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2 MOVES nr.

56, published Feb/ Mar 1981

Opening
Moves
Write for MOVES
at $8 per Column
Recently, I have been getting quite a
Circulation: 9950 good flow of respectable material to publish
in our magazine. My reaction to this is:
Editor/Executive Art Director Redmond A. Simonsen thanks, guys! For that, you get a 330/0 raise!
Managing Editor Robert J. Ryer Starting with the next issue of MOVES,
Associate Editor Michael Moore wri ters will earn an honorarium of $8 per col-
Art Director Manfred F. Milkuhn umn (or $16 in credit towards SPI merchan-
dise). This, I believe, makes MOVES the
Contributing Editors highest paying gaming magazine except for
Claude Bloodgood, Ian Chadwick, Ares and S&T. Not that anyone's going to get
Steve'List, Thomas O. Pratuch, Charles Vasey rich or payoff their mortgages by writing for
MOVES Maga7.ine is copyrigh t ~) 1981, Simulations Publications , Inc . Printed in U.S.A. All rights reserved. All
ed itorial and general mail should be addressed to Simulations Publicat ions Inc., 257 Park Avenue South, N. Y., N. Y.
MOVES, but if there's a topic that's dear to
10010 . MO VES is published bimo nt hly. On e year subscriptions (six issues) are available for S 11.00 (US) . Back issues your heart and about which you can easily
or single cop ies of the current issue are available at $2 .25 per copy. Please remit by check or money order (US funds) . write, then $24 per typeset page is not bad
Printing and Binding by Wellesley Press, Inc., Framingham, Mass. remuneration. And $48 in merchandise is in
GREAT BRITAIN &: EUROPE: British and European customers should place their orders for SPI products or the professional writer's pay category.
subscriptions with SIMULATIONS PUBLICATIONS , UNITED KINGDOM, Crown Pas sages, Hale, Altrincham, I want to encourage you LO write about
Cheshire. WA IS 9SP, United Kingd om. Basic subscription rate for SPUK is (pounds) 9.90 per year. AUSTRALIA & other people's games. You know, ODW,AH,
NEW ZEALAND residents should place orders with MILITARY SIMULATIONS PTY LTD., 18 Fonceca Street.
Modailloc. Victoria3195, Australia.
Chaosium, TSR, and so forth. Pick games
that are of broad interest and relatively
ARTICLE SUBMISSIONS: Readers are invited to submit articles for possible publicatio n in MO VES Mago'l.ine.
Manuscripts must be typewriuen , double-spaced. on SV,xll white bond, with generolls line length of 55 to 65 popular. Or pick categories that are natural
characters. Pleaseinc1ude your last name and page number on each MS page, and your name, address, phone number, and interesting (like our Arab-Israeli survey
suggested tille, and honorarium preference on the cover page. With submission, include a stam ped selfaddressed in this issue), and cover a whole group of
postcard with the name of your a rticle on the message side . Articles and illustrations cannot be returned. In no in- games from some angle (not necessarily re-
stance, however. can SP I assume responsibility for manuscripts and illustrations not specifically solicited .
viewing them) .
...And JuatWhat's in MOVES
for $8 per Columnl
The other day I got a letter from a fellow
In this issue... complaining about the " ... increasing
amount of space devoted to sf and fantasy
A Survey of Arab-Israeli IAN CHADWICK 4 junk in MOVES ...." I then proceeded to
War Games show him (as I've had to do with a few other
wolf criers lately) that the percentage has ac-
Advanced Tactics THOMAS G. PRA TUCH 14 tually gone down since the issue he indicated
Reality and Games, Part 2 as the "start of all this" (issue 51). He had the
exact opposite impression and argued
Central Front Series: CHARLES T KAMPS, J R. 18 vehemently on that basis. Beyond the simple
Fifth Corps and Hof Gap point that people often knee jerk into an
emotional confusion when advocating an
SPIBUS: Why I'm Really IAN CHADWICK 28 editorial mix, I would like to say that
Buying a Microcomputer.. MO VES will continue to deal with science
fiction and fantasy games (on a modest level)
Convention Organizeys BR YAN AND KATHLEEN 33 because they represent a substantial part of
our hobby. The preponderance of MOVES
Data File Nr. 1 BULLINGER
pages has and will continue to cover
Opening MOVES REDMOND A. SIMONSEN 2 historical games. Please don't start drawing
dark conclusions from single data points.
MOVES in English CHARLES VASEY (ed) 22 Those of you who dislike fantasy and science
fiction, be a little tolerant (after all, some
Designer's Notes SPI R&D STAFF 26 other historical gamer can't abide the period
you're interested in and wants it expunged!).
Forward Observer ERIC GOLDBERG 35 In this issue, there is a good amount of
space devoted to computer games. Now
Feedback/Playback Questions vox POPULI, vox DEI 38 don't get all paranoid about that - it's a
significant new area of our hobby to which
we should all pay some attention . We are
growing not only in depth but also in
Simulations Publications, Inc . 257 Park Avenue SOllth, New York. N. Y. 10010 breadth. One must become comfortable with
the idea that every sector of our hobby
benefits from the growth of every other.
-Redmond
3

Build an Empire
that stretches
across a galaxy!
Sword and the Slars is a game of Galactic Em-
pire building in which one to five players guide
the destinies of star-faring races as they expand
from star system to star system. Based on SPI's
popular Empires of the Middle Ages, Sword
and the Stars simulates the dynamics of the crea-
tion, expansion, and perpetuation of an empire
that strelches across hundreds of light years.
Each player controls the central government of
one race; during a year, the race may attempt to
expand its range of operations through the crea-
lion of a StarGate, defend its system through
the construction of a GuardianWeb, improve its
technical level, encourage trade, or go on raids
of pillage and conquest. Special rules cover lhe
Confederation of Worlds, random events (from
advances and failures of technology to the top-
pling of governments), colonization, and the
appearance of alien raiders. Sword and the Stars
includes a 17" x 221/ map showing one quarter
of a spiral galaxy, 56 Year Cards, 400 cardboard
playing pieces, rules, and various playing aids.

Available as of 1 April 1981


through retail outlets nationwide!

SECTOR CHECKS: No ne reguired . Card Nr. 35 SECTOR CHECKS : 1,2. Card Nr. 42
Operation Result Target Act. Base Operation Resu lt Target Act. Base
CONQUEST C(6~) - 1(5~) - 1(~4) CONQUEST C(5~) - 1(3~) -IC.... 2)
RAID - I RAID - 1(3~) -1(~3)

GOVERN + 1(5~) GOVERN + 1(4~)


COMMUNICATE T(I~) COMMUNICATE T
GUARDIAN WEB G GUARDIAN WEB G(8~) -1(~8)

STARGATE S STARGATE S(8~) -l( ~8)

SECTOR CHECKS: None required . CardNr.49 SECTOR CHECKS: None reguired. Card Nr. 56
Operation Resu lt Target Act. Base Operation Result Target Act. Base
CONQUEST C -I - l( ~4) CONQUEST C(8~) -I
flAID - 1(7~) -1(~8) RAID R(l~) -I
GOVERN GOV1!RN +1
COMMUNICATE T / C(8~) COMMUNICATE

GUARDIAN WEB G GUARDIAN WEB G(1~) - I(~I)

STAFIGATE S STARGATE S(l~) - I( .... 1)


4

REVIEWS

A SURVEY 0 ARA 1
WARGAMES
by Ian Chadwick

generated. Those of us interested in this was as fanatically dedicated to his hatred of


period, and those generally interested in the the British and Jews as he was to his political
Middle East, can hopefully look forward to a ambitions in Palestine, and it was he who in-
This issue o f MOVES might be called " MOVES in
Canadian . .. ." The author of this piece and the wealth of games to come when the designers stigated the Arab League's mass invasion of
tw o- par ter on compute r gaming is a prolific p ro- tire of recreating WWII tank battles or the Palestine on 15 May . In the Jerusalem locale,
fession al newsman from To ronlO. Ian's tastes and Battle of the Bulge for the umpteenth time. the Mufti's cousin, Abdul Khader Husseini,
abilitie s ra nge across the speC\rum of this greet In the reviews that follow, I have rated was in command of the military_ He was a
hobby of o urs - trom Napoleonics to elec tronics . the games from A (best) to E (worst) in the capable and charismatic leader whose death
Having him as a c on -ribulOr is an editor's delight categories of playability, component quality, in April 1948 was a serious blow to the
(except tor the funny way those Canadians spell and historical accuracy. In the case of a Mufti's plans for success. A number of the
words ending in "or." Wo nder where t hey pic ked
game which covers more than one war, the other Palestinian leaders had also received
that up?l -Redmond
component description will be found in the their equipment and training from the Nazis.
earliest period, while ratings may change ac- Both sides had terrorist organizations
cording to scenarios covered. There are a whose activities took a toll of civilian lives,
number of other games with scenarios in the but which did little to influence the war to
The reawakening of the Arab nation Middle East, but I have avoided including any great degree.
and the growing Jewish efforts af rebuilding them as not central to the article (including In January 1948, a large force calling
the ancient monarchy of Israel. .. these two SPI 's Combined ArmsandAir War). itself the Arab Liberation Army crossed the
movements are destined to fight each other border from Syria into Pales tine and began
continually until one of them triumphs over to assemble its army under the command of
the other. THE WAR OF INDEPENDENCE Fawzi EI Kaukji, another Arab who had
November 1947-July 1949 joined the Germans during WWII. The
Neguid Azourny in The A wakening of the
The period after the partition vote saw British, so busy defending the shores against
Arab Nalion( 1905)
both Arabs and Jews in an escala ting struggle illegal Jewish immigration, could not spare
On 29 November 1947, the United Na- to gain control of I he strategic locations in even a single soldier lO watch the eastern
tions voted 33 to 13 with 10 abstentions lO Palestine, hindered occasionally by British border for infiltrating armies . Nor, it seem-
partition Palestine and establish a Jewish interference (usually in favor of the Arabs). ed, could they spare one of their 50,000
state. In the three decades- which followed, The Jews had some mili tary background, troops to compel the 2,000 mercenaries to
this small sliver of land would become the partly from the training given prior to WWII return home . Thus encouraged, the ALA
batdefield of four wars. It would attract the by Orde Wingate, a British officer in built itself up to a force of nearly 7,000 men
attention of every nation and affect almost Palestine, and part ly from [he 32,000 men by spring. However, Kuakji' s inability to
all of them, and its wars would become the and women wh o volunteered for service in command made it a relatively ineffectual
arena for the superpowers to test each other's the Bri tish Army during the Second World force during the wars.
strengths and weaponry. The Arab-Israeli War. Their defence organization , the Fighting was widespread throughout
wars would measure differing tactical doc- Haganah, had nearly 46,000 members, in- Palesti ne in early 1948. Jewish settlements
trines, weapon systems, the effects of cluding the Palmach, an elite wing of 4,000. and convoys were under continual attack and
morale, numerical superiority, and the first However, due to a serious shortage of anns, the roads to Jerusalem almost completely Cut
strike in modern warfare. They would also only about one quarter of these were ready off to Jewish traffic. The Jews took 10 the of-
test the international policies endorsed by the for combat in 1947, and most of the olhers fensive in April to open the roads, capture
major powers in terms that were both pnic- were reservists or involved in the defence of strategic towns and pu t pressure on the
tical and measureable. local communities. beseiged settlements . When the British pull-
Given the importance of this small area The Arabs, on the other hand, had plen- ed out on 15 May, Israel announced its
of land in international affairs, it is surpris- ty of arms since the British imposed few sta tehood, and the surrounding nations im-
ing that so few games COver its history. The restrictions on Arabs bearing weapons. mediately advanced on all fronts with their
small fronlage the wars encompass makes it Although the Palestinians were equipped armies. Lebanon, Syria, Egypt , Iraq and Jor-
relatively easy to portray the entire territory mostly with light arms, the neighbouring na- dan all fielded armies to join the ALA and
of conflict with a wealth of detail. Owing to tions had modern, fully-equipped armies, the Mufti's gangs.
the current popularity of modern, armour- mostly trained and supplied by the British. The Lebanese and the Syrian advances
oriented wargames, the 1973 Yom Ki')pur These Arab nations would field some 42,000 held for a short lime, but the front gave way
War has been given the most coverage, with soldiers in Palest ine by May 1948, not in- [0 the mounting pressures; the Lebanese in a
previous wars covered by one or two games, cluding the many natives who would combined assault with the ALA and the
plus a handful of scenarios in the tactical ultimately join the fight. Syrians pushed through into central Galilee.
games. The pre-state period between 1880 The Palestinians were poorly organized, The Syrians established a bridgehead across
and 1947 has a particularly rich potential for being basically tribal in nature, and suffered the Jordan north of Lake Kinnerel. The
both military and political simulation . It saw from low morale and poor leadership . Their ALA and the Iraqis made significant gains in
the growth of the Zionist aspirations coin- self-appointed leader was Haj Amin Hus- central Palestine, seriously endangering the
cide with the rise of Arab nationalism and the sein i, the Mufti of Jerusalem , who had coas tal strip between Tel Aviv and Be'er
bitter conflicts that these two movements helped Hitler organize Arab S.S. units. He Sheba.
5

