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JagdPanther Magazine 14

JagdPanther Magazine issue 14 (Vol 4 No 2) from July 1976

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0% found this document useful (0 votes)
597 views38 pages

JagdPanther Magazine 14

JagdPanther Magazine issue 14 (Vol 4 No 2) from July 1976

Uploaded by

jmw082
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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JAGDPANTHER # 14 Vol.

4 # 2 July, 1976

JAGDPANTHER is published quarterly by JagdPanther Publi­


EDITORIAL
cations of Amarillo, Texas. All material is Copyright
1976 by JagdPanther Publications. All rights are reserved If running a business and editing a magazine is a
No part of this or any other page may be reproduced with­ learning experience, then the most effective way to learn
out the written permission of the publishers. Mailing is to experiment. It has been a long time since an issue
address: Box 3565,Amarillo, Texas,79106. Business Offices of JAGDPANTHER was as experimental as this one, and we
at 1408 W 8th, Amarillo, Texas, 806-372-8861. hope that this will meet with your approval, and thus be
successful.
Subscriptions are $9.00 per year (4 issues), renewals are Perhaps the most important experiment has been to
$8.50 per year. Sample copies are $3.00, back issues are see if, once haying fallen two months behind, we could
$5.00 each. Advertising is available, write for rates. catch up, not slowly over a year, but in the space of a
single issue. Having done so, we like to think that this
JagdPanther Publications is owned by Stephen V. Cole and magazine and company have demonstrated an ability to get
Allen D. Eldridge. the job done, and to correct any irregularity which works
its way into the system. That during the past year we
Printing and Die Cutting by Standard Printing of Amarillo. have never had to cease answering mail for more than a
day or so, while previously we shut down that department
Regular Contributors include: Clifford L Sayre Jr, John for a full month when preparing each issue, indicates to
Berry, Howard Anderson, John Anderson, Scott Rusch, James us that we have learned how to run a business.
M Brown, James A Gavin, Mike Moscoe, Daniel S. Palter,Jim The most immediately apparent difference between the
Bumpas and Phil Kosnett. current issue and the past ones will be, for most of you,
the fact that the game rules are fully eight pages long.
TABLE OF CONTENTS This is not entirely due to WARSAW PACT being a rather
detailed game, but more due to our continuing policy of
Editorial ......................................... 2 integrating the designer's notes throughout the rules. We
The Problems of the P A C T ......................... 3 feel that if we present a- rule that does not at first
Minor Allies in THIRD REICH ....................... 4 seem to make sense, we should present our justification
The Germans in Spain ............................. 4 for that rule right there in the same paragraph, not in a
FEATURE ARTICLE: Strategic Considerations in BAR LEV 5 designer's notes column. Also, many rules involve more
New WITE Startline ............................... 6 than one section, and for your convenience have been put
Condor CHACO ..................................... 6 into both. We feel that our current state of quality-
Subs in C A ....................................... 7 control should be sufficient to let us get away with this
PUNIC W A R S ....................................... 8 without having two rules that contradict each other. By
Spread Thin ....................................... 9 all means, let us know if you feel the extra space was
El A l a m e i n ............................... . 9 worth it. It makes a difference.
The Germans at PORT ARTHUR ....................... 9 And finally, this issue marks a record in the number
VIVA! ...........................................10 of game companies represented in our pages. This happen­
ed more or less by accident, in that most of our playtest
A r e s i a ...........................................10 people are students, and having the summer off, they be­
Weapon System/Game System ......................... 10 gan cracking through the mountain of games that had been
P i l o t s ...........................................10 sent to us since last fall. We have found that we can
GAME FEATURE: THE WARSAW P A C T ................... 11 give coverage to more companies, more games, and more
Five Magicks ..................................... 19 historical periods than any other magazine, and yet still
Ironclad FRIGATE ................................. 20 provide the WW2 and modern people, who comprise the ma­
W a k e .............................................21 jority of gamers, with more than enough material to keep
Unbalanced Naval Scenarios ....................... 21 them gaming until next issue.
Panzer Armee Amphib ............................... 21
This ties in with what is slowly developing into the
Narvik B a y ....................................... 22
FORMALHAUT I I ..................................... 22 role that JAGDPANTHER is to play in the gaming industry.
More and more, our subscribers are telling us that they
WESTWALL Q U A D ..................................... 22
ANVIL-DRAGOON variant ............................. 23 are dropping other magazines, but keeping ours. They, or
SE A- ST RI KE....................................... 23 that is, you, tell us that JAGDPANTHER, by not only pro­
R E V O L T ........................................... 24 viding some of the best games on the market but also var­
More TANKs ....................................... 24 iants to old games, also allows them to keep up with new
LENINGRAD notes ................................... 24 companies, new games, and new techniques that are being
M I D W A Y ...........................................24 constantly developed. Some readers inform us that they
FRANCE 40 B G ' s ................................... 25 are dropping out of wargaming, due to increasing age and
C R O M W E L L ......................................... 25 responsibility, but keeping their JP sub just to keep an
Shore Batteries................................... 25 eye on what the hobby is doing. JAGDPANTHER is the only
WHISKEY STATION................................... 25 magazine that can keep readers informed on the total
boardgaming hobby, and it is about time we started doing
Masked Merchantmen ............................... 26
just that.
BRANDY STATION ................................... 26
What does this mean to you, the JP subscriber? It
COMBINED ARMS redone ............................. 26
means that in future issues you will continue to see ar­
F E E D B A C K ......................................... 27
ticles on games by the smaller companies, as well as the
GAMES U S E D ....................................... 27
larger ones. It means that we will take seriously our
job of informing you of the design aspects of games, not
by reviews which by their nature are biased one way or
Cover and page 3 photos provided by US Army. the other, but by variants, strategy and analysis arti­
The last issue, presumably because of the game sur­ cles, which take you deep into the game and allow you to
vey, got more feedback results in less time than ever be­ form your own opinions of it, instead of relying on some­
fore, totaling almost 30% of the subscribers so far. The one elses. Unfortunately, some games are so poor that we
game survey is still being evaluated, but the best arti­ feel obligated to wander the analysis article closer into
cles are as follows: Invasion America 17%, AG North 10%, a review to point out some of the weaker aspects. This
WWI Tank and West Quad 7% each, and Weapon System/Game is a rare occasion.
System 5%. This is the first time that home office ar­ But JAGDPANTHER is finding a role to play, and keep­
ticles were 1st and 2nd, and the first win by a history ing faith with its customers and subscribers by continu­
article. We appreciate your responses. ing to provide the materials you paid for.
by Stephen V Cole

The WARSAW PACT is the single largest military force


in the modern world. The largest single element of the
PACT is the Soviet Army, which is as it should be, for
the WARSAW PACT exists solely and exclusively for the
protection of the Soviet Union and the projection of its
National Will. When one considers the Pact in its lar­
gest sense, one must include not only Soviet Russia and
the Eastern Europeans, but also Afghanistan,Mongolia, and
the newer additions of Angola and Somalia. The Satellite
states are allowed to have armed forces only for the pur­
pose of supporting the Russian Army and helping it to
solve the problems that the Pact faces.
There are six basic problems, the first of which we
have already touched upon: the protection of the Soviet
Union and the projection of its will. The Russians have
a bad case of paranoia which cannot be ignored. When one
considers what Napoleon, Hindenburg, and Hitler managed
to accomplish, one can see that the Russians are in no counted, and a bloody Civil War is a distinct possibility
mood to run the risk of any more invasions. If that means when Tito dies. The Neutrality of Yugoslavia provides a
supporting over 100 Divisions in European Russia, then so shield behind which the Russians can commit the strategic
be it. The occupation of the Eastern European states is heresy of advancing in two directions that diverge on a
primarily intended to provide an extra couple of hundred right angle at the same time. Should Yugoslavia defect
miles of retreating room. The Market places offered and to the West, only a handful of Rumanian and Hungarian
a partial satiation of the Russian appetite for Imperial­ border guards stand between the Western Armies and Rus­
ism is a side benefit, albiet an important one. sian soil. As soon as possible,a stable and controllable
The second problem is, as they all are,tied into the government must be installed there, and with the minimum
first. The buffer zone of the Eastern Satellites must,at amount of force. The Russians well know what would hap­
all costs, be preserved. Revolts in these countries can­ pen to an Army trying to force its way into the country.
not be allowed. The local armies are carefully watched Yugoslavia is a problem to which the best solution seems
and constantly indoctrinated. The most volatile of the to be to leave Tito alone. But he cannot live forever
countries are heavily occupied by loyal Russian troops. and a lasting solution must be found.
The Russians have done their job well, and the chances of The PACT forces are an extension of the political
any significant revolt occuring are exactly nil. forces of the Soviet Union, and work hand in hand with
For the third problem that the Pact faces, we must them. They must pave the way for Soviet domination of
turn our attention to the East. China, with its teeming all of Europe. It would not be unreasonable to expect
and starving billion people and a race-hate for Russia that the collapse of West Germany and the destruction of
and Russians that goes back generations poses a serious most or all of NATO's Ground Forces would create the at­
problem for the USSR. The political philosophy of the mosphere where a political settlement, backed by the
PRC is to only have one enemy at a time. The US filled threat of renewed force, could be attained.
the role for thirty years, diverting China from her enemy China does not need to go to War with Russia, and
of choice to an enemy of necessity.Nixon's "China Policy" cannot profit from it. In the event of a war, there are
removed that obligation from Mao's neck and freed the far too many ripe plums available for the taking (Korea,
Chinese to go back to hating Russians. Dreams of a Chi­ Japan, Taiwan, Southeast Asia, India) to make a Siberian
nese alliance danced in the Pentagon's eyes, and the Rus­ Campaign profitable. Besides that, the Chinese would, if
sians added 60 Divisions to their 135 Division Army, all they were smart, want to get with the winner (presumably
of the new ones stationed in the East. the Russians) quickly. They have no reason to divert the
A minor problem that must, however, be considered Russians from a win in the West. They have no desire to
separately, is the naval situation of the Turkish come head to head with half of the Russian Army. There
Straights. The Soviets need the straights open in the is a significant probability that Russia would annihilate
minimum possible amount of time. It is not generally a- the Chinese with nuclear weapons if trouble started.
greed that this can be affected before the Aegean fleet But besides all of that, the Chinese hate the Rus­
has been destroyed, but the Straights, a Russian dream sians with a fire that Western Civilization cannot con­
for Generations, must be secured. Political pressure to ceive. A blind, headlong lunge at the border cannot be
strengthen the Communist elements in the Greek Government discounted, and if it came just as the Russians ran out
and to widen the gap between the Turks and Greeks has of steam and NATO launched its counter-attack, could be
been quite successful, and now only a single Russian Army successful and return to China vast tracts of real estate
is designated to participate in the Bulgarian drive to she feels is rightfully her own. China is a vast puzzle
take Istanbul. Presumably, the stationing of US units in the solution to which must await a war.
Turkey would require more Soviet units, but the US must But turning aside from a problem fit only for poli­
consider whether or not it wishes to place that pressure ticians and philosophers, one must confront the Pact's
on the Pact. There is little point in increasing inter­ favorite problem: the purely technical and military drive
national tension when one does not plan to profit by it. from the border to the Rhine. Such a drive would, it is
But lying between and complicating the fourth and envisioned, destroy NATO as a military power, eliminate
fifth problems lies the sixth— Yugoslavia. The Russians Germany (Russia's most hated European enemy) as a nation,
have never trusted Communists who did not take their cues and allow the PACT to come to a political settlement with
from Moscow, and Tito has gotten away with more indepen­ the French, Italians, Spanish, and Portugese. A military
dent action than anyone else in Communist history. While drive to Lisbon may well be beyond the capabilities of
Yugoslavia is reasonably safe while he is alive, the na­ the PACT, a political solution may not be. The problem
tion is his Personal Empire and legally ceases to exist is considered easy to solve and the solution to be at
when he dies (or so theorize the Soviet Political experts hand. The Warsaw Pact Armies can be thought of as look­
responsible for creating excuses to invade it). Secret ing forward to World War 3 as a Conference winner looks
support to pro-Russian underground units cannot be dis­ forward to the Superbowl.
German player immediately allowed to use the Greek forces
as if they were his own; on a roll of 2,3, or 4 all Greek
Minor Allies iN forces surrender at the end of the turn as long as at
least one Greek unit is attacked.by at least one German
unit. On a roll of 5 or 6 only Greek units on the main­
THIRD REICH land surrender, enabling whatever units can be evacuated
by the British to continue in the war even after the fall
of Athens as long as the British supply them. In other
by Daniel S. Palter
words, treat them as British units. Note: These units
The present activation rules for minor German Allies are not added to the British force pool and thus may not
in the Avalon Hill game THIRD REICH fairly adequately be rebuilt if lost until and unless the British player
push the German player towards the historically accurate holds Athens. If the British player ever does recapture
"big push" in the summer of 1941. However, if you wish Athens then he may rebuild evacuated Greek units but not
to use really accurate activation rules, switch them as surrendered ones. All of this is to simulate the fact
follows: that while the Greeks were almost certainly willing to
(1) Rumania activates as soon as the Russians occupy fight the Bulgars and Italians given a little British
their border provinces (in most games that means on the help, they were in no way willing to sacrifice themselves
first turn). in what appeared to be a lost cause against the Germans.
(2) Hungary activates on schedule unless either Germany
or Italy declares war on Yugoslavia. In that case the
Hungarians activate on whatever turn the declaration of
TH E GERMANS
war cost on Yugoslavia is paid (Hungarian 3rd Army actu­
ally took part in the invasion of Yugoslavia in April 41).
IN S P A IN
(3) Bulgaria activates on the first turn in which Germany by James A. Gavin
(Note: not Italy) is at war with Yugoslavia or Greece, or
the first turn in which the British land any unit in While the JagdPanther Publications game THE SPANISH
Greece or Yugoslavia (the only real fighting, other than CIVIL WAR portrays the German participation in the war
anti-partisan operations that the Bulgars did for the Ax­ reasonably well on the ground, and very well in the air,
is in the entire war was in April and May of 1941 against it totally ignores the German naval participation off of
the Yugoslavs and Greeks. Bulgaria never declared war on the coasts.
Russia; they were only at war with the UK. The next ma­ For the German Navy, you will need counters for the
jor campaign fought by the Bulgarian armed forces was Graf Spee, Deutschland and Scheer. These have artillery
conducted under Russian command in 1944-1945 against the attack factors of four, at a range of up to two hexes in­
Germans). land. They are available on turn 2. They can be attack­
(4) (Optional): On any turn starting with Spring of 1941 ed only by aircraft units. If attacked, each attacking
the Germans may attempt to activate Yugoslavia. To acti­ air unit is rolled for. A die roll result of one or two
vate the Germans roll a die: if an odd number is rolled, permanently puts that particular ship out of the game. It
Yugoslavia becomes a minor German ally. If an even num­ has not been sunk (the bombs available are not heavy en­
ber is rolled Germany must immediately pay declaration of ough) but must be repaired. German Pocket Battleships
war costs and the Russian or British player gets the Yu­ may move only on all sea hexes or partial sea hexes.
goslavian armed forces. Note: Before the die roll, the There is some considerable political friction in
Russian player can sign a treaty of friendship with Yugo­ this area and if the Germans blatantly blast away at the
slavia. Such support for the anti-Axis forces in Yugosl­ Republicans every chance they get, the British are very
avia means that Yugoslavia only becomes a German minor a- likely to become upset. For this reason, every time that
lly on a roll of six. However, if war results from this a German ship fires, a die is rolled, and the effect in­
action (roll of 1-5) the German player doesn't have to dicated is enacted before the combat is resolved.
pay declaration of war costs. Spurred on by the British DIE ROLL EFFECT
and Russians an officers coup brought Yugoslavia out of 1 Germans cancel firing and withdraw that ship.
the Axis almost as fast as it had been signed in. How­ 2 Germans cancel firing, but ship stays in game.
ever, the chaos resulting from the totally Serbian coup 3 Germans cancel firing, ship stays in game.
made the German conquest of the country more of a motor 4 Attack factor of ship reduced to 1. This re­
march than a real war. If you want to be still more acc­ flects that only the small Nationalist navy
urate in reflecting Yugoslav disorganization make the actually participated in the bombardment.
Germans pay a declaration of war cost of five but when­ 5 Same as 4.
ever a German unit moves adjacent to a Yugoslavian roll a 6 Germans may bombard at will.
die. On an odd numbered roll the Yugoslav unit is remov­
ed immediately from play and if the German has additional No more than one Pocket Battleship may participate in a
movement points he may continue to advance. given attack. Every second roll of six causes one to be
If the activation is attempted after Germany has de­ subtracted from all future die rolls. If a die roll of
clared war on Russia or after Britain has lost Malta, 1 comes up, the Republicans can accept it, or allow the
Suez, and Gibralter than Yugoslavia becomes a German min­ German ship to stay in the game and conduct the attack,
or ally unless a 1 is rolled and no treaty of friendship but they receive an identical ship of their own on the
is possible. The Yugoslavs counted on both of these pow­ next turn. It is presumed that incidents should be
ers. If it was more visibly obvious that they were on avoided and the Germans and British will not attack each
their own, cooler heads would have been more likely to other. If attacked by Republican aircraft, the Germans
prevail and Yugoslavia would probably have chosen the get one free reprisal attack. This must be conducted on
path of least resistance in stringing along with the Axis. the next turn, and must be conducted against a unit which
(5) (Optional): While Greece cannot be directly activ­ is within six hexes of the point of attack.
ated as an Axis minor ally it can be blackmailed into If the Republicans accept the British Battleship on
joining. If Italy pays declaration of war costs against a die roll of 1, they must do so again on all future die
Greece, roll two dice. If a 2 or 12 is rolled than Greece rolls of 1.
surrenders, becoming a minor Axis ally. The British may The British Battleships have the choice of rolling
block this by moving out of turn and placing a ground or on the German chart each firing, or allowing both play­
air unit in mainland Greece. This keeps Greece from sur­ ers to forget the chart entirely. All ships have unlim­
rendering. The unit sent may not be intercepted by the ited movement.
Italians. It may be attacked en this turn. On the Bri­ In the highly unlikely Allied Intervention Scenarios
tish turn it may not move but may fight. If the declara­ the German ships are presumed to evacuate all German land
tion of war costs are paid by Germany and at least one forces and quietly leave.
German corps crosses the Greek frontier or moves adjacent If the British insist on using the chart,the Germans
to a Greek unit, immediately roll the die. On a roll of - receive an Italian Battleship on a roll of 1 and the bom­
1 Greece immediately becomes a minor German ally with the 4 bardment is conducted.
STRATEGIC CONSIDERATIONS IN

