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Avalon Hill - The General Vol. 31 n° 1

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0% found this document useful (0 votes)
152 views

I' - .:T - .:T I'-: IJ"'I IJ"'I

Avalon Hill - The General Vol. 31 n° 1

Uploaded by

Andrea Marino
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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VOL.31, NO.1 . GENERAL

UNTENT Features
The Avalon Hill Game Company's GENERAL is dedicated to
the presentation of authoritative articles on the strategy, tactics
and variation of our games of skill. Historical articles are Included
only insomuch as they provide useful background information on
current AH titles. The GENERAL is published by The Avalon Hill
Game Company solely for the cultural edification of the serious
game aficionado, in the hopes of improving the game owner's pro-
ficiency of play and providing services not othelWise available to
the game buff. The Avalon Hill Game Company is a division of
Monarch·Avalon Industries, tnc. The shares of Monarch-Avalon,
Empires in the Balance S Inc. are pUblicly traded on the NASDAQ System under the sym-
bol MAHL For information about the Company, write Marshall
Japan's Opening in EMPIRE OF THE RISING SUN • by Dave Casper Chadwell at the executive offices (4517 Harford Road, Baltimore,
MD 21214).
Publication is bi-monthly with mailings made close to the end of
The Long Road to Japan 19 February, April, June, August, October and December. All editor-
ial and general mail should be sent to The Avalon Hill Game
Allied General Strategy in EMPIRE OF THE RISING SUN • by Bruce Mansfield Company, 4517 Harford Road, Baltimore, MD 21214. One·year
SUbscriptions are $18.00. Two-year subscriptions are $29.00. All

Just Say "iie" 21 domestic subscriptions sent via bulk permit Domestic First Class
Delivery and all subscriptions to Canada and Mexico must pay an
An Introduction to Playing the Japanese in Global War • by Peter Robbins additional $18.00 per year postage charge. All overseas sub·
scribers musl add an additional $30.00 per year postage charge.
Send checks or money orders only. The Avalon Hill Game Com·
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rent American Express, VISA or MasterCard may call 800-999-
AScenario for EMPIRES IN ARMS • by Jim Lawler 3222 toll free to renew subscriptions or order merchandise.
Absolutely no complaints or questions will be handled on this

"How Can They Put Such Planes into the Sky" 27 extension. Any business other than a credit card purchase must
be handled by mail. Address changes must be submitted at least
six weeks in advance to guarantee delivery. Paid advertising is
Adding the Defiant to LONDON'S BURNING. by Ben Knight not accepted, but news of importance to the gaming community is
solicited. Convention announcements must be received at least
Series Replay-LONDON'S BURNING 28 six months in advance and contain information pertaining to The
Avalon Hill Game Company's games in use.
Man against (game) machine • Howard J. Hill with Ben Knight Articles from subscribers are considered for publication at the
discretion of our editorial staff. For detailed information on how to
prepare a manuscript, please send a SASE to us first, requesting
The PANZER LEADER at Arracourt (Part III) 43 a copy of our "submission guidelines."
Online Services:
Analysis of Situation 28-4/3 Juvelize: The Finale • by Steven B. Wheeler Avalon Hill has E-Mail addresses for the following Online Services:
Address:

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GRAPHICS: Chun Kim and Georgia Wilson
Laptop Reference Guide for D-DAY: AMERICA INVADES • by Eric Sposito PROOFREADER: Elizabeth Turner
COVER ART: Chun Kim
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FOREIGN DISTRIBUTORS: Readers are urged to make sub-
Sports Special • by Stuart K. Tucker scription arrangements with their appropriate agent (address
shown where phone number not available): AUSTRALIA: Jedko
Showdown on the Rappahannock 56 Games ltd. (Victoria) 555-1022; BELGIUM: SPRL Prolude (32
Ave. de Teruuren, Box 32, 1040 Bruxelles); CANADA: Lion Ram-
First Look at STONEWALL'S LAST BATTLE • by Ed Beach part (Ontario) 525-0733, Dractus (Ottawa) 744-5225, E&K
Kroeger (Scarborough) 752-4382, L'Avenir (Montreal) 341-1561,

The Advent of the Euro-Carrier 59 Northwest Game Traders (Cambridge) 623-5282, TD Imports
West (Calgary) 252-2006; DENMARK: Falner Games (Gentofle)
#683833; FINLAND: Fantasiapelit Tudeer Oy (Vantaa) 872-5950;
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(Paris) 4648-4820; GERMANY: Das Spiel (Hamberg) 044-8687,
". Games In (Munich) #89555767, Welt der Spie (Frankfurt) 380-

~. Columns 8088; GREAT BRITAIN: T.M. Games (Littlehampton) (01903)


773170; GREECE: P. Mamalis Ludo (Athens) 293-2203; HONG
KONG: Wargames Club (Hong Kong) 417-1587; iTALY: Fer-
nando Ferrari (Verona) 8011659, Stratelibri (Milano) 295-10317;
AH Philosophy # 173 . • • • • • • . • • • . • • • . • • • • . 4 JAPAN: Post Hobby Company (Tokyo) 3351-0471; NETHER-
LANDS: 999 Games (Amsterdam) 644-5794, Capful Books (Ams-
Letters ••••••••• . .•••• 17 terdam) 625-5537; NEW ZEALAND: Unicorn 377-4248; NOR-
WAY: AEH Hobby (Pilestredet 7, 0180 Oslo 1); PORTUGAL:
Opponents Wanted . . • • • • • 18 Frente Crl (PC Duque de Saldanha 20, RICO 1000, Lisboa); SIN-
GAPORE: Wong International (Singapore) 545-3995 SOUTH
Convention Calendar . . • 23 AFRICA: Gamma Games ltd. (P.O. Box 2904, Capetown 8000),
Wizards Warehouse (Capetown) 461-9719; SPAIN: Joc Interne-
Contest # 178 . . . • • • • • • • • . • • • • • • . 32 cional (Barcelona) 345-8565, Naipe Juegos (Madrid) 544-4319;
Question Box • • • • • • • • • • • • • . . . . • Insert SWEDEN: Target Games AB (Stockholm) 611-9585.
Questions: All questions should be diagrammed. No questions
ASL Scenario G33 . . . . . • • . • • • • • • • • • • . • 33 can be answered which are unaccompanied by a self-addressed
and stamped envelope. Questions must be based on the current
ASL Scenario G34 . . . . • • • • • • • • •• . . . . . • • 34 edition of the rules of play (not historical or design matters). Ques-
tions on more than one title must be listed on separate pages and
At the Kiosk. • • • . . . . . . . • . . • • • • • 41 accompanied by a separate SASE tor each game. Please, no
phone calls regarding rules questions; such information will not be
A.R.E.A. Ratings • • • • • • . . • • • • • • • • 42 given without a written request.
IF YOU CHANGE YOUR ADDRESS: Inform us Immediately! The
Tech Tips . . . . . . . • • • • • • • • • • •• . . . . S4 Post Office destroys undeliverable magaZines even if you leave
a fOlWarding address. The Avalon Hill Game Company
Coming Attractions. • • • • • . . . . • • • 62 assumes no responsibility lor issues lost due to an invalid
address. Please state both your new and old address.
Infiltrator's Report • • • . 63 Copyright 1996 ISSN 0888-1081
4
ith the quadrennial. party Some say that the best games are the

W conventions WIndIng
down, the platforms set
(and stowed away until needed four
real ones played out in the halls of Wash-
ington every day. I have come to accept
this partially, given that some of my
years from now) and America set- friends prefer to not play some of Avalon

~ If)) liICgS)g~Ifr~
tling into another electoral choice Hill's best multi-player political/diplo-
fostered by our oh-so-stable, two- matic games, because "they are so realis-
party system, it's time for a column tic and too much like what I do every day
on a political theme. I was taught to in the office." Un-uhh, politicians remain
never bring up religion or politics at Part 173 divorced from realities beyond the belt-
the dinner table, due to the contro- way.
versy and indigestion these engender.
As a public service, I should warn
If Life Was To get back to pacing not being
everything and winning not being the
anybody eating while reading this ... a Convention only thing, Napoleon Bonaparte is a good
example of how sleep is more a state of
that you are engaging in Type A
behavior that will very likely land mind than a real biological need. He
you in a hospital, ruin your marriage, averaged four hours per night. At times,
land you an editorship and/or save he would fall asleep in a chair, holding a
your marriage. spoon over a bowl. When the spoon hit the bowl
ties like, say, cancer research. The effects of sleep below, he awoke totally refreshed and ready to con-
Let's see, shall I vote my pocketbook or my
deprivation are well-known (raving lunacy, eventu- quer another resistant German mini-state. Clearly,
child's? Maybe, I should follow my parent's exam-
ally), but the mechanism is poorly understood and the best gaming convention experiences are those
ple-you know, that's the generation that busted out
of the constraints of the Great Depression, taught us
the thrift that they thought their parents laid on them
sleep just doesn't have a scientifically provable pur-
pose. .
grabbed at the cost of not sleepIng. AvalonCon IS all
too short as it is. I don't like missing a beat (and
(
All I know for certain is that when pure garmng those trampled hotel workers along the sides of the
and then ran up a national debt that consumes
competition is involved, something happens to my halls are evidence that I am not the only gamer rush-
roughly one in five of my tax dollars just to pay
blood which makes pace irrelevant-maybe its a ing to squeeze into every event possible).
interest. It occurs to me that this generation would be
secondary cycle in my circadian rhytl1m. I am sure I think that Shakespeare had it right when he
a dangerous opponent in a game of MACHIA VELLI,
that, if you locked me in a cave without a clock or wrote that the play is the thing (though not every-
where good management of (and default on) bor-
calendar, every year during July I would go through thing-those Plaques and mentions in The GEN-
rowed money can win the game.
a 120-hour period of near sleeplessness and not ERAL for winning an AvalonCon tournament are a
Now, zzzzzzip DO NOT CHANGE YOUR
notice the difference. I have found kindred spirits at great motivation). I definitely see "going for the
DIAL. THERE IS NOTHING WRONG WITH
AvalonCon, which argues for a renewed effort in the wood" as a very strong rhythm.
THIS COLUMN. WE ARE CONTROLLING
sciences on this rhythm stuff. This brings me to my personal AvalonCon
WRAT YOU SEE grrrrrzzzzzip lost by 40
A friend once told me of a question that was report. I brought home an award (and a bronzish
points! And what a great convention was Avalon-
making the rounds in Federal office buildings. gold one, at that). Some of the best games are those
Con '96!
Changing the name to protect the innocent-I'll call that poke fun at life, are easy to learn, but stIll
Recently, I was disappointed to hear that the old
the question Monty's dilemma. "A photograph of require thought to play well. For the sleep-depnved
Vince Lombardi truism, "winning isn't everything,
you is being passed around the office. Which would gamer at the end of his weekend career, .the SLAP-
it's the only thing" is in fact a misquote that has
embarrass you more: a shot of you naked or a photo SHOT tournament is the place to be. BIlled as an
grown to mythic proportions under the artful man-
of you dressed as a Klingon attending a Trekkie con- "alternative beverage of choice and pretzels" game,
agement of our spin doctors (what a great term to
vention?" (My heart-felt apologies to Trekkers I was shocked to find that I actually had to think to
slur two professions at once).
world-wide.) Given how politicians are only rarely play this one. The game (sadly out of print) has vir-
I was taught once at a venerable institution of
called to account for their nude activities, the prefer- tually no luck element when played properly. 1
hio-her learning that "pacing is everything." This
ence among Washingtonians is clear. When power found myself discovering that I could not rely on
sa;ing should not be misapplied. Take circadian
lunches these days are conducted at the health spa to fortune after falling several "games" behind in the
rhythm, for instance. Science tells us that all bemgs keep up the physique, even Vice President Gore can- hunt for a hockey playoff berth. After much deter-
on this planet have their own internal clocks that tell mined effort and a few misplays by some of my
not save the image of Trekkers.
them when to do certain things (though I don't buy seven opponents, I worked myself into a tie for the
The point of Monty's retelling, however, was as
the biological clock-pregnancy thing, since most a defense of not attending gaming conventions- last "playoff' berth (the final stage of a SLAPSHOT
women have been programmed by their environ- because, in his mind, they are overrun by geeks (and game). My team was primed for the playoffs, too,
mental conditions since age three or so, making any not the kind that rush sororities). Surprisingly, some with a bruiser defenseman and several topnotch for-
sort of genetic argument pretty weak). The term, cir- of my friends fall into the "accept the nude" cate- wards. Heck, in our one-game playoff to gain a play-
cadian, comes from that ugly flying-grenade insec- gory, despite being garners. Of course, if these per- off berth, the other team had the worst player in all
toid which inhabits the jungles of the Potomac, ceptions are based upon the Origins costume contest, of hockey: Tiny Tim. Mind you, Tiny can score-
hibernates in childhood under the ground for seven- they are right. Even I, intrepid convention goer since but only in the most extraordinarily embarrassing
teen years, and then miraculously, without the assis- 1985, would be reticent to let loose my child at some circumstances. Tiny Tim is such a crowd favorite
tance of the sun, springs forth like clockwork in of the events that take place at an Origins convention that the GM created an award to recognize the gamer
simultaneous waves that would make the pharoah (okay, I am a certifiable mundane who did not line most often embarrassed by Tiny Tim (he tends to get
and Joseph quake. Apparently, it is this circadian up to see Cruise in that interview movie). traded a lot during a season). To get back to our
rhythm that makes humans and most other inhabi- If life were a convention, then l-in-3 gamers playoff story, the score is 2-2 going to the fmal card
tants of Earth sleepy every 24 hours or so (some would change hotel rooms at least once during the play (and I have my topnotch goalie remaining).
researchers are still trying to pin the blame on the extended weekend (but I-in-ll account for all the Yep. There's Tiny Tim scoring the winning goal to
sun, with only limited success). Similarly, this room switches). The typical gamer would change his bounce me from the playoffs, game and tournament.
rhythm awakens us once a day (those of us who tournament path more than once a day. To keep It only took one Tiny Tim goal to get me the "I got
cheat mother nature need alarm clocks, but as Type advancing in his specialty, a gamer would change Pucked!" award by unanimous consent. I have never
B people have discovered, these machines are really tournament meeting rooms eight times during his laughed so hard.
unnecessary). convention career. Most of his tournaments would With apologies to Tom Cochrane (well, maybe
My circadian rhythm has always perplexed me. require that he purchase his own attire. Acceptable not-I'll butcher his meter happily despite the
Why is mine so off sync? (Those same wacko scien- tournament behavior would be limited to specified wrong verb tense) ...
tists tell me that a normal human has a 23.S-hour periods, but after-hours work would be an unstated
cycle-which is why most are tired of work by Fri-
If life was a convention (tah doomp doomp)
rule. Two days after the start of the convention, most I'd plaaay it (doomp doomp)
day, I guess-but mine seems more like 30.) Could gamers would be surprised to fmd themselves in the Aaallll niiight laaawng
it be altered? I once tried to schedule my college tournaments they were playing. ("Honey, can I help
classes to permit me to follow a 28-hour cycle, but it if the tournament shut down, my game was sus- Note: While difficult to perceive, this column was
strano-ely those international law lectures always fell pended while I was winning, and I had to go play in not written while under the influence of sleep
into:sleeping slot. I am still outraged that scientists WIN, PLACE & SHOW, resulting in this Plaque deprivation.
have not yet found a biological reason for us to need instead of the one I promised you for your birth- -SKT
sleep and they insist on funding superfluous activi- day?")
*
5

