Ah Gen v16n1

44

Transcript of Ah Gen v16n1

7/27/2019 Ah Gen v16n1

http://slidepdf.com/reader/full/ah-gen-v16n1 1/44

7/27/2019 Ah Gen v16n1

http://slidepdf.com/reader/full/ah-gen-v16n1 2/44

P G

TH G N R L

II Avalo Hill Phil<?sophy Part 73

Like most of my editorials

this

one

was

prompted

by a less

than f lat ter ing let ter

to

the

edi tor. The name of

the

writer

escapes

meat

the

moment but

is

no t impor tant , for i t

is a

theme

which is invariably repeated

f rom time

to

time

in

one form

or

another. In general terms, Avalon

Hill is often

criticized for

not having designed all

of

its

games. To such cri tics , the designer is

apparently the end-all,

be-all

of a successful

game and deserving o f

100%

o f the pra ise for a

successfu l t it le .

An d

Avalon

Hill,

horrors of

horrors, buys

its

games-i t can't

design

its own

The casua l observer o f a

remark like this

in

the

hobby

press

doubtless l ikens Avalon Hil l t o the

Arabs buying California The particular writer

which prompted

th is column

accused us of foul

play

because

we

did

no t

prominently

display the

names of outside des igners in

our

advertising,

as

if

to

say

  Come

on

AH-qui t lying-admit

you

didn't design those

games.

He

then went

on to

list

a

half

dozen

games

which

were great solely

on

the

basis of

t he g en iu s

of

the o rigina l

designers-including

a

number

of

titles

which

occupied a year or more of my

ow n tim e

as

AH's in-house

developer.

So much fo r ego

inflation  

Ou r side o f the coin is a bi t more involved

than

that. First AH is a publisher

of

games.

As

with

other companies, we like to think

tha t our

products

are

the

bes t and

our advert ising, not

surpr is ingly, hawks tha t

theme. Avalon Hill

attempts to marke t the

best

line o f s trategy

games anywhere

regardless

of wh o

designed

them. To my knowledge, AH has never been

hung up

on

a   we're the only

people

wh o

can

design games kick.

We

have long recognized

that other

folks are doing a

fine

j ob i n the f ie ld of

simulation game design. That's

why we

ag

gressively pursue

t he acquisit ion of qu al it y

games when they b ec om e a va il ab le t o us.

Frankly, we could

care

less

wh o

designs a game

 

i f i t' s

great, w e w an t i t i n

our

l ineto reinforce

the

  best

series

o f s trategy games available .

Far

from

being a weakness, I consider

this

infusion of ne w ideas

and

talent as a vital

element

in

AH's success. Such

radical game

system innovations as those present

in

WS

 

M KINGMAKER

and

SQUAD

LEADER are all

testimony

to

the advantages of looking else

where for talent

and

ideas.

Doubtless,

there

are

others

out

there

with

fine games which

will

pr of it f rom

AH

development

and

we will

continue

to be on

the

lookout

fo r them.

The

recently acquired SEARCH FOR THE NILE of

Discovery

Games

and

Eon Products'

DUNE are

ju st tw o m or e e xa mp le s o f

ou r

never-ending

search f or t he best games

available.

Th is is not to say that

ou

r ow n R D

department

is

totally

bereft of talent. Rather,

it's

an admission that

we

can't produce quality

games as fast as

we'd

l ike and

welcome the

opportunity to augment our production

with

the

successes

of

others. It is

however, disappoint

ing to

say

the least

that

some

people have

no

appreciation w hat ev er for t he evolut ion

an

outs ide game undergoes while in AH develop

ment. Just

because

a game

has

a freelance

designer

or has been

sold previously under

a

different

label

doesn't mean that

all

we had t odo

was dump

it

into

an

Avalon

Hill box.

Oftentimes,

such an acquisition undergoes a year o r moreo f

extensive redesign,

development,

and p lay

test

b ef or e g oi ng

into

revised artwork

fo r

A

production. Such w as the case with

WOODE

SHIPS

KINGMAKER

and SUBMARINE.

Al l thre

games benefi ted from additional playtest, cla

i f ied rules,

the addi t ion of

an

Advanced Gam

and improved

artwork. All

required

the individ

al services of an AH developer

fo r

a year or mor

These

games

were

all

f ine efforts

at

innovatio

and enjoyable game

systems

before

we

laid ey

on

them. They

were

also

all

badly flawed. It

this attention to deta i l that AH is will ing t o p

into a game

prior

to release which sets it apa

from

its

competitors-at

least

in my ow

admittedly

prejudiced, view.

Other games which were

  developed

by

A

really

amounted

more to a   codesign

  redesign by the AH developer.

THIRD REIC

for

example, never

worked

as

submitted

and h

to be extensively redesigned

by

the

develope

AIW, SQUAD

LEADER COl

ASSAULT

O

CRETE

and

TOBRUK

are all examples of gam

in which the AH   developer probably did

much

or more

design

work

t han t he

credite

designer. Admit ted ly , the des igner should s

ge t the l ion 's share of the c redi t for i t

is

his

bas

ideas upon which

the

game is based. Howeve

the pub li c usual ly doesn 't know or apprecia

the extent

to

which a  nameless AH develop

has pulled

the fat out of the fire

by mak ing

game work the way the designer intended. T

recent fa ilure of

Frank Dav is to do

just that wi

THE RISING SUN

a ft er 1 8 m on th s

of conce

trated

effort

only

serves

to further i l lustrate

th

point.

Around

here

i t' s the

accepted

norm

th

design is the

easy

part.

  Anybody

can design

game,

bu t

a

good

developer is

ha rd t o f ind

Witness the growing

reluc tance of our

staff

work

on outside games

as

opposed to

their

ow

designs.

Even games w hi ch under went relative

minor

changes by AH

personnel

(such

NAPOLEON WAS TRC

andALESIA benefited

great

deal

from

such

f ine tuning.

It is

this

  fi

tuning

by

a 3rd party of

an

already

good

gam

which

m ak es A H g am es

something

special

my opinion. No one is per fect , least of a ll us

b

by combining our skills wi th that of the des ign

often a better product results.

Physical

quality

is

another

f ac et o f a go

publisher and

one

which AH

takes

very serious

in staying a s te p a he ad

of

its

competitio

DIPLOMACY

entered

our

line

v ir tu al ly u

changed f ro m the G AM ES RESEARCH versi

save

fo r

a

ne w

ma p

which

improved

on t

original

by

increas ing the size of the

smal

areas to accommodate the play ing pieces a

defining the

player colors

with the

board edge

sm all cha nge but one which neverthele

improved

the

game. On

t he o th er

end

of t

scale

w e j us t spent

$4,500

on camera work

THE

LONGEST DAY mapboard. This is

not t

tota l cost of producing

th e

map

by

any

mean

just the

cost

of making the final

negative

Preliminary camera work, pasteup,

constructi

 

research

time,

plates and

actual

printing

w

run this

bill

i nt o the ten s o f

thousands.

It

is

t

price we

pay

for protecting

our

reputation as t

leading publisher of

strategy

games.

 ontinue on   g 3 Col

7/27/2019 Ah Gen v16n1

http://slidepdf.com/reader/full/ah-gen-v16n1 3/44

H G N R L

ITTING TH

 IV N W NZIO se

Tom

Oleson

is perhaps

the

most famous of

a

breed

in today s

hobby.

A wargamingveteran

f

almost two

decades,

Tom

is

one of

those rare.

who

s ti ll nurses his fascination with a

e game,

yet

manages to

sample

nearly all

of

the

w offerings within his

field of

interest, regardless

f

manufacturer. Few

o f

us havethe time,

money or

resources Tom enjoys which enable

to be such a highly vis ible

commentator on

the

ame scene. Nevertheless, time

an d

again,

he is

back

to

hisfavorite

pastime,

an d almost

daily

doom

via the post from

any of

a dozen

ANZIO boards simultaneously in play. His

fo r

the

game

is due

no doubt

in

part

to

own proclivityfo r

excellence acquiredin years

of

nstant play. Truly,

few people know

better the

gained from playing

a

game

well.

This acquired exper tise

plus

his s tr ik ingly

ntlemanly ways as he

battered

your editor about

a

postal

battlefield

enabled

him

to convince

once again to give

vent

to his desires to

publish

improved

version

of

A

NZIO.

The

3rd

which resulted represents his

personal

fo r the perfect wargame

and may

well be the

anyone

has

come

to that exclusive title. The

les in question are availablefrom

Avalon Hillfor

plus   q;

postage

charges

an d

are all that is

eded to

update

the

game

to the latest standard.

  yo u can t

play

the

five new

scenarios

sented here complete with insert

playing

aides,

ld o nto

them. A

NZIO

due largely to Tom s

fforts, will event uall y return to the retail line

splendent in

new packaging a

la

Rodger

and

may eventually find its way int o

collection. These scenarios won t be included

the

game itself or sold separately consider

it a

bonus from Tom

to

anyone

who shares

s enthusiasm for

one game above

all others.

Fo r

t ho se unfamil ia r with it, ANZIO is an

game covering WorId War II in

from September

1943,

to

April, 1945.

The

are organ ized in four steps of increasing

There are scenarios of three different

gths, with

optional

rules offering two more f or a

of f ive different t ime spans. The result   that

two

 

NZIO games need eve r be t he same.

Nonetheless, the two simpler versions, the Basic

and

the added supplementary rules to it, do

extend

into 1944 or 1945. Also, in order

to

play

ny ve rsio n, Basic

or

Advanced it has been

to

start with the Allied i nvas ion, in

of 1943.

The purpose of these newscenarios is.to do away

th the restrictions mentioned above. They include

following:

Basic Game IIA Gustav Line September II,

III 1944.  That is, second week of

e ptem be r to third

week of

June.

All

dates

Playable also with Supplementary Rules.

In

either

version, playable for

AREA purposes

two games in one  1943, 1944

. Bas ic Game

lIB Operation

Shingle January

III, 1944.

Playable also with Supplementary Rules.

Advanced Game

B Operation Shingle-

I-June

III, 1944, or January I, 1944-April

, 1945.

Playable a lso w it h

Supplementary

Rules . Be

of the options available in the Advanced

H G N R L

ITTING TH

 IV N W NZIO se

Tom

Oleson

is perhaps

the

most famous of

a

breed

in today s

hobby.

A wargamingveteran

f

almost two

decades,

Tom

is

one of

those rare.

who

s ti ll nurses his fascination with a

e game,

yet

manages to

sample

nearly all

of

the

w offerings within his

field of

interest, regardless

f

manufacturer. Few

o f

us havethe time,

money or

resources Tom enjoys which enable

to be such a highly vis ible

commentator on

the

ame scene. Nevertheless, time

an d

again,

he is

back

to

hisfavorite

pastime,

an d almost

daily

doom

via the post from

any of

a dozen

ANZIO boards simultaneously in play. His

fo r

the

game

is due

no doubt

in

part

to

own proclivityfo r

excellence acquiredin years

of

nstant play. Truly,

few people know

better the

gained from playing

a

game

well.

This acquired exper tise

plus

his s tr ik ingly

ntlemanly ways as he

battered

your editor about

a

postal

battlefield

enabled

him

to convince

once again to give

vent

to his desires to

publish

improved

version

of

A

NZIO.

The

3rd

which resulted represents his

personal

fo r the perfect wargame

and may

well be the

anyone

has

come

to that exclusive title. The

les in question are availablefrom

Avalon Hillfor

plus   q;

postage

charges

an d

are all that is

eded to

update

the

game

to the latest standard.

  yo u can t

play

the

five new

scenarios

sented here complete with insert

playing

aides,

ld o nto

them. A

NZIO

due largely to Tom s

fforts, will event uall y return to the retail line

splendent in

new packaging a

la

Rodger

and

may eventually find its way int o

collection. These scenarios won t be included

the

game itself or sold separately consider

it a

bonus from Tom

to

anyone

who shares

s enthusiasm for

one game above

all others.

Fo r

t ho se unfamil ia r with it, ANZIO is an

game covering WorId War II in

from September

1943,

to

April, 1945.

The

are organ ized in four steps of increasing

There are scenarios of three different

gths, with

optional

rules offering two more f or a

of f ive different t ime spans. The result   that

two

 

NZIO games need eve r be t he same.

Nonetheless, the two simpler versions, the Basic

and

the added supplementary rules to it, do

extend

into 1944 or 1945. Also, in order

to

play

ny ve rsio n, Basic

or

Advanced it has been

to

start with the Allied i nvas ion, in

of 1943.

The purpose of these newscenarios is.to do away

th the restrictions mentioned above. They include

following:

Basic Game IIA Gustav Line September II,

III 1944.  That is, second week of

e ptem be r to third

week of

June.

All

dates

Playable also with Supplementary Rules.

In

either

version, playable for

AREA purposes

two games in one  1943, 1944

. Bas ic Game

lIB Operation

Shingle January

III, 1944.

Playable also with Supplementary Rules.

Advanced Game

B Operation Shingle-

I-June

III, 1944, or January I, 1944-April

, 1945.

Playable a lso w it h

Supplementary

Rules . Be

of the options available in the Advanced

7/27/2019 Ah Gen v16n1

http://slidepdf.com/reader/full/ah-gen-v16n1 4/44

PAGE

4

Game

with

Supplementary

Rules,

two addit ional

end points

for this game

would

be possible.

4. Basi c Game

III Diadem May II-June III,

1944.

a.

Playable a lso with Supplementary

Rules.

b . P layable a ls o

under the Advanced rules,

as

well

a s the a ll -out Advanced Supplementary rules.

5. Advanced Game

IIIB Caesar

Line May

 

1944-April IV, 1945.

a. Playabl e also with Supplementary

Rules,

pro

viding

an

alternative end

point for

the scenario.

b. In

either

v e r s ~ o n

playable

for AREA purposes

as

two

games

in

one (June III,

1944,

and end

of game

in 1945).

Fo r

those

unfamiliar withthe

Italian

Campaign,

th e

Gustav Line

was the German system of

defensive

positions and fortifications

straddling

the

narrow

part

of

the I tal ian peninsula ju st s outh o f Mon te

Cassino.

The new

version

of

th e

Basic Game under

this title conce rn s t ha t p ar t o f the campaign that

ended with the

Allies breaking

through the

Gustav

Line, into central Italy.

Operation Shing le was the

code name

f or t he

first Allied plan designed to force

the

Gustav Line,

by

means

of

an amphibious flanking movement at

Anzio.

Th e two new

scenarios

bearing

this

name

start about the t ime Operation Shingle took place,

but do

no t

oblige

the

Allied

player

to

follow that

same plan.

Shingle having

fa il ed i n its purpose,

t he code

name for

the second

Allied plan

designed

to

crack

the Gustav Line was Diadem. The short s ix -t urn

scenario

called

Diadem covers the period when the

German

defenses at last were

breached,

Rome fell,

and

the

Allies

moved

into

the

northern half of

the

Italian

peninsula.

Th e C ae sar Line

was the sketchy

German

defensive position crossing

the peninsula

just south

of

Rome: the

line

which they

planned

as successor to

the Gustav Line, should it

prove untenable.

The

scenario with this

title

covers the campaign from the

collapse of

the

Gustav and Caesar Lines, to

th e

end

of

the war. This scenario

could

just as well have been

named aft er t he final

German

line

stretched across

the

peninsula, the Gothic Line, but I 'm holding

that

in reserve

fo r

another

scenario dea ling

more

specifically with that final par t o f

the

war

As th e above list

of

the new scenarios illustrates,

play

may

now focus

on

the

1944-45 portions

of th e

war, in a less time-consuming framework.

The

Italian campaign was thoroughly

docu

mented,

but not all presumably authoritat ive

sources agree with each

other,

or with the original

OOB of A NZIO

although this

OOB

has

relatively

few discrepancies . It has rightly

been praised

as

one

of

the most historically accurate of all wargames.

Consistent

with the exi st ing

OOB,

and considera

tions of

play-balance,

the OOBs and victory

conditions

of

these new scenarios

is intended

to

be

as historically faithful

as possible.

I n t he several years

that

I have been researching

and

testing these scenarios,

I

have been helped

by

wargame rs t oo numer ou s t o

list

by

name

here.

Thanks-and please keep

it up

.

Rules

references

below

are

to the

third (1978)

edition

of A

NZIO.

THE RULES

BASIC

GAME

IIA-Gustav Line

1. INTRODUCTION: The ANZIO rule book

contains a Basic Game, hereafter referred to as Basic

Game

I, set in 1943. Gustav Line

inc ludes the

existing

Basic Game I,

bu t

extends it to June II I

1944.

2.

TIME

SPAN   WEATHER:

September

II,

1943-June

III,

1944. Mud October I I I -March II,

except

for

fair

weather,

December III-IV.

3.

RULES: Sections

A through C,

plus

G (Appen

dix) as applicable.

Changes

to these rules specified

here.

4 B:

A. In

the

Basic Games , the re a re no

withdrawals

no I

talians,

no

garrisons, and

no r e p l e m e n ~

bonuses for

capturing Napoli or Roma.

B.

Start t he game

by starting

the

Basic Game

as

explained

in

the

rule book, using

the Record

Cards

supplied with the game, which cover the 1943

portion of Gustav Line

Ignore the

German

invasion

reaction

on

the 1943 card.

C. Starting January I, 1944, swi tch to

the

Basic

Game II

Record

Cards as included in this issue of

THE GENERAL. Replacements

are

indicated on

the Time Tracks .

The Germans get

one

armor and

one infantry replacement when

a

 2

is

shown. Of

~ o u r s e

t he Uni t

Organization Char ts on

the

1943

OOB

cards

will still be useful, as

those

units

remain

in p lay.

5. INVASION:

A. As in Basic Game I, just

one

Allied second

invasion is allowed,

bu t

the

permitted

time is

changed to

these eleven turns: December I-January

IV, and then again

June

I-III. Any invasion zone is

allowed,

no t

just

in

the

South.

Note- i t

is

no t one

invasion

in

the

earlier

period,

and another later, bu t

just one total , w ith 75 of

permitted

Initial

Lift,

as

explained

in

the

Basic

Game

rules.

B. The Allies get two extra portcounters

January

I,

for a total of six in

the

game.

C. Even

if

the invasion is in 1943, use the German

reaction on

their 1944

OOB card.

6. VICTORY CONDITIONS:

t he s ame two

listed

in the rule book

fo r

the Basic Game, with the se

changes:

A. Later game duration. Victory is decided at the

end

of the June III,

1944 turn.

B. The

time

span of Gustav Line is identical to

Advanced Game

II , s o

the

nine cities listed on

page

  8

of

section

E (E.21.E.2)

of the

rules

are

used to

determine victory.

C.

Any six of

these must be

captured, notjust

five.

7. TWO GAMES IN ONE:

A.

Gustav Line

may

be

played

as

two linked games,

therefore counting as t wo cont ests for

AREA

purposes.

B.

At

the

end

of t he l ast 1943 turn, victory is

decided as though

Basic Game I had

been played,

using Game I

victory conditions.

C.

The only change

in

the

Game I rul es

would

be

that

the second invasion would only

be permitted in

December, under Game I restrictions (southern half

of

the

board,

and the entire

R o r r ~ zone). The 1944

OOB invasion

reaction would

be used.

D. The players would

then continue

through the

1944

turns,

with a

second

victory decided under

Gustav Line

rules.

E.

Note

that

the re would

s ti ll be

only one second

invasion. The Allied player would decidewhether to

use it in

December,

1943, under Game I rules,

or

in

1944,

under

Gustav Line

rules.

8.

SUPPLEM,ENTARY RULES:

rule

book

sec

tion D may

also

be incorporated

into

Gustav Line

with these changes:

A. Supporting Fire

in 1944 is

governed

per

Advanced

rule E.13.   the Allied

second invasion

is

in a

good

weather 1944

turn, the Germans would

get

two

ai r

factors their next

turn,

which would

be their

allocation

for

that

entire month.

B.

If

Gustav Line

is

p layed as

one game,

then

start ing December I, when

the second invas ion

is

first

permitted,

commandos would no l ong er be

restricted geographically.

  p layed as

two

linked

games, then the Game I commando restriction is

valid all

through

1943.

C. The Germans get

one fort

counter

the

first

German t ur n o f each

1944

month, as

well as

their

TH G N R

1943 allocation.

I f

the fort rule is used, Advanc

Game rule E .14 must

also

be used, permitting

o

Air Strike

in 1944.

BASIC

GAME

lIB-Operation Shingle

1. INTRODUCTION: The rules

fo r

Gustav Li

have just been expla ined .

Operation Shingle

essentially

the

1944

section

of the Gustav L

scenario, starting from

the

front line as it existed

the end

of 1943.

2. T IME SPAN   WEATHER: January I-Ju

III,

1944.

Mud January-March II.

3. RULES:

Sections

A through C, plus G (Appe

dix) as applicable. Changes to these rules specif

here.

4 B:

A. In the

Basic

Games , the re a re

no

withdrawa

no

Italians,

no

garrisons,

an d n o repla cem

bonuses.

B.

Both

OOBs are

divided

into two

sections, tho

available

at

the start (the entire 1943 Basic Gam

OOB

except replacements), and those

entering la

(use Basic Game II Record Cards).

C.

Replacements enter

per the Basic

Game

I I 19

Record Cards.

There

are

none saved

at

the

s ta rt n

any available from

the

1943 OOB, e x e p ~

explained

below.

5. STARTING THE GAME:

A. The Germans have available for deployment

1943

units included

in

th e

Basic Game I Rec

Card, as suppl ied with the game. Before

setting-

the Germans must reduce this

OOB

by

eight steps

any

way they

choose. I f

they

wish,

they

may

red

as many as four further steps, and take these back

ersatz counters.

The

number

of

armored ersatz un

must

no t exceed

the

numberof infantry ersatz un

B. The Allies

have available

f or dep loyment

1943

units

in

the

Basic Game I Record

Ca

su pp li ed wi th t he g ame.

Before

setting-up,

t

must

reduce

this OOB

by

twelve steps, in any

w

they choose.

C. A

map

is provided of

the

front line on

German Basic Game II Record Card. The Germ

may

deploy

any

or

all

of

their ersatz

units

(see

5

above) p lus

up to four

combat units

of any s

anywhere

north of

the

front line. Other t han

above,

all

German units must s tar t

next

to ,

or

more

than two

hexes distant

f rom, the

front l

Example: a  front-line unit couldbe

at

H52,

not at

Terracina.

The German units on the

1

OOB are not

available

at

th e

s ta rt , b ut e nt er

reinforcements or replacements.

D. After the

Germans

deploy, the

Allies

set-up

th

1943 OOB anywhere south of the front l

including

Sicily,

no t

in

German zone

of control. T

Allies t he n s ta rt t he g ame, mov in g first. Re

forcements and replacements

s hown on t he Al

1944 OOB are not

available

for initial

setup,

must

enter by

sea.

E. The Germans

move second,

and

once

their

m

begins,

they

are no

longer restricted

in

their u

placement.

6. INVASION  

SEA MOVEMENT:

A.

As in Basic Games I

and IIA, just

one Al

second

invasion is allowed, bu t at any

invas

zone, and

at

any time during

January or June

I-

1944, with 75 of

Initial

Lift. The Allies may t

ad van ta ge o f the initial German dep loym

res tr ict ions by

invading January I, bu t are

obliged

to.

B. Bef or e starting the game, the All ies use

p

counters to

designate as

op en o n

their

side of

front

one

beachhead, and twomajor or minor cit

The South Ends a re a ls o op en, b ut do n ot requ

port counters.

The Allies

also have one

port

coun

saved, and get two mor e January I, as s hown

their Record Card.

7/27/2019 Ah Gen v16n1

http://slidepdf.com/reader/full/ah-gen-v16n1 5/44

TH G N R L

C. The German invasion reaction is that

shown

on

the 1944 card.

D. The Allies start the

game

with 100 Build-Up

saved at each open por t (Basic Game rule 5.G.6).

7. VICTORY

CONDITIONS: t he same

as

those

for t he final June II I t urn o f the Gustav

Line

game.

8. SUPPLEMENTARY RULES:

Rule

book

sect ion D

may

also be incorporated into Operation

Shingle

with these changes:

A. 1944 Supporting Fire per Gustav

Line

rule 8A.

B.

Commandos

are

not

restricted to

the

southern

half

of the

map.

C. The Germans

may

inc lude seven for ts in their

initial set-up, all on hexes forming part of the front

line. They also get one addi tional for t

counter

the

first German t urn o f

each

1944 month . I f

the for t

rule is used, Advanced Game rule E.14 must also be

used,

permi tt ing one Air S tr ike

in 1944.

ADVANCED GAME

B-Operation

Shingle

  INTRODUCTION: The   NZIO rule book

contains an Advanced Game, hereafter referred to

as

Advanced

Game A, all versions of which start in

1943. Operation Shingle is basical ly similar, bu t

excludes 1943. I t s tart s

January

I, 1944, using the

front

line a s it

stood at

the end

of

1943.

Operation

Shingle may end at any of the decis ion points

specified in

Advanced Game

A.

This

scenario isjust

the

same

as

Advanced Games

II

or III

in

the

rule

book, except it starts later.

2 TIME SPAN  

WEATHER: January-June

Ill,

1944, or

January

I, 1944-Apri l IV, 1945.

Weather

per

Advanced

Game rules.

3. RULES: since the

Advanced

Game builds on the

simpler versions preceding it, the entire rule book is

in effect,

excep t for

sec tion F, and as

explained

below, it,

t oo , may

be

incorporated.

Changes to

these rules are specified here.

4 B:

A. The Advanced game

may

be played with three

different German OOBs,

and,

excluding the 1943

version,

two

Allied   Bs. Before

starting

Opera-

tion Shingle

each

player

should

decide which

OOB

he prefers, the

combination

of which determines the

game length, and victory

conditions,

as

outlined

in

sec tion E of the rule book.

B.

Both OOBs are

divided

into two

sections,

those

available at the start (the entire 1943 Advanced

OOB in the version chosen), and thoseentering later

(1944-45).

C. Replacements

enter

per t he Advanc ed

Game

Time

Record Card. None are

saved at the start , nor

are

any

available f rom the 1943 OOB.

The

Roma

replacement bonus

 

in effect.

5. STARTING THE GAME:

A. The Germans have available

for deployment

the

1943 uni ts inc luded in the Advanced

Game

  B

card, as supplied with the game, for the version they

have chosen: standard, reinforced, or maximum.

Since

the

Allies have

no t

yet

invaded for the second

time,

under

any

German

OOB the two SS p anz er

divisions have

withdrawn. No garr ison

units have

reacted i nt o t he game because of Allied proximity,

although

they may have

been released because of

the

German

 

B chosen.

Under

the standard  

B

18

and 24 panzer divisions would have

withdrawn,

as

well a s Doehla.

Under

the reinforced OOB,

18

panzer would

have left.

B. From the OOB they have chosen, the Germans

must r educe a number o f steps: 12 if it is the

standard

OOB,

10 if

the

reinforced, 8 if the

maximum. No more than two lost steps

can

be from

garrison units,

and

they

must

have been garrison

uni ts abl e to have attacked potentially defecting

Italian units September I I, 1943 ( the source of the

loss). Another two

can

be a

replacement

deficit, at

least one

of

which must be

armor.

The rest must be

taken

from

units available for front-line deploy

ment.

C. As part of

their

initial

deployment, the Germans

may locate eight forts ono r behind their side of the

front

l ine (see map-same

front

a s Basic Game

version of Operation Shingle .

Thereafter,

forts

are

received as per the Time Record Card.

D. Consistent with th eir OOB restr ictions, the

Germans may

deploy

their

1943

OOB anywhere on

or behind their side of the front. The Basic

Game

requirement

to ha ve only a fixed

number of

units

behind the front, is

no t

in force. The German units

on

the 1944-45 OOB are

not

available

at

the start ,

but

enter

as reinforcements or replacements.

E. Af ter the

Germans

deploy, the Allies set-up their

  1943

OOB

anywhere south of the front line,

including Sicily, not in German

ZOC. They t hen

start the game, moving first. Reinforcements and

replacements shown on the Allied 1944OOBare not

set up at the start,

but

enter as stipulated in the rules.

Although

the Allies

may

choose between two OOBs,

they are identical unti l June IV, 1944. Note that the

e ight uni ts ava il ab le in the 1943 OOB will have

withdrawn,

and therefore

are

not available for this

game. The Fascist Mantova divis ion, having

successfully defected in 1943

to

the Allies, is

the

only

Italian division from their

September

1943

OOB

inc luded in thi s game.

F. The

Allies have

no

replacements saved. From

1943 units not having withdrawn, a further ten steps

must

be

taken.

6. INVASIONS

 

SEA MOVEMENT:

A.

Invasions subsequent to

the first invasion

may

take place according to the rules of the game version

chosen.

B. Ports open (with counters are Salerno zone and

city, and

the

cities of Napoli, and Termoli.

The

Allies start with one port counter saved, and then

receive further

counters per

the rules.

The

South

Ends are also open.

C.

German

invasion reactions are specified on the

OOB

card.

D.

The

Allies start the game with 100 Build-Up

saved

at

each

open por t.

7. VICTORY

CONDITIONS: those

in effec t for

Game

II and Game III, whichever is chosen.

8. SUPPLEMENTARY RULES: Operation

Shingle may be played with applicable

parts

of rule

book sec tion F, with the fol lowing

notations:

A. Rule

7-reduce

the German OOB by one

additional step.

B.

Rule

15-the All ied 1943

OOB

would be

i nc reased by the e ight uni ts whose

withdrawal is

cancelled by this

opt ion. The

Allies would have to

reduce their OOB by eight steps, no t ten, when using

this option. Despite the

harsher

victory

conditions

which rule 15 includes for the All ies, i ts use swings

play balance

toward

them.

C. Rule 16B-Since the two SS panzer divisions

have

withdrawn,

if this were chose n, the y

would

return

as reinforcements.

D. Rule 17-the various options available

under

Games

II and III could be chosen in secret, if so

desired. Note that even if rule 17C (Limited

Intelligence)

is no t

in effect, the All ies

may

always

keep secret th e iden tity and existence of rein

forcements in Sicily or the South Ends. Therefore,

they could write down their choice of rule 15 but

not expose the units .

BASIC

GAME III-Diadem

t. INTRODUCTION: This scenario covers just the

l as t six

turns

of the other two new Basic Game

scenarios whose rules

are

included in this art icle.

The success of the German Gustav Line forced the

PAGE

Allies

to

execute Operation Shingle.

  thou

stalemated Shingle created an enclave behind t

Gustav Line

without which

Diadem

would not ha

been possible.

2.

TIME

SPAN

 

WEATHER: May II-June I

1944.

No mud.

3. RULES: Sections A through C, plus G  Appe

dix) as applicable.

Changes

to these rules specifi

here.

4. OOB IN GENERAL: in the Basic Games the

are no withdrawals , no

Italians, and

no replaceme

bonuses . In

Diadem

there are

simplified

garris

rules.

Game

Record

Cards

for both sides a

provided

elsewhere in thi s issue as well as a map

the

front

line.

5.

GERMAN OOB: there are six parts:

A. Uni ts available at the

start,

with fixed

locati

indicated.

B. Eight uni ts ident if ied as Reserves.

Any two

these may be deployed anywhere

on

or behind t

German side of

the f ront

line.

The remaining

must be at least one hex behind the front.

F

example,

Lido

would not

be permissible,

Fiumici

would be.

C.

Four infantry

replacements, as

made

availa

by the Time Track.

D. At the

s ta rt o f

the first

German

turn after t

Allies invade,

or

use

their Air Strike, or

have a

u

on

a hex ent irely nor th o f the middle map-fold

any

time , even r et reat ing) , t he Germans get

reaction:

 

five units stationed at fixed points in North Ita

from

which

they

cannot move, unless and un

released as par t o f this reaction.

2. six units entering as r ei nfor cement s o ff

German

map

edge, one turn

later

than the release

the five units above.

3.

three

units

entering

as reinforcements

o ff

German

map

edge, but two turns later than the f

uni ts in 0.1.

E. It

is probable

that t he Allies will t ri gger

German

reaction in t ime for all uni ts to enter , b

they

are

not obliged to,

therefore the

Germans

not cer ta in t o get these units .

6.

ALLIED

OOB:

there are three

parts:

A. Units shown on boa rd a t the start , including

replacements.

B. Four units

entering

as reinforcements.

C. The replacements received

per

the Time Tra

7.

STARTING

THE GAME:

A. The Germans f ir st set up t he ir

May

II un

including reserves, and alsojncluding

the

five un

frozen in North Italy unless released by the react

rule.

B. The Allies then set up their units on board M

II, anywhere on t he ir side of t he f ront ,

not

German zone of

control . There are

no restrictio

on the All ied set-up, apart from the usual stack

rules,

and

t he fact that 56 stacking points is

capacity of the Anzio beachhead.

The

Allies

th

move first.'

8.

AIR STRIKE:

anyone

Allied

turn,

the

Allies

allowed an

ai r

strike, per rule E I4 This

is

anot

departure

from the usual Basic Game rules.

9. INVASIONS   SEA MOVEMENT:

A. Any Allied turn

during

the game, including

ai r

strike

turn,

the All ies

may

invade once on

East Coast,

and

once on the West Coast . The t

invasions may

occur

independently,

or

togeth

Each may lift no more than four stacking poi

under the usual second invasion rules.

Any

invas

zone is permitted.

B.

There are

eight port

counters

in the game. Po

already open with counters are: the cities

of

Nap

Termoli, and Anzio, and

the

Roma zone within

Allied

front

line (the Anzio beachhead .

The

Al

have the other four port counters saved, and get

more.

The

South Ends

are

also open.

7/27/2019 Ah Gen v16n1

http://slidepdf.com/reader/full/ah-gen-v16n1 6/44

PAGE

6

THE GENERAL

CROSS OF IRON SCENARIO

SERIES 100

11. ADVANCED GAMES WITH

SUPPLE

MENTARY

RULES:

rule

book section

may

also be included.

A.

Sections

not

relevant

are: 10,13,16,

and

17B

an

F

B. Rule 7 may be reflected by the

German

r emov ing one

step from any unit

ava il ab le f

frontline

deployment May II.

C. I f

the

Allies use rule

15 (Reinforcement Option

the uni ts

shown below

are added

to the ir OOB

o

the

board May II, 1944, and further withdrawals a

cancelled.

Even

i f ru le 17C

is

not

in effect,

the

Alli

may

always conceal

the

identity and

existence

reinforcements

in Sicily or

the South

End

Therefore, they

could write down

their

choice

rule 15,

but not

expose

the

units.

Despite the harsh

victory conditions which rule

15

includes

f or th

Allies, its use in Caesar

Line

swings

play

balan

toward

them.

SERIES 100 is a pad

of

ten new

scenarios

fo

CROSS OF IRON printed on the same inde

stock

and

in the same style used for

both SQUAD

LEADER

and CROSS

OF

IRON

These scenar

os were designed by

CO l

play

tester Courtne

Allen

and play

tested

by

members

of

his

Intere

Group San Francisco

play

test group.

Afterward

they

were retested by

other regional groups of

th

COl play

test team-most

notably Jon

Mishcon

Joe

Suchar, and John

Kenower

who contribute

greatly

to

their

final

evolution.

Fo r

thos

disdaining the  design your own approach,

her

is your

chance

to experience

more CO l

scenario

which have been tested

for balance and constitu

top qual i ty playing

aids. Now

is the

chance t

emp loy mor e of those special armor uni

provided

with

COl

which

don t

see

action

in

any

o

the

official scenarios.

The ten

s.cenarios

comprising SERIES

100

ar

t it led a s follows:

BLOCKING

ACTION A

LIPKI

(1941),

SLAMMING

OF THE

DOO

(1941),

BALD HILL

(1941), THE PENETRA

TION

OF

ROSTOV

(1942),

NIGHT BATTL

AT NOROMARYEVKA (1943), BEACHHEA

AT OZEREYKA BAY (1943), DISASTER O

THE DNIEPER

LOOP (1943), BLOCK

BUST

ING IN

BOKRUISK

(1944), COUNTERAT

TACK ON THE VISTULA

(1944),

TH

AGONY OF

DOOM (1945).

SERIES 100 is

available

by ma il

only

fro

Avalon

Hill

for

 4.00 plus

usual

postage

charge

Maryland

residents please

add

5

state

sales

ta

1

~ ~

1 1 12

3  

3 4 12

4  

~ ~

6 8 12

1

I   l

 

1 1 12

2 I

  ~

2 1 12

3  

3 4 12

111

~ ~

1 1 12

United

States

1 1 12

3

 

3 4 12

2 I

g ~

2 1 12

3

 

~ ~

3 4 12

4

 

5 6 12

5  

~

5 5 12

3  

~ ~

3 3 12

Britain

10.

TWO

GAMES

IN

ONE:

A. Caesar

Line

may be played as

two

linked games,

therefore counting

as

two contests for

AREA

purposes.

B.

At

the

end

of the June

III,

1944

turn,

victory

is

decided per

Diadem

conditions.

C.

The

players

would t hen con ti nue to the end of

Game III,

at which

time

another

victory

would

be

awarded.

8.

INVASIONS

&

SEA

MOVEMENT:

under

standard Game III rules,

no

invasion is permitted in

the Diadem time span,

and two wou ld

be

per

mitted

later. The Caesar Line variant rules differ:

A. During the

six

turn

Diadem time span, Diadem

rule

9A

applies. From June IV 1944

unti l the end

of

Game

III,

just one further invasion is

allowed, with

50 of Initial Lift.

This invasion would,

as usual ,

have

to

be six turns

later

t han any

invasion

in

the

Diadem time-span.

B.

Ports are per

Diadem

rule 9B,

and from

June

IV

onward,

per

Game III rules.

C.

The

Allies

start the

game

with 100

Build-Up

saved

at each

open port .

13. ADVANCED GAME WITH SUPPLEMEN

TARY RULES:

rule

book

sec tion F may a lso be

included.

Sections

not relevant are: 3,9,10,13,14,

15,16,17

(except

C, which

may

be used) . Rule7

may

be reflected bythe Germans

removing

one step from

any

unit

available for front

line

deployment May

II.

9. VICTORY CONDITIONS:

those applicable

to

Game

I II , u si ng

the Reinforced German OOB

standard.

ADVANCED GAME IIIB-Caesar

Line

1 INTRODUCTION: Game

III

is

the

marathon

version

of A

NZIO spanning

79

turns,

September,

1943, to April , 1945. The Caesar

Line

scenario

reduces this to 47 turns, by

picking

up Game

III at

the

start

of the

Diadem offensive, and

playing

it out

to

its

conclusion.

2. T IME SPAN & WEATHER: May I I, 1944

April IV, 1945. Weather

per Advanced

Game

III

rules.

3.

RULES:

since

the

Advanced Game

builds on the

simpler

versions

preceding

it, the

entire

rule book

is

in effect,

except

for

section

F,

and

as

explained

below, it , t oo, may be incorporated.

Changes

to

these rules are specified here.

4. GERMAN

OOB:

A. It

is that

specified

for the

Advanced

Game

version of Diadem

plus the

Caesar

Line additions

at the bottom of

the

card. Essentially,

one

is

playing

an

Advanced

version of the Diadem scenario,

bu t

con tinu ing on to

t he end

of Game III.

B.

The Caesar

Line

OOB

includes

some units

also

l is ted as

pa rt of the reinforcements ava il ab le for

Diadem These

would

enter under whichever OOB

indication

occurred

first. Fo r

example,

i f the

20th

Luftwaffe division

has entered

under

the

Diadem

reaction rule, its

OOB

entry

point

of

August

I

would

be redundant. But if it

had

not

entered,

it

would

enter August I Three garrison infantry

divisions in

Diadem become part o f the Off-Board commands

in

the Caesar

Line

OOB.

C.

Forts are

received

per the TRC. The Germans

may also change the locat ion

of one

or

two

forts

shown on the Diadem

OOB,

t o any permissible hex

on the nor th hal f o f

the

map.

5. ALLIED

OOB:

as specified for

the Advanced

version of Diadem plus

the

Caesar

Line

additions

and withdrawals.

The

Roma replacement bonus is

in effect.

6. STARTING THE

GAME: same

as

Diadem

Advanced version.

7. AIR STRIKE:

same

as

Diadem

Advanced

version. Note that

there is

a

second

ai r strike in 1945.

C. The Allies s ta rt t he game with 100

Build-Up

aved

a t each open por t.

D. I f

the

Allies

invade at

a

zone already partially

heirs,

and

open with a

port

counter,

such

as

the

Roma

zone

in Diadem which

is

friendly and in

peration wit hi n t he Anz io

beachhead,

they

must

xpend a new

counter

to

support

the invasion.

Nonetheless,

they

will have

onl y one

BU for

that

zone, to apportion as

they choose

among

eachhead

zone

hexes. Of

course,

they

could

open

port

if

there is

more

than one

in

the

zone, as

is

in

the

Roma

zone.

Such an

Allied

invasion

uld not exceed the

zone capacity.

0. VICTORY CONDITIONS:

. Rule

Book

C.15.C.

.

Alternatively,

to win, at the

end

of the game

the

llies

must:

. Eliminate

all supplied enemy

units

from all

three

Roma hexes, as well as t he a rea onand sou th of

the

oad from Lido t o

V39.

Unsupplied

enemy

units

in

above areas do not have to be

eliminated

by

the

llies.

Have

friendly,

and

in supply

at

least

one

hex

eet ing the

following

definition:

. A city hex

entirely

no rth of

t he cen te r

fold

would qualify,

Teramo

wouldn t), or

A

bridgehead north

of

the Tiber River

(hexes

D44,E44,F43,G42, H39-42, inclusive).

.

Note that

the

requirement

is

not a t

least

one

hex

f

each sort, but one

of

either sort.

. A llied f ai lu re to

meet

these conditions IS a

erman

victory.

SUPPLEMENTARY RULES:

Diadem

may

played

with applicable parts

of rule

book section

D,

with

the

following notations:

.

The Germans

receive

one Tactical

Air

factor

in

May , whi ch t hey

could use defensively as

part

of

heir

May

II

deployment, or

save

for

later,

and

one

n June. The

Germans do

not get

extra factors

as

an

nvas ion react ion,

as the

second invas ion

has

lready

occurred. The

Allied allocation explained in

ection

D is unchanged. Note that

the

Allies do not

et

the naval factor during an invasion turn, nor the

i r

factors during

the a ir strike.

B. Commandos a re no t restricted

to

the southern

half

of

the map.

Commando

raids

are permitted, but

not on

invasion turns.

Commandosmay participate

in an

invasion,

but as par t o f the four points Initial

Lift permitted.

C. The Germans get

the

thirteen

f or ts l ocat ed a s

shown on the Advanced Game section of the

Diadem Record

Card,

plus the

only one theywould

get under the Time Record Card June I Since there

are

only

thirteen

forts

in the

g ame, o ne

of

the

original

allocation

would

have to be

destroyed

in

order for

it to be recovered

and redeployed

June

I

ADVANCED

GAME:

Diadem may also be

with

applicable parts of

rule

book section

E,

the

following notations:

German OOB;

an

Italian unit is added

to the

erman

reserves

available

at

the s ta rt , b ut the

estriction that only two

reserve

units

may be

on the f ront remains. Two

divisions (90th

nd

15th)

are

split into

regiments, deployed

as

hown.

There

are

seven garrison divisions in

the

Advanced OOB.

Five

on boardat the star t react into

he game as explained in

the

Basic Game version

of

Diadem

or by All ied

proximi ty under s tandard

arrison rules. The

34th and 42nd

infantry divisions

nter

as

reinforcements,

but not for

free use.

They

o

to

the

garrison points

shown, where they would

ollow

standard

garrison rules. Diadem garrisons

have a ten hex

reaction radius. I f

one is

available,

the Germans get another fort June

I

B. The

only

change in

the

Allied OOB is

the

ddition

of

the

two

Italian

units , as

shown.