BAR LEV
by Daniel S. Palter
basic strategy is going to force the center of gravity
BAR LEV, while an excellent game, leaves much to be for the game towards the North end of the Golan. Rafid
desired as a simulation. The strategies advocated here may well be left lightly covered. Even if you fail.it
will work in the game but would have Ted to utter disas­ will certainly pull the Israeli dispositions off balance.
ter in the real world. There are reasons for this. On Remember again, it does not matter how many villages you
the Arab side the game makes the presumption that there lose, if you can cling to one Israeli village and wear
is an Arab side that wins or loses. In the real world down his forces without getting utterly destroyed in the
that simply is not the case. Although there is a general process the Syrian front has done its job.
Arab bloc, Egypt and Syria win or lose on their own and EGYPTIAN STRATEGY - THE VICTORY FRONT: This is where the
each would be quite reluctant to sacrifice itself for the Arab Player is going to win the war. A draw here leaves
other's benefit. However, Egypt is contrawise in no pos­ virtually no chance for an Arab victory and a defeat here
ition to be quite as selfish as the game strategy re­ is an Arab disaster. Again remember your victory condit­
quires (in the real world they came out from under their ions. All you have got to do is clear the Bar Lev line,
missile umbrella in large measure to avoid having it look which is not going to be hard to do, and hold it while
as if they were really abandoning Syria). On the Israeli maintaining a sufficient reserve to knock any Israeli
side it is the geography that is off. The area included penetrations.
on the boards gives almost no depth to the Sinai front The vista of the Instant victory: The Egyptian
when in a strategic sense they had all the room in the front can see an Arab instant victory. If you are a good
world. Contrawise, the great danger of a Syrian descent tactician, and the Israeli Player overcommits to the
from the Golan plateau directiv into the populated Gal11- Golan, you may be able to pull it off, but for God's sake
lee and from there on to the Med doesn't come off as the don't commit for it until the Israeli forces are stuck on
Arabs only win an instant victory here by clearing the the Golan and cannot get back in a hurry. Otherwise you
board instead of making a dash for the sea as they would risk throwing away the game, the same way Sadat almost
have in the real world. did in the real war.
SYRIAN STRATEGY: Forget the instant victory rules here. The Basic Egyptian Strategy: First clear the Bar
Any vaguely awake Israeli Player will manage to use the Lev line. The victory conditions require CLEARING them
terrain to keep himself on the board, even in the opening (Note: you still win even if you don't hold them all).
turns. In fact, and in large measure, forget about winn­ Second, grab and hold the northern and central Israeli
ing on this front. You are going to have to be awfully road entrances. Use your airborne if possible if you
lucky or up against someone fantastically inept to pull have to (this is going to depend on Israeli air strategy,
it off. if he wants to stop you, you will never get the required
Does this mean you retreat into a defensive shell? air superiority, but given the Syrian air strategy out­
Of course not. Remember the victory conditions. You get lined above you will probably get the chance before mid­
one point for a draw, and for the Arab to win the game he game). This will shorten your front and limit your trou­
needs that one point. To win the Israeli Player must take bles, but be very careful not to overextend yourself, un­
four of your villages and give up none of his own. (The less the Israeli Player is TOTALLY committed to the Golan.
Ft. Hebron rule amounts to the same thing only it counts Even against a minimal Israeli commitment you will usu­
the other crest hex as one of the villages.) Now holding ally be better off nibbling at the heights between the
your entire front can be difficult. The Israeli Player central and southern east-west roads rather than attempt­
can always bring on enough better pieces to overwhelm you ing an all-out offensive. You get stuck with a draw if
eventually* So the key to pulling off a draw becomes the Israeli Player pulls off a groundborne canal crossing
holding onto at least one of his villages. But which one? even if you can immediately wipe out the pocket. So you
Shaba: It is right on the start line and is at most are strategically on the defensive after the first few
defended on the first turn by only one(8)-6 artillery u- turns even if you use offensive tactics. The only excep­
nit. With or without the unit it is a sure bag on turn tion is a clear line on an instant victory.
one, and by driving south from there towards Banayas' and DON'T MAKE SADAT'S MISTAKE':: An Egyptian general offen­
Massadah you stand a chance of sealing the Banayas road sive with no instant victory potential will merely weaken
and limiting the reinforcement of the counterattacking the Egyptian army without taking any real pressure off
force. You can further implement the second part of your the Syrians.
strategy.
Egyptian Air Strategy: Keep your planes in reserve
Attrition: Your second main objective beyond force- on the first few turns. Let your SAM's and the Syrians
ing a draw here is killing Israeli units. Don't be over­ chew up the Israeli Airforce before you even THINK about
ly deterred by your breaking point- whether you reach it committing anyone. On the turns after you clear the BAR
or not is almost totally in the hands of the Israeli Pla­ Lev and start driving towards the road entrances, send up
yer anyway. The key thing is to seize every possible as much as possible on air superiority to use or threaten
chance to knock out Israeli factors,especially air units. your paratroops, but, if the Israeli rises to meet you,
Remember that your Mig-21's are much better at air-air back down until he's back to sending his airforce to the
than at air-ground. Load the max in the first few turns Golan. Your airforce is your key reserve when the Is­
on the air superiority scene. If the Israeli comes up raeli counterattacks you will need it to take the sting
to meet you, you will get him badly with attrition while out of the Israeli ground-air attacks via the air super­
getting blown out of the sky. If he doesn't, you will iority route.
cream any air-ground he's got out and to get an attack Final Summation: Clear the Bar Lev line briskly,re­
going on the Golan he's going to need them. Hold your move if possible the northern half of the SiTez front map
SU-7's in reserve. The Israeli Player, in his key attack from play and then form the best possible DEFENSIVE fron­
turns, will have to leave some of his F-4's on CAP or see tage, keeping adequate reserves on BOTH banks of the Can­
you get to knock back a key attack or two with air att­ al to deal with Israeli airmobile operations and limit
acks. penetrations. Offensive moves should be limited to ex­
Final Note: Remember the Jordanians. If you get posed Israeli pieces - attrition works against you here
lucky and get a large turnout send them after Rafid. Your О and merely adds to the possiblity of breaking.
ISRAELI STRATEGY - THE TWO OPTIONS: As an Israeli Player
you should see your problem merely by reading the Arab
strategies. The Syrians are definitely beatable but you
are going to have to work for it. The Egyptians are very
New WITE Start line
hard to get a draw against and require an almost imposs­ by Peter J. Lysy
ible effort to defeat. Yet you lose on a tie so you need
at least a draw in the Sinai to win the game. In WAR IN THE EAST, by SPI, the "Early Russian Neu­
The Beginning Israeli Player's Strategy: This is not trality" scenario is a historical impossibility: Stalin
the optimum, but merely the easiest to deal with while would never have allowed Hitler to occupy all of Poland.
you are breaking into the game - go all out in the Sinai. A more historical scenario would be Russia's occupying
Accept a draw in the Golan, do not even try to defend
more of Poland and Germany's occupying Lithuania. The
Shaba. If the Syrian Player makes the great northern
Soviet Union took all of Poland up to the Vistula River
push I recommend, give up all three of the northern vill­
in September of 1939. Lithuania had already been declar­
ages and be content with taking Kafir and Jasin (to give
ed to be in Germany's sphere of influence. But Germany
yourself a good chance of holding at least one by the end
gave Lithuania to Russia for the part of Poland between
of the game). If the Syrians adopt a broader front stra­ the Vistula and Bug rivers. Had this trade not occurred,
tegy, give up Shaba and Rafid, and hold the other four
Russia would have started the war with a rather precar­
strongly, but without even really trying to cross the
ious border with Germany.
start line - your troops are better than his,He breaks
The German side of the new border consists of the
easily if he keeps battering too hard at a good perimeter
following hexes and all the lands west of them: hexes
along the ridge line covering your redoubt. On the Suez
on the Rumanian, Hungarian, and Slovakian borders to the
front, mass your available units in the El Shatt sector. line of hexes 3030-2930-2830-2730-2630, thence along the
Retreat slowly into ,the hills but hold the CENTRAL ROAD
Vistula, then the Narew rivers to the Barbarossa Start-
at all costs. As soon as the bulk of your reserves come
line, to the old Russian/Polish border to the line of
up get your bridgehead first at Suez - then swing up the hexes 0519-0419-0420-0421-0322-0323-0324-0325-0326-0327-
west bank of the canal pocketing the entire Egyptian
0427-0428.
bridgehead. After three turns they vanish. Using air
For the Germans, only the initial placement of the
support you should have a good shot at blasting your way three Army Groups is different. Army Group North sets up
up the causeway to Port Said - If possible use your air
along the border north of hex 0820. Army Group South
mobile capability to help by leapfrogging Egyptian reser­ sets up south of hex 1828 to (and in) Slovakia. Army
ves. Warning: This will tend to produce a narrow front Group Center sets up between Army Groups North and South.
battle in the El Shatt-Suez region deciding the war on For the Russians, the Baltic Front extends between
turns 5-8 as once the Egyptian Player sees what you are hexes 0329 and 0418; the West Front between 0518 and 1627
doing he will adjust. However, if you strike fast and and the Kiev Front between 1828 and 3221.
hard he will probably be expecting you to clear out his
forces on the east bank first and be caught off balance.
Advanced Israeli Strategy: As any of you more ad­
ept at Bar Lev can relate, the above works progressively
C O N D O R -C H A C O
by Phil Kosnett
less well familiar the Egyption Player is with the
game. By this time, however, you should be able to use
this approach and reverse things. Spread your units out CHACO!, by Game Designers Workshop, investigates the
a bit more in your opening to force the Egyptian to do possibility of the US Marines intervening in the Chaco
likewise. Reinforce Suez first and punch a hole across War. However, another possible (though by no means pro­
the Canal (remember even a one unit crossing will do). bable) intervention would be by Germany and Italy. After
But once you get your bridgehead, pull out fast and form all, they participated in the Spanish Civil War, which
a good perimeter around the two southern road exits. Any was just a few years later. Assuming the Axis nations
excess units go back to Syria as do ALL regrouped units. could bribe Argentina to let them pass,substantial forces
Use the entire airforce to blow out your bridgehead on could have arrived as soon as Turn 3 (late 1933). Where
the Egyptian front and then no more air to Egypt for the they would have arrived, who they would have fought for,
rest of the game. Only use airmobile if you can do so is another matter. Neither nation was particularly pro-
without risking your Chinooks - you will need all your German; neither nation was Fascist. The Germans likely
would have kicked in with whoever was winning, thereby
lift for the—
Golan: Take your losses in territory on the first obtaining a strong South American ally and providing some
few turns while you salvage your Egyptian draw but don't seasoning for the troops. So, at the beginning of Turn
despair,just keep your units intact as well as at least the 3, add up the victory points. The side winning is de­
El Quantara road. Once the big push begins,destroy the clared the German- А П у Player. The German-Ally Player
Syrian airforce as .soon as it offers itself for battle. rolls a die, following the results:
Clear Israeli territory first here - the only possible 1. Eight air units and two “6" infantry regiments arrive
exception would be in the case of a superstrong Syrian immediately at reinforcement point.
push in which case it would be permissible to go for Sasa 2. Four "6" regiments and one "3" tank group arrive imm­
at the same time you go for Shaba. Use your Chinooks to ediately at reinforcement point.
switch units being withdrawn from Suez to the Syrian 3. US invokes Monroe Doctrine, Axis chickens out and
front box. Your optimum targets are Sasa,Baytima.Quanta, sends nothing.
and Kiswah. Damascus may be threatened but is not worth 4. Four "6" regiments and one "3" tank group arrive. In
the effort. Hebron must be threatened but is only to be retaliation, US sends in the 5th Marines. 5th Marines
hit if very weakly held (Hint: Even then you are probably are under command on non-German-Ally Player, arrive imm­
better off isolating the garrison on the crest and kill­ ediately at reinforcement point.
ing it off that way.) Optionally, Kafir may be substi­ 5. Axis sends "advisor" units. Three advisor units arr­
tuted for Kiswah, but the full southern push is only to ive at reinforcement point. Advisors have no combat pow­
be tried if the Syrian Player's dispositions are so lop­ er, but combat die roll in offense and defense for units
sided as to concede the sector, and even then proceed stacked with advisors improved by two. Advisors suffer
with caution - the Jordanians could always arrive. Break­ same result as units stacked with them, do not count ag­
ing the Syrian army will help but territory rather than ainst stacking limits.
blood is your main objective - if you can take by maneu­ 6. Due to the quirks of politics, Germany has decided to
ver it beats banging your head in attacks given the games go with the underdog. Four "6" regiments and one "3"
loose supply rules. tank group arrive immediately at enemy reinforcement
How to Choose: QUICKLY!!! The Israeli Player must point.
decide in basically the first one or two turns which sec­ In these Scenarios, Marine and Axis units are under
tor is to be the win and which is to be the draw. Beyond the complete control of owning Player. Ignore the "trea­
an airmobile threat any Israeli reserve is a needless chery" rules. Also, Marine and Axis units destroyed
risk. count only half as much in human cost victory.
e) OPTIONAL - DDs and DEs may declare that they are

SM S in taking evasive action. Such action makes them in­


eligible to use SONAR in their hex detection phase.
Place an evasive action marker on the unit. Evasive

СЛ
action causes attacker to add one to die roll for
torpedo or gunfire attack in his turn. Unit taking
evasive action must also add one to die rolls for
torpedo or surface gunfire in next player turn. A
ship taking evasive action may not conduct a DELIB­
by Clifford L. Sayre, Jr. ERATE ASW attack, but may conduct a PINNING attack.
5) ASW Attack Phase
The addition of submarine attacks to SPI's game a) A DELIBERATE attack may be declared and conducted if
CA can add some interest and variety to scenarios. How­ the phasing attacker had contact in the detection
ever, it should be pointed out that the time and dis­ phase and moved into or through the target hex dur­
tance scales used in CA will introduce a large element ing the movement phase.
of luck as to whether a submarine comes into play dur­ b) A PINNING attack may be made against ANY hex if the
ing a 15-20 turn game. During WWII a submarine might attack was declared during movement and the unit mo­
be located in what appeared to be a likely spot only to ved into or through the target hex.
have the target change course at the last minute spoil­ c) A COORDINATED attack may be delivered by a vessel
ing the planned ambush. It might then take S-24 hours, not having contact, if there is a vessel with SONAR
or more, (most of it running on the surface) to regain contact and the phasing attacker moved into or
a favorable firing position, if it could be regained at through the target hex.
all. d) Only ONE ASW attack may be conducted against a given
The following revision of the CA Game-Turn seq­ target during each ASW attack phase. A single att­
uence contains most of the additional rules or proced­ acker may conduct a depth charge and hedgehog attack
ures needed. against a single target in the same phase.
A. FIRST PLAYER-TURN e) If the necessary conditions for detection, movement
1) Detection-Contact Phase and attack are met, the phasing player executes the
a) Non-Phasing piayer must place on the board any attack using the Submarine Attack Table. (If the
submerged SS unit detected or surfaced SS unit attacker has used both depth charges and hedgehogs,
which is within RADAR or visibility range given in he rolls for each weapon separately.)
Detection Table. Except as noted in the optional f) If a PINNING attack is conducted against a hex in
rule, detection is automatic. Non-phasing player which a sub is located, the attacker rolls for this
removes any submarine unit which is not detected attack, otherwise no effect results.
and must keep account of its subsequent location g) An ASW vessel requires one full turn to prepare for
and movement on a piece of paper. the next attack. In other words, a vessel may con­
b) Only DDs and DEs (or SSs) are eligible to detect duct an ASW attack only every other turn. Exception-
by SONAR (or listening) and they must be moving at A vessel having depth charges and hedgehogs could
speed 3 or less. conduct a HH attack one turn and DC attack on the
c) If phasing ship is a submarine, it must have vis­ following turn. ASW DDs and DEs are assumed to have
ual contact to be eligible to attack this turn. ten turns of DCs and 8 turns of HHs. (Only DEs have
d) If phasing ship is DD or DE, it must have visual HHs).
or SONAR contact to be eligible to attack this h) It is assumed that a submarine at periscope automat­
turn. Exception - A PINNING or hold down attack ically changes status to fully submerged when delib­
does not require contact or detection. erately attacked or if a PINNING attack is conducted
e) OPTIONAL - Phasing player attempting detection against the same hex or an adjacent hex. The submar­
rolls a die. If he rolls a 1, 2 or 3 he can de­ ine would thus not be eligible to have visual con­
tect at a range of one hex beyond that given in tact and conduct a torpedo attack during the next
the Detection Table. If he rolls a 6, he detects player turn. The owning player may declare that he
two hexes beyond the table distance. A die is IS REMAINING at periscope depth.
rolled for each potential target. i) If the owning player declares he is not submerging
2) Gunnery Attack Phase (as per regular rules). under attack, the attacker adds one to his ASW die
a) DDs and DEs conducting ASH attacks this turn may roll.
fire at surface targets, but must add one to the j) OPTIONAL - If the owning player declares that he is
die roll. not submerging the attacker may attempt to ram. Att­
3) Torpedo Attack Phase acker rolls one die: 1,2 or 3= sub sunk, attacker
a) Surface ships fire TTs as per regular CA rules. takes 1 P damage. Ships larger than DD may not ram
b) Phasing submarines may fire one or more torpedoes subs.
up to the number of bow (or stern) tubes avail­ k) OPTIONAL - For scenarios after June 1943 American
able. The target must have been detected one full and German subs may carry acoustic torpedoes. US
turn before firing and must still be in contact at carries 3, Germans carry 4. Owning players records
the beginning of this phase. Place an arrow coun­ indicate whether acoustic torpedo is in tubes or not.
ter representing the torpedo track in the hex ad­ A submarine under a deliberate or PINNING attack may
jacent to the target pointing at the target. Use fire an acoustic torpedo to negate the attack. SS
Torpedo Hit Table and Damage Table given below. rolls die BEFORE ASW attack is resolved. 1-4 = ASW
c) Torpedo tubes may be reloaded at the rate of one attack aborted and DE receives 2P damage, DD IP dam-
torpedo per turn, but SS must not be under attack. aqe. 5 or 6, attacker rolls for his attack.
Owning player must keep track of torpedo tubes 6) Acceleration/Deceleration Phase (as per regular rules).
loaded and torpedos expended. A PINNING attack
does not prevent sub from reloading unless sub is
in the same hex against which the attack is con­ B. SECOND PLAYER - TURN
ducted.
4) Movement Phase (as per regular CA rules).
a) Phasing player declares which ships are conducting C. GAME-TURN INDICATION.
ASW attacks.
b) Attacking unit is moved onto or across hex contain­
ing the target SS. DETECTION - Submarines are only placed on the board when
c) A DELIBERATE ASE attack must be made at speed 2 or 3. seen or detected by RADAR or SONAR. Units are removed
d) A PINNING or distracting attack may be made against from the board as soon as contact is lost. Detection is
ANY hex (whether in contact or not) at any speed automatic under the conditions given in the folowing
greater than 1. table (or otherwise agreed to by both players).
DETECTION TABLE NIGHT DAY SHIP CHARACTERISTICS
surfaced sub sees surface ship 6 hexes 18 hexes US Balao class - 6 bow TT, 4 stern TT, 24 T, 4/2 S.
sub at periscope sees surface ship 4 8 JAP 113 class - 4 bow TT, 2 stern TT, 12 T, 3/1 S.
ship sees surfaced submarine 4 12 JAP 1400 class - 6 bow TT, 2 stern TT, 20 T, 3/1 S.
ship sees periscope 1 2 JAP 1176 class - 4 bow TT, 2 stern TT, 13 T, 5/2 S.
ship RADAR spots surfaced 14 14 Ger type VII - 4 bow TT, 1 stern TT, 14 T, 3/2 S.
submarine 14 14 Ger type IX - 4 bow TT, 2 stern TT, 22 T, 4/2 S.
sub RADAR spots surface ship 30 30 Ger type XI - 6 bow TT, 2 stern TT, 12 T, 5/2 S.
SONAR detects sub 2 2 GER type XXI - 6 bow TT, 23 T, 3/3 S.
sub SONAR/1istening detects surface ship = 3 hexes per
unit of target speed. TT = torpedo tubes,T = torpedoes, S = speed (surface/sub­
merged). Submarines with submerged speed greater than 1
SUBMARINE TORPEDOES - Sub must have visual contact in may only use maximum speed every other turn. Inver unit
detection phase of firing turn and must have had visual after max speed, 1 less next move.
or RADAR contact in previous turn to be eligible to fire.
The determination of torpedo damage is a two-step pro­ Below are shown three versions of US DEs. All have HHs.
cess. (Obviously a H result must be obtained to proceed
to the second step)
TORPEDO HIT TABLE

Number of Torpedoes Fired 1 2 3 4 5 6 7 8+

Die Roll 1 H H H H 2H 2H 2H 3H Rudderow Buckley Evarts


2 - H H H H 2H 2H 2H Speed 5 Speed 5 Speed 4
3 - - H H H H 2 H 2 H
4 - - - - H H H H
5 H H H

