Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
The
BOARDGAMER
Dedicated To
The Competitive Play Of
Avalon Hill / Victory Games
Board, Sports and Card Games
Featuring: Squad Leader, We The People, Britannia, Tokyo Express,
Panzer Leader, Avaloncon 1997 and AREA News & Ratings
2 The Boardgamer Volume 3, Issue 1 January 1998
Scenario Alpha 6
Learning Squad Leader By Playing by Alan Yngve with Lars Clausen
We The People 11
Some Basic Strategies by Jim Cavallari
Hadrian’s Wall 12
Optional Rules For Britannia by Charles Bahl
Avaloncon 1997 13
Late Reports From The National Championships by Avaloncon GM’s
A.R.E.A. News 28
Thoughts by Glenn E. L. Petroski
I Asked For It 29
Definitions For The Cynical Gamer’s Dictionary by Ray Freeman
1. George Sauer 1603 AG-A7 1. Mark Miklos 1715 DF-D6 1. Marty Bryant 1566 AA—7
2. Michael Neal 1570 AE-A7 2. Mark Giddings 1710 CF-B6
3. Joe Gunderson 1564 AG-A7 3. Donald Stone 1667 BD-B7 We The People
4. Nicholas Anner 1562 AF-A7 4. David Metzger 1645 DF-C7 50 Active Players Nov. 20, 1997
5. John Keating Jr. 1560 AG-A7 5. George Young 1616 BC-B7
6. Mike May 1556 AH-A7 6. Michael Sincavage 1598 BD-B6 1. Thomas Dreuding 1682 BE-A7
7. Randy Sands 1535 AC-A7 7. James Falling 1592 CE-C7 2. Brian Mountford 1639 BD-A7
8. Sean Finnerty 1535 AC-A7 8. Jerry Cecchin 1590 AB-A6 3. James Falling 1630 BE-A7
9. Marvin Birnbaum 1535 AC-A7 9. Chris Rice 1570 BD-B6 4. Nicholas Anner 1594 AC-A7
10. Mark Boone 1528 AE-A7 10. James Matt 1568 AB-A6 5. James Scott II 1575 JA—6
11. David Platnick 1528 AE-A7 11. Mark McCandless 1562 AC-A6 6. Chris Rice 1570 BD-A7
12. Joseph Jaskiewicz 1528 AE-A7 12. Scott Marcotte 1562 AB-A7 7. Marvin Birnbaum 1569 BD-A7
13. Steve Cuccaro 1528 AE-A7 13. Brian Conlon 1559 BC-B7 8. Mike Lochtefeld 1567 BD-A7
14. Marty Hoff 1528 AE-A7 14. Terry Lee Coleman 1546 CE-C7 9. Peter Fecurka 1564 BD-A7
15. Dennis Disney 1526 AE-A7 15. Chris Lefevre 1545 BD-B7 10. Steve Likevich 1535 AC-A7
16. Kenneth Good 1526 AE-A7 16. Mark Boone 1535 BC-A7 11. James Rush 1535 AA—6
17. Stephen Koehler 1523 AG-A7 17. Andrew Lewis 1533 AA-B7 12. Marty Ward 1535 AA-A6
18. Bruce Reiff 1523 AE-A7 18. Joseph Keller 1528 AB-A6 13. James Tracy 1532 AAA-6
19. William Lentz 1521 AG-A7 19. Jim Gutt 1527 AC-A7 14. John Selders 1531 AAA-6
20. Steve McCallum 1521 AG-A7 20. William Place 1525 BD-C7 15. John Poniske Sr. 1506 AC-B7
21. Wray Farrell 1519 AG-A7 21. Earl Anderson 1509 BD-C7 16. Chris Lefevre 1504 AC-A7
22. Micah Rabin 1514 AH-A7 22. Keith MacFarlane 1501 BD-B6 17. Mark Simonitch 1504 AC-A7
23. Dennis Mason 1508 AI-A7 23. William O’Neal 1500 BD-C7 18. Scott Sirianna 1502 AC-A7
The Boardgamer Volume 3, Issue 1 January 1998 5
Squad Leader
There’s Life In The Old Dog Yet
by Eric Pass (epass@nyx.net)
Squad Leader (SL), the forefather of other introductory games to Squad Chat), or two to three weeks by PBEM
ASL, was first published in 1977, twenty Leader. However for a number of (Play By E-mail). There are four
years ago! Now in its 4th edition, the reasons, Scenario 1 in the basic SL set different flavors; Alpha-0, Alpha-1;
game is still in print by TAHGC, so as does not adequately prepare the new Alpha-2; Alpha-3. Each one builds on
Mark Twain observed, "the reports of its SL player for the tactical decisions they the previous scenario level, adding new
death have been greatly exaggerated." will be required to make. units or support weapons, thus altering
the tactical situation. The core victory
For current support of SL and its A NEW INTRODUCTORY SCENARIO conditions and entry/exit locations
gamettes, now dubbed Pre-ASL, there remain fixed throughout the series.