C.

Supporting

fire

is the same

as in rule

II

A,

above.

D. No change in

victory conditions.

PAGE

6

THE GENERAL

CROSS OF IRON SCENARIO

SERIES 100

11. ADVANCED GAMES WITH

SUPPLE

MENTARY

RULES:

rule

book section

may

also be included.

A.

Sections

not

relevant

are: 10,13,16,

and

17B

an

F

B. Rule 7 may be reflected by the

German

r emov ing one

step from any unit

ava il ab le f

frontline

deployment May II.

C. I f

the

Allies use rule

15 (Reinforcement Option

the uni ts

shown below

are added

to the ir OOB

o

the

board May II, 1944, and further withdrawals a

cancelled.

Even

i f ru le 17C

is

not

in effect,

the

Alli

may

always conceal

the

identity and

existence

reinforcements

in Sicily or

the South

End

Therefore, they

could write down

their

choice

rule 15,

but not

expose

the

units.

Despite the harsh

victory conditions which rule

15

includes

f or th

Allies, its use in Caesar

Line

swings

play

balan

toward

them.

SERIES 100 is a pad

of

ten new

scenarios

fo

CROSS OF IRON printed on the same inde

stock

and

in the same style used for

both SQUAD

LEADER

and CROSS

OF

IRON

These scenar

os were designed by

CO l

play

tester Courtne

Allen

and play

tested

by

members

of

his

Intere

Group San Francisco

play

test group.

Afterward

they

were retested by

other regional groups of

th

COl play

test team-most

notably Jon

Mishcon

Joe

Suchar, and John

Kenower

who contribute

greatly

to

their

final

evolution.

Fo r

thos

disdaining the  design your own approach,

her

is your

chance

to experience

more CO l

scenario

which have been tested

for balance and constitu

top qual i ty playing

aids. Now

is the

chance t

emp loy mor e of those special armor uni

provided

with

COl

which

don t

see

action

in

any

o

the

official scenarios.

The ten

s.cenarios

comprising SERIES

100

ar

t it led a s follows:

BLOCKING

ACTION A

LIPKI

(1941),

SLAMMING

OF THE

DOO

(1941),

BALD HILL

(1941), THE PENETRA

TION

OF

ROSTOV

(1942),

NIGHT BATTL

AT NOROMARYEVKA (1943), BEACHHEA

AT OZEREYKA BAY (1943), DISASTER O

THE DNIEPER

LOOP (1943), BLOCK

BUST

ING IN

BOKRUISK

(1944), COUNTERAT

TACK ON THE VISTULA

(1944),

TH

AGONY OF

DOOM (1945).

SERIES 100 is

available

by ma il

only

fro

Avalon

Hill

for

 4.00 plus

usual

postage

charge

Maryland

residents please

add

5

state

sales

ta

1

~ ~

1 1 12

3  

3 4 12

4  

~ ~

6 8 12

1

I   l

 

1 1 12

2 I

  ~

2 1 12

3  

3 4 12

111

~ ~

1 1 12

United

States

1 1 12

3

 

3 4 12

2 I

g ~

2 1 12

3

 

~ ~

3 4 12

4

 

5 6 12

5  

~

5 5 12

3  

~ ~

3 3 12

Britain

10.

TWO

GAMES

IN

ONE:

A. Caesar

Line

may be played as

two

linked games,

therefore counting

as

two contests for

AREA

purposes.

B.

At

the

end

of the June

III,

1944

turn,

victory

is

decided per

Diadem

conditions.

C.

The

players

would t hen con ti nue to the end of

Game III,

at which

time

another

victory

would

be

awarded.

8.

INVASIONS

&

SEA

MOVEMENT:

under

standard Game III rules,

no

invasion is permitted in

the Diadem time span,

and two wou ld

be

per

mitted

later. The Caesar Line variant rules differ:

A. During the

six

turn

Diadem time span, Diadem

rule

9A

applies. From June IV 1944

unti l the end

of

Game

III,

just one further invasion is

allowed, with

50 of Initial Lift.

This invasion would,

as usual ,

have

to

be six turns

later

t han any

invasion

in

the

Diadem time-span.

B.

Ports are per

Diadem

rule 9B,

and from

June

IV

onward,

per

Game III rules.

C.

The

Allies

start the

game

with 100

Build-Up

saved

at each

open port .

13. ADVANCED GAME WITH SUPPLEMEN

TARY RULES:

rule

book

sec tion F may a lso be

included.

Sections

not relevant are: 3,9,10,13,14,

15,16,17

(except

C, which

may

be used) . Rule7

may

be reflected bythe Germans

removing

one step from

any

unit

available for front

line

deployment May

II.

9. VICTORY CONDITIONS:

those applicable

to

Game

I II , u si ng

the Reinforced German OOB

standard.

ADVANCED GAME IIIB-Caesar

Line

1 INTRODUCTION: Game

III

is

the

marathon

version

of A

NZIO spanning

79

turns,

September,

1943, to April , 1945. The Caesar

Line

scenario

reduces this to 47 turns, by

picking

up Game

III at

the

start

of the

Diadem offensive, and

playing

it out

to

its

conclusion.

2. T IME SPAN & WEATHER: May I I, 1944

April IV, 1945. Weather

per Advanced

Game

III

rules.

3.

RULES:

since

the

Advanced Game

builds on the

simpler

versions

preceding

it, the

entire

rule book

is

in effect,

except

for

section

F,

and

as

explained

below, it , t oo, may be incorporated.

Changes

to

these rules are specified here.

4. GERMAN

OOB:

A. It

is that

specified

for the

Advanced

Game

version of Diadem

plus the

Caesar

Line additions

at the bottom of

the

card. Essentially,

one

is

playing

an

Advanced

version of the Diadem scenario,

bu t

con tinu ing on to

t he end

of Game III.

B.

The Caesar

Line

OOB

includes

some units

also

l is ted as

pa rt of the reinforcements ava il ab le for

Diadem These

would

enter under whichever OOB

indication

occurred

first. Fo r

example,

i f the

20th

Luftwaffe division

has entered

under

the

Diadem

reaction rule, its

OOB

entry

point

of

August

I

would

be redundant. But if it

had

not

entered,

it

would

enter August I Three garrison infantry

divisions in

Diadem become part o f the Off-Board commands

in

the Caesar

Line

OOB.

C.

Forts are

received

per the TRC. The Germans

may also change the locat ion

of one

or

two

forts

shown on the Diadem

OOB,

t o any permissible hex

on the nor th hal f o f

the

map.

5. ALLIED

OOB:

as specified for

the Advanced

version of Diadem plus

the

Caesar

Line

additions

and withdrawals.

The

Roma replacement bonus is

in effect.

6. STARTING THE

GAME: same

as

Diadem

Advanced version.

7. AIR STRIKE:

same

as

Diadem

Advanced

version. Note that

there is

a

second

ai r strike in 1945.

C. The Allies s ta rt t he game with 100

Build-Up

aved

a t each open por t.

D. I f

the

Allies

invade at

a

zone already partially

heirs,

and

open with a

port

counter,

such

as

the

Roma

zone

in Diadem which

is

friendly and in

peration wit hi n t he Anz io

beachhead,

they

must

xpend a new

counter

to

support

the invasion.

Nonetheless,

they

will have

onl y one

BU for

that

zone, to apportion as

they choose

among

eachhead

zone

hexes. Of

course,

they

could

open

port

if

there is

more

than one

in

the

zone, as

is

in

the

Roma

zone.

Such an

Allied

invasion

uld not exceed the

zone capacity.

0. VICTORY CONDITIONS:

. Rule

Book

C.15.C.

.

Alternatively,

to win, at the

end

of the game

the

llies

must:

. Eliminate

all supplied enemy

units

from all

three

Roma hexes, as well as t he a rea onand sou th of

the

oad from Lido t o

V39.

Unsupplied

enemy

units

in

above areas do not have to be

eliminated

by

the

llies.

Have

friendly,

and

in supply

at

least

one

hex

eet ing the

following

definition:

. A city hex

entirely

no rth of

t he cen te r

fold

would qualify,

Teramo

wouldn t), or

A

bridgehead north

of

the Tiber River

(hexes

D44,E44,F43,G42, H39-42, inclusive).

.

Note that

the

requirement

is

not a t

least

one

hex

f

each sort, but one

of

either sort.

. A llied f ai lu re to

meet

these conditions IS a

erman

victory.

SUPPLEMENTARY RULES:

Diadem

may

played

with applicable parts

of rule

book section

D,

with

the

following notations:

.

The Germans

receive

one Tactical

Air

factor

in

May , whi ch t hey

could use defensively as

part

of

heir

May

II

deployment, or

save

for

later,

and

one

n June. The

Germans do

not get

extra factors

as

an

nvas ion react ion,

as the

second invas ion

has

lready

occurred. The

Allied allocation explained in

ection

D is unchanged. Note that

the

Allies do not

et

the naval factor during an invasion turn, nor the

i r

factors during

the a ir strike.

B. Commandos a re no t restricted

to

the southern

half

of

the map.

Commando

raids

are permitted, but

not on

invasion turns.

Commandosmay participate

in an

invasion,

but as par t o f the four points Initial

Lift permitted.

C. The Germans get

the

thirteen

f or ts l ocat ed a s

shown on the Advanced Game section of the

Diadem Record

Card,

plus the

only one theywould

get under the Time Record Card June I Since there

are

only

thirteen

forts

in the

g ame, o ne

of

the

original

allocation

would

have to be

destroyed

in

order for

it to be recovered

and redeployed

June

I

ADVANCED

GAME:

Diadem may also be

with

applicable parts of

rule

book section

E,

the

following notations:

German OOB;

an

Italian unit is added

to the

erman

reserves

available

at

the s ta rt , b ut the

estriction that only two

reserve

units

may be

on the f ront remains. Two

divisions (90th

nd

15th)

are

split into

regiments, deployed

as

hown.

There

are

seven garrison divisions in

the

Advanced OOB.

Five

on boardat the star t react into

he game as explained in

the

Basic Game version

of

Diadem

or by All ied

proximi ty under s tandard

arrison rules. The

34th and 42nd

infantry divisions

nter

as

reinforcements,

but not for

free use.

They

o

to

the

garrison points

shown, where they would

ollow

standard

garrison rules. Diadem garrisons

have a ten hex

reaction radius. I f

one is

available,

the Germans get another fort June

I

B. The

only

change in

the

Allied OOB is

the

ddition

of

the

two

Italian

units , as

shown.

C.

Supporting

fire

is the same

as in rule

II

A,

above.

D. No change in

victory conditions.

7/27/2019 Ah Gen v16n1

http://slidepdf.com/reader/full/ah-gen-v16n1 7/44

TH G N R L

P G

N LYZING THE GUST V LINE

Strategy and Tactics in the new  nzio  Gustav

Line

Scenario

By

Tom

Oleson

Assumptions:

  German

invasion reaction

in February.

2 Average step loss

per turn:

Allies

Germans 3

M

A

Y

A

P

R

M

A

R

F

E

B

J

A

N

o

E

C

N

o

V

o

C

T

 

~

J

/

/

 

jl

\

\

/

\

 

\

 

\

1.8

2.0

 

7

  3

1.6

  2

  5

  4

3 Defense

factors

doubled,

to

reflect

the

abundance of doubling

terrain.

Yet another

point

to

consider

is the average

length of the front line,

coupled

with the fact that a

sustained offensive

is

s el dom product ive f or t he

Germans. This

means

that in that

sector

of the Allies

line which is on the defensive, they need only leave

sufficient s trength to

prevent

a breakthrough, or

loss

of

a unit or key point, s ince a major attack

would serve little purpose for

t he Germans . Thi s

permits the Allies to concentrate

the

bulk

of

their

surplus force

for

a few key

attacks,

which have

the

potential to

force

the

Germans

back.

The Germans , on

the

other hand,

must

spread

their strength fairly evenly along their entire front,

because it

is

usually t he Allies

who

have the

initiative.

I s tress

theword usually

because if

ANZIOwere

simply

a

game

of

the

Allies slogging forward from

one

mountain or river to the next, with the Germans

limited

to

deciding how many factors to put

at

each

spot,

it

would

be

boring.

The German offensive

capability

is limited, but it does exist , and can be

decisive.

ANZIO is a step-reduction game.

Each

unit has

one o r more steps, depending on its strength, and

casualties suffered. Although

there are

many ways

to compare strength in

 

NZIO comparing steps

available throughout the game is one of the best:

There are many val id ways to compa re

the

strength of the contending armies:

  Allied a tt ack fac to r vs. German defense

factors.

2 The

same, but multiplied by

the

number o f

turns

the factors

are

present

in the game.

The ANZ O m.ap of the I ta lian pen insu la is

divided into four equal

North-South

sections. In

the

 Gustav Line game,

which

corresponds in

duration

t o Advanced Game II  September 1943 to June

1944 ,

the

Allies initially invade in the

bottom

section, or tha t next to it.

To

win, in less than seven

months, they must push the Germans back nearly to

the

topmost

quadrant of the board .

The Allies have two

important

advantages:

 

Numerical

superiority, discussed in detail

below.

2 The ability to threaten

the

German flanks

from

the

sea.

The Germans have two countervailing weapons:

  The difficult terrain, which multiplies

their

strength.

2

The temporary ability to mass superior force

at certain critical junctures of the

game, such

as the

invasions. The Germans can r einforce by land

quicker

and

more massively than the Allies can by

sea , i f they are able and willing to weaken the main

front.

TH G N R L

P G

N LYZING THE GUST V LINE

Strategy and Tactics in the new  nzio  Gustav

Line

Scenario

By

Tom

Oleson

Assumptions:

  German

invasion reaction

in February.

2 Average step loss

per turn:

Allies

Germans 3

M

A

Y

A

P

R

M

A

R

F

E

B

J

A

N

o

E

C

N

o

V

o

C

T

 

~

J

/

/

 

jl

\

\

/

\

 

\

 

\

1.8

2.0

 

7

  3

1.6

  2

  5

  4

3 Defense

factors

doubled,

to

reflect

the

abundance of doubling

terrain.

Yet another

point

to

consider

is the average

length of the front line,

coupled

with the fact that a

sustained offensive

is

s el dom product ive f or t he

Germans. This

means

that in that

sector

of the Allies

line which is on the defensive, they need only leave

sufficient s trength to

prevent

a breakthrough, or

loss

of

a unit or key point, s ince a major attack

would serve little purpose for

t he Germans . Thi s

permits the Allies to concentrate

the

bulk

of

their

surplus force

for

a few key

attacks,

which have

the

potential to

force

the

Germans

back.

The Germans , on

the

other hand,

must

spread

their strength fairly evenly along their entire front,

because it

is

usually t he Allies

who

have the

initiative.

I s tress

theword usually

because if

ANZIOwere

simply

a

game

of

the

Allies slogging forward from

one

mountain or river to the next, with the Germans

limited

to

deciding how many factors to put

at

each

spot,

it

would

be

boring.

The German offensive

capability

is limited, but it does exist , and can be

decisive.

ANZIO is a step-reduction game.

Each

unit has

one o r more steps, depending on its strength, and

casualties suffered. Although

there are

many ways

to compare strength in

 

NZIO comparing steps

available throughout the game is one of the best:

There are many val id ways to compa re

the

strength of the contending armies:

  Allied a tt ack fac to r vs. German defense

factors.

2 The

same, but multiplied by

the

number o f

turns

the factors

are

present

in the game.

The ANZ O m.ap of the I ta lian pen insu la is

divided into four equal

North-South

sections. In

the

 Gustav Line game,

which

corresponds in

duration

t o Advanced Game II  September 1943 to June

1944 ,

the

Allies initially invade in the

bottom

section, or tha t next to it.

To

win, in less than seven

months, they must push the Germans back nearly to

the

topmost

quadrant of the board .

The Allies have two

important

advantages:

 

Numerical

superiority, discussed in detail

below.

2 The ability to threaten

the

German flanks

from

the

sea.

The Germans have two countervailing weapons:

  The difficult terrain, which multiplies

their

strength.

2

The temporary ability to mass superior force

at certain critical junctures of the

game, such

as the

invasions. The Germans can r einforce by land

quicker

and

more massively than the Allies can by

sea , i f they are able and willing to weaken the main

front.

7/27/2019 Ah Gen v16n1

http://slidepdf.com/reader/full/ah-gen-v16n1 8/44

P G S

In other words, in November, the two armiesare

about equal in steps, while in April the Alliesare just

over half-again as strong.

The chart illustrates the value to the Germans of

crushing th e second invasion, if it can be done

without decimating themselves. If the Allies can

lengthen the front by a successful second invasion,

their inexorably increasing pressure against a long

German line, can cause the

German army

virtually

to vanish by game end.

Returning to the

start of

thegame: inall versions

of

 

NZ O

which

start

in 1943, I recommend use of

rule

F.I0,

second paragraph. This permits 1Para to

dep loy anywhere f rom Y48-Y54. The new 1978

edition of

 NZ O

permits a wider entry from

Taranto.

Ordinarily, if the Allies invade

at

Termoli,

September II they should cross the Fortore River to

the Foggia side. Stationing 1

Para a t

Y

48

prevents

this. In thisway, theGermans havea good chance

to

bottle up the Termoli sector between the Sangroand

Fortore rivers.

One would assume that the wider Taranto entry

makes it no longer feasible for the

Germans to

seal

off the South End, completely preventing Allied

entry there. In play-testing this revised rule, I have

seen that that is not so, although obviously it is no

longer so  cheap for the Germans to

do

so. As

an

alternative , they may decide

to

hold the

corridor

between the

Fortore and Ofanto

rivers,

to

delay a

quick l ink-up between a Termol i invas ion , and

Allied units advancing from the

South.

In this way,

a Termoli invasion can be prevented from becoming

such an attractive option that the Germans are

obliged

to

garrison it

September

II with 16th

panzer.

16th Panzer, the

Herman

Goering division,

and

the little

NW

/71 uni t, a re the uni ts besides 1Para,

whose location the Germans must decide before the

game begins.

Nebelwerfer must be placed with HG, because

leaving weak units alone within enemy reach

is an

invitation to an

Automatic

Victory. The two units

should

not

be placed

at

Vesuvio (one of the three

a lt ernat ives) , because doing so d iscourages the

Allies f rom invad ing where the Germans should

pr efer th em to: Salerno. This leaves Napol i

or

Caserta. Either point is very discouraging to an

invasion at Mondragone

or

Napoli,

both o f

them

dubious propositions, anyway, but Caser ta has a

signal advantage. From here, HG can reach T44 the

first turn. This

is

a key hex if the Allies invade at

Termoli, because it can be par t of a counter-attack

to

regain the Sangro River line.

This leaves 16th panzer, with which the Allies

can

be forbidden

any

single zone.   makes sense to

deny the Allies the zone most perilous to the

Germans in the Basic Game: Terracina. Below, I will

explain why.

Since I regard Termoli as the second most

dangerous zone for a first invasion, rather than

place 16th pz. right at,

or

behind, Terracina, I prefer

to place it

at

K49. This makes it impossible for the

Allies to t ake J50 on their invasion turn, which

should discourage them sufficiently. From this post,

16th pz. can reach the

mouth

of the Sangro.

An

Allied invasion at Termoli not only should

throw a bridgehead south of the

Fortore

(presuming

1Para is absent),

but nor th o f

the Sangro as well.

Holding the Sangro is vital for the Germans. Once it

is

breached, there is no good defense

of

Pescara, one

of the nine vic tory points in the 1943 Basic Game.

Therefore, if the Allies cross the Sangro, the

Germans must energetically counterattack to push

them

back. The suggested

German

defense is shown

in Figure I.

This setup will vary from game to game. I rarely

use it twice in a row myself, although objectively I

believe it is best . Reasons for varia tion include

experimentation with different theories,

and

to

t hr ow an opponen t off-balance, for example, by

forcing an invasion not at Salerno, where many

Allied players are most comfortable.

On

the Allied side, there are many con

siderations influencing the choice of an invasion

site:

TH G N R

A

Oppos it ion from German initial setup.

the tab le below it is presumed that 16th pz. is n

present in each zone rated.

B Available defensive positions against G

man counterat tack. In the first several turns ,

Allies may be more concerned with protecting th

ports, and building-up, than in attacking.

C. Fast link-up with the

South

Ends.

D. IL, BU,

and

Capacity. One would presu

that

an

invasion must immediately capture a port

beachhead capacity is so limited, but this is

necessarily so.

An

invasion

without

opening a

po

for example

at

the

Mondragone

zone, orat Termo

if 16th pz. g arr isons the port city, is risky a

difficult, but

not

impossible.

E Distance north: an initial Allied lodgem

nor th o f the usually sure-thing Salerno zone i

giant step towards winning the game.

F. Nea rby presence of victory points wh

otherwise would require a second invasion

capture. Another disadvantage

of

Salerno,

example, is that the Allies will usually captur

fairly soon, anyway.

Here is how each of the six possible sites ra

using a scale of 1for Good, 2-Acceptable,

3-Ba

and 5-Unacceptable.

A B C D E F

To

1

Termoli 1 1 2 1 2 2 9

2 Salerno 1

1 1 1 3 3

1

3 Terracina

2 2

3

1 1

1 1

4 Mondragone

2

3 3

3

2 1

1

5

Pescara 1 5 5 2 1

1

1

6

Napoli 3 5

2 1 2

2 1

This is obviously a crude rating, but from it o

can draw the correct conclus ion that Term

Salerno, and

Terracina

are

to

be greatly prefer

over the other three zones.

Particularly with the new wider

Taranto

en

an invasion at

Mondragone

is not to be discard

entirely, but unless the Allies quickly capture

a

open Napoli , the Germans still can seal off

South End, and then take advantage of M

dragone s restricted Capacity

at

their convenien

As for Pesca ra , the zone is so small (only t

hexes), that the only hope would be for a slugg

German reaction.

The same

comments apply to

Napoli.

Putting HG and

NW

at Vesuvio can m

Salerno less attractive under points A

and

B

bu

the cos t

of

weakening the

counterattack

agai

Termoli, thus making

that

zone more attractive

For the ambitious

and

confident Allied playe

comes down to a choice between Termo li

Terracina.

The

panzer division

can protect

one,

not

both. An invas ion at these sites usually lo

something like figure 2

This being the Basic Game, one mayask how

Allies get to the hill overlooking the Liri River

a

Route

6, since it represents a move inland

of

4M

with only 3 permitted. Theanswer is to  bounce-o

15th pg. at Formia, with a 1-4attack. The permit

2 hex retreat enables the Allies to reach J50.

If

type of forward retreat troubles you, there are r

in the Advanced Game preventing it. The b

version of

 N Z O

is designed to stress playabi

even at the cos t of realism, and as one advan

through the rules, the reverse becomes true.

Which units to s ta tion at each position? So

answers are obvious. For example, the rather tri

attack explained above will probably be a vol

tary 1-4.

That

is, an

attack at

true odds better

t

1-4,

taken

voluntarily at 1-4 to ensure retreat

should definitely include two divisions and

brigades

or

regiments. The former will retreat

J50; the l att er will t ake the losses, and perh

P G S

In other words, in November, the two armiesare

about equal in steps, while in April the Alliesare just

over half-again as strong.

The chart illustrates the value to the Germans of

crushing th e second invasion, if it can be done

without decimating themselves. If the Allies can

lengthen the front by a successful second invasion,

their inexorably increasing pressure against a long

German line, can cause the

German army

virtually

to vanish by game end.

Returning to the

start of

thegame: inall versions

of

 

NZ O

which

start

in 1943, I recommend use of

rule

F.I0,

second paragraph. This permits 1Para to

dep loy anywhere f rom Y48-Y54. The new 1978

edition of

 NZ O

permits a wider entry from

Taranto.

Ordinarily, if the Allies invade

at

Termoli,

September II they should cross the Fortore River to

the Foggia side. Stationing 1

Para a t

Y

48

prevents

this. In thisway, theGermans havea good chance

to

bottle up the Termoli sector between the Sangroand

Fortore rivers.

One would assume that the wider Taranto entry

makes it no longer feasible for the

Germans to

seal

off the South End, completely preventing Allied

entry there. In play-testing this revised rule, I have

seen that that is not so, although obviously it is no

longer so  cheap for the Germans to

do

so. As

an

alternative , they may decide

to

hold the

corridor

between the

Fortore and Ofanto

rivers,

to

delay a

quick l ink-up between a Termol i invas ion , and

Allied units advancing from the

South.

In this way,

a Termoli invasion can be prevented from becoming

such an attractive option that the Germans are

obliged

to

garrison it

September

II with 16th

panzer.

16th Panzer, the

Herman

Goering division,

and

the little

NW

/71 uni t, a re the uni ts besides 1Para,

whose location the Germans must decide before the

game begins.

Nebelwerfer must be placed with HG, because

leaving weak units alone within enemy reach

is an

invitation to an

Automatic

Victory. The two units

should

not

be placed

at

Vesuvio (one of the three

a lt ernat ives) , because doing so d iscourages the

Allies f rom invad ing where the Germans should

pr efer th em to: Salerno. This leaves Napol i

or

Caserta. Either point is very discouraging to an

invasion at Mondragone

or

Napoli,

both o f

them

dubious propositions, anyway, but Caser ta has a

signal advantage. From here, HG can reach T44 the

first turn. This

is

a key hex if the Allies invade at

Termoli, because it can be par t of a counter-attack

to

regain the Sangro River line.

This leaves 16th panzer, with which the Allies

can

be forbidden

any

single zone.   makes sense to

deny the Allies the zone most perilous to the

Germans in the Basic Game: Terracina. Below, I will

explain why.

Since I regard Termoli as the second most

dangerous zone for a first invasion, rather than

place 16th pz. right at,

or

behind, Terracina, I prefer

to place it

at

K49. This makes it impossible for the

Allies to t ake J50 on their invasion turn, which

should discourage them sufficiently. From this post,

16th pz. can reach the

mouth

of the Sangro.

An

Allied invasion at Termoli not only should

throw a bridgehead south of the

Fortore

(presuming

1Para is absent),

but nor th o f

the Sangro as well.

Holding the Sangro is vital for the Germans. Once it

is

breached, there is no good defense

of

Pescara, one

of the nine vic tory points in the 1943 Basic Game.

Therefore, if the Allies cross the Sangro, the

Germans must energetically counterattack to push

them

back. The suggested

German

defense is shown

in Figure I.

This setup will vary from game to game. I rarely

use it twice in a row myself, although objectively I

believe it is best . Reasons for varia tion include

experimentation with different theories,

and

to

t hr ow an opponen t off-balance, for example, by

forcing an invasion not at Salerno, where many

Allied players are most comfortable.

On

the Allied side, there are many con

siderations influencing the choice of an invasion

site:

TH G N R

A

Oppos it ion from German initial setup.

the tab le below it is presumed that 16th pz. is n

present in each zone rated.

B Available defensive positions against G

man counterat tack. In the first several turns ,

Allies may be more concerned with protecting th

ports, and building-up, than in attacking.

C. Fast link-up with the

South

Ends.

D. IL, BU,

and

Capacity. One would presu

that

an

invasion must immediately capture a port

beachhead capacity is so limited, but this is

necessarily so.

An

invasion

without

opening a

po

for example

at

the

Mondragone

zone, orat Termo

if 16th pz. g arr isons the port city, is risky a

difficult, but

not

impossible.

E Distance north: an initial Allied lodgem

nor th o f the usually sure-thing Salerno zone i

giant step towards winning the game.

F. Nea rby presence of victory points wh

otherwise would require a second invasion

capture. Another disadvantage

of

Salerno,

example, is that the Allies will usually captur

fairly soon, anyway.

Here is how each of the six possible sites ra

using a scale of 1for Good, 2-Acceptable,

3-Ba

and 5-Unacceptable.

A B C D E F

To

1

Termoli 1 1 2 1 2 2 9

2 Salerno 1

1 1 1 3 3

1

3 Terracina

2 2

3

1 1

1 1

4 Mondragone

2

3 3

3

2 1

1

5

Pescara 1 5 5 2 1

1

1

6

Napoli 3 5

2 1 2

2 1

This is obviously a crude rating, but from it o

can draw the correct conclus ion that Term

Salerno, and

Terracina

are

to

be greatly prefer

over the other three zones.

Particularly with the new wider

Taranto

en

an invasion at

Mondragone

is not to be discard

entirely, but unless the Allies quickly capture

a

open Napoli , the Germans still can seal off

South End, and then take advantage of M

dragone s restricted Capacity

at

their convenien

As for Pesca ra , the zone is so small (only t

hexes), that the only hope would be for a slugg

German reaction.

The same

comments apply to

Napoli.

Putting HG and

NW

at Vesuvio can m

Salerno less attractive under points A

and

B

bu

the cos t

of

weakening the

counterattack

agai

Termoli, thus making

that

zone more attractive

For the ambitious

and

confident Allied playe

comes down to a choice between Termo li

Terracina.

The

panzer division

can protect

one,

not

both. An invas ion at these sites usually lo

something like figure 2

This being the Basic Game, one mayask how

Allies get to the hill overlooking the Liri River

a

Route

6, since it represents a move inland

of

4M

with only 3 permitted. Theanswer is to  bounce-o

15th pg. at Formia, with a 1-4attack. The permit

2 hex retreat enables the Allies to reach J50.

If

type of forward retreat troubles you, there are r

in the Advanced Game preventing it. The b

version of

 N Z O

is designed to stress playabi

even at the cos t of realism, and as one advan

through the rules, the reverse becomes true.

Which units to s ta tion at each position? So

answers are obvious. For example, the rather tri

attack explained above will probably be a vol

tary 1-4.

That

is, an

attack at

true odds better

t

1-4,

taken

voluntarily at 1-4 to ensure retreat

should definitely include two divisions and

brigades

or

regiments. The former will retreat

J50; the l att er will t ake the losses, and perh

7/27/2019 Ah Gen v16n1

http://slidepdf.com/reader/full/ah-gen-v16n1 9/44

TH G N R L

P G

Figure

2:

J50

is

the easternmost Allied

occupied

hex in theTerracina beachhead. U42

is

the northernmost occupied

hex

in Termoli.

evacuate. In the event of a dieroll six, the Allies may

prefer to destroy the two brigades

rather than

weaken J50.

The s trength which the All ies will put at each

other per imeter hex depends on German dis

positions. For example , i f 16th pz.

can t

reach it,

V42 can be held by a brigade. If 16th pz. can reach it,

then the hex should be held by3 or 6 defense factors.

Why not something else? Leaving 1or 2against the 5

attack

factor panzer division is too weak. Leaving 4

or 5 yields a 1 1

attack,

but so would 3 defense

factors, so bet te r to use the extra factor or two

elsewhere. Against

6D

F,the panzer division hasa 1-

2. In order to do bet ter, the Allies would have to

leave more

than

10DF, which they can t spare.

Therefore, 3 or 6 it is.

The same sort of analysis can be used at each

position along the perimeter. Allied Initial Lift

is

limited, and wasting factors in the

manner

explain

ed above can lose the game to a German counterat

tack before it is hardly begun.

I do

not

want to give the impression

t ha t an

invasion at Salerno is sure to fail for the Allies. It is

worth considering against a clever and aggressive

foe who has pushed you back into the sea further

north.

 NZIO the game, can accurat el y parallel

historyin September, 1943. Particularlyif the Allied

player has been careless or overly bold in his initial

dispositions, the Germans have the same decent

chance of crushing the initial invasion which they

had historically.

  NZIO is

very much a game

of

pacing.

Particularly in the Basic Game, the difference at the

end may be one or two hexes, or

combat

factors.

That

edge may be traceable to incorrect pacing in

early turns.

What

is required is a fine sense ofjust

how fast to push . The re a re moments when

both

sides must decide whether to ease off for a turn o r

two, to rebuild, or

to

press the attack even with

depleted units.

Hold

an exposed river line one

more

turn, or pull back to protect the flanks? These are

decisions that

can

only be weighed in the

context

of

each turn.

If

the game

is

developing as it often does, the

Allies will try to link-up as

soon

as possible,

and

the

Germans will t ry to delay them. Until the l ink-up,

the Germans have interior lines, and can allocate

their forces more efficiently.

However, a situation can develop in which the

Allies prefer not to press for a link-up. A German

front which divides the Allied beachhead from the

units entering from Taranto and Messina, is

bound

to

be a l ong one.

The

Allied player may decide to

invade with the Germans still st rung-out , a

somewhat

risky gamble that can

payoff.

By

November or December, the Allies usually

are up against the Gustav Line, whichruns along the

Rapido

a nd Sangro

Rivers (see map),

and

the

difficult terrain between them. This gives the Allies

four of the five point s they need under the 1943

victory conditions: Napoli, Foggia, Salerno, and

TerCloli. The fifth

and

deciding

point

may be within

reach of a frontal assault: Cassino

or

Pescara.

Al te rna tive ly, a second invasion in 1943 may be

needed, i f the fif th point is to be Anzio, Roma or

Terracina.

Thisdiscussion presumes that the game is played

under

rule 7- Two Games in One , which

is

by far

the more interesting way to do it.

This presents

an

interes ting decis ion for the

Allies:

1 Invade in December,

but not nor th

of Roma.

This helps a 1943 win, but hur ts chances for the

second decision, 1944.

2 Invade anywhere in

January,

or retain the

invasion

weapon

for use at the end of the game. Of

course, this favors the 1944 win at the expense of

1943.

During those turns when the Allies a re ab le to

invade, the

German

front-line is deple ted by the

units withdrawn to guard the coast, particularly if

they must guard the entire coast

north

of the front.

For example , i f the Germans are holding in the

Gustav Line when the game enters 1944,they would

need the equivalent ofat least a half-dozen divisions

to hold key points along the coast. This could equal

1/3 o f their OOB-perhaps 20

of

the 60 steps they

are likely to have available. This is an incentive to

the Allies

to

invade as lateas possible, because while

the German front is so weakened, they can

hammer

it more effectively.

Of course, the Allies mustalso withdrawunits to

the ports, to position them as an invasion threat, but

that

can usually be accomplished with units taking

replacements, or not needed at th e fr ont. Even a

partial invasion threat requires a German defense.

For this reason, the British 3-4-12 divisions, and

the British and US regiments and brigades become

the ideal units to take casualties during the invasion

period. While rebui lding, they pose

an

invasion

threat. Don t take casualt ies in non-US/ British

units at this time, because they can t invade,

ther efor e when pulled back t o rebuild, they ar e

useless.

The Germans can defend against a second

invasion in several ways:

1 Not at al l, except for areas

just

behind the

front, which must be protected to prevent encircle

ment,

and

possible

automatic

victory. The theory

here is an old one:  He who defends everything,

defends nothing. The Germans may prefer to hold

the front strongly, conceding the initial landing to

the Allies, reasoning

that

the second invasion is

bound to succeed. I wouldn't call this idea

absolutely futile,

but

I

don t

have the nerve to try it ,

myself

The need to protect the immediate rear from the

sea can pose a problem for the Germans . Usual ly,

weak uni ts are

enough to

seal off a

short

zone

against the Allies. However, ifthe Allies manage to

make the strong unit holding the front retreat, they

can have good second combat chances against the

weak units just behind them.

One place the Germans are obliged to defend

is

Genova. When I des igned the Anzio BasicGame, I

wanted

to

prevent the Germans from stripping their

front on the final turn, in

order

to concentratefor an

unrealistic last-gasp counter-attack,

that

might win

the game. In other words, the Germans had

to

end

the game wi th a f ront -l ine intac t on the map

board.

The concept of the

 front is

not easily defin

Is it a front such as that at Verdun in WWI, wher

is

clear exactly who controls each square yard,

o

front such as that Southwest of Astrakhan in t

Fall

of

1942, held by weak reconnaissance units,

not at all. There is

an

explicit definition of the en

game front in   NZIO

but

it is sometim

overlooked. If the Allies can t race a line free

German units,

or

their zones of control, from

operating Allied port, off the German / Northwe

North,

or

Northeast edge of the

mapboard, th

represents a hole in the German front l ine. T

means

that

if the Allies can capture

and

retain a

p

free

of

German zoc

at

Genova, they have, in ga

terms, broken the

German

front

off

the Northw

corner of the board.

Many

wargames have flat earth effects: y

bump up againstthe edge of the world. This can le

to

anomalous rules,

and

some consider this rule

such. If so, i t is very easily remedied. The Germ

should devote two defense factors to filling the tw

hex wide Genova zone, and the problem

is

solv

Few would argue that such a gar ri son for a port

Genova's

importance

is unrealistic.

2 Another German strategy is to form a cen

reserve to counterattack the second invasion,

rat

than string divisions out along the coast, there

losing the ability to counterattack in force. Fir

would be a good

point

for such a reserve . Fr

there, it could reach Rimini, as well as the zones

the west coast.

3

The most common strategy is to seal off

more

important

of the short zones, and

to

hold k

points to the rear of the zones too long to seal

(see Figure 3), for example:

a) The hill

just

behind Rimini.

b) The hills behind Livorno, and Cecina.

c) And

that

overlooking Civitavecchia.

d) The Frascati hill,

and Rome

hex G

doubled against an

attack

from the sea.

Even i f the Germans are unable to hold th

positions strongly enough to prevent an All

attack at 3-1, to make such an attack, the Allies w

have to weaken their beachhead flanks, because

the second invasion Initial Lift restriction.

4) Several

of

the victory point cities are po

Unless an Allied invasion would open an overla

link between such a port, and the Allied main fro

the port would not be in supply the invas ion tu

(port

not yet operating). For example, the Al

could

capture

Anzio DecemberIV, and yet

not

us

as a vic tory point under the 1943 conditions, if

operating

port

which would

put

Anzio in supply w

not open until January

1.

TH G N R L

P G

Figure

2:

J50

is

the easternmost Allied

occupied

hex in theTerracina beachhead. U42

is

the northernmost occupied

hex

in Termoli.

evacuate. In the event of a dieroll six, the Allies may

prefer to destroy the two brigades

rather than

weaken J50.

The s trength which the All ies will put at each

other per imeter hex depends on German dis

positions. For example , i f 16th pz.

can t

reach it,

V42 can be held by a brigade. If 16th pz. can reach it,

then the hex should be held by3 or 6 defense factors.

Why not something else? Leaving 1or 2against the 5

attack

factor panzer division is too weak. Leaving 4

or 5 yields a 1 1

attack,

but so would 3 defense

factors, so bet te r to use the extra factor or two

elsewhere. Against

6D

F,the panzer division hasa 1-

2. In order to do bet ter, the Allies would have to

leave more

than

10DF, which they can t spare.

Therefore, 3 or 6 it is.

The same sort of analysis can be used at each

position along the perimeter. Allied Initial Lift

is

limited, and wasting factors in the

manner

explain

ed above can lose the game to a German counterat

tack before it is hardly begun.

I do

not

want to give the impression

t ha t an

invasion at Salerno is sure to fail for the Allies. It is

worth considering against a clever and aggressive

foe who has pushed you back into the sea further

north.

 NZIO the game, can accurat el y parallel

historyin September, 1943. Particularlyif the Allied

player has been careless or overly bold in his initial

dispositions, the Germans have the same decent

chance of crushing the initial invasion which they

had historically.

  NZIO is

very much a game

of

pacing.

Particularly in the Basic Game, the difference at the

end may be one or two hexes, or

combat

factors.

That

edge may be traceable to incorrect pacing in

early turns.

What

is required is a fine sense ofjust

how fast to push . The re a re moments when

both

sides must decide whether to ease off for a turn o r

two, to rebuild, or

to

press the attack even with

depleted units.

Hold

an exposed river line one

more

turn, or pull back to protect the flanks? These are

decisions that

can

only be weighed in the

context

of

each turn.

If

the game

is

developing as it often does, the

Allies will try to link-up as

soon

as possible,

and

the

Germans will t ry to delay them. Until the l ink-up,

the Germans have interior lines, and can allocate

their forces more efficiently.

However, a situation can develop in which the

Allies prefer not to press for a link-up. A German

front which divides the Allied beachhead from the

units entering from Taranto and Messina, is

bound

to

be a l ong one.

The

Allied player may decide to

invade with the Germans still st rung-out , a

somewhat

risky gamble that can

payoff.

By

November or December, the Allies usually

are up against the Gustav Line, whichruns along the

Rapido

a nd Sangro

Rivers (see map),

and

the

difficult terrain between them. This gives the Allies

four of the five point s they need under the 1943

victory conditions: Napoli, Foggia, Salerno, and

TerCloli. The fifth

and

deciding

point

may be within

reach of a frontal assault: Cassino

or

Pescara.

Al te rna tive ly, a second invasion in 1943 may be

needed, i f the fif th point is to be Anzio, Roma or

Terracina.

Thisdiscussion presumes that the game is played

under

rule 7- Two Games in One , which

is

by far

the more interesting way to do it.

This presents

an

interes ting decis ion for the

Allies:

1 Invade in December,

but not nor th

of Roma.

This helps a 1943 win, but hur ts chances for the

second decision, 1944.

2 Invade anywhere in

January,

or retain the

invasion

weapon

for use at the end of the game. Of

course, this favors the 1944 win at the expense of

1943.

During those turns when the Allies a re ab le to

invade, the

German

front-line is deple ted by the

units withdrawn to guard the coast, particularly if

they must guard the entire coast

north

of the front.

For example , i f the Germans are holding in the

Gustav Line when the game enters 1944,they would

need the equivalent ofat least a half-dozen divisions

to hold key points along the coast. This could equal

1/3 o f their OOB-perhaps 20

of

the 60 steps they

are likely to have available. This is an incentive to

the Allies

to

invade as lateas possible, because while

the German front is so weakened, they can

hammer

it more effectively.

Of course, the Allies mustalso withdrawunits to

the ports, to position them as an invasion threat, but

that

can usually be accomplished with units taking

replacements, or not needed at th e fr ont. Even a

partial invasion threat requires a German defense.

For this reason, the British 3-4-12 divisions, and

the British and US regiments and brigades become

the ideal units to take casualties during the invasion

period. While rebui lding, they pose

an

invasion

threat. Don t take casualt ies in non-US/ British

units at this time, because they can t invade,

ther efor e when pulled back t o rebuild, they ar e

useless.

The Germans can defend against a second

invasion in several ways:

1 Not at al l, except for areas

just

behind the

front, which must be protected to prevent encircle

ment,

and

possible

automatic

victory. The theory

here is an old one:  He who defends everything,

defends nothing. The Germans may prefer to hold

the front strongly, conceding the initial landing to

the Allies, reasoning

that

the second invasion is

bound to succeed. I wouldn't call this idea

absolutely futile,

but

I

don t

have the nerve to try it ,

myself

The need to protect the immediate rear from the

sea can pose a problem for the Germans . Usual ly,

weak uni ts are

enough to

seal off a

short

zone

against the Allies. However, ifthe Allies manage to

make the strong unit holding the front retreat, they

can have good second combat chances against the

weak units just behind them.

One place the Germans are obliged to defend

is

Genova. When I des igned the Anzio BasicGame, I

wanted

to

prevent the Germans from stripping their

front on the final turn, in

order

to concentratefor an

unrealistic last-gasp counter-attack,

that

might win

the game. In other words, the Germans had

to

end

the game wi th a f ront -l ine intac t on the map

board.

The concept of the

 front is

not easily defin

Is it a front such as that at Verdun in WWI, wher

is

clear exactly who controls each square yard,

o

front such as that Southwest of Astrakhan in t

Fall

of

1942, held by weak reconnaissance units,

not at all. There is

an

explicit definition of the en

game front in   NZIO

but

it is sometim

overlooked. If the Allies can t race a line free

German units,

or

their zones of control, from

operating Allied port, off the German / Northwe

North,

or

Northeast edge of the

mapboard, th

represents a hole in the German front l ine. T

means

that

if the Allies can capture

and

retain a

p

free

of

German zoc

at

Genova, they have, in ga

terms, broken the

German

front

off

the Northw

corner of the board.

