds ,l ren' t the only place 'Nhere vio le nce, thugs , and tlla t a variety of additional forces ilnd ba lliefieids r.ou Id be 69. Trea CllerOlJS Tr~j an's Trap If Bl1
tan tas llc tr" os ure can be found. There are unlv so rnan,. added in exp uns ion modules , To se ll for $15. 70. Battle Plan (FB II
Woys OUT of the gutte, - and from down there, viole nce 71. Star iord IFBI)
looks like the easy w~v oul.. Madmen 8f)d il4agnums: real
53 . The Grear Rumbie Hunt. They Cilme from BatTersea . 72 . Impeflalism !FBII
lif e role playi np, whell.er you 'NA nt 10 odmi it or not .
vVould inclu de one fourcolo 22" x 17" m.'p, 48 panes of There were ten 01 them all told, the eiqhl nameless ones. 73. Ad"lantl High Lightn ing !GDW)
ru les, to sel l lor 510. T e historian, and The ecc!'!ntric German. Adolf Wolfgang 74 . Battle of Prague IGDW I
Amadeus Winston. The chosen representatives 01 their
50 . Th e Final frontier. W hen th" Space S l ittle becomes 75 , Eylau ! GDW)
operaTi onal, Ihe real race for space will beo ", - the rilce tribes, the'! had taken weeks to traverse the reilcherous
streets from Ban erS8g Park TO Pa rkside. Now, u nlooked 76. TacFo rce iG DW I
ro exp loit th e unl imiTed oossillili les of outer space for
'or, Hl ey came to Rumbledom to kill til e eigtn rulers 01 77. Blood rree Rebell ion IGOW)
pol iti ca l, miliTary, seanor li e. &nd scientific pu rposes.
1heir bitte r en emies, stea l T e Rumb le t recJsury , and 88 rn
Sol" r powe red sate ll ites , lase r ba ilie sTmion~, and orbit,, 1 78. Red Star/ Wh iTe Ea91c IGD'."Ji
fa r.i0rie~ led by lu nar mming - all "re discussed wday,
t he ir Ilar les lor thei r grea t adventu re. A ll tllat sti ll stood
79, Peorl Harbo r IG DW , 2nd edl\lonl
and Thoy " ,.e only th p- beg i nnin~ . Each player will repre- between them and tI) e ac l.ievement of tlle ir misoi on wa s
ihe fas Tlless of the Grea t Bunker and seve ral th ousand 80, WhiTe DeaTh IGDW)
;ent the policv makers in t Ie US. USS8 , EEC , or a multi
nAlinnu l corpo i:lti on wll o deci de w othor la nd t10W) Ru mble warriors . The GreDt Rumble Hum wou ld sim ul"tu 81 . Da rk Nebu la I GOW )
These possihiliTies wi ll be converted in to realiTY. Euch 'he cl imactic hot\IA Ins ide til e Great Bu nkBr l ha l I~ Th~ R2. 194<) ICDWI
plaver will have his own s"t of goals , eclmica l Subject 01 the Imier parl 01 Mic aet de Ldrr"beiTi's
83 . Rivets (MG I
c~pabi liti()S , and political restraints wi ttlin which I)e mUST
underground classic. The Bombles. The name would in
clude an 11" x 17" map of the hunker, 100 die cUI 84 . IceWarl MG)
ope'ate. deploving his limited resources TO expand his
teCh nical abilities or fund actual operaTions in space. Suc counters. and eight to 12 pages of ru les, i:lnU v;auld uSe t.I 85 . Invasion of he Air Eaters IMGI
cessful achievement will tend TO increase your budget. programmed advenTured approach to recreate illl of the 86. Holy War (tviGI
?llowin,] fu rther developmem. but t 10 actions 0 OThers tense action of HI() Borribles' invasion o' the lair of the
g reaT rats. For one to three players. Note: This is a possi- 87 . Anni tl ilator/ One World (MGI
w ill also have an effect. Thus, a Soviet breakThrough in
ble Ares game , and availability wou ld be subject to agree 88. Hot Spot IMG )
the development 01 on orbital ABivl SYSTem could trigger
rncreased fu~d ing fo r the US miliTa ry; whi le a second lTlen t with M r. Larrabciti . If published. the [lame wou ld be 89. Artifact (MGI
accomp anied oy an article on the folk lore and history of 90, DeilThTest 2 IMGI
power setti nn up orhital factories would cut into the pro-
' Its of The first. The g,lme will COW\( the period Irom 1982 tho Borriblc~ . $6.