are a number of resources available And so to the purpose of this article,
both on-line and on paper. The Squad Alan Yngve, a long-standing Pre-ASL The Alpha scenario comes with a
Leader Mailing List run by myself has a player who returned to the earlier game comprehensive set of player's notes to
current membership of 145 individuals. system after participating in the guide the new player in understanding
Included under the SL Mailing List playtesting of ASL has designed some of the problems they might be
umbrella are the Squad Leader Ladder Scenario Alpha, “Forced March”, to presented with. Some of the issues
run by Alan Yngve for play-by-Email introduce new players to the SL system Alpha-0 players will have to consider are
games (over 90 players) and the Squad in a series of quick-playing scenarios the relative merits of concentration and
Leader Record of Scenarios listing over that will let the novice practice the dispersion, judicious use of movement
350 Pre-ASL scenarios and their win- tactical elements of Squad Leader but during the Advance Phase (even more
loss records run by Alain Chabot. which also have enough depth to keep important in Alpha-1 where MGs are
Evolving independently but now the interest of more experienced introduced) and use of leaders for firing
affiliated with the SL Mailing List is the players. With just a few playings, the DRMs and movement bonuses.
Squad Leader Academy, a newsletter pl ayer wi ll devel op a bet t er
with a stated objective of "training the understanding of tactical issues and Alan is currently developing further
next generation of squad leaders." how they are handled within the SL scenarios to introduce more features of
Details of all of these resources are system, leading to a solid foundation for the SL system (see the Tactical Training
listed in the Appendix below. future SL play. Series [TTS] section of the following
article).
This new generation of potential gamers The Alpha scenario is playable in one to
is out there ready to take the small leap two hours solitaire or FTF (face-to-face),
of complexity from Axis & Allies and three hours by IRC (Internet Relay
Scenario Alpha
Learning Squad Leader By Playing
by Alan Yngve (a-yngve@nwu.edu)
with Lars Clausen (elascurn@daimi.aau.dk)
Squad Leader (TAHGC) will appear to their scenario introduction it is hoped very much about the probabilities of
most people as a fairly complex game, that all players will be provided with the success. Every action that you will
and this will not be an erroneous tools that they may need to play this attempt is likely to have a chance of
impression. However, initial play of great game among a wide variety of failure, bear this in mind because there
Squad Leader can be relatively easy, gamers worldwide. Note that these will always be times when you fail in
deferring much of the inevitable areas of confusion often come and go, your efforts. The recommended
complexities of squad-level tactical so additions may be introduced into approach is to try to figure out how to do
combat to an incremental introduction future versions of this scenario series. your best to increase the probability of
method. your success.
Although these scenarios have been
The original Squad Leader designed as an aid to learning the So good luck and good SL'ing!
"programmed instruction" method is Squad Leader system, take this as a
i d e a l f o r h el p i n g t h e "s q u a d warning. Any scenario in Squad Leader RULES SPECIFICATIONS: Care has
leader" (actually company commander) will present both players with many been applied to specifying exactly which
learn the ropes as he/she advances into decisions to be made. These scenarios rules within the rulebook are needed for
this system. However, the original SL are not an exception, execute your the play of each scenario. In all cases
scenarios do not actually do a very good tactics poorly and you are much more these will differ somewhat from the rules
job of helping a player learn tactical likely to find failure than success on ordering of the basic 12 SL scenarios.
c o m b a t im pl em en t a t i o n . Th i s these battlefields! As others have This procedure should help segregate
circumstance is undoubtedly due to introduced into the wargaming world, the rules sections into more contiguous
initial game design decisions, choices many scenarios may be simple but this sections, permitting more time for the
that were made well before it was does not mean that they will be examination of battlefield tactics as the
known how popular the game would simplistic! rules are gradually expanded.
become. The two biggest problems with
the original scenario set are: (1) city INTRODUCTORY COMMENTS: This SUGGESTIONS FOR PLAY: All of the
combat tends to be an exception to alternate "programmed instruction" scenarios in this series are designed to
normal tactical maneuver and decisions, scenario series is sequentially identified be relatively quick play with tactical
which makes it harder to translate the by Greek alphabet, starting with ALPHA. chal l eng es f or begi nn er and
lessons out of the city and (2) the Each scenario is provided with varying experienced, alike. In face-to-face (ftf)
original system does a terrible job of complexity levels, usually from zero to play it ought to be possible to complete
properly easing the player into vehicle three. Recommendations for play any one of these scenarios in less than
use. sequence through these scenarios is two hours. It is actually hoped that in a
outlined below. typical ftf session there should be time
It is these difficulties that are meant to to play any of the scenarios at least
be dealt with through this alternative Although it would be possible to create a twice. Are there shortcuts? Yes, if a
"programmed instruction" sequence of fictional "story" behind each scenario, player wants to charge ahead real fast
scenarios. There is an effort to this has been avoided as it might some of the presented levels can be
introduce tactical issues of maneuver, distract from the real goal of the series, skipped. However, doing so will tend to
firepower, mass, leadership, vehicles, namely "how can one apply the rules remove some of the valuable tactical
special weapons (among others) as the presented on the battlefield to achieve experiences that these scenarios
pl ay er proc eed s thr oug h th es e the desired result?" Note that in Squad attempt to demonstrate. Those who
scenarios. Of course, the original 12 Leader a player will ALWAYS be have been through the SL learning
scenarios from the SL game are always presented with a Victory Condition. This process know that there is no better
available for additional play, and all states what your higher command has teacher than painful experience!
