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Volume 1, Issue 3 July 1996

The
BOARDGAMER

Dedicated To
The Competitive Play Of
Avalon Hill / Victory Games
Board, Sports and Card Games
Featuring: Battle of the Bulge ‘81, Auction, Victory In The Pacific,
War At Sea, Machiavelli, Starship Troopers, Fortress Europa and
AREA News & Ratings
2 The Boardgamer Volume 1, Issue 3 July 1996

Current Specific Game AREA Ratings


Afrika Korps Third Reich - 4th Ed. Panzerblitz
June 1, 1996 35 Active Players June 1, 1996 13 Active Players June 1, 1996 32 Active Players
1. Bruno Sinigaglio 2189 GIJA4 1. Charlie Corn 2017 DE—6 1. David Giordano 1964 FHIB5
2. Randy Heller 1975 GGLA6 2. Jerry Ingersoll 1927 DHF-4 2. John Hasay 1766 EE-A5
3. Vincent Meconi 1867 DHEA5 3. Michael Mitchell 1815 BDA-4 3. Oscar Kenneth Oates 1710 BCE-5
4. Michael Crowe 1812 BDCA5 4. Brian Sutton 1800 AC—4 4. Fred Wexler 1640 EGJ-5
5. Joseph Beard III 1719 BCDA5 5. G. Wilson 1640 AB—4 5. Stephen Andriakos 1570 AA—5
6. Phil Evans 1668 AC-A5 6. Tony Haney 1561 BB—6 6. Charles Leonard 1556 DEAA5
7. Thomas Delaney 1643 DFJA5 7. Roger Cox 1501 AC-A5 7. Steven Sheftic 1546 BD-B5
8. Gregory Smith 1629 BEBA5 8. Randy Cox 1488 AB-A5 8. Bruce MacConnell 1536 CC-A4
9. Scott Goehring 1628 BEAA4 9. Bobby Laboon 1488 AB-A5 9. Leslie Geraty 1535 AAA-5
10. Michael Reffue 1625 BCDA5 10. Ben Goldstein 1488 AB-A5 10. Angelo Valeri 1533 AB-A5
11. Barry Smith 1617 BDAA5 11. D. Lydick 1455 AAA-4 11. James Miller 1527 AB-A4
12. Roger Eastep 1600 ABEA4 12. John Rogers 1385 AAA-4 12. Michael West 1514 ABB-5
13. Frank Piercel 1600 AA—5 13. A. Libuszowski 1360 ABB-4 13. William Thomson 1504 CFFA4
14. John Grant Jr. 1599 ACC-4 14. Mark Roman 1500 AAA-5
15. Mark Gutfreund 1543 BCBA5 Turning Point: 15. Jeff Wise 1500 AAA-5
16. Michael Matthews 1538 AB-A5 16. William Scott 1496 AB-A5
17. Robert Hahn 1535 AA-A5 Stalingrad 17. Joe Sheftic 1481 BE-B5
18. Scott Sianno 1505 AB-A5 June 1, 1996 19 Active Players 18. Joseph Scott 1481 AC-B4
19. Dave Newport 1500 AB-A5 19. David Angus 1478 AB-A5
20. Shaun Filocanao 1489 AA-A5 1. James Doughan 1870 AC-A5 20. Neal Porter 1471 ABB-5
21. Thomas Oleson 1488 AAA-6 2. Ron Fedin 1775 AB-A5 21. John Laccone 1465 AAA-5
22. Chester Hendrix 1480 BBA-5 3. Marvin Birnbaum 1674 AA-A5 22. Jeffrey Lange, Jr. 1464 AC-A4
23. Fred Wexler 1480 BBD-5 4. Bryon Stingley 1673 AA-A5 23. Roger Kyle-Keith 1462 AB-A5
24. M Tiexaokie 1480 AAB-5 5. Henry Jones 1656 AB-A5 24. Richard Post 1450 AA—5
25. Henry Lowood 1476 AAB-6 6. Christopher Bodkin 1599 AC-A5 25. Martin Svensson 1428 AB-A5
26. Johnny Hasay 1470 AA-A5 7. Tom Johnston 1574 AA-A5 26. Jeffrey Lange, Sr. 1428 AB-A4
27. Mike Peters 1469 AA-A5 8. Thomas Oleson 1570 AB-A5 27. Steven Doyle 1427 AB-A5
28. John Poniske 1465 AB-A5 9. Hank Burkhalter 1535 AAA-5 28. Bruce Maxwell 1402 AB-A4
29. Steve Andriakos 1465 AA-A5 10. Michael Kaye 1533 AB-A5 29. Joseph Mele 1397 AAAA5
30. Robert Smith 1465 AA-A5 11. Rodney Robinson 1513 AA-A5 30. Michael Waller 1276 AAA-5
31. Steven Doyle 1465 AA-A5 12. Neil Fedin 1504 AB-A5 31. John Trosky 1258 ABC-5
32. William Voll 1440 ABB-5 13. David Newport 1466 AA-A5
33. Steven Lohr 1439 ABA-5 14. Dirk Naish
15. Anthony Daw
1466
1465
AA-A5
AAA-5
Battle of the Bulge ‘81
34. Bruce Maxwell 1437 AB-A5 June 1, 1996 15 Active Players
16. Walter Garman II 1465 AA-A5
17. Nick Frydas 1444 AB-A5 1. Randy Heller 1866 DHCC6
Stalingrad 18. Mark Bayliss 1430 AA-A5 2. John Grant, Jr. 1720 AB-A5
June 1, 1996 15 Active Players 19. Sean Finnery 1344 AA-A5 3. Daniel Tierney 1624 AB—6
4. Bruno Sinigaglio 1560 AC-A5
1. Scott Goehring 2007 IJR-5
2. Joseph Beard III 1630 BCE-5 Empires In Arms 5. Forest Pafenberg
6. Alan Libuszowski
1535
1535
AB-A5
AAA-6
3. John Grant, Jr. 1601 ABB-4 June 1, 1996 15 Active Players 7. Phillip Evans 1511 AB-A5
4. Ed Menzel 1598 ABB-4
1. James Chatham 1535 AD-A5 8. Marcel Carbonneau 1482 AAA-6
5. Johnny Hasay 1565 ABB-5
2. Ed Slusarek 1518 AD-A5 9. James Falling 1475 AA-A5
6. Gregory Smith 1535 ABC-4
3. Hwan Rhieu 1518 AD-A5 10. ? Liebientowski 1465 AB-A5
7. Thomas Delaney 1535 AAB-5
4. John Zahorsky, Jr. 1465 AD-A5 11. Albert Thomas 1465 AAA-6
8. Daniel Leader 1535 AAA-5
5. Michael Vogt 1465 AD-A5 12. ? O’Brien 1465 AA—5
9. Harlow Stevens 1490 AAA-5
6. James Tyne 1465 AD-A5 13. Charles Sebrell 1464 AA—6
10. Mark Gutfreund 1489 AAA-5
7. Robert Sullivan 1465 AD-A5 14. Brian Laskey 1441 CCD-5
11. Charles Synold 1470 AAA-4
12. John Ellsworth 1465 AAB-5 8. John Stevens 1465 AD-A5
13. David Krause 1465 AAA-5 9. Aaron Smith 1465 AD-A5 Peloponnesian Wars
14. Paul Selzer 1437 ABB-4 10. William Schoeller 1465 AD-A5 June 1, 1996 10 Active Players
15. Patrick McNevin 1402 ABC-5 11. Chris Nelson 1465 AD-A5
12. Steven List 1465 AD-A5 1. Frank Hamrick 1658 AC-A5
13. H. Todd Kauderer 1465 AD-A5 2. Mark Holley 1536 AB-A5
Midway ‘65 14. Wade Fowble 1465 AD-A5 3. Kevin McCarthy 1507 AB-A5
June 1, 1996 5 Active Players 15. Tom Carroll 1465 AD-A5 4. Michael Spinella 1501 AB-A5
5. John Ellsworth 1500 AB-A5
1. Glenn Petroski 1641 CC—5 6. Shaun Filocamo 1498 AB-A5
2. Bob Henry
3. Jack Henry
1512
1470
BC—5
BC—5
Advanced Civilization 7. Kevin Long 1465 AA-A5
June 1, 1996 1 Active Players 8. Kenneth Good 1465 AA-A5
4. Glenn Kruse 1443 BC—5 9. Edward Snarski II 1465 AA-A5
5. Deborah Petroski 1434 BC—5 1. William Lentz 1491 AA-A5 10. Dave Angus 1465 AA-A5
The Boardgamer Volume 1, Issue 3 July 1996 3

From The Editor


Welcome to the 4th issue of the may not have access to that material
BOARDGAMER. Whether you are a this year, so a different type of coverage The BOARDGAMER
subscriber or just checking the may be called for. I would like to handle
The BOARDGAMER is published by Bruce
magazine out for the first time, I hope many of the individual tournaments
Monnin. The BOARDGAMER is intended to
you will find this publication both much like Glenn Petroski’s Midwest be a compilation of quality articles on the
entertaining and maybe even a little Open Victory In the Pacific tournament strategy, tactics, and variants for a variety of
educational. was handled in this issue. For those of board, sports and card games.
you GMing or just playing at Avaloncon
Here it is, the summer convention this year, there should be a form going Articles from contributors are considered for
publication at the discretion of the editor.
season. For me, that usually means my to all of the GMs to pass on to the event Rejected articles will be returned whenever
annual trip to Avaloncon and little else. winners. This form congratulates the possible. Potential authors should be
However, this year I am blessed in that winner, gives him a copy of this issue of advised that all outside submissions may not
Origins is only two hours away, so I can the BOARDGAMER as part of his prize, have previously been submitted to other
also attend that convention without and requests that he pen a short article publications unless permission has been
putting in a great deal of expense. detailing the tournam ent action. granted and The BOARDGAMER has been
Unfortunately, my wife likes the Hopefully, this will provide some notified. Articles may be reprinted
shopping in Columbus, OH, so that interesting material. So, if you know the elsewhere, although the editor’s permission
is requested (and will usually be freely
weekend is going to cost me after all. I winner of an event at Avaloncon, given).
will be found at Origins on Friday July encourage them to submit the details.
5th running a War At Sea double And this goes for all conventions, not Unless otherwise mentioned, all game titles
elimination tournament for Avalon Hill. just Avaloncon. mentioned are trademark names of The
Stop on by and say hello! (or better yet, Avalon Hill Game Company/Victory Games,
as is the GENERAL and Avaloncon.
sign up and play). Also, in this issue is the first half of the
BOARDGAMER’s first two part article, EDITOR: Bruce A. Monnin
In light of this being the summer an excellent Fortress Europa series ADDRESS: 177 South Lincoln Street
convention issue, the BOARDGAMER replay courtesy of John B. Grant, Jr. and Minster, OH 45865-1240
has expanded to 36 pages for this Randy Heller. Although I have tried to E-MAIL: MONNINB@BRIGHT.NET
issue. I make no promises for the avoid two part articles in the past, a PHONE: (419) 628-3332
future, in fact, the next issue is almost good series replay such as this one is
guaranteed to go back to 32 pages. In just too long to put in one issue as it Copyright 1996
this issue, I wanted to give an even would reduce the overall variety of the
fuller listing of the AREA ratings, but did issue. Also, let me know what you think
not want to cut back on the space for of the mapboard photographs. This is Subscriptions
the game related articles, so the four where having a color magazine would
page expansion was necessary. really come in handy. If you think they
do not enhance your enjoyment and
To The
I have r ec eiv ed a num ber of
suggestions over the past few months,
understanding of the series replay, then
perhaps I should have fewer illustrations
BOARDGAMER
some of which are being implemented. in the future. If you liked the photos,
You will notice on page 12 that I will be please let me know that also. The BOARDGAMER is to be
a c c e p t i n g c l a s s i fi ed a d s fr om published quarterly with mailings
subscribers looking to buy, sell or trade Finally, let me thank all of you who have near the beginnings of January,
their old games or looking for been subscribers of the BOARDGAMER April, July and October. Individual
opponents. This was suggested by during this first year, especially those of issues are $3.50 each and a one
three different people and seems to be you kind enough to submit an article or year (4 issue) subscription is $13.00
worth a shot, so expect to see these ads two. This magazine has been my ($12.00 for members of AHIKS).
in the October issue. opportunity to create the type of Although the first few issues may be
magazine that I have always felt the sent by First Class mail, eventually
Another suggestion was to use a hobby needed. Now that the magazine
all domestic subscriptions will be
smaller font on the AREA ratings. One has a solid base of past issues to point
person wanted this done to squeeze in to, I shall try to publicize the magazine
sent via bulk permit.
more ratings, while another wanted it more to get a larger subscriber base. European deliveries require an extra
done to make room for more articles. After all, the more magazines I produce, $2.00 per issue. Other overseas
You will notice that I have decreased the more pages I can afford to include in
and foreign deliveries require
the font greatly this issue in order to each issue (and hopefully the more
squeeze in more extensive ratings, and submissions of articles as well). Any a d d it io n a l p o sta g e c h ar g e s.
I will look at it in more depth before next suggestions and/or help which anyone Contact the BOARDGAMER for
issue. can provide on how to spread the word details:
about the BOARDGAMER would be
Last year saw extensive coverage of greatly appreciated. Also, there is a one
The BOARDGAMER
Avaloncon in the BOARDGAMER, most free issue bonus for getting another 177 South Lincoln Street
of which was repeated in the gamer to subscribe. Just have the Minster, OH 45865-1240
GENERAL. There is a chance that I new subscriber mention your name. (419) 628-3332
4 The Boardgamer Volume 1, Issue 3 July 1996

Inside This Issue


Race To Bastogne 5
A Battle of the Bulge ‘81 Tournament Scenario by Randy Heller

Winning At Auction 6
General Tips On Strategy by Bruce Reiff

1996 Midwest Open 8


Victory In The Pacific Tournament by Alan Applebaum

The Champion’s Perspective 9


The Victory In The Pacific Midwest Open by Timothy Protsch

Underwater Strategy 10
Use of U-Boats In War At Sea by Steve Packwood

How To Win In Multiplayer Play By E-Mail Games 11


Using Machiavelli As An Example by Alan Poulter

My First Multiplayer Play By E-Mail Game 13


My Experience With Machiavelli by Bryan Jackson

A New Starship Troopers 15


A Preview by Paul Bolduc

ASL AREA News 16


Chits And Bits by Russ Gifford

AREA News 18
AREA - One Year Later by Glenn Petroski

Fortress Europa Series Replay 20


Part 1 by John B. Grant, Jr. and Randy Heller

Richthofen’s War New World 1776


June 1, 1996 9 Active Players June 1, 1996 19 Active Players June 1, 1996 21 Active Players
1. Glenn Petroski 1722 IG-B6 1. John Quarto-vonTivada 1536 AB-A5 1. Steve Packwood 2034 DF-A5
2. Aaron Petroski 1546 GE—6 2. Frank Schmitt 1527 AD-A5 2. John Boisvert 1888 DE-A4
3. Amanda Petroski 1538 AA—5 3. Trevor Bender 1527 AD-A5 3. Michael Sincavage 1884 DE-A5
4. Philip Petroski 1531 EE—5 4. James Fuqua 1524 AD-A5 4. Mark Miklos 1841 DE-A5
5. Clarence Peterson 1442 EE—5 5. Kirk Woller 1524 AD-A5 5. Michael Newman 1593 BC-A4
6. Deborah Petroski 1437 GB—5 6. Vanessa Sanabria 1524 AC-A5 6. James McAden 1570 AAA-5
7. Bob Henry 1365 CB—5 7. Bret Mingo 1524 AC-A5 7. Robert Jamelli 1541 AB-A5
8. Glenn Kruse 1317 HE—6 8. Michael Anchors 1522 BB—6 8. Nathan Kilbert 1515 AB-A5
9. Robert Purnell 1491 AC-A5 9. ? Ryder 1500 AB-A5
10. David Davis 1491 AC-A5 10. Louis Giannobile 1495 AB-A5
Platoon 11. James Lorys 1491 AC-A5 11. Philip Rennert 1488 AA-A5
June 1, 1996 6 Active Players 12. Mark Giddings 1488 AB-A5 12. Kevin Welsh 1485 AA-A5
13. James Pei 1488 AB-A5 13. Lyndon Murillo 1465 AA-A5
1. Kevin McCarthy 1603 AB-A5
14. James Reynolds 1488 AB-A5 14. ? Nagel 1465 AA-A5
2. Roger Knowles 1502 AB-A5
15. Steve Chilcote 1479 AD-A5 15. William Sariego 1455 AA-A4
3. Josh Dunn 1500 AB-A5
16. David Gantt 1479 AD-A5 16. Bruce MacConnell 1451 AB-A4
4. Mark Holley 1465 AA-A5
17. Scott Pfeiffer 1479 AD-A5 17. James Hughto 1310 BC-A5
5. Mike Ellsworth 1465 AA-A5
18. John Wetherell 1476 AD-A5 18. Alan Libuszowski 1122 CC-A4
6. John Ellsworth 1465 AA-A5
19. Michael Scano 1476 AD-A5 19. Michael Reffue 1100 AAA-5
The Boardgamer Volume 1, Issue 3 July 1996 5

Race To Bastogne
A Battle of the Bulge ‘81 Tournament Scenario
by Randy Heller
Although out-of-print and no longer example, the original version allowed 2.) The game ends at the conclusion of
available, TAHGC’s Battle of the Bulge the German player to openly declare the American 19 PM turn.
1981 version remains a popular game either Trois Ponts or Stavelot as a
among a strong cadre of traditional victory town. This later changed to 3.) The German player wins by
board wargamers. Witness the dearth requiring the German player to secretly accomplishing four of the following:
of copies available on the used game write down one or the other. The latest a.) Capture Bastogne.
market. The last unpunched copy I saw and final evolution allows the German b.) Capture the Baraque de Fraiture
sold for $40.00. TAHGC’s most recent player to capture either town for a Crossroads (Hex AA17).
The Battle of the Bulge is a divisional victory point. c.) Capture Stavelot.
level game of a different scale. It serves d.) Capture Trois Ponts.
more to complement than replace the AHIKS member Dan Tierney, a Bulge e.) Capture Spa.
1981 version, which is a regimental level aficionado, volunteered to playtest the f.) Capture Eupen.
game. most recent victory conditions. The g.) Capture a Fuel Dump.
results of his 10 game solitaire play are h.) Capture Neufchateau.
Game designer Bruno Sinigaglio did a revealed in the following matrix. Dan i.) Create a bridgehead across the
marvelous job of capturing the flavor of admits to being an aggressive and more Ourthe River by capturing one
the battle in a boardgame format. Bruno successful Yank player than German of the following hexes: T26,
literally spent weeks at the National player, so I am pleased with his 60/40 V23, X22. Note that, for this
Archives researching the game. split in favor of the Allies. In fact, I have victory condition to be realized,
Although, to this day, I still argue with been involved with the evolution of this Ba s t o g n e m u s t a l s o b e
him over the composition of Panzer scenario since its conception and feel captured.
Lehr, his order of battle remains very that its play balance is as close as j.) Eliminate 18 or more Allied
accurate and has served as a conceivably possible. I liken it to Afrika Combat Units.
benchmark for other Bulge board Korps; whoever has the edge depends k.) Have lost 3 or fewer Mechanized
games. on individual opinion. or Artillery Class Units.

The game’s accompanying tournament If Battle of the Bulge 1981 is languishing 4.) Barring the above, should the
scenario has not proven useful for on your shelf and you’re looking for a German player capture a Liege Hex or
convention tournament play due to its quick, closely fought battle, pull it down; exit 3 mechanized class units off of the
length. A shorter scenario was needed dust it off and give it a try. See you at mapboard from any road hex containing
that could be completed in a 3 to 4 hour the next Avaloncon. a German cross or road hex AA1 or
time frame. To fill this void, an 8 turn DD1, the game immediately ends with
Race to Bastogne scenario was first Scenario Rules an automatic German victory.
introduced at the major Los Angeles
conventions during the latter 1980’s. 1.) The game to be played is TAHGC’s 5.) Capture is defined as occupying the
Over time and continued play, it was Battle of the Bulge ‘81, second edition, hex at the end of the American 19 PM
tweaked for play balance and brought to Advanced Game, with Optional Rule turn, regardless of supply status.
the first Avaloncon back in 1991. For 36.0 in effect.