Special thanks are due to Bruce Harper, who shot, or to lash out at the still-unprepared Allied cations with the oil centers. Potential western
orchestrated the effort leading to the submission forces before it is too late. staging points (Guam, Wake, the Solomons and
ofthe following three articles. This first article is Because her principal enemy, the United other islands in the South Pacific) must be cap-
most noteworthy in that it was penned by the States, lies out of reach, Japan's strategy in ERS tured before reinforcements reach them, to inter-
AvalonCon 1996 EMPIRE OF THE RISING must mirror the historical one-drag out the war
SUN tournament champion. I invite other such fere with the enemy buildup and to push away
as long as possible and make the cost of an the starting line for the Allied counteroffensive
champions to send me articles with your key
strategic insights for the games you play-now Allied victory as high as possible. In an ERS as far from Japan and southeast Asia as possible.
that you have already claimed a plaque and no campaign game, Japan may win a decisive vic- Burma must be captured to prevent Allied aid
longer need to keep secret your techniques! tory by holding onto some semblance of an from reaching China easily. As many Allied
-SKT empire until the end of 1946. Even a marginal forces as possible must be destroyed at as small
Japanese victory requires survival into 1946. a cost as possible. The available Japanese forces
hile the sneak: attack on Pearl Harbor

W was the most dramatic of Japan's


opening moves in the Pacific, in
EMPIRE OF THE RISING SUN, as in history,
Exactly how Japan fares depends not only on its
opening offensive, but also on how it is followed
and the pace of the inevitable Allied counterof-
fensive. These longer-term issues are beyond the
do not seem very large, when measured against
this long list of essentially defensive objectives,
not to mention the additional requirements of any
offensive activity against more critical Allied
this blow against the United States must be scope of this article. One thing is clear: to win, areas like Hawaii, Australia or India.
viewed as merely a means to a more critical end. Japan must use her initial advantages to secure Japan's economic resources at the start of the
Japan's objective in the first six months of the the means to survive a long war. Japan's open- game amount to only 160 Basic Resource Points
Pacific war was to secure the resources in south- in" offensive in southeast Asia must be the cor- (BRPs). Although her enemies are weak, Japan
east Asia which had been denied to her by the ne~stone of this policy. As in ADVANCED must carry out expensive offensive operations on
Western powers trying to contain Japan's THIRD REICH (A3R), economics plays a key at least two fronts during the first year of the war.
a""ression in China. The Japanese idea was that role in ERS grand strategy. Only in southeast
n:~tralization of the US Pacific Fleet would cre- Asia can Japan amass the resources necessary to
Losses of costly air and naval forces can be
expected. In addition, almost 50 BRPs of
ate a period of unchallenged naval supremacy fight into 1946 and gain victory. badly-needed reinforcements are added to the
before massive American naval construction and While Japan cannot win the game in the first Japanese force pool during 1942, which must be
other preparations for war were completed. Dur- two turns against a competent defense, an built to sustain or consolidate expansion. The
ing this "window of opportunity," resource-rich ill-conceived or poorly-executed opening attack United States begins the game with a 165 BRP
areas were to be seized from colonial powers can certainly lose the game. In a sense, Japan's economic base which grows by 20 BRPs per
already defeated (Holland) or weakened southern drive is similar to Germany's attack on turn. Britain and China also begin with 20 BRPs
(Britain) by Germany. The Japanese leaders Poland in that it begins every game of ERS. each. To have any chance of victory, Japan must
hoped that with their own economically Unlike the attack on Poland, however, Japan's equalize the economic playing field.
self-sufficient "Co-Prosperity Sphere" in hand, opening move is immeasurably more complex, The weakly defended Allied outposts in
reversal of their gains would be too costly to requiring chess-like planning and precision exe- southeast Asia are the only sources of BRPs
the Western Powers which would instead cution, yielding correspondingly greater risks easily available to Japan in the near term (see
acquiesce to a settlement favorable to Japan. and rewards. This article, which takes its title Table I). These areas amount to 95 BRPs, equal
Of course, hindsight reveals this as one of the from H. P. Willmott's highly-regarded history of to almost 60 per cent of Japan's starting BRPs.
greatest miscalculations of all time, as US out- the first months of the Pacific war, explores the The game begins with the Japanese winter 1941
rage over the Pearl Harbor attack utterly ruled challenges of Japan's expansion into southeast turn, followed by a Year Start Sequence (YSS) in
out the sort of limited war Japan envisioned. Asia, discusses objectives for the first two turns, which BRPs for 1942 are received. Hence, any
However, EMPIRE OF THE RISING SUN projects the likely Allied defense, examines territories captured by Japan on the first turn
(ERS) faithfully recreates Japan's dilemmas some of the strategic and tactical ingredients of immediately yield economic benefits for the
(and opportunities) in December 1941. When success, and surveys the transition from the ini- coming year, while any territories not captured in
the ERS campaign game begins in winter 1941, tial wave of expansion into the critical winter 1941 will not profit Japan until the 1943
the American oil embargo is beginning to bite. mid-game period. YSS, one year later.
The first of five cumulative oil shortage effects
The A3R1ERS YSS puts a premium on reap-
takes effect on the opening turn. Although these YEN MIGHTIER THAN SWORD ing the largest possible BRP harvest on the open-
penalties are mild at first, within a year they Japan's goal in the first two turns is not to ing move. Besides permitting more extensive
would eliminate Japan's ability to defend itself win the game, but to obtain a position from offensive operations and unit construction in
(much less wage offensive war). In a Global which the game can be won. Despite the military 1942, the YSS BRP total also determines the
War game (combining ERS with ADVANCED superiority Japan enjoys at the start of the war, strategic warfare (SW) forces available for the
THIRD REICH), in which Japan is not forced to Japan's strategic position is one of weakness year. Every ten additional BRPs allows Japan to
attack in winter 1941, US-Japanese tensions are which must be quickly redressed. Japan must build one more submarine factor for 1942, which
rapidly approaching the level at which garrisons maintain an attitude of "first things first." In may prove crucial later in the game if it results in
throughout the Pacific will be reinforced and winter 1941, Japan is under an oil embargo and one of the handful of US carriers being picked
Allied defensive forces, including the fleet at must secure at least one of the two oil centers at off at a key moment. Japan really has little choice
Pearl Harbor, will be placed on alert, precluding Brunei and Palembang. Japan must also elimi- but to attack the BRP-rich territories starting in
the possibility of surprise. Japan's only options nate the Allied bases in the Philippines and winter 1941. If the free winter 1941 offensive in
are to accept humiliating defeat without firing a Malaya/Singapore which threaten sea communi- southeast Asia is not exploited to the fullest,
-
6
additional offensives to complete the task will Nagumo's dilemma-follow-up the initial raid able period. The fifth possibility is for Japan to
be both costly and deducted from a reduced BRP by striking again an alert base, risking intercep- go over to the strategic defensive to consolidate
budget. tion by American carriers in the area, or settle its gains and not risk overextension. This defen-
for a cheap, if incomplete, victory. The presence sive posture need not be passive, but may
Table 1. Early Japanese Targets or absence of carriers in port on the first strike involve limited "spoiling" operations aimed at
will color this decision, especially if a damaged delaying or dislocating the Allied counteroffen:
British: BRP values US carrier (CV) remains. Interception of the sive without the expectation of further
Hong Kong 5 Japanese force is always risky for the United large-scale expansion.
Singapore 5 States, even if the American player has carrier Japan must conclude its spring 1942 turn
Malaya 10 forces in position to attempt an interception, but with forces poised to continue operations with-
Sarawak 10 a Japanese player who discounts the possibility out pause, so that the Japanese opening dove-
Burma 10 completely is putting his fleet in peril! tails with a mid-game plan. The pre-positioning
The short-term goals of the Japanese offen- of forces is crucial, because the southern push
Dutch:
sive are to secure economic objectives, neutral- will tax the Japanese naval and strategic rede-
Sumatra IS ize the Allied bases near them, and destroy as ployment (SR) resources heavily. Jumping off
Java IS many Allied forces as possible. Long-term goals points for future offensives (for instance, Cey-
Borneo 15 must not be forgotten either. Japan must look lon, if India is to be attacked, or JohnstonlMid-
American:
beyond its initial attack to the mid-game period, way if Hawaii is the target) must be captured.
Philippines and must tailor its operations to support an over- Sufficient forces should be detailed both to hold
10
all game plan. such forward bases and to support further
Five strategic possibilities are available. advances. If possible, points which will make up
Total: 95 Though it is not the purpose of this article to the defensive perimeter should be captured with
analyze the pros and cons of each, the Japanese forces sufficient to defend them. Reinforce-
Of course, Japan has the advantage of attack- player should have a clear strategy in mind from ments may never arrive to help.
ing unprepared and surprised enemies. At the the opening set-up. Historically the Japanese Inevitably, preparations for future drives will
start of the game, Japan is granted the most improvised, pursuing a number of strategic compete with the demands of the campaign in
feared weapon in the A3RIERS arsenal: the dou- objectives simultaneously. The results were dis- southeast Asia. When in doubt, remember "first
ble move. Once Japan completes its winter 1941 appointing. things first." You will have neither the BRPs nor
tum, there follows a Chinese move which gives Japan may opt for an offensive or defensive the units to expand further until Japan's "bread-
little cause for concern, the administrative activ- mid-game strategy. Offensive action can be basket" is secure. Subsequent expansion will be
ities of the YSS, then another Japanese move in profitably pursued along one of four axes: difficult without adequate planning. However, a
spring 1942. Only after that may the Allies toward Hawaii, Australia, India or the South failed southern offensive will doom even the
attempt to strike from what is left of their start-
best laid long-term plans.
ing position. This opening one-two punch is
even deadlier because Japan sets up its forces
ALLIED DEFENSE
after the Western Allies. Japan must set up with
Japan's quest for empire is initially opposed
a carefully choreographed two-turn attack in
by a motley collection of weak and dispersed
mind. The second move does little good if units
Allied forces. Although the Allied setup is heav-
are not left in position to wreak further havoc
ily constrained to certain areas, many units have
after the first move.
considerable freedom of deployment within
Allied unpreparedness is also reflected in a
those areas. Like the Japanese, the Allies must
variety of special rules which apply only in win- strike a balance between short- and long-term
ter 1941: Allied ground units defend at reduced objectives at the start of the game. The short-
strength, air units may not operate and are vul- term objective is to resist the initial Japanese
nerable to destruction on the ground, and Japan- southern offensive, tying up and eliminating as
ese units may land at beaches and controlled many Japanese forces as possible and keeping
ports at no movement point cost and advance winter 1941 BRP gains to a minimum. This
inland immediately. British, Dutch and Aus- objective contrasts with the longer-range goals
tralian naval units, although weak, somewhat of preserving as many Allied forces as possible
out of position and lacking air support, may and avoiding an "end-run" against the key
attempt to intercept Japanese naval activities
normally. However, the American Pacific Fleet
at Pearl Harbor is particularly vulnerable.
The Japanese may launch a surprise attack on Pacific islands. The first three are more "direct"
Pearl Harbor with as many as six fleet carriers, strategies that aim to capture, neutralize or seri-
escorted by up to nine fleet factors. Surprise is ously threaten one of the three main Allied bases
variable, but even one air strike may destroy 13 along the map edges. The fourth, the South
fleet factors (roughly half the total based in Pacific axis, is more "indirect," as its main goal
Hawaii), along with the three US army air fac- is to neutralize Australia by impeding the flow
tors on Oahu. The wild cards are the three Amer- of US forces across the Pacific. The ultimate aim
ican carrier groups whose initial location is of such an indirect strategy may be to attack the
unknown to either player. Each group may turn isolated Australia at a later time. Other direc-
out to be in Pearl Harbor (and subject to destruc- tions of strategic advance in the mid-game are
tion in the surprise attack), on the west coast of not promising. There is little point in expanding
the United States (safe, but also out of the war northward to the Aleutians. An attack on the
until summer 1942), on patrol near Hawaii, or Soviet Union is not allowed in an ERS campaign
absent on missions to other American bases. game. Serious Japanese activity in China at this
Japan may always make one unchallenged air stage of the game gives the United States breath-
raid on Pearl Harbor, but is then confronted by ing room to build forces during its most vulner-
-&f.

