Strafeby ICS ic ie-ie son rena
mae Tai
ee a so neBACKGROUND
ON S&T Nrs, 16817
by Christoper Wagner
NUMBER SIXTEEN
This fsuo as especially designed as 8 give
ny at the Hobby Show We wanted Avalon-
Fittoriantec! material 10 fit in with the Ak
booth, and we did have a [ot of articles whch
toe ware poing 10 spread out in future Insies
fnyhow, The lateview with Tom Shaw gives
ome limited. insight into the “Avalon Hil
ftitude at the time, ond ie fay frank and
‘pen. tor of times, we make Tom out vo be
the bad guy, He wasn't, Tom looked on the
{omes as 8 busines: we looked at them more
fa cause, We were, for the most part,
sediated nuts, and Tom was cast In the role
‘of the unfeting entrepreneur despite the fact
‘that S47 could not hve gotten subscriber
‘number one without his help and intercession
‘with the AH, manegement on 2 number of
[Although the new printer charged us 20%
‘more than lohneon Printing, ne. dolivered
barely on time, 1 loaded up miy Renault and
headed non-stop to The Chicago Hobby Show
‘vith only” enough space for me andthe
‘opazines, displays, price its, ot. In order to
‘et all that stu, | borrewad 85,000 from the
focal banc over my signature, and conrted Low
Zocchv ut of $1,000 of his Bate of Britain
foyaltias a+ on Investmont. Aor thee long
oy, we had 9 dolor partcfpationg of about
‘26% of my minimum estimate, we ad Avalon
Hil's representatives handling S&T, and we
hod spent every last dime of the capital
worked up (except for enough to adverts
Jn othee magazines, and 9 reve for publics
tion of the next lxve of SBT). We returned
home and wate
“The results of thie final push were almost
entirely napative, Dealer circulating never tom-
‘ea 1,000 copies A.H.s representatives never
{21d 2 single magazine for us. Wo had over
4000 displays that cost 80 cents apiece on our
hands. We printed. too. many. mapazines in
‘ntiipation ‘of orders whieh "rover materia
Izod. ‘The adverising for Battle of Britain just
broke even. We had just enough money to
print the next iste. efore I ever stared
laying it out | new it would be the last.
NUMBER SEVENTEEN
Redmond and | decked 10 wy 10 tot him
layout this isue trom a distance | estimate the
‘exuied liniage and sent the gies t0 im #0
psteup. We were now on our third printer in
fs many fue, and my fool forthe space was
fo longer valid, | sont Redmond too litle
fectype. As» result, he worked up one of the
‘most beautiful issues we publi, and one oF
the shortest on content. But Isl lke
(Once that issue was nthe mall, | set about
losing up shop. The one thing | wantod most
‘wae 1 Insure the continued publiation of
S87 and to fulfil cur obligation to the
subscribers. There were no taker. Finally Jim
Dunnigan offered to continue It. Bofors the
wolves bogin to get vhroush the door, | signed
‘ver the material yet 10 be published, the
‘moling and subscription iss, the Bock ise
‘Mocks and the copyrights to Jim for $1,00
‘ach, ad the assumption of lable ubscrip-
tion obligation. We stopped all advertising, but
Continued to fill orders for games from the
{ralable inventory #0. the limit of our capa
Biliy. | got a jab and spent Saturday ond
Sunday cleaning things up.
Financially, didn’t wen out all that bad. 1
had to scoot the responsibility forthe $5,000
Ton, and we paid off our creditors 10 the
‘extent that we could from the ses of the
fame Inventory. In a year i was all over. We
voided formal bankruptcy, although it could
have Been toreed at any tia, By a number of
people. We ust quietly faded away.
On sum, those who held stock in Project
‘Analyst ‘Corporation lost thair Investment 1
fost tha plus the $5,000 which was borrowed,
‘but we all gained greatly Yrom the experience,
Everyone wha Investad in SAT Knew exactly
‘the risks they were running, but | do regret
‘that we could not have pad all our creditors in
full, A couple of years st starvation wanes had
lett my personal finances in bod shape, so 1
decided to devote all my eneries to atoning
{or my o90 trip with $87 to my family. |
sappeared trom" the wargaming scene 3s
completely as could
1 wit alveys be lad I started the publestion
‘of Strategy & Tacties If we hadnt taken what
opens to me now to be a compltaly unac-
‘ceptable risk in starting the thing, | would
Ssinays have wondered shat would have hap-
pened had we tried it, Some one would have
Sone It anyhow..th8 time was ripe. Looking
back, the things that I would do diffeontly
‘now ore a function of the experience | gained
inthe actual doing. V3 do it goin inthe some
cireumatances, nd It would probably have the
same rau.