Results Of 10 Solitaire Games


Game Game Game Game Game Game Game Game Game Game
German Objectives #1 #2 #3 #4 #5 #6 #7 #8 #9 #10

Bastogne Yes -—- Yes Yes -—- -—- Yes -—- Yes -—-
Baraque de Fraiture (AA17) Yes -—- Yes Yes -—- Yes -—- -—- -—- -—-
Stavelot -—- Yes -—- Yes Yes Yes -—- -—- -—- Yes
Trois Ponts -—- Yes -—- -—- -—- Yes -—- -—- -—- Yes
Spa -—- -—- -—- -—- -—- Yes -—- -—- -—- Yes
Eupen -—- Yes -—- -—- -—- Yes -—- Yes -—- -—-
Fuel Dump -—- -—- -—- Yes -—- Yes -—- -—- -—- -—-
Neufchateau -—- -—- -—- -—- -—- -—- -—- -—- Yes -—-
Bridgehead (T26, V23, X22) Yes -—- Yes -—- -—- Yes -—- -—- Yes -—-
Eliminated Allied Units (18) 14-No 13-No 19-Yes 16-No 14-No 25-Yes 18-Yes 11-No 12-No 15-No
German Art. & Mech. Losses (3) 6-No 1-Yes 4-No 5-No 2-Yes 0-Yes 4-No 9-No 7-No 3-No
Total German Points 3 4 4 4 2 9 2 1 3 3
Who Won Allies Germ. Germ. Germ. Allies Germ. Allies Allies Allies Allies
Opening Die Rolls Avg. Good Poor Avg. Poor VGood VGood Poor Avg. Good
Total Game Die Rolls Avg. Avg. VGood Avg. Poor EGood Poor Avg. Good Avg.
Avg. = Average VGood = Very Good EGood = Extremely Good
6 The Boardgamer Volume 1, Issue 3 July 1996

Winning At Auction
General Tips On Strategy
by Bruce Reiff
Many Saturdays I have climbed in the game and I will discuss them further in a Glassware is a recipe for victory.
car and headed down a country road, few paragraphs. But first let's talk about NEVER sell one of these unless you are
looking to pick up a bargain or two at a the sets and what you should do with absolutely desperate! Especially the
small auction. Well, the sound of each one. Sterling. Most games the rich collector
spirited bidding can also be heard in is going to come along and buy it from
Avalon Hill's Auction (The Collector W ith the Antiques, Books and you at 100% anyway. This is Sterlings
before that and 3M's High Bid before Glassware; unless you have two of them main strength and weakness as well.
that). in your opening draw sell the first It's painful to have three of the four
opportunity you have. The total value of sterlings only to have the $4800 set
The concept of the game is very simple these sets is $3200 - nowhere near ripped out of you hands for $2880! The
- get $7500 in cash and complete enough for victory and, by the time you Queen Anne doesn't have this problem.
collections and win the game. It's complete them, someone else will Of course, one Queen Anne piece isn't
elegance is in the fact that unlike many already have one. In fact, even with two going to fetch you $1600 from the rich
multi-player games, the players have cards I'll only hold on to a pair for a little collector either! A natural set of either
direct contact and work at cross bit until I dump them. They take up one of these is almost a sure victory. I
purposes almost the whole time during space with no potential victory. always bid on these even if I have none.
the game. Let's look at the basics and You can always sell it later and it keeps
then at some of the strategies. With Miniatures and Tapestries, I'll at it out of the other players hands.
least try for a bit to complete the set,
There are 54 cards which make up 12 even with only one in the opening draw. The Rare Miscellany is the quickest way
"collections" and 8 buyers cards. Each One of these coupled with a big 4 piece to victory. If by some miracle you are
collection ranges from the lowly collection puts you right on the cusp of dealt three or can pick up one early and
Antiques ($900) to the mighty Jewelry victory, if not quite there. However, cheaply, sit back and wait until that 4th
($7500), which is a win all buy itself. when it comes time, don't be afraid to one appears. Then do whatever you
The buyers cards allow you to do two dump these as well to pick up that good have to do to get it! Look at this
things; buy three items from anywhere 4 piece set. You can't just win with scenario; you've got the Oriental table,
on the board at the cost in that area or these; $4200 is a long way from $7500! dueling pistols and jeweled snuff box.
use it as a wild card to complete a set The chess set comes out and you have
(i.e. three coins and a buyers card = a Coins. They're bad. What else can I to pay $1100 of your original $2000 out
complete coin set). say. You're busy wasting time to for it. With your buyers card you have a
complete this $2800 set and your complete set and $900 = $6900, only
Here's a break down of each set: opponents are getting better sets. If you $600 from victory! You can now sell 3
are unfortunate enough to be dealt two items. Unless your three other cards
Three Item Sets of these, you have to try and complete are total losers, you should be able to
A3 Antique Clocks $900 it. Otherwise dump it the first chance round up $600 for the win. Even if you'd
B3 Books $1000 you get! It's only slightly better the roll up the rare collector, you'd still put
G3 Glassware $1300 tapestries but one third more difficult to away a cool $3760 and be $2660
M3 Miniatures $2000 complete. Run like the wind from Coins! ahead! Well on your way. If you only
T3 Tapestries $2200 have one of these, hold on to it for as
The Figurines and Prints are nice, but long as you can and let the rich collector
Four Item Sets serve the same function as the B&O take it off your hands.
C4 Coins $2800 does in Rail Baron. The B&O is the
F4 Figurines $3200 poor man’s PA railroad. Here the Finally, there's Jewelry. Don't fool
P4 Prints $3600 Figurines and Prints are the poor man’s yourself into thinking that a Jewelry set
Q4 Queen Anne Parlour $4000 Queen Anne and Sterling. Both are nice will get you the win. Sure, if you're dealt
S4 Sterling $4800 sets to go after, but neither is completely three and the other players are stupid
dominant. Believe me, it's a whole lot enough to let you buy two, you can win.
Five Item Set better to see one of these in your Otherwise you want to try to turn them
R5 Rare Miscellany $6000 opening than a coin or book, but there is into cash. Big cash. If you've got a
something better. I try never to sell one Jewelry or two you want to start selling
Six Item Set of these unless I have to because of off your 3 set items in order to get that
J6 Jewelry $7500 money. I'll also try to pick a second one special value card that calls for the rich
up at any reasonable price. One of collector to buy your Jewelry. You'll
The number after the letter signifies the these sets will go along way towards a then have the cash you need to buy
number of pieces in the collection. You victory. those sets of 4. Always try selling your
begin the game by being dealt six cards disposable lesser cards before selling
and given a buyers card. There are also The Queen Anne and Sterling are the Jewelry. Also don't be afraid of letting
12 "Special Value" cards. These cards keys to the game. Either one of these your opponents try for you as well. If
are a very important component of the set combined with any other set above
The Boardgamer Volume 1, Issue 3 July 1996 7

Winning At Auction (Cont.) AHIKS


they're bidding on a 3 set item, let them things, and in turn incur the one third
have it to sell their unwanted stuff. Even
if they draw the rich collector, YOU still
chance of getting one, is when you
are sitting close to a Sterling or Rare
International
benefit. Jewelry is usually not a victory,
but a cash cow.
Miscellany Set. Then avoid selling at
almost all costs. Otherwise get in
Wargamer’s
Perhaps a quick word on bidding on a
there an sell! You want to get that
warehouse deal and buy whatever is
Society
buyers card is in order. What should there! You almost always make The AHIKS International Wargamer’s
you pay for one? A lot of the price money on it. You want to inherit an Society was founded in 1966 to be a self-
depends on how valuable the rare item item! When someone else is selling, policing, non-profit organization devoted
with the buyers card is to you. If you you want everyone to inherit! to supporting play-by-mail wargaming
have two Figurines and the item up for among reliable members. AHIKS is
bid with the buyers card is another A word here about the buyer's cards. unaffiliated with any particular wargame
Figurine, all of a sudden that buyers Many times I've seen a player waste manufacturer and encourages the play of
card is worth more to you than anyone their buyer's card by changing one games produced by all manufacturers.
else. That's $3200 sitting out there for set for another. If you have one AHIKS consists of a wide variety of
you. As a general rule I'll almost always buyer’s card, three prints and three potential opponents with its hundreds of
buy a buyers card for less than $900- Figurines, why are you going to trade members in both its North American and
$1000. More than that is determined by in a buyer’s card for one Set? Do you its European branches.
the other card, my hand, and the desires think some one is going to waste a
of the other players. buyer’s card to get that one card AHIKS main function is to serve as a
when the don't have any (unless it's matching service to pair members who
The special value cards are self in the 25% area, in which case it's wish to play the same game. If a match
explanatory. All but one are usually possible). What have you gained? request cannot immediately be filled, it is
good for you and it's to your benefit to Nothing! You already have a set. published in the AHIKS newsletter to
roll one. The three key ones are the rich You now just have a natural set and help encourage other members to accept
collectors. There is one each for no buyers cards. Make sure when the requested match.
Sterling, Rare Miscellany, and Jewelry. you use one, you use it wisely. Never
The rich collector comes in and buys the trade in one buyer’s card for one set. Besides its primary function of providing
appropriate item from you for the 100% members with opponents for play-by-mail
value. You must sell it. Only if you Your overall strategy in Auction is games, AHIKS also provides the
have a complete natural set, do you get somewhat dictated buy your initial following services:
the set value. You cannot sell your draw. However, smart play can 1) A workable PBM system which
buyers card. Keep in mind that every overcome an early disadvantage. includes sets of random numbers sent to
time someone sells an item there's a 1/3 Hopefully this brief overview will help players to replace die rolls and stock
chance of a special value card being you play a better game of auction. tables.
turned up. Obviously, it doesn't take Try some of the things I suggest and 2) A bimonthly newsletter filled with
many rolls for a rich collector to appear. you'll undoubtedly improve, or at least open match request lists, gaming related
The only time you want to avoid selling be a bit more knowledgeable. articles, society news and much more.
3) The judge, an impartial rules arbiter
available to resolve rules questions.
4) The PBEM Coordinator to help find
electronic mail opponents.
BOARDGAMER Back Issues 5) The Unit Counter Pool to replace that
one missing counter from your otherwise
Yes, we’ve finally been around long enough to have back issues for sale. Each complete favorite game.
back issue is available at a cost of $3.50 apiece. Some back issues will also be 6) The Multi-Player Coordinator to help
available from me at Avaloncon (if you can find me). If ordering in quantities arrange for matches in multi-player
greater than one, the extra issues are $3.00 each. games.
7) Courteous, dependable competition.
Preview Issue - Circus Maximus (V), Candidate (S), War At Sea (R, S), Members with a history of dropping out of
1830 (V), Up Front (R), AREA News & Ratings (N) games or otherwise behaving unethically
can face expulsion from the society.
Volume 1, Issue 1 - Avaloncon 1995 (N), Assassin (S), Panzer Leader (Sc),
AREA News & Ratings (N) To join AHIKS, or for more information,
contact the BOARDGAMER at 177 South
Volume 1, Issue 2 - Avaloncon 1995 (N), History Of The World (SR), Lincoln Street, Minster, Ohio 45865. You
Panzerblitz/Leader (Sc, V), 1776 (Sc), AREA News & Ratings (N) will be put in contact with your Regional
Director who will provide you with more
Key: (H) = History; (N) = Narrative; (R) = Rules Clarifications; (S) = Strategy; information about AHIKS as well as your
(Sc) = Scenario; (SR) = Series Replay; (V) = Variant membership application.
8 The Boardgamer Volume 1, Issue 3 July 1996

1996 Midwest Open


Victory In The Pacific Tournament
by Alan Applebaum
27 hard-core VICTORY IN THE Mandates on Turn 4. Again Proksch
PACIFIC aficionados braved frigid Petroski, giving Applebaum his responded with the maximum defense,
temperatures to gather at the Days Inn preferred "Red" with no bid) and and when the invaders were repelled
in Kenosha, Wisconsin on March 2nd prevailed in a hard-fought struggle. again, Johnston threw in the towel,
and 3rd for the 1996 VITP Midwest Tim’s successful all-out defense of Pearl giving Proksch his first major VITP
Open. Players arrived from as far away Harbor on Turn 3 cost him most of his tournament win. Also in Round 5,
as Florida, Kansas and Massachusetts fleet, but by controlling the Japanese Applebaum's hot dice continued over
for the five-game, two-day tournament Islands on Turn 8 Proksch picked up 16 wargaming legend Steve Packwood to
run by master GM Glenn Petroski using POC to squeak out a 2-POC victory. bring him to 4-1 along with Johnston
the same Swiss Format he employs Meanwhile, Johnston and Zavanelli and Kaplan, the latter prevailing over
each year at Avaloncon. The turnout continued their winning ways, Tom Max Zavanelli, who fell to 3-2 after a 3-0
was excellent for what was basically a defeating his local rival Chuck Kaplan start.
one-event, local tournament. while Max prevailed over Tomaszewski.
All in all, the Midwest Open was a
Tim Proksch of Milwaukee won the $100 In the third round, Dan Henry's dream of rousing success. The players found
first prize with a 5-0 record against a following up his Avaloncon win with intense competition and comradeship
star-studded field which boasted at least another title went up in flames as for two days to tide them over the long
four former Avaloncon and Origins VITP Applebaum's Japanese barely held on wait until the next Avaloncon. Do it
champs. Remarkable about Proksch's to hand Dan his second defeat of the again, Glenn!
victory was the fact that he played the day. The game was extremely unusual
Allies (thought by many to have a slight in that the Allies captured Truk at the IJN won 35 games, USN won 30. After
disadvantage in the game) all five end of Turn 6, but still lost. Proksch ran adjusting for bids, the score was 33 IJN,
games (Also, in all five games he bested his record to 3-0 with a win over veteran 32 USN -- perfect!!
a player who was undefeated in the Ken Nied while Johnston handled Keith
tournament and to that point had only Erikson. Kaplan improved to 2-1 with a Of the 65 games played, 17 went 7
played as the Japanese). Although the win over Jerry Cecchin. turns and 13 went all 8 turns -- an
tournament rules permitted bidding for unusually hard-fought set of games --
sides, Proksch elected to take the Allies After three rounds, only Proksch, but probably due to lack of other gaming
in at least one game with no bid. Johnston and Zavanelli remained available.
undefeated. In Round Four, Tim (Allies
Alan Applebaum of Brookline, MA (your again) played Max, while Tom, the third- All bids were for the IJN, as follows:
correspondent), Chuck Kaplan of place finisher at last year's Avaloncon, 4 POC - 1 game
Arlington Heights, IL and Tom Johnston was matched against Ken Nied. This 3.5 POC - 1 game
of Highland, Indiana were next with time Proksch bid for the Japanese, but 3 POC - 8 games
identical records of 4-1. The Swiss yielded in the face of Zavanelli's 2.5- 2.5 POC - 14 games
Point tie-break procedure was of no POC bid, one of the largest in the 2 POC - 8 games
avail as the three players were still tied tournament. With a big win in Indonesia 1.5 POC - 11 games
following application of the tie-breaker. against the odds on Turn 7, Proksch 1 POC - 5 games
Based on Petroski's judgment of achieved the near-impossible feat of no bid - 15 games
strength of schedule, Applebaum was overcoming a 24.5-POC deficit (taking
awarded 2nd place and Johnston 3rd. the bid into account) on the last two Average bid - 1.6 POC
The Admiral Nagumo Award for best turns to win by half a POC. Johnston
Japan es e player went to Alan continued his winning ways to set up a
Tomaszewski, while Rich Wiet copped Johnston-Proksch
the "Bull" Halsey Award for best Allied game for the title in
player. Round Five.

Round One matched the top-seeded In the title game


Applebaum against GM Petroski, 1995 Proksch again
Avaloncon champ Dan Henry against used his trademark
Proksch and former Origins winner Max all-out defense of
Zavan elli against Tom aszewski. Pearl Harbor to
Proksch began his winning streak by good advantage,
upsetting Henry as Applebaum cruised saving the port on
to victory as the Japanese with hot dice Turn 3. In a
over his host. Veterans Kaplan, desperate attempt
Johnston and Zavanelli all survived to reclaim the
Round One in fine shape. In Round initiative, Johnston July 31, 1996 August 4, 1996
Two, Proksch faced Applebaum (like made a massive
raid on the U.S.
The Boardgamer Volume 1, Issue 3 July 1996 9

The Champion’s Perspective


The Victory In The Pacific Midwest Open
by Timothy Proksch
As was mentioned in the previous head for this kind of greediness, but sportsman-like conduct. At this
article, Timothy Proksch was the winner Max was too shrewd. He wasted no tournament, all spectators respected the
of the first annual Midwest Open Victory time patrolling backwater areas, but setting and kept their suggestions to
In The Pacific tournament. Here is his sniffed out any patrollers I had while themselves. My thanks.
account of his successful run through threatening Hawaii, then Samoa, then
the field. Hawaii again. I think I blew my chance Tommy Johnson was my last opponent
for the Admiral Halsey award during my and the only game not played to the
Saturday morning at 9:00AM I found game with Max. bitter end. Actually Tom was desperate
myself across the table from Dan Henry to end the game quickly. Not a good
of Chicago, the 1995 Avaloncon VITP Among other attributes this award from strategy in the final round, but
champion. Like the marines landing on Glenn requires sportsmanlike conduct. necessary for Tom. I hope to see him in
Tarawa, I had steeled myself with a Well, I guess I lost one too many day/ Maryland.
hearty breakfast at Denny's. This game night rolls and went into my usual rant
went the full 8 turns. Dan played a that starts with "I don't know why I play My secret to winning as the USN is:
standard Japanese game, going for this ...". Actually, Max threw the game counter punch for 5 turns and patrol the
Johnston Island on turn 2. I turned him away on turn 7 by losing all his LBA in rest of the game while thinking ONE
back with the sacrifice of the Big E. an inconsequential battle for Indonesia. whenever the Japanese is rolling dice.
Those same LBA on turn 8 in the home Never concede. Throw at least one fit
In round two I drew Alan Applebaum of islands would have clinched a victory. during the tournament and do the
Boston. Need I say more about the Now, in many cons I've seen bystanders "Happy Dance" when the IJN disables
caliber of player that managed to find "help" the players with comments and your carriers while you sink his!
Kenosha, Wisconsin on a cold winter suggestions. It is definitely not
day. Alan kept me in a moderate to
heavy sweat for a full 8 turns. Don't ask
me how I won, the whole four hours is a Victory In The Pacific AREA Ratings
blur of dice and cardboard carnage. June 1, 1996 101 Active Players
1. Alan Applebaum 2047 HKAE6 37. Andy Viloria 1520 BDC-6
Glenn's system pairs people by rank, 2. Michael Crowe 1950 CDI-5 38. Joel Klein 1514 AC-A6
and by the third game Saturday I was, 3. Timothy Proksch 1929 EH-D6 39. Louie Tokarz 1512 EGCC6
well, pretty rank! No time for a shower 4. Dave Targonski 1922 IK-E5 40. Dennis Nicholson 1511 AB-A4
though, because I drew Ken Nied of 5. Ray Freeman 1910 EHBC4 41. Aaron Petroski 1510 AA—5
Kansas for the third game. You'll find 6. Glenn Petroski 1829 LMEG6 42. Vince Meconi 1503 CF-C5
Ken's name near the top of the AREA 7. Ed O’Conner 1819 CD-A4 43. Steven Cooley 1500 AA-A5
list in THE BOARDGAMER. Same o' 8. Tom Gregorio 1796 FICE5 44. Rich Wiet 1493 BE-B6
same o' Japanese moves. After besting 9. Tom Johnston 1783 DG-E6 45. Tom Arndt 1492 CF-C5
Dan and Al, I was getting pretty cocky, 10. Neil Moran 1775 BB-A5 46. Dirk Naish 1488 AA-A5
even for a cheesehead from Milwaukee! 11. Bruce Kernan 1770 BB-A5 47. Alan Mulroy 1480 AA—6
Ken gift wrapped the Marshall Islands 12. Steve Packwood 1734 GJ-D6 48. Joseph Powell 1478 CF-C5
13. Dan Henry 1719 ILDE6 49. Mark Gutfreund 1478 AC-B6
on turn 3 for me. Later, after the islands
14. Greg Smith 1697 BC-B5 50. John Newman 1478 ABD-5
were gone he explained the oversight. I
15. Greg Hanson 1694 IK-E5 51. Keith Ericksen 1477 AC-A6
appreciated the gift, but he'll have to 16. Michael Knautz 1688 FI-E6 52. Philip Petroski 1477 AA—5
wait for Avaloncon to get even. 17. Mike Kaye 1688 BD-A5 53. David Rynkowski 1474 AB-A5
Saturday night I hit the sheets hard. I 18. Kenneth Nied 1676 GJ-D6 54. Bob Wartenberg 1473 AA-A5
shared an early breakfast with Joe 19. Bill Thomson 1669 BDDA5 55. Paul Selzer 1472 AAA-5
Dragan from Detroit. Joe's a longtime 20. Kevin Kinsel 1667 BCC-5 56. W Scott Evans 1471 AC-A6
adversary from Michicons gone by. 21. Mike Ussery 1636 GJBE6 57. Robert Franklin 1471 AAA-5
After gulping a couple cups of java I 22. Casey Adams 1617 AC-A6 58. Bill Scott 1471 AA-A4
headed for the room and my fourth 23. Steve Resman 1614 ABC-5 59. Tom Baruth 1470 AC-A6
game with Max Zavanelli from Florida. 24. Max Zavanelli 1602 BE-B6 60. Joe Dragan 1465 AC-A6
Now, Max has two things I'll never 25. Alan Tomaszewski 1593 BE-B6 61. Phil VanWiltenberg 1465 AB-A5
forget. A hat and an outback alligator 26. John Sharp 1586 IMBE5 62. Steve Mininger 1465 AA-A5
wrestling swagger. Max had a 27. Lance Ottman 1586 BCC-6 63. Fred Wexler 1464 BD-A5
Japanese system of play all written up, 28. Karsten Engelmann 1578 AC-A5 64. Marcello Triunfo 1463 AA-A5
which I made sure he set aside by LBA 29. Robert Smith 1574 DF-C5 65. Chris Pallucci 1460 AA-A4
time in turn 2. Max hunts American 30. Chuck Kaplan 1566 CF-D6 66. Paul Martin 1459 AAA-5
ships like I imagine he hunts gators. He 31. Paul Carlson 1557 ABB-6 67. Jonathan White 1450 BEAB4
gave me nothing while taking any 32. Pierre Menard 1545 AB-B5 68. Tim Greene 1450 ABD-5
patrollers I sent out. He went 33. Philip Rennert 1539 AA-A5 69. Joel Bouzaid 1449 BD-A5
34. Steve Reynolds 1535 AA—5 70. Doug Bennett 1449 AC-A6
everywhere with the Japanese, all at the
35. Jerry Cecchin 1533 BE-B6 71. Chris Frey 1445 AC-A5
same time. I usually hand the IJN its
36. Jorge Pardo 1528 AB-A5 72. Jim Rochford 1440 GJ-E6
10 The Boardgamer Volume 1, Issue 3 July 1996