The adva nce halted duri ng the first force on the board, plus weaker Iraqi, Egyp- T he re are also a few noticeable errors o n
tru ce, but when the fig hting broke out again, tia n and Syrian units. the map: a village is displayed in Bab el Wad
the Israelis managed to win back much of the Leaders playa c!'Ucial role fo r A rabs in . which is merely the beginning of a narrow
territo ry lost in the north and some of the the early game-tu rns. N OI only do they allow passage up to Jerusalem. Arabs fighti ng
Negev from the Egyptians. Although they t he irregu lar infant ry 10 move, but they give a there came mostly from neighbo u ring Deir
were ab le to open the Jerusalem co rri dor in zo ne of control to Arab garrisons and add a Ayub. Also, the st reams which cross the map
the wes t and relieve some of the pressure o n combat mult iplier to a stack: Khader triples are, actually, dry wadis, except perhaps in
the city, the Israelis lost the O ld City and combat value, three others do u ble it , but the winter. The te rr ain of the Judean moun-
could not break [he strangleho ld at Latrun . Kaukji halves it - a reflection o f his poo r tains is so rough so as to prevent most
Opera tions in the later part of the yea r leadership qua lities . The Arab is provid ed vehicles fr om traversing it except along the
(Operations Hiram and Horev) made great wit h ten dummy units to help confuse the roads, yet no hex is barred to ve hicles .
gains in the G alilee and the Negev, and in Ju- Jewis h player as to the whereabouts of Still, it's a fine game and one which can
ly 1949 the Israelis raised their flag at Eilat on leade rs (A ra b leaders and dummies de ploy provide hours of excellen t competition and
the Red Sea. Most of rhe figh tin g res ulted in upside-down), The Jevis have on ly one excitemen t for both sides . It would be unfor-
a Israeli victory by the m iddle of July 1948 , leader, Shaltiel, who adds a factor of 12 to a tunate for this game to lie bur ied and gather-
and the boundaries of the new state were combat, but he must no t be more tban four ing dust ",jth older games now no t con-
established by the end of that yea r. Against hexes outside Jerusalem at any time. Jewish sidered "state-of-the-art"; this game still can
all opposition, Israel had become a rea lity . units can move wit hou t the presence of a stand up with the best of them .
leader. No other part of the '48 war has as ye t
Jerusalem! Both sides have te rrorist units which seen simulalion. This is .unfo rtunate, for the
Simulations Design Corp., 1975 ha ve a limited effect bu t, when successfu l in war was a series of tense, despera te battles
Designed by John Hill their mission, a re deadly . Late in the game , fought betwee n an overwhelmingly la rge
28 pages of rules and hisrorical background, 270 the Jewish player recei ves bulldozer units Arab force a nd a sma ll bUI determined group
counters, one /6" x30" unmounted map, whic h may be used" to b uild road hexes of Jews. It re presents an excellent game
zip lock bag, 0.4 miles/hex, / weeklfum. around Arab blocks. These a re reall y " last- situation.
COllnlers represent companies, pla/Gons, and ditch" units since they ar rive too late to dig
individual/eaders. more than a rew hexes of road. Both sid es THE SUEZ CAMPAIGN
A/Al e have artillery uni ts .....ith ranged fire October-November 1956
As the Brit is h accelerated their capabilities plus vehic les to tra nspo rt the ar- T he 1948 war was a shocki ng defeat for
withdrawal of troops, so did the fi ghting for tillery and infant ry. the Ara b nations which had at tacked the
Jerusalem and the roads which lead into the Jerusalem.' is an excellent contes t which fledgling state . Although considerably
city intensify . offers numerous strategic and tactical op- stronger oil paper, the Arab armies suffered
Fans of John Hill games will recog ni ze tions to both players. After the in it ial turns, from inept leadership and low morale, while
both the game system a nd the map style when the attrition of the weaker units is the Israeli forces had shown the world they
("schematic rather tha n an exact representa- greatest , the more powerful units arrive and had strong leadership and exceptionally high
tio n" say ~ he des igner's notes). Uni ts move lend to move a bou t. the map in large stacks, morale. Not only did the Israelis hold on to
individually or in small groups, stopping in often forcing the end game into one or two the land allolted to them by the part ition
an enemy zone of con trol, but th ey may con- significant batt les which decide the outcome . plan, but they managed to win a significant
tinue ttl move after comba t if they succeed in The Arab player has tw o options: he may amount (m uch of it by default) of the area
eliminating all of the enemy's pieces at whic h either try to take and hold Jerusalem with the that was intended for an A rab state; its in-
they fire (a system similar his latest SPI bulk of his forces , or he may use those forces ha bitants were told to leave by the invading
ga me, Batffefor Stalingrad). to blockade the roads into the city. To a Arab armies and to return for their booty
In combat a unit Illay fire at either the limited degree , he can do both, b u t emphasis after the expected Arab victo ry. The Arabs
entire stack or at units one at a ti me. must be given to one or the o ther. only succeeded in preventing the interna-
Defenders get first fire, however, and all of The Jewish player has to b Ol.h clear the tionaliza tion of J erusa\em and, in doing so,
the units in the attacked hex(es) get first fire . roads and tak e five hexes of Jerusalem to they also granted the Israelis partial control
Both sides have garrison uni ts (for se t- win . Victory conditions are based on the UN of the city.
tle ments or villages) which cannot move or criteria as to who held the city at the time of The effects o f the defeat on the proud
attack, but which may fire defensively when the first truce, so the game is mOderately pro- Arab nations reverberated throughout the
attacked. Both sides have infantry, arti llery, Arab. In a letter, John Hill suggested that if ent ire Arab world for decades . Many Arabs
armour and trucks. The Jews also have ar- the Arab Legion were to have lost two com- closely scru ti nized their leaders and found
moured buses and the J erusaiem convoy plete regiments (or the equivalent of six in- them wa nti ng. Social a nd political upheaval
which must arrive in Jerusalem each turn or fantry companies), they would have been for- occurred in many Arab nations followi ng the
the Jewish player m ust either eliminate or bidden to initiate any new attacks. This 1948 war, including Egypt where a mili tary
demobilize a u nit. ma kes sense since the Legion had no effective coup in J952 led by Gamal Abd ai-Nasser
Initially, the A rab player has numerous replacements o r rei nforceme m s available at overthrew the government and sent King
units (garrisons and weak infantry) spread a ll . this time. This helps the balance of the game . Farouk into exile . Nasser, an officer in the
over the ma p . A lth ough these un its hinder T here are, however, historical inac- Egyp tian army during the war and deep ly
the progress of the Jewish player, they a re curacies in Jerusalem! although they do not humiliated by his country's defeat, was
not an effective figh ti ng force unless .concen- arfect its playab ility. Kaukji is allowed to act determined to see the eradication of Is rael in
trated into large r stacks (they cannot move as a leader for the Arab irregu lars (tribal his lifetime (Nasser, like many A ra b leaders,
without the p resence of a leader). During the mercenaries und er the control of Khader and had collabora ted with the Nazis in WWII).
first few turns, the Arab player tries to con - the Mufti). In reality, he commanded the Nasser was to become the most charismatic
solidate forces while still blocking the roads, Arab Li beration Army in t he north-central leader in the Arab world for al most two
and the Jewish player attempi., to open the area and did not campaig n sou th of decades.
roads and get the convoys th ro ugh each turn. RemaJlah. A lso, Kutub never commanded Nasser encouraged and provided arms
As the game progresses, the smaller uni ts o n any units but may do so in the game, nor d id for the terrorist attacks mounted from
both sides suffer high at tri tio n but a re replac- [he M u fti personally lead troops but may do E gy ptian-held territory, as did Syria and
ed by stronger units. T he Jews receive (aside so. No tabl y absent are the British , whose ef- Lebanon . In 1953. Egypt had closed the
fro m starting forces), units of the Alexan- fect is to prevent uni ts Slaying in certain Straits of Tiran and thus the port of Eila! to
droni Brigade and the 7th Haganah Brig ade hexes until the y depart (May 14). H istorical- Israeli shipping despite the internat ional
among ot.hers. The Arab player is strongly ly, they inter fered continually, usually 011 the status of the waters. In 1955 , the waters were
reinforced by the Arab L egion, t he stro ngest side of the Arabs . closed to all Israel-bound ships, of all na-
3
tions . Egypt also began to receive large quan- ed the fall of Port Said, but the Egyptian Arab-Israeli Wars is basically an easy,
tities of Soviet arms. Nasser's every move defence proved determined in the face of fun game to learn and play, presented to
brought the threat of war closer. Egypl what was before them. The pretext of players in formats of increasing complexity
entered into a joint military command with "separating the combatants" fooled no one, and heightened realism. There are 24
Syria in late 1955 and was joined by Jordan but the war was ended with this operation. scenarios covering the combat since 1956,
in October 1956. Nasser nationalized the but most deal with 1973. The counters and
Suez Canal, a direct threat to British, THE ARAB-ISRAELI WARS the mapboards are done in AH's glossy style,
French, and American interests, and then Tank Battles in the Mideast, not popular with this author, but represent
massed troops along Israel's border. Con- 1956-73 high production standards (if you like
demnations of Israel and open threats Avalon Hill Game Co., 19n glossies, rate the components a B) . Combat
poured from Egyptian media in increasi ng Designed by Seth Carus and Russel Vane 1 results are still either elimination or disper-
doses. 36page booklet of rules and notes, 464 counters, sal, but a number of the PanzerBliIzlLeader
Israel had not been asleep during the Jour 22" x 8" mounred mapboards, boxed. 250 rules have been changed for the better: in-
years since independence. The Israeli Army metres/hex, 6 minures/t urn. Counters represent direct fire, overrun, and the weapons' effec-
had been upgraded, rebuilt, and honed to a barteries, platoons, and half-companies. tiveness chart are all improved over ,their
fighting peak by retaliation raids against the AICIC . original forms. Also, morale is introduced
fedayeen terrorists. But even Ihe mOSI op- Arab-Israeli Wars is a collection of tac- quite nicely into.the game .
timistic of Israel's military advisors gave little tical scenarios which depict various actions This game can be fun and exciting if not
chance of surviving a concerted attack from between 1956 and 1973. It is Ihe third genera- . overly realistic. Gamers new ro the system
the Arabs with their new Soviet arms. A tion of games that began with PanzerBlitz will find it a full, varied course offering many
re/uclant decision was made for a first strike, and, despite refinements and improvements, hours of enjoyable gaming, but those of us
to capture the Gaza Strip and the Straits of remains essentially true to the PanzerBlitz more used to playing PanzerBlitz and Leader
Tiran, defusing Egypt's dual economic and system. Only two scenarios deal with 1956: may not be SQ enthralled with the system
military threal. one an early raid against the Jordanians despite the improvemen ts. See the notes
prior to the war which pits an Israeli bat- under the 1967 and 1973 wars also .
Meanwhile, Britain and France had talion with armour against seven Jordanian
decided to invade to regain control of the infantry units holding a town. Another six
canal. Looking for an excuse to legitimize Jordanians with one mortar enter the map on SINAI
their attack , they came 10 Israel and sug- turn five. The Israelis throw ten infantry plus SPI,1973
gested Ihat she ;ltlack Egypt and appear to seven halftracks against the defenders on Designed by Jim Dunnigan
threaten the canal. The allies could then land turn one. Four Shermans, four infantry, and 20 pages oj rules and scenario sheet, 225
troo'Ps and separate the opponents, thus four half tracks enter if the Israelis lose three counters, one 22" X 34 " unmounted map, boxed.
"protecting" the canal for international units or more in the assault by turn eleven. 12 km/hex. 12 hours/turn. Counters represenr
shipping. They originally expected ail-oul The scenario presents litfle challenge to the brigades or balfa/ions.
war, but later agreed that a pre-emptive Israeli player and the Jordanian player is very C/B/S
strike would be sufficient excuse for their in- pressed to survive for long. The scenario uses Sinai, on the other hand, offers a
terference. Although Ihe allies would not the standard rules, which include morale .. in- strategic version of the war. The map covers
provide direct support, the French promised direct fire, close assault attacks, overruns, air the entire area of Israel from the Golan
to provide aerial protection from the Egyp- strikes (nol in this scenario), split fire and Heights to the southern tip of the Sinai. The
tian Air Force for Israel's cities. move, fortifications and rules for the Suez game has a number of scenarios - variants
I On 29 October, the Israelis launched Canal (nOl incluc!.ed in this scenario). on [he 1956, 1967, 1973, and future wars. It is
Operation Kadesh. A parachute drop meant surprising and disappointing thaI a scenario
to capture the pivotal Mitla Pass was follow- for the 1948 war was not also included. The
ed by a broad advance toward strategic road map is also a source of disappointment; it
junctions and the Egyptian operations cen- treats all rough areas alike, prohibiting
tres. Aided by the element of surprise, the meehanized units, but . allowing non-mech
Israelis isolated many of the Egyptians and units to move through at a cost of one move-
took their goals in record time. Although Illent point (certain terrain is prohibited to
many Egyptian formations reacted poorly Arab units in the 1956 and 1967 scenarios, in-
and fled en masse, others managed to put up cluding rough, sand, and rough/track).
stiff resistance, even mounting loca l counter- There are few named towns or forts on the
attacks, particularly from El Arish. The map (in Israel, for example, only Jerusalem,
Egyptians were successful in their defence of Tel Aviv, Haifa, and Eilat have names and
Abu Agheila and the Mitla Pass, against locations, and in the Sinai only El Arish and
which the Israelis had a poorly planned of Sharm el Sheikh are named, although un-
fensive. The Israelis suffered from over- named forts and fortified settlements are
extended supply lines in the first two days shown with a special symbol) . Roads are cod-
when their progress proved beller than ex- ed as to how they existed (if at all) in 1956,
pected . In the southern tip of Sinai, the battle 1967, and 1973. Although prohibited from
for Sharm el Sheikh raged, but the fortified emering certain hexes, a unit's zone of con
objective, cenlral to the operation, proved a trol may still extend into these hexes, with the
rough nut to crack. The paratroopers at exception of zones extending into . nemy
Mitla were withdrawn and dropped near The second scenario, covering the war, cities or fortifications. However, corritJ'~'tcan
Sharm el Sheikh and the outpost surrendered uses only lhe basic rules. All Israeli armoured occur with an adjacent unit that is in a pro-
5 November. brigade (5 Sherman 5 I '5, 2 Sherman 50's, hibited hex, which strikes me as an in-
The Egyptian Air Force was also caught and 5 AMX-13's) meets an Egyptian ar congruity.
off guard and suffered severely from allied moured brigade (12 T-34's and 3 SU-JOO's) . Sinai's straightforward rules cover sup-
bombing. 260 aircraft were destroyed, most- The Egyptian lanks have a range of 8 hexes, . ply, overrun, Jordanian participation, Arab
ly at bases near Cairo. The allies were slow to compared 10 10 and 12 for the Israelis. That command comrol, trucks, air strikes, .Israeli
initiate Operation Musketeer and had to stall disparity gives the game to the Israelis. airmobile capacity, and fortified settlements.
a potential ceasefire in order to launch it 5 Although fas t and easy to play, this scenario Special rules and exceptions to general ru les
November. The combined airborne and teaches nothing about the war or its com- are found in the scenarios for such considera-
seaborne attacks and incessant air raids forc- batants . tions as lhe Bar Lev Line, the Suez Canal,
7
Arab non-cooperation, and scenario Israeli settlements from the Golan Heights. tian radar, they effectively eliminated the
variants . See also co~ments under the J 967 Every major population centre in Israel was Egyptian Air Force on the ground : 391
and 1973 wars . wit hin range of Arab artillery by 1967. planes were destroyed while another 60 were
The 1956 scenario is, to be blunt, a The Arab world was plagued with more downed in aerial combal, compared to the
push-over for the Israelis. The designer's violence and disrup tion as almost every loss of 19 Israeli planes . Israeli troops ,
notes state as ml:lch . But that' s really a matter country in the Middle East surfered political mobilized in latc May, moved agains t the
of hindsight since, at the time , the Israelis upheaval, revolution, or civil war while Israel Egyptians massed in the Sinai. The Israelis
made contingency plans to pull out quickly if was b lessed with relative political calm. Civil had lhree divisional task forces against seven
resistance proved strong in order to pass the war in Yemen deeply divided Arab sen- Egyptian divisio ns including 1,000 tanks.
attack off as a raid. The allies are nowhere to timents when Nasser supported the Since the 1956 disaster, the Egyptians had
be seen (in one scenario, the Egyp tian player republicans (moving 40,000 troops to their taken care to rebu ild and fortify derensive
gets more units to simu late their non- side by 1967) and Saudi Arabia and Jordan positions and strategic locations so tha t an
appearance). Neither side has airstrike supported the royalists . The Lebanese civil Israeli advance would not prove as easy as
capabilities, but the potential was there; the war of 1958 had only been quelled by US the previous war and , indeed, the Egyptians
Israelis were worried enough about it to de- military intervention. Jordan had received offered stiff resistance . No netheless, several
mand French air protection. Jo rdanian par- British'mili tary intervention to bols ter King breakthroughs were made, and the Israelis
ticipat ion was a possibility, and it is given Hussein's regime agains t Egyptian and advanced behind Egyptian lines, supported
here as a varian. The victory conditio ns are Syrian subversion . In Iraq, King Faisal and by an extensive air cover and by airborne
more or less the same as those given for the his prime minister were overthrown in a landings .
1967 war, alt hough lhe when the operation bloody coup. In Syria, the Ba'at. h movement Israel warned Jordan prior to the war
was launched, it had much more limited seized power a nd became not only the most that the fight was strictly betwcen Israel and
goals than were actually acHieved. repressive government in the area, bu t also Egypt. Unless Jordan at tacked first , no
one of the most violen tly opposed [0 Israel. Israeli troops would move against them . Jor-
Nasser' s position was being undermined dan, however, preferred to believe Egyptian
by his actions in Yemen and by the new broadcasts of their victories against the
Syrian regime. In 1958, Egypt and Syria had Israelis (a rotal news blackout was in effect in
formed an alliance called the United A rab Israel) and opened fire on Israeli cities and
Republic (UAR), an ambiguous coalition settlements, particularly Tel Aviv and
which made no sense politically or Jerusalem . The Israelis responded im-
economically and offered uncertain military mediately, taking a number of positions
support. Nasser ravoured tactical restraint along the Jerusalcm corrido r and several in
with Israel. and did not look favoura bly on the hills flanking Jerusalem. Israeli forces
either Syria's ac tivi ties nor on t.he terrorist moved swiftly into the West Bank , isolating
activities of EI Fatah. This also weakened his Jordanian forces and reaching the J ordan
position in the eyes of more radical Arab River by 7 June, .effectively taking the entire
leaders, while Syria took to the fore agains t area by 8 Junc . Despite fierce resistance, Jor-
Israe l by active harassment from [he Golan. danian troops were also rorced out of the Old
City of Jerusalem and, for the first time in
T he West began lOSing its hold on the
Arab world as many of the governments pro- almos t 20 years, the West.ern Wall was in
ved increasingly leftist and aligned Jewisli' hands . There was minimal damage to
themselv es strongly with Moscow (who pro- the holy places, despi te Jordan's use of the
vided massive arms shipments ro any coun try Temple Mount as an ammunition dump and
Unfortunately, the 1956 scenario in the al-Asqa mosque as a sniping post.
she approved). The Soviet shadow of protec-
Sinai is neither a good game nor a good tion provided Syria with the opportunity 10 In the Sinai, Gaza was taken in two days
historical simulation. If oversimplifies the take action Without serious risk of retaliation after heavy fighting, and Israeli forces fan-
situation, ignores too many possibilities, and from Israel. ned out from El Arish into the nonhernSinai.
gives the Israeli player a guaranteed victory. By early 1967, clashes bet ween Syria a nd Israeli naval forces took Sharm el Sheikh on
The situation was much less a certainty in Israel had escala ted enormously. asser relt Day 3, and Israeli armoured forces in the
1956 than in la ter veal'S, but no unknowns forced to regain his poli tical supremacy by centre of Sinai were sealing off Egyptian
prague eit her side . Even [he sur prise facto r is direct action. The Soviets in terferred di rect ly forces retreating to the Suez Canal. Bir
lost by the amoun t of intelligence each player in May 1967 by informing Egypt tha t the Gafgafa, taken by Israeli forces under Tal ,
has . The Egyptian player can only altempt to Israelis had massed eleven brigades on t.he withstood the last heavy armoured counter-
lose better than his historical counterparts Syrian border; it was an enormous lie, atlack by the Egyptians . By Day 4, the Suez
did. The game should be redone, with the designed to incite rhe Egyptians into action. had been reached and, in the area of lhe
potential for an Arab first strike, surprise, It worked. The UAR demanded the evacua- Milia Pass, o ne of the largest armou r barrles
and allied intervention taken into accoun t to tion of the meagre UN force from its ter- in history had resulted in a decisive Israeli
make it a good exercise in simula tion. ritory and the UN complied without a victory. By 8 J une, both Jordan and Egypt
whimper. Emboldened by his effortless accepted a cease-fire from the Security
THE SIX DAY WAR political triumph , Nasser aga in blocked the Cou ncil of the United Nations . .
June 1967 Strails of Tiran as he had in 1956, and Egyp- During the war, Lebanon rumbled, but
The events in the Middle East which led tian troops again rook their places along the had not taken any activity. Syria, on the
inexorably to the 1967 war pa ra Jlel those border. Nasser proclaimed t ha l he would other hand, had been con tin u ously shelling
which led to thc 1956 war. Under interna- "throw Israel into the sea" while Egyptian Israeli setllemelllS a nd even made an abonive
tional pressure, Israel returned the lands oc- radio hurled bloodcurdling threa ts to Israel. attempt to capture Kibbutz Dan. The possi-
cupied in 1956. Despite the presence of a UN Egyptian General Moutaghi announced on bility or Syria emerging unscathed to con-
peacekeeping force , terrorist a ttacks into 31 May, "In rive days we shall liquidate the tinue harassing israeli settlements forced
Israel continued , partly due to the little state of Israel." Similar sta tements Israel to move quick ly to secure the Golan
singleminded delerm ination of the El Fatah, came from Damascus. The stage was set for Heights before any interna tional cease-fire
created in 1958 by a relative of the Mufti , another war. took place . On 9 June, rreed from other
Yassir Arafat. Although no maj o r border On 5 June, the Israeli Air Force (IAF) fronts , the Israeli Air Force brought Syrian
clashes occurred with Egyp t, Syrian forces undertook a preemptive attack against the gun positions under attack, but failed to
constantly shelled and machine-gunned Egyptian Air Force. Flying low, under Egyp- force the Syrians out. Infantry and armour
8
scaled the Heights under constant barrage was a diSTinct possibility that Syria's entry awarded for these goals are incremen ted for
and suffered high casualties, but a would draw troops from the front also, ' each lurn before turn 12 (six days) in which
breakthrough was achieved in the northern- which could be a what-if scenario. they are achieved. If Jordan does not enter
most sector. Moving quickly to consolidate With no artillery or air-power allov.'ed to the war (turns one to four on a roll of I to 4,
their opening, the Israeli Defence Forces fire into Jerusalem's Old City, this strategic after which there is no chance of entry), then
(lOF) used helicopters to land paratroops hex must be taken by assault. It's a bloody the Israeli cannot clear the West Bank. The
behind the enemy lines, then brought the ar- business, and the cost may well cause the Arab gains points for destroying Israeli for-
mour in to support them. By 10 June, with Israeli player to lose the game. In the tified settlements, destroying and occupying
the Israelis firmly established and the danger historical scenario, the game is a mere ten Israeli cities, and eliminating Israeli combat
of Syrian shelling removed, the Syrians reluc- turns long. Thus, although he has the units, which lowers the Israeli point total.
tantly accepted a cease-fire. The war was stronger force, the Israeli must use his (fOOPS The Syrians enter the war on the first turn, in
over. Israel had swiftly and successfully to their utmost advantage, since time is on full force in Sinai - somewhat ahistorical-
defeated three Arab armies and removed the the side of the Jordanian. The Jordanian but the weakness of their forces makes them
threat from her borders, at \east for the time reacts to the Israeli advance, plugging holes of little danger to the Israeli player initially.
being. as necessary and counterattacking when the The Arab player cannot attack an Israeli for-
opportunit y arises 10 destroy units. The tified settlement with less than a + 4
THE BATTLE FOR JERUSALEM Israeli is pressed 'to mount overwhelming ate superiority, and the most that the Syrian can
Part of Modern Battles II Quad tacks in the rough or in the mountains and bring to bear (in two stacks) is eight strength
SPI.1977 can do lillie more than force his opponent's points, so they can at best altack only one
Designed by Mark Herman forces to retreat. The lack of zones of control settlement per turn. Moreover, any israeli
4 pages of general rules, 4 pages of exclusive in the rough or mountain makes a break- unit on a fortified settlement must be attack-
rules, iKenarios, and nOles, 100 cbunlers, one througll past the line to the Jordan River ed first and removed before the settlement
22" x 17" unmounfed map, boxed with 3 OTher easier, however. itself can be attacked, making them easier to
games. 1. 6 miles/hex, 12 hours/fum. Counters defend.
represent barlalions alld bal/eries. Sinai has twO major faults: artillery is
A/A/B not present as separate units, but ra ther is in-
The Battle for Jerusalem simulates the tegraled into the combat strengths of o ther
combat between the IDF and the Jordanians units. The artillery barrages from rhe Golan
in the northern West Bank where the majori- Heights were the historical reason for the at-
ty of fighting . took place (Jordanian tack in the north. On this scale, long and
resistance south of Jerusalem was minimal). medium range artillery and missiles could be
There are three scenarios: the historical, shown with a range of twO or more hexes.
which favours the Israelis, and twO non- Second, since units' zones of control are un-
historical, which favour the Arabs in increas- affected by terrain, players can have "solid"
ing degrees. in each, the Israeli player mus t lines of units forming fronts. In the Sinai, the
destroy all four bridges across the Jordan Egyptian can retreat with an integral front of
River and / or capture all four Jerusalem city connected zones of control, giving an er-
hexes to win a vicLOry. As well, the Israeli roneous picture of both the terrain and the
player must not lose more than six uni ts or he na lUre 0 f the comba t in t he area.
reduces his victory by one level. Despite the The designer's notes men tion the in-
usual Israeli success, he is not likely to gain evilability of an Israeli victory; the only ques-
such a vic LOry as in the actual war. The Wes t tion is not whetller the Israelis will reach the
Bank is mostly rough or mountain terrain Suez, but when they will reach it. This again
which reduces zones of control to adjaceOi is the game as modeled after the result and
contiguous road hexes. Furthermore, ar- The game is a fair challenge to both balance is wanting unless one of the pro-
mour, artillery, and mechanized units may sides . Tile' map is colorful, even if it over- Arab what-if scenarios is chosen. N onethe-
only move through this terrain along roads, simplifies the terrain of the area. There is a less, the game is playable and entertaining.
effectively channelling the advance (or .c onspicuous absence of towns, kibbutzim,
retreat) of units. and place-names which would be a nice THE ARAB-ISRAELI WARS
Although basically a typical quad game, IOU ell , albeil cosmetic. An interesting and Avalon Hill Game Co., 1977
there are a number of special rules which p layable variation not included is to allow See componen t descri ption under 1956 war.
distinguish The Battle jor Jerusalem: stack- free set-up for both sides. A/C/C
ing is allowed, three for the Israelis, two for The 1967 scenarios in The Arab-Israeli
the Jordanians (reduced by one for each in SINAI Wars considerably expand on the game's
rough or moun tain). The Israeli player can SPL 1973 potential and reach into the complexities of
blow bridges by expending one extra movc- See component description under 1956 war. the system. There are four scenarios: three
ment point adjacent to a bridge, and the B/B/B using the standard rules, one using the ad-
Israeli player receives air strike markers In Sinai, the 1967 scenario is the base for vanced rules. The former three on one or TWO
which have unlimited range on the map, Tel both 1956 and 1973 scenarios (which have boards are bloody comests between large
Aviv hexes have an intrinsic strength of 5 and special rules to append to the 1967 rules). forces. The advanced scenario uses three un-
special rules cover Jerusalem and Mount There are six scenarios o ther than the connected boards and is perhaps one of the
Scopus. T he Jordanian player is hampered historical, which examine possibilities rang- most interesting.in the entire game .
by command control restrictions which allow ing from fasrer Iraqi response to Arab fan- Scenario S-2, Abu Agheila, is a truly
only 15 units to be moved on turns one and tasy - all variations Wh ich improve the bloody, knock-'em-down, drag-'em-out
two, while three of his armour brigades are Arabs' chance of victory. They usually need si tuation. More ihan 100 combat units are
reserves which have further restrictions plac- all the help they can get in Sinai since Arab concentrated on a single board as the Israel.is
ed on them , Command control restrictions units of different nationalities may no t at- attempt lO assault a fortified EgYPlian posi-
are lifted in the "Jihad" scenari o . tack the same Israeli unit in the same turn. tion and advance around it. There is lillie
Overall, the game is fairly good , easy to Three victOry conditions must be met by room for maneuver or subtlety here. This
play, and captmes some of thc historical the Israeli player: clearing the Golan, clear- should be a favorite of those who enjoy
. flavour of the campaign. The victory cond i- ing the West Bank, and occupying or being massive tank bat tles. The other two scenarios
tions are accurate, but do not allow for a the last to pass through all Suez crossing deal with the Baltic for jenin in the West
possible cease-fire forced by the UN. There hexes on the east side of the canal. The points Bank, which pits a smaller Jordanian force in
9
a fortified position against a larger attacking Bet ween 1967 and 1970, rhe new borders we re stationed there tOlrai n the Egyplians to
Israeli force (with armour) . I t is not the of Israel saw little peace . Artillery barrages use the equipment. In July 1972, Sadat
pushover the 1956 scena rio is - the J orda- against Israe li posit ions in both the Golan demanded better equipment , newer technol-
nians ha\'e a rmour as well and a considerably and alo ng the Suez soon escalated int o loca l ogy, and more "offensive" weaponry, but
larger for ce than in that scenario. Sti ll , conflicts; retaliatory raids by t he Israelis Ihe Soviets had liltle faith in the Egyptian
despite blocks, mines, and fort ifications, the came soon after. Iraqi troops sta ti o ned in a bility to use such equipment and refused.
Jordan ia ns must retreat in t he face of thc Jo rdan shelled T iberias and terroris t attacks Sadat , angered, expelled the en tire Soviet
assault (enforced by the vict ory points given were mOlln led in force fr om bases in Jordan contingent from Egyp t. This did not deter
for exiting infant ry uni ts) . T he next scenario and Lebanon. Nasser's "\Va r o f Atrri tio n, " arms shipments, however, wh ich co ntinued
adds the Iraqi armour brigade to the same begun in 1968, was in full force by 1969. H e in lat e 1972 after a short hia tus . It did lull
Jordanian posltJOn, which sign ifica ntl y intended to wear down Israeli defences by Isra el into believing that the sting was remov-
changes the balance of the game. Althou gh constan t, unrelenting harassmelll, but this ed from E gypt 'S war-making potential. Syria
neither side has off-board anillery, Ihe Israeli mere ly served to provoke mo re retalia tion. had also been receivi ng similar massive
has 10 air st rikes which are very useful in One Israeli raid netted a seven -to n Soviet arms shipments since early 1971, and
weakeni ng the Jordanian force. Soviet-buil t radar insralla tion , a llowing the su bstan l ial numbers of military and technical
The advanced scenario offers an in- West their first examinat ion of such Soviet advisors he lped rebui ld the Syrian army by
teresting challen ge to bo t h players. Three un- equipment. Terrorism during those years 1973.
connected boards are used and only Israeli rcached a new level. Internatio na l incident s Israel had rebuilt and honed her armed
units and Egyptian tanks may exit a board to of hijacking, kidnapping, and destruct ion forces each time after the wars of 1948 and
move to a more wes terl y board (toward the combined with increasing bombings, raids, 1956 until they were the most competent
Suez.). The Israeli must clear t he road junc- and killings of civilians in Israel. The ter- force in the Middle E ast. The 1967 viclo ry
tions and towns while elim'inating Egyptian rorists even altacked Arab govern ments made Israel feel con fident and comfortable
unils. The Egyptian in fantry and artillery which did not actively support them , bomb- about her abili ty to deal with any Arab
cannot leave t he boards but the Israeli player ing Arab embassies, killing the Jordanian threat, and the buffer zones gai ned in the war
gets points for each enemy unit rema inin g o n P rime Minister, and attacking buses of Arab were intended to allow ample warning of a ny
a board from which he has exited uni ts. The workers in Gaza . The at tac ks culminated in Arab threat before it cou ld reach Israel. They
Egyptian player should a LLack with the murder of Catholic pilgrims in Lod Air- were caught by surprise in Oct ober 1973
everything he has, since both unit s pOrt by t he Red Front of Japan and the because they doub led the Arab ab ility to
eliminated and units rema ining give the assassination of elc;'cen Israeli athletes in learn from the wars or the determinati<.'n of
Israeli the sam'e viClory points. Seems hardl y Munich by the Black September group, both the Arab nations to go to war against Israel
fair, but it makes for a very act ive game and it in 1972. By fa r the greatest fue l for (he ter- so soon. Israel buill the Bar-Lev line along
appears well balanced . roris( fi re was the a lmost co mplete lack o f the Suez by 1969 and believed that this row of
All three games provide a different look positive action taken against them by any 26 fOrli fied positions could wit hstand any at-
at the ! 967 war and cann Ol easily be com- government . tack, much the same way the French believed
pared. The Battle for Jerusalem provides a In Seplember 1970, J orda n 's King Hus- in the Magino t Line in 1940. Israel had
fast, balanced game, especially for those w'ho sein fe lt his position threatened and eroded estimated tha t it would take Ihe Egypt ians
like the quad system and its rather si mple by the terrorists' " sta te-within-a-state." He rime to reduce rhe steep banks of [he ca nal
mechanics. Sinai has a good game system, moved to clamp down on the huge terroris t and to construct bridges across - projects
but the scena rio is not balanced and the population in his counlry by attacking the that wou ld ta ke up to two days - and
omission of artillery and the simplified ter- camps and known centres wilh his army. E I the refo re offered sufficient time to meet any
rain rules make it a leSS-I han-accura te Fatah later claimed he inflicted 20,000 threat. In reality, it took only two or three
simulation . Arab-Israeli Wars has four in- casualties, more lhan had been inflic ted on hours, using hi gh pressure water jets to erode
teresting, playable scenarios and thus may be the P alesti nian Arabs in aJJ Ihe clashes with the bank s, and thence it took 6 hours to
the bes t of Ihe three in a dollar-for-dollar the J ews and Israel since 1920. That bridge . Israeli intelligence, excellent at
comparison, but it does not o ffer any September became kno\Nn as "Black documenting Arab military maneuvers, fail -
scenarios covering the potentially gameable September." The terrorists called upon Syria ed to identify the nature of the threat to
situat ions that abounded in the war, such as for help, a nd Syria prompt ly a ttacked Jor- Israel on either front until the very last mo-
Ihe battle a l Ihe Mitla Pass, the battles for the dan. T hey were d rive n back partly by t he J or- ment. The I DF was to discover that the
Golan, and the bailies in and aro und danian Air Force a nd partly b ecause Russia Arabs had indeed learned from their past
Jerusalem wh ich could improve the game . was unwilling to come to their aid when the mistakes and had become adept at fightin g a
Perhaps some will appear in t he General. The US threatened to intervene if they did so war.
September '80 iss ue of (hal magazine pro- (Scenario S- 3 of A rab-Israeli Wars dea ls At 2:00 PM on 6 October - Yom Kip-
vides errata and rules clarifications plus wit h this battle.) In the same month, Presi- pur, the holiest day 011 the J ewish calenda r
useful information about the armies and dent N asser died of a heart allack and was and a time when many Israelis were still in the
weapons involved, mostly to justify or ex- succeeded by the Vice P reside nt, Anwar synagogue - the Syria ns and the Egyptians
plain design criteria. Critics of the Sadat , one of the original officers in the coup simultaneously launched assaults on Israeli
Pan zerBlilzlLeader games will be pleased to that overthrew Farouk and one of Nasser's positions. Both fronts opened their offensive
see that Arab-Israeli Wars has bene fitted co-co nspirators with lhe Nazis in WWIl. with a massive arlillery barrage while an air
from betler researc h and design analysis than Sadat rapidly eliminated his political opposi- assault under the protection of SAM net-
the fo rmer games. tion and pronounced 1971 as the "year of works attacked IDF and IAF bases and
decision" on the A ra b-Israe li issue. Failing Israeli sett lements . Egyptian commandos
10 act, Sada t proclaimed in 1972 and then in raced across the canal in rubber dinghies
THE YOM KIPPUR WAR while Syrian armoured division attacked the
October 1973 1973 that he would act within the year. Like
the little boy crying WOlf, Israel paid him no positions along the Golan. Helicopters land-
Israel learned fro m her wars not to be heed - un til it was tOO late . ed forces which took the Israeli outpost on
persuaded 10 give up thc land won dur ing the Egyp t had been receiving enormous Mount Hermo n .
1967 war. The precedent for hostilities from anns shipm ents from the Soviets, includin g The Syrian altack was two-pronged: one
t he~e territories was sufficient proof that arm, including 500 tanks, attacked from the
SAM installations, int ended to reduce
they would continue should the land be Israel' s air superiority and provide an um- no rt h towa rd Quneitra, while the o the r, with
returned . Keeping the land also removed ma- brella under which Egyptian fo rces could ad- 800 tanks, attacked from the south toward
jor Israeli popu lation centres from the range vance. They a lso received MiG-2 1'5, Rafid - the two weakest points in the Israeli
of Arab anillery and, in theory, gave Israel a MiG-23's, and Sukhoi Su-11 's. Some 21,000 line. A third armoured di vision was held in
buffer zone in the event offurther allacks. Soviet militar y "advisors" and lech nicians reserve . .Facing them were two armo ured
10
brigades (one understrength) and the forces canal, securing their foothold until 24 Oc- Syria). The mandatory Syrian offensive rules
holding the Israeli fortifications and set- tober, when figh ting ceased. By 23 October, force the Syrian player into a headlo ng at-
tlements. The Israelis in the nort h managed they had completely encircled the Egyptian tack and neithe r player has [he option of a
to hold back the at tackers somewhat better 3rd Army, ensuring themselves a greater free set-up. Once having seized at least three
than in the south where the line was forced lever in the upcoming peace negotiations. Israeli fortified hexes, however, the Syrian
back . They inf1icted heavy casualties on the Although ini tially surprised, the Israelis player can achieve a decisive victory by exit-
Syrian massed armour formations, but had responded with alacrity and determina- ing a unit off the west edge of the map.
Israeli pilots took heavy losses trying to pro- tion, retrieving the situation on both fronts. Despite flaws, it 's primarily a game and
vide' ground support and attempting to They had underestimated thei r enemies, for as such lives up to what it sets out to be. As a
destroy Syrian SAM's . which they paid dearly, but they had turned simulation, it's mediocre, but this can be
In the sou th, the Egyptians quickly the situation around to obtain a decisive vic- forgiv en due to the ease and enjoyment of
bridged the canal and assaulted the Bar-Lev tory agai nst an overwhelming Arab force . play.
fortifications (only 16 were manned), bu t
refused to waste precious time in sledging GOLAN (SPI, 1975) CHINESE FARM (SPI, 1975)
stubborn positions, leaving these behind for (one of MODERN BATTLES QUAD) (part of MODERN BATTLES QUAD)
troops. The infantry, armed with an abun- Designed by Irad Hardy Designed by Howard Barasch.
dance of excellent anti-tank weapons, forced 4 pages of general rules. plus 4 pages of Same componenr makeup and scale as Golan
heavy casualties on the Israeli armoured exclusive rules, 100 counters, olle 17" x22" (.~ee above).

reserves advancing to meet them. Portable unmounled map. boxed with lhree olher games. A/C/C
SAM-7's provided a mobile defence against 1 mile/ hex, 12 hours/ furn . Counters represent Chinese Farm simulates the battles of
baftalions. Also available in a separale edition. the Israeli counteroffensive in the Sinai,
Israeli air forces, already suffering from
boxed Wilh mounled mapboard.
Egypt's initial air strikes. Crack Egyptian A/C/C north of Great Bitter Lake near an ex-
troops were borne by helicopters deep behind perimental farm called the Chinese Farm. It
Israeli lines, but many of these were shot Golan simula tes the battles in the uses the same system as Golan, including the
down by the IAF, and the survivors were too no rt hernmost two-thirds of the Golan treatment of a ir support and SAM siles, but
few to be much more than a nuisance. Heights. Like the other lvfodern Battles special rules include bridging the Suez Canal
Within 48 hours, the Israelis had been games, it uses a set of standard ru les com- and the Egyptian defence force at Ismalia.
forced back in some places to the very edge plemented by an addenda of exclusive ru les. The Egyptian artillery is unde r the same
of [he Golan plateau and their positions The simplicity of the system makes these res trictions for barrage as the Syrians in
along the Suez were completely overrun . games fast and enjoyable, but realism is Golan.
Reserves poured into both fronts . On the sacrificed . Zones of control are rigid and There are three scenarios in Chinese
Golan, the northern end of the line still held units can only exit them through com bat. Farm: two historical (the first dispenses wi th
back the Syrians, and Israeli counterattacks Ranged artillery can use both barrage and air points and SAM units) and one whic h
from 8 October on reversed the Syrian fi nal protective fire in a turn . Combat be- allows flexibility in the set-up and gives bo th
thrusts in the centml and S0ut hern sector, tween adjacent units is mandatory and the sides larger" forces. Victory is determined by
forc ing the invaders back to the original lines Combat Results Table uses a comba t dif- how many Egyptians manage to survive on
by 10 October. The Israeli counteroffensive, ferential rather than an odds table. The ex- the east bank of the Suez plus how many
between 11 and 24 October, pierced the clusive rules give the attacker,he option of Is raelis they have eliminated compared to
Syrian line and the extensive fortificat ions using either a mobile or active combat results how well the Israeli player has achieved ter-
and minefield belt they had built encircling table: the latte r being far bloodier and ritorial gains in Egyp[. In the third scenario,
the front since 1967. Various counterattacks decisive for both sides than the former. SPI the Israeli player also gets points fo r des troy-
by the Syrians and their allies (the Iraq is, Jor- chose to use silhoue ttes instead of standard ing Egyptian units. It's no t a questio n of
danians, and Saudis) failed to break the military symbols on the counters, which is whether or not the Israelis will cross the
Israeli lines, and Israeli attacks were thrown not popular wit h the author, but if the reader canal, but how well they do so .
back at Sasa, where- the retreating troops likes the style he or she should rate the com- Chinese Farm is also a very playable
(wit h Kuwaiti reinforcements) reformed to ponents a B. game. It's no t as f1uid as Golan, but none-
prevent the advancing Israelis from reaching Although the Syrian player is given six theless fast and enjoyable.
Damascus . The Moroccan-held position on SAM units, the Israeli player does not have
Mount Hermon was taken 22 October in the air units, merely the use of up to 30 ground BAR LEV
last major battle on the fronl. support points each turn . This abstract Conflict Game Co" 1974
means of dealing with air power and SAM Designed by John Hill
Along the Suez, Israeli counterattacks units is in keeping with the basic system, but 14 pages of rules plus lO pages of charlS, tables,
were thrown back, but they had blunted the it conveys no feel for that part of the ballie. and errata, 450 cou nters, one 22" x 34" unmounted
Egyptian advance . By 8 October, the Egyp- A lillie added complexity here would have plaslicized map, boxed. Scale nOI given, bul
tians had over 660 tanks across the canal, and improved the game. There are three approximately 5km/ hex on the Golan fronl alld
their bridgehead was eight kilometers deep scenarios: one historical, one which ex- lOkm/ hex on Ihe Suez front. Counters represent
(another 500 crossed between II and 13 Oc- amines a better Israeli defence, and a third bailalions and regiments.
tobe r). Between 9 and 13 October, the which examines a better Syrian defence. Vic-
A / O/C
Israelis could merely attempt to contain the tory depends on territorial gains only in all BAR LEV
Egyptian expansion. The Egyptians ventured three scenarios. Game Designers Workshop, 1977
outside their SAM umbrella for the first time This is a good, tough game, one easily 2nd edit ion design by F rank Chadwick
on 14 October to stage an armoured assault played to a conclusion in an evening. It is a 12 pages of rules plus II pages of charts, 352
north of Greal Bi Iter Lake, but were repulsed seesaw battle as the Israelis attempt to hold co unters. two 18 " x25" unmounred maps, .
with heavy losses . The Israeli counterthrust, onto the Golan unti l reinforcemen ts arrive boxed. Golan front: 3km/hex; Suez fronl:
begun on 15 October, led by Sharon's divi- (game-turns two through five) when the 6km/hex. Counters represent ballalions and
sion, broke across the canal and established a situation is reversed and the Syrians are forc- brigades.
bridgehead on the western bank. The Egyp- ed back on the defensive . Rules built into the B/B/A
tians attempted to cut off the Israelis by con- game simulate the historical outcome but Since GDW' s Bar Lev is a redesign of
vergent attacks by both armies at the battle at restrict the Syrian player to historical John Hill's earlier version, these two games
the Chinese Farm . The Israelis were still able precedents: Syrian artillery must only be used should be considered together. Although
to reinforce their bridgehead and threw the in coordination with a ground unit allack Frank Chadwick used Hill's design concepts,
Egyptians out of the Chinese Farm by 18 Oc- outside Syria . Syrian reserves may not move the second edition is very different from the
tobe r. F rom then on, they poured across the until turn eight (or until an Israeli uni t enters fi rst. Each represents a different emphasis on
11

familiar with one edition would fail to


rec.ognize the other by the order of battle.
T he res1-l1l of these changes is to make the
1977 game tougher for the Arab player to
win.
Hill's game is only moderately complex.
It has rules for first fire and simultaneous
direct fire for brigades and for special units .
The ground module sequence of play is
bridge building, indirect fire, move, direct
fire, advance and regroup, repeated for the
opponent .in the same turn. Units can be
eliminated by direct fire and eliminated or
neutralized by artillery. Those eliminated can
be refitted at a certain ratio of dead-for-live
units. Both sideS' may have broken morale
and exhaustion. The air rules include SAM's,
types of aircraft and their different missions,
ground attack, air superiority, air-lo-air and
ground-to-air combat, airmobile assault,
and air transport. Air units can be refitted
similarly to ground units. To win the 1974
game, the Syrian must hold any three Israeli
villages without losing any Syrian villages,
and the Egyptian must clear out the Bar Lev
line while preventing any Israeli tank units
fro m crossing the canal. Should any turn end
with no Israelis left on either map, the game
is an instant victory for the Arabs. The 1977
victory conditions require far more territory
to be held by either player on each front.
The game proved very popular. Easy to
learn and fun to play, it proved a tough
seesaw of offensive and counteroffensive.
The Israeli player can move units between
Components of Co nflict Game Co. edition of Bar Lev.
fronts t hrough a series of on-map boxes. A
typical game has the Israelis on the very brink
design. Hill's Bar Lev is an exciting, tense, fire. Both games use silhouettes and military of the Golan, forced to use all available
fun (albeit long) game. Chadwick's (no rela- symbols in their counter mix. reserves and air units to stabilize the Suez
tion to the author) is far more historically ac- The most obvious difference between front, then sending units to push back in the
curate, clean, but less fun (although also . the two games is the maps. Hill's chQice of Golan. Frequently the Israeli won , mostly by
tense). Both are long -games, and both re- colours is reminiscent of the psychedelic 60's: the strength of his air force, but the game
quire a large area for maps and charts. flourescent orange maps with bright blue, played down to many cliff-hangers in the wee
Both Bar Lev's use two maps to portray red, and brown terrain on which counters of hours.
the fronts: Suez and Golan. The 1974 game tan, yellow, and bright green were placed. It The new game is more of a historian's
has both on one board, while the 1977 game was not pleasant to behold . Nor was it state than a gamer's delight. Most of the rules are
has two separate maps. The Golan from of the an even in 1974! The slope lines were cleaner than the original - first fire, ar-
covers roughly one half the area of the Sinai all hand drawn, giving it an amateurish look. tillery, morale, regroup and refit. New rules
front, and the Golan is considerably rougher Hill's map is "representative" of the have been added to cover irregular unit
than that part of the Sinai where most of the military, not the geographic effects of ter- movement supply and isolation, Arab con-
fighting took place. In order to give the rain. The second edition is toned down to an trol, Israeli mobilization, plus a number of
players a feel for each area, the scale on the almost presbyterian seriousness, but it optional rules. To simulate slaff shortages
Golan front is twice that of the Sinai. While displays the actual terrain more accurately. and command inflexibility, the Arab play has
movement allowances remain the same on Hill's order of battle suffers from a fair "operations" points which he must expend
both fronts, printed artillery ranges are number of mistakes, since it was based upon to perform certain necessary game functions .
doubled in the Golan and stacking is halved. intelligence only then recently come from the The air rules. are essentially the same. Yet for
Got it? It's not difficult, but it gets a liltle war. GDW improved and changed the order some reason the air module does not work as
confusing until you've played the game a bit. of battle radically according to newer data. well as in the original game. The Israelis can
More than once has an opportunity passed In doing so, they altered the nature of the now bounce Arab air units under the SAM
this author to use artillery properly on the play considerably. For example, the Arabs umbrella, but it's not much of an advantage
Golan, simply because I forgol to double the had fewer SAM units in Hill's game and so since the new order of battle has left them
range. were forced to use lhem with extreme discre- weaker. Also, armour casualties are ex-
Both games have a ground and an air tion. In the newer edition, the number of ceedingly high, especially from artillery fire_
module; the ground rules may be played SAM's available is more than doubled. With To partially remedy this, Chadwick has sug-
separately, but the use of both is recommend- so many extra units, the Arab player need not gested adding two to the die roll for armour.
ed since the air rules add more to the game be so cautious in his play. The values ascribed Finally, despite considerably better research,
play than just extra complexity. Despite the to each type of unit also differ. For example, there are a number of minor Arab con-
second edition changes, both games use the A Centurion 6- 6 unit became a 6-4-8 (the tingents -missing from play, including the
same tables for direct fire, Israeli artillery, four is the defense factor) and a Super Sher- Moroccans, the Kuwaitis, and the Saudis.
Arab artillery, air-to-air and air-to-ground man 6-6 became a 4-2-8 . Most of the Israeli These had only a minor role in the war.
combat (in the later edition, airplane types infantry is mechanized in the 1977 game. The I found it annoying that the lank
have been changed) and anti-aircraft (SAM) initial set-ups are so different that anyone silhouettes are not identified on the counters
12