‘With n intial investment of $200, with no
‘experience in ournaliem or publications, with
rn knowledge of the extent snd complexity of
‘the market, we set out 10 do something,
Mostly becouse we wanted to do it badly
fnough. More guts than brains, At that, we
‘idn’t do. badly. Strategy & Tactics Iss
bing published. Most of the material publish
fad in the first savemaan sues Is goed, and
ome of it fe outstanding, S&T had, either
Sirsctly or indirectly, enormous impact on the
‘sign and marketing of adult battle games
From tha, | uess $87 vas
‘And while i fasted for me, it was more plain
{un than anything ve dane before or since,
TRANSITION:
‘S&T Changes Publishers
by mes F, Dunnigan
[At this point Chie Wagner drops from sight
‘encialy,(at least 0 far as S&T is concerned)
| had teen involved with Chris and S&T trom
‘the very baainning, although | hab nothing 10
do with setusly starting the magazine. 1 was
Just in the habit of doing just about whatever
fanyone asked me for. Chris asked for some
contributions 10 S&T, 501 gave. My initio
Involwsment In simulation games came about
through my interest in history. Not military
history at first, but three years in the army
‘honged that A civilian egsin in 1964 | was
‘tuck with Tt. | came across the Avalon Hill
‘ames In the army (1062), looked for awhile,
and then continued on my way. In 1966 the
‘bomes returned 10 haunt me inthe form of a
Tequest by Avalon Hill to sign @ naval game
fon the Battie of Jutland. They (opecificaly
‘Tom ‘Shaw! had been Impressed by 2 mono.
faph {ha writen on the Battle oF the Bulbe
{eenich, in pessing nd not on purpose, Blow
‘away any pretensions to histories! socurscy
that their game of the same name may Mave
seed to). They were constant being snd
i by their costomers for more historical
reall and. “authontilty". So, because 1
speared to have all the answers, JF. Dune
figan (highschool drop-out extreordinry) was
chosen £0. give. Avalon Hill games ate
feholony "class". All this I slowiy leaing to
fisue 18 of S&T.
Jutland wont over very val in early 1968). I
‘wae becaure Irae Tts designer that Chis
contacted ma, He wanted an article from the
‘nly knows “professional” gome designer 3
ound at the time (I vas nox averse to lina
‘he world know who designed Jutland) Pre
ously dome designers had been enonymous.
Why, "L don't know. Something to 40 with
“waitin”, Km told. More on thot later. was
always. a. Secondatringer_on Chris Wagner's
‘S&T edvorial team. This was primary because
wwe never had Much opportunity. %2_ work
facetotace | supplied ideas and articles. The
‘eas were often” Impossible. to "implement
without my actully bolng there. Sut, as you
tan See from the difference io SBT as stands
row and or it wns in 1967-59, my ideas were
{quite ditforent. Chris Wagner's problems with
‘SET finally came to 2 head in June, 1900. |
wae pretty. much unaware of chem. 1 had
Blonty ‘of my own, After doing 1974 tor
‘Avalon Hil In 1967 they lost Interest in my
work for 9 while "Your games ore too
complicated”, | war told, So 1 put them onto
‘someone alge for 1069's game and wort back
to the drawing board
| ot only worked on something less come
‘ated, but alvo on something more appropri
‘ate, Avalon Hill hod been wancerieg in the
Wilderness since their founder, Charie Ro
bert lett in 1983, 1 wae finally becoming
‘wate of this At this point (lat 68, erly "63)
IR became cbvious that good, playable, realistic
and authentic games could be designed quickly
Sand ficiently with the proper organization
We (myself, E4 Birsan, 8b Chomper, Al Nef
tnd Larry Ruseicki) formas the fst design
"taam and produced the first bunch of Test
Series Gare. Originally, these games wero 10
fhe been sold through S&T. 1 had also
Cliscused the possibility of publishing gsmes
‘ight inthe manazine, But tis ves another one
(of thowe projects thet never realy got going
because of the physical distance between Chris
(in Albany) end myst (in New York Civ)
The news that Chris was giving up S&T came
a surprise, At Trt hoped he woul be able
{o intoret somone ela in tak it over. But
this proved Impossible and finally, im early
duly, it downed on ma that | wasnt going 10
‘beable to try out my new games without S&T.