7
bases from which later offensives will be preferable, because it exacts an extra sacrifice dalay guards the only land route into India dur-
launched. The Allies have no set-up options from the Japanese to collect the Philippine BRPs ing the Japanese double turn. A naive defense of
with US forces in the central Pacific. Here, before the 1942 YSS, if they get them at all. Burma (see Figure 2a) might attempt to defend
they merely hope to not lose any American car- the four clear hexes (including Rangoon and
riers in the Pearl Harbor raid and, perhaps, to Burma Mandalay), aiming to prevent the Japanese from
repulse invasions of Wake, Johnston and Mid- The Allied defense of India begins at its front reaching India during their double move. In win-
way. On the other hand, Indian and Australian door, Burma. It is important to keep the Japan- ter 1941, this defense appears to work well by
forces may adopt, within limits, a policy of for- ese from penetrating the jungle/mountain hexes preventing any Japanese overrun or exploitation.
ward defense or hunker down in their home- on the Burmese/lndian border until the summer However, it falls apart if Mandalay is cleared by
lands. The Allies cannot reasonably expect to monsoons. The defense of India is complicated the Japanese airborne unit in winter 1941 or
win the game in the first two turns and should by the Japanese 1-2 airborne unit, which may be overrun by Japanese armor in spring 1942.
instead concentrate on getting to the mid-game able to drop on one of the Indian objectives Japanese units may then press on to Dacca from
without losing. The following sections analyze (Dacca and Calcutta) in spring 1942 and by the the jungle/mountain hexes on the border, and if
area by area the concerns the Allied defense possibility of pro-Japanese Indian partisans successful, will be past the terrain barrier before
should address and present a plausible Allied appearing behind British lines. The back door to the summer monsoon makes it impassable. The
setup against which a concrete Japanese plan of India is at Ceylon, where the port of Colombo is Japanese airborne unit in Mandalay could attack
attack may be formulated. not only a base for seaborne invasion of the Calcutta in spring 1942, resulting in capture of
off-map India box (representing western India), both Indian objectives and the disintegration of
The "Battling Bastards of Bataan" but is also a base for Japanese commerce raiders the British position on the subcontinent.
The US and Filipino forces in the Philip- Figure 2b shows a much improved defense of
in the Indian Ocean.
pines cannot set up in other areas; the question In winter 1941, Rangoon, controlling Bur- Burma and India, using the same units, but mak-
is simply how best to use them to defend the ma's 10 BRPs, is certainly indefensible. Japan- ing full use of the difficult terrain and the restric-
only American outpost in the Far East. Only ese infantry may setup in Indochina, march tions on Thai forces. Rather than sacrificing four
Manila, with its 10 BRPs, has real value at this Indian factors on exposed open ground, only a
across friendly Thailand, and obtain a 2:1 (or
point in the game. Capture of Manila transfers better) attack on Rangoon (which is in clear ter- single 1-2 infantry unit is used to block the
control of the rest of the archipelago to Japan- rain) against any conceivable garrison Britain direct route into central Burma. Mandalay is
ese control, because the Philippines are not a can spare. Requiring no air or naval resources, undefended, but can only be taken by airborne
colony but an associated minor. such an attack is not even an inconvenience for drop. Likewise, Rangoon is surrendered without
Two reasonable defenses of Luzon are possi- the Japanese and merely sacrifices whatever a fight, but Indian units in the good defensive
ble. The United States may start three factors in forces are in Rangoon. Mandalay, not Rangoon, terrain on the western border prevent any over-
Manila, with the two Filipino units on the two
is the strategic key to Burma. A Japanese air- land attack on Dacca during the double turn. The
hexes north of it (see Figure la). This presents
borne unit in Mandalay may attack either Cal- British 2-3 armor and Indian 2-2 infantry guard
the strongest possible defense of Manila and
cutta or Dacca in spring 1942. Moreover, Man- Calcutta and Dacca, respectively, against parti-
would require the Japanese to commit most of
their air force, as well as some carriers, to obtain
a 2: I attack on Manila in spring 1942. In prac-
tice, it probably forces a I: 1 attack on the Philip-
pine capital. The drawback of this defense is that
it allows an easy I-I attack on Manila in winter
1941. The Japanese may land six or seven factors
on the one-hex island of Samar and march north
to attack the capital. If a unit is placed to block an
attack from the south, the Japanese can just land
in northern Luzon and attack from there. Because
the Japanese are likely to face a 1:1 attack in
spring 1942 anyway, they might as well take it in
winter 1941 and benefit from the chance to gain
the 10 BRPs for the Philippines earlier.
The Allied alternative is to set up two
infantry factors in Manila and cover the two
beaches and the southern crossing arrow into
Luzon with the two Filipino units and the Amer-
ican replacement (see Figure Ib). This makes a
2:1 Japanese attack in spring 1942 more feasi-
ble, but a winter 1941 attack is only possible
with exploitation from Lingayen, using at least
three of the four available Japanese armor plus
additional forces for the breakthrough attack on
the beach. The Japanese armor would be out of
position after such an attack, requiring several
'SRs and up to 10 fleet factors for sea escort to get
off the island. By placing the US replacement on
the beach at Lingayen, there will be no Allied
units left in the Philippines for a possible Japan-
ese suicide attack which would allow the Japan-
ese armor units to be rebuilt in Japan. Should the
Japanese winter 1941 exploitation attack fail,
Japan will have no chance of even a 1: 1 attack on
Manila in spring 1942. The second setup seems
-
8
BRPs for Malaya, depriving it of other oppor-
tunities for mischief. The three British infantry
factors in Singapore make it less vulnerable to
attrition loss or a clear-out attack at less than
1: 1 odds, and might allow the 1-2 to cheaply
invade somewhere behind Japanese lines if the·
Japanese are careless.
The only British unit with no deployment
restrictions is the second British replacement
counter (the other must begin in Hong Kong).
Kuching is an obvious place for this unit, as it is
good defensive terrain and forces the Japanese
to fight for the 10 BRPs for Sarawak. If Kuching
is not defended, Japan can secure both the oil
center at Brunei and the BRPs for Sarawak with
only three fleet factors and a 1-2 infantry unit
With Kuching defended, the effort required,
assuming the Japanese land at undefended
Brunei and march down the coast to Kuching, is
nine fleet factors for a 1: 1 (Ex wins) and 12 fleet
factors for a 2:1, which is more than the British
replacement is likely to accomplish elsewhere.
One might be tempted to deploy it in the jungle
hex north of Singapore, attempting to prevent a
spring 1942 attack on Singapore, but this is not
likely to succeed. Japan would then invade the
Malayan beach with armor and make an
exploitation attack from the bridgehead. The
replacement would be reduced in defense twice
(once for unpreparedness and once for facing
exploiting armor) and perish. In fact, if the
Japanese attack the Malayan beach with anuor,
they could easily get a 2: 1 exploitation attack
(with modest air support) on both this replace-
ment and the 2-2 infantry unit on the border.
sans and ensure that a spring 1942 Japanese air- The Allied deployment limits and the need to The only Dutch units with a setup option are
borne attack on either objective will be no better safeguard India first make it difficult to deny the air and fleet factors, which will not survive
than a 1: 1 (in which an Ex loses), costing the these areas to the Japanese. In Malaya, an Indian long but might manage to inflict losses on the
Japanese 12 BRPs of units if it fails. This more 1-2 infantry unit defends the beach, while a 2-2 Japanese. The fleet factors should go as close to
defensive deployment of the Indian units will infantry unit guards the Thai border. The reason the action as possible. Japanese will usually
probably allow them to survive the Japanese for this greater concentration is that of these two invade Java in winter 1941, therefore one fleet
double tum, creating a reserve which can con- routes into Malaya, the Japanese would prefer factor in Batavia can automatically intercept.
tinue the landward defense of India. Although the overland one. Each ground factor landed on The other fleet factor is probably best left in
the armor unit in Calcutta has no zone of control the beach uses three fleet factors, while each Palembang, because dividing the Dutch fleet
(surrounded by a river), the infantry unit in ground factor sea transported through Singora makes it impossible for a single Japanese fleet
Dacca allows a forward defensive position in requires only two fleet factors. Moreover, if the factor to counterintercept both. The air factor is
spring 1942 with the annor moving into its Japanese break into Malaya from Thailand, useless in winter 1941, so it should be put where
proper place in reserve at Dacca. The airbase additional ground forces for a spring 1942 attack it might be useful in spring 1942. Unfortunately,
between Calcutta and Dacca is a fail safe to pre- on Singapore can be SRed by land without using Batavia will probably fall in winter 1941, and, if
vent the Japanese from reinforcing any Indian additional naval resources. If the Thai border is Japan also takes Kuching, the other two bases
objective they somehow manage to capture. The not cleared, the only infantry units able to attack are subject to counterair attack. Palembang may
difficult-to-replace British air starts safely out of Singapore in spring 1942 will be those landed on be marginally better, because it is in range of
counterair range, but is able to cover both Indian the beach in winter 1941 at a time when Japan- two possible spring 1942 battles (Palembang
objectives in spring. ese fleet factors are stretched to the limit. and Singapore). Also, if the Japanese do not
Do not make the mistake of leaving the Cey- A spring 1942 attack on Singapore is highly attack Kuching or the attack fails, Palembang is
lonese port of Colombo undefended. The Japan- desirable for Japan. If Singapore cannot be taken marginally safer (getting Japanese air into
ese capture of Rangoon in winter 1941 gives in the spring, it cannot be attacked from the adja- Batavia will be difficult), whereas Balikpapan
them a port within 10 hexes of Colombo, and cent jungle hex in the summer due to the mon- would still be exposed to a counterair attack
fleet factors based as far away as Saigon have soon. Note that Kuala Lumpur, worth 10 BRPs, from the more accessible base at Brunei.
sufficient range to invade it in spring 1942, is undefended. While one would like to defend Figure 4 shows an Australian setup. It is dif-
regardless of who controls Singapore. As with every economic objective, the limited Indian ficult to reach firm conclusions about the proper
almost every other potential target on the map, a forces and counter mix make this impossible. Australian deployment, because the Australians
strong enough Japanese effort can guarantee the Without defending both the Malayan beach and do not defend any economic targets in winter
capture of Colombo in spite of the two-factor the Thai border, both Kuala Lumpur and Sin- 1941, and there are a large number of possibili-
garrison. The Allied aim is to soak up as many gapore will be subject to attack in winter 1941. ties. Although neither Darwin nor Cairns may be
Japanese forces as possible to limit the number As a clear hex, Kuala Lumpur cannot be invaded until spring 1942, these are clearly the
of directions of their advance. defended successfully, even against airborne foremost defensive responsibilities of the Aus-
Figure 3 shows the Allied defense of Malaya attack. At least the setup in Figure 3 requires tralians. Even if Japan does not plan to conquer
and the islands of Borneo, Sumatra, and Java. Japan to use its airborne unit to take the 10 Australia, the capture of Darwin cuts American
9
Moresby, which is a jungle/mountain hex, will
require a major Japanese effort against its
two-factor garrison. As Port Moresby is in range
of Cairns, Japanese air there would prevent
Magic SRs to that port. The remaining three fac-
tors do not really allow an adequate defense of
anything, but are spread out to grant the Japan-
ese as few "freebies" as possible.
To summarize, the Allied setup is constrained
by stringent deployment limits and the conflict-
ing goals of denial of Japan BRP conquests in
winter 1941, defense of Allied bases in India and
Australia, and conservation of forces to some
degree for subsequent defense. The illustrated
defense uses two factors above the minimum
mandated by the scenario for BurmalIndia/Cey-
Ion and one factor more than the minimum garri-
son of Australia, but these units are unlikely to
prove as useful if set up in forward areas. This
compromise seems justified, because the Japan-
ese are more likely to win the game by a rapid
conquest of India or Australia than by amassing
BRPs. With time working in the Allies' favor in
ERS, the burden is on the Japanese to establish a
dominant position early, while the Allied task is
merely to stay in the game until their material
superiority can assert itself.

