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Volume 2, Issue 3 July 1997

The
BOARDGAMER

Dedicated To
The Competitive Play Of
Avalon Hill / Victory Games
Board, Sports and Card Games
Featuring: War At Sea, Caesar Alesia, Victory In The Pacific,
Remote Opponents and AREA News & Ratings
2 The Boardgamer Volume 2, Issue 3 July 1997

Current Specific Game AREA Ratings


Up Front The Russian Campaign Breakout: Normandy
152 Active Players May 30, 1997 57 Active Players May 30, 1997 96 Active Players May 30, 1997
1. Herbert Gratz 2028 DHAA5 1. Robert Beyma 2079 EFGC6 1. William Edwards III 1772 CEDB6
2. William Edwards III 1916 HKEB6 2. Robert Shurdut 2028 GHN-6 2. James Doughan 1756 EE-B6
3. Jeff Paull 1853 HLEB6 3. Alan Frappier 1995 EHE-5 3. Don Greenwood 1743 CEAB6
4. Nicholas Cascone 1823 GI-I5 4. J Michael Noel 1979 EEK-6 4. Ron Fedin 1706 CE-B6
5. Donald Hawthorne 1811 GJ-I6 5. Charles Sorbello 1959 BCGA6 5. Gene Padgett 1660 ACE-6
6. John Emery 1799 DE-B6 6. Timothy Greene 1904 GIKB6 6. Robert O’Conner 1659 BEG-6
7. Larry Davidson 1777 EF-H5 7. Jeffrey Martin 1891 IMK-5 7. Hank Burkhalter 1644 BEDA6
8. Ray Stakenas Sr. 1762 GGAC7 8. Thomas Gregario 1872 GJIB6 8. Herbert Gratz 1631 BC-B6
9. James Murphy 1748 JK-I6 9. Gary Dickson 1872 BECB6 9. Paul Nied 1631 BCBA7
10. Stephen Buchholz 1748 CDD-6 10. Larry Earhart, Jr. 1859 EEL-7 10. Michael Lazar 1629 BC-A5
11. Will Miner 1721 CF-A6 11. Daniel Barker 1795 BDE-5 11. Rodney Robinson 1613 CE-B6
12. James Doughan 1705 DE-A7 12. Charles Jehlen 1695 BBB-5 12. Alan Applebaum 1607 BD-B6
13. Paul Lebowitz 1680 BE-G5 13. James Eliason 1689 DGGB6 13. James Stanard 1596 BD-B6
14. James Matt 1679 DDEA7 14. Ed Druckman 1677 BBB-6 14. Stephen Andriakos 1592 BD-B6
15. Bruce Young 1672 CEAB6 15. David Ketchum 1667 ACE-7 15. David Long 1590 BDEA6
16. Andrew Maly 1661 EGAC7 16. Henry Lowood 1666 ABCA6 16. Bryan Eshleman 1585 CFCB6
17. Mark Dumas 1656 BE-A6 17. Jerry Cecchin 1632 AC-A6 17. Murray Cowles 1571 AB-A5
18. Craig Tenhoff 1649 KK-I5 18. Allen Kaplan 1605 BD-B6 18. James Eliason 1562 AC-A6
19. Michael Rodgers 1643 ABA-6 19. Peter Pollard 1584 AB-A7 19. Byron Stingley 1560 BD-B6
20. Gregory Courter 1627 DFFC7 20. Mark Figge 1573 AAB-5 20. Jeffrey Miller 1556 ACE-6
21. Richard Worden 1622 AC-A6 21. Forrest Pafenberg 1542 AC-B6 21. John Grant, Jr. 1539 BDEA7
22. Bob Hranek 1621 BE-A7 22. Tom Scharwark 1536 AB-A6 22. George Young 1539 ACDA6
23. William Conner 1611 CF-A5 23. Martin Musella 1535 AB-A6 23. Marvin Birnbaum 1537 BD-B6
24. William Anspach 1584 BD-A6 24. William Scott 1535 AA-A6 24. Kenneth Nied 1537 AB-B6
25. Steve Huskey 1580 BE-A5 25. Chuck Stapp 1502 AB-A6 25. Matthew Fagan 1536 BC-B6
26. Bill Henderson 1577 AC-A5 26. Dirk Naish 1535 AC-A5
27. David Blizzard 1573 ABB-6 27. David Newport 1535 AC-A5
28. Robert Mull 1570 BD-A6 Afrika Korps 28. Brian Carr 1535 AA-A5
29. Blair Bellamy 1570 AC-A6 May 22, 1997 39 Active Players 29. Jeff Czerniak 1535 AA-A5
30. Murray Cowles 1568 BD-A5 1. Bruno Sinigaglio 2204 GIJB6 30. Caleb Cousins 1534 AB-A6
31. John Gibbins 1568 ABB-7 2. Randy Heller 1983 GGLA6 31. Mark Greenman 1532 ABC-7
32. Nick Vlahos 1567 CF-A5 3. Vince Meconi 1867 DHEA5 32. Jeffrey Thomason 1532 ABC-6
33. David Bozzini 1566 FF-A7 4. Michael Crowe 1812 BDCA5 33. Dennis Nicholson 1531 AB-A5
34. Jeff Kimmel 1566 AA—6 5. Joseph Beard III 1785 CDFD6 34. Matthew Ellison 1522 ABC-7
35. Bruce Maxwell 1564 BE-A6 6. Michael Reffue 1687 DEIA7 35. Eric Kirchner 1506 ABAA6
36. Ray Stakenas Jr. 1556 CFAC6 7. Barry Smith 1680 BEBB6
37. Brian Devitt
38. Maria Hawthorne
1556
1552
CE-G5
BE-A6
8. Thomas Delaney 1675 EGKA7 1776
9. Phillip Evans 1668 AC-A5 May 22, 1997 17 Active Players
39. David Gantt 1550 AB-A5 10. Gregory Smith 1622 CFBB5
40. Robert O’Connor 1547 BCE-6 11. Frank Piercel 1600 AA—5 1. Stephen Packwood 2011 EG-C6
41. Marc Guenette 1546 ACD-7 12. M. Tiexaokie 1549 ACD-6 2. Michael Sincavage 1863 DE-C6
42. Thomas Drueding 1546 AB-A6 13. Mark Gutfreund 1543 BCBA6 3. Mark Miklos 1821 EF-D6
43. Jeff Matthews 1545 AC-D5 14. Michael Matthews 1538 AB-A5 4. Rod Coffey 1648 AB-A6
44. Warren Smith, Jr. 1538 ABB-6 15. Norman Jones 1535 AAA-5 5. James McAden 1570 ABA-5
45. Rob Stai 1537 FI-I5 16. Robert Hahn 1535 AA-A5 6. Nathan Kilbert 1515 AB-A5
46. Pat Mills 1535 AAA-7 17. Scott Sianno 1505 AB-A5 7. Robert Jamelli 1504 AC-B6
47. Michael Nagel 1533 DG-C7 18. Neil Moran 1501 ACC-6 8. John Barrett 1501 AA-A6
48. James Stevens 1531 AC-A6
49. Michael Mahady
50. John Poniske, Sr.
1531
1529
AB-A6
AB-A5
Stalingrad Naval War
May 22, 1997 10 Active Players May 22, 1997 45 Active Players
51. James Rush 1528 BA—6
52. Ken Scheer 1517 BD-A6 1. Scott Goehring 2007 IJR-5 1. Philip Petroski 1706 BD—6
53. Scott Pfeiffer 1514 ON-A5 2. Joseph Beard III 1630 BCE-5 2. William Todd 1615 BD—7
54. Michael Stachowski 1513 EGGB6 3. Daniel Leader 1568 ABB-5 3. David Large 1579 AB—7
55. Donald Lewis 1509 BD-A5 4. Johnny Hasay 1565 ABB-5 4. Richard Kimbrough 1536 AB—7
56. Roger Taylor 1509 BD-A5 5. Thomas Delaney 1535 AAB-5 5. Keith Blackwell 1536 AB—6
57. Bruce Wigdor 1508 BD-A5 6. Michael Hart 1535 AF-A6
58. Jeremy Billones
59. Kevin Piper
1507
1507
EHAC7
BD-A6
Legend Of Robin Hood 7. Jeff Boerger 1535 AF-A6
May 22, 1997 6 Active Players 8. Jimmy Fleckenstein 1535 AF-A6
60. Kirk Woller 1507 BD-A5 9. Stephen Scott 1535 AF-A6
61. Charles Hawkins 1506 AAB-5 1. Jessica Greenwood 1570 AB-A5 10. Charles Collins 1511 AC—7
62. David Rosner 1505 IJ-I5 2. Nicholas Raymond 1535 AB-A5 11. Scott Moshier 1503 BD—7
63. Michael Lazar 1504 BD-A5 3. Niki Rush 1535 AA—6 12. Chris Covington 1501 AB—7
The Boardgamer Volume 2, Issue 3 July 1997 3

From The Editor


Well, its almost that time of year again. of these two conventions. I am sending
In July, I’ll be at Origins in Columbus, a request to all the tournament GM’s at The BOARDGAMER
Ohio, running one round of both War At Avaloncon for write-ups on their events,
The BOARDGAMER is published by Bruce
Sea and Circus Maximus as part of the but material from participants (at any Monnin. The BOARDGAMER is intended to
Avalon Hill Ironman competition. I convention) would also be welcome. be a compilation of quality articles on the
figured it would be good practice for strategy, tactics, and variants for a variety of
Avaloncon, especially if a Circus By the time this issue arrives, you board, sports and card games.
Maximus GM was needed there. should have received your next issue of
Fortunately, Bruno Sinigaglio stepped the GENERAL. It has included material Articles from contributors are considered for
publication at the discretion of the editor.
up to run “The Circus” at Avaloncon, on non Avalon Hill games (with even Rejected articles will be returned whenever
which should bring back memories of more non-AH coverage planned in possible. Potential authors should be
the classic Circus Maximus events run future issues). I assure you that no advised that all outside submissions may not
by Bruno at the Origins and Atlanticon such diversification is in the works for have previously been submitted to other
conventions in the 1980’s (although the BOARDGAMER. It is hard enough publications unless permission has been
Bruno has promised me there will be no to do justice to the long line of Avalon granted and The BOARDGAMER has been
repeat of the 1983 Detroit Origins Circus Hill products without trying to cover the notified. Articles may be reprinted
Maximus final which featured 21 myriad of products from other elsewhere, although the editor’s permission
is requested (and will usually be freely
mandatory heavy chariots racing four companies as well. given).
laps instead of three). Look for the
“long whips” and other variant The next issue of the GENERAL also Unless otherwise mentioned, all game titles
armaments to be back at Avaloncon this finishs the coverage of last year’s mentioned are trademark names of The
year. Bruno is also planning a Saturday Avaloncon. Due to the quicker Avalon Hill Game Company/Victory Games,
night “sprint”, some sort of short race to turnaround of the BOARDGAMER, I can as is the GENERAL and Avaloncon.
be finished in time to still get to the get such coverage out soon after it is EDITOR: Bruce A. Monnin
popular Slapshot event late Saturday received from the event GMs (some in ADDRESS: 177 South Lincoln Street
night. the October and the rest in the January Minster, OH 45865-1240
issues). I will make an effort to make E-MAIL: MONNINB@BRIGHT.NET
Even with the expanded format for this point with the GMs and get
Avaloncon this year, I am still having increased Avaloncon coverage in the PHONE: (419) 628-3332
trouble fitting in all the events I wish to BOARDGAMER this year. Copyright 1997
play in. I’m trying to play all the events I
played last year, while adding Air Baron, Also, and most importantly, I have
Gangsters and Wizard’s Quest (I have
always wished for a non-junior event of
recently been blessed with another
healthy little baby girl. And just to prove
Subscriptions
this game).
something out.
Oh well, I’ll figure that I am not of sound mind, I will be
bringing my wife Deb, 3 year old
To The
I wish to thank those of you who wrote
daughter Alexandra and the newborn
Rebekah along for the 400+ mile drive
BOARDGAMER
or called with potential offers to provide to Avaloncon this year. They probably The BOARDGAMER is to be
articles for the BOARDGAMER. If the will not stay around the convention
published quarterly with mailings
promised articles ever arrive, we should much, but I’m sure they will be around a
have coverage of Squad Leader, Victory little for me to show off to everyone. I near the beginnings of January,
In The Pacific, Caesar Alesia and may especially bring down Alexandra, April, July and October. Individual
Speed Circuit in the future. I was also as I had particularly good luck at Origins issues are $3.50 each and a one
offered an Afrika Korps series replay a playing War At Sea last year whenever year (4 issue) subscription is $13.00
while ago, but have not received word she was sitting on my lap. Of course, as ($12.00 for members of AHIKS).
on that in quite a while. Unfortunately, many of you know, getting a 3 year old Though issues are currently sent by
few articles arrived in time to be to stay put long enough for a full game First Class mail, eventually all
included in this issue, so it has a little of War At Sea is quite a trick. domestic subscriptions will be sent
less variety in specific game related via bulk permit.
articles than I normally prefer. Also, Finally, I have put together about 60
about everything I had in stock went into pages of a BOARDGAMER’s guide to Canadian deliveries require an extra
this issue, so once again any help in War At Sea, which includes some $0.50/issue. European deliveries
providing quality articles would be most material which has seen print and some are an extra $2.00/issue. For other
appreciated. which has not. If you would wish to
overseas and foreign deliveries,
contribute, please let me know. If this
The next issue of the BOARDGAMER works out well, I may consider putting contact the BOARDGAMER about
may have some of the above mentioned out similar guides for other games if the additional postage charges.
articles as well as coverage of interest exists, the material is available
Avaloncon and maybe some of Origins. and if someone knowledgable in the
The BOARDGAMER
Please feel free to send detailed game is willing to help. 177 South Lincoln Street
accounts of the tournaments from either Minster, OH 45865-1240
(419) 628-3332
4 The Boardgamer Volume 2, Issue 3 July 1997

Inside This Issue


War At Sea Series Replays - Part II 5
The Rubber Match by Bruce Monnin, Ray Freeman, John Pack & Ron Artigues

Roman Setup In Caesar Alesia 17


Where To Put The Forts? by Hank Burkhalter

1997 Midwest Open 20


Victory In The Pacific Tournament by Glenn Petroski

AREA Code Of Conduct - Part II 21


Guidelines For Playing By Mail edited by Bob Hamel

Evolution Of The Remote Opponent 26


Play By Graphics (PBG) by Bill Thomson

New Releases From Avalon Hill 29


off the Internet

AREA Ladders - Reporting In


Advanced Third Reich: Michael Flat Top: No known pbm competition in Unlimited Civilization: William Lentz
Reffue wants to know if there is progress. AREA does have players has taken over organization from Jared
sufficient interest for an em ail asking about the possibilities. I have Scarborough. Still searching for enough
competition. Contact him at: heard from a group in Scotland which interested parties to put together a few
6800 NW 39 Av #392 plays Flat Top rather extensively and pbm games. Contact William at:
Coconut Creek, Florida 33073 would like to correspond with someone 104 Pulley Road
954-570-7755 “On the west side of the Atlantic.” Havelock, NC 28532-2625
mreffue@icanect.net 919-447-8246
Stalingrad: The oldest and longest
Afrika Korps Correction: Joe Beard is running pbm competition! Current Victory In The Pacific: John Pack
on the top of his own ladder. However, ladder champion is John Grant. 12 wants to know if there is sufficient
there are 27 players, not 16 as players. GM: interest for an email competition.
previously reported. This is still not too John B. Grant Jr. Contact him at:
many for Joe to handle. Contact Joe at: 198 Brookdale Rd. 1216 E Tamara St
3822 E Sahuaro Dr Stamford, Connecticut 06903 Sandy, Utah 84094-4039
Phoenix, Arizona, 95028-3442 203-329-7837 801-523-0571
JBGrantJr@aol.com. JPACK@sisna.com
Age Of Renaissance: Jared
Scarborough wants to put together a The Russian Campaign: Jim “BJ” War And Peace: Roger Cox is willing
pbm competition in this one. Who is Bjorum hands the TRC/pbm ladder to: to GM a PBM competition. Who might
interested? Contact Jared at: Larry Earhart be interested? Contact Roger at:
1 Scarborough Road 1111 Bagby suite 2020 57 Coastline Drive
Payson, IL 62360-9743 Houston, Texas 77002 Inman, South Carolina 29349-9655
281-261-9504.
Panzer Blitz: Round one went quick! War At Sea: Round one has ended in
The slugfest continues! Contact: Third Reich, 4th Edition: Ongoing each of two competitions!
Paul Martin pbm competition. Has two boards For PBM contact:
1914-1971 Saint Laurent Blvd running. GM is now setting up two Paul Martin
Ottawa, Ontario, K1G 3P8 more! GM: 1914-1971 Saint Laurent Blvd
Bruce Hatter Ottawa, Ontario, K1G 3P8
Breakout Normandy: Current pbem #206753 Box 316 For PBEM (10 players) contact:
ladder champion is Robert O’Connor. Fort Madison, Iowa 52627.0316 Bruce Monnin
12 players. GM: 177 S Lincoln St
Battle Of The Bulge 1981: Second
Thomas M. Pavy round comes to a finish with 12 players Minster, Ohio 45865-1240
619 Gainsborough Rd. #4 in search of more victims! Contact: 419-628-3332
Dayton, Ohio 45419 Mark Poulson MONNINB@Bright.net
937-299-0267 204 E Cannon
TPavy@Erinet.com Lafayette, Colorado 86026.
The Boardgamer Volume 2, Issue 3 July 1997 5