in th is edition; you must refer to a chart to be fun and playable in one sitting. The game reduce the number of ta nks, thus reducing
identify a particular tank. GDW's penchant would benefit from some retouching and the firepower. There are three combat results
for charts and tables can get a little carried inclusion of a 1948 scenario, but it stands as ta bles, one for each number of tanks remain-
away at times. one of SPl's best effons to date. ing in a platOon. Units fi re individually at a
Play the 1974 edition if you wanl more target, preventing otherwise ineffective units
game; if you want more simulation, play the
ARAB-ISRAELI WARS
Avalon Hill Game Co., 19n from being added to a combat to guarantee a
1977 version. Both are good for their own See component descrip ti on under 1956 war. hit. The combat table does not use odds, but
reasons. You might not be able to find a copy A/C/C rat he r uses the attack strengt h of the unit as
of Hill's original game on sale, so you might Fourteen of the scenarios in Arab-Israeli modified by range, type of target, and
find yourself without a choice. But if you Wars cover the 1973 war. One p re-war 1973 target's terrain. Defending uni ts suffer par-
have the chance, buy both. scenario and two pos t -1973 scenari os a re also tial losses of hit, and indi rect fire may cause
included. Most use the standard rules, but suppression or panic movement. An attacker
SINAI three use the basic and three use [he advanc- may fire at individual units in a stack. Other
SPI,1973 rules include overrun, mines, improved posi-
ed rules. The scenarios are widely varied,
See component description under 1956 war. allowing the players to choose from an in- tions, mounted combat, panic, indirect fire,
A/C/C teresting selection of situatio ns th at include and opportunity fire.
The J 973 and mid-70's scenarios are the meeting engagements, assaults on fortified
only games in Sinai that give the Arabs a fair positiOns, tank versus tank, and infantry ver-
chance for victory. Changes made to the 1967 sus tank battles.
scenario rules include a new sequence of play Arab-Israeli Wars uses a re lat ively sim-
which allows two supply and.Jwo movement ple game system, but it sacrifices realism by
phases per turn for each player. Turns now re ta ining the PanzerBlirz mechanics. The
represent 24 hours instead of 12 and include game plays well, and the scenarios are well
improved Arab movement ability and chosen. Basic tactical lessons are easily learn-
defence (double the printed strength), new ed: armour attacking in fantry ar med with
supply rules, the suspens io n of the fear and an ti- tank weaponry needs infantry support
Arab command control rules, new Jordanian or it will be quickly eliminated. Range is
participation rules, Arab non-cooperation crucial in shoot-outs. The player who best
rules, SAM units, the Bar Lev line, Israeli coordinates his combined arms will emerge
garrisons, Egyptian reserves and ceasefire. the winner. But certa in game mechanics con-
Victory depends on eliminating enemy units vey a fals e picture of the battlefield environ-
and capturing enemy territory. ment. For example, it is possible to combine
The 1973 scenario of Sinai is 'exciting, firepower to achieve an elimination result
but the scale makes for ahistorical play. In that would not occur on the field (such as us-
the Golan, only one Israeli unit faces eleven ing mortars and small arms to increase the
Syrian units (compared to the fi rs t edition of odds to guarantee a hit against armour).
Bar Lev game where 14 Israeli units face 34 Also, the dispersal effect is not a realistic
Syrian units). The Syrian must first attack combat res ul t , and there is no attrition or
the fortified settlements and can dest roy two reduc tio n of strength fro m a unit, only There are two clumsy areas in October
in the first combat p hase, exploit the elimination. In order to grant the units the ef- War: panic and movement. Panic is checked
breakthrough in the second movement fecti veness they showed in the wars, the by a dice roll prior to any movement or fire
phase, and be outside Tiberias (hex 3306) in Is raeli firepower has been infla ted - a ra ther attempt. If the unit fails the roll, it cannot
the. first 24 hours. Since the entire Golan is artificial means to an end. Finally, the rigid perforrn as intended tha t turn. Inst ead it
only 15 hexes large, it is not possible to show fire/move mechanics eliminate surprise so panic moves until it passes a subsequent
the bitter struggle that occurred between combat often becomes too predictable. The panic roll. This works better than the old
small Israeli units and the massed Syrian opportunity fire rules help im prove the si tua- system where units panicked according to the
units. Similarly, on the Suez front, the Egyp- tion, but not nearly enough. last digit of the hex they were in, but it still
tian can cause considerable damage pushi ng Arab-Israeli Wars is an addition to a creates the anomaly of a panicked unit
to Israel's border by turn th ree . The game is fami ly of games, not a new game. There are breaking out of a column to run at the
extremely fluid, and the threat to Is rael is far no surprises, no innovations, just revisions enemy. T he morale rule in Arab-Israeli Wars
more potent than when portrayed on the two and improvements. It ;s entertaining but is a more elegant solution. Movement is a
maps of the Bar Lev games. Israel must deal unrealistic and, in the long run, unlikely to comprise between sequential and
with defending the entire coun try. not merely maintain popularity in the competitive games simultaneous systems: first one player moves
two distant fronts. Units must garrison the business. a unit, then the other, and so on until all
West Bank along the Jordan until full iorda- movement is completed. This is only
nian entry. OCTOBER WAR moderately successful as a game mechanic
There are two scenarios: the historical, SP1,19n since it still makes intentions too obvious and
which favours the Israelis moderately, and Designed by Irad Hardy allows opponents to react too easily to each
the full Arab cooperation scenario, which 12 pages of rules, 200 coun rers, one 22" x 34" other's moves. Since only one unit at a lime
favours the Arab p layer. Missing from the unmounred map, boxed. 200 merres/hex, 2 can move, this prevents overruns with a stack
countermix are the Kuwaitis and the Moroc- minures/lurn. Counlers represent platoons. of unilS, which usually makes overruns too
cans, but the second scenario allows two Lib- B/B/B costly to be of much use. If stacks are allow-
yan unils to participate. The mid-70's Oerober War came out about t he same ed [0 move together it would alleviate this
scenarios are variations on the 1973 rules and time as Arab-Israeli Wars, inviting a lot o f problem. Uni ts may fire or move in a turn,
orders of battle. They include some in- critical comparisons between the two . Both but not both (personnel units may fire from a
teresting possibilities such as Soviet interven- are tactical armour games of approximately transporting APe). Units are de ployed face
tion, improved Arab logistics, and [he return the same scale. When released, October War down until spotted, allowing some element
of all occupied territory (except in Jerusalem) was SPl's latest ge ne rat io n in a long ancestry of surprise.
which may be somewhat more prophetic of tactical armour games. It combined not In the eleven scenarios which include
than the designers anticipated! only the mechanics of its ancestOrs, but in- two campaign games, victory conditions are
Sinai's 1973 and later scenarios are novations as well. Ocrober War's armour territorial. Two addil.ional scenarios are pro-
mobile, desperate, and yet simple enough to u ni ts represent th ree-ta nk platoons. Hits vided in the errata, and there is less errata
13

than expected for a first-effort game. The The maps represent "typical" terrain in rolling than moving units, making this a dull
decision has included a number of new and the Golan and Sinai. They are not visually game for action.
revised rules in the errata which increase the pleasing. The choice of coloured splotches [Q The game's biggest problem is scope: it
complexity and realism: overwatch fire, pull represent terrain types make the maps look attempts to simulate all of the factors which
back, suppression of armoured vehicles, and as though they have contracted a rare influence the modern battlefield. 11 may well
night combat. Overwatch allows units (0 fire disease. They are very readable, however. do so, but it suffers as a game accordingly.
at enemy units which fire that turn . Terrain includes five increments of hei ght, It is also difficult to relate Mech War 2 to the
October War manages to present a com- two typ es of woods and three of rough , plus Middle East on this scale. The only rules
plex idea in a rather simple, compact format. road, Lrail, fortifications, firing ramp, which even moderately distinguish Arab and
The best surprise of all is that it works quite escarpment, canal, road , city, anti- tank Israeli (aside from organization) are those
well. The game plays smoOthly, despi te the ditch, rail embankmelll, and prohibited covering independent command and doc-
awkward panic and movement rules. Ease of hexes . The designer has assumed thaL in trine. It is one of the best simulations of tac-
play make it a game capable of holding in- every hex some cover can be found, so units lical armoured combat available, but it is not
terest for longer than most games today. It can en ter defilade in any hex by merely ex- the best game available on the subject.
sti ll stands as one of the belter tactical a r- pending movement points. This may work Designer Irad Hardy's October War -
mour games available . effect ively in the Golan, but parts of the Sinai developed by Mark Herman -is fa r bener in
are as flat as billiard tables and provide no that respect . Still, for the information it of-
cover in any form, so I question the general fers alone, it is a game no armour buff should
MECH WAR 2: Suez to Golan application of this rule (defilade offers no bewithout - even if they never play it.
SPI,1979 benefit if the firing unit is two or more levels
Designed by Mark Herman- higher than the defending vehicle unit) . FAST ATIACK BOATS
36 pages oj standard rules plus 16 pages oj There are four types of fire: oppo rtuni- Yaquinto Publications, Inc" 1980
exclusive ru les, 800 cOl/nters, two 22 " x 34" un- ty, o verwatch, final, and withdrawal fire. Designed by Neil Zimmerer
moumed maps, boxed. 200 melres/hex, 5 P la yers determine the weapon system firing and Craig Taylor, Jr.
minutes/lurn. Counlers represenl platoons and and cross-i ndex with range, target profile, 8 pages oj rules, 179 cou!!lers, one 12 II; " x 25"
squads. (Also available with Mech War 2: Red mounied map. No scale or lime given. Counlers
and number of firing points. Combat results
Slar/ White Slar). represerH individual hoals and missiles or
C/B/B are modified according to the "loss
modification" procedure to determine the lorpedoes.
Mech War 2 is the latest product in SPI's number of vehicles or infantry steps lost. In-
AICID
drive to create the ultimate tactical armour If Fast Attack Boals teaches us nothing
direct fire is subject [0 scatter, which deter-
game. It also is designer Ma rk Herman's mines whether the on-target or off-target about strategy and tactics in the 1973 naval
mOSt ambitious attempt to da te. It is not res u lts tables is used. Losses may also cause war, it does teach us the inappropriateness of
merely a refinement of previous systems, but suppression or an increase in the morale the game concept in this siwation. Fast A (-
a new, innovative game with an exceplional status. The higher the morale stale, the worse tack Boals is one of Yaquinto's "album
amount of simulation de tail and applied games": the map is mounted on the inside of
the performance of tbe affected units: units
data . Its very completeness makes il a dif- wit h a morale state of twO Or higher cannot a double-record jacket, and where once it
ficult gamej eigh t pages arc required to might have held a copy of the White Album,
be given bound or bounding overwatch com-
display all the charts and tables alone! mands, and units with a morale state of th ree it is now used for SLoring rules and counters.
Vehicle counters show the type and may nOL fire. While this unique packaging idea works well
silhouette, targe t profile, armour class, and wi th some of their other games , lhe restricted
movement allowance. Infan try counters playing surface is unsuitable to portray a
show automatic weapons strengths at four situation which requires a large r area for
ranges. There are also aircraft and maneuver.
helicopters and artillery units in light, The game mechanics are quite simple
medium, or heavy concentrations, battali o n , and can be learned in a few minutes. Se-
battery, and seclion sizes and either quence of play is clean and concise : sequen-
howitzers or mortars . Neutral markers in- tia l movement-simultaneous gunnery fire-
clude defilade, column, minefield, smoke sequential missile movement-simultaneous
(battalion, battery, or section sizes), and missile hit. BoalS must always face a hexside,
starshell (light, medium , howi tzer or but missiles and torpedoes have no facing .
mortar), bridge (in tact or deSiroyed),' abat is, Since gunnery range is nine hexes and t he
ferry, suppression, and combat strength. board only 18 hexes wide, it is impossible to
Combat uni ts may be given one of six pass a well-placed enemy s hip outside its
commands each turn: bound (move), over- range . Torpedoes have a maximum range of
watch (opportunity and di rec t fire), 10 hexes, which reduce.~ their effectiveness.
bounding-overwatc h (split fire and move), The board is 32 hexes long, so the the Arab
withdrawal (due to combat losses), rally (to Styx missile, wit h its range of 27 hexes, is
restore morale), and reg roup (recom bine almost always in range.
units). Rules cover movement, observa ti on, T he Arabs have P4 torpedo boats as
direct and opportunity fire, a utomatic well as missile boats, and fhei r missiles have a
weapons fire (infantry), main gun and Ianger range than t hose of the Israelis .
ATGM fire, close assau lt, indi rect fire , Although torpedoes and Styx missiles must
defilade, smoke, transport, mounted com- The system works well and funct ions be launched directly through the frontal hex-
bat, and morale. Advanced rules include with a clear logic , although combat resolu - side, they have no further restrictions on
minefields, aircraft and he licop ters, short tion is long and involved. The scenario order movement after launching. Despite the
halt, ammunition depletion , night, positions of battle informa tion is poorly displayed, shorter range of (heir missiles, the Israelis
of advantage, ambush, camouflage, and players are required 10 search through have other advalllages: they can carry more
engineers, and fire-and -move. The exclusive three sections in order LO set lip. The layout missiles on their boats (although they have
rules cover special terrain fealUres, special of other data requ ires an inordinate amount fewer boats in any scenario) and their
units, wea ther, command, and doctrine. of searching and paper shuffling , which do missiles can be launched through any frolllal
There are seven Sinai scenarios and six Golan nothing to ease the playing of this complex hexsides. When determining hiLS, Israeli
scenarios. Victory condi tions are based on game. With all the dice-rolling and modify- missiles are more effective and their boats are
territorial considerations. ing, players can spend more time reading and faster than many Arab boats. The counters,
/com;nued an page 171
14

THEORY & TECHNIQUE

ADVANCED TACTICS, REALITYAND GAME


The Relationship of Military Tactics to the Play of Simulations, Part 2: The Defense
by Thomas G. Pratuch

FIGURE 3:
Route Analysis
Map: Map A of Red Star/ White
Star f rom Mech War 2.
Given a scenario where the ene my
(attacker) forces must exit u nits
fro m the east mapedge, t he map
has been ana Iyzed for prima ry
routes of att ack an d defensive
posi t ions to bloc k .

a~~ = Primary Route

@!IIi!j!" = Secondary Route

0 =Initial Positi on

, - - "" = Secondary Pos ition


' .... -..,.#
15
Here we continue from last issue in cOrltrasting mander. Initially, the active defense looks Alternate and Supplementary Positions. A
what is ac tually do ne w ith w hat is actua lly pl ayed . . similar to a positional defense set-up. Units military unit does not plan its entire defense
The game system used to illustra te this artic le is are spaced to provide mUlual support and from one specific spot on the ground . Plan-
Mech War 2 , a S\'stem tha i enco urages the use of
given specific areas [0 defend. Then, as the ning is made for conducting the same defense
good so u nd doct ri ne {probab ly to its disadvantage
as a \No uld be eas l( to play gamel. Presu ming
enemy attack develops , the defensive units from a second spot in the same general area .
you've liked vvhat you've read so far, vve' ll ad d to are moved into planned positions along the This second location is called an alternate
t his series with help fro m M r. Pratuc h's perl . enemy altack route. Some units are left along position . When the first position is under
-Redmond the flanks of the defensive area, which re- heavy enemy fire, the defender will shift to
quires greater areas to be covered by their the alternate position. This forces the at-
positions. As the attack continues, the tacker to shift artillery and direct fires, giving
THE DEFENSE defender may have /0 defend deeper wilhin the defender a respite from losses .
his territory to halt and destroy the enemy at-
The offense may be the more exciting tack. Once the enemy at tack is halted or Supplementary positions are planned
pan of playing a wargame. The joy of Over- destroyed , the defender then seeks to re- for the defender to use if the enemy attack
running your opponent's units or watching establish a defensive line at the same posi- should come from another direction than the
him remove counter after counter as your tions as at the start of the defense, one the defender plans for the first position
successful attacks roll down the board is only to block. As with the alternate position, this
a small portion of the overall action found in Delay. A delay is intended to trade ground area will be close to the first position used.
play. A player who neglects his defensive for time in an effort to halt or slow down an Both positions must be within relatively
planning will soon find himself losing games enemy attack. It can be distinguished from short movement times of the first position.
even if he is a mas ter of t he at tack. the aCtive defense by the lack of lateral move-
There are several reasons for military ment to bring defenders into a position in Orientation of the Defensive Effort. At
units gOing on the defensive. It is not always front of the enemy attack. It can be first glance, a map of a planned defensive
possible to maintain the momentum of the distinguished from any other defense by the area will look as if the attack can come from
at tac k, and a break in ope rat ions is needed to generally reduced preparations around the anywhere. But to the careful eye, certain
bring up fresh units or provide the altacking positions. Minefields tend to be hasty inslead details will become evident, indicating areas
force a needed res t. Nor is it possible to have of deliberate, few engineer-emplaced of enemy attack. Note Figure 3. The large ar-
attacks going along an entire front in com- obstacles are in evidence, and planning to rows indicate the probable enemy movement
baL In order for military commanders to move back under enemy fire is emphasized. routes for an at tack against friendly force s in
concentrate sufficient forces fo r the at tack in The reduced effort is not a deliberate intent a "typical" defense scenario (i.e., an enemy
one area, a second area must be guarded with of the commander, but is a funclion of the force enters from the west edge of the map
reduced numbers of units. This means going lack of time available to plan and prepare a against a prepositioned defender; the viclOry
on the defense. regular defense. A delay operation is usually condition for the attacker is to exit the east
As in the attack, t here are hasty and given to an area where the available units are mapedge with a maximum number of units,
deliberate defenses. Ag~in the designation no t sufficiently strong to stop an all-out at- and the defender'S goal is to prevent the at-
refers to the amount of time available to tack by an enemy force . Notice t hat this does tacking force from exiting by destroying
building and planning of the mission. The not mean that all units automatically begin a units). Before continuing, it must be
considerations used in arranging the defense delay under enemy attack. I f the enemy force understood that the routes shown do not in-
are the same in either case. is weak, the delaying force might not move dicate that the attacker will never utilize the
What are the types of defenses? There is and simply destroy the allack from the first woods and villages during his attack. It sim-
far more variety to defensive planning than delay position. Each movement back is plan- ply means that the overall movement of the
LO allacking, Options open to the defender ned to bring all units into a defensive Ijne. In at tacker will be along the areas indicated.
are positio nal defense, active defense, delay, order to perform this movement in the face The resulting pattern shows rhat there
and strongpoint. of a heavy enemy artack, units are dire(;ted LO are only two rouces possible 10 the attacker
begin their moves pdor to the enemy force for the first haWof the map, and only one
Positional Defense. This is a classic style of general route off the map in the second half.
defense and the type most familiar to reaching a poim where t he enemy fires pre-
vent a unit from moving. Continuing the analys is, it is evident
wargamers. A unit is given a specific area of that there are three distinct areas which an
ground with the mission of remaining on that Strongpoint. This is actually a specific case enemy force would probably travel through
area unless ordered to move by the com- of the positional defense, but it merits its or near. These areas are designated kill
mander of the overall defensive area. While own discussion. In a strongpoint, a unit is zones, and the defense is planned with these
some planning is given to moving to other given an area to defend and maximum effort areas as the primary consideration for how to
areas for conducting a defense, the unit is is expended in preparing the area to resist an orienlthe defense.
primarily intended to hold that Spot of allack. Typically, a town is chosen as the site In planning the defense , it is best to
ground. As an example, a company size unit of a st rongpoint. All other units in the defen- assume that the enemy force will be large
may be given the mission of defending a sive line may be required to defend in a posi- enough to have some elements by-pass the
small town. While .t he platoons and squads tional or active defense, but are also required defensive positions if a positional defense is
might move as necessary within the town 10 to plan around the strongpoint as the main utilized. Since the overall objective is to pre-
defend against attacks, the company will not effort of the defense. This means that a delay vent any enemy units from gelling off the
seek to leave the town to defend from a cannot be planned around a strongpoint: the east mapedge, an active defense will be used.
woodline or hill outside the tOwn without resulting gap would create a weakness when The initial positions of a battalion
receiving a specific order from a unit at a Lhe delaying units pulled back, and the assigned to defend this sector would be along
higher level. st rongpoint defender would end up sur- a line from the town of U tzwingen to a point
Active Defense. A more recent develop- rounded. in the woods on the north mapedge (vicinity
ment in defensive positions is the active What are the key factors in planning a of hex 3700). The later positions of the
defense. Units are required to plan for move- defense? Conducting a good defcnse re- defense are also shown in the Figure. Since
ments to several different defensive posi- quires more than placing a unit on a piece of the game enjoys far more information and
tions. Overall the operation resembles a ground. Hov..' the defensive fircs are control of the units than a real commander
delay (to be discussed next) , except that the oriented, where artillery will be used, what would, the exact sequence of use for the posi-
movement of the defenders is intended to engineer-emplaced obstacles might aid the ti.o ns is not required. Simply put, a company
concentrate forces against the attack instead defenders, and what movement might be re- size unit will move back, as necessary, to oc-
of stalling for time. Movemems are perform- quired to conduct the defense - these are a cupy a defensive position which will permit
ed on the order of the overall area eom- few of t he considerations. fires into the enemy forces .
16
The battalion SCOUIS are used in a sc reen war," this point must be conside red . Another tillery ava ilab le to the baltalion, the enemy
to the west and north of the ballali on posi- criti cal func tio n of the scouts is to develop commander's tendency to by-pass or I he 51 yie
tions. The purpose o f I he scoulS here is to ob- the enemy attack into a pattern fo r the defen- of attack he will use becomes a pattern th a t
ta in definite information o n t he enemy al - sive com mande r that can be understood. the defe nde r can see and pian to courller.
ta ck . For most games, this in format ion T his role is more critical to the gamer than Artillery Fi res. The planning of an ille ry
would be superfluous, sinc e the counters are the reconnaissance aspect of scouts . By using fires is the simplest aspec t of the defense . In-
face-up o n th e map . But for those games direct fires from th e scout Dragon and TOW direct fi res are planned for target areas
where rules are inl roduced 10 create" fog of ATG M's and the indirec t fires of su pport a r- meeting the following cri teria:

FIGURE 4: Defensive Final Set-Up (Dragons w / M113): 1425; 1811; (TOW's) : 2632; 3912 rd efilade!; (M113):
Map : MapA of Red Star/ White Stflrfrom Mech War 2, 1031 ; 291 1 Idefilade!. AA Jeep: 2817 [defilade!' ARTILLERY: 1408;
Counter Set- Up (US only) : 2421 ; 2319; 1224-1226 [in clusive); 4023; 1026; 1213; 3215; 4926; 5715.
M150: 2829, Idefilade!; 2734, 2323 I defiladel; 2025 [defilade I; 2419 OBSTACLES . Minefields : 1419- 1718 lin line); 1309; 1310; 1407; 1408.
Idefiladel ; 2904Idefiladel; 3805 [defilade ]; 3804 1defiladel. M60A2: 2631; Abatis : 0523; 1505; 2202, Town Rubbled : 1131 ; 1231 IMinderoffingenl;
2417 Idefilade); 3704 (defilade!. Infantry w / M113 [dismounted): 2723; 1116; 0914; 1014; 11 15 IFremdingen l ; 1910; 2010 rS chopflohe!. Bridge
2830; 3105; 3308. Infantry w / M113 [mounted): 2524; 2720, HQ : 3815 Blown : 02 11 / 0112 [ hexsidel. Artillery Delivered M i nefield Planned
Idefilade]. 4.2" Mortar: 3819, 81mm Mortar : 3920, 4020. Scouts for : 3215; 4023; 1026; 12 13;5519; 5715.
17
I. Terrain which limits the effectiveness of One of the best ways 10 avo id t his pro- Arab~lsraeli
direct fires and is h ig hly useful to enemy blem is to siagger lhe movement of a defend- /contifltuJd/rom page J3j
forces. Examples of this type of terrain are ing set of units. As soon as the attack has though well drawn, are thick and clumsy and
woods and towns. begun, one or twO small un its stan the move do not remo ve cleanly from their matrix.
2. Terrain which cannot be covered by direct back to the nexi posit ion . As the altack Hits are cumulative, reducing move-
fires. Back slopes of hills and depressions are develops, more uni ts from the defensive ment and gunner y factors until the boat is
typical targels. position are sent back. Finall y, the last one or sunk. Shou ld a boa l close with its opponent,
twO units are pulled off just in front of the it may also engage in ram combat. Victory
3. Areas around obstacles ",,'here the enemy enemy, but with the ncxt posilion back goes 10 the survivor. T he campaign game
wo uld choose to go around the obstacle already occupied so tha I the defendel' can basically plays out a number of smaller bat-
ral her than attempt a breach. protect t he last depaning units. tles for a cumulative total of wins.
4 . .Major road junctions. Taking all of the poi nts d iscussed on Fas/ At/ack Boats is fas t, easy, and
5. Areas where the te rrain wou ld rest rict the defense, it is time [0 go back 10 the map and hig hly playable, but it only simulates the
lateral movement of military forces , such as look at the final set -u p Llsed by the defende r equipmel1l, not the na ture of the navies in-
bridges or trails through woods/forcsi. (see Figure 4). No tice tha t the dcfende rs do volved. It would be considerably beller if
set-up 011 elevated ground in order to ob tain played on a larger map , since t he small play-
The artillery fires should be planned on effcctivefields offire, bu t the lOpS oflhe hills ing surface forccs artificial tactical con-
such areas Ihat meel any of these criteria, and ridg es have been avoided as much as straints on the players. The game could also
whether the area is in front of or behind the possible, because del'end ing un it s occupying use some rules to sim ulate the morale and
defensi ve posi tio ns. Addit ionally, arl i Hery such posit ions would be silhouetted against. train ing of the d ifferent crews . However, it is
should be planned on the defensive posit ions the skyline, permill ing early deteci ion . a game worth considering when searching fo r
in case the defender should,leave I he area due one to introduce a novice to wargaming,
to a highly suc<.:essful enemy attack. since it offers fast auion, lots o f shooting,
Obstacles. This is a much more difficull and is quite inexpensive .
aspect to plan tllan artillery fires. Obstacles
take a great dea l of I ime to constl"Uct. T llus, BISLIOG RAPHV
if an obs tacle is placed ""''fong, t here is Ii tt Ie
A lthough there have been many books
opportuni ty to build a new one in front of an
written aboUl the Middle East, few of these
enemy attack.
offer "hard" military da la. The primary
Obstacles musl always be covered by the
sources listed below are all suitable
direct o r indirect fire of the player who
references for military infor ma tion .. Those
emplaced the obslacles. Without such cover-
listed as secondary are also useful, bu t are
ing fi res , an enemy force will breach the bar-
generally less technical in their prescnlalion .
rier wi th impunity. Granted tha t there is a
loss of time to the enemy commander, but Primary Sources
the main use of an obstacle is to de lay the The Arab-Israeli Conflict: Its History in Maps,
enemy under the effective fires of the
defender by denying the use of critical te r-
Are You Changing by Mart i11 Cii Iben , Weiden fcld & Nicol.lon ,
London, J 975,
rain. Your Address? Armies of the Middle East . by Olto von Pivka,
As wi th artillery fires , obslacles should : If you are, you mUS I lei us know in advance i ~ Collins, London, 1979.
be planned in fr ont of and behind the defen- orde r [0 avoid missing any of your issLle of The Edge of the Sword: Israe l's War of
sive positions. One pro blem with obstacles is S& T, ,',10 YES, and/ or Ares. Independence, by Neranici Lorch, Massada
that they will hamper friendly moveme nt if 1. Your name - as it appears on I he mail ing PreS,I , Jerusalcm , IWil,
not carefully emplaced. In some ins lances, ' label ofyourS&1~ MOVES, or Ares. Elusive Victory: Tha Arab-Israeli Wars,
the barrier may be crea ted after friend ly 2. Your Customer.Code arid Expiralion Codes 1947-1974, by Trevor N. Dupuy, Harper and Row,
forces are through the area (such as blowing (rhi> i5 Ihe very top li ne of informat ion on your New York, 1978.
a b ridge), bu t the drav'iback is thaI the com- r'nailing label). Israeli Defence Forces: The Six Day War,
mander may find when the smoke clears that 3. Your old add ress (clea rly indica Ie Ihal iI is by Col. Mordcchai Bar On, Chillon Boob,
the ba rr ier did not result. His tory is rcplete you r old addre_I$). Philadelphia, 1968_
wi th examples of such disappoin lmen ts. 4. Your new add ress (clearly i ~dica le lhal it is The Israeli Army, by Edward LUI\wak and Dan
What other factors are to be considered? yoUI' new add ress), Horowilz, Harper and Row, New York, 1975,
Smoke is helpful to the defender. If can pro- 5. The effective dale of you r new address. One Long War: Arab Versus Jew Since 1920,
vide a needed screen when moving bet ween Note: When correspond ing wjlh SPI aboul by Ne l ~ n i el Lo rch. Hert.1 Press, New York , 1976.
positions. It can also be used to block the line your >ubscripi ions, please write your name ex- Seven Fallen Pillars, by Jo n Kimchc, Da Capo
of sight from ponions of the attacking fo rce. aply as it appears on the mailing labeL For ex- Press, New York, 1966.
T his allows the defender to "piecemea l" lhe am ple , if the label reads John J. Doc, do nO!
refer 10 you rself as .J.J. Doe or any other alia,. The War of Ato nemen t: October 1973,
enemy at lac k in to groups that are Otit- by Maj. Gen. Chaim Herzog, lillIe Brown,
numbered by the defensive units firing upon If you have amilharyrank, please write il after
}~ou r name: fo r exam ple, John J. Doe, Lt .,
BOolon, 1975 ,
them, Care mus t be taken by the defender in
rather thanLt. John], Doe_ This mel hod will
us ing smoke. II is all tOO easy to inadvertent- Secondary Sources
n,ot confuse. our COmPUler and wilt lead to bei -
ly create a smoke SCI'een which helps the at- ler service. American Volunteers and Israel's War of
tacker move around defensive positions. Independence, by A. Joseph Hechelman, Kla v,
When you send us a change of address, .do 001
If the defense re lies on movement for , enciose any Ot her'correspondence Ihal does nOI New York , 1974.
maintaining effective fires on the a[[acker, "pertain [0 Ihal change - it just slows up the The Battle for Jerusalem. by LI. Gen .
then care mUSI be taken to begin movement processing of the change and neales a possi- Mordechai Gur, Popul,,, Library, Toron to, 1974_
with sufficient time to make the move to the bility o f missed in rorma lion. A posl card is The-48 HourWar, ediled by Alex Benson, .In
nex t posil ion before the enemy is ab le to fire best: Write 10: Pub lishi ng, New York, 1907.
on the path of movemcn t. If the a llacker gets "Simulations Publications, Inc. Ganesis 1948, by Dan Kurzman , Signel Boob,
too close to the defen de r, the latter will find CustomarService, cOAOept. . ew York, 1972.
himself unable 10 move wit hout opening his 257'Park Avenue South
New.York, NY 10010 A History of Israe l: From the Rise of Zionism
units up to effective direct fire from Ihe at- to Our Time . by Howard Sachar, Knop f,
tacker. New Yo rk, 1979.
18

OPERATIONAL ANAL YSIS

I
FIFTH CORPS &
HOFGAP
by Charles T. Kamps, Jr.

