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2 rannewsers > THE PHOENI THE PHOEN Issue Nod Published Oetobar/Novembor 1978, 1976 Simpubs Limited sown Pastape, Hale, Altrincham, Ones WATS 9SP Arvicls submitted for aublieston in thi magazine Gannot be returned and beeoree the property of Simpube Limitea, Articles, Ulustations. ard Sloprame appearing in this magezina may "tbe feproduesd without phor permission from the publchas. Contributors submiting_ historical material are {ekod co include a let of sources Irom which the brtcle hat been compiles Editorial ag ey ag spin of ie and tat uingso Ife ste hat you wil not be diappcinted with the ms f Prarie rary Napoleon at Waterloo to Fantasy, Teutonic Koights to Resistance fighters of WW I Variety is also the thought behind a number of the feadback questions in ths issue. In ‘these early days we still feel the need to ‘probe and reconnoltre to establish exectly ‘what you, the subscriber, want from The Phoenix, If we ean broaden it's appeal with a wider variety of subject matter this could strengthen The Phoenix and might possibly tntice more and more people to contribute. Even though we can now offer you a flow of articles from regular contributors itis stil vital that we raceive material from as many people as possible. Indeed, itis even ‘more vital if The Phoenix is to bo the platform for many opinions, a is our hope, ‘and not just 2 few. ‘As things stand at present we are, in fact, ‘managing to steadily build up our ‘article ‘bank’ for future issues but we do need to have a great deal more material available to draw on before we can realy plan issues veil in advance, Just to wet your appetite a little, some of ‘the article in the pipeline include: addition: ‘al scenarios for ‘Legion’, ‘Yeoman’ and "Third Reich'; modifications to ‘Foxbat & Phantom’, ‘Sorodino’, ‘Tank, ‘Sniper’; reviews and critiquas on ‘Westwall Quads’, ‘Jerusalem’, ‘Sorcerer’: Strategy and tactics ‘toemploy in ‘Kingmaker’, ‘Oil War’ and “Global Wer’... and many others, Not all will appesr in the next issue (!) but if variety really isthe spice of life — stick with us ‘cause things is hotting up! Contents Page 2 News fran SPUK Page 3 Improving the basic Napoleon at Waterloo Paged The Battle of Tannenberg 1410 Page 6 Fantasy Garnes Page 8 Fesistanoe — a new Sniper scenario Page9 Comrrand Control Page 10 Sorcerar — new spells Page 11 Boardgame Club Contacts Page 12 Feedback News from SPUK ver the past three months we have received ‘numerous letiers from Gamers asking how ‘we intend to hendle Phoenix anos it has been successfully launched, happily | am ‘naw in a position to answer this question. (Of the 05.29% S&T subscribers who wanted to subscribe to Phoenix, 86,30% wished to receive it as part of thei S&T sub at the cost Of 15p per issue whilst only 11.48% did not ‘want this arrangement, Since this 11.46% did in fact want ta subseribe to Phoenix we drew the conclusion that these people intended to drop their S&T subscriptions but that they stil wanted to have Phoenix ‘made available to them, Thus starting with issue 67 of S&T, subscriptions, both new ‘and ranewals, will increase in price to cover the cost of Phoenix (i.e. 15p par issue) ‘Those of yau who have an S&T subscription running will not be asked to pay anything ‘extra until your present sub runs out which ‘means that Phaenix will not be paying for itself for approx. 12 manths. Until such time as it does, SPUK will continue to pick up the bill. Phoenix will also be made available to non- subscribers, price details are given in cur new brochure, 2 copy of which is enclosed, Continuing on the theme of Phoenix and what you want fram it, we learnt from the Phoenix. 1 feedback that 68.95% af you wanted SPUK staff to contribute articles ‘To counterbalance this 70.19% folt that Phoenix should concentrate an boardgame articles contributed by outsiders, This Sauming contradiction leads us to believe ‘that whilst you want to hve your say in Phoenix, you also want to be sure of reqular ‘goad quality articles. In order to satisfy both amps we have come up with the following compromise, SPUK staff will not in fact Contribute articles sinca Phoenix is being produced asa platform for UK Gamers not for SPUK, however we have contacted six gamers who have agreed to contribute art- icles on a regular basis. All six have already submitted articles and these have praved to be af very high quality indged, their future contributions will be the framework around ‘which Phoenix will be built. Having said that we still wart and need individual contrib- tions so pleasa keep thern coming in Having encrouched on the editor's ground for tao lang already | will now switch back ‘to what thls column is intended for and bring you up to date with developments at SPUK, First off | must apologise to those of you ‘who did not reosive @ feedback card with S2iT 56, these were packed during a week- fend when the manggarnent was swaning ‘around Anglesey in a pair of swimming trunks, chasing the heaiweve, The packers, In their blind enthusiasm, ripped out all the SPI inserts and neglected to insert our own brochures, but they did get them out on time which ig some consolation. S&T 57 will have an SPI fagdback and starting with {issue 68, there will be two feedback cards in Phoenix, one for the Phoenix feedback and tone for the S&T feedback. In S&T 57 out- ‘0ing mail J.F.D. breaks the bad news about ‘certain price inereases an ‘Backlisted Garnos These increases will not effect UK Gamers for atleast ix months thanks to a deal hammered out with SPI. The only price increase to hit you garnes wise is Fast Carriere’ which want up to $10.00 in the States earlier this year. “The printing of ‘Sinai’ Sealowe’ and ‘Nor- mandy’ has proven to be a bia success, at ‘the close of the special offer we had sold 1168, 1022 and 876 respectively, a total of 3086; Since we set a target of 3000 games in total to be sold, itis safe to say that we will be looking soriously at the possibility of printing mare ‘released games’. Nothing will be done until 1977 since we now have our busy period coming up end | doubt very ‘much if we could handle a similar response in the middla of our winter season. The next fnew game to be printed over here will prob ably be ‘Outreach’, more details will be given in Pheonix 4. ‘Two new SPI games now in stock are “Terrible Swift Sward’ and “Russian Civil War. Firefight’ is expected late September, ‘"Nepoleon’s Last Battle Quads’ late October, Insc on ooge 12 Just about every subscriber to ‘Strategy & ‘Tactics’ owns 8 copy of ‘Napoleon at Waterloo’, but haw many have played it more ‘than once | wonder? The reasons vary from ‘gama snobbery (too simple) to lack of realism [does not play like the real battle) Whilst | have little sympathy with the first viewpoint (| was ‘weaned’ on ‘Combat Command’) | can sympathisa with the second A. Allied Strongpoints ‘One of the basic flaws is that tha strong. points of the Anglo-Dutch ling i. Hougomont and La Haye Sainte collapse too ‘easily. To counter this, the following ‘changes in the order of battle are made’ 1) The 1-4 counter in Hougomont wood is replaced by the 2-4 Brunswick counter (on the Nerth edge of Merbe} 2| The 1-4 counter is placed in La Haye Sainte, and the 3 artillery counter is placed to the reer of La Haye Sainte, Both Hougorant and La Haye Sainte are ‘tipled in defonsive strength i. the units ‘occupying them triple their printed strength for defense only. B. Prussian entry ‘The Prussians did not in fact all arrive at 2pm, it just was not possible in the circum stances, as they were strung out over several miles, After trying @ few solutions in actual games, the best salution appears to ba as follows: 1) At 2pm one 6-4 infantry unit and two 3-5 cavalry units & s4 & 3s a 35 2) At 4om.one artillery unit and two 44 Infantry units, & 44 & 4-4 oa 43 3) At 6pm one 33 artillery unit and two 44 infantry units. & 4-4 & 4-4 a ay ‘This isin contravention of the rules of the basic game, it undoubtedly gives an advant- age to tha French player by slowing down Allied reinforcements. IMPROVING THE BASIC Napoleon at “Waterloo ©. The French Right Wing Sinos the Franch were unaware of the Prussian advance until they reached the line ‘marking the edge of our game map, it would bbe unrealistic to