War At Sea Series Replay


The Rubber Match
by Ray Freeman, Bruce Monnin, John Pack & Ron Artigues
This game was played on the Virtual Now, if I plan to oil after the battle, I neither side can be dead busted after
Wargamer’s HQ Discussion Board need to consider using the U-boats to one turn. This may not constitute "best
(www.manzana.com) in the Computer & attempt to break control of the South play" on my part, but hopefully this
PBEM Gaming section, under the title Atlantic in case an oiling roll fails. game will take a more interesting course
“PBEM Games Report” and the subtitle However, since I will suffer some than the earlier efforts did.
“PBEM Game: War at Sea #3”. Bruce damage and disabled results in this
was the champion at Avaloncon in 1991 combat and my reinforcements will be Ray Freeman - Jan 9, 1997
and 1993. Ray took the plaque in 1995. blockaded, I will probably not attempt
This is game #3 in a series between any oiling and so I will save my U-boats RAF to Italy:
these two players. The score stands at for a future turn. vs Giulio Cesare = 3 = Miss
one game apiece. vs Pola = 2 = Miss
Another alternative is to send the three vs Zara = 2 = Miss
Game #3 U-boats out to the North Atlantic to try
and disable a battleship before the North Atlantic Battle:
Ray Freeman - Jan 5, 1997 battle starts, which could allow me to Royal Sovereign vs Graf Spee = 2212
keep one 2-2-5 in the Baltic for the extra = Miss
OK gang. Here’s hoping neither of us POC or keep everything together to Royal Oak vs Lutzow = 2434 = Miss
does anything silly in the first few turns cause the maximum damage for the Resolution vs Blucher = 5665 =
and the dice fall more or less evenly. I’ll minimum loss. Disabled & 2 Hits = 6,4 = Sunk
just lay my move out here and reserve
my comments until after Bruce’s reply. Tempting, only about a 50-50 chance of Bruce Monnin - Jan 10, 1997
For those of you keeping notes, here’s losing a U-boat.
distinctive British opening number three Unfortunately for Ray, all his 5’s and 6’s
of this match. Nah, I learned better last game. came bunched together against the
Blucher. Now I get the chance to inflict
Barents Sea: Ark Royal, Hood, North Atlantic: Gneisenau, some damage back, but mostly to
Repulse, Renown, 117 x 8 Scharnhorst, Admiral Hipper, Blucher, collect the 3 POC and get back to
North Sea: 444 x 5, Courageous, Lutzow, Admiral Scheer, Graf Spee Germany with the fleet pretty much
Glorious Baltic Sea: 3 U-boats intact.
North Atlantic: Royal Sovereign, Italy: Vittorio Veneto, Conte di Cavour,
Royal Oak, Resolution Giulio Cesare, Pola, Zara German Fire:
South Atlantic: Nelson, Rodney, Mediterranean: Littorio, Andrea Doria, Gneisenau vs Royal Sovereign = 125
Revenge, Ramilles, Eagle Caio Duilio, Fiume, Gorizia = Hit = 5 = Sunk
Blucher vs Royal Sovereign = 6 = Hit
Speed Rolls: Renown = 5, Repulse = 4. Speed Rolls: = 5 = Sunk some more
Both pass. Admiral Scheer = 6 = Fail, Scharnhorst vs Royal Oak = 253 = Hit
Lutzow = 3 = Pass, = 4 = Crippled
Bruce Monnin - Jan 6, 1997 Graf Spee = 1 = Pass Admiral Hipper vs Royal Oak = 1 =
Miss
The passed speed rolls make the Ray Freeman - Jan 7, 1997 Lutzow vs Resolution = 13 = Miss
Barents too dangerous. The North Sea Graf Spee vs Resolution = 12 = Miss
also has too much firepower (and too Bruce's move is safe and sane; the
many airstrikes) to be an attractive "optimum" Axis move in this position. Barents Sea LBA:
option. By using the Italians, I can win My opening is designed to induce the vs Ark Royal = 1 = Miss
the South Atlantic, but more German Germans to do exactly what Bruce has vs Hood = 5 = Disabled
ships will be sunk or stuck in the neutral done. Is this clever? Well no, because vs Repulse = 6 = Hit = 4 = Sunk
port than I care to see right now. So, it’s his indicated course of action is quite
off to the North Atlantic. obvious and my chances of winning the Ray Freeman - Jan 12,1997
battle are very low. Mainly I am hoping
I only have 4 ships guaranteed to make to sink two ships. The probability is that Ugh. Not the results I was hoping for.
it there, while I feel I need 5 to secure one of his pocket battleships will fail its However, Bruce’s fire wasn’t exactly
the 3 POC for the area. So, at least 2 of SR, and I will get two hits, while stellar either. Problem is, mine was so
the 2-2-5’s will make the speed roll. probably losing the battle and two ships lousy that the second round is probably
Since there is still an 11% chance that of my own. This is acceptable because going to be very painful for the Brits.
both will fail the speed rolls, I will give up I want to attrition the German fleet. Couple that with success by the
the 1 POC for the Baltic and send the Luftwaffe, and I appear to already be in
third 2-2-5 also. This opening is less edgy than the ones some serious difficulty. Definitely need
used in the first two games, with reason. some good shooting here.
I am trying to create a situation where
6 The Boardgamer Volume 2, Issue 3 July 1997

War At Sea Series Replay (Cont.)


Round 2 British Fire: Ray Freeman - Jan 14, 1997 I have a few choices this turn. I can use
Royal Oak vs Lutzow = 5 = Disabled the U-boats in the South Atlantic with
Resolution vs Graf Spee = 2226 = Hit Here’s the British move on turn 2. the Italian cruisers. Two U-boats should
= 5 = Sunk survive, thus having a chance to
Barents Sea: Ark Royal, Hood, eliminate some British, but these odds
Renown, don’t look good. I can also send the U-
Bruce Monnin - Jan 13, 1997
King George V, Prince of Wales, boats to the North Atlantic, where again
Ouch, another ship goes down, and on Warspite, 117 x 8 2 U-boats should survive to take pot
the last shot also. Oh well, two ships North Sea: Nelson, Rodney, Revenge, shots against the carriers, but I can not
was about the expected loss, although I Resolution (-2), Ramilles, Valiant, afford to lose U-boats in efforts which
thought I might get lucky and have some Formidable will not break the blockade. I can also
ships limp home. Ray is rightly taking North Atlantic: Courageous, Glorious send the U-boats to the North Sea,
the long term approach and going for South Atlantic: Eagle, Queen Elizabeth, where there is a 66% chance they will
sinking ships with no regard for trying to Barham, Malaya break control, but a 34% chance they
win the battle or saving his own ships. Speed Rolls: King George V = 2, Prince won’t, and probably will lose 1-2 subs in
Now I need to sink these two remaining of Wales = 4, Renown = 2, Warspite = 3. the process, thus prolonging the
ships and settle down for the coming All pass. blockade another turn or two.
blockade.
I’m glad Bruce decided not to try to oil What the heck, 66% is mighty good
Gneisenau vs Resolution = 416 = any ships in the North Atlantic. I feel odds in this game.
Disabled & Hit = 1 that to do so with say one 2-2-5 is to the
Scharnhorst vs Resolution = 142 = German advantage, because it spreads Baltic Sea: German surface fleet
Disabled (Again) the British defense in all four sea areas. Italy: (1) 4-6-6; (2) 4-3-5; (2) 1-1-7
Admiral Hipper vs Resolution = 5 = Hit = In this position it would have created Mediterranean: (1) 4-6-6; (2) 4-3-5;
1 (-2 total) very serious problems for me. I don’t (2) 1-1-7
Lutzow vs Royal Oak = 21 = Miss think I could hold all four areas against a North Sea: (4) U-boats
Graf Spee vs Royal Oak = 54 = 2-2-5 oiler because of what that does to Barents Sea: LBA vs Ark Royal, Hood,
Disabled & Hit = Sunk the Atlantic areas. Actually, I guess by Renown
stripping Warspite and a 1-1-7 from the
Ray Freeman - Jan 13, 1997 Barents, I could, but only if my SRs Ray Freeman - Jan 15, 1997
succeed. On the other hand, if he rolls
I must be living right. This round was a 6, it really hurts him badly, because There’s really no reason for the
much better for the Brits than the last. the ship then becomes a threat only in Germans to oil a lot of ships IMO. I
the South Atlantic and his threats would never try to oil more than 2,
I am very happy that Resolution elsewhere are much diminished. But, it unless the South Atlantic was open AND
survived the battle. This helps make up was 5 out of 6 to succeed. Mostly I’m that’s where my fleet was. The idea of
a bit for the loss of Repulse in the glad because it is safer to not oil and oiling is to stretch the British navy just
Barents. Well, not entirely, but I’ll take thus we don’t have to worry about the enough to make trying to hold all four
it! As Bruce pointed out in his last post, game going out of kilter on turn one northern areas unpalatable. If Bruce
my set up precludes trying to win the again. Now if I can just make these had oiled a ship or so, I would have had
battle in the North Atlantic. I’m just speed rolls. to alter my move. Whether I could have
trying to kill German ships. The German held all four areas on turn 2 is unclear.
battlecruisers usually take two hits to Bruce Monnin - Jan 15, 1997
sink, so the best targets for this type of Now Bruce will probably get away with
opening are the pocket battleships and I think Ray’s comments on oiling reflect this U-Boat move, as his odds of
then the cruisers. Note that since I how much past experience weighs on breaking the North Sea are pretty good,
didn’t place a CV in the North Atlantic, how people play the game. I was 2-0 but.... Bruce, this kind of move is why
there was no worry about being able to after two rounds at Avaloncon 1995, and you lost in the first game, and may be
outrun his speed 7 ships. This turn is faced a similar Allied opening. I made why you haven’t been making it to the
over. The Germans score 5 to the Brits all my speed rolls, and got rid of all the semis at Avaloncon lately. If you persist
3, and so go up 2 POC. In return, I sank Allied ships while suffering only one in trying to balance on the edge of a
two of his ships and established the damaged ship myself. I was in great razor blade, you’re gonna get cut!
blockade. Oops! Technically, the turn shape, but then I pressed my luck and
is not yet over. Bruce has to decide tried oiling, only to have three of my Alan Applebaum offers sage advice in
whether he’s going to try an oiling ships fail, be destroyed in the South these matters, to wit: If you are real
attempt. So far I'd rate the turn slightly Atlantic the next turn and thus cost me good, you don’t need to gamble. I
in my favor. the game. Ever since, I shy away from personally would have waited until later
oiling in the North Atlantic when I have to commit the submarines. Guess we’ll
Bruce Monnin - Jan 14, 1997 not broken control of the South Atlantic. find out soon enough! Note to
I didn’t consider Ray’s suggestion of spectators: The above statements may
No oiling, Ray. I've lost a couple of oiling just one ship because I would not seem harsh, but bear in mind that there
games thinking the dice were hot, then have positioned my ships on turn two is no CORRECT move with the subs
missed two oiling rolls and things went the way Ray did where that one ship here. This decision must be based on
downhill from there. could have made a big difference.
The Boardgamer Volume 2, Issue 3 July 1997 7

War At Sea Series Replay (Cont.)


judgment, experience, playing the odds, The rest of Ron's comments are pretty Wow, a lot to respond to. Naturally, I
evaluating the relative skill of the much on target, except that I would not disagree somewhat with both Ray and
opponent, etc. I'm learning that Bruce have sent U-Boats into the North Ron. Using the U-boats this turn was
likes taking risks. The question now is, Atlantic. I did overcommit to the not as great a gamble as it was in the
can I use that knowledge to my Barents, because I was afraid of missing first game. Since I am ahead on POC
advantage? 2 speed rolls. Perhaps I should have this time, I can better afford the delay
stripped a 1-1-7 from the Barents for the that would be cause by losing U-boats
Ron Artigues - Jan 16, 1997 North Atlantic and sent one of the 0-1-6 early. This, I believe, demonstrates the
CVs to the North Sea. I simply value of taking the North Atlantic last
If you ask me, turn 1 looked like Jutland, overlooked that my ASW in the North turn despite the losses. Without those
the Germans won the battle, but at what Sea might be vulnerable to an POC, I could not afford to risk my U-
cost to the war? If the Brits trade one 4- aggressive U-Boat commander. It's still boats on anything except a near certain
4-X BB for every German ship they sink, a risky German move though, as the change to break the blockade. Thus, I
they'll win in a walk. When the big German subs may fail to break control also disagree with Ron’s ideas of using
battles take place there may not be (36% probability) and take heavy the U-boats on turn 1 in the North
enough ships to screen the Zeppelin. casualties. If this happens, Bruce will Atlantic against the BBs. A carrier or a
The 4 German heavies cannot win by be in a pickle similar to the first game. convoy might be a worthwhile target, but
themselves. Given the probabilities, I'm not sure the in general, the overriding priority for the
potential rewards to the Kriegsmarine subs must be to break that Allied
The German strength is a fleet in being. outweigh the potential consequences. blockade.
Once they lose their ships the game is
over. Going for 3 POC in the North Ron Artigues - Jan 16, 1997 Ray mentions he is surprised I used the
Atlantic, an area void of strategic U-boats this turn. Actually, I had no
importance, may not be optimal. Ray The Germans need to keep their fleet plans to until I was pleasantly surprised
said a slight edge to the Brits, but this intact more than they need a +4 POC to find only 9 ASW in the North Sea. I
turn 1 wasn't too different from LAST shift turn 1. They can't trade their ships am much more fanatical about keeping
game's turn 1. The Brits can get back for old BBs this early and expect to win. the blockade in place, to the extent that I
their POC, the Germans cannot bring If the stakes were breaking the blockade will leave a convoy in the North Atlantic
back their ships. I like Ray's gambit and/or sinking a convoy that's a different relatively unprotected in order to get
force of three 4-4-X BBs better than story. However, trading 2 ships for the sufficient ASW into the North and
Hamblen's suggested Eagle, Nelson, North Atlantic on turn 1 may not be Barents Seas.
Rodney force, no CVs are at risk. optimal, as I said. The jury is still out.
As a side issue, Ron mentions I may not
The Germans should use U-Boats (IF Ray Freeman - Jan 16, 1997 have enough ships to screen the Graf
they can avoid heavy ASW), airstrikes, Zeppelin. I feel that this ship is the most
and to a lesser extent, the Italian The Luftwaffe Strikes! overrated ship in the game. I rarely
cruisers to attrition the English fleet (the vs Ark Royal = 6 = Hit = 2, Crippled screen the Zeppelin, unless I am certain
best time to sail the Italians is when the (nearly had heart failure!) that I can finish off the Allied fleet in the
Germans come out, to try and overload vs Hood = 1 = Miss coming round of battle. My reasoning is
the English). The airstrikes have vs Renown = 2 = Miss that the Zeppelin’s one bonus shot has
already taken out one fast ship, and last a 50% chance of hitting or disabling an
turn I would've put the U-Boats in the N I wrote that caption BEFORE I resolved Allied ship. I don’t want an Allied
Atlantic to try for a BB. the DRs. Next time I'll write "The battleship surviving a round of combat
Luftwaffe Whuffs!" This is a very because I was screening the Zeppelin,
Having said all that, I like the German annoying development. Not as only to get to fire its four shots again the
response here. The Brits sent too many annoying as it could have been, but bad next round and sink another German
ships to the Barents and the North Sea enough. Isn't it about time for those ship. Of course, I am much more likely
is weak. What will happen next turn if German fliers to be transferred to the to try and protect the Zeppelin on the
the North Sea is broken this turn? RE: Russian front? Time for MY fly-boys early turns, and will almost never bother
oiling -- Bruce is right, why risk ships and tin cans to do their thing! when it gets down to the last couple of
with no guarantee of payoff? Can you turns.
say, 'conservative style of play?' I knew North Sea:
you could. 9 ASW vs 4 U-Boats = 154312446 = As for my habit of taking risks, I think
1 Sunk & 1 Disabled you will find that I will take more early in
Ray Freeman - Jan 16, 1997 Mediterranean Sea Airstrikes: the game. If I get a lead, I can be
vs Cavour = 3 = Miss painfully conservative at the end of a
I'm going to have to take issue with vs Pola = 5 = Disabled game. My level of risk taking can also
Ron's statement that this turn one isn't vs Zara = 3 = Miss be attributed to the fact that I tend to
much different from the previous game. think of this game in terms of
Last game I not only didn't get the POC Bruce Monnin - Jan 18, 1997 Avaloncon. I think not of winning each
(a four POC swing over this game), I game, but of winning 4 out of 5. I figure
lost FOUR German ships while sinking 2 U-boats vs Formidable = 43 = Miss I will have 3-4 difficult games there, so a
Rodney. That's a HUGE difference. gamble that goes against me 1 out of
8 The Boardgamer Volume 2, Issue 3 July 1997

War At Sea Series Replay (Cont.)


every 4 times will still get me into the Barents Sea LBA: led DIRECTLY to the Germans being in
semifinals with that nice 4-1 record. vs Victorious = 4 = Miss the North Atlantic this turn. If they'd had
vs Formidable = 6 = Hit = 5 = Sunk the Barents to themselves the last 3
Ray Freeman - Jan 18, 1997 vs Renown = 2 = Miss turns there is NO way they would be
cruising North Atlantic now. The jury is
It’s obvious that I made a mistake with There are times for far reaching still out, and one game, no matter HOW
my ASW this turn. The North Sea WAS strategies, and there are times to just it turns out, is only a piece of the full
just too weak. Hopefully, it’s not a fatal grab the POC. This is an all out POC answer. However, when this is over I'd
mistake. grab. The only real decision for me was like to know how Bruce and Ray feel
what to do with the U-boats. It was about starting the blockade on turn 1.
Summary of turn 2. Axis = 3, Allies = 3, tempting to use them in the North How much, if any, do the results of this
no POC change. Still +2 Axis Atlantic or more likely the Baltic in an game affect their thinking on the
attempt to disable or sink the Allied ship blockade strategy?
Check for Russian Availability: before it could shoot at the Germans.
Marat = 5 = Yes, Okt. Rev. = 3 = No I’ve decided to safeguard the subs from Bruce Monnin - Feb 3, 1997
the 1 ASW instead. The one shot in the
I seem to be in worse shape than I North Atlantic is not too much to fear, 8 Bonus Shots vs Cumberland =
thought. I’m now realizing just how bad and I really want to sink the Russian so 55361166 = 5 Hits = Sunk
a blunder I made by allowing Bruce the that he can’t bother me again, not 12 Bonus Shots vs Marat = 334455516
opportunity to break the blockade on disable him. One last temptation would = 4 Hits (so far) = Sunk
turn 2. My situation is very unpleasant be to attempt oiling after combat in the
here. I’m going to have to wait and see North Atlantic but I think the 50% The RAF finally comes through, but I
what the Russians will do before chance of failure is not worth the imagine Ray would have preferred for
deciding on a course of action. potential gains. the Russians to have shot a little better.
I’m looking forward to eliminating one of
Ray Freeman - Jan 31, 1997 Ray Freeman - Feb 3, 1997 the Russians to lessen that threat for the
rest of the game.
Well, I’ve had some time to collect my The Luftwaffe has gone far beyond the
wits and what I see ain’t pretty. I have point where they are a serious Assuming no incredible bad luck, all the
definitely screwed up by putting such annoyance. At this rate, they’ll sink half Germans will return to Germany after
weak ASW last turn in the North Sea. of my fleet. I am NOT happy! this round.
Now I’m gonna have to pay for my sins. Meanwhile the RAF is doing zip.
Here goes. Ray Freeman - Feb 6, 1997
Mediterranean Sea RAF LBA Airstrikes:
Barents: Victorious, Formidable, Hood, vs Fiume = 4 = Miss Responses to Ron’s comments:
KGV, POW, DOY, Renown, Suffolk, vs Gorizia = 6; Damage = 3 = Sunk
Norfolk, Exeter, Sussex vs Doria = 6; Damage = 5 = Sunk 2) True, but then Bruce was playing the
North Sea: Warspite, Malaya, Valiant, North Atlantic: Brits last turn. Yes, the Ark could have
Barham, Resolution, Kent, Glorious, Cumberland vs Hipper = 5 = Disabled been sunk, but it is also true that he
Courageous to Germany could have missed which was far more
South Atlantic: Nelson, Rodney, Baltic Sea: likely. Three hits in three turns is pretty
Ramilles, Revenge, Queen Elizabeth, Marat vs Lutzow = 2,2,5 = Disabled darn good bom bing, twice the
Dorsetshire, Devonshire, Eagle “expected” average.
North Atlantic: Cumberland Ron Artigues - Feb 3, 1997
Baltic: Marat 3) Sure, going to the Barents on turn 1
England (repairing): Ark Royal 1) I like what Bruce said a couple of is risky. But it’s a calculated risk. I
weeks ago about preparing for calculate it as a better risk than not
Speed Rolls: KGV = 3; POW = 3; DOY Avaloncon. I'd lose 10 games in a row if going to the Barents. This strategy did
= 6; Renown = 2; All pass except the I could find one thing that would help me not directly result in Germans being in
DOY win a major tournament. the North Atlantic this turn. They are
there because of my stupid ASW play
Bruce Monnin - Feb 1, 1997 2) Luftwaffe has 3 hits and 1 disabled on turn 2. I should have had 12 ASW
from 9 airstrikes, with expected 1.5 hits (minimum) in the North Sea on turn 2.
N. Atlantic: Gneisenau, Scharnhorst, and 1.5 disabled. Good, but still not And, by the way, I’m still trying to extract
Admiral Hipper, Prinz Eugen equal to the RNAF with its first turn my foot from my mouth on that one.
Baltic: Bismarck, Tirpitz, Lutzow, airstrikes of game 2. 'Average' Ron’s 4th sentence makes no sense.
Admiral Scheer expected damage would've sunk Ark First of all, there have been only 2
Italy: Vittorio Veneto, Conte di Cavour, Royal last turn. previous turns, not three. Second, if the
Giulio Cesare, Pola, Zara Barents was open on turns 1 and 2, how
Mediterranean: Littorio, Andrea Doria, 3) As I've been saying, going to the exactly could I have prevented the
Caio Duilio, Fiume, Gorizia, 4 U-boats Barents from turn 1 is a risky German fleet from attacking the North
proposition. The Brits have to put their Atlantic on turn 3? Sure, some of the
fastest ships there and expose them to fleet in the South Atlantic could be there,
airstrikes. Pursuing a blockade strategy
The Boardgamer Volume 2, Issue 3 July 1997 9