At our boot h at the recent Hobby Industries produce a sor t o f supe r Modern Bar tles scale available from (he government. Addit ional-
Show, we had a b lo w up of t he map plan of tile game wh ich would de pict individua l. co rps ly, 4 km rep re sents th e normal fro Illage fo r a
Central Front Series. It showed the ares 01 Europe areas in Ge rman y along major Warsaw PaCl defend ing NATO battalion o r attack ing
enco m passa d by the ten maps of the p utalive avenues of approach. T he resuh woul d be an Soviet regimenr, as we ll as the range through
Central Front Sy stem. Fi lled in in miniatu re colo r examina tion o f current operati o nal level wh ic h t hese un its can project a ' ';:one of co n-
ve rsions were the tw o ex isting maps, Hof Gap com bat which woul d avoid dle mire of tac- trol" b y heavy weapo ns fire . T he mu lti-
and Fifrh Corps. Th e maps in thi s syslem are
tical level rninLlliae as well as the enormity of phase game turns ? nd FP system go hand in
some of t he hea viest t he S PI Art Department has
The Next War. By borrowing design features hand, by all ov>ii ng players the option to com-
ever conquered. Seei ng the eight blanks in the
sys l em Ilever failed to make my jaw drop ill CO Il- from NATO Division Commander an d Next press more acl ion into a given period by in-
temp lat iOIl of doi Ilg all tha two rk. War, and concentrating 011 gro u nd combat lensifying combat at the expense of " b urn ing
Redmond through the abS Iraction of other features , the out" their uni lS.
essential flavo r of div ision and corps action Composit ion of the more common un its
coul d be attain ed. in the series accompan ies this article. NATO
THE RATIONALE The scale o f 4 kni per hex worked alit units are generall y battalions , excepl for the
Jim Dunni gan 's origi na l concept in very well on seve ral counrs. First, the scale armored caval ry screen whi ch consists o f
desig ni ng the Ce ntral Fro nt Series was to coincided wi th 1:250,000 military maps, very powerful companies whic h a re assigned
19
a delaying mission. Warsaw Pact uni ts doc- er vehi cles can throw six limes the explosive Army fulfills a number of fun ct ions, chief
tl"inally operale al regimental level, but bat- effecl of all the artillery in a US di vis ion. The among them being the repository o f replace-
talions are represented for airborne and cost, of course, is in ammo supply. ments for the active army ; The Territorial
special purpose un its. The "brigade" size HSK brigades consis t of light infantry ba t-
Pact art illery groups are simply collections of ZONES OF CONTROL talions (included in the games), which in
battalions which, fo r game purposes, were theo ry could be expanded after a comprehen-
Zones of Control at'e hand led differelll-
segregated according to compatab le range sive mobilization. The VBK organization is
ly for company size units (and non-mech in -
and capabilities. Some players may be upset represented by the static infantry available [0
fan try) as it is easier to d isengage from outfits
by thc apparent weakness of Wesl German the NATO Player. Although these units are
which lack (he ab ility to do much about it.
uni ts. The organization used for the games only the tip of the iceberg of the VBK struc-
Stacking res tri ct ions represent the usual
was taken fr om the Brigade 80 model [lire, most of its troop~ would be broken
problems of road space and dep loymen t,
descri bed in I. he German Defense Min ist ry'.'; down into small unit.s charged with traffic
allOwing for doc trine and terrain. Combat
White Paper. No less Ihan five experimeIHal (on lro l, guar di ng te lephone exchanges and
comes in two varicties - normal and over-
brigade o rganiza tions have been tested in the power stations, blowing bridges, etc In fau,
run. Normal combat represent S the stereo-
last few years, b ut none of them may actUall y VBK demolition reams are simulated by the
typical set-piece engagement consisling of
be adopted army-widc. In the test organiza- ease with whic h the NATO Player can
lo ng range duels be tween tan ks and
tions, combat power is dispersed amo ng a dest roy bridges.
ATGM's, fo llowed by an orderly advance of
greater number of smaller units. Players
units in geometric format ions . The overrull
wish ing to use thc standard organization may
depic ts short, sharp actions, usually accom-
make their own count ers: a panzer brigade
panied by a whirlwind ba rrage and smoke, in
being 2 x 4-5 tank bns and I x 3-9 mech bn; a
which the altacker atlempl S a penetration on
panzergrenadie r brigade being 2 x 4-9 mech
a narrow front with the aim of disrupting the
bns and I x 4-4 tank bn (overrun strenths be-
defender in order to ge l behind him and cut
ing the first number in each). Brigade and
him off from command co ntrol and routes of
divis ional artillery are unchanged.
re[rea[. Thcse are more li ke ly to be under -
\Varsaw Pact maneuver regiments ",,'ere taken during some type of reduced visibili ty;
each assig ned a share of divisional assets to therefore, close rangc weapons assume a
account for small units which would other- greater importa nce. In non-overrun situa-
wJse flood the counter mix. US batt alions, tions, the defen der can rninimize losses by
based on location, were assumed lO be trad ing space in a delaying action - sub-
organizcd (when possible) into mech-heavy stituting retreat for FP's - or take it on [he
or lan k -hea vy t ask forces . This results in chin and remain in place, gaining more FP's.
higher combat strengths for the cross- "Sofl" uni ts are devoid of armo r protection
attached units than the "pure" ones. Under and are re lat ivcly less mobile, meaning I hal
the form er German system, cross- they will absot'b more losses before they can
AIRBORNE
attachment was also prac ticed along fairly successfully break off an d retreat ([he man- All di visi ons of bOI h sides ha ve organic
regular li nes. A[ present it is not apparen t as datory 2 FP gain). combat engineers who assisl with mine clear-
to how, or if, this is being done. German ance and river crossing operations. Thus,
uni ts are thus depicted as "pure" except for SOVIET DOCTRINE I hese capabilities are abst racted wil hin no r-
the a tt ac hmen t of brigade asse ts . The Soviet Doct rine rule in Hof Gap, mal movemellt rules. The only engineer for-
which should supercede t hat in Ihe Fifth mations depicte d in the games arc spccial am-
ATTACK HELICOPTERS Corps ru les, is fair ly accurate in that the phibious engineer battalions, ""hich serve as
Soviets will go that extra mile on Ihe regimen - foci fo r any extraordinary engineer opera-
Attack helicop ters are panicularly tions. Eleclronic warfare uni ts are abs tracted
tal level without rega rding their flanks . The
strong yet vulnerable units. Since the av ia- inlO tables based on relati ve capabilities. For
original doctrine ru le in F{rlll Corps is a li l t Ie
tion out fits depicted in the games a re all game purposes, electronic warfare was stru c-
100 stereotyped to be entirely credible. The
doctrinally assigned" com bi ned arms" roles, tured to favor the attacker. It was felt th at
NATO SUrprise Attack Bonus enhances
it was decided to treat [hem as a sort of flying offensive EW would be bet ter prepared and
NATO combat powe r whe n they can bring
artillery in support of ground units. Thus , generally more e ffec tive. Addit ionally, the
off a successful combination against an ex-
there is no oppo rt uni ty fo r players to use Warsaw Pact plans to minimize radio traff ic
posed unit. Soviet "inflexibility," as it were,
helicopter units as "ground-holding" during offensive operations, leaving NATO
comes into play here. Warsaw Pact/Soviet
maneuver clements such as they would be in EW assets few ta rgets of opportun ity .
Marc h Order is ano the r do ctr inal point
an Air Cavalry Combat Brigade. The long Airborne ru les are fairly conventional,
which is addressed, but [ends to lose impor-
range of helico p ter units makes them flex ible but the capabilities of tile mechanized Sovict
tance ra ther quickl y. The Soviet pre-emptive
and valuable, at the cost of increased vulner- airborne forces far exceed those of any o ther
strike is one fe at ure th at used to give me
ability (mandatory FP gain) and main- airborne troops in history. Mos t NATO air-
nightmares in Germany. The thought of all
tenance (1 FP reco ve ry per turn). borne fo rce s in lhe theater would be used in
those tanks lined up track 10 track ilnllotor
pools - the possibil ity of an entire armored an airmob ile role, but in future games thet'e is
ARTILLERY no reason to exclude th em from ro ug hly [1110
battal ion rendered useless with one napalm
The artillery u nits reflect t he doctrines run . . .. In the Seventh Army scenario, the same "jump" ability that the Soviets have .
and capabilities of NATO and the Warsav,,' Pact Player shou ld be able 10 eliminatl;' about Airmobile units will be J ound useful to the
Pact. NATO artillery is gencrally beller gun- nin e US baltalions and cripple many more by Soviet Player in [hei r doct rinal ro le of seizing
for-gun because of greater flexibili ty in fire going after the large concentralions posed by lac[ ical features such as bridgeheads in the
control and use of sophisticated munitions brigade garrisons. The pte-emptive strikes NATO rear, and cutting off NATO retreat
(laser-guided; scallerable mines; ICM's). rcpresent a ponion of Soviet air power. The ro ules. NATO airmobile uni ts can plug gaps
Without the laue r, US 8" and 155mm bat- res t are assumed to be pasting NATO air- or aid in limited coun terattacks.
talions would be worth 2-2 cacll. Soviet ar- fields - hence the inclusio n of the Initial Air The US Major T raining Areas rule pro-
tillery derives benefits from direct fire as they Supremacy r ule. vides for a numbcr of units which may be
practice it ['egularly and find they can achieve routinely training a t Grafenwohr (on I he Hoi
quicker responsc and place more otdnance SPECIAL UNITS Gap map) o r Hohenfels (off the sOUlh map
on target wit h less ammunition expenditure. Several special uni t types dese rve pass- edge). These tWO MTA's are more Ot less in
One salvo from a battalion of only 18 launch- ing mention. The Wesl German Territorial continuous use, and il is not unusual to find
20
as many as six armored battalions at "Graf" Featured in BAOR will be I British Corps (3rd Brigade, 1st Infantry Division; 3rd
during di visional tan k gunnery q uali fication. and I Belgian Corps as well as a division each Brigade, 1st Cavalry Division ; and 17th Ar-
Other NATO countries use these areas as from West German I and III Corps . The op- tillery Group) will probably have to drop
well, but a compromise of one US brigade position will consist of 20 Warsaw Pact and back into a CENTAG Reserve role while
seemed appropriate for game purposes. The Soviet divisions. Projected for the future is guarding Reforger equipment depots until
US Paralysis rule (which will extend to other North German Plain (map 6, Ham- the first few brigades deploy from the States.
non-German NATO allies in future games) is burg/ Bremen), and perhaps Donau Front In Hof Gap and BA OR, consi derable Soviet
an abstraction of the problem caused by lack (map 10 - perhaps reconfigured - the reinforcements arrive from "Category . II"
of heavy weapon ammunition in congested Munich Plain) . These games all depict fron- formations in Russia . The arrival of these
garrison areas. A long time will elapse before tier battles extending about 200 km into West units was based on a compromise between
US units can get trucks out to ammo supply Germany. If the Soviets make their advertis- the possible and the probable, bUl falls far
dumps to bring crated ro unds ou t to the ed rate of advance, the y should be nearly off shon of the estimates of the Warsaw Pact' s
troops at the front for breakdown and the west edge of any of these maps in about "best effort" (sending out 80-odd divisions
distribution. Under conditions of surprise, 10 Game-Turns. As each individual game can in the first week).
this scenario looks too much like a rerun of get pretty lengthy , thc second tier 01' maps (1,
Isandhlwana for comfort. Rather than allow 3, 5, 7 and 9), covering the deep objectives, FIRST MOVE
defenseless US batialions to move out of may be made available as just that - maps. Many western analysts believe that the
their alert areas, a logical solution for game Also, since I suggest that changes be made to Pact can only achieve surprise with a jump
purposes seemed to be to restrict US move- about IOOJo of the current counter mix, from garrison, and any lengthy buildup
ment while the unit s uploaded their ammo. rep lacement counters might be offered in a would send NATO units up to the border in
Battalion s at training rang~s were nalUrally later game or separatel y. full strengr h . Unless you are into fantasy,
exempted from such restrictions. To address another topic, one of the real don't believe il. As of the lime of this writing
judgment calls in this series is the lineup of (January 1981) the Soviets have been
Since th e Soviet U nion retains a virtual opposing forces. The "in place" units on mobili zing the Western Military Districts
monopoly in the field of offensive chemical either si de are prel ty well known. Where they since last Augusl, and NATO is jusl as un-
warfare and maintains a commanding lead in will go is another question . On the ATO willing to make any move as it was in 1968
CW defense, the game system depicts the side, some allempt has been made to ra- when Czechoslovakia was invaded.
currently prevailing "one way st reet." A new t ionalize the counter mixes along lines of na- Players are encouraged to experiment
optional Nuclear Warfare rule would tional corps and division integrit y, except with Pact in vading forces. For example,
duplicate the doctrinal clutter which attends when a formation's proximity to the border
each side's employment of such weapon s, Fifth Corps and Hoj Gap were done on the
will defacto involve it at the oUiset where it assumption that the US 8th Mech Division
and forces the player to plan and account for is . Across the Iron Curtain one can only might deploy elsewhere, and that the Pact
each warhead - as in real life. An altempt speculate on probable thrust lines based on might find Ihe Meiningen Gap (center north
was made to redu ce some of the din .by unit locations and major avenues of ap- edge of the Hoj Gap map) more attractive
limiting the weapons mix to those types with proach through NATO terrilOry . than Fulda. Recent US shifts, however, seem
a major tactical effect confined to one hex
to lock Ihe 8th into the Fulda area. There-
for a period of one Game-Turn . REINFORCEMENTS fore, players wishing to try a revised Fifth
Reinforcements are a no ther problem. Corps game (including the 8th Division)
THE BIG PICTURE Some NATO units from Belgium, the could accurately charge thro ugh Fulda with
As far as the la rger picture is concerned, Netherlands, and Britain wi ll undoubtedly the 8th Guards Army and 1st Guards Tank
Fifth Corps and Hof Gap (maps 6 and 8) reach the combat zone within the firs r five Army al a ratc of Iwo rein forcing divisions
complete the forward area of US Army days. On the other hand, significant per turn, and add the 3rd East German Army
Europe. Currently in design is BAOR (i.e. Reforger reinforcements from the US will as well (bringing in two divis io'"1s on Game-
British A rmy of the Rhine) which covers map probably not get into action within the same Turn One and another division on Game-
4 (Hannover), the corridor 10 .The Ruhr . time frame . In fact, I he ." off map" US unils Turn Two) .

CENTRAL FRONT UNIT COMPOSITIONS Soviet Independent Tank Battalion


C} II
Soviet Motorized Rifle Regiment (BMP)
r:.
51 x T-62 MBT; 10 xT-5 5 MBT.
2.114 men; 112 x BMP ; 40 x T-62 MJ3T; 10 x T-55 MJ3T ;
lO x BRDM AC; 18 x l20rmn Mar; 4 x SA-9 SP SAI\l :
~ 4-4
4 x ZSU-23-4SPAA: 36 x SA7 SAM; 8ixRPG -7 ATGL;
9 x BRDM / ATGM. Plus , from di vision: Soviet Airborne Assault Battalion
3 x BRDM I ATGM and 6 x 125rnrn SPAT. (Regirncmal 400 + men ; 31 x BMD ; 6 x 120mm Mar ; 27 x SA-7 SAM;
anillery is represenled in mher units.) 3x ASU-57 SPAT (ma y be deleted) ; 3xjeeps/ ATGM;
Soviet Tank Regiment 2x23mm AA ; 30 x RPG-7 ATGL. (The "3-4" Reinforced
1,066 men; 95 xT-72 MBT; 30xT-55 MBT; 34 x BtvlP; Ball ali on Group additi o nally has 12 x ASU-85 SPAT;
4x BRDM AC; 4 x SA-9 SP SAM; 4 x ZSU-23 -4 SPAA : 6 x BRDtvl AC; 4 x BRDMI ATGM; and 6 x S-60 AA from
36 x SA-7 SAM; 29 x RPG-7 ATGL; 6 x 120mm Mor; division.)
7 x ve hicle-launched bridges.
Soviet Airborne Division Artillery Group
Soviet Self-Propelled Artillery Group 36 x I 22mrn How; 18 x 140mrn Multiple Rockel
I x Bn o f 18 x 152mm SP How; 2xBns o f l 8 x 122mm SP Launchers.
How each. (Group in a lank di viso n has only 1 x 122mm
SP H ow Bn.) Soviet Attack Helicopter Regiment
" li t 36 x Mi -24 Hind Atlack Helic oplers . (Various types for
Soviet Regimental Artillery Group i;1]
3 X Bns of 18 x 122mm How each. (Group in a lank Warsaw Pact allies .)
[;; 3 20 3
division has only 2 x Bns .) Note: Sec Addenda .
US Armored Battalion
559 men; 37 x M-60A3 MBT; 17 x M -60A2 MBT;
Soviet Division Artillery Group II
23 x APC; 4 xSP 4.2" Mar; 4 x SP TOW ATOM;
1 x Bn of 4 x FROG SSM la lln~hers; I x Bn of 122mm IQ]
~ 4 x Dragon ATGM; 5 x Redeye SAM: 2 x vehicle-launched
Multiple Rocket Launchers. Note: See Addenda. 4-5 bridges . (The " 4-6" Armored Bn Task Force gives up
17 x M-60A3 MBT and gains 1 x rnech infantry company.)
21
US Mechanized Infantry Battalion N II
90) men ; 69 x APC; 22 x SP TOW ATGM ; 4 x SP 4 .2" ~[2) West Germa n J agar Battalio n
/'o.10r; 9 x SP 81 111m M or; 40 x Dragon ATGM ; 5 x Redeye 43 x M-I13 APC ; 6 x 120mm Mo r; 9 x Miian ATGM;
SAM . (The " 3-T' Mech Bn Tas k Force gi ves up 1 x rifle ~ 1-3 37 x ATG L.
company and gains 17 x M-60A3 MBT.)
West German Panzer Battalion
c. II 33 x Leopard MBT plus 4 x JP R/ HOT ATGM from
US Armored Cavalry Troop (Regimental) ~[
12x M-60A3 MBT ; 6 x SP T OW ,A.TGM; II x APC; brigade. (In Panzergrena dier Bdes, the Bn is reinfo rced by
3 x SP 4 .2 " Mor ; 6 x Dragon ATGM; I x Redeye SAM; "2-3 8xJPK SPAT and 4 x .JPR/ HOT AT GM.)
1 x vehicle-launc hed bridge ; 10 x motorcycles. (The" I-I "
Tank Troop bolds 17 x M-60A2 MBT only.) West German Divisiona l Recca Battalion
28 x Leopard MBT; 32 x Luchs AC; 18 x Hot chkiss APC;
<t II
us Combat Aviation Battalion 6 x 120mm Mar.
~!i] 42 x A H-l S Cobra attack helicoplers; plus I x assaull
~ 530 5 helicop ler com pany wilh U H -I's and a general su p porl
avia lion company ror liaison and command . (The Cavalry , II West German Fallschirmjager Battalion
Reg iment 's Air Troop " 3-3" has 21 x AH-I 's .) ! ~
6 x 81111111 Mor ; 9xMiian AT GM; 37 x AT GL; plus 4 lO
US Divisional Direct S u pport Artillery Battation ~ 1-4 8 x 120mm Mor and 10 to 15 x jeepl AT GM from br igade .
18 x 155mm SP How. (The Wes[ German brigade artillery
Bn "33" is simi larly eq uipped . The US Cava lry How Bly
" I-I" holds 6 x 155mm SP How .) II
;; @i2l West German Corps A nti-Ta nk Aviation Regi m ent
56 x PA H - l a n ack heli co pl ers wi[ h HOT ATGM's.
US 'Divisional.I. Co rps Genera l Support 7307
Artille ry Battalion
12 xSP 8" How. (The " 2-2" BIl carries 12 xSP

~
. II . West German Territorial Jager Battalio n
175mm guns. )
:: ~ 36 x ATGL; 36 x LMG; 8 x 120mm M or; 6 x 106ml11 RR;
us Divisional Armored Cavalry Reg iment
~ 1-2 6 x 20mm AA . PillS, 4 x J P K SPAT 01' M-48 MBT and lip
<t II . [0 9 x 120mm Mo r from brigade.
893 men ; 36 x M-60A3 MBT ; 18 x SP TOW ATGM;
.<:2 19 9 x SP 4 .2" Mar ; 22 x Dragol/ ATGM; 43 x APC ;
'" ~ A BB RE VIATIONS :
::\ 4-7 9 x A H- J attack H eli copters; 18 x uti lity and observa tion A C : Armore d car. AT G L: Am i lank gren ade launcher. ATGM : Ami'-tank .guided
Helic opte rs; 30 x moto rcycles. missile. A PC : Armored per>onnei carrier. BMP: Mechanized infa ntry figh ting ve ld
d~_ BR DM : Wheeled armored vehicle in armored car and anti-tank variam s. BM D:
West German Panzergrenadier Battalion Airbo rne mechanized :infant ry fi ghting vehicle . FROG: Free rocket over ground ,
43 x Marder fig hti ng vehicles; 6 x SP 120mm Mor ; How: Howitzer. JPR : Jadgpam<:r rakcl e. JPK : Jagd panzer kanone. MBT: Main
33 x Milan ATGM. bailie wnk . Mor: Mona,', SP: Se lf-propelled. SA M : Su rfacet o-.ir mi ss ile . SPA A :
Self-prope lled alll i-aircrafl Sll n . S PAT: Se lf. propell ed anti-la nk gun . SSM : Surface-
to-sur face mise,j le .

.'

CONVENTIONS linois. Contact: Chicago Wargamers Assn. , J


Bruce Knight, 2011 B Sl. Laurent Blvd., Ot-
Up and Coming lawa, Ontario, K IG IA3. EaSl Schi ller 1118B, Chicago,l L 6061 O.
The follow ing is a tis t of conventions scheduled May 22-25 July23-26
. to be held in the upcoming months, induding
place, name of convenlion, and whom to COI1-
G RI MMCON III, Oakland, Californ ia . Con-
tact: Grim mCon, POB 4153 , Berkeley, CA
GENCON EAST, Cherry H ill , New Jersey.
Contact: GENCON East , POB 139, Mid- .
tact for further in formation. Mu ch of [he 94704 . dletown , NJ 07748.
._ material in this fealUre is derived from the
May31 July 24- 26 .
Midwest G8m i n~Assoc i8ti on Boardletter.
. MIGS '8i, Cam bridge , Ontario , Canada . AT LA TleON, Ba lt im ore, Maryland. Con-
I MBrch'13- 15 Conracl: Les Scanlan, 473 Upper Wentwor lh, tacl: Allamicon, POB 15405, Baltimore, M D
CO ASJCON 81, Biloxi, Mississ ippi. Com acl: Hamij[on, Omario L8M 2MI. 21220.
CoaslCon, POB 6025, Biloxi, MS 39532.
J une5 -7 J u ly 3O ~A u gust 2
March 20-21 GH E NGIS CON, Denver. Colorado. COl/tact: NANCO N , Houston, Texas . Contact: Nan's
SIMCON Ill, Rochester , New York . Conracl; Denver Wargamers Associati on, 2527 Gaylord. Toys & Gaines, 1385 Galleria Mall,5015
SimCon, POB 5142, Roches[ef , NY 14627. Street, Denver, CO 80205. West heimer, H o usto n, TX 77056,
March 27- 29 June5 -7 August 7- 9
OAMEFAIR 6, Peoria, Illi nois. Contact: Fred DALLCON 81 , Dallas, Texas. COl/ tacl: AUGUST CON 1t3, Windsor, Ontario,
Soad y, Heart of U\inois Game C lub , Illinois Rich land Wargames , Richland College, 12800 Canada. Contacl: Mike Girard , RR#I, South
Central College, E. Peoria, IL 61635. Abrams Road , Dallas, TX 7.5243. \Voodslee, On[ario. Canada NOR I YO.
Apri l 3- 5 J une 12-14 August 14,-16
GWA SP RI NG GAMESFEST, G len Ellyn, Il- MICHICON 10 GAMESFEST, Roches ter , apoleonic Symposium, with David Chandler,
lin ois. Con /(Jct: Chicago Wargamers Assn" I Micl)igan. COl/ foci: Melro D etroi l Gam ers, Col umbus, Ohio . Con lact:' jim Getz, 546 Col
East Schiller 1118B, Chicago, IL 60610. PO B 787, Troy, MI 48099. onial Ave.nue, Worthington , OH 43085.
Apr il 4- 5 Ju ly3- 5 August 20. 23
KUBLAI CON, 'Columbus, Ohio. Confacr: PACIFIC ORIGINS, San Maleo , Califomia. GENCON, Kenosha, 'l'i isconsin . Contact:
AlIa n ,Carson, 1467- N. Fores t, Columbu s, OH Contact: Pacific Origin s, POB 5548, San Jose, GENCON, PO B 756, Lake Geneva, W153 147.
43201. CA95150. September 11-13
Ap ril 4-5 July12-13 D RAGONFLlGH T . Sea't lle , Washington,
UNH SPR ING GAM ESFEST, Durham, New MINNESOTA CAMPAIGN, Roch esler, Min- COli/act: Brass Drago n Society, P OB 33872,
Hampshire . .Contact: R. Brad Chase, UNH neS0l3. Contact: Fred Fun"k, 343 N . 19th Seallle, WA98133.
Simula lions Club, Memorial Building, Univer- Street, Minneapolis, MN , November 13-15
. sity of New H'ampshire , Durham , NH 03824.
W1NTE RCON 10 GAM ESFEST, Detroil"
. Mav 15-18 Ju ly 17-19 Michigan. Con/acl: Me lro De[roi t Gamers ;
. ,. "CANGAMES 81, O[ tawa, Canada. Contacr: CW A CON 8 1,Norlhlake Hotel , Chicago, II: POB 787, Troy, MI48099
22