Underwater Strategy
Use of U-Boats In WAR AT SEA
by Steve Packwood
Previous articles published in the odds for removing X number of U-boats If at least one U-boat is left, any Axis
GENERAL have not mentioned U-boats with Y ASW rolls. If the goal for the ships in the neutral port or France will
m uch, exc ept Robert Harm on’s German is to have a better than even not be trapped on the next turn. Once
“Commander’s Notebook”. Even in that chance to have one or more U-boats left again, the key number of ASW rolls is
article, the subject was not treated with in the area, his table tells us that the 3X - 1 for a < 50% chance.
specifics, not like some treatments of general (spot that pun!) rule is to go to
British openings, for instance. And an area where the British have at least 4) If the U-boats are to be used against
while it is true that most games of War two fewer ASW rolls than 3 times the convoys, probably more than one will be
At Sea are decided by combat between number of U-boats available. That is, if needed. In the Ransom article
the capital ships, the origin of many of the number of U-boats is X, the ASW mentioned above, using Table 2 (odds
those battles lay in the use of U-boats rolls must be less than 3X-1 for there to of damage points for shots fired) one
by the German (or the ASW work of the be a > 50% chance for at least one can see that the German needs at least
British). Therefore I believe that it is U-boat to be left. For example, if you 6 shots at an undamaged convoy to
useful to go into U-boat warfare in some have 6 U-boats available, and the ASW have a 50% chance to sink it. A modest
detail. rolls would be 17, do not go there [3 ASW screen could make it unlikely that
(6) - 1 = 17]. If the ASW rolls would be the German would get this many shots.
First, I see four possible uses for 16, you would have a greater than 50% In many cases, however, a “disable”
U-boats in War At Sea: chance to have at least one U-boat left, result can prove quite inconveniencing
1) Remove British ships so as to gaining 1 POC. for the British. A convoy disabled on
help the Axis capital ships in turn 7 can not get to Russia for 3 POC.
battles 3) Usually it is best for the German to Since only one convoy may be in a
2) Neutralize British control in sea not use his U-boats for the first two or given sea area at one time, if a convoy
areas to gain POC three turns so as to build them up into a is disabled the turn before another
3) Neutralize British control to allow wolf pack which can neutralize a convoy is to sail from the US, one
Axis travel on the next turn particular sea area. If this is the North convoy will be delayed yet another turn.
4) Remove convoys to avoid losing Sea, you not only deny the British that
POC POC, but next turn you might gain If a “disable” is an acceptable result,
another 3 POC since the British could then 2 or 3 U-boats have a 50% chance
Next we need to look at details about have too many areas to cover to have to sink or disable a convoy. In that
each of the above uses. all of them adequately garrisoned. If case, using Table 1, one can see that 7
you plan to fight in the South Atlantic, U-boats can go after a convoy with an
1) Using U-boats to sink (or disable) you may want to put U-boats there ASW screen of 13 rolls and have a 50%
British ships seems to me to be of little as insurance in case you lose the battle. chance of an acceptable result.
use unless it is a fairly close battle
without a large number of ships (so the
ASW rolls leave enough U-boats to tip War At Sea AREA Ratings
the balance of the battle). As an June 1, 1996 49 Active Players
example, say the British control the 1. Bruce Monnin 1877 FHFC5 25. John Kilbride 1480 AA-A4
North Sea and the Barents, and the 2. Tim Hitchings 1790 DG-B5 26. Michael Ussery 1475 AB-B5
German ships are in Germany. The 3. Ray Freeman 1752 CF-B5 27. William Whitaker 1475 AA—6
British patrol the South Atlantic with 3 4. Bruce Reiff 1725 BC—6 28. Joseph Keller 1474 AA—6
BBs. The four Italian cruisers (CAs) 5. Thomas Scarborough 1707 CEBB5 29. Robert Hamel 1473 AC-B4
would probably lose a battle with 3 6. Philip Rennert 1691 CF-B5 30. Michael Backstrom 1471 AC-B4
battleships (BBs), but if the Germans 7. Jon Lockwood 1671 BD-B5 31. Matthew Romaniecki 1470 AB-B5
could put 4 or 5 U-boats in the area, the 8. Michael Knautz 1662 CE-B5 32. James Roche 1466 AC-B5
9. Glenn Petroski 1626 AC—5 33. Edward Snarski II 1465 AB-B5
Italians might control it if the U-boats get
10. Steve Packwood 1623 AC-B5 34. David Rynkowski 1448 AC-B5
rid of 1 or 2 battleships.
11. Joseph Beard III 1560 AB-B5 35. Robert Smith 1448 AB-B5
12. John Pack 1558 CE-B5 36. Michael Welker 1440 AB-B5
2) Dribbling away U-boats early in the 13. Vince Meconi 1551 BE-B5 37. George Sauer III 1435 AA—6
game just to gain 1 POC is probably not 14. Chuck Stapp 1535 AC-B4 38. Philip Petroski 1435 AB—5
a wise idea. During the last few turns, 15. Aaron Petroski 1535 AB—5 39. Wayne Morrison 1433 AC-B5
however, U-boats should usually take a 16. Paul Sommers 1528 BE-B5 40. Frank Cunliffe 1432 AC-C4
sea area each turn — or even try for 17. Daniel Henry 1522 BE-B5 41. Peter Schelling 1430 AB-A5
two! To answer the question “how many 18. Michael Bailey 1513 AC-B5 42. Michael Crowe 1425 AC-B3
U-boats are needed to negate British 19. Alan Applebaum 1509 AC-B5 43. Paul Bolduc 1406 BD-D5
control of a sea area?”, we turn to the 20. Gabriel Crowl 1505 AC-B5 44. Steven Squibb 1405 BE-B5
article by Craig Ransom “Tirpitz and the 21. John Welage 1505 AB-B5 45. Glenn Kruse 1404 AB—5
Die Roller” in Vol. 13, #6 of the 22. Kenneth Nied 1500 AB-B4 46. Brian Palmer 1395 AB-B4
GENERAL. Using Table 1 one gets the 23. James Pei 1500 AB-B5 47. Kevin Walsh 1393 AB-B5
24. Robert Beyma 1490 BD-B5 48. Kenneth Good 1387 AA—6
The Boardgamer Volume 1, Issue 3 July 1996 11

U-Boats In War At Sea (Cont.)


Naturally, game situations will affect the North Sea, the British need > 20 The U-boats should be bold on turn 5
how a player employs his U-boats. For ASW rolls. To have the same chance and somewhat bold on turn 4, due to the
instance, if the Kriegsmarine has been that the convoy in the Barents gets to U-boat replacements on turns 5
badly beaten up, it does not make much Russia for 3 POC he needs 16 ASW (2 U-boats) and 6 (3 U-boats).
sense to expend U-boats opening up rolls (and a fleet to hold off the
the North Sea as when the German Germans). Assuming Convoy 2B does I would like to close with one word of
surface ships are at full strength. This is not want to be disabled either, the warning. Most of the time I have been
because the German might not be able British need 13 ASW rolls there. That is working with odds around 50%.
to get the 3 POC next turn by fighting for a total of 49 ASW rolls! Clearly Remember that just because the odds
a 3 POC sea area. Also, the stronger something will have to give. So just are in your favor, it doesn’t necessarily
the U-boat force, the harder the British having a U-boat “fleet in being” forces mean that you will get the result you
task of covering multiple targets; but the decisions on the British. want. Try not to have your whole game
more a player uses the U-boats, the depend on three U-boats getting rid of a
weaker they tend to get. Timing of The British may decide to hold Convoy convoy or your fleet being released by
U-boat use can be a key. 2B in port, out of harm’s way. Then the opening up the North Sea with 7 U-
U-boats have done something in one boats against 15 ASW rolls. Have
Let us suppose that the German has area and can be used in another area contingency plans. I’ve seen many
used his U-boats cautiously and it is turn as well on the same turn. The British, games that looked good turn nasty by
5 and he has 7 U-boats and a strong on the other hand, may accept being hot (or cold) ASW rolls. Just because
surface fleet, but that the British control disabled and just reduce the ASW 15 ASW rolls have only a better than
both the Barents and the North Sea. screen on Convoy 2B to drop the odds 50% chance to get rid of 5 U-boats,
There are three targets for the U-boats: of sinking below 50% (or < 40%). The doesn’t mean they can’t get rid of 7. In
the North Sea to release the surface Germans might take that chance and fact, they have a 20% chance to do that
fleet next turn, the Barents where the low risks to the U-boats (and the 1 very thing.
Convoy 1A could be, and the North POC), or they could go elsewhere, or try
Atlantic where Convoy 2B could be. To for two areas.
have a greater than 50% chance to hold

How To Win In Multiplayer


Play By E-mail Games
Using Machiavelli As An Example
by Alan Poulter
This article is originally from Volume Diplomacy in that it adds another unit int er est, yo u ar e aut om aticall y
No.2 of EuroDespatch, the AHIKS type, garrisons, and a new map location, assassinated!
Europe newsletter. It is reprinted here cities. Garrisons control cities. They
with the kind permission of Alan Poulter cannot move but they can convert into So Machiavelli allows for the same sort
and the EuroDespatch editor, Kevin armies or navies. Garrisons can be of double-dealing that Diplomacy does,
Croskery. besieged: after two consecutive turns but with the added complications
they surrender. caused by money and the various
I thought for this column I would focus actions that can be bought. Some
on an issue which has just come up in a T h e m a i n d i f f e r e n c e b et w e e n countries start the game surrounded by
multiplayer PBEM I am playing. The Machiavelli and Diplomacy is that the ot h er co untri es or wit h a
issue is what sort of strategies a player former has money, in the form of ducats, disadvantageous disposition of forces.
in a multiplayer PBEM, as opposed to a raised from control of areas, cities and Florence and the Papacy are next to
multiplayer FTF game, should adopt. special major cities. This money buys each other in the middle of Italy. Do
The game I will use for examples is units but it also can be used to bribe they stab one another or join forces to
Machiavelli, a Diplomacy variant set in other player's units to disband or to fight common enemies? Austria, Milan
Renaissance Italy. Players take one of change sides. You can even attempt to and Venice are also clustered together.
the competing states that existed at the assassinate other players. All these The problem of what to do about
time, Venice, France, Florence etc. actions can be counter-bribed. There neighbors afflicts them. Finally France,
Before I get to exploring the issue, I will are also random events, in the form of Turkey and Naples start on the edges of
explain the nuts and bolts of the game. famines. Units must either move out of the board. Their problem is more one of
an area suffering from famine or the getting involved with events in Central
Armies and navies move between areas famine can be removed by paying for Italy.
as in Diplomacy. Movement is famine relief. If you run out of money
simultaneous and written orders are you can always borrow some from the A recent event in my current Machiavelli
needed. Machiavelli is different from bank, but if you fail to pay it back, plus PBEM brought out the issue, which is
how to prosper in a multi-player PBEM,
12 The Boardgamer Volume 1, Issue 3 July 1996

How To Win In Multiplayer PBEM Games (Cont.)


as opposed to a multiplayer FTF game. Milan was wiped out on turn one. But players back and forth all year to help
Now I have played quite a lot of stabs are riskier in that if they do not each other as injuries arise. When both
multiplayer games PBEM and I have a completely succeed they cause a loss of teams advance to the Super Bowl, they
number of general strategies which I confidence in the 'stabbing' player which would decide to call the season a two-
follow. The main one is to set up can be crucial in deciding who is an way victory and not bother to play the
alliances which go on to win the game, alliance victim and who is an alliance game. It goes against every fiber of the
rather than playing for a personal member. If an alliance functions competitive wargamer in me.
victory. In my current game I am properly and pools the forces of two or
playing Naples. I found common cause more players, then it must triumph I guess that’s why I was eliminated from
with Turkey in that we had a common against players operating on their own, the game just before the game long
area to defend, and interests in no matter how tactically brilliant. Austria/Italy alliance declared for the
expanding in different areas of the victory. It also explains how easily
board. We started to do okay, by myself Because PBEM multiplayer games last Austria and Italy could convince me that
attacking France and Turkey attacking so long, players can come and go. Both they were ready to attack each other,
Austria. I decided to include Florence in my first two games I joined after the then stab me in the back as soon as the
our attack on France, who was down to start. When a player joins, many vital opportunity arose.
defending his last area. However things can happen. The new player
Florence suddenly tried to attack me! does not know the pattern of alliances I guess I shall try again someday, but I
My ally Turkey did not join in the attack and feuds that exist in the game. Thus imagine that if my alliance is heading
on me, so we now have a strange they might completely misjudge things towards victory, my ally better watch his
situation in which Florence failed to wipe (as France did in my second game, back!
me out but effectively ruined my attack noted above). A new player is always
on France. See the following article for ripe for a stabbing because of this.
the Florentian view, as expressed by Alliances get stronger over time as the
Bryan Jackson, an AHIKS North players within them build up trust and
America member playing that country. share ideas. New players will have an

Ok, so why is the above an issue? Well,


uphill task in combating stable alliances,
which is another reason for forming one. Classified Ads
in both my previous games, alliances
Due to receiving several requests
have formed and gone on to win. In my Finally I think another success factor is
(and due to the fact that it sounds like
first game I took over Florence and was persistence. Some players, when they
nearly eliminated by Naples (heavy see forces ranged against them and the a good idea), the BOARDGAMER will
irony here considering my current future looking bleak, give up and resign. start printing classified ads for those
game). I held on and persuaded Naples However, playing on, trying to convince seeking to sell or purchase used
to seek other targets, notably France that your survival is vital to forming a Avalon Hill and Victory games or
who was running away with the game. game-winning alliance, is a powerful looking for opponents for these
Eventually an alliance of myself, Naples strategy. It is actually quite difficult to games. This service will be available
and Venice clobbered France (after a completely remove a player, especially if free of charge to all of the
change of player for French caused that player has any support at all from BOARDGAMER’s subscribers. The
some fatal tactical mistakes to be made) an alliance. B O A R D G A ME R a ss um e s n o
and took the game. In my second game responsibility for the business
a similar thing happened. Well into the So I conclude that alliance forming is practices of those advertising here.
game I took over Naples, and found a vital in PBEM multiplayer games. I
Milan/Florence alliance fighting Venice, would be interested in getting any Please keep all ads down to a
all other countries having been contrary experiences. How much does
maximum of 50 words apiece. Also
eliminated. I took Venice's side and our the structure of the multiplayer game
alliance gradually destroyed Florence add to this argument? Is Machiavelli by keep in mind that the BOARDGAMER
and went on to victory. nature an alliance 'friendly' game, goes to the printer several weeks
whereas others are not? before it is mailed, therefore if you
In both games alliances were crucial in wish your ad to appear in the October
determining who won the game. To my I can easily relate with this article and issue, it better arrive at the
mind this is because PBEM multiplayer with the following article by Bryan BOARDGAMER by late August at the
games can last many months, even Jackson. About 2 years ago I played latest. Since this is the first issue for
years, and the sort of wild and woolly my first game of Diplomacy, and I this feature, I guess I’ll have the only
strategy which is fun in a FTF played it PBEM on the Genie network ad:
multiplayer which lasts an evening is out (which, by the way, is full of some real
of place in something in which you Diplomacy sharks). Seeking to purchase multiple copies
invest more time and effort. The length (new or used) of War At Sea, March
of PBEM games means that you get I could not (and still don’t) understand Madness and Slapshot. Contact
more chance to evolve alliances. This is the motivation for trying for a two-way or
Bruce Monnin, 177 South Lincoln
not to say players in PBEM multiplayer a three-way win. To me, the equivalent
games never stab: in my current game
Street, Minster, OH 45865, or phone
would be if two NFL teams would trade
(419) 628-3332.
The Boardgamer Volume 1, Issue 3 July 1996 13

My First Multiplayer Play By E-mail Game


My Experience With Machiavelli
by Bryan Jackson
The following is a recounting of my first Using the Judge became easier as my a war against at least two allies,
time experiences with PBEM Machiavelli playing time increased. I became more unsupported. I'm still trying to work my
and the Diplomatic Adjudicator (the familiar with the notation (and how to way out of this one.
Judge), a program designed to regulate use my computer!) and eventually most
the play of Diplomacy and it's variants things fell into place. I still have to look I also learned that many PBM/PBEM
(Machiavelli, etc.) on-line. It should be up the format to send some of the more players are willing to accept a joint
noted that I am very new to computers complicated moves (i.e., multi-unit, victory, as opposed to a single victor.
and how to use them, thus some of the multi-area convoys, etc...), but generally Again, my previous experiences were
difficulties I encountered were due in things are going smoothly now. If only with games that had only a single
part to that inexperience. the game were... winner. YOU play to win, not share the
spoils. I'm still trying to grapple with the
I belong to AHIKS, an international My previous PBM experience was concept of a multi-player victory.
PBM/PBEM organization that matches strictly 2 player strategy games (Anzio,
players of games. The PBEM W&P, etc...), so when I bought my In hindsight, I see now that my
Coordinator, Bruce Monnin, suggested computer (to PBEM) I thought it would aggressive style developed from my
that I contact Alan Poulter to get be about the same. It is. Actually, I FTF games should be tempered with a
involv ed in a PBEM gam e of prefer it to PBM, for obvious reasons. more conservative, long-term lookout
Machiavelli, so I did. Alan, in turn, sent The difference came when I decided to that must be m aintained when
to me the file(s) I needed to sign up with PBEM Machiavelli. My past games PBEMing. That's not to say that you
the Dip Adjudicator. were all FTF and played against fellow shouldn't attack swiftly and lethally, just
"wargamers". Our style of play tended do it when it's more of a sure thing and
That was where I ran into my first to be aggressive and combative. Not most, if not all, of the board will
stumbling block. My lack of knowledge much trust was to be found as we benefit from the Stab.
on the use of my computer (I had only tended to "stab" each other to take out a
had it for a week) took it's toll, I didn't
send the info to the Judge in the format
player who happened to leave himself
open (usually regardless of the overall Pro Golf
it needed. It wouldn't let me register.
Being a program, it's not too flexible on
situation), put down the player who won
a previous game that night, and just for Scramble
how it can receive information. After the fun of it! Part of it was also that fact
Plans have been finalized to conduct a
sending a few messages to Alan asking that we usually tried to finish our games
Pro Golf Scramble demonstration
for help on format, I finally registered in the same night as they were started
event at Avaloncon 1996. The format
successfully. It is actually a very simple (obviously not a factor in PBM/PBEM).
is for 4-man teams to compete against
procedure, Cut and Paste a copy of the
each other over four newly created
registration form with your vitals and e- Thing started out pretty much the same
courses from western Ohio. The
mail to the Judge. You receive a set of in our PBEM game of Machiavelli as
d em o ns tr ati o n will b e pl ay ed
files explaining the rules, turn notation, they did in my FTF games. In fact, a
immediately after the standard Pro
msg format, etc...You then select a player was eliminated in the first year of
Golf tournament (around midnight
private password (so no one else can the game! Then things started to settle
Thursday night). Course booklets will
log on as you). I again messed up, as down and becom e "normalized'.
be available to each team at the
the password I selected also happened Players were plotting and wars were
convention, but those wishing to
to be a command word the program starting to develop. Here's where my
preview them can obtain them from the
uses, so it wouldn't recognize me. After PBEM inexperience showed through.
BOARDGAMER for $0.50 each.
explaining the situation to the GM, he As part of a coalition against France, I
manually modified my password to a helped with the invasion, while also The scramble format is quite simple
usable one, allowing me to use the trying to keep France alive for the and quick. Each player takes a shot,
system. moment by not acting too aggressively then the team decides which of the
against him. My plan was to allow the four shots to keep. The entire four
Part of my initial confusion also Neapolitanites to send all of their units member team then takes their next
stemmed from the fact that the files are to France and then, as he was putting shot from that spot and repeats the
sent with the game Diplomacy in mind, France out of the game, Stab him! With process until the ball is holed.
the Machiavelli file is a variant that must help in the form of a bribe from another Preliminary playtests show that the
be specifically requested (which, of country it would have worked. Even if it teams should average a birdie (one
course, I didn't). While similar, there are didn't, I assumed other players would under par) for each hole.
significant differences that must be "wolfpack" him after I hurt him.
taken into consideration (turn notation, However, as I soon learned to my If you are looking to meet the editor in
etc...). My first turn was sent in late as I misfortune, PBEM games tend to be a very informal surrounding, this is the
had to work through the correct format more "stable" affairs, with alliances/ place. Or, if you just wish to be part of
and notation for Machiavelli. Eventually, pacts meaning more because of the an event which is fun and can be
everything was submitted correctly and long term nature of the games. No help learned in 5 minutes, stop on by and
the game began. was forthcoming and I ended up starting join the festivities.
14 The Boardgamer Volume 1, Issue 3 July 1996
Advanced Squad Leader 2-Player Game
AREA Victory Claim Chit AREA Victory Claim Chit
_________________________________________________________________ _________________________________________________________________
(winner’s name) (winner’s name)