Many

wargames have flat earth effects: y

bump up againstthe edge of the world. This can le

to

anomalous rules,

and

some consider this rule

such. If so, i t is very easily remedied. The Germ

should devote two defense factors to filling the tw

hex wide Genova zone, and the problem

is

solv

Few would argue that such a gar ri son for a port

Genova's

importance

is unrealistic.

2 Another German strategy is to form a cen

reserve to counterattack the second invasion,

rat

than string divisions out along the coast, there

losing the ability to counterattack in force. Fir

would be a good

point

for such a reserve . Fr

there, it could reach Rimini, as well as the zones

the west coast.

3

The most common strategy is to seal off

more

important

of the short zones, and

to

hold k

points to the rear of the zones too long to seal

(see Figure 3), for example:

a) The hill

just

behind Rimini.

b) The hills behind Livorno, and Cecina.

c) And

that

overlooking Civitavecchia.

d) The Frascati hill,

and Rome

hex G

doubled against an

attack

from the sea.

Even i f the Germans are unable to hold th

positions strongly enough to prevent an All

attack at 3-1, to make such an attack, the Allies w

have to weaken their beachhead flanks, because

the second invasion Initial Lift restriction.

4) Several

of

the victory point cities are po

Unless an Allied invasion would open an overla

link between such a port, and the Allied main fro

the port would not be in supply the invas ion tu

(port

not yet operating). For example, the Al

could

capture

Anzio DecemberIV, and yet

not

us

as a vic tory point under the 1943 conditions, if

operating

port

which would

put

Anzio in supply w

not open until January

1.

7/27/2019 Ah Gen v16n1

http://slidepdf.com/reader/full/ah-gen-v16n1 10/44

P G

Figure 3: A recommended

defense of beaches behind the

lines.

TH G N R

Ther efore, a l as t-moment Allied invas

whether in December, 1943, or June, 1944, m

probably

come

on

the penultimate

turn,

if it

i

succeed.

A useful German s tr at egy aga in st such

invasion

is

to hold

just

the invasion ports

 forward strategy. F ir st the Germans sho

calculate the attack f ac to rs which the Allies

include in

an

invasion force. Then, they

station

r

at

Anzio, Livorno,

or

appropriate other ports, a

strongenough to ensure

that

the Allies

can t

get

1 attack,

or

2-1, i f the Germans can afford it .

Of

course, the Allies may sti ll invade, takin

chance

on

a

2-1

or

a 1-1,

and

also taking a chanc

bunching

up

theirforces, with a

bad

die roll spe

disaster.

Holding Frascati against

an

invasion the t

week

of

December

is

fine for

mounting

a

coun

attack which might retake Anzio

January

1

or 2,

by then the 1943 game might have been lost.

At the time

of

the second invasion, the

Germ

should have

on

the board all nine e rsat z u

because they are indispensable for invasion pro

t ion . Thi s means a loss

of

strength

along

the m

front, because some

German

units regain

more

one factor by rebuilding one step,

bu t

the flexib

of

having

numerous

units

is worth

the sacri

Then

when the invasion comes, the ersatz units

quickly be used to rebuild weakened

combat

u

If

the Allies are obliged to invade in Decem

to win the first

par t of

the game, such

an

invasi

almost

sure to be

at Roma. Terracina and

Pes

will have been sealed off. This presents the Germ

with

an

interesting choice:

1 Contain

the invasion. This will recreate

historical two-front situation, and eventually

Allies will be able

to

l ink-up. Nonethe les

German losses are kep t low, they still have a

chance

to

win a fraction which should

understood

as

just

an

illustrative,

not

e

probability .

2 Crush

the invasion.

The

Allies stil l

perhaps a chance to win, if their second inva

in the

December/January

invasion

is

repulse

they

don t

lose

too many

units. Theystill have a

time

to

go,

and

as the

chart

shows, the balanc

force becomes increasingly favorable to the A

Nonethe le ss , i f t he

Germans

can cr ush

second invasion, there

is

no question

but what

chance

of

victory rises to

at

least  . Therefore

is

an

attractive and feasible German option.

fails, they may have weakened themselves

astrously.

The Allies may decide no t to invade until 1

Perhaps

they

can

win in 1943

without

it,

or

believe a 1943 win is impossible, an d wan

improve their 1944 chances with

an

invasion t

If

the invasion is postponed to 1944, the

question for the Allies is when,

January or Jun

is

easily resolved.

If

the Allies invaded

at

Saler

Termoli, and are still

south of

the Gustav Line,

they need

to

invade in

January.

If, however,

first invaded

at

Terracina,

or

have already br

the Gustav Line,

then

they have pushed

Germans back from the ir best defensive posi

and

probably

will be better served by waiting

June.

Regardless

of

when the Allies intend to inv

they should always have

an

i nvas ion forc

position.

A

January

InvaSIon will have these zone

choose from:

Roma,

Civittavecchia, Gros

Cecina, Livorno, and Rimini. Terracina, Gen

and

Pescar a are deleted, because t he

Germ

should shut them off. Grosseto and Cecina c

also be

shut

off, but the

Germans

would be wis

use the f ou r defense f actors this would req

elsewhere.

P G

Figure 3: A recommended

defense of beaches behind the

lines.

TH G N R

Ther efore, a l as t-moment Allied invas

whether in December, 1943, or June, 1944, m

probably

come

on

the penultimate

turn,

if it

i

succeed.

A useful German s tr at egy aga in st such

invasion

is

to hold

just

the invasion ports

 forward strategy. F ir st the Germans sho

calculate the attack f ac to rs which the Allies

include in

an

invasion force. Then, they

station

r

at

Anzio, Livorno,

or

appropriate other ports, a

strongenough to ensure

that

the Allies

can t

get

1 attack,

or

2-1, i f the Germans can afford it .

Of

course, the Allies may sti ll invade, takin

chance

on

a

2-1

or

a 1-1,

and

also taking a chanc

bunching

up

theirforces, with a

bad

die roll spe

disaster.

Holding Frascati against

an

invasion the t

week

of

December

is

fine for

mounting

a

coun

attack which might retake Anzio

January

1

or 2,

by then the 1943 game might have been lost.

At the time

of

the second invasion, the

Germ

should have

on

the board all nine e rsat z u

because they are indispensable for invasion pro

t ion . Thi s means a loss

of

strength

along

the m

front, because some

German

units regain

more

one factor by rebuilding one step,

bu t

the flexib

of

having

numerous

units

is worth

the sacri

Then

when the invasion comes, the ersatz units

quickly be used to rebuild weakened

combat

u

If

the Allies are obliged to invade in Decem

to win the first

par t of

the game, such

an

invasi

almost

sure to be

at Roma. Terracina and

Pes

will have been sealed off. This presents the Germ

with

an

interesting choice:

1 Contain

the invasion. This will recreate

historical two-front situation, and eventually

Allies will be able

to

l ink-up. Nonethe les

German losses are kep t low, they still have a

chance

to

win a fraction which should

understood

as

just

an

illustrative,

not

e

probability .

2 Crush

the invasion.

The

Allies stil l

perhaps a chance to win, if their second inva

in the

December/January

invasion

is

repulse

they

don t

lose

too many

units. Theystill have a

time

to

go,

and

as the

chart

shows, the balanc

force becomes increasingly favorable to the A

Nonethe le ss , i f t he

Germans

can cr ush

second invasion, there

is

no question

but what

chance

of

victory rises to

at

least  . Therefore

is

an

attractive and feasible German option.

fails, they may have weakened themselves

astrously.

The Allies may decide no t to invade until 1

Perhaps

they

can

win in 1943

without

it,

or

believe a 1943 win is impossible, an d wan

improve their 1944 chances with

an

invasion t

If

the invasion is postponed to 1944, the

question for the Allies is when,

January or Jun

is

easily resolved.

If

the Allies invaded

at

Saler

Termoli, and are still

south of

the Gustav Line,

they need

to

invade in

January.

If, however,

first invaded

at

Terracina,

or

have already br

the Gustav Line,

then

they have pushed

Germans back from the ir best defensive posi

and

probably

will be better served by waiting

June.

Regardless

of

when the Allies intend to inv

they should always have

an

i nvas ion forc

position.

A

January

InvaSIon will have these zone

choose from:

Roma,

Civittavecchia, Gros

Cecina, Livorno, and Rimini. Terracina, Gen

and

Pescar a are deleted, because t he

Germ

should shut them off. Grosseto and Cecina c

also be

shut

off, but the

Germans

would be wis

use the f ou r defense f actors this would req

elsewhere.

7/27/2019 Ah Gen v16n1

http://slidepdf.com/reader/full/ah-gen-v16n1 11/44

TH G N R L

Here are some of th e f ac to rs to weigh when

comparing

these zones:

A.

Ease of German

defense.

B. Available defensive pos it ions aga inst Ger

man

counterattack,

presuming the

initial German

defense is not prohibitive.

C.

Fast

link-up

with

the main f ront .

D. I L, BU, and Capacity.

E. Distance north.

F. Nearby

presence of victory points.

The s ame poi nt comparison is used as in the

chart comparing

September invasion

sites:

A B C D E

F

Total

1. Roma

2 2 I I 2

3 II

2. Livorno

3

3 3

I

I I 12

3.

Rimini

3 2

3

2

1 I 12

4.

Civi ta vecchia

3 3

2

I I 3

13

5. Cecina

3 3

3

2 I 2 14

6.

Grosseto

3 3 3

3

I 2

15

Against a January second invasion North of

Roma,

t he Germans

have

no

choice: they

must

crush it. A Roma invasion, if the line of the Tiber

River

can be

held,

still permits the Germans

to draw

a

relatively

short line across the peninsula, helped

greatly by the

very difficult

terrain across much

of

Italy

at

this point.

 

an

invasion

north ofRoma

can

be

made t o

stick,

the German line becomes

so

long

that

I bel ieve their

cause

is los t.

A June invasion poses a different problem.

Its

objective

is no t attrition,

but r athe r

a last-minute

g rab o f

one

of the victory cities. Fo r a 1944win, the

Allies must take

six

of

these nine points :

1 Napoli,

Cassino,

and

Pescaracan

be taken by

January or February, at the

latest,

without a second

InvaSIon.

2

Somewhat

later

in

1944,

Roma should also

fall, even without a second invasion.

3 This leaves just two more p oints

needed.

Livorno

or

Rimini a re

vulnerable to invasion, an d

when the Germans plan the ir invas ion

defense,

they

s houl d r emembe r th e

extra

importance of

these

points.

Perugia

is very likely to be at, or near , the

final

front line,

e ven i f

the second invasion

was

at

Roma.

The

last two points, Ancona and Firenze,

are

likely to fall to the Allies only when they have done

so

well

they

no longer

need

them

So the

key

points over which the 1944 game will

be decided

are Livorno ,

Rimini, and Perugia.

The re a re several t ac ti ca l point s to

remember

during the

struggle

up the

peninsula:

I)

The Germans

should keep

up-to-date

a chart

showing the maximum

Allied

attack potent ial per

hex. If they wish to be really accurate, they should

a lso not e

not

only avai lable combat factors, bu t

whe th er t he ir mov emen t f ac to r p erm it s t hem

to

reach the defensive point under consideration.

Most Allied

units

have

one

attack

f ac to r per

stacking point , at full-strength. A few have

more

than one. By keeping t ra ck o f max imum Allied

attack potential, the Germans avoid wast ing

defense

factors.

Fo r

examp le , s uppose that the maximum

number

of factors which the Allies can bring

to bear

on a hex is 28, and the

Germans

wish to prevent

them

f rom get ting bet te r than a I-I. They would

place 8DF

at the

hex,

equalling 16, presuming i t is

doubled. One less factor would permit a 2-1, but the

Germans would

have to add

no less

than

7 factors

to

prevent a I -I . I f the

Germans

place between 8 and 14

factors on the

hex,

the

excess

over 8 is wasted,

because it does not change the Allies attack

potential.

2

On

the Allied side, those

units with attack

factors in

excess

of stacking factors should

be

kept

at

full s trength, when

possible. Ideal

for use in

taking losses are, first, brigades and regiments, with

one

step

reduction to inverted-counter

status.

Then,

divisions which step down to 2 or 3 defense factors,

as

these

can be

shifted

to

defensive sectors

of

the

line.

Where the line runs along a r iver , the Germans

will

have

to

defend

the

entire

line, but the Allies can

let the river do t he work. Why shoul d t he Germans

stick

their nose across it?

It

would mean inviting a

counterat tack, perhaps

at

undoubl ed odds, f or no

significant

gain.

3

Another

tactical question is

just where

along

the German

line

the

Allies

should at tack.

Unless

there are

other

considerations

of

importance,

preference should be given

to

the

northern

section.

Often , the German line does not cut straight across

the peninsula ,

bu t

instead

forms a

loop.

Fo r

examp le , t he mos t nor ther ly part might be near

Roma,

but

taking advantage of the

difficult

terrain

in the center of the peninsula, the line might have its

southern anchor nea r Termo li . Thi s is just one

example.

Against this sort of line, better a 1-2 near Roma,

than

a

2 1

near

Termoli.

Pushing

the

line

back

near

Termoli, in

this

example,

really

does the Germans a

favor, by wasting

a turn,

and

shortening their

front.

Pushing

the line back a t Roma lengthens theirfront,

and will eventually

force

them back

at

Termoli, too,

just as effectively as a frontal at tack.

The other side of th e c oin is that when th e

Germans plan their defense, they should not

seek

to

put even

strength all along

the front. In some places

allowing a 3 1 is a strong enough

defense,

because

the

attack gains

little.

In other

places,

allowing

a I-I

is dangerous.

Fo r example, against a Termoli invasion, the

Germans

should try

not to permi t a

I-I attack

at

the

Sangro

River

south

of Ort on a. On th e oppos ite

flank,

t hey can a ff or d t o permi t a 2-1

or even

a 3-1

attack south across the

Fortore,

because they are

going to evacuate

Foggia, anyway.

Gustav

Line is also playable with the

Supplementary

Rules.

The c omment s a bove a re

valid

for

that game version, too.

The only major difference is that

even

more

emphasis rests on t he success

or failure

of the Allied

second invasion, which is much

more

likely to occur

in December

or January.

Th e Air Strike in the

Spring

of

1944 is the

reason.

During

the Strike,

it

benefits the Allies to have as long a front

as

possible.

They will

be

able to

attack every

defensive position

at favorable odds.

The more at tacks

they make, the

better. Fo r this reason, establishing

an

enclave

behind

German Lines

befor e t he S tr ike is a

big

bonus

for the Allies.

The Shingle scenario

Many of the comments about the Gus tav

Line

game app ly

also

to

the

Basic Game

version of

Operation Shirigle,

sin ce it

amounts

to the 1944

portion

of Gustav Line.

Because

the Germans star t thegame with certain

OOB

restrictions,

one might presume that the Allies

must invade January I, to take advantage of those

restrictions.

This

isn t necessarily

the case.

The Germans

start with 62 steps, the Allies 85.

The Germans shoul d

definitely

take advantage of

the

rule

perm itting them to deploy four ersatz

counters

and

four units behind their l ines, a

total

of

perhaps sixteen

steps,

e qu al t o about

of

their

strength. January

II

they could change this propor

tion, but they don t have the s trength to take much

more away f rom the

front. On

the

other

hand,

they

probably can t

a ff or d t o def end t he

rear

with

less.

Given these constraints on

German

dispositions, the

Allies can consider

delaying

their

second

invasion to

a

later

turn.

Digressing briefly, some wargamers with

whom

I

have

exchanged

impressions

of

  Z O regard the

restricted number o f invasions a nd a ir strikes as

unrealistic.

Why shoul d th e Germans

be able

to

P G

relax aft er an

invasion or

an air

strike? W

shouldn t

the Allies be able to employ ei ther or

b

more frequently, perhaps as often

as

they wish? T

reason is that the resources necessary

to

mount

invas ion or an a ir s tr ike in I

taly were

no t free. Th

scarce resources were urgently required elsewh

In

fact, the invasion capability more nea

represents the balance between

wha t t he Germ

thought

it was , and t he much i nf er io r reality.

Return ing to Shingle, unless the

Allies

ma

unusual

progress in January, they probably

w

have t o i nvade

by

the

l as t week

o f t ha t mon

Because the

Germans

start

t he g ame in a

so

defensive position, the Allies

probably can t

affo

the luxury of a June

invasion.

This is all the

more

true if all of the

Supplem

tary

Rules

are

used,

because the Germans start i

fort line. The Allies can bangaway a t it

througho

January , but they ha d be tter invade before

Spring Air Str ike,

not after.

Advanced Game B

I

have been playing

Advanced Anzio

steadily

a

decade.

The only consistent feature

of

these

gam

has been

that no two

have

been closely

similar. It

been

uncanny how many

obscure

corners

of

the

m

have been the

scene

of crucial battles. Particula

with

the

multiple

options

of the

revised

versions

the game, possible

combinat ions are

quite vari

Fo r

this

reason, it is

ha rd t o generalize

about

Advanced game.

Both sides have several

options

to choosefro

Keeping these secret adds

a

lot

of interest to

game. If the Allies choosetheir maximum reinfor

ment option, particularly in secre t, i t provides th

with a very

potent

weapon, despite the

hars

victory condi tions. Most of t he uni ts wit hd ra

from

Italy went to

France,

particularly the invas

of southern France. The impac t these units have

th e g ame add s

credence to

those who argued

t

they should have been left in Italy. This is especi

true of the four paratroop units withdrawn.

Therefore, I can

only

recommend use

of

option against a very able German player. Even

ablest German player will find that if he has cho

the

Standard

OOB, it is likely to

just melt

aw

aga in st t he Allied Reinforcement option.

M

players

consider that the Reinforced

German

 

is

the best alternative among the

four

the

Germ

can choose, and

this

is probably true. Nonethele

for those

who

enjoy

playing

a

careful, meticul

defense,

the Standard (weakest) OOB is a

v

interesting challenge.

At the opposite extreme, the Maxim

(strongest)

OOB is a nice change of p ac e fo

German pl ay er who wan ts to a tt ack. I t is to

recommended

only

in three circumstances:

I When t ry ing for a quick victory in 1943.

1943 is

exc luded f rom the g ame v ersi on un

discussion, this does

no t

apply.

2 When th e German player guesses that

All ie s will c hoos e t he ir s tro ng es t  

B.

T

strongest OOBs on both sides

make

an interest

combination.

3 When

the

Germans plan to cut

the

ga

short

by sel ec ti ng t he ir own panze r- re tent

opt ion. Thi s permi ts the Germans to retain the t

SS

pz.

divisions

normally withdrawn,

and brings

game to an end

March

IV, 1944. Given the locat

at

the start

of Advanced Game B , t he Germ

would only pick this

 all-out option,

if they

pla

go over to the offensive

In

the

absence

of the above three

circumstanc

the most

ad va ntag eou s OOB o ptio n

for

Germans is

the

Reinforced.

7/27/2019 Ah Gen v16n1

http://slidepdf.com/reader/full/ah-gen-v16n1 12/44

P G

2

TH

G N R L

By Tom Oleson

ANZIO DESIGNER S NOTES

replacements

available in the O.O.B.,

able

to

sta

freely, clever players quickly realized

that

it w

much more

convenient

to use these

units

directly

combat,

removing

them as losses, l eaving

combat units

untouched.

In

this way,

th e

need

withdraw and refit uni ts cou ld nearly be avoid

Raw

recruits, no t even

incorporated in

com

formations,

became

the  shock troops , first to t

casualties

in any

combat.

In

my opinion, this was a complete

perversion

the

purpose of

the

step-reduction

system.

There

were

two

basic

ways

to

play

  NZIO 

unit

elimination, using the old-style

CRT,

or st

reduction.

The former

seemed

to

me

an

unsatisf

tory concession to those to whom the step-reduct

system would

be

unfamiliar, an d

it

was no t

popu

I

eliminated

it, and as a

replacement,

devised a n

Basic Game which did use step-reduction, bu t w

all possible complications

eliminated. In c

respondence with Don Greenwood during

revision he

to ld me

that

he

liked

the basic

design,

no t

the length

or complexity of

th e

step-reduct

version. Don is one o f many able garners who j

don't care

for

a lo t

of

fuss. The Basic Game

  NZIO1974 is

designed with

them in mind, a

also as the initial step

of

several leading to the

out

Advanced

Game.

Thanks to Dave Williams' clever

underly

concepts,

the 1974 Basic Game

can develop

in v

interesting

and novel ways, particularly

fo r

a sh

game, with a simple O.O.B.

Another

facet of A

NZIO

1969 that I disliked w

the importance

of

the luck fac tor. It

has

been

experience

that

when strangers to

wargaming

the die b rought out ,

their

estimation of

seriousness

of

th e hobby drops

about 50%.

M

wargamers accept the

validity of the luck

factor,

recurring

experiments

such as matrix CR Ts

attes

the preference

of many to

minimize

the importa

of luck.

Initial

German

reaction

to

th e

September 1

invasion was determined by a serie s of die ro

conditioned

on

the

threat posed by the Al

invasion.

Pete

Menconi, editor

of

the magazin

the oldest wargamingclub,

AHIKS,

vividlydesc

ed t hi s to me as   the Hitler

pucker

factor . T

trouble was, one

could never predict just

how m

Adolf

would

pucker A Rome invasion

considered

very threatening, so

the

chance o

strong

reaction

was high, bu t not

certain.

I can re

games in which the Allies invaded

at

Rome, but

German

reaction was

minimal,

and convers

where they invaded in   remote Termoli , but

G erm an re ac tio n

was

c ru sh in g. G erm

replacements were also

subject

to a die-roll . T

was easy to change, bu t

changing

t he O .O

reactions

led to a complete revision

of the vict

conditions.

Afte r the

revised

edition

came out , I contin

to do research on

the

campagin. I also recei

many

valuable suggestions

from

others.

D

Burdick, probably

the

best A NZIO

player

arou

was part icular ly helpful in

pointing

ou t fur t

  SIGN

Nowadays

the des igner-deve loper

team is

common in wargaming. I don 't know when this

approach

was f irst used, but perhaps

my efforts

in

refining designer

Dave

Williams' 1969 first

edition

of A NZIO leading

to a

second edition

in 1974,

and

now

a 3rd

edition,

were a

pioneering

example of

wargame development.

When I fi rs t started

playing   NZIO

1969, I

loved the clever mechanics and colorful graphics,

bu t

hated

the endless

rules

ambiguities, and the

stingy

play-aids.

To try

to

cl ear u p t he

rul es , I be

gan what became vir tual ly

a

book-length

cor

respondence with the

Avalon Hill

judge.

I r ea ll y

appreciated his patience, bu t his lack of playing

experience with

  NZIO

con fined h im to a strictly

literal

approach

to

the

rules,

which

I fel t

hurt the

spirit

of

the game.

This issue

of

TH E GENER L could be filled

with

his replies to

my queries,

bu t I'll

just

give

three

examples ofquirks in

th e

1969 rules, to give

the

idea:

 

The

  Battle Manual discusses the two

permitted types of  Allied Amphibious Transfer ,

stating

t ha t In

all cases turns end in Naples, Sicily,

or

th e

dead pile. I pointed

ou t

to

the

judge that

th e

Allies invaded at

Salerno,

and th en

at

Anzio, so

wouldn' t t ransfer

between the se

two po rts be

possible in

the game,

if both were open? The reply

was no: the rules clearly state

that

all amphibious

transfers end

in Naples, Sicily, or

th e

dead pile. No t

only does this forbid a transfer between Salerno and

Anzio, bu t

even from

Naples

to

Anzio.

2. Another rule with

bizarre consequences

said

that   (non-British and US) Allied uni ts c an only

enter

th e

game through

Naples (when

captured) or

the

South

End options. Games occurred in which

the

Allies

invaded

dis tant f rom Naples:

Termoli,

Terracina,

or

Rome, f or e xampl e. Even though

reinforcements

were

u rgen tly needed, they

were

f orbidden to bri ng in strong divisions

such

as

th e

New Zeal and, o r the Canadian first infantry.

Another Dunki rk might result, with

strong

rein

forcements

idle in S icily.

3. Except for 1914, the CRTs

of

games pr ior to

  NZIOmade

no provision for

partial losses. A unit

might

be

destroyed

entirely on turn one, or finish a

long

game

unscathed.

The step-reduction system

changed

all that.

In

A NZIO units

may

lose part

of

their combat

strength, and then may recover

it

by pulling

ou t of

the front line t o absorb

replacements

in steps. At

least that's

the way

it

should

work,

bu t

here

again,

th e

1969 rules contained

loopholes

permitting this

excellent system to

be thwarted . Un der

 Replacements , it said that German

replacements

do have defense factors,

and may

enter combat.

Question:

bu t they do not have attack factors. May

they defend, and attack?  Allied replacements have

no combat

factor

and

are

eliminated

like

inverted

counters.

Question: does

this mean

they

can enter

comba t, and t ake losses?

Replacements

in

the

1969

game

had

zero

stacking

value . Ina typical turn, there

might

only be

a few a ttacks . With s ix All ied and nine German

AREA TOP  

Caesar Line

Omi tt ed f rom these notes is a discussion of

strategy and tactics for Diadem, which

wil l be

the

subject of a separate article.

Caesar Line

is

playable only with the Advanced

rules, and can be played

either

as one

game,

May II,

1944, t o the end

point

fixed by th e options available,

or as

two g ames

in one, May-June  Diadem ,

continuing t o t he e nd .

The

second alternative

is considerably

more

interesting, fo r the same reason

that

it

is

more

interesting

to

p lay the September 1943-June 1944

game

as

two-in-one.

A parallel may be drawn with RUSSI N

CA M PAIGN At the

end

of a scenario, both sides

are

tempted

to

  burn

out

their

armies, because they

know the campaign is no t going to

continue.

To

overcome this, I like

to play

mid-campaign

RUSSI N C MP IGN

scenarios

with a die rol led

at the end,

to

see i f th e

game

is over, or

whether

one

continues to

the

next

scenario,

and so on.

This

discourages both sides from

  no

tomorrow

strategies

on

th e

last turn.

Similarly, if two

games

a re a t s ta ke in playing

Caesar Line, both

sides mus t push dur ing

the

six

turn Diadem

period,

b ut no t so har d t ha t

their

chances for the s econd win a re thrown away.

NOTE: Those

wishing to update

their

original

'69

version

of A

NZIO

may do so by purchasing

the

following parts:

rules ( 2),

playing aids

( 1.50),

and

counters ( 3,

optional).

Add 10%

for pos tage

and

handling. MD residents add 5% sta te sales tax  

7/27/2019 Ah Gen v16n1

http://slidepdf.com/reader/full/ah-gen-v16n1 13/44

TH G N R L

refinements. I should also thank

Fred

Helfferich,

now edi to r of Fire   Movement magazine, for

historical insights, as well as pointed but construc

tive rules criticism.

All of this resulted in my periodical ly publishing

an addendum, which served as an e rrata sheet , a

compilation

of

new variant rules,

and

inc luded a

revised SRT. This lat ter was in sp ired by Oktay

Oztunali's fervent distaste for los ing s ix s teps in a 2

1

attack

near Cassino, using the

standard

SRT

When the

opportunity

to

revise

ANZIO

again

arose, I wanted to incorporate much

of

the

addendum, as well as

some

new refinements.

Refinement is

almost

a dirty word in

parts

of the

wargaming wor ld these days, but not to Avalon

Hill.

Avalon

Hill

has encouraged

refinement of a

number

of their games, and I believe they deserve

our t hank s f or thi s pol icy. Take D DA   for

example: I bel ieve they'd

profit more

by retaining

unchanged the old edi tion , and publishing the

revised rules disguised as

an

entirely newgame:  Hi t

the Beaches , or some such. Selling old wine in

new bott les is a

marketing

technique

not

unknown

in t he war gamin g hobby. Ins te ad, Ava lon Hill

makes available improved rules at a modest price.

ANZIO 1978

is

very

much

closer to the 1974

edition,

than

1974 was

to

1969,

but

t he re a re

important changes . All errata hav e b ee n incor

porated, al though undoubtedly new errata will

spring up I really doubt it 's possible

to

write rules

c lear t o all. Here a re two examples of confusion

stemming from the 1974 rules:

1 To

show that

a port

  is operating, put

a

por t counter on the port hex, or at sea (nearby) ;

l ater , i t' s explained under

what

circumstances a

German

unit,

or

its zone of

control, could

destroy a

port counter.

I t was pointed ou t to me that if the port

counter

was placed ou t

to

sea, the

Germans couldn't

reach it

It never occurred to me that

anyone

wouldn't realize

the symbolic nature of the port counter. Fo r the

sake of convenience, it might be at sea, but the

port

was still on land

2

The

Fundamental

Rules

state

that

 All

MPs

are

expended,

no

other movement

is possible in that

movement

phase. , when crossing a High Apennine

hexside. This seemed clear to me. Nonetheless, more

than one g amer pr es umed that this meant all

remaining

MPs, that

is, a

unit

could use 11 of its

12

MPs,

and then use all remaining MPs to cross a

High Apennine hexside. Of course, this would've

made

such

a hexside one

of

the easiest to cross, not

the hardest. Nonetheless, I believe that if intelligent

wargamers are confused, it is the rules-writer who is

wrong,

no t

them.

One

of the big

problems

I f ind in rules writ ing

is

the

ex tent to

which one should restate that specific

instances must obey general rules. Fo r some years I

was

judge

of the AHIKS club. A

dispute arose

over

a

BV

LG

E

game, because the advanced rules state

that arn10r may withdraw from engagements. One

player had

an armored

unit

completely

surrounded

by the e nemy , r es ul tin g from a combat with an

 engaged re su lt. He felt that the rules permitted

him

to withdraw,

Superman style:

 Up,

up, and

awaaay .

No

doubt i t seemed redundant

to

the

BVLGE designer to reiterate t ha t a rmor could

withdraw, if it were feasible

under

standard

movement rules. It was presumed that the players

would realize that: a necessary presumption, if rules

a re to

be

kept

to

reasonable

length, but

one

that

can

lead

to

confusion.

Some of the new revisions seem minor, bu t are

important. Fo r example, at t he end

of

your turn,

you may voluntarily destroy

any

of

your

units. This

prevents the enemy from at tacking a weak unit left

in a vulnerable spot, possibly generating extra

  breakthrough

movement. In an early review of the

1969 version, i t was

mentioned

that just such weak

units could serve as accelerators .

The most

important

change concer ns t he

controversial

South Ends.

The

1969 rules don't

specify what happens i f t he Germans seal off the

board edges leading to the heel (Taranto),

or

the toe

(Messina).

Perhaps

itwas presumed that they would

always pull back.

Some players felt

that

Allied units should be

allowed

to attack from ordinarily non-playable

board edge hexes, or to enter attacking directly into

German zone of control. I was against this, for two

reasons:

1

I t set up a privileged sanctuary (the South

Ends), from which the Al lies could sally for th to

attack, but the Germans could not follow.

2

Several Anziophiles have

d rawn up maps t o

complete the South End, with rules for their use. I

have played many games using these additions to

complete

the map. I knew

from

that experience that

p la ying with a complete map was easier fo r t he

Germans

than

sealing offthe

South

Ends They had

a

good

chance to retake Taranto,

and

could defend

much f ur the r down on the t oe with two or three

weak units.

The

effect was

more

easily

duplicated

by

perrnitting t hem to   seal off' the South Ends.

It

should

be

remembered

that

in

September,

1943, Hitler was resigned

to

the loss of

southern

Italy. Only

token

rear-guards were in the far south.

This led to the ease with which the Allies crossed to

th e toe, and seized Taranto.

Had

the

Germans

wanted

to

make the commitment, they could have

done more. Kesselring showed Hitler

that

the front

in Italy

could

be stablized quite

far

south.

In the game, most

German

players ar e much

more interested in defending the far sou th , and it

works

out

better

than

it would have, historically.

 

is

always hard in

war

games to simulate intentions

wasn't the

German

intention

to

hold the toe and

heel as more than a d ela ying action, but the

intention

of the player

may

differ. This

can

lead

to

an unhistorically stubborn

German

defense in the

far South .

To resolve this

problem,

I hav e wid ened

the

Taranto entry

area

to where i t geographica lly

belonged f rom the start: hex Y46. The result is that

the opening

moves in

t he sou th a re more

likely

to

develop as they historically did,

bu t w it ho ut

completely d ic ta ti ng the strategy and tactics

available to t he German player.

In

order

to not make

a

Termoli

invasion

too

att ract ive due to this change, the opt ion to dep loy

the

First Paratroop

division

from

Y48-Y54 was

included. My playtesting experience leads me

to

believe these changes improve the game.

Some German

divisions in ANZIO can

break

down into two or three regiments, which can later

recombine into divisional form. The 1969 rules

suggest that this process

should not

be

permitted

during

the entire game,

but

it was left

to

the players

to decide when the Germans have   too few units .

German player: I'll need those r eg imen ts in

December of '43,

that's

obvious. Allied player:

 No t

really-I

had in mind December of '44 . This

was perhaps the vaguest point in the 1969 rules. The

1974 rules precisely govern use of these counters,

and the 1978 rules further refine the circumstances

under which they can be

exchanged.

Another

example of further ref inement in

succeeding editions concerns armor. The 1969 rules

state that Allied armor

attacking

through rough

terrain, High Apennine, or swamp hexsides, loses

one

attack

factor. How about armored infantry?

Armored

engineers? Why not

German armor?

This last point was particularly sticky. In game

terms, German

armor is

more

of

a distinct class vis

a-vis

o ther German

units than is Al lied

armor,

because t her e a re German armor replacements,

/ P G

while Allied replacements

can

be used for any uni t

had also decided in the 1974 edition

to gra

German armor the same one-hex movement bon

available

to

Allied

armor under certain condition

So in game terms, it

made

sense to

treat

German

an

Allied armor a li ke . But in h is to ri ca l t erms , the

wasn' t much armor

in these ~ a r m o r e d division

particularly in the late stages of the

campaign. Fr

Helfferich, who was with the 26th panzer division

Italy, confirmed this. He then added that the Tig

and Panther

battalions

should

be

treated

as

armo

The last thing I wanted was yet another class of un

German

armor ;(not

really

armor),

and Germ

armor (really

armor).

After considerable thought, I finally decided

treat

all armor in the game alike,

and

the rework

rules

are

in

the

latest edition.

The last important change I want t o cite h

concerns the map. The

ANZIO

map is beau

That fact is widely recognized, bu t functionally,

inadequate. The worst part is not the hexes th

have just a smidgen of river,

mountain,

or road

them, bu t hexes contain ing roads th at d o

intersect, or roads sheathed in rough terrain, b

running

through

plain ter rain . These are featu

which

make movement

hard

to

calculate. A simp

way of

approaching

these problems is in

appendix of the third edition.

Fo r t ho se a lr eady famil ia r with  

NZIO

believe the t hi rd edi ti on will be a worthwh

improvement. Fo r t hose new to it, I believe

clearer, and

more

fun, than ever. I will

continue

off er a supplement, at cost. I ts availabil ity wil l

announced later in THE GENERA L It will inclu

the

optional

SRT,

any

errata

pertinent to

the 19

edition, as well as a host of variant rules to

Advanced Game. These have been left out of

rule

book,

in part because they are experiment

and subj<ect to change based on play experience.

an

example, in my continu ing search for ways

introduce uncertainty into

ANZIO

I

dreamed

u

rule giving the Allies more lat itude with th

invasions and

ai r

strikes.

Don

Lowry,

editor

Campaign magazine, has just shown me in a ga

we are playing that the Allies can use this rule ev

more

devastatingly than I

had

planned

Since 1974, I have heard f rom hundred s

ANZIO players. I regret that space doesn't perm

me

to

thank all of

them

by

name

for their

ma

useful ideas. Only two of these people expresse

preference for the 1969 edit ion. Quite a fe

however, regretted the deletion

of

the three mi

games available in the 1969 edition. These focus

attention, in a compact form, on par ts

of

the Ital

campaign

which

are

cover ed in t he

later

editio

only by the longer and more

elaborate

versions. T

is a valid criticism. Since 1975 I have be

developing a number of new scenarios, which

m

be played using all

four

versions of the rules. Th

extend to mid-1944, and focus

on

the mid

sections of the

board.

These

are

included elsewh

in this issue along with similar scenarios concern

with northern Italy. When combined with

current

edition, ANZIO truly offers

something

everyone with great f reedom of cho ice in b

playing time and

complexity.

ANZIO is a unique game. Dave Willia

terrain

rules,

combined

with the

step-reduct

system, and the way in which it a ff ec ts

Automa

Victory

and

Breakthrough Movement, can lead

'battles of startling realism. I'm glad

to

have

had

opportunity

to refine

and

develop these ideas.

7/27/2019 Ah Gen v16n1

http://slidepdf.com/reader/full/ah-gen-v16n1 14/44

P G

TH

G N R

BRITISH VICTORY IN THIRD REICH

by Robert Beyma

THIR

REI H is a

game that

gets played.

Players seem

to gravi ta te back to THIR REI H

every so o ft en

after

enjoying many

of

the newer

games.

Maybe

it is

the

allure

of controlling

a world

power

or

it might be

thechance to change European

history. Much,

of

the

attraction

lies in its well

defined multiple player format. Many players enjoy

the intricacies

of

play required to

properly

execute

grand

s tr at egy . A lot

of

players like the wild

and

tense situations

that

more often t han not seem

to

develop in this game.

Many of

the interesting situations occurring in

THIR REI H are created by someone deviating

from

history, strategic blunders,

or

two moves in a

row. The proverbial high road to victory in this

game, however, follows

sound,

conservative play

with a well t imed

gamble

here

and

there.

 Sounds

a

lot l ike the

NFL

manual on how

to

get

to

the Super

Bowl, does it not?)

The thrust of

this article is

howto

be st achieve glor y for

the

British Empire. The

British player does

not

desire

to

change history too

much, winning the

war

will

do

just

fine.

British play tends

to

be characterized by caution

particularly early in the war.

The name of

the

game

is survival.

 

is quite safe to say that the entire Allied

side will collapse if England falls.

France

is doomed

and

the Americans

do not

have

any

play. Playing

Russia is hopeless

without

a threat in the West.

England

must

be held

at

all costs

Most experienced players know that London is

the single

most

important hex

on

the

board. The

Axis should never be allowed to get a 1 1 attack

against

London. This d ictates

that

the Bri ti sh

maintain

a

substantial

part

of

their forces close

to

home. Players

should

quickly recognize

that

the

British cannot

spread their

limited forces and BRPs

too thin

in 1939-1941.

The

British

are strong enough

for a major effort on

one

f ront a t a time. The

question that

immediately comes

to

mind

is

where

do they fight?

Surprise

The

British fight the war in France.

What,

another

Dunkirk,

he says? No, the idea is

to

keep the Germans busy in France for as long as

possible. Every turn

that France

is kept in the

war

improve s the chances

of

British survival and

eventual All ied victory .

Without

a

s trong BEF

France will fall ear ly in 1940. This leaves England

fending

for

herself

for far too

long and will give the

Germans

a healthy

breathing

space

to

get ready

for

the Russian

Campaign. With

a

substantial

British

commitment and competent

play there is a good

chance

of

keeping France in

the game

until the

end

of

1940

and

possibly early 1941.

O.K., one says, this sounds easy bu t how do the

British accomplish this herculean task?

The

British

should

deploy a

minimum of

two

armor corps and

four infan try corps to France as soon as possible.

All

four

British air units

are

positioned so that they

can

cover

the

critical

areas of

the

front

as well as

defend London. The British troops

are

deployed in

t he key

areas of

t he second line of defense.

The

French defend upfront toabsorb the initial German

attacks . The s trong

British units coupled with

20

factors of DAS should cause the Germans some

problems

with their

exploitation attacks.

Figure 1shows a typical late 1939 Allieddefense

in the West.

The

Allies

should

defend as far East ,

a nd away f rom

Paris, as possible.

 

the

Germans

commit their

armor against

Poland

on

turn 1 the

Allies will be able

to form

a

strong

line.

 

the

Germans do not grab Lu xembour g the

French

should

declare

war on and

occupy

Luxembourg.

This will not only

push

the front one important hex

to

the east

but

will also triple the

French

behind the

river. If the Germans occupy Luxembourg try

an

attrition option to

retake it.

The French

and British

need

to be a little bit aggressive.   they passively sit

around the Germans

will

march

right

to

Paris.

Some

players have even gone as far as invading Belgium.

This course

of action is not recommended

because it

could get

to

be very expensive in terms

of BRPs.

Do

not

get too

overconfident-the Germans

will

breakthrough the Allied line. Keep in mind that the

Germans can

use their airborne

unitto penetrate

the

second line. Defend the crit ical

areas

within the

range of the airborne unit more strongly. Figure 2

shows a typical

German penetration

in the West.

There

are

two ways of.,gping

about

countering the

German

penetration. The first one is for the British

and French to declare

an

offensive opt ion and

counterattack the German spearheads.

There are

a

lot

of

good

1 1

attacks againstGerman armor. Each

armor

unit that the Allies kill means one less

armor

unit to attack

the line next turn. Allied losses

can

be

replaced

and

back in the line by the

end

of

the

turn

provided there

are

sufficient

BRPs

remaining.

The

disadvantages are the BRP cost

of

the offensive

options

and the losses. Also, no one ever said that a

1 1 was a sure thing.

The

alternative

plan

is the

attrition option. The Allies should strive

to

have

enough

forces available

to

roll

on

the 51-60

column

or at

least the 41-50 column.

The attrition option

gives the Allies a good chance of retaking a key hex

or two and inflicting some

German

casualties. This

option has the advantage of conserving Allied

BRPs. The

disadvantages are that there is less

of

a

chance

of recapturing

key hexes

and

that

not too

many German armored

units will be killed.

The RAF

plays a key role in the defense

of

France.

The RAF

is held

back

beyond

German

counterair r ange as shown in figure 3.

 

protects

London

while also being in position

to

lend

defensive

air

support DAS

to

the British ground

troops. Note

that the rules

do not permit

British air

units

to

fly

DAS

over

French troops.

The

RAF can join the

French air

force in a

devastating

counterair

strike against the Luftwaffe.

Figure 3 presents a situation where the British and

French can

wipe

out

all

12 air

units in one

turn.

Wait

Figure 1: British-Franco defense in the

West,

late   939

a minute Will

that end up

costing the Allies

m

BRPs than the Germans Yes it will,

but

the Fren

can

absorb some

of

the

BRP cost

and the

Germ

will likely bea little short on BRPs themselves

ab

this time. Additionally,

the German air

units w

no t

be around

on

the following

German turn.

T

will considerably lessen the German offens

capabilities until

the

air units are rebuilt. The tim

of

this strike is

important

because the Allies

wan

make sure that they have enough BRPs

to

last

the

remainder of

the year.

There comes a t ime \;Vhen the Germans capt

Paris.

The

Allies mU st immediately

counteratta

usually

at

1-1,

to

retake\

the

city.

The

British

a

French must keep enough ground and a ir fact

within range

of

Paris

to

be able

to guarantee

a

attack.

They must also be careful

to

maintain a

B

reserve

towards

the

end of

1940 in

order to make

counterattack. Note

that

at least one French grou

unit

must

be in the attack

to

reoccupy

Paris

si

British units

are not

allowed

to

enter-the Paris h

Figure 4 shows a typical Bri ti sh-French cou

erattack

to recapture

Paris.

The

Allies can m

sufficient

ground

forces

adjacent to Paris to

ass

their 1 1

a tt ack. Two

British air units and

French air unit can counterair the

three

German

uni ts . The remaining two Bri ti sh air units prov

ground support

for the

1 1

counterattack.

T

means

that

there will be sufficient factors

commit

so

that

two French ground units

can advance

i

Pa ri s in the event

of an

exchange. This gives

Allies a 5/6 chance

of

recapturing Paris and keep

France in the game

for at

least

one more turn.

A final

note on

the

French Campaign.