MOVES IN ENGLISH edited by Charles Vasey

~ ALLABOUT
AIR WAR
by Gray80ak

Air War has been amaz ingl y popu lar - and, with basically those published in MOVES, but another miss by 2000 feet. Perhaps I am
the Update, s till seems 10 sell well over here. For there are some additions, omissions, and misin te rpreting the rules , and shou ld count
this reason. and Ihe very nature of the game, I ask- changes. the two bombs as o ne attack, thus eit her hit
ed Gray Boak for Ihe arlicle that fo llows. Gray us-
How d oes the game work with all these or miss, but not both . Mea Culpa . The
ed t o write fine articles on various airgames in my
changes? Is everything on the hexes now reader may well wonder just what I am lalk-
magazine. Perfidious Albion (advLl , based on h is
job which is "something" at British Aerospace crystal-clear, with no room lerr ror im- ing about , as there is, no Scatter of Munitions
w here Ihey make Tornadoes. The result is, I hope provement? Table provided . I used the play- test version,
you w ill agree . both challeng ing and interesling.j and appe nd it to this article.
Dave Isby. w ho was visiting over here 10 take in *********************
Farnborough Ai r Show, attached his c omments. I Two lanks sit, one on each side of a small
am so rely temp ted to dig myoid set out and once bridge. Some 3000 feet above them , two F-SE MUNITION SCATTER
more climb into t he g leamin g cockpit of my Sabre,
fig hters orbit lazi ly. Let us nol be too precise D,rSTAI\iCE TABLE
and head o ut to d uel w ith M iG's, Can we hope thaI
just where we are geographically, for two
the follow ing d iscussion may lead to A ir War II?Harriers at 250 feet are ahout to shatter this , ACCURACY MULITPlE
- CHVrustic scene. Both carry Sidewinders to match DIE % 1 . 2 -3 4
F-S's, bu t whereas one carries 2 x 1000 Ib
The arrival of the Revised Edition pro- 1 1 1
bombs, the other has two Matra rocket pods.
vides a welcome opportunity to stud y Air This onc open~ the act ion b~ ripp le-firing both 2 ~1"2
War again . Criti cising the game is rat her akin pods at the second tank, and turnin!!, away 3 2 2 2
to criticising the Spitfire in 1940 - it may nO[ towards the F-5's.
be perfect, but it is the best we have got. Yet As the other heads towards the bridge, the 4 I 2 3 3
no t even the Spitfire achieved perfection, F-S's split, one di ving to cnt ac ross the bom ber 5 I 2 2 3 4
Could it have better guns? Could it fly fur- . whilst the second accelerates to a head-on pass 6 2 2 J 4 4
ther? Could it carry bombs? Some of these with the rocketeer. They are face-to-face ,
changes were brought about, but other prov- cannons lwink.iing, t hen ~hoot pa~t eac h 01 her. 7 2 3 4 4 5
The bombs fall towards (he brid!!,e, (hen the
ed unattaina ble for the basic design . 8 3 3 5 5 5
Harrier jinks Iefe and rig ht, the 1'-5 s l idc~ in
So what could have been done with Air fron t of hill! for II poi nt-blank high- angle-off 9 3 4 5 6 6
War? Minor niggling little changes tend to be shot and onc F-5 is blow n to pieces.
open to opinion - or alternate data sources. One bomb falls wide, 2000 feet from the Modifications:
For example, my Tornadoes carry ARM's. bridge, the other sla p on target. The bombin!!, if therange (in hexes) from t he release hex tp
Major changes can be plugged into the rules Harrier heads for home. The surviving F-5 has the ta rge,'.s hex is o,:er )'0.hexes (6.hexes for
as they stand, such as my later suggestions banked to the righ t, hoping for II rear attack on rocke rs) , add 1 torhe die 1'011. .
for the Turn Modes. Even so, there are major this Harrier, hu t the rocketeer has hauled his 1f the 'range is 'over 60 hexes (9 for rockets),
flaws so firmly embedded in the game nose up and around , swivelled his nozzles down add 2 lothe die ro ll .
and whipped around to his left. The Harrier
mechanics to require a disproportionate stagge rs in the sky, speed almost all gone, bu t I r the-range Is over 90 hexes (12 for rockets),
amount of work to improve, and it is better the .~-5 is well placed for a Sidewi nder. He twis ls add 3 to the die roll. -
to wait for anothe r game to appea r. I feel to the right and the missile flashes past his sidc,
that the climb rules are the worst offenders but he has crossed the nose of the acceleratil1!!,
here. Harrier, and two Aden s sco re again! H owever, my one 1000 lb bomb only
To the contents of t he expansion . There gained a- probability of 4 for the bridge's
are three new manoeuvres : Di ving Vertical ********************* destruction . What is this bridge, the Paul
Roll, Climbing Venical R oll , and Horizontal 250 feet is the lowest altitude allowed in Doumer? I was imagining something a little
Break. The Air-to-Ground rules have some th e game - RAF Harriers would be at 50 feet smaller. Surely a better measure would be a
very welcome extensions - those bombs do d odging arou nd and amongst the terrain. totting-up o f hits; e.g. , a small bridge re-
fall forward - and there are 14 new aircraft Such detai l would be difficult 10 handle quires a single hit of 1000 lb or two of 500 lb,
types: Hunter, Meteor, Harrier, Lightning, without m ore work than is desirable - a medium requires a grand total of 4000 Ib
Mirage F, Draken, Viggen, A-6, F-IOO, perhaps we should press for transparent hex- worth of hits ... . and .s o on.
F-104, F- 106, F-8, Su-J 5, and MiG-19 / F9. sheets so they can be overlaid on an Ord- I was not pleased v... ith the rocket attack,
This last should be F-6bis or even A-5, but nance Survey map? Air War is, as always either. There is no differentiation between
one problem with modem games is tha t fresh seemingly, an air-to-ai r game where all the rocket pods, so that a pod with 4 Zunis
information will keep appearin g! Special air-to-ground ru les have been added as an counts the same as a Matra pod with 17
rules are provided for the F-8, F-4, Kfir, afterthought. This is understa ndable, but it smaller. rockets. Yet a rock et attack can hit
Foxbal, and Harrier. Fourteen specific does lead 10 so me curious simplifications. four targets in o ne hex - that's purty fancy
historical scenarios are new, and two There is no finesse in the Scatter of shoot in ' with your four Zunis, pardner. Air-
gene ralised sce nario-t ypes. In addition, you Muni tions ru les. Whether from 50 fe et or to-Air unguided missiles are allowed one "at-
get rules for air-lau nched cruise missiles, 50,000, the bombs sca tter to the same extent . tack" for every eigh t missiles , which might
nuclear-armed Air-to- Air missiles, and ext ra In the last scenario , note th e ama zing have been a useful ru le to carry across to the
details for ECM warfare . The Addenda are ach ievement of having one bomb hit and Matras,~ giving two attacks per pod. By
23
analogy, this would permit two possible hits no zzles were covering up the "h ot " blast dh'ing vertical roll, the enemy escaped. The
[rom a4-Zuni pod. from the rear ones. T hus, a Skyhawk's seco nd F -104 had railed to obtain another firing
No allowance is made for carrying tailp ipe could be picked up with the Harrier pOSition so unloaded and headed to join the
armour-piercing rather than high-ex plosive some (say) 45 "behind a nd up '/ whereas you leader. The Harrier VIFFed , pitched down and
heads, and the re is no spotting modifier to had to be "behind and below" the Harrier to swung into an ideal firing position - but the
missile hung up.
simulate the bright flashes of rocket launch- register. This can be codified as fo llows:
ing, a + 7 modifier? Whilst we are on the "The Harrier counts as having a Low *****~***************
subject, one Lightning option is for the fit - Heat Emission Signa ture to an attacking air-
ting of re trac table rocket pods in the nose. craft which can see a partial o r lotal upper A very educati onal game. Good lactics
[Never used.' -DCl] plan view of the Harrier." by the Starfighters, but luck was definitely
Of course, the F-5 player really blew his on their side . The unsighted Harrier could
Harriers are fun to play with, particular-
defense. H e shou ld have been a lot higher, have managed a missile shot at the over-
ly as they are quite accurat ely treated in the
allowing him to Spli t-S OntO the tail of the shooting lead, and a misfire is bad luck in any
Muni tio ns Characteristics Ta ble, o therwise a
H a rriers as they try to escape. Given such language. However, the firs t Harrier shot
bundle of laughs. A CF-104 with 41 x 1000 lb
limited warning he could not possibly have was avoided because of a gap in the rules .
bombs is surely a misprint cryi n g out for a
intercepted the intruders before their strike. The Starfight er was di ving steeply, with
caricaturist, the Viggen's inaccuracy with
(And I should hope not! The entire scenario a Sidewinder following him down. H e did a
napalm equally misprinted, but why should
was se t up in order to play the bombing Diving Venical Roll, thus rotat ing his rear
the Harrier, A-6E, (B- 1!), and Viggens be
rules .) It is just as well that he chose F-5's; three arcs away from the missile, resulting in
superio r with bomblets? Why are certain air-
had he chosen Skyhawks, he would have the missile being unable (0 track. Obvious on
crary without ground-attac k sensors raled
discovered that SPI had omitted the cannon the board, but visualize it in three dimen-
hig!lly? [Bomb systems or good weapons
type fr om their revi sed gunnery tables. [ ap - sions. GOing straight down, his jet p lume is
platforms. -DCl]
pend that, too . pointing st raight up. If he rotates 180,so
: This las t question is easy to answer, and
what? A missile diving on him will still keep
draws attention 10 a consistent bias in the
tracking. Tracking cones vary depending
game. The "certain aircraft" are those terri-
upon whether the missile is climbing or d iv-
Cannon Type J ble twins, the F -14 and F - 15 . That these are
ing (14.16) and it seems to me that the rear
excellent in their specific roles is generally
2 x 20mm Mk 12 (Skyhawk) cone of the aircraft; which the heat-seekers
agreed (not without certain qualification ~.. ),
h ome on, should be considered in a parallel
SECOND DIE but this does not make them all-round
FIRST way, pointing up when the aircraft points
DIE 1 2 . 3 4 5 6 marvels. Cenainly the low wing-loading and
down.
1 total lack of appropriate avionics make the
E I 1 1 1 1 This will in troduce another complica-
F-15 in particular a real pig in A ir-to-Ground
2 1 Ef I 2f 2 2f tion, namely that some m issiles require a
work . Reduce those over-rated va lues. More
"blue-sky view" in order to work. Randy
3 2 2 E 2 2 2 generally, Russian aircraft are automatically
Cunningham may fire a Sidewinder at a
4 3 3f 3 Ef 3 3f inferior to their US counterparts, and
. truck in North Vietnam (and how cost-
,
somewhat curious in themselves, a MiG-17
5 3 3 3 4 E 4 effective is tha t a way of waging war?) yet
being more accurate than either a - 15 or - 21.
6 4 4f 4 4f 4 Ef Red Flag Agg resso rs suffer surprise kills
A MiG-27 is suitably accurate (did that ad-
because of needing to see "blue sky" and
mittance hurt?), ye t a Flogger-D is feeble.
forge tt ing their target's pal a few miles aft.
Sorry folks; even on your charts they are the
I suggest separat ing early missiles from
same aircraft. Russian aircraft never cany
It is nOl the fault of the F-5 player that modern ones - the early ones need to be
napalm, presumably in accordance with
there are no psychological rules in the game. fired at a target on the same level or above,
some G ene va C onvemio n that the Wes t ig-
No one ever breaks away from a head-on the later o nes can be fired downwards. This
nores?
pass, no one is ever put off his bo mbing aim will be [rue for Radar-Homers as well as
Further, why cannot the Tornado carry
by worrying ab out the presence of enemy Heal-..See kers. How to define "on the same
ARM 's? It is nOI Russia n . Incidentally, Tor-
fighters. There is ro o m for some useful ex- level" more precisely may be a problem:
nad o also has a Laser Target Desig nator, and
tensi o n of the Ace/Novice/Turkey rules. should a diffe rence of one level be enough? I
as UArmee de l'Air Jagu ars have one, il is a
The head-on pass was useful to wo uld say yes, but it you want a m ore relaxed
pre tty safe bet that ground-attack Mirages
demonstrate the VIFFing (not VFFing) rules ,. requirement , then how about Lhis : draw a
will do sho rt ly, if not a lready. Swing-wing
in this case 104.42: Pitch and Roll. N ote straight line between attacker and target,
Su- l7's, not included in the game but readily
that VIFF does kill movement, and quite allowing fo r height drop, extend this line un-
modifiable, also do and we can reasonably
rightly, but does not COSt Movement P oints til it hits the grou nd. If the range to the
assume all 1980 fight er-bombers will have it
in the t urn used. I should really have hit him ground is greater than that which the missiles
as an option. Ditto flares , chaff, etc. - the
with that Sidewinder, but it all worked out in ma y travel in the game, then the missile can
"etc. " being the interesting part. Enough o f
the end. It does seem to me that the standard be fired at the target.
this; bac k to the glorious knights of the air ... ,
Ha rrier (no n- VIFFing) is rather too good at Flying the F - J 04 against the Harrier
turning, the original being less renown ed does point out a curious anoma ly in the ac-
than olher aircraft in the game with sim ila r
********************* celeration tables, in that the Harrier is far
The Sta rfigh te rs were a( 35,000 feet when (he)' superior. First though ts were to improve the
Turn Modes . I would increase the Harrier by
saw the (wo Harriers at eleven o'clock, heading
one throughout and see what happens then. away some thousand feet below. The lead
F-104, ye t compared to other aircraft in the
Discover the need for VIFFing! Harrier had alread y seen (he enemy, and as the game, it seems less unreasonable. It still
H owever, VIFFing is hardly the magnet F- I04 's dived down , he turned his formation should be imp roved, perhaps by adding 1 for
for H ea t-Se eking Missiles that it appears in into them. His number two failed to see the first all altitudes, increasing liz to I. T he Ha rrier
the ga me. Harriers do not have reheat , a nd F-I04 as il shOI past him, abandoning its spoiled remains the fastest accelerating ume- heated
hence should never count as High Heat- pass, but the second Starfighter was given a aircraft in the game, flattering if justifiable.
Emission Signatures . Abandon the first par t good Sidewinder shot. The Harrier rolled Bul bear in mind the astonishingly low values
of Case 104.46. Indeed , in trials against the loward s the attacker and VIFFed 10 swing its tail given to the Lightning. F ar too low: treat as
away, bul the Sid ewinde r ho med on the jet
Sk yhaw ks around Beaufo rt , it was found the Starfighter and add I, tak en from the
plume and its proximity fuse took care of (he
that the AV -SA was more difficult to pick up res!. over-rated Super Sabre.
on the Sidewinder'S seeker. In turning The lead Harrier had followed the firsl More generally, the Acceleration Tables
ma noe uvres, the exhausts were shielded by Slarfighler into its dive and managed a fail to allow for the great difference between
I he wing, and the "cold" blast from th e front Sid eWInder shot, but h~' diving hard and doing a re -hea t on and re-heat off, largely beca use
24
the Throttle Setting subsumes two different Beware! A few aircraft are already quite that the Foxbat player can sit so high and so
activities, the engine acceleration and the air- well matched for altitude variations, namely fasl that t he Phantom just cannot play; from
craft's "True Movement through the Ai r," F-104, Su-19, and MiG-25. Others seem a his ceiling', his missiles cannot reach the
Movement Allowance being the horizontal little "half and half," e.g., F-I05, A-7, elevated MiG. This does not make for a good
component of this "True Movement." In F-111, and Su-7. Use your own judgement dogfight, but Air War aficionadoes will have
combat, it is considered a good idea to "set there. I suggest adding I to ML and MH, and recognised the PhOto-Reconnaissance
the throttle to the firewall and leave it there" 2 for HI for these. scenario, shorn of a few irrelevant - for my
(let us not worry for the moment just where The surviving problem with the Turn purpose - fighters. This would make a good
the firewall is on a jet fighter), but even so, Modes is inherent in the system, rather than solo scenario, with the lone recce Foxbat f1y-
re-heat is switched on or off as required; e.g. , the numbers plugged into it. The player must ing an optimum path , and various Western
to remove obvious smoke trails from Phan- sacrifice Movment Points for Turning, and fighters / tact.ics being tried against it.
toms, but re-heat-on time is kept to a when steadily turning, this does severe
minimum because of excessive fuel consump- damage to a realistic simulation.' Consider Three days laler the F-15's had their
tion. It is fair to add that few games of Air two aircraft with Movement Allowance 10, turn . They did manage several missile shots
War ever last sufficient time to make fuel use Turn Mode 10. One moves straight ahead, (none successful) and tangled with the escort-
significant, and no doubt this was well con- the other turns as hard as possible. After one ing fighter Foxbat. Improved tactics would
sidered in the design stage. ' game-turn, both are still pointing in the same give the F-15's a very good chance. On this
direction, but they are now 2500 feet apart; level (pun intended) Air War is both (super-
\ Fighting at the higher altitudes of the
second game, the difference in turning one has covered twice the ground of the ficially) a good simulation and an enjoyable
capability was noticeable. The Starfighter other. This can be very useful in the game for game - if you happen to like long drawn-out
was noticeably pathetic - believably so. The carrying Out an overshoot, but it does seem games decided by a few die rolls in the final
Harrier was litile changed fi-om the lower ,exaggerated. How to correct this without turns, and heaven help you if you did
level, and this is certainly wrong. Air War IImaJor game re- d eSlgn,
. I cannot say. something wrong 20 turns back.
was criticised because the aircraft turned too Minor points fi rst: the Phantoms were
fast, a criticism with which I heartily concur, carrying Shafrirs and early Sparrows. I was
at least in part. To correct this, the Turn surprised to learn that both were credited
Mode / Point Translation Table has been with the same range. No way! Shafrir is listed
changed. The two best modes, 1 and 2, have with the late Sidewinder, all credited with an
disappeared. The new 1 is the old 3, 2 the old extended range. Whatever the improvements
4, ,and so on. This is undoubtedly the easiest to the Shafrir's seeker, it is normally regard-
answer, needing the least work, for there is ed as a slot-range missile, at times, quoted as
thus no need to renumber every Performance even shorter-ranged than the early Side-
Chart. winder. I would suggest reducing the "Turns
Unfortunately, Ihis correction is totally in Flight" for the improved Sidewinder from
misfounded . (II is worth pointing out here 6 to 4, and the Shafrir to 2. Any larger makes
that many Performance Charts were an unreasonable comparison with the Spar-
modified anyway. Mistit li ng was corrected, row, early and late. Perhaps the Sparrow
and extra variants added . The buyer is still should be extended, certainly so according to
left to add 2 to "Game-Turns in climb before some sources, but missile performances are
making Immelmann" on every Performance notoriously difficull to find, unreliable, and
Chan. Personally, I just add one .) The major dependent on many other factors .
flaw with the turn mode was not that of When doing steep climbs, particularly
Verticai Rolls, remember my comments
overall values, but the lack of adequate
variation with al tilUcte, The variations with about Tracking Cones and rear Heat areas.
The climb rules, particularly [he steeper
Mach Number has been caught quite well,
but too many aircraft turn just as well al HI ones, are where A ir War moves particularly
alti tudes as at La. Remember that aircraft far away from aircraft behaviour.
The basic flaw in the mechanics is a
have no sustained turn rate at their maximum
failure to differentiate between two very dif-
altitude - all their thrust and aerodynamics
are going into keeping it up! ferem ways of gaining height. Conventional
Compare the turn modes for Harrier
********************* aircraft climb at a constant speed by using
Two Foxbatscrossed the horder, high and fast, the difference between (a) the power required
and Starfighter at Movement Allowance 4: one rapidly oulpacing the other. Ground Conlrol to maintain level flight at that speed, and (b)
LO ML MH HI passed the word to Ihe Phantom CAP, silling on the thrust available at the desired engine set-
Harrier 2 2 3 3 Iheir perch over the "sensitive " industrial sitl; , ling. This occurs with the aircraft attitude
One Phantom clawed for local altitude, the other more or less level, and increasing not with
F-104 6 8 9 12 raced away lowards the border. Cock pit warning
ligh IS rlashed 9S radar beams searched, crossed,
climb rate, but with altitude. Alternatively,
The Starfighter is believable: indeed, the aircraft can "zoom" by pulling its nose
with the revision, even pessimistic. My fliCkered, seeking an elusive contact for a firm
lock-on. up, increasing att itude, and tradi ng velocity
original idea for correcling Turn Modes was for altitude by f1ying a more or less constant
The lead Foxbal swep t pasl 'way o"erhead,
to add 1 for ML, 2 for MH , and 3 for HI, flying a genlle curve over the site as the energy curve.
making the Harrier (remember early com- Phantom slruggled upwards , rolling liS he The game presents aircraft climbing in
ments): climbed to keep the Foxbat in co nlact , bul series of arcs, Type I, II, and III climbs being
3 4 6 7 imp Ole nt through lack of height. The seco nd progressively steeper, gaining more height at
but the Starfighter would be devastated by Phantom was closer as Ihe Tecce Foxbal rushed the expense of speed-over-ground, if not
such a rule applied to the revision. back across Ihe border, hu I his missi les laCked
b 01 h range a nd speed. speed-through- the-air. This is a compromise
The new modes are undeniably too low; T hai evening, as sensor records were between the two kinds of climb, and it
the F- 4 was well matched, at sea level, by the displayed al Ihe United Natio ns, Iwo F-15's flew creaks. When aircraft such as the F-15 are in-
original LO levels. I suggest varying the inlo the forward base. troduced , with their very high thrust-to-
values by using the old table at La, the new weight ratio, the game has even more prob-
one (old + 2) at MH, an intermediate at ML, ********************* lems . These types can stand on their tail and
and a (new + 1) at HI. This returns the low- The problem with playing Foxbar and accelerate vertically upwards, at least at low
level game to its original, faster pace. Phanrom (what a great name for a game!) is level .
25
At low and medium altitudes, the game between Throttle Setting and True Move- then realise that, coupled with a separate
is little damaged by this basic problem, but ment hinders all attempts to improvement. display to show fine gradations in headi ng, it
cannot represent genuine fight er tactics at To fully " correct" the Climb rules would re- was obviously the best way.) It should also
high altitudes, whe re the zoom is most com- quire major re-writing, as Dave Isby is well deal with knots rather than movement
monly used. At al1levels of combat, a fighter aware. Witness the discussion as to whether points, "G" forces rather thaI) turn modes,
may desire to gain allitude in return for los- an aircraft can or cannot accelerate in a and angle of aLlack units rather than climb
ing speed . Witness the yo-yo manoeuvre, not climb, as to whether Movement Allowances types, the specific rather than the general.
particularly wel1 represented in the game. At are completely re stored as aircraft reduce The aircraft performance figures were,
high levels, for interception, this desire can from Climb-Ill to Climb-II, and so on. of necessity, estimates in many cases. I only
become paramount. A fight er flying at high Less importantly. many aircraft ac- had thorough performance envelope figures
speed and high altitude, near its ceiling, can celera tion tables show a good variation with or "Dash-One" manuals for a few of the
move outside the normal limits of its flight altitude, but some are much less satisfactory, many aircraft included . Anyone out there
envelope by zooming. As its speed falls, it falling off too much transonically and low- got a spare Backfire flight manual lying
can reach an altitude considerably above the supersonically. These aircraft would run out around the dacha? The degree of informa-
service ceiling. It will continue to gain of fuel long before reaching their maximum tion is directly proportional to the accuracy
altitude at the expense of speed until it speeds (incidentally a problem often of each aircraft's charts, and my impressions
rcaches such a low speed that it no longer has associated with the MiG-21, a fighter about of how each aircraft should perform.
the co ntrol power to maintain a stable posi- which much rubbish has been written!). A few other points Gray reaches: sorry
tion, whereupon it must dive to regain its Many of the early supersonic types have an for not differentiating air-lo-ground rockets.
normal flight envelope. This allows an in- acceleration "island," where at high altitudes They are supposed to be standard US 2.75"
terceptor to launch its missiles at an over- the acceleration capability actually increases FFAR pods. There just was not room for
flying bomber (or reece-type) beyond its nor- above Mach I before reducing to zero at the another chart. Much of my informa tion on
mal reach. boundaries of the envelope. And for "ac- VIFFing comes from conversation with
The technique is also used to capture celeration" we can also read "climb rate" or USMC aircrew. (The "heat seeking magnet"
world records for alt itudes and time-to- even "turn rate," the parameters being in- bit also came from the Marines, obviously
height. Hencc the exaggerated figures oHen timately connected. Until this physical not the chaps who flew the tests G ray men-
quoted in reference sources for such ai rcraft linkage is paralleled in the game information tioned.) Bridges can be altered to taste and
as F-15, F-104, F-4, or Foxba!, all aircraft and rules, Air War will inadequately simulate scenario. I was thinking of something along
credited with ceilings wel1 above their true fighter conflict. the lines of the Paul Doumer, the Thanh
se rvice ceilings. As a rough guide, a 1960's It is still the best we have . Hoa , or the Ludendorff bridges. (If you have
fighter will reach 65 ,000 feet (e.g., F - 4), read this far, [ assume you know where they
1970's fighter 75,000 feet (F-1S). Count the ENTER THE ISBY all are.) MiG- I7's are apparently more stable
F-I 04 as a better-than-average 1960's and the After reading Gray Boak's article, [ low altitude weapons platforms than any
Foxbat as just plain superb. wanted to play Air War. If combat in the other pre-Flogger MiG. Even wilhout VIFF,
Zoom techniques are nOI only used to game can be like the bal tIes Gray described, Harriers have a large SEP (Specific Excess
achieve high allitudes beyond the flight then [ did something right back in 1976 when Power) and an extremely good horsepower!
envelope, but also to reach speeds lower than [ designed the game. weight ratio. Hence good acceleration and
normal minimums. Much research and de- Gray was a great help in the design of manoeuvrability.
velopment work is currently being done on the Update, and knows much more about In a field where the good is often ig-
':post-stall manoeuvring," and the current flight and how ai rcraft behave in the air than nored and the second-ra te exalted, I can
F -18 problems show that answers are far I do - [ am a lawyer by trade, not an understand A ir War drawing tlak that no one
from certain. The game has taken some of aeronautical engineer. His praise is thus the would bo ther lO direct at oiher efforts. Air
this il1lo account ; it would take a brave man better received, his c riticisms often on target, War is the best we have, or are likely to see
to lay down the law here. but I crave your attention to let me explain for the near future. I learned much when do-
Nonetheless, some form of zoom rule is why I made certain decisions in the design of ing the game, and the next one will be better.
required. I suggest using the following rules Air War. I shall give you all this caveat. I cannot in-
only for high alt itud e games, particularly The climb system (which incorporales clude all the dala on al1 the world's aircraft,
bomber! recce in tercepts: the angles of climb into the different levels of rocket pods, ECM pods, bridges, ejection
the Type I, II, III system) and the turn system seats, etc., without compiling and printing
Prerequisite: (which incorporated both rate and radius of reference tables the size of several Janes
The aircraft muSt be in [he bes t possi ble Type III
Cl imb. Each [urn spen t in a lOom the aircrafllo>es turn illlO one turn mode) were artemp ts to annuals. Perhaps Air War cannot fully
1 Thrortlc Selling Poinl and gains a number 01 keep the game sys tem simple. At that I suc- simulate modern fighter combat, but to do
levels. The maximum number of levels possi ble [ 0 ceeded; read rules pages 3 through 16 and thai you need a multi-million dollar com-
gain is equal to twice the Throllle Sell ing mirlll > you're up and in aC lion. But the com- puterized system, such as the one the USAF
tw ice {he number of lurns in Ihe zoom. The Move- promises I made to achieve this level of uses for development purposes . Granted that
ment Allowance is set at {ha t appropr iate for the simplicity were really, with hindsigh t, nO[ the the state of the art is always expanding, and
best Type III Climb at the aircraft's Throule Sel- best way to achieve my objective. The that improvements are always to be hoped
ting. The aircra ft can continue zoom ing unlil simplest way in these situations, I have since for, but you should not ask a game design to
reaching its minimum Movemen t Allowance, but found, is to present the game as close to reali- do too much, for this can be as fata l as asking
once moving above Ihe normal ceiling, the ai rc raft
must either continue warning or dive to rega in the ty as possible. The player thus only has to an aircraft design to do too much. An F-15
normal ceiling. know reality to know the game . Air War cannot deliver bombs with the accuracy of a
would actually be a si mpler game if abstrac- Tornado, nor a Harrier speed through the
Postrequisite:
The ai rcraft is placed in a Type I Dive. The follow- tions made in the name of simplicity had nO[ cold skies of the upper air, com rai ls stream-
ing turn it must enter a Type II Dive . and the thi rd been made - and let tha l be a caution to ing, the way a rec ce Foxbat can . No one ex-
lllrn a Type III Dive. All following Iurn s mUSI be game designers who tread in the highly pects one airplane to be all' things at al1 times.
spem in tbe steepesl possible Type III di ve. On the . technica l fields of 20th Century combat. No one should expect that of a game either,
[urn ai"ter reaching the normal ceiling. norma l Any Air War replacement s hou ld also even one as complete, exciting, and admit-
rules apply for recovery from dives . use a co-ordinate system of representing tedly flawed as A ir War.
I hope these rules better represent air- position, similar (0 BattleFleet Mars, rat her (One additional omission deserves cor-
craft behaviour, but admit that they are far than the distortions of hexagons and altitude rection. Su-IS Flagon-E's use (he MiG- 2S
from perfect. Ideally a set of rule s should be levels. (I should point out that Redmond Foxbat en try on the effects of jamming table.
produced 10 accurately represent not only Simonsen suggested this before the original Earlier Su-15 versions use the Su-19 Fencer
entry.) __
zooms but yo-yo's as well, but the confusion Air War took shape on paper, but I did not
26
mean to unfairly pick on the people who completely caught by surprise by the initial
wrote those above. It does show how dif- Union advance, and only managed to figh t

Designers ficult it can be to think of a suitable title. I


think wha t I'll do is name the games after the
his way free of the Union encirclement after
making several very aggressive responses.

Notes battle, as in Pea Ridge, and then append a


subtitle, e.g., The Gettysburg of the WeSI .
Now for the final word on the game
The Union reacted ex tremely slowly to the
opportunjtiescreated, and indecision lost the
day. Recreating the tremendous imbalance in
.evaluations. I have already begun develop- command initiative without ' straight-
ment of Richard Berg's Corinth design, Jim jacketing the players into the historical out-
WORKS IN PROGRESS Simon's Cedar Mountain design, and our come has proven to be the major challenge of
new R&D staffer, Bruce Maxwell, has begun the game. Joe and I have run through a great
Please do not order these games in ad- Jackson at the Crossroads. The other games many command and control varian ts for
vanCe of their publication announcement in in the running have not disappeared, both sides. We believe thai we have found a
Strategy & Tactics. however. We have bought Mark Herman's solution that accurately portrays the
New Market game, David Martin's and Len- -historical realities without destroying player
British Army of the Rhine ny Millman's Pleasanl Hif{ game, and I am initiative. The game is now in the hands of
The necessary research on the OB for seriously considering the purchase of Brice's half a dozen blindtest groups who will short-
this game has already been completed by the Crossroads. Why so many? The games arc ly provide an objective evaluation of our ef-
Central Front series' redoubtable designer, good and their release wi!! be staggered over forts. Initial reactions to the game have been
' Chuck Kamps . Yours truly has recently com- the next few years . Thus, after the three highly favorable so far. Despite the highly
pleted the game-map. BAOR is well on its Origins releases this spring, there will be a tactical nature of the game system, there is a
way. Despite being developed as an S&T break in the release of the small games. Even- markedly strategic flavor to the options each
issue (#88), BA OR will include a full 400 tually Marlin and Millman 's game will be in- player faces in deploying his forces . The
piece countersheet. The number of units in- creased up to a two game package covering game promises both players a real challenge.
volved is staggering. The Warsaw Pact will be both of the battles of the Red River Cam- Bruce Maxwet!
fielding the equivalent of four armies, in- paign, Mansfield and Pleasant Hill, with a
cluding units from Poland and the Western method of connecting the resulls of one game The Alamo
military districts of the Soviet Union. Ar- with the other. The other games thal were By the time you read this, Alamo will
rayed against them will be elements of the submiLted will be returned to their designers have been turned into David Ritchie fot the
BAOR,. the Belgian I Corps, and the West or an option will be bought on them, allow- R&D edit and, indeed, may even be in the Art
German III Corps. The terrain involved is ex- ing us the privilege of full purchase at a later Department. A few clays ago I was given the
tremely varied. The northern quad ram of the date. incredible news tha t the managers have
map depicts the beginning of the North Ger- decided to increase the size of my little game
Corinth. This game has been a joy to
man Plain - densely populated , but other- from a capsule map to a folio map. I am very
develop so far. My blindtesters are all
wise devoid of obstacles . The southern two- happy a bou t this! r can now pu t charts and
- responding wi th good material, the
thirds-of the map is surprisingly rough terrain tables on the map and increase the hex size
manuscript is in good shape, and the game is
and pr:omises to offer some very difficult fun and big. I wish all games went this for easier play. The game will be better for
fighting for the advancing Pact forces . Both this stroke of fortune at the end of its R&D
smoothly. At present, I am rewriting the
players will have to make some interesting rules for Army Commanders, and the
life. Eric Smith
sacrifi0es in order to pursue their main objec- various Confederate Entry rules. The only
tives in such varied terrain. A number of Battle Over Britain
real problem so far uncovered in the game is
aspects ' of the game mechanics have been a tendency for the Confederates to be trap Have no fear! BailIe Over Britain is still
evolving ' fairly rapidly from game to game. ped against the far map edges. By the time flying high. Projects of higher priority have
This is .a healthy development, but we appre- you read this report, this problem will have pushed back BOB's publication, but it wit! be
ciate the need to maintain overaJJ consisten been long solved . My object in Corinth is to published and it will be fine. While r have
cy. We will pause some time in the near create a real balanced "player" along the been wrestling with Voyage of the Pandora,
fut'u re and issue a definitive wrap-up apply- lines of the original TSS, that is, a game Universe , and Laserburst, the strategic game
ing to the whole series . Bruce Maxwell where the players are fully in control of the has bj:en play tested here at SPI and blind-
strategic options of their armies. tested across the country regularly. That por-
Great Battles tion of the game is entirely finished. The Tac
ofthe American Civil War Cedar Mountain. Cedar Mountain is off to
tical Combat Game (consisting of a number
a much slower start than Corinth. This is due
First I would like to thank all of those of scenarios that aUow the players to recreate
to the fact that Corinth was designed by a
people who wrote me and offered their ser- actual raids) is finished too', except for the
veteran SPI designer and Cedar Mountain is
vices as blindtesters. I have many more final rules manuscript. The Advanced Tac-
the product of a design tcam's first effort.
names now than I can possibly use', bu t that tical Game (play it forever) is stilt in the
Ultimately the game will be very good, color
is preferable to not having enough. 1 havc developlnent Stale. I cannot say for SLlre, but
ful , and exciting. I have a lot of work ahead
sellt out lheblindtest kits for Corinth and look for BOB in the fall of '81 .
of me since I have to generate an entire
Jackson at the Crossroads (or rather Bruce manuscript. Some of the main assets of the
John H. Butterfield
Maxwell sent out Jackson). My Quest for game are a beautiful map wi th enough room
names for these games led to some really fun Spies
for the charts and tables, the need for
ny responses : Brice's Crossroads as Flistest vigorous allacking on both sides, and very Lenny Glynn and John Prados col-
with the Mostest, That Devil Forest , Critrur few special rules. In short , this game by its laborated on the design for this project, and
Company, Piercing Sherman's Lifeline; Bel- very nature will be a player's game. the results are, 1 think, really exciting. The
mont as There is a Yankee, You Looked Like Eric Smith subject matter is the bitter espionage ,var that
Giants, Grant 's Grunt (I can see it in Barnes took place in Europe between 1933 and 1939 . .
and Noble); Cross Keys/ Port 'Republic as Jackson at the Crossroads. Jackson at the As currently configured, Spies is a five-
Surely "he Lord Is on Our Side; Olustee as Crossroads, designed by Joe Reiser, arrived player game wherein each player is a
Loss of a STate, Sunshine Stale Campaign on my desk already well develuped at the spymaster guiding the intelligence operations
(how about Orange Tree State Campaign) ; beginning of January. The battle represents a of Germany, Italy, Britain, France, or
and filially, my favori te, Corinth as A Hot very interesting situation, with each player Russia. Turns are aile year in length (7 tLIrns
Fight (in Mississ ippi). I do appreciate all the having one flank on the offensive and one on per game). During the course of each turn,
title suggestions that were sent in and I don't the defensive. Historically, Jackson Was players maneuver agents across Europe pick-
27
ing up "secret" counters (representing strange creatures, and unexpected accidents monwealth player would always argue (often
special anti-tank rounds, encoding allow the players to get into play of an adven- at length) that he should be allowed to arm
machines, and the like) and trying to avoid ture right away. Comprehensive rules on the natives, leave Australia undefended, strip
the police uni ts controlled by other players. customizing these encounter matrices allow Cairo of air cover, and do anything else
Most of the game dynamics are supplied by the GM to introduce his own ideas into the vaguely imaginable to increase his combat
two decks of cards: the Event deck and the system smoothly, so that eventually the en- power in Malaya while the Japanese player
Action deck. The Event deck provides a counters .may spring entirely from the GM's would invariably argue on behalf of a serene
background of random events which alter mind. The combat system is simple, em- austerity.
the strengths of the characters, feeding phasizing initiative, maneuver, firepower, Currently, we are testing a handicapping
money and Action cards into the game and and terrain cover. Pure strength only helps system based on victory point accrued for
changing the map of Europe. The Action when involved in hand-to-hand combat or destroying enemy trOOps, capturing
cards are necessary to conduct all game when using . non-energy projectile weapons Singapore and Kuala Lu mpur, and destroy-
operations except for a very few simple ac- (bows, slings, etc.). Our main objective in all ing shipping (among other things). The
tions (such as police sweeps in search of this is to make Universe new and original, various . options input by the designer have
enemy agents). Generally, whenever any ac- not just a role-playing retread. been assigned a numerical value based par-
tion is taken, a card must be played. Included John H. Butterfield tially on the likelihood of their happening
in the Action deck are cards allowing agents and partially on the relative diversion of
to assassinate other agents, present false Singapore resources necessary-to accomplish them, and
papers when rounded up by unfriendly This title has recently undergone an this value is subtracted from a player's vic-
police, penetrate enemy networks, set up spy upgrade to a folio map which takes a great tory point total whenever he employs each
residencies and the full gamut of similar ac- deal of p ressure off the developer. The .scale option. It is thus possible to additionally
tivities. remains the same, but the size of the hexes reinforce Malaya to one's own detriment
Currently, the game is undergoing has changed to 19mm and Lhe charts, tables, since the diversion of resources LO th at area
development here at SPI to separate out the and tracks are all handily scattered about the increases the difficulty of one's task (relative-
basic game elements from the advanced game mapsheet for quick reference. The increased ly) at the same time that it increases one's
and to clear up some minor rules glitches. space for charts and tables has meant that ad- power to accomplish that task. These .
That process should be completed in another ditional information could be included on numerical values are currently undergoing
eight weeks, in time to put the game through those charts and tables, and that has done testing and modification in the last round of
production an,d have it ready for an early more than any thing else to ease the flow of -development before the game is turned in to
mailing to participants in a tournament at play. the Art Department. David J. Ritchie
Origins this summer. SPI is, by the way, of- In addition to reconfiguring Lhe game's
fering a $1000 cash prize to the winner of that component mix, I have been attempting to
tournament and lesser prizes to fina lists. solve the inherent imbalance in the game
Golly gee, Daddy War bucks. situation by allowing more la titude for
David J. Ritchie historical "what-if's." The campaign on
which the game is based saw an outnumbered
Lasorburst Japanese army outmaneuvering (and often
Play testing is well underway on our outfighting) the larger, but less weill trained,
ship-to-ship space combat game. It will ap- equipped and motivated CommonweaJLh ar-
pear in Ares 9 and will also be included in our my down the length of the Malacca Penin-
Universe game. The game uses a twO- sula in about 10 weeks. Here, numbers mat-
dimensional movement: system that incor- tered less than training, doctrine, support,
porates Newtonian physics in a relatively and leadersh ip. In balancing the game, one is
painless manner. Each spaceship consists of a faced with the heartbreaking fact that there
hull with a bridge, sub-light engine, a force- was simply no way that the Commonwealth
field (sometimes), and a varying amount of army was going to hold Malaya or even do all
armor. To the hull are attached a number of that much better than they did historically.
pods of a wide variety. The attributes of each This was an army of mostly green troops,
ship are recorded in its Battle Log. During unused to the jungle, unsure of themselves,
the course of play, the players keep track of convinced that their enemy was some sort of
damage incurred by the sections of each ship superman, and generally of inferior quality.
and mark the expenditure of energy and Similar bodies of troops would requi re two
missiles. The ships range in type from two- years of campaigning in Burma before they
man fighters, to clunking freighters, to ar- were able to meet the Japanese on an equal
mored fortresses. Also included in the game footing in the i ungle.
are planets (and rules for their gravity wells), The fix for this problem which the
asteroids, .and stationary commercial and
military outposts. A variety of scenarios and
designer put intO the game included a series Important Notice
of optional rules covering upgraded training, Address all correspondence
rules for making your own scenarios will be commitment of additional forces to Malaya
included. John H. Butterfield (which was very much a backwate r of the
to SPI's New York Office
Empire in 1942) , and a number of strategic All mail, including orders and service
Universe options such as invasion of Siam, mobiliza- complaints, and any return of merchandise for
Our science fiction role-playing game is tion of the natives, and heavier use of whatever reason, m US L be add ressed to SPI's
New York address (not the New Jersey address
really coming together now. The character engineering, which were available to the
on the mailing label). Please send all corres-
generation system is near completion; all that Commonwealth, but were no t employed in pondence to:
remains is LO finalize the game effects of the the campaign. The problem with aU of these
100 or so skills that a player may choose for SPI
optional rules was that there was no structure
2S7 Park Avenue South
his characters. I am currently wrestling with in the original design that allowed players to New York, NY 10010
the encounter and personal combat systems. input them in the game without mutual
Note: This notice applies (0 direct mail service.
Extensive charts and lists detailing en- agreeme . in advance and no handicapping
counters with spaceships, imperial system tt) keep every option frpm being used
au tho rities, non-player characters, lots of in every game. Accordingly, the Com-
28
TECHNOLOGY & REVIEWS