_________________________________________________________________ _________________________________________________________________
(player number) (player number)

_____________________________________________________________________ _____________________________________________________________________
(signature) (signature)
HAS DEFEATED HAS DEFEATED

_________________________________________________________________ _________________________________________________________________
(defeated player’s name) (defeated player’s name)

_________________________________________________________________ _________________________________________________________________
(player number) (player number)

_____________________________________________________________________ _____________________________________________________________________
(signature) (signature)

in a rated live pbm game of Advanced Squad Leader: in a rated live pbm game of:

_____________________________________________________________________ _____________________________________________________________________
(Scenario Name and/or Number) (Name of Game)

_____________________________________________________________________ _____________________________________________________________________
(Side of Winner) (Date) (Game Company Published By)

_____________________________________________________________________ _____________________________________________________________________
(Play Balance Used - If Any) (Date)

Return this chit to: 1st Subsequent


Russ Gifford game vs. this opponent Return this chit to: 1st Subsequent
320 E. 27th Street Glenn Petroski game vs. this opponent
South Sioux, NE 68776-3205 6829 23rd Avenue
SHANGRI@pionet.net Kenosha, WI 53143-1233
GELP@juno.com

Multi-Player Game AREA Victory Claim Chit


______________________________________ ______________________________________ ______________________________________
(Name of Winner #1) (Name of Defeated Player #1) (Name of Defeated Player #4)

______________________________________ ______________________________________ ______________________________________


(Player Number) (Player Number) (Player Number)

______________________________________ ______________________________________ ______________________________________


(Signature) (Signature) (Signature)

______________________________________ ______________________________________ ______________________________________


(Name of Winner #2) (Name of Defeated Player #2) (Name of Defeated Player #5)

______________________________________ ______________________________________ ______________________________________


(Player Number) (Player Number) (Player Number)

______________________________________ ______________________________________ ______________________________________


(Signature) (Signature) (Signature)

in a rated live pbm game of:


______________________________________ ____________________________________
(Name of Defeated Player #3) (Name of Defeated Player #6)
______________________________________
(Name of Game)
______________________________________ ____________________________________
(Player Number) (Player Number)
______________________________________
(Game Company Published By)
______________________________________ ____________________________________
(Signature) (Signature)
______________________________________
(Date)
Return this chit to:
If more than 2 winners or 6 defeated Glenn Petroski
players, continue listing on another chit 6829 23rd Avenue Check here if continued
and mark box in lower right corner. Kenosha, WI 53143-1233 (GELP@juno.com) on another chit.
The Boardgamer Volume 1, Issue 3 July 1996 15

A New Starship Troopers


A Preview
by Paul Bolduc
Rumors have been in the air that soon a combat. DAPs and DARs will not B. Beacons now land in the Terran
movie may be made of Robert Heinlein's detonate if the hex contains any Terran Special Function (SF) Phase, the Boat
classic science fiction novel, STARSHIP unit (even KIA). lands and unloads in the following
TROOPERS. The Avalon Hill game Terran SF Phase and lifts off in the next
based on the novel has been one of my SCENARIO IV. Terran SF Phase. Thus to evacuate by
favorites over the years--even postally-- Many changes and most are to the the end of Turn 15, the Beacon would
but has languished on my shelf for lack Terran's advantage. land no later that Turn 13, the Boat no
of an opponent suicidal enough to A. Combat Engineers (CE) are now later than Turn 14, and the Boat would
challenge my "Bugs". stunned on a STUN-WIA (also roll for depart early in Turn 15. Formerly the
SW&E loss on the appropriate column) beacon could have landed on Turn 14
Imagine my surprise at Avaloncon V last result and eliminated on a KIA; formerly with the Boat landing in the SF Phase of
summer when I heard that the 1984 they were stunned on STUN-HVY (HVY 15 and departing after the movement
rulebook revision project was again also resulting in losing SW&E) and killed phase of Turn 15. This is good for the
afoot and that AH had reprinted SST, on WIA-KIA. This improves their Aliens since the Terrans lose a
taking it off their "endangered games" chances of surviving a Bug beam attack movement phase before retrieval and
list. I immediately volunteered to help in the open from 33.33% to 50% and in the Boat is down long enough to
playtest it and a month and a half later rocks from 50.00% to 66.67%. perhaps get a shot at it.
had a copy of the new rules and a set of B. Any CE unit can complete demo C. What to do if a Beacon is
expansion rules based on a few of the emplacement and detonation begun by destroyed (by landing in RAD or off
articles that have appeared in THE another; formerly only the emplacing board) is detailed.
GENERAL over the years. unit could detonate the demo. D. Rules concerning capture of WIA/
C. Air Car internal capacity is KIA MIs are clarified (who's got dibs in
In this article, I'd like to briefly describe increased from one CE (and gear), one case of dispute).
the proposed changes. We'll take it one special talent (ST), and any prisoners E. Tunnel repair has been moved
Scenario at a time, then the expansion. and captured brains to one CE, one here from Scenario IV.
captured brain, one WIA MI, plus F. Tunnels cannot be dug through
SCENARIO I. unlimited STs and prisoners. In addition unexploded (or ev en exploded)
The only significant change here is that two functional MI can be transported Arachnid demo! The "protected breach"
installations (and decoys) may no longer externally. Air Cars now survive a tactic is undone. Very bad for the Bugs!
be stacked. This prevents the infamous LGHT combat result, again increasing G. Arachnid Engineer movement
tactic of piling all the installations on their survivability against a Bug beam must be reported if in range of an active
QQ1, ringing the site with strongpoints, from 33.33% to 50.00%. They are only LD. (I don't agree with this one.)
and, once the first Terran arrives, affected by Arachnid demos in the H. The first Boat in Scenario 5A
keeping six Skinny Warriors on QQ1 hexes must land in the perimeter; Arachnid
thereafter ensuring victory. The other they load and/or unload. player scores 5 VPs for destroying a
change of some relevance is that now D. Tunnel repair rules have been boat.
critical installations, decoys, and moved to Scenario V.
strongpoints _can_ be placed in rough E. Arachnid demo charges are SCENARIO VI.
terrain unless the Scenario Special controlled by the Master Brain, not the Good news at last for the Arachnids.
Rules (SSR) forbid it, whereas formerly Combat Brains. Gives it something to A. CE NUC demos only destroy
they couldn't unless the SSR permit it. do I guess. Queen/Brain cells in the same hex.
F. MI can "seal" breaches by They also collapses tunnels in adjacent
SCENARIO II. detonating a DAR (not a DAP) in the hexes. Previously they destroyed
Again mostly clarifications. A change to hex everything underground in a two-hex
the Terran Control Pad moves the LD for that expressed purpose. No unit in radius. Thus formerly a NUC demo
box into the blacked out area next to the the hex is affected. emplaced over the Queen in a circular
HE launcher box. The space vacated G. One is subtracted from the hive took out all the Brains too,
can now be used to record damage Terran entry roll for every turn after Turn destroying the entire complex.
status and, in the expanded game, 4. Thus entry is guaranteed by Turn 8 B. Terrans can't fire nuke rockets
recruit and neodog ID numbers. The (formerly there was only a 86.83% into a hex containing or adjacent to any
Arachnid now scores 4 and 8 victory chance of entry by Turn 8). non-KIA Terran unit. The infamous
points for HVY and WIA/KIA results on "Nuke Overkill Shockwave Gambit" is
command units in this Scenario versus 3 SCENARIO V. thus now illegal.
and 6 in the 1st Edition. More bad news for the Bugs. C. The Arachnid may "store" some
A. Retrieval Boats now have up to of his demo points (DPs) in Combat
SCENARIO III. five beacons each. This allows more Brain cells and then emplace them
Troopers that land directly upon hostile flexibility in pick-up time, but only one during play at the cost of 2 DPs (vs 1
units on drop may now initiate close beacon per boat or the boat itself can be DP during set up). They must be
active on any given turn. emplaced adjacent to the engineer but
16 The Boardgamer Volume 1, Issue 3 July 1996

A New Starship Troopers (Cont.)


in a non-tunnel hex where no other the capturing Combat Brain's prisoner APPENDIX C.
demo is (or was). cell and can be recovered by one-man Will provide additional scenarios from
D. Terrans may use up to three carry. back issues of THE GENERAL.
blank counters as ST decoys. D. Escaped prisoners cannot
E. Arachnids may "hatch" additional capture or destroy Brains or engineers. These are the changes now envisioned,
workers and warriors to replace those They may be two-man or one-man but these too are subject to change as
eliminated from that cell (1 warrior or 1 carried. the crucible of playtesting proves them
worker per turn per cell) as long as the E. A Double Disrupted optional rule workable or not, helping play balance or
Queen lives. (Disr + Disr = Elim) analogous to the MI not, and worth the bother. As an
F. Terran victory conditions for this multiple damage rule (e.g., HVY + HVY example of a contemplated change,
Scenario are clarified by adding "without = WIA) is introduced. consider the question of how to play
the Arachnid gaining 40 VP". F. Terran victory conditions for this balance the basic Scenario 1, widely
scenario are modified to be either regarded as greatly favoring the
SCENARIO VII. releasing and retrieving 5 of 10 prisoner Skinnies. Will the non-stacking rule for
And finally... units or killing all 10 combat brains. critical installations do the trick? How
A. Arachnid variable demo charges about lengthening the game to 15 turns?
have been renumbered as Scales 1-3; APPENDIX A. Perhaps introducing extended jump a
costs are 3, 5, and 7 DPs respectively. Will introduce rules for units not in the scenario early would do it (or perhaps
A Scale 3 will AE/RAD its hex and original game but suggested by Richard overdo it)? Maybe just reducing the VP
attack adjacent hexes at 36 combat Hamblen back in THE GENERAL, 13, value of the Waterworks? Is it worth the
factors (CFs), hexes 2 away at 24 CFs, #6. These are recruits, neodogs, heavy trouble--how many people play Scenario
and hexes 3 away at 12 CFs. weapons brigade, spaceships, and more than once or twice anyway?
B. Emplaced CE NUC demo can be scrambler missiles.
set off by Terran nuke rockets The answers to these and a myriad of
detonating in the same hex. APPENDIX B. other questions will come only after long
C. Arachnid complexes must now Will introduce rules for design-your-own, hours of playtesting. Gentleman and
have one "prisoner cell" connected to campaign games, solitaire, and postal Ladies, to your boards!
each Combat Brain. MI captured during play, again largely derived from articles
the scenario are noted as being held in in THE GENERAL.

ASL AREA News - April 1996 Edition


Chits And Bits
by Russ Gifford
Many tourneys have fewer than 10 So, whether you're an East Coast player and to AREA: Let competition be the
people. Only a handful have more than with hundreds of nearby opponents, or spur that promotes an effort not just
50, and only one or two tournaments in the more sparsely populated regions toward winning, but better play. Not just
push past the 100 player mark. of the world, you too can take part in an toward your success, but a shared
even bigger event. Report all your success. And as you seek out new
The players on this listing, however, games for AREA rating. Just as the opponents, you create new opponents
have chosen another competition. One real value of a tourney is not only to see for other players as well. I see the
that takes the results of all the others, if you can win, but to give you the successes of the various groups that
and all the individual games, and tallies reason to play numerous other people. report their games, and the subsequent
the scores. The difference is this In these games, you can learn new growth in the abilities of the players they
competition has over a thousand insights, new tactics, and very likely, bring into their groups. Massachusetts,
participants! your opponents will learn something Minnesota, Chicago, Winnipeg, Quebec.
from you. And, just as a tourney New groups, new players and new
Currently, I have over 600 active players provides you with feedback so you know tourneys. This is the goal of AREA.
in the ASL AREA ranks of those how you faired, AREA provides you with
thousand registered names. As each a results list every time you play -- if you Competition as a motive can be positive.
report the results of their games, win or report your games for rating. Use it that way.
lose, their rating changes. When they
win, it moves up. Sometimes only a If you think AREA promotes competition, And it must be working. At this time last
little, because how much your rating well, you're half right. Of course, so year, we had only 169 names to re-build
changes depends on the quality of your does the NFL, the space race and the AREA. Today, the numbers continue to
competition. Olympics. Let's face it -- 100% of the swell. Since last year, monthly game
people involved in ASL want to win, and reports have grown from 20 a month to
The big difference in this competition, only 50% of them will in any given 120, with players all over the world.
though, is it is open to everyone who game. However, there is more to ASL
plays ASL, no matter where they live.
The Boardgamer Volume 1, Issue 3 July 1996 17

ASL AREA News - April 1996 (Cont.)


Obviously, it has taken time to deal with to me. As you can see, Steve Pleva 6. Since this is the first year anniversary,
an increase that huge. And I still have a made a mighty jump, and also held Fort I decided this list would count as active
distance to go. But AREA is growing, in check. Even though Fort finished with anyone who has filed a game in the last
and it is succeeding. The prototype of only 1 loss, he didn't recover ALL the 12 months. I still think 6 months is the
the WWW AREA page is being tested points he lost to Pleva! proper "activity level" for someone to
as you read this. The holdup is I want want to maintain their place on the list,
this page to have automatic AREA chit 2. Mr. Pleva added over 100 points to but since this is also the list that will
filing, feedback on your current rating, his score, and became only the third likely see print in the Annual, I felt a year
and articles on organizing and running player to cross the 2100 mark. was proper for the activity length this
tourneys for ASL. Hopefully, someday I time.
can also offer a search service for 3. Scott Drane overcame last month's
players seeking nearby opponents, and PBEM loss to Phil Driscoll to add 100 Thank you all for your support -- I look
PBM/PBEM opponents. But for now, points to his score, too -- which allowed forward to seeing chits from all of you in
that's all in the future. Today, play an him to keep his place at number 9 on the near future!
ASL game, and take a moment to the list! (Tough crowd, folks!)
explain AREA to your opponent before
you start. Then agree to register the 4. Phil Driscoll's win over Scott, along
game. with some other excellent results has
lifted him onto the list these last two
Authors
If you'd like to join ASL AREA, just send
me your name and address -- preferably
months as well. And, list attrition has
moved Robert Feinstein back on the list
Needed!
with a game to be rated. You can also in the 25 spot as well. (In case you'd The BOARDGAMER is always in
send your information via EMAIL: like to know -- our own Rob Wolkey is need of authors to pen quality
Shangri@pionet.net or sitting in the 26th spot. Play a couple of articles. Although there are no
Shangri@genie.com. games, Rob!!!) set restrictions as far as article
content, the BOARDGAMER will
And now for a special treat: The Top 5. Notice Chad Cummings, the Unrated always concentrate on the play of
Five players for each of the other Winner at Avaloncon is back on the list, Avalon Hill/Victory Games board,
qualifier listings! since he is now a verified AREA player. sports and card games. Thus
He played at Winter Offensive, and not strategy articles, series replays
Top 5 Players for Most Games Played only did he take over where he left off, and variants for these games are
1. Pomerantz, Phil PA 197 he moved UP 100 points too! always good m aterial for
2. Petry, Phil TN 164 submission. Game reviews of
3. Hegdahl, Burnie SD 156 some of the older titles which may
4. Gifford, Russ NE 152 not be quite as familiar to some of
5. Mehr, Louis TX 105 Advanced Squad the newer members of the hobby
Top 5 Players for Most Opponents Leader as they are to the old grognards
April 1, 1996 700+ Active Players would also be welcome material.
1. Pomerantz, Phil PA 71 History articles, game reviews,
2. Gifford, Russ NE 69 1. Michael McGrath 2307 JN* game previews and articles
3. Drane, Scott IL 61 2. Gary Fortenberry 2279 KOE dealing with games from other
4. Mehr, Louis TX 55 3. Steven Pleva 2103 HLK companies will be considered on
5. Fortenberry, Gary VA 54 4. Richard Summers 2083 IM* a case by case basis.
5. Omar Jeddaoui 2078 CF*
Top 5 Players for Most PBM/PBEM 6. Bob Bendis 2068 FJ* Pay for authors is currently in the
1. Pomerantz, Phil PA 113 7. Perry Cocke 2063 KN* form of one free issue of the
2. Mehr, Louis TX 71 8. Yves Tielemans 2055 CG* BOARDGAMER for each page
3. O'Connor, Bob VA 59 9. Scott Drane 2050 LQK the article occupies. Although
4. Maly, Andrew MD 35 10. Chad Cummins 2005 CF*
nobody will ever get rich this way,
5. Driscoll, Phillip NC 33 11. Raymond Woloszyn 1961 IOB
hopefully there is enough
12. Louis Tokarz 1960 HN*
13. Phil Petry 1946 QL*
perceived value in this publication
Can you say "Triple Play?" Talk about to make the effort worthwhile.
domination!!! Many congrats, Doctor 14. Bruce Rinehart 1909 JI*
Pomerantz! 15. Brian Youse 1890 NM*
16. Guy Chaney 1888 DH* Articles submitted will not be
17. James Crawley 1883 CE* printed with any significant
This month's Top 25 listing does have changes without first receiving the
18. Andrew Robin 1877 EI*
some interesting points! approval of the original author. It
19. Eric Givler 1875 HM*
20. Robert Banozic 1874 FI* is requested that articles
1. It reflects all the games received thru 21. Russ Gifford 1841 QRH submitted to the BOARDGAMER
April 1, 1996 -- meaning it includes ALL 22. Phillip Driscoll 1829 GHO not also be submitted elsewhere
the Winter Offensive games that were 23. John Droesche 1817 CF* without first informing the
recorded on the player cards forwarded 24. Fred Ingram 1812 CFA BOARDGAMER.
25. Robert Feinstein 1800 CG*
18 The Boardgamer Volume 1, Issue 3 July 1996