Admiral Togo's exhortation on the eve of the


Battle of Tsushima is good advice to the Japan-
ese player in ERS-every piece must be used to
the fullest to reap maximum benefit from
access to the vital southeast Asian resource area, factors in Darwin. Basing the entire Australian Japan's initial advantages. Before illustrating a
eliminates the only likely submarine base within fleet in Cairns probably makes life too easy for Japanese attack on the Allied defense described
15 hexes of the Japanese convoy route, and ties the Japanese in winter 1941. The best location of above, it is a good idea to review a few "do's"
up Allied forces guarding both northern Aus- the Australian air force is even harder to pin and "don'ts" and the general principles which
tralia and the Australia box itself. Cairns, though down. In the spirit of presenting a balanced should guide (with flexibility) Japan's opening
slightly less accessible to the Japanese, also defense of roughly equally valuable objectives, I moves.
threatens the Australia box and denies the Allies have split it between Darwin and Cairns. Japan has much to gain by collecting as
a valuable terminus for Magic SRs. The Aus- The remaining five Australian infantry fac- many BRP areas as possible in winter 1941. In
tralians must start at least four infantry factors in tors may be used to defend any British-con- addition, the "-1" defense multiple which
Australia, but in my opinion Darwin merits a trolled territory on the Pacific front. While there reduces the defensive strength of Allied ground
defense of three factors while Cairns should are many islands to defend, there are few places units applies for only one turn. Most of the eco-
have at least two. The Australian fleet is where small forces will make an appreciable dif- nomic objectives will be defended in winter
unevenly divided between Darwin (four fleet ference. In the setup shown in Figure 4, the Aus- 1941, but the "strategic" objectives which are
factors, which may interfere with winter land- tralians have defended the three ports subject to either goals or stepping stones for Japan's fol-
ings in east Asia) and Cairns (two fleet factors to invasion (Port Moresby, Rabaul and Suva), as low-up offensive are out of reach on the first
preserve some threat against landings in Rabaul, well as Guadalcanal in the Solomons. Defending turn (Ceylon, Australia, Hawaii) or undefended
Port Moresby and the Solomons). A slightly other island groups which have only clear terrain (Johnston and most South Pacific islands).
more aggressive deployment would place all six and no ports seems less profitable. Port Given the Japanese double turn, these strategic
10
objectives can and should be targeted for spring naval factors), the average number of naval fac- more resources for a later attack and decreasing
1942, rather than winter 1941. Japanese naval tors used over the double turn will be 48 + (0.7 the expected BRP return for conquests).
losses in winter 1941 will be relatively minor. x 24) = 65. This allows 15 more fleet factors to In the relatively unlikely event that several
We can think in terms of a roughly fixed two- be used for the strategic offensive in spring 1942 1: 1 attacks fail, the Japanese player will be hard
turn sea lift capability which must be parceled as compared to the plan of making 2: 1 attacks in pressed to do more than clean up the resulting
out between the winter 1941 and spring 1942 winter 1941. Almost half the time, the Japanese mess in spring 1942, or risk leaving surviving.
turns. As a general rule, priority in winter 1941 player will get away with using only 48 naval Allied units and bases behind his lines. The
should be given to capturing defended hexes and factors-a whopping 30 less than the minimum Japanese player will L~en learn fully that it is
economic targets, while in spring 1942 forward required when only 2: 1 attacks are made! easier to start a war than to end one.
bases for future operations can be seized. With Against Allied two-factor ground units, the
southeast Asia being a vulnerable rear area, economy of 1:1 (Ex wins) attacks in winter 1941 TRICKS IN CHINA
Japan should plan to have this part of the board is even more compelling. There are several possible pitfalls to be
totally pacified before the Allied spring 1942 It may be argued that losses in 2: 1 attacks are avoided by the Japanese in the opening moves.
move, barring a real opportunity to capture an lower, but it is important to remember that Japan First, do not forget that China is also at war with
important strategic target, such as a poorly gains BRPs immediately by taking hexes in win- Japan and has a turn between the two Japanese
defended India or Australia. Once Singapore and ter 1941, but not in spring 1942. Continuing this opening moves. Fortunately, China does not
the Philippines have fallen, it will be very diffi- generalized example, assume in all attacks become Allied until after the Japanese spring
cult for some time for the Allies to interfere in losses may be taken by Japanese infantry and 1942 turn. As a result, Chinese units may not be
southeast Asia, even with strategic warfare and each attacked hex is worth 10 BRPs (probably lent in winter 1941 and hence may not operate
raiders. The more targets in southeast Asia an underestimate). On average, the economic outside China. Chinese air units may not fly
which can be occupied in winter 1941, the difference is insignificant. Four 1: 1 (Ex wins) defensive air support or attack Japanese naval
smaller will be the amount of naval assets that attacks will cost Japan about 6.9 BRPs in losses, activities to or from ports outside China (see the
must be devoted to the area in spring 1942, when and yield 33 BRPs from conquest. Additional Question Box in the centerfold of this issue).
Japan may have to contend with American naval attacks (at 2: 1) on any hexes not taken in winter Thus, the Japanese player need fear neither Chi-
opposition. 1941 will cost an additional 0.8 BRPs, for a net nese defensive air support for Western Allied
These considerations suggest that Japan may gain of 25.3 BRPs. Four 2: 1 attacks over two units nor disruption of his sea supply, invasions
profit from taking a few risks in winter 1941. In turns will cost Japan 3.6 BRPs, but conquer only and convoy routes by Chinese air units (the
particular, a large number of 1:1 attacks (with 29 BRPs in winter 1941, for a net gain of 25.4 AVG, aka "Flying Tigers") during the double
sufficient factors to win in the face of an BRPs, a difference of only 0.1 BRP, which pales turn-except for sea supply to China or inva-
Exchange) may be more attractive for Japan than in comparison to the vastly greater naval sions launched from Chinese ports. Sea supply
a smaller number of 2: 1 attacks. To illustrate this resources used to obtain it. to China is vulnerable in winter 1941, unless the
point, assume Japan invades only hexes which This analysis will not apply perfectly to a Japanese player sets up two air factors and
are defended by a one-factor ground unit in real game, but it illustrates a very important fact: spends two BRPs for a limited offensive to
favorable terrain. In winter 1941, such a unit will although ERS is related to A3R, the games are counterair attack the Flying Tigers. The Chi-
have a defense strength of three, because the different. A quick look at the rules makes it clear nese may be able to break supply to the Japan-
adverse effect of Japan's surprise attack negates that the games are very similar, but when play- ese bridgeheads at Canton and Foochow,
one of the favorable defensive multiples. A 2: 1 ers get to the carrier rules, they again begin to because Japanese resources are stretched to the
winter 1941 invasion attack against such a unit think ofthe games as different. Most players end limit in winter 1941 and the Japanese player
requires 18 naval factors (three naval factors for up thinking of the games as different when it must set up before the Chinese. Because iso-
each combat factor: 6:3). In contrast, only 12 comes to hidden naval movement, carrier bat- lated units in ports are not eliminated by lack of
naval factors are required to gain a 4:3 (l: 1/Ex tles, attrition combat and other obviously dis- supply in ERS, and Canton is a limited supply
wins), which allows 50% more attacks to be tinct areas, but otherwise apply A3R principles source anyway, this is merely an inconvenience
made. A 2:1 attack has a 97% chance of captur- to their play. This often works ... but not for the rather than a disaster. Yet, the Japanese player
ing the hex, while a 1:1 (Ex wins) attack suc- initial Japanese attack. There is no analogous would be ill-advised to make use of the over-
ceeds in capturing the hex 83% of the time. strategic situation in A3R. Even the initial Ger- stacking capabilities of these bridgeheads in the
Hence, four such 1: 1 attacks require 48 naval man attack on Russia cannot really be com- opening set up. With only five BRPs available
factors and will (on average) capture 3.3 hexes, pared, because the Germans should still use 2:1 for operations in Asia (or preferably rebuilding
while three 2: 1 attacks require 54 naval factors or 3: 1 attacks for their key breakthroughs, even winter 1941 losses), Japan will not be able to
and will (on average) capture 2.9 hexes. though 1: 1 attacks can be used to increase the link up with his unsupplied bridgeheads, which
If Japan restricts itself to "safe" 2: 1 attacks, losses to both sides (to Germany's benefit). would then disappear along with any units over-
1.1 hexes are not taken and must be attacked in In ERS, the Japanese should make 1: 1 attacks stacked in them.
spring 1942, when the Allied defense is stronger. in winter 1941 because they are both economi- A more important concern is avoiding the
Our Allied one factor units defend with a cally and militarily more efficient, once SW loss of a Chinese objective in winter 1941. Three
strength of four in spring 1942 and therefore builds and future operations are taken into Japanese factors in each of Canton, Shanghai
require 24 naval factors for a 2: 1 attack. To account. The issue is not that 2: 1 attacks are a and Nanking will be sufficient (in winter 1941,
make only 2: 1 attacks on the hypothetical four luxury for Japan-they are simply less efficient. but not necessarily in 1942), because China has
objectives requires on average 54 + (1.1 x 24) = If the Allies set up poorly, the Japanese are bet- only five BRPs at the start of the game and can-
80 naval factors (and a minimum of 78) over the ter off making additional 1: 1 attacks rather than not make attacks at less than 1: 1 odds.
double move. The greater economy of the 1: 1 converting several 1: 1 attacks into 2: 1 attacks. Chinese partisans are another threat. Two
(Ex wins) attacks is clear. Almost half the time This approach to the initial Japanese offensive at may set up at the start of the game, if a hex is left
(48 per cent), all four winter 1941 1:1 attacks first seems counterintuitive and may cause stress open to them. Despite the need for large num-
will succeed, requiring no further attacks in for cautious A3R players, but the gamblers bers of units in southeast Asia and the Pacific,
spring 1942, limiting the Japanese commitment among us (and there are many) will be in their this can be prevented with a creative setup. One
of naval resources to 48 factors in winter 1941. element. Besides, wasn't the historical Japanese armor unit from the Manchurian garrison may
The chance of more than one attack failing is attack a lot of 1: 1 attacks with good die rolls? Of be placed next to Peking, covering four hexes of
rather small (about 13 per cent). Assuming the course, 1: 1 attacks where an exchange will not China (including Peking) with its zone of con-
Japanese player plays it safe and attacks any capture the hex are a different matter entirely, trol. Of course, if several Japanese ar'mored units
holdouts from winter 1941 at 2:1 odds (using 24 due to the tripled possibility of failure (requiring are left in China and not used in the initial offen-
11
sive, the Japanese player should find it easy to quests. Even if no carriers are in port, surprise more critical landings being defeated. Unused
cover the remaining rear areas. Otherwise, more may well result in destruction of up to 13 fleet Allied fleet factors may also raid the Japanese
artificial tactics may be used. Japanese air fac- factors and three army air factors. One third of convoy routes. This is a potentially serious
tors which will stage to Taiwan (for use in the the time, the strike will fail to achieve complete threat, because Japan may have no BRPs
Philippines) may be placed individually in surprise and these losses may be cut approxi- remaining, and any damage from raiders will be
Wuhan, Nanking, and Shanghai. The ground mately in half. A second round of air strikes is deducted from the Japanese BRP base-a
units to defend those hexes would then start one also possible, but American carriers which turn semi-permanent loss Japan would like to avoid.
hex behind the front line and advance when the up near Pearl Harbor may be able to intercept. In On the other hand, an excessive covering force
air units move away. One Japanese airbase may my opinion, a second round of attacks should reduces the number of fleet factors available for
begin in China and be recycled elsewhere during usually be safe for Japan. In the worst case, one invasions and may prompt the Allies to remain
the Japanese turn. Other defensive units (prefer- carrier might be lost, although this would in port, preserving their forces for spring 1942
ably 1-2 infantry units) may be spread out to require a good code breaking draw and good die and thus increasing the required size of the
cover the remaining hexes (during the opening rolls on the part of the United States. Even Japanese covering force. Again, the psychologi-
setup, at least). It will be hard to forestall parti- assuming no American carriers are sunk in Pearl cal element makes it difficult to formulate the
san construction during the Chinese winter 1941 Harbor, the most the Japanese player will prob- right strategy for all possible enemy responses.
player turn (although rebuilt armored losses may ably face on the first round of battle is one Counterinterception of the Allied navies is
be SRed from Korea), but preventing partisans enemy carrier group. Because the striking force a complex question. The Japanese player may
from starting on the map saves the Japanese is also concentrated into a single battle group, use a patrol mission to place some or all of his
player two of his starting five BRPs, which can and the US player may use code breaking to forces closer to the action, making counterin-
then be used to rebuild winter losses. increase his chance of remaining hidden, terception more likely to succeed. Another
Spring 1942 marks the greatest danger in reserving air power for a strike against Ameri- bonus of patrol missions is that carrier-based
China, because Japanese forces and SRs will can interceptors will tend to be wasteful, but air units may attack enemy bases and provide
still be busy elsewhere and the spring 1942 the threat of such a strike may dissuade the ground support for friendly attacks on land.
force pool additions will not have reached the United States from attempting interception in However, patrols must consist of at least nine
front. In addition, China may spend 10 BRPs the first place. The Japanese player is probably naval factors. Typically, the Japanese player
each turn, making any objective with fewer best advised to fly a modest combat air patrol can afford to use only one such mission. Also,
than six factors vulnerable to a 1: 1 attack. (CAP) and to hit Pearl Harbor again as hard as because they linger in a particular area, patrols
Japan can avoid wasting precious fleet factors possible. After all, US interception is far from on station are automatically intercepted by all
to ship reinforcements to China by a bit of certain even if the American player wants to forces in range. Finally, patrols return to base
foresight in the opening setup. Start two 3-2 take the risk. Of course, as is frequently the at the end of the combat phase and may not
infantry units in Canton, as these will prevent case in carrier operations, out-guessing the protect the Japanese convoy route from raids
a spring 1942 1: I attack. Capture of hex 011 opponent is often more valuable than adhering by uncommitted Allied fleet factors.
(adjacent to both Shanghai and Nanking) by to a rigid or predictable plan. Alternatively, Japan may use naval units
attrition advance or limited offensive before Although the Japanese player may be remaining in port to counterintercept Allied
the Chinese spring 1942 turn will simplify the tempted to use one or more of his six fleet naval activity. Counterinterception has the
defense of both those cities. carriers elsewhere, a surprise attack on Pearl advantage of deferring intervention until after
Harbor in winter 1941 also allows the port to enemy naval forces have committed themselves
NAVAL PRIORITIES be attacked more easily in spring 1942. If all and not granting them the opportunity for auto-
One very complex decision the Japanese three US army air factors are destroyed in the matic interception afforded by a patrol. Unfortu-
player must make on the first turn is how to initial Japanese strike, Oahu's air defenses are nately, Japanese naval units remaining in port to
allocate his naval forces among four compet- inadequate to deter a follow-up raid on the counterintercept will be farther away and will
ing demands. Up to six fleet carriers (CV) next turn. A second raid on Pearl Harbor may have a correspondingly reduced chance of suc-
have the option of making a special surprise be the most effective way to neutralize surviv- cessfully engaging the enemy. Finally, Japanese
attack against Pearl Harbor, but such a strike is ing US naval power, including the CVs which air units may change base to Singora, Thailand,
not mandatory. A large fraction (but how escaped the initial onslaught. Starting in spring putting the seas around Singapore under threat
large?) of the Japanese fleet factors must carry 1942, the Magic code-breaking ability allows from the skies. Such a move combines the
ground units on seaborne invasion or occa- limited transfers of American naval units to advantages of patrol and counterinterception (at
sional sea transport missions to seize territory other bases after Japanese invasions are least as far as the 9-factor British fleet in Singa-
and BRPs; carriers may directly assist the announced. The many possible operations pore is concerned), because air attack is auto-
Japanese attacks by providing ground support. open to Magic interference dictate a heavy matic and does not require a commitment in
Some naval forces must be devoted to turning Japanese naval commitment in spring 1942 advance. With Singapore just barely in air range
back the sizable, though divided, Allied naval and may allow the United States to engage a of Singora, only one air attack would be allowed
forces which can interfere with these landings portion of the Japanese fleet on even terms. before the British Force Z could leave the Japan-
or raid Japan's convoys. Finally, the Japanese However, the Japanese player may strike ese air umbrella. If a small Japanese naval force
player might wish to hold some fleet factors in directly at the Pacific Fleet before it has a counterintercepts as well, then several air
reserve for sea escort to shift forces at the end chance to shift bases using Magic, because attacks would probably occur before a victorious
of his turn, although a proper set up should naval units may not be shifted before attacks surface engagement allowed the British to move
minimize the need for this somewhat unpro- by patrolling carriers. If the opportunity for a out of range. Land-based air power suffers from
ductive use of the navy. winter 1941 raid on Pearl Harbor is missed, the a weakness of its own: it becomes less effective
In the ERS campaign game, where tensions US air factors which begin the game in Pearl if the British split their force to intercept differ-
between Japan and the United States are fixed at Harbor will inflict unacceptable losses on ent Japanese activities at different points in the
the start of the game, the Pearl Harbor strike has Japan's naval air force, ruling out an effective Japanese player turn (patrols in the movement
about a 50-50 chance of catching at least one of attack in spring 1942. phase, sea supply in the movement phase, offen-
the three American carriers inside Pearl Harbor. As already noted, Japan's limited number of sive missions such as invasions in the combat
Although one additional American carrier fleet factors and the threat posed by Allied naval phase and convoys during strategic warfare).
arrives on the map during each of the last three interception of the initial invasions combine to Five army air factors and a few fleet factors are
turns of 1942, sinking even one carrier in winter restrict what can be seized in winter 1941. An probably enough to defeat the British if their 9-
1941 certainly facilitates further Japanese con- insufficient covering force may result in one or factor fleet intercepts together. By breaking
12
down their fleet and making more than one sor-
tie, the British create a series of battles against
one or two air factors, which favors the air much
less. Thus, against covering forces not so large
as to rule out any possibility of success, the best
Allied strategy against may be to intercept a
Japanese patrol with about one-third of all naval
forces within automatic interception range,
attempt to intercept missions in the combat
phase with about half of their remaining naval
forces, and go for the Japanese convoy route
with any uncommitted naval units during SW.
Uncommitted Allied naval forces may also be
used against Japanese counterinterceptions.

THE JAPANESE ATTACK


Having covered the generalities, it is time to
look at a Japanese attack on the aforementioned
Allied defenses. The following assumes no vari-
ants or research projects for either side. Decid-
ing that there are no obvious opportunities for
rapid conquest of India or Australia, the Japan-
ese player hopes to seize as many BRP con-
quests as possible in winter 1941, while main-
taining maximum flexibility to choose a strate-
gic target in the spring. Figure 5 shows the setup
in China as the Japanese turn begins. The Japan-
ese have denied Chinese partisans any legal
starting hexes and provisioned Canton for
defense in spring 1942. An airbase begins at Iwo
Jima to allow Japanese army air factors to SR to
outlying Japanese bases in this or future turns.
Previous figures show the various invasion
forces that are poised around southeast Asia,
with the Japanese airborne unit in Saigon. The
US player secretly draws to determine his code-
breaking ability and (unknown to the Japanese
player) receives two Magic points (the average
result). The Japanese forces sail offfor their ren-
dezvous with destiny.
Five Japanese army air factors stage to Sin-
gora and Taipei and the land-based naval air fac-
tor rebases to Saigon. Two army air factors from
Taipei counterair attack the inverted American
air force in the Philippines, eliminating it with
the loss of one Japanese army air factor.

