Professional Documents
Culture Documents
Prestigious /ryin,: Four Most
Prestigious /ryin,: Four Most
00
AFTER\ryE'VE WON
FOUR OF THE MOST
PRESTIGIOUS A\A¿A.RDS
A \AARGAIVIE CAI{ \ryIN,
WHAI CAI{ \ryE DO
FORAI{ EI\CORE?
'!?e were understandably proud
when GETTYSBURG: The
Tumíng Poinr" won not one, but four p¡estigious awards:
I Origins' Charles Roberts Award, Best Military,/Strategy
Computer Game. I ComÞuter GamingWorld's Strategy Game
of the Year. lFami\ Comþuting's Critics' Choice Awarri,
Best Strategy and Tactics Game. I Fire €l Movement's Computer
Wargame of the Year.
So what can SSI do for an encore?
Our game designers went back to the d¡awing board and rook on
the daunting task of making an even better game system.
The result of all the hard wo¡k: SHILOH: Grant's Tríøl ín rhe'Westl
This superb simulation includes three games ro sarisfy all Civil !Øar fans.
The Introductory Game features joystick control to make playing even easier
for the beginner. The lntermediate and Advanced Oames, with their progres-
sively more complex rules, will challenge even the most hardcore of wargamers.
We then lowered the price to please everyone's pocketbook.
Refinements in the game system include the ability during play to switch
berween an overall strategic display and a super-detailed tactical map. Special
morale rules for "green," untried troops have also been added.
ln judging our handiwork, we are convinced SHILOH will soon
claim its own space in our
trophy case.
Look for all our Civil War
titles at your local computer/
sofrware or game store today.
All SSI g(tmes car"ry ø "74-day srR{TEctC stMULATtoNs. 1ïc.
s(rüsfaction or yow money brrck" 1046 N.Rengstoff Avenue
gunrantee. Vlrite or call for d Mountain View, CA 94041
free colar catalog of ow fulllnw.
Ø15) 964-1353
Our fow Cíuíl Va¡ títles for Apple, IBM, C-64/128 and Atarí 9-bit computers.
III
The Fire & Movement Independent Games Rating Chart began accumulating and publishing data in April of 198?. The top 60 wargames of
all
Whr III
epochs, scales and types appear combined herein, in order ofthe highest rating in the Overall catÃ,goty. Garnes ¿¿rú appearing on tliis chart
Wbrld War
World would be for reasons ofage (most pre-April 1987 wargames), availability (out-of-print and hard-to-frnd games) and, ofcourse, low ratings.
#
1
3
Game
Destroyer
Title ,lü1" ïiï "*,
Captain
Paratrooper(ASL) AH
RoyalNavy
QDG
QDC
1982
1986
1984
$19
$15
$20
Com-
plex-
itv
M
H
M
Scale
Tac
Tac
Tac
o-^ .
Ijpoch
WWII
WWII
wwil
subjec,Game o"" $ål-åTii
l'yp€ 'fype c"-" lation ity phlcs
o,",- *Jiå,"
",,. alt -woru
Sea HBW 8.00 7.57 7.43 7.OO 7.86 *
Land HBW ?.86 7.00 7.29 8.57 7.86 *
Sea HBW ?.77 7.54 7.23 7.15 7.77 too%
GDW's exciting game of of tactical combat in Europe has arrived. You command the elements
elements 5 Korean War VG 1986 $24 M opr Korea Land HBW 7.26 7.38 7.65 7.97 7.68 88*
of Team Yankee in their desperate mission to hold out against against the Soviet onslaught. As team 6 in Arms AH l 986 35 H Str N L,/Pol HBW 7 7.24 *
leader it is your responsibility to out-fight
out-fight and out-maneuver
out-maneuver the Soviets in aa game which faithful- 8 Silent Service MP 1986 $35 M Tac WWII Sea ÍIC,W 7.63 7 .00 7.33 7.50 7.65 94%
ly recreates the uncertainty and action of the best-selling
best-selling novel. Team Yankee features Jump I RAF WEG 1986 M Str WWII Air HBW ?.94 6 7
ar
Start®
Start@ rules you start
rules which let you start playing right away!
away! $24.00 at hobby Ate of Aces Nova 1980 $20 I-L Tac WWI .Air rIDW 8.17 6.58 7.50 7.33 7.58 92%
many fine Waldenbook stores, or direct from GDW. Write
stores and many Air & Armor WEG r986 22 M.F Modern l^/L,
1
for
for our free catalog.
free 14 Advanced Squad Leader AH 1985 $45 H Tac WWII Land ÍtBw 7.22 7.00 7.67 8.56 7.44 67%
&I.M. AH 1975 t4 M Tac Sea HBW 7.38 7.06
t7 ar tn Europe SPI 1976 $50 M-F Opr WWII Land IIBW 7.86 6.29 5.86 6.14 729 .
m I 18 H Tac W'WII Land HBW I
20 Fredrick the Great AH r983 $12 M S¿r Pre-N ap Land HBW 6.89 7.44 7.22 6.56 7.11 89%
2t AH r976 t7 I Str wwr Land HBG 7 ?0 4_50
23 AHouseDivided GDW 1981 $12 I Str ACW tand HBW 8.13 5.33 7.29 6.50 7.08 96%
24 A 1985 20 M Tac Modern UA IiBW 7.11
26 Nap Last Battles Quad TSR 1985 $20 L opt Napol Land HBW 7.24 6.47 ?.18 6.94 7.00 IOO%
War s&T 1 987 M WWII Land 7 7 t00%
mega
29 Terrible S. Sword 2ed TSR 1986 $35 F Tac ACW Land IIBW 6.98 7.20 6.68 5.8õ 6.98 90lr
30 AH r976 t4 L Str WWU Land HBW 93*
32 Rommel in the Desert CGI 1984 $19 L-M Opr WWII Land HBW 7.93 6.07 6.57 ? .00 6.86 79%
33 Leader A}I 1986 26M HBW 7.03 6.35 6.39 7 .29 6.77 77%
Assault GDW 1983 $16 M Tac Modern Land t{BW 6.58 6.58 6.32 6.75 6.74 79%
36 Remember the Maine S&T 1986 M I"/S HBW 7.00 7.43 6.86 6.43 6.71 *
tn
38 Axis & Allies MB 1984 935 L Srr WWII LAS IIBW 7.41 3.27 6.77 7.68 6.64 86%
Wellin 's 1 1 M-F Tac Land HBW 6.64 7 l8 7
41 Third Reich AH r974 $18 Ì{ Str }VWll T.AS HBW 7.27 6.09 5.64 6.36 6.45 9t%
42 Fortress America MB I L Str Future UA FBW 6.75 3.83 l7
44 Battle For Moscow GDW 1986 g0 I S¿r WWII Land HBW 6.80 5.40 7.40 6.20 620 r00%
45 1984 I-L Str Modern US HFW 6.77
rmee
47 PanzerBlitz AH l9?0 Sl8 L-M Tac WWII Land HBW 7.08 5.00 6.69 6.54 6.08 92to
49 War at Sea AH l0 I Str WWII Sea HBW 7,04
rps 4
Panzer Leader AII 198r $1 I L-M Str WWII Land HBW 6.64 5.45 6.64 6.45 6.00 9lEo
Air ATI l 980 M 6 Tac WWII Air I{B 6.80 5.30 6.00 90%
53 Napoleon & Archduke 3W 1986 S9 M Opt Land HBW 6.03 6.24 5.66 5.10 5.80 83%
TF'G 1986 10 L-M HR 75 6.00 5.00 5.88 75Eo
1
56 Luftwafle AH 1958 $11 I op. Land FBW 5.67 5.6? 6.00 5.73 5.67 80%
57 rossa TSR 1986 F HtsW 5.?6 5.86 5.50 6.14 5.50 79%
59 StruggleforStalingrad 3W 1985 $9 L-M Opr WWII Land HBW 5.58 4.?1 4.42 4.25 5.00 63%
AbbreuøtíatL Xøy; Publrsher; AlfG=Australian DesigD Qreup, AH=Avalon Hill, CGf=Columbia Games, Ìnc., GD\{=Game Desrgnem \{orkshop, MB=Miltoû Bradley, Mp:Microprose
Software, Nova-Nova Gaoe Designs, Omega=Omega Oames, PB=Parke¡ Rothers, PG=Pantber Games, QDG=Quarterdeck Games, SG=Supreamacy Cames, SpI=siouiations publidtiou,
IDc., SSC=Strategic Studies Group, SSI=Strategic Simulatrons, lÂc., S&1=Strategy & Tactics Eagaziûe, TFG= Task Fom Games, TSR=TSR, Inc., VG:Victory Games, WEG:West Eod
L:l¿w, M=Moderate, F:Fairly compler, H=Highly compler; a dash iDdicaies a varyirg mnge of conplãriç $ggþ; S?R:Straiegic, OPR:OperatioDal, îAC:îactical. Epocúj
õAmê Medvl:Medieval, Renn=R¿nnassiance, Pre-Nap:Pre-Napoleooic, Napl=Napoleonic, ACW=Âmencan Civil War, lStb C. & lgth C.=l8th and lgth Ce;tur, rsp€ctivìy, WWj=Worlã-Fir
Ooe, W¡fflI=World Wa¡ Two. Subiect Tvpe=Subject; L.=Land, A.=Ar¡, S=Sea, E or Ecoa=Economic, P or Poi=Political. Game Tyre (a three le$ei codi); lst ietrer H=Hi6toriæ1,
GDW
Game responding that they recerved Lh€ir money's worth with tbe pu¡chase of this gaoe, * d¿uotes the game was rated by a suruey of prcfessional reviereÉ ;ho-reõü-F!ævìew copie-s.
Designers'
GDWffi¡gr:t Wor~shop
Since 1973
Ovêrall = syolhisis of game, simulatrrn, rules and graphics quality.
9,A(csrSaEs) ¡fill)
0,8(a¡ð¡inulatiou) P¡t¡ô!', Bcrt (Avaloo
. C (thê rulo¡)
t2g.À(asa¡smo)
D (th. ¡ireDbica) 180. B(úa¡iEulålion)
.
E (ovrnll) 181. C (tb€ ruloô)
.
F (¡olit¡in) 182, D (thc gtapbiæ)
.
G (EoDsy'r PoÉt)
199. B (ovo¡all)
.
19,1. F (ælit¡iro)
. No quo¡tion
13ó. G (mo¡ey'¡ sorth)
196. No qucetioa
ctor', ln Europo (Omo3â)
?.4(aaagEme)
8.B(ssa¡iBülatioû) K¡nev (S&T)
, C (th. rol€3)
l8?. A(a¡ s gre€)
198. B (as ¡ si¡ûu¡âtion)
. D (the Sraphics)
189. C (tbo rulss)
. E (ovGmll)
F (¡olit¡ir€) 1¿0. D (th€ ¡irâpÀics)
2, ' 1,11. E (ovemll)
3. G (money's mÉh)
. No qùestion 1t12. ¡'(¡olitåin)
1,1{1. G (ooaoy'c vrrth)
144. No quå6tion
¡d Fleot(Vic'tory)
5. .l (a6 ô gsn€)
War ¡¡d Poaco (¡lvalot
6. B(âsasiEul¡tion)
?. C (th6 nles) ¡{ill)
8. D (ths ¡rtphics) 1,1õ,¡t(asag¡n6)
1,t6, B (as a simulatiôl)
9. E (ov¿rsll)
147. C (tbe n¡le¡)
0. F (solitâin) (tho frâphic¡)
(úomy'r Forth) 1,18. Ð
1, G
No gu.stior l¡19. E (ovorôll)
2.
1ó0. F (rolibim)
1õ1, G (úonoy'¡ worth)
Arc{c &ont (GDW)
No quostio!
- . - =-- --- = -- E=-
112.
......., ..
8.¡t(asagams)
B(ua ¡ioulation)
- . - ---- - - --~ j i E
4,
Itlrd ßelch,lth Ert. (Avelo¡
--- - - - - -- --- --==--=
-
ó. C (tbe rolss)
0, D (thc rFaphicc) Hilr)
7. E (overall) 1õ3..{(aragame)
8, F (mlitain) 1ó4,8(aga¡inul¡tion)
r-
.-
9. G (mo¡sy's mrth)
D(thê grtphi6)
.-
1õ6.
0. No quertion
1ó7, E (ov6rall)
Dcul l¡t tùe De¡er! (The 1ó8. l'(slitsirt)
Vargamer) 159. G(moa€y'ssorth)
160. No quôstioD
81.¡l(rsaliaDs)
.-
. --
2, B(a¡a¡imulatioB)
{1. C (the nlo¡)
Ond,¡úgbt(SPI)
{. D (the ¡raphic) l8l.A(ssa¡!ne)
w-
t6Þ. Bta¡asimulation)
.-
ó. E (ov¡nll)
.Ir
89.4(asageEå)
90.8(a¡a¡imulatiou) Bluo Posdwô Grey Snole
(Gå¡de GaEas)
1. C (the rulås)
169.¿{(8sagåme)
- =--- --- -----
2. D (the Snpbice)
170.8(åsa6ibulatio!)
.-
-
9. E (ovonll)
171. C (th€ rules)
-
94. F (¡olitaiE)
172. D (the gEphi6)
-
1?3. E (ovoÉll)
---
08. No qugstio!
17,1. F (þlitaiÉ)
-
1?ó. G (EoDey's frrih)
-
Caúp¡¡lü for Nortù Afrlca
8P¡) 176. No quê6tio!
-
~
97./l(asâgaBo)
--
~
---
98.8(aea¡imul¡tion)
99. C (tb€ rulos)
100. D (ths gnpbic¡)
101, E (ovenll)
-
102. F (Eolitair€)
- - - - --- ---
= ---
-
---
-- -- ---- ---
--
-- -- ----
OS, C (Doney'E m¡th)
-
10¿. No quostion
Itu¡llrl¡ lOdo (The
¡tstirDsr)
- r-
.-
.-
.-
10ã.À(asa¡!E€)
r-
.-
.-
.-
106. B(a¡a¡imulatio¡)
10?. C (th8 n¡lor)
~
108. D (th3 gt¡phic.)
109. E (ovonll)
-
1r0. F (.olit¡iÊ)
:
111. G (Doosy'¡ mrtb)
:
I Oircle.Re¡¡ler $ervice # !
Christopher Miller scenarios to both new releases and old
>Charts & Tables, don't go overboard. favoriLes are particularly desired , however, pieces like those used in The General will be
Edmonton, Alberta Begin by submitting a one page game considered as well. Na-ffiãä]lãetailed
they should be more of the 'play-tested"
Canada proposal to: BP Game¡ Ediør, P,O. Bor 83g9, variety and less 'experimental" in terms of examples of play, indicating specific board
Long Beach, CA 90808. In it, describe deyelopment and game balance. spaces and unit locations, combat regrlts
or: WeII put. Now, this is ci generally the game you wish to design. Manuscripts should be typewritten or tables, die rolls, etc. almost entirely
consti¿ute this type of analysis article. A
BATTLEPLAN #5
ple of exøctly the þind of \çttei computer printed with a dark ribbon on white
sample of exactly the kind ofZf;tier.
If the proposal is accepted for (nol justified!) and bu¡st. Game titles should
development, you will receive a'go ahead'on be in upper and lower case letters and COMMANDER'S NOTEBOOKS:
Sincerely yours,
Sir: it, plus our standard 'Poor and Obscure' underlíned (eg. Russian Campaign). In addition to Game Replays, v/e are
~~t., ~
contraci (you didnt think you'd get "Rich and Game and product reviews should be 500 interested in what we call the Commander's
What's with the "new look" in
Playboy and Penthouse.
Famous" designing little wargames di{ to 850 words in length, presented in a brief, Notebook, or other'how to play'articles.
gaming, first the G.I. Jane
Pete
you?). The pay scale varies, but it is around These disôuss game strategies, tactics, rules
ve
thirty million copies.
capsulized format (see the adjoining review
Canada
,n
ndar from Victory Games an'd $f 30.q0 per game design, plus a royalty if we subtleties, tricks, etc. The best ofthese type of
we~re looking (or: '
notos. We'll owe you the money, your name in from 350 to 1600 words are particularly words, they are true analyses. This type of
them .....
aming. If the typical 'lonely the credits, and five copies of the game welcome, as are full blown scenarios and article requires exhaustive playtesting, but is
(presumably for your mother). *mega-variants" (with oft,en the most rewarding.
wargamer wants female cardstock compon-
panionship he'll probably buy ents). Note that a *word" is defined as hve
letters plus a space, or sir characters. Longer VARIANTS:
lie magazine, which has real While virtually ony suggest€d change to
to cities, take the cities, and get o
. Betûrn Witb Article Submissions for articles are still welcome, but shorter articles
.,',i.:;:, : ~'; _ C~ f()~ writing you today; all relating,_' A~ericari player will NEVER lose
PLAN magazine, a division of Diverse writers, so only send us copies ofyour work, varíety (ll2 - I l/2 ms. pages), which are just a
azine based on this art?
Milton Bradley
lalents, Inc., with its addrêss at 5374 noú originals. A cover sheet should be inclu-
few sentences or paragrapþs suggesting an
Michael Gray
Village Road in lnng Beach, CA 90808, ded with all submissions and contain the optional rule or changes to. oristing rules.
...Please concentrate on the.
Longmeadow, 01028.
Designer
lished), address, telephone number, sugges-
eave the sexy drawings to t¿d title, and the date submitted. A completed running from 3-7 ms. pases or
oy andPenthouse. (hereaft,er knownäs Author) of:
Print your uame hsre
facsimile of the writer's agreement, left, must å::å:-*
Dear Sirs,
a.s a matter of fact,I think the (hereafter known as Work). games.' They usually consist of listing
to Fowler's Modern English Usage, Strunk
ús lllustrated. swimsuil issue and White's Elements of Style, and Webster's alternate orders of battle and victory
V/IINESSETH conditions. Occasionally, an odd chart or
etty silly. The cover wús for New World Dictionary on matters of gram-
" ,, - - to ' M;B's ,Gamemaster Series. J ' ', such
boardgaming as well as in
, I, myself, never read edi- æm¡nauted upoo sucb publicatioo at tbs mo6t Fceûtly
published honorarium rate.
consideration for publication elsewhere.
BATTLEPLAN currently pays l.5g per word additional game components be created by
ls, but if you do, I really .1. Should tho l\tork bê åccepted for publicatioû iû
upon publication. All submissions should be the magazine such as counters, maps, charts
eciate it. There are many BATTLEPLÀN Bâgaziûo, the Âuthor assigrs all his
dghts, titl6 aud iDtêr€st iD tbe Work to BAI':ILEPLAN sent to: Editor, Pete Flahive, P.O. Box 8399, and tables, game cards, etc. There's
telling on the length, but the components
is no
letters to print, and I'll get to magazioo, or its assigns, absolutely. Long Beach, CA 90808. Please include a
stamped, self addressed post, card for an nr¿st conform to the physical production
of them. Keep those cards Date Submitt¿d: limitat,ions description as previously
immediate appraisal response.
etters coming, hang by your Some review copies of certain games are described i¡nder Game Design for BATTLE-
bs, and write if you get work. SocialSec. # _ PLAN.
enjoyable.......
available at the offrce for established game
Author's Address: reviewers. If you would like to write for
Dear Pete,
VE, ownership of ¿he review copy as well as
payment, pleÂse con¿act the Editor, who will People Read Small Ads.
let you know if a review copy is available to You rlust. Didl
PAGE 2
lþ,L---z City: State: Zio: send to you. The Editor controls the writing
Try an ad in the Ganrér's Guide
Pete ClasifÌed secüion today.
assignments, with the assistance of thõ
various magazine Department Editors,
_,<~:_:_ "
'i>,; ,
,~ ,--" ""
" ' ".'"~~;I. .'.~.: :: ~
.,.. _".
I . :
bo¡ss, lable Gaoiag Club
gsl, old c-lo Stud€lt Lif€ Oñco
or list: Student Ce¡ter
5 South StÊet
Faniogtan, ME 0,1938
ílll
ll ItÌ
Your Publication ,\l tlli
#5
Gets Discovered
SCENARIO
usÂdry
ou tbe With a Classifred Listing!
BATILEPLAN
l eacb l
. t8.00
Pete Flahive
Publications
by
west would force the British and Americans to fall back and
¡¡
material since the beginning of the war were becoming im-
qo9 ¡! 6
r used;
sd; call
igues For EoÉ fronts were crumbling, and the losses suffered in men and
ng.
rrwonew
gamE6,
¡ched,
, FASÀ
once more.
Job¡ R Biehl
'l #108-2040 Yorl¡ Ave
HE That gamble would come to be known to the Americans as
SQUAD LEADER
Vaacouve¡, B.q.
Ca¡ada VôI lE?
I H-(604) 732.3568
re! r
SAT¡SFA9IION GU.{RANTEED o¡ Mo¡ôy
BacL- Bslieve thie! Bolieve it! "The Battle of the Bulge."
smben.
The Gamer's Guide
Your guide to better gaming!
Clasified: In the east the order of the day \ras to hold at all costs until
the time when a ne\ñ¡, strong offensive could be mounted. Each
PAGE 3
river and strongpoint had to be defended to the last. The Oder
River was one of these.
nfs forward
to: érush' the,
wer,tJrre Cl.erf The normal basic game rules apply to the Commencement of Play: After set-up, begin
tournament. r Only the advanced game provisions play with the Collusion phase.
't"t'" t"'
'
tlft 2 3 4 5 6 7 8+ 9 ·-10 11 12· END '
'"
1-10
~ .,
Z-lO '
3
'"
Number of Players:6
..
2-1 .
any time. Diplomacy must be open. There can be
lMG
.12
Player Holdlngs: Each player begins
3
with
2
~6~ 4
no "sgcret deals".
"
a factory selected in the manner below. Muggers: Still cost |$90,000 but if successfulthe
Volksgrenadiers, who had stolen march on the troops '
,
the opposition and reach the stone bridge Qv~r";theClerf
'MM8
{4-12
.12
" ':" : .
on either side of them, moved up through the Woo9S
and contacted the American 10 1st Di vision's forward
In the early hours of a cold, foggymornirig :the 26th
Itt
6-6-6
,remove them from play. The remaining Marine
AI~ ::Cft
3
unsuccessful.