The following adjustments are


6 H H

cumulative, add and sub­


P U N IC W ARS
tract columns as indicated. by Scott Rusch

For target range greater than 2 hexes, shift left 1 col. SPI's game PUNIC WARS has good and reasonably accur­
per hex. ate scenarios for the Second and Third Punic Wars, but
For target speed greater than 3, shift left 1 col. per the First Punic War scenario could use some changes.
unit of speed. First, the Carthaginians in Sicily will almost al­
For target speed less than 3, shift right 1 col. per u- ways be able, due to the leadership difference, to defeat
nit of speed. the Roman troops in Sicily and force them to be beseiged
For US torpedos before Sept. '43 shift left 1 column. in Messana. This also shuts up the Roman ships, and puts
If target taking evasive action shift left 1 column. a superior Carthaginian fleet in the hex. Therefore, no
Romans can cross from Italia into Sicily. Second, the
TORPEDO DAMAGE TABLE Carthaginians in Zeugitania can run up into Etruria via
Defensive Strength of Target Sardinia and Corsica, and cannot be beseiged there with­
! Roll 1-2 3-4 5-6 7-10 10-20 20+ out Roman fleets. Roman strength must be sent into the
1 PW PW PW 2P 2P P area to keep it in Roman hands. This weakens forces in
2 2P 2P 2P P P P Rome. Third, with Messana beseiged Sicily is in Carth­
3 sunk P P P P P aginian hands. Furthermore, if the Romans haven't sent
4 sunk P P P P _ forces into Etruria, Carthage controls that too. So Car­
5 sunk P P P P _ thage has some 30-34 treasury points to Rome's 20-24.
6 sunk sunk P P - - This sort of thing can continue for some time. Fourth,
the Romans need to build ships to strike back. The die
For second US hit roll again. roll they need can be made on the first turn, but could
For second JAP hit, shift left 1 column and roll again. even be made on the fifth (far too late). The entire
game depends on the shipbuilding die roll, and that is a
Subs may reload one torpedo per turn if they are not poor thing for a game to depend on. If that roll isn't
under DELIBERATE attack or if PINNING attack is one or made soon enough, the Romans will be buried.
more hexes away. See ASW Rule К (Optional) for use of To solve this one-sided arrangement, make a number
acoustic torpedo to abort ASW attack. of modifications: First, change the die roll needed to
build ships as follows, on turn one it is 1-2, on turn
ASW ATTACK - Only one ship may conduct an ASW attack ag­ two it is 1-3, on turn 3 it is 1-4, etc. Use same sys­
ainst a given submarine per turn. The target must have tem if shipbuilding has been stopped by heavy sea loss.
been detected and the attack declared during movement. A Second, as Nova Carthage has not been built yet, no one
ship attacking with depth charges automatically loses may enter or collect revenue from it. Third, storms are
SONAR contact. A ship attacking with hedgehogs (only) a little too common in the game. Before rolling for att-
does not lose contact. A ship requires one turn to rearm tition at sea, roll to see if you have to roll. On a 1-2
a weapon. DDs and DEs carry 10 turns of depth charges. you must roll. Fourth, cases 5.24, 9.11 and 9.19 all
DEs carry 8 turns of hedgehogs. state that no unit may be under the command of more than
The attackers die roll during his first attack (whe­ one leader during a campaign phase. Therefore, combined
ther successful or not) determines how many SUCCESSFUL attacks are impossible, even though they did happen. In­
attacks will be required to sink the submarine. ODD = stead, when you have two armies which you wish to combine
3 attacks: EVEN = 2 attacks. to attack an enemy force, find the percentage each frien­
dly army is of the total friendly force involved, divide
the enemy force into the same percentages (rounding frac­
ASW ATTACK TABLE
tions up in favor of the smaller number of troops), and
have the small friendly force attack the small enemy
DELIBERATE ATTACK - 6 produces damage (speed 2 or 3).
force, and the large friendly force attack the large en­
PINNING ATTACK - (if sub in same hex, otherwise nothing ) emy force. Both enemy forces use the same general as co­
2 6's = damage. mmander, as they would have if they had not split.
HEDGEHOG ATTACK - 5 or 6 produces damage (speed 2 or 3). q The latter two rules may also be used in the Second
COORDINATED ATTACK - 4, 5 or 6 produces damage (speed 2). О and Third Punic Wars scenarios.
SPREAD T H IN by Stephen V. Cole
EL
Often in games a player finds himself committing
more units to hold an area than are actually necessary,or
needing more units than he has,just to cover a given num­
flLAMEIII by James Simms
ber of hexes. This is a flaw in game mechanics that can
be minimized by providing breakdown counters. However, PANZER ARMEE AFRIKA, a former magazine game from SPI,
this is not practical in many cases. is interesting, though, like many other such games, tends
Studying the way such a situation is handled in an to go on so long that by the time you reach the titanic
actual combat environment yields a simple answer: spread struggle of El Alamein, it is time to quit. Utilizing the
out the troops a little more. This, of course, cannot be Mini-game concept, this article presents the starting po­
done on a hex grid without the gaps in the ZOC chain sitions for that battle.
that gamers learn to avoid, or the construction of break­ The British set up as follows: three 2-50 Infantry
down counters which we have considered impractical. The Brigades each on 1247, 1148, and 1047. One 2-50 each on
solution is to place the counter on a hex side, and de­ 0948, 0949, 1248 and 1351. One 3-50 Armored Brigade each
clare that the unit is on both hexes. on 0948, 0848, and 0949, and two 3-50 Armored Brigades on
0950. Three supply units and the truck may be placed any­
where east of the front.
The Axis set up with two 3-60 units and a 3-40 unit
each on 0847 and 0947, three 4-60 units on 1246, and two
SHADED AREA 1-40 units each on 1147 and 1046. Supply units are placed
EQUALS ZOC in 2110, 1440, Tobruk, and oneadditional supply unit and
the truck may be anywhere west of the start line.
The mini-game consists of turns 17 to 20 inclusive.
There are no reinforcements except one supply unit per
turn for each side. The Germans get theirs at El Agheila,
the British at Alexandria.
From a conceptual point of view, simply treat both The Germans win the game by capturing Alexandria. The
hexes as a single one for all purposes. The attack fac­ British win by preventing this from occurring or taking it
tors of units in all 8 ZOC hexes would be combined into a back if it does. The Germans must hold it at the end of
single attack against the unit. the game to count. That is a pretty cut and dried way to
This leads to some interesting situations which , decide the winner, but that is the way it was.
conveniently enough, reflect the actual situation. If
the spread unit is to be moved, it must first be "moved"
into one of the two hexes comprising the "psuedo-hex".
This is done exactly as if the unit moved from one of the
two hexes to the other, since half of the unit has done
T he G e rm a n s at
just that. If both hexes of the psuedo-hex are in enemy
ZOC's, the unit could assemble in either of the hexes
PORT A R TH U R
marked "A". This carries a penalty, however, in that the by James A. Gavin
unit must spend twice the cost of entering "A",to reflect
the time spent in forming up on the march. Also, at the During the Russo-Japanese War Kaiser Wilhelm con­
time this is done, the enemy may launch a "free" attack stantly sent encouraging and helpful telegrams to his
with units adjacent to the psuedo-hex. If the result is cousin Nicholas, Czar of Russia. While history has re­
a DR, the unit retreats but cannot move. vealed that Wilhelm had secretly been laughing through
For combat purposes, if advance after combat is his teeth (Russias involvement weakened her, something
called for, both halves of the psuedo-hex may be stacked Germany could not help but appreciate) there were sugges­
to capacity. tions at the time that some German troops be sent to the
For Zone of Control purposes, the hex is still con­ War as a gesture of good faith and cooperation. While
sidered as two separate hexes, as it is for other units this might have proven embarrassing to the German advis­
tracing movement or range, or supply paths. ors on the staff of every Japanese Division, it might
When forced to retreat, the unit has two options: have occurred, if Wilhelm had felt the need of getting
The "A" hexes, or one of the two hexes of the psuedo-hex. some realistic training for his units and to convince his
If all are in enemy ZOC's and "A" is not occupied by a cousin of his sincerity. Actually the plan was consid­
friendly unit, the spread unit is destroyed. ered a bit far-fetched at the time and has never really
The terrain in the psuedo-hex is considered to be managed to improve with hindsight.
the least advantageous for the defense from the two A German expedition to Siberia would be limited by
choices available. the ability of German hospitals to treat frostbite, but a
Units stacking in the psuedo-hex obey limits for a certain size is required to provide the Germans enough
single hex, but must all be stacked on the line. In some men to cover themselves if the Russians throw in the to­
cases, such as anti-partisan or parachute security, or wel» and to insure that the commander has enough rank to
when establishing a defense in depth, units might occupy merit the proper salutes at staff meetings. A Force of
three hexes. In order to be placed on the hex side, any four Divisions (each with a strength of 16) and two ar­
unit must be in one hex and pay the cost to enter the tillery Brigades (each strength 8) covered by four caval­
other. ry regiments (each with a factor of 2) should be about
right. The units would presumably be placed in European
Russia during March of 1904. However, Germans are not
as well trained for cold weather as Russians, and during
winter turns, they must be placed in either Mukden or in
European Russia. If Mukden falls, they must all be eva­
cuated at once. German units do not suffer command para­
lysis. Hits on German units count double for victory.
Presumably, if the Germans had been involved, the
British might have become so. In this case, however, the
British Army is too small to spare a significant force to
participate in the war. The British fleet would probably
intervene, however, and shut down all Russian fleet oper­
ations in the game.
VIVA! WEAPON SYSTEM/
GAME SYSTEM
by Norman J. Lafferty
In an attempt to help you keep your contemporary war
Using the Monroe doctrine and the various corollar­ games up to date, JagdPanther presents this series of
ies to it, the US has stuck its nose and its troops into short articles on new Military Developments.
the various countries of Latin America. The first scenar­ The US Army's M-72 “LAW" has provided the last-ditch
io of Flying Buffalo's VIVA is a typical revolution, and Anti-Tank defense for the last decade, but many soldiers
can be used for a typical imperialist intervention. have been dissatisfied with its short range. A new wea­
The American Player is a separate Player in the game pon, the VIPER, is under development as a replacement for
and moves last. He begins turn 4 with 3 5-5 infantry u- the LAW. In terms of TANK, the factors would be 15* at a
nits and 3 2-6 cavalry units in Texas, and on turn 5 can range of 8.
land 3 5-5 infantry, 3 2-6 cavalry, and one 6-5 marine The Soviet T-1970 has now gone into production as
units on the Atlantic coast of Mexico. Supply is traced the T-64. This tank mounts a 122mm gun, and presumably
to Texas or the Atlantic coast. The Americans never suf­ carries only about thirty rounds of 2-piece ammunition.
fer attrition. To win the game, the Americans must hold For MECHWAR this factors out as 18 M 10 (15) 6.
Mexico City, Vera Cruz, and Guadalajara by turn 12 and The Soviets are still trying to find a suitable
continue to hold them for two complete turns. At that light tank, a concept they have never dropped. An up­
time the Americans may designate one of the two Mexican grade of the PT-76, the PT-85.mounting an 85mm gun on the
Players as the new Mexican government. Presumably this same amphibious chassis, has been tested but not yet ap­
would be the one that cooperated the most. proved. This vehicle would be 10 M 8 (8) 6 in MECHWAR
and 12-6-2-2-12/10-8-N-30 in TANK.
Experiments into the Israeli systems for redistri­
buting the ammunition in the M-60 are being conducted by
the US Army. The Israelis found that with only a few
A R E S IA by Michael Stanbury
hours work by the crew using simple tools, they could re­
locate the main gun ammo into racks on the floor, and the
vehicle could survive one or more hits on the turret. To
reflect this in TANK, give the M-60 (or any other vehicle
As she comes to all men, old age came to Argrath,en­ you wish) a chance to survive a "hit". A figure of 33%
folding him in her arms and sapping his strength. After probability of surviving the hit is recommended.
a time she left him, but he stood yet for a span of years
at the head of Sartar, old but no older. He could no
longer wield the sword and axe he had used so well in his
now long-dead youth, and a new blade, keener and lighter
was fashioned for him, that he might still fight. His
PILOTS
friends had preceded him to the grave, those that could by Howard Anderson
die that is, and his sons and daughter among them.
But the Lunar Empire, the Empire of the RED MOON,was Lou Zocchi's Pioneer Strategic Air game, BATTLE OF
dormant, holding within the G1owline,awaiting his death. BRITAIN, is still as valid a simulation today as it was
Tarsh was no longer so troublesome as it had been, and on the day it was printed. But game designer's have to
the exiled had, for the most part, returned home. Peace make a compromise between detail and playing time, and it
held sway, but only because of the reputation of Argrath. is difficult to please everyone. While the game itself
When he died, he knew, the Lunar Empire would once again includes both simple and more complex versions, many
storm his Nation. But while he lived there would be yet players find themselves willing to trade just a little
peace, and he was too old to care what happened after his more time to study additional concepts that made the his­
time was done. torically decisive battle what it was.
But the Empire of the Red Moon was not to be kept in One of the most critical factors was the supply of
total inactivity because of the temporary stopgap at Dra­ pilots. Both sides had a limited supply, the British be­
gon Pass. Raids, probes, and forrays went out through ing the worse off. However, they had the advantage of
the orher portals on the border, and after the Empire had fighting over their own territory, and being able to sal­
become a bit more stable, political missions followed. vage pilots from downed aircraft. To simulate this prob­
One of these contacted the land of ARESIA, whose inhabi­ lem, it is proposed that the players also keep track of
tants worshiped the Red God ARES, Lord of Blood and War. their supply of pilots, and that any aircraft which don't
These men were fighters for the sake of fighting, their have one be left on the ground for that week.
one weakness being a tendency to take any small or local There is a formula to determine how many pilots one
success as a reason to being a celebration which usually has available. First, one checks to see how many pilots
meant several days of drunken debauchery. If the current were in the hospital last week, and returns 50% of them
enemy was not totally defeated, this usually was the end to duty. Then see how many aircraft did not get shot
of the Aresian Army for the time being. down (or run out of fuel, counts as the same) last week
The Empire studied this phenomenon for almost a gen­ and returns 90% of them to duty, the rest to the hospitol
eration, then enlisted 9 companies of Aresians as mercen­ for repairs. Then add to the hospitol 5% of the pilots
aries. Once more before the death of Argrath, they would that were shot down over enemy territory (this accounts
storm his country. And this time, they would be success­ for cripples sneaking home and the underground). Then
ful. The Mercenaries would be used up in their first add to the hospitol 33% of the pilots shot down over wa­
battles,but they were only expected to take a large num­ ter and 50% of the pilots shot down over friendly ground.
ber of the hated Sartars with them. Add to the duty roster 20% of pilots down in the water
To depict this, the last battle of Argrath, using and 33% of those over friendly ground. Then add the re­
Greg Stafford’s masterful WHITE BEAR AND RED MOON, you serve from the schools.
need only make a few changes to the 3rd scenario. The British begin the game with 520 pilots, and get
Add to the Lunar Army 9 Companies of Aresians. These 200 on the 2nd week, 150 on the third, 100 on the fourth,
are 8-5-4 units. They are, however, treated as having and 50 on the fifth. The Germans keep track of fighter
a defense factor of only 2. The Tarsh exiles are left and bomber pilots separately, and they cannot fly each
out of the game. Harek and Gunda are dead. Jaldon may others aircraft. They begin with 900 fighter pilots, and
of course, reappear in the game, despite his prior death. on the following weeks receive 350, 75, 40, and 20 re­
In the actual campaign, Argrath died of despair when the spectively. Bomber pilots start at 1000, and add 400,70,
Aresians sacked Boldhome, but Gurngale, a Junior Officer 60, and 40 respectively.
of undertain ancestry rose from the ranks to win the war This adds another feature to the game about which
and claim the throne. His dynasty stood 430 years. 10
little can be done except to live with it.
т я л H i i i аш ■ ■ Ш Ш 1 1 4 Я Ч Р UNIT TYPE DESIGNATIONS
и ARMOR OR TANK 0=0 INFANTRY (§3 AIRBORNE В
MECHANIZED Ц Ц MARINE S ] ARMORED CAV|g3)

RULES OF PLAY UNIT SIZE DESIGNATION

INTRODUCTION REGIMENT III DIVISION X X CORPS X X X ARMY X X X X

WARSAW PACT is an Army/Corps level game simulating a NATIONAL DESIGNATION


hypothetical or potential war in Europe between the War­
saw Pact forces (the Russians and their "satellites") and US United States BL Belgium CZ Czechoslovak
the NATO forces. There is no intention to make any poli­ UK Great Britain I Italian H Hungarian
tical statement or judgement of the forces involved. DN Denmark В Bulgarian AL Albanian
The game is unique and unusual in that it is inten­ F France RM Rumanian P Polish
tionally designed with the published Soviet concepts and NL Netherlands Y Yugoslavia T Turkey
doctrine as its basis. That is to say, the game follows GK Greek WG West German EG East German
more the Soviet theory of what the actual war will be S Swi ss AS Austrian CN Canadian
like than it does the Western theory. The game poses the
problems that the Pact will face and provides the resour­ Russian units are unmarked, but easy to tell. There
ces the Pact feels that it will have. The Players are are so many of them, you know.
expected to utlize the available resources to accomplish
the intended objectives of both sides. GAME EQUIPMENT
COURSE OF PLAY The game map is 17x28 and depicts the area in Europe
where a war such as the one described in this game could
WARSAW PACT is a two Player game. Each Player will be expected to take place. The area extends roughly
maneuver his units and execute with them attacks against from Denmark to Paris to Naples to Istanbul. A hex grid
Enemy units with the intention of accomplishing the Vic­ is superimposed on the map to regulate position and move­
tory Conditions and thus winning the game. To move from ment of units. Players may wish to secure the map to the
one hex to another a unit expends movement points which table with masking tape or to cover it with rigid plexi­
are dependent on the type of terrain. Combat is resolved glass before playing.
by comparing the combat strength of the units involved Players are provided with a Terrain Effects Chart, a
and expressing this as a ratio which is compared with a Combat Results Table, and a Turn Record and Supply
random number generated by a die roll to determine the Track to assist in the play of the game. Their use is ex­
outcome of the battle and the effect of the battle. plained in the appropriate rules section.
The Warsaw Pact Forces include the following coun­ The differently colored playing pieces represent the
tries: USSR, Bulgaria, Rumania, Hungary, Czechoslovakia, units which could become involved in such a conflict.
Poland, and East Germany. Yugoslavia and Albania are They may be referred to as units,unit counters,or counters.
neutrals and join the other side if invaded by either of The units are printed on both sides. The reverse side of
the Players. Yugoslavia will eventually join the Pact the unit shows it at a reduced strength.
except in Yugoslav Civil War Scenarios. All units represent land units. Each includes de­
The NATO forces include those of the US, UK, France, signations for its type, size, strength, movement ability
West Germany, Netherlands, Belgium, Denmark, Greece and and national composition.
Turkey. NOTES ON THE UNITS
One Player maneuvers the Russian and Warsaw Pact un­
its and is designated the RWP Player. The other ma­ Unit counters are representative of the expected war
neuvers the NATO units and is designated the NATO Player. time organization of the forces involved. The peace time
house-keeping establishments are not, in some cases, how
UNIT TYPES the units will be committed to action,as many are at low
manpower levels or incomplete, with units held deeper in
the zone of the interior intended to round them out.
In the case of non-Russian Warsaw Pact units, the u-
nit type designations (Armor, Mechanized, Infantry) are
-- UNIT SIZE more a reflection of the political reliability than the
UNIT TYPE-
-~UNIT DESIGNATION actual unit composition. This is averaged out over the
entire Army and worked into the Revolt Tables. In certain

Г
— MOVEMENT FACTOR situations a certain percentage of a given army is expec­
ted to go rotten, and is thus assigned the lower relia­
bility levels.
Soviet, British, West German, and US units are, more
COMBAT STRENGTH or less, the unit type shown on the counter. The weak US
(ATTACK AND DEFENSE) xxxx Armored Cavalry units have but one function in the game
|О I and in reality: to delay the Russians by 48 hours while
taking 95% casualties.
168 4 .MOVEMENT The forces of the other NATO countries are assigned
__ i. FACTOR type designations in keeping with their actual equipment,
ATTACK STRENGTH \ however this also closely parallels their political reli­
DEFENSE STRENGTH ability.