The A

m ust be careful to

guard

against the Axis get

two moves in a row. The Germans can just

ab

always blitz

through

the line

and

secure

Paris

w

two consecutive moves. The Germans and Itali

can

easily

spend half of

their BRPs in Fall 1939

the

French do nothing but

build in the fall they

have

just

set

up

two consecutive German move

winter-spring

The French

need

to expend eno

BRPs in the fall to get

the

Allied total below

tha

the Axis.

7/27/2019 Ah Gen v16n1

http://slidepdf.com/reader/full/ah-gen-v16n1 15/44

TH

G N R L

Defending London and the English homeland is

the

most

important British

war

objective.

The

second edition

of

t he rul es limit s the

number

of

ground

support a ir f ac to rs

to

three times the

number

of

ground

factors. This makes prevention

of

a

1 1

airborne assault

on London

a relatively simple

mat te r. Al l that is needed is 7

or

more

ground

actors stationed in London.

The Germans have two other methods

of

ttacking

England directly. First, they

can

launch

n

invasion in the

conventional

manner.

The

beaches

just

south

of

London are obvioustargets.

If

he beaches

are

undefended the

Germans

can easily

hit

London at

1 1 and have enough air remaining to

prevent a 1 1

counterattack.

The best deterrent

is

to

maintain

a

strong

naval p re sence in the

Channel

rea. Chances are the fleet

can

cripple the German

nvasion forces before they reach England. A

good

backup is

to

have somereplacementunits defending

he beaches

and por ts

as shown in figure 5

The

Germans

must

not only take the shore hex

but

also

must

have

enough

exploiting

armor to at tack

London.

T he Germans mus t

normally

take

London in

ne shot because the British can redeploy enough

naval units

back to

the

homeland

t o block

any

dditional

reinforcements. There

is

another

sneaky

actic that the Germans

can

use to invade England.

Figure 6 shows how a

German airborne

unit

can

irdrop

i nto a

port

and capture

i t. This enables the

Germans to

strategically redeploy several

more

units·

into

England

and

supply them.

Note that

strategic redeployments

cannot

be intercepted by

the British fleets. The solution to this problem is to

arrison all

of

the

ports

within range

of

the

German

irborne unit

with replacement units

or

1 3

infantry.

Preferably,

enough

overlap should be provided

to

orce the

Germans to

kill 2

or

3 units.

Remember

that the

Germans canno t SR adjacent to

British

units. Be especially concerned when the

Germans

et two moves in a row. There might be German

ivilians settling in

London

before the Allies get

to

move again.

Of

course, preventing two consecutive

nemy moves is still the best strategy.

The

Western

front is

the

most

important

t o the

British. However, the

Mediterranean front

is also

very

important . The

British need

to maintain

a

presence here no t only

to

check Axis expansion

but

also

to

keep the

door open

for a counteroffensive

lat er in t he war. The key to the Mediterranean is

Gibraltar.

Gibraltar

is, perhaps, the second

most

important

hex in the game. All sor ts

of

bad

things

happen if Gibraltar falls. First , the British are ou t a

quick

50 BRPs

unless Suez has a lready fallen.

Second, the Axis can easily

shut the Western Allies

ou t

of

t he Med it er ranean . Thi s al lows

them

to

concentrate

heavily in the east

a nd more

easily

defend aga inst the Allies counteroffensive in the

West.

Ear ly in the game a 3-4 infan try and a fleet a re

sufficient to safeguard Gibraltar. One 9

factor

fleet

s ta tioned there will

prohibi t an

Italian invasion.

Th er e are two

other

ways f or the Axis

to

attack

Gibraltar. One, the Axis

can capture French North

Africa and deploy airborne and a ir uni ts within

range

of

Gibraltar.

The

concept

of

defense is similar

to that

of London

except

that

the Italians

can add

shore

bombardment

factors.

If

the Axis

manage to

capture

Gibraltar it will be very difficult

to

retake.

T he o ther method of attacking Gibraltar is to

attack

overland

through

Spain. While

Spain

has a

formidable army and airforce, they will no t

stand up

t o the

German

panzersfor very long.

If

the

Germans

conquer France quickly they maynot have

anything

for the ir

ar my to do

for a couple

of

turns. This is

another

reason

to

keep the

Germans

busy in

France

for as long as possible. (In the

actual war

the

Germans

were negot ia ting with fascist

Spain

to

en ter o n t he ir

side

and

did

n ot w an t t o p ro vo ke

Figure 2: All ied counterattack

against

a German penetration early

them. Spain was suspicious

of

I ta ly , leary

of

England,

and

wanted

Germany to

sweeten the

po t

too

much.

Spain

stayed neutral much

to

Hitler s

annoyance.)

The

Middle East

is

important t o Eng land for

several reasons. The first is the economic interest

of

50

BRPs for losing the Suez Canal (actually Suez

and

Alexandria) . Addit iona lly, there are a lot

of

Figure 3:

British French

counterair strike.

P G

1940;

choice

of offensive or attri t ion

options.

colonies in this

area

valuable for their

BRPs an

strategic position. Loss

of

the Middle Eastwill de

the British a staging

area

for their counteroffensiv

More

ominous,

and perhaps

fatal,

is

the

undermi

ing of Russia s

southern

flank. British-Russi

communications

will be

broken and

Lend Lease

Russia can be effectively terminated.

Turkey

w

fall quickly and Southern Russia will be invade

Russia s collapse is a

matter

of

time.

7/27/2019 Ah Gen v16n1

http://slidepdf.com/reader/full/ah-gen-v16n1 16/44

P G

Figure

4:

Allied I-I counterattack t o retake Par is .

What ca n be

d on e t o

prevent this? First , every

available unit that is n ot r eq ui re d in England,

France,

or

Gibraltar

should be d epl oy ed here. A

good defensive deployment is shown in f igure 7

Italy is

no t

the offensive threat that Germany

is

Thus, the pressure should

no t

get

to o

great here

until France falls. The Allies should use this t ime to

bring

the entire

area

east of Crete

under

Allied

control. Hookup with Russia should be accom

plished

through

Iraq

an d

Persia

as

soon

as possible.

England an d

France

might

want

t o e nc ou ra ge t he

Russians to

conquer

Turkey ear ly in the game.

Figure

5:

Defense of England.

A few words need to be said about Vichy France

  despite thegallant f ight inthe West, France will fall

98 percent of the time). The Allies need t o m ak e sure

that

as many

of

t he Fr enc h uni ts as pos sib le ,

particularly

armor,

air,

an d

naval units, get

e li mi na te d p ri or t o t he fall of F ra nc e. T hi s will

prevent

t he m f ro m

possibly falling

i nt o G e rm a n

hands

later in the war.

Th e British sh ou l d arran ge with the F re nc h t o

t ak e c on tr ol

of

the

French

colonies when

France

falls. This

is

accomplished priorto the fall of France

by having t h e F ren ch wi th d raw t hei r forces b ac k t o

the

main l an d an d

allow British forces

to

move

into

the colonies.   t he col on ie s go F re e F re nc h t he

British ar e in good shape.   not the British will have

t o ex pen d

1

BRPs

to declare

w ar o n

Vichy

France.

U nd er n o circumstances sh ou ld t he British sit back

an d

watch th e Axis d ep lo y i nt o Vichy colonies

particularly Lebanon-Syria. Thus far it has been

assumed

that

the French player ma y have to be a

little more diplomatic in the Alliance game, bu t six

British g rou n d co rp s

an d

f ou r a ir units constitute

qui te a carrot.)

Figure 6:

German

airborne invasion of England followed bystrategic

redeployment into a captured port . The airborne unit drops one hex

NE of Dover

and

combines with

an

a ir uni t to

attack

the replacement

TH G N R L

Several n eu tr al c ou nt ri es affect Englan

strategic planning. Russia will become a power

ally later in the war. I t

is to

England s advantage

get Russia in the wa r as early as possible. Howev

Russia will not usually get involved unti l 1941.

the meantime the British sh ou ld co nsu lt with t

Russians

on

joint

wa r

strategy particularlyconcer

ing Lend Lease

and

operations in t he Middle Ea

T he m os t

important

neutral

at

t he s ta r t

of

game

is

Italy. Everyone knows that Italy will en

o n the

Axis s ide; it

is

just

a

question

of

when. I

rarely in the Allied interest

to

declare

w ar o n

Ita

Italy should be forced to spend the 35 BR Ps

declare war. The possible exception is i f the Brit

an d

French

see an opportunity to

knock

Italy

ou t

t he war. This strategy will

probably

requi re t

turns in a r ow t o execute.

The British should be a le rt f or ,Italian ent

Keep in mind that unless Italy began the year w

100 or more

BRPs

she cannot declare

wa r

an d ta

an

offensive option in t he s am e t ur n. I taly is mo

likely to

conquer

Yugoslavia

an d

build in 1939

a

then declare wa r early in 1940. If Italy does

no t

ha

an y

promising offensive prospects she will l ik

t ran sfer h er 1 ai rfact ors t o German control givi

the Germans

an

8 to 6 advantage. Italian pressure

Egypt

ca n

e xp ec t t o increase

towards

the end

1940.

A t emp t in g t arg et fo r E ng l an d is a preempti

invasion of Norway.

Th e

idea here is

to

de

Norway to the Germans. This will sec ure t

northern Lend Lease

route

an d

deny

the

Germa

an easy 1 BRPs. T h e ex ecu ti on of the Norwegi

invasion is shown in figure 8 It will require thr

armor units an d a substantial n um be r o f nav

factors. I t ca n be easily executed with tw o moves

a row

although

it ca n be set up as a one

tu

o pe ra ti on. W he th er the British c an spare t

required forces a nd B RP s

is

a question that w

have to be answered as the game develops. Su

operations

as invading

Norway

could

aptly

described as aggressive British play. Ag ai nst so

German p laye rs t he psycholog ical advantag

gained co ul d o ut wei g h t h e

more

obvious econom

cal disadvantages.

Portugal is

another

practical

invasion s

Portugal, he says? The lost kingdom o f P o rt ug

becomes of significance to England ifit appears th

Spain is

about

to be invaded.

Portugal

ca n

prov

the British a b ase of

o p erati o ns t o

aid S pa in a

p rot ect Gi bralt ar.

Another

consideration is th

P o rt u gal may

become usefulas a

starting pointfo

counteroffensive t o retak e Gi bralt ar, g ain access

the

Mediterranean, or t o t hr e at e n E ur op e s s ou

west flank.

It

is normally

in the Allies bestinterests

to

sec

Iraq an d Persia as early as feasible. This is p ar t

the M id dl e E ast st rat eg y discussed earlier.

Engla

should intervene where feasible to counter A

at

4-1. The airborne advances

after

combat into

G re at Y a rmo

enabling SR into the

port  n

t he hex NW of it.

7/27/2019 Ah Gen v16n1

http://slidepdf.com/reader/full/ah-gen-v16n1 17/44

TH

G N R L

P G

Figure 7: Middle East defense.

need t o m ake at least one offensive o p ti o n d u ri

t he y ea r. A nd t he n t he re

is

a lw ay s t he

threat

losing an additional 50 BR Ps in 1940 or 19

Figure 9 l is ts p ro je ct ed B ri ti sh BR P expenditu

f or 1940. It is a

good

idea to

maintain

a BR

emergency f un d t o get ou t

of

a t ig ht s po t.   they

not

used t hey can provide a v er y important

grow

during the next year start sequence. T he re

usually not too many BRPs left for spec

operations

so

conduct

adventures w it h car e. K eep

mind

that

there

will also be a

h un gr y b ea r a f

England s

BRPs

i n 1941.

In

this game it is wise

keep him well fed.

By

contrast,

the

German

BR P

position con

ues to improve.

Germany

can afford to bu

maximum

V-Boats for s t rat egi c w ar f ar e. T

British have no choice

b ut t o

bui ld maximum AS

e ve ry y ea r u nt il t he V -B oa ts ar e licked.

Th e

Brit

need t o retai n en ou g h

BRPs

at the end of the yea

absorb the excess V-Boats.

 

the British BR P

to

g oe s n eg at iv e t he y will h av e t o su bt ract the def

from

their base e ac h y ea r thereafter.

Th e British BR P position should impro

somewhat when G e rm a ny a tt a ck s Russia. T

burden

of Lend Lease strategic warfare,

an d

A

d ri ve s i n t he Mediterranean will keep E ng l an d o

t hi n r op e until American entry in 1942. From th

on

things

should

get

much

better.

W h o k no ws, so

BRPs

might e ve n g et p ic ke d

u p a l on g

t he w ay.

 

is

1942 England has survived

an d

the

 

ni

States has entered the war. Assuming that genero

Lend Lease

an d

skillful Russian play has k

Russia

in a

t enab le p osi ti on ,

w ha t should

Western Allies do? Th e Allies will get the transiti

al two moves in a r ow a ft er t he A xi s Spring 1

turn.

During t hi s t im e t he Al li es should r egain

strategic initiative although the G e rm a ns m ay s

be attacking in the east. This time should be us ed

setup the British counteroffense i n t he Mediterra

an.  

is

i m po r ta n t t h at the Allies ge t a coun

offensive going somewhere.

The

British

alre

have substantial f or ces in the

Mediterranean

a

ca n easily deploy additional forces there. Th e V

BRPs

 5

45

 6

 3

 

8

  5

BRPs

Projected 1940 BRP Expenditures:

Strategic Warfare Builds

Offensive

Option

Air Replacements

Armor

Replacements

Infantry Replacements

Replacement Builds

Strategic Warfare Losses

Figure

10:

Potential Invasion Areas in the Mediterranean.

The trouble with England s BR P position is that

it gets worse in 1940. On e way o r a no th er each

German

V-Boat build will cost the British at l east 3

BRPs. Repl aci ng lost British units particularly air

units will be costly.

The

British player will

probably

27

BRPs

 5

3

9

6

54

8

6

4

W in te r: t wo fle et s

one 4-5

armor

Total

Fall: one fleet

one 5-4 a ir u ni t

one   4

air

unit

one 4-5 armor

three 3-4 infantry

aggression. Often t im es a s ingl e B ri ti sh 3-4 infantry

unit can buy a c ru ci al t ur n. T hi s is particularly

attractive where the British ca n pick u p so me BRPs.

As mentioned earlier the British

an d

French should

vigorously

contest

German

control

o

Luxembourg,

Belgium

an d

even Holland.

Figure 9: British 1939-40

BRP

Expenditures

1939 Recommended Build Schedule:

Figure 8: British invasion

of

orway. The invasion force consists

of

five fleets two 4-5   one 2-5 armored units and a 3-4 infantry. A 4-5

and the 3-4 i nv ad e B er ge n a t

3

w it h t wo f ac to rs o f S ho re

Bombardment.

The

remaining armor exploits and takes Oslo at 3-1.

England

is in

almost

as

p oo r B RP position

as

Germany in 1939. A ss um ing no other BRP

expenditures England is s til l 5

B RP s s ho r t o f

being

able to build the available u ni ts in the f or ce pool .

England cannot affo rd t o h av e u ni t s o ut o f play

and

must

build

everything

as

soon

as possible.

Figure

9

s ho ws a

recommended

building schedule for 1939.

T h e F rench p lay er sh ou l d be strongly encouraged to

spend

the BRPs

for Luxembourg,

Persia an d

Iraq.

7/27/2019 Ah Gen v16n1

http://slidepdf.com/reader/full/ah-gen-v16n1 18/44

P G

Figure 11: Breakthrough

to

R o me . T h e B ri ti sh u n it s i n r ed ) attack

Naples at 3 1 using o n e a i r f a ct o r a n d d r o p a i r bo r n e o n C a ssi n o which

combines

with 9 factors of

shore

bombardment for a

2

w h i c h a l l o w s

t h e r e ma i ni n g British armor

to

exploit as shown in dark red and

forces ca n easily defend England. Th e U S. p layer

should utilize 1942 to build his forces

and

deploy

them

to England. The l ast two

q ua rt er s o f

1942

should be used to ai d Russia where possible an d

to

regain lost

territory

in

preparation

for the 1943

offensive.

The

British

ar e

ready

to

str ike in the Mediter

r an ea n a nd

t h e Ameri can s

a re p re pa ri ng t o

assault

the Atlantic Wall. This division

of labor

willsave the

British an d Americans BRPs because they will not

both

have

to

pay for offensive

options on

the same

front. Additionally, one less turn

is

required to get

U.S. uni ts

to

the Western

Front rather

than the

M ed it er r an ea n F r on t.

Discussion

of

th e U.S.

counteroffensive in the west

is

left for another time.

The

British player

must

decide where

to

strike in

the Mediterranean.

The

o bv io us t ar ge t

is

Italy.

Other targets

are

Axis allied

minor

countries

and

Axis BR P sources such as Yugoslavia

an d

Greece.

Figure

10

shows a map of Southern Europe

d e p i ~ t i n g some likely invasion sites.

The

mere

threat

of

invasions all over

Southern E urope

will force the

Axis players

to maintain

a large number of garrision

units there. This should help rel ieve

German

pressure

on

Russia. Additionally, the British ca n

provide

s up po rt t o

Russia

through

Persia

an d

Turkey.

Th e main British objective is Rome.

The

British

should ge t a bridgehead in I taly as

soon

as possible.

The most logical locations are t he beaches at

Salerno and

Tarranto.

The

assault

o n R om e

should

be launched as

soon

as the necessary forces ca n be

deployed

to

the Italian mainland. Figure

11

shows a

British

b r ea kt h ro u gh t o

Rome. A

German

style

blitzkrieg

is

executed using i nfant ry, armor,

airborne,

ai r

an d

even naval

f o r s ~  

sufficient ai r

factors

can

be saved

to prevent

a

1 1 counterattack

Italy is beaten.

The

collapse of Italy will threaten the

German s outhern

flank an d force the

Germans to

a tt a ck R o me

at

2 using   2 air factors. The 7 remaining air

factors

are

u se d t o counterair t h e I t al i an

air

and t o a ss is t t he airborne

2

should

t h e I ta l ia n fleet intercept

and

inflict

maximum

losses.

shift forces to the

southern

front. Th e Allies are n o w

forcing the

Germans

into the wagon

train

defense.

There

is

a sneaky trick that clever Allied players

enjoy playing

on

unsuspecting Germans. The

situation will normaily occur sometime during the

middle

of

the war when the Germans are spread

ou t

all over the

board. German homefront

security is

la x

an d

there

is

only one

u ni t o n

the beach

at Hamburg.

The British and/ or the U.S. player

ca n

mass three or

four armor

units

an d

a large naval force

an d

launch

a surprise invasion

of

the Nazi

h o m e l ~ d

Figure   2

shows the tac tica l execution of

thIS

plan. AIr

support

is

provided from

Great

Y ~ r m o u ~ h

Germans can

fairly easily defend agaInst thIS stnke

Figure

12: A l li e d i n v a si o n b l i tz to Berlin. The beach is attackedat

2

with a 5 -6 , 3-4, and

t en a i r

factors,

enabling

the

remaining armor

to

exploit

next

to Berlin

where

it combines with a n a ir b or n e

u ni t t o

attack Berlin at 2 1

bu t

surprisingly many

do

not. This move

is

pa rt ic ul arl y effective when the Allies have two

moves in a row.

Historically, the British navy

is

England s first

line

of

defense. In

THIRD REI H

the navy

is

an

integral p ar t o f most British operations. The fleet

effectively prevents a direct

German

invasion

of

England. I t stands between t he I ta li ans

an d

G ib ra lt ar o r Suez. The Brit ish army

is

entirely

dependent

on the navy for t rans fe r

t o F ra nc e

\und

the Mediterranean. Air units going to   he M,editer

ranean

must be redeployed by sea.

TH G N R L

The key to eff icient fleet u ti lization

is

distribution. Once the three f leets in the force po

have been bu il t the navy should be dep loyed

follows: four fleets should be left at

home Por

mouth) and four fleets should be d is pa tc he d

Gibraltar. The ninth fleet should remain in ho

water s unt il I ta ly ent er s the war . At t ha t t ime

shoul d be s ent to the

Mediterranean,

preferab

Port

Said.

The

home fleets provide a

deterrent

German

naval activity in the west as well

providing

transport

for the BEF. The

four

fleets

Gibraltar

give the British the capabili ty

to

redepl

four units pe r

turn

to the Mediterranean.

The

French

fleet makes a valuableally.

It

shou

be deployed in the Mediterranean. It ca n be used

1939 to bring French ground forces in the colon

back

to

France. T he F re nc h navy will norma

cause t h e It al i an navy to

maintain

a lowprofile un

after the fall of France. If the Italian navy d

venture forth, intercept

them

with the

French

fl

first.

Then

hit

them

with

the

British fleets. (The ru

prohibit joint interception in the same hex.) It

strategically in the Allied player s interest

t o t ra

fleets with the Italians, especially

French

flee

While it

is true that

the British will miss he r fleets

Italians will miss theirs more The Allies will still

able to

maintain

some naval presence in

Mediterranean. The Axis onthe other hand will n

be able

to

seriously

threaten

the Allied

position

the

Mediterranean

until their fleet

is

rebuilt.

The British fleet should

concentrate

in

Mediterranean

in 1942-1943. A few uni ts could

left in England for redeployments although U

fleets could be used for that

purpose

if n

performing

other

missions. Seven

o r

eight fle

should give the British t he i mpe tus f or th

southern

offensive. T h e Ameri can fleet will likely

deploying to Europe,

conducting

invasions in

west, providing sea escor t for Lend Lease, a

redeploying U.S. forces.

The

Russian fleet ca n

usefu l i f it ca n escape fTom Russia.

I t ca n

be u

against the Italian fleet in the same manner as

French

fleet. T h e Ru ssi an player may, however,

reluctant to r isk his navy unt il Russia

is

assured

being able

t o m ai nt ai n at

least

75 g r ou nd a n d

factors in. play.

Thus far the use of

variant

counters has no t b

considered. Players frequently use one, even t

variant c ou nt er s p er side. Most

of

these aff

England insome manner.

The

best ones for Engla

ar e

3

an d 5 Counter number

3

is

a real

bonanza

t he British. The Free

French

units

make

substantial

addition

to the British force pool. Ev

effort should be

made

to get French units, especia

ai r

a nd a rm or , o ut

of

F ra nc e p ri or t o

the fall

Paris. Counter number 5 is a godsend fo r the Bri

BR P

base. It will

just

about

take

care of the U-B

problem. It

is

w or th a t

least 30

BRPs

a year.

Unfortunately, most of the counters benefit

Axis.

Counter number

4

is

the killer.

Fortunately

ca n only be played

during

the

Spring

1941

turn

the British suspect that t he Axis have the Span

option

they

should

heavily reinforce

Gibra

during

the Winter 1940 turn. Counter number

the Italian player s dream. This can

make

life rou

for the Brit ish in the Mediterranean. This

coun

helps the Italians in tw o ways. One, Italy ca n decl

war and

launch

an

offensive

option

in t h esame tu

Two, the Italians will have sufficient

armor

unit

execute

good

blitzkriegattacks. Variant

number

a significant

concern

·if there

ar e

substantial Vi

forces. If the British suspect counter 3 they sho

strive to eliminate most

of

the

French

units kille

France.

A well planned counteroffensive strategy

required f or t he Allies

to

win

THIRD

REI H T

British should

knock

Haly

ou t

of the

war

in 19

T he A me ri ca n s ho ul d be able to get a

foothold

the

continent

sometime

during

1943. 1944

must

s

7/27/2019 Ah Gen v16n1

http://slidepdf.com/reader/full/ah-gen-v16n1 19/44

H

G N R L

P G

Figure 13: Alliance Game Objective

Hexes

Britain/ United States

U.S.-British-Russian drive to cripple

rmany. This

is

accomplished by simultaneous

on

all three fronts which will

push German

back t o t he Fatherland by late 1944.

The

path

defeating

Germany

lies in destroying her BRP

se. This primarily includes the Balkans, Poland

and the Low countries. The Allies should

im to

get to Berlin by Winter 1944 for a tactical

Getting there two turns earlier will mean a

cisive victory while two

turns

later will yield only

marginal

victory.

Earlier in the game the Allies

must

assure that

Germans do not win. Keeping both

England

and

ssia in t he g ame will prevent an Axis tactical

The Allies have a

tough

time winning ifany

Allied power other than France

is

conquered

Axis

must

be held

to

less

than 28

objective hexes

the end

of

1943 or they will achieve a marginal

If

the Allied counteroffensive is

on

schedule

his will be easy. However, if the Axis

are doing

than average it will require some

sharp

Allied

to s top

an

Axis marginal victory. The Axis

ve a nucleus of 2 easily ·obtainable objectives

lus 3

additional

objective hexes.

The

Allies must

an aggressive defense

to

hold enough objec

The British and Americans may have to make

couple of invasions

during

the

Winter

1943 turn to

apture one

or more

key objective cities.

The

situation is

a lit tle different in the Alliance

me. Vic tory

is

determined by the

n um be r o f

bjective hexes under U S. / British

control In

some

ys this requires more

astute planning

than simply

fo t

Berlin. Figure

  3

shows the

number

of

bjec tive hexes needed for each level of victory.

Given reasonable Allied success the Western Allies

hould

have the   8 secured objec tive hexes by

middle to late 1944.

England

and the United

States

need to capture 3 or 4 additional objective hexes for

decisive victory. A list of likely prospects is

summarized by

front

in f igure

  3

The Western

Allies need to keep a sharp eye on the Russians so

that they do not sneak inwitha victory. A welltimed

British offensive in

the

Balkans

can snatch

a key

objective just before the Red

Army

arrives.

 Churchill would be

proud of

that )

WE W NT YOU  

Commencing

with

the

January, 1977 issu

the GENER L

will

pay 5 per

running

10

column of edited text. Letters t o t he Editor ar

not sub ject

to remuneration. Alternatively

authors

may

elect to

take their

remuneration

i

t he f orm of Avalon Hill ,products, paid a t

th

rate o f 150% of the cash remuneration. Not

that i l lustrations and

decorative

type faces ar

not subject to

remuneration except

by prio

agreement with the editor.

It is

general

expected that

articles

will be

accompanied

b

sufficient i l lustrations as a requirement

fo

accepta

nce.

US C

Auto Racing

Official

G ME

of the United StatesAuto Club

to

write

for

the GENER L If you can string

word s tog eth er in to

an

interesting ar ticle

format

on

any Avalon Hill wargame, there's

a

good chance

you're

just

the

person we're

looking fo r. Y ou

can supplement our l iterary

staff with articles of strategy, game analyses,

Series Replays

commentaries,

new scenarios,

or variants.

Al l art ic les should

be

type-written, double

spaced

and accompanied

by a self-addressed

envelope

bearing

first class post age. Other

wise,

rejected

articles

will

not

be

returned.

Art icles should

be

supplemented

with

illustra

tions and/or

charts

whenever possible.

 8

 9

2

2

Stalemate

Marginal

Victory

Tactical

Victory

Decis ive Victory

Attainable Objective Hexes

England is the key to the Allied side in

THIRD

REI H Flawlessly played, England

should

never

fall. Well played,

England

should be ready to lead

the Allied counteroffensive in 1942. A lot

of

finesse

and

patience

is

required

to

p lay Eng land . A fine

blend of cauti on a nd aggressiveness is needed.

Successful British play can be

almost

as rewarding

as victorious German play.

The

best games

are

ones

played by equa lly

competent

and clever British,

German

and Russian players.

Secured

Objective

Hexes

West

London

Birmingham

Manchester

Paris

Lyons

Marseilles

Antwerp

Essen

Aachen

West

Berlin

Leipzig

Breslau

Budapest

Oslo

Mediterranean

Gibraltar

Malta

Tripoli

Alexandria

Suez

Mosul

Rome

Genoa

Milan

Mediterranean

Athens

Belgrade

Ploesti

Istanbul

Madrid

Who among you hasn't dreamed

of

driving

in a n

Indy

500?

Next to horse racing more peopl e wat ch aut o

racing

than

any ot he r

sport.

There

are a lot of

spectators

sharing your dream

You can make that dream a near reality by playing

this game, A

game

so

authentic that

it is the

only

officially sanctioned auto racing

game

authorized by

the Uni ted

States

Auto Club

Drive

an Indy

500

Auto, YOURSELF'

W el l n ot exactly' But

you

can do the next best

thing In the play ofthis game you actuallytake the part

of a real life driver

who

was one of

33

qualifiers at a

recent Indianapolis 500 As such, you control his car in

an attempt to match or better his actual performance

Based

on

Statistical

Accuracy

Each of the

33 rea l- li fe

qualifying drivers is

represented in the game by a Driver Performance

Card Based' on actual racing stat istics

compiled

by

USAC,

each car will perform o n t he track pretty much

as it di d in re al l ife,

,but

with one big

difference'

Strategy the

Key

to Winning

YOU make

t he k ey decisions, YOU

determine

the

efficacy

of whento enter the pits YOU

decide how

fast

you

must go; when to take risks

and

when to back off

I t s a ll here for

you

in a

game that

will

recreate

the

thr il ls of a championship auto race but in the

safe

confines of you r own game room

Winning doesn 't necessari ly mean

you

have the

b es t c ar Winning is th e a bi li ty of t he driver to think

ahead and p la n h is moves accordingly and that

exactly what this game lets you do

Back in

1978

t he I ndy 500 was won by AI Unse

not so much f or h is c ar bu t because of his ment

discipline,

Small

wonder

he is a

three-time

winne

only the fourth

rac ing car

driver to accomplish th

feat. Quite an accomplishment to strive for;

and

th

difficulties of doing so a re as v iv id in this challengin

game

a s in r ea l life

That's

how realistic

USAC

Au

Racing happens t o be

Ideal S olitaire

Game

Unlike most board

games, USAC

Auto Racing

ca

be as enjoyable by yourself as head-to-head, Th

ultimate

f un i s

getting

al133

cars

on the

track

with

eac

p layer d iv id ing them

up

equally

among

themselve

Here it is possible to recreate every s i tuat ion an

strategical

maneuver that ever happens

in a n actu

race

See

for yourself

l

Try USAC Auto Rac ing  

realistic

game designed

for

one

or

more

players age

10 and up

BONUS:

Statistical

performances

are

revise

each

year by USAC with updated Driver Performanc

Cards available at nominal cost d irec tl y f rom Th

Avalon

Hill

Game Company,

COLLECTOR S

ITEM:

All 33 Driver Perform

ance Cards inci l ide the fu ll -co lor photograph of th

championship

driver

an

addition to one's

collect

item shelf that w il l b e a s valuable someday as bubb

gum cards

of

old-time

athletes

2 Reta

7/27/2019 Ah Gen v16n1

http://slidepdf.com/reader/full/ah-gen-v16n1 20/44

PAGE  

THE

GENERA

THEAGGRESSIVE TIGHTROPE

 rench trategy in

NAPOLEON By Alan R. Moon

Many

garners have

probably taken

a

quick look

at

N POL ON

and t os sed it a si de ,

grumbling

about t oo many die rol ls an d too much luck. A

mistake

t is rare (if non-existent) thatan historical battle

was decided without luck. One side s good fortune

becoming the other side s bad luck,

making

winning

and losing both lucky results. Midway is the classic

example.

Handling

luck in a game is difficult, especially

where

balance is concerned.

Many games (in

particular the system-type games  Of recent years)

fai l because

the

luck

has

been

taken ou t

of the

situation. A small force surprising and defeating a

larger force or a smallforce defending successfully is

just

no t possi ble . Yet it

d id happen

in his tory.

Morale

rules,

idiot

rules,

and

idiot opponents

rarely

solve

the problem. Luck then, is the only

answer.

So

why do so many garners

complain

abQut it?

The best way

to handle

luck is to have

more

die

rolls, not less. The theory being the more die rolls,

the

more the

luck will even out in the end. Players

wil l sti ll lose batt les where they have the

advantage,

but t hey will a lso win some where they are at a

disadvantage.

Fo r those

opponents

who complain about no

luck at all, hogwash Roll out o f a paper cup.

 t

will

ease your soul if no t their complaining mouths.

Luck tends to

build

character

in

the

as a

commander . Should

yo u t ak e a chance

on

even

odds?

Should you try a ttac king at poor

odds?

Should

you defend wit h a smaller force? Guts

is

a

part of strategy, it s that simple. The saying in sports

is

that

when you re

winning,

you make you r

own

luck. Bel ieve it. Psychology in gaming is greater

than

many peopl e think . When the complaining

opponent uses twice the amoun t o f units needed,

you ve got him over the

barrel. Momentum,

surprise, confidence, and the unexpected are things

you can us Don t complain. Think lucky

Admittedly, there

are

games

where l uck is t he

most important factor. However, N POL ON is

not one of

them. Fa r

from

it.

Luck

and psychology

help, but strategy and tactics win

the

game. A quick

glance misses the subtlety. In fact, N POL ONis a

good example of

being able

to master

the basics but

not the game.

N POL ON may seem to be slightly unbal

anced

in the beginning.

Indeed, the French

have the

tougher

time with two experienced players.

Making

up

for this

though, is

the fact

that

it

is more fun

to

play the

French

and winning with

them is

a greater

reward.

To

win,

the French must

defeat

two

armies,

and

the

burden

of

attack

is t he ir s since t he v ic to ry

conditions are

stacked

against them. If

the

French

do not

fulfill their victory conditions, they lose.

If

both sides fulfill

their

victory

conditions, the French

lose.

So, the French must advance quickly against

two forces before the

twocan

unite, attack wherever

given the chance, defeat both forces without being

defeated themselves, and

do

it before t ime

runs

out.

The

aggressor being the smaller force is a kind of

paradoxical situation not found in many games. In

other words,

to

win, the

French must

walk

 The

Aggressive

Tightrope .

Actually, there is a choice between three

tightropes.

Each

is

thin

and

dangerous

bu t

strong

enough to

hold a pract iced walker. Don t

think

about t he roads not t aken , test each

The

WEST

Objective: Ghent and/ or Brussels

Set up the seven infantry units and one artillery

unit

in

Conde

and place

the

rest of the units in Soire.

On tu rn one , move four infantry units to Leuze

(three 3CY,

one 4CY-the

best)

and

three

infantry

uni ts pl us the one artillery unit to Mons. Two

artillery and two cavalry units in

Soire

move directly

to Mons

while t he r est

of

the caval ry

and

horse

a rt il le ry move to Mons using the roads through

Binche and Mauberge.

On turn two, you st il l have only two groups of

units and

can

move

your

whole force.

Move

the

four

infantry units from Leuze t o Renaix.

The

three

infantry units, the art il lery units, and two cavalry

units move

to

Soignes

from

Mons.

Four

cavalry

and

horse arti llery uuits move f rom Mons, via Ath, to

Granmont, while

the remaining

two

cavalry/horse

art il lery uni ts move to Leuze via

Conde

(or stay

put). The four units sent to Granmont should bethe

strongest f or ce possi ble ( th ree 3CY cavalry, one

2CY horse artillery suggested).

On turn three , move

t he three infan try

and

three artillery uni ts f rom Soignes to Braine

Ie

Compte and

send the two cavalry/horse artillery

units

to

Granmont. Move the two units

at

Leuze

Granmont. The cavalry and horse artillery are n

united at Granmont with forces of infantry/artill

on

both sides.

Ghent

and Brussels

are

both wit

reach.

Attack

on turn four.

The

force

march into Gh

or Brussels may hurt a l it tl e bu t waiting will h

more. Rivers wil l l imit

the

number of units

that c

get into the initial

attack,

bu t the rest of the units w

be reinforcements. The Ang lo -Dutch should

divided,

t ry ing to

defend

both

cities.

Waiting

attack is a mistake since turn five is a night turna

will give the Allies more time to prepare. Reme

ber,

the Prussians are

coming.

Of course, All ied moves such as screening

roads with soli tary cavalry units wil l alter this p

as will t he

chance to

attack

small

groups

of

All

units. This should be seen as an opening in ch

with many

variants.   the opponent doesn t stick

the

book,

you

can t

either. Sti ll , i t is good to kn

the standard openings.

The

cavalry force at Granmont

may

seem a li

risky, but consider the Anglo-Dutch position. T

on ly have five

cavalry/horse

art i llery units, a

since their units will

probably

be stationed along

Ghent-Brussels

road,

these

are the only

units wh

can attack Granmont.

The

bat tle would be f

Anglo-Dutch

uni ts , a

total   of

eleven CY,

aga

four French

uni ts , a

total

of eleven CY. They co

force

march some infan try into the bat tl e

but

invites

trouble

by weakeriing

the

supply cen

cities. Any units which

do

attack are then betw

the

French

forces which

could

also force

march

Granmont.

The advantage to this attack is that it threat

two

supply

centers

f rom the s ta rt . T he two ma

roads;·

Conde-Ghent

and Mons-Brussels

are

cl

enough together

so that cavalry

can

get

from

one

the other fairly easily, meaning that most of

French

force

can

attack either city.

The disadv

t age is that t he F rench are boxed in and chang

p lans is

not

possible. You re

commit ted and

game is a race to beat the Prussians to Brussels. T

Anglo-Dutch must

be defeated before the Pruss

arrival. So, with that in mind, it is the Prussian

up that will dictate

whether or not to

use

strategy. If they are set up heavily to the east, th

the perfect time.   they

are spread

eve nly, maybe

they are centralized, forget it. The Anglo-Dutch

up doesn t

matter

much

because they will fal l

b

7/27/2019 Ah Gen v16n1

http://slidepdf.com/reader/full/ah-gen-v16n1 21/44

THE

GENERAL

to

i3russels

a nd G he nt anyway.

Of

course,

a foolish

player

ma y set up Anglo-Dut ch

u n its with in

reach

on

turn one.

Slaughter them.

A

mi nor vari ati on t o

th e

general

plan

  to

make

th e force g oi ng d ow n

th e

C o nd e -G h en t r o ad a

cavalry

f or te . A ft er

a few

g am es , t he

Allies

may

decide to give

u p G h en t andjust tr y

to

hold

Brussels.

T he caval ry force c a n t he n get

to

Ghent faster, an d

a t tr it i on o ff o n e o r t wo

Allied

units before

th e

major

battle.

T he E A ST

Objective: Liege

This strategy

is

the

least

favored, t he h ar d es t t o

set

u p, t he hardest

to describe, an d the least likely

to

garner

a

French

vic tory . Yet it exi st s

an d

deserves

mention.

However,

in t hi s case, constantly

think

lucky

Th e

set

up

is

tough because only

eleven

units can

move ou t

of Givet

an d

Phillipeville on turn one. Th e

choice

then   between using t wo t ur ns t o

get

things

moving or

using

the

other

seven

u n its s o me whe r e

else.

N eit he r o f

these

alternatives  

appealing.

Leaving four units behind

 asin th e

Center

strategy)

  on e

t hi ng . L ea vi ng

seven behind

 

another.

Moving

these seven

units

to

Laneffe

on turn on e  

n o s ol ut io n e it he r

since

the r oa ds t o

Namur

an d

C ha rl er oi a re

across

rivers an d i mp as sa bl e t o

them

as

a

group

in

o n e t ur n. I n a d di ti o n,

there

will

be no

moves

fo r

them

for quit e awhile

after

turn

on e

since

both moves

will be

needed

f or t he m a in force.

Tw o Initial French O p e n i ng s : O b j ec t i ve Ghent   shown at left;

Objective

Liege at

right.

T h e F r e nc h initial setupand

June 15th move

The m ak eu p

of the

tw o

forces

 

then the

toughest decision. Th e possible combinations

ar e

endless.

The

bes t set

up   probably

placing seven

cavalry

/

horse

artillery

units

in Givet

an d th e

four

4C Y

infantry

units

in Phillipeville.

Th e

rest

of

the

un it s c an

go in

Soire,

Conde,

or

Phillipeville.

Placing

them

in

C on d e o r

Soire does

n o t m ak e

a

tw o

f ro nt a dv an ce f or t he r ea so ns

above,

bu t

it

ma y

make

for

a more caut i ous Anglo-Dut ch force.

On

turn

o n e, mo ve

t he f ou r i nf an tr y

units

from

Phillipeville

to

Di nant . T he

cavalry

/

horse

artillery

move to

Ciney,

Marche, or Dinant or

a

combination

of

Di nant and one

of

th e

others. Do

no t move to

all

t hr ee t ow ns

because

you

will t he n n ot be abl e

to

move

every

u ni t o n t ur n

two.

  t he P russians have set

up

close

e n ou g h t o

be

attacked on turns

one or two,

attack

them.

Otherwise, on

turn two,

move towards

Liege

down

th e

main ro ad. On

turn

three,

attack something,

anything,

while

moving

forward.

A little reckless-

ness

ma y

be necessary.

If there

 

an

advantage

to

this

strategy,

it   in

attacking

th e

Prussians first see

th e

force compari

so n charts . On th e o t he r h a nd , th e

disadvantages

ar e

clear

an d numerous. T he

major on e

being;

there

ma y n ot

be t ime

to defeat t he Anglo-Dut ch,

if

an d

when

yo u

h a ve d e fe a te d

the

Prussians.

It

 

four

to wn s t o

Brussels

from

Liege

an d only

tw o

from

Brussels to

Ghent.

The

other

disadvantages

are

leaving

th e

seven

u n its b e hin d, b ein g

boxed in from

a r e s h o wn in r e d. A d v a n ce s during t h e n i g h t a n d J u n e

16th

are shown

in blue

and

green

respectively. Squares

= infantry;

diamonds

=

PAGE

the

s ta rt , a n d th e

fact

that th e P ru ss ia ns m ay n

elect to fight it

ou t

in which case it

would

take eig

t urns after

Liege

  c a pt ur ed t o

d e fe a t th em.

The

best

t im e t o

use thi s

strategy   w he n t

Prussians

ca n be at tacked on

turn

one. Th e

Ang

Dutch

set

up  

irrelevant.

  yo u

do

use this

strategy

more

than

once, y

should

t ry t o

vary the composition of

th e

eleven

u

force.

Th e

cavalry

 

needed,

bu t

if

cavalry

units a

left

b e hin d, th ey

may get

into

t he g a me

later

mo

easily

then infantry

would.

Of

course,

n o m or e t h

eight of

th e

eleven

u ni ts c an

be

infantry/artille

because that s all

that

get to

Dinant

on turn o

What to take an d wh at to

leave

behind

 

a

tou

choice,

but experi ment ati on

ca n he lp. I ma y ha

yet missed

the right combination.

Th e

CENTER

Objective: Brussels

Place

th e

four

4C Y

i nf an tr y a nd f ou r

cava

/

h or se a rt il le ry u ni ts

in Phillipeville.

P la ce t

infantry

/

artillery

units

an d t he remai ni ng

cava

/

horse artillery units

in Beaumont. The

four

lefto

units should go

in

Conde

as

a

mi nort hreat t o

Che

Unfortunately, it   very possible that these

units

no t

get i nto t he

game,

bu t

placing

them in Beaum

or

Phillipeville

an d

trying

to bring them up to

main force   hopeless.   y ou t ak e t he

time

to

br

them

up,

y ou a re

wa stin g time

an d

losing

th e

ga

in

th e

process.

T h e m a ke u p

of this

f o ur u n it

forc

cavalry; circles are artillery; a nd s ta rs a re

horse

artillery.

7/27/2019 Ah Gen v16n1

http://slidepdf.com/reader/full/ah-gen-v16n1 22/44

P GE

 

THE GENER L

quite important

because

of

this. Most

preferable is

t wo 3 CV

infantry

an d two artillery,

on e

3CV, one

2CV. Infantry

ar e worth more

in

t he l on g r un , bu t

some

artillery

is

needed

f or columns that

turn

into

artillery duels. Th e horse artillery

ma y

be enough,

bu t

t he n a g ai n m ay b e

not.

Other

possibilities

fo r

the

f ou r u ni ts a re

as follows:

1 on e

2CV cavalry,

one·

3 CV i nfa nt ry , t wo arti l lery units, 2 three 3CV

i nf an tr y, o ne 2 CV

artillery, 3 two

3C V i nfantr y,

on e 2CV artillery,

on e

2C V cavalry, etc.