SpiBus
WHY I'M REALLY BUYING A MICROCOMPUTER
AND WHAT I'LL PLA Y WHEN IT GETS HERE
by Ian Chadwick
The co mputer is no lon ger seen as t he franke n- Apple, Pet, TRS-80, Sorcerer, OSI side. The Apple is designed for easy repair,
stei nian device it was once po pu larly thought to Challenger (affordable in the sense that a full service and expansion, the Pet less so, and
be, but it isn' t totally accepted by a lon g shot. system with 48K + of memory, two disk the TRS-80 not at all. Both the former two
Because of the un bounded enthusiasm of its p ro- drives, colour monitor and printer would will take on extra memory internally, the
pon ents, the personal comput~ r has been" over- TRS-80 needs an additional interface (an ex-
cost about the same as a new car so one had
sold versus its true capabilities. Nevertheless, the
to decide on driving to work in the old jalopy tra 32K memory plus interface costs over
relatively cheap electronic information mani-
pulators will have a significan t and lasting effect or just drooling at the machines in the shop $800). Hmm. Say I buy just the basic 16K
upon our hobby. We should ali familiarize windows .. .). A gamer of 20-odd years and a system from the store; can I buy peripherals
ourselves with their promise and their problems. wargamer some eight years give or take, I and expand my system later with outside
, - Redm ond knew immediately to what use I would put equipment at a lower cost? Yes for the Ap-
such a device: games. Pure and simple. Any ple, capital YES for the TRS-80, and yeah,
other function was gravy as far as J was con- some, fo r the Pet. Both Commodore and
cerned. Radio Shack try their best to sell their own
So I spent six active months examining hardware, claiming it to be substantially
In the November issue of Personal the available systems intensely before I made superior to the competition's and warning of
Computing, Scifi writer David Gerrold my final choice just over a year ago. In dire consequences if you use the inferior
wrote "All right, I confess. I really bought descending order, these are the criteria for brand. This is malarky, especially in the case
the computer fot the games." In doing so he my choice: of Radio Shack whose disk drives are made
lifted up some of the guilt many of us have by Percom and whose printers are made by
1. Cost. Money, the root of all evil, is also
been carrying because we, too, purchased Centronics. Don't be fooled by glib
the source of all pleasure when you're trying
our machines for the very same reason, but at salesmanship.
to spend it. In Canada, what with our sinking Okay, so how about graphics? Despite
last someone had come out and said it in dollar and exhorbitant Customs duties, a
print! some nice graphic control from the
microsystem can cost easily twice the US keyboard, the Pet has a tiny screen, and
Yes, I bought the computer to play price, so the "affordable" micro may not
games. Sure it can do tax forms, record my fewer characters/lines on screen than the
seem such a bargain. An Apple 2 Plus with others. Really micro! The Apple, on the
cheques, edit my letters and figure out the 48K RAM, colour moniLOr and RF
balance left on a mortgage, but so can I other hand, has great graphics (if you buy the
modulator runs about $2400 Canadian. The Hi-res board) and colour. Admittedly you
without a computer and at only a few hours TRS-80, no colour, 48K RAM is about
longer in effort. But when you have family need a larger TV screen than a 9/1 monitOr to
$1900. (The Commodore PET is somewhere appreciate them, but if graphics were the on-
and guests over, do you think .it will impress in between these two costs, if you have 4SK
them if you display the past year's record of ly difference, the Apple would be 'the top
memory.) Well, $500 will buy a lot of soft- dog. The TRS-SO has lousy, low resolution
cancelled cheques? Ho hum, you mean you ware, magazine subscriptions, and books ....
just spent some $2000 on something that graphics which make a simple diagonal line
does what a free bank statement does each 2. Software. How much is available and look like a flight of stairs. But on the other
momh? How consumerish of you. how much orit is game-oriented? No use ask- hand, you can easily upgrade by adding one
Nope, not me. 1 run for the copy of In- ing the retailers; they will promise you the of the Electric Crayon'(for hi-resolution col-
vaders or Dancing Demon or Santa Paravia moon. Sure they might be able to buy it for our), the E-RAM (for high resolution B&W),
to give them something to think about. For you, but delivery.... Well, the best bet is to or the 80-Grafix board (for additional
the non-participant types, I use graphic peruse the computer magazines and read character set). As a matter of fact, a 101 of the
displays, music reproductions and the flashy their ads, since neither Apple nor Pet has its drawbacks with the TRS-80 can be overc ome
software to win them over. I've twisted arms own software and Radio Shack has only a by adding on hardware (such as the Exatron
and minds, but I've also won two friends dozen or so items of their own (when I was Stringy Floppy for fast, efficient software
over to the field and convinced them to buy a looking, the Atari wasn't on the market), loading). The Apple on the other hand does
computer, and I have hopes for more. Well, that is surely another point in the not seem to need much to improve it. All
My first experience with computers goes TRS-SO's favour, anyway. There is con- three machines offer a wide range of
back about seven years. My upstairs neigh- siderably more software - games especially peripherals .such as joysticks and light pens
bor introduced me to the APL system (a - for it than for any other machine , available from any of a number of sources,
mainframe) at the University of Toronto. It although Apple software is catching up now. some requiring minimal amoun ts of internal
had a large library of games available, in- I had no intention of buying a computer engineering, usually in the case of the
cluding Star Trek, and using his access code, without extensive software backup. So what TRS-SO.
I could play games virtually unhindered be- if the Compucolour II is a better machine if I 4. Et Ceteras. Since I wasn't worried about
tween the hours of 9 p.m . and 3 a.m. That he can't play Star Trek on it? the computer matching my decor, I was able
later ran off with my wife, who had become a 3. Hardware. I've been a~ound just long to iook at other factors such as language,
computer widow early in life, did give me enough to know that the case does not make ease of use, keyboard function, speed,
pause to quest ion his motives for making the the machine any better, so you can forget the machine-language useage, sound capabili-
introductions, but what the hell, it was my looks; tell me about the architecture of the ties, and the availability of immediate servic-
first step into a larger world and I forgave machine itself. Unless you're very close to the ing and repair. The TRS-80 proved to have
him at the di vorce set t lemen t. source, understanding the difference be- the mos t powerful BASIC of the three.
A few years down the road, the tween the 6502 and Z80 chips is like trying to Pluses and minuses add up for each machine
microprocessor became a reality and soon describe the difference between Mozart and depending on individual needs and
a host of "affordable" computers followed: the Beatles to a deaf man. So let's look in- preferences, but fo r me the Micro soft
29
BASIC used by the TRS-SO is the better pro- number two: hardware. First thing you learn tended for 32K machines, so you probably
duct, a nd t he editing functions of the TRS-SO is thai loading a 16K programme via cassette only need add on another 16K immediately.
are certainly excellent. I discarded the PET takes a long time . Maybe 4 or 5 minutes . Radio Shack' s interface has a host of
by virtue of small screen , over-dependence Watching the flashing asterisk may hold your doodads such as disk controllers and cir-
on Commodore hardware (cassette player attention for an un limited time, but it seldom cuitry to insert an RS232 board into, and
and disks) for expansion, and less software captivates your audience, whom you have space for either another 16K or 32K of
backup. The choice fell between the Apple just promised the sight of their meagre lives. memory, but at the highest cost of all ($SOO
and the TRS-SO. For me, since games were And if you get a bad load that try? Why, for 32K, Canadian) Micromint offers 16K of
lhe motivation for the purchase,. the big we'll just try again .. . wait, where are you go- memory plus disk controllers (wilh an option
factor in comparing the machines was ing? So you grit you r teeth and mutter ex- for 32K) without the RS232 capacity for
graphics. After all, when I was intending to cuses and dream of the day when you get a about half the Shack's price; great if you
zip through the galaxy at warp speed, I disk drive and you can load in a matter of have no plans to get into modems, time-
wanted it to look like I was doing just that, nanoseconds. Get two or three bad loads in a sharing, and 110 devices controlling your
not some chunky representation of same. row and you'll be drawing pentagrams on the home. I chose the Microtek 32K addon
But cost intruded on my musing and the floor in order to conjure up someone to memory with the printer controller, but no
reality of prices for the basic system I intend- mortgage your soul to in order to buy your disk controller. Why? I have chosen not to
ed to buy (16K, no disks or printer yet) made disks right NOW! get disk drives for the reasons following . But
up my mind (in Canada, t he Apple 2 plus But with luck you've loaded all righ t and I chose 32K of memory in the expectation of
with Applesoft BASIC with colour monitor you've got some Space Potatoes game up and having a few programmes which require 32K
and hi-res board is about $2100+, while the running to try to impress the hell out of your so I would have the additional 16K in which
TRS-SO 16K Level 2 basic configurati on, friends. So you say here, tr y it, and instruct to load utility programmes such as
with num.erical keypad, is o nly $11(0). So I them how to move and fire their spaceship . renumbering software, IRV, T-SHORT, o r
charged out and bought the TRS-SO. Great until one of them pushes the number 4 BPA (Basic Programming Assistant) in case I
All right, So now you' ve go t the and enters it before you're running . Neat! wanted to rewrite it, And why not get the full
machine, and you've bought up a whole lot Now line 4 has vanished from the pro- memory now rather than wait?
of software for playing games. Where do you gramme and you have no way to recover it so
it crashed into incoherency. So we'll just 2. To disk or not to disk. Everyone seems to
go from here?
have to reload the programme and ... wait, agree that the step up to disk drives is the on-
My first hint of d issatisfaction came where are you going? And it's back to the ly way to move out of the minor league into
about a week into my gaming with the com- books trying to uncover a way to write- the realm of the big players. Only via disk
puter. I no ticed that a lot of the software was protect your programmes. systems can you get such items as competen t
designed with great programming intended, business software, PASCAL, APL, COBOL
using slick, sophisticated technique bu t made But after one or two experiments in find- and FORTRAN translators, CP/M, and a
for lousy games, and thal the typewriter ing the right friends to show your new toy, host of other goodies. Oh really? What if you
keyboard is a poor mechanism for playing you find a suitably receptive character and still intend to use the thing primarily for
most games on, especially the arcade-style you ' re engaged in a no-holds-barred game of games? Disks offer easy, fast loading, ex-
fast action games . And that BASIC is SLOW Galactic Revolution where each turn is cellent storage and retrieval, new commands,
but the fast machine language games could critical, when the game crashes and the and most 32K programmes are available on
not be listed or easily altered . Also, too many screen spits up an OM error. While your d isk only anyway. Fine you say, but before
of the games were, no matter the number of friend goes off to see how they're doing a t you pull out your cheque book, think a mo
players involved, non-interactive or solitaire the local PanzerBlitz tournament, you ment. The TRS-80 requires the interface
games . No t to mention that there was a bor- thumb through the ads looking for a suitable before you can add on disks. For the 32K ex-
ing similari ty among many games. add-on memory you can have flown up in a tra memory tha t means an outlay of over
Okay, whoa and slow down. There are jiffy to try and win back confidence in the $800, The first disk costs about the same, a
th ings you can do to change the situation. power of your machine . And for less than an second around $500. That's a total of more
You can rewrite the programmes or write arm and a leg. than $2100 (Canada) for a two-drive system.
your own from scratch . Fine, except that this Any of this sound familiar? You then And how much d id you say you paid for the
means you have to learn BASIC and maybe have to face up to the question of accepting system initially? So you look around for
assembler and that takes time and effort . But the limitations of your present system or the some alternatives and what do you find? The
do you have any choice? No, so pu t down the eventual up-grade and concurrent cost of Exatron Stringy Floppy. Fast as a disk (give
toys and pick up the manual; let's see, if same. If you choose the former, you can take or take a few seconds) but smaller, comes
x"" n, then ... and so on for the next year or solace in the fact that most of the software is with Microsoft's Level 3 BASIC which adds
two. Not that all software is in need of for solitaire play anyway, and who needs pretty well the same commands as disk-basic,
rewriting - tha t may just be a vanity on my friends when you can immerse yourself in 24 stores and retrieves quickly and costs about
part . But such a good game as Taipan would hours straight play in an Adventure game, $300 (US) for the starter set. So you get the
certainly be a better game if more than one right? Or you can start examining the options Microtek memory for $200 (US), plus the Ex-
player could compete at the same time, for up-grade. atron system, plus a bus extender cable which
wouldn't it? And Santa Para via would be One step is to move up to a new com- offers multiple connectors ($50, US) for
much improved if players could buy, sell, puter which offers all of the necessary ingre- some $600 with tax (about $S50 in Canada).
and trade with each other, even wage war on dients for worry-free use . If you can find Compared to the disk cost, that's pretty
each other, yes? And then too, since a 101 of such a system, and you can afford it, good good . And lhal's not counting the additional
these games were written by people who were luck, enjoy it. For the rest of us there are cost of getting such niceties as a data
. programmers first and game players second three options we must give serious thought separator, bus extender, dual disk housing
(or worse), they often overlooked a lot of to: extra memory, disk drives, and a printer. with fan, disk storage containers or disk
variables a gamer might ca tch , or prefer, The latter two are software driven, so if you cleaners. So it may not offer the wealth of
such as preventing enormous deficit spend- haven't got enought memory for the pro- control a disk offers, but if offers nearly as
ing in Santa Para via to get ahead . But wait a grammes you already use, lhen what use is much for about one-third the price. You see
second, .. start making a lot of additions and wasting precious memory without . the why I chose nOl to go the disk route? There is
adjustments to most programmes and you former? Here are my choices in the matter: another consideration also: the state bf the
start seeing OM (out of memo ry) errors ap- 1. You can get extra memory without mov- technology. Things change in the industry,
pearing on the screen with distressing fre- ing up to disk, or with option to expand at a and they do so quickly. One day I might be
quency, later time. About 900,70 of the TRS-SO pro- trading my S-bit microprocessor in on a
That leads right into dissatisfaction grammes are intended fOT 16K, with a few in- shiney new 32-bit job. And all the equipment
30
have with it may be as out of date as don ' t hold your interest over an extended originals, so beller programmers have writ-
Chrysler. Disk systems are improving 100; period of time, and the typew riter keyboard ten their games in machine language and at-
what is the top of the technological heap now of your machine is not weil suited for such temp ted to offer the best the graphics can
may soon be replaced wi th some better, more hard, fast play-use. Besides, if you only want produce. '
efficient system . And what about a DOS to play arcade-s tyle games such as Invasion
(disk operating system)? Which is best , or Meteor Storm or what-have-you, then ALIEN INVASION
which can I afford? And what drawbacks are you're better off in the arcade game where Ramware
there to a disk system? Wha t about the machinery and graphics are suited for the
Solitaire, MU
overheating? What happens when a dirty game. Besides, you can get an awful lor of
disk gets into the machine? Ask an owner $.25 games for the amoun t you spend on a . 8/C/na/C
what happens when a cat hair (attracted by computer. ... This was one of the first simulations of
the lovely static in your place) attaches itself By getting a compu ter and not simply a the popular arcade game to emerge. Written
to the disk unnoticed and it hits a disk head home entertainment system such as the Atari in BASIC and using a machine language
which floats about one-third the diameter of or Bali and 1ntelevision systems, you havc routine, it is irritatingly slow in its response
the hair above the disk? Hmm. So there are made a large step into a new w'orld; you have to commands. Only one missile may be fired
some viable alterna tives. The only difficulty joined a community not merely as a spectato r at a time, and a second shot fired while the
is that some software manufacturers are not but as a participant, so you had best live up fir st is on the screen will eliminate the first
making cassettes for those who choose the to it. It's no t easy, and it means work, but it is sho t ! The aliens move rather slowly to and
Stringy Floppy. Hopefully they will wake up rewarding and it is the wave of the future , fro across the screen, but do nor descend
to the fa}:t that the alternatives are catching and it sure can be fun. Just be careful not to toward the firing unit. The number of bombs
on at an increasing pace and then start offeF turn your spouse in to a "computer widow ." they send earthward seem. unaffected by the
ing cassettes that can be saved on a Stringy Now, let's see, if I starve the peasants this number of aliens remaining. The program
Floppy. turn, I can buy about 1000 hectares of land, occasionally fails to recognize that you have
and up the justice to harsh , bu t I might lose shot down all of the aliens and continues to
3. Why do I need a printer when I only wal1l too many workers, so I'd best. ... unleash bombs, forcing the player to dodge
to play games? Easy: you want to write them umit the time cycle completes itself, often
too , anci you may th ink you can simply hand declaring a loss when you have visibly won
write all of your programmes, but see how the game. The graphics displays are well
long it takes to write out a 16K game ... let SOFTWARE REVIEWS done, and the program offers such random
alone a longer programme! And you can Reviews of Games delights as ion storms, black holes moving
debug a programme wi th considerable ease if through the prot.ective gas clouds, asteroids
you have the hard-copy, compared to trying and Simulations which plummet onto your laser, and rarely a
to do so simply on the video as it scrolls by for the TRS-80 freebie laser. The music/ sound routine is well
you . And too, if YOll have a copy of each pro-
gramme on hand, ,when your clumsy friend
M.icrocomputer done, bu t the game does not s[and up well
against the newer versions in machine
accidentally erases line 4 from your game, The foll owing are short reviews of some language .
you can easily re fer to your listing 'and re- of the currently available software fo r the
enter it wit hout the bother of reloading it. TRS-80 16K Level 2 Modell microcom-
And you can get into word-processing and pu ter. It is by no means a complete guide to
write letters and the like on the computer available programmes.
BALL TURRET GUNNER
wi th remarkable ease. The cost is high; I have used certain convemions to help Instant Software
printer prices are gradually fall ing, but a the prospective buyer evaluate the program- Solitaire, MU
reasonable machine will cost somewhere be- mes: noted are the number of players and the B/B/na/C
tween $750 and $)000 (usually above $)000 in level of player-imeraction from excellent to Although written in BASIC, Ball Turrel
Canada). If you have chosen to take the same poor, or the solitaire playability. ML means . Gunner makes extensive use of machine-
route as I have with the Stringy Floppy, and machine language, and MU means the pro- language subroulines for graphics and
cheaper memory, you can still buy t he prin ter gramme also offers music or sound output. sound. The player may choose one of five
and it will cost you less than the two disk The games are rated accord ing to their options of varying difficulty, but the purpose
system! Am 1 getting my point across? Cost graphic display, playability as a game, of each is the same: destroy a number of ap-
was a major facior in choosing the machine I simulation accuracy, and o verall capacity to proaching enemy vessels. The player com-
own, so I will continue to factor it in lo any hold attention over repeated playings , from ma nds a " st ratoblaster" wh ich can be moved
subsequent choices I make concerni ng add- A (best) to E (worst). The letters na are us ed 360 0 horizontally and from - 30 0 to 60 ver-
on material, as I suspect others will. The ex- where the rating is not applicable to a tically, while enemy ships approach random-
istence and popularity of these alternate category. ly froin points in the firing arc. Basically, one
systems proves that. Since many games are al ike , I have mus t destroy all approaching ships to win a
Finally, despite the sophistication of grouped them into larger categories of type round, and then either repeat the same or go
your machinery, you are still stuck wi th the and included general notes in some cases . It on to a differen t (usually more difficult) op-
problem of having a lot of software bu t few should be understood that the "overall" tion. Although the graphics are well done,
really outstanding games. You can, as I said, rating is highly subjective, but tha t the the game is nOt very exci ting and does not
rewrite them, if you think you can improve author has attempted to be fair by presenting hold at tention for an extended period of
on what is already there (few programmes a consensus from local users where possible. time. Although challenging to win at the
cannot be improved) , and you think you more difficult levels , the game offers lillie
have the necessary experience in BASIC or that cannot be better had in other games.
machine-language to do so. Or you can wri te ARCADE-STYLE GAMES More interesting is the way the programme is
your own; long, difficult , bIIt rewarding if structured to inpu t both BASIC and machine
you manage to produce a saleable, playable These are the games which depend upon language routines, making copying difficult
game. Remember that the computer is more reflex and hand-eye coordination in order to and suggesting ' a possible method of write-
than a monetary investment, and not to play and win. Usually they are similar to protecLion fo r software authors.
utilise it to its fullest is to waste that invest- those found in pinball arcades. The low-
ment, even if you're only playing games on it. resolution graphics of the TRS-80 are not BASIC AND INTERMEDIATE
You must decide what kind of games well suited to suggesting the high-resolu tion
you want to play - and write . The very of its arcade coun terparts, and BASIC is too LUNAR LANDER
popular arcade-style games are fun, but slow to make these games as fast as the Instant Software
31
Solitaire moving targets, tricky to hit, but which don't Solitaire, ML, MU
D/C/E/D fire back. Some, however, are drones, which A/B/C/B
~;