And it appeared that the aoly ne stil willing
to take ft over vor myst. Whether oF not
‘Could succeed where Chris failed os Inte
At first | attempted to recruit many of the
focal game freaks to help me run the mapszing
The mestheads in she tat fw tems shows
vo these people whore. Without exception,
‘CoTRED CN INSDE BACK COVER,A JOURNAL OF AMERICAN WARGAMING
oe igs Stra
_speutal ike AE Tact‘Vol. II - No. 6 (# 16) — March-April, 1960
Avalon Hill Interview Page 3
Page 9
Opinion: James F, Dunnigan
Military Symbols for the Wargamer by K. Benton .. Page 11
Midway Systems-Package by R. Simonsen ........ Page 13
Rditorial: Amateur Games Page 20
Wargamer's Notebook by R. Johnson = Page 22
Gettysburg, Up to Date by J. Dotson ...esssessses+ Page 23
Battle of Britain Rules by L. Zocchi Page 25
Diplomacy by RC. Walker Page 28
Pott Box cocesseees Page 29
PROJECT ANALYSIS CORPORATION
Publisher
Christopher Wagner
Editor
J. K, Norris (128, Teal Close, Rest Bay, Porthcawl, Glamor-
fan, South Wales, UK), Representative for Great Britain,
Scott C. Berschig, Variants Editor. James F, Dunnigan,
Technics! Euitor, Redmond Simonsen, Art and Layout, Ray-
mond Johnson, “Table-top Editor. Capt. Rodney Walker,
Diplomacy Editor. Richard Gutenkunst, Design Editor. Rich-
ard Grout, Staff Artist, Lyle E. Smethers, Photography. Pa
tricia G. Wagner, Subscriptions.
Credits: “Diplomacy” is a registered trademark of Games
Research Inc, 48 Wareham St, Boston, Mass. Cover: The
cover shows & wargamer moving into battle with the Ger-
man forces in Avalon Hill's BATTLE OF THE BULGE.
We think BULGE is the one AH game that represents the
flavor and style ofall of them; we think Mr. Simonsen’s cover
depicts the feeling and mystique of board games for the im-
laginative player. Printing: Printing for this and subsequent
issues of S&T is being done by Caslon Press of Delmar, N. Y.
Copyright @ PROJECT ANALYSIS CORPORATION 1969.
Printed in the USA. All rights reserved. Published bi
monthly by Project Analysis Corporation, 50 Fairfield Ave,
Albany, New York 12205. Application to mail at second class
postage rates is pending at Albany, New York.
All editorial and general mail should be sent to S&T, Box
11-187, Loudonville, New York 12211 USA. Subscriptions
are available at that address for $7.50 yearly in the United
States. Please write for Canadian and overseas rates
AUTHORIZED BRITISH AGENT: Tain H. McLellan,
12 South Road, Wick, Caithness, Scotland, U.K.
Readers are invited to contribute articles.
published works will be paid at the current prices.
S&T, BOX LOUDONVILLE, NEW YORK, 12211,
USA.
Authors of|
After the beat-
This is the Avalon Hill Special Issue,
ing we usually have given them over the last several years
in S&T, it's about time.
BUT, you'll note, we have included both the long “pro”
interview by Thomas N. Shaw, and several shorter “con”
articles and letters, This is all to the good, of course, since
‘AH is stil finding itself as far as game design and marketing
cexpsnsion is concerned. We should help by making all sides
of the issues known,
‘There it one point that we feel is not brought out ade-
quately enough in this issue, however. That is this: Avalon
Hil has, wether they intended to do 50 or not, become the
pivotal point in U.S. wargaming — of all types, Yes, games
with miniatures were slowly becoming more popular with-
‘out the influx of all chose thousands of board game enthust
auts, but the fantastic growth of all types of battle gaming
in the last ewo years is a direct result of the Avalon Hill
gamer’s awareness (through S&T and other sources) that
wargaming has many faces. Although AH's market is stil
small by national standards, it isthe biggest market by sev-
eral thousand ever to be exposed to all areas of battle games
Of course, Avalon Hill has grown t0o, widening their own
rarket through extensive promotion and advertising—more
in 1968 than in any year previous — and capturing some
small number of wargamers who were unaware of AH games
But mostly it has been the other way ‘round
So we all owe AH a vote of thanks, because the more
people become involved in wargaming, the more products
will be made available in the field, the cheaper these prod-
vues will become, and the more opponents wel all have
The December 4th, 1968 issue of the AIR FORCE
TIMES carried a very extensive and pictorial article on Louis
Zocchi, designer of BATTLE OF BRITAIN. Pictures of
‘Mr, Zocchi, his games and his minature set-up are many and
interesting.
Check the ALNAVCO ad on the back cover, Their
new Armor Division catalog is worth the effort if just to
eyeball. Pete Paschall, Alnvco's President, was instru
‘mental in getting Superior to re-introduce their fine 1” - 9°
scale tank models in metal. A little on the expensive side;
but well worth it. Besides, it doesn’t hurt to look
— Chris WagnerJke AVALON HILL (Company
An Interview with Thomas N. Shaw
Late in 4968, the Editor made the pil
igrimage to Baltimore, home of the Ave-
lom Hill Company and Mecca to board
gamers. After driving from the plush
Holiday Inn through the morning drz-
tle, he wat ushered into the fairly new,
fairly large building of Monarch Serv”
sees, home of AH. Upon entering the
spartan (for 4 vice president of any-
thing) office of A. Eric Dott he met
Thomas N. Shaw, with Eric the king-
pin of the game company
The following candid interview was
conducted im the relatively quiet board
room of AH, with only a few ster
ruptions while Mr. Shaw diveced, slv-
ed. problems or generally took a break
to think. Tom Shaw is the man who
snakes it all go at Avalon Hill. He is
the General
WAGNER: How did Avalon ill start
anyhow? What sort of company is i?