Combat Strength— The basic strength of the unit on attack SEQ UENCE OF PLAY
or defense. WARSAW PACT is played in turns, each of which is di­
Attack Strength— The basic strength of the unit on attack vided into two Player-Turns (one each for the Russian-
only. Warsaw Pact (RWP) Player and the NATO Player.) Each of
Defense Strength— The basic strength of the unit on the these is subdivided into various Phases. The RWP Player
defensive only (Some units, because of their organization moves first in each turn,
have a separate factor for attack and defense to more
truely represent their capabilities). RWP PLAYER-TURN
Movement Factor— The basic number of hexes a unit may en­
ter on a given Movement Phase. Units may only enter ad­ (1) REINFORCEMENT PHASE: The RWP Player checks the Sce­
jacent hexes and the distance moved may be affected by nario notes to determine if any Reinforcements are due to
terrain or supply considerations or the presence of En­ him on the current turn. If so, they are added to the
emy units. 11 map in accordance with the rules. At this time the RWP
Player adds any additional Supply Points to his accumula­ The Russians can gain credit for another city (Antwerp)
ted total. by exiting a unit from the map from hex 0113. In both
(2) PRIMARY MOVEMENT PHASE: Within the limits of the cases a supply path to the exit hex must be maintained at
Movement rules, the RWP Player may move his units on the the end of the game. Units which exit the map in this
game map. NATO units may not move or be moved. manner may never reenter the map and need not be provided
(3) COMBAT PHASE: The RWP Player now conducts his with Supply Points.
To exit the map,the unit must pay the cost of an im­
attacks within the limits of the rules. Note that the aginary clear terrain hex, and is then removed.
RWP Supply Segment is conducted during the Combat Phase.
(4) SECOND MOVEMENT PHASE: The RWP Player may now move
all of his units a second time within the limits of the
ZONES OF C O N TR O L
The six hexes immediately surrounding a hex consti­
Movement rules. tute the Zone of Control (ZOC) of any units in that hex.
ZOC's do not cross all sea hexsides nor do they cross ov­
NATO PLAYER-TURN er the borders into or out of neutral countries. Upon
entering an Enemy ZOC, a unit must immediately stop and
(1) REINFORCEMENT PHASE: The NATO Player consults the move no further in that Movement Phase.
Scenario notes and, if due new units or Replacements,adds A unit may never retreat into an Enemy ZOC unless it is
them to the board at this time. already occupied by another Friendly unit(also see Stack­
(2) PRIMARY MOVEMENT PHASE: The NATO Player now moves ing rules). A unit Supply path may not be traced through
his units within the limits of the rules. RWP units may an Enemy ZOC unless the Enemy ZOC is occupied by a Frien­
not move or be moved. dly unit or its Zone of Control. That is, Friendly ZOC's
(3) COMBAT PHASE: The NATO Player now conducts combat NEGATE Enemy ZOC's for supply purposes (only). In the
within the limits of the rules. Basic Scenarios, attacking is mandatory. That is, EVERY
(4) SECOND MOVEMENT PHASE: The NATO Player now moves all Friendly unit in an Enemy ZOC MUST attack an ENEMY unit
of his units a second ,time within the limits of the rules and EVERY Enemy unit in a Friendly ZOC MUST be attacked.
on Movement. A unit need not attack every unit it is adjacent to, how­
ever, the above conditions MUST be met.
The "TURN" counter is now advanced one turn on the Turn
Record and Supply Track and play continues. When all of
the turns allowed in the Scenario have been played, the
COMBAT
game is over and Victory Conditions are determined. Combat occurs between adjacent opposing units during
the Combat Phase of each Player-Turn. The Phasing Play­
MOVEMENT er is the attacker and the other Player is the Defender,
regardless of their strategic positions.
During each Movement Phase of each Player-Turn, the Total the Attack Strength Points of all Attacking u-
Phasing Player may move any or all of his units up to the nits and compare it to the total Defense Strength Points
limit of the unit's Movement Allowance. This is expressed of all defending units. State this comparison as a ratio
in Movement Points. The cost to enter a hex varies with between Attacker and Defender. Round off all fractions
the terrain in the hex (see Terrain Effects Chart). Units in favor of the Defender to correspond to the simplified
are moved by tracing a path of movement through the hex odds found on the Combat Results Table. A die is rolled
grid. During each Movement Phase, only the Phasing Play­ and the result is read on the Combat Results Table. The
er's units are moved. A unit's Movement may also be aff­ result is applied immediately. An Enemy occupied hex may
ected by the Supply rules or Enemy Zones of Control. The be attacked by as many units as can be placed in the six
effects of terrain are cumulative and a unit may adjacent hexes. No unit may attack more than once per
not enter a given hex if it lacks the necessary Movement Combat Phase and no unit may be attacked more than once per
Points to do so. Units may never enter hexes containing Combat Phase. All units in a hex under attack must be
Enemy units. Units may never cross all sea hexsides (ex­ attacked in a single strength. All units in a hex that
cept special crossing points or during Amphibious Move­ contains attacking units need not participate in that
ment). A unit*; movement may also be affected by a coun­ particular attack. A unit or units may attack more than
try’s status as a neutral or other special rules limiting one adjacent Enemy-occupied hex in a single combat. Com­
movement. at strengths (Attack and Defense strengths) may be modi­
Units which are in Enemy Zones of Control may not fied at any given point in the game by supply considera­
voluntarily leave them. Units which begin a Movement tions.
Phase in an Enemy Zone of Control may not move at all in All units which are in an enemy ZOC at the beginning
that Movement Phase. This represents the movement ability of a Combat Phase must attack, and all enemy units which
and firepower of the modern battlefield, where it is ex­ are in Friendly ZOC's at the beginning of the combat pha­
pected to be impossible to disengage from Enemy contact. se must be attacked. The conditions of this rule MUST be
Airborne units have the ability to move up to 8 hex­
es (NOT Movement Points) by expending 1 Movement Point. Units in Cities are not obligated to attack adjacent
During this movement they may ignore all terrain effects. Enemy units.
During this time, they may not enter ANY Enemy Zones of When an attack by RWP units eliminates a unit or
Control. The unit may still use its second Movement forces it to retreat, the hex MUST be immediately occu­
Point to move normally before or after using this special pied by two (if more than one participated)RWP units, one
movement. Airborne units may only use this special move­ of which must be the largest unit involved in the attack.
ment in the FIRST Movement Phase of a given Player- Turn. This reflects the tendency of Russian units to keep push­
This special movement also requires the expenditure of an ing in a straight line and to try to maintain contact
additional Supply Point (for the RWP Player only). with units even at the cost of their ability to maneuver.
There is no provision for units to be moved or rede­
ployed by naval movement. Units which arrive by rein­ STACKING
forcements may have, in the actual instance, moved by air Either Player may stack up'to 2 units of any type
or naval movement, but the Players have no capability to in any given hex. All units in a hex under attack must
move units by these methods themselves. Units are sched­ be attacked. Units stacked together cannot be attacked
uled to arrive when and where they are because of certain separately. . Greek units and Turkish units may never be
unalterable factors, such as equipment stockpiles or that stacked together in the same hex nor may they combine in
portions of the units are already present. There is no attacks against Enemy units.
provision, for example, for American units to be deployed Certain units in the game have a limited ability to
into Turkey. This is because Soviet naval activity will break down (create several units from one larger unit)and
most likely prevent this during the period covered by the build up (create a single unit from several smaller un­
game, and that no stockpiles of equipment exist. its). To break down, a unit must be in supply (undeplet­
The RWP Player has a limited ability to exit units ed). A unit may only break down at the beginning of any
off of the map. If the RWP Player can exit one unit from Friendly Movement Phase. If the break-down results in
the map from hex 0301 he receives credit for the capture overstacking, the overstacking must be corrected by the
of one city. This causes the collapse of Denmark. Actu­ end of the Movement Phase. The units resulting from
ally, the city for which credit is being given is a sub- breaking down must be of the same nationality as the ori­
jective allowance for the occupation of all of Denmark. I A ginal unit.
Only units which had previously broken down may
build up (recombine). To do this, they must be in supply emy units or their ZOC's (Friendly units and the ZOCs of
and be stacked together at the end of any Friendly Move - Friendly units negate Enemy ZOCs for supply purposes)to a
ment Phase (units may be temporarily overstacked before map edge. RWP units trace this line of hexes to any map
recombining). Only the following units may break down edge of Poland, USSR, Rumania or Bulgaria.
and/or build up. At the beginning of each turn, the RWP Player deter­
mines from the Turn Record and Supply Track (TR+S Track)
RUSSIAN: One 16-12-4 = Three 5-4-4. the number of Supply Points available on this turn. The
One 10-4 = Two 5-4-4„ RWP Player adds this number of Supply Points to the num­
U.S.: One 12-6 (Mechanized) = Two 6-6 ber (if any) that were left over from last turn.The num­
BRITISH: One 12-6 = Two 6-6 ber of Supply Points available at any given time is kept
track of on the TR+S track. For instance, if the RWP has
Building up and breaking down is subject to the limita­ 47 Supply Points (SP) available, the "SUPPLY X 10" marker
tions of the number of counters provided in the game. would be placed on "4" and the "SUPPLY" marker would be
Most of the units in this game have Battlegroups placed on "7". If 25 1/2 SP were available, the "SUPPLY"
(depleted units)printed on the back side of the counters. X 10" marker would be placed on "2" and the "SUPPLY +1/2"
This represents the unit in a depleted state. A unit may marker would be placed on "5". Supply points are accumu­
become a Battlegroup as the result of combat Or,in the lated from turn to turn. Any Supply Points not used on a
case of RHP units, as a result of lack of supply. given turn may be used in the future.
A unit which has a battlegroup printed on the back The small numbers on the Turn Record and Supply
side is not removed from the map when destroyed. Instead, Track are the amount of Soviet supplies added that turn.
it is flipped upside down and becomes a Battlegroup. When The Turn Record Track is used for keeping track of the
a unit is destroyed on a "Defender Eliminated" result on turn and Soviet supply level. Some Players may wish to
the Combat Results Table (CRT) it becomes a Battlegroup keep track of this on a separate sheet of paper.
and must retreat one hex. If the resulting Battlegroup The RWP Supply Segment is integrated with the Combat
cannot retreat due to the presence of Enemy units or Phase. This is primarily to ease the burden of calcula­
their ZOC's, it need not retreat but remains where it is tions on the Player. When ready to begin the Combat
as a Battlegroup. Units destroyed on an "Exchange" re­ Phase, the RWP Player may indicate the attacks he wishes
sult on the CRT are reduced to Battlegroups but need not to conduct in any order he desires, with the hope of cre­
retreat. Units destroyed because of the inability to re­ ating the most favorable conditions for later attacks.
treat (due to the presence of Enemy units or their ZOC's) However, it is strongly recommended that he conduct his
on a "Retreat" result on the CRT are reduced to Battle­ attacks generally along the front from left to right.This
groups but do not retreat. The resulting Battlegroup re­ will help to insure that attacks are not forgotten.
mains in the original hex. As he indicates each attack, the RWP Player also in­
RWP units may also be depleted (reduced to Battle­ dicates each of his units involved in that attack and the
groups) due to a lack of supply. Each RWP unit which, in Supply Points allocated to each of them. He reduces his
a given Game-Turn, is not allocated at least one Supply supply total by that amount. Note that, for total rea­
Point,automatically reduces to a depleted state. Such lism, supplies should be allocated and attacks indicated
units remain in a depleted state until and unless they for the entire front before any are conducted, but as the
are resupplied. given RWP units may be allocated up to four factors of
supply, the record keeping would be impossible.
SUPPLY Supply Points are allocated during the Combat Phase
of each RWP Player-Turn. When a unit is allocated Supply
Supply affects a unit's ability to engage in Combat Points to place that unit in a particular state of supply
by changing its basic (printed) Attack or Defense Combat that unit remains in supply until the beginning of the
Strengths. The effect of supply on movement is reflect­ next RWP Combat Phase. RWP supply is determined in the
ed in the differences in Movement Allowances of a given Supply Segment of the RWP Player-Turn.
unit and its battlegroup. Each Player's supply rules will
be presented in detail as they differ a great deal. The Supply Points serve four purposes in the game:
MATO supply rules are more or less conventional and will
be familiar to most Players. However, the RWP supply 1. Supply Points may be allocated to “rebuild" a deplet­
rules reflect the peculiar system of supply used by the ed unit.
Soviet forces and are different from any system previously 2. Supply Points may be allocated to prevent a full
presented. strength unit from depleting into a Battlegroup.
3. Supply Points may be allocated to increase the Attack
NATO SUPPLY
factor of a unit.
4. Supply Points may be allocated to allow Airborne un­
To be in supply, a given NATO unit must be able to
its to engage in Special movement.
trace a chain of hexes not through neutral countries or
across all-sea hexsides free of Enemy units and their
The Supply Point costs are as follows:
ZOC's (though Friendly units and the ZOC's of Friendly u-
nits negate Enemy ZOC's for supply purposes) either to a
1. To "rebuild" a depleted unit costs 1 SP (2 for Russ­
City hex of the same country as the unit in question or
ian Tank units). It requires another SP to keep the
to a Friendly map edge. The NATO Player may trace to any
same unit from depleting the same turn.
map edge of Italy, France,Belgium,Netherlands,Denmark,
2. To prevent a full strength unit from depleting costs
Turkey or Greece. Turkish units may not trace to a Greek
1 Supply Point.
map edge and Greek units may not trace to a Turkish map
3. To Double the Attack factor of a unit costs 2 SP.
edge. A NATO unit which cannot trace a supply path has
4. To Triple the Attack factor of a unit costs 3 SP.
its factors for Attack and Defense cut in half (retain- 5. To Quadruple the Attack factor of a unit costs 4 SP.
fractions) and its Movement Factor cut in half (drop fra­
6. To allow an Airborne unit to engage in Special move­
ctions) for the period which it is out of supply.For NATO
ment costs 1 Supply Point.
units, supply for movement is determined at the beginning
These costs are NOT cumulative. For instance, to Triple
of the Movement Phase and supply for combat is determined
the Attack factor of a full strength Russian unit req­
at the instant of combat. NATO units are never reduced
uires the expenditure of a TOTAL (adjusted for distance)
to Battlegroups as a result of being unsupplied.
of 3 Supply Points. To rebuild a Russian Battlegroup and
RWP SUPPLY Quadruple its Attack factor on the same turn requires the
expenditure of a TOTAL (adjusted for distance) of 5 Supp­
To be in supply, RWP units must be able to trace a ly Points.(The 4 SP expended to Quadruple the Attack fac­
supply path and also must be allocated Supply Points. Be­ tor fulfills the requirement of preventing the unit from
fore a unit may be allocated Supply Points on a given depleting.)
turn,it must be able to trace a path of hexes not through As the RWP units move farther away from their supply
neutral countries or across all-sea hexsides clear of En­ sources, the cost to supply these units becomes greater.
The additional distance in this case is measured from the
"East-West Border". To be allocated Supply Points, RWP
units still must be able to trace to a map edge, however, COLLAPSE
in determining the distance the supply path is measured At a given point in a game, a country may be forced
only to the EW Border. The distance is measured by coun­ to "collapse". With the following exceptions, a country
ting MOVEMENT POINTS in the INVERVENING hexes between the is considered collapsed if all of its City hexes are occ­
unit in question and the EW Border. The hex the unit is upied by Enemy units. The exceptions are:
in and the hex on the opposite side (from the RWP unit) 1. Italy is considered collapsed if 4 Italian City hexes
of the EW Border are not counted. This rule only applies are occupied by Enemy units.
to RWP units which are on the West side of the EW Border. 2. France is considered collapsed if the Paris City hex
is occupied by Enemy units.
The following gives the costs: 3. For Netherlands and Denmark,either of these countries
collapse if all of their units are completely destroyed.
DISTANCE SUPPLY POINTS USED Any country on the map(excepting the USSR, Great Bri­
1-4 MP 1 tain and the U.S.) may collapse. If a Warsaw Pact coun­
5-8 MP lh try collapses, it "Revolts" (see Revolt rules). If any
9-12 MP 2 NATO or neutral country (except West Germany) collapses,
13-16 MP lh the following rules apply:
17-20 MP 3 1. The units of the collapsed nation dissappear (are re­
21-24 MP 3h moved from the map) at the end of their next Player-Turn
25-28 MP 4 (unless a City hex of the country has been recaptured by
28+ MP NOT ALLOWED Friendly units).
2. The collapsed country may NOT receive any Reinforce­
The chart is used as follows: DISTANCE is the number of ments or Replacements for the remainder of the game, EVEN
Movement Points in the intervening hexes as explained ab­ IF a City hex is recaptured later in the game by Friendly
ove. SP USED is the number of Supply Points which must units.
be expended on a unit that distance away from the EW Bor­ If West Germany collapses, its units are NOT removed from
der in order to provide 1 "regular" Supply Point.Example: the map. However, it still may not receive Reinforcements
The RWP Player wishes to Quadruple the Attack factor of a or Replacements for the remainder of the game (even if a
full strength Russian unit which is 15 Movement Points City hex is recaptured).
from the EW Border. To supply this unit normally would
require 4 Supply Points. However, at that distance, it
requires 2 h times as many SP to supply the unit in the COUNTRIES
same manner. Therefore, the RWP Player would have to ex­
pend 10 Supply Points. Many of the countries involved in the game require
Defense factors of RWP units are only indirectly special rules that only apply to that country or a few
(through the use of Battlegroups) affected by the alloca­ countries. These special rules are covered below.
tion of Supply Points. Defense factors are never increa­ YUGOSLAVIA
sed (Doubled, Tripled, or Quadrupled) by Supply Points. These rules on Yugoslavia are only "general" rules.
Defense factors may be reduced, but only because of the They may be changed or modified by the various Scenarios.
difference in Defense factors of a full strength unit and Yugoslavia starts the game as a neutral country. At
its Battlegroup. the beginning of any Game-Turn in which the RWP Player
The East-West Border mentioned elsewhere in the rule holds 3 City hexes more than when the game began, the RWP
folder is the border between communist and non-communist gains limited control over Yugoslavian units (however,
countries. It limits the deployment of forces and deter­ Yugoslavia is still considered neutral). In this case,
mines the length of RWP supply paths. the RWP Player may maneuver Yugoslavian units WITHIN Yug­
So long as Yugoslavia is neutral, the RWP units may oslavia. These units may NOT attack and their ZOC's do
not trace supply to or through it. If it joins NATO, of not extend across the borders.
course, supply can never be traced to it for RWP units. At the beginning of each turn in which the RWP Play­
If and when Yugoslavia joins the Pact, supply can be tra­ er holds 3 or more City hexes in excess of the number he
ced through Yugoslavia, with the Yugoslavian border det­ started the game with, he may roll a die in an attempt to
ermining the length of the supply path. have Yugoslavia enter the war on the side of the RWP Pla­
For the Scenarios in which war does not begin at the yer. The following chart is used:
start of the game, NATO forces must remain in NATO coun­
tries, and RWP forces in RWP countries until war begins. CITY HEXES HELD SUCCESSFUL DIE ROLL
3 1
CITIES 4 1-2
1-3
City hexes play a major role in the game. They in­ 5
fluence Victory (see Victory Conditions) and they affect 6 1-4
combat. City hexes'have an intrinsic Defense Strength of 7 1-5
3 Strength Points. This may not be used to attack, only 8 1-6
to defend. When a City hex is occupied by Enemy units,it CITY HEXES HELD refers to the number of City hexes held
loses its intrinsic defense. It may regain its intrinsic as explained above. SUCCESSFUL DIE ROLL refers to the
defense if it is later left unoccupied after having once die roll necessary to trigger Yugoslavian intervention on
been occupied by Enemy units. The intrinsic defense of a the RWP side.
City hex does not use Supply Points and is never consid­ Yugoslavia may also enter the war as a result of be­
ered out of supply. The intrinsic defense may be used ing invaded. If invaded by units of one Player, Yugosla­
alone or added to Friendly units stacked in the City hex. via automatically joins the side of the other Player. Al­
If a City hex is occupied by Friendly units and the City so, if Yugoslavia is still neutral at the beginning of
hex and Friendly units are attacked, the attacking units the first turn after West Germany collapses, Yugoslavia
may occupy the City hex if the Friendly units are destro­ automatically joins the side of the RWP Player.
yed or forced to retreat out of the City hex. However, If Yugoslavia enters the war on the side of the RWP
the intrinsic defense is not lost unless the hex is actu­ Player, Yugoslavian units are moved and may engage in
ally occupied by the Enemy unit(s). combat in the RWP Player-Turn of each Game-Turn. However,
If a City hex is not occupied by Friendly units and Yugoslavian units may NEVER be moved more than TWO hexes
is attacked, a result of "DR", "EX", or "DE" will allow outside of Yugoslavia. Also, no more than TWO non-Yugo­
the attacking units to advance into the City hex. How­ slavian RWP units may be in Yugoslavia at the end of any
ever, the intrinsic defense is not lost unless the City RWP Movement Phase. If this occurs, excess units are el­
hex is actually occupied by Enemy unit(s). The intrinsic iminated. If an RWP ally, Yugoslavian units trace supply
defense of a City hex does not have a ZOC nor does it in the same manner as NATO units, however, they trace to
count against stacking limitations. In order to prevent a Yugoslavian City hex. They may not trace to a map