War At Sea Series Replay (Cont.)


but not enough to make a North Atlantic Given all that, I still understand that Ray LBA - Barents Sea
battle on turn 3 close. I have felt for 20 prefers going for the Barents over not vs Victorious = 4 = Miss
years that fighting for the Barents on the patrolling there. vs Ark Royal = 2 = Miss
first turn is the best strategy for the vs Renown = 1 = Miss
British. This game won’t change my Bruce Monnin - Feb 8, 1997
mind at all, no matter who wins. My As long as I suffer just the expected 1
problem is that the following is All German ships return to Germany. lost U-boat, I’ll have the full set of 7 for
happening: next turn. If I was really conservative I’d
Ray Freeman - Feb 10, 1997 go to the South Atlantic, but the chance
A) I screwed up on turn 2 and made my at about 3 shots at a convoy was too
ASW in the North Sea too weak and POC +3 Axis. Axis total is 5. good to pass up.
Bruce jumped on it.
B) Bruce has had fabulous luck so far Entry Rolls: Ray Freeman - Feb 17, 1997
with the Luftwaffe. Washington = 3 = No
C) A is much more important than B, Texas = 3 = No RAF to the Med:
but B does hurt! New York = 5 = No vs Pola = 4 = Miss
Augusta = 2 = No vs Zara = 2 = Miss
Convoy 1A is cowering in the USA. It Tuscaloosa = 4 = No vs Cavour = 6 = Hit = 3 Damage
would have been suicidal to put it in the Wichita = 1 = No ASW in the North Atlantic:
North Atlantic this turn. Not sailing from Okt Revolutia = 1 = No 6 shots = 461426 = 2 Sunk
the US on schedule is an option that
while not desirable, must sometimes be Ray Freeman - Feb 12, 1997 I¹m a little surprised that Bruce didn’t
taken. attack the Barents. Anson’s failure
Groan. No US help, and I really needed made the area hopelessly vulnerable.
German gunnery appears to be as good a couple of them to come out. This puts However, like he said, there¹s no need
or better than their bombing. Marat was me in a real quandary, as I am going to to take any chances yet, so why not let
sacrificed with some purpose. I was have to weaken the other areas just to the Luftwaffe and U-Boats have a shot.
very afraid that Bruce might try sending bring my ASW in the North Atlantic up to He has virtually nothing to lose by
Hipper and Eugen to the North Atlantic (barely) tolerable levels. The pursuing this strategy, so he has
and everyone else to the South Atlantic. repercussions of turn two are still probably made the correct play. I, on
Paranoid? Yes. But after turn 2, I reverberating across the board. the other hand, need some serious luck
wanted to hedge as much as possible. to hold the status quo. I don¹t think there
Unfortunately, my 4 shots up north S. Atlantic: Revenge, Ramilles, was much else I could have done
netted zero hits. The good thing is that Resolution (-2) though.
the blockade is back in place and I don’t North Sea: Nelson, Rodney, Warspite,
have to make bunches of SRs to the Malaya, Valiant, Barham, Devonshire, Bruce Monnin - Feb 19, 1997
Barents anymore. Queen Elizabeth, Glorious, Eagle,
Courageous, My 4 surviving U-boats will all shoot at
The opening phase of the game is over Barents: Victorious, Ark Royal, Hood, Convoy 1A. If I can get a disabled or
and the Germans are winning. KGV, POW, DOY, Renown, Suffolk, better yet a sunk result, then my
However, the Royal Navy has a history Norfolk, Exeter , Anson (SR) conservative play this turn will pay off.
of losing battles and winning wars. Let’s N. Atlantic: Convoy 1A, Dorsetshire,
hope they hold form in this game. Kent, Sussex 4 U-boats vs Convoy 1A = 2443 = Miss.

Ron Artigues - Feb 7, 1997 SRs: The Anson rolls a 6; fails its speed Well, I guess the luck was bound to take
roll to the Barents Sea and goes to a break somewhere along the way.
I have to plead mea culpea for not Russia.
explaining myself better. Ray Freeman - Feb 20, 1997
Bruce Monnin - Feb 15, 1997
IF the Brits had left the Barents End of Turn 4. POC, no change.
completely alone, the Germans could I could probably challenge the Barents Germans at +5 POC.
have gotten to N Atlantic -- I will grant Sea this turn, but I tend to get
Ray that. However, I am arguing that if conservative when I have a lead. So Turn 5 American entry die rolls:
the Brits had stayed out of Barents and the ships stay in safe waters and let the Washington = 5 = Yes
merely covered N/S Atlantic and North U-boats do the work. Texas = 4 = No
Sea for the 3 first turns, the Germans New York = 3 = No
would've taken the free POC and would Italy: Fiume Augusta = 6 = Yes
not be in the N Atlantic this turn. Mediterranean: All other Italians Tuscaloosa = 3 = No
Baltic: All German ships Wichita = 2 = No
The POC would've worked out pretty North Atlantic: 6 U-boats (vs 6 ASW)
much the same, Convoy 1A would be at No Russian roll.
sea, and the Brits would've suffered no
losses to airstrikes.
10 The Boardgamer Volume 2, Issue 3 July 1997

War At Sea Series Replay (Cont.)


I managed to dodge a very large series This turn I can afford to lose 2 U-boats, British cause. Strategically, a fine effort.
of bullets last turn. Finally the Luftwaffe and still have the full set of 7 for next Many players try to force the issue as
misses and 4 sub shots completely miss turn. the Axis side, get hammered, and never
Convoy 1A. That was pretty big. If recover.
Bruce had sunk 1A, this game would be Ray Freeman - Feb 23, 1997
virtually over. A bonus is that I got lucky Bruce Monnin - Feb 24, 1997
and sank two U-Boats, so Bruce only What can I say? The respite on turn 4
has 6 again this turn. This is annoying was certainly short lived. Hostilities As I said previously, although I tend to
for the Germans since they are have barely started in turn 5 and already take some chances early in the game, I
scheduled to receive 3 next turn. At it’s an Allied debacle. The Luftwaffe tend to get painfully conservative once I
least I (maybe) have a fighting chance may well win this game practically by get a hold of the lead. And it actually
now, but I have to avoid any mistakes. its elf. Admitt edly, t his is a n almost physically hurts to hold the fleet
exaggeration, but the results speak for back sometimes.
Ray Freeman - Feb 21, 1997 their deadly effectiveness. They must
be using Gigantes loaded with TNT as Ray Freeman - Feb 26, 1997
From the perspective of the Allies, the kamikazes. Not much I can do but
situation has improved considerably press on and pray. End of Turn 5. POC, no change.
over last turn. Of course, it’s still a bit Germans at +5
early to heave more than one sigh of North Atlantic: 9 ASW
relief, but surviving my turn 4 position vs 6 U-Boats = 555256114 = 1 Sunk, Turn 6 American entry die rolls:
unscathed was definitely both a bit lucky 4 Disabled Texas = 3 = No
and a lot needed. Now, the question is: Mediterranean 3 Airstrikes: New York = 2 = No
have I achieved the right balance on the vs Littorio = 5 = Disabled Tuscaloosa = 4 = Yes
board? vs Pola = 3 = Miss Wichita = 1 = No
vs Zara = 6 = Hit = 6 = Sunk
S. Atlantic: Revenge, Ramilles, Queen No Russian roll.
Elizabeth Bruce Monnin - Feb 23, 1997
North Sea: Nelson, Rodney, Warspite, This should be a climactic turn. I would
Malaya, Valiant, Barham, Dorsetshire, 4 U-boats are disabled. Wow. be in reasonable shape if the Luftwaffe
Resolution(-2), Howe, Glorious, Fortunately, only 1 was sunk, so control had missed last turn. Losing the Ark
Courageous, Illustrious, Devonshire of the North Atlantic is still broken and I really hurts, but much worse was the
Barents: Hood, KGV, POW, DOY, get to take a pot shot at Convoy 2B. disablement of the convoy. I’m running
Anson, Renown, Suffolk, Norfolk, out of time.
Exeter, Kent, Convoy 1A, Victorious, 1 U-boat vs Convoy 2B = 1 = Miss
Ark Royal Ray Freeman - Feb 26, 1997
N. Atlantic: Washington, Augusta, Ray Freeman - Feb 24, 1997
Convoy 2B, Sussex, Eagle Turn 6 Allied Movement:
My ASW and the RAF were quite
Bruce Monnin - Feb 22, 1997 effective, as 4 U-Boats were disabled S. Atlantic: Revenge, Ramilles,
and one sunk, while the RAF managed Queen Elizabeth
Well, I’ve got a couple of choices this to disable Littorio and sink Zara. North Sea: Nelson, Rodney, Warspite,
turn. I considered sending the Italian However, even this wonderful (much, Malaya, Valiant, Barham, Devonshire,
cruisers and the U-boats to the South much better than average) result Resolution(-2), Glorious, Courageous,
Atlantic, but every time I rolled it up, my contained a bitter pill as all three of my Eagle, Dorsetshire, Kent, Sussex
guys got hammered. The North Sea damage dice were sixes. I sure could Barents: Convoy 2B, Victorious,
and the Barents Sea are both potentially have used those against the U-Boats. Illustrious, Hood, KGV, POW, DOY,
winnable battles, but far too risky for my On the plus side, the Italians were Anson, Renown, Suffolk, Norfolk,
current position in the game. So, weakened and Bruce only had one shot Exeter, Howe
essentially we will have a repeat of last at Convoy 2B. It survived to enter the N. Atlantic: Washington, Augusta,
turn. Barents on turn 6, where it will be Tuscaloosa, Convoy 3C
desperately needed.
Italy: Fiume, Caio Duilio, Giulio Cesare, Speed Roll: Howe = 4 = Yes
Conte di Cavour (Repair) By the way, in case nobody else has
Mediterranean: Littorio, Vittorio Veneto, noticed, Bruce’s play has been a model I don’t think I can do any better than
Pola, Zara of how to properly play the German this. Now it’s up to Bruce.
Baltic: All German ships side. He has taken absolutely no risks
North Atlantic: 6 U-boats (vs 9 ASW) with his surface fleet, has used his U- Bruce Monnin - Feb 27, 1997
Barents Sea LBA: boats conservatively and well, keeping
vs Victorious = 2 = Miss them in position for a massive effort next Well, I see no reason to change my
vs Ark Royal = 6 = Hit = 6 = Sunk turn, and has allocated the Luftwaffe to current line of play. I will play it safe,
vs Convoy 1A = 5 = Disabled to U.S. prime targets of opportunity. In short, take my pot shot at the convoy in the
Bruce has consistently resisted the urge Barents and my expected 3-5 shots at
to “do something” in favor of waiting the convoy in the North Atlantic.
patiently for his best chances to hurt the
The Boardgamer Volume 2, Issue 3 July 1997 11

War At Sea Series Replay (Cont.)


North Atlantic: 7 U-Boats US entry DRs: 2) Attack the N. Atlantic with the U-
Baltic Sea: All 9 German ships Texas = 6 = Yes Boats and hope to sink or disable the
Barents Sea: LBA New York = 3 = Yes convoy. I had to guard against this,
Mediterranean Sea: Pola, (3) 4-6-6’s Wichita = 2 = No which is why there are 11 ASW there
Italy: Fiume, (3) 4-3-5’s Russian sortie DR: this turn vs only 6 last turn. If he stops
Okt. Revolution = 6 = Yes the convoy, game over. However, if he
Ray Freeman - Feb 28, 1997 doesn’t, I get the upper hand for turn 8.
Turn 7 Allied Movement: Scary for both sides.
RAF to Italy S. Atlantic: Revenge, Ramilles,
vs Fiume = 2 = Miss Queen Elizabeth 3) Attack with the fleet in the Barents.
vs Cavour = 1 = Miss North Sea: Nelson, Rodney, Warspite, Probably not best, as option #1 has an
vs Cesare = 3 = Miss Malaya, Valiant, Barham, Devonshire, 86% chance to break the blockade,
Resolution(-2), Glorious, Illustrious, opening up the North Atlantic.
6 ASW vs U-Boats = 542551 = Eagle, Dorsetshire, Sussex Therefore, the Barents Sea patrol
3 Disabled Barents: Victorious, Hood, KGV, POW, stands to be weaker next turn. Better to
DOY, Anson, Howe, Renown, Suffolk, wait.
Bruce Monnin - Mar 1, 1997 Norfolk, Exeter, Kent
N. Atlantic: Washington, Texas, 4) Send the U-Boats to the North Sea.
The remaining U-boats in the North New York, Augusta, Tuscaloosa, An all or nothing move as in option #2.
Atlantic will all shoot at the convoy, Convoy 1A, Courageous He had a 55% chance of breaking the
while the LBA in the Barents will take its Baltic Sea: Okt Revolution blockade, and if he does, he wins
pot shots at the convoy and the carriers. because I can’t possibly defend all 4
Thankfully, the lack of U-boat kills In retrospect I guess it wasn’t all that areas against the Kriegsmarine.
means that I will still have my full hard to figure it out. I could ponder this However, if he loses, he’s in bigger
compliment of 7 next turn. for a while, but these dispositions seem trouble than in option #2 because his U-
OK (not really, but given what I have to Boats would be savaged. I kept 19
North Atlantic: work with, it will have to do), so guess I’ll ASW in the North Sea because I had to
4 U-Boats vs Convoy 3C = 2543 = just go with it and see what Bruce does. hold it.
Disabled The Russian I think is best committed
Barents Sea LBA: now, since next turn (assuming he’s Next turn will feature a real slam bang
vs Victorious = 4 = Miss available) he’ll probably just draw a battle. Jutland in WWII to the death.
vs Convoy 2B = 1 = Miss couple of U-Boats. Best use him now However, first we have to see what fate
vs Illustrious = 4 = Miss while I’ve got him. has in store before the big event.

Bruce Monnin - Mar 6, 1997 Barents Sea:


This brings Ray up to being only behind
14 ASW vs 7 U-Boats = 56331331254
by 2 POC going into the last two turns,
Baltic Sea: The 9 German ships 153 = 1 Sunk, 3 Disabled
with two convoys waiting to run the
Barents Sea: LBA, 7 U-boats RAF to Italy:
gauntlet.
Mediterranean: Pola, (4) 4-6-6’s vs Fiume = 3 = Miss
Italy: Fiume, (3) 4-3-5’s vs Cesare = 4 = Miss
Ray Freeman - Mar 4, 1997
vs Duilio = 5 = Disabled
I thought about being really conservative Baltic Sea:
This game has gotten pretty tense, and sending the U-boats to the North Okt. Revolution (3) vs Lutzow = 254 =
which is an explanation as to why the Atlantic again, but a failure to sink or Disabled
notes by both sides have been terse of disable a convoy would have put me in
late. Turn six was actually pivotal, a bad position. So, instead I will try to Bruce Monnin - Mar 7, 1997
despite the fact that not much looked open up the Barents Sea, and then
like it was happening. The most critical hope that the German fleet can win an 3 U-boats vs Victorious = 661 = 2 Hits =
event was that Convoy 2B made it to area on turn 8. This one is going to get 34 = Sunk
Russia. If it had been stopped, this close. 21 Shots vs Okt. Rev. = 7 Hits = Sunk
game would be over as I could not have
made up the POC deficit. I still need to Ray Freeman - Mar 7, 1997 With all 7 U-boats coming back again
get another convoy to Russia to win. I next turn, the U-boats will all shoot at
also must win any battle between the Whew! I’m very glad Bruce took the the Victorious. Maybe I can break
surface fleets. The turning back of 3C conservative route, because this means control of two areas on turn 8. It looks
was critical for Bruce. If it had survived there will be a turn 8. However, he will like I will have two chances to win this
the U-Boats, I would actually have the likely come out of this turn in better game next turn, either the surface fleet
better position going into this turn. Now shape than me. Bruce had 4 choices: winning a battle or the LBA (or U-boats)
my chances are considerably worse getting a lucky shot on the convoy.
than the Axis. Turn 7 will be critical, 1) What he did. This is the conservative
perhaps decisive. and probably the most optimal German My goal this turn was to set things up for
move. I believe (and obviously so does a decisive turn 8. I believe these results
Bruce) that this route gives him the best will stretch Ray into making a lot of
chance to win the game. tough choices in his deployment next
turn.
12 The Boardgamer Volume 2, Issue 3 July 1997

War At Sea Series Replay (Cont.)