Who owns it?
SHAW: AH was begun as a private,
foneman company by Charles Roberts,
a school friend of mine. ‘That was in
1953, He was developing wargames be-
cause his inherent interest was the mil-
itary and the gamea were a carry-over
‘of his own military instruction. In 1958
the company incorporated, taking. the
ame Avalon Hill (Avalon is the area
of Baltimore in which Mr. Roberts lived,
and he lived on a hill)
WAGNER: Did you become associ
ated with them at that time?
SHAW: [was not associated with them
until 1961, I was in advertising for
cight years and had developed a couple
of sports games of my own. These
were published by another friend of mine
who was not able to make a go of it.
The games and myself came over to
Avalon Hill in 1961
WAGNER: Is that what got AH into
the sports game field?
SHAW: Right.
WAGNER: You say it was started by
Roberts; is he still connected with the
company?
SHAW:° No, due to the specialized
nature of the AH product, the company
could not make a profit and was pur-
chased by Monarch Services in 1964
WAGNER: And Monarch runs it to-
aay?
SHAW: Let's talk in terms of con-
slomerate. Monarch Services owns many
companies; one of them is AH. Avalon
Fill is a self-operated company, but it
i under the direction of Monarch simp
ly because Monarch is the major stock-
holder.
WAGNER: All this occured about the
time many of the original games went
cout of print, right?
SHAW: Yes. At that time, sles were
low due mainly to the fact chat we put
too many games into the market pipe-
line, none of which did very well. In
fone’ year we put out seven games, 2
major marketing mistake. The games
were Air Empire, Verdict TI, Gettys
bburg (and redesign into the’ hexagon
version), Chancellorvlle, Civil War,
and.one oF two other numbers which
died the very same year. This was t00
big a chunk for the market to. accept
and shorly thereafter the overall mar-
keting drop came to a head
WAGNER: Who designs the games?
SHAW: The order in which the games
appeared on the market can be discov
ered from the code number on the box
The first game was Gettysburg, 501.
The second was Tactics Hl, $02.” Then
the 500 series goes on up to Stalingrad,
S18, After that we have the 600 and
700 series.
“The original owner, Charlie Roberts
designed from 501 to 505 (U-Boat)
He took the basic format and applied
it to a new historical situation, ani
voila! you have the game. Once you've
designed one, the rest are rather easy
depending on how elaborate and ex
tensive your authentication and research
becomes
S14 and S15 are Baschall and Foot:
ball, my games. Waterloo and Bismark
were designed by Mr. Linsley Shute
and myself. This was no great. task
because we simply followed Robert's
formula, All Lindsley and I did was
provide the historical research, make pro-
totype games and test not only between
ourselves but also as many game nuts
as we could get into the office. Mr.
Schutz and I also did the work on Stal-
ingrad, but it was mostly Schutz there.
Te was a very tough game to research
because Russian information was very
hard to come by.” We got much of the
Russian information from captured Ger-
rman documents in the Library of Con:
gress. We also went to the National
Archives in Washington to get-much
of the information including the box
cover photos.
We start the 600 series with Afrika
Korps. AK was started by Lindsley Shutz
at the time the company reorganized,
but Lindsley left the company for a time,
as did many people. So I finished up
AK. Midway (601) was designed by
myself and Mr. Schutz when he came
hack to the company. At the time we
were designing Midway, he designed
Guadalcanal with some outside help.
We are now getting to the time we
‘went to a number of sub-contractors for
a lot of the historical data and even
to getting some hints and new ideas on
the games, if only to keep them from
becoming stereotype, Midway, Guad-
alcanal, and Bulge were started by Mr
Schutz’ with this sort of outside help.
T was not involved with these becauce
got into the advertising, marketing
and administrative end
‘After Bulge (602), Guadalcanal was
begun — before Blitzkrieg. Marketing
trends dictated we come out with Blitz
lerieg first. Blitzkrieg was a very easy
game to design, a potpourri of all the
goodies and better ideas in the previous
games. We had fun with Blitzkrieg be-
cause many of the names of the rivers
are names of people who have helped us
‘with design ideas and many are names of
cur salesmen. The game did not re
quire any historical research; it was sim-
ply a matter of equating the design ele-
Bitzkrieg originally was to be called
Tactics INL Every once in a while we
feel it is necessary to come out with anon-historcal game, more of an abstract
nature and Blitzkrieg was it, It is a
highly successful game, and one of the
szames which continues to sell better than
many of the games introduced after it
We finally released Guadaleanal after
Blitekrieg, but I cannot say the same
thing for that one
Guadalcanal is — qui
bomb, The only reason we can se is it
heels of Blitzkrieg
Bltskrieg takes too long to play and
people were not tired of it at the time
we introduced Guadaleanal. So they
put off buying Guadalcanal. When they
did buy it, nobody wanted to take the
part of the Japanese, so there was not
the glamor Of the vicarious experience
chat we find in German oriented games.