" ', "
4lMB
and the White Russian Minder is attached to the
B12
2-8
3
LiCC)
;..- ,
Frenchtown Casino. These contractors may be may choose to roll for a lree passport at the
P-IO
used or hired out by the owner of the racket lor lnternational Gonsulates, and run the risk of
a
4-6-7
the same benefits as in the normal game. The
~~
ending up in Old Chrnâtown.
t0 t2
3
M-5
11 END other contractors are placed as usual, eg the Lido
RACE TO ·THE CLERF
-llMG
.12
2-8
Wlnner: of each game is st¡llthe escaped player
4
2
Courtes¿n on the nightclub and so on.
who has the largest inlernal¡onalbank account. A
N
R-3
MMB
i4~12
.12
~I~ joG)
Prlbe of Rackets: Ail rackefs cost g40,000. player may win w¡th no money, provided he or she
Downstairs
*;-. ~6~
I
-rn¡ alone has escaped. ln case of ties, the winner
g#,
,
3
J+tz T-l lnltlatlve: All players roll for initiative. Highest
MM8
{4-12
off Qfthe ,Southern Edge of board 3. The Americans win by
B12
The Germans win by exiting eight units (excluding leaders)
~
Alrr between those sharing the highest money score is
AA-l0
6-6-6
kk
goes first of course.
the one who escaped first. Cash in hand is
,iCO
Racket Allocatlon: All racket cards except the useless for the purposes of determining winners.
6-6-6
'~
kk
Once escaped a,player cannot participate in the
3
ShanghaiClub and the Soochow Creek Emporium
HMG
_812
• 6-16
M-6
are shuffled and placed face down in a stack. The remaining action in any way - including bribes. ln
2-4-7 ~
(
River.
Q-IO
player with the highest initiative chooses one card
;.'- ,.iCC)
o-5
6·6·6
I
kk
6 from the face down stack, the next highest player for assassins or lent to other players - do so before
11
3
Downstanrs'
follows. you get out.
f~
3
Players then place one of their racketeer and two Each round of the tournament will consist of a
' ia,
~;-
P-2
.V-IO
VICTORY CONDITIONS
of their coolie counters in the district they have number of preliminary sessions and one final
LMG
I
2-8
B12
MMG
{4.12
casualties, excluding leaders.
B12
A: It -T lMG
preliminary sessions will play off in the final. The
2-8
B12
Shanghai Glub and Soochow Creek Emporium)
-r
P-l
2
top 12 or 18 players will be determined by ranking
k* I,IG
2{
are left vacant but may be purchased in the usual
8-3·8
{ the bank accounts of all escaped players. So a
kk
fils
i:N 6-6·6
manner.
6-6-6
kk
kk
4-6-7 ¡t2
4~6~7
SPECIAL RULES
good place
'3
second or third get you
2
may still into
Warehouse and Factory Selecilon: The
3
3 2 the finals. The tournament organizers may
highest player selects one warehouse and one
A!N .!o
...
automatically seed winners of previous rounds into
t
~co
~~9
I-10 factory site from anywhere on the board, and
:iG)
~
C
a ,
A~o
. i OCl
::.,.U
the finals.
t
• L
places one of his overseer and manager counters
o
·U.S. sets up first
1r3
frt
Ger.man movesrtrst
(t¡
2{ on them, respectively. The second highest player
{
a
10 * cl
¡r2 follows likewise, and so on untíl all players have
::!16
=iF
PAGE 4
'*
3 3 selected a warehouse and factory.
*
At early dawn in February 1944 swiftly
of the ix Russian Army ðome upon elements of the VI SS
Panzer Army situated in strong defensive positions in a
town. Possession of this town is vital.
DIIll
: Y-IO
END
J-4
6-5-8
. PAGE 5
l~
3
-TlMI
Panzer Army situated in strong defensive positions in a
2-8
lIZ
. of the IX Russian Army come upon elements of the VI SS
towards the Oder, the Germans were forced to turn small
Board
: Eastern Front collapsed and the Russians advanced
1 2 3 4 5 6 7 8 9 10
villages into temporary strongpoints to be defended
-rlMG
2-8
, iG)
B12
~1"7
N
ON BOARD #4
A
..
A
Configuration
ON BOARD #3 3
14-~
T VIC.TORY CONDITIONS
R-3
N
LAST ·STAND ON THE ODER
The side wins which possesses the majority of the nine buildings inside I
the circular road. Pôssession goes to the lasl unit to occqpy, or move t
iIG)
-•
LM&
2-8
B12
c
k
FF-5
J
through the building
3
-T
t
town. Possession of this town is vital.
!
!
against numerically superior forces.
T RN RECORD CHART
Q-I0
6-5-8
~k
14~
me tournament
3
I I
9
* Russl¡! novss ñrst
:
END
a. 4 5 6 7 10
Configuration
1 2 3
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ON BOARD #3 ·6
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ON BOARD #4
{! .
klC? t8~:+
3 and 4'
the circular road. Possession .goes to the las.t unit to ocCUpy, or move
få
The side wins which ppssesses the majority of the nine buildings inside
:,co
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frtt
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È$8
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contact the convention ufitG LTG
fr*
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MMG
4-12
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ON BOARD#3
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City ACT 2601. nnt
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24 *il: P-1 *Å { 24 o-1
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VIC 3148. ON BOARD #4 ON BOARD #4
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A$3.00 per session. lf
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•
VIC.I.D RY CONDITIONS
MMG
TURN RECORD CHART
~4.12
'8'2
opy of Shanghai Trader Advance elements of the Russian IX Army enter on board 3 and 4
ON BOARD #4
Games booth you will
.
lx8
registration one for llf,Êì
2-8 A-6 24 l( l( FF.5
c.
{ ft¡; ft!a T ¡10+ 4-4-7
2~
it';
Br2
n, valid at either round.
3
9
r 87 oru¡oaRo#3'
. · jCO
· ~i~
urnament rules.
24
4-4-7 { ¡t2
10 Y-10
| ¡¡0.
A-6
ftås ftls T 310+ â-4-7 frþ
ON BOAßO#4' ON BOARD#4 ON BOARD#4
'* .
*
5. Squad Leader -Fred Minard _ and eager to
help out fellow wargamers, you may bã
Sole Price 6.
Scenarios
Gamer's Guide
Pittsburg, PA interested in blindtesting/developing
Battleplan mini-wargames. To do this,
Clas¡ifieds "Not everyone is a Squad Leader simply read this column, and if you would
like to help with any game described, write
7. Midway Scenarios or Son ofSL freak! There are a lot
Editor
Computer, Drltle, Monitor, Printer & Software
Game
Apple ® Compatible Professional ·.I.®XI
Sow
COlllpatible Systelll
Feedback Forum column, our dialogue great game. Let's see some ink on Long Beach, CA 90808
Li$$2195 (tdd135.0shippino.')
Cards Included
7 Interestingly, these are the very ones that AII we cøn sa.y is, that if you want today!
rollel, SeriolAnd Gome Ports create love/ hate on the newsstand. Ifwe
to read, it here, write it for us! We
1
DOS 3.2 e G.W. Bo¡lc lncluded don't pick the right two or three games to
really cover, we could have a poor issue in can only publish wløt you write!! M iní - war garnes in pr og res s
ome llonltor terms ofsales. For that reason, each issue After all, being creøtiue is ø pørt of
Prlnter with Inlerfoce And Poper around here are bøsicølly three
will be built on these 'features'(including being ø u)o,rgarner, so put your
cessor, Spreodsheet & Doto Bose the upcoming mini-wargames), with the right naw. Up on the playtest shelf
scenario ønd uariønt ideøs to right now øre ZuluWar, The Roch,
morter holding it all together being the
AND VVE INlEAN ITI*'
shorter variants and scenario piecés. paper and send them in. andSicily.
lBt'Xl
This section is where we respond to ZuluWar is infirwl playtest,
No One Sells
No One Sells
This System
This System
the remarks made by our readeri through "Why is "Civil \üar" (feedback
bo being blindtested by three different
For Less!
For Less!
This System
each
For Less!
magazine; and I get enough gibes "Include ratings for solitaire interested in the Axis assøult on
.Density Floppy.Disks
. • Software: Word Processor, Spreadsheet & Data Entry
• Genuine IBM 1%" Printer With Interface And Paper
about gaming as it is)." playability. How about, a mini- Gibralter.
-Ray Russell
$ wargame on Charlemagne's
t
Minneapolis, MN campaigns?" Sicily megø-uøriant. Pleøse write if
New Lower2 2·
Li¡l12195 (Add135.0shipping.')
magazine." WelI, beginning with this issue, we ennounce whieh games rated well
.
tl@ XT Compollble Compuler .
one, ra,nked, highest. This is basecl on
deo, Porollel, And Seriol WeIl, we tried something different, As for doing a game on the
Price!
Prlnter wilh lnterfoce And Poper
(with sleeves) .
Ja¡nes To\bot, has leftVictory
(without sleeves)
willing to feedbøck it inø future on this onz!
cessor, Spreodsheet t Dolo Eose Gomes for Milton Brad,Iey. Sort of issue and see what the readers
list $lm
Phoney W ar looh,s " iffy." M r.
m.k of lnl.rml¡oml Eu.lr¡t l¡læh¡Ë, lß. m.akes you wonder what he could would.like to try.It's not enough to Meldrum, could you whip up a
ha,ue done for the couer of Axis & complain about so¡nething you prototype
cernerrt Pol¡cy Allies... don't like, you haue to be willing to
for ins pec tion?
Tlnfs øIl for now! See you next
å;.îîS,31,!,Y;'11î,å,li;iå1""ff; þsomething about it. Are you up issue!
ilå1lil,i1î;'"å"åî:#|*'tr;yJ:,î,#ffiS*
vr3a _ ¡rl3lr¡ca¡D - c.G).Þ.
9I4
MocGowon
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an Guards, German Army, or corrections half-way through. he cannot now change the values
units are eliminated in as radically as historical accuracy
bat, a battlegroup survives. For instance, when designing would require, without starting
battlegroup is then retreated wargame maps¡the first fact I al- over on the design. Probably to
ways require is the size of the map many designers the possibility of
hexes by the attacking player,
BA TILEPLAN #S
sheet after it is trimmed by the beginning again with the right of library time you should have
unit. At certain times the'Russian
the introduction of battle groups. If
ously eliminated units. As a have invested in a project based In fact, I believe it is no more' modern source as your point of
ult of this optional rule the on wrong assumptions, the more difficult to create a game design departure no matter what area
man múst be careful not to desirable it is to begin again. based on a frm foundation of fact you're researching. Usually the
e his battlegroups exposed to than it is to cook up a big batch of alignment of roads does not
ian attacks. They are impor-
This explains my attitude fudge. Starting out with an accur- change. Rather, you just need to
Frustrated German players toward historical research rela- ate manpower estimate for the determine which roads are on
ove this rule because it gives ting to game design. I try to avoid forces and an accurate map will entirely new alignments, and
m a chance to rebuild their surprises once the design is be- eliminate the need for great which major routes have declined
ered formations.
gun. amounts of tinkering and jiggling to secondary status. Use period
of numbers to make the game maps and sketch maps in the
Ifa vital bridge or ford or crest
capability will tax the best of
attack has a 66% chance of
failure? And if you consider that if
purposely.
history books to estimate this. The
results are obvious. Bottom line is
artillery barrage on Axis designer may find himself forced is not diffìcult, provided you have rivers, by and large, they don't
s. However, there are certain to "fudge" the strength, say, ofthe access to a large research library move drastically over a century or
rictions and the STAVKA unit that's supposed to hold that like those found on university two. Woods tend to shrink, but not
A VOID wooded hexes. campuses and maintained by
location. Now, he has compounded always. Sometimes the trend is
must be in range. The effects
and
an error on the map with incorrect state governments. Then there are reversed, and sometimes, where
strength. the archives of the nations in- there are slopes, they are just
volved, but you probably don't never cleared. But, it is unlikely
I have a feeling that the prlme you will fïnd anything reliable on
carefully
have to go to this extreme. Also, in
penetrate.
ingredient in many a game design our hobby there are networks of woods coveråge in pre-1850's
these days is fudge. researchers who specialize in OB sources. ln those days the best
information for particular periods. surveys were made by military
It is certainly true that every If you can find these folks they are engineers, who were limited
game has a certain amount of that most often happy to see their to select lines and points of
is published by International
revised edition that will entice
Russian Campaign II
exacting designer must reach a name in print beside them,
.
Art Kritzer
point his intuition tells him where book you find on your particular found it necessary to estimate the
to add and subtract "weight". And campaign. Use the index... Read total manpower pool of a nation, to
by
you could call this adding and it thoroughly.Check every refer- know exactly how many were
impulse and if need be, take the 6- you will be able to rebuild new
3 as a loss if it's required. This units exactly where they are
This will force the Germans to
armor units. This way you will be until the last possible moment.
3. The final variant assumes allowed to attack in the second
hat the Germans assigned toP impulse of an automatic attack,
riqrity to evacuating their you must be careful not to leave
anzer and motorized formations your flanks exposed. You will not
eforeall other units. When this be able to defend everywhere in
ariant is used, all German strength, so concentrate in the
anzer and motorized formatior¡s most threatened sectors' Use
ormally appearing as reinforce-
........ .-.-
Pasadena, CA 9t106
(sls) 44s-9107 to take out units that the German losses. 'lhis means that both
flanks will retreat leaving the A final concern to the Ger-
@;RUS~IAN STRATEGIES
smile in delight as the Germans
mind that any destroyed stack regular 6-3 units stacked with 6'5 delaYs German reinforcements
may only give way to one armor units. This way you will be until the last possible moment.
battlegroup. Try to concentrate able to advance in the second Keep your battlegroups handy, so
counter.
ve, special ordering on them if you can. KeeP Your impulse and if need be, take the 6- you will be able to rebuild new
armor and Guard units roaming 3 as a loss if it's required. This units exactly where they are
behind your lines to strike at will also work with 5-3 and ?-4 required.
ræñ
ê
.l b=.i'l,
Þ:gE9 ¡. í-.-ì pln å[giääFËã -
o
á
ô È
T Ë;lF
ã ãer i!-íirJ
ut =D= äg-l o E
X õ -,o
EãËa:üks"I Õ
F
9.
(D
Þ': FP >'E I
fFä¡-¡
l¡*ri
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" '~~--~-=--~~~------------------------------~------------~--------------------------,
BATIlEPLAN #5 '
¡.
, '~ 'RUSSIAN'
ô
~ C-AMPAIGN II ÕÎf e
É$ ËT ãËäåË åFär
i
o
¡* U)
: ~
È ååiËåå ËH* J o
$F;eEHíå LLJ
z
iåË9å
.: ,,' In '1941
dx ' 1Þ.-.Ë
'::, 'tlOERMAN STRATEGIES
e
your prime Ë
objectives
by side. That insures
Ë Þ 3.Fç iã.
two battlegroups
strikes.
t#lthere will be two maximum per turn. To let
tf-?¡
left ' if disaster reason prevail, do not allow 205
uÉ+ ËFËå
t*-r!
German units to form battle-
units. Keep in mind that you are the Russians attack as many ideas have helped you out, and
able to attack In the second doubled or wooded positions as peeked your interest.
impulse, so set up accordingly. possible . Try to ,keep a mobile
Don't place your armored units reserve ready to, counterattack in
where a second impulse move will case the Rus~ians
.Nauù getr/Avt
careless. If
be impossible or difficult because the Russians¿ ignore Rumania or
t3
of woods. Leave oyour tanks
bpçnaúO¡¿aåroom Hungary,cQncentrate on the
h> maneuver. Further, don't forget defense of thet Reich. Finally,
FI{H In the world of
that any units adjacent to enemy treasure your battlegroups. Don't
units in the second impulse will expose them to front line duty. SQUAD LEADER .
'lOt be able to move. Lastly, try to They ·are your life's blood. Every
all faithful players
IR ilwq
avoid areas where your units will saved batt Ie g r 0 up willI pay
be out of combat supply during the di vidends as the game progresses.
winter. To clarify, the area
should rally to
northwest
7þ3 of ,Moscow is open to fP~:fi1 ;~, II\fl-,T,.,
CJ1[.::t;,
~!~J~~~a---. ~ ~l'!e!~~ ~
\fi~rt: m'r:nif,WM lSl '
vicious Russian counterattacks in OPTIONAL CHANGES
1dc
wcptø-
1ß.,
the winter ... Avoid it!
The new rules tend to favor Io
7.
the , Tbe source for
lu
in-depth
By 1942 your Axis allies will Germans. If the German is conser-' qG. on all
, .reports rl ofth~ '
be making their presence felt. Use vative and falls back to short, well SQUAD LEADER games
these units in conjunction with defended lines, the Russian will and gamettes,
German units. Stack a weak 2-4 be lucky to reach Berlin due to the
or 2-3 unit with an attack. That fact that the new rules allow the (À:r< in articles,
specializing
6ll{ ¡e¡n{
way if there are any losses they Germans to continually deny new scenarios, and a
will be there to take them. Also, battle and reform battlegroups. æz fA\rfs
national player rati.ng
make sure that you have a few of After eliminating a 3-6 and a 4-6, øL 3Psystem.
these weak units available for their batUegroups can reform to
rear area duties. They can deny an 8-7 unit. Further, two eliniina- For more information, please
critical rail way junctions to the ted 3-4 units will result in two 2-3 write to:
partisans and their additional battlegroups. these then form a 4- OnAll Fronts
zones of control will deny the 4 uriit. Keep in mind that the P.O. Box 265
Russians a potential paratroop Russians are not allowed to Marshall, AR 72650
drop zone. Don't, under any combine their battlegroups.
circumstances, allow the Russian 9tfvarro ¡¡ MoP acT.
One year, 12 newsletters, is only
11 \qê
$12.95 or a half year (6-issu~) ' trial sub-
player the opportunity to attack at To counter these advantages
high odds any stack with one or it is suggested that the RussiansllO = R\SStÀh''I \srr
scription is only $7.50. All payments must
be in U.S. ·, funds and made payable. to
more armored units. Since only be allowed to set up second and M.C.C. Overseas subscriptions are $15.0Q
Ee->
one battlegroup will be allowed to move first in the 1944 scenarios. 6ør<¡n¡¡.r
survive per stack, it is sometimes Allow the Russians to make three
per year for surface mail. .
ullnÅra¡oaQ
vl Service
and 1945, éoc¡¡'À¡¡
better to place armored units side barrage attacks in 1944oê+ ú-rq Circle Reader #4
I
nt
ent
6th Gd Tk Army
nt
nt
nt
nt
race to only a cavalry
h corps must trace to that
nt
ader.
my leader. Rumanian units
nt
nt
nt
BA TILEPLAN#5
ASSAULT ON SINGAPORE
ASSAULT ON HISTORICAL
SINGAPORE INVASION
by This scenario simulates the
JAMES E'. MELDRUM historical invasion of the fortress
of Singapore from the landward
During Wor ld War Two there side.
were many daring, outrageous,
and patently impossible opera- INITIAL UNITS
tions developed by the belligerent
powers. Somt of these, like the BRITISH
Japanese attack on Pearl Harbor 22 Aus* 1707; 27 Aus 1908; 6 Ind* planned for is directed at Singa-
' were brilliantly successful 'while 1705; 151nd* 1705; 54 Br 1803; 55 pore. This scenario may be used to
others like the Canadian landings Br 1803; 12 Ind* 1805; 28 Gur* determine how successful a J apa-
at Dieppe were disasters. Still 1805; FMSVF 2004; SSVF 2105; 1
1602.
1?09; Imp. Gds.
tank regiment of his choice at full
The British player receives no re-
strength appearing in hex 1507.
inforcements.
asterisk (*) appearing next to it is
assault pulses. Any unit with an
set up at reduced strength.
using rules 13.4r-3 in any combin-
ation.
except that they continue to be
deploy their units as they wish
use free deployment where they
governedbyrule 11.0.
the invasion that the British
tion at Singapore, the planners strength appearing in hex 1507. phibious landing.
anticipated an amphibious inva- The British player receives no re-
On assault pulse two the
This scenario consists of four
2. Either, or both players may
REINFORCEMENTS
SPECIALRULES
INITIAL UNITS
Because of the way the planners REINFORCEMENTS
INVASION
JAPANESE
oriented the fortifications they The British receive no rein.:
OPTIONS
BRITISH
seemed to indicate a World War SPECIAL RULES forcements . On assault pulse two
One mind-set as though they This scenario consists of four the Japanese may receive one
Dív. (all units)
expected the Japanese to advance assault pulses. Any unit with an tank regiment of their choice; this
straight into the mouths of the asterisk (*) appearing next to it is unit must arrive in hex 2105,
British guns as though they were set up at reduced strength. which must be occupied by a
a point of hono,r to do so. The Japanese unit. The arrival of the
Japanese, as history shows, had regiment may be delayed.
no such naive notions of honor (at OPTIONS
least in ,this case). They learned 1. The British player may try
their lesson the hard way when using rules 13.41-3 in any combin- SPECIAL RULES
planned for is directed at Singa-
pore. This scenario may be used to
determihe how successful a JaPa-
nese amphibious invasion would
have been.
on Singapore.
the British may deploy anywhere
ation.
phibious landing.
all units must arrive in an am-
regiment.
rules 1.3.41-3 in any combination.
tions at Tsing Tao in China 2. Either, or both players may assault pulses. Any unit with an
- 3. Combine options one and
INITIAL FORCES
suffered massi ve casualties. deploy their units as they wish strength. Rule 11.2 must be used.
SP¡]CIALRULES
OPTIONS
OPTIONS
, Sept./Oct. 1986
CraiB!iant
'WQI;'S .~.
. 'N 0 effec;t;Caus~~ai is
partjally ~nd .PlaY,be
completely and may
Causeway is destroyed
units.
EFFECT
6 No effect; Causeway is
' .
fier to be applied.
.
intact .
side.
-
not within range of their
.. :.
Icale, single-piece metal planes are t'he finest detailed models on the market.