allow the French player to deploy to meet the Prussians on antry, Rule No French unit may move within 6 hhexes of the Eastern map edge during the first two game turns Le. befora Spm, This rule counters the rule for Prussian entry outlined in 'B' above neatly without ‘aking away the priceless advantage of time D. The Imperial Guard Whilst Napoleon was often liable to commit the cavalry of the Guard at an early stage in his battles, the infancry of the Guard was s le ofan hel in reaveutl te pont rs sibel Spare otecrcbaale Cans verve connaner samen a In the 'Berodino’ simulation, an optional rules included to account for Napoleon's reluctance. Something of the kind is neaded for Waterloo’, thus: Rule No French Guerc infantry may mave from their original positions before Gare Tun 4, ie. 4pm {in the case of the 7-4 Grenadier Guard unit, this prohibition is extended to Spm, Game Turn 5). ‘Thore are a number of further improvements ‘which can be mace which will form the basis of 8 future article in The Phoenix. ‘The Battle of Tannenberg was, like Zama or Waterloo, ane of those ‘High Noon’ situ: ations that occur every so often in history ‘when conflict reaches a crucial stage. It was ought in what is now Poland and Lithuania. It’s practical effect was to preserve Eastern Europe from becoming a German colony. “The significance of this | leave for you to ‘consider, inal its ramifieations. ‘The Teutonic Order was founded in 1190 to care for German kniahts an the Third Crusade. Like the Templars (originally French) and the Hospitallers loriginally English) it started purely a8 a nursing mission. Fredarick of Swabia, son of Barbar (0383 and in charge of the German contingent fon the Crusade, backed the idea and suanest: fd that the order be enlarged 10 contain four grades of member. Ritterbruder (knights), Priesterbruder (chaplains), Dienende Bruder (eerving-men) and Balbschwestem (Nursing nuns), The Créer grew in importance rapidly. n.1197, Henry VI of Germany presented it with the manastry at Palermo, which gave It ‘bate; and in 1210, the Grand Master, Herman von Salza, was invited to the council at Acre that discussed treaty terms with the ‘Moslems. Its real rise to temporal power starved in 1226, when the Duke of Masovia, the part af Poland adjacent to Prussia, asked the Order for aid against the heathen Pruss- jans who were continually carrying out damaging border raids. Von Salza, sill Grand Master anda superb diplomat, obtained Kulm (or Chelmno) as @ base and tine right to retain al lands ‘converted, nominelly under the suzerainty of the Duke (of Masovia. At the same time, he got Fred: trick Il of Germany to back the Order's retention of lands conquered and the Pope's permission to grant crusading status to the (Order's activities in Prussia. By skilful fighting, treachery, agoression, diplomacy, and administration, the Knights expanded Tepidly until by 1283 they were in possess: jon of the lands between the Vistula and the Meme, together with Courland and a large chunk of Livonia, The whole emphasis of ‘the Ordor moved from Middle East to North ast Europe, and in 1309, t's headguarters ‘were moved fram Venice to Mariennbura, Danzig (Gdansk) and! Eastern Pomerania being treacherausly annexed shortly after. German setters were brought in in the wake ofthe Knights {in 40 years 1.400 German villages were established in Prussia alone! and the ‘Drang nach Osten’ looked for othar utters. There were two: Poland, which was Christian, and Lithuania, which became con: verted rapialy in an attempt to pre-erpt the Knights. ‘The Pope, in fact, recognised the conversion fof the Lithuanians lwyhich the Knights Claimed was ‘insincere’} and also ratified @ ‘complicated marriage tangle in Poland which resulted in the astute King Jagiello, a Henry Vil type figure, being confirmed on the throne and in the overlordship of Lithuania, hich was held by his cousin Witold. Nevertheless, the Knights continued their pressure and she years 1400-10 save an TANNENBERG increasing antagonism and series of crises which erupted in 1410 to full scale war. This ‘yas clearly seen coming by both sides but there can be no doubt that the Teutonic Order prepared for it the better, gaining the Support of the Kings of Bohemia and Hungary as well as recruiting considerable numbers of volunteer ‘crusaders’. Except for size, the Order's army should have had every ecantege, It's heavy cavalry was, of course, it's backbone and was excellent; it was backed up by marcanary archers, both Geno- ‘ese cross and English long and these in ‘dition {0 an early investment in artillery. ‘made their forces flexible and able to defend and attack. The Poles had some well armed ‘and mounted knights but thers were also Quite a few peasents with rural implements, ‘The Lithuanians were mounted on smaller horses with no plate armour and armed with bows, sabras and lassoos, They included a fair number of Tartars, which was usoful propaganda for the Knights, The Polish dis Cipline was good, that of the Lithuanians ‘was weaker bur Witold held a considerable magnetism and seems to have bean a chars ‘matic leader. The other factor in the Allies favour was the sheer desperation defeat would mean the occupation of Poland by the Order. Lagiello and Witold determined to carry the fight to the enemy and in July, 1410, cross ed into Prussia, By the early hours of the 18th, the two armigs were converging on the villages of Tannenterg and Grunwald (which is the name by which the Poles remember the battle), the Allies from the southwest, the Order fram the West, Numbers are of course ailfieult ta determine; a reasonable set of figures seems t0 be’ Allies Teutonic Order 29,000 cavalry 21,000 cavalry 10,000 infantry 6,600 infantry ‘The night of July 14th, was particularly stormy; many Teutonic tonts were flattened and when at dawn, King Jagiello tried to hear Mass, it proved impassiole to erect the ‘chapel tent. On Witold’s advice, the army moved from Dabrovne to the woods around Lake Lubien, It would appear that few scouts covared the army's march, for the chapel was put up in tho shelter of the tees {in the position shawn on the maph and it was only while the King was walking to it that a knight galloped up, reporting the enemy 10 be only a short distance off, more ‘than a squadron in strength. Hard on his heels came others, each with more inform ation, until it became obvious that the entire fenemy force was present and dravn up ‘against the Poles in battla order. Only Jani tllo's vanguard was in any sort of order, and the position cauld nave been serious: 2 ‘Teutonic attack did not, however, material- ise, and Jagielle refused to be dissuaded from his prayers. Witold, considerably less pious, disposed his Lithuanians and Tartars to the north of the lake: the Polish commander, Zyndram, threw as many squadrons as he eould into line around the west and south of i. Gradually, the allied forces settled clown and by about Sam both sides were drawn ua, teach waiting for the other to make the frst, ‘Three hours passed; and when noon came, ‘here was still no sign of either side attempt- ing to break the impasse. [You can under- stand this when you look at the nap}. The Knights, knowing themselves to be less sirong in numbers, had decided on a defensive-offensive set-up. They hoped that the Slavs would attack first, be halted by the obstacles, infantry and artillery; and once halted could then be thrawn back in rout by ‘a massive heavy cavalry counterattack. The Poles, for their part, did nat wish to be ‘drawn into attacking such a well-disposed position, So the stalemate continued, Shortly after noon, von Jungingen, the Grand Master of the Ordar decided that the time had come to gall the Poles into attack: ing. He sent two of his knights, under a flag of truce, to soe Jagillo, one in the livery of the Holy Roman Empire the other in that of the Duke of Stettin. Both bore sheathless sword, and arrogantly prasented them, asking if these wore sufficient arms for the Polas ta come out from the woods andl join battle, and offering if Jagiello wished, to ‘withdraw s0 that he might have more room to manouevee, The King could not ignore ‘this challenge; medioval chivalry would not allow otherwise. He accepted the swords sraciously, dismissed the two knights and {gave the order