Following Guad was Jutland. Juland
was designed, by and large, by the same
people who put out Kampf. A very
excellent research job, a very excellent
game. .if you like 8 to 12 hour games.
Jutland is doing so, after che initial
excelent sales. Jueland vas very_well
received at frst and is very well liked
among the hard-core fanatical. group.
Unfortunately, there are not enough of
those people to sustain Jutland with as
high a level of sales as we'd hoped. Jut-
land now sells fewer titles than Blitz
frankly — a
kerieg.
Because Jutland’s design was so very
well done, the same research and design
team handled 1914.
WAGNER: You mentioned that Blitz-
kerieg was once to be called Tactics I
‘Was there ever a Tactics 1?
SHAW: Tactics I, or just plain “Tac
tics", was nothing more than an oil-cloth
game. Tt was sold strictly by mail be
8 and 1958, It cannot be
considered a commercially marketed
game, but because the sales of this game
‘were good, it was the reason the original
owner decided to go into this thing full
time, There were some paper boards
made in the latter days of the mail or
der business, but it was not put up in
any sort of box. So for all intents and
purposes, Tactics II is the original game
except that the specialized units. wei
added.
WAGNER: Is there any chance of re:
issuing the older, out-of-print titles, par
ticularly Chancellorevlle?
SHAW
fone that stands even an outside chance
of being re-introduced. And if we were
to reintroduce it, it would be a major
foverhall — especially the board. ‘The
playing board, as many have told us, is
more a study in psycothera
thing else. We would make
tures much like those in Gettysburg or
Waterloo first, and go on from there,
WAGNER: Is there any chance of the
older titles, Stalingrad, Waterloo, etc.,
being redesigned eventually?
SHAW: What is wanted in a redesign?
‘And no matter how
we redesigned the game, there would be
decenters, We went into this more
mat with our 1914 and
nd the people who pre
plicated games are all
up in arms, ‘They would like us to
produce more games along the lines of
Stalingrad. Since 3
Chancellorsville is the only
complicated
Jutland games
fer the not-s0-co
do what they're det
them do their own redesigning, as they
see fit
Te would be a marketing failure on our
a Stalingrad II or Wa
The magic of the name has
part to produc
terloo I.
now worn off with the wholesalers and
retailers and we would not be able to
make the sales necessary for the revamp
ing. coste.
However, there may
our growth where, fro
standpoint alone we coul
ime point in
a mail-order
make money(on a redesign of these titles. That point
could be five or ten years away. We
‘would then be doing the redesign strict
ly for the hobbyist, but we would have
to wait until that group is large enough
for it to be profitable for us to do 60.
Right nov, mail order sales are nowhere
near large enough to show a profit and
we must depend — 90% — on sales in
bulk to wholesalers for distribution to
the stores
WAGNER: About how many games
does Avalon Hill sell and how does this
compare with, say, Parker Bros. or Mil:
ton Bradley?
SHAW: Milton Bradley will sell more
copies of CANDYLAND than Avalon
Hill will sell of its entire kine, This is
mainly because AH games are aimed at
specific group, and that is why we come
cout with non-battle titles like Shakes-
Word Power, and the sports
The non-battle titles broaden
four distribution bs
vantage of coming out with the battle
sames is that you will not only sell one
game, but ultimately you wall ell che
entire line, So we're not speaking of a
$6 sale, we're speaking of a $60 or $70
sale While the battle games do not
they do pro:
vide the funds to experiment with che
ronbattle titles collectively. We do
this because all we would need would
be one hit with a non-battle game and
we would be in a much better postio
get larger and into the
Bros./Milton Bradley league.
‘Once in their league, you can advertise
However, the ad
make the sales individual
financially
Parker
the more advertising, the more battle
games, the more battle games the greater
the demand...it feeds on itself from that
point
WAGNER: As most of S@T's readers
know, Avalon Hill publishes a magazine
dealing with AH games called THE
GENERAL. You often infer the Gen:
‘eral is a losing proposition. Is it? Why
does it cast so much?