LBA slight adjustment. Fascinating requires the 25% chance of the LBA
vs Renown = 1 = Miss situation. Actually the permutations are taking out the Barents convoy or
vs Kent = 2 = Miss quite complicated. After Bruce winning the Barents battle.
vs Suffolk = 1 = Miss responds, I’ll talk about it a bit from my
perspective and hopefully Bruce will do So I will send the U-boats to the South
Ray Freeman - Mar 13, 1997 the same. It would probably be best for Atlantic with the Italians and send the
us to to this prior to reading the other Germans to the Barents. Not as good of
The Luftwaffe missed this turn, so at guys notes. How about it, Bruce, an odds as I thought I would have this turn.
least I’ll go into turn 8 with all my surface added value replay? Looks like I was a little too conservative
ships intact. Play at this point is now these last few turns. With Axis control
pretty straightforward. Clearly I’m in Now pardon me, while I pray for of the Med and Allied control of the
worse shape than last turn, but have a Glorious to make station in the Barents. North Sea and North Atlantic and getting
fighting chance. Lady luck needs to the North Atlantic convoy in England,
smile on me, so if ever there was a time, Ray Freeman - Mar 15, 1997 that puts the Axis ahead by 1 POC with
it’s now! the South Atlantic and the Barents Sea
Apparently the praying worked. still to be resolved. Let the great battles
US availability DR: Wichita = 6 = Yes Glorious made it into the Barents, so we begin!
are all set for what could be a close last
Ray Freeman - Mar 15, 1997 turn. Now it's up to Bruce, and after Barents Sea: Bismarck, Tirpitz,
him, the dice. Gneisenau, Scharnhorst, Lutzow,
Wichita passed it’s availability DR, so I Admiral Scheer, Prinz Eugen, Admiral
will be at full surface strength for the last Bruce Monnin - Mar 16, 1997 Hipper, Graf Zeppelin, LBA
turn. I will have to say that I don’t South Atlantic: Pola, Zara, 7 U-boats
believe that I have ever seen a game A nice set-up by Ray. This is going to Mediterranean Sea: All other Italians
that went into turn 8 when the Germans make things difficult. The only change I
had such a powerful surface fleet and 7 may have made would have been to Ray Freeman - Mar 17, 1997
U-Boats and the British actually still keep the Hood in the Barents Sea and
have a chance to pull out a win. Usually add a cruiser from the Barents (and OK, let’s go through this a bit before
if the Germans are anywhere near this maybe one from the North Sea) to the rolling the dice. One, we want to keep
strong, it’s all over. Bruce has been North Atlantic. This would have been to our captive audience in suspense, and...
playing very conservatively, consistently make me sweat out the speed rolls to Two, I’d like to explain my thinking a bit
taking the best odds move available, the North Atlantic. However, I’m not for the benefit of the spectators before
and taking zero risks. He’s in very good certain if this would make for an overall we go into post mortem mode.
shape for the last turn and I will need better deployment or not.
more than a couple of breaks to pull this Losing the carrier last turn did hurt,
one out. Admittedly, the odds are Let’s see, I am currently ahead by 2 especially since I failed to kill at least 2
against me, but it’s still close enough to POC and the Med will give me 2 more. U-Boats. My problems this turn were
where this will not be a hail mary. I do So winning the Barents Sea will give me several. First, I have to get Convoy 1A
have a fighting chance, which is kind of 2 POC and send away the convoy, a through to Russia to win. However, I
amazing given the way the game has clear win. Let’s see what my other wanted to hedge my bets slightly, and
gone. Bruce has to either stop my options are. preserve the possibility of a tie if the
convoy in the Barents or win a surface convoy is stopped (say by U-Boats or
battle, so I expect that he will try to do If a combination of U-boats and the 2 the Luftwaffe), but I win the battle in the
both to improve his chances of victory. Italian cruisers win the South Atlantic, Barents. The next problem was to
then I win no matter what happens in create as even surface actions as
Turn 8 Allied Movement: the Barents. But I’d hate to count on possible in all four areas Bruce might
winning the South Atlantic. contest, with a slight shading in favor of
S. Atlantic: Resolution(-2), Devonshire, the Barents. If I lose a surface battle, I
Dorsetshire, Sussex If the U-boats take the North Atlantic lose the game, UNLESS the loss takes
North Sea: Nelson, Rodney, Warspite, and disable/sink that convoy, then I can place in the North Sea or the South
Malaya, Valiant, Barham, Revenge, win by eliminating the Barents convoy Atlantic AND the convoy makes it to
Queen Elizabeth, Courageous even if I do not control the Barents Sea. Russia AND the convoy in the North
Barents: Illustrious, Glorious, KGV, Atlantic makes it to England. This
POW, DOY, Anson, Howe, Renown, So, I have to decide to send the U-boats scenario gives a tie score.
Suffolk, Norfolk, Exeter, Convoy 1A to the South Atlantic or the North
N. Atlantic: Ramilles, Hood, New York, Atlantic. Which has the better odds? I The real problem is my lack of ASW and
Texas, Washington, Tuscaloosa, figure the South Atlantic odds (by doing Bruce’s full complement of U-Boats. I
Augusta, Wichita, Convoy 3C, Eagle a few trial die rolls) is about 1-4 or have enough surface ships to fight it out,
worse. Not good. In the North Atlantic, although at a slight disadvantage.
Speed Roll: Glorious = 1 = Yes the odds are I will get two shots at the However, my ASW had to be good
convoy (a 46% chance of taking the enough that Bruce can not realistically
I agonized over this for maybe another convoy out). Better odds, but this also challenge TWO areas with his U-Boats.
30-45 minutes, and did make a very
The Boardgamer Volume 2, Issue 3 July 1997 13

War At Sea Series Replay (Cont.)


Barents: Must be the strongest area Barents Sea: 4 airstrikes Ray Freeman - Mar 19, 1997
due to the critical nature of the convoy vs Bismarck = 3 = Miss
and availability of the Luftwaffe and vs Tirpitz = 3 = Miss That was rather a waste of some very
adjacency to Germany. Thus I must vs Scharnhorst = 6 = Hit = 4 Damage hot dice. Four sixes and three fives out
have the strongest possible ASW and vs Gneisnau = 4 = Miss of twelve dice. Oh well, at least I don’t
best air support present. I figured Bruce South Atlantic: 4 ASW vs 7 U-Boats = have to worry about a disaster in the
would not challenge 18 ASW with his U- 3145 = 1 Disabled South Atlantic, but this seemed like a
Boats. That would be a waste of one of foregone conclusion once Bruce’s subs
his trump cards. Bruce Monnin - Mar 17, 1997 missed. Now for the main act.

North Sea: Must be strong surface, but Well, my main decision here is whether Unfortunately, I now figure the odds are
will be weak in ASW due to the loss of to bomb the convoy or not. In the end, I 5:4 in Bruce's favor. I wanted to put
Vicky on turn 7. I had to play against decided to, just because that single shot Resolution in the North Sea, a fourth
the possibility that Bruce might dump being screened by two carriers can be cruiser in the SA, and transfer a BB from
both the fleet and the subs into here, really pesky. Besides, getting rid of the the NS to the NA and leave Hood in the
while reserving a cruiser for the Baltic. convoy guarantees me at least a tie. Barents. There was only one small
If he does this and wins, he wins by 1 problem with the idea. I only had 3
POC even if both convoys get through. Let’s see if my air is more accurate than cruisers in England.
But I couldn’t spare a second CV for the Ray’s. One interesting thing about turn
area, so I had to beef up the battleship 8 is that disabled results are better than KGV vs Bismarck = 1661 = 2 Hits = 65
force. hits, since disables remove the target = Sunk
from the game, but a hit may not sink POW vs Tirpitz = 1124 = Miss
South Atlantic: I expected the move (note the Scharnhorst from Ray’s DOY vs Scharnhorst (-4) = 4255 =
Bruce made, as my ASW here is airstrikes). Disabled
abysmal. I figure the battle as a tossup, Howe vs Gneisnau = 6452 = Hit &
depending on what the subs do. I think Turn 8 Axis Fire: Disabled = 2
an average result will see the subs 3 U-boats vs Resolution = 322 = Miss Anson vs Scheer = 5545 = Disabled
knocking out the BB and one CA. I just 1 U-boat vs Devonshire = 2 = Miss Suffolk vs Lutzow = 6 = Hit = 5 = Sunk
did not have any more ships to spare for 1 U-boat vs Dorsetshire = 4 = Miss Norfolk vs Hipper = 2 = Miss
the area. 1 U-boat vs Sussex = 1 = Miss Exeter vs Eugen = 6 = Hit = 3 = Sunk
LBA vs KGV = 4 = Miss Convoy vs Zeppelin = 2 = Miss
North Atlantic: I could not give him the LBA vs POW = 2 = Miss
area, and the convoy here is important Wow! It would have been nice to
LBA vs DOY = 4 = Miss
in certain scenarios, so a CV to add disable Tirpitz, but I really can’t
Graf Zeppelin Air vs Renown = 6 = 1
ASW was necessary, and I felt that I complain about the dice. Now if only
Hit = 5 = Sunk
had to have 5 BBs, figuring that one of Bruce’s results are a little light, I just
Graf Zeppelin Air vs Convoy 1A = 1 =
Bruce’s pocket battleships would fail its might pull this out.
Miss
SR.
John Pack - Mar 20, 1997
Ray Freeman - Mar 18, 1997
For the record, I figure the fuzzy-wuzzy
ratios after the U-Boats shoot as: With most of the German fleet headed
Hmm. Obviously he had to bomb the home, the carriers screening the convoy
Barents - 0.94, North Sea - 0.91, North
convoy. It’s too many potential POC to actually may be difference in the battle.
Atlantic - 0.90, and South Atlantic - 1.00.
give up any shots against it. Bruce’s And to think that "getting to shoot at
So, the battle in the S. Atlantic is a
point about disabled results on turn 8 is carriers" would be a bonus in any other
tossup and Bruce is about a 11:10
right on. I would much rather have had fight!
favorite in the Barents.
a five rather than the six I got on
To recap the current situation: If Bruce Scharnhorst. I’ve definitely lost ground I'm not sure if Ray still feels like the
stops Convoy 1A, and wins the battle in the Barents during the air exchange, odds are 5:4 for the Axis, but I'd give the
either in the South Atlantic or the and am now in serious trouble. I will edge to the Allies since the Germans roll
Barents, he wins. If Bruce stops the need to shoot really well in the first up hits (which the BBs can take) more
convoy, but loses both battles it’s a tie. combat round. often than disable results (which they
If 1A gets through, Bruce wins the really need to compensate for only
Barents and doesn’t win the South I should easily win the battle in the having three ships left). Of course, a
Atlantic, it’s a tie (this possibility is highly South Atlantic, so it looks like I’ll likely couple of hits is usually just as good as
unlikely, I admit). If the convoys get be facing a 1 POC deficit with the a disable...
through and I win the Barents, it’s a tie Barents Sea battle being decisive. A
even if Bruce wins the South Atlantic. win, loss or draw is still possible. Very All this really proves is that one should
Finally, I win if the convoy to Russia exciting stuff. Let’s resolve the South never roll dice against Ray in the
gets through and Bruce does not win Atlantic first. Barents! ;-)
either battle. As you can surmise by the
above, my winning chances are not so Resolution (-2) vs Fiume = 1264 = Hit = Bruce Monnin - Mar 20, 1997
hot, and the battle in the Barents is 3 = Sunk
Cruisers vs Pola = 666 = 3 Hits = Sunk Ouch, I figured to only have 3 or 4 ships
critical. OK, now we can roll some dice. left. One big one survived, but Ray
14 The Boardgamer Volume 2, Issue 3 July 1997

War At Sea Series Replay (Cont.)


managed to get 2 out of 4 on the critical matches Ray's early good fortune in Bruce Monnin - Mar 26, 1997
cruiser shots. success with cruisers), I disagree with
Ray's prognostication. The convoy will I will indeed pursue, Ray.
Here comes the big round of Axis fire. I get at least three shots (possibly four) at
figure the big ships will do their job, and the Tirpitz. One disabled is all it takes to The withdrawal of the convoy is a great
4 of the 5 big ships will be gone. The send the mighty battleship packing... I'd move and one that I had not been
important die rolls will be against the still say the odds are close to 50-50. considering. The Tirpitz is too slow to
cruisers. Ray managed to get rid of 2 follow and stays behind to collect the 2
ships that he only fired one shot at, Bruce Monnin - Mar 22, 1997 POC for the area. Ray can pull out the
which was crucial for him. I need to get tie if he rids himself of the Graf Zeppelin
Ray down to 2 ships at most after this A part of me wants to fire all 6 shots at without me taking out the convoy during
round, and preferably just one ship to the Howe to make certain it is taken the same round.
accompany the convoy and the carriers. care of. But I need to start on those
I guess it depends on your perspective, carriers or the convoy will sit behind its Ray Freeman - Mar 26, 1997
but it looks more and more like I should screen and pick me off one by one. So,
here’s hoping the Tirpitz does its job Convoy vs Zeppelin = 6 = Hit = 5 =
have sent a ship to the Baltic and Sunk
guaranteed that tie. (and one of the two cruisers also does
so).
Well gang, it's gonna go down to the last
Bismarck (4+) vs KGV = 2611 = Hit = 6 die roll! The Convoy hits and sinks the
= Sunk Tirpitz (4+) vs Howe = 6642 = 2 Hits &
Graf Zeppelin! Now there is a straight
Tirpitz (4+) vs POW = 5442 = Hit & Disabled = 41
33% probability of a German win and
Disabled = 3 Graf Zeppelin (1+) vs Illustrious = 5 =
67% for a tie! Bruce wins on a disabled
Scharnhorst (3) vs DOY = 454 = Hit = 4 = Sunk
result or a hit with a 4 or more for
Disabled Hipper (1+) vs Glorious = 2 = Miss
damage. It DOES NOT get any closer
Gneisenau (3+) vs Howe = 332 = Miss than this!
Admiral Scheer (2+) vs Anson = 46 = Hit Looks like spreading out my fire paid off.
& Disabled = 2 It's been a fun and very challenging
Graf Zeppelin (1+) vs Anson = 6 = Hit = Ray Freeman - Mar 23, 1997 game, although I've felt like I've been
6 = Sunk swimming upstream in boiling hot mud
Things are looking very, very bad for the
Lutzow (2+) vs Suffolk = 61 = Hit = 5 = for most of it.
good guys. If Howe had done it's job
Sunk
and dissed Bismarck, I'd be in good
Admiral Hipper (1+) vs Norfolk = 5 = Hit Ron Artigues - Mar 27, 1997
shape. Now I'm really in trouble.
= 4 = Sunk
Prinz Eugen (1+) vs Exeter = 4 = Ray's shooting was dead on. Although,
Convoy vs Tirpitz = 6 = Hit = 4 Damage exactly HOW MANY hits have the Brits
Disabled
got in this one battle shooting 1 die
It's gonna go down to the last ship. cruisers and convoys at bigger targets?
The big guys did as expected, taking out
4 of the 5 big British ships. Where I The luck has been unreal in the Barents.
Bruce Monnin - Mar 24, 1997
made out is that I managed to get one
cruiser with only two shots and the other John Pack - Mar 27, 1997
The Germans could fire at the Convoy,
two with only one shot. but if the Glorious is not sunk, disabled I still say, "Never roll dice against Ray in
or damaged, then the shots against the the Barents!" Good shooting, convoy!
Now I have three shooting ships to convoy would be forfeited (rule 14.8).
Ray's two shooting ships and two However, I will shoot all at the Glorious, Bruce Monnin - Mar 27, 1997
covering carriers. With the bonus on my thus leaving me with a 2 to 1 ship
shots, I should have the advantage, but advantage next round if all goes well. And here comes the Graf Zeppelin's one
I will be at the mercy of a few pot shots shot against the convoy. It's a 6, the
from that screened convoy. Tirpitz (4+) vs Glorious = 5516 = 3 Hits convoy is hit! However, the damage die
= 345 = Sunk is a 2, so the convoy limps into Russia
Ray Freeman - Mar 20, 1997 Graf Zeppelin (1+) vs Glorious = 5 = Hit with the 3 POC needed to tie the game.
= 2 = Sunk some more!
Bruce also managed to sink KGV with a What makes this really frustrating is that
single hit. Looks like I’m in really deep Ray Freeman - Mar 24, 1997 if I had fired at the convoy with my 5th
pooh bear now. I was very lucky with shot last round, the convoy would have
my little ships, but so was Bruce. The convoy withdraws at speed three. suffered 2 points of damage then and
would be sunk now (plus the Tirpitz
Howe vs Tirpitz = 1441 = Miss Ron Artigues - Mar 26, 1997 could have continued the pursuit).
Convoy vs Hipper = 5 = Disabled Unfortunately, I was being conservative
Ray pulls out the very last ace he has. because I had not considered the option
John Pack - Mar 20, 1997 The convoy can actually take more Ray had to disengage the convoy, thus
damage than the German cruiser. Bet outrunning the battleship and allowing
Well, I guess despite Bruce's good Bruce wishes he could redo the firing him a shot at the tie.
fortune (which, lest we forget, simply last round.
The Boardgamer Volume 2, Issue 3 July 1997 15

War At Sea Series Replay (Cont.)


Ray Freeman - Mar 27, 1997 He played conservatively, taking very still having a couple turns to repair
little risk. It is possible that if he had damage). I'm not REAL sure about this,
An absolutely amazing finish! Hey, It's pressed harder he might could have put I haven't really gone back and looked at
your own fault Bruce. I was looking me away (maybe on turn 3?), but often the British deployment to see where
through my WAS file for an answer for a a somewhat risky move can blow up in Bruce could've done something. Also,
guy on Consim-L, and noticed this was your face and cost you your entire lead as Ray points out, what looks like a sure
the last Q&A at the bottom of a page on or worse. Why gamble if you don't have thing can easily blow up in your face.
your Avaloncon 96 tournament info and to? A possibility on the last turn is that I
rules. Saw it maybe 1 to 1-1/2 weeks could have left Hood in the Barents, Bruce Monnin - Mar 29, 1997
ago. Up to then, I had no idea I could shifted a BB from the NS to the NA, and
get the convoy POC after withdrawing sent a CA from the Barents to the NS. I As Ray said, its my own fault. If I had
from battle. think that would have made the NS too been thinking about the possibility of the
tempting though, and if he wins it and is convoy withdrawing to Russia, I would
There is no doubt that I was lucky as sin able to use the subs (all or some) to have spread out my fire earlier. Another
with my one shot ships in the Barents on break the SA, he wins, so maybe that alternative was that I could have
turn 8, especially the last two combat wasn't a realistic option. challenged the Barents on turn 4 and
rounds by my destroyers. However, had a good shot at winning, but at the
let's not forget the 3 carriers I lost to air That was one heck of a game, Bruce. It time I felt a better opportunity would
and subs and another spent a turn was probably the best played and come along. Thanks to the great
repairing damage from same. Also, the closest game of War at Sea I've ever deployments by Ray, it never did.
air exchange at the beginning of the turn been involved with. I think we put on a
8 battle didn't help me any either. And darn good show! Of course, there is no shame in a draw
my ASW rolls could hardly be called against Ray. It would have been
deadly. My feeling is that the dice Ron Artigues - Mar 28, 1997 interesting if this had been in the semis
maybe balanced themselves out in the or finals of tournament play, where a
end. Agreed that both sides were graced by draw is not possible. That would have
scorchingly hot dice at various times. increased the tension somewhat.
This game was, I think, very well played Bruce was conservative, no doubt about
by both sides. I only recall one obvious that, but perhaps too conservative? If Now we just have to get to the War At
mistake, that being my weak ASW in the the Germans had put to sea once during Sea finals at Avaloncon this year so
North Sea on turn two. The British want turns 3-5 they could've picked up some we can settle this once and for all.
12 ASW in the North Sea then. Bruce more POC which would've rendered the
did not make any errors that I noticed. convoy heroics moot on turn 8 (while
War At Sea
May 30, 1997 69 Active Players
Wargaming Helps Geography Champ 1. Stephen Packwood 1819 DG-D6
2. Philip Rennert 1800 DH-C6
I received an article recently from Jim Kramer, Jr. which appeared in the Harrisburg 3. Ray Freeman 1738 EHCC7
Patriot News in Harrisburg, PA. I thought it may be of interest, since it involves the 4. Bruce Monnin 1733 HKJE7
son of Stephen Squibb. Stephen can be found at Avaloncon each year. 5. Timothy Hitchings 1717 DH-C6
6. Thomas Scarborough 1707 CEBB5
Jonathan Squibb, an eighth grade pupil at Lamberton Middle School in Carlisle, 7. Glenn Petroski 1686 BC—6
said his hobby of playing table-top war games helped him capture the Pennsylvania 8. Bruce Reiff 1679 BC-A6
Geography Bee championship. 9. Vince Meconi 1650 DG-C6
10. Robert Mull 1647 BD-A6
“The war games have intricate maps. I learned a lot from playing them,” said 11. John Pack 1638 DGCC7
Jonathan, 13, a son of Stephen and Susan Squibb. “I like the strategy of the war 12. Michael Knautz 1602 CE-B6
games and the idea of almost changing history,” said Jonathan. “It’s challenging.” 13. Jon Lockwood 1585 BE-C6
14. Frank Cunliffe 1584 BE-D6
15. Philip Van Wiltenberg 1565 AC-A6
He said he also “looked at atlases” to get ready the the bee, his second trip to the
16. Joseph Beard III 1560 AB-B5
state competition. In his first try in sixth grade, he was eliminated in the preliminary 17. Gary Moody 1547 BD-A6
round. 18. Joseph Powell 1547 AC-A6
19. Thomas Walsh 1537 AAB-7
Jonathan correctly answered all questions in the final round, including the 20. Aaron Petroski 1535 AB—5
championship round. He won $100 and a National Geographic World Atlas and will 21. Chuck Stapp 1530 BE-C6
represent Pennsylvania at the National Geography Bee in Washington, D.C. 22. Paul Sommers 1528 BE-B5
23. Robert Fiorio 1525 AC-A6
Stephen Squibb, whose hobby is military history, said Jonathan learned a lot of 24. Patrick Richardson 1524 AC-A6
geography from “reading my history books over the years.” Father and son are 25. Jeffrey Miller 1523 AAA-7
members of the Historical Miniatures Gaming Society East, a club of table-top war 26. John Welage 1513 BD-C6
games buffs. 27. Michael Bailey 1513 AC-B5
28. Alan Applebaum 1509 AC-B5
Jonathan “gets excited when he goes to the war games conventions,” his father 29. Ron Artigues 1507 ABB-7
said. “He plays against the adults and he beats them on a regular basis.” 30. Carl Olson 1506 AC-A6
16 The Boardgamer Volume 2, Issue 3 July 1997
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The Boardgamer Volume 2, Issue 3 July 1997 17