for battle. ‘Singing the hymn ‘Bogurodzica’ (Mother of Goa}, the Poles advanced in a disciplined tbody, burton the right wing the Lithuanians swarmed forward, swamping the infantry and artillery before them. They were halted by the heavy cavalry of the Order. The ‘greater pert of the battle lines closed and it ‘yas said that the sound of their joining ‘could be heard for miles. The battle fete ‘as a dense mass of armoured men, fighting ferociously with na quarter being allowed. Both sides held their positions for almost an hour, and then, like a slowly wheeling rugby scrum, the lines began to swing, On the Polish right, the Lithuanians had been held by the first line of knights 4B on the map), Now ven Jungingen sent in the unit immed iately behind {A) and the second line unit an it's right (Cl. The Lithuanians wavered and then broke, scattering as they fled, sore did not halt until they regained the safety of their own country. The Knights pursued the fugitives closely (with units A,B & C) while one unit swung round,to the flank of the seriously threat tened Poles, The immediate day was saved by the Smolensk squadrons which stood firm, ‘though one ceased to exist end It's banner ‘was taken Jagiello throw in his reinforce: ‘ments fat F) and the front wos stabilised cence more, ver on the Polish laft wing, the Poles had had better success, possibly because of the break in the Teutonic lines caused by the ‘marsh and the village of Ladwigawo. The Poles had sent unit € over to reinforce thair ‘main body and had driven the Knights back 20 such an extent that the units north of Loctvigowo had hed to move North West to preserve the twas on the Polish right that the crisis of the battle was to take place, however. & showor of rain had laid the dust and given both sides time to regroup. This was most Useful tothe Knights, whose units engaged in the pursuit of the Lithuanians were now returning and, seeing the retirement of thelr ‘own right flank, threvr themselves against the Polish right. Jagiello used his last raserves (unit G ) and the situation was again, Just hold. Von Jungingen, seving that the crucial time had come, took personal command of his reserve of sixteen squadrons and led tham round to the now wavering Polish right, This scale of reinforcement was certain 10 secure the day. Victory would go to the Order! ‘This was the moment of truth, is the squadrons of the Order approached, one of them brake away from the main body and wheeled towards the hillock where Jagiello sat, the Royal Standard before him. A rness- tenger was sent to the nearest Polish unit, ‘commending them to fall back to cover the King but there were literally no more reserves, The commander refused to break ff the fight and fall back, pointing out that If his men turned their backs they woul be dofeated and the King would be instill greater danger While the King's standard was turled and his household knights fanned out, one of the ‘Teutonic knights detached himself from the squadron and lowering his lance, charged straight for Jagiello. The Pelish King pre pared ta meot him, but almast within striking distance, the king's secretary, Zbigniw of Olesnica, caught him in the side Legend Sireone Covairy tonic lafantry Teutonie Arillry Grand Master's Command Post S Testonie Comp Battle of Tannenberg (Grunwald) 16th July, 1410 MBB rotish Forces Lithuanion Futhenion-Tartr Foreas Polish Camp D Lithuanian Comp © tera: cone with the splintered half of a lance he had broken in the fighting, and tumbled the ‘Teuton from his horse. As he lay, winded, Jagiello smashed his bascinet, so that the Knights face was exposed, and before any ‘further action could be taken, the infantry had fallen on the Knight, killing him and stripping the corpse of his white tabard, golden belt and fine ermour, ‘This encounter was disastrous, not only for the Knight concerned but for the whole Teutonic army. Von Jungingen’s counter- offensive had drawn up and halted to watch the outcome of the duel: the Poles had used she time It bought them to redeploy and the Knights now found that they hed lost the surprise. The initiative was completely taken from them by the arrival of a sirong force of Lithuanians in their rear. Witald had reforrn fd the better elements of his force andl these naw attacked the Knights from behind with added ferocity, Just as the Knights wavered, the commander of the squadron from which ‘the lone challenger had comme stood in his stirrups and bellowed ‘Herum! Herumn! The Teutonic morale had suddenly cracked, but it was too late for an orderly withdrawal The Poles had broken the line between the Lodwigow ~ Tannenberg road and the stream and the Knights were now in two units, each surrounded by the enemy. They resisted with spirit, But with no room for rmanauewre. Some fought their way out in small batches — the majority fel, Including vyon Jungingan himself, the Grand Marshall, the Grand Precaptor, the Treasurer and most (of the leading figures. Amang those captured ‘were Prinz Conrad of Silesia and Prinz Casimir of Stettn By about 8pm the remnants of the Order's army were in full flight, the camo being left 10 the camp-followers, The Poles took 2 great deal of plunder there, as well 3s find ing grim reminders oftheir fate, had they fost the day. (In addition to prison carts for notable captives, there were quantities of torches and arrows and javelins soaked in resin, grease and tar for disposing of the ower orders), The Polish soldiers began to drink wine they had looted, but such was agiello's control that he was able to stop ‘thor and get them to continue the pursuit. By nightfall, the felds were strewn for miles vwith dying men. There is even more dispute ‘over the casualties suffered than there is (over the numbers involved; certainly they were heavy on both sides. There is no doubt, however, that the Teutonic army which fought at Tannenberg had ceased to exist In the campaign that followed, Jaglello {allod to follow up his success as quickly 3s he might have, and the remaining strongholds ff the Order were able to hald out until the Polish army went home in the Autumn. In ‘the winter of negotiation, the Knights again proved themsolvas to be batter courters of ‘world opinion’ than the Slavs end con= Continued on page 8 Fantasy and lagend are older than history. “They are nat history as it was, but history es it should have boon. For example, historical studies such as John Morris" excellent “The ‘Age of Arthur’ have shown that Arthur, or “Artorius, was a Romanised Briton who con- ducted a series of distinctly unromantic and rather messy frontier wars ina temporarily successful attempt to stam the tide of English invasion and re-establish cantral governmant of the Britons. That is history. Hows much more inspiring, though, are the legends of the incomparable King Arthur and the fantasies of the Round Table. The dis: tinction between historic warfare and that cf famasy is much the same. Historic war ‘are was numbers of men of very similar abilities, with different amounts of fairly standard equipment, attempting to kill each ‘other by common methods, Fantasy warfare is warfare as it should have been, embellish: ‘ed with heroes worth a hundred ordinary men, soroarers af dark mysteries, and dread- ful monsters Is this embellishment that is both the advantage and the disadvantage of fentasy ‘wargames, On one hand, it offers the designer groater freedom, both in terms of variety and to. suspend some of the con: strainis of sordid reality. On the other, it ‘offers much less of a secure foundation for a balanced game system, because it cannot be tested against historic out cores. The advantage and disadvantage are diractly re lated, sinoe the greater the embellishment on and deperture from history, the less relevant historie outcomes are to the outcomes of the game. Most of our fantasias and legends have ‘always boon set in the ancient and media ‘eval periods, and thay remain favored sat tings today. Where fantasies ara sot in a later period, more often than not itis one when ‘ulture and technology have largely reverted to ancient or mediaoval loves. In the circum: stances, its hardly surprising that the great majority of fantasy wargames have an ancient ar mediaeval setting. This artiole endeavours to caver mast of