-,
4-5
trace to a non-divisional
leader (Corps, Army) the
modifrer may be used.
end of each British movement
The Bri tish player may
Croissant Miniatures
Frørwe and GermanV,and, headÍm (the leader) is traveling ation, is interested in your öid to host its
by foot, or is motorized. Keith Poulter at
(213) 496-1154
Once decided, the leader
will travel by that mode in
regional bøsis. Yes, smaller, reginnal
Origins bids are now being accepted! oRccoM 11
1. British Sailors
iaturcç airpltnet. Tl¡e¡c 28.ãtli the movement phase. Contact the Site Selection Chairman: ORCCON 11: at the L.A. Airport Hyatt
Martin V/ixted Hotel, February l2th - 15th, 1988, over
markot.
Sept./Oct. 1986
return to the game. The Long Beach, CA 90808
or call:
leader modifiers may or call (213)420-36?5
apply to any number of Circle Reader Service # t6
.
RUSSIANS aír combat game may be üsed to Libyan player may play this
The Russians deploy ñrst. simulate almost any kind of air scenario without an acceptable
battle between supersonic jet loss restriction. All scenario rules The Libyan player receives
th Cav, 6th Cav Corps and ?th fighter aircraft. Because Top from Mtssion 7 are in effect at all two each of Su-22s, Mig-21s, Mig-
Gun uses a relatively simple, times.
. F-18s are worth 16 points e~~h . .
Gd Mech Corps - Enter first turn quich-playing game system, receives four each of F'-14 and F-
The next scenario in this
Manuever Restrictions:
8th Tk Corps - #1146 STATISTICS as each player desires. Each Su-22
played in a series to simulate a regular campaign game. Here, "BLINDER"
Dive: 2
8 xx and r00 G xx - #2443,
Fuel: 20 turns
victory point values given for US
R Turns: No
thTk Reg- #2545 are worth l8 points each and the
Top End: 5
An additional campaign may aircraft in the Mission 2 scenario.
Missiles: 0
316ATand l6?2 AT -#2147 F'-18s are worth 16 points eaçh.
be based on Mission 7 frorn the Each Tu-22 is worth.30 points;
Climb: 1
7 Eng Bn- #2552 All aircraft have 20 turns of fuel.
th Motorcyele - #1952 Top Gun odvanced rules section each Mig-21 uses the Mig-23 point
Type:
(Off tLa Flieht d¿ch\ tnd can be values. In addition, the Libyan The Libyan Mig-25 pilot skill
P Pliew - #3540 level is 3. All other Libyan pilots
9C HQ - #2347 played in an evening. The Mission player receives l0 extra points for
7 scenario reconstructs the dog- exiting a single Tu-22 from the have a. skill level of 2. Acceptable
C'dTk Army HQ - #4453 losses'are three planes for the
fight fought between two US .opposing map adge. All Libyan
the Libyans took advantage .:o fthe ~ 25s.All ~i.rcraft have 20 turns of
. The first scenario is Mission 7, Libyan air units. Now, in the last
two 1'u-22s escorted by four Mig-
level of · '0'. Libyan skill level is '2' campaign have obtained little
given. All air units not personally shipping strikes presented in
using the campaign rules given on Libyan pilot skill is three; US
article are played in the order the bombing raids and anti-
. A campaign game simulating worth 20 points. Acceptable
a protracted air battle between aircraft losses are one each. The
worth 15 points and the A-6 is
1981. Historic-ally, this incident ;··· '14$ 'andone . A,,6(represe~ting an
units of ~Ile :Libyan 'A ir Foree and US planes are 'placed within three
Libyan Su-228 on AugiIst:::i 9,/ .'. · . · In .the fourth ~$cenariotwo F-
OS Navy ·air un:lts 'can ·be played hexes of the center of the map.
Libyans and four for the US. As
u 1 Cav xx- #2561 Navy F-14 aircraft-and twq , planes have l5 turns offuel. an option, players may ignore
u 4Inf xx - #2952 Libyan Su-22s on August' .19, In the fourth scenario two F-
acceptable loss restrictions and
1981. Historieally, this incident 14s.and one A-6 (representing an
.
u IV xx- #1952 the Libyans took advantage of,the :25s. All aircraft have 20 turns of
4Tk rcg- #4762 incident to launch further attaeks fuel. Both Mig-25s are worth 25 TUPOLEV'IIJ-22
32 AT - #4663 on the US Sixth Fleet in the Med? points each while the F-15 is .BLTNDER"
mission.
hexes of the center of the map. Supersonic medium jet bomber
US Navy.¿ir uñits cah be played
LI:ADERSHIP times. using the campaign rules given on Libyan pilot skill is three; US TopEnd: 5
New Rules page thirteen of the Top Gun pilot skill is four.
TOP. GUN IN THE MED
in an .evening. A
simulate· almost any kind of air
air combat game may be used to
FASA's int.riguing Top Gun
R Turns: No
designated units. These article are played in the order the bombing raids and anti-
JamesE. Meldrum
THE MED
leader units have no given. All air units not personally shipping strikes presented in Manuever Restrictions:
ZOC, are never disrupted, controlled by a player have a skill scenarios two and three of this No (2-6), Yes (3-6)
are always in supply, may level of '0'. Libyan skill level is 2' campaign have obtained little
stack at no cost, and may by and US skill level is '4' unless actual results. The US recon Missiles: 0
regroup any units with otherwise noted. mission in scenario four helped
otherwise noted.
which they are stacked. provide information of massing Defense 2 each chaff & flares
BA TTLEPLAN#5
The first scenario is Mission 7, Libyan air units. Now, in the last
simukiting the initial action
conclusion
Leader counters effect the scenario, US forces face some of Climb: I Dive:
the game.
2
attack and defense of the between US and Libyan airplanes. the Libyan air units discovered on
units with which they are Aftet completing this .scenario, Libyan airfields by the recon Fuek 2Oturns
stacked, or with which players remove all the forces from mission.
phase for artillery, or combat rupt (not retreat) in some manner. friendly unit if the HQ of
eplacement point on turns 3, phase for other units. A bridge the defending unit is with-
,11. bombarded by artillery may 12.2 All units are considered to be in range. This range may
absorb TWO disruptions per in supply during the fïrst turn of a not enter enemy ZOCS. If
ry Conditions: Standard. phase if the bridge is printed on scenario. Supply lines must it's in range, the num-
BA TTlEPLAN #5
built by engineers. On a SINGLE er map edge. Units which trace a absorbed ONLY if the HQ
the Soviets. As an option, result greater than this, the path along a road do not have to itself is NOT disrupted.
Victory Conditions: Standard.
GERMANS WIN
slavia may be considered to bridge is destroyed. trace a path to a ttQ. Once traced
utral, or perhaps as an Allied G. During removal phase,
If a combat unit spends a to a road, the path is unlimited HQ may spend poinl,s to
he Battle of the Bulge If the unit attempting to destroy otherwise, the IIQ is not con-
1834) ,
west.
d with the small numbers of the bridge is German modify the sidered in supply. grouping. Any unit may
an jet lfighters and bombers roll by -1. If the unit is is llungar- , trace a path to a Corps/
ng attacks on the large ian modify the roll by +1. There 12.3 An HQ may only remove one Army HQ for supply or re-
d airfield complexes and is no modilìer for Russian and disruption from a unit that is in
2523,2225,2028),2-5-4 (3215)
which caused catastrophic tempting to destroy the bridge
ICTORY I'N EU OPE
WESTERN ALLIES
s among Alli.ed troops and may not engage in combat during 12.4 Four reserves may be com-
ews. The Geùman airforce the combat phase. A stack may mitted in any, and all, rounds. RULE EXAMPLE; The Russian
FANTASY
PATTON'S
,
ve parity with the Allied to destroy the bridge. 13.0 A unit may not attempt to re- German defender is within tIQ
ces in the west and managed group unless it is in supply, not in range. The German stack may
nflict heavy losses in air 10.0 COI¿.RECTION: A die roll of a swamp hex, and for H(/Artill- elect to retreat 3 hexes, or disrupt
s over the western front. The ery breakthrough units, not in a 3 defenders which are attacked.
(1321),2-1-4*
1-4 results in dry weather. A roll
5-5-4*(1212),
1-2-4 *(13 21 )
an army managed to re-take of 5-6 is rain. zone of control. An HQ Break- Or allow the parent HQ to absorb
werp and cause a second through Artillery unit will not 3 disruptions by marking offboxes
conflict,
kirk, pocketing most of the 11.0 Air attacks may occur only spend a disruption point unless it under that HQ. Any combination
(1024)
ving British forces. At sea, a during the combat phases, NOT is capable. of the above may occur.
rly suicidal campaign by during the barrage phases.
man submarines managed to Beginning on turn 9, the Ger-
ce the flow of supplies to A. Had the HQ not been in range of
James E. Meldrum
wing the German army to an air attack in round one of a B. A Disrupted unit which disrupt all defending units, or
ke impressive gains in
VICTORY
combat phase. Another combat takes a second disruption retreat all defending units. In this
EUROPE
ory. The Allies had no other round happens involving the same due to combat or artillery instance, the German could retreat
invasion of Germany?
e except to declare a cease units. For air support, the Russian barage is destroyed. If the one hex and disrupt two units, or
IN
air attack. A single air attack lack of supply, terrain or
This scenario is basically a applies to only one round. They any other reason, it re-
tion of the historical scenario only occur for the attacking units. mains in play.
significant modifications to An air attack on a hex containing C. An HQ may only suffer its
sent a German victory in the an HQ is aborted if a roll of one is last disruption point due
rolled.lf the target hex contains to enemy action.
he Russian rolls a 3. The Ger- units from the Italian front may 5-2 conditions are in efféct
be placed on the Russian front in 08r5. except that condition #2 is not'
an adds his *4 modifiers and
any position the Transfer: A more realistic game used. It is eonsidered not to apply
w has 10. The Russian roll is
¿"õir"s. I German player since Norway is evacuated bÍ ihä
feature places all the German
game conditions . are in efie'' ct·';: lc,:; "
-;
Place 0-1-4 HQ
Air units: ,The German playe.r
the Russian's. units in hexes 1207,1112, and western and ltalian fronts to the victory. In the case of a German
Reinforcements / Repla~ements:
The Alternate method is that l0l4;2-5-2 infantry units in 1205, east using rail movement begin- tactical victory, ignore condition
#2. In a marginal victory
available as reimorcements.
ch side totals his strengths and 1007, and 0815; f-3-4 infantry in ning on the January I game turn.
(215)563·2960
I'A: ~ ShoetNker ~, King 01 P,..w., PA 19400 (215) 265.8562
(617)26 7:1451
cates the correct column to 0809; 1-4-2 infantry in 0616; 2-3-2 The units listed as being set up on situation, the Germans should use
solve combat, rather than infantry in 0?ll, and 2-3-4 infan- specific west front hexes remain conditions #land #3.
conditions #1 and, #3.
ombining the totals of the try in 0712 and 0813. in place and may not transfer. All
Of the remaining western Reinforcements / Replacements:
erman/Russian strengths in one transfers to the east are subject to
front units, remove one each 2-4' German rail transport rules. Both sides receive reinforcements
0815.
(212)685·3880
(212)582·1272
(301)752·1493
e same rules applying. Move-
"
nd calculate their movement
sing the regular terrain in which
exceptions:
ey find themselves. Cavalry and
desires.
otorcycle units which are in a l{Y: lìnôtl3Shr,NdYotC¡t,NYìmló {?ì2}ó85.3880
310 wd 5t Std, N.w Yorl Gt, NY 10019 {21215¡2-l?72
VA:
NJ:
ì03 tol ¡rød 51., fofl¡ Clurá, VA ?¡0,1¿
?l5Gh¡rkþ^ww, Moithk, NJ07012
003l.532.2.t'
lntl?u.422
tl^: ml Moshd Aü6, torb, M 0?ìì5
lA, glaorc¡o.¿.x¡ngolH@l?a 194ô6
(óul2óri!5r
(?r5)2ó185ó2
llD: 23lPo¡tAwnc,lohiñqMD?1201 (301)7t2'l¡93 Fl,: lød, Ddi., ft 33311
5l0al8 Stùlir¡ (305196r.5ó¡0 201 ì tlãlñur Stær, ti¡bd.lpiio, ?A ì9103 (?r51561nó0
R¿ader Service #6
9.3 Placementof minefrelds
Wôrld Wide Wargamers' Duel The Axis player can build one
in the Desert¡game simulates the minefield every second turn, while
WORLD IN FLAMES
North African campaign from the Allies can place one each turn.
BA TTL~PLAN #5
Here are two oPtions that, in infantry r¡nit (infantry, mech minefield has been built, the
Campaign Game.
our minds, help to make this game infantry, not infantry or paras) in supply unit is removed from the
ADDED FUEL TO A
a little bit more historical. the hex where the minefield is game map.
.
an./Feb. 1943
Pool Additions
NORTH AFRICA CAMPAIGN We're always looking for errata
I FTR with 4 factor air-to-air donations, too! To get a free list of
rating, 1 tactical factor and
WORLD IN FLAMES
combined impulse.
available errata, write: The Erra-
23.17 Paradrops
zero air-to-sea factor and stra- ta Bank, P.O. Box 98, Station "D,"
tegic bombardment factor. Toronto, Ontario, Canada M6P
clan./Feb.lg44 CAMPAIGN 3J5, or call: (416) 767-4425.
I FTR with 5 factor air-to-air FOR Circle Reader Service #12
iating, I taetical factor and
zero air-to-sea factor and stra-
tegic bombardment factor.
NORTHAFRICA Serious wargamers take note of the
by
Dirk & Ulrich Canadian Wargamers
Ulrich Blennemann
rating, 1 tactical factor and the Axis side wins the game
Dirk Blennemann
This is a new and excellent lit¿le (8.5"
r
and
option. game is finished. any grognard worth his salt.
by
d in the following scenarios: The price is g 1.50 for a sample copy, or
primary mission.
Battlecruiser Frunze was-
squadron of Nimrod
Defense System. Other combat
#i¡'ffi
ii:iir " from the British Isles Zone to
iilrr¿: " eliminate the Soviet surface group
n and establish air/sea supremacy to
ì' pave the way for a future
secured.
of Wick.
t
amphibious operation to retake
lceland. This Carrier GrouP is
VICTORY GAMES' 2nd FLEET
! J¡i3ji¡:;i:l
ve PanzerKrieg
a
Panzerkrieg (AH) built around the nuclear-powered
Garden PanzerPranks Aircraft Carrier Theodore Roose'
Wes Shores
DANCE OF THE
Rommel & Tunisia Moosbrugger (DD-980), and the
Rommel at Bay Oliver Hazard Perry Class Frigate
Dauis @FG-39). carrier Wing I
by
VAMPIRES
Rommel's War
Royal Navy (see Scenario 7 for a description of
RussianCampaign by this wing) is embarked on board
Sinai Front Victory Games 2nd FIeeú concerns lhe Rooseuelt and is prePared for
itself with naval combat in the Wes Shores
Squad Leader offensive operations. Three
Storm Over Arnhem North Atlantic during the next powerful ASW attack submarines
Struggle of Nations war. This game came out at the the war in a surprise attack by a are available to provide cover for
same time as Tom ClancY's the carrier group. The USS
THE VAMPIRES
Swashbuckler Red Storm Rísing. Together, the ship. This was followed up by a HMS Tu.Ient 6-115) will advance
TAC book arrd game can be combined from the south while the USS
Scenario 10
DANCE OF
Their Finest llour for an interesting scenario.
flown into Keflavik to provide Whale ISSN-6.?8) will move out
Torpedo from the British Isles in advance
ON Up Front
Verdun Scenario 10
cover for T-26 Backfire raids
against NATO convoys in the ofthe Task Force. Land-based air
support comes from the RAF with
North Atlantic. These Bockfires
urt War to End \Mars
Warring States
Western Desert
DANCE OF
THE VAMPIRES
are based at Andoya, Norway,
which was captured by amphib-
a squadron of N imrod
Reconnaisance aircraft from
Stornoway and the RAF's 43
SFI
FAFìE
White Death
World in Flames
Background: Operation Po-
ious assault and converted to
Soviet use. A powerful Soviet Suadron (Torno.dos) and 12
Squadron (Buccaneers) flying out
lør Glory has allowed Soviet forces Task Force has moved into the lce-
MANY World War III land Sea Zone to oppose any of Wick.
to capture lceland at the outset of
RSVLT
MSBGR (US/DD)
SPNCE (US/DD)
TOR (UK/INT)
Fl4
DAVIS (US/FF)
VNCNS (US/CG)
SCLNA (US/CG)
RSVLT (US/CV)
BUC (UK/ATK)
NIM (UK/RCN)x2
TALNT (UK/SN)
ether in any sea hex within 3
e
NPN\ryS (US/SN)
1JT¡HALE (US/SN)
o'h oll ¡ny orücr wlth lhls ¡d!
k: 3532
HOBBY GAMES
Srnd tor Free Cålâloo Now!
HUDSON'S
(US/AEW)
(US/RCN)
(US/EW)
(US/ATK)
(US/tNT)x2
(US/INT)x2
ftr
A.H., G.D,W., NoY.,
t
Ma¡l Ordâr
Circle Roader
Gemes, Ouarlerd.ck,
VICTORY GAMES' 2nd FLEET DANCE OF TH'E VAMPIRES
Wcal End,
Rsro G.me$.
Keflavik: 1831
MAP At the end of the game, the M29 (lNT)
Use both maps in this scenario. Soviet player adds up his Victory
ð
.series.
sacrifice and effort of the com-
seriousness of war, the valor, the
wargamefield.
number one in Japan in the
went on to create a look which has
whole line of wargames and he
to do the packaging for their
the presidenL of Hobby Jaoan in
3. Cruise Missiles are not used Together in any sea hex within 3
also
a
(Set up first) RSVL T (US/CV)
SCLNA (US/CG)
GAME LENGTH Any sea hex in British Isles Sea VNCNS(US/CG)
6 Game 'I'ur_ns. Zone (can be in same hex): SPNCE (US/DD)
VFGNR (SN) &,MGNIT (SS) MSBGR (US/DD)
VICTORY CONDITIONS DA VIS (US/FF)
The Soviet player gains Victory Any sea hex in the North Atlantic
Points as follows: Sea Zone (can be in same hex) on RSVLT
MKALN (SN) & PPSL V (SN) F14 (USIINT)x2
Victory F18 (US/INT)x2
Condition Points Any sea hex in the Iceland Sea A6 (US/ATK)
Zone (can be in same hex) EA6 (US/EW)
US CV RSVL T sunk +10 VOLGA (SN) & FKZLV (SN) S3 (USIRCN)
E2 (US/AEW)
Each NATO CG or SN sunk + 3 Pechenga: 3605
T95F (RCN) & T16D (RCN),
Each NATO DD sunk +2 138 (RCN)
Each NATO FF sunk or Together in any hex in the Iceland
INT/ATK unit destroyed +1 Sea Zone
KIEV (CV), KURSK (CG),
Each Soviet CV or CG sunk -2 ZOZLY (CG), VRYAG (CG), lIUDSON'S
SPRNV (DD), OBRSV (DD), HOBBY GAMES
Each Soviet DD, FF, SN, OSMTR (DD), GRZIN (FF), P.O. Box 121503, Arlington, TX 76012
or SS sunk -1 DZHSK (FF)
Attactlx, A,H., G.D.W., Nova,
Peoples War Games, Quarterdeck,
Each Soviet air unit Kiev TaskForce, Victory, West End,
destroyed -1 Y36 (lNT) 3W, etc., plus Old & Rare Games. '
Mail Order
Sea Zone at game's end -5 M23 (lNT), M25 (lNT) 10% off any order with this ad!
Circle Reader Service #7
hemistry was right and the rest, marked the turning Point in
they say, is wargame history. colonial history. An ancient At start, the SPanish have one
empire, far into its dotage, sought squadron at Cadiz with ten shiPs
to hold back the tide of change needing extensive repair. The port The Americans deploy three
ARTISTIC PHILOSOPHY while an infantile world Pou¡er can supply coal but the squadron fully coaled squadrons in Key
ground forces mobilize on turn 3
stumbled its way onto stage. A is handicapped at sea until the West, Norfolk, and Boston. The
When one looks at Rodger protracted guerrilla war and a reinforcement collier arrives on first is the 2nd North Atlantic
acGowan's artwork you see one dubious question of honor were turn 9. In the Caribbean, the Squadron with 18 ships, including
cto r, one el e me n t that trumpeted into a call for action in Cuba squadron has eight shiPs two battleships and a collier.
ominates all else. It is the human a young nation itching to find new spread from Havana to San Juan, Second, the Flying Squadron
ctor. Rodger does not feel that opponents after conquering the the largest a light cruiser and four operates from Norfolk, also lead
he machines of war should Ñorth American continent. SPan- in neeã of repair. Havana is the by two battleships. And the third
Inset: William Randolph Hearst who said, uI'II furnish the war."
ominate, or be the central focus. ish rule over its few remaining only ready coal supPly source. One group includes three vessels in the
aving grown-up in a militarY colonies was harsh and the local collier and six merchantmen North Patrol Squadron. Unlike
nvironment. Ilaving gone to opposition resolute. The USS
East Coast.
deploy in the area, some with the Spanish, the Americans re-
military life from childhood to Ua¿n¿ did sink in Havana harbor caigo. The only effective SPanish ceive substantial naval reinforce-
dulthood he has seen l,hat the and the U.S. response was frghling force at start is the CaPe ments, mainly at Norfolk begin-
TO REMEMBER THE MAINE?
humân element" is the most predictable. Vãrde squadron of seven fast ning on turn 3. The fìrst American
mportant factor in all matters ships, fuliy coaled. The SPanish ground forces mobilize on turn 3
elating to war and conflict. Remember the Maine (S&T # Army fields a sizeable number of with more arriving through turn
WILL WE EVER FORGET
f work Rodger has done, you see campaigns from the late sPring to cities, and in reserve, with available at four ports and the
ow individual soldiers, sailors early fatt in the milesorie Year of another group defending Puerto better repair facilities are on the
nd airmen dominate his work. '98. lt is a game of long-range Rico. East Coast.
strategic planning and short
THE SITUATION
Rico.