a captured City hex from regaining its intrinsic defense, edge. They are not required to and may not use RWP Supp­
it must be occupied by unit(s) of the Player which cap- л л ly points, nor may they have their Attack factors increa­
tured the City hex only at the END of each Movement Phase. I*t sed by them.
If Yugoslavia is invaded by either Player (if still
neutral), Yugoslavia declares a "guerilla" war. In this CHINESE INTERVENTION RULES (MANDATORY)
case, at the end of the Player-Turn in which the invasion There is some possibility that the Chinese might in­
takes place, all mountain hexes of Yugoslavia are treated tervene in the war by attacking Russia from the east. For
as Yugoslavian "units" with 2 Defense Strength Points and this reason, approximately 40% of the Soviet army is de­
no movement. Their Defense Strength is not doubled be­ ployed in the east or scheduled for duty there. Some So­
cause of being in the mountains. These "units" are al­ viet units, however, are considered as conditional re­
ways considered to be in supply, however, these "units" sponse. These may be used in Europe, primarily as re­
may NEVER attack. They can be temporarily eliminated on placements, if the Chinese do not attack.
a result of an attack against them of "DR","EX", or "DE". To reflect this, roll a die at the beginning of the
These "units" do have a ZOC, However, this ZOC does not third RWP Player-Turn. If the result is a 1 or 2, the
force adjacent Enemy units to attack. If eliminated, a Chinese have attacked, and the RWP Player cannot use the
"unit" may be ignored for Second Movement of that Player- last four 10-4 units on his Russian Reinforcement Track.
Turn. These "units" revert to normal status if left un­ If the result is a 3 or 4, some fighting is going on, and
occupied by Enemy units after having once been occupied. only the last two such units must be left in Asia. If
If Yugoslavia becomes a NATO ally, it traces supp­ the die roll is 5 or 6, the Chinese are attacking someone
ly as do NATO units. In this case, no more than TWO NATO else and the entire Reinforcement Chart is available. In
units (non-Yugoslavian) may be in Yugoslavia at the end the later Scenarios, however, these units will be availa­
of any MATO Movement Phase (excess are eliminated). ble only if the Russians have lost enough units to pro­
Yugoslavia may NEVER collapse. Yugoslavian mount­ vide the counters.
ain hex "units" do not count against stacking limitations.
AUSTRIA
Austria is initially neutral. Austria may not be
REPLACEMENTS AND
invaded by the NATO Player. Austria joins NATO if invad­
ed by the RWP Player. Austria automatically collapses at
REINFOREMENTS
In the later portions of the Scenarios the NATO Pla­
the end of the first turn after West Germany has collaps­ yer is allocated Replacement Points. These, in all Sce­
ed. However, Austria may collapse through invasion (re­ narios, consist of one US, one UK, one French, and one
gardless of what happens to W. Germany). Austrian units West German Replacement Point each on turns 6 thru 9.
man never leave Austria. If Austria joins NATO, its un­ During the Reinforcement Phase of those Player-Turns, the
its are supplied in the same manner as other NATO units. NATO Player may rebuild one Battlegroup anywhere on the
SWITZERLAND board (so long as it is in supply) for each of the Re­
Switzerland is considered neutral and may not be in­ placement Points. This must be done within national li­
vaded by NATO. If invaded by RWP Player, it joins NATO. mits, that is, French Replacements must be used to re­
Swiss units may never leave Switzerland, may ignore "Re­ build French units, Germans to rebuild Germans, etc. Un­
treat" results on the Combat Results Table, and are al­ used Replacement Points ARE accumulated.
ways considered to be in supply. During the 1981 Scenario, this procedure is modified
ALBANIA somewhat, in that national identity is no longer consid­
Albania is neutral in every Scenario. Albanian units ered, and the NATO Player simply considers that he has
may never leave Albania. If invaded by either Player, it four Replacement Points per turn (6-9). This reflects the
joins the other side. Albanian units are supplied by tra­ increasing level of "Commonality" among the NATO forces.A
cing a supply path to an Albanian City hex. German unit which receives British Replacements is really
CZECHOSLOVAKIA no longer a pure German unit, though the counter will in­
Czech units may never move more than TWO hexes out of dicate it as such.
Czechoslovakia. If forced farther than this by combat, If France or Germany have collapsed, the Replacement
they are eliminated. steps for those countries cannot be taken.
EAST GERMANY The RWP Player has the ability to bring depleted u-
On turn 1, Berlin is presumed to be occupied by a nits back up to strength by the expenditure of Supply
NATO unit (there is no counter) with a ZOC. It must not Points. During the Supply Segment of the RWP Combat
(and may not) be attacked, however, it is presumed to sur­ Phase, the RWP Player may allocate any depleted unit an
render at the end of the First NATO Player-Turn. extra Supply Point. For example, let us suppose that a
Berlin does not count for Victory Conditions. Russian 16-12-4 Army was reduced to a depleted state by
BULGARIA
an Exchange result on turn 4. At the beginning of turn
Bulgarian units may only move in the same areas as
5, the unit is a 6-4-2* It is moved two hexes and comes
Greek units and Trukish units may move.
into contact with a NATO unit. During the Supply Segment
DENMARK
of the RWP turn, the RWP Player allocates a Supply Point
The Danish unit may never move more than ONE hex out
to this unit, which immediately builds it up to a 16-12-4
of Denmark except in the 1968 Scenario in which they may
unit (much to the chagrin of the NATO Player). However,
move no more than FOUR hexes out of Denmark. If forced
he must now allocate it a second Supply Point or it will
farther outside of Denamrk by combat, it is eliminated.
be considered as out of supply and revert to a depleted
ITALY
unit. It could be allocated more than one Point and be
Italian units may not enter France until turn 6.
doubled or tripled or quadrupled. However, if the unit
TURKEY
is to be considered at least its normal strength, it must
Turkish units may never stack with Greek units, nor be allocated at least two Supply Points.
may they engage in combined attacks with Greek units. Tur­
Russian (not non-Russian RWP) Tank units which are
kish units may only move in the following areas: Turkey,
reduced to depleted state must be allocated TWO Supply
Greece, Bulgaria, Rumania, Yugoslavia or Albania. Movement
Points for rebuilding plus one or more Points for supply.
of Turkish units may also be affected by a possible "South­
ern Europe Ceasefire" (see Ceasefire rules). Non-Russian Warsaw Pact units which appear as Rein­
GREECE forcements are placed in any City of their home country.
Greek units may never stack with Turkish units nor may Russian units are placed in any hex on the eastern edge
they engage in combined attacks with Turkish units. Greek of the map from 1201 to 4401 inclusive.
NATO Reinforcements are placed in any City of their
units may only move in the same areas as Turkish units may
home country. British Reinforcements are placed on the
move.
easternmost hex of the straight line of hexes from 0709
SOUTHERN EUROPE CEASEFIRE
The RWP Player may declare a ceasefire at the end of to 0112 which can be supplied from a Friendly map edge.
any NATO Player-Turn in which Istanbul is occupied by RWP If all such hexes are out of supply, then the British u-
unit(s) and there are no Greek units outside of Greece. nits may be brought in on the map edge from 0112 to 0126.
The Southern Europe Ceasefire takes effect immediately and US units (other than Marine and Parachute) may be placed
affects the area South of hex row 40 (inclusive).ALL units on any hex along the row from 1315 to 0121,thence to 0126
which can be supplied.
in this area are immediately "frozen". They may not move
The placement of reinforcements on the map does not
or attack. They do not require supply. No other units may
expend movement points.
move INTO, OUT OF,or WITHIN this area for the remainder of
Netherlands reinforcements are placed in hex 0113.
the game. Victory Points for this region are determined as
of the time of ceasefire. Note that Turkey will have col-^j- Turkish Reinforcements are placed on the map edge in
Asiatic Turkey, not in Istanbul.
lapsed. ID
In some of the Scenarios, there are not enough unit Explanation of Revolt Results
counters for the Russians. This reflects the situation N = Country Declares Neutrality. It is then treated as a
in that, if losses on the western front are greater than neutral, and if invaded joins the other side. If any
anticipated, the Russians can draw on a limited part of units of this country are outside of it at the time,
their eastern armies. they must return as quickly as possible. If the units
In the game, if a unit is called for and there are of another country are in the country, they must move
not enough counters, it may be taken from the pile of out of it on their next movement phase or they vio­
eliminated units or forfieted. late the neutrality. If any country goes neutral,its
cities are credited for victory to the original owner
MARINE AND AIRBORNE UNITS unless it is invaded, in which case they are then the
cities of the non-invading power..
The U.S. 82nd Airborne Division is available to the С = An actual revolt is organized, but only the "mob" has
NATO Player to use, presumably in his counter attack that actually revolted. The intrinsic defense factor of
should begin about turn 7. This division can be brought the city permanently joins the enemy. The city must
onto the board in any of the following manners: be recaptured and then garrisoned for the rest of the
1. It may enter the map as a normal ground Reinforcement. game or it is lost for victory purposes. The Army of
2. It may enter the game by parachuting in. the nation in revolt is loyal to the owning player.
If the unit is parachuted in, it does so as follows: I = Same as С except that any units of that country which
A landing hex is selected which must be clear of Enemy u- have an infantry symbol on the counter immediately
nits and their Zones of Control. This landing hex may be change sides and are considered as belonging to the
any within 10 hexes of any map edge with the exception of enemy player. If stacked with previously friendly u-
the "eastern" edge (0101 to 5101). The ten hex path nits, the revolting unit loses its ZOC and must be
from the map edge to the drop hex cannot be over RWP u- attacked by that unit (and maybe others) on the next
nits or their Zones of Control. It may be over neutral turn.
territory. M = Same as I except Mechanized units also.
Additionally, the NATO Player has two units of Mar­ A = Same as A except Armored units also. This should be
ines (8 -6 ) available. One of these is an American unit, every unit of the country involved.
the other combined British and French. These become a-
vailable during the course of the game and may carry out It should be obvious that as a Revolt in the basic
one and only one landing (though the two units do not ne­ game can occur only if the country collapses that cities
cessarily have to land on the same turn or in the same a- which revolt are most likely already occupied and combat
rea) during the course of the game. They may, of course units already destroyed.
be treated as normal units and enter the map as any other
unit would. They may be landed on any unoccupied coast OPTIONAL REVOLT RULES
hex from 0109 to 0301, or from 2126 to 5120, or in the The following rules are an attempt to provide some
Ageane west of the first crossing place. political action in the game for those players who desire
Airborne and Marine units are in supply for the turn it. For many gamers, they will "spoil" the game as they
of landing, but then must trace supply normally. These are highly dependent on luck. If used at all,they should
units and these units only may trace supply to a beach be used only in the later scenarios, after both major po­
hex in the allowable zone as above, though the path must wers have had time to plan and stage the revolts.
of course be free of Enemy units and un-negated ZOC's. Essentially, each player has a limited ability to
One Russian and one US unit have the Airborne symbol artificially instigate revolts in the countries con­
but have movement factors considerably different from the trolled by his opponent, presumably with the intention
usual factor of 2 for Airborne units. These units are of influencing the outcome of the game. Each player may
helicopter air assault units, and are treated as normal attempt to create a revolt in a given country only once
ground units for all purposes. In fact, the US Airmobile in each game. To do so, at the end of his turn he indi­
unit, which consists of the 101st Abn and 1st Cav is, in cates the country or countries in which he will attempt
the 1981 Scenario, actually better than half conventional this (presumably the CIA or KGB will be the instrument of
Armor unit, the First Cavalry now being an Armor division. your political manuvers) and rolls two dice for each. The
total is cross-indexed with the country on revolt table 2
REVOLTS and gives the indication of whether or not a revolt has
occurred.
The Revolt rules consist of Mandatory and Optional However, there is a complication. For Warsaw Pact
rules. The Mandatory rules must be used in all Scenarios. countries, each Russian unit physically within the nation
The Optional rules have been found to "spoil" the game. in question adds one to the die roll total.For Nato coun­
There are two Revolt Tables. When using the mandatory tries, each Nato unit of another country than the one in
rules only Revolt Table 1 is used. When using the Opt- question adds one to the die roll total.
tional rules, both tables are used. Once a revolt has actually occurred, the results of
MANDATORY REVOLT RULES this revolt are found on revolt table 1 .
In the Mandatory revolt rules, only Warsaw Pact-na­ If a country is forced to revolt and later collapses
tions may revolt. This happens only when such a country it does not revolt again. If the rules call for units to
collapses. The following table is used: defect, and none are left on the map, then no units de­
To determine the results of the revolt,roll two dice fect. If units which have not yet arrived defect, they do
and compare the total with the country on the following not arrive.
chart (Revolt Table #1) which will yield a code letter, The use of the optional rules does not cancel use of
telling you what actually occurs. the mandatory rules, which are required in all cases.
The US, UK, USSR, West Germany, and Turkey never re­
REVOLT TABLE #1 volt under any circumstances.
DUTCH BULGARIA E GERMANY POLAND CZECH ITALY REVOLT TABLE #2
BELGIUM YUGOSLAV FRANCE HUNGARY GREECE RUMANIA
DENMARK Denmark Bulgaria E Germany Rumania
Holland France Greece Italy
D 2 N N N N N N Belgium Hungary Yugoslavia Czech
I 3 N N N N N С
E 4 N N N N N С Revolt 2-3 2-4 2-5 2-6
5 N N N N С I No Revolt 4-12 5-12 6-12 7-12
R 6 N N N N I M
0 7 N N N С I M
L 8
L 9
10
N
N
N
N
N
N
N
С
I
С
I
M
M
M
A
A
A
A
SCENARIOS
11 N С I M A A The Scenarios are arranged in a modular pattern. The
12 N С M A A A Actual number possible is rather large (270) but includes
- |0 combinations which are not altogether interesting.
Basically, there are three time periods (1967, 1974,
and 1981), with minor changes in the OB for each. It is scenario is the same as the unexpected war except that
permissable to interchange them, playing the NATO 1967
Russian units scheduled to arrive in the first two turns
OB against the 1974 RWP OB for example. Additionally, are placed on the board originally, in East Germany.
there are various environmental options. These include a
Hasty Attack (units are mobilized during all of the game) THE DELIBERATE ATTACK
a Surprise Attack, a Developing Situation' (mobilization
precedes hostilities), a Limited War Scenario (involving In this scenario, some situation has developed which
an attack on Turkey only), and a Yugoslavian Civil War. is sufficient to trigger mobilization but not war, at
Additionally, the US OB May be varied to reflect the po­
litical leanings of the current government. There is al­ least at first. In this situation, the game is begun as
in the Hasty Attack, but during at least the first two
so a short section to convert the game from its basis on
Russian Suppositions to a basis on American ones. game turns no one may cross an "east-west” border. On
When Playing the game, it is best to first select a the third game turn, the possibility of war exists.Each
time frame, then an Environment. The selection of an OB of the players,on his turn,rolls a die. If the result is
"1", war begins. However, for each preceding die roll, 1
for the US units and the National Theory Selection can be
is subtracted from the die. The NATO roll on turn 3
used to balance the game.
Set up for non-Russian and non-US units is more or would subtract 1, the RWP roll on turn four 2, the NATO
less standard, and the arrival of the major powers units player, on turn 4, would subtract 3, etc.
Whatever turn war begins on becomes turn 1 for the
can be taken directly from the appropriate charts.
purposes of game length and Russian supply. Reinforce­
However, for all scenarios (with the exception only
of the Limited War scenario) there is a single set of ments remain on the original schedule. During the turns
before war begins,Players may manuver their own units on
Victory Conditions. This is as it should be, for though
their side of the "east-west" border.
the conditions under which you must accomplish victory in
the real world may change, and the means with which that If the war begins on a NATO player-turn, the RWP are
notallowed to make up the player-turn they have lost. It
victory can be accomplished may vary, the victory which a
National Policy requires does not diminish. Do the best is gone forever, indicating a lack of PACT initiative.
you can with what you have. THE LIMITED WAR
At the end of the Scenario, the RWP player totals In this scenario, the situation is considerably dif­
the number of cities that he has captured. This includes ferent. The Middle-East is flaring up, and the Russians
only cities in NATO countries, Austria, Switzerland, Al­ attempt to force the Turkish Straights. The RWP player
bania, and if it has revolted and joined NATO,Yugoslavia. wins the game if he can take Istanbul.in three turns. If
Additionally, any NATO cities which have revolted and not he does not, the game reverts to a developing situation
been recaptured by NATO are counted. He then subtracts and NATO can automatically attack in their half of turn
one for each city he has lost, including cities that have 3. If, at the beginning of turn 3, the RWP does not be­
revolted and not been reoccupied. Note that cities that lieve that he can take Istanbul, he may begin a general
have revolted have their intrinsic defense treated for War. The only significant change is that the US Marine
the rest of the game as if it were friendly to the former and Parachute units are available for duty in Turkey on
enemy, and unless reoccupied by force, is counted as if turn 2, having been mobilized previously for the mid-east
it had been captured directly by enemy ground units. crisis.
The ownership of cities is determined by which pla­
yer has a unit occupying that city at the end of the last THE YUGOSLAVIAN CIVIL WAR
game turn. The intrinsic defense of a city is considered Tito has died, and a Civil War is raging inside Yu­
to be a unit for this purpose. goslavia between Soviet-sponsored groups and Yugoslav Na­
The net number of cities captured by the PACT is ad­ tionalists. Set up the game normally but eliminate the
justed for the military posture of the beligerants. If regular Yugoslav Army units. All of the mountain hexes in
there are six or less NATO units of any type on the map Yugoslavia are treated as Yugoslav partisan units.
at the end of the game, the PACT adds two to the number Either Player may invade Yugoslavia during the game,
of cities taken. If 7 to 12, it adds 1. If six or and Yugoslav cities count as four cities for victory pur­
less Russian (Not Pact) units still on the map, then sub­ poses. Action may take place in other areas also, and no
tract two cities. If 7 to 12, subtract one. Greek and die rolls are required to attack over the east-west line.
Turkish units are not counted for these totals, neither
NATO INITIAL PLACEMENT
are Yugoslavian or Albanian. If Austria or Switzerland The OB for non-US NATO forces is constant for all
is invaded, and their units survive the game, they count scenarios. NATO sets up first.
as NATO units.
The Victory Levels are as follows: FRANCE: One 12-6 each in 1317 and 1219, one 3-2 in 0923.
UK (British): One 12-6 in 0810.
8 Cities Captured ------------ NATO Decisive Victory BELGIUM: One 12-6 in 0812.
9 Cities Captured ------------ NATO Substantive Victory NETHERLANDS (Dutch): One 12-6 in 0312.
10 Cities Captured------------ NATO Marginal Victory WEST GERMAN: Anywhere in WG: five 15-6, one 9-2.
11 Cities Captured------------ Draw DENMARK: One 12-6 in 0401.
12 Cities Captured------------ RWP Marginal Victory ITALIAN: One 12-6 Armor in 2419, one 12-6 Mech Mtn in hex
13 Cities Captured ------------ RWP Substantive Victory 2115, one 9-4 Inf in 3124.
14 Cities Captured ------------ RWP Decisive Victory GREECE: One 12-6 in 5115, two 7-4 anywhere in Greece.
TURKEY: One 12-6, two 7-4, one 0-3-7 anywhere in European
Less than eight cities are considered eight, more Turkey, one 0-3-7 and two 7-4 in Asiatic Turkey.
than 14 cities are considered as 14. These levels should
be adjusted for losses first. NON-US REINFORCEMENT SCHEDULE
There are five scenarios which cover different types With the exception of the Canadian 3-2, this OB is
of environments under which military action could happen constant for all scenarios. The Canadian 3-2 is not in­
in Europe during the time frame of the game. They are as cluded in the 1981 scenario only.
follows:
Turn 2: UK 3-2
THE HASTY ATTACK OR UNEXPECTED WAR Turn 3: Neth 6-6, Cana 3-2, UK 6-6, Fren 8-6, Greek 7-4.
In this scenario, War has broken out suddenly with­ Turn 4: Greek 7-4, Ital 9-4
out the slow build-up of tensions. Mobilization is not Turn 5: Fren 8-6, Greek 7-4, UK+F 8-6 Marines
declared until after the Pact forces cross the border. Turn 6: Italian 9-4
Use the 0B‘s for the appropriate time frame, with units Turn 7: UK 12-6, Turk 7-4, West German 10-4
arriving as scheduled. The Pact must attack on turn one. Turn 8: Italian 9-4, West German 10-4
Turn 9: Greek 7-4
THE SURPRISE ATTACK In the 1967 Scenario only the Danish unit may move
In this scenario, the Russians have been holding one up to four hexes from the Danish border. However, if at
of their interminable manuvers in East Germany at the the end of any NATO Player turn, it cannot trace a supply
time that an "unexpected" War occurs or is started. This 17 path to Denmark, it is eliminated.
The OB for Neutral countries is constant for all of
US DEPLOYMENT AND REINFORCEMENTS the scenarios, except as noted in the Yugoslavian scenar­
ios.
The US OB is divided into three sections, represent­
ing a “Dove" Government (typically weak-willed and with a AUSTRIA: One 4-4 Mech in 2110, one 4-4 Inf each in 1717
sense of being foredoomed], the Historical Government and in 1913.
(trying to do what it can with what it has) and a "Hawk" ALBANIA: One 4-4 each in 4415 and 4417.
Government (On to Moscow!). YUGOSLAVIA: One 15-4 each in 4112, 3210, and 2612. One
The strength and reaction time differs considerably, 12-4 Inf in 3415. On turn 2, one 12-4 each in 2713 and
as does the real-dollar expense of the Army. All initial in 3311.
forces are deployed in West Germany. SWITZERLAND: Six 10-4 units anywhere in Switzerland.