players are urged to consider their use asked you ( as t he com pany
as well, particularly once all of the commander) to attain on the tactical CHOOSING SIDES: Between an
relevant rules sections have been battlefield. Normally there are few EXPERI ENC ED pl ayer and a
introduced through this alternate restrictions placed on your options (how BEGINNER, the beginner ought to
system. to achieve them). The only thing that always be given the choice of side. It
matters is achieving your specified often is also helpful if the experienced
A considerable effort has been made to objective. Pay attention to it, get it player is willing to answer any tactical
discuss (through side commentary) done, and you will be a WINNER at this and/or game procedure question that
issues that are often the subject of challenging game of tactical combat! the beginner may have during play.
controversy am ong SL players. Needless to say, it is also polite to wait
Surprisingly enough, the SL rules are Once one learns the how of tactical for a beginner to ask! Remember that
pretty well drafted, as they leave only a combat it is relatively easy to proceed to the goal should be to introduce the
few areas that could be called rules any and all other scenarios, as you will game system and to help develop
"grey areas." By discussing these areas have the tools to succeed! But perhaps successful tactics, not necessarily to
as they are initially encountered through I should add a word of caution: SL is use these scenarios to blow a beginner
The Boardgamer Volume 3, Issue 1 January 1998 7
These scenarios will reference tactical SQUAD LEADER PLAYING TIPS #1:
SCENARIOS IN PREPARATION Desperation Morale (rule 14.6),
topics that are likely to become
concerns as players proceed through SCENARIO BETA "Hasty Assault" (in
the series. In most cases the players The SL rule, "Desperation Morale" is
playtest). Half of Board 3, 5 turns, both a very important rule and one that
will not be provided with more than a Germans attacking Russians.
one or two word statement of a possible is sometimes misunderstood by first-
issue. This is intended to be an alert to time SL'ers. This is an attempt to add
SCENARIO GAMMA "Through the some meaning and understanding of
issues that may be key to the scenario Gauntlet" (in playtest). Other half of
or the added "level" augmentations. At this rule.
Board 3, 4 turns, Russian reinforcement
some point there may be specific column; Vehicle movement, trucks In practice, every time a unit breaks due
reviews of these tactical issues, and halftracks. to fire, one places a "DM" marker on the
perhaps inspired by these scenarios.
unit. This marker remains until after the
Do you have the inspiration to write SCENARIO DELTA "Back to the next rally phase. If a rally attempt is
some commentary? Please forward Sea" (in development). Half of Boards made when the unit has a "DM" marker
them <preferably to the SL MAILING 2 and 4, 5 turns, Germans attacking on it, it is subject to the +4 drm.
LIST> for eventual linking to the Americans; Armor support, OBA,
scenarios for future players! and combined arms. The wording of the rule is a little
complex, but in essence it says that any
SCENARIO EPSILON "Tank er firepower directed at a unit "since the
SCENARIO ALPHA "Forced March"
Delight" (pending playtest). Boards 2 prior rally phase" causes the application
Level Zero: and 4, 4 turns, Americans/Russians of this drm on any rally attempts. Of
[Introducing: SEQUENCE OF PLAY (of attacking Germans; AFV versus AFV, course, good order units don't need to
course), BASIC TERRAIN (woods, AT guns. be rallied, but any broken unit could
8 The Boardgamer Volume 3, Issue 1 January 1998
We The People
Some Basic Strategies
by Jim Cavallari
Once in a while a game comes along American player off balance and unable reinforce his existing forces. British PC
that offers a new system (or a new spin to concentrate on the big picture. markers usually can’t be isolated in
on an old one) to challenge the thought ports either (the exception would be a
processes of gaming fans. Avalon Hill’s 2. Keep ports open. French naval blockade).
We the People is such a game. This
particular game system is reminiscent of There’s not much to say here, it’s pretty AMERICAN STRATEGY
a number of different games thrown obvious. One of the advantages unique
together, but the wealth of decisions to the British player is the naval 1. Control ports.
available to the players, along with the movement ability. This is an important
simplicity of play makes We the People option; the strategy ratings of most During the initial setup, the American
a constant first choice whenever a quick British generals limits the strategy cards player places one PC in a space in each
game is desired. that can be used to move an army, so of the thirteen colonies (this represents
when you get a chance to move, make the Committees of Correspondence).
The great thing about this game is the that move count. Also remember, Place your PC markers in port spaces
amount of decision-making that both the British reinforcements can only come wh en ev er p os si bl e. Thi s wi ll
British and American player have to into the game on a port space, so keep immediately limit the placement of any
make. We the People never seems to as many ports open as you can and British reinforcements due that turn (and
play the same way twice, it can’t, there broaden your options. hopefully in turns to follow).
are too many dynamics at work.