1960's when AH presented
by
rtwork the likes of Tihe Bøttle of The strategic maP divides the
he Bu\ge and Anzio. The lack of Atlantic and Caribbean into zones
and artillery.
clâssic" games! Rodger wanted to destroyers, torPedo boats,
predictable.
give wargame packaging the look auxiliary cruisers, colliers, and
of historical accuracy with the merchantmen. ArmY units are
players.
dash and excitement of profes- brigades, regiments, battalions,
level.
sional art and modern design. He and batteries of infantrY, cavalrY,
and artillery.
lnset: w¡ll¡am Randolph Hearst who said,'1'll furnieh the war'
mbat factor advantage. A
other three.
ronting a $panish squadron in
kading squadron, including
forces.
success minus Spanish success. U.S. naval strategy. The Flying ships placed on search in the
The U.S. receives victory points Squadron leaves Norfolk to chase Windward Passage, Cayman
for capturing Havana (30), Cien- the merchantman Panama in the Trench, and Yucatan Basin zones
fuegos (8), Santiago (8), and San Bermuda Triangle zone (not a provide an extra layer to the bloc-
Juan (6), for sinking Spanish good omen). That group should kade. Strong groups can be built
ships (I victory point per hull continue southeast to intercept, or around the battleships Iowa,
factor), and for raiding the at least shadow the Cape Verde Indiana, and Massachusetts. The
Spanish coast (1 victory point on a squadron as it enters the Texas has weaker gunnery and
roll of 4-6). Points are lost for U.S. Caribbean. The fast ships from the the Oregon arrives later, but both
ships sunk, Spanish raids (-2 per 2nd North Atlantic Squadron vessels can reinforce or replace
turn) and bombardment of U.S. should circle south of Cuba, the other three.
ports (-6 per turn), beachhead angling toward the Spanish force.
cisco in 1948. He greïv up on U.S.
His father, Donald L. MacGowan,
and finally Southern California.
New Jersey, Northern California,
tions in Hawaii, North Carolina,
Marine Corps bases and installa-
who saw action for the Pacific
was a career Marine (30 years)
counters lost in combat (-1 each), Ideally, the U.S. groups would
Rodger was born in San Fran-
and for cargo delivered to Cuba (-1 converge and catch the Spanish
per shipment). The final total can
LOOKING BACK
U.S.NAVAL STRATEGY
Initially, the opening moves
by the Americans sets the pace for
the campaign. America~s primary
objective early is to pursue, locate,
bring to battle, and defeat the
when things began to build up in
was brewing in the 1960's, or
forces to Lebanon in the mid-
example, when the U.S. sent
of those in the military. For
the world through the perspective
eighteen years. He experienced
up close, everyday for his first
Vietnam. Rodger saw military life
operations of lvVorld War II to
1950's or when the Cuban crisis
might allow the Spanish to reach al ways infl uences the decision to
;
attractive for the Spanish. After the opening flurry and confronting a &panish squadron in
The Batlle of
Wherever they deploy, the fox hun t , if th e i m m e d i ate battle with a weak force. When
blockading forces might not move Spanish threat has been the Cape Verde Squadron
for many turns, but their immobil- eliminated the U.S. naval survives and reaches a port, the
ity serves a necessary function, operations may then center on U.S. must deploy a strong
freeing the fast ships for patrols. blockade. A static blockade is far blockading squadron, including
The danger is that the Spanish from perfect and the Americans battleships in order to maintain a
squadron will slip past the fast may have trouble stopping the combat factor advantage. A
patrols and confront the slow, Spanish merchantmen. The time second strong group could still
relatively weak moni tors and to get the cargo vessels is early, search for merchant-men while
gunboats. before the U.S. Navy gets tied up also serving in a support function.
N
o.
SA TTLEPLAN #5 PAGE 21
blockades
must conduct searches or Juan and concentrate
squadrons recoaled when theY fall the Americans must skiP San
prudent player wilt keep recoaling
shuttle system at times and a
their targets. Colliers run
ihe squadrons
error,
Americans have a m4rgin,f,9l., points are slim and the oPeration
chantmen provide the groun{ unit
but this is not Prudent unless in
transport; colliers maY b'e used
the case of emergeqcies. BY turn
number 10, enough U.S. ArmY
operation and the Americans
units are available to mount an
must coordinate the movement ôf
of giound units. Having the
transports with the mobilization
vessels at TamPa or Mobile when
the Army is readY to move
requires planning each operation
in order to avoid stranding badlY
wiih ttre next one alreadY in mind
or at añ objective after it falls.
needed ground forces in the U.S. ,
fast ships, énabling them to reach
Fortunately, the transPorts are
most objectives from the U.S. in
two turns.
First, the Spanish fleet is likely to
good strategy for three reasons.
seek shelter there, and caPturing
the city will force it into battle.
away than Havana and Cienfue-
Seconály, Santiago is further
Amõricans need to save a turn in
[argets for later when the
gos, leaving the more convenient
tiansport time. ThirdlY, after
redeploy east to Puerto Rico or
taking Santiago, the units maY
west to Cienfuegos with equal
rapidity.
shuttle system at times and a Late in the game, time and The Random Events Table
the squadrons regularly. A collier cans might consider a sortie across providing the Spanish with
traveling alone has only ·its speed the Atlantic to raid the Spanish unexpected coal supplies. Die rolls
regularly. A collier
error. ':' . :> ' , can take fjve turns or more, for points, the Spanish can improve
• -\< minimal returns. If the Spanish their chances of obtaining addi-
Auxiliary cr'u isers and mer~; have any substantial fleet left in tional coal.
chantmen provide the groun~.runit , the Caribbean, a run to Cadiz can
transport; colliers may be' us.ed'. .~ be dangerous. But when the only The Cape Verde Squadron
but this is not prudent unless hi' : opposing ships are in Spain, a will not rampage through the
the case of emergencies. By turn: raiding force -might draw them Caribbean and terrorize the
a
number 10, enough U.S. Arrrt.y· into battle. American coastline unless it wins
units are available to mount an a resounding victory over the
SPANISH NAVAL
first several turns unless the Cuba
Squadron is basically alone for the
fuuadron
transports with the mobilization The ongoing problem for the engagement against the combined
of ground units. Having th'e Spanish Navy is repair. Even American forces becomes
vessels at Tampa or Mobile when without allowing for battle essential. However, this is not a
STRATEGY
risks a sortie. given the
the Army is ready to move damage, the fleet is in poor one-sided' contest and the Spanish
will not reach the
requires planning each operation condition. Vessels in the Carib- must be aware of opportunities to
with the next one already in mind bean need 6 repair points to reach cause attrition within the
in order to avoid stranding badly full strength, the total number American forces. To escape, San
needed ground forces in the U.S. , available for turns 1-4. Repairing Juan and Santiago are the nearest
for victorY
or at an objective after it falls. the entire Cadiz squadron friendly ports, or shelter might be
Fortunately, the transports are requires 23 points (14 more turns), sought in a neutral port. Sp.lecting
fast ships, enabling them to reach plus 3 points (2 turns) to fix up the one of the more central ports
on
most objectives from the U.S. in reinforcements. The Cape Verde places the squadron in a position
two turns. Squadron is basically alone for the to take advantage of American
first several turns unless the Cuba confusion or misdirection of re- be attempted for the SPanish to
elsewhere is not easy, but it must
then reaching the squadron
does include some possibilities for
sources.
sources.
busy moving cargo into Cuba from
must keep the merchant fleet
and can be reached in one turn.
neutral ports. Kingston is closest
and Martinique are the other
options. When faced by onlY the
First, the Spanish fleet is likely to recommended that one holds the At the same time, the Spanish
chances of obtaining addi-
seek shelter there, and capturing Cuba force in port until the must keep the merchant fleet
the city will force it into battle. American blockade seems busy moving cargo into Cuba from
Secondly, Santiago is further susceptible to attack. The Cadiz neutral ports. Kingston is closest
away than Havana and Cienfue- Squadron will not reach the and can be reached in one turn.
gos, leaving the more convenient Caribbean in real strength before Vera Cruz, Cartagena, Curacao,
targets for later when the mid-game at the earliest. and Martinique are the other
Americans need to save a turn in options. When faced by only the
transport time. Thirdly, after Obtaining coal is the other slow American gunboats, the
taking Santiago, the units may problem. Moreso for the Spanish. Spanish cargo ships usually suffer
redeploy east to Puerto Rico or By moving slowly, the fast Cape only one or two attacks, including
west to Cienfuegos with equal Verde ships will conserve coal, but the mandatory gunfire at short
rapidity. their pace is one zone per turn. range in each naval engagement.
mericans more because they
mbard or raid
es, or else designate one gloup
the ready'reserve to deal with
OPERATION CRUSADER
ships first and put together a force
Ga m
WESTERN DESERT
Hobby lapan
"Europa Series" being done in Japan
___l* -
This game was never published.
batteries, harbor mines, and
e
port cities can fall to the
transport a new army to Cuba seeing the Cadiz Squadron set sail
u
(drawn from the eliminated pile) for the American coast. try to keep
p
I
n c.
The Cuba Squadron operates with the hope of thwarting the one squadron marker free. at all
"å
as a spoiling force, hitting the American conquest. Waiting for times, or else designate one group
Americans when the cream of the this new army to be formed gives as the ready reserve to deal with
fleet is busy. The cruiser Alfonso the Spanish time to repair the the unexpected threats. Spain has
il
XII and four gunboats in Havana fleet. Then, Spain has the option fewer active units and objectives
harbor can hold their own against of moving with a fast-squadron or most of the time so the marker
the American monitors and a .slow one. Optomistic players shortage is less of a problem.
CRESCENDO OF DOOM
cRoss oF lRoN
G. l.
SQUAD LEADER
version used on game box. Note the
vessel and use angled fire against the last of the Spanish fleet, at Sant¡ago, July 3. I 898.
the lead ship in the opponent's THE LAND WAR The oREGON overhauling the vlzcAYA and the cRlsToBAL cotoN'
attacked from eight adjacent
The other half of Remember
Spanish deployment must
battle line. The longer battle line The other half of Remember hexes and deploying some units,
can use angled fire against the the Maine is the land campaign, plus the reserves, in the woods
THE LAND \ryAR
last ship 'as well. fought in four separate areas. and hills surrounding the city
Once the Americans are ashore adds an extra buffer zone.
A single damage point reduces speed is of the essence to a void
the ship's speed by one factor, yellow fever attacks. Also, a quick A good American attack is the
turning some fast ships into slow capture of an ·objective may pre- historical one in which the
ones. This, in turn, can slow down empt some Spanish reinforce- Americans land east of the harbor
the entire squadron. Repairing a ments. Further, a quick victory and use the woods for cover. Take
ship to the maximum makes it frees up the troops for action San Juan Hill as it provides a
more valuable when it returns to elsewhere. On the other hand, the good vantage point.
duty, but this means extra time in Spanish want to drag the battles
to
port and this may be a real out for as long as possible. Cienfuegos presents a differ-
problem as units might be needed Perhaps, even winning here and ent problem due to the fact that
attacked from eight adjacent
harbor which could be held by one
plus the reserves, in the woods
hexes and deploying some units,
for operations regardless of their there. the city has only one hex, making
condition. If a unit survives a tighter defensive position. I Cs
A good American attack is the
Cienfuegos presents a differ-
The Americans might attemPt
combat heavily damaged it might Spanish deployment must approachable from only three
be useless the rest of the game, consider the terrain advantages sides. A single fortress and
although victory points are saved and garrison requirements. Santi- battery guards the harbor and it
if the ship is not lost completely. ago has three hexes and a trench should be garrisoned in order to
Once the American ships start line surrounding the city to prevent free entry to the
taking damage the decision must bolster the defenses. San Juan Americans. The maximum should
be made whether to leave it on Hill lies nearby (hex 3117). For- be placed in the city and the
station or send it back for repairs. tresses and batteries guard both remainder used to guard the
The only rule of thumb is to sides of the harbor mouth (hexes approaches.
protect the heavily damaged ships 2621 and 2721) and should be
from combat and keep the battle- garrisoned . There are heavy The Americans might attempt
ships as healthy as possible woods to the east of the city and a harbor entrance at Cienfuegos,
because they can decide the naval hills along the coast west ·o f the especially if the battery can be
mericans play their game. In the
et is of primary importance
Mafr
step or
taken out and if they have both mean a major victory for America, modifiers when firing against
beachhead counters available. and with the toughest objective ships at sea.
until the
After an initial landing west of secured, many troops are freed up
the harbor, American forces can for action elsewhere. However, if The American must pay
take the battery, giving the Navy the Spanish hold and a protracted attention to ·his ground unit losses
access to the port. One group will campaign ensues, heavy losses to avoid victory point losses. As
will
a
fight overland while another may be suffered by the Americans, combat results and· yellow fever
takes a shorter route to threaten leaving a substantially reduced attacks take their toll, the
the city sooner. Splitting an force to carry out other assaults. AmeriJcans have the choice of
attacking force is always a risk, losing a single step or removing a
but a poorly garrisoned objective In attacking Havana, the unit entirely. Generally, try to
makes an attractive target. With American should land both east keep the unit in the field where
the Cuban guerrillas helping to and west of the harbor in order to recovery can bring it back to full
TET'68
attending college.
Rodger did this drawing in 1968 while
SWASHBUCKLER
images from Errol Flynn movies. The game
MYTHOLOGY
Yaq u i nto Pu bl ications, I n c.
THE SEEDLING
populations in space.
lllustrated short story concerning future
Vertex Magazine
protected beachhead. the sea and land campaigns. The Spain has many handicaps and
Random Events table can have a patience is a necessary virtue,
Havana is the big prize, of direct impact on the course of the rebuilding the fleet while the
course. It has good defenses which war in several ways. Spanish coal Americans .play their game. In the
include four strong batteries has been mentioned. Bad weather end, one or both sides may have to
pointing seaward. This precludes can hamper American searches. take risky chances, and many
an attack from that side. The Either player might lose naval games are not decided until the
entrenchments are strengthened gunnery in the opening round of a final turn.
by fortresses, and the city occupies battle. A few results have political
only two hexes which reduces the overtones, forcing an American Attention Retailers
approaches to three hexes. attack or the loss of victory points. o. Manufacturers & Distributors
Reinforcements arrive from east ;:: . The Game Manufacturers Association The infl uence of any single
;- CGAMA) Trade Show was designed for
and west and many of the best S' youl This is your opportunity to meet the random event is relatively minor,
Spanish units are deployed in the ~. Manufacturers, to ask questions and get but the cumulative effect creates
area. ~ a11 the information about products old 'an(l an aspect of unpredictability in
OR.MocGowon
ffifú{¡l:i
*m*ffiffim
wEr*-ffi
Judge for yourself when you read the reviews which fill..every issue of
@R.MocGowon
\ x
For over 1] years now, Fire & Movement has been serving wargamers as the
I
leading independent forum of conflict simulation. F&M provides the most award
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critical in its reviews, and not afraid to cry "fou}" if a game is less than it ought to be.
Fi"ãa Mo"åment
Articià i"ãtu¿é' The Basicé, Anlntroduction to--Game-speak,
better? The variants, new scenarios and incisive wargame strategy articles
b o o k a n d h o b b v s t o res W h e r e ve r w a r I a m e s a re so d
6'6
8.4
Ë¡
Now fire & Movement, the highly successful wargaming review 'magazine, has
mâgazine; where
LiÉrary, and mbre. This could well be the
8-¡¡
Battleplan has a lot to offer wargamers who actively enjoy their hobby. Featured
Ëi
in every issue is either a "mega-variant" (including additional variant maps, cards,
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4.6
191,.
4.4
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I
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6·6' 6·6 6'6' 5·6 4·6 4·6 useful to actlve wargamers, each Issue also Includes a classified sectIOn
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ond pich up a neu BattlePlan!
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ve
drawn on a US bank and made payable to BTL Visa and Mastercard accepted.
North American Readers for the first time there, ask them to get it for you or you
our importers.
became the standard by which alt
large collection of Rodgér B. the wargame market. Today, the companies began to approach
MacGowan artwork on your many of the current group of the retail market since they
shelves. From The Russian wargame artis[s and illustrators realized that the mail order
by OTI.
Campaign (TAHGC) to \Yorld in grew up on Rodger's work and his business could not eontinue to
Flames (ADG);from the covers of inlluence on their work is quite sustain growth. Company after
the Avalon Hill General to Hobby obvious. He has left a major company joined in the battle for
and computer).
standards of this industry were knowledge and feeling .for tralian Design Group, Yaquinto
'JIIAtllill
quite amateurish. Almost all the wargaming in his art. He knows Publications Inc., Quarterdeck
scenarios.
Australia.
gam.es that had box art (around what the gamer wants to see. He Games,-Hobby Japan, and so on.
25-307o actually did "packaging". knows what's important to the In short, no one has done more to
The majority were mail order, zip player and how much the "look" of put this hobby on a "professional
r',Ìir",nä""" lock bags, etc.) used high contrast a game can influence how a game footing" in the last ten years than
photos, amateurish illustrations is perceived. FIis art has also Rodger MacGowan.
SA TILEPLAN #5
World War llay with the side which These are indicated, so as to distin-
and military leaders of the warring of nations, the outcome of which is German or French fort construction
feared defeat. These beliefs, regard-
nations, and the populalions which likely to remain in doubt to almost engineer units requires the
supported them, sought victory and the last moment.
less of their objective foundations,
gaming skill. making potential. The First War variant which forms the bulk of the~
I
bridged the gap between the great article. All rule changes should be
was thought by the partici-
Grand strategy games ha ve infantry wars of the nineteenth used, as they are all related in some
always attracted a strong following, century and Wor ld War I I. The way. It is also strongly
because the scope of decision First World War fostered a leap recommended that hidden
making ranges beyond the military, upwards in mi litary technology, movement he used, to allow for
victory in World
into the diplomatic and economic while the Second World War strategic and even tactical surprise.
spheres. Of the three great fostered a leap upwards in military
European conflicts, the Napoleonic technology, while the Second World Acknowledgment: The develop-
wars might be said to have War saw the development of tactics ment of these rules would not have
primarily concerned diplomacy, allowing for the most effecti ve use been possible without the patient
World War I economics, and World of the new weapons. For example, play testing and suggestions of Tor
one
War II a bewildering combination the two most important weapons of Abrahamsen, Craig Rapanos, Kevin
of both. All three offer a challenge the Second W orId War, tanks and Ray, and Peter Robbins.
the outcome may be difficult to priorities based on their assessment (see Rule 32.251). Only the German
playtestirug ønd suggestions
Røy, and Peter Robbins.
Ahrahamsen, Craig Rapanos, Keuin
Super fort.
fort construction engineers units
(see
expenditure ofan EP.
Achnowledgment:
The rule changes to Guns of between the military and economic the Western Front.
August suggested in this article aspects of World War I, and
are based on two premises: determining the success and failure 17.15 The A ustrian and Russian
of each state in these areas by way fort construction engineers units
fort construction
1. Military victory in World of a revised national morale table, may construct forts on the Eastern
War I was thought by the partici- Guns of August becomes a Front at no EP cost. Construction of
pants to be possible. The political demanding life and death struggle forts on the Eastern Front by
7'
and military leaders of the warring of nations, the outcome of which is German or French fort construction
he deuelop
nations, and the populations which likely to remain in doubt to almost engineer units requires the
supported them, sought victory and the last moment. expenditure of an EP.
of Tor
-
n the \{eapons' Development
odification of an enemy attack
nk units, but only with respect to
B..2
e tank units, and only with
y replacemenl, points.
n.
on combat
sociated
ery
it neutralizes the combat die roll
ARTILLERY
ANTI.TANK
!>AGE ~8 BATILEPLAN #5
208.0
may begin using -German infantry 20A.23 Once one side has made'
replacement points to create 20A.l an attack using gas, the other side
stosstrupen units on the turn of a may not do so.
successful roll on the Weapons' CREATING
Development Chart (WDC) (see GAS UNITS
20A.24 A gas unit used to
Rule 32.0). support an attack is immediately
20A.11 The Central Powers removed from play.
player may begin using German, or
19.11 The Central Powers player the Allied player British, French, or 20A.25 Only one gas unit may
may begin using German, or the American, artillery replacement be used to support an attack.
Allied player, British, French or
points to create gas units on the
American, artillery replacement turn of a successful roll on the
points to create tank units on the Weapons' Development Chart
turn of a successful roll on the (WDC) (see Rule 32.0). 20B.O
Weapons' Development Chart
(WDC) (see Rule 32.0).
ANTI-TANK
20A.12 To create a gas unit re- ARTILLERY
FORTIFICATIONS:
AIR SUPERIORITY:
BLOCKADE:
SUBMARINE \ryARFARE:
Anti-Tank
and two Allied tank uni ts may be
Artillery
Artillery +3 +4 +5 +6 +7 +8
created per game turn. There is no 20A.13 No more than two Ger-
trupen
Tanks
Super
Stoss-
Forts
Seige
fixed limit for replacing these units. man and two Allied gas units may
Gas
be created per game turn.
+4 +5 +6 +7 +8 +9
+2 +3 +4 +5 +6 +7
+3 +4 +5 +6 +7 +8
+4 +5 +6 +7 +8 +9
+1 +2 +3 +4 +5 +6
20.11 Either the Central Powers
Allies (1EP/3 turns)
Germany (2 EPs/3 turns)
0
tillery
20A.21 When gas is first used in +1 +2 +3
+1 +2 +3
20.12 - 20.15 These ru les apply
0 +1 +2
the game, the attacking player rolls 20B.l1 'rhe Central Powers
equally to the Central Powers player may begin by using German,
+1 +2
a die for each gas unit used in an
player.
attack. The combat die roll (see 0
+1 or the Allied player British, French,
0
Rule 13.19) is modified according to or American, artillery replacement
20.16 No more than two air units points to create anti-tank artillery
the following table:
t9l5
191¡[
r9l4 t9t5
t9t¡
t914
l9t4
Nov Feo May Aug Nov FÊb May Aug Nov Feb May Aug Nov Feb
Nov Feb May AJg Nov Feb May Aug Nov Feb May
\ov
Nov Feb
may operate against anyone hex,
-8
-9
0
7
9
5
units on the turn of a successful roll
nor participate in a single attack
Nov t€b
F€b
on the Weapons' Development
1915
19t9
r915
1915
+'l +2 +3 +4 +5 +6
-6
-4
-8
-8
7
l9l¡t l9t5
Mðy
916
one hex.