AREA NEWS
A.R.E.A. - One Year Later
by Glenn E.L. Petroski
The A.R.E.A. reconstruction project is calculation process has changed. In player twice as many points as a verified
pretty well on schedule. When Russ fact, the programs which Russ and I player with the same rating. A loss will
Gifford and I took this on we expected worked up for our respective computer reduce a provisional player’s rating by
that it would take us about a year to programs differ, meaning that we now twice what a verified player might lose in
become functional. Now it is 13 months contend with three different means of a similar situation.
later. I would call us functional, as long calculation. I will explain it further to
as we are not too optimistic about the anyone who really wants to know, but it Personally, I have always had a problem
definition. We now have the data bases really isn’t worth the trouble. Only due with the concept. It also creates another
and abilities to provide the basic to rounding, the differences could scoring system that needs to be
services that are part and parcel of account for a maximum of two points calculated. Apart from ASL, AREA has
AREA. As time goes on, we plan to variance in the scores. More than 99% dropped the provisional ratings. All
provide more and better service. The of the time the result is identical. players in game titles excepting ASL are
chief deciding factors being our personal scored the same from their first game.
time, financial resources and the size of Qualifiers remain the same, at least the
the database. In that order. first three. I have added two more for Mark your calendar for December 31,
tournaments and activity. Russ is 1996. On that date, time will run out for
Russ and I have put in a lot of work, and considering adding these last two for those who remain indecisive. Policies
expect that it will continue. The job is ASL & SQL, but needs time for the and guidelines will be enforced after the
not a pushover, but we do enjoy what additional programming. coming of the new year.
we are doing. We want to be serving
our friends in this hobby. The tournament qualifier indicates the Anyone who joins AREA after that date
number of FTF tournaments that a will come in as a new player. Any old
Along with rebuilding AREA we have player has been in. The scale is ratings, generic or specific, ASL or
gone through transition. There has identical to PBM games played. otherwise, will all be gone. No “roll
been some trial and error. We have overs”, conversions, or old ratings of
made new rules, bent them, broken The activity qualifier is a numerical any kind will be accepted.
them and redone them, more than once. indication of the last calendar year that a
Educated guesses were considered, as game was played. “0” indicates before Likewise, old AREA ID numbers will no
well as some outright wild ones. Some 1991. “1” indicates 1991. “6” indicates longer be honored. New players, and
things have changed because they had 1996. Easy enough. Ratings that age those coming in after this year, will be
to. Other things have changed because more than 10 years will be dropped, assigned new numbers.
they needed to. clearing the single digit for the next year.
If someone has not played something in Russ and I will cease to answer mail
Russ and I have had a number of heart over 10 years, I would think that he has that does not include $1.00 for postage
to heart talks, some misunderstandings, lost interest. and handling. Both of us have been
some differences of opinions. Nothing pretty tolerant of replying to everything
like a heated discussion ever took place, Russ still tracks activity within the ASL and anything. It is eating up our time
but each of us has chaffed one another database. With ASL it isn’t published as and our pocketbooks. We absolutely
a bit. This is all to be expected. Neither a qualifier with the ratings. cannot continue, or this whole thing will
of us would be where we are without the collapse entirely.
other. AREA would not be where it is To be considered an active ASL player,
without both of us. “Iron sharpens iron; a game must be reported to Russ within The $1.00 charge covers return postage
so a man sharpeneth the countenance the last six months. for whatever it is that you are
of a friend.” requesting, as well as envelopes, paper,
An active player in any other game title ink, midnight oil, Diet Dr. Pepper (keeps
Ultimately we have settled on very little has a game reported within the last two my wife content while she does data
change. This was always the plan. We years. entry for AREA), needed phone follow
intend to carry on with AREA, not ups and other incidentals.
develop a new system. Yet there are a The biggest difference between ASL
few things of which you might want to be and the rest of the system is provisional Past experience has taught me not to
aware. status. Provisional still means less than simply ask for SASE. For one, it does
10 games to everyone. But what status nothing to defray other expenses. More
Identification numbers are the same as do those first 10 games give you? significantly, I have had a lot of
always, based on zip codes, or country experience with note sized SASE
abbreviations. ASL has stuck with AREA as it has envelopes accompanying requests for
been. Provisional players’ scores are twenty pages of information. Sorry, I
The numerical ratings are essentially the calculated at double the rate of verified can’t do this anymore. Do us all a favor
same, and mean the same; but the players. A win will award a provisional - just send the dollar. Thanks.
The Boardgamer Volume 1, Issue 3 July 1996 19

AREA News (Cont.)


I just gotta share this. I know that it, but no replies will be sent without Not in 1997. If you are not actively
99.9% of you understand the whole something to defray costs. playing, your name will not be seen
concept of my request for $1.00. here.
However, one party has taken me to Games more than 30 days old will no
task for asking more than SSAE. It longer be rated. Chits are nice, but not This brings us up to date. With a
seems that this person can not support required. Note paper is acceptable. database approaching four thousand
AREA since I am operating for profit at Get that information in! names in fifty-eight game titles, AREA is
the expense of my fellow gamers! on it’s way. Our form and our direction
Inactive players and provisional players are clear. How can we serve you?
Sending in chits, game reports, any will not be included in top player listings.
information or letters costs nothing. All The BOARDGAMER has been listing Glenn E. L. Petroski
of this will be entered as received. This the top 25 ASL players as Russ reports 210 W. Hunt
includes e-mail stuff to Russ. However, them. Most other titles have simply Twin Lakes, WI 53181-9786
without $1.00. none of this will be been a listing of everything over the (414) 877-4178
acknowledged. We will use it as we get 1500 mark (and even more this issue).

A.R.E.A. Scoring System


Formula: (Defeated Rating - Victor’s Rating) * 0.05 + 35
Winner: Victor’s beginning rating + formula result
Loser: Defeated beginning rating - formula result
In case of a draw:
Formula: (Higher Rating - Lower Rating) * 0.05
Lower rated player: Lower player’s beginning rating + draw formula
Higher rated player: Higher player’s beginning rating - draw formula
However, no player may ever gain or lose more than 70 points in any one game.

Table of A.R.E.A. Qualifiers


Activity Calendar Year
Qualifier Frequency Opponents Play By Mail Tournaments Qualifier Last Reported Game
A 1-5 1 1 1 0 Before 1991
B 6-10 2-3 2 2 1 1991
C 11-15 4-5 3 3 2 1992
D 16-20 6-7 4 4 3 1993
E 21-25 8-10 5-6 5-6 4 1994
F 26-30 11-13 7-8 7-8 5 1995
G 31-40 14-16 9-10 9-10 6 1996
H 41-50 17-20 11-12 11-12 7 1997
I 51-60 21-25 13-15 13-15 8 1998
J 61-70 26-29 16-18 16-18 9 1999
K 71-80 30-34 19-21 19-21
L 81-90 35-39 22-24 22-24
M 91-105 40-44 25-28 25-28
N 106-120 45-50 29-32 29-32
O 121-135 51-55 33-36 33-36
P 136-150 56-60 37-40 37-40
Q 151-165 61-66 41-45 41-45
R 166-180 67-73 46-50 46-50
S 181-200 74-80 51-55 51-55
T 201-220 81-87 56-60 56-60
U 221-240 88-95 61-66 61-66
V 241-260 96-103 67-73 67-73
W 261-280 104-111 74-80 74-80
X 281-300 112-120 81-86 81-86
Y 301-350 121-128 87-93 87-93
Z 351+ 129+ 94+ 94+

On January 1, 2000, all player ratings with an activity qualifier of “0” will be dropped.
Every January 1 thereafter, all activity ratings indicating no activity within the prior 9 to 10 year period will be dropped.
The activity qualifier then vacated will be used for the current year.
20 The Boardgamer Volume 1, Issue 3 July 1996

Fortress Europa Series Replay


Allied Player: John B. Grant, Jr.
German Player: Randy Heller
John Grant and Randy Heller are both up to 4-1 or 5-1, the invasion can still fail I've invaded here a number of times in
long time members of AHIKS and the one third of the time at 4-1 and one sixth other games and have found that the
International Gamers Association. John at 5-1. Even one step of German troops breakout is usually through the dyke--
and Randy have won numerous will create the risk of a "DR" result at 4-1 followed by a long see-saw battle
Fortress Europa tournaments, Randy which would leave the invasion force around Groningen. The major
having won at Origins ‘83 and John at sinking below the waves. advantage is that when the Allies
Origins ‘88 and Origins ‘89. John is an ultimately win through, assuming they
attorney with a New York City law firm 2. Port capacity for the Allied build-up do, the flank of the West Wall is turned
and Randy is a Naval Officer in the should be within reach. and the open North German plain lies
Medical Service Corps. invitingly before the Allied armor.
3. Last, the landing area should have a
COMMENTS BY ALLIED PLAYER reasonably good chance of fending off However, three factors cause me to
the inevitable German counterattacks. reject this area: (1) the risk of landing at
Introduction Most areas qualify either by terrain, Rotterdam, (2) the release of all the
distance from German reinforcements, German units, since the frozen unit rule
FORTRESS EUROPA is a good choice and/or the frozen units rule. For will not be in effect, and (3) the need to
for competitive play; the full game is example, a landing in the Bay of Biscay use two SAC or TAC for a considerable
finely balanced as will be seen from this has little defensive terrain, but is so far period cutting the bridges at Rotterdam.
match. The problem for a Series Replay from Germany that a counterattack This is necessary to avoid losing the city
article is the length of the game. We cannot easily develop enough weight to through a forced low odds attack on the
played the game by mail over about 18 be effective. adjacent river defense positions, and to
months. Although each turn was the prevent a German counterattack from
subject of contemporaneous notes, My overall strategy is to get ashore and the same areas. The flooded terrain
we've tried to compress the players' achieve a good build-up of Allied troops reduces Rotterdam's garrison to one
commentary to highlight the more by August I, then pick the second unit plus headquarters, while the river
important turns. Taking notes each turn invasion area to crack the German areas are not so limited. I'd rather use
proved to be an interesting way to play defense of France. I will also be alert to the airpower to blast the Wehrmacht's
by mail in any event; strategies adopted potential ports for capture by raid/ replacements in my intended battle of
in earlier turns could be reread to paradrop, which can then be used to attrition.
refresh further dissipate German strength. I
my recollection on what I thought I was want to use part of my SAC to bomb 2. 15th Army M.D.: Randy's setup has
trying to accomplish. On to the game... German replacements, in an effort to some unusual features--the Calais area
attrit the Wehrmacht for the battles to is deceptively weak, as is the Ostende
Analysis of German Setup break the West Wall. Since the Allies' area, while a large force lurks in
one big advantage is airpower, every Brussels and Anvers. This area divides
Even without knowing Randy's hidden turn in which it is available should be neatly into four invasion sites: Ostende,
unit set up, I can see that he has used to attack German units with the the Dunkerque-Calais-Boulogne fortress
incorporated some very clever ideas into intent of sapping the German strength. complex, Dieppe, and the open terrain
his defenses. I am looking at this setup [Note: this is a PBM game using the at N5-06. The last area is practically in
from the point of view of my Allied PBM method in THE_GENERAL, Vol. Normandy without the compensating
objectives for the first invasion: 17, No. 4--which means the Germans advantage of invoking the frozen unit
allocate their airpower first, with an rule. Calais is far too risky, for the
1. Getting as many troops safely ashore increase in available units to offset the reasons noted above. (Although weak
as possible in the first turn. The key disadvantage of allocating first. in appearance, all that Randy needs
word is "safely"--I do not want to start However, on the first turn, airpower is here is one more hidden step in
this game by gambling on a landing. allocated in the usual way--Allies first.] Dunkerque--if I failed to take that
For this reason, any hex in which the fortress hex, any successful landing in
Germans are not obliged to retreat-- My analysis of Randy's setup by area: the adjacent hexes would be in peril).
fortresses and rough terrain--with at Ostende is inviting, but is easily limited
least two steps is too risky to try. 1. Netherlands: It's usually easy to get by German fortresses down the coast
Although the Allies can obtain a one-hex ashore here, as long as Rotterdam falls. and a vigorous defense of the Schelde
invasion strength of two British 6-4's and It's also easy to stay ashore, because River and Anvers. Since the area
the 79th Armored (4-6), or 16 factors (14 the flooded terrain, rivers and dyke cannot really stop an Allied landing on
against a city or rough terrain) with a +2 make a German counterattack very the beaches, I suspect Randy has not
on the die roll (due to the 79th), the best d iffi cult . Co nv er s el y, th e bi g placed a hidden unit in the Ostende
attack on almost any no-retreat hex will disadvantage is the difficulty of an Allied area. The local reserves in Anvers and
be 1-1 or 2-1. Assuming three TAC air breakout due to the same terrain. Brussels seem intended to help hold the
are available to bring the combat odds Randy's setup is fairly standard here. Schelde in turns one and two while the
German reinforcements rush to the
The Boardgamer Volume 1, Issue 3 July 1996 21

Fortress Europa Series Replay (Cont.)


front. The other problem with this area The balance of the 7th Army area is unit is at M5). Coupled with paradrops
is that unless Anvers is taken, there are outside of TAC range and suffers from a in an effort to clear the bocage around
no good ports accessible to permit a low initial landing allowance. Fewer Caen, the Allies could be strongly
larger build-up. Although this is an area troops can get ashore in the first turn, lodged and through the rough terrain at
always worth careful consideration, I've reducing the buildup. Randy's defense the end of the first turn. The problems
decided to take a more conservative here is fairly standard, and enough to are the difficulty of eliminating any
approach and invade elsewhere. deter me. hidden defenders in the bocage, and the
15th Army boundary line along the
That leaves Dieppe--again, the Allies 4. 1st Army M.D.: This whole area Orne. This will permit German attacks
cannot be kept off the beaches here, the suffers from the two disadvantages against Caen unless a bridge cutting air
area can be sealed off at the rivers noted above for the 7th Army area mission is used, because advancing
Seine, Somme and Oise, and it suffers outside of TAC range. The defenses of across the Orne to protect Caen will
from a lack of ports. The unusual the Bordeaux estuary seem weak, but unfreeze all the frozen Germans.
aspect of Randy's defense here is the the area is as far from Germany as you
two 6-0's in U6. In effect, the no-retreat can get on this mapboard. Players The second is the northern coast of
nature of rough terrain makes this frequently place a hidden unit in B15 or Brittany near the E4 and D3 mountains.
location like a fortress--the invasion A16, but I doubt Randy has placed An opportunity exists here to eliminate
cannot guarantee lodgement here (the anything bigger than a 2-4 here. both defenders by paradrop (with naval
best odds would be one 6-4 plus the and TAC support), to secure a
79th Armor for eight factors plus naval 5. 19th Army M.D.: Randy's setup lodgement and to threaten major ports
gunfire to make it 1-1, up to 4-1 with air concentrates on denying a good first all at once. The relatively poor
support; one-third chance of disaster). impulse attack against Marseilles. His defensive terrain farther up the
This position very neatly anchors the defense of 26 factors can be assaulted peninsula will permit the Allies to
eastern end of the invasion area. I also by a maximum of two 5-4's, one 2-4 successfully assault the German armor
wouldn't be surprised to find one of the Ranger unit, one 2-4 paratroop unit and in the open using airpower--which
hidden infantry in Rouen or Amiens. I'll eight naval factors, totaling 22. With should lead to unacceptable losses to
pass on Dieppe. airpower, at best a 3-1 is possible. This the Germans after a few months of clear
carries the risk of a one sixth chance of weather. Brittany it is!
3. 7th Army M.D.: For a number of disaster on an AR. Although the Allies
reasons, the Normandy and Brittany certainly can get ashore here on either Allied Air Allocation: I'll need all the
coasts (on the north) are excellent areas side of Marseilles, this area suffers from ground support available to clear the
to invade: (1) they are within TAC major drawbacks: (1) it is far from mountains with my paratroops--but the
range, (2) they are close to major ports, Germany, through a narrow pass which in terrorem effect of one strafing TAC is
and (3) the frozen unit rule will be in is easily defended by only a few way out of proportion to the force
effect. Of course, the German player is Germans, and (2) properly reinforcing required. Hence, six TAC on ground
fully aware of this. Randy is no the area requires the use of sea moves support, one TAC on strafing, four SAC
exception. His setup looks weak in the to shift troops from England to Africa. on bridge attacks. Assuming that the
Caen area, but probably contains a With only five sea moves possible per SAC aren't cancelled, they will cut the
hidden unit in each of M7, L5 and L6. turn (until the U-boat bases are all rail lines from Germany (three are
Cherbourg is weaker than usual, but still captured, if ever), this is an inefficient required--at the Maas, at EE4, and at
requires a risky attack, while an invasion way to build up the Allied army on the the Rhone (R24-N29).
there faces a long slog through the Continent. The prime use of this area is
bocage to get out. I particularly like the to draw away German units, while a Comments After Allied First Impulse
position at J5. 13 factors are just second landing or paradrop/raid seizes Combat
enough to force the Allies to take a large a more strategic area along the north
risk--the best attack here is a no-retreat coast of France. Randy is too cagey to Excellent landing by the paratroops.
4-1 (with full Allied air support). Again, err by throwing too much force into an Unfortunately the two 4-1 attacks failed
by careful use of his coastal defense effort to drive the Allies out of 19th to do more than retreat each German
units in rough terrain, Randy has Army's area, so I'll skip this area as well. unit. They are retreated to permit
increased the number of "fortress" The most efficient way to bring on the second impulse attacks.
positions in the area. If a landing takes African based units is to use the
place any farther up the Normandy paratroops and rangers to seize a Some of Randy's hidden unit locations
peninsula, this position will anchor the weakly defended port later in the game-- are positively ingenious. 30 Inf at N5
defensive line. then ship the Africa reinforcements would cause any landing force against
ashore through the port. Caen to be landed at N5 instead, which
Brittany can be hit, although St. Malo is would unfreeze all the frozen Germans.
risky. There may be a hidden panzer Allied June I Turn Randy has created a good trap at both
unit at F5. If the paratroopers can clear Ostende and Caen--but his troops are
the mountains at E4 and D3, the I've opted for a conservative (and far from my actual landing in Brittany. I
invasion site itself will be safe from historical) landing in the 7th Army M.D. must make sure that the German TAC
counterattack in the first turn. Good Two sites seem best. The first is Caen, on ground support cannot get good
ports are nearby. which as an inland port (see Rule 12.16)
can be invaded directly (unless a hidden
22 The Boardgamer Volume 1, Issue 3 July 1996

Allied June I Turn: 1st Invasion


The Boardgamer Volume 1, Issue 3 July 1996 23

Fortress Europa Series Replay (Cont.)


targets. The biggest problem is the since the rail lines to Brittany pass Allied June IV Turn
mulberry--the German 3-3 paratroop through Paris.
unit in Koln can be dropped on the Another storm! I'll try to complete the
mulberry with a three column shift from On the ground, Randy has minimized reduction of Brest by using one of my
ground support. Even at 1-6, the TAC casualties from my potential first two available SAC for carpet bombing of
brings the odds to 1-1 and gives the impulse attacks using TAC air by the port--at 2-1 odds this will give a 50%
Germans a one-sixth chance to destroy placing sacrificial units in front of his chance of D1, eliminating the remaining
the mulberry. I need to garrison the main strength. However, the Allies need coastal defense unit. Otherwise the
mulberry with at least 13 factors to force more port capacity to be able to utilize Allies must again consolidate and wait
a 1-5. If he takes this gamble, I'll cross their ten unit sea movement permitted for good weather.
my fingers and hope for the five-sixths the turn following an invasion. I must
good results. therefore assault both Lorient and Brest German June IV Turn
in an effort to clear one of the ports (a
German June I Turn DE is needed) and increase my supply Another storm... This will help minimize
capacity (SC). German losses.
The Allied player gambled on successful
paradrops and it paid off. The goal now First Impulse Results: Got my port at Allied July I Turn
is to cut the F3-F4 corridor so as to Lorient. Unfortunately it was damaged,
prevent Allied units from flooding out but still raises my SC by three, allowing Clear at last. Randy's concentration of
into the open terrain before more a total of 15 units on the continent, not airpower on German replacements
German forces can be brought up. An counting paratroops. I don't believe any compels me to use my SAC to reduce
airlift into Brest will help to prevent this serious threat can be mounted against t h e n u m b er o f e xt r a G er m a n
port from falling too easily. the beachhead on the German June II replacement steps he'll otherwise
turn. obtain. Randy has decided to sacrifice
Allied June II Turn the 325th Security Division this turn (at
German June II Turn FF7). As an aside, I think this unit has a
We're playing this game by mail using value at EE4, and should be railroaded
the Flying CAP rules in the GENERAL Initial Allied attacks on the two ports there at the earliest opportunity.
Vol. 17 No. 4. This system requires the have been fairly successful. I would like Although slow and weak, it has the
German player (after turn one) to to have been able to airlift another unit advantage of stacking free, and can add
allocate his air missions before the into Brest, but the adjacent Allied units a much needed extra step to the fortress
Allied player (to cut down on the prevent this from happening. The at Rotterdam (flooded terrain, which
mailings). As compensation, the German strategy will be to slow down allows only one unit stacking).
German player has more overall air the breakout while avoiding the loss of
units available (11 in June; 14 in July panzer units. The tactic, here, is to With clear weather, I must start the
and August; 8 in September, October avoid 4-1 odds or greater on stacks of process of destroying the German
and November; 12 in December, defending units. This will be tough as forces in the 7th M.D. Randy's defense
January and February; and 4 in March). much of the defending terrain is in range is clever. The best attack, with full TAC
In addition, when flying CAP, the air of Allied Naval units. support, will be 3-1, and the flanks are
missions give the Germans certain anchored on the fortress cities of St.
increased effects. The most useful is Allied June III Turn Malo and St. Nazaire. I think the
German replacements. For each solution is to outflank this line by a raid--
uncancelled German aircraft on German Storm this turn. Fortunately I'm well to capture Caen. Coupled with an
r eplac em ent CAP, th e G erm an established on the Brittany peninsula, so attack on the Paris bridges to prevent
replacement rate is increased by one, the storm is not critical. Brest garrison the reserves from coming up, and one
which can be an armored replacement. reduced this turn by attack, so the turn TAC on strafing, there's a good chance
is not a waste. the commandos and rangers can hold
This accounts for Randy's assignment of out until next turn, when the port can be
four TAC to German Replacement CAP. German June III Turn used for sea movement. (This raid
Since only SAC can attack these, I must won't unfreeze any Germans since its
use all four SAC to prevent extra The early storm was a welcome still in the 7th M.D.) I'll also take
German replacements, which in turn surprise. The Allied position allows me advantage of the rules clarification in a
prevents me from using SAC to cut the to place a weak unit in front of Rennes, recent GENERAL which makes it plain
bridges or railways, in turn preventing effectively blocking Allied ground that a paratroop unit can be airlifted to
further hindrance of Randy's movement support on this city. Will the Allied the port on the turn of its capture by the
of reinforcements to the front. I'll opt for player attack into the St. Nazaire raid--boosting my defense strength in
accepting a one factor increase in corridor next turn? Probably not, so it Caen. The remaining TAC will be used
German replacements--I'll allocate three won't cost me any units. The German in an effort to destroy, or at least push
SAC to the replacement mission and forces in Paris are there to encourage back, some of the German defenders
one to bridge attacks. Cutting the my opponent to interdict the Seine River around Rennes.
bridges at Paris still interferes with bridges, as these units are intending to
deployment of German reinforcements stay behind the river.
24 The Boardgamer Volume 1, Issue 3 July 1996

Fortress Europa Series Replay (Cont.)