those commer cially available at presant. Virtually all of them are of American origin, and as the publishers will not be familiar to most read- ters | shall give their full postal adress, and ‘that of any British agent, the First time they ‘are mentioned. ‘The oldest, and probably the best known, fantasy gatne Is ‘Dungeons and Dragons’, published by TSA Hobbies of PO Box 756, Lake Geneva, Wisconsin, USA 53147, whose British agent is Games Workshop, 15 Boling: broke Road, London Wi4 OA. ‘Dungeons and Dragons’ or D&D as itis abbreviated, is 3 gama in which the players control their individual characters who rove on maps of subterranean werkings [the ‘Dungeons’ of the title) drawn and ‘creatured! (the ‘Dragons') by the referes. Each charactor has verious ettributes determined by dice throw, and as he gains experience he ascends the levels of his chosen profession, for example warrior (or magician, and increases in ability From his expeditions in the dungeons, he can gain experience by slaying monsters and by finding treasure. Of course, he may also ba killed, and this introduces the nec essary element of risk, The basic rules of (D&D are printed in three booklets, an men and magic, monsters and treasure, and under ‘world and wilderness advertures respective: ly, Those have been augmented by two supplements dealing with innovations intro: ‘duced in two lengyunning American ene ett 8 : ae campaigns, ‘Grayhawk’ and ‘Blackmoor’, and a third is aparently in preparation, ‘These contain a variety of ideas on combat systems, monster types, spel types, et, In addition to at last the three basic book: lets, tha crain requirement is an imaginative harchwarking and patient referee, on whom the bulk of the work falls, sinoa fa has to ‘davigo and prepare the maps and background for the campaign, as well a5 actually umpiring i Much of this work is already done for the players of ‘Empire of the Petal Throne’, oF EPT asit is abbreviated, TSA's other main Cffering in the genre. EPT is a complete ‘world setting for D&D type adventures, with ‘world mao,a map of the suagested start- ing city.a palitical background, @ complete mytholagy, ete. Adventures in this satting are governed by a set of rules akin to those ff D&D, burt which have been developed in a rather differnat direction, Apart from the differences in mechanisms, the non-human Creatures and the general flavour have changed. Whereas D&D is set in the familiar Western European context, EPT is set in 3 world where the dominant influences are those of South and East Asia, and of pre: Conquest South America, which makes 8 refreshing change. The rules cover not only the adventures common to D&D but also such mattors a8 social advancement and employment in Tsolvanu, the Empire of the title, and traval over long distances by land ‘and sea, as apposed to purely local widerness adventures of D&D, There are aleo outlines for the conduct of ritual combat in the great Hirlakte arenas between warriors or priests ‘ond sorcerers. For the former, gladiatorial rules re recommended and for the latter, special game, ‘War of Wizarcs’, produced by the same dasigner, and published by TSR. ‘War of Wizards” is 3 boardgame of magical ‘combat, sat in one of the Hirilakte aronas. Thare are two contestants, who may be priests or sorcerars or one of each. They take Lp thair positions on their rospective dias at either end of the arena, and prooeed to hurl spells at each other, The skill of the game Ties in planning a strategy of spell-cesting ‘that wall eventually exhaust the opeanent, ‘hile preserving oneself. Though each speil has 2 counter-spell, the sacrat of sucoass lis in combining spells in such # way that some get ‘through to damage the oppanent, end curmu: latively exhaust him, Its a fascinating game in its own right, “The DAD genre is one that is very popular in the US, and one that is growing In pop- Llarity in Britain, It offers wargamers an original caripaign,which is almost infinitely adaptable and can be exiremely enjoyable. ‘While it may not be everyone's tasto, itis well worth trying. When | produced it at my ‘own local club, | was dragooned into draw ing a map of some dungsons on the spot, and we had our first expedition down there that afternoon!The main drawback from the point of view of British wargamers wanting 10 try D&D Is the prices. Like nearly all US wargaming products, these games are expensive in depreciated £'s, the only consol- ation is that you only need dne sot of rules tr game for each campaign, so if necessary it is possible to spread the cost between several players. (in this review of the D&D genre, | have had to be relatively brief. A longer article on (D&D itself, which gives more details and ‘conveys more of its flavour, appeared in "Games and Puzzles! No.48 May 1976, pages 79 — ‘A quast within a wizard’s towar ig the scen- aria for ‘Citadel’, published by Fantasy Games Unlimited, of PO Box 182, Roslyn, New York, USA 11576, Like D&O “Citadel” is largely a'game of limited intelligence, wherein the ‘good playar must expend his “paross’ to overcome the fixed and monster defences of the ‘evil player's tower and recover the Talisman therein. Tha tower is composed of six grids, one for each floor, upon which are placed the defences and Talisman itself, and the doors fram one level {to another. All these are facedown, effect- Ively recreating the situation in D&D ‘dungeon adventure where the rap is known only to the referee, The heroes of the ‘good! player are then moved into the tower, and {he quest beoins. Once again, mechanisms used in the rules are generally simple, and _—— very olearly explained, a usual strong point With this publisher. The scope of the game is Unlimited by its relativaly simple format, but ‘once aaain itis a campaign game that can be played in an afternoon, Another point in its favour is that itis comparatively inexpen- sive for an American game, selling at only $4. Fantasy warfare atthe strategic evel is repre: cented by two boardgames which are very different fram each ather. The better known of the two, inevitably, is SPI's ‘Sorcerer’ ‘This very original game emohasises combat between magicians and in particular their ‘magical creations. ts key feature [s the use of magical terrain. In the game, magic may take on any of seven colours, white and it's six coloured subdivisions, Similarly, each hex of the board is either one of thase seven colours or noutral gray, The strength of a ‘magician’s creations in combst thus depends on the relationship of their colours to that of their opponent and to that af the hex in ‘which the combat is taking place, 2s well as on their own intrinsic strength, Since each magical colour ig related to each other ‘magical colour in a nan-transitive manner, teach one being inferior to some and superior 10 others, the possibilities are legion. It is just swell that there ere only three differ. lent types of magical unit to be created, or tha combinations would become impossible * to handle | Another original and interesting feature is the etrition rule, whereby magical Units that have chosen to station themselves in hexes of colours where their own magical colour is strong have a proportionally higher change of returning to their magical plane ‘This is 2 good game, with relatively simple ‘mechanisms that interact in @ complex way, preventing easy analysis. However, once the interactions have been grasped it's relatively limited scope can lead to a loss of interest ‘The second boardgame, ‘White Bear and Red Moon’, published by The Chaaslum, PO Box 6302, Albeny, California, USA 94706, isa ‘much more ambitious conception. In scope, it rosembles EPT more than any other gama, singe the author has not just designed fantasy game but has also attomoted 10 vwrite his own epic fantasy around it. The basic mechanics of the garre are not too difficult, units being defined in tarms of physical combat strength, movement factor, ‘and magical strength and range, if any. Movement is affected by varying terrain types, and magical ability by the phase of the Aled Moon in some cages and by more: esoteric factors in others. The piaczs thor selves represent not only combat units but also heroes, magicians, monsters, etc. The great majority af the latter are personalities In the epic fantasy. “Though the