SHAW
sure. Each issue of the General could
reach a total circulation of 15,000 if you
include individual sales, However, the
subecription rate is much lower than that
You can answer this one I'm
Tt is not offered for sale on the news-
stands and that, as you know, is where
the bulk of magazine sales take place in
profitable operation. It loses money
because it is printed on high speed, offset
presses at Monarch Services. This pro-
‘cess is geared to runs of 50 to 100 thou:
sand copies, and therefore it is unprofit:
able to use it for 15,000. But we do it
because Monarch is a member of the
omerate owning Avalon Hill. We
sell no advertising, and mailing costs for
a small run such as the General incur a
low profit mar
While in itself it is losing venture,
in the long run the General makes moa
ey for AH because it i an advertising
and promotional vehicle for Avalon
Hills products. But because it deals
strclly with AH products and is pri:
marily written by those who own the
games, it appeals. only to wargamers
owning Avalon Hill games, obviously.
Appeal to more people by dealing with
more wargaming subjects would, of
course, inereaze the marketability of the
General, but we do not have the editorial
wwherewithall to do chat.
WAGNER: The General is often exit
ined for its low quality of material, and
the competence of ite authors, how do
you feel about that?
SHAW: We get letters pro and con, but
we agree that the editorial quality could
be vastly improved. However, most of
the articles are writen by the game nuts
themselves and while you ean try to ac
cept the better written articles only, you
cannot please everyone, We try t0 haveas broad a spectrum as possible, and
since the magazine deals only with AH
games, we can assume the readers want
to read about them and find out what
other players have to aay.
After all we are game publishers, not
‘magazine publishers. We simply do not
hhave competent magazine people here
now. If our growth is such that we
cean afford a sub-division devoted to the
magazine, then we will certainly have it
at that time. For the moment, we will
leave editorial know-how to Strategy @
Tactics, obviously the best in the field
today.
WAGNER: Thanks! Your question
answering service has also come under
fire for being contradictory and slow.
How come?
SHAW: Much of the slowness is due
to the fact that the questions are often
involved and very lengthy in themselves
Secondly, there is always a turn-over in
personnel. One group of people will
answer for a while, then another group
wall come in with’ different interpreta-
tions. This has gotten to the point
where we have completely sub-contrac-
ted most of this work to people who we
fee! are more qualified than those we
have had in the past, and I think that
some of the game fanatics have already
witnessed the improvement in this serv-
Stil, a lot of slowness is due to the
people asking the questions. If one does
not include a self-addressed, stamped
envelope, this indicates to us that that
person i not too interested in getting
his answer quickly and we give that let-
ter a lower priority than one which
‘does come in with the self-addressed
envelope Then too, there are many
people who write over, and over, and
cover again. This really cuts into the
profit picture. We are the only game
company that gets this mach mail and
answers it. Milton Bradley and Parker
Bros. games are simpler and do not re
quire this sort of detailed interpretation
of the rules. T could give you a list of
from 250 to 300 names of people who
corzespond with us each and every week
‘Wee feel we owe them an answer, but ehe
time and materials we must devote to
answering this mail means that all the
mail is slowed down
Say, today we receive a letter which
asks 36 questions, many of ‘them about
‘where we got our research data, why or
hhow we designed the games, etc. To
answer this letter takes time, investiga
tion and manpower. Sometimes we have
to send the letter to the design people
we've sub-contracted the game to in or
der to get a complete answer. This one
letter may hold up twenty or thirty let
ters asking one or two simple questions
Multiply this by several hundred a
month and you can see the problem.
WAGNER: But many of the questions
asked of AH are probably valid ones in
that there are some ambiguities and prob:
Jems with the rules.
SHAW: Truc, but a large share of the
‘Blame must be layed to the complex na-
ture of the games themselves. Then too,
the game players must be responsible for
some of the confusion when, through
their own lack of patience or mental
ability, they cannot or will not reason
‘out what the game was meant to be like
For example, in our early runs of Stalin«
‘grad there was an error in the Russian
troop counters: the 35ch Corpe was re:
peated by mistake. We found it and
corrected further runs, making one of
the 35th Corps the 36th Corps. A man
‘wrote us asking why there were two
85th Corps, and we answered that it
was an error and one of them should be
the 36th, I should have been waiting
for it, but he surprised me when he wrote
back asking which one should be the
36th,
WAGNER: How about faulty research?
Your Battle of the Bulge Order-of Bat
tle, for example?SHAW: During that period in history,
many changes in unit designation and
much reorganization occured due to the
fluid nature of the battle itself. We re
ceived our information concerning or:
er-of-batte from the Office of the Chief
of Military History in Washington,
‘Therefore, the errors attributed to AH
are the errors of OCMH — if they are
errors. ‘We have, of course, received a
tremendous number of “corrections” to
the Bulge OB, but we have yet to re
ceive two that agree with one another.
WAGNER: We have all noticed the
Peeudo-Nazi approach some of the gam:
ers take to your games. We have also
noticed the movement to de-emphasize
war toys this past Christmas. Do you
there is any relationship between
the games and real war?