One more digression--it would be most and St. Malo are ripe for the plucking, Allied July III Turn
economical to have the Americans and and Cherbourg has been left vacant, if I
British/Minor Allied forces operating in care to invest another raid or paradrop I thought Randy might decide to pull out
separate areas. It's rarely possible. In (which I don't). of the 7th M.D. I didn't really expect him
this case, it's obvious that the Caen to drop back to the Seine, but it makes
gambit will require infantry to exploit the Time to start thinking about the next good sense. I don't really feel strong
advantages of the bocage terrain in that raid/paradrop, though I don't want to do enough to challenge the Seine line quite
area. The most infantry reserves I it this turn. The idea is to seize another yet. I will use the clear weather this turn
presently have are British and Allied port in advance of the second invasion, to pull the Toulon raid--since that
Minor. I will therefore save those units causing the Germans additional unfreezes the Germans (they are
for future operations in the Caen area, headaches, and providing (hopefully) released next turn anyway). I'll expand
and build up by bringing on more another landing area for the Allied build along the coast towards La Rochelle
Americans in Brittany. up. Given the remoteness of the and to the Orne. The latter advance will
Mediterranean coast, I'd like to seize be cautious. The force on the Seine is
First Impulse Attacks: went one of the 19th M.D. ports--to provide a impressive.
reasonably well, without spectacularly way to get the Allied forces in Africa
good or bad results. I retreated 353 onto the continent economically, and to Three paratroop units land to attack
(reduced) from Rennes to H7 so that I draw German troops from the vital Toulon and Cannes with air and naval
can kill the unit in a second impulse areas. I favor Toulon: (1) its a U-boat support. The rangers also arrive.
attack from Rennes. This also involves port, which is important once bad Baring very poor luck, I should be able
three 1-1 attacks around the flanks, weather hits from September on. If all to at least destroy the Toulon U-boat
which may end in AR's and Rennes in a the U-boat ports have not been base--and hopefully hold on until
potentially exposed position. I'm willing destroyed, the Americans lose one-half reinforcements arrive. At the same time
to present Randy with this opportunity their replacement factors unless the U- two SAC and 1 TAC will shut down the
because he'll have to think hard about boat air mission is flown. This German rail capacity, so no Germans
whether to take whatever shot he gets d r a s t i c a l l y c u t s t h e Am er i c a n will arrive in that way.
at Rennes or to crush Caen. The replacement rate in the mid and late
choice--and proper force allocation--will games. Toulon is a long way from German July III Turn
be difficult. Probably he'll move to hit anywhere, if not taken by raid or
Caen with all available troops. paradrop. (2) Toulon has no fortresses. It appears that the Allied player will mop
I can obtain 1-1 with the naval units up the remaining ports. I would like to
German July I Turn alone--with air power and the 1SSF hang onto a U-boat base, so Bordeaux
rangers, a 4-1 is possible (though risky-- will be reinforced with an airlift. A
The raid on Caen was a good ploy but one-third chance of Exchange or E2 successful invasion in the Netherlands
his positioning could have been better. which would destroy the raiding unit). would put the German forces in a very
A German Counterattack in the second awkward position. Hopefully, I can
phase against his rangers while soaking However, I will wait until later in July to discourage him from landing there. The
off against the units in the city should pull this. Instead I'll use my airpower to successful raid in South France does
put him in trouble. Supply is no longer a try to salvage the Caen situation and to not particularly concern me. By the time
concern for the Allied player, so a raid or capture St. Malo--which blocks rapid he exits this district, the Seine River
paradrop on Cherbourg would be expansion towards Caen. position will have been abandoned.
welcome. The challenge is to convince
my opponent that I plan to continue the I'm assuming I can't land units in Caen Allied July IV Turn
defense of this district. It's time to start in the first impulse due to the Germans
thinking about the second invasion. I in M5, though the rules are murky on (Rules note: Randy reminded me that
will position my mechanized units at the this point. Consequently, M5 must be French units may not attack with the
farthest point where I can retreat them cleared, then reinforcements landed Americans or the British. Somehow I
across the Seine in one turn. Hopefully, second impulse. Since the airborne always thought the French could attack
the Caen counterattack, distribution of troops already there are American, the with the Americans. Ah well...)
German air units and strong defense will reinforcements (who must join in
distract him from interdicting the Seine attacking L6) must also be American. Decided to again wait before hitting the
bridges. Seine defense. I'm using my airpower
German July II Turn to (hopefully) clear out Cherbourg,
Allied July II Turn capture the next U-boat base at La
I have made it across the Seine! But, Rochelle, and improve my position in
I underestimated the subtlety of Randy's unfortunately had to leave behind more South France. Note that although the
response to the Caen raid. Instead of a infantry than anticipated. Will the Allied port capacity of Toulon is only one (due
head-on attack, he clobbered the player give chase to pick off the two to damage), my units can still land there
outlying rangers and left Caen itself in a stragglers and exit the district next turn? because the overall SC is high enough
difficult fix. (I forgot, as I frequently do, This would give me an extra move to (12) and because the units are in supply
that commando units have no zone of reposition my now frozen units for the as they land due to being in the port city
control). On the other hand, St. Nazaire second invasion.
The Boardgamer Volume 1, Issue 3 July 1996 25

Fortress Europa Series Replay (Cont.)


of Toulon. The rules provide that Allied freeing TAC I would have used against German August II Turn
units in cities are automatically in supply Bordeaux. I think the best solution is to
(except in Germany). Hence, the low simply occupy Bordeaux and leave the Another good turn for the Allies. My
supply capacity of the area doesn't stop Germans bottled up. To attack A16 losses, at this stage, are unacceptable.
a build up provided my units end their would require at least three turns of The Germans are ripe for a paradrop
turn in cities. action for the British, who can be better directly behind their line, which would
employed on the main front. I don't result in the further entrapment of
I think Randy may have finally made a need Bordeaux for SC purposes, several units. I feel that the best move
minor error in his July III move. With the especially with Marseilles falling this is to withdraw to the Meuse River,
rail lines shut down by Allied bombers, turn. outside of Allied TAC range. I find it
the only way to reinforce the South curious that the Allied player moved into
France area is by airlift of a paratroop Clear weather. The question is when Italy and freed the two German units
unit. Randy airlifted the available unit to and where to launch the second there.
Bordeaux, although the British troops in invasion. The Netherlands looks
the La Rochelle area were too far from inviting, though the landing will be risky. Allied August III Turn
Bordeaux to pose a threat this turn. I I'll strike instead at the Seine line. I will
would have airlifted the parachute unit to land at Dieppe for the purpose of Randy asks why I entered Italy and
Cannes, which would severely limit the surrounding German units along the released the two German units there.
Allied build up in the South France area. lower Seine. I've worked out an intricate Actually, I forgot the release would
bridge blowing scenario that will permit occur--but it's worth taking two cities that
German July IV Turn most of the Germans along the lower count toward one of the victory
Seine to be trapped between invading conditions (15 cities in Germany and
The Allied player is threatening an end troops and a cross-river assault north of Italy). The Germans drop back to the
run with his armor. Lack of supply will Paris. Blowing bridges along the Marne Maas--too far for an effective attack this
hold him back somewhat. My concern and upper Seine will block the German turn. I hate to waste a clear weather
is that he will cut the Lyon-Besancon rail armor from seriously counterattacking turn, but Randy has again avoided
and trap the remaining units in South this penetration, and will force the giving me any worthwhile attacks.
France. The second invasion is due withdrawal of the Germans from Paris
next turn and I'm hoping to see it land to and the river lines. German August III Turn
the north of the Schelde. An invasion
around Ostende could probably be After First Impulse: good results on The Allies played an aggressive turn,
contained for a few turns; we will wait the attacks have achieved a high rate of and not without some risk. An airdrop to
and see. German losses with almost no Allied attack and eliminate Patton would save
loss. Can't complain. me another turn of having to protect the
Allied August I Turn West Wall from Allied Airborne units. It
German August I Turn may also turn out to be a morale blow
It's interesting to note how passive the for the Allied player. I'm willing to
German defense has been--there hasn't A devastating move! Twelve German sacrifice a few more weak units to blunt
been a German attack since June I. divisions destroyed. This was a tough Allied air power. Most of my
Makes sense though; low odds attacks one to see coming. The German forces replacement points are used up, so I
can attrit the attacker, and to place the will have to be careful to avoid a rout. have to be careful to avoid a situation
Seine behind an attack force when the Maybe throwing a couple of weak units whereby my heavy units can be
bridges could be cut by Allied airpower out in front will negate his tactical air surrounded in the Allied second
is dangerous. ground support and give me some movement phase. It will be interesting
breathing space. Much to my chagrin, I to see if John makes an attack on
Interesting German move--I'm not sure I have discovered that the U-boat base is Antwerp at this early stage.
would have done it quite like this. First, located in Bordeaux. This means that
the Germans have evacuated South the units in hex A16 are probably Allied August IV Turn
France, so my build up there can waisted. An altogether disappointing
progress unimpeded by any need to use turn for the Germans. Clear again. The German defense of
airpower to capture Marseilles. Of Anvers and Brussels looks forbidding,
course, units left in this sector would be Allied August II Turn as does the line down the BB row.
trapped by an Allied move to Lyon--but Various somewhat grandiose schemes
that could be easily delayed at least one Another clever defense, with little to hit now beckon. Because Amsterdam is
turn by German units in the rough with airpower. I'll use the time to clear not garrisoned, I can land paratroops in
terrain around Q22. P5 (to open up Le Havre), and to push the area and reinforce them next turn
to the Somme. With the post invasion with sea movement. Couple this with
Second, the Bordeaux garrison has ten unit sea movement, I can land the bridge attacks to prevent the Germans
withdrawn to the coast fortress at A16. I rest of the Africa reinforcements plus from redeploying (the upper Rhine,
can now destroy the U-boat base some troops in Dieppe (and an armored Maas and lower Rhine will do), and the
without the need to attack it--again brigade destined for Bordeaux). move should yield an Allied force over
the Dyke and into Arnhem. No German
reinforcements this turn and next will
26 The Boardgamer Volume 1, Issue 3 July 1996

Allied August I Turn: 2nd Invasion


The Boardgamer Volume 1, Issue 3 July 1996 27

Fortress Europa Series Replay (Cont.)


give the Allies a chance to prepare for In the north the possibility still exists to German September II Turn
counterattacks. A second interesting trap a large segment of the German
effect of this--attacking bridges over the army by cutting the Maas and lower Quite remarkable! The two rivers
lower Rhine and the Maas will pocket Rhine bridges. (Randy is cleverly directly in my rear were not interdicted,
the German armor around Anvers and garrisoning the West Wall hexes as they allowing the panzer units freedom of
Brussels. I'll attack there as well to push come into TAC range of my HQ's, and movement. I can see some possible
the Germans out of their defensive thus vulnerable to paradrops). Since my counterattack opportunities which might
terrain in the cities. TAC air can't find useful employment surround and destroy a few British
elsewhere, I'll take a shot at the holdouts armored units. The West Wall was
The major risk is that bad weather in in the Channel forts, to capture the V-1 breached in one point down South
September I will prevent the build up by sites. which will require the attention of my
sea movement through Amsterdam. It's incoming reinforcements. It's important
only a one in six chance, so I'll try it. German September I Turn to have at least two, and preferably
Outflanking the West Wall this early is three, steps in each West Wall hex,
worth the risk. A crises solved with a bit of good luck. I wherever possible. The bother of 82nd
would also like to see 82nd Airborne Airborne on the dyke was eliminated
German August IV Turn airlifted out, perhaps in Groningen. If due to lack of supply. This could turn
not, I will have to go after it. I am going out to be a bloody turn for the Allies.
Aside from a good Allied move, it seems to need some foul weather to extricate
that I have outfoxed myself by counting my panzer units across the rivers into Allied September III Turn
Allied TAC range only from HQs and Germany. Incoming reinforcements
ignoring the printed TAC range on the next turn should allow me to build up I got clobbered on my attrition attacks
map. A potentially fatal error! If I don't some sort of reserve to counter the last turn. I also forgot about the
knock the paratroop ers out of inevitable breakthrough at Arnhem. Volkssturm appearance at EE21 and as
Amsterdam, I could have an Allied a result got hurt badly on the revised
breakout in my rear. With major Allied September II Turn second impulse attacks. The French
problems on my right flank, I feel more have now lost heavily--and cannot be
comfortable falling back to the West The main advantage of arriving at the rebuilt. Destroying one hex in the West
Wall. Let's see what I can pull out of the West Wall in early September is the Wall certainly was not worth the
hat. better weather available. With airpower, destruction of the French army.
I've got a shot at cracking the West Wall
Allied September I Turn early. I'm paying for the sin of over-confidence.
I gave Randy some good surrounded
Randy took a 1-1 shot at Amsterdam I still have some German units on my attacks on the British and Canadian
and succeeded in pushing the 82nd out- side of the Maas and Rhine, but not armor in Holland, and he took them.
-thus ending my hopes of an Allied build enough to warrant using two air units to The British armor has been severely
up in this area. There's nothing useful cut the bridges, which would also hurt, and won't be much of a factor until
to be done there now except evacuate hamper my own ability to shift troops to rebuilt. All of this was the result of
101st from Arnhem by airlift. This was the Ardennes. After studying the under est i m at i ng t he G erm an
partly due to good rolls on the river situation, the best chance to take out aggressiveness, after the paucity of
crossing table. More Germans reached part of the Wall seems to be in the counterattacks in the game so far.
Amsterdam from the Anvers area than I French sector, near Strasbourg. This Randy was just biding his time for a
expected. m ay c ost irr ep la c ea bl e Fr enc h good opportunity.
casualties, but it's worth it if I can crack
Clear weather again, but again Randy this part of the West Wall before the Overcast weather permits only two SAC
has fallen back to avoid good first September II replacements. this turn. I used my carpet bombing
impulse attacks supported by airpower. mission for the month, so I'll use the turn
This time he's back to the West Wall in After First Impulse Combat: I needed for rebuilding and positioning. The West
the south. Most of my HQ's are out of to win all three battles at the West Wall Wall is too tough without air support;
TAC range, so I can't get any useful to take out three hexes of wall in the only the unfortified Arnhem area offers a
attacks this turn against the second impulse by occupying the hexes. chance in bad weather. I'll reposition to
fortifications. I'll close up in the south. I got two out of three, which is about threaten as much as possible.
He doesn't get any major reinforcements what could be expected. I can only
until next turn, and I may get a shot at destroy one hex of the Wall by moving in German September III Turn
the West Wall before its reinforced the second impulse--so be it.
heavily. I'm being careful to avoid This reprieve will be used to tidy up and
triggering Volkssturm to avoid giving him I'm making a series of low odds attacks fine tune the defense of the West Wall.
cheap reinforcements this turn. (After for attrition purposes, though that will The placement of the most powerful
September I, I realized that the affect me more severely as the attacker. units in and around Arnhem will be an
Volkssturm arrive as soon as the Allies The losses at 1-1 are twice as high for
get close enough--so they come in the attacker, at 2-1 are 4 to 3 and only at
anyway on the attack turn). 3-1 become higher for the defender.
28 The Boardgamer Volume 1, Issue 3 July 1996

German September II Turn: Counterattack In The Netherlands


The Boardgamer Volume 1, Issue 3 July 1996 29

Fortress Europa Series Replay (Cont.)


attempt to intimidate the Allied player. A date, John is probably waiting for the garrisoned with SS armor about to be
weak unit placed in front of Arnhem removal of the Panzer Reserve before withdrawn to the Panzer Reserve (at the
should block the use of Allied ground making his big move. When this beginning of Randy's turn).
support on this city next turn. happens, anyway you look at it, the
Allies will be coming through Arnhem. Clear again! This time, I'd like to break
Allied September IV-October III Turn What happens at the dyke won't matter open the Dyke. This will require use of
on November 1. my fourth paradrop, leaving one for
Two storms and two overcasts. Without later. The idea is to drop the British 1st
airpower I can't do much to the West German October III Turn Para. and the 52nd Glider at JJ1, and
Wall, so I used the time to take out the 6th Para. at JJ2. At least one unit
V1 sites. Time for a few remarks about The Allied player must be feeling hard should survive to attack the Dyke (and
cracking the West Wall. With air power, pressed for time to attack Arnhem and one must survive to attack the German
one or two hexes can be attacked at 4-1 to risk waking the panzers so close to 2nd Fsj. at KK2) in conjunction with
odds a turn--giving a chance (50%) to their withdrawal. With such a large troops from HH1 and TAC air support. I
capture the hex. To destroy the n um b er of ac c um ul at ed arm o r can get a 3-1 on the Dyke with troops
fortress, the first impulse must clear the replacements, I would be willing to from HH1 with three TAC (1-2 up to 3-
hex, and a second impulse advance make a low odds counterattack to retain 1). The Dyke rule must be carefully
made. This is a slow and costly Arnhem. It's about time to start shifting read. If the attack is not solely from
process, especially since in most some weaker strength units to the HH1, units defending on the Dyke do
locations at least two contiguous hexes Arnhem area to absorb the main Allied not receive the benefit of ignoring retreat
must be attacked to permit a second attacks when the inevitable occurs. results, although they are still doubled.
impulse advance. This gives me a 5/6 chance of pushing
Allied October IV Turn the Germans out of the hex. If the
The only practical alternative is to airdrop at JJ2 survives, the Germans
pressure the one unfortified area around Clear at last. I've decided to take a cannot retreat and will be eliminated
Arnhem. I still have plenty of time in this conservative attack against Arnhem with (paradropped units have no ZOC, so if
game, so I'll be patient. In two turns carpet bombing assistance. I'll use the JJ2 doesn't survive, the Germans will
(November I) the panzer withdrawal to TAC available to get a 4-1 against the escape).
the Reserve will weaken German Dyke. If it succeeds it will open up an
defenses for a month. area that will stretch the German line-- I will also attack from Arnhem with SAC
especially with the imminent withdrawal carpet bombing to push back the
German September IV Turn of the panzers. Germans at JJ4 and JJ5 (only a 1-2, but
with +2 from the carpet bombing, a 50%
The break in the West Wall at German October IV Turn chance).
Strasbourg is attracting Allied units.
Rebuilding an infantry division in this The inevitable finally occurred at Post-combat--lucky on my paradrops--
area is probably a good idea. I'm Arnhem. The fact that it took a carpet no casualties. But disaster at the Dyke!
resolved not to move my concentration bombing to pull it off is some The 3-1 came up a "1", and AR. Two
of armor from the Arnhem area. I have consolation. The Allied position parachute divisions destroyed and the
my eye on Monty as he moves back to adjacent to Arnhem requires two low Dyke still in German hands. 52nd also
his own sector. The rebuilding of 5th odds attacks to retain the city. Unless had a poor die result. This paradrop
Parachute in Freiburg will give me a they both succeed, the Germans will be accomplished absolutely nothing, except
paradrop option. left in a somewhat disorganized destruction of an entire airborne corps.
defensive position. I feel that it would Shades of a bridge too far... To top it
German October I Turn be more prudent to back out of the off, the Arnhem attack also failed,
position and form a strong defensive though without loss. I guess I'll wait for
Another turn of bad weather allows me line. The dyke is another matter, next turn.
to further fortify the West Wall without however. Since retreat from the dyke is
Allied interference. By committing all of not mandatory, a counterattack on the German November I Turn
my air to interdicting Allied ground second impulse guarantees retaining
support, I have limited his ground the hex. The rebuilding of two step The paradrop at the dyke was a
support to three. This reinforces my infantry divisions to absorb the brunt of welcome surprise. With only one drop
belief that the major Allied push will the Allied offensive until the Panzer left, I'm willing to gamble that he will
have to be at Arnhem. A switching of Reserve returns is probably the best hold it back to try to capture a victory
German units in Rotterdam and use of German replacements. city on the last turn or two. My goal is to
Amsterdam should delay him for slow down the Allied advance through
another turn in the far North. Allied November I Turn Arnhem without suffering too many
losses. He may get as far as the Ruhr
German October II Turn My attack on the Dyke didn't go between Dusseldorf and Dortmund
anywhere, but at least I pushed him out before the return of the Panzer Reserve.
By not reinforcing the dyke, I'm hoping of Arnhem. This turn the line is heavily
to see a paradrop in this area. At this
30 The Boardgamer Volume 1, Issue 3 July 1996

Fortress Europa Series Replay (Cont.)