mechanisms themselves are not complex, the carne itslf is. This is because of the sheer variety of everything from terrain types through combat units to per sonalties, Though the relationships ‘thomgsivas are not hard to handle, the sheer volume of them can be. It is @ game where a ‘multitude of detail from the fantasy has to bbe mastered, and thus does not lend itself ‘toa few casual games. Iti clearly a labour of lowe for i’sauthor, Greg Stafford. Tho artwork in general is excellant, and the rule book, though duplicated rather than printed, is beautifully produced, The same is true of 2 magazine, ‘The Wyrm's Footnotes’ that Mr Stafford has produced to cover nothing else but the playing and development of his ame, BOOK REVIEW: Afrika Korps Airfix Magazine Guide No.12 Rommel's Afrika Korps was one of the few military formations to become a lagand with in its ow Iifetime, and is an exceptionally popular field of study with military histor- Jans, modellers and warcamers. In this new book, Sruce Quarrie not only provides @ basic guide to the organisation, veapons, vehicles, uniforms and equipment of the Aftike Korps but also with a litte help from Gerald Scerborough and Robert Gibson, Includes extensive venicla and figure model- ling information. Tha book begins with a description of the Afrika Korps’ formation and organisation, invaluable to wargamers. This is followed by a short biogrephy of the man whose name will always be associated with it, Erwin Rommel, Succeeding chapters ‘describe the tanks, guns, halftracks and other fequiament used by the DAK, together with performance data tables on the most import: ‘ant. Finally there is 8 chapter on uniforms, beautifully illustrated by well-known military artist Bryan Fosten. Gerald Scarborough than takes over, with a chapter 'on modelling some of the Afrika Korps vehicles which are unlikely to appear in plastic kit form, such as the Auto-Union Horch, Fia Spa artillery tractor, BN7-5 half ‘rack, and a variaty of other armoured and ‘soft skin’ vehicles. The book concludes with 2 chapter by Robert Gibson on modelling DAK figures in either 00/40 or 54mm scale using Airfix polythene figures. ‘Specification: 64 paces, 814” x 514", 64 photographs and 50 drawings, case-bound with colour lamin= ated cover Continued from page § sSquently Jagiello had to content himself ‘with gains less extensive than the victory of “Tannenberg might have led him to expect. Nevertheless, the Treaty of Torun signed in February 1411, saw the Order paying a three year war indemnity and handing over Samogitia to Lithuania. Jagiella's son, Casimir IV, presided over the Peace of Torun in 1466 by which time the Order ceased to be independent and the Grand Master became a Polish vassal, | think ft must be rather difficult for us placid Angla-Saxons to appreciate the extent to which other countries are stirred by ole defeats, | used ta think that the Irish vere {daft enaugh harping on about the Battle of the Boyne, until I went to Collage in North Wales and was constantly exhorted 10 "Remember 1264" by the Nationalists. (For those of you wiio can’t quite racall 1264 among the things that happened that year tas the death — stabbed in the back while drinking (by the Enalsh of course) —of the fast Prince of Wales). Anyway, Tannenberg seems to have galled the Germans in much the same way. Ludendorff revesled in 1918 ‘that ha chose the name for his 1914 victory lover the Fussians quite deliberately although ‘other place names would have done better, just to level the seore. ‘An immense monument shaped 28 8 Teut: ‘onic castla was orectad on the site of the first battle, and it was here that Minden burg’s asnes were laid in 1934. The final levelling was done in 1939, when one of the first ats of the German forces entering Cracow was to destroy the monument Paderwski has arected in 1910, malting the ‘bronzes for guns and smoothing the ground 0 that no trace of it remained, Martin Davis a new scenario for Sniper Bob Latter Resistance workers set up in the building {not entire block) containing hexes 1833 ‘and 1730, Draw ane praservation chit which is kept secret until the game is over. This is the number of men they use, blank=B. ‘The types are MP then F alternately, 0 chit drawn — 5, resistance workers ~ MP, , MP, R, MP. Resistance workers also get blanks to make up a total of 9 units, Units are placed anywhere in the building, any level and kept face down, “The opening phate ofa "Resistance’ Scaario The Gerrans: SMG, 2MP, 8R, 2 Lorries {satchel charge if chosen}. They enter in lorries fram any road entry hex, Move at full speed, Resistance men do not move until the Germans are sightod with one exception throw the die each move and when a six is thrown 2 telephone call wars them of a raid and they may move. Victory points: resistance men get a % for the men they get off the board {in any dir tection) and a bonus of 8% for every dead or incapacitated German. Wounded or incapac- itated resistance men count as %4 8 man, dead as %, Example: chit as before — 5 men, 4 blanks, 2 men off unhurt carrying one dead man. 2 Germans killoc. 2% out of 5 — 45% plus 10% far two dead Germans — 55%, Examole:t chit drawn so IMP plus & blanks. ‘The man gets off, no deed Germans. So 1/1 = 100% {1 know you can get more than 100%, but so what?I) Victory degrees. Resistance — 100% plus, overwhalming victory; 75% ~ 99% victory, 50% — 74% draw; 25% — 49% defeat; 0% 24% clsaster. Panic levels: Germans 1, Resistance 1. Only ‘operative after Resistance sight, or are informed of, Germans, No preservation levels | would welcome any comments on play balance etc, 2 | havea fiendish folloveup in mind, if this is of interest. Note that really its just'a combination of block taking and ‘cordon, with perhaps a hint of ambush if the pphone rings early. Slank counters or upside ‘down units are only exposed when fired on, affected by grenade blast or effecting fire. Exposed blenks ere removed, Reproduced by kind permission of European Ragion Noweleter (A.HLLK.S.) (Wate that rtstanee workers shouldbe face down) ‘Wargamers have been grumbling about one of the latest “breskthroughs’ in game design = the Command Control rules [Perhaps the remarks I'm about to make could also epply to Panic rules. I don't know because the only experience I've hed with Panic rulas was the time | set up Kampf panzer for an initial try-aut. | rolled my die ‘nd savy a columa of my tenks — still over ‘wo cannon shots distant from the batile — seatier in six directians like a barnyard of silly chickens, In disgust | folded up the map and haven’t seen a Panic rule since.) Command Control isa different matter, The ‘way it's applied in games like Panzar Armee Afrika and American Civil War is almost a ‘reat idea, It's just that the ides has never baon developed beyond the germinal stage. “The major flaw about Cs that it depends on a.unit's location. How many times have you placed units in second-best positions ‘merely to minimise CC effects? This just ian’t realistic. Worse, the system doesn’t even compensate this defect with improved play- ability. CC isn't even ‘air’ because some ‘humbers appear less times than others. In PAA Band 9 are the ‘good’ numbars. They only appear once on the Command Control chart while the others appear twice. In other \words, this idea shauld never have got {rough the play-test stage in the shape it's Instead of depending on facarfon, why not assign a CC number to each unit? Let's soe if this looks like an improvement In PAA if you have ten units each placed on ‘different hex numbered from 1 to 10, each time you rall for CC three units will be cffected. Call this @ ‘pure average 30% result” Of course, as evary Allied player knows, if ‘two of your ten units are on a 2 and two ‘others are on an 0, you inevitably rall a CC 6 — 2.60% result. Fair enough. The point I'm making is that the CC result varies with cir. cumstances, But i's all amattor of luck. The ‘more the elamant of luck is built into @ game ‘te less the average wargamer likes It ‘We can got oxactly the same effect by throne ing out facation and assigning each unit a CC number, [Instead of actual numbers | suggest ‘eat white or black dots on the upper right hand corner of the PAA units.