-6
-5
-3
-7
GAS'I'ABLE -7
20B .12 To creat e an anti --tank
-5
-4
-2
-6
-6
Attacker Die Roll artillery unit requires three artill-
Nov
Nov Feb
-5
5
1
Feb
Nov
t9r6
r91 6
r9r6
r9r6
1916
+3 +2 +2 +2 +1
-3
-2
-4
-4
0
Môy
Feb
I 917
Modification
3
3
1
t9f6
Nov teb
+1 +2 +3 +4 +5 +6
1
Nov Feb M¿y Aug
F€b
i917
t9tt
1917
19t 7
0
Nov teb May Aug Nov Fcb
+1 +2 +3 +4 +5 +6
Aug
l9t7
upon combat
Nov
Nov t€b
procedure is followed, but the unit neutralizes the combat die roll
t9't8
't918
9t8
breaking the deadlock brought 20A.22 Gas units may be the modification associated with
about by the superiority of the employed only on the game turn gas the tank units, and only with
defense in the early stages of the is first used and the game turn respect to the friendly combat units
Noy
war.
ers currently control.
tral Powers
-6
-6
-6
urrently control
turkey may never join Allies.
BATrLEPLAN #5
r9l8
3-6
s-6
t-4
L-4
3-6
3-6
31.21 EPs m-ust be spent on the
turn they are allocated. They must
not be accumulated for later expen-
diture.
Weapons Development
Rule 32.0
Strategic Warfare
September l'914 - I)ecember 1915
Rule 33.0
two or more friendly combat units
TWO EPs per game turn
Air Warfare
ONE EP per game turn
ONE !)P per game turn
BRITAIN / FRANCE
ECONOMIC
in the same hex as the anti-tank Rule 34.0
Allocation of EPs
POINTS
January 1916
- Fort Construction
January 1916
GÍ]RMANY
31.0
20B.21 Anti-tank artillery NONE
units may be used to support an
attack by friendly combat units, in Next six months of belligerency
which case it functions as normal 112 EP per game turn
artillery.
Second year throughout the war
of the
UNITED STATES
POINTS
31.2 Expenditure of Eco-
NO EPs
GERMANY
September 1914 - December 1915 the following:
-
Air Warfare
Weapons Developnrent
Fort Construction
Strategic Warfare
January 1916
TWO EPs per game turn
Rule 34.0
Rule 33.0
Rule 32.0
Rule
BRITAIN / FRANCE
17.
January 1916
TWO EPs per game turn
November a 4,5, or 6, the result is DX. As mobilizations and hidden move-
urn if he has suffìcient German the existing rules state: "All ment give the advantage to the de- Bearing in mind that Guns of
artillery replacement points defending units are fender, it is virtually impossible for August is a strategic game, several
available. eliminate{." (Rule 13.41). The Germany to successfully invade points should be noted. The first is
BA TILEPLAN #5
attacker cannot comply with the France, no matter how little is put that even the capture of Pøris does
32.14 Each player keeps secret requirement to remove an on the Eastern F'ront. 1'hese not end the game, although France
32.2 Effect of New Weapons
restrictions, as it is created.
failure of his \ryeapons die rolls to all his units being removed as second is that continuous attacks
32.24 Siege Artillery
il such information must well,! rather than a downward The continuous attacks allowed are costly, and the damage to the
U
be
Rule 20B.0
aled. adjustment of the defender's in August, l9l4 (when the weather Eastern Fron[ will be great if
losses. (The same tactic can be is always clear: Rule 30.36), ensure Germany sends its replacements to
32.2 Effectof New \feapons employed by the Aìlies, using the fall o{ Liege, although the the West. Should both armies
placement points.
(see Rule 14.25).
airplanes, tanks, and gas, if the Germans may suffer heavily as a weaken in the rüest, the larger
variant set out elsewhere in this result of a "DX" result or a series of defense factors will become even
32.22 Gas - See Rule 204.0
32.23 Anti-tank Artillery - See
article is used). 'Bf)" results. The surviving more important.
revealed.
32.13(a) is met;
in using British, French, or Otherwise the difference between a
erican artillery replacement fort in a city hex and a city hex with
ts to create siege artillery units
he turn of a successful roll on an entrenchment is merely that
Weapons' Development Chart
units may enter and leave the fort
(see Rule 32.0). without losing a modifier to the die
C) roll. Both would be -2.
32.243 To create a siege artil-
WEAPONS
e artillery unit may be created
SeeRule 28.2).
game turn.
32.0
26.6 Designed to avert a variety
32.245 Siege artillery units are
of anomalous possibilities, such as
the Italians or Russians propping
(Germans only).
aced by the Allied player in the
up a demoralized France. The effect
e manner, and with the same
on the Balkan minors leads to
THE G
rictions, as it is created.
weapons.
interesting situations.
box);
.PAGE 30
ment
30.14 and 30.15 The Allied vic-
ated by the Allied player are
tish, French, or American, tory condition is clear enough.
,
30.44f During any Combat 32,251 Super forts function in the effects ar(: iìs follows:
ase in 1914 in which the weather the same manner as forts (see Rule 33.14 The Central Powers may
the Western Front is clear, the 1?.0),with the.following differences: (a) Restricted submarine initiate, continue or discontinue
entral Powers (only) may continue warfare: either type of submarine warfare in
ling the die until they receive an (a) A super fort modifïes the at- subsequent, F'ebruary, May,
duced, to a maximum reduction of
33.21 The Allies may imple-
(I) The British infantry re- August, and November game turns.
joined the Central Powers) infantry
effect, the German infantry replace-
(The following supersedes Rule
e, but only against enemy units lery unit has no effect when EPs (to a maximum reduc- 33.2 BLOCKADE
Central Powers countries.
rth of Switzerland, only during used as siege artillery against a tion ofthree);
decreased by one.
ns in which the weather is clear, super fort (but it still functions (The following supersed¿s Rule
(II) The Allied sea capacity
d in any case, no later than ,as normal artillery if usþd in (see Rule 11.3) and naval 23.2)
33.2 BLOCKADE
(I) The British infantry re- ment rate is reduced by ONE for the
the number of surplus EPs
movement capacity (see
(II) The Allied sea capacity
offive);
joined the Central Powers) infantry
(lI) The Allied sea supply
tion of three);
reduction
warfare:
attack against other enemy ment capacity are reduced two. There is no effect on other
33.0
surplus
units in the same hex will result by double the number of Central Powers countries.
in the loss of the attacking unit STRATEGIC surplus EPs (to a maximum
only on the roll of a L or 2. This \ryARFARE
makes soak-offs too inexpensive
for the attacker. 33. I Submarine Warf'are
THE GUNS OF AUGUST
STRATEGIC
attack against such units, the time. 1'he Allies may spend EPs on
WARFARE
See Rule 18.0
attacker can destroy the anti-submarine warfare at any
32.26 Stosstrupen
32.25 Super forts
advancing unit on a die roll of4, time.
33.0
5, or 6, while he risks his
smaller unit as set out above. 33.12 The'Central Powers may
BATIlEPlAN #5
•
initiate submarine warfare in any
(c) Mutual annihilation: As February, May, August, or Novem-
the adverse modifïcation is only ber turn, beginning in F'ebruary,
,1, the attacker may seek to .
191 5.
1915.
time.
used.
23.1
bruary, May August, and No-
mber game turns, as additional RR = Reduce Replacements
s are expended on air warfare. = No Effect
e number and nationality of air t
BATTLEPLAN #5
game progr"esses. Note Die rolls of less than -4 or greater than I are considered to be -4 and 1 respectiveiy
34.2 Operating Air Units
merican. For each city in the country which the enemy player currently controls - (-1)
the game progresses.
See Rule 20.0 November morale table die roll if Allied blockade is in effect - (-2)
himself.
If an attack made solely by American units has captured a hex defended solely by German
units - (-l)
Central Powers control Paris - ( + 1)
three turns preceding the morale For every three EPs expended over
roll. If the moraJe roll is in a the opponent's cumulative total, the
by Germany (only) by the reveals the cumulative total of EPs
replacement rate) may be countered player seeking air superiority
34.12 In any February, May,
AUSTRIA
November game turn, it would be player receives one air unit.
*This modification effects all subsequent morale table die rolls. The modilication does not
increase if the country concerned has morale difficulties more than ônce.
Note: Roll every Feb., May, Aug., and Nov. turn beginning February 1.916 for every country in
reduced by two. the war with a replacement rate of three or greater.
reduced by one.
PAGE 32
mber game turns, as additional RR = Reduce Replacements
s are expended on air warfare. = No Effect
e number and nationality of air t
ts on the board may thus vary as
game progr"esses. Note Die rolls of less than -4 or greater than I are considered to be -4 and 1 respectiveiy
34.15 Air units received are, for Modifiers:
If an attack made solely by American units has captured a hex defended solely by German
Note: Roll every Feb., May, Aug., and Nov. turn beginning February 1.916 for every country in
the Allies, British, French, and
,
merican. For each city in the country which the enemy player currently controls - (-1)
*This modification effects all subsequent morale table die rolls. The modification does not
Note: Die rolls of less than -4 or greater than] are considered to be -4 and 1 re~pectiveiy.
See
If an attack made solely by American units has captured a hex defended solely by German
1
increase if the country concerned has morale difficulties more than once.
November morale table die roll if Allied blockade is in effect - (-2)
November morale table die roll if Allied blockade is in effect - (-2)
units - (-l)
Central Powers control Paris - ( + 1)
Central Powers control 3 of4 Russian rail hexes - ( + 1)
RR
MORALE TABLE
Anti-blockade EP expenditure r (+ t)
0
Anti-blockade EP expenditure - (+ 1)
BRITAIN & FRANCE
RUSSIA
lf the Allies control Constantinople - ( + l)
D3
-3
*This modification effects all subsequent morale table die rolls. The modilication does not
Desertion
= No Effect
ALL COUNTRIES
increase if the country concerned has morale difficulties more than ônce.
units - (-1)
D4
Note: Roll every Feb., May, Aug., and Nov. turn beginning February for every country in
-4
1.916
GERMANY
AUSTRIA
the war with a replacement rate of three or greater.
RUSSIA
Modifiers:
D#
RR
DIE ROLL
RESULT
Key:
SA TTLEPLAN #5
ms in three situations:
cember,19l4.
time.
28.r
ber turn, beginning in F'ebruary,
February, May, August, or Novem-
191 5.
,as
conjunction with another artil-
a super fort modifies
lery unit). A 420mm (3-1-1)
siege
ments. The infantry replacement 13.31 The die roll is decreased Such continuous attacks may be
*1,
the result is less than or equal to RATIONALE FOR
as
26.6 Certain units lose some of
the desertion level, the unit deserts CHANGES AND
the
and is immediately eliminated their effectiveness outside of cer-
it
tain geographical areas. The ADDITIONS
24.23When rolling to determine following modifications are made. to
warfare:
surplus EPs (to a maximum
by double the number of
ment capacity are reduced
unit is defending. cing units: An enemy unit that 33.14 The Central Powers may
33.22 Once the blockade is in
the fall of Liege, although the the West. Shou ld both armies
French Offensive Doctrine (Rule East, would mean quick defeat for
The continuous attacks allowed are costly, and the damage to the
is always clear: Rule 30.36), ensure Germany sends its replacements "to
on the Eastern Front. These not end the game, although France
take Lille in September, 1914, es-
equivalent number of attack changes are an attempt to redress will certainly be in difficulties once
enditures ofEPs and the success factors, but it seems this leads the balance. the morale rolls begin in 1916. The
failure of his \ryeapons die rolls to all his units being removed as second is that continuous attacks
il such information must be well,! rather than a downward The continuous attacks allowed are costly, and the damage to the
aled. adjustment of the defender's in August, l9l4 (when the weather Eastern Fron[ will be great if
losses. (The same tactic can be is always clear: Rule 30.36), ensure Germany sends its replacements to
30.44 and 30.441 Because secret will stall the offensi ve.
32.2 Effectof New \feapons employed by the Aìlies, using the fall o{ Liege, although the the West. Should both armies
airplanes, tanks, and gas, if the Germans may suffer heavily as a weaken in the rüest, the larger
32.21 Tanks - See Rule 19.0
UBD" results. The surviving more important.
variant set out elsewhere in this result of a "DX" result or a series of defense factors will become even
32.22 Gas - See Rule 204.0
32.23 Anti-tank Artillery - See
article is used). 'Bf)" results. The surviving more important.
Rule 208.0 30.45), the Germans are favored to Germany.
infantry and artillery, as well as
13.23 This is primarily the units backed up behind the In short, both the rewards and
introduced to balance the changes Meuse, will then be able to attack the risks of the invasion of France
32.24 Siege Artillery suggested to Rule 13.31. into France. are great, which is the way it
32.241 Only the Allied player should be. A failed invasion,
13.31 Consistency. (Rule 13. With the assistance of the coupled with real disasters in the
y develop siege artillery. Ger-
infantry and artillery, as well as
the units backed up behind the
Britain, the maximum it can
ny may not build additional 33 - '¿,/¿ die role modifications F'rench Offensive Doctrine (Rule East, would mean quick defeat for
would likely have been sufficient.
(including those for terrøin) øre 30.45), the Germans are favored to Germany,
ge artillery units, but may CUMULATM).If is reasonable to
ace the units it
had originally
assume that a city in rough terrain
Rule 14.2Ð.
will be more difficult to capture
32.242 The Allied player may
than a city in clear terrain. The
in using British, French, or same applies to fortresses.
Otherwise the difference between a
erican artillery replacement fort in a city hex and a city hex with
ts to create siege artillery units
he turn of a successful roll on an entrenchment is merely that
into France.
the balance.
Weapons' Development Chart
units may enter and leave the fort
(see Rule 32.0). without losing a modifier to the die
C) roll. Both would be -2.
THE GUNS OF AUGUST"
32.243 To create a siege artil- 26.f This flows from the phrase,
unit requires fue artillery re-
"autotnq.lic uictory". This rule is
13 . 23 This is pr,imarily
CUMULATIVE). It is reasonable to
to 1, with a + 2 modification. On
are
units
game turn.
26.6 Designed to avert a variety
interesting situations.
roll. Both would be -2.
32.245 Siege artillery units are
aced by the Allied player in the
the Italians or Russians propping
article is used).
up a demoralized France. The effect
e manner, and with the same
defending
BA TTLEPLAN #5
rictions, as it is created.
interesting situations.
32.246 Siege artillery units
30.14 and 30.15 The Allied vic-
ated by the Allied player are
tish, French, or American, tory condition is clear enough.
-6 4-6
31.23 EPs may be expended for
-6 3-6 the following:
-6 3-6
Weapons Developnrent
Rule 32.0
Note: Britain and U.S. may never join Central Powers. turkey may never join Allies.
artillery unit (ie., if more than one NOTE: If Pari,t" is controlled. by tbe Central Strategic Warfare
enemy attack is being made against Powers,thisallocatbnisreducedby lølf. Rule 33.0
(-1) For each objective city in germany or Austria-Hungary the Allies currently
two or more friendly combat units Air Warfare
in the same hex as the anti-tank Rule 34.0
(+ 1) For each objective city in Russia the Central Powers currently control.
artillery unit). UNITED STATES - Fort Construction
1918
3-6
3-6
4-6
3-6
1-4
1-4
3-6
1918
Rule
For each objective city in Germany the Allies currently control
17.
2Or-.2r Anti-tank a r til l e ry
units may be used to support an
Die roll greater than large number: Country joins Central Powers
attack by friendly combat units, in Next six months of belligerency
VARIABLE ENTRY TABLE
urrently control which case it functions as normal ltZßP per game turn
artillery.
1917
1917
23.1 and 23.2 Superseded by
3-6
1-4
1-4
3-6
ONE EP per game turn
EASTERN FRONT
WESTERN FRONT
AUSTRIA. RUSSIA.ITALY
31.0 and minor countries
1916
BRITAIN: (+ 1) If Allies declare war on Belgium
POINTS
1-4
1-4
2-6
2-6
(+ 1) If Central Powers control Paris
If Central Powers control Paris
(+ 1) If Central Powers control Paris
r9l8
Economic poinrs (Eps) repre-
of Eco-
t-4 ------
sent the economic, research and de- ""jrlI"TfJSenditure
L-4 velopment capabilities of the
( + 1) If Britain is neutral
If Britain is neutral
various warring countries.
1915
1-6
2-6
4-6
s-6
If U.S. is an Ally
1-4
1-6
1-4
1-6
1915
(-1) IfU.S.isanAlly
3-6
3l.l Allocation of EPs
THE GUNS OF AUGUST
control.
1914
1-6
GÍ]RMANY
1-6
4-6
ers currently control.
1914
ALL COUNTRIES
1-4
1-6
1-6
1-6
September f 914 - December l9l5
( + 1)
(+ 1)
(-1)
(-1)
ONE EP per game turn
gary the Allies currently
January 1916
ITALY:
'l'WO EPs per game turn
BULGARIA
Modifiers:
BRITAIN
RUMANIA
RESULTS;
Modifiers:
u.S.
TURKEY
GREECE
ITALY
tral Powers BRITAIN / FRANCE
U.S.
September l'914 - I)ecember 1915
turkey may never join Allies. ONE !)P per game turn
PAGE 36
January 1916
TWO EPs per game turn
208.0 Weapqns Development Chart (Rule 32)
ANTI.TANK l9t4 1915 1916 19t 7 't918
PAGE 37
ARTILLERY 0 Nov Feb Mðy Nov Feb Môy Nov teb Nov t€b
September 1914 to December 1915: One per game turn
Tanks 9 -8 -7 -6 5 -4 3 -2 1 0 +1 +2 +3 +4 +5 +6
+1 +2 +3 +4 +5 +6
German control of Paris reduced the above by half.
t9t¡
1-81-71-61-51-41-31-21-' I 0 1+ '1 +21 +31 +41 +51 +6\ GermansOnly
r9r6
Second six months after entry: 112 per game turn
19t9
\ov F€b Nov
January 1916 to end of war: Two per game turn
Feb
0 +1 +2 +3
Gas 0 +'l +2 +3 +4 +5 +6
+31 +41 +51 +61
+4 +5 +6 +7 +8 +9
1918
t9l5 I 916 I 917 191 8
Nov t€b Nov Nov Feb M¿y Aug
May Aug
Feb Nov
0 +1 +2
Anti-Tank -9 -8 -6 -4 +1 +2 +3 +4
1-71-61-51-41-31-21-'10 1+'1+21+31+41+51+6\
-7 -5 -2 0
+21 +31 +41
3
May
1
Artillery +3 +4 +5 +6 +7 +8
+21 +31 +41 +51 + 61 Allies Only
1918
1918
1918
First six months after entry: None
Nov Feb May AJg Nov Feb May Aug Nov Feb May Aug
Seige 0 +1 +2
ery
I -, I 0 I +, I +21
Nov
Nov
+1 +2 +3 +4 +5 +6
May Aug
-4
Nov
1917
May Aug
May Aug
May Aug
I -, I 0 I +'1
9t8
20B.ll The Central Powers r91 6 1
1918
No( ieb Môy Aug Nov teÞ M¿y Aug Nov F€b Nov Feb
Super 0 +1
aycr may begin by using German,
Feb
Forts 7 -6 -5 -4 3 -2 0 +1 +2 +3 +4 +5 +6
1917
1917
1917
1917
1
the Allied player Ilritish, French, +2 +3 +4 +5 +6 +7
United States
Nov Feb
Nov Feb
Nov
Nov Feb
Nov Feb
1916
trupen
+4 +5 +6 +7 +8 +9
I -, I 0 I +'1
I a I +'1 +21 +31 +41 +51 +6\
Nov Feb
1916
1916
1916
1916
1916
Feb
Feo
Feb
Feb
Feb
Nov
Nov
May Aug
Nov
Nov
Nov
tillery unit requires three artill- Strategic lVarfare Expenditures (RuIe 83)
I -7 I -61
-2
y replacemenl, points.
May Avg
May Aug
A~g
May Aug
May Aug
1915
September 1914 to December 1915: One per game turn
-3 I
1916
May
Feb
1914
208.13 No more than one
1-5 I -41
1914 1915
1914 1915
1914 1915
1914 1915
1914 1915
!\iov ;:eb
1-9 I -8
Nov Feo
Feb
Nov
!\,iov Feb
Nov Feb
1918
January 1916 to end of war: Two per game turn
llov teb Auq Nov Feb Nov teb May Aug Nov Fcb
rman and one Allied anti-tank Môy Mðy Aug Noy
BLOCKADE: Allies (1EP/3 turns)
1915
Nov
Aug
illery unit may be created per
n. Germany (2 EPs/3 turns)
THE GUNS OF AUGUST
+2 +3 +4 +5 +6 +7
+3 +4 +5 +6 +7 +8
+3 +4 +5 +6 +7 +8
+4 +5 +6 +7 +8 +9
+4 +5 +6 +7 +8 +9
+1 +2
+ 1 +2 +3
+1 +2 +3 +.4 +5 +6
+1 +2 +3
+1 +2
0 +1
0
SUBMARINE WARFARE:
Anti-tank Artillery effect
0
0
SUBMARINE \ryARFARE:
AIR SUPERIORITY:
FORTIFICATIONS:
0
0
2OB.2l An anti-tank artillery
it neutralizes the combat die roll AIR SUPERIORITY:
odification of an enemy attack
pported by tank units..This effect
plies l,o any number of enemy
EP Allowances:
FORTIFICATIONS:
Super
Stoss-
Forts
trupen
Seige
Artillery
Anti-Tank
Artillery
Gas
Tanks
SATILEPLAN #5
r',Ìir",nä"""
RODGER MacGOWAN - ART AND STYLE
RODGER MacGOWAN
His Art And His Style
u ••• I don't want to glorify war in my work,
only give it the respect it deserves."
by
Pete Flahive or museum pieces «borrowed"
photos, amateurish illustrations
Pete Flahive
covers.of games and magazines. In specific hobby/business. Rodger documented. Of course, there are
the last ten years he's designed MacGowan revolutionized the those who have responded to this
and illustrated over one hundred entire ··look" of the business and by declaring that their games are
by
and twentyfive gamebox packages set new standards by whi.ch more than a ··pretty box" or that
and nearly as many magazine coverart and packaging could be the hobby is suffering because
covers. More than any other artist judged. money is being wasted on slick
in the history of this thirty-year graphics and art. These sour
old hobbylbusiness. And of those Rodger's concern for historical grapes remarks don't change the
packages not designed by him, detail, accuracy, style and realism fact that Rodger MacGowan's art
note how many attempt to follow were new and highly sought after has enhanced the entire industry
his direction in layout and by many wargame companies. In and we have all benefited from
approach. His work is admired, fact; he was first approached by that.
is perceived. FIis art has also
a game can influence how a game
player and how much the "look" of
knows what's important to the
wargaming in his art. He knows
judged.
deserues."
game company called Game didn't worry about professional
So, whether or not you realize Designers' Workshop. Rod'ger packaging. But, 'Rodger's work
it, chances are you have a rather helped to establish GDW's look in became the standard by which all
large collection of Rodger B . the wargame market. Today, the companies began to approach
MacGowan artwork on your many of 'the current group of the retail market sinc'e they
shelves. From The Russian wargame artists and illustrators realized that the mail order
Campaign (TAHGC) to World in grew up on Rodger's work and his business could not continue to
Flames (ADG); from the covers of influence on their work is quite sustain growth. C0ll?-pany after
the Avalon Hill General to Hobby obvious. He has left a major company joined in the battle for
footing" in the last ten years than
put this hobby on a "professional
Rodger MacGowan.
and we have
that.