Allied November II Turn embarrassing. I'll use the opportunity to ground support over the hordes of
continue breaking open the north Luftwaffe CAP this turn.
Clear again--I'm getting lucky. Now that German plain.
the panzers have withdrawn, I may The net result is another turn of
finally make some headway. I'll try to Considering the impending arrival of the stagnation all along the front, except
clear the fortress area south of Arnhem Panzer Reser ve plus l ots of where I can pick off the picket units in
this turn. The bridge attack at JJ6-JJ7 is reinforcements, I must also use the the north German plain. No useful dent
to permit movement in the second opportunity to complicate the German can be made in the West Wall.
impulse past II7 to II8, if I succeed in defenses. If I don't open more of the
clearing both hexes. Otherwise, a few West Wall in the south, I may find German December I Turn
attrition attacks and a further effort at myself stagnated around Kassel and the
the Dyke. rough terrain in central Germany. The withdrawal of Br 50 provided me
with an opportunity to attack Bordeaux,
German November II Turn (After combat--did poorly on both but I've been stymied by clear weather.
impulses.) I will try to make the crossing of the
The penetration NW of Arnhem is one Ruhr River as costly for the Allies as
hex farther than I would like to see the German November IV Turn possible. I was surprised to see the
Allies at this point. A counterattack, U.K. forces not cross the Weser River in
here, would be worth the regained Five weeks of clear weather - fortunately front of Hannover this turn. I don't
ground. I can't afford to let any German offset by mediocre Allied combat results. expect the Allies to be able to
units be trapped near the Dyke, so I will I would like to prevent him from breaking breakthrough the West Wall in the
let the U.K. forces come across next the Weser River Line in front of South. That makes Frankfurt the focal
turn. I'm probably going to need at least Hannover next turn. With the forces point for the remainder of the game.
one turn of bad weather to keep the available, this probably won't be The arrival of the Panzer Reserve
Allies NW of the Ruhr River before the possible. By vacating the fortress hex means an end to my unit shortage
Panzer Reserve returns. on HH17 and Karlsruhe, I'm gambling crises. At this point, I feel fairly
that he won't use his last paradrop to try comfortable with my mapboard status.
Allied November III Turn and breakthrough in the South. Right
now, I will concentrate as much as I can Allied December II Turn
Randy has wisely abandoned the dyke, behind the Ruhr River.
since the garrison would be forced to My good fortune on the weather finally
attack the adjacent British troops (unlike Allied December I Turn ended. Overcast this turn, so no air
a fortress, the Dyke does not permit missions.
zones of control to be ignored). I've just discovered an error I should
have realized back in July or August. Time to take stock of the strategic
Clear for the fourth turn in a row. All The British unit I left in Bordeaux all situation. Counting this turn, I have 12
German TAC have been used, so the these turns to bottle up the Germans in turns left to accomplish the victory
skies are free for the Allies. I'll try a A16 must be withdrawn this turn. conditions: hold four or five major
further variation on last turn's theme-- Unless good weather prevails and I can German cities (red stars) or 13 German
trying to blast open fortress hexes II8 fly in some paratroops as a temporary cities (I already have the two Italian
and HH8, while blowing the bridges garrison, I stand to lose the city through cities for the 15 needed).
along the Rhein from JJ6 to JJ12. sheer negligence.
Success will permit penetration of the From my present position in the north, I
German lines to Koln. The British will I'm fortunate for the sixth turn is a row-- can slug forward perhaps one or two
secure the Dyke and begin clearing the clear weather. I'll take care of Bordeaux hexes per turn, barring very high attrition
Netherlands. temporarily and start some troops in that of either army. If I average only one hex
direction to rectify the untimely advance per turn, I'll reach the line of
German November III Turn withdrawal of the British 50th Division. hexes numbered "19". This will give me
Don't know what they're thinking of in three of the red star cities, and a fight for
The dam is about to break. There is the War Office! the fourth--Nurnberg. It will also give
really nothing that can be done to me 12 German cities total, not including
prevent the U.K. forces from flooding out On the main front, I must now consider any that are part of the West Wall forts.
into the German plain. The loss of the the impending arrival of no less than This is just short of victory.
fortress hex on II8 was a big seven panzer divisions from the Panzer
disappointment. I'm going to draw off Reserve, plus eleven infantry divisions Is an assumed one hex average
units from other areas to reinforce the of respectable size, three armored advance per turn over the next 12 turns
fortresses around Aachen. I could really brigades and the van der Heydte realistic? I think so. Randy can't leave
use bad weather next turn. paratroops. Randy hasn't kept any of salients in his defensive position that
his TAC back this turn for attacks, so I could be surrounded--so pushing the
Allied November IV Turn don't need to counter that by placing my line back one or two places per turn
TAC on counter-air missions. On the should force general withdrawals.
My string of clear weather turns other hand, I have very little excess
continues--its becom ing a little
The Boardgamer Volume 1, Issue 3 July 1996 31

Fortress Europa Series Replay (Cont.)


The near run nature of these German December III Turn at my line? John hasn't presented any
assumptions makes sensible further real targets this turn. My best bet is to
efforts to crack the West Wall in the A clever move on John's part. He back off and see what develops.
south. I will now shift to an attrition backed up three panzer units against an
strategy against the German positions in interdicted river and nearly wiped them Stay tuned for the rest of this series
the three southernmost hexes of the out. His misfortune on this 2-1 attack replay in the next issue of the
West Wall. These areas are more can be turned around against him. I BOARDGAMER (Volume 1, Issue 4 -
difficult to reinforce than other areas, should be able to eliminate the three October 1996). I can tell you that the
especially if I occupy EE20. However, U.K. infantry divisions, as the Weser is game comes down to the wire
this strategy will be very costly--it may interdicted, effectively cutting off their during the March I turn.
not be possible for more than two or retreat route. I am no longer
three turns--clear weather and airpower comfortable with the defense of the
is needed. Ruhr River. If he gets clear weather Fortress Europa
next turn, he may be able to break the June 1, 1996 10 Active Players
In the north the right flank of Randy's river line and then surround a stack of
line is the obvious place to attack (from German units in his second movement 1. Michael Newman 2021 DD-A5
the Ruhr River to the eastern board phase. For this reason, I'm going to 2. James Eliason 1759 DGGC5
edge). weaken the defense of Dusseldorf in the 3. Charles Jehlen 1606 AAD-5
hopes of channeling his crossing and 4. Thomas Scarborough 1582 AADA4
I can't do much to storm the Ruhr River taking off the pressure elsewhere. 5. Ed Druckman 1500 AA—5
itself, but outflanking it should work. 6. Jeffrey Martin 1480 AA-A5
7. Pierre Menard 1478 AA-A5
Allied December IV-January I Turns
8. Mark Hermann 1477 AAA-4
German December II Turn 9. Fred Wexler 1445 AAA-5
Second impulse attack results were also 10. Tim Greene 1380 AAD-5
The Allied attempt to breakthrough the disappointing. As Randy aptly points
West Wall at Freiburg will cost him out, my good luck in weather rolls is
plenty but would probably win him the balanced by less than mediocre luck in
game if successful at this time. My the combat rolls. (The poor workman
replacement steps will have to be always blames his tools; we wargamers
devoted to keeping my infantry at full are certainly prone to blaming the dice.)
strength in this area. His inability to
break the Ruhr River won't last another Winter weather hits first with a Storm*
turn. German counterattacks will have and then Overcast*. Not much can be
to be weighed between preventing done except steady low odds pressure
losses and retaining terrain. to cross the Ruhr, which I
accomplished.
Allied December III Turn
German December IV Turn
The strategy of pushing forward one or
two hexes per turn may not work after The Ruhr River broke at Dusseldorf just
all. I was unable to dent the Ruhr River as I had hoped for. With luck and
position last turn. Fortunately, clear planning, it cost me very little. The
weather again prevails over Europe. I fortresses NW of Koln should now be
will use the opportunity to cut the Weser abandoned to shorten my line. I will
River and Ruhr River bridges, to push a place the 21st and 25th panzer units in
corridor towards Kassel. I can use the the best locations to absorb a one step
ZOC blocking effects of the bridge loss as they are due to withdraw next
attacks to infiltrate over the Weser with turn. I now question whether it's
infantry and hit his second line. It's a bit worthwhile for the Allied player to
risky, as the British can only get a 3-1 or maintain so much of his armor in the far
1-1 +2 with carpet bombing. Either South.
case involves a 1/6 chance of AR which
would destroy the attackers as no German January I Turn
retreat is possible across a river with
bridges cut. At this stage of the game I am
presented with somewhat of a dilemma.
(After combat): The attacks were not as How do I best buy time? With my line
successful as I'd hoped, but an advance shortened and panzers intact, I'm now
against Kassel is still possible. I can at my strongest. Do I counterattack to
also trap the Lehr group against the prevent him from getting closer to Future Editor of The
Ruhr River--hope for a good result in the
second impulse.
Frankfurt or let him continue to hammer
BOARDGAMER?
32 The Boardgamer Volume 1, Issue 3 July 1996

Current Specific Game AREA Ratings


Up Front Diplomacy Breakout: Normandy
June 1, 1996 113 Active Players June 1, 1996 85 Active Players June 1, 1996 53 Active Players
1. Herbert Gratz 2028 DHAA5 1. Sylvain LaRose 1536 AH-A5 1. Bill Edwards 1644 BD-A5
2. Jeff Paull 1929 GKEA6 2. Tom Kobrin 1536 AH-A5 1. Alan Applebaum 1644 BD-A5
3. Don Hawthorne 1862 GI-I5 3. Steve Elliot 1535 ADA-6 3. Ron Fedin 1636 BD-A6
4. Nicholas Cascone 1823 GI-I5 4. Louie Tokarz 1528 AFB-6 4. Don Greenwood 1636 BD-A5
5. Stephen Buchholz 1781 BCC-5 5. Sean Smallman 1527 AH-A5 5. Michael Lazar 1601 AC-A5
6. Larry Davidson 1777 EF-H5 6. Steve Nicewarmer 1527 AH-A5 6. Rodney Robinson 1570 BD-A5
7. Jim Murphy 1749 IK-I5 7. Dan Mathias 1527 AH-A5 7. Mark Gutfreund 1570 BD-A5
8. William Edwards III 1690 FKDA5 8. Greg Geyer 1524 AH-A5 8. Herbert Gratz 1570 AC-A5
9. Paul Lebowitz 1680 BE-G5 9. Joseph Abrams 1524 AF-A5 8. Steve Andriakos 1570 AC-A5
10. Richard Mello 1669 BD-E5 10. Michael Cunningham 1521 AH-A5 10. Byron Stingley 1568 BD-A5
11. Bruce Young 1662 BD-A5 11. David Webster 1521 AF-A5 10. James Stenard 1568 BD-A5
12. Craig Tenhoff 1649 KK-I5 12. Matthew Noah 1521 AF-A5 12. Robert O’Conner 1560 ABB-6
13. Mike Fitzgerald 1645 AC—4 13. Charles Ellsworth 1521 AF-A5 13. James Doughan 1539 AC-A6
14. John Emery 1631 BD-A5 14. Stephen Koehler 1519 AF-A5 14. Dave Newport 1535 AC-A5
15. Ray Stakenas Sr. 1623 BD-A5 15. Mark Franceschini 1519 AF-A5 14. Dirk Naish 1535 AC-A5
16. Andrew Maly 1621 BEAA5 16. William Schoeller 1519 AD-A5 16. Jeff Czerniak 1535 AA-A5
17. Michael Rodgers 1613 ABA-6 17. Thomas Pasko 1518 AF-A5 16. Brian Carr 1535 AA-A5
18. Ray Stakenas Jr. 1612 BD-A5 18. Carl Willner 1516 AH-A5 18. Dennis Nicholson 1531 AB-A5
19. Bill Conner 1611 CF-A5 19. Catherine Lange 1515 AH-A5 19. Henry Jones 1527 AC-A5
20. Philip Coveney 1610 BB—4 20. Web Agnew 1515 AH-A5 20. David Long 1525 ACAA5
21. Jim Vroom 1607 AC-A5 21. Steven Cooley 1514 AH-A5 21. Paul Fletcher 1500 BD-A5
22. John Hart 1606 EH-H5 22. Hugh Turner 1512 AD-A5 22. James Torkelson 1500 AC-A5
23. Steve Huskey 1580 BE-A5 23. William Thompson 1512 AD-A5 23. Marvin Birnbaum 1500 AC-A5
24. Bill Henderson 1577 AC-A5 24. Donald Williams 1509 AH-A5 24. David Wong 1500 AC-A5
25. Mike Reed 1571 GI-H5 25. Rex Martin 1509 AH-A5 25. Phil Parcifer 1500 AB-A5
26. Warren Smith 1571 ABB-6 26. Vincent Galarneau 1509 AH-A5 26. Murray Cowles 1500 AB-A5
27. Michael Zeimentz 1570 BD—4 27. Lauren Cain 1509 AF-A5 27. Joseph Beard III 1500 AB-A5
28. Murray Cowles 1568 BD-A5 28. David Tanier 1509 AD-A5 28. Bryan Eshleman 1471 BD-A5
29. Nick Vlahos 1567 CF-A5 29. James Greb 1509 AD-A5 29. Philip Pomerantz 1466 AAA-6
30. Alan Emrich 1557 GI-H5 30. Brian Ecton 1506 AH-A5 30. Paul O’Niel 1465 AB-A5
31. Brian Devitt 1556 CE-G5 31. Ed Rothenheber 1506 AD-A5 31. Cliff Hansen 1465 AB-A5
32. David Gantt 1550 AB-A5 32. Greg Fairbanks 1506 AD-A5 32. Matt Fagan 1465 AA-A5
33. Bruce Schlickbernd 1546 FH-H5 33. Robert Wartenberg 1505 AF-A5 33. Neil Fedin 1465 AA-A5
34. Jeff Matthews 1545 AC-D5 34. Hudson Defoe 1503 AH-A5 34. J.Christ Stuelmueller 1465 AA-A5
35. Jim Matt 1545 ABC-6 35. Scott Bowling 1503 AF-A5 35. Mike Arrighi 1465 AA-A5
36. Gary Fortenberry 1545 AB—4 36. Barrington Beavis 1500 AF-A5 36. Sean Finnerty 1465 AA-A5
37. Hawkeye Aylward 1542 FH-H5 37. William Wible 1494 AH-A5 37. Robert Sanchez 1465 AA-A5
38. Greg Schmittgens 1540 BD-A5 38. Ken Mathias 1494 AF-A5 38. Jon Squibb 1465 AA-A5
39. Scott Pfeifer 1539 AA-A5 39. Carl Asamec 1493 ADA-6 39. Ken Nied 1465 AA-A5
40. Rob Stai 1537 FI-I5 40. Michael Wilson 1493 ADA-6 40. Tony Goldsworthy 1464 BD-A5
41. Anthony Toglia 1535 AB—6 41. Rich Wiet 1493 ADA-6 41. Ray Freeman 1430 AB-A5
42. Mike Nagel 1534 BD-A6 42. Alan Tomaszewski 1493 ADA-6 42. Jeff Martin 1430 AC-A5
43. Peter Salekin 1531 ABC-6 43. Rich Swies 1493 ADA-6 43. Keith McFarland 1430 AB-A5
44. John Poniske 1529 AB-A5 44. Steve Reynolds 1493 ADA-6 44. Jeff Spaner 1430 AB-A5
45. Bob Hranek 1528 AB—6 45. Dave Reynolds 1493 ADA-6 45. Robert Nix 1430 AB-A5
46. Robert O’Conner 1526 ACD-6 46. Glenn Petroski 1493 ADA-6 46. Marty Ward 1430 AB-A5
47. Lance Ribeiro 1515 BEAA6 47. Joel Klein 1493 ADA-6 47. Walter Garman 1430 AB-A5
48. Tim Williams 1513 GI-G4 48. Dieter Kempf 1493 ADA-6 48. David Bozzini 1430 AA—6
49. John Morales 1510 AC-D4 49. Keith Wixson 1493 AD-A5 49. Thomas Pavy 1430 AA—5
50. Ian Cooper 1510 AA-A4 50. Daniel Vice 1493 AD-A5 50. Mike Welker 1399 AB-A5
51. Donald Lewis 1509 BD-A5 51. Dave MacLellcon 1493 AD-A5 51. Alan Bard 1395 AC-A5
52. Roger Taylor 1509 BD-A5 52. Michael Godfrey 1493 AD-A5 52. Kevin Walsh 1367 AC-A5
53. Bruce Wigdor 1508 BD-A5 53. Michael Ehlers 1493 AD-A5 53. James Pyle 1268 CEI-5
54. Kirk Woller 1507 BD-A5 54. Robert O’Dear 1492 AH-A5
55. Eric Taylor 1507 AB-C5 55. David Hood 1492 AH-A5 Dune
56. Charles Hawkins 1506 AAB-5 56. James Wicht 1492 AD-A5 June 1, 1996 7 Active Players
57. David Rosner 1505 IJ-I5 57. Robert Sacks 1492 AD-A5
58. Michael Lazar 1504 BD-A5 58. Clayton Paulding 1492 AD-A5 1. Roger Cox 1759 BB—6
59. James Doughan 1497 AB—6 59. Ken Rothstein 1491 AD-A5 2. Keith Blackwell 1741 BB—6
60. Tony Goldsworthy 1489 AC-A5 60. Bruce Reiff 1491 AD-A5 3. Alan Camp 1719 BB—6
61. P Cook 1488 BB—5 61. Eric Martin 1491 AD-A5 4. Carlin Plemmons 1469 BB—6
62. Steve Lowder 1488 AC-D4 62. Ric Manns 1491 AD-A5 5. Amy Killen 1460 BB—6
63. Jeremy Billones 1485 BD-A5 63. James Enders 1491 AD-A5 6. David Jennings 1250 BB—6
The Boardgamer Volume 1, Issue 3 July 1996 33