| Take the first ten 2:50's to appear in the game. Mark fone with one dot, Mark two with two dats, ‘hres with three dots and faur with four dots, For simplicity wel use ten chits mark: fed one-to-ten {this idea can be easily adapted ‘to single die ralls but how to do this isa bit ‘complex to explain and it’s a subject beyond the scope of this discussion.) 132 to 0433328 10 1724 tba to 0334 2 10" 1905, Bw 0205 46 to 1752 11 to 1528 7Ar wo 1421 31 te 1727 dar to 1432 Di to 1323 Tar to 1821 Sit‘ 1820, aaa BN? to 1820, Sete 101 to 3520 268 to 1718 Fhe to 128 Shr to 1422 Jar to 1921 atta to 1820 Exe te 1920 101 to 2020 nw 1320 Pea'te 1218 7h to 1920 25a\t0 1218 1922 tee Bw 03 Here's how the system works: Draw 8 chit Iit's2 1, only the one-dot unit is Cad. IF ‘you draw a 2 or 3, both twordot units are CCed, 44,5 or 6 chit affects all three-dot Units, and the 7.8.9 and 0 the four-dot units This gives usa CC result ranging from 10% 10.40%, Lot's check to see if we've distorted the ‘ure average 30% result’ built into this game raw all the chits and add up the tatal number of units CCed, Chit 1 —one unit (CCed, chit 2 — two units CCed, chit 3 — two Units CCed, chit 4 — three units, ete. When all ten chits have been drawn a total of 30 Units have been CCed, In othor words, an average of three Units per chit have been effected — an average 30% result. There is no distortion, You have ten units on the board and an average of 30% of them ere going to ‘be CCed — exactly as the game designer intended, But what are the advantages? First of all, you are free to deploy these Units to maximum advantage. No more worrying about the artificial factor of whether you're stacking too many units on 2 hexes or whether you can risk placing 3 couple of units on thase & and 9 hexes, This tliminates the major objection to the present CC syste, Bur there's an added dividend. Play interest is increased, For one thing aur units begin t0 take on ‘porsonalites”. "The good old 16th Infantry Brigade’, the Allied commander thinks fondly as he deploys that one-dot unit. "You can count on the 16th nine times out of ten”. “Oh dear, here's the fourdot 24th Aussies Lots of alan in the ranks, but a terriblo Signals section, Order them to patrol the ridge south of Sidi-Barrani — that's 8 good job for thern well behind the lines" COMMAND CONTROL Ralph Vickers 24 10 0231 24 wm 12% 20 to 1924 Tt 1625 9 to 1826 a 2 25A to 1496 20 to 1924 4G to 1437 9 to 1826 50 te 1534 71 ‘to 1920 SRA to 1724 204 to 1218 2 to” 1826 Tar to 1421 as fo 1752 dar to 1422 2 te 1826 71 wo 1320 If you're an Allied commander who is con vinced that Tabruk should be held at all costs, then you naturally assign to it’s garrison a crack division composed of three one-Jot brigades. That division wal faith ully sally ‘out on orders to cut Axis supply lines nine times out of ten, Or if you believe Tobruk is doomed anyway, then obviously you garti= son it with expendible four dot units. Isn't this converting CC into a game element that you can manipulate and use? If the Allies suffer heavy losses, they can start to rebuild a smaller army but a better lone — 8 careful mix of heavy on one- and thwo-dot units with enough three- and four: dot brigades scattered about to keep the army operational when inevitably the low fumibered chits turn up. Naturally, the Axis {orces will try to destray the best nits, so & prudent Allied commander will often keep {hem behind his lines as his reliable mobile reserve, Doesn't this all sound more realistic than 8 system based purely on luck and 3 Units location? If you prefer to play PAA with the actual units ‘designated on the Reinforcement Track, then probably the best way to number the units fs siriatly numarically. This procedurs isn't “fair ta the Axis because at the start of the game the Allies, out of twelve initial units, vill have two one-dot units. This does dis tort the ‘pure average 30% result”. However the distribution will quickly even out s the ‘gama progresses. If you insist on being strictly “fair, then before the game starts ‘raw ten chits at random. This will give you 4 random arder of appearance for tha dotted Unis, an order that should be repeated exactly for every group of ten units ‘This ig not the final answer’ to the problem, bbut maybe this discussion will set someone 1b thinking about how CC can be improved. Reprinted trom Europa Below follows descriptions of four new spells which players may wish to encorpor- aie into their games of Sorcerer ‘They musta frst be discovered following tha procedure in section 25 of the rules. The suggastod risk of the spell is alvon after the title, 1. Vortiess of Colour (Grade 2 spell) ‘Those may be created by any sorcerer just like narmal vortexes and cost Simp. They may be represented by a colour conversion ‘ountar of the proper colour, (Care must be taken to ensure they do not get mixed up with genuine colour conversion counters), 1.1 Movement: 1.11 Same as for normal vortexes but they move in colour order de- termined by a die rol (as in 19,14) after reqular vortex movernent. 1612 If aplayer has more then one of the same colour he may determine the order ‘within that colour, 41.13 No new colour vortexes are created by moving aver a white hex. 1.14 Colour vortexas may freely move through regular vortices and colour vortexes, 11.16 If at the end of the movement a colour vortex is stacked with another colour vortex Cf the same colour one of them is removed. 1.16 If at the end of the movement a colour vortex is stacked with another colour vortex cr regular vortex. the second vortax is des troyed, In ether wards a colour vartex may not end its moverrent with a colour vortex ‘of adifferent colour or a ragular vortex and if ordered ta da so itis ellminated instaad, 1.17 CV's ordered to enter a grey hex or ‘exit the map are destroyed 1.18 CV's ordered to pass through a ‘mountain hexsice are nat destroyed but ‘move no further than that tur. 1.2 New Vortices of Colour The only way in which new CV's may be created by their own rovament is if they pass through a hex of their own colour in ‘which thera is @ sorcerer of the sare colour who has the option of creating a new CV of the same colour at that instante at no east ‘This vortex is then moved in the normal way. (This rule applies even if the sorcerer is reduced 1.3 Effect of Vortices of Colour They have no intrinsic strength but attack in the vortex movement phase any magical units of a different cofour (including any ‘which may be ‘friendly’ to the sorcerer who created the Vortex) ata strength equal 10 the olour augmentation points which a magical Unit of the colour of the vortex would recelva in that hex. 1.31 In a white hox they roceive 6 points combat strength 1.32 The defending magical units do not racaive colour augmentation but defend with their printed combat strength only, Further- ‘more the attacks always are executed on the "Best Line’ differential 10 1.33 Magical units of the same colour as the vortices, Human Infantry sorcerers and. fort ‘esses and their garrisons are never affected by CV's. 1,34 The same protection is given to units stacked with Sorcerers as that given under 8.22. 14 Deliberate Destruction of V of C As per 8.31 by a sorcerer of the same colour, a5 the spall or any. sorcerer In @ hex of hs smn colour. Designer’s Notes I is @good tactic to sow CV's in an area in which the unsalactiveness of regular vortices would endanger your own units. Also useful in defending a fortress under attack. 2.00 The Spell of Clogged feet and Clipped ‘wings (Grade 4 risk) In the magic and Conjugation phase a friend: ly sorcerer may place a Spell of Clogged feet and Clipped wings’ on any enemy unit or Units, Except Humans & Sorcerers 2.4 Creation 2.11 The Sorcerer must be ina hex of one of his colours and the colour of the soell must be the seme as that hex. 2.42 The spell must nat be performed in 8 rey hex. 2.13 The basic cast is two mavernent points ‘which is increased by one point for every hex the spell is projected. For example: the ‘cost to a sorcerer in hex 1213 to place a spell of CF&CW an a unit in 0811 would be (2 basic plus 1 point for each hex exclud: ing 1213 bu including 0911) 2.14 Intervening terrain has no offect but ‘maximum range is 19 hexes (2 + 13 = full movement points) 2.2 Effect 2.21 The effect of a spell on a lnit is ta increase the movement point cost ‘aexit the hex by the colour augmentation which the colour of the spell would receive if it wore a magical unit in that hex. For example: Ifa yellaw Demonic Infantry unit {and an Air Dragon were in an orenge hex. ‘and a blua sorcerer in a blue hex placed blue marker an them the exit cast would be (5 yellow in orange) + (3 blue in orange)=8, 2.22 Friendly units sven if in the same hex are not affected. 