Roman Set-up in Caesar Alesia


Where To Put The Forts?
by Hank Burkhalter
I have lived in rural America from coast Being of the 'competitive gamer' type, advantages over the other zones, chief
to coast, and hence can count my and after untold hours writing the advantages to the Gauls being the
number of FTF sessions on one hand. program, I wanted to win my first game quickest and 'cleanest' escapee routes.
PBM (read AHIKS) was my way to (every game I start actually). I was Hence the Romans would do well to
game. Seven at a time. Unfortunately, again quickly matched up with another defend these zones either with a
PBM eliminates most games from AHIKSer, Richard Fluck, and I was to be disproportionate number of men, extra
consideration. But one can only look at the Romans. forts, or both.
the Caesar Alesia (CaE) mapboard so
many times, year after year after, before Where to put the forts? I did not have Map One
one breaks. It had to be done. A quick 15#5 of the General, and 24#5 made
opponents request to the AHIKS match only general comments. Knowing the A near (a one hex gap off zone 9)
maker, and I was matched up with setup of forts is key, I wanted to see continuous ring ( a fort 'rings' when it is
Steve Llewellyn in no time. Using blank some example set ups. Requests to the six hexes or less from the next fort )
AHIKS OB charts, I made a CaE OB. online community came to naught. stretching from zones 7 clockwise to
Geezz me thinks, sho nuff a bunch of Hence the idea for this article. zone 3, leaving zones 4-6 'open'. 'Extra'
units. But Steve and I were primed, and forts have been placed off zones 10 and
in we went. The main 'thrust' of this article then are 3. For the most part, the forts man the
the five fort set-ups presented, lest outer works.
By turn six we, er, we let her go. The anyone find themselves setting up the
Romans for first time or the first time in This game saw the Gauls crashing full
number of units were too much for PBM.
a long time. Identify what looks good bore on Zones 7/8, both days. Each
A few years later I joined Genie and
and implement, identify what looks day saw the Romans abandon the
played my first PBeM game. Whoa,
shaky and discard. And win that first works of 7/8, leaving isolated, in the
unbelievable. Games that would
game (I, umm, loooos, ah, I loooss center fort, Labienus and three legions.
normally take two years were done in
mine). The might of the Roman army was then
two months! CaE was still tops in my
put to task securing the four forts
mind as the game I had always wanted
In General bridging the two rivers on either side of
to play and never did. So I wrote a
Labienus, who, along with 17 defensive
PBeM program for the game (the maps
If the Romans were to defend all areas factors, was holding at bay the entire
shown here were generated by the
equally, you can bet the Gauls would hit Celtic force.
program).
from Zones 8, 9, and 10 every time.
Tip one (in theory): 16 defensive
These three zones offer glaring
factors in a fort may well have to face a

Map #1 Map #2
18 The Boardgamer Volume 2, Issue 3 July 1997

Roman Set-up In Caesar Alesia (Cont.)


3:1 surrounded (and a 50/50 chance of plus factors in a pair of hexes. Thus, the Alesia walls facing the 'recently
survival). At 1:1 and 2:1, a fort will fall even if a Gaul is lost to the outer works, abandoned by the Romans' zone 4.
16% of the time. Add Labienus to a 2:1, an AV will result. The Gauls can then
and the fort would fall 3% of the time. advance four hexes across the river, for Map Four
With Caesar, less than 1% of the time. a total of 10 hexes and one river for the
17 defensive factors is 3:1 proof. The turn. Trouble. A continuous ring of forts, facing the
Romans can make at most five 17 factor outer works for the most part, covering
stacks. Hence, do not scatter the I Map Three every zone. Zones 8, 9, and 10 get no
Legion. Have every six factor Roman extra forts (rest assured then, the zones
pair up with another six factor unit. Forts man the outer works exclusively. get a few extra men). For the 'first' time,
Place at least three, if not four, of these Huge areas of the outer works have Mt. Rae has no forts. From a PBeM
stacks, along with both Caesar and been stripped of forts and placed in the game in progress at this time with fellow
Labienus, off Zones 8, 9 and 10. now abundantly fortified areas of zones AHIKSer Rod Coffey.
8, 9, and 10. With so many forts in
Tip one (in practice): Tip one don't these three areas, the Gauls looked This set-up philosophy represents my
always work. elsewhere for the main attack. . current 'state of the art'. However, the
actual placements will need a few
Map Two The Gauls made a small feint off zone 4, tweaks next time around. The notes on
then hit zones 1 and 2 with full force. Map #5 detail why. The forts will still
A 'variation' of map one. Same Roman Vercingetorix moved 8 hexes out of man the outer works, but a somewhat
fort strategy, same results. Alesia towards zone 1. But the Romans 'smarter' placement , a shift here or
held tough. With time running out for the there, would free up some stacks.
Tip two: Romans should be wary of Gauls, the Romans began withdrawing
'delaying' tactics. If it has to be done, it the units defending against the pitifully Map Five
has to be done eh wa. But its costly in small Gaul force in Zone 4, with the
units, and if not done right, will only intent of cementing the successful A tight, continuous ring of forts, covering
speed up the Gaul advance if 6-1 AV's Roman defense of zone 2. every zone. For the 'first' time, the
are available, and the resultant four hex outer works are completely ignored. In
advance, are presented. The Alesia Tip Three: Vercingetorix is eliminated if fact, the inner works are ignored also.
Gauls can reach the inner works of zone he is in the ZOC of a Roman, hence he Note units in a fort do not exert a ZOC.
10 in one turn. A very notable can not get the 'movement bonus' of an A frustrating drawback to forts on a
distinction. In this game, the Romans AV. However, he can, if need be, pick rampart is that this usually means the
manned these same inner works with up about 6 'bonus' movement points in Romans must man an extra hex or two
cavalry. Cavalry doubles to 4. Each Alesia. In this game, Vercingetorix, from to compensate for the loss of ZOC a fort
defensive hex covered two inner works zone 1, moved the 8 hexes back to entails. This is not trivial around turn 5,
hexes. The Gauls can land a total of 32 Alesia, and then next turn appeared on when the Romans can be stretched

Map #3 Map #4
The Boardgamer Volume 2, Issue 3 July 1997 19

Roman Set-up In Caesar Alesia (Cont.) AHIKS


mighty thin. Many a time I've wished I opponent Murray Cowles. These two
had moved this or that fort left, right, or
back one, so as to free up some units
PBMed this game! Hats off!
International
(apparently not bad enough to actually
do it though). Thanks to fellow AHIKSer
Maps 1, 2, and 3 are from Caesar Alesia
'series replays' featured at "http://
Wargamer’s
Clyde Longest (Day), who supplied me
with this set up, and to his AHIKS
mindspring.com/~roll_tide" Society
The AHIKS International Wargamer’s
Society is a great resource for those
who do not have a good supply of FTF
opponents and desire quality PBM
competition.

AHIKS primary function is to serve as


a matching service to pair members
who wish to play the same game. If a
match request cannot immediately be
filled, it is published in the AHIKS
newsletter to help encourage other
members to accept the requested
match.

Besides its primary function of


providing members with opponents for
play-by-mail games, AHIKS also
provides the following services:

1) A workable PBM system which


includes sets of random numbers sent
to players to replace die rolls and stock
tables.
2) A bimonthly newsletter filled with
open match request lists, gaming
Map #5 related articles, society news and
much more.
BOARDGAMER Back Issues 3) The judge, an impartial rules arbiter
available to resolve rules questions.
4) The PBEM Coordinator to help find
Each back issue is available at a cost of $3.50 apiece. If ordering in quantities electronic mail opponents. Currently,
greater than one, the extra issues are $3.00 each. there are over 30 AHIKS members
Preview Issue - Circus Maximus (V), Candidate (S), War At Sea (R, S), 1830 (V), actively playing games via PBEM and
Up Front (R), AREA News & Ratings (N) another 30-40 members online who
occasionally do so.
Volume 1, Issue 1 - Avaloncon 1995 (N), Assassin (S), Panzer Leader (Sc), 5) The Unit Counter Pool to replace
AREA News & Ratings (N) that one missing counter from your
otherwise complete favorite game.
Volume 1, Issue 2 - Avaloncon 1995 (N), History Of The World (SR), 6) The Multi-Player Coordinator to
Panzerblitz/Leader (Sc, V), 1776 (Sc), AREA News & Ratings (N) help arrange for matches in multi-
Volume 1, Issue 3 - Battle Of The Bulge ‘91 (S), Auction (S), War At Sea (S ), player games.
Victory In The Pacific (N), Machiavelli (S), Starship Troopers (N), 7) Cour t eous, d ep en dabl e
Fortress Europa (SR), AREA News & Ratings (N) competition. Members with a history
of dropping out of games or otherwise
Volume 1, Issue 4 - Fortress Europa (SR), PBEM (N), Panzerblitz (N), behaving unethically can face
Attack Sub (S), Avaloncon 1996 (R & N), AREA News & Ratings (N) expulsion from the society.
Volume 2, Issue 1 - Air Baron (SR), 1776 (V), Circus Maximus (S), TV Wars (S), To join AHIKS, or for more information,
History of the World (N & S), Gettysburg ‘88 (S), Avaloncon 1996 (N), contact the BOARDGAMER at 177
AREA News & Ratings (N) South Lincoln Street, Minster, Ohio
45865. You will be put in contact with
Volume 2, Issue 2 - 1776 (S), Candidate (V), History of the World (V),
your Regional Director who will provide
War At Sea (SR), AREA News & Ratings (N)
you with more information about
Key: (H) = History; (N) = Narrative; (R) = Rules Clarifications; (S) = Strategy; (Sc) = Scenario; AHIKS as well as your membership
(SR) = Series Replay; (V) = Variant application.
20 The Boardgamer Volume 2, Issue 3 July 1997

1997 Midwest Open


Victory In The Pacific Tournament
by Glenn Petroski, Tournament Director
To say the event was a success would Close on their heels, Steve "Shark"
be an understatement. Twenty players Packwood, of Eagan Minnesota, won Victory In The Pacific
preregistered for six rounds of the third place plaque. May 30, 1997 118 Active Players
competition over Saturday and Sunday.
Si x m or e chall enger s ar rived Joel Klein of Berwyn, Illinois won four as 1. Alan Applebaum 2059 IKAF7
unannounced at the start of the Allies, lost two as Japanese. This 2. Ray Freeman 1957 GHCD7
Saturday morning round. When the earned him the Halsey award for best 3. Michael Crowe 1950 CDI-5
smoke cleared, and the rumble of a Allied play. 4. David Targonski 1922 IK-E5
thousand dice died away, one question 5. Steve Packwood 1905 HK-F7
6. Timothy Proksch 1873 FH-E7
came forward: When are we going to The 1997 Midwest Open was the debut
7. Tom Johnston 1865 GG-F7
do it again? of the Sir Thomas Phillips award. This
8. Michael Kaye 1800 CD-B6
award is bestowed solely on the basis of 9. Thomas Gregorio 1796 FICE5
Camaraderie, good sportsmanship, consistent good sportsmanship over an 10. Edward O’Conner 1780 DD-B6
good clean fun, and six or seven games extended period of time. 11. Neil Moran 1775 BB-A5
of VITP all in a single week-end. What 12. Daniel Henry 1754 JLDF7
more could anyone ask? There was no question, and no surprise, 13. Kevin Kinsel 1727 BCE-7
when the first Phillips was handed to 14. Chuck Kaplan 1724 DF-D7
Everything ran extremely smoothly. The Paul Nied, of Olathe, Kansas. Paul has 15. Bruce Kernan 1704 CB-B6
only glitches were centered on my attended roughly half of the events that I 16. Christopher Hanson 1694 IK-E5
extreme aversion to adjudication. have directed. At every event, not just 17. Michael Ussery 1684 HJBF6
Almost every round ran overtime to one or two, but the majority of his 18. Bill Thomson 1669 BDDA5
finish out one or two games that were opponents, have commended him as an 19. Glenn Petroski 1654 NNEH7
close to finishing, rather than adjudicate. extr em e exam ple of good 20. Casey Adams 1647 CD-B7
It is still not best policy, but this time it sportsmanship. There is no suitable 21. Joel Klein 1643 CD-B7
did not create other problems, and no award for this type of consistent 22. Robert Kondracki 1636 DE-C6
one seemed to mind. behavior. The round of applause he 23. Karsten Engelmann 1634 BC-B6
received is but acknowledgment of our 24. Michael Knautz 1625 GI-E7
Not surprisingly, a number of players admiration and appreciation. Here is a 25. Kenneth Nied 1616 HJ-E7
were from "Windy City Wargamers" (the person with whom we can all be proud 26. John Pack 1609 CD-B7
Chicago Mob). "First Minnesota", from to claim association. 27. Max Zavanelli 1602 BE-B6
28. Alan Tomaszewski 1592 CE-C7
the Twin Cities area, was also well
29. Lance Ottman 1586 BCC-6
represented. However, neither club However, the second Phillips was a
30. Stephen Resman 1582 BCD-6
dominated the ranks nor finishing major surprise to everyone, including 31. Robert Smith 1574 DF-C5
places. "Big Guns" came in from all the recipient! Chuck Kaplan was 32. Philip Rennert 1572 AA-B6
over the country looking for the excuse commended for good sportsmanship of 33. Louie Tokarz 1571 FFCC7
and central location to launch another a different kind, but just as significant. 34. Vince Meconi 1571 EG-D6
air raid. A total of eleven states sent 35. Peter Lerch 1563 AC-A6
representatives. In Chuck's list of accolades is "forgetting 36. Robert Kirchner 1560 AC-A6
the past sins of the GameMaster." Over 37. Paul Carlson 1557 ABB-6
Alan Appl eba um , of Broo klin e, the past years, Chuck came up short on 38. Joseph Dragan 1554 DD-C7
Massachusetts, took first place. This a number of bad decisions and 39. Phil Van Wiltenberg 1552 BD-B6
comes as no surprise. Alan is the top judgment calls. He has forgiven and 40. Pierre Menard 1545 AB-B5
A.R.E.A. rated VITP player in the forgotten as fast as they occurred. No 41. Robert Hamel 1542 FG-D6
country. He has won past AvalonCons, one ever heard any complaint or remark 42. Alan Mulroy 1541 BCBA7
as well as a number of other tournament about any of them. So thoroughly were 43. Steven Reynolds 1535 AA—5
and convention titles. these incidents put out of his mind that 44. John Sharp 1534 JMCE7
he was the most shocked person in the 45. Jerry Cecchin 1533 BE-B6
With five wins as the Japanese, Alan room when called forward to receive the 46. Joseph Powell 1532 EG-E7
also pocketed the Nagumo award for award! 47. Robert Beyma 1529 AA-A6
best Japanese play. 48. Jorge Pardo 1528 AB-A5
49. Gregory Smith 1525 CC-C6
Kind of a fast run-down, but it does tell it
50. Andy Viloria 1520 BDC-6
Chuck Kaplan, of Arlington Heights, as it is. As for the opening question?
51. James Kramer, Jr. 1518 HI-E6
Illinois, was the only player to actually We are all planning to meet again! 52. Bruno Wolff III 1510 BD-A7
beat Alan, but came up short on Same place! Same time! You are 53. David Rynkowski 1510 AB-B6
tournament points. Chuck went home invited to join us March 6 & 7, 1998, at 54. Brian Petroski 1510 AA—5
with the second place plaque, and very Kenosha Junction! 55. Steve Mininger 1502 ABA-6
real hopes of doing "just a little bit
better" next year.
The Boardgamer Volume 2, Issue 3 July 1997 21