On turn

one, move

the eight units

from

Phillipeville

to

Laneffe

an d

c o nt in u e t h e cavalry

/ horse artillery across th e river t o C har l er oi. Move

the

seven

u ni ts f ro m

Beaumont to Thuin and

continue

three of the four c a va lry/hors e artillery

units

a cr os s t he

river to

Charleroi.   t he re a re

Prussian

units in

Charleroi,

this is the perfect

strategy

because

yo u

have seven

attacking units an d

seven reinforcements,

against

a maximum

of four

defenders. If t he re a r e Allied units in Quatre Bras

and/

or

Ligny,

better

still. Should

they

a tt ac k o r

reinforce in turn one, t he g am e is yours.

B arr i ng t he

attack,

o n t ur n t wo m ov e t he

units

from

Laneffe and Thuin to Charleroi.

There

ar e

now fourteen

French units in

Charleroi, threetowns

from

Brussels, an d hopefully between

t he t wo

Allied

armies.

O n t ur n three, attack

anything

yo u can. Use the

eight

cavalry/horse artillery

units

as

t he at tacker s

an d th e

infantry

as reinforcements, or force march.

Speed is essential. Also, m ov e t he f ou r u ni ts f ro m

C on de t o Leuze as your

second

move. -Using this

strategy, many games will en d around th e Waterloo

/ Nivelles/

Quatre

Bras t riangle which

is

certainly

the sign of a good simulation. Of course, the French

los t in his tory, bu t forget

about that.

Th e

advantages

to this strategy are that it is the

quickest

way to Brussels,

the quickest

way to engage

Allied units

most

of

th e

time, an d t he o nl y way

to

have a cho ice

of

fighting

on e a rm y a t

a t ime.

Th e

main disadvantage

is that it leaves

four

French units

ou t

of

th e

game.

No t surprisingly, this

is

the

strategy

that will be

used most of t enaf t er exper imenti ngwi t ht he others.

 t m ak es f or

a lot of

quick games an d

a

lo t of one

battle

games, with

t he b at tl e

around

that

triangle.

Considering the victory conditions, this is often the

only chance f or

a win, an d

that s

the final

advantage

that outweighs

an y

disadvantage.

T his st rat egy

is a

must

if

half of each army is

centralized, or i f t hear mi es ar e heavily east an d west.

An d if

the

Allies

ar e

predominantly

south,

it s not

just a must, bu t a winner. If t he Allies are

concentrated around

Brussels, those f ou r F re nc h

units will be missed, a nd a no t he r a tt ac k should be

considered. If

yo u

have to face

the

whole Allied

force, at l east have all your force too.

The Basics

 

ttacking

Always tr y to a tt ac k r at he r t ha n defend. There

a re t hr ee r ea so ns f or

this:

1 T he defender

gets

no

reinforcements till turn two, meaning he will have

only what unit s ar e being attacked till turn three. He

ma y

be

routed

by then

2

Allied

reinforcements

ma y

only be

o ne p er turn

unless units

from both

ar mi es ar e

in

posi t ion t o

reinforce.

So,

as

t he batt l e

rages,

y ou a re

getting

stronger, more

quickly. 3) As

t heat t acker , you

can

choose

which column to attack

first,

t her eby pi nni ng

Allied

units

in place in

that

column.

Always attack small groups of Allied units (one

to eight) if

y ou c an

outnumber

them

in

the

initial

attack

or

with

reinforcements.

Groups of

five units

or less should a lways be attacked regardless of

possible reinforcements.

With

only- five units   or

less), at least on e column will have only on e

unit

in

it.

That s th e

target.

2 Battle Techniques

C ha rg e o ne column with eve ry caval ry unit

available.

Support

this with art i llery o n t ur n one

an d

then

move the artillery t o a n ot h er colum n, or

the reserve if the Allies ar e at tacking in b ot h o f the

other

columns. Move infantry u p

in

the same

column

as

t he caval ry charge

to

p re ve nt t he

d ef en de rs f ro m s qu ar in g. C on si de r

pulling

th e

cavalry

back

if

t he defender

reinforces the column

heavily. Then charge another column. Th e cavalry is

more

mobile

than t he i nfantr y

which

is

probably

defending, so keep the battle as f luid as possible.

Press

advantages

on

o ne c ol um n.

Losses

acceptable i f

you re

winning.

Try to

keep your art il lery f ree to mo

especially

th e

horse artillery.

Fire

an d move or mo

an d fire. Don t stand still with them.

Don t

empty

the reserve. Units sent b ac k t o

reserve because o f b ad morale

ma y

be

more

o

l iabi li ty i n

the battle remember the

vict

conditions). If

yo u

have a choice, press your

atta

against cavalry instead of infantry

(they

don t

suf

as much in routs).

Shoot

at artillery

only

if

that

is

there

is ina

column

(exception: artilleryduels

acr

the middle ground).

As the

attacker,

set

up

as many

units

in

reserve as possible. Use th e first move to depl

after

seeing

the

defensive set up.

Horse

artillery

a

cavalry should

always be set

up

in

th e

reserve.

Weigh retreats carefully. Some units ca n esc

while

o th er s h ol d t he

columns. Examine

th e

c

versus what will be saved. Remember these u

can t

move

n ex t t u rn .

 lay alance

If after

fifteen gamesor so,

the

French

ar e

still los

more

than

t hei r shar e

of games,

y ou m ig h t

w an

t ry o ne or more of these play-balance rules.

1)

Increase

the

French morale: Units must

retrea

the Reserve only on a rol l of 1 or 2   no t 1 2 or 3)

this is

not

e n ou gh , m ak e

it

on

a rol l

of

1 only.

give th e French th e o pt io n o f

whether

or no t

retreat to th e Reserve, after a morale check.

2) Increase th e number of units that must be killed

defeat

the

French: To 10. Or

11,

af ter t r yi ng

1

3) Alter the victory conditions: I f b o th sides sat

their

victory

conditions, the

French win. And / o

neither side satisfies their victory conditions,

French win.   Though this

would drastically cha

the scope of

the

game.)

4)

Give

th e

French

three

(3) moves on

turn

on

5) Finally, an d this is

th e

best balance, play

th e

th

player version with

the

limited communication r

In fact, this is

on e

of

th e

only real

three-player

ga

around.  

7/27/2019 Ah Gen v16n1

http://slidepdf.com/reader/full/ah-gen-v16n1 23/44

THE

GENERAL

P

ANZERBLITZ

SCENARIO 10

GERMAN: RICHARD PLOCK

RUSSIAN: ROBERT

LIVERMORE

COMMENTARY: ROBERT CHIANG

PAGE

 

This

match

was played face-to-face with real

space-line-of-sight determination in effect but no

other

optional

or experimental

rules in p lay . The

players erroneously

assumed

t ha t t he number of

DFs

of

each target type in a

mixed

stackdetermined

target

type

predominancefor

purposes

  combina-

tion at ta cks. This very common error has been

allowed

to stand despite its

major

effect

on

the

game

in a pivotal turn

5

attack. The

town

of Opustosche

n ia has frequently been abbreviated as Opu , an d

the

six

additional

T-34s

have

been distinguished by

the addition

of

a  I before the seria l number.

Where

stacks

 

units

eliminate the possibility   a

complete illustrative listing, the stack   signified by

a single code letter which  

identified

in the

illustration caption.

Robert

Chiang, who has buil t his high A

REA

rating

almost

exclusively

on

PANZ£RBLITZ wins,

provides the neutral commentary which appears

below in italics.

RUSSIAN Introductory Remarks and

Setup-

This situation

has

two

distinct

phases;

one

phase

is

played on boa rd

1

and the second

is

played on

board

3 The situation as a

whole

is a

rather

complex

combination of

a

delaying

act ion and

a

meeting

engagement. The

Russian task

here

is

to

get as

much

of his f or ce from

board

2 onto

board

3 while

suffering

a

minimum

of losses. A tal l

order and one

which as

we shall see

requires

that the

German

entry

onto

board

3 be

delayed

as

long

as possible.

But t he German

task,

I bel ieve,

is

even

more

difficult.

Several playings of

this situation have

convinced

me that the expected result is a Russian

decisive

victory to

a

German tactical

victory, given

evenly matched

players and

even luck.

Thus

a tie is

 really

a

Russian

loss

an d

I sha ll

make evaluations

from

this perspective. I would also suggest that the

German

Turn

  :

The

void

in the center represents the intervening

board 3 as well as the extremities

of

boards I 2 A =two Panthers, a

halftrack

 955,954,446

and

the ir passenger s

(RiOe platoons

German victory conditions for

a decisive

ought to

be

no

greater than 35

units and probably should

be

closer

to

30.

The

first

phase

of this

situation

is a

pure delaying

action of

a vastly

superior

force

(the

Germans)

by a

mere

six

t rucks and

six

anti-tank weapons. This

enterprise

is

favored

by the terrain-filled with

such

obstacles

as ravines,

towns, blocked green

hex sides,

an d plenty

of places to hide.

One

should not expect

to do

significant

harm to t he enemy

force in a

delaying action.

The assignment here is to make

the

enemy pay

in

time-number

of

turns-forthe

losses he

causes. One can of

course

hopefor losses,

bu t such

a

hope should never i nt er fe re w it h

the

primary

assignment.

Turn 6 of this situation defines a

rather

important

boundary.  

the

German can get

onto

board

3

before turn

si x w it h a l arge force, he

can

probably

win-by

my

definition-that is get a

tactical

tie-

or do

even better .

If

he gets

on after

turn

6, he

has

little

hope

of

winning, and

his

chances a re not

very impressive, if he

enters

on

turn

6 This

conclusion

is

based on

several

previous

playings. Of

course

the German

can

refrain

f rom enter ing the

board

altogether,

and thu s prevent,

relative

to t he

stated

restriction

the Rus si an f rom

entering

the

bo ard a s

well.

This

forces a 0-0 tie.

This

is an

uninteresting and

frustrating result:

but

it can be

avoided by

modifying

the restriction.

Again experience

has

shown that

it

is

virtually

impossible

for the Germans to get on

board

3

before

turn

6,

and

i fhe

manages

to

get

somethingon board

3

before turn

6, it will be a small force. I will not

discuss

th e s ec ond pha se

of

this

game until the

German enters-hopefully

on

or

after turn 6 I shall

also discuss

the setup on board

2 then.

The Russian

player

ought

to expec t

to

lose his

entire

force

on board   This

follows from the fact

that the force

is

so weak, and its task

is

a

delaying

145,144,146 .

B= two halftracks   442,441 and towedguns

 32,31 .

C =

three halftracks  452,45 I ,443 with their   mm mor ta rs a nd a rine

platoon  82,8 I .143 . 0 =

two

Panthers   952.951 a nd t he ir rine

action, an d

finally it can

not  escape onto boa

unt il the

Germans enter.

But

he

can

force

German

to use some

of

his force

to chase do

whatever

remains of

the

Russian after the

Germ

enters board 3

RUSSIAN Set up on Board   :

The

position

taken here is the most

advan

consistent

with

not

being

overrun or outrun.

last thing

that

the Russian wants is for the

Germ

to get in back of

him,

that is, to the North. Noth

has

been unloaded. This

gives me

maxim

flexibility. Unloading a gun

here

in no way enhan

the delaying

effect

of

this

position. Of course

by

unloading,

I give

up my chance to des troy Germ

units, but flexibility

here

is more

important

t

hopefully destroying

a

halftrack.

Soviet

Setup Comments

The initial Soviet deployment

on boar d

concedes

too

much territory

on

the eastern

fla

(i.e., around the reg ion

  1£1 .

A better se

would be to

position trucks on

1

Cl

1D2, 1D3, 1

1C4

an d

1

£4.

The u ni t o n

1C4

would

prevent

German unit from reaching 1£5, while the units

1

Cl 1

D2, an d

1

D3 would

prevent any

Germ

penetration past 1J2 on turn two. Mr. Livermo

defense configuration, however, allows the attac

to thrust deep into theeastern sectionalong the r

on the German second turn. This could easily h

lasting consequences, later in the game.

It s usually a good idea to deploy one anti t

g un u ni t

behind

the front l ines at the start

 

game, as the

Soviet player

will need empty

tr

units in certain tactical situations later. I prefe

place an a nt i t an k u ni t o n 1BB3 or 1

AA 9

aw

Trucks have a difficult time reaching 1BB] an d

a natural hole fo r any Germanflankingactionin

platoons  142, 141 plus Panther 953.

7/27/2019 Ah Gen v16n1

http://slidepdf.com/reader/full/ah-gen-v16n1 24/44

P G

extreme

northern section

of

the board, later in the

battle. And any

competent

So vi et p lay er will

certainly sacrifice a unit

on

1

AA 9

eventually. I do,

however, concur with

Robert

Livermore s view

of

not

u nloa ding a n a nti- ta nk u nit

in

the

forward

defense setup.

German Introductory Comments-

Based upon

previous

experience,

the Rus sian

has a very distinct advantage unless th e German

player settles f or t he d raw by not entering

board

 3

at

any

time. It appears impossible

to des troy

40

Russian units

unless

the Russian player

is

complete

ly

incompetent;

while having the final move permits

the Russ ian to bring

al l

his remaining units onto th e

cen ter bo ar d. H ol di ng t he Russian t o

a tactical

victory level (giving a tactical-tactical tie) is

probably the bestresult th e German playercan hope

f or ; e ve n t hi s has a

probability

of less than 50

(about

30-40 in

my opinion). I personally enjoy

playing pos it ions with the odds

heavily

against

me;

the challenge lies

in

seeing how close I

can

come. I

think, however, that

a r ev is ed s et

of victory

conditions

is

advisab le for

this

s i tua tion; most

people

want

good chances to

WIN under

the game

conditions.

T he re a re two d is ti nc t ph as es t o

the

situation.

The

first phase

involves

clearing

board

 

Assum

ing

reasonably competent

play, this will

take at

least

6, with

bad

luck 8, moves. Since

th e

first move onto

board  3 will

no t

involve combat, the German has at

best 5 moves f or the mor e important

(and

more

interesting) second phase-the attempt

to

closewith

and smash the

main

Russian

force.

Note that the

s trategy to

be

employed

in this

battle

is in part

predetermined by the initial move of the game-see

th e

commentary

f or t he

appropriate

move

  7)

of

this replay. If th e German

can

manage to get th e

bulk

of his force in

good position

and have

the

ful l 5

moves for pha se  2, he has

good

chances for the

draw. If, on th e other hand,

he

does no t enter

in

force

until

move  9

or

later, the

probability of

a

Russ ian v ic to ry becomes so overwhelming that I

strongly recommend taking the forced (and uninter

esting)

draw

by

remaining

on board   no t losing

is of impor tance  e.g.,

in

a tournament), this is

probably

a good idea anyhow-unless,

of

course,

yo u ca n

establish

th e

fact

that

your opponent is

incompetent,

in

which case you may be entering

board  3 quite

early.

The German can win only

if

the

Russian

bungles badly-such as

permitting

the

German to

enter

in

force on or before move  5, or

taking open forward pos it ions during the phase two

battle.

Unfortunately,

my opponent in this

game

is

no t

in

the

habit

of playing

idiotically.

Introduction

Situation 10 has long been one of the

most

appealingscenariosfor tank enthusiasts, involvinga

large

number

of

armored

units on

both

sides,

and

invariably resulting in a fair

amount

of

armored

wrecks. Unfortunately,

most of

these wrecks are

German. Hence players desiring a reasonable degree

ofplay

balance in their games

may

be disappointed

with the scenario.

The Germa n p la yer lacks

both

the t ime

and

degree of sufficiently greater firepower, relative to

his Sovi et opponent s defending force, to win

situation

10.

The attacker

must

first

fight

his way

across the length of

board

one against a delaying

force

of

Soviet trucks

and

anti-tank units. This

operation usually takes at least

half

of the game i.e.,

six

turns),

and is

a tediousprocedure, requiringonly

a

minimum of

competence on the defender s part,

due to the difficult terrain on

board

one. Once this

phase

of

the game

is

completed, the attackerfaces a

bleak prospect of success

on board

three. There, an

entrenched Soviet armoredforce equal in

number

to

the Germanforce, will confront the attacker. Under

such conditions, the victory criteria virtually

guarantee a Soviet decisive victory. And

an expert

S oviet player , with con trol

of

the

tempo of

the

game, can a lmost always hold t he at tac ker to at

most a marginal victory, regardless

of

the expertise

of

his German opponent.

German

MOVE

 

As ind icated , my entry with in fantry loaded on

tanks commi ts

me

to

a

certain s trategy

later.

Otherwise,

nothing

difficult or unusual.  t is

pointless t o have more s trength

in

the

west; I can't

move fas t

enough

through the gullies

t o m ake

it

worthwhile. All I

can

do is threaten

to

flank him and

cu t

the

road

in his

rear (trapping

h im) i f he t ri es

to

hold a fo rward pos it ion. He might have been

wiser

to

leave

onegun

unloaded-say on E3 or K to

try

to

pick

of f

a passenger if I get to o c lose . I have

to

hurry

(remember, I can only afford six

moves),

bu t I

cannot

t ak e c ha nc es o n

losing

tanks or infantry

while

doing

so. Notice I have moved as fa r as I am

able.

TH G N R L

RUSS N TURN

 

Here of course it was necessary to

unload

a gu

This s itua tion

demanded

that s ev en hol es

plugged and

there

were

only

six

trucks availabl

Given the

considerations already stated,

I think

th

position is

self

explanatory.

Turn One

This is a

pretty

standard German move, with t

fast Panthers

and HTs pushing on

the flanks,

a

the slower

AFVs

traveling along the road. There

really no way

for

the Russians to stop de

penetration

by

German forces along the weste

section i.e., the region

around

1110 and 1G8), sho

of

sacrificing

some

trucks onperhaps

1

C8

and 1C

And such a sacrifice

would

be counterproductive,

the Soviets

could

better use such units in the

mo

critical center region along the road.

Evidently, Ri chard Pl oc k intends to use

Panther-rifle units purely

asforward

spotters vers

trucks, besides being

potential outflanking

units.

so

,

he

may f ind

it a bit

awkward

circumventi

enemy

anti-tank units at crucial chokepoints. Thi

somewhat

unusual, as

most

players load rifles

on

Panthers mainly for spotting purposes versus su

anti-tank units. The combination

of

a Panther

a

rifle

is

potentially less risky than HT-rifle combin

tions,

as

anti-tank unit spotters.

The S oviet p la yer has taken steps to

minim

the consequences

of

the

flaw

in his initial setup.

u nloa ded an a nti- ta nk u nit o n

1

K2,

and

place

truck

on 1

R4. This

is

a good move, as the Germ

spearhead units will cut the

road

between

M a

 3

next

turn. The defender needs the empty tru

for the

Sl

region later. Also, any truck loaded w

an anti-tank unit

on 1

K2 can be surrouhded. Y

the hex

must

be occupied, otherwise the Germa

could

reach

1

K5,

and

cut

off

the retreat

of

forward

Soviet trucks.

The only possibly damaging error here,

is

th

the Soviets

did not

occupy 1

P5

No Soviet unit w

be able to reach this

hex next

turn. So any Germ

units

on

the road nort h of K2 will be able

penetrate extremely deep into the center

of

boa

one

around

1

T6

S uch a

move would

circumvent

the road defenses,

and

allow the advance Germ

uni ts to reach the edge

of board

three fairly ea

  remember 1BB3

is

unocc upi ed). To s to p suc h

threat, t he S ov ie t pl ay er

would

have to

unlo

another anti-tank unit. Put

424 on 1Q4 34 on 1

33

on

1

K2,

and

423

on

1

J4, with the ot her

fo

trucks

on 1G3 1/3,

1/5 and

1

K6.

German Turn 2: The composition ofgroups A   B remains thesame. E = two Panthers and a half

track

 951,952,443) carrying three rifle platoons  141,142,143).

7/27/2019 Ah Gen v16n1

http://slidepdf.com/reader/full/ah-gen-v16n1 25/44

THE GENERAL

German MOVE  

Again,

I

move

as

far

as I

can (which

is

not

very

far). Now that his

gun is

unloaded, I

cannot

expose

loaded

units.

Fo r example, putting

my

951 or

952

on

N3 gives him a

  I shot (automatic elimination) at

loaded

infantry.

I am

sure

he

would

be

overjoyed

at

the

opportunity.

Likewise,

the sta ck A mus t

r emain beh ind the

brown hex

side. I must avoid

giving

him sure sho ts (or

even

3 1 odds)

if

at

all

possible. He can get 2- I

on

a mortar

(which is

useless

for other

purposes),

or

a I I

onan AFV. The

odds

of destroying

the

mortar are small,

and

dispersal of one

does

no ha rm;

zero

chance of

destroying a tank. The

Hummel on C2

keeps him

of f

Q8

on

his

next

move,

while

one of the

Wespes will

fire

at

his

gun. The slope

is

preferable to the hilltop

fo r thi s s ince I am next to the road and can

move

ou t

quickly after destroying

his

gun. Unfortunately, the

s lope hex doe s no t

cover Q8.

Turn Two

Here,

the German p laye r shows how

to

successfully

spot

a sol itary

anti-tank

uni t, whi le

minimizing risk, and

maximizing

penetration. The

lack o a

supportinganti-tank gun on

P5 really fzurts

the Soviet player, as it allows three Panthers, three

rifles and 443 to stroll by 34. Thus, although it was

necessary to sacrifice a

Sovietanti-tank gun on

1K2,

t ha t uni t

did

no t appreciably delay t he German

advance, orforce the attacker to unload a spotting

rifle.

The twin German threats

on

bothflanks o the

central

roadforce the Soviet main

line

o

defense to

retreat to the crossroads region. 424 s occupation o

1Q7 denies slope hexes

1

R8 and

1Q8

to the German

units

on

t he eas tern road. However , the

Soviet

player partially throws away this advantage,

by

leaving 108 open. This will allow the German

stack

on 1J7 to reach 1

Q8

next turn. Additionally, 425

accomplishes nothing on

1

U7

as

no German unit

can reach that

he x on

turn three.

A

much better Soviet turn two

defense

would be

to place

422 on

108,

423 on

1P9,

426 on

1PIO, and

425 on

1

Q10. Such a defense, unlike Mr. Li ver

more s

Sovie t move,

would

prevent any

German

unit

from

reaching 1Q8 This

would

also g ive the

Soviet player the viable option o unloadingan anti

t an k un it o n

1

R9 on

turn three.

  108 was occupied,   would place an anti-tank

gun on 1L7. There s no purpose in trying to preserve

too

many

anti-tank

unitsfor

turnsfive

and six.

Anti

tank

units serve to slow

down

the German advance,

German

Turn 3:

During

the Russian second turn the 76mm

ATGun

34

i n K2 f ir ed

on

and dispersed the

German

81 mm mortar 82 . I nh i s

and as a threat versus armored targets and

passengers. Use

them

The lack

o any anti-tank unit

on this long stretch o road this turn will really allow

the

Berlin express to

advance

this

coming

turn.

Mr. Livermore picked a poor target

fo r

his 1K2

anti-tank

gun.

34 shouldhavefired

at

953 no t

at 82.

The anti-tank

gun

can t escape being spotted, and

the mortar

is

obviously of no significance. But a

successful dispersal o

953 would

no t

only

take

one

unit from the German

forward

advance, bu t would

slow down

all

unitspassing

along the

easternfork

of

the road.

German

MOVE  

This

is no

longer

so

obvious.

The

units

on

the

road must

move first

to clear

a

path

so a s

to obtain

this particular setup. The importance of

having

this

precise

posit ion may develop

in a

couple of

moves

(and again it may be

wasted

effort). The

Wespe is

heading for

hil l 123 via

the

gullies

and may

have

to

be

where

it

is

now t o

reach there at the

right time.

The loaded Panther s a re to

be

my

lead

units

onto

board

 3

andcannotwait

for the

clearing

of

the road

and t he t own

Uschas.

The

rest

o f t he

units

simply

move

as fast as

they can , using

unimportant

ones

where there is probable delay (e.g., east edge).

RUSSIAN TURN

 

Perhaps

un loa ding the g un on

the

road here

might

be

questioned.

I

could

still

block the position

without unloading

the gun,

and it

is

very likely that

i t will be lost,

bu t

I

am

in

good shape

respect

to

the delaying

action,

and can

afford the loss.

Thegun

might

cause

damage,

and

could s u v v ~ a turn in

which case it s placement

hampers German move

ment.

Turn Three

With no ant i- tank guns to worry abou t, t he

Germans can

take

a leisure

motoring

trip

down

the

central road.

Although

the

f orwa rd HTs

and

Panthers have moved to t he ir MF limi t, t his is not

t rue with the slower

following

units. Obviously, in

this FTF game, the Germanplayer moved his units

in b locks , with units within stacks beginning and

ending

their movement with the

same

units.

This is a straightforward German move, bu t it

does have hidden weaknesses. One M k IV from the

stack of931, 932 and 933 should

have

gone

to 1P8.

For   the Soviet player decided to dump an anti-

turn,

the

German Wespe

(621) eliminated 34

at

4 1 al lowing the

G er ma ns t o o cc up y t he hex. The

new group

F

consists

of two

PAGE

 

tank unit on 1P9 on turn three, then ei the r

Panther,

loaded

witha rifle

on

1Q8,

mustfire,

or 4

(on 1Q8), 445 (on 1PI 0), and

both HTs on

1

would have

to f ire. Similarly, there

should ha

been a

tank

or

two on

1L8 t o bri ng f ir e

on

a

potential target on

1

R9. When conducting

advance, a

commander

should always try t o ha

units other then hisforwardspotting units bringf

on spot ted

hexes . This frees the forward

units f

movement.

A peculiar

feature o

this German move is th

only one unit

occupies 108. There s

no

reason

not

occupy

the

he x to

the

stacking

limit.

As long

as

units in t he stack move individually next turn,

road is no t

blocked

at thegreen hexside. Note tha

a

uni t on

108

fired on

a target

on 1

P9, the

ro

would be blocked

by the green

hexside

(between 1

and

1

P9) fo r all

jollowing

units.

The consequences o the

mistakes made

by

defender during the Soviet set up and turn one

becoming more apparent

this turn.

Forw

German units have already reached 1U5 1T6 a

1R7. These

advance German units

will

eventua

get

behind

the northern Soviet defense throu

1BB3. This may be o less importance, now that

German units along the

road

have

made

go

progress. Without a doubt, both advances comp

ment each other,

and

make the defender s

task

t

much more

difficult.

Well, the

Soviets havefinally decided to unlo

an anti-tank unit

on

the

main

road. However, 1U

a very

poor position fo r such

a unit, as it ha

limited LOS,

and is adjacent to severalforesthex

protecting

potential

spotters. A truck

would

do j

as wel l

on

1

U8 It

would

be better

to save the a

tank

unit

fo r maybe he x

1

X8

next turn, where it

simultaneously block the road, and support Usch

German MOVE 4

As anticipated, he used a

gun

to block the ro

His only

t arg et s a re th e

Tigers

and

SG III-7

which

have a defense of 12.

This

gives a

2 1

in

woods; at

worst a dispersal.

He

will probably

after the

Tiger; it

is the stronger . Hence

I keep

th

to

t he r ea r

and

next to the road. My

lead

u

advance at

top

speed  3

whole

hexes-RAH

RA

RAH ) , and the Wespe

as

advertised heads for

123. Note

that had

it

been

one

hex further

back

turn, it

would

be

two

further back this

t ime-it

m

NOT be

exposed to

possible loss.

The Hum

helps harass

the

stray truck in

the

east.

Half

tra

443

and

444

are ready to dash to

Uschas

Panthers (951,952) carrying rifle platoons (141.142).

7/27/2019 Ah Gen v16n1

http://slidepdf.com/reader/full/ah-gen-v16n1 26/44

P G

TH G N R L

German Turn 4: G   two Panthers (955,954) carrying rifle platoons (144,145) and H   two

half

tracks (443,446)

carrying

two rifle platoons (143,146)

eliminate the gun. The trucks come up to be

potential

cannon fodder. He will

probably

hold

Uschas strongly; it

is

a critical location since the one

hex in effect

controls

the entire western access route.

RUSSI N TURN  

This is clearly

the

time

to unload the

guns in the

town

Uschas, since he can press it next turn. I hope

to

hold the town as

long

as possible.

When

the two

trucks can

be

sho t up or

the

town

is

about

to fall,

they will run

for

the woods and

make the

German

chase

them down.

A

gun

has been

unloaded

at

square

1FF 1so

that

it can fire

at whatever

occupies hill 123, ifit survives

that

The

German with his  Wasp and his

 Bumble-bee hasan extraordinary range

of

fire

from

this

vantage

point. The

gun

placed might get a

dispersal

of one of

these monsters, viz., the Wespe,

or

the Hummel.

Turn Four

The German

commander

here swings a sizable

proportion ofhisforces around the blocked hexes at

1

U8 and  U9

There

is

nothing unus ual or

German Turn

5:

During

the Russian

fourth turn the

76mm

ATGun

33 d isper sed t he Tiger 9 72 in T8 at 2-1. In his turn the German

surprising about this move, especially as the road

could be blocked at

 

X8,

and

will certainly be

blocked

at

 

AA9

next

turn. Addit ionally, the

attacking units are in aposition to outflank Uschas

in force,

if

fr iendly units cannot successfully spot

1AA 9 next turn.

There is a sub tl e error in this German move .

Note that the only uni t which can f ire on clear

hex

1Z9 is 952(142) on 1W5 Neither 631 on hex 1Q7

nor the triple tank stack on

1

S7 can hit

1

Z9. Hence,

a canny Sovie t turn f ive move would be toplace an

anti-tank unit and truck unit on clear hex 1Z9 1Z9

cannot be overrun, given that the Sovie ts control

Uschas.

An d

952 could only get a 2-1 odds in a

combination attack versus such a target on

 

Z9. In

other words , the Sovie t player would be virtually

certain to prevent any German unitfrom successful

ly spotting Uschas

hex  AA9

on German turnfive

A

more

foresighted German player

would

pu t

a

Wespe on 1N5 to de ter such a move.

The actual Sovie t move

is

a

good

deal more

orthodox

and less ambitious, with Uschas garri

soned with three anti-tank units . I don t see the need

for

two anti-tank units on 1Z10. The German

commander is stillgoing to have to unload two rifles

to clean up the town, andifhe spots

 

AA9 he llspot

Marders

(811,812) destroy

t he u ni t at

4

a l lowing the hex to

be

occupied in the German move. I = three Panthers (952,954,955)

 Z 0 also. A bet termove would be toplace only on

unit on 1Z 0 with the other anti-tank unit stayin

on

1X8.

With an ant i- tank uni t on 1X8, there would b

no need to sacrifice 423 on t ha t hex. Note tha t th

anti-tank unit on

 

X8 could still hit the cruci

spotting

hex

1Z9 with its

maximum

AF.

An d

42

could be better used

on

hex  BB6. The Sovietplay

has

committed

a mistake by leaving  BB6 unocc

pied. A t ru ck on

 

BB6 could still reach the FF ro

forests in onemove, if  BB6becamespotted. As it

the Germanforces have a clear path to thenorther

edge through 1BB6.

German MOVE  

More or less as expected. My rifle units will serv

to

spot

the gunsin the town. I add both

half

tracks

one of them

since, if he

attacks the s tack

as on

battle, his

attack factor

is halved. A careful readin

of

the rules indica tes he cannot

lump

the tw

halftracks into one battle with the infantry as

second.

Our interpretation is

that it

is

either o

battle,

or

three completely

separate

ones. I have

chance

of

clearing

the town next turn

(42 chan

of

clearing the critical

hex

AA9 by gunfire). I thin

his last

gun

would have been

better

placed

on FF

carrying rifle

platoons

(142,144,145).

7/27/2019 Ah Gen v16n1

http://slidepdf.com/reader/full/ah-gen-v16n1 27/44

THE GENER L

 rather than

FF7

since I can now take open

positions

in

the east with myloaded units. Myhurry

with the Wespe may be to no avail; I cannot get

on

hill 123 until the gun is e liminated . I have to use

three halftracks to get the truck, otherwise it hides

on

S3. The only units he can get good odds against

are

not

critically important. A point to note

is that

I

could not be any further this move even had I taken

unreasonable risks,

and

I am still

not

ina position to

enter board  3 next move.

Turn

Five

The Germans continue their

push

through the

unguarded 1BB3

an d

1BB6 approaches to the

extreme

northern edge

of board

one. A large

concentration

of armor is positioned around

the

1Y6 region. Here theycan

move

directly through the

1

BB6

route, or use the quicker Uschas

road

to

board

three. Simultaneously, the attacker has deployed

potential

spotters adjacent to

1

AA 9

and 1

Z10, inan

effort to

spot

the Uschas

road

hex. A good

indication

of

the importance

of

this

town hex is

the

presence of

unloaded

German rifle unitsfor

thefirst

t ime in the game.

Note

that

both

players are using the

following

interpretation: the

number of DFs of

each target

type (i.e.,

armored and

nonarmored) determines

predominance

of target type,

fo r

combination

attacks versus

mixed

s tacks . Hence, the stack

on

1Z9, composed of

two HTs and

one rifle,

and

evenly

divided between

armored

and

nonarmored

DFs, is

considered a

nonarmored

target overall, according

to this criteria.

As

a result, the Soviet player, with

three fir ing anti- tank units , can

only

attain 1 1

combat

odds

in a combina tion at tack versus the

triple stack

on

1Z9. And the defender here cannot

legally execute three multiple attacks versus the

three individualunits in the stack. That s because he

cannot attain theminimum

1-1 odds

prerequisitefor

such an attack, when firing against the rifle.

The defender is veryrapidly running out of

room

on

board

one. Fortunately

for

him, the Soviet s

successfully execute the 1-1

combination

attack

versus the triple German unit stack on

1

Z9.

Consequently,

1

AA 9

will remain under Sov ie t

control, and the

swamp road

denied another turn

rom

the attacker. The ant i- tank guns

on 1

Z10

however, wil l be subject to a 4-1

shot

next turn,

as

they are

spotted by

the solitaryrifle ingully

hex

149.

Realizing this, the defender evacuates his two other

German

Turn 6:

During

the Russian fifth

turn the

Russian used

an

incorrect rules interpretat ion agreed upon in advance by both players

t o make a combined I-I

attack

with his 76mm ATGun (31,32,35) on

adjacent

hex Z9

contain ing two

half

t ra ck s a nd a rifle

unit

trucksfrom 1AA10

to the

FFrowforests.

Thissaves

them

from

apossible CA Tin Uschas, and reinforces

the blocking

position

in the FF row area.

The Sov ie t p layer does leave a truck wi th his

single anti-tank gun

on 1AA9.

The

only

advantage

in doing this

is

to prot ec t the

he x

against two

CA

Ting

rifles i.e.

lowering the CA Ting

odds

from

3-1 to 2-1.

But

with 146 dispersed, only the

gully rifle,

143,

will be able to participate in any

CA T

next

turn.

German

  OV

Too

bad , I was hoping to shoot

both

the stacks

in the town; I

had

a 50 chance. However, I

did

get

the two guns

and

the truck blocking the road. (The

truck in thewoods

is of

significance only insofaras it

is a,dead unit towards my count.) My placement is

not

optimum,

but

I could

not count on

dispersing

his gun. I needed to clear the town completely to

achieve best locations; now I must go through the

mountain

hexes. I must knock

out

the gun in the

town next move to have good chances; I willuse the

Marder

for this. Had I cleared the town this turn, I

would be in

good

shape. I have

to enter

next

turn,

town cleared or n9t.

Turn Six

The German advance east of Uschas continues,

with contact established with the

FF

forest Soviet

units. This should be meat

on

the table , as these

luckless defending units have nowhere to escape.

The attacker has

positioned

his units to st op any

Soviet units from infiltrating back

behind

the

German advance.

And no board

one Soviet unit can

run northwards

onto board

three,

until

after the

Germans enter that board.

Herr Plock is also exerting

maximum

pressure

on

the Uschas surivors, wiping out thetwo anti-tank

units

on 1

Z10,

and

moving

up attacking units

adjacent to the

unspotted enemy

units

on

1

AA9.

Those defending units left in Uschas will be subject

to a

4-1 combat

attack the

next

turn. An d so, with

reasonable luck, the main Sov ie t force

around

Uschas will be able to advance through the

swamp

road

onto board

three

next

turn.

To be continued next issue

 

(146,443,446)

resulting

ina dispersaL In his turn

the

German destroys

AT Gun s 31 and 32 in ZIO at 4-1 with a STGIII (821)

allowing

German occupation of

the

hex. Likewise MklV 931 destroys the truck

in X8

at 4-1

to

allow German

occupation. Halftracks 448 and 449

P GE  

INDERS

These binders are ruggedly const ru cted

attractive red leather finish vinyl, with g

embossed logos of the TH E GENERAL and

Avalon Hill Game Company located on the fr

and spine. Each binder measures 9 x 12

holds twelve (12) copies

of

T HE G EN ER

Spring-steel retaining wires hold the issues firml

place, yet your magazines are

not

damaged in

way, and

can

easily be removed from the binde

your desire. The binders are available from Ava

Hill for  5 plus

  <t

postage. Maryland resid

please

add

5 state sales tax.

FACTORY OUTLE

Whenever in the Bal timore a rea feel free

drop in a t our Factory Outlet store located in o

design offices at 900 St. Pau l and 20 E. Reed

This store

is

the world's only retail outlet featuri

a complete selection of Avalon Hill games, par

magazines and accessories. Pay by cash or che

o r bring

your.

credi t card, and if visiting

Saturdays free _to stay and attend a   m i

session with Interest Group Baltimore and

involved with whatever playtesting happens to

going down. Or jus t drop by and play or talk

games of your choice on Saturday with any

of

locals and enjoy the competition.

Hours: AH Factory

Outlet-Tuesday

t

Saturday; 9 A.M. to 5 P.M.

1GB Playtesting-Saturday;

10

A.M. to 5 P

destroy truck 424 in S4. Rifle unit 143 CATsthe remaining truck

ATGun in AA9at 1-1 yieldinga

Dispersal.

K=halftrack 451 carr

an 81 mm

mortar

plus truck 421 and

Tiger

971.

J = two

halftr

(452,442) carrying a 75mm

AT Gun a nd

81 mm mortar (32,82)

7/27/2019 Ah Gen v16n1

http://slidepdf.com/reader/full/ah-gen-v16n1 28/44

By

Jonathon Lockwood

THE GENERA

THE  77

T SIS

SCENARIO  1:

INVASION

OF

CANADA-17

AMERICANS: The colonists indeed have

hard row to hoe in this scenario if they wan

victory. A more a tt ainable goal is a draw, si

freeing St. Johns, Montreal, an d Quebec of

enemy

combat

units requires either

an

imbecile fo

British

c omma nde r or

ungodly luck with the d

The rules which give the Americansa chanceare

Forced March

an d

bateaux. S imply load all f

RM, supply, an d artilleryunitsinto thetwo bate

provided

at

Ticonderoga

and

sail away. To whe

St. Johns

is

a possible target, but thethree factor

the for t are supp lied by adjacen t Montrea l,

a

therefore doubled. 1-2 odds, even adding onefor

artillery unit, (which is immediately cancelled

ou

the presence of British Regulars) simply

do

warrant a long siege of St. Johns. The 1 B R a nd

guarding the magazine at Montreal is a be

target, since once the magazine supplying St. Jo

is captured, the units in the fort will be unsuppl

an d their defensive advantage nullified. Howe

the most daring move is to sai l with the bate

s traight for Quebec

It

is unmanned by Bri

Regulars, therefore the militia do not suffer

usual penal ty in engaging the

Tory

garrison.

area for

an

extended period of time, entrenchmen

are pratically mandatory. While not affording

much protection as a full fledged fort, they areea

to

construct even when there are no supplies.

MAGAZINES: Invaluable on defense, since

magazine

cannot

be exhausted as a source

supply,

an d

hence is never removed from the boa

unless captured or destroyed. It also has t

advantage of conversion , it being possible

convert a magazine into a mobile supply u ni t a

use i t in mobile

combat

the same turn. A good u

for the British is as a permanent supply source fo

critical fort.

ARTILLERY: This is a

rather

clumsy unit

use in mobile combat unless the fort is nearby or t

unit itself

is

transported, the artillery unit serves

an added enhancement to a defensive position

decreasing the die roll

of

the attacker 1 for eve

artillery uni t present (Unless the attacker h

artillery units

to

counterbalance this). Artille

units are the slowest moving pieces in either arm

an d share with the supply unit the addition

disadvantage o fn o t being able to force march. Th

are useless against troops in the open, so an artille

unit's usual proper place is in the home (fort).

BATE AUX: The transport

that

makes possi

for the American adven tures that he otherw

would

not

dare think a bout. Things such as t

invasion of C a na da, for instance. Unless yo u lea

an escort behind for protecting these fellows, th

become easy prey for some die-hard enemy fact

This is a must optional rule ifyou want anything l

a balanced game in certain scenarios, and especia

if you wa nt realism in the campaign game. They

have

an

advantage over trucks in PANZERBLI

in that a b at ea u c an

dump

i ts cargo

and

ru

provided there are no enemy combat

troops in

area

where it unloads.

Most

of

the foregoing analysis is to prov

background f or the wargamer who usually do

pretty well in the beginning stages of a game,

b

who always seems

to

getbeatenby

an

opponent w

finds some little quirk in the rules

an d

turns it to

advantage. Now we shallsee howthis anaysis can

applied in the various scenarios and in the ca

paign.

E N T R E N C H M E N T S A N D F O R

TIFICA TIONS: These units are invaluable to the

British as an aid in consolidating their control over

strategic towns. Forts must be used

to

securely

c ontrol a n area against incursions by either side. It

also helps if your forts are supplied, since it doesn't

make

to o

much sense to build a fort inthe first place

if lack

of

supply is going to cancel

out

its

advantages. Where forts are

no t

readily available,

and

you are conduct ing a buildup

of

forces in the

reconnaisance in force in

that

its potential gains are

also limited. As the attacker, you will find little use

for this tactic except as an occasional substitute for

the recon gambit.

WITHDRAW: Here

is

the tactic that can prove

to be the American's game-saver. Taking a careful

look

at the Tactical Results Matrix,

we

find that

aga inst every tact ic excep t

Frontal

Assaul t, a

withdrawal will break off combat with no tactical

advantage gained by your opponent (Exception: A

Recon maneuver will

add

2 to your opponent's die

roll.)

Of

course, the greatest danger involved in this

choice lies in the possibility that your

opponent

may

choose to launch a frontal assault, in which case he

adds

3 to his die roll,

an d

you get burnedagain. One

method of countering this possibility (If you know

that

your opponent is

fond

of

frontal assaults)

is

to

launch an enfilade right or left in response to his

expected frontal assault. Since this subtracts 2from

his die roll, this will cause him

to think

twice

about

using the same tactic again, especially in a critical 1-

1

or

3-2 battle.

Soo n er o r

later he will become tired

of getting burned

on

a frontal assault

an d

will vary

his tactics. That is when you can

attempt

to break

off

combat

through withdrawal.

Of

course this

knowledge can

w or k t o

the British

commander s

advantage as well, by patiently slugging away at the

American hoping to crush him if he attempts to

withdraw.

SPECIAL UNITS: Supply units in 1776 ar e

fairly similar

to

those in

AFRIKA

KORPS with the

exception

that

your supply unit must be in the same

stack as your attacking combat units. Where only

one side has a supply uni t, that side pretty much

holds the initiative. Where

both

sides have supplies,

it

is

a

matter

of personal choice whether or

no t

to

withhold supplies. An example

of

thi s k ind

of

situation follows:

Suppose a British force of 10 factors attacks an

equal force

of

American Continentals. Both sides

are supplied. According to the rules regarding

supply, a given side may employsupply once during

a combat phase without having to remove the

supply from the board. The British player does

not

have much flexibility here. He has to use his supply

or fight at half strength. Fo r the American,

however, there are interesting alternatives. He can

use his supply to repel the first a ttack, hoping to

discourage the attacker. Failing in that, the

American can withhold supply the second time

around, trying

to brea k

off

combat

from the British.