Movement and combat of generals and 3. Continue to place PC markers each 2. Make British victory objectives harder
their armies, political control, and the strategy phase. to achieve:
playing of strategy cards keep players
constantly adjusting priorities between Depending on the strategy cards you a) Move George Washington out of
initiating their own strategies and get dealt, this may be your only option. Massachusetts to a safer place that
reacting to the play of their opponent. It’s a good idea to continually place PC offers a variety of movement options
markers in strategic locations to create (upper New York is usually a good
The problem for the gamer that is new political isolation for the American player choice).
to We the People (or gaming in general, (or to keep your hard earned influence
since this is an entry level game) is from being lost). If you place British PC b) Reinforce Philadelphia and the
exactly that which makes the game so markers while simultaneously playing Continental Congress. The British
interesting: all the decisions. I don’t strategy cards allowing you to remove player will usually attempt to disperse it
know how many times I’ve found myself American PC markers, you can early.
saying “What do I do now?” once the continually change the balance of
game is underway. Only after the game political influence in a colony. 3. Clear New England and the
has been experienced a few times can a Northeast.
player begin to see some strategic ideas 4. Engage the enemy early whenever
arise. Hopefully the following basic possible. a) Bring reinforcements and Benedict
ideas will help players who are new to Arnold into Falmouth. From there attack
We the People. Keep them in mind This is usually the strong point for the Carleton in Quebec. From there solidify
whenever the desire to fight for liberty British. The key is to pound the control of Canada by taking Montreal.
(or not) becomes overwhelming. American player early. Attack from port
spaces and take advantage of the b) Set Howe up for defeat. Reinforce
BRITISH STRATEGIES: British line regulars to gain the Greene in Newport, place PC markers
maximum amount of battle cards. around Boston, and attack Howe if he
1. Go for the kill early. Remember, the American player can hasn’t gone after Washington. This is a
usually move more often each strategy good tactic if The American player
Remember your victory conditions. If phase, so eliminate as many colonial controls the militia in Massachusetts and
George Washington is captured the troops as possible. This forces the the British line regulars are gone. This
game is over. Washington starts the American player to keep burning guarantees the American player more
game in Lexington/Concord, close strategy cards in an effort to replace lost battle cards in his hand. Boston is not a
enough to attack first turn. If the British units, while his remaining armies port space, so Howe will have to
player gets the right cards in his hand in stagnate. surrender if surrounded. Once the initial
the strategy phase of turn one, reinforce British generals are removed from the
Howe and march on Washington’s army 5. Build control from the shores inland. Northeast the American player can
from Boston. If you’re lucky with the concentrate on placing PC markers in
battle cards you can continue to Ports are the British army’s lifeline. As New Hampshire, Connecticut, New
pressure and harass him as his army long as he continues to keep ports free York, and New Jersey, hopefully
weakens. This will hopefully keep the from American influence the British est abli shing cont r ol over t he
player can use naval movement and Northeastern colonies.
12 The Boardgamer Volume 3, Issue 1 January 1998
If the strategy in New England is going Place generals in positions to defend Constant play of We the People will
well the American player may want to (by interception) British probes into the ensure a comfortable understanding of
consider conceding the deep South. Northeast. Garrison your colonies near strategy and tactics. As stated earlier,
This strategy could be most effective the shore. The British player can use the game rarely plays the same way
against an inexperienced British player. certain strategy cards to remove twice. You can only do so much with
The size of the southern colonies gives American PC markers, and when he the strategy cards dealt to you, so
the illusion of a great deal of control does he’ll go right for a port space in an concentrate on what needs to be done
(almost half of the board). In actuality, attempt to regain a foothold in New and stick with it. Don’t spend the entire
the control only covers three colonies. England. Garrison ports with an army in game reacting to your opponent’s
spaces that are winter quarters and use moves; you’ll find yourself out of time
with no colonies in your control to
show for it.
Hadrian’s Wall
Optional Rules For Britannia
by Charles Bahl
T h is a r t ic le f ir s t a p p e a r e d in 2.2 BUILDING: When a Roman army is 3. Effects Of Walls
DECLINATION magazine, a now the sole occupant of Bernica, Lothian,
defunct ‘zine covering History Of The Pennines, Galloway or Cumbria for the 3.1 CROSSING WALLS: Each non-
World and selected other Avalon Hill first time, even if only moving through, a Roman army that tries to cross a Wall
multi-player games. Copyright 1994, Wall is built on the appropriate border(s) into a Roman-occupied area must roll
1995 by Charles Bahl. Reprinted by as listed in 2.1 above. one die. On a roll of 1, 2, 3 or 4, the
permission army successfully moves into the area.