Japanese Patrols
The Pearl Harbor strike force (six CVs, with
a single escorting fleet factor to provide a mini- prise) and seven fleet factors (a "3/4" result") squadrons engage two attacking Japanese naval
mal air defense) heads for Hawaiian waters, and with no loss to the attackers due to the surprised air factors, and eliminate them both in air com-
a patrol of three CVLs and four fleet factors air defenses. bat at a cost of one army air squadron. This
takes up position in the Java Sea. Japan allocates The Japanese player announces he will leaves the United States with two army air
the 18 elite naval air factors of his CV force to launch a second air strike and secretly allocates squadrons. The American air defense shoots
strike Pearl Harbor, and the US player secretly three naval air factors to CAP and the remaining down two more Japanese naval air factors and
determines the location of his carriers-two on IS to the air strike. With only one carrier group turns back three, leaving eight survivors who
the US west coast, while the other is on a mis- able to intercept (with a poor chance of success), press the attack. The Japanese player, planning
sion. The Japanese player receives the bad news but two Magic chits and one searching air army to return to Pearl Harbor in spring 1942, con-
that no carriers are in port (although he is not factor (composed of the three remaining army centrates three Japanese naval air factors on the
told exactly where they are). As consolation, air squadrons) remaining in Oahu, the American remaining American army air squadrons to
maximum surprise is achieved by his air strike, player decides to attempt interception. He uses reduce his future losses. The remaining Japanese
and the Japanese player divides his attackers, one Magic point to modify the roll to a 50% naval factors attack the American fleets, sinking
sending 10 naval air factors against the 27 US chance but fails. The Japanese player achieves two factors and damaging three others.
fleet factors and eight naval air factors against only a minimal surprise result of "2" against Due to below-average attack die rolls, the
the three inverted American army air factors on Pearl Harbor, thanks to the air in Pearl Harbor Japanese have not done as well as they might
Oahu. Disappointing air attacks eliminate only and US radar, so the United States loses the nor- have, but they have destroyed 36 BRPs of Amer-
six army air squadrons (a "2/4" result, with dam- mal "+ I" air combat modifier for air flying ican air and naval units while losing four naval
aged squadrons being eliminated due to sur- CAP. The three remaining American army air air factors, and have left Pearl Harbor vulnerable
13
can be taken from the three extra fleet factors
which are to shore bombard Palembang, with
any deficit made up by ground support from the
patrolling Japanese CVLs. Two 9-factor fleets,
each carrying a 2-3 and a 1-3 armor unit, sail
from Japan to invade Lingayen in the Philip-
pines. The Japanese player assigns his three
unused air factors in Taipei to provide ground
support for the invasion. Three fleet factors at
Truk embark a 1-2 infantry unit to invade Lae.
Another three fleet factors at Saipan carry a 1-2
infantry unit to seize Beru in the Gilbert Islands
(sailing due east, and then southeast, to remain
out of interception range of Cairns at all times).
The Allied player must now decide on naval
interception of the Japanese naval activities. He
has available six British fleet factors in Singa-
pore, two Australian fleet factors in Darwin, two
Australian fleet factors in Cairns, one Dutch
fleet factor in each of Palembang and Batavia
and the British CVL in Colombo. The survivors
of the Pearl Harbor raid are eligible to intercept,
but not in range of any Japanese missions. To
make this example more interesting and to test
the adequacy of Japan's covering forces, the
Allies will make a maximum effort against the
Japanese landings. Holding back the Allied
naval forces in winter 1941 would also be a
viable option. The CVL's best chance to inter-
cept is at Palembang. The Dutch fleet factors
automatically intercept the invasions of their
to a spring 1942 raid. As only two rounds of The Japanese player now moves his ground respective islands. The Australians in Cairns
attack against Pearl Harbor are allowed, the units. This mainly involves changing the divide into one factor groups and attempt to
Japanese striking force returns to Truk, where it anti-partisan setup in China into a front-line intercept the invasions of Java and Lae. The
is placed on patrol. defense which denies the Chinese any legal Australians at Darwin divide to intercept at
The Japanese patrol in southeast Asia does attack on a Chinese objective. Japanese forces Balikpapan and Java. Finally, the British send
not launch any air strikes because all possible also advance into northern Burma while Thai one fleet factor against the transport mission to
targets have a high level of air defense and forces occupy Rangoon. Singora and the invasions of Brunei and Palem-
would exact an unacceptable toll on the attack- bang, holding three fleet factors in reserve.
ing naval air factors. The Allies, taking advan- Japanese Invasions The Allies roll well for interception. The net
tage of their opportunity to intercept the patrol The Japanese offensive moves into high gear result is interception by one British fleet factor,
automatically, send three British fleet factors with the declaration of naval and air missions. one Dutch fleet factor and the British CVL in
from Singapore and two Australian fleet factors Six fleet factors transport a 3-2 infantry unit Palembang; one British fleet factor at Brunei;
from Darwin. Both forces are small and are from Saigon to Singora. Nine fleet factors from one Australian and one Dutch fleet factor at
operating away from Japanese land-based air Haikou (on the island of Hainan) sail with a 2-2 Java; and one Australian fleet factor at Lae. The
search. The Allies hope to remain undetected by
and a 1-2 infantry unit to invade Brunei. These Japanese player assesses his counterinterception
the Japanese CVLs until they can close for a sur-
forces join six fleet factors and two 1-2 infantry chances. Only the carrier striking force at Truk
face engagement (about a 30% chance). Unfor-
units in Haiphong, which will invade Java. The can cover the Lae interception. Due to the poor
tunately, the Japanese make a good search roll in
combined force continues south to Cam Ranh fleet combat DRM of the Dutch, a single fleet
the first round, locating the Allied forces and
achieving a "3" surprise level ("-I" DRM to air Bay where they join 12 fleet factors, a 3-2 and a factor dispatched from the patrol has a good
defense rolls). Their air strike sinks two British 1-2 infantry unit detailed to invade Balikpapan. chance of defeating the interception at Java. The
and one Australian fleet factor, and damages the Six more fleet factors carrying a 1-2 infantry remainder of the patrol will counterintercept at
remaining Allied forces, ending the battle. Had unit and the Japanese marines to Palembang and Palembang. The Japanese player avoids split-
the British sent all nine fleet factors from Singa- an additional three fleet factors for shore bom- ting his patrol further, as it has nine naval fac-
pore, they would have been attacked by the bardment sail from Saigon and also join this tors-the minimum necessary for a favorable
Japanese land-based air at Singora. force in Cam Ranh Bay. This huge fleet then search DRM in naval combat. Due to patrolling,
proceeds to Brunei (where nine fleet factors and these two counterinterceptions are automatic.
Sea Supply and Ground Movement a 2-2 and 1-2 infantry unit are detached), contin- The Japanese player plans to defeat the inter-
The Japanese now trace sea supply. The cru- ues to Palembang (detaching 9 fleet factors, a ception at Brunei with air power. Three army air
cial Japanese sea supply line to Indochina runs 1-2 infantry unit and the marines) and then sails factors from Saigon will attack in Singapore. If
. into the port of Haiphong. Again, trying to south around the island of Borneo where the these fail, the Japanese naval air factor in
stretch the Japanese covering forces and hoping other forces split off to invade their respective Saigon will have an opportunity to attack the
to get lucky, the British announce that two fleet objectives. This maneuver is designed to mini- British fleet factor further north. The Japanese
factors from Singapore will attempt to intercept mize the threat of Australian naval interception player thus holds one fleet factor in Saigon and
this sea supply line, but the interception roll is of the invasion of Brunei, although it is unlikely two army air factors in Singora in reserve to
poor and the interception fails. The AVG takes the Australians could evade counterinterception defend against further interceptions. The Japan-
advantage of its opportunity to cut the unde- by the Japanese patrol. By assembling a mono- ese successfully roll for counterinterception at
fended sea supply lines to the Japanese bridge- lithic force, the Japanese player can ensure that Lae, dooming the lone Australian fleet factor
heads in China. any fleet combat will last only one round. Losses sent there.
JIll