This move is no t as foolhardy as it may seem. 2 1

odds for the defender does no t necessarily mean

certa in des truction for the Americans .

Further

more, in order to achieve those odds, the Brit ish

player

must

use his supply a second time, leaving

h im without supp ly in succeeding turns . If the

American succeeds in breaking off combat, he will

still have his supply unit an d be able to counterat

t ack the British, who are now forced to defend

at

half strength

1776

is

a wargame employing many new design

features which set it qui te

apart

from classic

AH

games of a s imilar period in his tory. The feature

which I find most striking is the interchangeability

of

units

of

varying

combat

values.

That

is, 5 1-7's

or

1-8's are just as potent a fighting force in sustained

combat

as a single   factor unit. The most beneficial

effect this has

is

to

eliminate strategies

an d

tactical

placements based

upon

a

combat

unit's numerical

value, as in

WATERLOO.

  EXAMPLE:Steinmetz

is ideal for holding the center of the Quatres Bras

heights because it

is

an 8-4. OR: PA A cavalry units

are excel lent as delaying units because they are 1-

6's).

C OMB AT R ESULTS

TABLE: If one were to

remove the extreme ends

of

the table, (0-3

an d

7-10)

combat

would become a very staid affair hauntingly

simi lar to

that

in 1914. (And

about

as dull) .

However, throw in AH s Tactical Results Matrix

an d things are livened up quite a bi t. The decisive

edge in

combat

now turns,

not

quite so much on the

single roll of a die, b ut o n howwell oneca n gauge his

opponent s proba ble tactical maneuver and reply

with an

appropriate

tactical countermeasure.

An

analysis

of

these tactics follows:

FRONTAL

ASSAULT: Actually a

rather

conservative tactic, this is most effective against a

numerically inferior force  3 1

or

better.

It

can also

serve as the decisive ripos te to an

opponent

who

attempts to break off

combat

prematurely by

withdrawing. (Add 3

to

die roll.) It also has the

advantage of limiting your own risk, since no matter

w ha t y ou r

opponent

does, you can lose no more

than 2 from thedie roll (with theexception of militia

fighting Regulars.)

R E O N N I S S ~ E I N F OR CE : This tactic

is exactly what its name implies. It is simply a more

cautious type

of

frontal assault. While the potential

risk

to

the

attacker is

somewhat lessened, the

potential gains are also limited. This tactic's chief

value lies in its use as a probe to gain information

about your opponents tactical inclinations without

as much ri sk of getting burnt.

ENFILADE

RIGHT

AND ENFILADE LEFT:

These tactics consist of simple flanking maneuvers

against your opponent s left

or

right. While possibly

very rewarding, they carry potential disaster unless

you have become very famil iar wi th y ou r o pp o

nents' habits in combat.

REFUSE THE L EFT AND RIGHT: These

maneuvers are risky countermeasures against an

enfilading force unless you have a fairly good idea of

which side

of

your line your

opponent

likes to go

for . As the attacker, these maneuvers are useful for

curing a defender

of

counterattacking your flank

to o often when used inconjunction with the frontal

assault.

STAND AND

DEFEND:

A conservat ive

defensive maneuver entailing not as much risk as

refusing a flank

or

withdrawing, it

is

similar

to

the

Jonathan

Lockwood

hasbeena wargamer

of

the

classic school for a long t ime as evidenced

by

his

four straight

fourth round

eliminations in each

of

the

AH

CLASSIC 500 tournaments in thefirstfour

ORIGINS. His Hclassicist or Hperfect

plan

you

prefer approach to 1776 will be serialized in three

parts ofwhich thefollowing comprises the introduc-

tion.

PAGE

 

7/27/2019 Ah Gen v16n1

http://slidepdf.com/reader/full/ah-gen-v16n1 29/44

THE GENERAL

odds

can

be obtained aga in st the for t,

and

you

quickly take out the major s tronghold for the

British. The

troops at

Ft. Wes te rn should force

march s tr aigh t for S t.

Johns

and pr epa re for a

climacticfinish. The worst the Americans should do

is to draw.

BRITISH: If

the Americans makea

sudden dash

for Quebec, force

march

2

BRto

Quebec in

an

effort

to beat

them there. Failing in

that,

force

march

all

reinforcements

toward Montreal and

t ry to smash

the separated Americans before they can uni te .

If

you should lose all 3 cities

to

the Americans

turn

in

your

Brown Bess.

SCENARIO

#2:

SARATOGA

CAMPAIGN

1777

BRITISH:

The

British forces

at

start

are

confronted

by scattered American forces.

On

the

first move the British should seize every

opportunity

t o c ru sh a fai r portion

of

American strength before

the colonists succeed in withdrawing

out

of

reach to

threaten

your occupied cities

at

game's end.

For

a

British victory

is dependent

upon

whether the

American can seize one

of

your vit al t owns for

victory, (New York, West

Point,

Ticonderoga)

OR

two

of

either

of

those three towns

or

Fort

Stanwix,

Albany, and Philadelphia.

On turn

1 as much

of

the

British force

at

St. Johns as possible should move

on

Ticonderoga , whether by Bateau

or

force

march

(preferably the former).

If you

can t get 3-2 odds on

the

fort

the first move, besiege it until the rest

of

the

force

at

St.

Johns

catches up. West

Point and Ft

Constitution should be crushed immediately

at 4-1

or

bet te r. Send a modes t force

to

sea

to threaten

Philadelphia.

What

you

can t attack

immediately,

threaten

by force marching a force toward it. What

youmust

keep in mind

is that

for thefirst two British

turns, you outnumber the American 2-1. Use

that

superiority

to

flush the colonists

outof

thearea,

and

then

entrench, keeping a mobileforce busy pursuing

and har ra ss ing the Amer icans . The las t

turn is

critical, as you

must

anticipate where

your oppo

nent will strike and move

your

mobile force there

to

meet him.

Then

when the colonists

attack,

YOU

can

now choose the propermoment to break off

combat

and

win

MERIC NS This

is

a c lassical exercise in

how to win by running like a

jackrabbit.

You are

initially confronted by numerically superior, con

centrated British Regulars. Where practicable, you

should avoid comba t. Whe reve r possibl e,

you

should

break off combat

if t he Br it ish force it

on

you. (Bearing in mind,

of

course, the ever present

possibility

of your opponent

catching you with a,

frontal assault). Philadelphia

is

the city in a

most

vulnerable posit ion for a

hit-and-run

raid. It

can

also serve as a

good

place f or a concen tr ate d

American as it has few easyavenues

of

approach for

the British.

Terrain and an

aggressive British player

will often dictate

that

you

have two,

and

possibly

three striking forces in being. Simply staying out

of

reach

is·not

enough.

You

must continually force

march , threa tening a diffe rent c ity each t ime,

or

attacking

a ci ty in

order to draw

the striking force

of

the Bri ti sh in

that

direction.

Try not to

be

drawn

into prolonged combat before the last turn, as this

just

plays

into

the

hands

of

the British.

Your

last

turn

decides your victory

or

defeat. When you do

attack,

remember

that

it

is

in the British interests to

break off combat.

SCENARIO

#3: GREEN S

SOUTHERN

CAMPAIGN-1780

BRITISH: In

this situation the British are really

hurting.

Although

the American forces confronting

you are scattered over much

of

the board, the use of

theinverted decoys by the Americans inconjunction

with the special

Rain

rule

is

going to make effective

pursuit

of

t he colonial s nex t

to

impossible.

In

addition, you do not have a decisive superiority in

number s (19 British

and Tory

factors

to

15

American, not counting the two CA rein

forcements). This means

that

you must, ineffect, go

on

a search

and

destroy

hunt

against suspected

colonial positions

on

the first two or three moves in

order

to do any damage to the Amer ic ans before

they can retreat

and

reassemble.

It is

suggested

that

you give priority

to

the Continental

troops

around

Cheraw,

and

if possible, Thickety

Fort.

Once these

are eliminated, the remaining militia

must

wait for

CA

reinforcements

on turn

4

or

else fight you

at

a

disadvantage.

On your

last turn you should either be

entrenched

or

for ti fied in

Savannah,

Augusta,

Camden,

Charleston, and Ninety-Six. Forget

about

Hillsboro. You simply

do

no t have the

troops

to

adequately defend six cities, especially since

you

will

probably have only one supply if you succeeded in

destroying the Continentals

at

Cheraw.

If

the

Americans

cannot

reach a

town

even

on

thelast

turn

by force marching,

abandon

it. You simply have

to

make sure the American

can t

reach it. As in the

Saratoga

campaign, it

is

in

your

best interests

to

break off combat

when the Amer icans a tt ack,

bearing in mind

that

the American

commander

will

realise this also.

Just

keep in mind the axiom,  He

who defends everything, defends nothing.

AMERICAN:

This situation

is

a draw

at

worst for

the Colonists,

and

possibly a win. As

at Saratoga,

you should strive

to

keep from becoming embroiled

with the British in the early going.

Your

biggest aids

are going to be rain

and

yourdecoys. You should be

force marching every turn to stay ou t

of

reach and

withdraw to Charlot te to pick up reinforcements

and occupy Hillsboro if you have not yet done so.

As

soon

as possible

(turn

4

at

the latest) move

toward

the five ci ties with

your

assembled forces

and supply(s). The later you wait to move, thefewer

cities you will be in range to

a tt ack on turn 5,

making

your

opponents'

job on

defense easier. You

hold the key to vic tory on turn 5

SCENARIO

#4:

VIRGINIA-YORKTOWN

CAMPAIGN-

1781

BRITISH:

Besides being the longest of the 4

scenarios,

 9

turns) this

is

the only scenario where

the British have to contend with a numerical ly

superior Franco-American player (FA for short).

At

the

start

there are relatively few forces

on

either

side, which

is

good for the British as what few

colonials exist are located in Baltimore (Exception:

1

RM

guards the commerce

counter at

Petersburg).

For

the f irst 6 turns the Bri ti sh have numerical

superiority over the FA. It should bea simple

matter

for the Bri ti sh

to

be able

to

destroy the commerce

counters

at

Charlotte and Petersburg simply

because the

FA

must force

march

6

MP to

temporarily stop you. The

attendant

risks in force

marching

that

far, (especially with a

1/6

chance

of

success) the possibility

of

losing half

your

force

and

also being without supply, make it more likely

that

the

FA

will concentrate

on

delaying

your

destruc

t ion o f

th e o ther two counter s

at

Richmond

and

Charlot tesvil le . Even so,

your

additional rein

forcements shoul d enable you

to

des troy the

remaining counters and prepare to face the

FA

t hrea t on turn 7.

One

of

these preparations should

be the construction

of

a fort

at

Portsmouth.

The

main reason

is

that after the destruc tion

of

the

commerce counters, the sole Bri ti sh object ive

is

preservation

of

the army. The

FA

should be able to

get no better than 1-1 odds on

your

position, adding

one to t he die roll for the adv an tag e

of

the

extra

artillery unit the

FA

will have.

(I t

takes one artillery

uni t t o const ruct a for t, among

other

things. See

rules

under

fortifications.)

If

you

don tthink

the

FA

PAGE

 

is

going

to

roll a

 no

effect in

about

2 dozen die rol

.  

on

turn 9 you receive your biggest rei

forcements.

That is

when you move

your

enti

combat force (excluding Arty. units) well into t

a rea def ined by the scenario for vic tory

and

awa

the FA.

When

the

FA

attacks, provided you hav

your

2-3 ratio, you again play for the prop

moment to

withdraw

and

win

FRANCO-AMERICAN:

First

on

t he list

priorit ies for the

FA

is delaying the destruction

your commerce counters for as long as possible.

O

course, this would require

that

you

stand and

fig

instead

of

run

as in previous scenario

Nevertheless, you

must

take

your

chances.

Wou

you prefer rolling the die for 2 dozen

turns or

less

didn t

think so. Should you fail

to

prevent t

destruction

of

the counter s, t ry

to

destroy h

construction

of

his for t, as

that

is

what

enables h

to

s tan d up to you in equal

combat at

all.

Shou

you succeed, remember

that

the British will try

break combat

if he has his 2-3 ratio in comb

points. §

P NZER LITZ

 OOKLETS

After hundreds of requests for it we'v

finally

publ ished the

be st o f

the

GENERAL

many art icles on PANZERBLITZ-convention

wargaming's all time bes t sel le r.

Entitle

 Wargamer's

Guide to PANZERBLITZ ,

initiates and mayvery well end t he Best of th

GENERAL

series as no other game has bee

t he targe t of a comparable volume

of

l itera

attention.

The 36

pp.

manual

resembles very much a

issue

of

the GENERAL except that

it

is devote

100%

to PANZERBLITZ The

articles

are take

almost exclusively from

back

issues, dating

far back as 1971. In addition,

two

never befo

published

articles appear;

Robert Harmon

 Commanders Notebook

which

analyzes th

original 12 scena ri os , plus Phil Kosnet

 Chopperbl i tz -a

hypothetical variant

utili

ing helicopters

with

six

new

scenarios.

Reprints include Larry McAneny 's Th

Pieces

of Panzerbli tz

-voted

the

best

artic

ever to appear in the GENERAL Beyon

Situation 13 - twe lve

additional

scenarios

Robert

Harmon;

 Parabl itz ; Panzernach

 Blind Panzerblitz ;  Situation 13 ; Cham

onship

Situations ;

 Panzerblitz Concea

ment ; and  Incremental Panzerblitz. To

ping it all of f is a complete l isting of

all

erra

on the

game

published to date

where

th

Opponents Wanted Page once ruled

suprem

The

Wargamer's

Guide to PANZERBLI

sells for   3.00 plus 50C postage

and

handli

charges

from

the

Avalon

Hil l Game Compan

4517 Harford

Rd. Baltimore,

MD 2121

Maryland

residents add

5

 

state sales tax.

7/27/2019 Ah Gen v16n1

http://slidepdf.com/reader/full/ah-gen-v16n1 30/44

  FIGHT   TH

FINNISH

DIPLOM TI STR TEGY IN THE F R NORTH

Walter Buchanan

our

resident DIPLOM CY

editor has

picked

Tom

Hubbard s article to serve as

the first pure

study of game

tactics to appear in the

 EN ER L on this relatively recent acquisition.

This

 

high praise indeed

for

Mr.

Hubbard

when

yo u

consider the

hundreds

of articles which have

appeared on this classic

game

over the years. Walt

Buchanan has seen

them

all

and

chose this selection

whichfirst appearedin thefirst issue of Buchanan s

DIPLOM CY

WORLD

The Scandinavian provinces consist of four

supply centers : St.

Petersburg,

Norway, Sweden,

and

Denmark, as well a s one non-center, Finland.

These five spaces

form

a dis tinct,

separate,

and

easily-defended block of centers,

control

of which  s

virtually essential

t o the

victories

of three

players,

and

virtually

unobtainable

by t he other four.

St. Petersburg and Denmark are the only spaces

that

may

be

attacked

by armies

from

the outside. A

land attack must therefore be channelled through

one

of

these

two

provinces.

And

yet , St.

Petersburg

only borders on two inland provinces, while

Denmark only

bounds

one. A player whose forces

will be

composed mainly of

armies,

then, must

send

them into this

area

quickly, or he could easily find

his approaches blocked.

Fleets, thus, are essential

t o t he cap tu re

of this

area. Every land province borders on at least one sea

space, whi le Denmark

borders

four.

Moreover,

every space in or

adjacent to

these provinces, with

the sole

exception

of

Moscow, may

beoccupied bya

fleet. A pl ayer who finds his land

approaches

blocked might sti ll be able

to

convoy his armies into

position.

Russia

 s

obviously the most

disadvantaged

player here. He has only

onecenter

in which

to

build

fleets,

compared

with

Germany s two

and

England s

t hr ee . He  s perhaps most likely

to

need his uni ts

elsewhere, which will in turn necessitate his building

armies instead of fleets. He has little cause to ally

with

either England

or

Germany,

since a

pact

with

the latter would l imit his frontier , while an English

all iance will require Russia

to

send

armies

through

the Polish

Corridor,

dangerously neglecting his

Balkan flank. French neutrality  s also desired, since

a th ree -way

anti-Germany

pact will result in

minimal profit and much waste of t ime in sending

the victorious

armies

elsewhere. Russia has

poten

tial in the Nor th , but his

advantage

will decrease

with time. Either

Germany or

England will wax as

the

other

wanes-or

they

might

be

cooperating

against

France,

which means they ll

probably

take

the Russkies on next.

The

standard anti-English

opening

of F StP

Bot, A Mos-StP can be expanded upon in the fa ll

w it h A StP-Fin and F Bot-Swe. I f the Engli sh have

fallen for the feint and

supported

the ir move t o

Norway,

they

are

l ef t with only

one

build, which

makes

them

strategically vulnerable to the

French

or Germans.

Even ifthe English

do

second-guess

the

move, a fleet built on the North

Coast

of St.

Petersburg can effectively guarantee Norway and

can a lmos t

insure

no fur ther

Engli sh progress in

Scandinavia. If another player in the South

can

be

i nduced to

prevent English

incursions

onto the

Continent, Russia can then concentrate fully on the

Balkans, and

worry about Denmark

when it sui ts

him.

Of course, there  s a ser ious r isk here that every

Russian

player

shoul d k now about-namely,

Turkey and

Austria.

The

Balkans are inevitably a

source of contention with players quick to take

advantage

of

another s

weakness.

Perhaps the

best

tactical complement to the above moves would be a

prearranged bounce

in the Black Sea,

and Ukraine

instead of Galicia, so as no t

to

antagonize the

Austrians. Tactics alone, however, can guarantee

nothing. This set  s fairly risky,

though

safer than

some which have pai d off, and should

under

no

circumstances be tried unless the Russian is sure he

 s secure in the South, and th at at least one of the

other players will have Italy

t o con tend

with.

Dip lomacy , t he name of the game,  s f ar mor e

valuable to

a p la ye r

than any amount o f

tactical

skill.

As

far

as

Scandinavia  s concerned, Germany  s

the second weakest player

of thethree (orthe

second

strongest, ifyou re Germany). You can, ifnecessary,

bui ld two fleets in home centers second-closest to

t he a ct ion.

Your t radi tional

first-year center,

Denmark can be knocked

out

by a

supported

attack

in 1902 (but then, Russia fears the same),. You can

bet ter afford to

wait,

though,

if a

stalemate can

be

maintained in the North. If you d

rather

soften the

Frenchup

first, this

can

be

done-and

will help

your

chances in Scandinavia if you remember to build at

least one more fleet. You can pr obabl y cou nt o n

English aid for bot h o f these plans.

On

the other

hand, an attack on England  s probably the best way

to throw

these provinces away. Russia will

want to

get in on the act ion, and even i fhe takes your side,

he ll still

want

Norway. He l l be able to

hold

it,

too,

while using the

extra

unit elsewhere.

 y

the t ime

England s

been

dealt

with, you

may

be

too

late

to

knock out the Russians.

An

English campaign will

build up your navy, though. I don t meanto say that

it s impossible

to take

all of

Scandinavia

if

England

 s attacked first, but I do believe an a tt ack on

England to

be the

German

strategy

most

likely

to

cost you Scandinavia.

The

first-year

opening most

favored by the

German

with designs on Scandinavia is the Balt ic

Opening.

In the spring,

you

move F Kie-Bal and A

Ber-Kie. The safest

southern

move  s probably

Mun-Ruh, as

you want,

if

at

all possible,

to

guarantee

yourself a second build. Then, in the fal l,

s end A Kie -Den , F Ba l-Bot and A Ruh-Hol. This

should

give

you

two

more

centers, with

at

least

one

of

them

guaranteed.

The army

in the Ruhr

can

also

drop back to cover Munich-supported from Kiel

if

absolutely

necessary (i.e., if

there are

unfriendly

units in

both

Burgundy and Tyrolia). Assuming all

goes well, t hough, t he a rmi es in Hol land and

Denmark reassure the English, whose fleet

Norway

 s of obvious value.

The

Russians,

who

have

probably opened

with

the Gulf of Bothnia, are given two poor alternatives

for t he

fall:

either

Sweden

or

the Baltic.

If

they try

the latter,

nothing

moves, but the

German

gets two

builds and

can guarantee

himselfSweden

next

year.

If

the Russians t ry to take Sweden, they get a build

but

a suppo rt ed German a tt ack can t ake it away,

while

the

fleets in

Norway and

the

Gulf

of

Bothnia

can press St. Petersburg. A second

German

fleet can

cover

the Baltic

and

later

convoy

units east.

THE GENER L

by Tom Hubbard

England  s usually more willing t o wor k wi

Germany against

Russia than vice versa.

Germa

can

also be

of

help

against France,

while

t

conquered German homeland could

easily

becom

the setting for a

Russian-French

stab.

Germanyc

also be more easily kept

under

control by t

English,

and

i f necessary, Engl and and e ith

Austria

or Italy

can

limit

German growth

on

France

and/ or Russia have been dispatched.

When England looks at Scandinavia,

she s

an

 exterior, composed

of

Norway,

the

Skag

rak, and the North, Norwegian and Barents Se

These spaces she effective ly controls.

But t

 interior spaces, Sweden, Finland, the Gulf

Bothnia

and

the

Baltic Sea,

must

also be considere

To get f rom one to the other  s often tricky, bu t the

are

ways.

The t hre e

spaces

that

fleets

can

pa

through,

Sweden, Denmark, and Kiel, are certain

be well pro tected by their owner. Of these thr

Sweden is generally the

most

susceptible. A gulli

German may agree to support the Engl ish

exchange for

Belgium

or some

such),

not

realiz

that he  s eventually going to regret t ha t. An

arm

convoyed to Norway,

and

then

dropped

to Finla

 s

another way of getting

into

Sweden.

If

t

Englishman can t ime this properly, he can frig

en /

force

Russians to

support St.

Petersburg

holding-and

not

cutting

the

Finnish

support fo

Nwy-Swe. Even a single fleet inside Scandinavi

of immense value

to the Britons-and

a ser io

threat

to bot h o f the others.

Three coastal centers, two fleets at the gam

outset, and

an unexposed position

give

England

overwhelming advantage in Scandinavia. If Fran

and Italy

can

be

persuaded to

fight

each other ,

North

 s

as good as taken.

Both Germany and Russia would be far happ

to

ally with

England

than with one

anoth

Ge rmany ca n coopera te with England in t

directions, while

Russia can mount

a

land

offens

through Polandwhile England makes an amphibi

attack. Thus, neither of them will get in each othe

way.

There are actually two different English op

ings,

both

of which

a re known

as

the Church

Opening. The first is F

Lon-Nth,

F Edi-Nwg,

Liv-Yor; the second sends Liverpool to Edinbur

Each

of these has i ts own merits, but I will disc

only the first here, since it adds a modicum of saf

to

a God-awfully risky fall sequence.

There are about a zil lion things that could

wrong,

and

if

you

get nailed unexpectedly, this

p

could

leave

you pretty badly

exposed.

In

Fall 19

send F Nwg-Bar, and convoy A Yor-Nwy. T

gives you one, count it, one bui ld . However

virtually

guarantees you

St.

Petersburg,

and w

probably

cost the Russians Sweden as well.   a

forces the Russians

to

build in St.

Petersburg,

wh

i sn t t he bes t thing in

the

world for England,

which ought t o make someone else grateful.

I see t he main

drawback

to this

plan

as the n

for a rock-solid all iance with Germany. If Italy g

for Serbia, the

Germans

will need

to

put consid

able first-year pressure on France. A Ruh S F H

Bel in the fal l

should,

at

the

very least, keep Belgi

open

and

limit the French to one build. If

Germans do

get Belgium,

there  s

a

neutral cen

tucked safely behind the lines for Eng land to

t

later, plus the added available support i nt o

Channel. One

army

in Denmark, plus some skil

7/27/2019 Ah Gen v16n1

http://slidepdf.com/reader/full/ah-gen-v16n1 31/44

TH G N R L

P G

d ip lo ma cy s ho ul d lull Russian SUspiCions long

en ou g h t o swing so met hi n g u p No rt h . German y can

do

quite

well by t hi s plan in fac t.

Th e

Russians

c ou ld t hr ow

things

awry by

moving A M o s-S tP . T h is wo ul d force E n gl and t o

gamble

on

the

supported Co nv o y. Fa il i ng to

take

t he B ar en ts

Sea early could seriously jeopardize

Norway

the

only English

beachhead.

If

the

Ru ss i an s h a ve

g on e t o F in la nd

an d built

another

fleet the English could be in serious trouble and

must of necessity depend

on

an

attack

o n W arsaw or

S ev as to po l t o d is tr ac t t he

Russians.

A

German

move on

Warsaw could be

anice ace-in-the-hole or

failing t ha t t he T ur ks o r A us tr ia ns w ou ld n t be

likely

to

miss such

an

opportunity.

A French move t o t h e Ch an n el co ul d also throw

t he p la n

off

bu t would no t

injure

the

English badly.

T he a rm y in Yo rk s hi r e c o ul d c o ve r London while

Belgium an d

Norway

are

taken

with Russia

forgotten for

the

moment. The English

could

simply

s hift s tra te g ie s a nd c on ce ntr at e on F ra nc e first

while gradually

building

up in

the

North.

E n gl and can affo rd t o

wait an d

take Scandinav

ia

when

he a nd t he rest of the b o ard are ready. The

G er ma n c an sometimes do likewise but must be

mu ch mo re

careful

a s h e may n o t be

able

t o sp are t he

units to m ake his move

when

he

wants

to. The

balance

ca n easily be tipped an d spoil the German s

chances.

Russia

ca n

do quite

well in

an early

b

but i f h e t ri es to wait his

chances

fade

rapidly

as

other

two

become stronger. Still Russia

must

t

to

his southern

flank

first a nd may not be

able

spare th e units in time. It   possible especially

G er m an y a n d Russia for a

player

to win with

controlling all f ou r o f these centers b u t n o t likely

great n um b er o f tactical

options

are

possible

b

at the

game s beginning

a nd a t any time

thereaf

bu t essentially they all consist

of

getting as

m

units

i nt o t he a r ea as possible with heavy emph

on fleets.

  SED ON ON OFTH EST  OOKS OF TH YE R

TH OOK

O

LISTS

G M

The 10 worst

f ilms of all

time

7

f amous men who

died virgins

10

sensational thefts

15

famous event

that

happened

in a

bathtub

20 famous high school dropouts

9

breeds

of

dogs

that b ite the

most

10 doctors who t ri ed to get away with murder

The

12

worst human

fears

Plus

much, much morel

contributes toward

the

development

of nuances

play,

especially

where bluffing becomes a key tact

move.

Lists on every

subject

imaginable involv

people, places,

happenings

and things

.. prepa

by Ann Landers , Johnny Cash, Bing Crosby, Jea

Dixon, Dr. Margaret Mead, Charles

M

Schulz. P

Gene

Kel ly, A rnol d Palmer , and

dozens

of

ot

famous people.

Now available in books to res, toy and gam

stores, and better

department

stores in

stationery

direct from

The

Avalon Hill Game Company

  10

re

Here s a tas te o f what y ou get

in

the game:

Nowa

GAME

by

The

Avalon Hill Game Company,

world s  1 publisher

of

strategy

and leisure

time

games

l

The  BOOK OF LISTS game is bo th a strategy

game that

can

be pl ayed in an

atmosphere

of

cutthroat competition

or at a l ei surel y pace

among

f riends and at parties

l

Whichever,

the

focal

points of

the

game

ar e the same lists

appearing

in the  1

bestseller book of the same name. Each list plus

new

ones

not in the book,

appear

in the

game

on cards, but

in random

sequence so

you-the player-don t know

the real-li fe

order

of

preference

Win with knOWledge, intuit ion, and a bit of bluff ing

..

The object

of the

game

is to

correctly guess

the

exact ranking of a particular i tem. For example, let 's

assume

you

draw

the

card

that lists  14 Worst

Human

Fears . A roll of th e dice might requi re you to s ta te

where

 flying ranks.

You might therefore

play

your

chip

to

indicate

you think   flying is the 3rd wo rs t

human

fear

Other p layers do

l ikewise, bett ing on the

ranking of

 f lying . The answer

is t hen revea led by a

flip to t he

answer

si de of t he card. He who

guesses

right'wins the pot.

 Fearof

flying

happens

to be the   th

worst human fear.

Lists on every

subject

imaginable  

Lest you think the game plays itself out

once

you

run

through

the cards, think again. Not

even

a

Mensa

Society member could memorize over 1,500 items in

exact

order.

Knowledge

of

certain

rankings

actually

Rank Title

1978

AVALON HILL BEST

SELLERS

BEST SELLER LISTS

As  

ou r

recent

custom

we proudly present

the

sales rank i ng s fo r

the

Avalon Hill game line

based o n t ot al s f or ou r 1978 Fiscal Year which

began

in Ma y  78

an d

ended

April

1979. Titles

indicated by an

asterisk

indicate that they were not

available during the full fiscal

ye ar d ue t o

recent

introduction.

Figures

for the AL L

TI

M E list

include all versions

of the

game sold t o d ate which

in some cases  GETTYSBURG D-DA  

FOOTBA

LL

STRA

TEG  

ma y include as many

a s fiv e different editions. Titles ar e placed

on

the

AL L T IME list

only

after

having

s old in e xc es s of

1 00 0 00 c op ies while u nd er A va lo n Hill

owner

s hi p. S al es r an ki ng s d o

no t include

sales

made

w hi le i n

the

hands of a

different publisher.

7/27/2019 Ah Gen v16n1

http://slidepdf.com/reader/full/ah-gen-v16n1 32/44

PAGE  

A.H. Philosophy   ontinued from

  g

Col 3

But what does it hurt to pay homage to the

designer,

you

ask? Nothing  

and

in

all

of

my

ads fo r

T GENERAL

I i nvar iably l is t

the

designer. In addition, they are listed in the

rulebook

with

the

other

credits, but that 's where

management draws

the 1ine.

Understandably, the company directs that

part of

its

advert ising aimed beyond the limits of

the

hobby hard corps to

promote the

qualities of

  valon

Hill uppermost-not

a

 name

designer.

The

rationale is

both

simple

and logical. AH sells

t he b ulk o f its p rod uc ts  outside t he rea lm o f

the

hobby

as

the average GENERAL

reader

perceives that term. To such casua l p layers a

James Dunnigan

or John Hill

are

not readi ly

recognizable

names

and certainly no t

a selling

feature.

Within the hobby,

such a byline mayor

may

not

be

recognizable, but does

just as

much

to

sell

that designer's work on a competing

p roduct . The re fo re , AH

refrains

from

l isting

byl ines on i ts boxcovers, preferring to stress the

image of

the publ isher-AVALON

HILL-as

opposed to that of

a

specific

designer

/develop

er. Thi s hol ds true fo r

in-house

designers as

well.

The

image of the company remains

above

that

of

its component parts. Thi s l as t

bi t

of

company strategy is no t without i ts detractors

among

our R&D

Dept. After all, mom

wDuldget

a

kick ou t

of

seeing

he r boy,

the author up there

on

the shelves. Yet, as a publisher AH takes the

position that the company image is paramount.

An

Ava lon H il l game

should

mean qual i ty to the

consumer, regardless o f

the

personalities

involved.

That

we don' t stress that

a

fel low who

happens to work fo r a different game company

designed the

product

is simply good

business

sense.

And

in

case

a ny of

you

st il l labor

under

the misconception that AH is a crusade

of

starving

zealots wh o

have devoted their

lives

to

improving

wargaming you are sa dly disillu

sioned. We mayyetstarve,

thankstodoubledigit

inflation,

but

A va lon H il l is a business

and

businesses exist

to

make money.

THR N W R L S S

I can't end this column without a fe w words

on

our three

new t it les advertised in

the

special

inser t o f

this issue. A ll th re e are multi-player

fantasy/science f ict ion t itles with beaut iful art

treatment. DUNE and

WIZARD S Q UEST

are

immensely enjoyable

non-complicated

games

which have a h ig h deg ree o f p la ya bilit y and

easily fi t i nto the fam ily mode

of

playa

la

RAIL

B RON or

RISK

M GIC RE LM  yes,

it 's

actually

done ) is

a

role playing

game

with

a

great deal of complexi ty fed to you in bits via

Programmed Instruction. It is

no t

fo r

the casual

player. The full sca le version makes SQU D

LEADER

look

like

checkers in comparison. If

you

are

a

D

 

D enthusiast wh o thrives on

endless

game systems,

you'll

love

M GIC

REALM

ORDER   PHONE

We will now accep t

game orders

by phone

fr om tho se i nd iv idu al s

with

currently

valid

MASTERCHARGE, BANKAMERICARD

(VISA), or

AMERICAN EXPRESS

credit cards.

The

number

to

call

is

301-254-5300.

Ask

forClo

  e w t o n ~

or ext. 34 and state that you wish

to

place

an order

for

a game:

You

must give

the ordertaker

the number, expiration

date,

and

name

of your

credit card a long with you r o rder and shipping

address.

Phone

orders

are

available

every Mon

day-Friday

from

8:30 AM to 5 PM. Absolutely no

collect phone calls can be accepted.

October 1st

Kamikazee

Finally,

The Ultimate

in

Simulation Gaming

Pilot a Japanese

B5N2 Ka te ,

a G4M I

Betty, an

A6M3 Zero,

and

more.

Select

targets froma

wide

variety

of task forces. Fly the

mission

f rom take-of f to

suicidal

finish.

This is

no t

a game of

luck,

but one of skill

and ingenuity.

Game comes compl et e with

fully

operat ional cockpit ,

realistic

instrument panel, an d electronic

scorer.

Optional

exp lo si ve end . Aut hent ic Japanese flight suit

also

available at

a

slight

extra

cost.

Pu t together by a

highly

acclaimed computer

company,

this is no r ip -o ff wargame. And for only $5,499 (postage

included),

y ou can 't

afford

to

pass

this

one

up.

Order

now

Send check

or

money

order to:

Stimulating

Simulations, Inc.

P.O.

Box

100

Ecstasy, Minnesota 00100

Please a ll ow f ou r t o

six

months for delivery.

(Min imum amoun t o f assembly required)

 ecember 26t h

Wearing an authent ic Japanese fli ght s ui t, a

white rac ing

scarf,

and b rand

new

penny

loafers,

Mr. James Shonora

stepped into

the cockpit.

After

checking ou t the

controls,

he began to empty the

sma ll , b la ck gym bag

he

had brought with

him. A

plastic

Jesus

was put on top of the instrument panel.

A Jefferson High School tassle, year  54, was stuck

t o t he

top

of the cockpit

with a p iece

of clear scotch

tape. A box o f kleenex, a comb, and an air-sick bag

were

placed on the f loor between

his legs . Lastly, a

heart-shaped cushion

was placed

on

the seat.

Mr.

Shonora

looked up

at

some imaginary

clouds,

pronounced We

who are

about

to

die

salute

you , saluted, kissed t he J esus , thr ew the gym bag

out,

and closed

thecockpit. The

engines

caught.

The

cockpit began to shake frantically. The plastic cross

fell

o ff t he

instrument

panel.

The noise

became

deafening. Mr.

Shonora threw

up.

THE GENERAL

By

Allan Moon

Several

minutes

later, and slightly paler, he to

off. Perfectly.

His quarry was a task force reported to cont

four Essex class carr iers . One of those would be

target.

The

computer

had punched

ou t

a

perfect

d

for

his

purposes

as

clouds

covered

the

sky from

thousand feet up.

An

hou r a nd

a half

ou t

from

the

field,

M

Shonora spotted

a l arge

group of ships throug

hole in theclouds. Knowingthe American

radar

h

undoubtedly a lr ea dy p icked h im up, t he re was

time for hesitation.

With

the stick full forward,

came ou t

of

t he c louds in a near vertical di

passing

several fighters on CAP

just below the clo

line. They didn't even have a

chance

to get off a sh

At

five hundred feet,

Mr.

Shonora

picked

ou

carrier

to his left, and banked towards it. AA

bur

were

everywhere, bu t

he was

untouched

so far .

cou ld r ead the wri ting

on

the tower now U

Intrepid and

he

could

see

men sca tte ring on de

He closed his eyes.

Fifty yards

from

the ship,

an

AA

burst fina

found its target.

Hitting

the lef t wing, it

threw

p lan e h ar d

to

th e right, missing t he tower , a

c ra sh ing into the

deck. Exploding

on

contact,

plane

then

slid across

the rear elevator

and over

side.

The scoring

console

lit

up NO

MAJO

DAMAGE, 33 POINTS, STAND-BY FO

STYLE POINTS.

The

seconds

passed.

Th

STYLE POINTS-931. Mr. Shonora smiled. T

cockpit blew up.

January 13th

ITE M: The Stimulating Simulations Co. today recal

its

latest game, Kamikazee d ue t o

a

malfunction

in

t

game's scoring

system.

Owners of the game

should

no t

a larmed though because the p rob lem repor tedly, in

way

affects the

safety

o f t he g ame.

7/27/2019 Ah Gen v16n1

http://slidepdf.com/reader/full/ah-gen-v16n1 33/44

Letters to the Editor

THE GENERAL

Dear Mr. Greenwood:

I am

greatly

disturbed

bythe

comment in

Part

70

of t he AH Phi lo sophy, Nov -Dec

1978, that

future SL gamettes

will be

 held

in

abeyance

pending further sales evaluation. I hope

that

isn t

a pol it e way

of

abandoning

the

project. I m ai l

ordered COlon t he day

I received notice

of

its

availaGility and will do

the

same for every

future

gamette. SL

is far and

away thegreates t wargame

I have

ever

played in my 20

year

career.

SL

was

billed as a game where any small unit action in the

war

could

be recreated.

Don t back

o ff o n

that

promise

now

I m s ur e t he re may

be

other SL

freaks l ik e me

who aredis turbed by

this possibili-

ty.

Perhaps

it

would

be

helpful

if

you

clarified

that

statement

in a

future philosophy.

On

my enclosed

RBG for

COl, my

major

gripe is really

on components,

i.e.,

t ha t t he AFV

counters are

difficult

to read. The problem may

be

that the

counters

are

too glossy,

or

maybe

colored

too

darkly . Youcan barely

see

the

vehicle

outline

at

all

and

have

great

difficulty

readingthe numbers

on t he count er . O ther t han

that

I am pleased as

punch

with COl.

Problems

with the ru les were

to

be

expected, but overall t hey are quit e

clean

and

understandable.

One

l o n g ~ t n d i n g gripe I have is

AH s

reluctance to publish

a

good desert WWII

tactical

game. I thought TOBRUKwould fill the bill, bu t it

didn t. Only

engineers

or someone who

gets

offon

gun size and armor thickness would like TO

BRUK. TOBRUKcould have

beenagood game

if

the designer had taken

the t ime

t o put

in

terrain.

I

kept waiting for a desertgame like PB but it never

happened.

I

would

b e a ll for a

desert gamette of

SL,

called

 The Desert

Fox. t

would probably

be

a b ig sel le r.

J im Roche

Spokane , WA

Never fear, more SL gamettes are on the way

(sigh).

CRESCENDO

OF

DOOM

is s ti ll in the

works . The

problem is not our

abandoning the

project but my inability to resist the temptation to

keep building on to t he gamet te s. What were

originally envisioned as simple projects are now

becoming

bigger monsters than the originalgame

itself.

CRESCENDO

will

no t

be disappointing in

that

respect-ending

up larger than CROSS OF

IRON in just about all categories. I m afraid I ll

h ave t o

back down on my

earlier promises that

subsequentgamettes will sellfor less than

$12,

but

am

confident thatthe product willjustify theprice.

When f ini sh ed, the SL gamet te s w il l t ru ly

compr ise a

complete gaming

s ys tem in whi ch

virtually any small scale action can be recreated.

The price y ou pay f or this

is more

money and

longer delays. Yes, I m afriadthat CRESCENDO

will

not

be a va il abl e as

promised

in June. I

applaud

the delay, however, because it meansthat

it (hopefully) will be

done

right thefirst t ime with

no need

for

a 2nd edition rule

book.

As

to thedesert game you seek,players willbe

able to devise their ownfrom the variousgamettes.

CRESCENDO

will include the entire British

OB

and

wemay be willingto offerspecialfeaturessuch

as new boards and

scenariosfrom

t imeto t imeasa

service to GENERAL subscribers. The

third

gamette willfeaturethe Americans and be entitled:

G./.: ANVIL OF VICTORY. Thefourthandfinal

boxed

gamette in the series will be entit led

SAMURAI and deal with the Pacific Theatre.

 

Dear Mr. Greenwood,

I have been a subscriber to the General for

about one year

now. In th is time,

there

have been a

number

of

things

that have p leased me as wel l as

irritated

me.

Firs t , the

gripes.

The

biggest

beef

is

the publishing schedule for THE G

EN

ERA L

Havingjust read

the

new issue, Iwas glad

to

see an

explanation given

f or t he

late

publication date.

Although I do unders tand the problems that you

encounter monthly, I feel the Company

mustcome

up

with a

solution.

A v ery v ia bl e

one,

as

you

stated, would

be

to

get

some more

employees.

Or

how about the

addition

of

an

assistant editor?

Despite

anything that management

might say, it is

obv ious t ha t you c annot

give

the

necessary time

and a t tention to both a

designer-developer

and

editor

job.

And

I

personally would hate

to see

you

relinquish

either of these,

because

you aredoing

a

very

good jo b on bot h.

Still

another

gripe,

is

your insistence

on

telling us

when

to

expect

new releases.

Personally,

I'm

getting

sick and tired

of reading about when

TH

E

RISING

S UN will

appear. The point

is, why

do you cons tantly

raise

our hopes that

this

game

wil l b e

published soon?

The

pas t yea r

saw

two

projected dates

for

the publicat ion

of this

game

come and

go. In all honesty, I would

rather that

you t el l us t ha t t he game wil l b e published this

year, ra the r than give us a s pec ific mon th o r

season.

The constant

letdowns only increase my

anger.

And

now I read

that

the

game is undergoing

numerous changes for playabi l ity s sake.

It is my

opinion

that the use of a 22 by 28

mapboard,

for

a

game that

professes

to

cover

in

detail every

a sp ec t o f t he

Pacific

campaign,

is

ludicrous. How in the

name

of MacArthur, is the

island of Iwo Jima

going

to be

portrayed on

a scale

of one

hex

equals

150 miles.

 t

will

probably

be a

do t t h e size of a pinhead. I sympathize with Larry

Pinsky

and Frank Davis

and

all the

trouble

they've

gone through.

But guys,

the

way t he

game

is

evo lv ing now, it will be little more than an

advanced

version

of VICTORY

I NTHE

PACIF

IC And

I simply

won t

buy it.

Oh

well, I 'l l

just

have to

hope

that somehow Tokyo Express or

Imphal

will f ind

their

ways

into your publicat ion

plans.

Well,

now that

I've

caused

everyone s morale

to

break,

I 'd like to

try

and rally you. First,despite

the publicat ion problems,

the

GENERAL

is still

heads

above the competition. I think

you

havejust

the

right blend

of material to

keep it interestingfor

everyone.

And whenever

I r ec ei ve a n ew i ss ue it

really

makes

my day. So keep

up

the good

work.

Second,

I am

absolutely

ecstatic

over

the

an

nounced plans

for

BULGE.

Although

I m

sure

you ll receive all

sorts of hate

mail

from

BULGE

devotees, I

think

the new mapboard

and

the rule

changes will

make

this

game

fantastic. I will be

anxiously awaiting

its

publication.  t

also

sounds

like Randy Reed is doing a

fantastic jo b

on THE

LONGEST

DA

 

Tell him I've

got

my check all

ready

to go, no

matter what

the cost.