Turn "DOVE" "ACTUAL" "HAWK" CHARTS TERRAIN EFFECTS CHART


Initial 2x0-3-7 any 2x0-3-7 any 2x0-3-7 any CITY ROUGH
1x12-6 1315 1x12-6 1315 1x12-6 1315 BORDER
1x12-6 1515 1x12-6 1515 HEX SIOF
1x12-6 1413 CLEAR Blue = East-West
2 none none 1x12-6 line, all others
3 1x12-6 1x12-6 none in Black
4 none none 1x12-6
1x8-2 COAST SEA HEXSIDE
1x8-6
5 none 1x12-6 2x10-6
1x8-2
1x8-6 RUSSIAN
*
6 1x10-6 1x12-6 2x10-6 EXIT HEX CROSSING
1x10-6 RIVER HEX
SIDE HEX SIDE
7 none 1x10-6 2x10-6
8 1x10-6 2x10-6 none TERRAIN ENTRY COST COMBAT EFFECT
9 none 2x10-6 none
10 1x10-6 - none none Clear 1 None
Rough 2 Defender Doubled
NON-RUSSIAN WARSAW PACT INITIAL OB AND REINFORCEMENTS City 1 Defender Doubled
The OB for non-Russian WP forces is constant for all Coast other determines Other determines
scenarios, and is as follows: Sea hex side prohibited Prohibited
River hex side +1 Attacker halved
EAST GERMANY: One 10-4 Mech anywhere in EG, one 10-4 Inf Crossing hex side +2 Prohibited
appears turn 2 at Berlin. Border hex side none Special Rules
POLAND: One 12-4 Armor in 1503, one 10-4 Mech in 2103,one Russian exit hex 1 None
10-4 Inf appears turn 2 in any Polish City. EXPLANATION OF CRT RESULTS
HUNGARY: One 12-4 Mech in 2606, one 10-4 Inf in 2508.
BULGARIA: One 12-4 Armor in 4207, one 12-4 Mech in 4404, DE = DEFENDER ELIMINATED. Reduce defending units to BG
one 8-4 Inf in 4309. One 8-4 Inf appears turn 2 in 4207. or depleted state. If no BG, remove from map.
CZECHOSLOVAKIA: One 12-4 Armor in 1708, one 10-4 mech in DR = DEFENDER RETREAT. All defending units are retreated
2207 and 1510, one 8-4 Inf each in 2504 and 1806. by the owning player one hex.
RUMANIA: One 12-4 Tank in 3903, one 10-4 Mech in 3307,one EX = EXCHANGE. Defender eliminates or reduces to BG all
10-4 Inf in 3203. of his units, Attacker eliminates or reduces an e-
SOVIET OB AND REINFORCEMENTS qual number. Use printed strength.
— = NO EFFECT.
The Soviet OB Varies with time, as the Russian Army AR = ATTACKER RETREAT. All attacking units are retreated
has considerably increased over the last ten years. by the owning player one hex.
At the beginning of the Scenarios, the following AE = ATTACKER ELIMINATED. All attacking units are elimi­
Russian units are placed anywhere in the countries noted: nated or reduced to BG.
For the 1967 Scenario: In East Germany: two 20-10-4, two
16-12-4; In Poland: one 16-12-4; In Hungary: one 16-12-4 For purposes of this table, BG and depleted state
For the 1974 and 1981 Scenarios: In East Germany: two 20- are the same. Attacking units which clear the hex under
10-4, three 16-12-4; In Poland: one 16-8-4, In Czechoslo­ attack by DF, DR, or EX result may occupy that hex imme­
vakia: one 10-4, one 16-8-4; In Hungary one 16-12-4. diately with units that participated in the attack, using
advance after combat. RWP units must advance after com­
The Soviet Reinforcement schedule is as follows: bat, see Combat Rules.
GAME CREDITS
Turn 1967 1974 1981
1 1x20-10-4 1x20-10-4 1x20-10-4 Design by Stephen V. Cole.
2 1x16-12-4 1x16-12-4 1x16-12-4 Development by Allen D. Eldridge.
1x20-10-4 1x20-10-4 Playtesting by James M. Brown,James Simms,Remick Tolbert,
3 2x8-2 2x8-2 2x8-2 and Mark Moody.
1x10-4 1x10-4 1x10-4
1x16-12-4 1x16-12-4 1x16-12-4 GAME SCALE
2x20-10-4 2x20-10-4 2x20-10-4
1x8-8 Each hex represents approximately 25 miles or 40 km.
4 2x10-4 2x10-4 2x10-4 Each turn represents approximately 5 days.
2x20-10-4 1x20-10-4 1x20-10-4
1x16-8-4 1x16-8-4 QUESTIONS
1x16-12-4
5 2x16-8-4 1x16-8-4 1x16-8-4 If you have questions about the rules of this game
2x10-4 2x10-4 2x10-4 please phrase them, if possible, in a yes or no or multi­
1x16-12-4 1x16-12-4 ple choice answer format send them to: JagdPanther Publi­
6 2x10-4 2x10-4 2x10-4 cations, Box 3565, Amarillo, TX 79106.
1x16-12-4 2x16-8-4 2x16-8-4
7 1x10-4 2x10-4 3x10-4 WARSAW PACT was published in JAGDPANTHER #14 (July 1976)
8 1x10-4 2x10-4 2x10-4 and is Copyright 1976 by JagdPanther Publications of Ama­
9 1x10-4 1x10-4 18 rillo, Texas.
FIVE NIAGICKS RANGE 360 CIRCLE 60 WEDGE
by Stephen Rawling
0 (hex sorcerer is in) 1 MP 1 MP
1 4 MP 3 MP
SPI's game SORCERER, is, in the opinion of this au­
2 9 MP 5 MP
thor, one of the best games ever to come out of New York.
3 15 MP 7 MP
Mr. Simonsen is to be congratulated on his fine design
4 - 9 MP
effort, fulfilling a need long overdue among fantasy gam­
5 - 11 MP
ers. However, due to time/space limitations, several in­
6 - 13 MP
teresting spells could only be presented as suggestions,
7 - 15 MP
no rules were given for their use. To overcome this lack,
rules are presented here to employ these spells plus a
Any units caught in the area stated that are under the
few of my own.
Cloak of Invisibility are immediately placed on the board
THE SPELL OF UBIQUITY surface. They remain visible until the owning Player ex­
Ubiquity is the ability of being in two or more pla­ pends MP's to make them invisible again. Visible units
ces at the same time. Only 2 or 3 color Sorcerers may per­ again made invisible are subject to the effects of Count­
form this spell. To do so, the Sorcerer must expend 15 er-Invisibility if they are caught within the spell again
Movement Points (MP) in his Movement and Conjuration i. e. there is no Super-Invisibility spell. This spell
Phase. At the end of the Phase, replace the original will work through White, Gray and mountain hexes. The
Sorcerer unit with up to 3 new units. A 2 color Sorcerer spell will not reveal hidden human infantry units in Gray
may become only 2 new units. Unlike Cloning, each new hexes as they are not considered invisible.
Sorcerer is an exact duplicate of the original with the THE SUPER VORTEX
following modifications. The Combat Strength, Attack is While an ordinary vortex is described as a magical
unchanged from the original value. The Combat Strength, storm of chaos, the Super Vortex (SV) is the equivalent
Defense and Movement Allowance are found by taking the of a magical hurricanei SV's may only be created by 2 or
original value and dividing it by the number of dupli­ 3 color Sorcerers. To do so, the Sorcerer expends 10 MPs
cates. All numbers are rounded up. in a hex of power and a SV is placed there. SV's always
Example: A Red-Blue-Green (6-15) Sorcerer in a move last. They have a Movement allowance of 2,but they
Green hex expends 15 MP's. He decides to become 3 xl may ignore the destructive effects of mountain hexsides.
Red-Blue-Green Sorcerers. Each Sorcerer is now a 6-(2)-5 SV's still self-destruct when forced to pass through Gray
unit, depleted, a 2-(0)-3. If he decided to become 2 x 1 hexes or exit the board. When a SV passes through a
RGB Sorcerers, each would be a 6-(3)-8 unit, deDleted.a White hex, it creates 2 ordinary vortices. If a vortex
2-(l)-4 unit. A 2 color Sorcerer would become 2x14- and SV ever end their Movement Phase together, the ordi­
(2)-8 units of the right colors, depleted, a l-(0)~4. nary vortex is destroyed. This does not affect the SV.
The duplicates may not move or conjure on the Play- Whenever a SV enters a White or color hex, it elimi­
er-Turn they were formed. On the owning Player's next nates (completely) all magical and human infantry units,
turn each is considered to be a fully functioning inde­ and reduces any 1 color Sorcerers one step and pins him.
pendent unit (within the limits of their Movement Allow­ 1 color Sorcerers in a hex of their own color are reduced
ance, Combat Strength, etc.). Each can be reduced only 1 one step, all magical units with them are eliminated, and
step per phase. To recombine, all duplicates must be to­ all human infantry units are reduced one step. Two or 3
gether in a hex of power, be undepleted, and spend their color Sorcerers not in a hex of their color lose all mag­
entire Movement and Conjuration Phase in this condition. ical units. If they are in a hex of their color, all ma­
At the end of the phase, replace the duplicate units with gical units with them are reduced one step.
the original Sorcerer who can do nothing more. Two or 3 color Sorcerers may destroy SV's by moving
Each duplicate is considered to be the original Sor­ into a hex containing one during their Movement and Con­
cerer. If one of the duplicates is killed,all duplicates juration Phase and expending 10 MP's. They may only do
are removed from the board immediately. A 3 color Sorc­ so in a hex of their color. Otherwise SV's act as any
erer now has the ability to throw a 24 pt. Magic Bolt normal vortex. Option: SV's entering a hex containing
but he must be guarded carefully! an Enchanted Fortress unoccupied by a Sorcerer reduce all
MAGICAL garrisons by one step. They do not affect it in
THE SPELL OF PERMANENCY any other way.
This spell is useable by any Sorcerer. It is used TIME-TRAVELING
to prevent magical units from attrition. The magical u- This spell is really quite a bit of fun. It is not
nit to be safeguarded must be in a hex of power with the recommended unless the Players have two maps Nand extra
Sorcerer. The Sorcerer expends 1-6 MP's. Each MP ex­ counters and a lot of patience. When using Time-Travel
pended on a unit raises that unit's attrition die roll by it is necessary to record ALL aspects of the game. In
1. If units have 6 MP's expended on them, they are to- game terms, this means the movement/creation of units,
totally safe from attrition, even in a White hex.j|yjs attrition chit picks, unit losses as a result of combat,
spell lasts one complete GAME-TURN. This is defined as everything.
Only the Prime Sorcerer may time-Travel and he must
the period of time immediately following the Player's
be either a 2 or 3 color Sorcerer. One color Sorcerers
Movement and Conjuration Phase to the beginning of the
never Time-Travel. To Time-Travel, the Sorcerer expends
Player's next Movement and Conjuration Phase. It may be
15 MP's in a hex of power and at the end of his Movement
renewed each turn.
and Conjuration Phase is removed from the board. The
The primary value of this spell is that it allows
Sorcerer may go up to 11 Game-Turns into the past. How­
two magical units stacked with a Sorcerer to be free of
ever, the further into the past he goes, the more likely
White hex automatic attrition effects (the spell protect­
he is to miss his target date.
ing one unit and Sorcerer automatically protecting the
other) and enabling magical units to stay in a hex of To simulate this, the Sorcerer must roll a score
their color free from attrition. Remember, it lasts only higher on two dice than the number of Game-Turns he is
trying to go into the past.Note that going back 1 Game-
one turn I
Turn is automatically successful. If the number is high­
THE SPELL OF COUNTER-INVISIBILITY er, he will land at the time specified in the same hex at
Any Sorcerer in a hex of his power may cast the the beginning of his Movement and Conjuration Phase. It
spell of Counter-Invisibility. The spell may be cast in j a is possible to Time-Travel into an occupied hex, friendly
a 360 circle or 60 wedge. Costs are as below: 1 У or not.
If the score is less than or equal to, the Sorcerer Player is free to move freed units as he sees fit. Nat­
has somehow botched the spell and two dice must be rolled urally, this leads to a pyramiding effect among the u-
again. Subtract the roll of the second die from that of nits that are still following their plots, as historical
the first. This will give a number of * 5, centering meeting will not occur, thus freeing those units. All
close to i 2. A minus result means the Sorcerer is that non-historical actions are recorded.
closer in Game-Turns to the present. A plus means he has The game is continued to be played in this manner
traveled that many Game-Turns further into the past. Any until the present is reached. At the end of the Time-
Time-Traveler who goes farther than 11 Game-Turns into Traveler's present Movement and Conjuration Phase, the
the past, or into the future at all, is considered lost counter representing the Time-Traveler is removed from
in time (dead) and is removed from play completely. A play. IMPORTANT: All Time-Traveling is considered to
zero result means he lands at the time originally speci­ take place during the Time-Traveler*s Movement and Con­
fied. juration Phase and no other Player may Time-Travel until
On arriving, the Time-Traveler must pay a basic the present is reached and that Player's Movement and
number of MP’s to stay in the past. This is equal to 1 Conjuration Phase occurs AFTER the original Time-Travel-
MP/Game-Turn in the past. A Sorcerer 8 Game-Turns in the ers Phase. Players are free to change the past again and
past has to pay 8 MP's for starters. Any Sorcerer failing again, subject to the limitation above and the time ava­
to pay the cost is automatically catapulted into the pre- ilable. Note that a game will end eventually.
sent • Any Time-Traveler who does not pay the basic MP cost
Play is not transferred to the other board. Units to stay in the past and is catapulted into the future is
are set in their "historical" positions, indicated by held in "limbo" off the board until the present is reach­
the written plots, hence the need for accurate records. ed for that Player's Movement and Conjuration Phase. The
All units are set up at the time the Sorcerer has chosen Time-Traveler enters play at the beginning of his Move­
to enter. Now play proceeds according to the plots. All ment and Conjuration Phase. At the end of the phase, re­
units are created/moved according to the written history. move the Time-Traveler. Thus for that Phase, both the 0-
When combat occurred, simply remove the units histori­ riginal Sorcerer and the Time-Traveler will be together,
cally affected by the historical die roll. In other like the Ubiquity spell.
words, play-mechanical1y follow their plots up to the Note that it is possible for Players to go back into
present until the Time-Traveler introduces a non-histori- time and "ambush" Players that Time-Traveled before them
cal event. because previous Time-Travelers must follow their plots
This is defined as any action by the Time-Traveler of what they did during their own Time-Traveling. Only
or other cause that would create a change in the position the Time-Traveler in the owning Player's Movement and
stacking, size of, or elimination of, historical events. Conjuration Phase may introduce non-historical events in
A Time-Traveler throwing a Magic Bolt resulting in a 1 his Time-Travel.
step loss of an enemy unit would be a non-historical e- A final word; these rules should be interpreted in
vent, to simply create a vortex would not be! Of course, the spirit in which they were written. It is possible
new vortices encountering units and changing them as ab­ that a shifty character will read "between the lines"
ove would be a non-historical event. and take advantage of you. Such people should be prose­
Any units involved in a non-historical event are im­ cuted to the fullest extent for having gotten away the
mediately freed from following their plot. The owning first time, they tend to try again.

IR O N C LAD
FRIGATE
by John Anderson could sink any wooden hulled ship by ramming. This re­
quires that it enter the same hex from any direction ex­
When the Civil War began, Europe had just begun to cept fore and aft and achieve a 1-4 on a die roll.
experiment with iron-clad ships. Their experiments were The Union answer to this vessel was the Monitor. It
rather poor, the ships either being so weakly powered was the first ship to mount its main armament in a fully
that they could barely move, or having no engines at all, rotating turret. Smaller than Virginia, she is consider­
relying on another ship for a tow to the point of action. ably more maneuverable. The attack factors would be 22-16
The British and French were the first to enter into this -12-7. This indicates a smaller number of better guns.
arms race, and busily constructed all manner of ships. As The defense factor of 20 is a sluff, as this ship is so
in the early Dreadnought races, each ship was a massive different from any other it can't really be calculated
improvement over the last, and no two were the same. For along with them. The speed is 7 and turning,is free for
the SPI game FRIGATE, however, such towed floating bat­ the first hex side, and one point each after that.
teries could be represented by a counter with a defense All ironclads are treated the same when fired at.on­
factor of anywhere from 10 to 20 (depending on how well ly crew hits and explosions counting against them.
constructed the particular one is). Attack factors are Scenarios are easily constructed. While the British
another matter. The ships in FRIGATE fire simple iron and French weren't actually at war at this time, it would
cannonballs, while these ironclads have come about after not be beyond realistic supposition to allow some inci­
the invention of exploding shell. Thus, with only a doz­ dent to have triggered hostilities. In such a battle,
en or so guns, the attack factors would be in the vicini­ allow each side to select eight ships (no more than four
ty of 25-20-15-10. Comparable ships of the period would liners) and two floating batteries. The battle takes
reach those factors in only the larger types, the smaller place with one side of the map bounded by land.
ones being about half that strong. A more detailed ana­ For the Monitor and Virginia, the situation is a bit
lysis of the non-ironclad ships of the middle 19th cen­ more complicated. In the first Scenario, have the boards
tury must await another article. deployed end to end in a single line with no movement of
The south, during the Civil War, attempted to buy an the boards and land bordering both edges (representing a
ironclad from the English and French, but they were into river). The Union player has three wooden ships, deploy­
their own arms race so heavily by that time that they ed about 15 hexes apart. Use counters A, В and C. These
could not part with a single copy. Not to be stopped, the are at Ancorh, and cannot move until 9 turns after the
south constructed Ironclads of their own, the most famous Virginia has closed within gun range of the first one.
of them being the Virginia. This was a cut down wooden The Union wins by sinking Virginia, the Confederates by
ship with an armored superstructure that mounted, at dif­ sinking two of the wooden ships. The Union can save his
ferent times, up to a dozen guns of various types. The ships by getting them 20 hexes away from the Virginia.
defense factor would be about 20, the movement factor on­ Wind is down river and constant at moderate velocity. Any
ly 5, with a limitation of only one 60° turn per turn. survivors of the first Scenario join up with Monitor to
fight the Virginia in the second.
Attack factors would be 20-17-13-9, only to the sides. It
20
might involve a sequence of attacks by aircraft, pocket