2.23 Even though sorcerers moving out of ‘oF through an affeated stack are immune the ‘additional points must still be expended by ‘magical units accompanied by a sorcerer. 2.24 Any magical unit moving through an affected hex lineluding friendly units) must {dd the colour augmentation to the move- mant cost. E.g. & yallow demonic infantry unit starts in hex 1214 moves to hex 1213 In which a yollow troll is held by a blue spall, ‘and then into Danna, The movement cost ‘would be (leaving 3 purple hex) +4 (leaving 1273, 1 point plus 3 points due to the Blue marker in an orange hex] a total of 7 movement points 2.3 Dissolution 2.31 Such spells may be dissipated by a sor ccerer expanding 5p in that hax. 2.32 The spells are automaticaly removed ‘when the last affected unit moves from the hex. Note: The spells are directed against the units and not the hex therefore hexes may never be affected unless thore are affected units in ther. Furthermore a sorcerer may never project a spell to an empty hex $200 Masic Shins (Grade 2k spa) 3.1 General ‘These are devised as 2 means of protection against magic bolts. A sorcerer may erect 2 shield around any unit, fortress or stack of Units in the magic and conjugation phase at the cost of 5 points per layer. A shield may consist of an unlimited number of ‘layers’ ‘gach of which has the ability to ‘absorb’ the ower of one magic bolt. The layer is dissio- fated but the defending units are unaffected. E,g, [Fa stack of units had a shield two layers thick it would require three bolts to be able to attack the units, The first twa ‘would be totally absorbed each one remav- ing a layer and leaving the stack eligible for ‘attack by the third bolt in the normal way. 3.2 In order for a bolt to be able to dissipate a shield or layer it must be able to potent- ially affect the defending units by either a pin or step reduction as i the shield were at there and it was attacking normally including all colour augmentation, ate Note: The bolt does not have to inflict regult and no die is rolled but the potential ‘must ba there 3.3 If two sorcerers combine strenaths into ‘one bale this is considered to be two bolts. and ray dissipate two layers. ‘Note: If there is only one layer left the extra effort is wasted and no attack is made on the defending units 3.4 Dissipation of Shields Shields automaticaly dissolve at the end of {he enemy player's Magic and Conjugation Phase. Thus they must be renewed contin- ously if permanent protection is required. Designer's Notes: The white conversion counters are ideal to represant the shields: fone counter per layer. “The main use of such shields isto protect fortresses from preperitory bamberdment or ‘troop concentrations preparing to attack ‘4.00 Learning a New eolour (Grade 1 risk) 4.1.4 two or thrae colour sorcerer may impart knowledge of any of his colours to ‘any subordinate sorcerer, 4.11 The cost to both sorcerers is 15 move~ ment points 4.12 The sorcerers must be in a friendly fortress of any colour and free of enemy nits, Other friendly units may be in the hex. 4,13 The Pupil Sorcerer is merely removed and replaced with the new colour added. (Players may use uncommitted sorcerers of the correct colour or add strips of colour to the units themselves) 4.14 At the end af that movernent turn the player ralls;f the new colour's number is. rolled (using the kay in the centre of the ‘colour chart) the sorcerer immediately loses his new ability. This process is repeated at the end of the next two turns movement phases. If at this ‘time the sorcerer stil has use of his new power he may retain it until the end of the game, 4.18 There is no limit to the number of times a sorcerer may attempt to learn a colour, 4.16 The sorcerer functions as normal as 000 as he receives his new colour except for case 4.14 and his combat strength is increased by two points for each new colour heart. 4.3 Crash Course 4.31 A threa colour sorcerer may impart two claurs to a single colour sorcerer 2s sbove singlely, or he may do so togather in ‘Crash Course’ fonly sorcerers with five 0” and two “*R’ levels accepted). 4.32 The pracess is 9s above but when roll ing the die if the number matches any of the two colours, both are lost. 4.33 A combination of the above 14.32) and standard procedure can occur, @.g. 8 purple, blue, green sorcerer is teaching a green sar- cerer his colours: Turn A Teaches blue die roll twosix, no effect (if one, losses ability and must be immediately replaced with the {groon sorcerer). ‘Turn B Teaches purple die-soll 2-5, no effect. (if one or six, both colours lost and replaced by aren), ‘Turn € (bath sorcerers may mave and perform as usual). Die rol at end ‘of movement phase; 2-5 no effact, The blue colour is now permanently usable. (If one or sx, lose ability in both colours). Turn DDie roll 1-5, no effect {if six loses ability in purple only, because blue has been learnt) 4.34 There is no limit to the way in which the colours may be mixed, or the number or sorcerers who may be taught {although each sorcerer can only teach one per turn}. Itis perfectly legitimate for a sorcerer to learn rant celaurs from different sorcerers, 4,8 The teaching sorcerer is never effected any way. Designer's Notes Players using this rule will have to think of some way 10 designate the new colours on. the sorcerers. Periiaps photo corners could be used ‘This rule allows for some interesting combin ations end overlapping of colours, Care must bbe oxercisod if @ young sorcerer tries to Use his powers too early as he may find him= self robbed af a colour before an important attack. a ES Boardgame Club Contacts EALING GAMES GROUP, Northfields Mission Hall, Northfioids Avenue, Ealing ‘WI (meat 18.48 hrs every Wednesday). BRIAN GRIFFIN, 3 Ambleside Avenue, Roath Perk, Cardiff CF2 SOF, Tel 762069 evenings PETER SHEE, 51 Upper Leeson Street, Dublin 4, Ireland. IAN WOOLER, 16 Hercourt Road, Dorney Reach, Maidenhead, Berks, SL6 ODU. Telephone Maidenhead 25039. C.G,LUKE, ‘Cathay’, Polmear, Par, Cornwall PETER SWINBURNE, 87 Lavernock Road, Penarth, Telephone 707400, BARRY SHERIDAN, 75a Hamat Court Ad, \Wastclife on Sea, Essex. G.W.FABRON (Sec. Croydon Wargames Group),96 Churchill Road, South Croydon, Surrey CR2 61 & R.B.WALKER |Sec, South Wales Wargames Federation), 10 Wildbrook Close, Taibach, Port Talbat, W.Glamorgan, Tel, Port Talbot 79864, MANCHESTER WARGAMES CLUB, Peel Green Cammunity Centre, Liverpool Road, Pool Grav Ecclas (Just off junction 2.0n 1h >atings 1st Sunday of each month. JLGARRETT, 19 Weaverthoroe, Nunthorpe, Middlesbrough, Cleveland TS? OPU. KCASMITH, 6 Derwent Road, Edgley, Stockport. Tel 081 480 2891 A.G.V.RIDDELL, Thornton, Penyfford, Nr Chester. S.DALBY, 89 Stakes Road, Purbrook, Hants. ‘Telephone Waterlooville 66467. P.LINDSAY, University of St Andrews Wargaming Soc. Students Union, St Mary's Place, St Andrews, Fife (Every Saturday’ during term} K-T.COCKBILL, Frank F Harrison Compre: hansive School Simulations Club, Leamore Lane, Bloxwich, Walsall, W. Midlands. Feedback Continued from page 12 27. Rate the overall vnuslg-esontation of Phosnlx Three (1-8)? {Bo you think that tt Trnapslagrams, photo profuse, (2) tase prose; (3) about the same Br sue tare; lat the ositor's discretion, lilustatve meterial ould be (1) more 28. 28. 