J apan"s Tactics magazines his art impact on the professional look of shelf space. They needed quality
is much in evidence in order to our entire "industry. packaging to get quality
tffhen you go back to lg75,
The majority were mail order, zip player and how much the ··look" of put this hobby on a "professional
lock bags, etc.) used high contrast a game can influence how a game footing" in the last ten years than
photos, amateurish illustrations is perceived. His art has also Rodger MacGowan.
And because Fire & Movement is an inde-pendent magazine, it-c^o-v-ers.att the
*;rgu.f,;;;;p"ny'r pioá,iãt'r, ä-"i^t.tuu" uJâ'iËo-us.e organ'ito none. I'&M is fair and
A two-part science -fiction / fantasy story
@R.MacGowan
Fi"ãa Mo"åment mâgazine; where
run in two consecutive issues of the
Magazine
Vertex Magazine
@R.MacGowan
ength. The problem with this,
emphasized 'Zeus', the most powerful god,
populations in space.
y away from surface combat or Album game based on the classic movies
back and wait for the opponent MYTHOLOGY
Vertex Magazine
make all the moves. In naval
of the'30s and '40s. Rodger emphasised
Yaq u i nto Pu bl ications, I n c.
images from Errol Flynn movies. The game
THE SEEDLING
mbat, the American needs to
MYTHOLOGY
attending college.
SWASHBUCKLER
all the information about products old anil
ew. Enjoy a perBonal, one on one meetingl
More importantly, this show will THE SEEDLING
oature ¡everal useful seminare giving tÍps TET'68 Vertex Magazine
n game displays, marheting, inventory Rodger did this drawing in 1968 while lllustrated short story concerning future
ontrol, dealing with "gamers," loca.l clubs
attending college. populations in space.
TET'68
nd conventions, plus much more!
For more inform¡tion on attending
March 20.22nd in Lae Vegas contacül OR.MocGowon
Howard Baraach, P.O. Bo¡ 867623, Plano,
X 76086 or caU (2r{) 2¿7-?981.
ships.The Spanish can not match
the American pre-dreadnoughts,
version used on game box. Note the
æ
-
........
w ·
..
DESERT VICTORY
Ga me Desi g n ers; Wo rksh o p
This game was never published. ROMMEL'S WAR
Quarterdeck Game Co.
R_o_dger B. MacGowan I Desert War Illustratio'ns
ROMMEL IN TUNISIA
ROMMEL'S WAR
1881
ght send the new squadron
oss the Northern Atlantic to
mbard or raid the East Coast
ore turning south to deliver the
ound forces to a Cuban port. OPERATION CRUSADER il
hey could expect a major Ga m e Desi g n e rs' Wo rksh o p
"å
nfrontation with the combined
merican fleet somewhere along 'gg'
e way, especially with a slow
uadron making a leisurely pace. Yaq uí nto Pu b I ications, I n c.
NAVAL TACTICS
OPERATION CRUSADER
e danger lies ín tying up all of
e squadron markers and then
WESTERN DESERT
DESERT VICTORY
ing the Cadiz Squadron set sail
the American coast. try to keep Å
0. . ::<r er license .
_____
Hobby Japan
es, or else designate one gloup ,;*t*'
the ready'reserve to deal with
unexpected threats. Spain has
er active units and objectives
st of the tirne so the marker WESTERN DESERT ROMMEL IN TUNISIA
ortage is less of a problem. O perati o n a I Stu d i es p
~ ,-
Hobby lapan G ro u
91. '
:~
"Europa Series" being done in Japan
.,
.-r#¡Rder license'
difficul ty i s kee Pi n g th e Often, by the time those two cities the American blockade twice
squadrons recoaled when theY fall the Americans must skiP San then reaching the squadron
must conduct searches or Juan and concentrate on elsewhere is not easy, but it must
blockadesfarfrom U.S. Ports and Havana. The difference in victorY be attempted for the SPanish to
replenish them as theY Pursue points making the decision. gain any mobility.
their targets. Colliers run a
Late in the game, time and The Random Events Table
shuttle system at times and a does include some possibilities for
prudent player wilt keep recoaling resources permitting, the Ameri-
ihe squadrons regularly. A collier cans might consider a sortie across providing the Spanish with
Ro_d_ger B. MacGowan I Eastern Front Illustrations
Peoples' Wargames
seek shelter there, and caPturing Cuba force in port until the must keep the merchant fleet
American blockade seems
STALINGRAD
away than Havana and Cienfue- Squadron will not reach the and can be reached in one turn.
gos, leaving the more convenient Caribbean in real strength before Vera Cruz, Cartagena, Curacao,
[argets for later when the mid-game at the earliest. and Martinique are the other
____
KANEV
Amõricans need to save a turn in
tiansport time. ThirdlY, after Obtaining coal is the other slow American gunboats, the
taking Santiago, the units maY problem. Moreso for the SPanish. Spanish cargo ships usuallY suffer
redeploy east to Puerto Rico or By moving slowly, the fast CaPe only one or two attacks, including
west to Cienfuegos with equal Verde ships will conserve coal, but the mandatory gunfire at short
rapidity. their pace is one zone Per turn. range in each naval engagement.
as has weaker gunnery and
Oregon arives later, but both
sels can reinforce or replace
other three.
PAGE 45
The Batlle of
Chinese Farm:
October 15-19, 1973
;
E
THE FIRST COVER ART FEATUR'ruG EGYPTIAN SOLDIERS.
The state of the Spanish fleet
ays influences the decision to
LOOKING BACK
ronting a $panish squadron in
e with a weak force. When Vietnam. Rodger saw military life military experience. It wasn't just
Cape Verde Squadron Rodger was born in San Fran- up close, everyday for his first on television or in the news
ives and reaches a port, the cisco in 1948. He greïv up on U.S. eighteen years. He experienced magazines, it was felt at home.
S. must deploy a strong Marine Corps bases and installa- the world through the perspective Clearly these experiences have
kading squadron, including tions in Hawaii, North Carolina, of those in the military. For influenced Rodger and had a
BA TTlEPLAN #5
eships in order to maintain a New Jersey, Northern California, example, when the U.S. sent major impact on his artwork.
mbat factor advantage. A and finally Southern California. forces to Lebanon in the mid-
nd strong group could still His father, Donald L. MacGowan, 1950's or when the Cuban crisis Rodger began doing military
ch for merchant-men while was a career Marine (30 years) was brewing in the 1960's, or history illustrations when he was
serving in a support function. who saw action for the Pacific when things began to build up in in the seventh grade. At the time
military life from childhood to
proper
with detail and historical ac-
Rodger remembers back to the
ARTISTIC PHILOSOPHY
AH presented
he was living outside Phila- Opportunity knocked one day some of his work for Vertex and
delphia (where his father was
medals,
during a production meeting on Mankind magazines and they
stationed) and he became inter- the next issue of Vertex. The editor were impressed.
ested in the American Revol u- was enraged. He had just gotten
tionary War. After weekend visits off the phone with his cover artist Rodger's background made
to Valley Forge and other Revo;- for the upcoming issue. The artist this a natural. His knowledge of
. lutionary War sites his interest had been ill and had not begun to military history, military life, the
increased and expanded. Soon he work on the cover. Panic set in. wargame hobby, and of course, his
began doing drawings of Civil Later that day Rodger dropped in artistic talent came together. The
War soldiers and battles. His to the editor's office .and suggested chemistry was right and ·the rest,
interest in the Ci v i I War was that he might do a cover for him. as they say, is wargame history.
strengthened during this period The editor was, of course, hesitant
since it was the Centennial but interested. Rodger dashed
predictable.
and the U.S. response was
home to his apartment, grabbed ARTISTIC PHILOSOPHY
When Rodger was in high trations and returned. The cover When one looks at Rodger
artillery.
school he had two friends who assignment was his and the MacGowan's artwork you see one
greatly influenced him in the beginning of Rodger's "profession- factor, one element that
direction that would some day al" career in illustration and dominates all else. It is the human
lead him to become a wargame graphic design had begun. Within factor. Rodger does not feel that
in Havana harbor
illustrator and graphic designer. one year he became head the machines of war should
One friend introduced him to illustrator for Vertex and Man- dominate, or be the central focus.
wargames, and the other shared kind magazines and soon after Having grown-up in a military
his interest in military history art that RBM Graphics and Design environment. Having gone to
and recommended that Rodger Studio was founded (1973). military life from childhood to
spend more time developing his adulthood he has seen that the
maPs
He continued to work on subjects Around this time Rodger started of work Rodger has done, you see
lnset: w¡ll¡am Randolph Hearst who said,'1'll furnieh the war'
THE SITUATION
relating to military history, but his own "amateur" publication en- how individual soldiers, sailors
he also expanded into many other titled Arquebus. The reason' he and airmen dominate his work.
artistic areas. This was the la te started this magazine was simple.
1960's and the Vietnam War era. To stay in touch with his wargame Rodger's art is also concerned
Rodger's art took on a new buddies who were scattered all with detail and historical ac-
direction and look. over the place. They shared battle curacy. He works hard to show the
reports, game reviews and the proper uniforms, medals,
Upon graduation from UCLA like. Rodger became more and weapons, etc. This desire for
Rodger pursued a career in film, more involved in the making of accuracy is matched with endless
TV and publishing. He started out Arquebus. Art, graphics, maps, hours of research and reading.
at an advertising agency in and so on began to make his Rodger remembers back to the
Hollywood as an accounts' mana- "amateur" rag more than one 1960's when AH presented
ger for a major book and magazine might expect. One day, a good artwork the likes of Tjhe Battle of
publisher. The publisher handled friend from San Diego called in the Bulge and Anzio. The lack of
first is the 2nd North Atlantic
fully coaled squadrons in Key
two battleships and a collier.
Squadron with 18 ships, including
over twenty different magazines, response to the new issue and historical feel and accuracy found
ning on turn 3. The fìrst American
with more arriving through turn
ground forces mobilize on turn 3
better repair facilities are on the
available at four ports and the
East Coast.
including Vertex, a new science said, " ... why don't you go on those covers denigrated the
The Americans deploy three
fiction publication and Mankind, professional with it?" Rodger's games themselves. Rodger knew
which was devoted to world first impulse was to disregard the he could do much better, even at
history. Rodger found himself idea, but later, upon reflection, he sixteen years of age, and as fate
looking for opportunities to go to decided to give it a try. The result? would have it, he would get the
the art de par tm e n tat the Fire & Movement magazine. See chance many years later when
publishing house. During this F & M #49 for this story. Avalon Hill asked him to do the
period he got to know the art covers to the new editions of those
director and graphic artists and Around the time Rodger was "classic" games! Rodger wanted to
watched them work day-to-day. creating F&M he was approached give wargame packaging the look
What was becoming apparent to by the Avalon Hill Game of historical accuracy with the
him was that he wanted to trade Company to do a boxcover and dash and excitement of profes-
in his office desk and typewriter package design for The Russian sional art and modern design. He
for a drafting table and T -square. Campaign. Avalon Hill had seen
Sea Soviet troops on the
e cover of a wargame for the first
1JT¡HALE (US/SN) tirne euer. Later Rodger would
break new glound by doing the
most successful "series" of
y hex in the North Atlantie warglames in the history of the
GE47
wargame field.
Rsro G.me$.
not intended to show war as
BA TTLEPLAN #5
Ma¡l Ordâr
FREE heroic, exciting, fun. He wants the
6hipp¡n9 t Håndl¡îq ln lhe U.S. game player to feel the
ð
batants.
Srnd tor Free Cålâloo Now!
seriousness of war, the valor, the
o'h oll ¡ny orücr wlth lhls ¡d!
sacrifice and effort of the com-
Circle Roader batants.
it.
Andoya and is not available to
augment this surface force.
Additionally, six submarines are
on haàd to provide support for the
BA TTlEPLAN #5
Struggle of Nations
Russian Campaign
Rommel & Tunisia
Wor ld in Flames
Western Desert
Warring Sta tes
Rommel at Bay
Swashbuckler
Red Army _
Squad Leader
Pear I Harbor
Panzer Krieg
White Death
Royal Navy ,
Sinai Front
the surrounding ocean area is
Up Front
Torpedo
Suez '73
Verdun
secured.
TAC
Accordingly, SACLANT has
mpaign ordered in a Carrier Battle Group
#i¡'ffi from the British Isles Zone to
IN WEST GERMANY
Operation Market Garden
Mediterranean Campaign
DRIVE ON
US*USSR
ii:iir "
FUTURE WARFARE
rot!on Ut!t
eliminate the Soviet surface group
PanzerGruppe Guderian
iilrr¿: "
n and establish air/sea supremacy to
O'Connor's Offensive
Operation,Crusade
MidwayCampaign
t
amphibious operation to retake
ff
ve PanzerKrieg ! J¡i3ji¡:;i:l
lceland. This Carrier GrouP is
Norway 1940
Panzerkrieg (AH) built around the nuclear-powered
RODGER,MacGOWAN - ARTANDSTYLE
Mythology
i
equipped with the Aegis Air-
DANCE OFTHE
~
RedArmy
RedBaron 'r Defense System. Other combat
Lawrence of Arabia
~...:;:~~~
-
ICT()RY
Rommel & Tunisia Moosbrugger (DD-980), and the
Longest Day
Kirovograd
Heroes of Olympus
Lodz' ,
lro~bot~om Sound ,
Kanev
ncre I e Ictory
Jihad!
Fortress Europa
_ g~~sofAugust
RussianCampaign by this wing) is embarked on board
V' ,
of France
~richodn'bl
Storm Over Arnhem North Atlantic during the next powerful ASW attack submarines
Flattop
we have included a partial list of
art work is Rodger MacGowan's
In case you're not sure which
Struggle of Nations war. This game came out at the are available to provide cover for
1815
the war in a surprise attack by a
Fall
same time as Tom ClancY's
IJN
Struggle for Stalingrad Guards Airborne Division which the carrier group. The USS
outstanding novel of that conflict, Newport News (SSN-750) and
_
Suez'73 embarked on a disguised cargo
,
Swashbuckler Red Storm Rísing. Together, the ship. This was followed up by a HMS Tu.Ient 6-115) will advance
book arrd game can be combined from the south while the USS
Advanced Squad Leader
TAC squadron of MiG-29's which were
Crescendo of Doom
Torpedo from the British Isles in advance
Battle of Midway
ofthe Task Force. Land-based air
Carriers At War
Up Front against NATO convoys in the
Desert Victory
Carrier Strike
Dark Crusade
Scenario
Custer's Luck
Verdun box art covers. 10 North Atlantic. These Bockfires support comes from the RAF with
Divine Wind
urt
Cross of Iron
squadron of N imrod
Civilization
War to End \Mars a
Dark Stars
Battle Cry!
are based at Andoya, Norway,
Beachhead
DANCE OF
Bitter End
Coral Sea
aircraft from
Blue Max
Warring States which was captured by amphib- Reconnaisance
Air War
Assault
Citadel
THE VAMPIRES
Apache
Basic 3
Stornoway and the RAF's 43
Burma
PAGE 48
Western Desert
SFI
Armor
ious assault and converted to
Anzio
White Death Soviet use. A powerful Soviet Suadron (Torno.dos) and 12
~88'
Background: Operation Po-
FAFìE World in Flames Task Force has moved into the lce- Squadron (Buccaneers) flying out
MANY lør Glory has allowed Soviet forces
World War III to capture lceland at the outset of land Sea Zone to oppose any of Wick.
•
9.3 Placementof minefrelds
Wôrld Wide Wargamers' Duel The Axis player can build one
in the Desert¡game simulates the minefield every second turn, while
North African campaign from the Allies can place one each turn.
supposed to be built for one
There is a nominal charge of
Here are two oPtions that, in infantry r¡nit (infantry, mech minefield has been built, the
3J5, or call: (416) 767-4425.
our minds, help to make this game infantry, not infantry or paras) in supply unit is removed from the
a little bit more historical. the hex where the minefield is game map.
Journal
T1YIX7.
The Errata Bank
DUEL IN THE DESERT
NORTH AFRICA
I FTR with 4 factor air-to-air NORTH AFRICA CAMPAIGN donations, too! To get a free list of
5.3.2 Drawing Supply
Germans - 6MP
CAMPAIGN
zero air-to-sea factor and stra-
Allies - 5MP
FOR
clan./Feb.lg44
game is finished.
I FTR with 5 factor air-to-air FOR Circle Reader Service #12
not exceed:
forever!
by
Jan./Feb. f945 Dirk & Ulrich Canadian Wargamers
f FTR with 6 factor air-to-air Blennemann Journal
zero air-to-sea factor and stra- roll of three r 7") wargaming magazine recommended
Ulrich Blennemann To make this popular and immediately. On a
Dirk Blennemann
tegic bombardment factor. (3), four (4), frve (5), or six (6) the by the editorialstaffof F&M. Each issue is
much played classic even more full of reviews, variants, strategy articles
Blennemann
and
by $9.00 for a six-issue, bi-monthly subscrip-
In every scenario, afìber setup, Playing this option you can tion. (US postage paid).
26.6 Fascistfide before anything else has been tell your friends that you have Send checks to: CWG,223 Whi¿ehorn
BA TILEPLAN #5
by
done, the Axis player rolls one die. played Campøign for North Africa Crescent N.E., Calgary, Alberta, Canada
26.8 1939 Campaign Game to a conclusion and be happy TrY lx7.
26.9 Decline & FalL lg4U46 On a roll of one (l) or two (2) forever!
Campaign Game. Circle Reader Service #13
option.
eplacement point on turns 3, phase for other units. A bridge the defending unit is with-
,11. bombarded by artillery may 12.2 All units are considered to be in range. This range may
absorb TWO disruptions per in supply during the fïrst turn of a not enter enemy ZOCS. If
ry Conditions: Standard. phase if the bridge is printed on scenario. Supply lines must it's in range, the num-
the map, or ONE disruption if ultimately end on a friendly play- bered result may be
al Rule: Yugoslavia is an al- built by engineers. On a SINGLE er map edge. Units which trace a
in range. This range may '
PAGE 51
bridge is destroyed. trace a path to a ttQ. Once traced G. During removal phase,
utral, or perhaps as an Allied If a combat unit spends a to a road, the path is unlimited HQ may spend poinl,s to
bered resul t may
ry. combat phase in a bridged hex, it while moving along the road. regroup units before the
try or cavalry destroy the bridge in range oftheir correct divisional point will automatically
GERMANS \ryIN on a roll of l,2,or 3. Engineer or corps/armyHQ. The HQ must allow a single unit to re-
ized units.
grouping.
TTLE OF BULGE units destroy it automatically and then trace a path along the road to group.
do not have to roll for it. All other a friendly map edge. The HQ must H.
group.
to enemy action.
to destroy the bridge. 13.0 A unit may not attempt to re-
ces in the west and managed group unless it is in supply, not in range. The German stack may
PzCorps has 6.
mains in play.
nflict heavy losses in air 10.0 COI¿.RECTION: A die roll of a swamp hex, and for H(/Artill- elect to retreat 3 hexes, or disrupt
sidered in supply.
s over the western front. The 1-4 results in dry weather. A roll ery breakthrough units, not in a 3 defenders which are attacked.
an army managed to re-take of 5-6 is rain. zone of control. An HQ Break- Or allow the parent HQ to absorb
werp and cause a second through Artillery unit will not 3 disruptions by marking offboxes
is capable.
kirk, pocketing most of the 11.0 Air attacks may occur only spend a disruption point unless it under that HQ. Any combination
ving British forces. At sea, a during the combat phases, NOT is capable. of the above may occur.
rly suicidal campaign by during the barrage phases.
LAST PANZER VICTORY
ail operations sharply, thus round. Example: The Russian uses PzCorps has 6. would have had only two choices:
wing the German army to an air attack in round one of a B. A Disrupted unit which disrupt all defending units, or
ke impressive gains in combat phase. Another combat takes a second disruption retreat all defending units. In this
ory. The Allies had no other round happens involving the same due to combat or artillery instance, the German could retreat
e except to declare a cease units. For air support, the Russian barage is destroyed. If the one hex and disrupt two units, or
bridge is destroyed.
air attack. A single air attack lack of supply, terrain or
This scenario is basically a applies to only one round. They any other reason, it re-
tion of the historical scenario
BATTlEPlAN #5
of 5-6 is rain.
significant modifications to An air attack on a hex containing C. An HQ may only suffer its
sent a German victory in the an HQ is aborted if a roll of one is last disruption point due
rolled.lf the target hex contains to enemy action.
FASA's intriguing Top Gun the Mig-28s. As an option, the
RUSSIANS aír combat game may be üsed to Libyan player may play this
The Russians deploy ñrst. simulate almost any kind of air scenario without an acceptable
battle between supersonic jet loss restriction. All scenario rules
BA TTlEPLAN #5
th Cav, 6th Cav Corps and ?th two each of Su-22s, Mig-21s, Mig-
Gun uses a relatively simple, times.