Examples: When a Roman army On a roll of 5 or 6, the army is
Hadrian’s Wall was built between 122 occupies Galloway, a Wall is built eliminated.
and 126 A.D. by the Roman Emperor between Galloway and Cumbria. When
Hadrian and was extended a century a Roman army occupies Lothian, two 3.2 RETREATS: Rule 3.1 above
later by Emperor Severus. It stretched Walls are built — one between Lothian applies only during the Movement
the breadth of England from the Irish to and Bernica and the other between Phase. Armies may freely retreat
the North Seas and served as the Lothian and Pennines. across Walls subject to normal retreat
northern boundary and first defense line rules.
of Latin Britain. Fragments of Hadrian’s 2.3 WALLS AND FORTS: Walls are
Wall still stand today, a silent testimony built in addition to any fort(s) that can be 3.3 NON-ROMAN AREAS: Note that
to the enduring skill of Roman built. For Walls, players may use forts rule 3.1 above does not apply when
engineering. or any other convenient counters. moving across a Wall into a non-Roman
occupied area. An area is considered
Upon mutual agreement before the start 2.4 PLACEMENT: Wall counters are Roman occupied for the purpose of this
of the game, players of Britannia may placed on top of the appropriate border. rule if it contains at least one Roman
optionally add the following rules to They are not placed within the land counter (forts included) even if occupied
simulate the construction and defense area. by other non-Roman counters (as can
capabilities of Hadrian’s Wall. 2.5 RESTRICTIONS: A Wall is built happen during the Movement Phase).
only the first time the area is captured
1. General by the Romans, not each time. Only 3.4 DIE ROLLS: The moving player
one Wall counter may be placed on moves and rolls separately for each
1.1 USE OF STANDARD RULES: each of the three borders. army crossing a Wall. He may observe
Except as specified in the following the result of each die roll before
rules, the standard Britannia rules apply. Example: When occupying Cumbria for deciding to move another army.
the first time, the Roman player builds a
2. Construction of Walls Wall on the border between Cumbria 3.5 DIRECTION: Rule 3.1 above
and Galloway. Later, if he occupies applies even if the army is traveling
2.1 LOCATION: The player controlling Galloway or reoccupies Cumbria, he north across a Wall (for example, from
the Romans may build Walls astride the does not place an additional counter on Bernica to Lothian) as long as the area
following 3 borders only: (1) between the border. moved into is Roman occupied.
Bernica and Lothian; (2) between
Pennines and Lothian; (3) between Walls may be built only during Turns 1, 3.6 ROMAN ARMIES: Walls have no
Galloway and Cumbria. 2, 3, 4 and 5. All Wall counters are effect on the movement or retreat of
permanently removed from the board at Roman armies.
the beginning of Turn 6.
The Boardgamer Volume 3, Issue 1 January 1998 13
Avaloncon 1997
Late Reports From The National Championships
by Avaloncon GM’s
GANGSTERS HISTORY OF THE WORLD lead the Blue factions with 218 points.
(GM: John Pack) (GM: Andy Maly) Andrew Kutzy showed the way as
Purple, scoring 194, and Allen Kaplan
A new format featuring four heats and The 1997 History of the W orld dominated the Red empire with a 192
two semi-final rounds drew 49 tournament must be considered one of point showing.
participants to the streets of Chicago for the most successful tournaments at
extortion, seduction, and all-out mob Avaloncon. To the events credit, it First round “Head Bones” were also
war. continually draws in excess of 100 scored by Phil Thomas, Kathy Stroh,
contestants, placing it among the Bruce “Boardgamer Bone” Monnin,
When Jason Wagner opened his “premier” events at Avaloncon. Karsten “The Lost Bone” Engelmann,
purchases with Martin & Son Carriage Tim Hitchings, Gordon Bliss, Greg
Repair, he set the stage for the North Entering the event, defending champ Berry, Steve Caler, Ross Edwards,
Shore’s monopoly. Meanwhile Michael Keith Levy would have been considered Clifford Smith, John Ferguson, and Mark
Anchors acquired the Downtown Bus the “favorite”, that is, if he had bothered “Last but not Least Bone” Giddings.
Station, Brizelli’s Riverside and Taylor’s to show. Rumor has it the old, “I just got
Machine Shop which allowed his East a new job” excuse kept him from the The average score for the first round
Side Gang to upgrade the Bus Station to festivities. His presence was missed. was 167.8, and the high to low score
level three on his first two moves So, with Keith “New Job Bone” Levy differential was an average of 45.5.
(setting up the public money making missing, the odds on favorite entering
machine that won his semi-final match the tournament was Blue. No, not a So, who reigned supreme? Orange.
in a record 20 minutes). John Pack set player, but a color. Could Blue defend Dr. Sigmund “Psychological Bone”
up a similar cash cow with Brzkowski’s its championship? The other concern Freud was overheard stating, “It’s a less
Imports and the Ambassador’s Club. that weighed heavily on the minds of the threatening color.” The aggressive
Christopher Bodkin wasn’t focused on contestants was the criticality of colors, Red and Black, only managed a
one strategy which, he said, eventually receiving Britain during Epoch VII. Just total of first round win. Green, Purple,
doomed the West Side Association. how dominant was Britain during the and Blue all made respectable
tournament? Well, read on.... showings. More interesting, however,
Though Jason says he was aiming to was the fact that all seven Epoch VII
buy ten joints, when the Caravan Club The contestants eagerly filled Maryland empires had either 2 or 3 victories. The
and the Astoria Hotel became available 4, and most of Maryland 3 of the Hunt score sheets bear out superhuman
(with good rolls) he threatened Valley Inn on Friday night for the first performances, such as a 60-point
monopoly. Ultimately, Jason bought the round. Entrants may have been performance as the Netherlands that led
Caravan Club and Hawthorne Hotel confused by the GM, who obviously to victory. The “Britain in Epoch VII
twice each as Chris and John’s Thugs thought that he and his loyal henchmen Bone” theory had been disproved, at
attempted to crash that party. were at a NASCAR event. True, the least for round one.