This programme is perhaps best used to take evasive action, and close with you in A close relative of its arcade cousin, Ihis
introduce the young to lhe computer, since order to get a shot at you. The player has the version does nOL quite offer all the options or
otherwise as both a game and a simulation it option of either the regular or fast speeds. II the smoothness of the larger model. It is fast
offers little. There are two games, bUI both is a well executed programme, although once . and graphics are fine (it even changes scale
use the same mechanics of play: each turn the mastered it offers little challenge. It can be when you get close enough to the surface),
programme stops and patiently waits while used as a demo programme, and since each but it does not respond as well as the arcade
you type in the turn's cur.rem fuel use, a'1.ld game is short, a number of players can take game, nor does it alia"," all of the varia.nts in
then lowers (or raises) the craft accordingly. turns for an amusing round of play. physical motion lhe larger game has (such as
The lander is not shown; instead, a con- non-inertial movement). You have nine dif-
tinuous "trail" marks its location and path. INVADERS ferent sites to land at, worth from 100 to 900
It cannot be moved horizontally by lhe Instant Software points according to difficulty. The 900 point
player, but continues from left to right across Solilaire, ML, MU sites are located impossibly under overhangs, .
the screen, the distance varying somewhal This is a short, fast little simulation of so you must maneuver down, sideways and
with the fuel useage. Basic Lunar Lander of- the arcade game which offers considerably back up again before landing. There is also a
fers a simple, nat surface on which to land, smoother, faste r play than the previous Alien site where you can refuel. Like its cOUnter-
while Intermediate Lunar Lander has only Invasion offered. Not onIy can you fire as part, you play each game until you run out of
one available flat spot in a rugged landscape many shots as you can manage to send up , fuel; crashes cost fuel, no t points. The space
for landing. Unlike the popular arcade ver- but the aliens move progressively closer to bar fires the main thrusters, the right and left
sion, the scale does not change when landing. your gun as the game progresses. Although arrow keys control lateral movement. The
Although not panicularly interesting for the game does not offer all the variants of the ship does not pivot or turn over, but stays in
adults , it should be considered by parents former, it does have a vessel which crosses an uprigh t position. The tricky pan is not
wishing to offer a lightly challenging, in- the screen at random intervals, worth an ex- nearly so much the difficult landing sites as
teresting in trod uction for child ren. Those tra gun when shot down. You can pick levels the extreme caution necessary to avoid
who wish an adult lunar lander simu lation of speed and difficulty from I 10 9, although brushing any other part of the surface with
are better off buying the programme in after level 5 the game becomes almost im- the projecting legs of the craft - easy
machine language from Adventu re Interna- enough to overlook in a stressful landing .
possible due 10 the limitations of the
tional. keyboard response and the strobing routine The only troub le I have had is the sluggish
of the keys. Fasl, easy and fun, this is a good response of the controls which has not allow-
ed split-second adjustments, leading to far
BEEWARY game 10 while away an hour or \wo.
more numerous crashes than need be. I'm
Ramwa!e MISSILE ATTACK not NASA material by this standard , but it
Solitaire, MU offers a lot of fun and anxious ho urs,
The Cornsoft Group although it still does not present real rivalry
A/ A/na/B
Solitaire, ML, MU to the arcade game - yet.
This is one of the gems produced by Leo
Christopherson, the wizard of graphic B/A/natB
displays. It is written in BASIC, but tucks 'Based on the popular arcade game, this
machine language sub-routines into reserved programme will delight addicts of the
string spaces for a fast, enjoyable game. quarter-consuming ancestor. It is incredibly SPACE GAMES
Although not an arcade game per se, it does fast, smomh, and deadly. Basically you have
require fast reflexes and a quick hand . The two missile siloes (15 missiles each) with One of the original computer games
player moves a flying bee on lhe screen, at- which to protect your thrte cities). Enemy played on the mainframes was Star Trek, and
tempting to sting a computer-controlled missiles arri ve from the tOP of the screen, although many variants existed, they all pret-
spider which attempts to catch - and eat - heading toward your cilies and siloes. You ty well played the same. Slar Trek is still
the bee. Sound effects include buzzing bee move your sight LO a position and fire; your with us, but space games have improved con-
and a sinister burp when eaten . The pro- missile explodes at the place where the sight siderab ly since then. However, many of the
gramme is skillfully wrinen and plays quite was when you pressed the fire key. Hopefully following games are variants on the original.
well, making an excellent demo to impress you are fasL enough 10 move the sight and
your friends . The only drawbacks in the fire in fast enough succession to destroy all INVASION FORCE
game are (1) the difficul ty in stinging the incoming missiles. After a wave has ended
(either all landed or deslroyed) you get your Radio Shack
treacherous spider and (2) the length of time
sHoes back, full again to face another wave, Solitaire,ML
it takes the spider to die when stung (done
.with accompanying dramatic gestures and faster than the previous one, but survival is Bf A/na/A
phrases). My own sting-to-dinner ratio is a worth more points each wave. Points ac- This is part arcade game, part Star Trek.
poor 1 to iO! cumulate for surviving cities and unspent the player searches a iO x iO universe to find
missiles in your siloes, not for shooting and destroy enemy (Jovian) ships. There are
COSMIC PATROL enemy missiles . If all three cities are two kinds of Jovians, both of which move
destroyed, the game ends. Unless you are ex- and fire: regular ships, which can be killed by
Instant Software tremely coordinated and fast, that won't be' either missile fire or maser fire, and the com-
Solitaire, ML, MU very long to wail. The game has only one mand vessels, which can be destroyed only by
A/ A/na/B flaw; il uses lhe @ key to fire the left (?1?) the anti-matter pods. Movement may be
This is a fast action game that offers one silo - an awkward position . The rules say either hyperspace (to move between sectors)
of the best demonstrations of graphic com- that it should fire the right silo, but tha t is in- or ion drive (to move within a sector), both at
petence I've seen. The game is simple to play: correct (in my versio n anyway) . Supposedly variable speeds . The player allocates energy
you move your gunsight via the arrow keys there are 12 waves yo u must su rvive . I to drives, scanners, deflectors, missile tubes
until you find a moving ship, and attempt to wouldn't know, since my best is four. I f I and masers at anytime during play, allowing
shoot it down. You ". . in when you have shot could fire the left silo easier I might do better. a fair degree of control over ship function.
down all 15 ships; you lose when you are Good luck. . You may scan either 'the eight adjacent sec-
either destroyed or run out of energy (tied in- tors for bases or the enemy, or make a long-
to the number of hits you've taken and time). LUNAR LANDER range scan of known sectors . To further
Some of the ships are transports, which are Adventure International enhance the game, sectors may contain stars
32
(shooting one will cost you the game!), triton SPACE BATTLES -::) '~>. - '~ ~'. .;. :. ' .,. "i::<~' >";::
mines (shooting one will des troy everything
Level IV INST:RUC:TlONS '~' "
in the sector), bases (to replenish energy,
missile stocks, make repairs, and obtain new Solitaire , 'r rO'AUTHORS FOR
anti-mat te r pods), and unknown objects CIClnalC ;"', ',:M~VES"A'RTIC;tES ,
which act differently in each sector and each A variation on the Star Trek theme, ":> M6s[~:of rhe'arlicies inMCiVES'are:wri1 tn ~
game. Your ship is also equipped with an ex- Space Battles offers a few twists to the ' b,J it.headtrs. We'd like:;,;ou 'to give il a lry,'- if
perimental ray which can have positive or theme; not only must you explore the yOur anicli' is wellV>TiHenand' on a"subkgr"o (
negative results when used. Finally, you can ':'inje.resl" (o 'relider,s~jhe~e'5: a.goo'd dia(lce it \il'ill :;
universe in search of aliens to destroy, but as
self-destruct if all else fails! This is a fine 's'ee ,(lUblrcaliotl i The subject df.your art icje~s .
a mercenary you must worry about your pro- '" un to Y.o,u, From :dmeto lime:the Edi tgr \>iiJI:
game, one of the best of the genre, challeng- fits as well! Aliens destroyed generate reward .suggest.pO:!ential'ar-ticletopici:D6n'I be'~'frajd
ing, complex, and amusing. If you master money but you must pay for missiles, repairs , to wfire.on orherpub lisliers'gamcs - MOVES':
one level, you can move up to another level and energy. Also, laser hits can cause crew is' not a ;'house orgail" tlia(ignor~s'lhe restoi
of difficuliy (I fo 9). Recommended for your sickness an death due to radiation, which can '.l h~ gaming world, "',',' .. ,
software library. either cost you the game or money for Types' of Articles. Th'c kinds Of articles
hospital care at a star base. Missiles can be . \ve are' looki'ng ' for fa il ' into the , fbllowiilg ,
,'ge~eral categor:ies:;, :: . ..
fired as a salvo, a nd you can choose th e
1. Operaliofw.lA na}ysis. Deals with the tactics '
INVASION ORION spread before launching . The aliens are com-
arid striuegyqfplay in aspecific ganie. '
puter controlled, and not only 'd o they fire
Automated Simulations back, bu t th ey dodge and close or retreat!
' :i. Game ProfilelRevi'eJv. A 'deScripti on o'f ,ii .
"game or games witli paniculiu.attentiOIHo its ';
Solitairf! When you encounter a star base, a nice siniLilatioi'l:ai sy;Stel11"a~d' playabilit,y. Any criti- .
graphic display is used for docking your ship. Cisni must be well-suPPorled by 16g ic a La:~gu - i
Despite the additions to the game system, ment and fact, not'simply perso6al opin ion." .
the re are ot her dirfi cult ies in play. The screen 3. cDocurilenred Pia): DescririliOIl, of an cOln~
STARFLEET ORION is blank except for ships or sta rbas es, pro- ~i~~r 'Oil' t h~, llJ(iVe ;bY~indl'e pi~gress ~ofan ae- '
Automated Simulations viding a dull graphic display, and making ;tual' two-player "0; multi-player game . ' Db~u- .
hyperdrive movement confusing (it is hard to meJiled' rday shoulUb,e (he reSlill of 'severaL
2-pfayer (excellent interaction) pl:;i.yings ,' t h most' rdc\'ant of\vhic'h' being the ':
(Both) DI AIBIB tell if you have moved , and how far you have " subject ofthe,anick : ,'.. :',
actu ally gone!). The computer is impatient '4. Field RepoTt. Jtrovide organized, vaLld' in- .
Since both games are really one and the
same except for the number of players in-
when demanding commands, and allO\vs forniation 'on santi! aspect 'of confliet siriliila-
about 30 seconds in which to answer move- lion'o'[ generai in i.erest.< ' ,
volved, I have joined them together for this
menl co u rse and distance figures, otherwise 5. ,Sceriarjoplex. A li experime ntal sectional'
review. These are two or the best games
you have only some iO seconds in which to sce,ha rio ~' Ceach no: lon'ge~ ihiln rwo:l'ype writlerl
available, 'both well designed and provided p'agesJ ifI rhe sryle of i;heparenlogame ru les.
command . You also have no control over
with excellent documentation (including pro- :6. 'Miscetlaneous, Arricles"! lra t do nor'fjr irnhe ,
your spending at a starbase; you have to take
gramme lis ti ngs i), In both, players control I
what is given. A short machine la nguage sfiecificcaregories , ;buf which 'theauthor feel~ '.
to 9 ships on the screen, directing missiles, app l:opriate fo r, publicati'on inMOVES. ' ,
subroutine is used for graphic d isplay, im-
torpedoes, and laser fire at the enemy. . ', Manuscr.ipt ReqIHremen'ts. Typew'riJ -,
proving somewhat the o therwise dul.1 ,len, doubl'e;spaced on whiie bon"d. Line length
Players record their moves and both sides are
graphics. It is a fair game if you have never 55to'65 chat:actel's; 110' mace than 25 linee per
executed simultaneously, allowing su rprise
played the Star Tre k games, but il does not page.' Min'max leil'gth : 6 1'0 30 nuinuscfipr
and demanding careful planning. You fire '
offer much in the way of long term inte rest. :pages. Pages ~holi id be:llum bered ' an d, tagged
your torpedoes in a direction, and t hey hit
' w:ith' all thor'~ last' name;' Cover" sheet should
t he first object in their path, while you p lot "gi,,:~date v.,ri ttel), fu!l':ha~e, address, ' phone, .
the location of the explosion of your missiles STAR TREK 111.4 nLi:I]lber, sllggested litle, ."and , honorariUm'"
and they affect nearby objects only. Beams preference , ' .. .
are fired at a particular target and their affect
The Software Exchange . ' HQtrorllri~mi;.For ili: pll,blished ~lI5mis: '
depends on distance and shield strength of Solitaire "sions (except letters\ MO VES:Magazinepays
the target, as well as energy points used to C/B/na/C a'n honorari llm at ll\'eraEe o f $8 pe r mil ning
fire. The only drawback is t he length of time This is probably the closest to the 10" of edited'i'ext, caiclilcated,to t,he neaTest half
it takes to input commands for a high , ~olumn, Alternatively; ' aU[llorsmay elec t t(j ',
original game as played on the mainframes.
' fake their: hono rar iuririn: S PI pt:Qduets at tl1'e '
number of ships each turn. Players control The designer, Lance Micklaus has created 'fare of $16 per 10" 'rend!,red' againstth~ 'lis t ..
the amounts of energy allocated to each ship and improved the game in some rive ver- ' price' of Ihe item!;. HUTIorarhlmo {cash arcredit'
function, depending on what's available each sions , the latest, IILS, offering sound and a 5lip)'wilJ bnendered'BO,days a fter Pll bllc,arion , .
turn. Ships move according to d rives , mass, more in telligen t Klingon. Although no t state- ", C,opyr'igtj~s an~:Agr"e,ement. These are "
and energy allocated. Players can get ranges of-the-art, this game still has the ability to locah:d on .the 'backflap of th e Feedback .C afd
. to enemy ships by using the R com mand . captivate newcomers into hours of play. ''i n''[lii$:,ssue, A fadimile,maybe used. .
Hi ts are first scored on t he screens, but excess Possibly it is because of the Star Trek ." ", Please i nclude'~fit)l,~'ybur ~lIbmiss ion a '
damage may reduce missile tubes, beams, mylhos. You must move about a galaxy Slamped,setfc,j'dd:rei;~edpoSlcard ,'O:n : ihe, ':
drive, or shields. Bmh games document ship 8 x 8 x 3, destroying Klingons, findi ng and ,message side of I.lie' card', write the .na'nie of
,'yo;lrartide. ThiS'Card~ ";"ill 'he lls'~d 10 infon'n
characteristics and have a builde r pro- exploring p la nets, and doing so within the , y6u' of .the: siafu'sofyour s~libin issiol{ AnicleS'
gramme to allow you to either enter one of time limit of the game. A few twists have ~' and illus~raliol1i 'c~nnot be reiu rpeikAddres,s
the 10 scenarios included, or 10 create your been added since the original; black holes, ' allsubmissions.to:
own (maximum of nine ships/side), and to pulsars, and the 3-D grid, but movement, Redmoncis'imortseii. Editor, '
save them on tape for later use. The graphic combat, and commands are much the same MOVESN1AGAZINE '
display is poor, but utilitarian at least. The now as they were six years ago (when I first 25:7Pa~kAv'enueS~u't h ' '
solitaire Invasion Orion uses an algorithm in encou ntered Star Trek in a computer). It ~ Ne.w York: Ny' 10010
the programme which allows ihe computer to does not require much t hough t once you S'iitish. Isies .~ Re~der~:in Ihe British Isles
"guess" your next positions for missile and have the hang of it, but it is fun and manages wislii ngro submit: articles to MO VES should
torpedo ta rgeting, and il does it quile well , to stay around mu ch the same way Panzer- 'direct subniissions ~nd,correslJondence 10: .
although it can be foo led by random or ap- Blitz is still with us after so many years. This ~harle$:Va$ey' ,
parently ra ndom moves. Both these games may be more popular than th e newer varia- '5 Albion Ternice ."
will pro vide' a tough, enjoyable session with tions because it utilises the Star Trek li ngo 9uhb()~oilgh', 'Cle~'eiand 15 i46jH, VI<
,. . ." -:: .~. ~ .
many hours of interest to offer. and characters as well.
Example: Your mailing list has 1000 names, Ihe ledger. Formalit y is no t a necessary re-
and previous experience shows a 20070 quirement here, and due to t he limi ted
response rate. Other advert ising is a l1l ici- number of transactio ns and lime span, on ly
CONVENTION pated to bring in anot he r J 00 gamers. A 20070 two ledger accounts - expenses and income
ORGANIZER'S margin for error in es timating attendance is
Ihen assumed . Total mailing cost (copies,
- should be required. All items listed in Ihe
journa l in parentheses are pos ted to the ex-
DATA FILE Nr. 1 poslage, staples, etc.) is found to be $.20 per penses ledger. All other items in the journa l
piece; building rental, $250.00. Each cvent is are posted to the income ledger. Example:
By Bryan and Kathleen Bullinger a llo tted $5 .00 for prizes , and 25 events are Expenses Ledger
estima ted. The program book is esl ima ledlo
Th is is the first of a series ofarticles on convention
Slamps . ...... . . .. .. . . . ..... . . . .. $25.00
cost $.25 per copy, and ID badges are $.05
organization, published as a service to the industry per piece. The mailing lis t costs $60.00, and ID Badges . . . .... .. ... . . .. . ... . .. . 50.00
in co-operation with T he Midwest Gaming Asso-
you allot a IOUJo marg in for error. The Miscellaneous (posters) . . . . . . ... . ... . 4.50
cia tion Boardl ette r.
following calculations are then required :
Inco me Ledger
In an y discussion of conventions, the Bi ll Smith pre-reg . . ... . . . ... . . . ... $ 5.00
Fixed Expenses
debate tha t centers around the monetary
Renl . .. ........ . . . .. .. ... .. . .. .. . . $250 Ad Income . . . . ..... . . ..... .. .... . . 30.00
aspec ts is li kely to be Ihe most voca l and most
inaccurate. The account ing process relevenl Mailing List .. .. . .. . . . . ....... ........ 60 Prize Donation ......... . .. ... . . .. . IO.~
to convention organizers basically divides in- Miscellaneous . . . . . . . . . . . . . . . . . . .. .. 50 The use of two sets of books does tend
to th ree sections: budgeting; record keeping, Total Fixed Expenses . .. . ... . . . .. $360 to lead to transcl"iption errors. If plescn la-
and fina l re poning. tion or rec eipts is req uired before posting the
Variable Expenses
items, howeve r, this tends to catch mistakes
BUDGETING Mailing Cost and is a t leas t no mo re e rror-ridden than the
(1000 pieces x $.20) . . . . . . . . . . . . . . . $200
Unfortu nately, the budgel, which is method of keeping only one se t of boo ks . I
pe rhaps I he most important aspec t in the ac- Program Book Cost believe Ihe extra safety factor of tw o sets of
eouming process., is usually the most im- (360* pieces x $.25) .... .. . .... . . ... .. . 90 b ooks is I\,orth the trouble, plus twO sets of
precise. A budget offers several advan tages Prizes books aid in the later ana lysis of wha t has
in a iding the organizers in early planning of a (25 pieces x $5.00) .. .. ....... .. : . . .. 125 happened.
convention, howeve r, and is thus a necess ity. lD Badges
No t only does it require early thought by the (360* pieces x $.05) . . . . . . . . . . . . . . . . . . 18 FINAL REPORTING
organizers co ncerning such items as site COSt, Toral Variable Expenses . . . ... . .. $433
events COS t, etc.; it addil ionally requires early If the ea rl y records are well kept, this is
Toral Fixed and Variable . ... ..... $793 t he easiest part. Admi tledl y, it can be made
thought as to where financing will come
from. (Remember that most expenditures Plus 10% Margin/or Error . .. . .... . 80 more complicated, if yo u wish, by keeping
will be made prior to any in flow o f income). Total Estimated Expenses .... .. $873 separate ledgers for eac h type of income or
Without gelli ng too technical , two ac- expense. Tho ugh this does make it easier in
counting theor ies may be put to use, the first TOTA L ESTIMATED EXPENS ES ~ S873 =$3.64 PER the end to delerm ine what went where, etc.,
of which is tha t of Fixed and Variable Ex-
PROJECTED ~ INIM UM ATTENOANCE 2401 PERSON it is not necessary. The two -ledger sys lem
penses . In any give n evalum ion of costs, ex- *360 represenl S the projcc rcd max imum works qu ite well in mos t cases.
penses are going to break down inl o either: fli lendancc. 1240 represenls the rrojec lcd A ll the items li sted in eac h ledger are
minimum a llendanr.:e . tota lled, and the IOtal for [he expense ledge r
1. those groups that va ry in cos t per unit, o r is then su btracted from tht: lo ta l for the in-
T hus, an admission charge of $3.64 wou ld
2. th ose that remain the same COS L then be req uired in order to gua rantee that come ledger to give you you r Ne t Income or,
Example: The cost of t he convention site you b reak even with anticipated expenses. rather, your profit. Example:
(ren l) will rema in the same whethe r you have Note: These fig ures do not reflect real wo rld INCOME STATEM ENT
100 or 1000 atlendees and, thus, is a fixed ex- COsts and should not be used for com pa rison Income
pense . The cost of ma ili ng, however, in- or c hec k figures.
. Admission Fees (pre-reg) .. . . . . . .. . .. . $500
creases wi th each a dditional unil a nd, thus ,
classifies as a variable expense. Determining RECORD KEEPING Admission Fees (at door) . ...... . . . . . .. 200
your tot al fixed expenses is rather easy as it is Ad Income . . .. .... .. . . .. . . . .... 200
It is not our inte nt to discuss internal
all of your fixed expe nses added up.
controls or t he syst em used to facilitate th e P rize Donat io ns. . . . . . . . . . . . . . . ... 100
To find your var iab le expense for each
inflow and disbursement of funds . For the Total Income . ... . _ . . .... .... . $1000
item, sim ply mul tip ly the number of units by
sake of simplicity, I his art ide assumes a cash
the price per unit. This will be used on such Expenses
flow th rough o ne person. This person will
items as mailings, tou rnamen t prizes, pro-
dis tribute funds to meet expenses either per- Mailing .. . ... . ...... . . ........ . ... $400
gram booklets, and so forth . (Note: This is
sonally or on presentation of a receipt. It is Prizes ......... .... .. ...... .. . . ..... 250
generally the main source of errors in the
recommended, however, tha i a different per-
budget as the number of uni ts is based on an Convention Materials .. . . .. . .... ... 50
son be ch osen to keep Ihe reco rds .
es timate.) Your lotal variable expense is
The second accoun ting theo ry used is Renl .. . .... . . . .... .. . . .. . . . . . .. 250
determined by adding up (he tOlals of each of
Iha t of Keeping a Journal - a book of Miscellaneous . .. . . ........ . ..... . . ... 50
your variable expenses.
original entries on all transactions. All events
The total expense of the convenlion is Tora/Expenses . .......... . ..... $900
that cause a "changing of hands" of money
obtained by adding yo u r total fixed expense Net Income or profit . . . ... $100
wi ll be recorded here. Example:
to your LOtal variable expense, plus a percent
addition (0 allow for error. This fi gure can Stamps ....... .... .... . . ........... ($24) EXAM PLE OF SIMPLE FORM
then be compared in a ra tio agains t your Bill Smith pre-reg ...... . .. . ..... .. . .... 5 Income Statement
min imum projected attendance figure 10 give
Note: Ou tl ays of funds are subtracti ons, and Income ........... .. .... . .. . ... . . $1000
you the amount that you need to charge to
are thus put in parentheses to easily separate Expenses. . . . . . . . . . . . .. . ...... ($900)
break even.
t hem from in flow of fu nds.
TOTAL EXPENSES + % ERROR ADDITION = $ PER PERSON T he en tri es in the journal are then plac- Net Income or Profit . .. . .... ... $100
MIN IMUM PR OJECTED ATTENDANC E BREAK EV EN ed (posted) in a second record book called

34

BELLEAU
WOOD Paris is saved by the Marines. Today , the Allied High
Command announced the Huns were retreating to their
trenches after encountering the Yanks at Belleau
Wood. It seems the spirited Marines, although
outnumbered and short on supplies, were able
to give the Huns a bloody nose , and stop their
advance on Paris, thus
p reve nti ng the fa ll of
the French Capitol!
Historical Alternatives announces the
release of the game BELLEAU WOOD .
Designed by Mr. Roger Nord , it was two
years in th e development. BELLEAU WOOD
ranks as one of the finest games 0(1 WWI.
U~ing a unique game system, BELLEAU
WOOD simulates WWI combat as it actua lly
was. You'll discover why th e machine gun
was such a deadly defensive weapon. See
artillery blow holes in the enemy lines,
clouds of gas float over the field of battle.
Yet, in the final analysis, it is the
responsibility of the In fantry to take and
hold the grou nd. BELLEAU WOOD is a
Company ground level game with daily
turns. Covering the entire battle from the
French retreat to the American counter
attack on the Huns, both sides have
opportunities for offens ive and defensive
. strategies. The game is highly mobile, with
no trenches on the three color 34" x 22"
game board . Comes complete with map,
order from
270 die cut counters printed 3 colors front
HISTORICAL ALTERNATIVES
and back, a 16 page 'easy to read ' rule book
1142 s. 96th AVENUE
ZEELAND, MICHIGAN 49464
and boxed for only $11.00
MF.MB EjtI Of.

PHONE: (616) 3928597

Dealer Inquiries Invited


Cift\\
TH E GAM
MAN U ~AG T U~ Efl!>
A SSOCI AT ION
Also Available .. .
Roark ' s 0 ri ft . . . . . .. .... ...... ... . . $10.00
Kampfgruppe . . . .. . . ... . ... . . . . . . . $ 7.00
35
through the campaign game. My play ex- as a hexgrid which creales an arbitrary divi-
perience causes me to be impressed with the sion of terrain, only detrac t from the model-

F.O.
by Eric Goldberg
alacrity with which the prototype run-
through was dispatched.
ling cap~city of the wargame. Therefore, it is
often best to capture the flavor of a mili tary
event in broad terms.
Nothing has been sacrificed Secondly, garners being the inventive
in the way of "simulation" and devious folks they are, it is safer to tes t a
to make it [a polished, well-tested product]. simple rule than a d ifficult o ne. The complex
The Return of the Great replication of the effects of f1amethrowers
Critics and designers have decided tha t
which the designer was so proud about dur-
White Elephant it is a bad thing to dis tor t or elimina te one
ing testing can come back to haunt him when
iota of historical facl in order to solve a play-
The game should be enjoyed slowly... a purchaser figures out the "crock" after
balance problem in a large game. Having
publication. Design and research time yield
The rules to The Longest Day claim to learned of this opinion the hard way, I must
the most returns when the detail work is con-
be more than simple instructions for play. de mur from endorsing the adage en ti rel y. It
fined to the research and easy design solu-
The reader is advised to a nalyze 'the game is possible, as is the case here, that the recrea-
tions are sought in integrating that research.
system and the historical backg round , to tion of minutiae pro duces peculiar results in
study the corrlponents and the researc h, to the larger picture.
" fool with" the game mechanics, and to For instance, the supply system manages [Pointe du Hoc] was always incorrectly
referred to as "Point du Hoe" .
dissect the his torical and game strategies. If to pervert the intent of the carefully compiled
in Allied publications.
he eschews these options to tackle the simula- orders of battle . Everyone will agree that, in
tion itself, he mayor may pot enjoy lhe ex- a sim ulation, units of one organization The design annota tion is quite im-
perience, but he will assu redl y do so slowly. should be encouraged to operate together. pressive, ferreting out obscure historical
The title of The Longest Day is often all H owever, the smart tactic in The L ongest facts and explaining the rationale behind
lOa approp riate. At mid-game, the f10v. of Day is to combine single units from differen t seemingly perverse rules . Designer Randy
play and COllnters across the ma p is disturb- formations into one attack, which avoids Reed expounds further in no less than eight
ingly reminiscent of rush-hour traffic in drain upo n supply. Since there are no multi- pages of designer's notes, an excess which
downtown Manhattan. Two unb ro ken lines for mation allack penalties , the modern-day can be excused when one remembers that he
span the map, marred only when the Ger- Eisenhower and VOIl Rundsted t are encour- worked for over two years on this monster.
mans give ground grudgingly. Gaps in the aged to thoroughly muddle their armies. Still, many ques tio ns go unanswered.
front are speedily patched, unless the Allies A far more serious f1aw, and one that Fresh evidence oJ Ame rican inabili ty to deal
irreparably breach the German defenses, a t bothers me most about this game, is the lack with a foreign language is all very well, but is
which point the game is effectively over. of a 'Western Front "feel" from time to time. the sudden reduction of beachhead landing
The torp id pace of t he game is no acci- There are three different cha racteristic stages capacity after the tenth LUrn fo r historical
dent. Several basic design decisions ensure of play in The Longest Day, the most com- reasons or is it a dread play-balance
that play will occur as described . A uni t has a mon of which is the deadlocked front. (The "fudge?" (No matter who much one gives to
zone of control, wit h which it can restrict the workings of the invasion are, of course, uni- the public, there will always be ingrates ask-
movement of adjacent enemy units, only que, as the Allies try not to strangle on their ing for more.)
when it is in a hill or for tification hex, which fragile chain of supply, a nd the Germans
are few a nd far between. The lack of ZOC's moan about the woefully undermanned The die has nothing I
to do with movement!
along the front, for the most .part, forces defenses. The breakt hrough, when it occurs,
each player to maintain a continuous line of barely presages the end of the game.) The If the purchaser needs to know this in-
units, else the enemy mobile units will slip in- campaign played bears more resemblance to fo rmation, he eit her (a) enjoyed the movie or
to the rear areas and play all sorts of havoc . the opera tions a t the Westwall, which is be- book so much that he will buy anything with
Design technology has not reached the stage yond the scope of this game . the same title, (b) has more money than he
where few or no ZOC's work well in a high- should be allowed to spend, Or (c) is in for
[Enemy combat units] may move into,
unit density, hex-map game. through or remain in a hex with a many mOre surprises , mostly of the unplea-
The offensive capability of each side is friendly supply unit without effect. sant variety.
dictated by supply reserves . Generally, the If the FTC were in the habit of printing
Veteran gamers have long recognized
pattern of attacks is cyclical: a lull while sup- safet y warnings for games as well as toys, the
this type of rule as something that slipped by
plies are built up, and then a shor t period of consu mer would have been advised to punch
du ring proofreading. Even so, one can
_ persistelll local assaults upon the perceived out the circular headquarrers and supply
almost ta ke the literal meaning seriously be-
enemy weak point. It is not wise to ini tiate counters with a pen. (I nearly lost a finger
cause of a corollary which Slates that friendly
more than five a ttacks per turn except during before I discovered the. la tter method of
su pply units are eliminated if an enemy com-
the last turn of a scenario, when " the world removaL) While the circular shape does
ba t unit ends a phase in a hex adjacent to
ends now" mentality prevails. The low make HQ's and supplies readily identifiable,
theirs. It was amusing, if not especially fru it-
number of attacks requires a like number of handling those counters in conjunction with
ful , to po nder the resulting bizarre game of
responses from the defender, so only a full" squares is a pain in a lender body part.
leapfrog.
scale breakthrough can be considered com- T he problem with de tail rules such as The ancillaries , which include displays
pletely successful . these (I assumed that enemy combat units did for reinforcements, ra ilnets , etc., are exten-
The Allies are fortuna te to have indeed eliminate friendly su_pply units when sive and well-organized. They also have,
recourse to their air support. Air cover can occupying the same hex) is that they are often when laid out, a surface area at least equal to
paralyze German units in a few connected less accurate than a simpler solution. T he air that of the map. When I move into a gym-
hexes, affording the Allied grou nd units system , which should be considered an nasium on a permanent basis, I will be ever so
some leeway when a Llac king. However, a abstraction, works as well as, if nOl better pleased to gel a chance to use them .
string of good combat results does nor than, any other facet of the design in re- A plug to purchase SPI product in a SPI
necessarily resu lt in the permanent gain of creating history. magazine will always be greeted with suspi-
ground; advanced units not buttressed by When measured by lhe exacting dic- cion in some corners , but it is recommended
other friendly combat units lend to be tionary definition , a warga me is a poor that the serious player of The Longest Day
swallowed up in enemy counteroffensives. simu lation. Men and equipment can not be purchase counter trays. 1500 or so counters
According to a rumor that escaped out adequately represented by fo ur or .five whic h have to be consistently sorted by .
of Baltimore, a play test group spent three values, even shou ld these values be as close designations printed in smalllype are enough
months day-in, day-ou t to get halfway as possible [Q "reality." Artificialities, such to try most people's patience.
36
Astu te players will notice that the campaign Some situations, such as th e Western Despite the time obviously spent to ensure
game system is actually an interweaving of Front, have a less im posing im pediment in the smoot h flow of play, the game clanks
several distinct sub-systams Bach rich in its the transpos ition from history to simulation. along at a n ungainly pace. The Longest Day
own subtle interactions. The Allied might was sufficient to crush th e has the burden of living up to its exhorbitant
Despite a heavy challenge from role- Germans out of hand. The Allies could no t price , which is why I view it as a n inv es tment
playing, subtle remai ns the most overused 'always bri ng the ir forces to bea r because of on the o rder of a dated objet d'art.
word in the adventure gaming hobby. As lack of supplies first, and second because of Perhaps that is no t quite fair. The
often as not, garners are informed by a the German defense. For a week or twO, the Longest Day st rik es out in many directions,
designer that his game is "subtle" because he Germa n armies were retre a ti ng fast er than and even achieves a d est ina tio n f rom some of
wishes a fall-back should it nOI play well. their Allied counterparts. Reed accepts that them . It's jus t not cos t-efficient.
Other times, the designer is telling the world hap pening as an anomaly, merc ifully for t he
All quotes. with the exception of th e last. ara
he is proud, just ifi ab ly or no t , of his crea- beleaguered German player. Nonetheless, it
from the rules booklet of The Longest Day,
tion. Either way, "subtle" is a victim of is difficult for a player to accept that his a rmy which is still from tha Avalon Hill Game Com-
word inflatio n : the more it is used, the less it is nOt the chief obstacle face d by" the ar my of pany. A company spokesman ca tegorically
comes to mean. his foe . And, since the Allied player will get denied that tha firm has moved from 4517
The Longest Day, fo r all its ponderous- no satisfaction from his ch ronic b outs with Harford Road, Baltimora. MD 21214. The
ness ana pretensions , is fully of straight- his supply pipeline, the designer of any price of $65.00. we understand, has amb it ions
for ward ga me mechanics and fairly obvious Western Fro nt game is in a pa rticularly awk- of becoming higher .
strategies. In teraction is the key word in the ward position .
above quot e; the design st rength of the game
is the deliberate fashion in which the sub- The town locatioTls are 100% accurate PRESS RELEASE
systems relate to each other: Eve n if a rule with only minor displacements to avoid
does not make sense, it often can be figured hex side intersections. AWARDS
out in the context of the other ru les mean t to
su pport it.
Ah ! The marvellous English la nguage! ANNOUNCEMENT
There is sufficient room amongst its 400,000
The comment about astute players cap- words to descri be gray as black with a
Th e Commi ttee fo r the Charles Robe rto
tu res the tone of the text as well as any o ther. and H .G . \Vells AV'iards, t he mos t coveted in
straight face. the induslry, have joi ne d the Game Manufac-
Reed strives manfully to mix hubris with This quote appears on one of th ree
humility th rough out ; the impress ion is tha t turer's Assao cia tio n (GAM A.) lO reo rganize
pages t hat were no t in the edit ion I used while the awa rd s p rocedure . U nder (he new sys tem,
the duo of Jekyll and H yde had a hand in writ ing th e re view for my previous column. a ll facets of the hobby ca n particip a te. The
composing the prose. T he irlcomplete des ig ne r's notes are now nom inat ions for th e various categor ies will be
complete, and there is al.so a map of the open to part icipat ion by all gamer,. Nom in a-
For an even match. the smarter players deployments of the Ge rman armies as of t io n ballots will be a va ila b Ie through every
should be on the German side. D-Day. hobby m agazine in Ihe indu stry. All ga mers
Reed rai ls agai nst professed historians will be limited to one nom ina ting ballo t.
Usually , the above or similar advice can The final vO lin g wi ll be done by members
be construed as an oblique way o f saying the criticizi ng his research wi thout sufficient of Ih e new ly formed Academy o f Adventu re
scenarios a re unbalanced. The play testers knowledge of the subject in question, and I Gam ing Arts and Des ig n. The Academy is
duly deny any possibility of imbala nce in must shee pis hly admit that I erred, albeit not open to thos e ind ividu a ls who have m ade a
typica lly enthusiastic tact.ical hints, but in my criticism, in a correction to one of his co nt ribu ti on to the products and / or general
preliminary results ind icate otherwise. (In- evaluat ions. The lind 55 Panzer Cor ps was advanceme nt of the hobby in a ny, some, or all
cidentally, it is high time the basically good withdrawn to assist t he 1st Panzer Ar my in of Ihe major di visio ns: board game>, min iat ure
Galicia wh ic h , un fo rt u nately fo r me and fo r- garnes, ro le-playi ng games, a nd' computer
tradition of player's notes be rem oved from
tunately for centuries of Galicians, is not in game programs. It is open to designers,
high dudgeon. Having wo rked on the pro-
the Ba lkans. However, those units, as deve lopers, amhors. art ists, ed itors, writ er-s,
duction side oLmany a game, I can safely say reviewe rs , convention orga ni ze rs, and any pro-
that these no tes suffer because they are previous ly stated, were overvalued.
fessional or amate ur who can prove a contribu -
prepare d before final - and o ften very im- t i o~ to the hobby . Members of t his Academy
portant - changes are written into th e ru les, STOP! READ NO FURTHER!
will ha ve Ih e opportunity to vo te for the
Renew your subscription to this magazine.
and because the authors have a disti nc t lack C harles Robens and H.G. Well.l awa rds prior
of perspective from prolonged ex posure to The Prog ra mmed Instruction method, 10 Origins , the Natio nal Convention. through
the subject. ) which is nOl one of my favorite methods of a fi nal ballot sent d irect ly 10 Academy
rules presenta tio n a nywa y, is helped not a membe rs 60 days prior to Origins for res ponse
T he charitable interpretation of Reed 's whit by the peremptory command at the end
by 30 days p rior 10 O rigin s. Th is allows a mo re
remark is that the German players will re- forma I and d ign i fied present at ion 0 f the
of each section. T he read ing exams which we awnrd s 10 lhe win ne r,s a t O rigins , and wi ll per-
qu ire patience, not intelligence . That certain- all know and loathe use a sim ilar warning as
ly is true. T he initiative rests almost ex- m it th e plaques to Ila ve inscribed on th em Ihe
idiot-proofing, even tho ugh o nly the late na me of the winn ing pe rso n or produ ct.
clusively wit h the Allied p laye rs, who have, Peter Sellers cared to be rega rd ed as an idio t Membership in the Academ y will COSt $2
as the saying goes, all the horses. German (and he was paid ha ndsomely for his unusual pe r yea r rega rd less of how many div isions you
stra tegy can often consis t entirely of an- sensibilities). Psychological testing has wish to apply for and can substantiate a co n-
ticipating when the A llie's can be best show n that when people feel they are being tribution 10 (under t he gu idelines). The
frustrate d . held in low regard by a writer, they tend to ig- mem bershi p fe e covers the COSt 0 f POS Iage,
Serious students of history and wa r- no re wha t he has to say. (For those at Avalon prin ting, and awards. T here is a ma ximu m of
four one year renewals av ai la ble . for an
games, and people who fa ncy themselves as Hill who may have missed that one, please
overall term o f five years. It is anticipat ed l ha t
such , often become embroiled in arguments subd ue the tone of t he warning at the end of renewa ls will be a\ $2 per year a lso . All
about th e feasibility of simulating different each section.) me mb ership fees should be eheck or money
campaigns and battles . The Chaco War can' l I ha ve spent th e greater portion of twO order payable to th e Game Ma n ufac\U rer 's
be done, says one expert, because it was won columns exami ning va ri ous facets o f The Associ at io n. For membership app lica tion and
by dise ase and change in air pressure (despite Longest Day, and suppose I must come to gu ideli nes, send a se lf-add resse d Siampe d
this, the GDW game, u nfortunately out of some sort of a conclusion. The amount of en ve lope t ():
prin t, is s ti ll good) or any US Marines opera- work inves ted in the fi nished product is quite Awards Committee
tion is awful fo r a game because the Marines im p ressive, as is the research. The game POB787
never invade except when they a re virtually system is hi ghly erratic, varying from buf- Tro y. MI48099
assured of tr iu m ph . foo nery to elegant, insigh tful sub-systems.
50,00 Slavny SO.DD Skory so. DO Krasny SO,CG k Chapae. SO.CG . 'LI Drozd
'tHb 't'd t 'Ne tt .+ b .d e