AREA Code Of Conduct


Guidelines for Playing By Mail (Part II)
Adapted from Articles Written by Tom Oleson, Don Greenwood & Glenn Petroski
Edited by Bob Hamel
3.0) CHOOSING SIDES exchange listing in the daily paper. The exchanged at the end of the game. If
AREA does not become involved in Sales-in-Hundreds column is consulted your opponent finds a discrepancy in the
assigning opponents or sides. Starting for a particular stock on a given date to results you must concede him the win.
a rated game is up to the initiative of the arrive at random number. Because Many gamers do not like this system
individual player. It should not be most games use base-6 charts to because they do not want to jeopardize
difficult to find an AREA rated opponent conform to dice rolls, the number must a win to an error in basic math.
with similar desires. As mentioned here, be divided by 6 to arrive at a base-6
one of AREA’s services is to provide number. The remainder is the 4.4) RNT: A possible way around this
you with a list of possible AREA equivalent of a base 6 die roll; treat a problem is to both use the same RNT.
opponents. When a reliable GM is remainder of 0 as a die roll of “6”. Both players then send a two digit
known, that information will be included. random number for each type of die roll
4.3) RNS: Use of a Random Number (attack, damage, speed rolls, etc.). The
When setting up a match, it is always Sheet system for die roll resolutions numbers are multiplied together and
best to list the optional rules or play does away with a whole category of form the starting point for each string of
balance refinements with which you potential PBM problems by putting the die rolls. Both sides send random
wish to play. Then offer your opponent stock market system out of mind, numbers for both their own rolls and
his choice of sides. This should all be although it adds a few new ones. their opponent’s rolls. This method
done on the Game Contract. Failing allows for immediate verification and
that, the best solution is to agree to play The real beauty of RNS is that virtually also for very little possibility of guessing
two games -- one as each side. Another anyone can get one for the price of a the other’s numbers.
possibility may be to bid for sides. This newspaper. The listing of New York
might be preferable, if playing by mail, Stock Exchange transactions, printed in 5.0) HOW TO HANDLE MISTAKES
since either of you may not be in the most papers, can easily be used to A number of systems have been used
mood for a rematch at the end of a generate die rolls. However, you need by gamers to cope with errors in both
game lasting several months or years. not use them in the traditional manner in PBM and FTF sessions. Behind these
conjunction with a CRT -- thus requiring systems are two basic divergent
4.0) RESOLVING COMBAT ready access to virtually any paper. philosophies. At one extreme are those
Combat and other random activities who agree that if you make a mistake,
(such as movement speed rolls or Get in the habit of saving a few you are stuck with it. War is hell. If a
decision “die rolls”) can be resolved in a newspaper stock listings. Pick one out-- commander writes down an order
number of different ways. the older, the better. At this point, pick incorrectly, he is responsible for the
ten stocks and add their total sales-in- consequences. Wargames simulate
4.1) Honor system: There are several hundreds. Advise your opponent of war, so your ability to play without error
forms of honor system ranging from your ten stocks and their total sales. should enhance your success and vice
“rolling your own” to composing an RNS This constitutes a “fingerprint” for your versa.
from a newspaper stock exchange. newspaper sheet. It is unlikely that any
There is a major disadvantage to such two stock lists for different days will At the other extreme are those who say
systems, and it is not dishonesty. Any have this same total. Thus, your that what is important in wargaming is
experienced gamer knows that bizarre opponent is assured that you will be sportsmanship, camaraderie and the
streaks of luck -- both good and bad -- using the same RNS throughout the excitement of a well-played match -- not
occur. If, at a key moment, you roll game. If both players still want an the clerical precision with which it is
three “1’s”, what do you do? If you additional assurance (so that one player recorded. Therefore, mistakes should
honestly report them to our opponent, could not possibly cheat by trying to find be corrected -- not punished. Of course,
you can lose the trust and respect of a the other’s exact stocks), an additive m ost wargam ers tak e a stand
friend, or at least sow a seed of doubt. randomizer number could be selected som ewh er e b etween thes e two
If you worsen your own die rolls, you are and included with any mailing. This extremes. Finding someone who
cheating yourself. What then if you roll way, even if your opponent can predict agrees exactly with you on where the
three“6’s”? For that reason, no matter the next stock you will select, you have point should be is often difficult.
how much you trust your opponent -- do the opportunity to unknowingly change
not use the honor system; there are the result. The official AREA Code of Conduct
simple and readily available alternatives. requires that if you receive a turn with
A drawback to this method is that there an error in it, you must return it for
4.2) CTD: The Closing Transaction is a lack of immediate verification. When correction. You are free to play AREA
Date specified means that combat will you use the CTD method, you verify matches by any covenant you wish.
be resolved using the sales figures at every attack result automatically when However, you must be advised that if a
the close of business for the date you return your clipping with your next dispute arises that you wish AREA to
specified. This most common form of move. Using an RNS does not allow resolve, AREA’s one and only answer
die roll resolution uses the stock verification until the sheets are will be that incorrect turns must be
22 The Boardgamer Volume 2, Issue 3 July 1997

AREA Code Of Conduct (Cont.)


returned for correction. Even this simple sizes. Some are great whales; other Nonetheless, let it be clearly understood
policy could stand some elaboration: tiny minnows. We cannot get into the that when receiving an AREA turn, you
morass of trying to decide what is trivial are morally obliged to conscientiously
5.1) Definition: The AREA definition of and what is significant. In AREA, a check it for errors. Should it contain
a legal turn is as follows: mistake is a mistake is a mistake; all are any, you must return it for a complete
equal. You are free to play AREA rated redo. The word “morally” is stressed
5.11) All units in the OoB of the player games without abiding by this policy. because there is no practical way to
whose turn it is are located, and only However, do not refer disputes to AREA prove whether failure to notice an error
those units. if you have not followed these is deliberate or inadvertent.
procedures.
5.12) The location of all units conforms 5.33) There is one exception to the
to the rules of the game. Don Greenwood and Tom Oleson have “complete redo” rule. If the mistake
been playing each other in AREA rated pertains solely to the instructions for
5.13) All combats, or other events games postally for over two decades. advances or movement after combat,
requiring die rolls, are correctly listed, Both make more than their share of those combat results stand. Only the
correctly calculated, and conform to all errors. They rarely return a move for a instructions pertaining to it are subject to
rules. redo because each trusts the other to revision.
correct obvious errors. As friends, they
5.14) Any other information required for look out for the other’s best interests. 5.4) Penalties: Constantly returning
the turn in question is listed. For That kind of trust usually does not come moves for correction is a hassle no
example: declaration of a game option. early in a PBM relationship. It comes PBMer enjoys. An opponent who
from years of camaraderie and placing regularly makes such mistakes is not
5.15) The turn is done in the agreed the spirit of the game above the often appreciated. The question
format, as already explained in great importance of winning. Until you have becomes what constitutes a suitable
detail. developed that network of compatible penalty for inconveni encin g an
opponents, you would do well to stick to opponent? No one, including AREA,
A legal turn is not necessarily a well- the letter of the rules. can make that decision for you. It is a
done turn. If you send your opponent a matter for each gamer to decide
turn conforming to the above definition, 5.3) Approving illegal turns: between himself and his opponent the
but containing an error in judgment, he Suppose that you receive an illegal turn, degree to which the cause of such
is under no obligation to return it. This but do not realize that it is illegal, or inconveniences should be penalized, if
is because errors in judgment are never prefer to deliberately ignore it -- perhaps at all. It is wise to come to an
clear-cut. For example, you may because the illegality is in your favor. agreement beforehand on this subject.
misnote the hex grid of a unit in such a You then play on that turn, sending your If you make no prematch agreement on
way that the result is a legal move that own turn to your opponent. There are errors, you will have to suffer in silence
leaves a gap in your front. Among two possible outcomes: through the antics of any bumbling
opponents who are also friends, it is opponent you have the misfortune to
customary to return such a move for 5.31) Your turn is legal, or contains play. Following are two possible
correction, even though it is a legal errors correctable independently of your recommended courses of action.
move. Suppose, however, that you opponent’s preceding turn. You have
failed to attack a weak point which your lost the chance to insist that your 5.41) Bonus die rolls: Whenever an
opponent had feared you would. This opponent correct the illegal turn that opponent makes an error requiring that
may be almost as silly a mistake. Yet it immediately preceded yours. You a move be returned for correction, that
is much less obvious that even your approved his move by using it as the inconvenience has earned you a bonus
best friend should return this turn for a basis of your own. die roll. You earn one bonus die roll for
redo. Even the U.S. Supreme Court each turn returned, not for each error
might have trouble deciding just which 5.32) Your turn is not legal, and can not contained in the turn. You can not earn
legal turns should, on moral grounds, be be corrected without correcting your additional bonus die rolls for later
returned. So do not complain when opponent’s preceding turn. Both the pointing out additional errors to the
your opponent doesn’t cut you a break! preceding opponent’s turn and your turn same turn, even after the redo. You
must be corrected. may earn a single additional bonus die
5.2) Redo: If you receive a turn not roll if there are errors in the redo that
conforming exactly to the definition To put it another way: As the were not in the original. Only one die
above, it is an illegal turn and you are consequence of an illegal move, the roll per redo, and only for new errors.
obliged to return it for a complete redo, maximum number of turns that must be
including completely new die roll redone is two -- one by each player. Bonus die rolls must be used as soon as
resolutions. Changes to all legal parts Errors going farther back than that are possible. A player who has a bonus die
of the turn are permitted as well: it may no longer grounds for complaint. roll coming to him specifies his use of it
be completely or partly redone, as the by listing two stocks (or an additional
erring player prefers. Most often it is hard enough to notice n um b er i n a r a n d o m n u m b e r
our own mistakes, let alone an determiner). Only the best of the two die
The word “exactly” is stressed because opponent’s. Being human, it is easy to rolls may be applied. No more than one
turn mistakes come in all shapes and miss anyone’s errors, and not because it bonus die roll may be applied per
helps to do so.
The Boardgamer Volume 2, Issue 3 July 1997 23

AREA Code Of Conduct (Cont.)


resolution. All must be predesignated. parameters of how the game will be 6.11) If you expect a reply of any kind,
A player cannot see the results of a die played and have put your fences in you must enclose $1.00 in cash, check,
roll before stating that he wishes to use order. It is unlikely that you will then or stamps. If living outside the U.S. with
his bonus die roll to change it. Bonus have any problems. Should a dispute no access to U.S. stamps, purchase an
die rolls can be carried over from one occur, do not bother to bring your International Mail Coupon from your
turn to the next only if there are complaints to AREA without a photostat local post office. Do not send foreign
insufficient die roll resolutions during the of this properly filled out form. It serves currency or checks as the cost of
immediately following turn. as proof that both players entered the collection and exchange is prohibitive.
match fully aware of all restrictions and
5.42) Concession: If you have to options. 6.2) If you are going to discuss more
return the same turn to an opponent for than one subject, you will need to send
correction more than twice, even if not It is ironic that completing and filling out a separate SASE for each. Because
for the same error each time, your error- a contract usually clarifies things to the different people may be asked to assist
prone opponent has just lost the game extent that it is really not needed. in answering your questions, each
and will sign your victory slip as his Conversely, not completing one correspondence should be kept
apology for inconveniencing you. Again, generally sets up the circumstances separate from other questions. This will
errors that existed in a previous move later which raises a need for it. allow direct handling of each question.
returned for correction of other faults All promises are void if your letter has to
that you failed to point out at the time Since these rules were originally be passed around to various people.
cannot be considered cause for a return published, the procedure explained in Failure to follow this procedure could
resulting in concession. While this may this section has been criticized as result in any response taking a very long
seem harsh, an agreement of this sort is arbitrary, and for that reason is seldom time to reach you.
really necessary if you intend to take on used in practice. The criticism has
all comers in AREA play. There are not merit, but the solution escapes me. 6.3) Keep your game questions simple
many bad eggs in AREA, but like every Most wargamers would like to retain the and pose them so they can be
activity it has attracted a few who rather respect and good will of their opponents. answered in a “Yes” or “No” format. Do
than concede a game would continue to For this reason they prefer not to be not refer to grid coordinates unless you
send moves with deliberate errors in an arbitrary. Even rules much longer and provide a diagram of the situation.
attempt to delay an inevitable loss. This more elaborate than these could not Usually a photostat of the gameboard
type of agreement prevents that remote truly reflect the actual conduct of a will suffice. Make no mistake about it! If
possibility. game, whether PBM or FTF, since that a game’s rules are ambiguous or
i s done und er an unspok en contradictory, the game publisher and
While these penalties provide incentive understanding based on common AREA want to hear about it! Especially
for players to double check their moves, sense. These are the rules if you want with newer games. The answers to your
they will not eliminate errors altogether. to use them. If you want to insist that legitimate queries need to be published
Moreover, there is a negative side to your opponent does, it is your privilege. in THE GENERAL, BOARDGAMER,
their use: Some players will use them to KOMMANDEUR, AREA material, and
achieve an advantage. There are those 6.0) WHEN COMMON SENSE FAILS hobby news publications. Official AH
who search for trivial errors so that they AREA does not like sorting out problems answers will appear in the Question Box
can win by a technicality. Others, more that can be solved by common sense. of THE GENERAL and corrected in
disposed to friendly play, will not want to Since this whole system continues subsequent editions.
invoke penalties. These prefer to win because of the enthusiasm of the group
“on the field” as it were. Were this a as a whole, AREA should be consulted Unfortunately, the vast majority of
perfect world where we all embraced only when there are problems that can q u est io ns r ec eiv ed ar e cl earl y
sportsmanship to the same degree, this not be resolved in a friendly, and answerable by someone taking the time
would not be a problem. Unfortunately, sportsmanlike manner. There are two to reread the rules. If you are too lazy to
no two human beings ever look upon types of situations that could lead you to double check the rules on your end, you
anything in exactly the same light. consult AREA; the first is rule are taking away time that should be
Falling back upon rules like these is the i n t er p r et a t i o n s , t h e s ec o n d i s devoted to other hobby and AREA
best solution we poor mortals have unsportsmanlike conduct. Each is related issues.
come up with so far. detailed below:
6.4) Unsportsmanlike conduct: No
5.5) Game Contract: With this Code of 6.1) Rule Interpretations: You have one wants to be in the uncomfortable
Conduct is a Game Contract that all seen the standard policy statements position of blowing the whistle on
summarizes the rules explained here. publishers regularly print in their games someone else. There is a time when it
We urge all AREA players to make regarding the submission of questions. does become necessary, if only to
photocopies of this form and keep them Mundane as they seem to be, they are prevent the same misfortune from
readily available. When you start an ignored with regularity. Yet, those same befalling another AREA player who does
AREA game, you and your opponent gamers are incensed when the answers obey the rules. Players are urged to
should mutually fill out this form, and to their questions are delayed. Perhaps work difficulties out amongst themselves
exchange signed copies. Having done the list bears repeating. in a friendly manner. Remember that
so, you will have agreed upon the good sportsmanship is more important
than any win. In those inevitable
24 The Boardgamer Volume 2, Issue 3 July 1997

AREA Code Of Conduct (Cont.)


situations where the best efforts of players will constitute unsportsmanlike 8.0) GAME SPECIFIC RATINGS
diplomacy and fair play have failed to conduct. AREA used to come in two flavors:
get an opponent to live up to his General and Specific. As of May 1995,
obligations, AREA encourages you to 7.2) Unsportsmanlike conduct: all AREA ratings became game specific.
report the offender. AREA will officially Cont i nued abr asi ve behavi or , The reasoning behind this move is
inform him that such behavior is not intimidation, and inconsideration are twofold. One: because of the shift from
tolerated in the AREA player pool, or examples of unsportsmanlike conduct. Avalon Hill to individual volunteers, the
advise you that you may be in the AREA record keeping needs to be as
wrong. When filing a grievance, always The most frequent example that AREA simple as possible. Duplicate record
complete all of the following steps. has to deal with is when player “A” keeping places an unnecessary burden
misses a deadline due to personal on AREA volunteers. Two: ability in one
6.41) Game contract: Furnish proof of crisis. The opponent “B” then demands game implies very little about a player’s
the circumstances under which the that player “A” concede the game. skills at another. While there is some
game was started. Provide a copy of the Technically player “B” is correct, overall correlation between skill at one
Game Contract agreement exchanged a lt h o ug h h e i s no w g uilt y o f game and abilities at another, a player’s
by both parties prior to the start of play. unsportsmanlike conduct. On the skill will vary in direct correlation to his
If no such agreement was signed, you technicality, player “B” will receive his experience at that particular game. To
have no recourse for complaint. You victory, “A” will lose. However, the use the General rating for the purpose
need not exchange a Game Contract charge of unsportsmanlike conduct will of assigning like opponents, the general
agreement for every game played. be handled separately with a 100 point rating was weak. There fore only the
Longtime acquaintances will seldom go fine and 1 year probation. (See specific rating will continue as we move
to that formality. If you have not probation below.) forward.
exchanged such agreements specifying
the terms of your game, do not expect 7.3) Cheating: If it can actually be 8.1) Inactive: Ratings that age more
AREA to be able to read minds. Without proven, action will be taken against it. than 2 years will become inactive. They
the agreement and any other paperwork But you will need an iron clad case to may be reactivated without change by
you may have, AREA will not render a make the accusation. The penalty will simply submitting a more recent game
decision regarding your complaint. If be 200 point fine, and 2 year probation. for AREA records.
you did not exchange such an (See probation below.)
agreement beforehand you cannot 8.2) Dropping out: Ratings that age
make a complaint. Your only recourse 7.4) Probation: Probation is private more than 10 years will be dropped. If
is to chalk up the game to experience information, kept only by AREA. There someone has not played something in
and scratch that opponent from your list will never be public announcement of over 10 years, I would think that he has
of compatible playing partners. anyone on probation, nor will that lost interest. These cannot be
information be disclosed to any other reactivated. A player would have to start
6.42) Warning: Never complain to player. Anyone on probation will be over.
AREA unless you have first tried to notified, and will know why they are on
resolve your problem with your probation. 8.3) Reporting: Sending in chits,
opponent to no avail. If that fails, game reports, any information or letters
always give your opponent a warning While on probation, a player’s name will costs nothing. All of this will be entered
that your next action will be to file a not appear on ANY AREA player listing. as received. This includes e-mail.
grievance. Give him at least two weeks He can not be listed on any “Top 10”, However, without $1.00 none of this will
to respond before doing so. “Top 40”, or even a full published listing be acknowledged. AREA will use it as
of players. A player on probation will received, but no replies will be sent
6.43) Opponent’s copy: When filing a not be provided any AREA material or without something to defray costs.
grievance, always send a copy of that information. Such requests will be
All individual games require verification
grievance to your opponent. returned unfilled. His name will not be
from two or more players. This includes
available to others seeking information
PBEM games! The best way is a piece
6.44) SASE: If you expect a reply of or opponents. AREA will do what it can
of paper that includes the signatures of
any kind from AREA, enclose an SASE. to prevent potential matches with
all participants. To report by pbem, both
Without SASE you will never hear the persons on probation. Should a GM or
players will have to report the game.
outcome of your grievance. opponent report a game played by a
Only the winner needs to send all of the
player on probation, his score will
information. The loser still has to report
7.0) GRIEVANCES AND RESULTS: remain unchanged, although opponent’s
that the game did occur, and that he did
scores will be credited accordingly.
lose, or the claim is invalid. All ASL
7.1) Abrasive Behavior: Many cases
games should be reported to Russ
are a matter of clash of personality, or When probation is ended, the offender
Gifford. All other AREA game reports,
abrasiveness, on one part or the other. will be reinstated as an inactive player.
chits, and information goes to Glenn E.
If AREA judges this to be the case, a He will begin with the qualifiers and
L. Petroski.
reprimand will be issued, with no other ratings he had prior to probation, less
consequences. Continued behavior of any fines. Before being relisted he will
8.4) Individual games: Individual
the same type against a number of need to report further game activity. games more than 30 days old may not
be rated.
The Boardgamer Volume 2, Issue 3 July 1997 25

AREA Code Of Conduct (Cont.)