game is a race to be the dominant
Meanwhile, the public visited Michael’s civilization, but any relationship to auto Saturday night saw 32 of the 36
Bus Station often and John collected all racing ends there. qualifiers showing for the second round.
but one blue joint. John’s chances Four eager alternates quickly took the
came to an end when his six Racketeers A perfect 108 contestants showed for Bone thrown their way, appreciative for
raided Jaeger’s Clothier and were the first round. That meant 18 tables of another chance. As would be expected,
promptly eliminated by cop #10! 6 players, and the top two from each the games were a bit tighter, and the
Michael, on the other hand, was just table would advance. Action was fierce scoring a bit higher.
$200 shy of 10 G’s when Jason but friendly at all the tables. The tightest
reacquired the Hawthorne Hotel and first round game was overseen at the As with any tournament, not all of the
brought in the reinforcements needed to kiosk. Also known as “The Table of noteworthy performances belong to the
thwart John’s Thug which was at the 1,000 Bones”, the Chinese dominated winners. Ray Stakenas Sr. appeared to
scene. Congratulations to Jason. the early epochs. Mike “Alphabet Bone” have the best position at his table early
Stachowski, playing Purple, reigned in the second round. However, his
Michael finished in 2nd, John in 3rd and supreme on that table. Empire seemed to get distracted in the
Chistopher in 4th. middle game, and was lifeless by the
Mark “King Bone” Guttag outshined the end.
Douglas Broud took home top honors rest of the field with a 225-point
among Gangsters giving their heaters a performance as Green. Other notable Steve Caler endured seemingly
first try! performances included George Young unrelenting attacks, but came up short
with a 198-point performance as in his effort to put together a winning
I am starting an email gaming group for Orange. Mike Backstrom scored 190 effort. Sean Vessey took the short end
Gangsters too. Contact me at points as Black. Stephan Magnifico of the stick in stride, never being given
JPACK@sisna.com.
14 The Boardgamer Volume 3, Issue 1 January 1998
Volume 2, Issue 1 - Air Baron (SR), 1776 (V), Circus Maximus (S), TV Wars (S), AHIKS is an organization in transition.
History of the World (N & S), Gettysburg ‘88 (S), Avaloncon 1996 (N), It is still the best way to find reliable
AREA News & Ratings (N) opponents for Play-By-Mail. However,
it also is becoming an increasingly
Volume 2, Issue 2 - 1776 (S), Candidate (V), History of the World (V), better way to find quality, reliable
War At Sea (SR), AREA News & Ratings (N) opponents for Play-By-Email.
Volume 2, Issue 3 - War At Sea (SR), Ceasar Alesia (S),
Victory In The Pacific (N), AREA News & Ratings (N) For more information on AHIKS,
contact the BOARDGAMER. Or,
Volume 2, Issue 4 - Victory In The Pacific (S), History Of The World (V), contact the AHIKS PBEM Coordinator
Avaloncon 1996 (N), Pro Golf (SR), AREA News & Ratings (N) for the United States, Hank Burkhalter,
at the following email address:
Key: (H) = History; (N) = Narrative; (R) = Rules Clarifications; (S) = Strategy; (Sc) = Scenario;
(SR) = Series Replay; (V) = Variant ROLL_TIDE@mindspring.com
18 The Boardgamer Volume 3, Issue 1 January 1998
Advanced Squad Leader 2-Player Game
AREA Victory Claim Chit AREA Victory Claim Chit
_________________________________________________________________ _________________________________________________________________
(winner’s name) (winner’s name)
_________________________________________________________________ _________________________________________________________________
(AREA ID number) (AREA ID number)
_____________________________________________________________________ _____________________________________________________________________
(signature) (signature)
HAS DEFEATED HAS DEFEATED
_________________________________________________________________ _________________________________________________________________
(defeated player’s name) (defeated player’s name)
_________________________________________________________________ _________________________________________________________________
(AREA ID number) (AREA ID number)
_____________________________________________________________________ _____________________________________________________________________
(signature) (signature)
in a rated live pbm game of Advanced Squad Leader: in a rated live pbm game of:
_____________________________________________________________________ _____________________________________________________________________
(Scenario Name and/or Number) (Name of Game)
_____________________________________________________________________ _____________________________________________________________________
(Side of Winner) (Date) (Game Publishing Company)
_____________________________________________________________________ _____________________________________________________________________
(Play Balance Used - If Any) (Date)
I specifically chose the title of this article The engineers should be stacked with
as “Preserving the Red Berets” for the something, both as protection against Panzer Leader
