Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
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
Winning At Auction 6
General Tips On Strategy by Bruce Reiff
Underwater Strategy 10
Use of U-Boats In War At Sea by Steve Packwood
AREA News 18
AREA - One Year Later by Glenn Petroski
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.
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
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
_________________________________________________________________ _________________________________________________________________
(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)
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
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