8.5) PBM competitions: GMs may will provide a list of names and mature competitor from the “win-at-any-
report the results of PBM competition addressees with specific ratings in a cost” mentality of someone trying to
within 30 days of the end of any round. particular game. feed his ego. A player with an extensive
This is often past 30 days from the finish AREA record is someone who has been
of some specific games, but will be 9.4) Are you trying to organize a through the wars already. He has
accepted as long as it is on paper, tournament? Write for a list of all probably met defeat before and knows
signed by the GM, and includes all gamers’ names and current ratings with that it is nothing to be ashamed of. The
games and all participants included in specific ratings in a particular game. real reward in these games is not just
that round. Individual players should not winning, but the friendly camaraderie of
report these games. 9.5) Some other service that you need? a hard-fought contest. In that sense,
Ask. Explain what you want. If AREA AREA has been a success. Because of
8.6) Tournament games: TDs and can, AREA will. it we are embarking on a new era of
GMs are requested to submit the results AREA play. We are attempting to shore
of all games played in FTF tournaments. 10.0) FINAL WORDS - Intro. article up AREA’s shortcomings and give it a
These also must be submitted within 30 about AREA by Don Greenwood new, more active role. This will help
days. Again, hard copy is required with give AREA the facelift it needs to carry it
a GM signature. All games, all players, The AREA Player Rating system dates into the next century and help revitalize
all rounds, for the full tournament, are back to 1974. Although it cannot be competitive gaming in our hobby.
required for any to be credited. Again, said to have achieved its avowed
individual players should not report purpose of completely culling the bad A.H.I.K.S.
these games. guys from the ranks of postal play, This is a good point to mention AHIKS --
neither has it been a dismal failure. the oldest wargaming club in existence -
Individual players should find out in There are still incidents of poor - which consists primarily of those who
advance if a GM intends to report his sportsmanship and outright fraud, not to play by mail. Among other services,
competition to AREA. If a GM does not mention disappearing opponents who they provide detailed OoB sheets for
intend to do so, a player may report the drop out of sight when games start to go PBM and Random Number Sheets
games he participates in as individual bad. However, judging from the number (RNS’s) for resolving die rolls.
games. of such reports received in recent years,
it would appear that the frequency of For information and memberships:
9.0) SERVICES FOR YOU these instances has decreased. John P. Newman, Recruiter
AREA has an ever growing database. Avalon Hill International
Names and addresses of players are in Whether this relative calm upon the Kriegspiel Society
the thousands. Hundreds of game titles waters can be attributable to the “Big 1120 23rd Street
are listed. Listings of clubs, GMs, retail Brother is watching you” syndrome of Bettendorff, Iowa 52722
establishments, and publishers, are AREA or simply the graying of the phone: 319-359-5924
taking form. Potential is unlimited! hobby is a matter opinion. It does
appear likely however that the For information regarding ASL:
Please include $1.00 to cover costs with publication and wide spread acceptance Russ Gifford
your request for each individual service. of a code of ethics regarding postal play, 320 E. 27th Street
Cash, check, money order, stamps, where none existed previously, has had South Sioux City, NE 68776-3205
international postage coupons, anything at least a contributing effect. No matter 402-494-8746
payable in U.S. funds is acceptable. how distasteful it may be to “snitch” on
The cost is nominal, but necessary. an errant opponent, the possibility of For further A.R.E.A. information:
Failure to include $1.00 may result in being reported to a neutral higher Glenn E. L. Petroski
our failure to acknowledge your request. authority and dismissed in disgrace A. R. E. A. Administrator
must influence at least a few to adhere 6829 23rd Avenue
9.1) Want your own current status? Or to the straight and narrow. Playing Kenosha, WI 53143-1233
that of one particular opponent? Ask for someone with an extensive AREA Phone: 414-654-5044
a listing of all current ratings belonging background is not a guarantee
to an individual player. of an enjoyable game played to
conclusion, but it is certainly a
9.2) Looking for opponents near you, or better percentage bet than
near a place where you may be staying trying someone with no track
for a weekend? AREA will provide a record at all.
listing of gamers’ names and addresses
within a zip code zone. (A zone is the Skill and personality aside, one
first 3 digits of a zip code.) A request of the best qualifications an
may specify any zone. If none is opponent can have is humility.
specified, the zip on the return address All too often PBM rookies take
will be used. defeat personally or as a test of
their gaming “manhood”.
9.3) Are you searching for PBM Learning to lose graciously is
opponents in a particular game? We what sets aside the practiced,
26 The Boardgamer Volume 2, Issue 3 July 1997

Evolution Of The Remote Opponent


Play By Graphics (PBG)
by Bill Thomson
Author' s Note: It is freely admitted I am augment mailings with the use of the created on the screen, lines of text are
a Macintosh advocate with extensive telephone. Play By Phone (PBP) is typ ed and transf err ed with an
experience on multiple machines, often limited to local opponents to approximately 5 second delay. The
currently owning four between home minimize the corresponding cost. presence of an equivalent feature
and work. Limited experience on PCs Additional considerations include time available with other commercial on line
results from the work environment. zone differences, schedules, and the services is assumed.
Recognizing PCs represent a majority of acceptability of this pastime on the
machines in use, cross platform 'Home Front' and/or by one's Minister of Internet Relay Chat (IRC)-
compatibility is requirement to promote Finance should a player not have that Likely to be very much like AOL chat.
the Play by Graphics Format. household responsibility. The following steps were provided to me
from Ted Ewen as I am a novice in this
BACKGROUND: Play by Electronic Mail (PBEM) area:
Play By Mail (PBM) represents a PBEM is the next evolutionary step to 1) Find an IRC server, and tell your
mainstay in the wargaming hobby since PBM to the current computer age. opponent which one you want to use at
the latter's inception. For those lacking Essentially PBEM simulates PBM a pre-arraigned timeframe.
local opponents of similar interest and except the text letter or attached file is 2) Telnet to that site and set up a
skill level for Face to Face (FTF) play, sent via modem rather than utilizing the channel for the game.
PBM is often a lifeline. Players who postal service. The primary advantages 3) Join the channel and set it to private
prefer to carefully study a situation to are the increased speed and lower (so you don't have to worry about cross
define their best course of action as a associated cost of transfer regardless of chatter from all the kiddies).
leisurely pace may prefer the PBM the location of the addressee. This 4) play the game.
format. In contrast, others migrate to speed of transfer does not ensure rapid I have yet to successfully utilized this
FTF and tournament play with its more player response however. A major foible capability to participate in several SLlist
reactionary and impulsive attributes. shared between PBM and PBEM are Squad Leader contest recently played in
Whereas PBM allow one to minimize errors in the text file or letter potentially IRC format primarily due to scheduling
oversights, errors and forgotten actions; af f ect ing t he gam e outcom e. conflicts. Those seeking additional
FTF challenges one to make fewer Unintentional 'holes' in a defense due to information are directed to Eric Pass of
player 'errors' than the opponent while a typo can supersede a players the SLlist (epass@nyx.net).
under time constraints. strategy. The amount of forgiveness
afforded by the opponent often varies by NETSCAPE NAVIGATOR: A brief
The obvious drawbacks for PBM is the the status of the game (i.e. fun, rating, conversation with the Tech help at
lack of continuity of a game and the tournament). Netscape indicates a Chat feature
corresponding longer life of the game currently exists in the Windows version.
relative to its FTF cousin. The PBM Real Time Internet Play Similar capability for the Macintosh
advocate with a significant appetite for Several techniques are in use for real environment is available in the 3.0
gaming activity often plays a multiple time message exchange. These allow a version titled 'COOLTALK'. However, I
number of matches simultaneously. game to be played by two opponents at personally use version 2.0.1 on a
Unless opponent response time is remote location by transfer of short Ma c i n t o s h d u e t o l o wer RAM
uniform and consistent, the amount of messages between the two players with requirements and a financial feature
activity at hand is often boom or bust. only a few seconds delay. Additionally, called 'IT'S FREE'. With the lower level
The pace of gaming often is hindered by a peanut gallery can add commentary NETSCAPE version, an IRC connection
other priorities in life such as family, as appropriate (or graciously point out equivalent is obtained using a 'helper'
work, relocation, and other issues lack of player cognitive ability). The G L O B AL C HA T a p p l i c a t i o n i n
reducing the amount of discretionary specific technique may vary with the conjunction with NETSCAPE.
time. One temptation is to overcommit method being used. The biggest
to an excessive number of games to be challenge is often software configuration Network Play:
involved on the assumption responses but many successfully make use of this Another PBG method applies when all
with be received in an uniform manner. technique. A variety of related parties belong to the same network via a
This tendency is often selfish as often techniques provide internet play school or work commonality. The map
leads to delayed responses and loss or capability often as a function of the file resides in a location/server
credibility as a reliable opponent when internet access program utilized. accessible to all. Players in sequence
several opponents responses are all can modify the file when it is their turn.
received in close time proximity. CHAT Windows- If all participating are Several AXIS & ALLIES games have
America On Line members, then the been completed in this format within a
To speed up play and perhaps more AOL chat window can be established past player group.
suited to more interactive games (i.e. linking connected players. An open
THE CIVIL WAR, TURNING POINT window is created between specific PBG Applications:
STALINGRAD, ADVANCED SQUAD players on line rather than a general My preferred application for PBG is
LEADER), one has the option to forum Chat Room. With a small window Claris DRAW. Claris is a division of the
The Boardgamer Volume 2, Issue 3 July 1997 27

Evolution Of The Remote Opponent (Cont.)


Apple Corporation (Cupertino, California, DRAW is the latest of the Claris are required to run on system 7.x).
USA) hence their products are always Macintosh drawing program family. This MACDRAWPRO 1.5.3 was a free
compatible with the broad range of genealogy is traced from MACDRAW upgrade to MACDRAWPRO 1.5.2 to
Macintoshes models. Free updates are (released 19xx, final version 1.9.8), retain the Library functionality on a
always released concurrent with new MACDRAW II ( 1991, 1. 1. 2), Power PC Macintosh models (Motorola
Macintosh Operating System (OS) MACDRAWPRO (1993, 1.5.3), and RISC 60X microprocessor).
software. Of major benefit, Claris DRAW (1994, 1.0v3). One of these MACDRAWPRO was written for the
DRAW is a cross platform platform versions is a common application to Motorola 680XX microprocessor based
application. A version exist for the m o s t Ma c i n t o s h b u s i n es s a n d machines and run on the Power
Microsoft Windows 'challenged'. This educational user. The program was Ma ci nto sh vi a i n h er en t 68 0 XX
version will run on Windows95 as well formally included free in Macintosh units emulation at limited speeds. DRAW is
however that version is not required. whereas now Claris WORKS is in the n a t i v e s o f t w a r e t o t h e RI S C
Hence a file created on either platform bundled software on the hom e microprocessor and achieves true
can be opened by the application on the consumer models. All except Claris machine clock speed performance.
other platform. Although the Power PC WORKS are downward compatible
Macintosh can read a DOS PC having the ability to translate a file from The Macintosh retail 'Performa" series
formatted diskette and transfer the file an earlier version or application in this typically has Claris WORKS (1996
contents, the DOS PC system typically family tree. MACDRAW and version, 4.0v5) pre-installed. This
lacks this ability. Therefore, file transfer MACDRAW II are functionally only on single program possesses capabilities
must occur by diskette or by electronic the older system 6.0.x. (system 7.6 is of a word processor, drawing, and
means. the current latest version Macintosh spreadsheet. Such enables functionally
OS). Either MACDRAWPRO or DRAW and data transfer without moving
b et ween s epar at e a pplic atio ns .
However the capabilities of Claris
Games By Subscribers MACW RITEPRO/Microsoft WORD,
DRAW, and Microsoft EXCEL is
A number of the subscribers of the BOARDGAMER also dabble a bit in designing superior to the respective capabilities of
games. Here are some details of a couple of new ones to hit the market: Claris WORKS. Such higher capability
is not typically utilized or missed by the
“Tigers In The Mist” is a Battle of the Bulge game designed by Ray casual computer owner. However
Freeman (1422 Peralta Avenue, Berkeley, CA 94702 or DRAW's functionality is well appreciated
RayFreeman@AOL.COM). Ray self publishes the game for $15. Tigers In The and utilized for PBG contests. Its cross
Mist covers the first six and one half days of the Battle of the Bulge. It is a player’s platform file utilization capability cannot
game, low in complexity and somewhat decision oriented. The game is meant to be understated. Translation capability
be easy to learn and fun to play. between Claris MACDRAWPRO and
DRAW to Claris Works is possible as a
Tigers In The Mist has been in development (not design) for 2-1/2 years. It has PICT is common format between
been extensively playtested during development by groups in California, Oregon, applications. A quick look at Microsoft
Massachusetts and Sweden, and found to be closely balanced, with the Germans WORKS indicates it is similar in
winning 52%. functionality to Claris W ORKS.
However as I do not use latter, I am
The game includes: a 22” by 25” map with 180 areas and 12 perimeter zones; 8 unsure what its file translation capability
pages of rules; 360 counters (most double sided); examples of play; a player aid; is other than cut and paste.
OB cards and designer’s notes.
Corel DRAW and Adobe
ILLUSTRATOR represents other high
“Saratoga 1777” is an upcoming GMT release designed and developed by end drawing program. Lacking
subscribers Mark Miklos and Andy Lewis. It will retail for $29 but can be pre-
personal experience, similar capabilities
ordered for $20 by calling GMT games at 1-800-523-6111.
to Claris DRAW and versions in both
computer platforms is assumed.
Saratoga has been designed to be quick-playing (sets up in 5 minutes and plays in
However neither are common programs
2 hours), which will make it ideal for tournament play. The game lasts twelve turns
in use by the typical user and likely
and included one map and 88 5/8” Rodger MacGowan counters which fit easily
have a higher price tag.
inside the oversize map hexes.
THE CLARIS DRAW APPLICATION
The heart and soul of the game is the Army Morale Track which measures the
Lower prices may be obtained via
tenacity and will to fight of the opposing armies. This reflects the realities of combat
comparison shopping with resellers.
in the period where victory more often depended on breaking the opponent’s will
Perhaps two most valuable features of
rather than upon inflicting large amounts of casualties.
the Draw application are the Layer
Manager and the Library functions. The
Features of the game include: regimental sized units; one hour per turn time scale;
layer manager allows a drawing to exist
unique capabilities for ‘rifle’ units; limited zones of control; fire combat as distinct
in parts. The layers are positioned
from close combat; the use of 8 tactics chits to gain close combat modifiers; a CRT
above each other sequentially. The
which includes”pinned” and “captured” results; unit step reductions and leaders.
28 The Boardgamer Volume 2, Issue 3 July 1997

Evolution Of The Remote Opponent (Cont.)


layer manager provide the ability to converted to a DRAW library. Presently 2) These files tend to get large, often in
create, reorder, hide show, lock and many full counter libraries have been the one megabyte range. File
delete layers at the click of the mouse. created for various games and will be compression is deemed necessary to
Of note, one sees only the layers not freely distributed by this author to minimize modem transfer time. This is
hidden and 'below' active layer. The promote PBG play. For those with web of greater priority for those with limited
delete step activates warnings to browsers, an itemized listing is found on access time or requiring long distance to
minimize accidental deletions. Hence 'http://zim.com/BThomson/ connect. The Macintosh environment
one drawing file can be used for a range GAME_TOOLS.HTML'. commonly uses Aladdin Systems'
of timeframes of the game. Typically STUFFIT DEL UXE or STUFFIT
the units or counters reside on the top My method for creating counters for a EXPANDER. The latter is freeware and
layer. For those time limited during library is to start with a laser scan. can uncompress files but not compress
email transfer of files, the unit layer only Import the PICT format image into Claris files. A number of file protocol
can be pulled out and transferred DRAW as the bottom layer. At 400% translators exist on both versions.
separately. The remaining layers magnification, use the scan as a STUFFIT DELUXE is the commercial
typically do not change and comprise template and recreate the image on an version which has the ability to 'Stuff'
the bulk for the file size. A simple upper layer using the DRAW tools. The and creating 'self extracting files'. Self-
alignment mark on each layer is utilized scan layer can then be deleted to extracting files are applications that will
to paste in the unit layer on a new layer minimize file size. Counters created can unstuff and open when double clicked
created for that purpose. My current be cut, pasted, and named in the automatically. (The Windows version
'Map file' for TAHGC's THIRD REICH, appropriate game library. can 'unstuff' files from a Macintosh but
4th edition is 750K in size without the cannot utilize Macintosh self extracting
units. Consisting of 17 layers, they are A typical PBG game set includes a stuffed files.) Both STUFFIT DELUXE
itemized as follows: multilayer map, counter library, the and EXPANDER have the ability to
corresponding Order of Battles (OBs), u n zi p W i n d o ws / DO S f i l es a n d
# Layer Content and a soft copy of the rules. Acquisition translating into/out of binhex, Mac
1 Map grid with terrain of the softcopy rulebook involves laser binary, uuencode and a number of other
2 Hex IDs scanning the ruleset followed by an common protocols.
3 Tables optical character reader (OCR) capture
4 Country Names of the text. Once achieved, the typical
5 Front Boundaries word processor 'Find' functionality
6 Gibraltar-Malta Fortifications allows one to quickly locate the rules
7
8
Sevastopol Fortification
Leningrad Fortification
needed regardless of the size of the
rulebook file. Although Microsoft Word
Pay For
9
10
Maginot Line Fortress
Nazi Soviet Partition Line
has greater functionality, I prefer Claris
MACWRITEPRO for this purpose in the
Authors!
11 Vichy France Macintosh environment due to its small Pay for authors is one free issue of
12 1942 Start line application size (700K) allowing the it to the BOARDGAMER for each half
13 1944 Start Line open and run more quickly especially on page the article occupies. In
14 West Wall more limited early models. addition, those who have built up a
15 BRP Summary number of issues can instead cash
16 Units Counters SQLA Software Standards For PBG them in at the rate of $3.00 each.
17 Force Pools To promote the PBG game format, I am
attempting to standardized applications. The BOARDGAMER is always in
EXAMPLE: At the start of the campaign Initially this is done for my benefit driven need of authors to pen quality
or 1939 scenario, layers 11, 12, 13 and by the desire to make use of existing articles on the play of Avalon Hill/
14 can be set to 'Hide' via the Layer gam e tools I have with willing Victory Games board, sports and
Manager. If/when the Maginot line falls, opponents. A variety of issues and card games. Thus strategy
that layer is turned off. Regardless of solutions have been defined to support articles, series replays and variants
the game status, a single file is used. my existing cross platform play. The for these games are always good
The only layers making a game unique key requirements are: material for submission. History
are layer 15, 16, and 17. All necessary
articles, game reviews and game
game requirements can be derived per 1) A common drawing program. My previews will be considered on a
any other game file. previously existing files were created in case by case basis.
Claris MACDRAWPRO. Such are
'Libraries' are special file in which readily converted to Claris DRAW which
graphic element can be stored and Articles submitted will not be
is a cross platform program.. Although printed with any significant
identified by name. Naturally the unit relatively common to Macintosh users,
counters for a game often collected in a changes without first receiving the
the price seems affordable for the approval of the original author. It is
single library. By clicking the 'use' Windows inclined. (When a match is
button, one unit highlighted in the library requested that articles submitted to
bet ween Macintosh users, the BOARDGAMER not also be
is deposited in the corresponding Draw MACDRAWPRO remains the preferred
file. Elements can be added or deleted submitted elsewhere without first
application due to smaller file size and informing the BOARDGAMER.
to the library. Additionally libraries from speed on older models.
the lower level Draw family can be
The Boardgamer Volume 2, Issue 3 July 1997 29

Evolution Of The Remote Opponent (Cont.)