0 you think shat the articles in Phoenix Should be (longer, therefore fewer, (2) ‘ortor, therefore mfg; (8) sbout te sore moe or in eau three (4) at te actors ie Rate the following stiles that appeared in Promiea (1-8): ‘News from SPUK Iimoroving. the atic Nopoleon at Wsteroo “The Batle of Tanaenbarg 1410 Fontasy Games 434. Roristnce 35. Commend Control 236, Soraorer = now spells 87. Da you think that Phan ie moving in the fight ‘cireeton ">. (If not, plessa Inceste ‘etol.m tho see provided af ta bottom of {Your fend ara 38, Bo you think that Phoenix would encourage ‘neweomers into the Nobby’? Bo you thine thot she follwing subjects emoutd Be iheluded in Phoenix P= no opinion, T= yes, Bene, 4 oczatonaly 236, ‘Viespon profies(devsTopmentideployment 40, Beary "Dress 0 a 434. Personsiey profile {Wollinston, Marlborough, Nepetvons ate) 42, Tattes aid their deployment ( The square, sround support, ete) Deacline for Phoenix 3. snd S&T 57 feedback, (October 23th, 1976 " Continued from page 2 ‘Wellington's Victory’ and ‘After the Holo ccaust' late November. Also expected by late Novernber is the ‘War in Europe Kit’, this ‘can bo used in conjunction with War in the West’ to make up the Tull ‘War in Europe’ ‘game, cost £6.75 boxed, £5.75 unboxed. ‘Moves 28 is scheduled to 90 into the post Gotober 20th and S&T 58 on November 20%, 1976, In S&T 57 you wil find an advert for "Emperor of China’, this is a non-SPl game and is not yet available in the UK, we are taking steps to abiain supply of this game, ‘more about this in a later Issue of Phoenix. (On the subject of nonSPI games, the Phoenix 1 feadback has indicated that 66.21% af you would like us to stock more Of thase. This puts us ina rather awkward position as the presentation of sore of these games isa litle doubtful to put it kindly. The following are two letters received on this subject "...da case you haven't seen ‘them I can comment on Jadgpantier Publications. The magazine ‘Jadgpanther’ is another attempt to do an S&T, and quality fs fair. The magazine is produced by a photo-reduction process and has single colour card covers. | have two copies, No.17 containing ‘The March on India 1944” and No.12 containing ‘Anvil-Dragoon’. The ‘magazine carries an article to go vith each ‘game and the rest is made up of game variants and ‘bound in’ rule sheets. ! think the contents are rather poor, very amateur, The games themselves at frst glance don’t ook bad. The game maps are professionally printed and of good quality. The counters fare well printed but are on very thin cord — ‘before you cam play they must be re- ‘mounted. As for the play ofthe ganes — have not played ‘The March on Indie 1944" butean comment on “AnuilDragoon’ — it’s ‘hopeless! poor rules — no play balance, 2 sitvation that would never make 2 gare In the first place. As for the rest of Jagd panther’s output ~ Bataan is crude and poorly printed from what t have seen. ‘Span- ish Civil War’ hes had favorable reports ‘Marine’ was in the magazine so above comments apply.” Geoff Geddes, Nottingham 300 from it (Phoenix|that you are con- sidering stocking products from the J.P. (Jedg- panther) people. think you are buying {yourself a load of trouble if you do so, P hhave been dealing with them through Omar Dewitt, for over @ year and believe me, their service, even to Omar, has been atrocious. Far worse even than the old Poultron Press experiences. The games too, leave fot to be desired. Indeed they are reminiscent of the afd test series, only worse, thin counters, pitiful ‘map, half tested rules and not even a decent ‘game at the end of it. | shudder ta think of the impression a newcomer to the hobby 2 would have of SPUK if he received as his first game ‘Bataan’ or ‘Anvil-Dragoon’. Please Malcolm, don’t read this letter as @ criticism of SPUK. My intention is only to pass on to you my onn opinions of J.P. (for what they are worth) in the hope that it ‘will save yourself and others @ foad of trouble. Dennis Wilson, Boston Bearing thase comments in mind, | trust that ‘you will understand if we do not rush into a huge spanding spree on nion-SPi garnes. | have never felt that it was my place to judge ‘a game an its playability, or subject matter, ‘one man’s meat...tc, however I do believe that we have a rasponsibility to set a mini mum standard on the physical quality of the ‘games that we handle and itis quite on the ‘cards that we will reject certain titles (even If they fnave been feedbacked] because they do not come up to this standard. We learnt a good deal from our first feed- back, much of it reinforced aur own baliots but there were one or two surprises for us. ‘The biggest surprise was the number of sub: scribers who wanted to ses more shops stocking SPI games, 86.82% of you did. In response 19 this we mailed aut details of SPI games to aver 300 hobby shops in midsluly, itramains to be seen what sort of response we get.So far we have had encouraging signs from one large northern multiple store and from asmall chain of hobby shops. ‘According ta your answers our service rates high, 71.65% put our service at between 7 & 9 Iggod-axcellent), 47.87% felt our service ‘was improving against 3.36% who felt it was leclining. Our after sales service was not quite 90 hot wath only 68.09% giving us bet- ween 7 89, ‘There was distinct no to the suggestion that we shauld stock non -wargame board: ‘games and miniatures, books you were a bit ‘more enthusiastic about. £82,09% of you were gaming with miniatures before you took up boardgamning and the majority of you boardgame because they sive you more scope than figures and are more convenient, 86.12% buy predomin= antly SPI games and mainly because of ‘quality (18.88%), availability (27.13%) and range of topics covered (34.04%). SPUK prices are competitive, so say 71.16%, 3.5% ‘only subseribe to S&T for the discount but 11.76% would not re-subseribe if we drop: ed said discount, Point taken, it will not be dropped, 44.26% are encouraged to buy more games because of the multiple discount, and 10.48% are unhappy with us for drop: pling the 6 manth sul. In defferencs to that 10.48% we have reinstated tha 3 issue sub. My apologias for the brevity of the feedback report but I do not want 10 eat too far into the article space. Finally, Origins 3 (the big US Wargamers Convention) isto be held in New York next var. There is no definite date yet but it will bbe around the end of July. SPI have suggested that we might like to. charter a plane to go over to this, | have contacted “Thos, Cook and they rackon they can fix us Up with a return flight from Manchester to New York plus 2 waeks bed and breakfast for around £240.00 - £250.00 per head. If anyone is interested in spending their holidays in Naw York next year please let re know, if there is truly an interest in such a venture | will be happy to organise the tip. Mateolm Watson Feedback Phoenix No Published Octobar/November 1978 How to use the Feedback Resoonse Card: ‘Aftor ‘Youve fished reading this ksuo of Prosni loase toad the feedback questions give us your snswer/numives on cata in. the faspanse boxes hich. €or faspond. 0 each quettion nurbor, "S20 insert forcars, Planta be sure to answer all the questions ‘oe not write anything. In the box for fuestion-umbers beled “no. question"y Tncompletaly. fllac-out cards cannot” be pro numbers mean: When snswering fuerions, "0" always" moans NO OPINION GriNOT APPLICABLE. tinen 3. "yas, or m9" guestion, "t" Sind "3 “wars NOL When the. question is ‘Being question, "1" ie JAST rating, "Gris the BEST rcting: “5” is an AVERAGE ting: and. all numburs in-between express ‘ori shasee of appro. or dsapptoval 1. Based on the latt 3 months, how do you rat the series you receive trom SPUK 1S] 2 2. Do you foo! oar sence is (1) Improving (2) tho came a aways (3) declining? 2, Bsed on the let 9 mets, how do you rate four aftr snl servien (een rules “queries, complaints, otl(1-3) 7 4, Do'yau fee that tis tervice i (1) imaroving (2) the same ab always (2) declining ? Wil you purchase copy of the following: non Sel Gomes if-ne make them avatable. The gore tine ir gven ist Talowed by sitar ie ds Crption. of the game ors Yeferanee inciting fon can be found (@..S758, 8 indents # rewiew can be found on pape 18 of Suratogy & Tacs ss 58), 5, Allen Spsce/STS7, P39 8. Misi Gri STB7, P39 7. Super Tanks S57, P53 8 Battle for Modria/ S757, P39 8. Theevain/ST87.°39, 10. Lite ia Horn? 8157, P29 11) Fight in the Skies! S77, Poe ‘Te following questions ask you to rate on a 12 basis (T=p0ar, SeexcaTenth Ya Foxbat & Phantom 413) Mech Wor 77 eNO 18. Panzer'44 18. Sper 32. Sorcerer 3B. Starorce 18) wall wave Sina Soniowe Normoney BA, Botod on the fret 9 fue, would you sub feribp to Pros tr yea, would you do so on (1) merit (2) Lachine you fel souls support 2 UK. rented boardeames magazine (3) both 28, Bo'yau eink ti au ws ete than Continued on oage 11

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