14
The plot thickens. The three British fleet fac- invasions being reduced in strength. As it stands, ianas island group. Similarly, the 1-2 infantry
tors uncommitted in Singapore could attempt to the Allies have lost eight American fleet factors unit which lands at Beru stakes Japan's claim
intercept the Japanese patrol's interception at and three American army air factors at Pearl to the remaining Gilbert Islands. With all three
Palembang and the single Japanese fleet factor Harbor, two American army air factors in the capitals of the Dutch East Indies fallen, all
detached to Java. While the former is unlikely to Philippines, and a British CVL, four British, two Dutch territory becomes Japanese-controlled
payoff, the latter might cause the Japanese prob- Australian and one Dutch fleet factors in naval as well. The remaining uncommitted Aus c
lems or at least force them to commit the combat in southeast Asia. Japanese losses to this tralian fleet factor in Darwin astutely inter-
remainder of their dwindling reserves. The point are one army air factor lost over the Philip- cepts post-combat sea supply to Dili (on the
Allied player rolls and the British interception pines, one army air factor lost over Singapore, island of Timor), preventing Japanese air from
succeeds. The British interception will almost four elite naval air factors lost in the Pearl Har- SRing to the island in winter 1941 as well as
certainly result in losses to the Java invasion bor raid and one elite naval air factor destroyed stopping construction of a Japanese airbase
force. Consequently, the Japanese player really in the battle at Palembang. Luck has not heavily prior to spring 1942 air staging. This lessens
has no choice but to stop this interception with favored either side. The Japanese cut it close the risk of a major effort against Darwin in
his army air factors in Singora. He holds his with their covering forces in southeast Asia, but spring 1942.
remaining fleet factor at Saigon in reserve to may now complete their landings.
deal with British raiders.
The Expansion of the Japanese Empire Turn Wrap-Up
Now that all naval interceptions are com-
With the combat phase now concluded, Japan
plete, the skein of combats is resolved in reverse The 1-2 infantry unit storms ashore unop-
rebuilds three naval air factors and the 1-2
order of interception. The Japanese player posed and places a bridgehead at Lae, and
announces an attack by two army air factors infantry unit eliminated in the attack on Batavia,
then moves south into the jungle/mountain
from Singora on the British fleet factor inter- leaving one BRP unspent. The rebuilt naval air
hex. The 2-2 and 1-2 infantry units land at
cepting the detachment from his patrol. One air factors together with the naval air factor from
Brunei. The 2-2 moves to the mountains east
factor is shot down, but the other manages to Indochina are SRed to Truk, leaving the Japanese
of Kuching (from here, it may cross over to
turn back the British factor by damaging it. The carrier fleet only one naval air factor below full
attack Balikpapan in spring if it is not taken in
British fleet factor intercepting at Brunei sails, is strength. The rebuilt 1-2 infantry is SRed from
winter 1941), while the 1-2 moves down the
attacked in the Singapore hex, and is sunk with- Korea to China. The two 3-2 infantry units in
coast. Two 1-2 infantry units debark at no
out loss by three Japanese army air factors. Indochina SR overland to Singora, in preparation
movement point cost on the eastern beach at
Next, fleet combat between the Australian for a spring 1942 attack on Singapore. One of the
Java and march overland to attack Batavia.
and Dutch fleet factors intercepting at Java and four surviving army air factors in Taipei rede-
The Japanese airborne unit at Saigon captures
the Japanese fleet factor detached from the ploys to Saigon, to support this attack, while the
Kuala Lumpur with an unopposed air-drop. All
patrol is resolved. Both sides roll poorly, but the other three SR to Lae via Manila, Davao, Sorong
Japanese ground units are now in position, and
Dutch fleet factor is sunk in the first round. With and Hollandia. The Japanese player recycles his
ground combat begins. airbase counter from China to Kwajalein,
the chances of the remaining Australian fleet
factor surviving to ravage the invasion forces The Japanese overwhelm the Indian increasing his possibilities for redeploying army
being less than l-in-l2, the Allied player infantry east of Mandalay with a bloodless 5: 1 air factors in spring 1942.
decides to cut his losses by withdrawal. The Java attack. On Java, a 2: 1 captures Batavia, but China, having nothing of value to attack in
invasion is unscathed. The counterinterception one Japanese 1-2 infantry unit is eliminated its turn, is content with eliminating two Japanese
by the carrier striking force at Lae is anticlimac- by an Exchange. Palembang falls without loss 1-2 infantry through attrition combat, rebuilding
tic. The Japanese locate the Australian fleet fac- to a 2: 1 attack assisted by shore bombard- the replacement lost in the Japanese turn, and
tor in round three and destroy it with a carrier ment, carrier support and the Japanese constructing one Nationalist and one Commu-
strike at no loss to themselves. The remaining marines' ability to negate the defense multi- nist partisan.
counterinterception combat off Palembang plier for seaborne invasions. Balikpapan is The winter 1941 turn concludes with strate-
promises to be more interesting, because both taken by a 1: 1 attack which also eliminates the gic warfare. Although there are no SW forces
sides have carriers. Because the Japanese have Japanese 3-2 infantry unit in an Exchange. available, the two British fleet factors remaining
committed the bulk of their patrol, Allied The Japanese 1:1 (4:4) attack on the uncommitted in Singapore may attempt to inter-
chances do not look good. Deciding the risks Thai-Malay border succeeds in clearing the cept the Japanese convoy route from Brunei. As
from an Allied carrier strike are minimal, the hex after an Exchange result on the Indian Japan has one unspent BRP to absorb losses and
Japanese player assigns all his air to attack. The counterattack (the 3-2 infantry unit is elimi- a fleet factor in Indochina to counterintercept, a
Allied player, whose interception was mainly nated and the Thai unit advances). Kuching reduction of Japan's BRP base is unlikely. Thus,
intended as a diversion to allow other intercep- also falls to a 1: 1, as the British replacement the Allies decline to risk any more of their
tions a better chance, assigns one air factor (the is eliminated in a counterattack. (As Balikpa- shrinking naval resources.
maximum allowable) to CAP, while the other is pan has already fallen, the Japanese 2-2
assigned to attack. The Japanese roll well for infantry unit advances into Kuching, with the
search, and the Allies roll poorly. The Japanese Japanese 1-2 infantry unit remaining in the All in all, winter 1941 saw an impressive
force is not located and the Japanese air strike hex to the north, to allow it to capture San- showing by the Japanese and (as the dice fell in
gains a moderate level of surprise. British CAP
dakan in spring 1942). The Japanese invasion this case, at least) a vindication of the strategy of
shoots down one attacker, while the fleet air
of Lingayen by a 1-3 armor unit supported by 1: 1 attacks. The Japanese made four 1: 1 attacks
defense causes another Japanese naval air factor
three army air factors succeeds in creating a in which an Exchange would succeed. They cap-
to abort. The four remaining elite Japanese naval
air factors target the British CVL and barely sink breakthrough (and a bridgehead). The Japan- tured 85 of the 95 BRPs which were in reach,
it, with no further loss. After this stinging ese patrol in the Java Sea returns to port. knocking the Dutch out of the war in the
rebuke, the Allies break off the battle and the In China, the Japanese eliminate one process. The Japanese are well positioned to
Japanese patrol returns to its station off Borneo. Nationalist replacement in attrition combat. take Singapore in spring 1942. Valuable forward
Three naval air factors from the patrol fly The attrition against the British replacement in bases have been established in the Gilbert
ground support for the invasion of Palembang. Hong Kong fails. Islands and New Guinea. Virtually the entire
All Allied attempts to interfere with the The Japanese offensive now culminates Japanese fleet will be free to initiate a drive
Japanese landings have failed, but the Allies with a 1:1 (5:4) exploitation attack which cap- toward Hawaii, Australia, Ceylon or the South
have certainly given the Japanese some tense tures Manila without loss. Guam passes to Pacific in the second half of the Japanese double
moments. Even one more successful intercep- Japanese control because the three fleet factors turn. Two potential problems with the Japanese
tion roll might well have resulted in one or more based on Saipan are the only forces in the Mar- position are that the Japanese armor units are
15
now rather uselessly stuck in the Philippines, marines. Only naval factors in Japan or Truk can are necessary to assure a minimum of security.
and the weak forces remaining in Burma and be assigned to ASW duty-it is important for The question remains as to what can Japan do
Indochina will need reinforcement. The Ameri- Japan to end the winter 1941 turn with at least with its remaining six fleet carriers, three light
can marines on Wake may also need to be five fleet factors in one or both of these locations, carriers and rougWy 36 fleet factors.
attacked in spring 1942. or else face potentially embarrassing submarine Australia and India look unpromising as
The Allied player can take solace in the fact attacks on spring 1942 naval activities. targets for rapid conquest. A maximum effort
that Australia and India are well defended and For the United States, the deployment of could achieve a 2: 1 attack on Darwin (which
no American carriers were lost at Pearl Har- naval forces to the SW box during the 1942 would probably require Japan to SR three
bor, though the failure to defeat any of the YSS has a more serious dimension. In the army air factors to the Celebes or Borneo in
Japanese winter 1941 attacks is disappointing. example turn, the American player has 24 fleet winter 1941, stage them to unsupplied Bali in
The next section will study how this successful factors and a CV in Pearl Harbor. Because spring 1942, and protect their sea supply line).
opening might be exploited in the coming these forces have no land-based air protection, Alternatively, a 2: 1 on Colombo would be
spring 1942 turn. they are sitting ducks if the Japanese launch a fairly easy to arrange. Conquest of either Aus-
patrol attack on Oahu in spring 1942. The tralia or India, however, would require a mas-
three naval air factors aboard the one CV in sive commitment of ground and air forces
The year 1942 will probably be the most Pearl Harbor can fly CAP, but will be hope- over several turns (the very factors which dis-
important year of the game. The first decisions lessly outnumbered by the attackers. American suaded the Japanese from undertaking these
of 1942 concern strategic warfare. Japan must naval forces in Pearl Harbor may escape the campaigns historically). Viewed as more lim-
decide whether to build only submarines, or fol- wrath of a Japanese patrol in spring 1942 only ited operations, the seizure of Darwin and/or
low the more cautious alternative of building by fleeing to the SW box during the YSS. Colombo might make sense. Japanese control
Naval units in the SW box will be safe from of them would surely put some pressure on the
anti-submarine warfare (ASW) factors. If an
naval attack, but are out of the game until the Allied position and cause the Allies to divert
expansionist strategy is planned for 1942, Japan
beginning of fall 1942 (they could deploy from reinforcements which could otherwise be used
may be better off going heavily, if not exclu-
the SW box to the US box at the end of the elsewhere.
sively, for submarines. Sinking or damaging one
spring 1942 game turn and SR back to Pearl Japan must consider the alternatives to the
or two American carriers in 1942 may make the
Harbor during the Allied summer 1942 player invasion of Australia or India as well. As
difference between a successful offensive and turn). This does not directly endanger Pearl
one that comes up short. A major Japanese drive already noted, once the army air factors in
Harbor, because Hawaii cannot be invaded in Hawaii are knocked out by the sneak attack in
against Hawaii, Australia or India is something spring 1942. However, outright evacuation winter 1941, the American fleet in Hawaii can
of an "all-or-nothing" proposition, arguing that spares the Japanese the need to use their own be annihilated by a spring 1942 patrol, at a cost
it is probably best to go all out with subs. If no carriers to neutralize the American forces and to Japanese naval aviation which may range
ASW is built, Japan must be prepared to keep concedes naval supremacy in the Pacific at no from insignificant to severe. In our example,
fleets in the SW box to prevent a large number cost to the Japanese. Yet, remaining in Pearl Japan can conclude from the presence of a task
of American submarines from surviving into Harbor, in our example, dooms 84 BRPs of force marker in the US box that at least one
1943. If, on the other hand, Japan elects to fol- American forces if the Japanese decide to carrier group is in the United States. Hence, no
Iowa defensive strategy, it clearly makes more attack them (although a fair number of Japan- more than six American naval air factors are in
sense to go heavily for ASW, to guard Japan's ese naval air factors would be lost in the Pearl Harbor. Commitment of most of Japan's
Achilles' heel in later years. Even in this case, a process and Japan's carriers would be tied carriers will be sufficient to overwhelm this
moderate number of submarines is probably down for the turn). This decision depends defense and ensure that no American naval
worthwhile. These can be used to finish off car- somewhat on where the US carriers turned up forces can interfere with operations elsewhere
riers damaged in naval combat. at the moment of the first Japanese attack. If in the Pacific. Johnston Island can be invaded
The United States faces similarly unclear all three CVs returned to Hawaii, their nine easily. Midway requires only slightly greater
choices in the 1942 YSS. Building only sub- naval air factors present a more credible air effort. The United States can deploy to Pearl
marines may prove painful if Japan manages to defense. Pulling them to the SW box leaves the Harbor five rebuilt army air factors, along with
take Hawaii. The United States has few naval United States with a serious shortage of carri- 16 fleet factors (four of which are rebuilds),
units to spare for ASW duties in 1942. Likewise, ers. In the example, with two carriers in the US two fleet carriers, and six naval air factors.
American submarines are unlikely to accom- box, the decision is more difficult. One option Thus, it will be nearly impossible to reduce the
plish much in 1942, given the remoteness of would be to withdraw the CV and a portion of US Pacific Fleet to less than nine naval factors
their bases and their unfavorable torpedo DRM. the fleet factors, leaving behind, say, 10 fleet in summer 1942 (to permit invasion). Instead,
On the other hand, submarines which survive factors to bolster the air defense and, if not Japan's chances hinge on invading the island
1942 can cause Japan great difficulties in 1943 attacked, to threaten Magic interception some- of Hilo (Hawaii) and SRing in army air factors
and 1944, especially if Japan builds all sub- where on the board. For the purposes of this to gain control of the air over Pearl Harbor. In
marines itself. In our example turn, Japan is article, we will arbitrarily assume the United fall 1942, a 2: 1 attack on Pearl Harbor may be
blessed with a generous BRP allotment for States deploys no naval forces to the SW box, within- reach. (As an aside, if the Japanese
1942, which gives them the luxury of building a to make things as challenging as possible for want to invade Oahu in summer 1942, they
few ASW factors and still deploying a the Japanese in spring 1942. may be better off leaving the American air in
respectable submarine force. In this situation, as the Philippines alone, to keep it from being
the Japanese, I would build four ASW factors The Follow-Up Decision rebuilt in spring 1942 and SRed to Pearl Har-
and 16 submarines. As the American player, I As the spring 1942 turn opens, Japan must bor to reinforce the defense.)
would go for something like four ASW and nine choose a strategic plan for the coming year. Sin- Japanese control of Lae and the Gilbert
submarines. Certainly many other purchases gapore will clearly be attacked at 2: 1 by forces Islands allows spring invasion of all islands in
. would be perfectly reasonable. already in the region. At least 12 fleet factors the South Pacific except Chlistmas and the Soci-
Both players must also decide on their alloca- will be needed to capture Wake Island. The ety Islands. By pushing east and south, Japan
tion of naval forces to ASW for spring 1942. Japanese marines, if not used elsewhere, can can set up a summer 1942 invasion of Tahiti.
Japan can ill-afford to divert strong forces to this invade Rabaul at 2: 1 (with air support from Lae Loss of this base and Pearl Harbor would leave
defensi ve activity on the second half of its dou- and three fleet factors). Another pair of three the United States without a good on-map base of
ble move. Something in the neighborhood of five fleet factor detachments should probably capture operations south of the Aleutians, although the
fleet factors should be enough to protect Japan's Nauru and Manus Islands. A minimum of 8-12 South Pacific box will remain a potential thorn
naval activities from losses to submarine attack, fleet factors will be required to shift reinforce-
even if the United States builds nothing but sub- ments by SR. These housekeeping operations (Continued on pg. 39)