WAKE by Bryan Madsen


battleships, a cryjser force, etc. Any one of these
forces might easily overwhelm the convoy if permitted on
the board for a whole game. However, if they are permit­
ted only four or five turns to "do their thing" and must
exit the board,the situation will be much more equitable.
The rationale for withdrawal could be lack of fuel or am­
Using JagdPanther's game MARINE!, you can recreate munition, impending air attack or the presence of larger
the Japanese invasion of Wake Island. friendly forces in the area.
Wake was defended by a hodge-podge of units that in­ The use of a campaign game can provide the basis for
cluded Marines, a few 5 inch naval guns, some 3 inch AA having unbalanced engagements with the possibility for
guns, and a large number of 30 and 50 cal. machine guns. shifting the balance of forces in another encounter.
Helping the Marines were armed civilians. These civilians Thus, a side which commits heavy forces in the initial
were construction workers who were building the airstrip stages of a campaign may wind up short-handed in the lat­
and were caught when the Japanese attacked. ter phases. In addition, the use of a campaign game to
The Marines set up first anywhere on the map, forces link a succession of tactical games also tends to lessen
are: 10 Marine, 5 Security (civilians), 2 MG nests, 2 the unrealistic tendency toward suicidal missions which
Howitzers (direct fire only) and 2 AA units. often occurs in a single game near the final turns be­
The Japanese attackers consist of: 37 Army, 4 MG u- cause the weaker side has nothing to lose. If both sides
nits and 5 Mortar. 3 destroyers are available for supp­ have to look forward to future battles (with only limited
ort starting on turn 3. Four airstrikes are also avail­ repairs or replacements) they will be much more conserva­
able on turn 5. To carry the units to shore use 17 LST tive in their tactics and less prone to Kamikaze tactics.
units except lower the, defense factor to 3. You may,as What we have tried to illustrate is the principle of
did the Japanese, have problems getting all your troops unbalanced, but compensated, scenarios. These engagements
to shore if too many of your landing craft are sunk in are interesting and challenging because they call for di­
the first wave. The game lasts 15 turns. Victory condi­ fferent playing tactics by the opponents. If the compen­
tions are: To win the Japanese Player must destroy all sating features are chosen carefully,both sides will have
but one Marine and two Security units by the end of the a chance of winning.
game. The Marine Player wins by avoiding this.
You may also want to add a "Marine ferocity rule" .
The Marines on Wake had taken 18 straight days of bombing
after beating off the first Japanese attack. To put it
PANZERARMEE
bluntly, they were in a mood to dish it out after not be­
ing able to retaliate. After five turns the Marines have
one attack point added in a normal attack and 3 added
AMPHIB by Phil Kosnett
when attacking hand-to-hand. The Japanese will really
have to work to take the island and will probably suffer Though no amphibious operations were ever launched
casualties similar to those in the real campaign. during the North African campaigns, (not counting Torch,
which was a rather special case) the British did, from
UNBALANCED time to time, toy with the idea. They were discouraged
for several reasons. There was a world wide shortage of
N A V A L S C E N A R IO S landing craft, it would have diverted troops and supplies
from the main front, and the Regina Marina(not to men -
by Clifford L. Sayre, Jr. tion the U-Boats) could be counted on to interfere. Nev­
ertheless, the possibility of such an invasion, launched
Balanced scenarios provide a good way to learn rules to cut the coast road behind the PanzerArmee, was kept in
and have a good game without favoring one side or the o- mind by both sides during the campaigns. This can be ill­
ther. However, as both players become skillful, the use ustrated in the SPI game, PANZERARMEE AFRICA.
of balanced engagements tends to produce either a stale­ The possibility of invasion would have depended on
mate or mutual elimination. The rules to DREADNOUGHT, by several factors; who held Malta; who held Tobruk (a good
SPI, suggest a point system to provide balance. (A vess­ U-Boat base); the availability of Allied troops, supplies
el's points is the sum of the offensive strength, defen­ and landing craft; and the weather. The chart below shows
sive strength and movement allowance.) This method works the probability of invasion under varied circumstances.
well, but tends to produce rather homogeneous results if
both players opt similar types of ships. This article EASTERNMOST AVAILABLE REQUIRED DIE ROLL
contains some suggestions for trying Unbalanced scenarios AXIS PORT FOR INVASION
in DREADNOUGHT, CA or naval miniatures with the provision El Agheila 1 -6
for compensating for the apparent unbalance. A certain Bengasi 1-5
amount of experimentation may be necessary to quantify Derna 1-4
the amount of compensation necessary for a particular Tobruk 1-2
game or type of tactical situation, but the expanded var­ Bardia 1
iety of possible actions is worth the experimentation.
A very simple way to provide some balance between If the Axis hold Malta, add three to the Allied die
several small ships (such as DDs and CLs) in action with roll. If in November, December, or January add one. Ad­
a smaller number of heavy ships (such as CAs, BCs or BBs) ditions are cumulative. Also, for invasion to be allowed,
is to hold the engagement with limited visibility. Fog, two supply units must be present in Alexandria.If an in­
weather or night can be used as a reason to limit the vasion is deemed to be possible,up to three infantry bri­
range capability. Although the smaller ship's guns may gades and one supply unit(which must have been in Alexan­
not be very effective, they will have some opportunity to dria) can be landed on any clear terrain hex within fif­
use their torpedoes without getting blown out of the wa­ teen hexes of the westernmost supplied Allied unit. For
ter on what would otherwise be a suicide mission. Another example, if the westernmost Allied unit is in Tobruk, the
method is to handicap a large ship with some initial hull invasion could take place as far west as hex 2313. The
and/or ammunition handling. An adverse die roll correc­ invading units may move no further,and may not attack, on
tion (to represent fire control limitations)or limiting that turn. The invasion cannot be launched against an e-
fire to every other or every third turn (to represent nemy occupied hex. Supply can be traced to the invasion
handling difficulties) will tend to moderate the strength hex as to a port, but only a maximum of two divisions can
of otherwise powerful opponents. be supplied through it. Sea movement is impossible the
One very effective limitation is to permit large ve­ turn of the invasion. One infantry regiment per turn may
ssels a very restricted number of turns in the game.Thus, be shifted in as follow-up troops. If the invasion hex
the more powerful elements must be employed skillfully is occupied by the Germans, the units are out of supply
while they are available. For example, a convoy scenario and lose command control for that turn. In short, they
are wiped out.
Since some of these things could be around for a number

NARVIK of turns one needs to keep track of who has launched


which at what.
We tried a one ship to one ship scenario, shot off a
BAY by John Page
few track missies and felt utterly helpless in the game.
What should be a fun game of ship to ship combat is in
summary not fun. It bogs down in a morass of semi-intel­
In the Norwegian campaign,a group of German Destroy­ ligible rules and unweildy game mechanics. We can only
ers was trapped in Narvik Bay by superior British forces, recommend that you hang the map on your wall next to the
and eventually destroyed in a series of sharp actions in STAR RAIDERS map and throw the game the same place you
the narrow channel. The end result was the loss of a threw the STAR RAIDER game.
fourth of Germany's destroyers and, more importantly at
the moment, the critically needed supplies still stacked
on the docks. This situation should be accounted for in
the GDW game NARVIK.
When an Allied naval interdiction unit is placed ad­
jacent to a port in the same turn as a German supply unit
WESTWALL
was landed there, the Allied Player may attempt to attack
the stockpiles with his naval unit. To do so, he simply
indicates that the unit will attack, and rolls a die. If
Q U A D
by Stephen V. Cole
the result is a 1 or 2, the supplies are destroyed. If a
5 or a 6, the naval unit is out of action for two turns. The four games of SPI's WESTWALL Quadrigame portray
If the result is a 3 or 4, the attack has failed but no the German Army in the various stages of decay from Sep­
significant losses have resulted. A second attack may be tember of 1944 to March of 1945. Needless to say, the
launched at once in this event, but the die rolls become situation goes from fair (Arnhem) to poor (Hurtgen) to
1 for supplies destroyed, 2 or 3 for no effect, and 4-6 desperate (Bastogne) to hopeless (Remagen). The British
for a temporarily lost naval unit. Ho more than two at­ and American systems of fighting a war are compared only
tacks may be launched per turn, and no more than one Al­ indirectly.
lied naval unit may be used in each, as the waters are As just about everyone who buys these four games
too narrow for more than that. If the first attack is a buys them all at once, it would not be improper to sugg­
failure with a lost naval unit, a second naval unit could est methods of cross mixing the components. The beauty
try again with the die roll shift that indicates loss of of the game system (MODERN BATTLES, WEST WALL,ISLAND WAR)
surprise. If more than one supply unit was deliverd in is that it is simple enough to be used as a test vehicle
that turn, the die roll affects them all. for various systems. Let us now take these games in or­
der and, by utilizing the components of the other games
of the quad, evaluate the systems against each other.
The problem with ARNHEM is that the British just
FORMALHAUT II never got moving. It was joked that the men of the 82nd
and 101st would rather have had the Americans coming to
their rescue. What if they had?
by Richard C. Giberson and Walter L. Brink Delete all 18.14 Reinforcements. Replace as follows
with units from BASTOGNE.
FORMALHAUT II is a sequel to the game STAR RAIDERS.
They are both published by Attack Wargaming. A look into Turn 2 - lx 5-4-12, 2x 5-5-12, lx 1-3-12, lx 1-2-12/2-12,
FORMALHAUT II must invariably draw comparisons with its lx Engineer.
predecessor. Turn 3 - 2x 1-2-12/2-12, 2x 4-3-12, 6x 2-3-7 (from HURT­
STAR RAIDER is basically a game of planetary con­ GEN), lx 3-2-18/1-7, lx Engineer.
quest. The time period for FORMALHAUT II is set as 1000 Turn 4 - 6x 2-3-7 (from HURTGEN), lx Engineer.
years farther into the future than STAR RAIDER.It is de­ Turn 5 - 3x 1-2-12/2-12.
signed to represent tactical ship to ship combat in Turn 8 - lx 5-4-12.
space.
Ones attention is first drawn to the mapboard. The Hurtgen was perhaps the only “fair" battle in the
map is colorful, and of itself is no impediment to play­ war, as the wilderness terrain prevented the Americans
ing the game. What that simply means is that all of the from bringing their massive firepower to bear. The sim­
"terrain" is clearly identifiable. There is even an att­ plest change would be to use the British from ARNHEM
empt to give a “three dimension" effect to the map which in this game, replacing all US units.The advantage of the
works surprisingly well. There are two or three minor big British brigades is traded for a lack of units to co­
criticisms of the map that should be noted. First,one ver the front.
quickly sees that Ras Algethi has no "plus" signs (plane­
tary zones) circling the star. However,you will find on Similarly, British units can be used at Bastogne. The
a careful reading of the rules,that there is not supposed British and Polish airborne forces from ARNHEM can be sub­
to be any planets around that star. One could wonder stituted for the 101st, and the relief, by the rest of the
British units comes from the north.
whether the map was printed with the "error" and the
"rule" added afterward to cover. Secondly, note the co­ REMAGEN, of the four games, is the weak sister. Only
ordinate letters down the long side of the map, A - Z, the most exotic rules and victory conditions can possibly
AA - LL and XX. Why not just AA - MM, another "typo"? cause a German victory, and then only if the Allied player
Also, since the entry, or base hexes, are constant for is blind and missing half of his units. This is, however,
the game, a red line or red asterisks might have marked as it should be. The German Army of March 1945 was-beaten,
them for ease of reference. and well aware of it. However, accurate as this may be,
The die-cut counters is the one area where a vast it is a crashing bore and the historical lessons are
improvement over STAR RAIDERS is noted. FORMALHAUT II learned in a couple of playings. To make it more interes­
counters are professionally done and even have some real­ ting, remove the Panzer Lehr (901,902,903, Lehr artillery)
istic characterizations. However, they are very thin and and use the same units from BASTOGNE. Trading two 1-2-7's
are not cut properly. Here we also find some irregular­ for five 5-5-12's and a 4-4-12 should have some effect on
ities. For example, on the Ship Specification Chart, the the game. This could be compensated for by the drop of 3
"Benet Nasch" is called a Battleship, but the counter has 2-2-7's, a 2-3-7, and a 2-1-4/1-7 on turn 2 using the
a drawing of a Transport. The "Centaur" is called a Tran­ ARNHEM rules and counters.
sport and has a drawing of an Assault Ship. "Veran" is The great advantage of a Quad game such as this is
spelled "Varan" on the counter, etc., etc. Finally, for that units from one game can be used in another, provid­
playing purposes, the missle counters should be numbered. ing compensation and justification can be provided.
Draw 0 - 9 pts

A -D Variant by Jim Brown


NATO Marginal Victory
NATO Substantial Victory
NATO Decisive Victory
-1 - to -15
-16 to -30
-30 or below

ITALIAN VARIANT
ANVIL-DRAGOON, by JagdPanther Publications, is per­
Assume successful Russian invasion of Northern Italy
fect material for a simulation of a NATO evacuation of
and/or a victory in the Med. Allow Russian entry any­
southern France following a decisive Russian victory on where on the Italian border on turn 10. Add 1 BB, 1 CA
the Rhine and in northern France. NATO desperately needs for the Russians, 1 BB for NATO. Russian ships arrive on
these formations elsewhere, but also needs to delay the
turn 15. BB's are worth 6 Victory Points, CA's are worth
pull-out long enough to relieve pressure on the main re­ 5 Victory Points.
treat into the Iberian Peninsula.

NATO FORCES: U.S. (black) 1 x 10-7-6; 2 x 5-7-6; 1 x 2 -


4-6; 1 x 3-3-6.
West German (gray) 1 x 8-8-6; 1 x 4-4-6 ;
SIS A -
1 x 2-4-6; 1 x 3-3-6.
British (green on white)l x 6-6-6;3 x 5-5-5
6-6-4; 0-4-2 (HQ).
STRIKIE
by John Anderson
French (gray) 6 x 2-4-4; 2 x 3-3-3; 5-5-0
(gun); 1 Airbase; 1CA. SEASTRIKE is an unusual modern naval game produced
about two years ago in England. While it is not well
RUSSIAN FORCES: Guards (white on green) 1 x 18-16-6; 1 x known in this country, those wargamers who have come into
16-16-6; 2 x 15-15-5; 1 x 4-4-4; 1 x 0-4-2. contact with it seem to enjoy it immensely. As it is not
Army (light green) 7 x 8-8-6; 9 x 6-6~5;3 x familiar to most of the American Wargaming community,a
4-4-4; 2 x 6-6-4; 2 x 0-4-4 (HQ). brief description of the game is appropriate.
NATO sets up anywhere, except that 1 supply must be in
To begin the game, the players scatter about a dozen
Marseilles, and the gun must be on the coast. NATO may
die cut islands (up to a foot across) on the floor, cre­
evacuate one stack from Touloun or Nice, and two stacks
ating a small piece of supposedly important ocean. Each
from Marseilles each turn. NATO may also evacuate 1 unit
per turn from each beach hex, but these don't count for then draws an envelope from a stack, and opening it in a
victory conditions. During the turn of embarkation, u- private place finds out just what his mission is, and how
nits are 1/2 Defense factor. To embark, move units to many million British pounds he is allowed to spend to ac­
the port and leave them there during the Russian turn. complish it. With his money, he buys an assortment of
They leave before movement on NATO's next turn. Ships, submarines, aircraft, and ground bases, which are
All units are 1 stacking point except for supply (2 set up among the islands. Combat then begins and pro­
pts), HQ (3 pts), and Russian large units (2pts). 3 ceeds to a decision.
non-artillery and artillery points may stack in a hex.
The combat system is unique. One indicates that a
All units are in supply if they are within 10 Move­
particular ship will fire a particular weapon at a parti­
ment factors of an HQ or supply unit. Units outside these cular target, then turn up the top card of a special deck
limits have all factors cut in half. HQ's may supply 3 to see if the weapons system is serviceable. The cards
attacks per turn. Supply units may supply any number of
are divided into areas, each of which contains the answer
attacks but are removed after use. Supply units may sup­
to a question.. One asks oneself a question ( i s the ro­
ply defenders without being-removed.
cket launcher working today?) and turns a card, looking
NATO may also evacuate units from the airfield at
in the appropriate area for the answer. One then asks if
the rate of 1 stacking pt/turn. Units are half Defense
the target is locked by the radar, and turns the next
factor while being airlifted out. Air evacuation is
card. Then the weapon is fired and one asks for hits, and
treated just like naval evacuation.
one area of the card will tell what, if any, damage was
VICTORY POINTS done to the target. A given card could include the fol­
NATO receives the following points for evacuation: lowing information: The Weapon is working, the radar is
Infantry Regiment - 1 pt. locked, the aircraft missed with its bombs, the cruise
Mechanized unit - 2 pts. missle missed, the guns scored serious underwater damage,
Artillery Unit - 2 pts. the torpedoes missed, the anti-submarine weapons damaged
Headquarters Unit - 2 pts. the torpedo tubes of the target. Whatever you want to
Armor and Supply - 3 pts. know, any card in the deck will tell you.
The actual play is like JUTLAND in many ways, except
NATO receives the following points for destruction of that the counters are plastic coated, and one marks off
Russian units: the equipment that has been knocked out with a grease
Infantry - 1 pt. pencil. This system is amazingly simple, fast, and pro­
Arty, HQ, or Guard Inf - 2 pts. vides an immediate assessment of damage.
Armor,Gds Mech - 3 pts. The game is a player’s dream in that it provides in­
Guards Armor - 4 pts. structions to create new ships from actual or imaginary
Russian receives the following points for destruction of data, and how to calculate the cost for them.
NATO units:
Infantry Regiment - 1 pt. There is, however, much that can be added. While
Mech, Arty, and HQ - 2 pts. the game notes indicate that major CVs could not possibly
Armor, Supply, Coastal Gun - 3 pts. be afforded for such battles as are depicted, it is in­
Airfield - 5 pts. teresting to create one (two power boxes, four SAMs, four
Russia also receives 50 pts for the capture of Marseilles short-ranged SAMs, and eight helicopters, to say nothing
by turn 10, 30 pts if by turn 15, and 15 pts if by turn of however many fighters and strike planes you wish) and
20. They receive 10 pts for the capture of Nice by turn then try to sink it.
15. One thing that the designer seems to have missed is
NATO also receives 20 pts if their HQ is still on the that any equipment, including torpedoes and ASW weapons,
board on turn 30. could conceivably be mounted on a land base. Major he­
Subtract NATO points from Russian to determine victory: licopter bases make interesting targets of marauding ship
packs. It is, indeed, possible to design an entire game
Russian Decisive Victory 50 + pts on this system for ground equipment, with AT missies and
Russian Substantial Victory 30-49 pts space to do more than suggest that WGRG consider that as
a possibility for their next game.
Russian Marginal Victory 10-29 pts
23
LEN IN CR R D
by Bryan Madsen
No te s
by Stephen V. Cole
REVOLT IN THE EAST, by SPI, is a fun game which can
be made even more so by the addition of two units. One, a As all things tend to go, so goes the state of the
NATO Airborne unit with a strength of 3 and range of 20, rules in a JagdPanther game. March on India had a half
can be used on the third turn of NATO intervention in any page of errata, Anvil-Dragoon none at all. With Lenin­
scenario. It consists of the US 82nd Airborne, some Ran­ grad, the nature of the errata seems to be entirely con­
ger and Green Beret units, and a collection of German,UK, cerned with typographical errors. For example, on the
French, and Canadian units. CRT one is immediately confronted with a DE2 result,which
The second unit is the Black Sea Fleet Marine Corps, no one, including the designer, seems able to interpret.
a Russian unit. This unit has a combat factor of 5 and Rather than come up with an explanation of what it means
can move four hexes on the turn of landing. It can be I will simply admit it as a typo and change both, and the
used to keep the Bulgarians in check or, if you presume a "2" result in the 8-1 column, to DE results and let it go
reasonable Turkish government, landed on the coast of Yu­ at that. The other typos are self-evident and can be re­
goslavia. The addition of these two units is balanced solved with only a moment of thought.
and improves the game considerably. The space reserved for the game rules in issue 13
did not allow for game strategy, and so the space not be­
ing used this issue for errata can give you a few hints.
In the first Scenario, you might try to do what the Ger­
MORE TANKS mans actually did, and not even try to surround the city.
A direct assault against the southwest face(through forts
24 to 26 inclusive) has certain advantages. It can make
by Philip A. Merrill
use of the mechanized units, which are freed from their
task of surrounding the city. It can usually be conduc­
No game can be all inclusive, though most try to co­
ted earlier, and it usually captures at least a couple of
ver the main points. This article includes and describes city hexes. It also has no major river to cross. There
the characteristics for various tanks which were not in­ are disadvantages, in that the Russians can try to oper­
cluded in the SPI game TANK. They are very light tanks, ate against your right flank, and he can freely move u-
lesser used tanks and vehicles from minor countries. nits into and out of the city. Also, Leningrad and the
FRANCE PERIOD F/S/R AP/HE MA FC RANGE forts have intrinsic strength, and he can move adjacent
AMX-13/75 8-12 5/3/2 15/10 7 SC 50 to a stronger unit at will, but he could do that anywhere
AMX-13/90 12 5/3/2 17/10 7 SC 50 along the line. The strategy can be used to good effect,
AMX-13/105 12 5/3/2 21/10 7 SC 50 but best against opponents who do not react quickly or
EBR-75/75 8-12 2/2/2 15/10 11 SC 50 can be bullied into playing your game.
EBR-75/90 8-12 2/2/2 17/10 11 SC 50