And

f in al ly , I

have read

with

much

interest

the ongoing

battle

between

Richard

Shagrin and

David

Bottger. I

propose

that the two combatants

be

matched against

each

other

in a

game ofThi rd

R ei ch. It

would

once and for a ll s et tl e

their

differences

over

possible strategies,

and ifused

as a

Series Replay

should make for interesting and

enjoyable

reading.

By

the way, I 'l l

put

my

money

on

Mr. Bottger.

Ed Kovach

South Bend, Indiana

I s up po se I h av e be en remiss in

not

com

mentingfurther

on the seeminglyconstant lateness

of the magazine. Many of you complain that our

circulation department

is out

to get you because

you don t receive the magazine until two months

after the supposed publication date. The truth oj

the matter is that THE

GENERAL is

constanti

v

late and NEVER mai led prior to the end oj th e

secondmonth

of

thepublicationdate. When they

are mailed, virtually alloj the magazines go

out

at

approximately the same t ime-no one gets

preferent ia l t reatment . D ispari ties in del ivery

times is s tr ic tly a

puzzle

of t he Po st Of fi ce s

creation. The magazine

is

constantlJ late because

o f twofactors. First, we area captiveorganization

owned b y a print ing company with constant

demands on its press time. THE

GEN

ERA L often

takesa backseatto otherA valon Hillworksuchas

out of stock gamecomponents. Over theyears, the

 

EN

ERA L has aivvays been the item which could

be

pushed

back until

next

week to

make

room

fo r

more pressing matters. Thus, it

is

 rushed into

production only

when I

am

late in preparing it

The second month oj the publication date has

gradually become the accepted normfor printing

the magazine. Second, THE   ENERA L remains

predominantl\ a

one-man

operation. I alone am

responsible f or mos t

of

the editing, writing, illus

trating, and paste-up . . . in ad di ti on to han

dling of/ice correspondance

and working

on

games . When something unexpected intervenes,

s uch as

my

unscheduled

bout

with

pneumonia

back in December things seem to fall a trif7e

out

o f

kilter.  o if you want t o see THE   ENERA

L

remember

my

health in your prayers.

The above problems ure also

symptomatic of

t he d el ay s we ve exp er ienced in mee ti ng game

publishingdeadlines in thepast year.   978was not

a good year fo r the

stafl

health-wise and illness

took

a heavytoll(we reallgettingto bea crotchetr

bunch of

oldfuddy duddies). We ve always been

understaffed anyway, and this combined wit h a

growing desire on the part of our veteran R D

stafl

not to release a t it le unt il it was something

they

could

really be proud o.j has causedus to miss

a lot o.f

promised

deadlines which were wildly

over-optimistic in the first place.

THE RIS1NG

SUN continues to be a ballbusterin this respect as

veteran de signer Frank Davis will allest. I

guarantee

you

that this

monster

will

not

be merel\

an advanced

VICTORY

1N THE

PACIFIC

Th e

temptation to give in

and jus t

s el l t he t hi ng

regardless o.lplayability has been great, but weare

proud of our record as

game

publishers and will

not

sel l a

box

full

of hardware

which isn't

fun to

p lay. As t o when

t he game

wil l b e available

 

that s anybody s guess.

 

Dear Don:

Please f ind enclosed my votes

on

the recent

reader

survey

from

Vol. 15, No.5. I ha ve been

playing wargames solitaire

since

about

1959  

never have played face to face) and t he r ecent

letters

printed

in THE

GENERAL

were

quite

humorous.

Imagine,

players owning so many

games, deriving hundreds

of

hours

of pleasure

per

year from wargames, gett ing

a magazine

of

high

quality

such as

THE GENERAL

for a mere $6-

7.50/yearcomplaining of paying

a mere $2 for die

counters.

I am reminded o f previous complaints

by

readers at havingto pay

a

mere

  Q:

to

get

their

own personal ads

placed in THE GENERAL.

As a

dermatologist

(there

are

only

about

4,000

or

s o i n

the country),

I know how much it

cos ts t o g et

publications that

have limited audi

ences; the

main journal

costs

about

$24

per year

while

another

costs $50

per

ye ar. I

can t

buy a

book in my field

for

under $50. Do the readers

of

THE

GENERAL

honestly believe

that

the

people

a t Ava lon

Hill

work

for free

and c an

give

away

counters,

etc. What

you

people do has got to be a

labor of

love

(oops, forgot about the complaint

about

corny

phrases)

because the work

is

superb

and t he cos t is minimal.

I

might m ake on e

suggestion. If

at

all

p os si bl e, a G

ENERAL index

would be greatly

appreciated. Whatever the

cos t, I fee l i t

would

be

well

worth

the effort.

By the w ay, I have purchased many variant

counters

for ga:nes I rarely play

or

even have not

worked

all

the

way

through. No,

I

am not

r ich, I

just love t he hobby. Many

of

the games I own  3R

SL, etc.) have rules

so

complicated

I

have

no t

been

abl e t o work t hr ough

them. However , this

does

not dismay

me. I even

purchased CROSS OF

IRON although I have n ot w or ke d t hr ou gh

Scenario

4

of SQUAD

LEADER (God,

those

rules

are complica ted , who

has all

that

t ime t o

work

i t a ll

the

way

out.)

Just

keep

up

the

fantastic

wor k a t

such

reasonable

prices. You guys

are

so

fantastic

that I

have even

p ur ch as ed g ame s j us t t o l oo k a t t he

beautiful counte rs , board and rules

(CROSS

OF

IRON)-amazing

and

fantastic.

From

a guy

who

has

had

a 20

year

 love

affair

with

Avalon

Hill, Thanks.

Do n

Holshuh, M.D.

Rocky

River,

OH

 

Dear Mr.

Greenwood:

Thank

you f or

defending

my

interests

from

Mr. Karoly' s attack (Vol. 15 No.5) on my

Southern flank I happen t o be one of thosecasual

wargamers who WOULD

drive 100miles to play

my favorite game (or watch it being played) . I also

enjoy the feature ar ticle regardless of which game

it is o n. It he lps me to

know whether to

buy

that

g ame o r not. Second, since I 'm not a  fanatic , it

helps me to play

better from the

start. I especially

enjoy:

I Your editorials,

which helps

put the world

into perspective.

2 Articles which let me

know what

a

game is

l ike-how

complex,

etc.

(replays aregood for

this)

3 Variations

on games I own .

Ip layup to 4

games

a

month, am

involved in2

pbm

games (one is my first

and

only

AREA

game)

and appreciate

the

efforts

you make

to safeguard

the interests of strictly

AH enthusiasts

s uch a s

myself.

Roger Howe,

M.D.

Mount Shas ta , CA

PAGE  

Dear

Readers:

The descript ion of the

new

BA TTLE O

THE BULGE

in Volume

15

No. 4

s tated that th

mapboard was expanded to include the primar

German

objective of Liege. Please excuse

th

typingerror. Actually, the board was expanded t

i nc lu de t he p rima ry G erma n objective o

opportunity-Liege.

Liege was

to

be

skirted,

a

Bastogne was to be

skirted

when held strongl

However, Generalmajor

Fritz

Kraemerplanned t

enter

Liege if the opportunity

presented

itself.

In a related

matter

(i.e.,

the

new BULGE),

would

like to publicly

thank those who

helped

the past

five years with

their

time

and/or thought

Bob

Beyma,

MajorGeneral(Ret .) Charles Horn

(Lt . Col . Horner, CO 16th

Regiment,

1st Infantr

Division, 16 Dec 44), Danny

Parker,

Mick Uh

Dave Roberts,

Joe

Angiolillo, Rich

Hamblen,D

Hugh

Cole ( for

his

bibliography,

Paul

Siragus

Dennis

Vetock,

(US Army

War College),

Hann

Zeidlic (OCMH),

Geo rge Wagne r, (Na ti on

Archives) a nd Gar y Fitzp atr ick (N at io n

Archives Map section).

Bruno

Sinigaglio

Delta Junc t ion , A

As y ou may have guessed , Bruno

is

th

designer

of our

long awaited BATTLE OF TH

BULGE revis ion pro ject . You l l be wai ting a b

longerI m afraidas wecan t release hisdesign

unt

we s el l

out of

existing stocks

of

the origin

BULGE game. This will

mean

a wait of a t least

y ea r whi ch we plan to

put

to good use with

prolonged

by-mail

play

test program.

 

Dear Avalon

Hill,

Well,

you have

finally arrived.

Your origin

1957 version of

GETTYSBURG

is in t he prou

possession of

the Army R.O.T.C. unit

at

Pennsy

vania State

University.

My three

sons and I ha

many

of

your games, among t hem a re b ot h t

original and

the

newest

version

of

GETTYS

BURG.

Which brings me

t o thepoint

of thislette

When

my oldes t

son

left

f or P enn S ta te

August, he took original GETTYSBURG wi

him. He a ls o w as registered

for Army R.O.T.C

Whi le i n

t he c lass room one

day,

the

Off ice r

charge

was

discussing flanking

moves.

Jam

responded

several times rather intelligently to

t

quest ions put

to

the

class by the

instructor. Aft

class

one day,

the

instructor

called Jim aside

an

asked him how he wasso wellversed on tactics an

maneuvers. Jim

thereupon

told the

instructor

about

playing

Avalon

Hill

war g ames a t h om

with h is

father and two brothers.

The

instructor

asked Jim

to

bring GETTY

BURG to

class fo r t he

next term

and t ha t for

t

advanced course

in logistics,

tactics

and mane

vers,

that

he

would

use

Original GETTYSBUR

as

t he model

for demonstrations and

furth

instructions. Therefore, Avalon

Hil l, as I

said

t he beginning of

my letter,

you

have final

arrived. Since

word of

mouth is

sometimesthe

be

way

to

advertise a

product,

I

t hought t ha t y

would

like to know just

how far

your reputat i

has

been

carried

by others.

I do have one problem, however, wi th yo

games.

For the

longest t ime now, weall have be

wai ting for

some

of

your

mail

order games to

the open market .

Your mail order prices are a l it tl e more th

our budget for

five

peoplecan afford.

Can

you

t

me i f any the

of

three aforementioned games w

be

hitting

the

open

market in

the

near future?

James

Brady

McKeesport,

PA

Our

mail

order line is a source of consta

inquiry, especially from specialist hobby deale

who resen t their not

bei ng ab le t o handl e t

merchandise.

Asidefrom

the chance it givesus

revise rules

fo r

the extremely complicated gam

before going retail on a scale

10

times larger, t

mail

order line is the only thing tha t keeps s lo

selling titles inprint. Tojustify thesmallprint ru

o f

gamessuch as

STALINGRAD

or CHANCE

LORS VILLE we must

enjoy

the full

game

ret

markup. The only waywe can

afford

to se ll to t

trade at highdiscounts

is

in large quantitites whi

take advantage o f the economies of scale of lar

p ri nt runs. Game s s uc h as

CHANCELLOR

VILLE, due to low sales appea l, would langui

on

the shelf resulting in our being hung with lar

inventories fo r

prolonged

per io ds . The lar

merchandisers, who

makeup

the

bulk of our

sal

already cherry pick only the hottest selling ite

from

our

over 100 t it les. Never theless, we a

constantly reevaluating

our stand and m

eventuallyoffer these titles

on

alimitedbasisto t

trade-with a warningthat they have limitedsa

appeal. No action on thatpossibility is

expected

the immediate future however.

7/27/2019 Ah Gen v16n1

http://slidepdf.com/reader/full/ah-gen-v16n1 34/44

34 THE GENERAL

READER

BUYER S

GUIDE

RAIL BARON  12.00

EmpireBuilding during the

Golden

Age of Railroads

1  __t r _ o o _ ~ _ @ _ J J  

~ _ ~ _ [ t ® _ ~ _ _ ~

_ ® _ ~

_

TITLE

SUBJECT

RA

I L B

RO N

was the43rd

game

to

undergo

in the

RBGand pulled

a

strongnumber of

ponses, considering the s t rict ly  wargame

of

THE

G

ENERA

L Keeping the

latter

in mind,

the Cumulat ive Rating o f

2.87

just

missed

the halfway

mark

of

games rated

date is probably

high praise.

Even given the natural proclivity of

ers to

look

down

their noses

at

 family

or

games

of

th is ilk,

the bottom

20

rating

Components is

hard

to

fathom.

The

card

and

board ar two rk are among ou r

finer efforts to

v iewe r' s e ye . Apparently this rating is a

of d issat is fa ct ion wit h t he standard

playertokens; a f ew raters

commented that

thought miniature

trains should

have been

instead.

Elsewhere t he g am e s

cumulat ive rat ing

l ar ge ly as a r esul t

of

the Real ism rating.

was to

be expected,

t he r at er s

instantly

RAIL

BARON

as a

GAME not

a

Its

abstract treatment of

rail

connec

is

a

simulation

only in t he same sense

that

Y simulates

the

real

estate

business.

I L B AR ON s forte

is enjoyable game

any

recreation of the nitty-gritty

d-the-scenes tactics

of empire

building.

On

the plus side,

the

game polled the 2ndbest

rating

to date for play balance-a

strength shared

by most multi-player, non-historical games.

The

marks

for ease

o f Und er st an di ng and Com

pleteness of Rules also p laced i t in the top 15 of

t hose cat egor ie s

absolute

musts for

a

successful  social game if t he entire family

is

going

to be enticed

into

playing.

The p la yi ng t im e c an v ar y with the number

and

experience

of

the players,

but

the figure given

is about

right

f or t he

full

course game

with no

short cuts.

1. Physical Quality 2.98

2. Mapboard 2.82

3. Components 3.45

4. Ease of

Understanding

2.07

5. Completeness of Rules 2.29

6. Play Balance 2.05

7

Realism 4.69

8. Excitement Level 2.76

9. Overall Value 2.68

10. Game Length

..

3

hr.,

36

minutes

CROSS OF

IRON:

17.3

Would

a leader

manning

a MG

alone

have

any effect against an

AFV?

A.

No.

18.2   63.51

Suppose

an

AT

Gun

malfunctions

permanently.

Can

i ts crew still use its

gun

shield as

cover rather than removing it f rom the game?

A. Yes,

but

f or n o

more

than one

game turn. The

gun

would still

draw

fire

and

it

is doubtful whether

the crew would s tay w it h it l ong; therefore it

shouldn t be allowed to

act

as a permanent source

of cover forevermore.

19.4

 

55.24

May squads advance

I h ex a s

an

entire stack with

a

leader to gain

his

benefit against

mine

attack?

A.

No.

Movement

in the Advance

Phase is

I unit

at

a t ime ,

but the

same beneficial effects

can

be

had

by sending the leader in first without having to

worry about

the

squad tak ing an ex tra MC

if the

leader fails his.

20. 4 & 73.5

Suppose

a Close Combat attack

is

made

against

both

a

CE

(exhausted)

and n on CE

unit. Would the

 

DR

M

app ly to both

units?

A. No- the

DR

M would

apply

only

to

the CE

unit. Assume the d ice rol l

is

a '6' ; the

CE uni t

would

be

attacked

by a '5' d ice rol l,

the other unit

b y a ' 6' , e ven

though

there was only one dice roll.

The

same logic would be appl ied to 1FT

attackson

combination CE-non CE targets.

20 .5 Is t he firepower of a LMG

doubled

in Close

Combat?

A . No.

2.1 & 75.4 Are flamethrowers halved for firing

from

marsh

hexes?

A. Yes.

22.1-.7 Can a

flamethrower

really f ire through

smoke without adding any DRM?

A.

Yes,

but

the

smokeshouldact as  concealment

of

sorts so t reat any

target

being fired at through

smoke

by a

flamethrower

as concealed,  

thus

attacked

by only

10

firepower

factors.

This

 concealment does n ot app ly t o any o th er firer

nor does it bestow on the

target

real

concealment

status.

23.3 & 103.1 mayan

assault

squad

 place

a demo

charge in an

adjacent

hex while aboard a

halftrack

o r o ther

vehicle

as passenger?

A.

No, excep t in the Defensive Fire

Phase as

a

thrown

charge

under the rules

of

103.1.

23.3

Maya unit

which f ires in the

Prep

Fire

Phase

also place a

demolition

charge in the

adjacent hex

i f i t does not move?

A.

Yes,

providing

it

does not

utilize

any o ther

support

weapon.

23.5 & 80.412

Does

the

latter

replace the former in

re: to leadership modif iers affec ting

demolition

charges?

A. No-i t is an exception for a specific instance:

bridge

demolition.

25.4

Do adjacent broken

units

(RE: any )

reveal

concealed units?

A.

Yes.

30.7

Now that AFVs

can move

through the same

hex

occupied by

an enemy

AFV, what happens if

the

moving

vehicle is immobilizedin that hex,

thus

leaving two

opposing AFVs

in

the same

hex.

A. They may

fire

at each o ther a t

I hex

range.

NEW SQUAD LEADERBOARDS

COMING

UP N EXT T IM E

rm

C DX

<n

I

o ()

  0

:IJ:3

Cu

em

 

CD

i ~

Q

o

:

u

i

AVALON HILL RB G RATING CHART

1

The games are

ranked

by

t h e i r cu m ul a t ive

scores which is an

average

of

the

9 categories

for

each

game While

it

may be fairly

argued that

each

category

sh ou l d n o t

weigh

equallyagainst

the others

we use

it

only as a generalization of over all rank By breaking down a g a me s ra ti n g s i n t o i n di vi du a

categories

the

gamer

isable t o d i sce rn f o r

himself

where

the

game is

strong

or

w e ak i n t h e q u a l i ti e s

he v alues

the most Readers are reminded that

the

GameLength category is measured in

multiples

o

ten

minutes and that a r at in g o f 1 8 w ou ld

equal

3

hours.

The boards

will

not come

with any directions

pertaining

to

the new terrain types

nor

will any

quest ions perta ining to them be answered. The

boards

are being offered strictly

on

a

 as

they

are

basis for those individuals who

can t

wait t o a dd

new terrain to the i r SL gaming

and

don t mind

making up

thei r own

r ules as theygo a long.

broad expanses of

orchard-a new terrain feature.

Boards

7

and

8 feature wide r ivers (an average

of

f ive hexes across) with accompanying marshland

and u rban

settings.

Although

production

of the SQUAD LEAD-

gamettes

has lagged

behind

schedule we

do

three

additional boards

completed which will

e used in future gamettes. Those SL/COl

who can t

wait for

additional

terrain

n purchase these

boards

separately from our

Order Dept. for

 2.00

each

p lu s the u sual

charges for

parts

orders (10

ofthe dollar

for American, 20 for

Canadian, and

for

overseas customers).

The boards

can be

under

the title

SQUAD LEADER boards

7

or

8. Board 6

is

scheduled for use in the next

in the series,

CRESCENDO OF

DOOM

features a large French chalet

surrounded

by

7/27/2019 Ah Gen v16n1

http://slidepdf.com/reader/full/ah-gen-v16n1 35/44

THE

GENERAL

Vol . 15, NO.5 o f t he

GENER L proved

to be

the most

popu

la r of

the

year with a

rati

ng

of

3.1 3

which bested

the

five previous issues.

As

expected,

the

MIDWAY variant ran away

with

best of issue

honors

with

a whopping 39% of

the

vote. We'll be seeing more of such ready to play

add-on variants

in

the future. A lso noteworthy

was the

rat ing for liTHE ASYLUM by the same

author showing that there maywell be a place in

the

GENER L

fo r a ser ies o f short ,

humorous

satires. Alan Moon's

column

will be appearing

on

a

regular bas is in the future.

The

rest o f the

ind ividual art icle

voting on

our 1200 point

maximum

scale

looked

like

this:

Pacific Theatre

via Midway. . . . . . . . . . . . . . . .

467

Wooden Ships   Iron Men o f t he Bal ti c 138

Fortress Europe Revisited 137

Another

Afrika

Korps Gambit 84

The Asylum 79

True LOS in SQUAD LEADER. . . . . . . . . . . . . . . . . . . . . .

..

74

Tournament

Level

War A t Sea.

. . . . . . . . . . . .

63

Or ig ins of Thi rd Reich. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 62

For ts in Alesia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..

46

Starship Troopers

Expansion. . . . . . . . . . . . . . . . . . . . .

34

Feudal-A New Approach   . . . . . . . . . . . . . . . . . . 9

Avalon Hil l   hi losophy 7

THIRD REICH

addicts who are bound and

determined to playthe game

by

mail might

want

to investigate T BUZZ RD S BRE THI a

postal

fan 'zine whose title hopefully doesn' t

ref lect the edi to r' s

personal hygiene. With

22

issues published

to

date

chronicling the

exploits

of no less t han 13 postal3R games, editor Mark

Matuschak has

apparently

proved

that

where

there's a wil l, t here 's a way. His mimeoed

monthly

also

contains other moderated m u t ~

player

games as

well

as the popular

DIPLOMACY style press releases which give fan

'zines

their

special

flavor. A sample

i ssue and

more information can be obtained

from

Mark

for

50C at his Hinman

Box

3223, Dartmouth

College,

Hanover,

NH 03755 address.

Avalon

Hill once again copped top honors

in

the prestigeous GAMES  

PUZZLES

Game o f

the Year vot ing for

1978

as

KINGMAKER

replaced

DIPLOMACY

as

the

number one vote

getter by a sizable margin. DIPLOMACY slipped

to second

place, but

  CQUIREgained twelve

spots to 7 th . Round ing out

the

top 20

was the

appearance for

the

first

time

of pure wargames

in

the

survey with

SQUAD

LE DER

placing 12th

and

THIRD REICH

20th.

Those

individuals

who

find

it necessarytofi le

a

complaint

against a non-responding opponent

in

the

AREA system

should remember

that their

problem canno t be

acted

upon

if

they don't

provide us with

the

following materials:

(1)

the

AREA number or complete address including zip

code of both themselves

and

their

opponent;

(2)

a

stamped, self-addressed envelope; and

(3)

the

carbon copy of t he f inal warning l et te r sen t to

their

missing

opponent.

Do not report

several

individuals

on the same

sheet

of

paper.

Wayne Rice, th at fe llow

who

had the

miniature THIRD REICH mapsheets

printed

up

for

use in pos ta l

play o f the game, has gone

one

step further and

printed

up an Order o f Bat tle

PBM sheet (both sides of an

8V X

11 sheet) to

supplement

the

former.

Being

strictly a

labor of

love, you

might

be ab le

to

ent ice Wayne

into

providing you

with

a

few

copies for your own use

if

you

send

him a

stamped, self-addressed

envelope along with

your

request

fo r a

possible

price quotation.

  n f i l t r t o r ~ s

  port

Clifton Sherwood, manning

t he CWA

display

in Woodfield

Shopping Mall.

On February 19th

the

Chicago

Wargamer's

Association took part in President's Day at

Woodfield Shopping

Mall in

Schaumburg, IL,

one

ofthe

largest enclosed shopping malls in the

world. The event

was

celebrated

with

displays of

Revolutionary War

China,

Civil War newspa

pers,

historic documents,

and,

thanks to

the

CWA, wargaming. By demonstrating wargam

ing first hand

in the

mall,

the g roup was

able

to

spark a lo t o f laten t interes t in the hobby and

convert new

faithful

to t he ranks. This

type

of

promotion

is how hobby clubs can promote

the

hobby and themselves while enjoying a day of

gaming

on

the side.

Hopefully, more clubs will

be will ing to

step

forward in their area to raise

the public awareness of

wargaming

as

an

enjoyable hobby pastime.

Once again we remind all

readers

that it

does

no

good

to

ask us

to publ icize

your conventions

in T

GENER L

if you don't give us at least 3

months advance notice.

Otherwise,

word

of your

convention will not be read until it is history.

Keep

in m in d also

t ha t we

require

information

regarding tournaments and other events involv

ing Ava lon Hil l games so t ha t we can

give

the

readership some

idea of

what

they

can expect

to

find

at

your gathering.

Enthusiasts

of

T RUSSIAN CAMPAIGN

game may be interested

in

knowing that a

slightly

revised

3r d edition of the

rulebook

is

available now from

the

parts dept. for

$2.00

plus

usual

pos tage charges . The

changes are no t

major but f or

those

purists who must possess

the latest version, be so advised.

The fee

for

A.R.E.A. l i fetime membership

rose

to $5.00 effective

January

1st. Those

who

joined

in

1974

at

the origina l $2.00

price real ly

got a bargain. If you think you'll ever be

interested in participating in rated play, you

should

give thought to

j oining the pool

now

before

the

f ee goes up again as it undoubtedly

will.

Perhaps the

last

of the nat ional democrat ic

wargaming

clubs is still alive and well according

to noted officer and founder

George

Phill ies. The

American Wargaming Association is now in it s

sixth year and

still

features

a

monthly

newslet

ter. Membership is open to the pub li c for $6.00

annual dues.

Interested parties

should contact

John Koontz, 2915 College

  112,

Boulder, CO

80303.

PAGE

 

GRIPE DEPT: Those of you sending

Opponents

Wanted ads

which are

not printed

the

proper form or a photocopy

of

same are j

throwing your quarters away. We

will

not

ta

the t ime to rewri te your advert isement onto t

proper

form

for you. Those not wishing to se

coins through the mail may

make

their 2

token want-ad

payment in equivalent amou

of uncancelled postage stamps. Readers

also

cautioned that  for sale type ads a

accepted

only when

they

apply to

discontinu

Avalon Hill games.

Any

non-qualifying

ad

will

rejected

without

refund.

Contest

No.

88 was easy given

the param

ters o f the possible dice rolls if you remember

to

assure

the German

victory.

The

first step w

a simple exercise in

mathematics to

deduce t

dice

roll

l imitations

each

side was restricted

The German  58 spect rum of mos t

favora

results is a 7 or less, while

the

Russian's 7

range of

least

favorable results turns

out

to b

6 or

greater.

The panzerfaust obviously is the key to t

solution.

The

KVIC s armor modi f ier

eliminat

any

chance

of a guaranteed

kill

vs.

the

tank

w

the weapon. Therefore it should be used agai

t he wooden bui ldin g in

P2

eliminating t

terrain

mod if ie r f or a combined

16

fac

firepower

attack

by t he r emain in g Germ

forces in R3 and 04 which is sure t o score

least a  2 MC which the Russian squad

certain to fail

given

their inabilityto roll less th

 6 .

Cpt. Heyman

and

his

squad move

to

where

t he onl y

fire which can be

brought

them

is f rom the tank which

will

miss

with

main

armament because its best dice roll (6) w

be modified by a +3 F inal To Hit modi f ier ( f ir

outside Covered

Arc

+2; Buttoned

Up

+1; Mov

Target +2;

Adjacent

Hex -2 ) and it needs an 8

less to hi t an infantry targe t in the woods . T

tanks' MGs

will

be ineffective

given

the low

possible dice roll and

Heyman's

leaders

modifier,

thus

insuring

an

advance into

02

a

destruction

of

the tank

in

Close Combat.While

P1 Heyman also forces

the

broken squads in

and P2

to rout.

The broken

squad in

01

must

ro

to NO or N1

wh

ich are both ou t

of

LOS

of

the ro

hex. The broken squad in P2 however could ro

through 02

to

R1

and thus foil the

Germ

victory UNLESS the broken SS squad routs to

thus

denying R1 as a potential

haven. Note th

- because it is

the

German player turn the SS u

routs f i rst -and

therein lies

the f ina l importa

key to insure victory.

Contest No. 87 was our most success

puzzle

ever i f number of

entries is a

criteria

success. On

the

other hand we had to

endu

quite a few snide commentsfrom the

majority

entrants

who

either:

1

flatly stated

th at t

contest was unsolvable and that only 14 poi

could

be

guaranteed, or

2)

that

i t w as

too ea

and that

they

had sunk everything in

sight

w

less

planes

than

provided

(which, of

course,

th

hadn't). Nonetheless, the plaudits

from

the

entrants who

were

clever enough

to

deciph

the str tegi

clues and use them to come up w

the winning t ti l solution soothed

o

battered

egos.

Those

surviving the

luck o f t

draw for the f inal 10 winners were: G Bress

Hershey,

PA; A. Lock ton, Los

Angeles,

CA;

Kurumada, Sal t Lake City, UT; E Ostermey

Johnson City, TN; J. Burnett,

Clinton,

TN;

Petty, Ann Arbor, MI; C Weiser,

Wichita,

KS

Weir, Woolstock, IA;

E

Ubaldo,

San

Diego, C

and J . Potter, Dallas, TX.

7/27/2019 Ah Gen v16n1

http://slidepdf.com/reader/full/ah-gen-v16n1 36/44

OPPONENTS

W NTED

OPPONENTS

W NTED OPPONENTS

W NTED

 e ed pbm AK. PB. No r at ing. H ave p la ye d

lor

about

IY vrs.'Rising rapidly

through

ranks.

Pbm

bl·ginner.

Thom

Foote.

PO

Hox J07.Hethel. AK

99559

Wanted phm

opponents

forAK. Wat .

TRe.

Will

also It I S I.

 Cal .

AOe.

SST.

1 1..

J R . T OH

AREA rated 1400+ would prekr AREA rated

games. Michael Warren. 440 N. Ashland. Mesa

AZ g520J. XJJ-OOOI1

Wanted'

Ftl

l or JR . I pr ef e r e i the r s ideand use

advanced rules i l

YOU

want . Send le tte r be lore

coming so

we

can :uTange meeting. Matt Hlack

man. 22X Stockbridge

Ave

.. Alhambra.CA

9IXOJ.

2X2-7X79

Want ftl with any

kllow

wargamer. Games arc

AOe. Sub. Tob. WSIM.

PI..

JUT.

KM.SI . .

JR.

plus othe r s. Randa ll Whea t . X097

Ramble\\ood

Citrus HIS.. CA

951110.

9111-9119-0J7X

Male.

lX.average

plaYer. rated 1200. will piaI '

It

1

or pbm. rated or non-rated. (answer all letters)

Harold

W. Smith. J7XOX

Rd

IIXO Dinuba. CA

H,I\e

good

r at ed 1400. A ls o.

all\ 'one passing

through Fort

Bragg this

summe,

p le as e l ook me up. Tom Addison. J2000 Wes

tWood Dr..

Fort Bragg.

CA

954J7.

7 0 7 9 M ~ 0 5 J

Help' Wife works Sundays. I 'mstuckbabysi t ting

2 year old (makes pooropponent).

Ftl

many AH

litles

nlY home

on

Sundav. John Richardson .

29255 Sieep\ Hollow A\e S· 112OJ. Havward. CA

94545.7X5-5029

Pbmor ftlTRe. Alex. RW. PB. PI..Ciett'77.Cae.

Tac . Wat . W il l answer a ll I ct ter s . wil l play

an)

game. Rel iable. Advanced

and

beginners wel

come. Roger

Trimble.

22400

Rockaway I.n.1I1011.

Havward. CA 94541. 415-5X2-4JIJ

Opronentswanted. Willplayalmostallgamesltl

I 'monll·15buthaveneverlos tagamevet. lhave

1.1 AH games.

Pkase

call.

Carter

Collins. XRidge

Ave

..

Mill VaileI'.

CA

94941. 415-JXJ-0149

Help Non-rated

IS

yr.old wargammer. Wants to

pla\·Itlorpbm.

Will play Alex. Blitz. TRCSub.

11711 JR.

SI .. Pe te r Gowdv. I Marin ViewA\e ..

Mill Valley.

CA

94941.

JXX-2JI17

Weekend

opponents

wanted

in

Butte area.

Am

clubs Non-area rated preler

JR.

TR C SI.(COI)

Ftlonlv.CallalterJp.m.SeanPenn.

Lane . Paradise . CA 95969.

xn-

F tf o r

pbm mos t

anv

AH g'lIne

and

other s. Not

ratedbut wellexperienced. Prekr

VITI)

Wat.

JR.

TRClnl1 . MID.I.W. DD.Gett'77. Garv Emen·.

Box 991.

Quinn'.

CA 95971  

Opponent needed with pbm system

or

ftf.

Tob.

RW. SST. Enthusiastic and reliable beginnef

Alsointerestedinanynewsolodevelopments.

Phil

Bruckner.

X47

Portswood Circle.

San

.lose. CA

95120. 997-J023

Adul t (27) seeks

adult opponents

f or pbm r at ed

Pan/erblit .

Must employ only real space 1..0.S

You must

bealreadyratedatXOO-11100.I·mnewll

r at ed a t 900 AAA . You p ic k s it ua ti on s . I l l p i ck

sides. Jerrv Nord. 7151 Via I.omas. San.lose.CA

95IJ9.40X-225-9791

player.

Tom

Frate llo. 904J Nea th St ..

CA9JOOJ.M7-5194

Looking for

It

I opponents in t he P ike' s P ea k

region. I own most AH tit les . butespec ial ly l ike

CAE.

KM. Or ig. TR C

Toh.

Wat.

o r WSIM

Stephen S ai n. 1755 Mes a Road

..

Colorado

Springs.

CO

g0904.

I1J2-X512

Wanted: ftl

opponent

for

ca l and

SI..

AREAor

not AREA. I .owe r C t. onl v. I l ik e A ll ie d s id e

Want

any

inloabout

clubs

i ~ r e a

J()seph

l.ee.4

S

Smith

St..

E.

Norwalk.

CT

06g55. X.X-7270

College age player would l ike It I opposition lor

Sl..

Mike Chiappinelli.

19

Hol low Tr ee Rd

..

Norwalk. CT0I1X54. XI1I1-72X9

Teen-age brothers lookingfor opponents for JR

Younger

brother

looking

l or r tl l or

Alex.

I)D.

TR C

TA C

WAS. l.ooking lor pbm l or D D.

TRe.

Paul

Toro. 1511

East 2nd St .. New Cast le.

DE 19720.J02-J2X-09J4

Help' Need opponents for

It

I AIW. 1313.

131

CAE.

ca l .

Gett'77.

KM.I .W. MR. MID. 113.

PI .. RW.

SI.. SST. SOB. TR C

JR.

VITI'. WSIM. Matt

Wallace.

130

Des

Pinar

Lane . Longwood. FI

J2750.JJ9-X7X5

Average player seeks pbm Chan. using optional

rules.

Your

choice

of

sides. All letters answered

De,an N. Browning. 29X2 Buford Hwy. Apt. 4.

Atlanta.

GA JOJ29. 404-J25-I3JO

Two

teens seek

any

person

or

persons foolish

enough to take us on in pbm

JR.

We plav A.\is

Need good system.

Ed

Fendley.

2 11 W .

Pickwick

Rd

..

Arlington Hts

..

IL WOOS. JI2-9511-1179

Wanted members fora wargame c lub in Bulfalo

Grove-Wheeling-Arlington

Hgh ts . a re a. V in ie

Laurent. J54 Glendale. Bulfalo

Groye.II.W090.

5J7-69JI1

25

yr. old

gamer

seeks Blit

pbm opponents and

desirestoplaywithALl.rules.includingltrs.OnIY

serious gamers need reply. Ben Streeter. 1.1119 E

Hyde

Park

Blvd

..

11504. Chicago. II.

11061S

Need mature gamers to test p bm

ca l

rules

Includes mult i -player. hidden units .

command

structure. and many

more . Mike Vernon.

J76

E

Central St.. Farmington. II.

111511

Members

wanted

lor WargameClub olCollege 01

DePage. Everyone welcome.

MeetsSundavnoon

to   p.m.

and

Mondayl1p.m. to

10

p.m.

in Campus

Cente r. weekly. Paul DeVolpi .

I10J Columbine.

Lisle.ILW5J2.JI2-9M-1297

Competent adult  0

looking for

same in

my

immediate v ic in it y. I h ave mos t AH games

It

I

onlY. Harold Hrall.ale. 4.125 Applewood I.n ..

Matteson.11.11044J.747-4941

Keep in t ouch w it h wargaming in Chicago

Subscribe

t o t he C hi ca go

Wargamers

Assoc

monthly newsktter

The Chicago

Wargame

Re

por t. Only $4.00 for

one

year sUbscription.

Tony

Adams. JI105

Bobol ink. Roll ing Meadows.

II

6000X.JI2-J94-511IX

Chicagoland Gamers wanted' Participantsof

all

a ge s f r om p la ye d' t o t e st ed v et er an s. . l oi n

Calumet

Wargame Socie ty meets r egular ly loo

king for boardgamers as wel l as roleplayer s and

members. We meet every three weeks to

promote

gaming . B ra d Ens le n.

2201

West

Mth

Place.

Merrillville. IN 46410. 219-9X0-192J

Nee d f tf

opponents

in c en t ra l

KY or

pbm

anywhere: SL. l.W.

WSIM. BB:

will learn others

Alvaton is outs ide Bowling Green.

KY.

Cluhs

amwhere

near ') Ross

Spears. RR

I . Box 121A.

Alvat<)n, KY 42122. 7gl-4947

20yr.oldsoldierlookingforpbmopponentinPB

Chess.

AREA

rated 1500(I 'rov.).

Remember

Ft

Knox

is

theU.S.'s

Armor

School. Derek Peterson.

Box

136

D-I Ltng. Bde

..

Ft. Knox.

KY

40121

I.ooking

lor

ftf in

Ashland-Huntington

area

Prerer

VITI)

KM. SL.SST. NAP. PI.. will play

any. Easydr iving distance. Carl McGlong. Rt. J .

Box 9.

Grayson.

KY 4114J. 11011-474-5549

Will moderate b li nd pbm PH . P I. . S I. .A l so GM

multi-player Dip.

AREA

rated

or

not.Send

SASE

lor

details. Kevin

Combs.

11225Old Halto. Pike.

Beltsville. MD 20705. JOI-9J7-4497.

AREA

1280needs pbm LW.

·Grad.

SI..

ca l . BB.

WAS.

TA C

SST.

113.

PI..

Abo It

I

espec. SL

and

ca l . Don't

h av e b ut will p la y

TRe.

Patrick

Jonke. 51110 Sharon

Dr .. Glen Arm.

MD

21057.

592-2060

Need ftl

opponent

for

JR.

Im nov ic e. Im

IS.

Not

AREA

r a ted. Wil l play any

other

games i fyou

teach them. Norman White.

JI5

Gruenther Ave

..

Rockville.

MD

20X51.

7112-5229

Adult

opponent

wanted for SL not

AREA

rated

yet . Paul

Lant/.

40

Rantoul

St .. Bever lv. MA

01915.617-927-J2XJ .

Newadult AREA 600sceks

It

 

or

pbm opponents

lor

SL.

Wankd:

SI.. pbm system.

Anvclubs

in mv

~ ~ O ~ ~ ; ~ ~ ~

~ ~ ~ 7 d x a _ : ~ 2 ~ o n a s t e r y Rd

..

Brighton.

Any ftfopponentson N a n t u c k e t ~ Y r . old.

reliable. CL 113. RW. TR C WAS. WSIM .

others. Between

June 20 and

Sep t. I onl y. Ke n

C ha se . W Chester S t. Ext .. Nantucket. MA

02554

Looking

lor

pbm

opponent ,I M 113.

Have no

previous experience in p bm n ot r at ed - av er ag e

playerC') lookingfor experience. Tom Clemence.

Box XI .S o . D enni s. MA

021160.

J94-506J

Opponent

wanted

AREA

r a ted onlv

11100 rbm

TRe.

l.W.

11711.

S I. . you s el ec t s ce na ri o a nd I

select side.

Marcde Bethencourt.9DawesCircle.

Woburn. MAOIXOI.9JJ-52.1X

AREA

r a ted pbm RW. I have no systemwill use

you r s i f good.

Ftl

mos t AH games . N ei l V an

DeWouwer. 290 Pinehi l l Dr .. Galesburg. MI

4905J.I1II1-M5-75J7

Adult gamer looking

lor

pbm opponents in

113

Ratedgamesonly.

Myratingisl200+provisional

Je fl r ey De Young. 1300 S. Dorrol l N .E

.. Grand

Rapids. M149505. 11111-JI1I-94XI

Attention

Civil

War a nd

Napoleonic fans

in

Pontiac

a re a. Nee d I tf Gett'n players . Also

WSIM.

Will learn WAT. NAP.

CHAN.

Also inlo

on

l oc al c lubs . B ruce Mal '.

I3X5

Avondale.

Pontiac. MI4X05J.JIJ-I1X2-J4911

PCH\ Wargame

Club

wants

Itlgames.

HaveAK.

CAE.

Fr·40.

Gett·n.

l .W. RW. 11711. SST.

Tob.

VITI'. WAS. WSIM. Not a r ea r at ed . P le as e

provide

transportation. PCH\ WGC c'o

Paul

Athins. JOO West

Huron.

Pontiac.

MI4X05J

~ g : e : : ~ ~ 7 . 4 : : : ; ~ ~ ~ { ~ ~ e ; : : ~ i ~ ~ l ~ ~ ~ ~ ~ : ~ ~ ~ ~ : ~ ~ /

Box JX9. Gulfport. MS J9501. 1101-X96-4XX2

Adult gamer seeking same for It I piaI ' w i thin

metro area. Prefer Crete. TR C

JR.

An7.io.

F(40.

KN.

11711.

1313. D ip . wou ld c onsi de r

others

Rona ld Brown. 5219 A

Murdoch.

St. I .ouis.

MO

I1JI09.752-20n

 

yr. old

wargamer

needs

I tloproncnts forSI

ca l . ANZ. LW. RW. SST. Am I the onlv

wargameraround

here Emery

Wilson.

JX2 Hs i

E..

Columbia

Falls.

MT

59912. X92-4455

MIDWAY VARIANTS wil l umpir e phm Mid

Presently have 44 games

in

progress.

Openingsare

always available

lor

r egular Mid. and variants

SASE lor

information. Rich Molettiere. 129JO

Olive St..

Omaha. NH

I1XIJg. 402-X95-9JJ2

Jo in Combat Command Wargamer 's Club AK

contest. Send

SASE

for

inlormation.

Cash pay

o il s t o w inne rs . e.

F.

Pinkerton.

7X1 Manor

Drive. Reno. NV

X9509.

702-JlJ-1 511 I

PbmDIPI .O in month Iv 7.ine Rurtania.Game

lees

anddeposit$J.00subs5 $1.50. Also.

SFIeatures.

hobby

news.

other

games.

Tony Watson. 201

Minnesota St.. Las Vegas.

NV

X9107.

X7X-nIJ

Opponent wanted: SI .and   Iron Cross kit

ItLor

your

pbm system

(cannot

l ind pbm

l )

All replies

answered. RobertL. Wello. 5JO HavansCove Rd

..

Brick Twp.

NJ

OX72J. 4n-555J

Want pbm

or It

I

opponents

for AK.

·Grad.

PB.

Sit. (1-24).

expo

iL Real Space

LO.S.

play two

gamesswitching sides. AREA 11100+ rating. Daye

Giordano.

J27Just ice Dr ive

..

Carnevs Point . NJ

OX0I19.1109-299-20115 .

Wanted:

Tri-stateand

PA area semi-experienced

gamers

to kill

in

Mid

orSub.

Need

Ireshvictims.

tired

of

clobbering thesame

opponents.

Respond

t o: N ic ho la s B iz za rr o. 9 Hyde Ave .. I se li n. N J

OggJO.201-I1JI1-22411

Helpli Young. (13yrs) novice

wargamerneedsftl

opponents

on Ramst ei n A ir For ce Bas e. G er

many. Have

1313 and

Mid . Wil l l ea rn

others

Michael Mahadv.

X6

S I 'S . PSC 19J9. AI'O NY

09009 .

24 y r. o ld nee ds It I in l.ondon. UK. or pbm

opponents in

SI..

TR C

TOH.

JR . SST . WSIM .

DIP.

o ther s. P rovo 1200

AREA.

Non-rated

accepted. YN2 Paul  1 Sallabedra. U.S. Coast

Guard

Activities Europe.Box50.