Player's Magazine anticipation! Many things have changed, and Ferry-the garrison blocks that route and if the
In your request for articles, I see the change is always upon us. From the GEN- Rebs go for it, they are likely to throwaway the
requested game titles seem to be those for ERAL, I learned about AREA. Soon I was rat- campaign.)
which AHGC would perhaps LIKE to see ing every game possible win or lose! Having read this copy of "General" I have
more interest, rather than games for which Presently, I'm still at it! Now "At the once more become a subscriber, having origi-
there currently is a lot of interest. That isn't Kiosk" has been added to the GENERAL, and nally canceled in 1979, a time when the maga-
necessarily a bad thing-otherwise we would it is an outstanding idea! Today I can rate my zine and Avalon Hill were obsessed with
probably see some ASL outtake on every play of older games, and purchase great new "Panzer Leader," "ASL" and WW2 in gen-
cover-but while it certainly does generate the titles normally reviewed in the GENERAL. eral; now that Avalon Hill is producing some
desired curiosity about the trendy new things, Also, I'm in touch online, and look forward to excellent games from other wars (I own sev-
it really doesn't make so much of a player's purchasing more CD-ROM games. Critics talk, eral), it is time to rethink. This may seem left-
magazine, the way the GENERAL once (sort but I believe Avalon Hill Computer games to handed praise to you, but praise it is.
of) was. You probably don't remember the be the best! (Just as their board games have Donald Mack, Glasglow, Scotland
first issue, way-back-when: the lead story was always been the best!). Finally, I read an article
PLAN RED, a "perfect plan"-type of proposal about Monarch-Avalon Hill currently being up
*****
AVALONCON '96
for allied victory in the original D-DAY. It gen- for sale? I hope the rumor to be false. If there
Once more it is my pleasure to be able to
erated a lot of mail because of the idiotic is a change in ownership at A.H., I hope they
write to you, and thank you for such a warm
nature of the scheme, but good or bad, it made can maintain the same high standard as in the
reception that you and hundreds of fellow
for a lot of audience interest. Today, with half past. I hope for, and support a future with
garners extended to this years European teams
the gaming hobbyists collecting pretty cards or growth, change, and the leadership A.H. has
at Avaloncon. Without exception we enjoyed
wearing wizard hats, how much interest or always provided. I support A.H., The GEN- ourselves. We all hope to return next year. We
response would there be to even a good article ERAL, AREA, and Avaloncon. If the board or would all encourage anyone who is thinking of
on something mundane, like MIDWAY, which computer games are quality, I will continue to attending, but has not yet done so, to resolve to
you mention? I'll bet a good chunk of today's purchase, but only if The GENERAL, Avalon- attend next year. Whatever the distance you
audience thinks MIDWAY is some game about con, and AREA continue too! need to travel it will be worth the effort. You
carnival rides and freak show. Thus, I doubt
Michael Reffue, Florida will be warmly welcomed.
I'll be giving a lot of time to creating 'the
definitive article' (or, column!) about my ***** Murrary Cowles, RD AHIKS Europe
hobby, which is 4th ed. THIRD REICH. From Road to Washington
that old favorite's conspicuous absence on I am glad that I came upon General Vol 30, *****
No 3; apart from the varied articles of the Civil I would like to express my thanks for
your request list, r gather that officialdom may
War Series, I was glad to see the official rules another well done Avaloncon '96, however I
have written off that playable classic in favor
changes for "Roads to Gettysburg," a game would like to express my displeasure at the
of the "Advanced" Collector's version, which
which I recently played and replayed over 7 ungentlemenly expletives that my ears were
lacks only the holographic card set of weapons
months. Though the changes are brief they often assailed by from youthful players at the
and characters needed to place it up there with
entirely alter the balance to a more historical tournaments. Parents of these expressive
the trendy fantasy stuff so much in vogue
basis; the Confederates must now not only levy youths should be ashamed! Now I'm not
today. Realistically, responses are unlikely on
towns but also seize and hold a county, thus unaware of worldly things but such conduct
the games you requested, precisely because it
forcing a major battle, something a crafty was totally unnecessary and a code of conduct
contains many playable and enjoyable games
Rebel used to avoid. in this regard should be included in the future.
whose very nature has caused them to be
shunted aside, in favor of "cutting edge" stuff The only change I dislike is that concerning r know all these words also, but to use them as
Washington County because it would produce an expression of excitement or as a word
with a partially clothed elf on the cover, or
an unhistoric outcome; if the Union make any meant to be used to tear down opponents is
some electronic thing that sorts the counters
major effort to seize the Cumberland Valley uncalled for!
for players with only a 3D-minute attention
they will cancel so many Confederate VPs as Please be considerate! I think Parents
span. That's not to say that the money from
to prevent any Confederate victory. For exam- should review what type of movies and televi-
this MTV-generation is any less valuable than
ple, if they control Washington County by sion shows that they are allowing their children
that from an old-grognard-type like me; rather,
Tum 7 and Greencastle/Chambersburg by Turn to watch and consider the sources of where
I suspect it is just more difficult to find video
9 they will cancel S4 Confederate VPs. All the these children are acquiring their language
game players who have the ability and tem-
balance of the Army of the Potomac has to do tastes. I realize that both parents often are
perament to sit down and write a coherent
is to hinder any ANVA thrust into the most working and adults don't have much time but
paragraph.
vital counties in the south-east. I suggest that my children, ages ISand 12, do not use such
John Michalski, Oklahoma City, OK language at all, even though they "picked it up
one stick to the original Washington County
***** rules; after all the original campaign was at school." They attended the tournaments and
Continued Leadership fought to guard Washington DC, not to hold had a good time, but even they mentioned the
Avalon Hill has been an important part of the Cumberland Valley. If the Union holds dirty mouths that some of their competition
my life since 1977. For me it was DD '77, as Washington County it stops Confederate expressed. Avalon Hill, I salute your integrity
my friend's older brother let us bOITOW his new Ammunition Resupply and prevents almost the and continued effort to produce games that
title. Then r discovered The GENERAL. Since whole Confederate reinforcement from cross- broaden one's education. I just wish all the
the early '80s, I have not missed an issue, and ing the Potomac-is not that enough? (What- attendees were as educated.
still look forward to every issue with much ever Steven Katz says, hold on to Harper's Michael Ziegler, Philadelphia, PA
18
AR: Rookie crew looking for veteran TX: I'm starting a game club in the Del
bomber group to fly PBM B 17 missions
with and to compare raid results with.
Andrew Fraize, P.O. Box 395, St.
Opponents Wanted Rio area. Interested? Contact: Paul
Taro, 520 Greenwood, Del Rio, TX
78840.
Charles, AR 72140. Avalon Hill does not vouch for the character or business practices of any advertisers. VA: N. Va., MD, DC! FTF garners
CA: Seek local AH game players who wanted for serious fun and competition
think they can IUn or hold a fortified MN: WAT, DD65 opponents wanted 75243 or e-mail 73567.1414@com- in board game football league. Tim
gauntlet! In two player RSN variants. for Rated PBM. Pat McNevin, 12985 puserve.com.
Tom Walter, 2889 EI Sobrante St Walthall, 4908 N. 17th St., Arlington,
Raven St., NW, Coon Rapids, MN TX: PBM opponent for TRC, AK,
Santa Clara, CA 95051, (408) 241-8180: VA 22207, (703) 525-6245.
55448, (612) 754-5140. Waterloo, Midway. e-mail
CA: First ever! Hans Kruger memorial [email protected] or Hasting
NC: PBM for TRC and especially VIP. FOREIGN
ASL invitational tourney. Best of five Want to learn TPS, so are there any [email protected] any WWII. Larry
scenarios take prize money of $150. Canada: Seeking' good condition
players in Charlotte area. Please contact Hollern, 4452 Ridgecrest Cir., Amar-
Entry fee $50. Earl J. Ryan, Advanced AFlDauntiess expansion kit. Willing to
me! Bill Deaton, 5200 Pine Dr., Char- illo, TX 79109.
Squad Leader, Military Tactics InstlUc- pay good price. Gaston Marty, 1 Place
lotte, NC 28269, (704) 597-7956. TX: Interested in amateur multi-player
tor, P.O. Box 0398, Corona, CA 91718. of Bretagne, Hull, Quebec, Canada J8Z
NJ: Wanted: games or parts for GOA play-by-mail gaming? Send a SASE for
CO: Experienced gamer seeks oppo- lE2, (819) 770-2875.
and PGD. Also seeking FTF of same, a sample of Pontevedria; the listing of
nents for ftf play in the Denver area. I Canada: Looking for people to play BP
plus TRC and 176. $$$. Call Jim Cham- North American 'zines and GMs. W.
play almost anything. David Newport, by mail. I am a beginner but will play
bers, 87 Candace Lane, Chatham, NJ Andrew York, POB 2307, Universal
9521 W. Vassar Way, Lakewood, CO an opponent. Shandy Ardern, A.R. #5,
07928, (201) 635-2096. City, TX 78143.
80227, (303) 987-0738. Shawville, Quebec, Canada JOX 2YO, I
NJ: Just moved to southern NJ. Oppo- TX: Looking for FTF opponents for
DE: Looking for Eastern Shore oppo- (819) 647-5094.
nents wanted for EIA. Willing to A3R, EIA, HWD, KRM, WTP, W&P,
nents for family style games like MOV, Japan: Opponents wanted: PBM Col.
learn/play others esp. W&P, WSIM, MRM. Paul Taro, 520 Greenwood Del
AIr Baron, Siapshot, Stocks & Bonds. Dip., Quebec Libre, Canadian Civil
CIV, RFN. Michael Rottler-Gurley, Rio, TX 78840. '
Andy & Carrie Lewis, 16 Gosling Dr., War, Indianomacy Dip Variant, United
289A Indian Mills Rd., Shamong, NJ TX: Hill County opponents for ftf with
Lewes, DE 19958, (302) 644-1984. Nations and others: Kevin Burns, 2659-
08088, (609) 268-3017. ASL or other TAHGC games. Contact
DE: Looking for FTF opponents for 4 Tsukahara, Minami Ashigara, Kana-
NY: PBMIFTF FRED/STC. GMaster Carl Kusch, 1145 Junction Highway,
most any game on Eastern Shore espe- gawa 250-01 Japan.
seeking players for PBM 198011996 Kerrville, TX 78028, (210) 896-5000.
cIally WTP, Hannibal, and A5A even UT: Will buy: Bulge '81, G-Burg '77,
Machiavelli 8/9-player variants. Sub- FOR SALE
ASL. Andy Lewis, 16 Gosling Dr., Bull Run, Panzer Armee Afrika, Chan-
scribe to AHIK's Premiere PBM multi-
Lewes, DE 19958, (302) 644-1984. cellorsville, Fortress Europa, Fury in CA: ASL, DYO, FTF only. I'm your
player magazine. BlutUndEisen. FTF
DE: Adult gamer seeks FTF A5A, BRl, the West. Kevin Thomason, 261 E. 300 man! For sale: WACHT AM RHEIN
1776, MA. Stuart Schoenberger, P.O.
ACV/CIV, Cival War, GDC, HRC, South, Suite 325, Salt Lake City, UT $75 + S&H. Thirty other games at $10
Box 510, Jamaica, NY 11435-0510
HCR, RTG, 1776, SIV, SJW, VIP, 84111. each. Postal money orders only. Earl
(718) 262-3402. '
W&P, WTP, SWIM, SLB (Stonewall's VA: Looking for FTF in No. VA, DC Ryan, P.O. Box 0398, Corona, CA
NY: TPS opponent wanted by 28 year
Last Battle). Tim Hitchings, 330 Kem- with TAC, TPS, SPJ, much more. Also 91718, (909) 736-RYAN.
old novice. Anthony Burnet, Box 1472,
per Dr., Newark, DE 19702, (302) 836- PBM Civil War (VG), GOA, PAX
Mass., NY 11758, (516) 731-4354. NV: Large collection of wargames and
3088. BRIT, EIA. Alex Sanders, P.O. Box
NY: Opponent wanted for AH World magazines for sale. Many out of print
FL: PBM: AK rated games. Current rat- 791, Fairfax, VA 22030, (704) 591-
War II era historical simulations for including SPI and S&T. No reasonable
ing is 1597 BCCA5. Also DD'77, TRC, 0962.
Rochester, NY area. Ray Joel, 30 Gem- offer refused. Send SASE for list. Peter
PB or PL. Michael Reffue, 6800 N.W. VA: Adult gamer looking for FTF
ini Cir., Rochester, NY 14606, (716) Fecurka, 5225 W. Reno #215, Las
39th Ave., Lot No. 392, Coconut Creek, opponents in Newport News area. Love
FL 33073, (954) 570-7755, Fax (954) 247-6943. Vegas, NV 89118
NY: Adult FTF opponents wanted for A3R, RFT, Breakout Normandy, and
427-9128 e-mail: [email protected]. various computer games. Tom Addison NV: "General" back issues Volume's
GA: New in this area. Looking for HCR, A3R, TRC, 1776, HWD or other
531-L Waters Edge, Newport News VA 9110 to present. Complete ASL system.
wargamers to play ElA, ASL, Civil games. Jim Loman, 206 Regent St.,
233606, (757)599-0771. All modules including Deluxe Plus
War. Contact Jason Johns, 2515 Center Saratoga Springs, NY 12866, (518)
580-1798. WI: Help! EIA PBM Emperor in search Amateur Magazines. All must go as a
West Parkway, Apt. 10-L, Augusta, GA of an Empire. Please write or call after set. Best offer. James Ormond, 1050
30909, (706) 736-3494. NY: Need FTT opponent for A5A,
SJW, HCR, RTG. Looking for group 7:00 PM central time. Alan Mulroy, Whitney Ranch Dr., #2212, Henderson,
GA: BUGS! BUGS! BUGS! Postal 8626 16th Ave., Kenosha, WI 53143, NV 89014, (702) 451-2872.
SST opponent wanted. Honor system for RKL, GSR. William Vall, 2810
Moreland St., Yorktown Hts., NY (414) 942-1744. NY: NYC area. Selling entire collec-
for die rolls only. BUGS! BUGS! Jim
10598, (914) 245-4636. tion AH, SPI, VG, etc. Many out of
Fardette, HHC 721 Ml BN, Fort Gor- CLUBS
don, GA 30905, (706) 791-2350. OH: Novice gamer seeks FTF oppo- print. Magazine collection Gen. Vol.
IA: Still playing after 15 years. Oppo- nents for ASL, SJW, HCR, RTG, SIV. CT: The Connecticut Game Club is 14-24. Command S&T. Bulk sale will
nents wanted for PBM A3R, W&P, SL, I'm also willing to learn others. Call looking for players and GMs to attend not ship. Ken Baron, 25 Terrace Ct.,
ASL. Tim Fuhrmeister, 942 Iowa Ave. anytime and leave a message. Ron our monthly meetings, held the second Albertson, NY 11507, (516) 621-5884.
#3, Iowa City, IA 52245. Dawson, 4283 Beverly Hills Dr., #243, Saturday of every month from noon to NY: More than 3,000 board games,
ID: ASL, KM, RB, SUB, UF, WSIM, Brunswick, OH 44212, (330) 220-4193. midnight, at the Ramada Inn of Nor- card games. The collection spans pre-
know many more. Prefer ASL. Kevin OK: Vet gamer seeks FTF 3R4 oppo- walk, CT. All types of games are 1900 to date. I wish to dispose of the
Knoell, 506 Chestnut St., Mtn. Home, nents in central Oklahoma. John played, especially board games, card entire collection housed near Medford
ID 83647, (208) 587-2354. Michalski, 10705 Cecilia Dr., Okla- games and miniatures. For club info and
homa City, OK 73162. NJ. Charles Clayberger, 3 Peter Coope;
KY: Greater Cincinnati area. Seeking complimentary newsletter contact the Rd., New York, NY 10010, (212) 228-
opponents for CW, SJW, HCR, A5A, PA: Adult gamers wanted for FTF in CGC POB 403, Fairfield, CT 06430-
PB, PL, RF, TRC, TPS, and many 2307 or (908) 341-0160.
1776 & others. Brett Brown, 3576 Gar- 0403 or email [email protected].
more. Keith Althouse, 519 Bickel Dr., PA: For trade or sale. Looking for new
ber Ln., Burlington, KY 41005, (606) FL: Join our growing gaming group in
Hamburg, PA 19526, (610) 562-2089. war games, have old games Avalon Hill
586-5725. Sarasota, FL. For more info call Mike
TX: SutJand, RFT, LFW, FLO, Water- SPI, TSR. H. Isola, P.O. Box 851
ME: Opponent wanted for a PBM Bakken at (941) 355-3429, e-mail:
loo, SUB, G88, B88, M64, F40, Shot Unionville, PA 19375. '
game of PZB using PBM kit by AH. If [email protected].
and Shell Ironclads Shenandoah. John TX: AIW $16.00, AK $12.00, AL
you play the Russians then you can pick 5016 Medalist Road, Sarasota, FL
Cates, Rt. 1 Box 481, Huntsville, TX $12.00 (postpaid) GENERAL Back
any scenario. Ernie Bartis, 71 Long- 77340. 34243.
wood Dr., Portland, ME 04102, (207) MA: Reinforcements needed! Squad- Issues: Vol. 19-1 23-2 24-2 4 5 25-1
TX: Diplomacy World is the flagship 2, Good to EXC co;ditio; $4.50 ea:
828-6332. 'zine of the PBM DIP hobby. For info, equivalent of ASL fanatics looking for
ME: Wanted: "Paydirt" NFL team more AREA rated competition. We (postpaid). James A. Pratt III, Apt. 118,
write Douglas Kent, 10214 Black Hick- 1020 Sugar Ln., Palestine, TX 75801.
charts from 1973, 1974, 1975 seasons. ory Rd., Dallas, TX 75243 or e-mail play most Saturdays, Veterans/novices
Desperately looking for these years. welcome. New England ASL Players WV: Collection-out of print games.
[email protected].
Make me an offer! Peter Vorias, 48 E. TX: Play DIP by mail! For a sample of Association. Vic Provost, 1454 SASE for list. Taking offers. David
Grand Avenue, Old Orchard Beach Maniac's Paradise, write Douglas Kent, Northampton St., Holyoke, MA 01040, Dix, 308 Temple St., Beckley, WV
ME 04064, (207) 934-2286. ' 10214 Black Hickory Rd., Dallas, TX (413) 536-9661. 25801, (304) 253-9787.
19

The LOr1g Road to Japan


Allied General Strategy in
EMPIRE OF THE RISING SUN
By Bruce Mansfield

he Allied player at the start of EMPIRE farther, into New Caledonia to the south and per- carry out a defense by denying her the BRPs and