2*3*2c 3 M4 2 2* 2c* 3 0 3*3* 10*3 LB 2 3* 10* 3 14

SO.CG " Gro.ny SO.CV. Minsk


'ZJ,y,_
2 2* 2C* 3 18 3*4*2c 4 JS*

SO ,CG Moskva SO.CG Azov

s*
2* 3*20 3 K4 3*4*1c*3 LB*

sO,C:M ).,t Isakov Dallas US.SSN Ray


....&...-
3* 3* 10* 3 La A4 ,2 0 5 0 A4

US ,SSN

2 0 5 0 A4
Gala US .FF
..
2* 2 28 3 0

Voge

us. PC Hercules US.SSN N.Y, City

o ~3 AS 3 0 5 0 A4

US,FF Clark US , FF US_FF " Paul


*zz ,+ , ,t '
1*3*1C 3 A4 2*3 18 2* 3 18 3 A4

US_ FF Bowen US,DD US,DD . Corry


t t '. t+
2*3 18 '~ A4 2* 1 28 2 0

US.FF Perry US_F F US. DO " Luce


II .... d
1*3*1c 3 A4* 1*3*1c 2*2*1B 3 AS*

US,DD

2*2 28 3 A4*
Semmes US,DD
....
2*3 28 3 AS AS
US.C ?

2*2*0 3 AS*
J I Dale

US_CG California US_CG~ US.CV Vinson US,CV Sa ratoga


.II1II"-
Biddle
+. Nimitz +i e

2*3*28 3 AS* 2*3*18 3 AS* AS* 02030 02030 02030

Search and Destroy


.on the High Seas!
Task Force is a high ly realistic simulation of modern naval launched, ships ' gunnery opens up, and aircraft streak in to at-
combat. Three of the most critical ocean-going routes - the tack the enemy.
Mediterranean, the Norwegian, and the Caribbean Seas - are Task Force contains two identical 22" x34" maps, 440 single
represented on the game-map. Players must secret ly set up their and double-sized counters, rules booklet, and various playing
Task Forces (surface ships) and Subrons (submarine groups) on aids. The 12 scenarios are presented in four levels of complexi-
[he map and then seek out the enemy neets. Search may be ac- ty, from introductory to tournament. Additionally, instruc-
tive, an accurate but dangerous form of tracking, or passive, a tions are included to allow players to create new scenarios, us-
less accurate but less revealing method. Once the enemy is ing the major neets of the world and their key ships that are
discovered, combat is initiated. Surface-to-surface missiles are represented in the countermix.

Task Force is available for $18 as of 15 March 1981


through retail outlets nationwide!
38
pre- Napoleonic 11600 - 17001; 4 = Napoleonic (1790 - pelins swept th e smaller French airships before them . .
18301, 5 = Civil War119th Century 11830 - 19001; 6 = Zeppelin War is ~ Ta ctical air game between li ghter tha n
Wor ld Wa r I 11900 - 19301 : 7 = World War II 11930 - air c ra ft . It postu lates an alternate histo ry in Wllic h the

Feedback
19451: 8 = postWorld Wa r II 11945 - prese nti : 9 = zeppel in won out over the airpla ne, and mi li lary deve lop-
Scie nce Ficli on and Fa ntasy . ll1ent coneen Ira led on lITe airship. A game of strategy and
36. How did you purc hase thiS copy o f the magazine? 1 maneuver. 200 coun ters, 22" x 34" gamemap, 24 pages
= by subscnption; 2 = by mail as a Single c opv; 3 ~ in a o f rules_Tosell for Si 2.
MOVES 55, Feb/Mar 1981-
store; 4 = it was passed along to me by a friend; 5 = 43 . Command in rhe PacifiC. A strategic level game
othar means (des cribel coveri ng th e entire Pa cific war on one map. The dif-
:no How ma ny peo pl e linc ludi ng you rself l will read thi s ference between this and other ga mes wou ld be tha I on ly
How to use the Feedback Response Card : After yo u've copy o f MOVES? 1 = one lo nl v \,ou rse lf) ; 2 ~ ,wo ; 3 ~ the Gamesmast8r gets to see th e map; 1119 oth er play ers
finished reading this issue of MO VES, please read the Threp. _.. 9 = ninp. or more _ wo uld fol low the flow of the acti on on 11" " 1r
Feedback questions below, and give us your answers by rep roducti ons o f the map. The Ga rn0smB ster would
writing the answer-numbers on the card in th e response 38. Do you own or plan to buy one of the followi ng resolve all baules, provide limited intelligence. c ' eate
boxes which correspond to each q uestion number. See micro computer systems? 1 ~ I own an Apple II ; 2 = plan to haphazard even s (i rom a menu of possibil ities ind uded in
centerfold for C<l rd. buy an Apple II : 3 = ow n a Radio Shack T RS-BO; 4 = plan The ru iesi. and would move the pieces and carry out Ihe
to buy a TRS-80: 5 = ow n Som8 other mi crocom pu ter ; , plans o f the comma nde rs. The co mmand ers wo uld va ry
Please be sure to answer all questions (but do not write 6 ~ plan to buy some other microcomp uter; 7 = have no
anyth ing in the box for question-numbers labelled " no in fl Umber from tw O l one JApanese El rl d o ne Arner i ca f1~ to
plans to buy a mi c roco mp uter because I am not i ~te r seven 11Il re9 J apanese, th rae America n, and one Br iti Sh l.
question"l. Card s that are in comple tely filled out cannot ested; 8 = have no plans to bu y a microcomp ute r becallse
be processed. depending on the nu mbe r o j players in the game_ The
I already have access to a computer; 9 = have no plans to comman ders w ould be giVen a fo ur page rules and c hart
What (he numbers mean: When answering questions, buya micro compu ter for Some o lher reaso n. summary, w hic h is all they would need to play th e game.
"0" always meanS NO OPINION or NOT APPLICABLE . These rules would cover the specifics o f movement. sup-
Rare the following game proposals on a scale of 1 to 9,
When the Question is a "yes or no" question, " I" means pl y. and comba t. but would nO I go into proceduml deta il.
with 1 indicating very little inclination to buy the .game if
YES and "2" means NO. When the question is a rating The Gamesmas ter' s rules book let wo uld be 24 pages long
published up through 9 indicating a definite intention to
question, ''1'' is the WORS T rating, "9" is the BEST and wo uld cover all the rules. Th e GM wou ld then 6x-
purchase it.
rating, "5" is an AVERAGE rating, and al l numbers be- ecute the pla ns at the c ommanders, and the commande rs
39 . Richmond Redeemedl Thi s game wou ld be an ope ra-
tween ex press various shades of approval or disapproval. w ould be left to true strateg ic pla nni ng (1 nd dipl omacy.
ti onal level game of t~Te Union siege of Richmond. The
game would be divided into scenarios covering the ll1ajor The game wou ld include one 22" x 34" map . one
SECTIONA 22" ,, 34" d isplay. o ne GM rules booklet. six rules sum-
movements and operati ons around Petersburg and Rich-
1-3. No questio n (leave bla nk ). mary sheets. 400 cou nters. and Il1me 11" x 17" r'lpro duc
mond in the late slages of th e war. Command would be
Questions 4 through 13 ask you to rate the "rticles in this ernphasil ed, as would mo rale and supp ly. Assaul ts would tions 01 the game map . To sell for $25.
issue on a scale of 1 = poor, 9 ~ excellen/. 0 = no opinion. be resolvd in a simpl ... yet detai le d abstrac t assau lr 44. Command in Europe_ This game woul d be simila r 10
4. A SUrv8Y of Arabl srae i Wa r Games system w hic h wou Id take 20 to 30 minutes to execu te, bu t Command in the Pacific fnumber 431 , excep t thR map
w tT ic h would yield accu rat e battle resu lts . The ga me wo uld cover Europe. and th e players wo uld co ntro l the
5. Advanced TactiCS. Part 2 w ould include TWO 22" " 34" maps, 400 counters, and destin ies of Germany, Russia. Britain , Francei USA ,
6. Cen tral Fron l Senes would sell to $20. Italy. and the minor countries. The commanders wou ld be
7. SP IBUS: W hy I' m Really Buying a Micr ocompu ter 40. Ypres 19 14. On The weS tern fr ont. the fi rst mobile in charge of th eir countri es begi nning before the ac tual
8. Convent ion Organ izer's Da ta File Nr. 1 phase 0 1 the Greal War cu lminated in " , e race m th e wa r is begu n and may thu s cha nge The directio n of The
sea" in whic h both the A llied and the German armies war to su i I Ihere ow n strategi c conc ep ts _ The com-
9. MOVES in Eng li sh m? nders wou ld instruct th e G M as to th e d irecti o n and
rushed northwa rd from llle vicll1i Iy of Pa ris towa rd th e
10. Forv.'ard Observer deployment 0 f t heir forces and the ope ration al objecti ves
strateg ica ll y c ritica l Frenc h ports o n the Eng lish Cha nnel.
11 . Designer's Notes From 30 October to 24 November 191 4, .he British Expe- for each game-turn. The GM would then perfo rm the
12. Opening MOVES ditionary Force (BEFI. under Ihe c ommand of Field Mar- movement and co mbat of pieces and report Ihe result to
shal French, dei ended the approaches to these ports th e co mmanders. The game wou ld inctude c omponents
13. This issue overall simila r to those o i Command in the Pacific and would sell
around The Belgian crossr oads CItY of Ypres_ Out-
14. Was this iss'ue beller than . he last one? for $25 .
numbered almos t five to-one by th e German forces op-
pos ing them. the BEF was even tu ally decimated . but 45. The Destruction of Armv Group Center Wh ile Ger-
15-24 . No qu es tio n never yielded Ypres to rheir fo es. Ypres /914 would be a man tro op s ifT France bat tled despera tely to ho ld the No r-
25. Assume that YOLI don ' t subsc"be to MOVES. Woul d simple game based on the Kaiser's Bailie game system ma ndy li ne in Ju ne 1944 , all seemed quiet in the eaSt al ong
the quali ty of this issue alone motiva te you to subscribe? Ipubl ished in S& T 831. Hex scale woul d be appro ximately the front o f A rmy Group Cen ter. In jact, the German hig l1
one kilometer pet hex, while each GameTum would command was expec ting a Soviet attack in th e south,
28. for how many issues have you had a continuous
represent one day. U nits would range in size irom com- where A rmy Group South was holding the line in the Car-
subscription to MOVES? 0= I don't su bscribe; 1 ~ This is
panies to regimen ts . Basically. t his would be a game tha t pathians . However, o n 23 June, the Soviets launched a
my first issue; 2 = Thi s is my second or third Issue;
wou ld be as quick ly playable as The Kaiser's Battle, w ith pincer attack that cut o ff an d effectively desHoye d Some
3 = This is my fou rth or fifth issue; 4 = Thi s 15 my sixth
one map , 200-400 counters, and eight pages o f rul es - 28 Ge rman d ivis io ns an d rol led the remna nts of Army
issue; 5 ~ Th is is my seven tll thr ough elevemh issue;
possibly for in clusion in S&T_ To sell for $10. Group Center back to Poiand . Desrruclion of AGe
6 ~ Thi s is my twelfth issue; 7 ~ This is my thi rteenth
recreates this decisive eastern fro nt batt le USing th e
through eighteenth iss~ e ; 8 ~ ThiS is my nineteenth or 41 . The Keiser's Battle II. The simu lation o f the Kaiser's
popu lar Panzergruppe Guderian system. The game would
subsequent issue; 9 = I am a MOVES Li fetim e Subscriber Battle that w as illc l'Jded in S& T 83 was a representati on
include tw o 22" " 34" maps and 800 counters, and w ould
(regardless of number of issues received). of the last-ditCh German off ensive of the Flrs l World War
sell fo r $18.
Xl. What level of co mplexi ty do you prefer ir. games? in Picardy. France. Due to Ihe magazine's space con
Rate your pre ference on a 1-9 sca le . w ith high er nu mbers stra im s, this game was able to portray on ly the German 46 . Fighter-Bomber. Land games generally treat air su p"
ind icating in creased co mplexity. Use t hese games as 18th A rmy'S sel -piece offens ive in March 19 18. The 18th port in a very abstract fash i o~ . A ir ga mes gene rall y end
guidelines: 4-5 = Chickamauga; 7 ~ Parral.'; 9 -Air Wa r. Army's attack was only a portion of tile who le of Opera- wi1e n tne aircraft have successf ul ly reac hed tll eir targets.
rion Michel. In fa ct, two o tiler entire German armies 12nd Fighrer-Bomber wou Id bridge the ga p and accuratelv
28 . Your age: 1 = 13 yea rs old or younger : 2 = 14-17: depict the in terac llon of air and ground lorces on the fronl
and 17th} participated in the offensive on the same day,
3 = 18-2 1: 4 ~ 22-27; 5 = 28-35; 6 = 36 or older. covering a frontage that overlapped General Goug h's 5th line. Scenarios would be set in th e 1973 October War and
29 . You r se)(: 1 = male; 2 = female. British A rmy to inClu de General Sir Ju lian Byng's 3rd Ar- in Central Europe during the 1980's, covering such co m
30 . EdUC<l ti on: 1 = 11 .yearsor less: 2~ 12 yea rs; 3~ 13-15 my in the no rth. The Kaiser's Ballie I/would simpl" be an plex combined arms operati ons as Ihe crossing of the
years ; 4 = 13 15 yea rs and still in school: 5 = 16 yea rs; extension of the orig inal game , emplo ying th e exact Suez Canal and th e surrou nd ing of the Egy pti an Third Ar-
6 = 17 years o r more. gamesystem an d GameTu rn and map sca le . It wo uld in - my. Ih e atlriti on of 1st echelo n Sov,et divisio ns bl' NATO
31. How long have you been plaYing con fli ct simU lation c lu de a sing le 22" ,,34" map. wh ich cou ld be joined to the covering forces before they reach the Ma in Li ne of
games 7 0 = less thana year; 1=1 year; 2=2 years _ . 8~8 origi nal game's map on ils northern edge. Thus, either Resistance, and the sup port of friend ly airmobi le opera-
yea rs; 9 ~ 9 or more years. game could be played separatel y or they can be joined l ions. A ll types of cu rren tl y opera ti ona l ground SUPPOl t
toge ther to simulate the entire Michel offensive. To seil c raft would be included. both fi xed wing and rotary, along
32. W hat is the average number of hours you spend play- for$ 10_ wi th battalion and regiment size ground units _ Fixed and
ing simulation games each month? 0= none: 1 = 1 hour or mobi le air dslense u nits wou ld be covered with careful al-
less: 2~2-5 hours; 3 =6-9 hours; 4= 10 15 hours; 42. Zeppelin War. Th e ho rrendous casualties among
airmen in th e First World Wa r were bad enoug h. but the ten tion to th e elecuonic battlefield. T he game would
5= 16-20 hou rs; 6= 2125; 7 ~ 26-30; 8 = 3 140; 9 =40 or emp lo y 400 c oun terS and two maps, one covering the
more hou rs. g reat ai r disa ster of 1923 , in whic h the commercial ai r liner
Columbia c rashed at Idlew ild w ith the consequent loss of sou tll ern porti on of 1he Suez Cana l and the Othe r cover-
33. How ma ny simulation games (of all publishersl do ing the Main Ri ver line in Wes t Germany. T he scale wou ld
27 lives clinched the matter. Heavier- then-air craft were
you possess? 1 =1 -10; 2 =11 -20; 3=2 130; 4~31-40; be not more th an two miles per hex, allow ing for a fairly
Simply not safe. Better by far to motor across the Atlantic
5= 41 -50; 6= 51-60: 7 = 61 70; 8~ 71-80; 9=81 or more . taclical consideratio n of the subjectg without sacri fi ClIlg
in a large, stable, helium-fi lled rigid aircra ft - one of t he
34. Did you send in the feedback card fo r your last issue operati onal depth. To sell for $18.
Queens of th e Skies. Developm ent of military airships
of MOVES? 1 = yes ; 2 = no. proceeded rapidly in every majo r power in the world . By 47. 1990_ This game wi ll simulate t he battlefield o f to<110r-
36. Pick the one area about whi ch you wou Id most like to the outb reak of th e War Against Tyranny, airpower had ' ow, when al l the major wea pons systems cu rrently unde r
see g am~s and ar ti cles do ne: 1 = An cient I Rome , Gree k, become a dec isive elem ent; in th eir li ghlning tank drives deve lopmem have actua ll y been deployed. Weapons
Biblical 13000 BC-600 A DI; 2 ~ Dark Ages and ac ross nonhern France. the Third Reic h was aide d by its systems such as the XM I , XM2. and XM3 tanks. The
Renaissance WOO AD - 1600ADI; 3 = 30 Years W ar and dominance in the skies. The huge, swastika-laden zep- American MRL and DIVAD vehicles, the Ass au lt Breaker,
39
and the AH64 '""outd be incl uded, along w ith their Soviet 56. Tito We wJllask you to rate six games_ If you have not played
counterparts. The game woul d avoid a science fi ction ap - these games, or have not played them enough to be abfe
ST. Fifth Corps
to evaluate rhem, write a zero in the boxes.
proach to fu ture combat; rather, il would provide a pro-
58_ The Kaiser's Battle
jectio n of the battlefield of the immediate fu ture, for com-
parison w ith the battleiield oi the present . and thu s allow 59_ WorldKilier FIFTH CORPS
players to gauge the impact of current development ef- 60_ W reck of the Pandora 104, A Imapsheet) 111_ H Iset-u p timel
forts on arm ored wa rf are. Software advances in N BC pro 1015_B Irules) 112_ J Icomplexity)
61_ Ba rbarian Ki ngs
tecri on and elec tronic warfare would be in corporated , 106_ C (cou mersl 113_ K I rea lisml
62. Arena of Deat h 107, D lease 01 play) 114_ L (overall )
alo ng with the new orga nizational concepts proposed
under troe Army's Div 86 program . Ut ili zing on e map and 63_ Citadel of Blood 108, E (ru les compl etenessl 115_ M (then and now l
400 cou mers, the game wou ld be ba sed on the Oerober 64_ Pea Ridge 109. F Iba lancel 116_ N I money's wort h)
War syste m. Des ig n emp hasis would fall on speed o f play 85_ 110_ G Ileng thl 117, No Question
Drive on Washington
ra th er than compl ic ated and in-de pth simu latio n. To sell
66_ DragonQues t ARENA OF DEATH
for$12.
48. Foundarion and Empire. Based on Isaac Asimov's im-
fi7. 8 attlefor Stali ng rad 118. A (mapshee!! 125, H (set-u p timel
68_ Empires of the Middle Ages 119_ B Irules) 126_ J (complexity)
mortal " Foundation Trilogy." this game w OIJld simulate
the collapse 01 the mighty stellar Empire and the attempt 120. C Icounters) 127_ K. Irealism!
69. Kursk
by the First and Second Foundations to survive and then 70_ Baseball
121_ o lease of play) 128, L (overall)
to limit the extent of the new Dark Ages_ One player 122, E Irules completeness! 129_ M (then and now)
71 _ Football 123, F Iba lance! 130_ N Imoney's wort h)
would direct the cou rse of the Empire. a migh ty
behemoth slowly being undermi ned ((O m within and n. Across Suez 124_ G (length) 131.132, No Question
w it hou t; while trying W hold back invaders, the Empire 73_ Tim eTripp er
KURSK (1980)
must seek out to destroy the Foundations. The Found a- 74_ Da llas
133_ A (mapsheetl 140_ H (set-up time)
tion pla yer mus t keep his bases secret un til the Empi re is
75. Austerlitz 134, B Irul esl 141 _ J (complex ity)
no longer a threat and then ha ll th e diSinteg rati on of
civi lizat ion . Al l the major elements of the novels - th e 76, Palace of Omoncie 136. C (cou nters ) 142. K I realism )
n. HofGap 136_ D lease of playl 143_ L loverall!
Mu le, General Bel Riose, Hari Serdo n - wou ld be inco r-
porated into the play of the game_ Foundarioo and Empire 137. E Irules c ompletenessl 144_ M (then and nowl
78. Bl ad e of Al lectus 146_ N (moneY'S worth)
wou ld conta in a 22" x 34" map of the Empire , 56 138. F Iba lancel
cha racter I even t cards, 200 counters. and extensive rules Questions 79 rhrough 90 ask you 10 yore for your favorite 139_ G (len gthl 146_ No qu estion
w ith lots of chrome_ To sell for $15 . Availability subject to S&T and MOVES of 1980, vsing the same procedvre as
for the games in questions 53 through 78_ Vote for your EMPIRES OFTHE MIDDLE AGES
ag reement w ith the Good Doctor.
three f"vorite 1980 issues of S&T and your three favori te 147. A Imapsheet) 164. H (set-up time)
49 _ The Fin,,1 Frontier. When the Space Shuttle becomes 1980 issues of MOVES_ 148. B (rulesl 156_ J (comple,ity)
operational, the real raCe lor space will beg in - the race 149_ C (counters) 156_ K Irealisml
to exploit the unlimited possibilities of outer space for 79 . S&T78
150. D (ease of play) 157, L (overalll
pOlitical, military, economic. and scien tific purposes. 80 _ SeT 79 151 _ E Iru les completenessl 158_ M Ithen and nowl
Salar powered satellites, la se r baWe stal ions, and orbital 81 _ S& T80 152, F (bala nce) 159_ N Imoney's worth)
factories fed by lu nar mining - all are d iscussed today. 153_ G I length ) 160,161 . No Question
82_ S&T81
and they are only the begin ning. Eac h plaver will repre-
sent the pol ic y makers in th e US, US SR , EEC, or a mu lti - 83_ S& T 82 BASEBAll
nati ona l c orporation who decide whether land howl 84 . S8T 83 162. A Imapsheetl 169. H (set-up lime\
these possibil ities will be c onvert ed into rea lity_ Eac h 85_ MOVES48 163. B (rulesl 170_ J (co mpl ex ityl
player wi ll ha ve his own set of gOJ IS, technical
86 _ MOVES49 164. C Icountersl 171_ K. Irealisml
capabilities, and politica l res traints wi thin whicl1 he mus t
fn _ MOV ES50 165, 0 lease of playl 1n, L (overal ll
opera te, depl oying his limited resou rces to expand hi s
166, E Irules completeness) 173_ M Ithe n and now)
technical abiliTies or fund actual operation s in space. SlI C- 88. MOVES51 1fn. F (balance) 174. N Imoney's wort h)
cessfu l achievement will tend to increase your budge t, 89_ MOV ES52 168, G (length) 175. No question
allowing furth er develo pment, but the actions of others
90_ MOV ES53
will also have an effect . Thus, a Soviet breakthrough in FOOTBALL
the develo pment of an o rbital AB M system could trigger 91 - 96_ No question
176, A (mapsheetl 183_ H Iset-up time)
increased fu nd ing fo r the US military; while a second
1n_ B (rules) 184_ J (complexity)
power setting up orbital facto ries wou ld cut in to the pro-
178_ C (countersl 185_ K Irealisml
fits of the first. The ga me w ill cover the period from 1982
179_ D lease of play) 186_ L (overalll
to 2020 in three-year game-turns. Military actions wou ld
SECTIONB 180_ E (rules co mpleten essl 1fn. M Ithen and nowl
be abstract, w ith the emphasis on politica l and economic
The results of the following survey as vsed in our P/"y- 181 . F (balancel 188_ N Imoney's worthl
conflict . Wi ll include two 22" x 17" displays, 400
back system. This system reviews games by showing the 182. G (Iengthl 189- 196_ No Qu estion
counte rs, and 20 pages of rules. To sell for $15 .
response of the p eople who play (he games. Qvestions
The Once and Futura King_ Kin,q Arthur's kni,qhts had
104-188 are part of Playback. After each game title there
to prove the worthiness of their calling. In addition 10 the
are 13 questions, lettered A through N_ Questions A
jousts that measured 11 kmght's strength, there were also
through L are answered with" 1 (poor) through 9 (ex-
Call for Game Proposals
quests - the rescue of a fair lady from a foul kmght. for
cellent! rating_ Questions M and N are answered 1 (yes) or In the Feedback section of every issue of
Jnstance - and rhe most famous quest of all, the search
2lnoJ_ MOVES we propose about a dozen historical,
for the Holy Grail_ In addition, there w ere also great con-
tests of might between kingdoms. The game could be A _ W hat d id you think of the physical Quality and layout science fiction, and fantasy game ideas for
done in one of three possible ways (please rate each one of the mapshee1? your approval or disapproval. Most of these
separatelyJ. B . W hat d id you think of the phySical quality and layout proposals spring from our heads during brain -
50_ A full-sized game that wou ld cover every thi ng fro m of the rules folder' storming sessions held every other month .
the rise of Utl1er Pendrag on !O the final co nfl ic t between C_ What did you think of the physical qua lity and layout However, it is getting tougher and tougher to
Art hur and his bas ta rd nephew, Mod red. Wou ld conta in of the unit counters? come up with fresh ideas for each issue_ Now,
66 charact er cards, 400 playing pieces, and a 22 " x 34" D . What did you thin k of the ga me's ease of play Ihow we know all of you out there are filled w ith
map o f Engla nd . To sell for $16. well did the gsme move alo ngl? good c oncepts for great games, and we wou ld
51 _ A chara cter game in which players would become E, What d id you think of the com pl eteness of the rules like to hear from you_ Tvpe up your proposals
knights and go OU I on quests . Would co ntai n 56 cards. (was everything thoroughly ex plai ned!? and send them to the attention of John Butter-
100 cou nte rs, and a 22" x 34" map oi t he area around F_ What did you th in k of the game's play bala nce Iwas field here at SPI. Try to follow the format
Camelot . To sell for $12 _ the game interesti ng fo r both sides!? ad h ered to by the proposals in this issue : 10 to
52. An army ga me w hich would center on the ebb and G_ W hat did you thi nk of the appropriateness of the 20 typewritten lines (more if the proposal has
flow of kingdoms in the Arthuria n world . No cards, 400 length of playing time for an average game? more than one part) including a brief
counters, and 22" x 34" map of England . To sell for $1 2.
H _ What did you think of the amount of time required to background , a description of game mechanics
Questions 53 through 78 ask you to vote for your f8vorite set up the game before beginning to play? (what other game it might be similar to, it any)
SPI game published in 1980. Vote for your top three
J _ What did you think of the approp riateness of the and a summary of possible game parts _
choices only in the following manner; write 5 in the
game's complexity) Currently we are most interested in fan-
answer-box corresponding to your first fa vorite; write 3 in
the box corresponding to your second favorite; and write K. Whst did you think of t he ga me's realism? tasy and science fantasy game ideas (expecial-
1 in the box of your third favorite. Write a zero in ea ch of L. What did yo u think o f th e game overal l) IV those that conform to the Ares format of an
the other boxes_ M . Wou ld you have boug ht ti1is game if you knew than 11" x- 17" map and 100 counters), but we
53_ Patton's Third A rmy what you know now abou t it ? 11 = yes; 2 = no l. definitely need science fiction and historical
54 _ Berlin '85 N_ Do yo u thi nk you received you r money's wor th w ith proposals too _ Hope to hear from you soon.
56 _ Wil so n's Creek this game? 11 = yes ; 2 = nol.
Simulations Pub lications, Inc.
257 Park Avenue Soulh BU LK RATE
New York, N. Y. 10010 U.S. POSTAGE PA I D
ADDRESS CORRECTION REQUESTED PER MI T NO. 15
FRAMINGHAM. M A.

FORT E IRSTTI EEVE


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the subscriber, informed of the latest hobby/ indus try high level of uncertainty that feint and bluff become the
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