simple reason that the Allied side of early elimination and because they have 52 Active Players Nov. 20, 1997
Situation 10 is definitely NOT for the to be according to the PZL rules to gain
gamer who believes he has to “out- the one column advantage in Close 1. James McAden 1864 FHM-6
Napoleon Napoleon” or is on any such Assaults. In my opinion, the engineers 2. Robert Beyma 1825 CE-C7
ego trip. The Allied player is NOT going should not be stacked with each other 3. Bruce Wright 1793 CCE-6
to destroy the Axis forces no matter how ever, as you do not get a second or 4. William Scott 1671 GH-C7
well he plays or how much the dice go in third-column shift for additional 5. Eduardo deNucci 1655 BE-A6
his favor. engineers; use this property for two or 6. Martin Musella 1618 BC-B7
three one column shifts. 7. Mark Murray-Brown 1615 BE-A7
A simple count of the respective attack 8. Kevin Kinsel 1601 CCD-6
factors (172 to 51, Axis to Allies) should HOW YOU ATTACK 9. Danny Price 1596 EEEB7
10. Eric Bonner 1593 FFM-6
11. Jeff Wise 1582 CDE-6
The Axis player in this situation
12. Jay Zollitsch 1573 BD-A6
has to come to you as his
13. Eric Redstone 1568 ABB-7
Victory Conditions require him 14. John Trotsky 1566 AAB-7
to clear and control all town 15. Todd Treadway 1542 AA-A6
hexes of Grancelles. Let him 16. Rod Coffey 1535 AAA-6
come as there is little which can 17. Larry Felton 1534 AC-A7
be done while the Axis player is 18. Donald Webster 1530 AA-A7
a p p r o a c h i n g G r a n c el l es . 19. Hans Frey 1525 ABA-6
Besides, direct fire attacks 20. Kurt Kurtz 1516 AB-A7
within LOS of a German unit 21. John Gibson 1512 BB-C7
allow the Allied unit to be 22. Michael Ellsworth 1510 AB-A6
spotted and targeted by the 23. David Chilcote 1510 AA-A7
88s, the 150 mm’s or those 24. Stephen Andriakos 1509 BB-C7
nasty 15 factor (probably 25. Bruno Sinigaglio 1508 BC-A6
26. Charles Leonard 1503 AB-A6
28 The Boardgamer Volume 3, Issue 1 January 1998
A.R.E.A. News
Thoughts
by Glenn E. L. Petroski
Some general information this time. It no avoiding it. This gives more On another sheet send in names,
doesn't really put together a cohesive credibility to the whole system. addresses, phone numbers, email.
article, but these are items which come Make it as legible as possible. If a
up continually. It is a rare month that Conversely, the information, and related player has an ID, get that on there, if
goes by that I don't repeat some of this services, are available to any GM who not, the temporary one as above.
stuff to someone. Brief as they are, all wants it as an aid in setting up his
belong in the public forum. tournament or competition. A.R.E.A. When notice is received 60-90 days in
has potential well beyond the ratings, advance, A.R.E.A. will send out current
Public Domain: which should be made use of. ratings before the tournament. That
puts current ratings in the GM's hands to
All A.R.E.A. information is now public Multi-Player GameMasters: aid in the pairings and setting up the
domain. Feel free to copy and pass tournament over all.
around any A.R.E.A. material or A.R.E.A. of the past was not well suited
information that you have. Indeed, you to Multi-Player games. It is true that the Timeliness:
are encouraged to do so. It is meant to multi-player fraternity did not care much
be shared. All that A.R.E.A. asks is that for ratings. They have always been the Get that information in! A.R.E.A.
nothing be presented in a way that leading opposition to A.R.E.A. I must requests individual submissions within
might be misleading, and that the date admit that it was not at it's best in this 30 days. GMs with full event rosters are
be included. environment, but it did function well. given more leniency. PBM GMs have
Since my tenure there have been until 30 days after the end of a round,
All A.R.E.A. material is dated. All refinements and improvements that even if that means six months after
A.R.E.A. material is continually evolving have overcome most of the objections. some players actually finish a game.
and being updated. Not just the Some MP GMs have already discovered A.R.E.A. has only begun to preach this.
changing ratings, but virtually all this and become sincere supporters. Enforcement will not be too strict until
material. As we all learn and grow, so things are running better on this end.
does A.R.E.A. In the search for ever Tournament Submissions: Still, it pays to make life easier on all by
improvement, adjustment will continue. getting your material to A.R.E.A. in a
For tournaments, break down results by timely fashion. Individual chits that age
Sponsors and Endorsements: rounds. List exactly who played whom. begin to look suspect. Not good for the
Clearly state who won, who lost, and image.
A.R.E.A. is now getting requests from who tied. Adjudications, forfeits, or
Tournament Directors, game stores, unusual circumstances, A.R.E.A. does Game Titles:
hobby shops, and potential sponsors of not need to hear about. The GM
tournaments. There is a desire for decides those. Just inform A.R.E.A. of A.R.E.A. will rate any game in which two
information about A.R.E.A. and how to the GM decision. If a game is not or more live human players control or
run “A.R.E.A. Sanctioned” events. actually played, do not report it, but direct conflicting or competing forces.