GREAT BRITAIN
SCORPION
SCIMITAR (30mm)
STRIKER
12 3/3/2
12 3/3/2
14/10
7/10
10
10
R 50
R 45
SAME AS ABOVE EXCEPT USES SWINGFIRE ATGM
MIDWAY
by Russell S. Lockwood
JAPAN
TYPE 60 8-12 2/1/1 25*/Ю(20) 7 R 25 Avalon Hill's classic game MIDWAY is superb in many
TYPE 61 9-12 10/8/4 16/10 6 SC 50 respects. The intenseness in trying to find a clever op­
ponent can sometimes be overwhelming. Yet, what happens
SWITZERLAND when one does, and torpedo planes make their run of the
PZ 61 9-12 10/6/5 22/12 7 SC 50 starboard side? All anti-aircraft guns start firing, ev­
PZ 68 12 10/6/6 22/10 8 L 50 en the ship's port side. Unless they are Australian gun­
ners using bommerang bullets, the superstructure must be
UNITED STATES full of holes!
M-41 8-11 8/5/4 14/10 9 SC 50 To correct this, allow each ship to split its AA
M-46 7-8 12/5/4 16/10 7 SC 50 fire in half, rounded up on one side and down on the oth­
M-47 8-9 12/8/5 16/10 7 SC 50 er so as to not exceed the printed factor. The fire can
M-103 8-12 18/8/6 24/10 4 SC 50 only be directed on its respective side and fore and aft.
MBT-70 12 18/8/6 30*/10 9 L 50 However, the entire ship's AA factor may be used against
overhead divebombers.
The numeric designations of the French vehicles re­ Carriers have flight decks which attract dive and
fer to the size of the main gun in mm. The EBR-75 is torpedo bombers. When sufficiently holed or tilted, the
more a glorified armored car than a tank. The EBR and deck becomes useless. Therefore, when a carrier has re­
AMX use the same turret. The three British tanks are ceived 50% (rounded up) damage, it may not fly or land
part of a team of fighting and maintenance vehicles which aircraft. However, a carrier may "repair" one hit box
all use the same chassis. The Scimitar was intended to every four daylight turns or two night turns to a maxi­
knock out APC's. The Striker carries the Swingfire ATGM. mum of two boxes a game. It may be combined. The air­
The Japanese Type 60 is an APC with two 106 Recoilless craft must remain in their condition (readied or not)
rifles. It can fire twice in the same turn, but at the while repairs are going on. If the carrier receives one
same target. The M-41, M-46, and M-47 were interim de­ hit during attempted repairs, a 1, 2, or 3 on a die roll
signs used in the hard-to-use-armor climates of Korea and means that the repairs remain intact, a 4, 5, or 6 and
Vietnam. They were stepping stones to the M-48/60 family the repairs are destroyed. In either case, the hit is
and were or are used by NATO, SEATO, and most of South added to the carrier. Two hits immediately destroy the
America. The M-103 is a monstrous tank designed to match repairs (and most likely the ship too).
the JS III. A few are still around. The MBT-70 was a As a last suggestion, outlaw the kamikaze attack. At
US/German project that never got built. The Germans left this stage in the war, the Japanese were still superior
the project because the Americans insisted on the 152mm and did not need to use suicide missions to sink ships.
gun while the Germans considered the 105mm, with its one- And aside from the fact that the Americans didn't hold
piece round, to be completely adequate. The US eventual­ the samurai philosophy, they had to conserve war mater­
ly scratched the program over mounting costs. ial, so they are not allowed to bonzai either.
ShoRE
FRANCE 40 BG’s B a t t e r ie s
by John Burns
by Paul M Smith
In the continuing effort to update older games with During the time period covered in WOODEN SHIPS AND
later advances in game mechanics, this article will pre­ IRON MEN, many countries protected their harbors and ma­
sent rules for the formation and handling of Battlegroups jor inshore sea-lanes with well-emplaced shore batteries.
in the Avalon Hill game FRANCE, 1940. The addition of shore guns when designing one's own sce­
German 7-6 Infantry Corps reduce to 2-6 KG‘s. Panzer narios or adding them to several existing scenarios
Divisions with factors of 6 or 7 reduce to 3-8's, those should provide interesting action.
with factors of 4 or 5 reduce to 2-8's. The SS 3-8 units Each counter would represent 2 gun and 3 crew sqs.
reduce to 1-8’s. No other German units form KG's. A minimum of 1 crew square is required to fire one gun,so
French 6-6 and 5-6 units reduce to 2-6, 4-6 units to if two crew squares are lost only one gun may be fired.
1-6. Dutch and Belgian 4-6 units reduce to 1-6. Guns have a 120 degree field of fire.
British 8-8‘s form 3-8 BG's, 6-8‘s form 2-8's, and Subtract 1 from the range, making the maximum an ac­
4-8's form 1-8's. The 4-6 Armored units form 1-6 BG's. tual distance of 11 and the minimum range 2. Shore bat­
Units not listed here do not form Battlegroups. teries may not fire at ships only one hex away as they
Units which are surrounded for two turns reduce to are below the depression angle of the guns.
BG status. Battlegroups and Kampfgruppes are never elim­ Be sure to site guns that can cover each other.
inated for lack of supply. Guns would receive a +2 modifier on HDT each turn
Units attacked and destroyed at 13 to 1 (or 10 to 1 since they are firing from a more stable position. Shore
surrounded) do not form Battlegroups. batteries receive all other modifiers except initial
Three Battlegroups may be combined to form a single broadside, crew section loss and at Anchor.
full strength unit. The owner of the shore guns may on his turn order
This addition to the game dramatically changes and the crews to temporarily evacuate the position. This is
improves a game that was a classic in its time. to prevent their being killed by heavy fire. They can
return at a later time, but cannot fire on the turn they
leave or return.
When firing at shore guns, ignore hull and rigging
hits, considering them as misses. Shore batteries are

CROMWELL by John Anderson


immune to fire except through the two hex sides that com­
prise the field of fire.
Suggested point values are: EL CR AV GN PR
2G 3C 10 8 7 NA NA

The English Civil War (1642-1644), so well represen­


ted in SDC's game CROMWELL, was a very complicated affair
in all respects. Tempers flared, and personalities stood
WHISKEY
in the way of statesmanship. It is generally agreed that
the entire matter could have been settled peaceably if
both sides had shown more tact. Be that as it may, the
STATION by Joseph Kibera
War went on, and attracted the attention of most of the
Continent.
In the early days of June 1944 the American troops
The English had been dabbling in political freedom trapped in the Anzio beachead broke out, and Gen. Clark
and Parliaments for years, and the Royal Houses of Europe ordered them to stampede straight into Rome, with an eye
were not at all happy about it. If one King could fall, toward capturing the eternal city and thereby gaining e-
another could all the more easily. Thus, France, which ternal glory. Every division in the beachead organized
had political interests in gaining pieces of English ter­ a light motorized group to lead it to the city, but one
ritory as well as keeping Kings holy, and Holland, which of the first units to get moving was a mixed battalion of
had strong commercial relations with the English, offered the Special Forces group, including both American and
to send contingents to support Charles in his negotiation Canadian units. That this unit was the first to get down
with Parliament. the road can be attributed to their uncanny ability to
filter through their own units by bravado and on at least
Charles was, at the beginning of the 1643 Campaign, one occasion forged orders. But they would not be the
in trouble both militarily and politically, and it was first into Rome, because they ran almost head-on into the
only by forceful argument that his advisors convinced him German 14th Cavalry Brigade, a scratch-built armored car
to decline the offer. To import foreign troops into a Kampfgruppe led by an aggressive Major named Roche.
Civil War would only strengthen the Parliamentary posi­ The battle was named for a ratter small German sup­
tions and create political liabilities for later years. ply dump which included a stock of spirits, later put to
However, had Charles remained adament, the Continent may good use by the Americans. This aspect has been left out
well have attempted to influence the action. of our scenario as it took place somewhat after the ac­
The Dutch force can be approximated as 2 factors of tion was over.
Pikemen and two of Musketeers, supported by four factors Using ones PANZER LEADER game, the
of fleets. The French forces would be later, close to action can be approximated as follows:
6 factors of Pike, 4 of Musket, 2 of Cavalry, and a Gen­ The German force enters from the east
eral (never specified) who can be considered a +1. Two edge of board С on the road, and in­
factors of fleets assist. Spain was in its descendency, cludes: lx75AT, lx20AA, 1x150 IG, lx
and too weak to become involved. No other nation was 120M, lxEngr, 3xSMG, 3x234/1, 1x234/2,
close enough to the scene to be interested. 1x234/4,lxMaltier, lxLynx, 2x PZIIIJ, 3x *strack, 5 truck.
This is not without its problems, however. The av­ The Allies enter on turn 2 on any or all of the road
erage English peasant is not too interested in having the hexes from the south, and include: lx57AT, lxUS Engr, 3x
French choose his government for him. The simplest way Scout, Зх M8, Зх M20, 5x Daimler, lx Recon HQ, lx M16,lx
to reflect this is to give the Parliamentarians a 20% bo­ M18, Зх M5, 2x M24, 6x ^track.
nus on the EC0P0L point totals for building units. The The Germans move first, and scenario length is 8
game now has more units and it is easier to force a major turns. To win, the Special Forces must exit at least 12
units from the North edqe of Board С by the end of the
battle.
25 game. The Germans win by avoiding Allied victory.
In order to provide some balance to the game, the
MASKED Union Player must leave the three big Wisconsin regiments
out of the game. They are replaced with six units of
MERCHANTMEN Gatling guns. These are considered as cavalry units and
arrive on turn 3 with the other Union forces. Their fac­
by Russell S. Lockwood
tors are 1-0-10 / 1-6-2. However, there are two special
GLOBAL WAR is an impressive game, if only in its rules involved. First, mounted cavalry has an assumed
scope. As a simulation of all of World War II, it con­ defense factor of 1 when attacked by Gatling guns. Se­
tains most of the main facets of the war. However, SPI condly, when mounted cavalry enters a hex adjacent to a
neglected to include one important aspect, the surface Gatling gun, it is immediately attacked by it, and suf­
raider (converted merchantmen). fers the results. This should prove interesting.
Germany should be allowed to build surface raiders.
The cost is four production points and it requires four
turns to build. The raider has a movement allowance of
25 movement points and must "dock" every three turns. It
COMBINED ARMS Redone
has an attack strength of four; and may only attack mer­ by Scott Daniels
chant ships. After an attack, a die roll of one or two
allows the raider to capture the merchant ship(s) that Basically speaking, SPI's COMBINED ARMS was an att­
normally would have been sunk. If captured, the raider's empt to get a tactical flavor on a low level operational
time endurance increases by one to a maximum of six. The game. Suffice it to say that they failed. However, with
raider may then try to sail the captured ship back to a the following changes the game is salvageable.
friendly port in the riext naval movement phase. If succ­ 5.3 Overrun: Overrunning units do not exit. Instead
essful, one production point is added to Germany's total a double overrun both units are placed on top (Note: this
for that turn only. Transit attacks may be made upon is an exception to the normal stacking rules). The def­
captured ships only on a die roll of one. Surface raid­ ending unit then gets a first fire defensive attack ag­
ers are immune to attack unless a one or two is rolled, ainst its attackers. If doubly overrun it may fire at
and if attacked, may not counterattack. both. For the purposes of this fire ignore terrain eff­
To reflect German-Japanese cooperation, allow the ects on defensive strength. If the attacking units are
raider to "dock" in Japan so long as one captured ship retreated the overrun has failed. If not, the overrun
reaches Japan (in which case the Japanese gain the addi­ continues. The overrunning units now attack the defend­
tional production point). The surface raider may refuel ing unit. If the overrun produces a retreat or DE then
U-Boats by removing one endurance turn from the raider leave both overrunning units in the overrun hex and the
and giving it to the U-Boat (one for one swap). The re­ overrun has ended. If not, attacker and defender are
fueled U-Boats do not have to return to port at the end each increased one level of disruption greater than the
of the naval stage. CRT called for and all remain in the hex (Note: if the
increase is to D4 treat as eliminated). This method all­
ows overruns to simulate the tremendous disorganization
possible in close quarters fighting. Command control
BRRflDY STATIOn rules do not apply to units involved in an overrun from a
preceding turn. The overrun offensive and defensive
by Stephen V. Cole
combat is repeated on each succeeding turn until a result
BRANDY STATION,by Rand Games, covers, and quite well is achieved.Exception: If by die roll either player
has an undisrupted force in the overrun hex he may elect
explains the Civil War cavalry battle of that name. Like
to end the combat by voluntary withdrawal from the over­
all games it has its good points and its bad ones, and
run hex. This does require command control and takes
it would not be improper to examine them briefly before
becoming involved with variants. place in the phasing player's movement phase. Otherwise
The counters are, of course, of Rand's superior type the attacks are repeated in the attack phase of the orig­
and while one wishes that their printer had not made the inal attacking player's combat phase. Optional: Combat
error of printing the flip side on a separate sheet, they advantage for disruption level. If one side has a lower
are at the least liveable. The map is a return to their disruption level than the other (average in the case of a
time-space square grid, and the major detracting point of double overrun)shift the attack odds to the left or right
an otherwise fine game. While the system is an improve­ to compensate. Example: Attacker has a D1 armor and a
ment over the square, the hex made this obsolete long be­ D2 infantry for an average of D5. Defender is D3. Re­
fore it was invented. The rules book is excellent, and moving the fraction in favor of the defender makes it a
provides something new. The individuals who composed the difference of 2 to 3 or 1. So if the defensive combined
rules hit upon the idea of taking the key points of all attack is a 2-1,drop it to a 1-1. If the offensive att­
of the rules and printing them inside the front cover. ack is a 3-1, up it to a 4-1. Also, units mounted in
While they are only the briefest of notes, they do pro­ trucks may take part in a wave overrun. If the overrun
vide memory joggers and are indexed to the main rules, doesn't produce a result on the first turn, the carried
allowing you to find the complete rule in seconds. infantry is dismounted at one D level higher than it
The game is a study of cavalry in the civil war, and would be under the above rule for stalemated overruns.
covers the first battle in which the Union cavalry stood 6.11: Change so that artillery,truck and anti-tank units
hoof to hoof with the Confederates and fought it out. The may voluntarily enter Zones of Control.
Rebels won the battle, but they had to work for it, and 6.12: Change to match 6.11 above.
this provided the key emotional edge that allowed the Un­ 6:13: For the purposes of this rule on Zones of Control
ion cavalry to dominate the strategic movement to Gettys­ treat tuck-mounted units as armored (owing to a shortage
burg. JEB Stuart, after this particular battle, felt that of APC's all sides in WWII used truckborne units as if
being a cavalryman was no longer fun. they were fully mechanized)indeed the Israelis used half­
Cavalry, from its inception, had been the spiritual track-mounted units as mech through the 73 war although
and doctrinal ancestor of armor. Indeed, the US Army they are now switching over to APC's (the Arabs left
dates the creation of the tank corps from Washington's . enough of them to get the ball rolling). Granted that as
cavalry. Thus it is possible to consider Brandy Station soft targets they are easily killed, the question of mov­
not as the clash of cavalry, but the clash of armor (or ing into range should be one of tactics, not flat prohi­
at least, armored cavalry). As this publication has al­ bition.
ways considered at least a part of its purpose to be the 6.0: Ignore secondary Zones of Control.
comparison of weapons systems, it would not be out of 6.22: A unit may move from one primary ZOC to another by
line to introduce the 1863 equivalent of anti-tank guns expending all its movement points for that turn.
into the battle. For our purposes, the Gatling gun, only 7.0 Any number of units may stack on one hex, however,
10 years in the future of this battle, will do quite well except in an overrun, only one (the top one)may attack or
enough. j £ 0 defend.
FEEDBACK GAMES USED
In our continuing effort to make JAGDPANTHER what
the readership wants it to be, we ask you to take a few To assist you in locating the games mentioned in the
minutes and provide us with the answers to a few ques­ current issue, we include this list of publishers:
tions. We greatly appreciate your help.
The AVALON HILL COMPANY: 4517 Harford, Baltimore MD,21214
1. Which three articles did you think were the best wri­ 3rd Reich, Midway, France 40, PanzerLeader
tten in this issue? JAGDPANTHER PUBLICATIONS: Spanish Civil War, Marine,Anvil
Dragoon, Siege of Leningrad.
2. Which of the articles in this issue would you consid­ CONFLICT GAMES COMPANY, 201 Broadway, Normal, IL 61761,
er as being the most useful? Bar-Lev.
SIMULATIONS PUBLICATIONS, 44 East 23rd, NYNY, 10010, War
3. Rate the game WARSAW PACT (l=bad, 9=good) in terms of: in the East, CA, Punic Wars, Panzer Armee Afrika, Sorcer­
a. Playability. er, Frigate, Dreadnought, Westwall, Revolt in the East,
b. Accuracy. Tank, Mechwar 77, Global War, Combined Arms.
c. Completeness of rules. GAME DESIGNER'S WORKSHOP, 203 North, Normal II, 61761,
d. Physical quality. Port Arthur, Narvik, Chaco
e. Enjoyment. FLYING BUFFALO, Box 1467, Scottsdale AZ, 85252, Viva.
f. Overall. CHAOSIUM, Box 6302, Albany CA, 94706. White Bear and Red
Moon.
4. Was this issue better than the last one? LOU ZOCCHI, 7604 Newton, Biloxi, MS, 39532, Battle of Bri­
tain.
5. Would you resub on the basis of this issue if it were AIWA, 314 Edgley, Glenside Pa 19038, Formalhaut II
your last one? WGRG, 75 Ardingly, Goring by Sea, Sussex, England, Sea-
sfcrike •
6. Where did you get this copy of JAGDPANTHER? SIMULATIONS DESIGN CORPORATION, Box 19096, San Diego, CA,
а. Bought sample copy. Cromwel1.
б. Bought specific back issue. BATTLELINE PUBLICATIONS, Box 1064, Douglasville Ga, 30134
c. Subscription-
Wooden Ships and Iron Men.
d. Hobby Shop. RAND, 1133 Broadway, NYNY 10010? Brandy Station,
e. Other (specify).

7. What was the first issue JAGDPANTHER that you ever


bought?

If you're a game designer, you already


know how many full size hex sheets you
use (or could use) when you're laying out
a game map. Sometimes it's simply
prohibitive using the expensive large hex
sheets. So we at the Workshop are making
one of our favorite design tools available
to the gamer and designer.
Mini-Hex sheets are a full grain short
hex sheet, reduced from 2 2 ''x 2 8 " to fit
onto a single sheet of 8 У г"х1 1 " paper.
One hundred such sheets are padded
together for your convenience.
These sheets are extremely useful for
initial development of game maps, and
other aspects of design. Play-by-mail
applications abound, as you can transfer
your favorite game to the hex grid, and
Xerox or otherwise reproduce it to show
your moves.
As an added bonus, we routinely stuff
the envelope full of our flyers and
brochures. The Mini-Hex Pad, postpaid in
the U.S. & Canada, only $2.00. Illinois
residents, add 5% sales tax.

GAME DESIGNERS' WORKSHOP


2 0 3 N o rth Street,
N o r mat, Illin o is 61761
W ITH T H E F O R U M OF CONFLICT
SIM U LATIO N

In-depth game reviews. Unique historical


articles. Game variants and scenarios.
Fresh ideas. Sound like your kind of
magazine?
You can enjoy all this and more with a
discount subscription to FIRE & M O V E ­
M E N T . From a tactical analysis of Avalon
Hill’ s Tobruk to an exclusive interview
with James Dunnigan, editor of Strategy
& Tactics magazine; from a game variant
for Rand’ s Von Manstein to a Battle
Report revealing the best operational
plans for Game Designers’ Workshop’ s
Russo-Japanese War. And it’ s no secret
FIRE & M O V E M E N T is a high quality
professional magazine with over forty
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issue! The Editorial Staff includes such
Send your remittance to FIRE & highly respected writers and designers as:
M O V E M E N T , Subscription Dept. C, Martin Campion, Roy Easton, Jack Greene
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FIRE & M O V E M E N T subscription rates are: one year (6 all come together in the Forum that is
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WW2 YOU AIN'T


JOURNAL SEEN
NOTHIN’YETt
YOU CANT JUDGE OUR MAGAZINE BY ITS COVER.
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