4th Cay, 6th CavCorps and 7th
Gd Mech Corps - Enter first turn quich-playing game system, receives four each of F'-14 and F-
The next scenario in this
78 xx and 100 G xx - #2443,
at #4352
LEADERSHIP
18 aircraft. All aircraft are set up
conclusion in an evening. A campaign game is a modification
l1ATand 34 AT - #2246
New Rules
4th Motorcycle - # 1952
6 Gd Tk Corps - #4852
number of scenarios may be of the Mission 2 scenario from the
18th Tk Corps - #1746
53 Army HQ - #1747
Ru IV xX - #1952
#2446
243 xx - #1452 .
2 Ru xx - #1652
232 AT - #4653
battles - one such is included in two Tu-22s escorted by four Mig-
337 xx - #1850
375 xx - #1947
203 xx - #1148
ATand 34 AT - #2246 the game. 22s. The F-l4s use the highest
may deploy.
victory point values given for US worth 20 points each. The F-l4s
#2446
12.5
Top Gun odvanced rules section each Mig-21 uses the Mig-23 point
All aircraft have 20 turns of fuel.
th Motorcyele - #1952 The Libyan Mig-25 pilot skill
P Pliew - #3540 (Off tLa Flieht d¿ch\ tnd can be values. In addition, the Libyan
played in an evening. The Mission player receives l0 extra points for level is 3. All other Libyan pilots
9C HQ - #2347 have a. skill level of 2. Acceptable
ward as a marsh/swamp.
43xx- #1452 1981. Historieally, this incident 14s.and one A-6 (representing an may, as another option, try hiding
amounted to nothing, but what if EA-6) are intercepted by two Mig-
turn 18 on a roll of 4-6.
3? xx - #1850 one type ofaircraft.
AXIS
the Libyans took advantage of,the :25s. All aircraft have 20 turns of
Miscolc, #4712
AT - #4149, #4052
1257Pz Bn - #4248
u IV xx- #1952
incident to launch further attaeks fuel. Both Mig-25s are worth 25
FHH xx - #2845
4Tk rcg- #4762 TUPOLEV'IIJ-22
46 xx - #4547
32 AT - #4663 on the US Sixth Fleet in the Med? points each while the F-15 is .BLTNDER"
Gd Tk Corps - #4852 worth 15 points and the A-6 is STATTSTICS
#2125
:.
Ru xx - #1652 A carnpaign game simulating worth 20 points. Acceptable
75 xx - #1947 a protracted air battle between aircraft losses are one each. The Type:
units of, the Libyan Aír Foice and US planes are placed within three
hexes of the center of the map. Supersonic medium jet bomber
US Navy.¿ir uñits cah be played
LAST PANZER VICTORY
LI:ADERSHIP using the campaign rules given on Libyan pilot skill is three; US TopEnd: 5
New Rules page thirteen of the Top Gun pilot skill is four.
Ge 12-8 AA Bn #1003
Ru 93rd Gd xx #4152
Ru Rumanian2xxHQ
rulesbook.
Ru 58 Eng. Bn #4352
Max. Acc/Brake: 1/l
Ge 721 AT bn (delete)
Ge 1176 pzBn #4832
Ru 81st Gd xx #1253
1059 Tk Reg. #4152
Ru 23Tk Corps units
72 Corps HQ #4815
GE 4th pz Corps HQ
Ge 3 Mtn xx #4819
Hung. 25 xx #4807
SET-UP CORRECTIONS
Ru 31 AT x #4352
2.6 Leader counters represent
Ge 24Pz xx #1052
Ru 6thaT x #2853
'
Ge Hung. 1Mb xx
Ru 206 xx #4843
noted and all scenarios in this
Ru 33 Rifle Corps
Ru 1672 AT Reg.
Ru 47 Corps HQ
Ge 503 Tiger Bn
No
27Gd Corps HQ
R
Ge Hung. 10 xx
1067 Lt Tk Reg.
article are played in the order the bombing raids and anti-
24 AT x #4352
#4846 - #4839
designated units. These
shipping strikes presented in
#4352 ~
ZOC, are never disrupted, No (2-6), Yes (3-6)
are always in supply, may level of '0'. Libyan skill level is 2' campaign have obtained little
#4807
#4843
#4845
#4152
#4152
#1052
#1453
#4352
#4152
#4352
#1022
stack at no cost, and may and US skill level is '4' unless actual results. The US recon Missiles: 0
regroup any units with otherwise noted. mission in scenario four helped
which they are stacked. provide information of massing Defense 2 each chaff & flares
19
16
17
15
14
Libyan air units. Now, in the last
12
The first scenario is Mission 7,
11
10
. TURN 2
5
8
7
simukiting the initial action scenario, US forces face some of I
PAGE 52
ur cswll
and,
Frørwe and GermanV,and, headÍm
iaturcç airpltnet. Tl¡e¡c 28.ãtli
nissent
Eryland,, the Battle of Brítni,n has
4-5
Spitlires. The dag is briAhf ønd
wlptad""
,o¡ú ôn olt'woi¡c æqtiWL
PAGE 53
units.
used only by iafantry
Causeway is deátroyed;
,'· BATrLEPLAN #S
MINIATURES
LAST PANZER VICTORY
uell
. they are subordinated if combats, in each round. LEADER RATINGS '
within range. When the Poor - Must be adjacent to units
rcæo¡phe'd
units are attacking, the 12.57 Leader ratings range from they wish to effect.
Sept./Oct. 1986
. .leader modifier is added to P=Poor, G=Good, and Good - Must be within 2 hexes of
:
the attack, and when on E = Excellent. This rating the units they wishto effect.
defense, the leader modi- never changes and effects Excellent - Must be within 4 hexes
o;d
fier is subtracted from the the ranges to which their of the units they wish to effe-ct.
attacker's die roll. control 'extends. This com-
mand range may never ADDITIONAL UNITS
12.51 Only one leader can modi- pass through enemy coun- The following chart list units
fy the di~ roll. If more than ters, or their zones of con- which should be added to the
. one leader is in the stack, trol. ' game.
choose the one you wish to
have m'odify the die roll. 12.56
12.54
12.53
12.52
12~52 At least one subordinated
unit must be in the de-
fending hex, or attacker
apply to any number of
leader modifiers may
return to the game. The
destroyed and may not
alone the leader is
friendly to him. If caught
is occupied by a unit
enemy zone of control, if it
and Division.
as follows: Army, Corps,
trace to a non-divisional
If an eligible
modifrer may be used.
leader (Corps, Army) the
fier to be applied.
divisional
used. A leader may only
. modify his own units.
However, if the units can
trace to a non-divisional
leader (Corps, Arm.y) the
modifier may be used.
Circle Reader Service #14
Circle Reader Service #15
Game Convention
trol.
ters, or their zones of con-
Organizers!
Attention
STRATEGICON presents
the movement phase. Martin Wixted Hotel, February 12th - 15th, 1988, over
Circle Reader Service # t6
Leaders may only enter an c/o West End Games President's Day Weekend. Pre-register
. enemy zone of control, if it 251 W. 30th Street for only $20.00 if postmarked by January
is occupied by a unit New York, NY 10001 31st, 1988. To pre-register, or for more
for a bid application form. Why not host a convention information, contact:
friendly to him. If caught regional Origins in your area? Diverse Talents, Inc.
alone the leader is ORCCON11
destroyed and may not Circle Reader Service # 15 5374 ViUage Road
11
were brilliantly successful while 1705; 15 Ind* 1705; 54 Br 1803; 55 pore. This scenario may be used to
nt others like the Canadian landings Br 1803; 12 Ind* 1805; 28 Gur* determihe how successful a JaPa-
1805; F'MSVF 2004; SSVF 2105; I
Corps leader. Any independant unit can trace to any Divisional, Corps, Army leader. Rumanian units
at Dieppe were disasters. Still nese amphibious invasion would
Corps HQ. Infantry units trace to 49,57,47,33 Corps. Units ofa tanklmech corps must trace to that
others like the German invasion Maylay 1?06. have been.
nt
of Great Britain (Operation Sea
German units may trace to Corps/Army HQ. Russian Cavalry units may trace to only a Cavalry
nt Lion) never materialized. War- JAPANESE
gamers are fond of situations like 18th Div. (all units) 1507; AnY INITIAL FORCES
NOTE: 5 Gd Tank, 6th Gd Tank and 9th Gd Mech Corps units are part of 6th Gd Tk Ariny.
[his because of the question of two units of the 5th Div. 1608;
"What If..." and of the opportuni- Any two units of the 5th Div. BRITISH
nt ties. Singapore, published in 1?09; Imp. Gds. Dív. (all units) As in scenario one excePt that
Strøtegy & Tøctics, gives PlaYers 1602. the British may deploy anywhere
just such a chance to simulate the
trace to any Russian leader. Hungarian units may trace to any German leader.
on Singapore.
invasion of Singapore -- both bY
Excellent
Excellent
Excellent
Excellent
Excellent
Excellent
Excellent
Excellent
Excellent
Excellent
Good
Good
Good
Good
Good
JAPANESE
Good
Good
Good
Good
Good
Poor
Poor
Good
Good
Good
Poor
Good
Poor
Good
Poor
Poor
Poor
Poor
When the British built the Japanese player may receive one As in scenario one excePt that
tank regiment of his choice at full
ADDITIONAL UNITS
2
.2
2
2
3
1
1
3
3
2
3
2
3
2
2
1
2
1
2
2
2
3
2
2
1
3
2
1
3
3
2
3
2
Gen. Cheryakskiy
Gen. Kravchenko
Maj. Gen. Marcks
Gen. Trofimenko
assault pulses. Any unit with an
Gen. Vinogradov
Gen. Managarov
Maj. Gen. Breeth
straight into the rnouths of the unit must arrive in hex 2105,
COMMANDER
nt
Gen. Sokolov
British guns as though theY were set up at reduced strength. which must be occuPied bY a
Gen. Pliev
a point of honor to do so. The Japanese unit. The arrival of the
nt Japanese, as history shows, had regiment may be delayed.
no-such naive notions of honor (at OPTIONS
LAST PANZER VICTORY
9 Gd Mech Corps
The scenario consists of four
6 Gd Tank Corps
5 Gd Tank Corps
attacking the German fortiñca- ation.
6th Gd Tk Army
AG Fretter-Pico
4 Gd Cav Corps
6 Gd Cay Corps
Hun. 7th Corps
tions at Tsing Tao in China 2. Either, or both players may assault pulses. Any unit with an
OK Jakowlew
2nd UK Front
57 Rifle Corps
ent
49 Rifle Corps
7 Mech Corps
23 Tk Corps
during World War One and use free deployment where they asterisk (*) is set uP at reduced
18Tk Corps
53rd Army
4 pz Corps
3 pz Corps
deploy their units as they wish
OG PHew
suffered massive casualties. strength. Rule 11.2 must be used'
47 Corps
33 Corps
27 Army
72 Corps
3 Mtn xx
24 pz xx
23 pz xx
13 Pz xx
Consequently they did not wish to except that they continue to be
1 Pzxx
Fhh xx
15 xx
governedbyrule 11.0.
46xx
76 xx
UNIT
repeat this mistake and attacked OPTIONS
Singapore from the landward side. 1. Deploy all British units at
The rest is history. full strength
RUSSIAN
GERMAN
race to only a cavalry
h corps must trace to that
AMPHIBIOUS 2. Add any single British tank
INVASION regiment.
my leader. Rumanian units - 3. Combine options one and
ader. Wrong-Way Bastion
PAGE 54
two.
In this hypothetical scenario 4. Allow the British to use
the invasion that the British rules 1.3.41-3 in any combination.
ræñ
ê
.l b=.i'l,
Þ:gE9 ¡. í-.-ì pln å[giääFËã
o
á
ô È
Ë;lF
Tã ãer i!-íirJ
ut =D= äg-l o E
X õ -,o
EãËa:üks"I Õ
F
9.
(D
Þ': FP >'E I
fFä¡-¡
l¡*ri
lE= Tfcl o
zo
(n
o
ãËlååt FãE'ã , E"ä F,Ë:*E E*J
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ô
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É$ ËT ãËäåË åFär
i
o
¡* U)
È ååiËåå ËH* J o
$F;eEHíå LLJ
z
iåË9å
dx 1Þ.-. Ë
e Ë Ë Þ 3.Fç iã.
t#l
tf-?¡
t*-r!
ËFËå
.oËiü r! e
IË'ãEs
tsãÉã
g
I$
årg ã àiE uÉ+
i¡i¡-S1
E iååägå;g
ruqne6YlLô7A
• 0þl?:L
lì.
i~
\
-
r-
~~1
.8...-
I
~"1:'
~~
-- t1~Dn.
'r
~ ,
)
Ft[ =v-c
d5 ?-O
la
T
:2
N)
<l~
• ~ ~t7i .
~N~
A ¿
.Nauù r/Avt ~
t3 ~
~l1)
o bpçnaúO¡¿aå
t
FI{H
IR ilwq I
7þ3
1d
wcptø-
1ß.,
Io
7. lu
qG. rl
'TRATEGIE'
panzer and motorized formations
panzer and motorized formations
iog House
(818) 449-9107
1190 E. Colorado Blvd.
Pasadena, CA 91106
you must be careful not to leave
anzer and motorized formations your flanks exposed. You will not
selections of metal,wargaming
times and locations.
at low prices.
ments. If you plan it right, You themselves by withdrawing into you can only receive one armor
will be able to use these units over the interior of your country. Make and one Guards unit per turn, so
and over again as the game each city a stronghold and alwaYs let the regular army be the cannon
progresses. Try to build uP a leave a few armored units on fodder. Also, keep your 8-6's and
program.
strategic reserve, and do Your railway lines for quick transfers. cavalry units roaming in the rear.
these.woods are harder to take. should be planning pincer attacks of supply' units whenever you can.
During the first winter, strike whenever possible. Attack the Especially in the winter. Always
hard at the German lines. flanks with as high odds as you keep one paratroop unit in
of can muster. Attack the mid-Point .reserve, asits mere presence will
by
"
Pasadena, CA 9t106
on an opposing unit.
res, the world replacement superiority. Strike at take losses. Remember, a war of
House offers a exposed Axis units at all times. attrition is good for Russia. with your paratrooPs. Forget
Above all, destroy as many Rumania and avoid Warsaw until
n of fan-üasY' battlegroups as you can. KeeP in A good Russian ploy is to keeP it's absolutely necessary. This
storical games mind that any destroyed stack regular 6-3 units stacked with 6'5 delaYs German reinforcements
may only give way to one armor units. This way you will be until the last possible moment.
PAGE 56
ments.
battlegroup. Try to concentrate able to advance in the second Keep your battlegroups handy, so
ve, special ordering on them if you can. KeeP Your impulse and if need be, take the 6- you will be able to rebuild new
armor and Guard units roaming 3 as a loss if it's required. This units exactly where they are
behind your lines to strike at will also work with 5-3 and ?-4 required.
German Army, or
units are eliminated in as radically as historical accuracy
bat, a battlegroup survives. For instance, when designing would require, without starting
battlegroup is then retreated wargame maps¡the first fact I al- over on the design. Probably to
ways require is the size of the map many designers the possibility of
hexes by the attacking player,
is able to. Further, a player sheet after it is trimmed by the beginning again with the right of library time you should have
binder, and before I do anything fïgures never occurs. All their enough information.
In researching my series of
battlegroup is located. Of else lwant to see where the outer experience has taught them that -to
er interest is an optional rule margin will fall. historical veracity ié impossibie regarding map research, it is
allows German battlegroups maintain. probably better, because ofaerial
ombine and be replaced with Ironically, the more work you photography's advent, to use a
ously eliminated units. As a have invested in a project based In fact, I believe it is no more' modern source as your point of
ult of this optional rule the on wrong assumptions, the more difficult to create a game design departure no matter what area
enough information.
man múst be careful not to desirable it is to begin again. based on a frm foundation of fact you're researching. Usually the
e his battlegroups exposed to than it is to cook up a big batch of alignment of roads does not
ian attacks. They are impor-
This explains my attitude fudge. Starting out with an accur- change. Rather, you just need to
Frustrated German players toward historical research rela- ate manpower estimate for the determine which roads are on
ove this rule because it gives ting to game design. I try to avoid forces and an accurate map will entirely new alignments, and
interest.
m a chance to rebuild their surprises once the design is be- eliminate the need for great which major routes have declined
ered formations.
gun. amounts of tinkering and jiggling to secondary status. Use period
of numbers to make the game maps and sketch maps in the
Ifa vital bridge or ford or crest history books to estimate this. The
HISTORICAL RESEARCH - - WHYAND HOW
Now... About that STAVKA come out with the right results.
is left off the D&p, or not sources will not agree, so you have
properly credited.
volved, but you probably don't never cleared. But, it is unlikely
I have a feeling that the prlme have to go to this extreme. Also, in you will fïnd anything reliable on
ingredient in many a game design our hobby there are networks of woods coveråge in pre-1850's
these days is fudge. researchers who specialize in OB sources. ln those days the best
maintain.
information for particular periods. surveys were made by military
It is certainly true that every If you can find these folks they are engineers, who were limited
game has a certain amount of that most often happy to see their to select lines and points of
tell-tale confection. The most efforts made use of with their interest.
exacting designer must reach a name in print beside them,
point his intuition tells him where book you find on your particular found it necessary to estimate the
Kevin Zucker
to add and subtract "weight". And campaign. Use the index... Read total manpower pool of a nation, to
you could call this adding and it thoroughly.Check every refer- know exactly how many were
subtracting, "fudging". But if so, it
-----------
ence you can find as to manpower, liable to call-up, and so on. This is
strength.
games' designers probably think which you can in turn look up in the strength of the army at the
they will fine-tune their initial the index. In thirty offorty hours beginning and end of the
gun.
For Læs! For I-æs!
#
BA TIlEPLAN #5 '
tÍ Comò
troops h~d .repaired old weapons). along the way. This ..char,t , can
Every month or so, each group of help to illuminate the process by
.in France in 1815 would look like
pro·p er replacement levels. A
diagram of the manpower pipeline
situation was involved enough
thatI had to design a sort of game
on the subject just to develop. the
l¡l Serve
Scrle $ 49 9lt men listed would move up on the which manpower is estimated.
Sole $
| 99:,:
.
IRE
@R. MacGowan
(Add S7.50 shipping.*) lisl $199
(Add $10.00 shipping.*)
the following chart.
t 9 t 4
o'Unbelievoble Low Price o Underline . 200 CPS Droft - 45 CPS Neor Letler Quolity .
o Advonced Dot Motrix - Heot Tronsfer o Enlorged o Seriol lmpoct Dot Motrix
o Upper & o IBM Compotible
lower Cose (With True Lo¡rer Descenders)
o Neor Lelter Quolity Mode
o GrophicsWilh Com;nodore, Apple & Atori lnlerfoces
r Reody to Hook Up To Seriol Porr Of IBM@ PCir o Ultro High Resolution Bit lmoge Grophics
o Low Cosl Adoplers For ¡BM@, Apple, Commodore, o PullTroctor & Automotic Single Sheel Looding
o Stondord Seriol & Cenlronics Porollel Ports
Loser, I Atori Computers
Copoblllrler
$ 99 95
Bor 8399
P.O.
game (you'll have to fix up the components
Reading your Feedback comments is very pun). Please write if you are
another. Come on!"
it some play in the feedback
enlightening for us, so keeps those cards a bit), and the tâsk offiring as much of it as
and comments comming! -ToddA. Hively you can. You'll also get credit for your
MHz (Norton Cl Rorlngf
more popular ones among our readers. pay. Why not help playtæst? Ifyou love the
on this one!
terms ofsales. For that reason, each issue After all, being creøtiue is ø pørt of
and Sicily.
Gibralter.
Prlnter with Inlerfoce And Poper will built 'features'(including
be on these being ø u)o,rgarner, so put your right naw. Up on the playtest shelf
cessor, Spreodsheet & Doto Bose the upcoming mini-wargames), with the
scenario ønd uariønt ideøs to
issue!
right now øre ZuluWar, The Roch,
today!
mork ol lnl.¡rc|¡ðnol Surimt. rvlchlE. læ. morter holding it all together being the
shorter variants and scenario piecés. paper and send them in. andSicily.
lBt'Xl
This section is where we respond to ZuluWar is infirwl playtest,
the remarks made by our readeri through "Why is "Civil \üar" (feedback
bo their Feedback Cards. Perhaps yozr
After all, being creative is a part of
question #39) always taken as a
being blindtested by three different
Charlemagnes campaigns, if
on Gettysburg._Pleas do Zulu
scenario and variant ideas to
wargame on Charlemagne's
I'd like to see, not the l00lst game production by the time you read
on Gettysburg. Pleas do Zulu-
Reader's Comments: this. It you like the mouies, you'll
Franco-Prussian war or
paper and send them in.
onítor, PrÍnter & Sof¡wore 'War!"
liþe this garne.
Philadelphia,P A
"Cover art was nicely done, but a -R. Dral
Columbus, Ohio
-Todd A. Hively The Roch needs playtesters.It's
.a nother. Come on!"
-:Steven Lakoff
-Phil Richards
Waco, TX
magazine; and I get enough gibes "Include ratings for solitaire
campaigns?"
interested in the Axis assøult on
-R. Dral
about gaming as it is)." playability. How about, a mini- Gibralter.
-Ray Russell
$ wargame on Charlemagne's Anzio nuts m.ay want to try the
599e5
War!"
Minneapolis, MN campaigns?" Sicily megø-uøriant. Pleøse write if
one.
-Steven Lakoff you are interested, in playtesting.
"Your front cover looks like a pin- Philadelphia, PA
up for Soldier of Fortune At thís point, it is time to
Li¡l12195 (Add135.0shipping.')
magazine."
Reader's Comments:
questions and comments will appear here
don't pick the right two or three games to
.
- - - - - - - - - ----------
deo, Porollel, And Seriol WeIl, we tried something different, As for doing a game on the
6. Gamer's Guide
the N apoleon at W øterloo system
5. Squad Leader
.A-MiCh~el C. Marks
ords lncluded Frqnco-Prussian war or and ought to be cute.