Another package of information that A.R.E.A. backs the GMs. What the GM Specifically excluded are solitaire
must be put together. ultimately decides is what A.R.E.A. games, role playing games, and games
rates. in which a computer controls any active
Tournament GameMasters: participant. (Games in which a
On the tournament reports: computer does accounting, score
A.R.E.A. asks GMs of ALL tournaments keeping, or GameMastering, but not
and competitions to send in their results, 1) Indicate player ID numbers, if known. actual play, are acceptable.) Game
so that the entire playing field can be If not, give the zip code followed by a t i t l es ar e NO T l im i t ed by
rated. To do this, an actual listing of decimal point and 99. manufacturer, publisher, subject
who played who is needed. A.R.E.A. matter, or type.
cannot rate games without knowing the 2) Indicate if any two players have faced
actual players by name or ID. This is each other at any time previously. To clarify, it comes to three points:
how past records develop into current Again, if you know it. This is often 1) Two or more players want it rated.
records. evasive information, but A.R.E.A. does 2) Live human beings are the actual
credit for it when received. players.
Furthermore, by leaning on GMs, more 3) There is conflict or competition
information is available. It is more 3) Put a date right on the report form. between the actual human players.
accurate. Would be shysters cannot
continually duck adverse results. 4) As GM, sign the report form. Should some game title be presented to
Players can, and should, turn in their A.R.E.A. that does not clearly fit within
individual games for rating, but facing an 5) Have an assistant or other prominent this criterion, it is possible that it may be
A.R.E.A. tournament means that there is player sign the report form. Better yet, evaluated for further inclusion, but it is
two! (This makes the GM look good.)
The Boardgamer Volume 3, Issue 1 January 1998 29
I Asked For It
Definitions For The Cynical Gamer’s Dictionary
by Ray Freeman
Recently, I sent out a few mailings to a Military Re-enactors: People who will Wargame Developers: An even smaller
number of people looking to increase gladly spend their hard earned group of people who suffer from
both the subscribership of the vacations living under incredibly squalid s a d o m a s o c hi s ti c s c h i zo p h r en i a .
BOARDGAMER as well as the pool of conditions, eating beans and stale bread Som et i m es t hey b eh av e l i ke
articles I have to draw upon. Here is the in exchange for the opportunity to be overbearing egomaniacs who cannot
response I received from Ray Freeman, killed by fake bullets. resist the urge to mutilate someone
who seems to love to do nothing better else's creation, but just as often suffer
than to put me in my place in any way Collectable Card Gamers: People through nearly endless self-imposed
he can. under the delusion that the player with purgatory just for the reward of
the biggest pocketbook is the best occasionally getting their name on a
Role Playing Gamers: People who player, and they are willing to blow their box.
enjoy fantasizing and acting like they life savings to prove it. Alternatively;
are someone who they are not. If hobby baseball card collectors in another life Game Reviewers: A vast population of
is persisted at long enough (usually 6-8 who were sick and tired of just collecting self-proclaimed experts who believe that
weeks), they begin to believe that they and trading...they wanted to actually DO a 45 minute rule skim and a three turn
in fact are someone other than something with their cards. play through constitutes serious
themselves and usually occupy their research, but who wouldn't hesitate to
non-gaming time trying to convince Railroading Gamers: People who would demand the designer be boiled in oil for
various unsuspecting bystanders that really like to be Cornelius Vanderbilt, but failing to provide a 50 entry bibliography
they are glamorous, mysterious figures who can generally only afford to eat at of primary sources to back up the
instead of self-delusional dweebs. restaurants whose top-of-the-line meal historical veracity of the design.
is ordered with the phrase "super size
Miniatures Gamers: People who, it". Gaming Newsletter Editors: A small
although they are now adults, still like to population of desperate characters
play bang-bang you're dead with toy Diplomacy Players: Socially adept willing to resort to a wide variety of
soldiers. Alternatively; sculptors and individuals who, despite their outward grovelling methods in order to obtain
painters by nature who enjoy pretending charm and apparent sincerity, are really enough material to continue to publish
to be wargamers. lying, thieving, back stabbing scum at their pathetic rags.
heart. Alternatively; most lawyers.
Board Wargamers: Three dimensionally Gaming Article Authors: People so
chall enged m i ni at ur e gam er s. Wargame Designers: A small, elite cheap they are willing to put their
Alternatively; people who are so cheap group of people, at least 2/3 of which personal gaming biases down on paper
they can keep themselves amused for don't actually play games, otherwise for all to see in exchange for not having
decades with a few colored pieces of their products would be much more to pay the princely sum of $3.00 an
cardboard. u s a b l e r i g h t o u t o f t h e b o x. issue for their favorite gaming
Alternatively, people with WAAAY too magazines.
much free time on their hands.
30 The Boardgamer Volume 3, Issue 1 January 1998