SHAW: This is the subject of much
controversy. Wargames are, as a staff
fffcer once told me, a method of exer
cising military responsibilty and au-
thority of leading troops across a battle-
field without the accompanying blood:
shed and loss of life. Now, I could be
called to task for this, but I feel that
man’s basic nature is warlike and highly
competitive. This is part of the reason
‘wargaming is popular, but I do not feel
that AH games have either broadened orf t N
lesened man’s interest in war or his |
ability to wage it.
WAGNER: Then how realistic do you
feel the games are? Do the basics, at
least, of tactics and strategy apply to
the games as well as the real situation?
SHAW: Yes they do. However, there
is one thing that keeps our games from
being 100% reflective of the real situa
tion. That is the fact that all units are
visible to both parties; you can see ev
exything your opponent i doing.
WAGNER: Unlimited intelligence
SHAW: Yes. In real war, you do not
hhave this degree of intelligence informa-
tion. Then too, we have consecutive
movement. Absolute accuracy would
involve simultaneous moving.
WAGNER: That would seem to ex
plain why the most popular variants 0
your games involve limited intelligence
and simultaneous movement. Wargam
ing has, while ic ia still small, grown tr
rmendously both here and overseas in the
last two or three years. To what do
you attribute this?8
SHAW: General population growth for
‘one thing. Another is our increasing
ability to promote and advertise the
games. We think there is a tremendous,
untapped market out there somewhere
and we are slowly getting ourselves
known. Our greatest source of new
business remains, however, the individual
‘game enthusiasts — word of mouth ad-
vertising. They each can sell 10, 50 or
even 100 games over a period of time.
For every one game we sell through
advertising, we probably sell 10 or 20
through this “spread effect”.
WAGNER: Why does Avalon Hill
now produce only one new wargame
per year?
SHAW: Our line is already very ex
tensive. If we put out too many games
at one time, the retailer cannot handle
the quantity. Then too, it takes a while
for people to master our games and we
have found that it takes six months to a
year before the sheen ia worn off a new
title. The fact that Guadalcanal did so
poorly is, we feel, due to the fact that
it came 2% soon on the heels of Blitz:
Ikrieg. The game fanatics were still
highly interested in Blitzkrieg and were
not interested in the new title at that
particular time. There is also the tre-
mendous initial investment involved in
nnot afford too
a new game, and we
many losers.
WAGNER: The obvious question: what
is the title of the next AH game, and
when do you expect to have it out?
SHAW: Anzio, It will be available in
the spring of 1969. We hope to intro-
duce the game at the annual hobby and
toy fairs in February and March — this
is the time of year when new games
and toys are shown to the wholesalers,
jobbers, and buyers
We will also be introducing several
new non-battle titles. One will be based
on the C8%O/BEO railroads and will re:
place Dispatcher. The game is based on
the actual timetables of these lines, it
will be a historical game and we feel this
will appeal to our history-oriented cus-
tomers as well as the growing number
of model railroad enthusiasts, Ie will
e, unlike Dispatcher, a very competi
tive game.
There is also another, very interesting
non-battle game on the fire, but we have
no projections for when that game will
be released — probably sometime in
mid-1969. All in all, 1969 looks like a
very good year indeed!OPINION: J. F. Dunnigan
WHO PLAYS THE GAMES?
WHY?
This article isthe fist of 2 new series
which will appear oceasonally in. S&T.
Under the “Opinion” flag, we intend to
ask people having the most to do with
the direction wargaming is taking as 2
hobby to unburden themselves concern-
ing, not any specific game or method,
but wargaming at a phenomenon, a na
tional and international hobby. | Who
plays the games? Why? What is
“good” or a “bad” game? Who designs
and devises rules? What is needed to
further the growth of the hobby? We
suk that the authors and the readers di:
rect themselves to these questions here.
SSWT believes that there is a perman-
cent, stable furure for wargaming as a
hobby. As uch, the interest in complex
games has grown amazingly over the
last few years until we are now on the
brink of emerging a widely recognized
group of hobbyists, as opposed to an in
rnocuous, widely scattered bunch of,
“game nuts". The whole spectrum of
warguming is experiencing growing
pains. In Great Britain, new groups
have sprung up to challenge the leader
ship of the miniature games field (the
seat of which has always been there),
and the Realism fist vs, Playabiity ist
‘war continues to rage. In the US. there
are large numbers of board gamers be-
ing introduced to games with miniatures,
there are the old-school. tablesoppers,
and the quickly emerging group interest
ed in all types of battle games. We have
‘our own realism vs. playability fights too.