Minneapolis, MN
t
Scenari.os
Siege ønd Sally rated, well, so
ome ßlonltor øgain. By the wøy, the ørtist, you're willing to design it, we're Waynz Close - You can go aheod
-Ray Russell
Prlnter wilh lnterfoce And Poper Ja¡nes To\bot, has leftVictory willing to feedbøck it inø future
BATILEPLAN #5
on this onz!
t
. ". Jlope, AR
cessor, Spreodsheet Dolo Eose Gomes for Milton Brad,Iey. Sort of issue and see what the readers Phoney W ar looh,s " iffy." M r.
magazine. "
m.k of lnl.rml¡oml Eu.lr¡t l¡læh¡Ë, lß. m.akes you wonder what he could would.like to try.It's not enough to Meldrum, could you whip up a
next issue!
ha,ue done for the couer of Axis & complain about so¡nething you
Allies ...
prototype
cernerrt Pol¡cy Allies... don't like, you haue to be willing to
for ins pec tion?
Tlnfs øIl for now!
See you next
å;.îîS,31,!,Y;'11î,å,li;iå1""ff; þsomething about it. Are you up issue!
ilå1lil,i1î;'"å"åî:#|*'tr;yJ:,î,#ffiS*
vr3a _ ¡rl3lr¡ca¡D - c.G).Þ.
DIIll
T
a.
City ACT 2601.
registration
O Box 158
opy of Shanghai Trader
:
r either or both rounds
me tournament
urnament rules.
PO Box 1016
88
VIC 3148.
issue of
for
'
one
,,i
There's only one free seat on the last
'r,
plane out to America.
Will you be in it?
T RN RECORD CHART
sftaryftai '1' 11J\.])]~ 11
VIC.TORY CONDITIONS
The side wins which possesses the majority of the nine buildings inside
through the building
the circular road. Pôssession goes to the lasl unit to occqpy, or move
+
* Russl¡!
{!
Gorù¡¡soisuÞfirst
novss ñrst
.
TOURNAMENT fri€
**
aa
ON BOARÞ"#3
ON BOARD
BOAßO#4'
Ès
fr*
24
åd/i
.T
#4
*il:
3
nnt
{
¡¡0.
2
Br2
llf,Êì
2-8
frs
A-6
The tournament will be conducted in two To pre-register for either orbbth rdurids"
A-6
ON BOARD
3
Èffi
*Å
CANCON 88
oru¡oaRo#3'
312
LilG
i.ï;
ON BOARD#4
24
ftls
ufitG
5
Q-7
on board 3 and 4
GAMES 88
lnÊ
24
3 and 4'
4-hour preliminary sessions and one final C/- CSA, PO Box 158
6
T ¡10+
fi!s
the finals, though the more you play the Registration fee is A$3.00 per session. If
l(
4-4-7
7
ffi
.*Å
l(
Bt2
LTG
2-A
The, winner-af, the . finals in the s.egop,q BREAKOUT for tournament rules.
l( 2-A
frtt
10
3
8t2
LüG
24
END
J-4
(
fils
wer,tJrre Cl.erf
6
- - - - - - - - - - - -- - - - - - - - - - - - - -
t0
3
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BATTLEPLAN #5 PAGE 61
'
SHANGHAI TRADER
frt
¡t2
I,IG
2
2{
t2
3
Sliangliai rl'lll\l)]~ll
{
I-10
END
¡r2
1r3
3
2{
TOURNAMENT RULES
The normal basic game rules apply to the Commencement of Play: After set-up, begin
tournament. ~ Only the advanced game provisions play with the Collusion phase.
, ,,
relating to the marine detachments and the White Tournament Length: Five years.
,
follows likewise, and so on untíl all players have
selected a warehouse and factory.
follows.
from the face down stack, the next highest player
Players then place one of their racketeer and two
with
Price of Rackets,: All rackets cost $40,000. player may win with no money, provided he or she
alone has escaped. In case of ties, the winner
Initiative: All players roll for initiative. Highest between those sharing the highest money score 'is
the finals.
good
unsuccessful.
Temple of the Jade Buddha. Nothing is gained if
and the remainder goes to the owner of the
Commencement
lnternational Gonsulates, and run the risk of
Shanghai Club and the Soochow Creek Emporium Once escaped a player cannot partiCipate in the
are shuffled and placed face down in a stack. The remaining action in any way - including bribes. In
player with the highest initiative chooses one card particular, remaining cash in hand cannot be used
or
from the face down stack, the next highest player for assassins or lent to other players - do so before
third
of their coolie counters in the district they have number of preliminary sessions and one final
drawn. The remaining six rackets (including the session. The top 12 or 18 players from the
may
Shanghai Club and Soochow Creek Emporium) preliminary sessions will playoff in the final. The
After set-up, begin
are left vacant but may be purchased in the usual top 12 or 18 players will be determined by ranking
still
Warehouse and Factory Se-lection: The the finals. The tournament organizers may
you
highest player selects one warehouse and one automatically seed winners of previous rounds into
factory site from anywhere on the board, and
may
the finals.
into
HE
gsl, old
d SASE,
es. New
AH, VC,
ypes are
es, both
ng.
or list:
re!
, FASÀ
to6 all
ûditio!.
sd; call
turday,
A$E for
usÂdry
¡famos,
ou. Àll
smben.
ra3ou,
r
n.
r Hall,
ugt, CA
gamE6,
ou tbe
¡ched,
5-9pm,
l eacb l
.
- ---
used;
t8.00
'l
SA TTLEPLAN #5
I
PAGE 62
igues
aud play.by.bail) ir all ¿he hist ric8l, fâatssy
(board, rcle-pl¡yi¡c, Bi¡iåture8, conputer!
quarterly whicb æwn all arpocs ofthe hobby
qo9
6ubEcribs writs to:
Sl2.ü) for,l isue¡. For Bore i¡forutio! or to
a¡d scieûæ-fic{ioD groreE. Sùbscriptioos am
Your Publication
A FirstOlass Chance
¡!
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With a Classifred Listing!
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or ell (213) 42036?ó
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For EoÉ
The Gamer's Guide: Clas- Tannenburg, Hasting's 1066, Air Assault on
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6
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,\l tlli
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ll
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Take The Test!
ning different types of ads are as
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ls,
or recommemd a game or
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, our distribution nløna,ger,
Sir:
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Canada
Edmonton, Alberta
Christopher Miller
Sincerely yours,
Pete Writer's Guidelines for
Veteran Writer's Guidelines for
Game Designer's Guidelines for lþ,L---z BA TTLEPLAN magazine
VE,
BA TTLEPLAN magazine
BA TTLEPLAN magazine
If YDU (lIready have SDme experience
BATTLE PLAN publishes small, "mini~ Weare always IDDking fDr new cDntribu-
writing fo.r gaming magazines, here is a more
wargames" o.n o.ccasio.n. While the designer is tors, many Df whDm CDme fro.m the ranks Df
detailed descriptiDn Qf the different types of
free to cho.se a "ho.t topic," the phyiscal fo.rmat Dur readers. Often Dur readers write their
features found in BA TTLEPLAN.
for the published game must be able to meet very first published articles fQr BA TTLE-
the publishing criteria belo.w: PLAN. If YDU feel that YDU can express
GAME REPLAYS:
> Map size, 11" x J 7" maximum, altho.ugh YDurself clearly Dn paper, we invite yQU to.
This is a basic analysis ,Qf a game (or
smaller maps are no.t o.nly permisable but submit YDur variants and reviews to us. Yo.U
game turn) described by being actually played
preferred. may write Dn any game Qr Qther related topic
out. It is a nuts-and-bo.lts Io.ok at the
~ Rules, no. mo.re than 3,000 wo.rds, if which YDU enjQy that might be Qf interest to
mechanics Dfthe game's DperatiDns, as well as
poSsible. Low complexity levels preferred! . our readers. We will cDnsider articles Qn any
strategies and tactics, as described thrDugh
> Counters, up to yo.u. They can be full co.lor, type o.f historical, pDlitical Qr military adven-
the playing Df a game Dr just a turn Dr two..
if needed (avoid back-printing), o.n cut-Qut ture gaming pro.duct, particularly new
Generally, 5-7 ms. page length is abo.ut right
cardstock inserts (So. dQn't have a Io.t Qf releases (fDr current reviews). Variants and
fo.r a short Game Replay, altho.ugh lDnger
stacking., either, ifyQU can help it!). scenariQS to bDth new releases and DId
pieces like thDse used in The General will be
>Charts & Tables, do.n't go. Qverbo.ard. favQrites are particularly desired, hQwever,
co.nsidered as well. Naturally, detailed
, Begin by submitting a o.ne page game they shDuld be mQre Df the "play-tested"
examples Qf play, indicating specific bo.a.rd
SocialSec. #
V/IINESSETH
ano:
BATTLEPLAN magazine
reader must really have felt like he has read
number Dr co.unters, charts find tables that paper, dDuble-spaced, and amply margined.
IDsert title ofarticlE submitted
a gDo.d, sDlid "test drive" o.fthe game.
will pro.bably be needed to make the game. Co.mputer printouts should be ragged right
it
_
$130.00 per game design, plus a ro.yalty if we fo.rmat guidelines). We are rwt IDoking fDr fDr
analyses CQver not Dnly what is best/Dptimum
ever publish it separately ' as a bo.xed game in-depth analysis in a game review, merely play, but also. ShDW why the suggested
(don't ho.ld yo.ur' breath). YQu'll o.we us two. brief concise descriptiDns Df games. Variants
strategies and tactics are best by examining
playtest copies o.f the game, plus a historical o.f all sizes, but particularly shDrt variants,
a lot of
alternative appro.aches to the game. In Dther
backgro.und article as well as designer's clarificatiDns and o.ptional rules running
wQrds, they are true analyses. This type Df
no.tes. We'll o.we yo.u the mo.ney, yo.ur name in frDm 350 to' 1600 wDrds are particularly article requires exhaustive playtesting, but is
the credits, and five co.pies o.f the game welcQme; as are full blDwn scenariDS and
Qften the most rewarding.
(presumably fo.r yo.ur mo.ther). "mega-variants" (with cardstDck CDmpDn-
ents). Note that a "wDrd" is defined as five
send to you. The Editor controls the
various magazine Department Editors,
assignments, with the assistance of thõ
VARIANTS:
none of the material is copyrighted, previ-
submitting an article, the author affrrms that
become the property of this magazine. In
publish.
are best to start with and easier for us to
articles are still welcome, but shorter articles
noú originals. A cover sheet should be inclu-
Submissions
to FDwler's MQdern English Usage, Strunk alternate Qrders Df battle and victQry
WiTNESSETH and White's Elements DfStyle, and Webster's cQndi tiDns. OccasiDnally, an Ddd chart o.r
New WQrld Dictio.nary Qn matters Qf gram-
1. The Author affirms that no portion of the Work has table is required to rQund Qut the CDmpQnents
been previously published, except for citations of mar, syntax, al.1d spelling. fo.r a standard game Scenario. article. Length
portions of the work indicated to be such with due All articles submitted autQmatically
attribution. may vary, but shQuld be abQut 3-7ms pages.
described i¡nder Game Design for BATTLE-
limitat,ions description as previously
telling on the length, but the components
PLAN.
å::å:-*
sive revisions of already existing papular
Alternately, they might be rnore comprehen-
optional rule or changes to. oristing rules.
few sentences or paragrapþs suggesting an
COMMANDER'S NOTEBOOKS:
a good, solid
elSewhere.
While virtually ony suggest€d change to
8. Should the Work be published in BATTLEPLAN. it Qusly published Dr cQncurrently submitted for
shall be understood and agreed that the Author wi)) be abQve, except that they Qften require
People Read Small Ads.
compensated upon such publicatio~ at the most recently additio.nal game components be created by
running from 3-7 ms. pases or
published honorarium rate. BA TTLE PLAN currently pays 1.5¢ per wQrd
'test driveo ofthe game.
rewarding.
BATTLEPLAN magazine, the Author assigns all his and tables, game cards, etc. There's is no.
sent to: Editor, Pete Flahive, P.O. BQX 8399,
rights, title and interest in the Work to BATTLEPLAN telling o.n the length, but the components
magazine, or its assigns, absolutely. Long Beach, CA 90808. Please include a must CQnfDrm to' the physical prDductiDn
stamped, self addressed post card for an
limitatiDns descriptio.n as previously
Na-ffiãä]lãetailed
Date Submitted: _ _ _ _ _ _ _ __ immediate appraisal resPo.nse. described under Game Design fDr BA TTLE-
Some review cQpies Df certain games are
Social Sec. # _ _ _ _ _ _ _ _ _ __ PLAN.
available at the Qffice fQr established game '
reviewers. If yo.U WQuld like to write fDr
Author's Address:
ownership Qf the review copy as well as
payment, please CQntact the Editor, who will People Read SmaJi Ads.
You Just Didl
let yQU kno.w if a review copy is available to
will be
is
Gù!(FASA)
No quertion
D (thc rFaphicc)
C (tbe rolss)
G (mo¡sy's mrth)
E (overall)
C (the nlo¡)
B(a¡a¡imulatioB)
Noqusstio¡
G (nonsy'¡ rtrth)
F (¡olitaiF)
E (ov¡nll)
D (the ¡raphic)
4(asageEå)
gamer)
8(a¡a¡imulatiou)
E (ovonll)
D (the Snpbice)
C (the rulås)
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8(aea¡imul¡tion)
/l(asâgaBo)
(a¡ð¡inulatiou)
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(money's mÉh)
(solitâin)
(ov¿rsll)
(th6 nles)
(a6 ô gsn€)
(ths ¡rtphics)
(úomy'r Forth)
No quostion
(mlitain)
C (Doney'E m¡th)
E (ovenll)
D (ths gnpbic¡)
F (Eolitair€)
Puzc
(Eoråyb worth)
(.olit¡iÊ)
¡ireDbica)
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Vlctory 0{ert
(GDW)
mrtb)
Gunl of Auru1t (AH) 112. No question
in seeing the game produced a8 a mini-
BATTLEPLAN
(The
33. A (as a lame)
wargame in a future iS8ue ofBattle plan. 34. B (as a simulation) Team Yankee (GDW)
Feedback Questions 27. Surrender in Italy. An operational game of 35. C (the rules)
36. 0 (the il'8phics)
113. A (as a rame)
114. B (as a simulat.ion)
'
the final days in April of 1945 in Northern 11r>. C (t.he rules)
P¡t¡ô!', Bcrt
182, D (thc gtapbiæ)
181. C (tb€ ruloô)
180. B(úa¡iEulålion)
t2g.À(asa¡smo)
K¡nev (S&T)
196. No qucetioa
1¿0. D (th€ ¡irâpÀics)
189. C (tbo rulss)
198. B (as ¡ si¡ûu¡âtion)
37. E (overa\l)
¡{ill)
War
144. No quå6tion
1,1{1.
1t12.
1,11. E (ovemll)
1,t6, B (as a simulatiôl)
1,1õ,¡t(asag¡n6)
Itlrd ßelch,lth Ert. (Avelo¡
1,18. Ð
147. C
Hilr)
1ó0.
l¡19.
112.
1õ1,
lõó. C (the rule¡)
1ó4,8(aga¡inul¡tion)
1õ3..{(aragame)
1ó8.
1ó7,
1õ6.
Ond,¡úgbt(SPI)
160.
159.
r04. D (the graphiø)
1G3. C (the nle¡)
l8l.A(ssa¡!ne)
168.
16ó,
t6Þ. Bta¡asimulation)
January / February 1988
(Gå¡de GaEas)
Bluo Posdwô Grey
108.
167,
Issue #5
169.¿{(8sagåme)
172. D (the gEphi6)
171. C (th€ rules)
170.8(åsa6ibulatio!)
176. No quê6tio!
1?ó. G (EoDey's frrih)
17,1. F (þlitaiÉ)
1?3. E (ovoÉll)
Italy. Six kilometers 'per hex, commandoes, 3S. F (solitaire) 116.0 (t.he graphical
117. E (overal\)
G
¡'(¡olitåin)
No quostio!
G (úonoy'¡ worth)
F (rolibim)
E (ovorôll)
39. G (money's worth)
¡¡d
D(thê grtphi6)
marines, tiger tanks, paratroops,
No quôstioD
G(moa€y'ssorth)
l'(slitsirt)
E (ov6rall)
No quertion
G(Bonsy's mrth)
F (¡olitairr)
E (ovenll)
118. F (solitaire)
(tbe n¡le¡)
(ooaoy'c
(tho frâphic¡)
How to use thi Feedback Response Card: entrenchments, air, artillery, lots of 40. No question
119. G (money's worth)
Poaco (¡lvalot
After you've finished reading this issue of nationalities in regiment/battalion size. Alsault on Singapore (S&T) 120. No question
Battleplan, please read the I"eedback
(Avaloo
41. A (as a lame)
vrrth)
questions below, and give us your answers by 28. Beirut: '82. The I.D.F. and their relucant 42. 8 (as a simulation) Raid on St. Name (AH)
Phalange allies vs. the P.L.O. and Syria. 43. C (the rules) 121. A (as a rame)
writing the answer-numbers on the card in 122. 8 (as a simulation)
Snole
Victory would recreate the politics of the 44. 0 (the il'8phics)
¡fill)
the response boxes which correspond to each 45. E (overall) , 123. C (the rules)
questions number. The response card is to siege. Battalion units, dummy counters and 46. F (solitaire) 124. D (the jp'aphics)
special "terrorist" units. Unlike most two- 125. E (overall)
your right, on the bottom corner. 47. G (money's worth)
126. F (solitaire)
player games, diplomacy is possible! 48. No question
127. G (money's worth)
Please be sure to answer all questions (but do 128. No question
not write anything in the box for question- 29. Intercept One. An engrossing card game of Top Gun (F ABA)
moder air to air combat. Playable in 20 - 25 49. A (as a game) ,
numbers labeled "no question"). Your 50. B (as a simulation) Patton'. Beat (Avalon Hill)
answers will help steer Fire & Movement and minutes with a lot of replay value. Moderate 51. C (the rules) 129. A (as a "ame)
complexity, easily updated in future issued of 130. B (as a simulation)
Battleplan magazines, which will, in turn, 52. 0 (the fraphics)
131. C (the rules)
Battleplan. 53. E (overall)
help steer the hobby. M. F (solitaire) 132. D (theil'8phics)
I
AFTER\ryE'VE
AFTER WE'VE WON
FOUR OF THE MOST
PRESTIGIOUS AWARDS
A\A¿A.RDS
A WARGAME CAI{ WIN,
\AARGAIVIE CAN \ryIN, 1
WHAI CAN
WHAT CAI{ WE
\ryE DO I
'!i,
FORAI{
FOR AN ENCORE?
EI\CORE?
'!?e were
We understandably proud when GETTYSBURG: The
were understandably
Tumíng Point~
Turning won not one,
Poinr" won one, but four prestigious
p¡estigious awards:
•I Origins' Charles Roberts Award, Best Best Military/Strategy
Military,/Strategy
Computer Game. Game. •I Computer
ComÞuter Gaming World's Strategy Game
GamingWorld's
of the Year. •lFami\
the Year. Family Computing's
Comþuting's Critics' Choice Award, Awarri,
Best Strategy and Tactics Game. Game. •I FireFire &
€l Movement's Computer
Computer
Wargame of the the Year.
So
So what can can SSI do for an
SSI do an encore?
Our game designers went back to the drawing d¡awing board and took rook on
the
the daunting task task of making an an even better game system.
system.
The result
The the hard
result of all the SHILOH: Grant's
wo¡k: SHILOH:
hard work: Grant's Trial ín the
Tríøl in West:"
rhe'Westl
This superb simulation includes three games to ro satisfy
sarisfy all Civil War
!Øar fans.
Introductory Game features joystick
The Introductory joystick control to make playing
playing even easier
easier
for the begir.ner. lntermediate and Advanced
beginner. The Intermediate Advanced Games,
Oames, with their progres-
progres-
sively more complex
complex rules, will challenge
challenge even the most hardcore of of waf!~amers.
wargamers.
We then
We then lowered
lowered the price to
the price to please everyone's pocketbook.
Refinements in in the game systemsystem include thethe abiliry
ability during play to to switch
betWeen
berween an overall strategic display and a super-detailed tactical map. Special
morale
morale rules for "green," untried untried troops have also also been added.
ln judging our handiwork, we
In we are
are convinced SHILOH will soon
claim its its own
own space
space inin our
trophy case.
Look for all our Civil War
titles at your local computer/
computer/
software
sofrware or game store today.
All SSI games
g(tmes carry
car"ry a "74-day STRATOOIC
ø "14-day srR{TEctC SIMULATIONS.
stMULATtoNs. INC. 1ïc.
satisfaction
s(rüsfaction or your
yow money brrck" 1046 N.Rengstorff
money back" N.Rengstoff Avenue
Avenue
guarantee.
gunrantee. Write for ad Mountain View,
Vlrite or call for View, CA 94043
94041
free
free color
colar catalog of our
ow full line. (415)
fulllnw. Ø15) 964-1353
964-1353
Our
OUT four Civil
fow Va¡ titles
Cíuíl War Apple, IBM, C-641128
for Apple,
títles for and Awn
C-64/128 and Atarí 8-bit
9-bit computers.
computers.
$49.95
$49.95 $5e.e5
$59.95 $49.95
$49.95 $39.95
939.95
R. MacGowan
If there are no convenient stores
stores near you, VISA
VISA and MC holders
holders can order these games by
toll,free 800·443·0100,
calling toll·free 800,443.0100, x335. Or send your check to 55!. SSI. CA residents, add
add appli-
cable sales tax.
tax. Please specify computer
computer format and
¿nd add
add $2.00 for shipping and
and handling.
- 1
Allied Units
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ËRËst i$lË The Errata
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BasùrËg å B6'
25(t pe,
25ç page for
per page for photocopying.
photocopying . scenarios. mini-waigames
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OO~Qt~~~Qt sharing the
oQt....:JQt~o~ È3*gäif! We're looking for
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We're always for errata
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E
lf \¡6)È æi:.
e'..æ *Ê I!r re-
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Rolling Breakout $3.50
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February 1988 Battleplan Expires March 31st,
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