91. Rommel'S P""zers (M G)
TO 2020 in threeyear game-turns. M ilitalY actions would
92. In the Labyrin ,h tMGt
be abstract, with The emphasis on political and economic 54 . The LaST Enchanrers. Mana, the r Iystenous energy
conflict. W ill include two 22" x r displays, 400 Irom which magic springs . is fas t dIsappearing from The 93 . Cerborus ITFI
coumers, a Id 20 paqes of ril les in a one-inCh box. $12. lace of the earth . Sorcerers fr om the compe,ing medieval 94-96. No queS\lons,
Simulations Publications, Inc.
257 Park Avenue South BULK RATE
NewYork,N.Y, 10010 U.s. POSTAGE PAID
ADDRESS CORRECTION REQUESTED PERMIT NO. 15
FRAMINGHAM. MA.

SECTION B Questio n M - Would you have bought lhis game if 'IOU 136. D lea se of play) 143. L (overall)
The results of the following survey are used in Our kn ew then what 'IOU know now about it 11 = Yes; 2 = No). 137. E (ru les com plete nessl 144. M !then and now)
PLA YBACK system. This system reviews games by Ouestion N - Do 'IOU th ink you received your money's 138. F (balance l 145. N (money's worth)
showing the response of the people who play the games. wonh wi th this game? 11 = Yes; 2 = No ). 139. G flength I 146. No question
Questions 104-/88 are part of PLA YBACK.
After each game title there are thirteen questions flettered We will ask you to rate six games, If you have not played WORLD KILLER
"A" through "N" /. Unless otherwise noted. these ques these games. or have not played them enough to be able 147. A (mapsheetl 154. H (set-up ti me)
tions Bre answered with a "/" (poor! through "9' (ex- to evaluate them, then simply place "0" in the boxes. 148. B I rul es) 155. J Ic omplexity)
cellentl rating. 149. C Ic ounters) 156. K (reafism l
Questi on A - W hat did you think of the physical qua lity WILSON' S CREEK 150. D (ease of play) 157. L lovera ll)
and layou t of the ma psheet ? 104. A (mapsheet l 111. H (set u p timel 151. E (rules completeness) 158. M (then and now)
Questio n B - What did you think of the physica l quality 105. B Irules) 112. J (complexityl 152. F Iba lance) 159. N (monev's worth)
and layou t of th e ru les folder 7 106. C Icounters) 113. K I realism) 153. G !lengthl 160,161. No question
Questio n C - What did yo u think of the physical q\Ja litv 107. D lease of play) 114. L (overall)
WRECK OF THE PANDORA
and layout of the unit cou nters? 108. E (ru les com pleteness) 115. M Ithen and now)
162. A (mapsheetl 169. H Iset-u p timel
Question D - W hat did yo u think of the game' s "ease of 109. F Ibalancel 116. N Imoney's worth)
163. B Iru les l 1~0. J (complexitv)
play" (how well the game move d along) 7 110. G Ilengt hl 117. No question
164. C (co unters) 171. K Ireal ism)
Ouestion E - What did yo u think of the " completeness" TIMETRIPPER 165. D (ease of plav l 172. L (overall )
of the ru les (was everything thoroughly explained)? 118. A (ma psheet) US . H (set-u p time) 166. E I rules completeness) 173. M Ithen and 110W)
Question F - Wha t did you think of the game's plav 119. B (ru lesl 126. J Ic omplexityl 167. F I balancel 174. N I money's worth I
balance Iwas th e game inTeresti ng for both sides)' no. C (cou nters l 12/. K (realisml 168. G !len gt h I 175. No questio n
Question G - What did you think about the ap- 121. D (ease of play) 128. L l overal ll
BARBARIAN KINGS
propriateness of the length of t he average game ? 122. E (rules completeness) 129. M I{hen and now l
176. A (mapsheet) 183. H (set- up ti mel
Question H - What did you th ink of the amount of "set- 123. F (ba lance ) 130. N (money's worthl
177. B (rules) 184. J (complexiry)
up time" needed before you could beg in playing game) 124. G Ilengthl 131.132. No question
)78. C (CQU nters) 185. K I rea lis m)
Questio n J - W hat did you thi nk of the appropriateness DRAGONQUEST 179. D l ease of play) 186. L (overall!
of the complexity of this game?
133. A Imapsheetl 140. H Iset- up ti mel 180. E i ru les completen ess) 187. M I then and nowl
Ouestion K - W hal did you think of this game's realism) 134. B (ru lesl 141. J (com plexity l 18\. F (balance l 188. N (money's wort hl
Ouestion L - W hat did yo u think of th is game overalll 135. C (counters) 142. K (real ism) 182. G I length ) 189196. No question

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