The DOS/Windows world commonly Die Rolls: Moving Forward
uses pkzip for compression. STUFFIT A wide variety of die roll mechanism are My expanding use of PBG for my PBEM
files and bin hex files may exist as a employed to assisted PBM play in its play within various game titles and
foreign entity to many such users. My various forms. These include, Stocks, against an increasing variety of
recommendation is to use the freeware random number sheets, phone books opponents is steadily building a grass
version of STUFFIT EXPANDER as a and others. All of those cited above roots community for this format. By
version exists for both Macintosh and require some additional effort to be default, these games are debugging
Windows platforms. Compressed files expending with questionable results. challenges presented by differing
may be transferred successfully via this platforms, mail programs, servers, etc.
program. For games with a known number of die Specific game tools are created per the
rolls, I prefer the die services found on needs of a game if not yet existing. The
3) Many mail programs exist. EUDORA the internet. Responses are relatively current strategy to establish an informal
LITE is a common mail program for the fast (within an hour) and can be software conventions and tools is to
Macintosh environm ent with the formatted per your game needs.(email make these available to an expanding
Windows version making gains. One 'dice-admin@pbm.com'; website: 'http:// player base.
inherent feature of EUDORA is it will www.pbm.com/dice'). This system is
automatically put outgoing mail in binary illustrated for VICTORY IN THE Acknowledgment is make to J. Spellman
binhex (.hqx) format and decode PACIFIC. If X number of attacks are to of the Claris Technical Help for detailing
incoming binhex attachments. This is a occur, then 2X rolls are requested in two of the Claris family products.
r eq ui r em ent fo r th e Ma ci nto s h columns. Should a 'hit' result occur in
environment. Hence an attachment the first column, the corresponding Please send all comm ents and
send via EUDORA to another user will number in the second column is utilized suggestions to the author:
be binhexed, the recipient is required to for damage.
have the ability to decode the bin hexed Squad Leader Academy
file. STUFFIT LITE will perform this For games such as SQUAD LEADER, C/O Bill Thomson
translation if the recipient is not using the number of die rolls are unknown as P. O Box 3756
EUDORA. If both sender and additional ones may be required as a Boynton Beach, FL 33424
a d d r es s e e u s e EUDO R A, t h i s function of the outcome of additional email: SQLA@zim.com
translation and decode is done rolls. For such games, I prefer the website: http://zim.com/BThomson
automatically in the background. 'honor system', the opponent rolls his
dice and tells me the results. A player is
required to trust his opponent.

New Releases From Avalon Hill


This is information I have come across July December
on the Internet. Obviously, all these ASL Annual '97 Civilization - expandable card game
dates are subject to change.
Achtung Spitfire - A PC/MAC game Others
May As always, Avalon Hill may not make all
Stock Market Guru - Combines the August of these dates and may move different
best of Stocks &Bonds & Stock Market Alexander's Empires - A Richard Berg titles into the schedule as they become
design covering the succession wars. ready, such as:
Princess Ryan's Star Marines - An
adaptation of Mark McGloghlin's September Armies of Oblivion - the long-awaited
original miniatures sci-fi oriented game Atlantic Storm - A Ben Knight card game ASL module.
where a group of shipwrecked design which will replace Naval War yet
renegade soldiers are outgunned and also intrigue more experienced players. For the People - Mark Herman's Civil
outmanned in a strange world. Their War treatment using the popular game
mission: restore the monarchy. October system from We The People (his game
Avalon Hill's web site has a much Starship Troopers - The movie game is about the American Revolution).
more eloquent release on this board/ also a Ben Knight design and really is
card game heavy with sensational intended to attract younger, hopefully teen Bitter Woods - Randy Heller and Bruno
graphics and nice design treatments players to strategy board games although Sinigaglio's Bulge game which is being
from Don Greenwood. Suggested the whole family should enjoy. developed by Mark Simonitch.
retail: $54.95
DEFIANCE (PC) Panzerblitz2
History of the World PC
November Across Five Aprils 2 - Eric Lee Smith
June Onto Richmond - Joe Balksoski's 6th continues to work on this, so there is
TITAN: The Arena - A non-collectable game in the Great Campaigns of the Civil not even a date ventured for
card game War which covers the Peninsula release.
Campaign.
30 The Boardgamer Volume 2, Issue 3 July 1997

Current Specific Game AREA Ratings


History Of The World Great Campaigns D-Day ‘77
183 Active Players May 30, 1997 May 22, 1997 8 Active Players
Of The American
1. Timothy Johnston 1603 AG-A5
2. Jim Fardette 1569 AE-A6
Civil War Series 1. Lynn Barlow
2. Joseph Beard III
2051
1644
KLW-6
BBF-5
3. James Rush 1566 AA—6 67 Active Players May 30, 1997 3. John Ellsworth 1535 AAA-6
4. Keith Levy 1563 AG-A6 1. Joseph Bellas 1917 EG-B6 4. William Putman 1535 AAA-5
5. Helen Hsieh 1562 AG-A5 2. Forest Speck 1768 DG-B6 5. Mark Gutfreund 1535 AAA-6
6. Thomas Scarborough 1562 AG-A5 3. Paul Tisevich 1754 CE-A6
7. Olin Hentz 1553 AH-B6 4. Edward Beach 1645 BD-B6
8. Michael Hart 1553 AH-B6 5. Trevor Bender 1643 DE-A6 Panzer Leader
9. Stefan Krzywicki 1542 AI-B6 6. Raymond Rooks 1640 CE-B6 May 22, 1997 58 Active Players
10. Josh Johnson 1536 AD-A5 7. Kenneth Lee 1640 AC-A5
11. Gordon Bliss 1535 AC-A6 1. Bruce Wright 1793 CCE-6
8. Ed Connery 1587 AB-A6
12. Eric Kirchner 1535 ACA-6 2. James McAden 1770 EGL-6
9. Patrick Duffy 1586 AC-A6
13. Laura Ehlers 1535 AC-A6 3. Danny Price 1707 CDEA6
10. Scott Smith 1573 AB—6
14. William Edwars 1535 AC-A6 4. Robert Beyma 1700 BD-B6
11. Steven Katz 1568 AB-B6
15. David Metzger 1535 AC-A6 5. Eduardo deNucci 1655 BE-A6
12. Mark Giddings 1566 AB-A6
16. Ben Goldstein 1535 AC-A5 6. Kevin Kinsel 1601 CCD-6
13. Paul Nied 1562 BD-A6
17. Paul Bolduc 1535 AB—6 7. Eric Bonner 1593 FFM-6
14. Bruno Passacantando 1543 CE-A6
18. Kirk Harris 1529 AEAA7 8. Fred Wexler 1592 BCE-5
15. Bruce Maxwell 1535 AA-A5
19. Michael Frey 1528 AE-A6 9. Jeff Wise 1582 CDE-6
16. Garth Germond 1535 AA-A5
20. Gary MacLellan 1528 AE-A6 10. Jay Zollitsch 1573 BD-A6
17. Hugh Mater 1535 AA-A5
21. Cliff Ackman 1528 AE-A6 11. William Scott 1572 EG-B6
18. Jeffrey Lange Sr 1535 AA-A5
22. James Allaire 1528 AE-A6 12. Eric Redstone 1568 ABB-7
19. Nick Frydas 1535 AA-A5
23. Ivan Lawson 1528 AE-A6 13. Todd Treadway 1542 AA-A6
20. Walter Garman III 1535 AA-A5
24. Keith Altizer 1528 AE-A6 14. Martin Musella 1537 AB-A6
21. William O’Neal 1535 AA-A5
25. Brian Carr 1528 AE-A5 15. Steve Shambeda 1537 AA-A5
22. David Cross 1533 AB-A6
26. Amber Martin 1528 AE-A5 16. Rod Coffey 1535 AAA-6
23. Michael Johnson 1533 AA-A6
27. Edward Wrobel 1528 AE-A5 17. Tom Storey 1535 AAA-5
24. Clifford Hansen 1520 AB-A6
28. Matthew Romaniecki 1528 AE-A5 18. Michael Panteleano Sr 1535 AA-A5
25. Mark VanRoekel 1510 AB-A6
29. Andrew Kutzy 1528 AE-A5 19. John Gibson 1532 AB-B6
26. Jerry Merbon 1504 AA-A6
30. Eric Hessen 1528 AE-A5 20. Hans Frey 1525 ABA-6
27. John Leggat III 1502 AB-A6
31. Lillian Burke 1528 AE-A5 21. Oscar Kenneth Oates 1514 DFJ-6
28. Michael Arnold 1501 AB-B6
32. Michael Newman 1527 AEB-6 22. Michael Ellsworth 1510 AB-A6
29. Jeffrey Martin 1501 AB-A6
33. Eric Redstone 1527 AE-A6 23. David Giordano 1508 AB-A6
30. John Clere 1500 DG-B6
34. Christina Hancock 1527 AE-A6 24. Bruno Sinigaglio 1508 BC-A6
35. Jared Scarborough 1522 AG-B6 25. Charles Leonard 1503 AB-A6
36. Chris Sasso 1522 AG-B6
Battle of the Bulge ‘81 26. Roger Kyle-Keith 1502 AB-A5
37. Kevin LeRow 1522 AG-B6 May 22, 1997 29 Active Players
38. Michael Ehlers 1522 AG-A6 1. Randy Heller 1881 FHED6 Attack Sub
39. Paul McCarthy 1522 AG-A6 2. John Grant, Jr. 1712 BCCB6 May 22, 1997 12 Active Players
40. William Navolis 1521 AG-B6 3. Daniel Tierney 1700 BCC-6
41. George Young 1521 AGBA7 4. Bruno Sinigaglio 1682 AE-B6 1. Jack Reid 1605 BD-A5
42. Richard Trockel 1521 AG-B6 5. Henry Lowood 1623 ACD-6 2. Marty Bryant 1566 AA—7
43. Jeffrey Miller 1514 ADAB7 6. Forrest Metz 1566 ABB-6 3. James Fuqua 1535 BD-A5
44. Lauren Hickok 1514 AH-B6 7. Alan Libuszowski 1535 AAA-6 4. Michael Nagel 1535 AA-A6
45. Dennis Disney 1514 AH-B6 8. Mike Kosloski 1535 AA—7
46. Kathy Stroh 1509 AI-B6
47. Bruce Monnin 1508 AIBC6
9. Bryan Eshleman
10. John Koontz
1534
1520
AB-B6
AB-A6
Hannibal: Rome vs
48. James Yerkey 1500 AC-A6 11. Thomas Scharwark 1512 BEDB6 Carthage
12. Forrest Pafenberg 1506 BDAB6 May 22, 1997 5 Active Players
Air Force - Dauntless 13. Marvin Rabin 1505 BDE-6
May 22, 1997 2 Active Players 1. Joseph DiCamillo 1535 AA—6
Enemy In Sight 2. James Fox 1535 AAA-7
1. Marty Bryant 1566 AA--7 May 22, 1997 14 Active Players 3. Michael Welker 1502 ABB-7

Adel Verpflichtet 1. Philip Thomas Sr. 1605 AB-A5


Anzio
May 22, 1997 3 Active Players 2. JP Morgan 1569 AB—7
3. Steven Cameron 1535 AB-A5 May 22, 1997 9 Active Players
1. Roger Cox 1536 AB—6 4. Timothy Greene 1513 AC—7 1. Thomas Oleson 1860 EFAB6
2. Michael Sincavage 1557 AB-A5
Submarine Battle Of The Bulge ‘65 3. Thomas Walsh 1535 AAA-7
May 22, 1997 2 Active Players May 22, 1997 2 Active Players 4. Brian Clemens 1535 AAA-6
5. W Andrew York 1509 DDK-5
1. Michael Pacheco 1535 AAA-7 1. Stephen Andriakos 1566 AAB-7
The Boardgamer Volume 2, Issue 3 July 1997 31

Current Specific Game AREA Ratings


Gettysburg Dune Titan
May 22, 1997 27 Active Players May 22, 1997 21 Active Players 108 Active Players May 30, 1997
1. Allen Kaplan 1781 CF-C6 1. Roger Cox 1735 CF—7 1. Brian Sutton 1720 EL-D6
2. Michael Uhrich 1750 DGBC5 2. Keith Blackwell 1729 CF—7 2. David desJardins 1651 CJ-C6
3. Vince Meconi 1729 CFBD6 3. Alan Camp 1708 CF—7 3. Bruno Wolff III 1627 BH-D6
4. David Zimmerman 1718 FIBD6 4. Charlie Corn 1542 AC—6 4. William Scott 1620 BI-A5
5. John Poniske Sr. 1708 CEBC6 5. Chris Ponder 1538 AC—5 5. Justin Thompson 1618 BI-B6
6. Charles Hamm 1631 ADAB6 6. James Garvy 1536 AB-A5 6. Chuck Kaplan 1617 AG-A5
7. Robert Mull 1596 AC-A6 7. Mitch McMillian 1522 AC—7 7. Benjamin Foy 1612 BG-B6
8. Jeff Cierniak 1585 AE-B5 8. Kenny Schultz 1522 AC—7 8. Gerald Lientz 1599 BI-B6
9. John Scivolette 1579 CE-C5 9. Steven Koleszar 1584 CL-B6
10. John Welage 1565 AC-A5 Kingmaker 10. Cliff Ackman 1576 CI-C6
11. Michael Sims 1553 AB-A6 May 22, 1997 39 Active Players 11. Rick Pierce 1570 BH-A5
12. Richard Haddaway 1535 AAA-6 12. Marvin Birnbaum 1562 BG-B6
13. John Selders 1528 AC-A5 1. Justin Thompson 1695 BL-B6 13. Larry Lingle 1559 BE-C6
14. Michael Ellsworth 1510 AB-A6 2. Steven Erdman 1690 CL-A6 14. Clifford Smith 1558 BG-C6
15. Randy Schilb 1508 AB-A6 3. William Wible 1639 BI-B6 15. Robin Barbehenn 1557 AE-B6
4. Sean Smallman 1542 AG-B6 16. Christian Goetze 1555 CJ-B6
Guns Of August 5. Timothy Sullivan
6. Vincent Frattali
1541
1531
AG-B6
AE-A6
17. Robert Masso
18. Craig Melton
1554
1543
CJ-B6
AG-A6
May 22, 1997 4 Active Players 7. Bruce Maxwell 1530 AF-A6 19. Justin Schultz 1536 AC—7
1. Donald Tetmeyer 1535 AAA-6 8. Michael Ehriens 1530 AE-A6 20. Martin Reinecke 1535 AB-A5
2. Albert White 1535 AA—6 9. Paul Toro 1529 AI-B6 21. Jeffrey Miller 1535 AA—6
10. Stanley Buck 1529 AE-A6 22. James Rush 1535 AA—6
23. Wolfgang Peter 1534 AB-A5
Waterloo Diplomacy 24. Brian Bouton 1531 AG-A5
May 22, 1997 25 Active Players 25. David Platnick 1527 BG-B6
90 Active Players May 30, 1997
1. Kevin McCarthy 1866 CC—5 26. Paul Goliwas 1525 AE-B5
1. Thomas Kobrin 1536 AH-A5 27. Wade Fowble 1524 AE-A6
2. Bruno Sinigaglio 1769 BC-A6
2. Manuel Lopez 1536 AH-A5 28. Eyal Mozes 1522 BG-B6
3. Patrick McNevin 1715 FEH-6
3. Buzz Eddy 1535 ADA-6 29. Aaron Fuegi 1517 BG-B6
4. Larry Lingle 1697 AC-B6
4. Steve Elliot 1535 ADA-6 30. Michael Pustilnik 1515 BF-D6
5. Joseph Beard III 1688 BDCE6
5. Louie Tokarz 1528 AFB-6 31. Nick Watkins 1513 AF-A6
6. John Ellsworth 1614 PNZA6
6. Daniel Mathias 1527 AH-A5 32. Kurt Litscher 1512 CK-C6
7. Eric Kirchner 1571 BC-B6
7. Steve Nicewarmer 1527 AH-A5 33. James Garvey 1505 AG-A6
8. Joseph Brooks 1557 BCE-5
8. Sean Smallman 1527 AH-A5 34. Hudson Defoe 1501 AH-A6
9. Scott Goehring 1555 ABC-5
9. Greg Geyer 1524 AH-A5
10. James Penick 1551 BBF-6
11. William Scott 1536 AAA-4
10. Joseph Abrams
11. Michael Cunningham
1524
1521
AF-A5
AH-A5
Panzerblitz
12. Jeffrey Miller 1535 AA—6 May 22, 1997 32 Active Players
12. Charles Ellsworth 1521 AF-A5
13. Martin Mussella 1520 AA-A6
13. Matthew Noah 1521 AF-A5 1. David Giordano 2021 HIMC7
14. Carl Adamec 1512 AB-A5
14. David Webster 1521 AF-A5 2. Oscar Kenneth Oates 1702 CDG-7
15. Mark Franceschini 1519 AF-A5 3. Stephen Andriakos 1696 BB-A6
Wooden Ships & Iron Men 16. Stephen Koehler 1519 AF-A5 4. Johnny Hasay 1660 EF-B6
43 Active Players May 30, 1997 17. William Schoeller 1519 AD-A5 5. Fred Wexler 1640 EGJ-5
1. James McAden 2049 DHIB7 18. Thomas Pasko 1518 AF-A5 6. Charles Leonard 1628 EFDB6
2. Larry York 1676 BD-B5 19. Carl Willner 1516 AH-A5 7. James O’Donnell 1572 BBD-6
3. Paul Risner 1654 CD-B5 20. Web Agnew 1515 AH-A5 8. Eduardo deNucci 1564 AB-A6
4. David Cross 1638 AC-A6 21. Catherine Lange 1515 AH-A5 9. Angelo Valeri 1533 AB-A5
5. Keith Hunsinger 1633 AC-B5 22. Steven Cooley 1514 AH-A5 10. Bruce Wright 1514 CBE-6
6. David Metzger 1632 CC-B6 23. William Thompson 1512 AD-A5 11. Jay Zollitsch 1514 AA-A6
7. Timothy Hitchings 1592 BE-B6 24. Hugh Turner 1512 AD-A5 12. Eric Bonner 1504 AAA-6
8. Jeff Hawarden 1568 AAB-5 25. Vincent Galarneau 1509 AH-A5 13. John Laccone 1504 AAB-6
9. William Rohrbeck 1565 BD-B6 26. Rex Martin 1509 AH-A5
10. Joseph Keller 1537 AC-A6 27. David Cain 1509 AF-A5 We The People
11. Stuart Smart 1536 AB-A6 28. James Greb 1509 AD-A5 May 22, 1997 19 Active Players
12. Sylvain Larose 1534 AB-A5 29. David Tanier 1509 AD-A5
13. Christopher Bodkin 1505 AB-A5 30. Brian Ecton 1506 AH-A5 1. Roger Taylor 1605 AB-A5
14. Earl Anderson 1503 BD-A5 31. Greg Fairbanks 1506 AD-A5 2. James Scott II 1575 JA—6
15. Michael Pantaleano Sr 1503 AB-A5 32. Ed Rothenheber 1506 AD-A5 3. James Doughan 1536 AB—6
33. Robert Wartenberg 1505 AF-A5 4. Marty Ward 1535 AA-A6
March Madness 34. Hudson Defoe 1503 AH-A5 5. James Rush
6. Scott Smith
1535
1533
AA—6
AB-A5
May 22, 1997 2 Active Players 35. Constance Bowling 1503 AF-A5
36. Donald Williams 1502 AIAA6 7. James Tracy 1532 AAA-6
1. Randy Cox 1535 AA—7 37. Barrington Beavis 1500 AF-A5 8. John Selders 1531 AAA-6

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