So what direction should we — and the
game companies and miniature manu
facturers — take? Maybe thie series
and readers comments will aid; at least
there will be general and open discussion,
‘Articles marked “Opinion” in this and
future issues will represent, primarily,
the views of the author only. S&T vail
present authors of many different views:
the only requirements will be (1) au-
thority, and (2) willingness to express
‘oneself on the subject. In the fret article
of this type, Mr. Dunnigan (designer of
Jutland, 1914, historical authenticator
for Battle of Britain, ST Technical
Editor, ete) holds forth on the current
‘Avalon Hill design situation and the
prospects for their next game.
‘Thus far I mentioned only the me
chanical aspects of design, There. is
much more involved in wargame design
than mere physical collation of the gamé
itself. ‘This other aspect involves an at-
tempt to discover why people play these
games, What do they want most out of
them? Just who is it who plays? Te was
with reluctance that I designed a game
Gotland) without any answers to the
above questions. With its completion,
Twas able to answer some of the ques:
tions. myself.
Why do people play the games? For
cover half of them it was a combination
‘of mental stimulation and participation
in an historical event. The frst reason
was the predominant one. Most of the
remainder played just to pass the time of
for sundry other reasons. What do peo-
ple want out of the games? First, most
want 2 game which is true to life but
rot, say most, at the expense of playabi
ity. Still, historical authenticity and real-
iam come fist. They overwhelmingly pre-
fer a complex game of the magnitude of
Blitzkrieg, yet it was later discovered
that most of the same gamers actually
preferred to play such “simple” games
as Afrika Korps, Batle of the Bulge, and
Stalingrad most of the time
Who plays the games? Agewise,
(60.7% fall betwen the ages of 15 and
21. Occupationally, 73.6% are atudents
Educationally, for the group aged 18
and over (all the rest are still in high
school) 43.89% have completed college,
419% of these have also completed gradu
ate or professional school, while a fur-
ther 27% are cither stil in graduate
school or did not complete it. Thirty
eight percent of the total 18+ group
are still undergraduates. Most people
‘who have the games certainly didn’t have
to go into hock to buy them.
The Short Complex Game
The people who play the games are
obviously alert and active. They are
also busy, and this brings me to another
point. All the data collected thus far
pints to the fact that the market wants
2 game that won't insule their intelligence
‘hut also won't consume too much of their
already spoken for time. A short, com-
plex game would then be ideal
Well now why doesn't Avalon Hill
or somebody else simply come out with
4 short complex game? There are two
busic reasons. The first is the fault, to
an extent, of the company. Avafon Hill
believes, and T'n inclined to agree with
them, that a bad game with a good tile
will sell better than a good game with a
tad tite. Thus the number of possible
titles is quite restricted, particularly
when you realize that more than once
they deliberately picked what was con-
sidered the hotest title around only to
see it fail to sell well. Thus a company
will be somewhat conservative when
choosing title. Automatically, cis pre-
vents the choice of a title for its poten-
tial asa good short-complex game only.
The second dificulty in designing a
00d short-complex game is the design of
the game itself. Since the design of a
game must include historical authenticity
and realism you soon find that a simple
version will be simple in the sense of
chess. Now, we all know that chess
can be played by an eight year old. But
ie isa far diferent game when played by
Bobby Fischer. This, of course, may be
just what we are locking for. Tm not
sure. In developing some recent game 1
have found this simpler-complex. game
to be quite a hard nut to crack.
No One Asked For The
Games To Be Any Longer
In the meantime, Avalon Hill has de-
cided to go ahead and try for another
solution to che problem. AH has al-
ready been fascinated by the success of
such games as Afrika Korps in the face
of such a never-ending agitation — by
the very same people who enjoy playing
AK — for increased historical authen-
ticity, realism and COMPLEXITY in10
10
the games. The key here, as I see it,
was that no one auked for the games
to be any longer. As AHL saw it, the
key was in the design of the tres most
played games: Afrika Korpe, Bulge, and
Stalingrad. But they were faced wath
that same old problem: one could not
pick a title which would easily lend i
fe to the desigo of the type of game
they wanted. Afrika Korps, for ex
ample, is ideal for a simple game. It
wat a amall campaign and relatively un
affected by outside events. Stalingrad
wat a mutch larger campaign and never
was succesfully tummed into a simple
game according to the eaer AH for
tat, Infact, the game may have sufer-
dasa result ofthe attempt to simphfv
the huge campaign. We found that 87%
of active AH game players would glad
ly purchase a redesigned Sealingrad. The
resi of allthis is that AH is serouly
Considering taking the tie they conser
the current “hottest” tile and designing
from the top, a game along the lines of
‘Afra Korps. As one of AH's man
agement pu it “we want another Stalin.
ed”
T wish I could say that I could do
something to mitigate the extent of this
disaster (which is what I consider it).
T cannot.” AH has a number of obec:
tives it wants achieved. The game must
emphasize simplicity. Again, the title
is being picked mainly for sles potential
(0 sles = no proft = no company
= no games). This means that the new