Fl'O NY

09510

Player 01 average abil i ty. age 29. seeking c lub-

group in South

Nassau

County

area

lor

Itl

competition. Play mostAH

games.T.Spirito.227

So. Bayview Ave .. Freeport. NY 11520. J 7 9 2 ~ 4 7

AREA CHI

1500 player seeks

competent oppo

nentsin

PB.

Ratcdgamesonly. AlsoftfinAlban\

Pittsfield. Kingston region.

Willftfanvgame.Hob

Rowkv.

Box 22X.

Philmont.

NY 12565. 5IX-672

76X6 .

Despera tc for r a ted-'or non-r a ted pbm games

01

Ani. PB. PI .. SI . . 11711.

VITI'.

also Magic Realm.

but need system. Myarea rating is AAA900. Keith

ROlen.

102 Sparta

Rd

. . N .

Wilkesboro.NC

lX659

XJX-4JJI

Experienced gamer seeks new opponents.

AREA

or

not . I v e bee n

gaming lor

7 year s. PBM

DD.

Bulge. AK.

Ftlany

AHgame. Mike Fox . R t. I .

Box 2XO-G. Vilas. NC

2XI192.

7 0 4 2 9 7 2 7 ~ 5

Average player wants

It

I

opponents

in

Dayton.

New Carlisle.Springfieldarea. I have

WSIM.

PI..

LW. DD. RW. Wil l

karn

to play othe r s. Chr is

Roberts. 11.\7

Campbcll Ave.

NewCarlisle.

OH

45J44.X49-11152

AREA

1200 wishes ra ted pbm WAT.

TR C

AK.

seeks players IIOOto 1500.

T..I. Abrahamson.Xl9

NE 55th. Portland. OR 97213

50J-lXl-4JI9

TOm McCov

of

Houtsdale.

still have of my ancient I

want a r ematch.

Anymore

undiscovered

Altoona

gamers Matt Shir ley. 1014 Park Blvd

.. Jun

Altoona. PA 16601.946-J25I

Wanted ' FtfSST.

using wariant

in

Gen. Vol . IS·

III. Callalter7p.m.please' AlanWexelblat.XXOI

Curtis

Terrace.

Wyndmoor.

PA

191 X.lJJ-1149

Corne

join

the C'ombat

Command Wargamers

Club. Send an

SASE

for inlormation.

Ed

Ajootain.6

Potter Lane . Kingston. RI

02gXI

Doesn't

anyone in

t he Cookv il le a re a p la y AH

wargames I want to start a c lub lor the enti r e

Middle Tennessee a rea be tween Nashvi l le

and

Knoxv il le . Mike P an ic al i. R t.

10.

Box 221 .

Cookeville. TN Jg501.

6155J7-9n6

.

Adult

wargamer

seeks ftl

competition.

Will play

mostany AH wargame. interested in multi-player

games. Pbm wil l be considered. Rov Hlackwell.

Jr ..

4274

Gladstone.

Memphis . TN JXI2X. 901

J5J-270X

Adult(J5)

wantstopbm

Mid(includingvariants)

WAS. VITI ' .

AREA

1200 but wil l play unrated

Do not have

pbm

system

lor

WAS.

VITI'

Kennedy. P.O. BoxJ115.

Brackettville.TX

' the

Hamilton Don Mackav. 14J

l.akeshore

Rd

ant. l.is 113

4111-I1J2-J44I

Opponent

wantedfor f tf . HaveSI . . RW. Busine

S tr at eg y. I hav e n ev er b een b eat en. Kei

Andersen. 4929 Dominion St .. Burnabv. H.C

Canada

V5G lOX.

291-11125

.

Desperate'

Need

ftl

KM.

JR. SST. CAE. WSIM

MR. will pbm butneedsystem lo rCAE. MR. W

learn

any

Itf. Glenn Sellar.

1120

College Ave. W

Guelph.

aNT

NIG In .

519-XlJ-51115'

AREA

1200+

pbm An7.. Gett·n. I .W. SI ..

JR

TRe. Itlmost

AHgames.

Hill Harber.210Thom

St..

Oshawa.

ant.

Canada.

1.1.1 IMI.

4111-57

XI120

Canadian opponents

wanted

lo rpbmor rtlTR

·Grad .DIP. lo r

pbm. Forrtlmostothergames.

Duncan. Box InJ . Saskatoon. Sask.

CANAD

1152-I1J09

Still undefeated

(AREA

1(190). Thc

 Feud

King accepts allchallenges. (AREAprekrred).

t he re noone

that

can resist

mvarmies Writel

pbm inst ruc t ions. Ron Reed. '   Sharon S t. . S

Catharines. ant.. Canada

UN

JJ4.

9J5-4205.

Average player needs

It

I

opponents AIW. AO

Chan. Cal. Fr ·40. I .W. PB. PI .. 11711. S I. . 1 . M

Hall.

171

Bayview Hts.

Dr .. Toronto.

ant. M4

2Y7 .

Average gamer

lookingfor

opponents in

Vanco

verarea. Willgo

It

Iwith

any

AH game.

Am

clu

in the citv Own SL. COLDD. JR' Don Hee.

n

Gre at N 'o rt he rn Way

IIE70X.

V.ancouver.

H

Canada V51

IE5 X79-1157

Subscribe to Quesbnia. Fan/ine dealing witha

aspects 01 wargaming. $2 for

 

i ss ue s. S end

SASE

to: Doug Webb. 211594. 112th Ave

Whonnock.

BC

Canada VOM ISO

Who playsgames inGreece')Am desperate. I pl

It

 

AIW. CI.. DD. Fr·40. CAE. I .W . Mid . P

11711. SL. JR .

Write

or

call: Alex Kalalaiide

Gseferi X. Psihiko.

AthensCountrv.

Greece.

11

1497 .

For

sale:

 112 and

'59 U-Boa t. 1914. Air Emp

(mint). Civil War.  111 Bis ( large box) . Get t'

(mint). Gett

 112.

'69 Am.io.  112DD+ Gen. Varia

Guad. Sen d SASE lor

l is t. Marc

Schwar/. M

Brewer Dr .. H i ll sborough. CA 94010. 415-J4

1951

Closet clearing sale:

Guad. His.

1914.

LeMa

C O 13&0. many others. Write forlistand pric

.lack Downey. 504

E.

Hillside Drive

..

Bloomin

ton.

IN

47401. XI2-JJI1-44JJ

Wantedold Generals Vol. I-Vol.

11

Vol. 7No. 1

Vo l. 9 No .

I. Photocopies

o k b ut n o m is si

contests. coupons. e tc . Wil l pay perpage p

postage.

Jim

Eliason. Child Hal l I IJ02.

Ca

br idge. MA

0213 X

49X-4147

For sale: I .imited cdition Tobruk $15. DD·115

General Vol. II-Vol. 15call orwritelorissuesa

prices. Donald W. Cook. 115 E. Main S

Chateaugay. NY

12920 . 5 IX- 497- I1 JJ J .

To

buy: General Vol. IJ No.   does nothave to

complete . . lus t want both

SST

articles.·W

considerxeroxilabsolutelvnecessarv.Namev

p ri ce . M ik e F ox . R t. I . Bo\

2XO-C;.

Vilas N

2XI192.704-297-2795

Guadalcanal

with

unpunched counters

for sa

Postpaid$19.Alsolistolothcroutofprintgam

W.Goldman2210HrightonSt

. Philadelphia.I '

Dispatcher.

in

go

send Route

  N IMPORT NT

NOTICE

 

ELITE CLUB TICKET

HOLDERS

THE G MER S GUIDE TO

DIPLOM CY

Good news for Elite Club members. From now

on

your

Elite Club Discount coupons a r egood

towards the Mail order purchase of any Avalon

Hill game d ir ec t f rom Aval on Hill-not just the

Mail Order only variety.

Di scoun t s a r e app l ic ab l e onl y t o t ho se mem

bers of

the Elite

Club

who s ta pl e t he ir 1979

calendar

year

Elite

Club

ticket

to thei rorder.

Used

or los t Eli te

Club

tickets

a re n ot

replaced

under

any circumstances.

You

t oo c an

become a member of the Elite

Club. To qual i fy you must place a mail order for

any six Avalon Hill games . No discounts

apply

  0

th is qual i fy ing order . When plac ing such an order

RICHTHOFEN S

Vol.

14,

No.4

of

the

GENERAL printed

a

variant

for RICHTHOFEN S

WA

R which

featured the use of a

deck of

27

maneuvercards

to

augment the

mechanical movement

system and

add

a degree

of uncertainty

and

excitment

t o t he

game. Not just a random luck element, use of the

maneuvercards

is dependent upon suchfactors as

turning

ability, attack

position,

and pilot skill.

Using the

maneuver cards one

can

more

vividly

execute

the classic

maneuvers

of the day: Barre l

be s ur e to a sk f or

your

Elite Club membership

card/tickets to insure we

don't

forget.

You'll then bea lifetime member of the Avalon

Hill Elite Club

 

eligible fordiscounts on games

purchased directlyfrom Avalon Hill every year for

the rest of your l ife-PROVI DINGyou don't lose

the membership card.Absolutely no lost cards will

be replaced.

This

of

leI' does not include a f ree subscription

to the GENERA L

and

is not t o be confused with

the initial offering made

in

1974.

Your

game.order

mus t t ot al

at

l ea st $ 50 t o q ua li fy y ou for

membe rshi p and can not i nc lude any game mor e

than

once.

M NEUVER C RDS

Roll, Falling Leaf, Fla tSpin , Immelmann, Loop,

Nose

Dive, Side-Slip, Tight Circle, and Vertical

Spin in

an a ttempt

(not

always

successful)

to

get

on

the

enemy's

tail, ra the r than just

trade

shots.

This

27

card

deck is professionally illustrated

and

printed and available

from

Avalon Hill with

instruction

sheet for $2.00 plus usual

postage and

handling

charges.

Maryland

residents please

add

5% sales tax.

THE

GAMER S

GUIDE

TO DIPLOMACYis

a 36-page illustrated booklet containing all sorts

of

valuable information for DIPLOMACYbuf f s

of all

levels

f rom beg inne r t o expe rt . Wr it te n

by

Rod

Walker,

one

of the

best-known

writers

on

the

game

today,

the

GAMER S

GUIDE TO

DIPLOMACY

covers in detail almost' every facet of this  game

that

h as become an obsession for thousands of

  players worldwide.

The

GUIDEis divided

intoeight

sections. In

the

Introduction, Mr.

Walker

discusses the

develop

ment

of thegame, its uncommon nature where

some

vices become virtues, and where ethics become, in

some

cases, a definite liability, playing objectives,

country selection, and more.

In Sect ion II,   Elements of the

Game,

you will

read about such thingsas

communications,

alliance

and

treachery, aggression

and

defense, cheating,

s ta lema te s, c onvoyed a tt a ck s, a nd receive some

tact ica l h ints for be tte r play.

The t hi rd s ec ti on of the GUIDE presents a

deta i led s tudy of t he boar d, styles of play, and

choiceopening moves and gamest ra tegiesfor each

of the seven Powers in DIPLOMACY. There are

also several revealing charts showing the re la t ive

successes and failures of all of t he Powe rs ove r t he

course of 803 recorded games.

Section IV presents a s ampl e g am e, w it h

commentary

by the author and

an

analysis

of

the

diplomacy

and tactics of

each

of

the seven

players

involved.

The

commentary is

accompanied

by

several

easy- to- read mapsso youcan

go r ight

along

wi th the progress of the game.

The

fifth section of

the

GUIDE

concerns

itself

with postal DIPLOMA

CY,

whereyou' ll finda little

history, descriptions of the

various

ratings systems

used, and a few s ugge st ions on how you can get

involved in thi s exciting segment of the game.

Section VI is devoted

to

var iants , wi th a f ul l

description of each of several of the better-known

variants, including

 Napoleonic

DIPLOMACY,

 Bid DIPLOMACY,   Th e G re at W ar , and

 Twin-Earths DIPLOMA CY. Th ere are also

complete rules for the or ig ina l 1958 version of the

game, and as a bonus theback cover of the G U IDE

is a reproduction of t he o ri gi na l m ap , f or t ho se

readers who wish t o p la y t he first DIPLOMACY.

Section VII deals wi th c lubs and tournaments

an

area that the author feels is growing

importance

as theever-increasing risein postalrates

increasesthe

attraction

of face-to-face

DIP

LO

M

A-

CYplay.

The final s ec ti on , e nt it le d Ques ti ons

and

Answers , attempts

to

deal wi th

the most

common

(and

several most uncommon)

questions

that

may

arise. As the author says,

  they

include

some

which

are

frequentlyasked as well as

some

that were asked

only once

and

were

debated at

length

afterwards.

For

anyone

wi th even the mostcasual involve

ment in t hi s h ighl y demanding game, TH E

G AM ER 'S G UI DE T O D IP LO MA CY is

an

absolute must , and well worth the mere $3.00 plus

50 1:

postage that i tcosts. Send your check or money

order made payab le to:

The

Avalon Hill Game

Company, 4517 Harford

Road,

Baltimore, MD

21214. Maryland residents please add 5%state sales

tax.

GENER L B CK

ISSUES

Onlythe following GEN

ERA

L back issues are avai lable. Pr ice is $2.00 per issue plus 10%postage

and

handl ingcharges up to a maximum postage charge of $2.00 . GENERA L postage coupons may

nol

be used

for th is or o the r par ts orders. Dueto low quantities of some numoers we request

that

you specify an alternate

Vol. 12, No.1 - * 1776,

Anziu,

miscellaneous , Panzerbl itz , Chancel lorsvi l le , Panzer Leader, Sta lin-

grad, Tactics II   2.57

Vol. 12,

No.2

- *3

Tobruk,

Panzerblilz Bulge, Blitzkrieg, Panzer Leader, Stal ingrad   3.10

Vol. 12, No.6 - *Chancellorsville,

WS I

M miscellaneous,

Panzer

Leader, Stalingrad. . 3 .42

Vol. 14, No. I - *Caesar-Alesia -5,

The Russ ian

Campaign, Luftwaffe,

Third

Reich,

Arab-Israeli

Wars,

Afrika

Korps,

Panzer Leader

  3.56

Vol. 14, No.2 - *Kingmaker -7,

Alexander,

Squad

Leader

  3.27

Vol. 14, No.3 - *

Arao

Israeli

Wars

-3.

Slalin/{rad

Russian Campaign,

Third

Reich,

War

AtSea 3.17

Vol.

  4

No.4 - *Victory in the Pacific -2,

Slalin/{rad Third

Reich, Richtofen's

War,

Jutland, 1976 2.53

Vol.

  4 No.5

-

*Squad

Leader-3 , WS + IM, Russian

Campaign.

Midway, Starship

Troopers, Third

Reich, Miscellaneous .2.77

Vol . 14,

No.6

_

*D-Day,

Victory in the Pacific Panzer Leader, Caesar' s Legions,

Tobruk  

3.51

Vol . 15, No.1 -

*Gettysburg-3,

Squad

Leader

Starship Troopers,

Russian

Campaign   3.48

forany se lec tionyou make.The index below lists thecontents of each issueby subject matter:featurearticles

are designated by an *,series replaysare italicized, and the number followingeach issue is thereader ratingof

that

particular

issue.

Vol. 15, No.2 -

*Panzer

Leader, Stalingrad, Third Reich, D-Day, Rail Baron.Victory In

The

Pacific

 

3.44

Vol. 15,

No.3

- *A ssa ult o n Crete-3, Invasion of Mal ta . R us si an

Campaign,

Thi rd R ei ch ,

Squad

Leader, War At Sea, Mise. .3.44

Vol. 15, No.4 - *Submarine

-2, Caesar s Legions Panzerblitz, Third

Reich,

WS

  1M. Squad

Leader,

Waterloo

  3.31

Vol. 15, No.5

-- *Midway,

WS & 1M, Origins-Third Reich. Afrika

Korps, D-Day,

Squad

Leader. Feudal.

Alesia, War

at

Sea, Starship

Trooper.

3.13

Vol. 15, No.6 - * CR OS S O F IRON - 3, Victory In the Pacific War a t S ea , A ra b- Is ra el i

Wars, Starship Troopers,

Panzer

Leader

7/27/2019 Ah Gen v16n1

http://slidepdf.com/reader/full/ah-gen-v16n1 37/44

GERMAN RECORD C A R D - B A S I C GAME I

DER OF B A TTL E - G A ME I UNITS, PLUS:

I

Feb

 

Marchi

April I

Mayl

Junel

3

 

1  

~

§] ±

~

 

  8

2 3 8

2 3 8

2 3 8

2-3-8

2 3 8

e III

2 3 8

APRIL,

  Y

JUNE

UNIT ORGANIZATION CHART

To

b e u se d

i n c o n ju n c ti o n w ith Basic

Game

I U n i t O r g an i z at i on C h a r t

3

3

  3

4 6 8

3 5 8

2 3 8

2

 

2 3 8

 

2

 

2 8

2 3 8

  2

 

2 8

;;:;2

 

~ =

  3 8

2  

2 3 8

  2

 

2 8

2  

2 3 8

 

2

 

2 8

PANZERGRENADIER

2  

2 3 8

  2

 

2 8

2   2

  2

~

~

~

3 5 2

2 3 2

1-2-12

2  

2

  2

 

4 6 2

3 5 2

2 3 2

2   E

 

2

E

  2

E

 

c g J ~

 

3 4 2

2 3 2

  2 2

LUFTWAFFE

I   ± I

  8

SETUP RESTRICTIONS

c Ga me I IA-Gustav Line-Continuation o f B as ic G am e

 

i c Ga me

l iB-Operation

Shingle-T he

Germans

may deploy

any

ersatz

units

plus

4 combat

units

o f a ny size, anywhere n o rt h o f t h e Gu st a vLine. All other German

i t s m us t s ta rt n ex t

to, or

n o m or e t ha n

two hexes

d i st an t f ro m, t he

front line.

c Ga m e

I I I iadem The

Germans

deploy

units

in

specified

fixed locations. Two

the

eight

reserves may be deployed

anywhere

on or b e hi n d t he G e rm an s i de o f the

l ine non-shaded

side including

t h e A n zi o b e ach he a d. Th e re m ai n i ng si x

reserves

be a t leas t

one

h ex b eh in d t he f ro nt .

The

Allies then set

up

their May II units _-<.

h e re o n

their

side

of

the front,

no t

in GermanZOC, so long as they

don t

exceed the \

stacking

p o in t l im it a ti o n f o r the

Anzio

beachhead.

DESIGN CREDITS

Five

ne w

ANZIO s c enarios fo r

us e i n c o n j u n c t io n w i t h

Vol.

1 6,

No.1

o f

TH E

GENERAL.

No t a v a il a bl e f o r separate sale. C u t a lo n g

dotted

l ine.

Scenario Design: Tom Oleson

Playing Aids: Tom Oleson

  Don

Greenwood

C o p y r i g h t 1 9 7 9 ,

Th e

Avalon Hill

Game Co.,

Baltimore,

MD .

7/27/2019 Ah Gen v16n1

http://slidepdf.com/reader/full/ah-gen-v16n1 38/44

GERMAN

DIADEM GAME

RECORD CARD

~

~ ~

3-4-12

G5

~

~ 3

~

~ ~

3-5-8 2-4-8

544 Chieti

H47

[;J

~ 2 1 1

L n ~ ~ : :

2-4-8

2-3-8

  8 Q46

2

 

I

1

111,

~ ~

~ ~ g

~ §

~ §

2-3-8

1-1-12

1-1-12

1-1-12

  3

~ ~

5-9-12

3

 

5-6-12

M49

Frascati

1

I .

  3

  ~ ~ ~

1-1-8

2-3-8

2

 

~ < v )

3-4-12

At Start: May II 1944

2

~ ~

2-3-8

L5

E46

1

0-1-8 0-1-8

3

 

~ ~

4-6-12

K51

GAME:

~

G;]

~

1-2-8 4-6-12

D43

Fiumicino

~

I

~ ~

~ < v )

3-5-; 4-6-8

0-1-8

Formia

iJ

4

51

inforcements

D24

RiminiCecina

Genova

3,

2

0-2 2  

~ ~

[ g ~

~ ~

~ ~ ~

~ ~

6-7-12

2-3-8

-2-3-8

2-3-8

JUNE

Entering 3rd Tu

3

 

2

~ ~

~ ; s ;

~

1-2-8

2-3-8

0-

MAY

2   1

 

.£g.-.

2-3-8 0-1-12

~ ~

2-3-8

Entering

2nd

Turn

3

~ ~

1-2-8

  00

~ g ~

2-2-12

I

~ I

1-1-8

1  

3

1-1-8

I

 

en

E§Ji

1-1-8

1

I

~ ~

1-2-12

1s t Turn

  J

~ § : ; : -

2-2-12

 

LINE

To

Above

Advanced Order of

Battle

Add:

~

s e : ~ 1 1 1

~ =

3-5-12

29 9 715

Jan I 19

~

  ~

C Z J ~

1-1-8

2

~ ~

1-1-8

1945

r:::elva

s ~

0-1-4

1-1-8

~

0

1-1-12

0

1-1-12

Nov

II

6 715

2

 

2  

2  

2  

3

~ ~

~ ~

~ ~

~ ~

3-4-12 1-2-8 1-2-8

1-2-8

1-2-8

1.1

 ug III

Nov I

~

~ ~

1-1-8

JulylV

Augl

3

~

~ ~

[ g ~ .

~ ~

7-8-12

1-2-8

16 18 24 2

II

III

..r::::.ll1

..r::::.I,

1

5 ~ C J

  ~ ~

~ ~ . - .

0-1-8

0-1-8

0-1-8

III

  3 8

 eb III

2

E

~ ~

3-4-12

94 3 5

334

2

~ ~

2-3-8

  y

  3 8

Mar I

2

 

C2:i

1-1-8

I

I

~ L J ~

0-1-8

2 2   2

~ g ~ ~  

2-3-8

2 - 3 - ~

2-3-8

7/27/2019 Ah Gen v16n1

http://slidepdf.com/reader/full/ah-gen-v16n1 39/44

ALLIED DIADEM

GAME RECORD CARD

[;;]

4-5-12

At

Start

May

II 1944:

ASIC

GAME:

BRITAIN

~

-5-12 3-4-12

~

~ ~

3-4-12

n ~ ~

 

1 ,e

~

1-1-12

~

~ ' V l ~

  ~

1-1-12 1-1-12 2

STATES

~

§

~ ~

5-6-12

~

~ ~

4-5-12

~

4-5-12

~

~ L f )

5 ~ - l i

~

~

4-5-12

 

~

4-5-12

NEW ZEALA

5

~ ~

6-

5-

SOUTH

AFRI

 

o ~

3-4-12

POLAND

 

~ ~

3-4-12

~

u

2-1-12

5

 

~ B L f )

6-6-12

ACCUMULATED:

-

-

•   -: ,:

1

1

1

1

1

1

f

 

~ C ' J

~ ~

~

~ C ' J

~ ~

0

@

 }

0  

<D

8

G

-0-12

0-0-12

0-0-12

0-0-12

0-0-12 0-0-12

0-

x1

Jan III

3.. 3 ..

 

4-5-12

3-4-12

Any

Br

or

Ind Diy

A P : ~ , I I I

3-4-12

1,,,

k ~ - = S

1-1-12

1,,,

C S J ~

2-2-12

Mar

III

Jan

III

2

I 0

Co

J

1-2-8

2 I _

 

Ji

1-2-8

Jan

 

Mar

I

/ 2

I

~ ~

3-1-12

3

.. Vl

~ ~

4-5-12

Jan I

[TI

3   0

~ ~

4-5-12

Jan I 1945

 

gLf

2-1-12

Any 2-1-12

Feb II

3 ..

5

2

I

2

I

2

8 ~

~

u ~ , J §

 

5-6-12 6-6-12 2-1-12 1-2-8 1-2-8

Any

lUI Ann,

Any

US Diy

61r

Arm

2-1-12

AESAR

LINE To

Above Advanced Order of ~ a t t l e Add:

when All ies

enter Rome

 V 194:.. 4..  C   c 3 ~ J U ~ ~ , J U : ~ 1 3.. J U ~ ~   3.. r u ~ ~

]

  ~ [ 3 J ~ ~ . . : : M ~ L f ) . : : C S J ~  

. : : ~ ~

-6-12 4-5-12

5 ~ - 1 2

2-2-12 1-1-12

4-5-12

4-5-1; 4-5-12

3-4-8 3-4-12 3-4-12   _4_Sr

US34, 85, 88, Brl, Br5 - - 3 repl units each - 34, 85, 88 Brl, 78, 4 85, 88, 85, 88,

III Aug I

34, 91

Sept I Oct I

34,

91 Nov I

 ,l

LdJ

?   ~

  ~ ~

b t J ~ G ~ J ~ ] ~ ~ I V l ~ I   ] ] r   . . . . . . . b J - I I - ~  £ -

3-4-8

1-1-8 1-1-8 1-1-8 3-4-8 1-1-8 1-2-12

 

1-1-12 /-1-8  

2-3-12

3-

85, 88, 2 repl

units

each Any 2 rep.

34,

91 US Diy units

v II Decl

Dec

II Dec IV

[ 0 ] ~

~  

~ ~ ~ ~ ~

-1-12 1-2-8 3-4-12

3-4-12

Ind8, 8, 10

IV 1945 10, 78 Feb

I

 

7/27/2019 Ah Gen v16n1

http://slidepdf.com/reader/full/ah-gen-v16n1 40/44

ALLIED

RECORD CARD BASIC

GAME II

DER OF BATTLE-GAME I

UNITS

PLUS:

2 a.

~ ~

3 4 12

Jan

IV

~

. ~ C i ~ ~

W

Feb II

1 I

~ ~

1 1 12

2

 

~ ~ ~

3 4 12

2.

~ ~

2 1 12

Feb IV

3

 

~ ~

3 4 12

1

I

~ ~

1 1 12

Mar II

~

 

g<

5 5 1

I

3  

~ M

4 5 12

April

III

4

4 5 12

APRIL

2 I

  ~

2 1 12

April IV

5

~ ~

5 5 12

May II

2

I

2 I

2 I

  ~

Ocr>

  ~

2 1 12

2 1 12

2 1 12

June I

2 I

2 1 12

UNIT ORGANIZATION CHART

To be used

i n con junc tion

with Basic

Game

I

Unit

Organization Chart

1 1

~

~ ~

1 1 12

~

~

2 1 12

~

Ocr>

2 1 12

~

~

2 1 12

  3

~ ~

2 3 12

3

~ ~

3 4 IZ

5   5

g<D

D<D

4 4 12

2 2 12

BRITAIN

II

3

~ ~ ~

1 2 8

3  

~ ~

4 5 12

  3

~ ~ ~

2 3 12

~ ~

1 8

UNITED STATES

e

2e

~

~ ~

12 2 3 12

2  

~ ~ ~

3 4 12

 

2.. .

~ ~ ~

2 3 12

2

I

~ ~

2 1 12

4 ..

.. 4

 4

 

~ ~

4 5 12

3 4 12

2 3 12

4

4

..

 

4 5 12

3 4 12

2 3

AFRICA INDIA

CANADA

 

5

  5

g ~

~ ~

~ ~

4 4 12

2 2 12

3. .   3

E ~ ~

~ ~

3 4 12 2 3 12

5

§B

6 6 12

  5

 

§B ~ § L L

5 5 12

3 3

7/27/2019 Ah Gen v16n1

http://slidepdf.com/reader/full/ah-gen-v16n1 41/44

THE

GENERAL

THE

GENERA

 

available

in

March at jus ta f raction of the cost of a

newgame, and keep yourgame current fora lifetime

  you already own Major League Basebal l f rom a

previous year purchase, s imp ly order the latest

Player Card set by itself. Just  

Begin

League

Action

 mmediately

Just enclose a check or mo ney order with

coupon below (or simply speci fy credi t card) and

we'll rush youyour Statis Pro Major League Baseball

Game   in brand new boxed format with mounted

full-color playing board and over 700 Player Cards.

Sent to you

in

confidence you wil l be playing the

most realisticand accurate table-top baseball game

on

the market.

 t

hasthatAvalon Hill quality quality

that's made Avalon Hil l the largest strategy game

maker in the world today

FREE Magazine Subscription

That's right Just order any two games

 de -

scri ed

be ow

and we'll send you a full-year

subscription to All-Star Replay, the new magazine

that is to Avalon Hill sports g ame s what Chess

Review is to Chess.

YOUR

GAME N V R OUT OF DATE

 What happens next year   won't my Player

Cards be obsolete, you might ask.

Yes, they will be Tha t's why we print new,

updated Player Cards each and every year. They're

COMPLETE COUPON AND

MAIL

TODAY.

because we give you the schedule and all the

players to dojustthat. Actually, onceyou've gotyour

lineups ready you ca n con du ct a mi ni -se ason

schedule all you own and we sti ll guarantee that

the results wil l amaze you with their authenticity.

Great Game for Solitaire

Replay

Because the game-system allows you to play

against yourself, i t's the perfect baseball game for

solitaire play the ideal way to prove if whatwe say

is true.

And for added fun and strategy, we suggestyou

play head-to-head against other basebal l buffs.

Here, your strategy as manager takes over and

is

often the difference between your also-ran and the

real champ making it to the World Series. We

guarantee you'l l have a lot of fun t rying.

Major League Baseball

is

just that a game

based on real-life performances ofallthe big league

players.

There are nodice. No

chance

cards.  n fact, the

game has no random luck elements that would take

away from the strategy ofthe real thing.The heart of

Major League Baseball is in the FAST ACTION

system. A patented, unique method of providing

play-results in the same statist ical f requency as

occurs in real life

FAST

ACTION

e limina tes the need of d ice

while speeding upthe play so that

it

approaches the

same level of uncertainty and excitement ofits real

life counterpart.

Small wonder Major League- Baseball is· called

  the best simulation of baseball byany table-top

board game.

You Get

Over

7 Players

Not even Steinbrenner can own that many

players. But YOU can Major League Basebal l

comes complete with Stat cards representing

every player of every big league team that

performed regularly in the previous season. That's

more than 700 individual cards

Statistically Accurate

Each Player Card whether the might iest

superstar or a lit tle-used

reserve contains

infor

mationdepicting on-the-field performances in every

department.

A feat not possible before the ad ve nt of the

micro-processor, Avalon Hill has computer

analyzed season-long statist ics for each player's

hit ting, f ielding, pitching, base-stealing, bunting,

game-winning hits, evenstamina   converting it all

to FAST ACTION results. I t's our guarantee that

each player should perform

in

this game just as he

does in real life

Replay

an

Entire Season

Don't believe us? Then see for yourself. All you

have to do is p lay the major league schedule

In YOUR

opinion

  - ~ . - . . . . . : ; r - - ~ ~ I l I l 2 =

 id th sup rst

id

the best te

ere the

  V

Believe it or not this

game

actually provides these

answers

 

and

MOR

7/27/2019 Ah Gen v16n1

http://slidepdf.com/reader/full/ah-gen-v16n1 42/44

THE G E N E R A L

NAME

PHONE _

ADDRESS

_

NAME _

ADDRESS _

CITY STATE

 

ZIP

 

CONTEST NO.

89

It

is the

first

t ur n o f th e

new DIADEM variant

for

  Z O using

only

the Basic rules plus the Allied

A ir S t ri ke

rule of the

Ad v an c ed Ga me.

As

part

of their initial s e tu p , t h e

Germans

have placed the Panther

4/

I unit at

Q43 which a pp ea rs t o be a safe an d logical p o si ti o n, wit h

tw o

hexes

separating it f ro m t he n ea re st German front line units. As

part

of the first

turn,

three

attacks occur: I) a 1-4   which

equals

a I-I using the ai r s t r i k e ~ 2

a 1-2   which equals a 3 1 using the

ai r

strike); 3) th e

odds

of the third attack

ar e

not given,

b ut t he

d ie rol l

must

be

on e or

two.

Other conditions are: I) No German f ro n t- l in e u n it s a r e d e st r oy e d in

these

t h re e a t ta c ks ;

2)

No

breakthrough

movement

is

generated

by first

combat   t t c k s ~ 3) N o i nv as io n is involved, an d because of t he g am e

version,

no

paradrops

o r co mmand o

raids. Th e result of these

three

attacks

is Allied o ccu p at i on o f

Termi

(L37), on th e first turn. De sc r ib e t h e t h re e

attacks by specifying

order

of attack,

defender, an d the necessary

die roll.

Fo r

t h e t h ir d

attack it will be necessary

to

list

th e

number

of

attack

factors

involved in t h e a t ta c k.

Te n winning entries will receive certificates redeemable

for

free AH

merchandise. To be val id an entry

must

be received p ri or t o the mailing of

the

next

G

 N

 R L

an d include

a

n u me r ic a l r a ti n g f o r t h e

issue as a

whole

as well as l is t t h e b e st 3 articles. Th e

solution

will be announced in

th e

next

issue

an d

t h e win ne r s in the following issue.

Attack Attack

Di e

Order Factors Odds

Roll

Defender

Advance

1.

-

1 1

2.

-

3 1

3. 1 or 2

I S S U E A S A

WHOLE:

  Ratefrom I

to

10; with 1

equating

excellent, 10= terriDle)

25¢

 12.00

Battle

of

th e Denmark

p lu s h yp ot he ti ca l s ur fa ce

1940-43.

RE DER

BUYER S GUIDE

Naval

Straits

actions

1 Physical Quality

2 Mapboard

3 Components

4

Ease of Understanding

5 Completeness

of Rules

6

Play Balance

7 Realism

8

Excitement level

9 Overall Value

1 Game length

Opponent

Wanted

TITLE: BISMARCK

INSTRUCTIONS: Rate all categories by p lacing a

number ranging from 1 through 9 in

the ap-

propriate

spaces to the

rigf,t  1 equating

excel

lent;

5-average; and

9- te r rib le l . EXCEPTION:

Rate item No.

10

in t el m s of minutes necessary

to

play

game as recorded in 1O m

inute

incre

ments.

EXAMPLE:

If you ve f ound tha t it takes

and a half

hours

to p lay FRANCE

1940,

you

would give it a GAME LENGTH

rating

of

 15.

Participate

i n t hese r ev iews only

if you

are

familiar

with

the

game i n question.

The

review

sheet

may

be cut out , photocopied,

or merel y drawn on

a separate sheet of paper.

Mai

I it to our 4517 Harford

Road address with

your contest entry or opponents wanted ad. Mark

such corresponde nce to

the

attention of

the

R  

D

Department.

Game to

be

reviewed next: _

CITY

STATE

 

ZI P

_

I.

Want-ads

will be a c ce p te d o n ly w h e n p r i nt e d

on

this

fo rm o r

a facsimile

and

must be

accompanied

by a

25¢ token fee. N o r e fu n ds.

2. Fo r Sale,

Tra de , o r W a nt e d

to Buy

ads

will be accepted onlywhen dealing withcollector s items games

n o l o ng er a va il ab le f r om

A H ) a nd a r e a c co mp a ni e d by

a 1 .0 0

token

fee.

3. Insert c op y o n lines provided (25

word

m a xi m u m) a n d p ri nt n a me ,

address

a nd p ho ne n u mb e r o n the

appropriate

lines.

4.

P R I N T - i f

illegible

y ou r a d

will

not

be printed.

5.

S o t ha t as m a ny a d s c a n be

printed

as possible within

ou r

limited space we request t h a t y o u useofficial

state

abbreviations

as well  ..s the

game abbreviations

listed below:

Arab

Israeli

Wars

= AIW;

Afrika

Korps = AK;

Alexander

= Alex; Anzio = Anz; Assault

on

Crete = AOC;

Battle of

the B ul ge = BB; Bismarck = B is; B li tz kr ie g = BL;

Caesar s Legions

= CL;

Caesar

=CAE;

Chancellorsville

=

Chan; Crescendo

o f D o om

=

C O D ; C r os s o f I r on

=

cal; D-Day

=

D O ; D i pl o ma c y

=

Dip;

Dune;

France 1940 =

Fr

40; Fare

t o F ac e

= FTF;

Fortress

Europa =

FE Gettysburg

= Get  64 or  77;

Jutland

=

J u t ; K i ng m ak e r

=

KM;

Kriegspiel = Krieg; Luftwaffe = LW; Magic

Realm

=

MR ;

Marnon =

MarMidway

=

Mid; Napoleon

=

Nap; Origins o f W W II

= Orig;

Panzerblitz

= PB;

P a nz e r Le ad e r

=

PL;

Play

By Mail = PBM;

Richthofen s

Wa r = RW; 1776; Squad

Leader

= SL;

Stalingrad

=  G ra d ; S t a rs h ip

Troopers

=

SST; Submarine

=

Sub;

Tactics II =Tac;

Th e Lo n g es t D a y

=TLD;

The

Rising

Sun

=TRS;

The

Russian Campaign

=

TR C ; Th i rd Reich

= 3R;

Tobruk

=

Tob; Trireme

=

T r i; V i ct o ry I n

the Pacific=

VITP;

W ar a t Sea = W A S; W a te rl oo = Wat; W o o de n S h ip s   I ro n M en = WSIM.

7/27/2019 Ah Gen v16n1

http://slidepdf.com/reader/full/ah-gen-v16n1 43/44

THE GENER L

OST

CITY

3

 

/

H

4

j

 

: 4

Game Company 4517 Har fo rd Rd. Baltimo

MD 21214. Maryland residents please

add

5 st

sales tax.

  ~

  £

I t) l.. .

L

ifj

J

 

L

I J

r I\

lIl

-,

,

 1  

t  

MAGIC

REALM is available for  15.00 plus

10 postage and handl ing or one postage

coupon

from

THE GENERAL

from: The Ava lon Hill

M GI

REALM

The MAGIC

REA

LM is a land that contains the

of a fabulous civil izat ion, lost in the wilds

at

e edge of the world. A few humans cluster at

ely dwellings where once mighty empires held

and barbarian

horsemen

trot

fearfully

past

en vaults and jewel-encrusted altars hidden in

tangle

and

brush. Off

among

the ruins there are

p laces whe re swarms of monsters dwell,

flying bats tribes of marching goblins

d Dragons watching

over

their treasure troves.

Into this MAGIC REALM come sixteen

drawn by the tales of treasure

and

power waiti ng t o be fo un d amid st t he

ruins.

Soldiers and mighty

warriors are

them-great armored Knigh ts , a famous

an

Amazon a

dough ty Dwa rf a nd

a

Berserker. Elusive and crafty adventurers

here as well;

Swordsman

Elf

and

skilled Woods

Druid

Wizard Pilgr im, Witch , Sorcerer

and

a

Witch

King have come to rediscover

magical arts.

ow YOU can

be

one

of

these sixteen

adventur

i nto the MAGIC REALM seeking treasure

and

renown in an alien land

of

magic

and

Crossing

mountain

ranges

or

venturing

to networks of caves you can meet or avoid

as you find fabulous treasure troves. you

n

deal with native

humans trading

and hiring,

errands fo r gold or leading military cam

ign s aga in st

other

groups. You select the

that you

are

seeking in the MA GIC

A LM and you choos e the st rat egy you will

to

obtain those objectives.

YOU will f ight your battles blow by blow ,

the

speed, force and direction of

your

at

and you r maneuver to avoid enemy attacks .

ndividual duels and

great

melees with

monsters

and

are possible, with blows striking armor

breast

plates

and

shields

and

magical Spells

eing Cast in the midst of

combat.

Treasures weapons

armor

horses and Spells

n be found or bought to enhance your ability to

ight or to move

and

find the objectives you need to

in the game. More items are included than are

needed to win t he game or are ever found during

play, so the players never

know what

they mightfind

or

what

their

opponents

might be carrying.

Each game the

treasures

treasure troves,

natives, monsters and the

map

board itselfare set up

randomly so e ach g ame t he players have a new

MA

GIC REALMto search and

discover. Treasures

and treasure troves are hidden and must be found;

monsters

and

natives

appear and

march

around

the

board unpredictably seeking the adventurers who

are wandering

through

the MAGIC REALM. With

an

initial

setup

that

varies

enormouslyfrom game to

game

and randomly appearing

monsters natives

and treasures MAGIC

REA

LM is full of surprises

each t ime i t is played.

 

is filled with opportunities

and

dangers

that shift and change every game.

The rules of MAGIC

REA

LM are divided into

seven parts o r ENCOUNTERS

that can

be played

as separate games

and

that gradually introduce all

of

the

components and

rules in the game. As

the

players become familiar with the rules

and compo

nents in

each ENCOU

TER

they can

progress to

t he nex t ENCOUNTER unti l they are playing the

complete game.

MAGIC REALM is a game for any number of

players. One player can set i t up

and

t ry to discover

it h imself , or

many

players

can

each

take

an

adventurer and cooperate

and/

or compete in the

game.  e wary if you play alone however, for the

MAGIC

REALM is a

dangerous

place.

7/27/2019 Ah Gen v16n1

http://slidepdf.com/reader/full/ah-gen-v16n1 44/44

TH G N R L

TH G N R L

Among

the count less planets inhab it ing the

of the universe, there exi st s a sma ll and

nconspicuous bit of rock

and

s and k nown t o its

nhabitants as

Dune.

It boasts pract ical ly no

egetation and so little water that a man exposed on

its surface would dehydrate in minutes . I ts scarred

terrain is swept by wind

storms

of super-hurricane

velocity and inhabited by giant sandworms often a

quarter mile in l engt h who devour

anything

that

moves in the open.

Dune

is

the

battleground

in

a power struggle

among the worlds' most powerful factions. It, alone,

is the soUrce of melange , a sp ice whi ch prevents

aging

and

confers prescient abilities to its consumer,

essential to deep space navigation upon which

civilisation depends for its continued existence.

Whoever controls

Dune and

its spice,

has

the power

to rule the universe.

You choose one of the six warring factions to

l ead in the conquest

of

Dune.

Liet

Kynes-After

generations

of habitat ion

on

Dune s har sh surface, you r F remen war ri or s a re

inured

to all

hardships.

They

are the greatest

fighters of all. You a re now r eady t o throw off the

yoke of alien domination.

Baron

Nadimir

Harkonnen-You have governed

and

exploited

Dune

for many years. Your

domina

tion is now being threatened, but You have had time

to infiltrate

your

enemys' forces

and

prepare traps.

Emperor Shaddam IV - Years of over-confidence

in

your

galaxial

police-the

feared

Sardaukar-and

your

secret pact with the Harkonnens have robbed

you of your alertness. The situation

upon

Dune now

demands

your immediate attention. Will

your

Sardaukar be able to prevent another group from

taking

over Dune and

using

the

spice to wrest

away

your power.

Edric-Your guild monopol y on space t rave l

depends entirely upon an

uninterrupted

flow of

spice t o you r navigators. It is now in danger. You

must make sure

no

one can use it to

blackmail

you.

Armed invasion may be your only solution.

Reverend

Mother Gaius

Helen Mohian-You and

your sisters in the Bene Gessert have spent

thousands

of

years grooming the various

civilisations and worlds fo r a mess iah wh ich will

b ring you to power. The unplanned appearance

of

th e mess iah in th e person of

Pau l Muad

 Dib has

precipitated you to action before you re ready. But

your powers of mysticism and mind con trol a re

secret abi li ties which al low you to make inroads on

Dune without open

aggression.

In each game you get :

• Full Color Mapboard

of

the planet, Dune.

• 6 Shields e ach with a full color illustration of the

player's character

• 120 Circular Counters

representing the armies

DUNEis available now by mail from the Aval

Hill Game Co. for  15.00 plus 10 postage (o

GENERAL postage coupon). Maryland residen

please add 5 state sales tax.

DU N

  is

based

on

t he bes t se lling Sci en

Fiction series of t he same name by Frank Herb

and was designed by

EON

GAMES; the same fo

who did   OSMI EN OUNTERS A fast

a

highly

playable

game in

the   OSMI

  OUNTERS mode, DUNE sports the mo

splendid

artwork

ever to grace a conventio

wargame.

Whether

you've read the

books

or n

you won t want to miss the DUNE game.