Current Specific Game AREA Ratings


The Russian Titan Panzer Leader
June 1, 1996 66 Active Players June 1, 1996 38 Active Players
Campaign
June 1, 1996 39 Active Players 1. Kevin Quirk 2020 DO—4 1. James McAden 1747 EGK-6
2. William Scott 1620 BI-A5 2. Dan Price 1707 CDEA6
1. Ed O’Conner 2081 GIPA4 3. Brian Sutton 1617 BJ-B5 3. Kevin Kinsel 1601 CCD-6
2. Robert Shurdut 2028 GHN-6 4. Bruno Wolff III 1617 BG-B5 4. Eric Bonner 1593 FFM-6
3. James Bjorum 1997 DFIA4 5. Chuck Kaplan 1617 AG-A5 5. Fred Wexler 1592 BCE-5
4. Alan Frappier 1995 EHE-5 6. Kurt Litscher 1587 BI-A5 6. Jeff Wise 1582 CDE-6
5. J Michael Noel 1979 EEK-6 7. Rick Pierce 1570 BH-A5 7. Robert Beyma 1568 AB-A5
6. Charles Sorbello 1959 BCGA6 8. David DesJardins 1568 BH-A5 8. William Scott 1564 CF-A5
7. Tim Greene 1912 GIKA5 9. Gerald Lientz 1549 BH-A5 9. Steve Shambeda 1537 AA-A5
8. Thomas Gregario 1876 GIIA5 10. Robert Masso 1549 AF-A5 10. Tom Storey 1535 AAA-5
9. Jeffrey Martin 1875 IMK-6 11. Martin Reinecke 1535 AB-A5 11. Steve Andriakos 1535 AA-A5
10. Craig Clemens 1800 CEHA4 12. Wolfgang Peter 1534 AB-A5 12. Michael Panteleano 1535 AA-A5
11. John Laney 1750 ABDA4 13. Justin Thompson 1533 AG-A5 13. Oscar Kenneth Oates 1514 DFJ-6
12. Dan Barker 1720 ACDA4 14. Brian Bouton 1531 AG-A5 14. Roger Kyle-Keith 1502 AB-A5
13. Charles Jehlen 1695 BBB-4 15. Paul Goliwas 1525 AB-B5 15. James Yen 1500 CCC-6
14. Ed Drukman 1682 BBA-5 16. Christian Goetze 1524 BH-A5 16. Paul Martin 1500 AAA-5
15. James Eliason 1681 CFGB6 17. Robin Barbehenn 1524 AD-A5 17. Michael Noan 1500 AAA-5
16. Henry Lowood 1666 ABCA6 18. Cliff Ackman 1520 BH-A5 18. Richard Beyma 1498 AA-A5
17. Paul Siragusa 1590 BEB-4 19. Steve Koleszar 1518 BI-A5 19. Tony Goldsworthy 1496 AB-A5
18. Dave Ketchum 1579 AAB-5 20. Clifford Smith 1514 AE-A5 20. John Gibson 1496 AA-A5
19. Mark Figge 1573 AAB-5 21. Richard Beyma 1511 AG-A5 21. David Mugmon 1477 ABB-6
20. John Cooper 1570 AAAA4 22. Eyal Mozes 1511 AE-A5 22. Charles Synold 1470 AAA-5
21. G. Makis 1566 AAB-4 23. Brian Ecton 1511 AC-A5 23. Philip Rennert 1469 AB-A5
22. Gary Dickson 1565 AAAA4 24. Marvin Birmbaum 1510 AE-A5 24. Angelo Valeri 1468 AC-A5
23. Alan Kaplan 1544 AA-A5 25. Ed Rothenheber 1507 AF-A5 25. Kenneth Rutkowski 1468 AAA-5
24. Randy Schilb 1540 AAAA4 26. David Platnick 1503 AF-A5 26. Carlton Vergutz 1467 BBB-5
25. William Putman 1535 AAA-5 27. Barry Barrington 1500 AB-A5 27. Kirk Woller 1467 AB-A5
26. Alan Hayes 1500 AB-A4 28. Timothy Proksch 1492 AC-A5 28. Daniel Henry 1465 AA-A5
27. Tom Oleson 1485 ABBA4 29. Steve Banks 1492 AC-A5 29. James Eliason 1463 ABC-5
28. Thomas Drennon 1482 AAA-5 30. Stephan Squibb 1489 AB-A5 30. John Koleszar 1463 AAA-5
29. Fred Wexler 1480 ABC-5 31. Chris Greenfield 1489 AB-A5 31. Christopher Harris 1463 AA-A5
30. Angelo Vellaci 1470 AA-A5 32. John Zahorsky 1488 AB-A5 32. Douglas Schultz 1463 AA-A5
31. Jeff Jenkins 1465 BCEA4 33. James Tyne 1488 AB-A5 33. Michael West 1460 CCD-6
32. John Newman 1465 AAA-5 34. Tom List 1488 AB-A5 34. Thomas Kearny 1453 AB-A5
33. Tony Owens 1464 ABCA5 35. Larry Lingle 1488 AB-A5 35. Robert Mann 1443 CDE-6
34. Gary Dayton 1462 CFFA5 36. Derek Landel 1488 AB-A5 36. Ted Ferneza 1428 CDE-6
35. Kurt Kurtz 1445 ABB-6 37. Andrew Kutzy 1488 AB-A5 37. Roy Heine 1400 ABB-6
36. Randy Heller 1444 AAB-6 38. Luke Koleszar 1488 AB-A5 38. Jeff Jenkins 1337 CCD-6
37. David Dubois 1440 ABC-5 39. John Koleszar 1488 AB-A5
40. Juergen Engel 1488 AB-A5
Blitzkrieg 41. Michael Ellsworth 1488 AB-A5 Attack Sub
June 1, 1996 7 Active Players 42. John Ellsworth 1488 AB-A5 June 1, 1996 2 Active Players
43. Raymond Carpenter 1488 AB-A5
1. Glenn Petroski 1605 AB-A5 44. Richard Trockel 1482 AB-A5 1. Michael Nagel 1535 AA—6
2. John Laney 1535 AAA-5 45. Bryan Proksch 1481 AD-A5 2. James Doughan 1465 AA—6
3. Bob Henry 1532 AC—5 46. Steve Shambeda 1479 AG-A5
4. Jay Petroski 1496 AB—5
5. Glenn Kruse 1469 AB—5
47. Timothy Snyder
48. Margaret Meachum
1479
1478
AD-A5
AF-A5
Civilization
6. Jack Henry 1467 AB—5 June 1, 1996 2 Active Players
49. Sue Ellsworth 1478 AD-A5
7. Ken Banyard 1465 AAA-5 50. David Buchholz 1477 BH-A5 1. Beth Carlock 1550 BB—6
51. Michael Pantaleano 1477 AD-A5 2. Chris Ponder 1365 BB—6
Acquire 52. Michael Neal 1477 AD-A5
June 1, 1996 3 Active Players 53. Ben Foy 1477 AD-A5
54. Matt D’Amico 1477 AD-A5
Israeli Defense Force
1. Eric Campbell 1818 CC—6 55. Robert Sacks 1476 AD-A5 June 1, 1996 2 Active Players
2. Joseph Lux 1696 BB-A5 56. Paul Nied 1476 AD-A5
3. Lori Mogren 1670 BB—6 1. Rob Schoenen 1535 AA—5
57. John Chung 1467 AE-A5 2. Kevin Schoenen 1465 AA—5
58. Kenneth Nied 1466 AE-A5
1830 59. Stefan Krzywicki 1462 AE-A5
Advanced Third Reich
June 1, 1996 2 Active Players 60. Tom Cvetinovich 1454 AD-A5
61. Steve Rugh 1448 BI-A5 June 1, 1996 1 Active Player
1. Bobby Laboon 1632 BB—6 62. Tom Johnston 1444 AG-A5
2. Karen Sanders 1362 BB—6 63. Steve Proksch 1443 BH-A5 1. Mike Crowe 1500 AB—5
34 The Boardgamer Volume 1, Issue 3 July 1996

Current Specific Game AREA Ratings


Main Battle Tank D-Day ‘91 Across Five Aprils
June 1, 1996 17 Active Players June 1, 1996 9 Active Players June 1, 1996 35 Active Players
1. Bruce Young 1622 BC-B5 1. Jack Morrell 1601 AB-A5 1. Mark Miklos 1673 CE-A5
2. Jon Cleaves 1588 AC-A5 2. Glenn Petroski 1537 AA-A4 2. Mark Giddings 1632 BD-A5
3. Robert Schoenen 1561 BD-B6 3. Edward Snarski II 1535 AA-A5 3. Heikki Thoen 1570 AA—4
4. Chuck Yingling 1559 AB-B5 4. Kevin McCarthy 1500 AA-A5 4. Brian Conlon 1567 AC-A5
5. Kevin Schoenen 1542 AA—5 5. Frank Hamrick 1500 AA-A4 5. Mark Holly 1566 AB-A5
6. Jeff Kimmel 1540 AA—6 6. James Hughto 1467 AA-A5 6. Jim Falling 1560 BD-A5
7. John Emery 1537 AA-A5 7. Matt Fagan 1465 AA-A5 7. Bruce Kernan 1539 AB-A5
8. Earl Anderson 1498 AB-A5 8. Carmen Petquzzellf 1465 AA-A5 8. Chris Rice 1538 AB-A5
9. Ronald Shirley, Jr. 1484 AB-A5 9. Mark Holley 1465 AA-A5 9. Andy Lewis 1535 AA-A5
10. David Sidelinger 1480 AC-B5 10. Michael Sincavage 1533 AC-A5
11. F. Scott Pfeiffer 1479 AB-A5 11. Jeff Lange, Sr. 1532 AC-A5
12. Chandler Braswell 1475 AA-A4 History Of The World 12. Earl Anderson 1528 AB-A5
13. Stuart Ashley 1382 AA-A4 June 1, 1996 12 Active Players 13. Bill Place 1526 AB-A5
14. William Cameron 1250 AA-A4 14. Keith MacFarlane 1509 AB-A5
15. Daniel Broh-kahn 1235 AB-B5 1. George Young 1535 AC-A6 15. Ivan Lawson 1505 AB-A5
16. John Alsen 1200 AA-A4 2. Ben Goldstein 1535 AC-A5 16. David Metzger 1503 AC-A5
17. Robert Jamelli 1178 AB-A5 3. Mike Stachowski 1493 AC-A6 17. John Selders 1502 AB-A5
4. Robbie Robinson 1493 AC-A6 18. Bill O’Neal 1500 AB-A5
5. Bruce Monnin 1493 AC-A6
TV Wars 6. Jeff Miller 1493 AC-A6
19. Doug Lefevre
20. Chris Lefevre
1500
1500
AA-A5
AA-A5
June 1, 1996 8 Active Players 7. John Grant 1493 AC-A6 21. Roland LeBlanc 1472 AB-A5
8. Ray Pfeifer 1493 AC-A5 22. Ed Walsh 1470 AB-A5
1. Eric Wrobel 1571 AB-A5
9. Ralph May III 1493 AC-A5 23. Lee Price 1469 AB-A5
2. Josh Dunn 1536 AB-A5
10. Bobby Laboon 1493 AC-A5 24. Dave Davis 1468 AC-A5
3. Michael Destro 1524 AD-A5
11. Roger Cox 1493 AC-A5 25. Matt Fagan 1465 AA-A5
4. Lauren Vessey 1524 AC-A5
12. Randy Cox 1493 AC-A5 26. David Zimmerman 1463 AB-A5
5. Brian Kirchner 1488 AB-A5
6. Timothy Evinger 1488 AB-A5 27. John Leggat III 1461 AB-A5
7. Evan Hitchings 1482 AB-A5 Battle Of The Bulge ‘91 28. Paul Nied 1461 AB-A5
8. Micha Raymond 1471 AC-A5 June 1, 1996 7 Active Players 29. Dewayne Curry 1460 AB-A5
30. John Charbonneau 1459 AB-A5
War And Peace 1. Randy Heller
2. Jack Morrell
1765
1617
CD-A5
AB-A5
31. Steve Campbell
32. Bill Fellin
1437
1406
AB-A5
AB-A5
June 1, 1996 10 Active Players 3. Kevin McCarthy 1500 AB-A5 33. Bill Voll 1403 AB-A5
1. Nick Frydas 1683 BC-A5 4. Ken Whitesell 1477 AA-A5 34. Jeff Lange, Jr. 1402 AB-A5
2. Robert Beyma 1605 AB-A4 5. Bill Romaniecki 1465 AA-A5 35. Terry Coleman 1398 AB-A5
3. Marvin Rabin 1569 AB-A5 6. Robert Nix 1465 AA-A5
7. Thomas Pavy 1430 AB—4
4. Bryan Jackson 1504 AB-A5 Russian Front
5. Matthew Burkins 1504 AB-A5 June 1, 1996 14 Active Players
6. Gary Gonzales 1498 AB-A5 Wooden Ships
7. Barry Wolfe 1470 AB-A5 1. Michael Mitchell 2024 GJP-4
8. Martin Svensson 1465 AB-A5 & Iron Men 2. Patrick Flory 2006 DCG-4
9. Stephen Angers 1465 AA-A5 June 1, 1996 4 Active Players 3. Charles Sorbello 2000 BCG-4
10. Chris Hanson 1435 AB-A4 4. James Bjorum 1997 DFI-4
1. James McAden 2041 DHHA5
2. Jeff Hawarden 1568 AAB-5 5. Alan Frappier 1995 EHE-4
Waterloo 3. Timothy Hitchings 1530 AA-A5 6. Tim Greene 1885 FGM-5
June 1, 1996 16 Active Players 4. Paul Selzer 1433 AAB-5 7. Thomas Gregorio 1883 EHG-4
8. James Falling 1835 BC—5
1. Kevin McCarthy 1866 CC—5 9. Craig Clemens 1800 CEH-4
2. Larry Lingle 1744 AC-A5 Anzio 10. John Laney 1750 ABD-4
3. Joseph Beard III 1601 BCBA5 June 1, 1996 4 Active Players 11. James Eliason 1620 BCEA4
4. James Penick 1589 AAB-4 12. Kevin Barrett 1542 AB-B4
5. Eric Kirchner 1572 BC-A5 1. Thomas Oleson 1943 CC-A6 13. Bruce Kernan 1527 AAA-4
6. Scott Goehring 1515 AAB-5 2. Mark Bayliss 1695 ABE-5 14. Neidhar Buell 1469 AAA-4
7. Carl Adamac 1512 AB-A5 3. W Andrew York 1475 DDK-5
8. Phil Evans 1500 AB-A5 4. Paul Fletcher 1430 AB-A5
D-Day ‘77
9. Ivan Lawson 1477 AB-A5 June 1, 1996 6 Active Players
10. Patrick McNevin 1474 CCE-5 We The People
11. Kevin Keller 1469 AB-A5 June 1, 1996 4 Active Players 1. Lynn Barlow 2039 KLW-5
12. Johnny Hasay 1465 AB-A5 2. James Penick 1578 GGM-4
13. Steven Doyle 1465 AB-A5 1. James Scott II 1575 JA—6 3. Joseph Beard III 1566 ABC-5
14. Forrest Pafenberg 1465 AB-A5 2. James Doughan 1535 AA—6 4. William Putman 1535 AAA-5
15. Joseph Brooks 1465 AAB-5 3. Michael Nagel 1465 AA—6 5. Patrick McNevin 1506 ABE-5
16. Charles Synold 1462 AAA-5 4. Jay Hilton 1425 JA—6 6. Ken Banyard 1465 AAA-5
The Boardgamer Volume 1, Issue 3 July 1996 35

Current Specific Game AREA Ratings


Great Campaigns Kingmaker Gettysburg 1988
June 1, 1996 16 Active Players June 1, 1996 24 Active Players
Of The American
Civil War Series 1. Steven Erdman
2. William Wible
1708
1647
BK—5
AH-A5
1. Mike Uhrich
2. David Zimmerman
1750
1744
DGBC5
FKBC5
June 1, 1996 29 Active Players 3. George Sauer III 1643 Bl-B4 3. Vince Meconi 1724 CEAC5
1. Kenneth Lee 1542 AB-A5 4. Justin Thompson 1641 BJ-A4 4. John Poniske, Sr. 1701 BEBB5
2. Walter Garman 1535 AA-A5 5. Heikki Thoen 1570 BI-E5 5. Allen Kaplan 1671 BD-A4
3. Nick Frydas 1535 AA-A5 6. Tim Sullivan 1548 AB-A5 6. Charles Hamm 1663 BD-B4
4. Bruce Maxwell 1535 AA-A5 7. Paul Toro 1536 AG-A4 7. Jeff Cierniak 1585 BE-B5
5. Jeffrey Lange 1535 AA-A5 8. Michael Fisher 1493 AB-A4 8. John Scivolette 1579 CG-C5
6. Hugh Mater 1535 AA-A5 9. Louis Giannobile 1493 AE-A4 9. Steve Scott 1535 AA-A4
7. Garth Germond 1535 AA-A5 10. Jess Stepanck 1493 AE-A4 10. John Welage 1530 AB-A5
8. Tom Constantine 1535 AA-A5 11. Charles Hickok 1462 AE-A4 11. John Selders 1528 AB-A5
9. Forest Speck 1535 AA-A5 12. Sean Smallman 1450 AE-A4 12. Kenneth Banyard 1473 AAA-5
10. Mark Bailey 1535 AA-A5 13. Michael Backstrom 1444 AE-A4 13. Rob Kilroy 1465 AB-A4
11. Michael Arnold 1535 AA-A5 14. Albert White 1360 BI—5 14. Richard Bliss 1461 AC-A4
12. Jeff Otto 1535 AA-A5 15. Donald Wilson 1259 BM-A4 15. William Voll 1461 AAA-5
13. William O’Neal 1535 AA-A5 16. Edward Snarski II 1447 BDAC5
14. Gordon Bliss 1535 AA-A5 Football Strategy 17. Chris Bauch
18. Dave Angus
1438
1430
AC-A4
AB-A4
15. Joe Bellas 1532 AB-A5 June 1, 1996 1 Active Players
16. Steve Katz 1500 AB-A5 19. Dan Thielen 1429 AC-A4
17. Sean Turner 1496 AB-A5 1. Michael Fitzgerald 1570 CECA5 20. Frank Fischer 1422 AC-A4
18. Peter Pollard 1465 AA-A5 21. Michael McAnnany 1392 AC-A4
19. Stanley Buck 1465 AA-A5 22. Shawn Filocamo 1377 AC-A5
20. William Rohrbeck 1465 AA-A5
Bull Run 23. Frank Lane 1369 AC-A4
21. Jerry Black 1465 AA-A5 June 1, 1996 3 Active Players 24. Al White 1340 AC-A4
22. Michael Scano 1465 AA-A5 1. Hank Burkhalter 1872 CDH-5
23. John Clere 1465 AA-A5 2. Mark Bayliss 1625 BBE-5
Super Star Baseball
24. Bryan Jackson 1465 AA-A5 3. John Elideye 1477 AAA-5 June 1, 1996 17 Active Players
25. Ken Kloby 1465 AA-A5
26. John Kirk 1465 AA-A5 1. Michael Ellsworth 1695 BC-A4
27. John O’Day 1465 AA-A5 Britannia 2. Joseph Dickson
3. David Baumgardner
1685
1590
BB—6
AB-A4
28. Robert Dwyer 1465 AA-A5 June 1, 1996 1 Active Players
29. Gary Gonzalez 1465 AA-A5 4. Michael Garton 1581 AB-A4
1. John Emory 1600 BB—6 5. Timothy Sullivan 1555 AA-A4
6. Bobby Laboon 1535 AB-A5
Decathlon 7. Randy Cox 1521 AA-A4
June 1, 1996 23 Active Players Civil War 8. Jared Scarborough 1518 AA-A4
June 1, 1996 1 Active Players 9. Mark Mitchell 1500 AA-A4
1. Bobby Laboon 1520 AL-A5 10. Joshua Garton 1500 AA-A4
2. John Coussis 1510 AL-A5 1. George Seary 1710 BB-A5 11. Thomas Campbell 1500 AA-A4
3. Andrew Lewis 1505 AL-A5 12. Stephen Campbell 1500 AA-A4
4. Thomas Johnston 1500 AL-A5 13. Roland LeBlanc 1500 AA-A4
5. Kevin Meyer 1499 AL-A5 Merchant Of Venus 14. Henry Flawd III 1500 AA-A4
6. C Lewis 1499 AL-A5 June 1, 1996 1 Active Players 15. Richard Post 1450 AA-A4
7. David Walrath 1499 AL-A5 16. William Fellin 1370 AA-A4
8. Ralph May III 1499 AL-A5 1. Scott Romanowski 1635 AB—4
17. Marcelo Triunfo 1240 BC-A4
9. ? Cousins 1499 AL-A5
10. Roger Cox 1499 AL-A5
11. ? Otto 1499 AL-A5 Games Without Active Players
12. Michael Ellsworth 1499 AL-A5
13. Mark Yoshikawa 1499 AL-A5 The following games have AREA rated games but no currently active players:
14. Peter Stein 1499 AL-A5
15. Peter Staab 1499 AL-A5
16. Jean Labelle 1499 AL-A5 Alexander Arab-Israeli Wars
17. Ben Goldstein 1499 AL-A5 Battle Of The Bulge ‘65 Fifth Fleet
18. Randy Cox 1499 AL-A5
19. John Emery 1499 AL-A5 Fury In The West Hitler’s War
20. Jeffrey Finkeldy 1499 AL-A5 Luftwaffe Napoleon’s Last Battles
21. Marcel Triunfo 1499 AL-A5
22. Joshua Dunn 1499 AL-A5 Panzergruppe Guderian Republic Of Rome
23. David Gantt 1499 AL-A5

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