T OF THE RISING SUN faces a daunting


challenge. The Chinese are fractured and
economically weak, the British have too much
haps Pago Pago or Papeete to the east. In China,
the front line usually remains static.
oil necessary to do so.
The third option, a mixture of these two
attacks, was the one actually chosen by the
ten'itory to guard and not enough units, and the The Allied Options American Joint Chiefs of Staff during the war.
Americans begin the war short of everything, Faced with this, the Americans have three This method, however, has several drawbacks.
including time. Against this ticking clock the options, or axes of attack. One carries the war The most obvious is that it puts impossible
Allies must race across thousands of miles of across the central Pacific, the second through the demands on the US Navy. Not only must the US
ocean and endless fortified beaches to bring the Dutch East Indies towards the Philippines, and Navy provide enough fleet factors and fast carri-
war to Japan. A victory, however, is not out of the third is a mixture of these two. Of these, the ers to match any Japanese opposition to offen-
the question. The Allies, if played well, can second approach, through Southeast Asia, is the sive operations on two fronts, but also it must
often snatch victory from what looks like certain strongest. keep a reserve force large enough to discourage
defeat in 1942. The attack through the central Pacific, along or stop any Japanese counterattacks. This is sim-
Just as the German player should always a line stretching from the Solomons through the ply too much.
keep the British and Russian Resistance Tables Gilbert and Marshall Islands, the Caroline and Another, though lesser, disadvantage is the
in mind, the Allies should take a minute before Marianas Islands, Marcus, Wake and Okinawa, double cost in terms of BRPs and units. By
the start of the game to look over the Japanese leading to Japan itself, has few advantages. This attacking on both the Pacific and southeast
Resistance Table. strategy focuses on the Japanese military resis- Asian fronts, the United States, must pay for
The Japanese resistance modifiers can be tance modifiers, as it concentrates on the capture offensives on two fronts. While the United
classified as either economic or military. Eco- of objectives and the destruction of Japanese States usually has enough BRPs for the war, it
nomic modifiers include oil effects and basic ground and air factors; economic effects are lim- risks running short in 1942 and 1943 when its
resource point (BRP) levels. Military modifiers ited to the capture of forward bases for eventual BRP level is still low and it has many new units
include the capture of Tokyo, Kagoshima or strategic bomber attacks. to build. The United States also must carry the
Osaka and the control of objectives. Joint mili- This central Pacific plan fails to address the additional economic burden of giving support to
tary/economic modifiers include atomic attacks key weakness of Japan. While strong in ground, the British and Chinese war efforts.
(as they are carried out in both the combat phase air and naval units, Japan is extremely weak Finally, a two-front attack drains units from
and the strategic warfare phase), the number of economically. Although Germany can expect to one front for the other. With a limited number of
unbuilt Japanese ground/air factors and the num- have more than 400 BRPs in the 1943 Year Start marines, which facilitate seaborne invasions, the
ber of Japanese ground/air factors in Japan, Oki- Sequence (YSS), Japan must stretch to break Americans would have to resort to large, expen-
250 BRPs, and this level quickly falls from late sive army-led attacks to defeat even modest
nawa, Korea, Manchuria and the strategic war-
1943 through 1945-the most dangerous years Japanese defenses on one of the two fronts. It is
fare (SW) box. While pondering Allied strategic
for submarine warfare and best to focus on a single axis of attack instead.
options, each Allied move must be made mind-
ful of its effect on eventual Japanese surrender. strategic bombing. A suc-
cessful Allied drive, there-
The main burden of the war in the Pacific
fore, must focus on this
Japanese Resistance Table
naturally rests on the Americans, for they alone ...•. ~~. Jf""~!"'" 'Iii" 1~ ....
weakness. Its goal must be • %.....
possess the forces and BRPs needed to defeat
the destruction of the Japan- -1 If the Allies occuPy Kagoshima or Osaka (-1 for each).
Japan. Britain and China playa secondary role at
ese economy. ..:.;.~ .Hi\,.
best. Near the end of 1942, when the Japanese '~."'~" m"rI<",.. ok, J",,,m
It is the southeast Asian
have captured their initial objectives in southeast
axis which meets this need -1 For each atomic attack against Jaoan (cumulative).
Asia and the Pacific and have begun their
best. This attack centers on - t For each nil ".WeP.t Cllrrf>n . Ie tnJanan.
defense of the empire, the strategic initiative in the economic modifiers for
the game will shift to the Americans. This is the a Japanese surrender. The -1 For every 10 unbuilt Japanese ground/army air factors.
beginning of the drive towards Japan. ,.;.!
goals for such an attack are ..~I· For. s~trolledtael:tive 1~.
Throughout this discussion I will assume that to provide forward bases for
the Japanese have followed a more or less his- For every 25 BRPs Japan is above or below 75 (Spring);
submarines, raiders and +1-1 50 (Summer); 25 (Fall); 0 (Winter).
torical course. By fall or winter 1942, the Japan- land-based air to interdict
ese will control most of southeast Asia, includ- the Japanese oil convoy +1 For each Jananese-controlled objective over 10.
ing the Dutch East Indies, the Philippines, route, and to take by force For every 5 Japanese ground/army air factors in Japan,
Sarawak, Singapore, French Indochina, Malaya, the BRP rich areas of south- +1 Okinawa, Korea and Manchuria, including army air fac-
Thailand and Burma. In the Pacific, Japan will east Asia. The destruction tors in the SW box.
control her pre-war possessions, as well as the of Japanese units and the
Gilbert Islands, the Solomon Islands, New Explanation: Check at the end of each game tum. If the net result
recovery of objectives are is zero or less, Japan surrenders and the war in the Pacific ends.
Britain, New Ireland, the north coast of eastern secondary goals. This strat-
New Guinea and several islands such as Nauru. egy attempts to deny Japan
Japanese expansion might very well carry them the ability to effectively Allied victory depends upon reducing Japanese resistance.
20
-
THE CO-PROSPERITY SPHERE Johnston Island and Christmas island, everything are helpless to defend their Empire. Often, lack
A look at the southeast Asian front quickly must go to Australia. The United States will need of oil supplies leaves the Japanese navy stuck in
proves why it is so important for the Japanese. its entire navy (minus six escort carriers and port, unable to intercept most offensive mis-
Compared to the Pacific front, which has no about four fleet factors for use in the SW box), as sions. Lack of oil will also ground the Japanese
BRP value, the southeast Asian front is worth well as all its army air factors, to defeat Japan in air force. If this is achieved by mid- to late 1944,
125 BRPs, not including Australia and India southeast Asia. All the marines and infantry units then the Japanese will be helpless to defend their
(although this total does include Calcutta, Dacca (split into 2-2s and 1-2s) must go as well. outer empire against Allied landings. It is quite
and the Japanese colony of Formosa, which are The American assault can succeed, and possible for the Allies to win without invading
each worth 5 BRPs). This represents about half indeed often can only succeed, through bypass- either Okinawa or Japan itself. Indeed, leaving
of Japan's economic strength. Southeast Asia ing many of the fortifications built by the Japan- the home islands alone will nullify what remains
also provides Japan with an even more impor- ese. Remember, the primary goal is to provide of the Japanese Combined Fleet and make it
tant resource: oil. bases for submarines. The ideal base is Kuching, more difficult for Japan to use its kamikazes.
At the start of the game, southeast Asia is as as it is three hexes away from both Palembang The Allies are tempted to take both Palem-
good as Japanese. Dutch resistance is not worth and Brunei, assuring maximum submarine dam- bang and Brunei in order to deny the Japanese
mentioning and a strong British (including age. However, it will be difficult to hold Kuching oil supplies. This may be counterproductive, if it
Indian and Australian) defense of Sarawak, unless Batavia or Balikpapan are also under causes the Japanese convoy route from south-
Malaya, Burma and Singapore risks a Japanese Allied control. These in tum are difficult to hold east Asia to shift further away from the nearest
push into India. The Philippines are a little more without an island base closer to Australia. As Allied submarine base. By leaving Palembang
difficult to take, but Japan is sti II able to attack army air factors are one of the most useful types or Brunei in Japanese hands, you ensure that the
on a 2: 1 in Spring 1942 with the help of army of units in southeast Asia, the Americans must Japanese convoy route will be exposed to effec-
air factors. The addition of three Allied parti- advance along a line of beaches and islands from tive submarine attacks. Though Japanese losses
sans hardly makes up for these losses. The three to six hexes apart to assure air superiority. each turn to submarines are limited to a quarter
Japanese defenses in this area can also be quite A more cautious advance is a waste of resources, of the value of their overseas possessions, this is
strong. The Dutch East Indies provide ample air but any greater advance leaves garrisons outside not as restrictive as it seems. Sometimes it might
bases and a second home for the Imperial air support range. The ideal is three hexes. The be best to defer the capture of a capital until the
Japanese Navy. The rough terrain hampers Allies can leapfrog forward, using army air to next year. Japan could possibly lose these BRPs
Allied invasions and overland attacks. Brunei cover the assault, then stage air forward for use twice as the maximum SW loss from sub-
and Palembang are unlimited supply sources for next turn. Due to the pressures of time, this marines is calculated during the YSS, regardless
Japanese air and naval units in Borneo, Sarawak approach is not always one the United States can of Allied reconquest during the year. A concen-
and Sumatra. afford to adopt, especially for the initial assault trated loss of colonies and conquered tenitories,
out of Australia. Every assault that follows, coupled with heavy submarine damage, can do
BEGINNING THE ALLIED ASSAULT though, must take into account the need for air serious harm to the fragile Japanese economy.
The Japanese defenses, though strong, can- support. An ideal initial target, then, is either Bali The Allies must not forget that, unlike Ger-
not be impenetrable everywhere. Japan must (Jll0), Sumbawa (119) or Flores (118). Although man submarines in ADVANCED THIRD
also defend Burma, the Pacific and China as Dili (117) seems to be a good choice, because it REICH, submarines in EMPIRE OF THE RIS-
well. No perfect plans exist in EMPIRE OF offers a port and is within air range of Darwin, an ING SUN can attack on-board naval activities. It
THE RISING SUN, and the actual Japanese attack on Dili forces the Allies north. Any drive is often difficult or impossible for the Japanese
defenses must be taken into account in every east towards Batavia, seven hexes away, must to guard critical sea supply lines. A force of ten
instance. The first step of the Allied attack is first take another island to allow air to stage for- American submarines can cause large fleet
to build up a base of operations. Often, the ward. An initial assault on Flores, six hexes from losses and force the Japanese player to make a
ideal place is Australia. Batavia, allows the Allies to provide air cover difficult decision: allow supply to a vital area to
Australia provides unlimited supply and has should an assault of Jll1 be required. These be cut, or take losses from the SW box which
two ports on the board (Darwin and Cairns), as islands also offer excellent support for assaults might make upcoming SW losses catastrophic.
well as the Australia box, in which to base naval on Macassar and other beaches on the Celebes, Use your submarines to cause many headaches
units. Newly built Australians (which may be as well as airbase sites for staging air forward to for the Japanese player.
lent to the United States to reduce the BRP cost Batavia or Balikpapan. From Batavia or Balikpa-
of offensives) may go directly into battle. A pan, the Allies will find it easier to take Palem- THE LAND WAR
drawback is the long distance from the United bang or Kuching, both necessary objectives for The Allied struggle on the mainland of
States. Without flexible deployments, which the economic defeat of Japan. Southeast Asia is generally static at best. Thanks
accelerate the transfer of American units to the If Japanese opposition is weak, or the Japan- to weather and teITain, offensive missions are
South Pacific box, newly constructed American ese are having troubles in Burma or Thailand, difficult and both sides are generally content to
forces will be available for use in Australia only then an accelerated assault might be wananted. sit on the Indian border, conducting attrition
three turns after being built. Thus, the Allies However, strong Japanese defenses call for a attacks most of the game. The Japanese position
must plan nine months ahead of current produc- more methodical approach. Generally, the will eventually erode, thanks to pressing needs
tion. This can be overcome somewhat by SRs American player must not waste turns attacking elsewhere as well as Allied threats to the naval
directly from the South Pacific box as well as heavily built-up areas. Remember, if a beach or strategic redeployment (SR) route into Burma. If
SRs from Pearl Harbor itself. If the Japanese island takes a large amount of the available the Japanese can open a land SR route through
have managed to cut the on-board sea lanes American air, land and ground units to capture, China this helps to solve their problems, but
between Pearl Harbor and Australia, the job will you should probably leave it alone. Always might cause an even greater one if the Japanese
be more difficult, but not impossible. Another question whether the same effect on Japanese overextend themselves in China. The eventual
problem for Allied units in the Australia box is resistance can be accomplished in another way. Allied capture of Burma, Thailand and French
the eight-hex distance between the box and the The goal of these attacks is not territory, but eco- Indochina, however, is a necessary part of a
board. This proves to be less of a problem as the nomic destruction. southeast Asian strategy. Until late in the war
United States captures ports from the Japanese, the British will probably contribute little,
as it can shift its main base forward. Naval units THE SUBMARINE OFFENSIVE because of their lack of BRPs and low per tum
based in the Australia box can patrol to the By the end of 1943 the Allies must be in a spending limit. By then, the fall of Burma and
northwest as far as Kuching, which is generally strong position close to the Japanese oil centers. Thailand due to British pressure and other
sufficient for an early attack into the Dutch East The key is the destruction of the 15 BRPs nec- Japanese priorities is a real possibility, and the
Indies. essary to trigger oil effects (as early as possible). Americans will be in position to take French
Once reliable defenses have been placed in Japan must be forced to incur its first oil effort Indochina, if necessary. Further attacks on the
the Hawaiian Islands, Midway, Dutch Harbor, by the end of 1943, for without oil the Japanese mainland are often not essential. Singapore is
21
best left alone, because it is difficult to approach ing to wear down and destroy the Japanese econ- Faced with an oil shortage and a huge BRP
by land, expensive to take by sea, and isn't cru- omy and oil supplies. As the years progress, the deficit, the Japanese can be forced to surrender
cial to either the Japanese or Allied positions Japanese BRPs will shrink to negative numbers. without one Allied soldier setting foot on Japan.
late in the war.
China, too, is usually a stalemate until the
very end of the war, but the Allies must not *
underestimate the considerable annoyance value
of the Chinese. Typically, the Japanese are
forced to strip away units from China to bolster
defenses elsewhere and may unwittingly allow
a 2: I or safe I: I attack on Canton, Hong Kong,
Just say "iie"*
Peking, Nanking, Shanghai, Foochow or even
Tsingtao or Tientsin. A "safe" I: I attack in this An Introduction to Playing the Japanese in Global War
context is not so much an attack which leaves a by Peter Robbins
Chinese unit alive to advance and capture the
target hex after an "exchange" result (a one in
tarting with the Japanese attack on Pearl The Imperial Japanese Army has a similar
three chance), but rather it is an attack which
doesn't risk a Chinese collapse after an adverse
combat result.
Open areas for partisans often develop
S Harbor, players can attempt to re-create (or
foil) the stunning initial successes of the
Japanese army and navy. Later in the war, the
superiority. Even without the forces that must be
held back in Manchuria to deter the Russians,
the Japanese have eight 3-2 infantry and two
behind Japanese lines in China, and these are game becomes one of cat-and-mouse, as the 1-3 armor units, plus ten army air factors, with
very useful for draining Japanese BRPs and cut- Japanese defend their new empire from the which to conquer the Philippines and Southeast
ting weakly defended Japanese supply lines. growing strength of the American navy. Finally, Asia. Smaller infantry units and the Japanese
Single one-factor Japanese ground units are the Japanese home islands become the focus of airborne and Special Naval Landing Force
tempting targets for Communist Chinese parti- a last-ditch stand, which may require the Allied (SNLF) units suffice to occupy at least some of
san attacks, and inverted Japanese air units are use of nuclear weapons to end the war. the mostly undefended Pacific islands, while the
natural targets for the Flying Tigers. The Chi- EMPIRE OF THE RISING SUN (ERS) is a rest of the Japanese army holds the line in China.
nese must do whatever they can to harass the worthy addition to the genre, coming with an The strategic situation, game design and Japan-
Japanese without losing too many units or attractive game map, an interesting mix of naval, ese player's desire to recreate or surpass history
BRPs. Until China recovers an objective (which air and ground forces and rules that allow this all combine to motivate the Japanese player to
may never happen), she is economically weak. game to be linked to ADVANCED THIRD attack. In what follows, I shall attempt to outline
The few BRPs that trickle through Ledo over the REICH. Most importantly, the naval combat the problems facing the Japanese player before
Himalayas are never enough and are costly for system has several features which tum the naval the attack into the Pacific and southeast Asia.
the Allies to send. In short, the war in China is war into a tense and unpredictable contest.
one of opportunity until 1945. By then, the These include markers to conceal the composi- THE CHINA QUESTION
Japanese will be weakened by two years of tion of task forces and American code breaking By linking ERS with ADVANCED THIRD
Allied offensives, and the entry into the war by and cryptanalysis ("Magic") to modify search REICH (A3R), it is possible to play all of
the Russians could cause the loss of and surprise results. World War II. This combined game, called
Manchukuo, triggering a two or three point drop Global War, uses the maps, rules and counters
in Japanese resistance. THE BALANCE OF FORCES from both of the other games, plus a booklet of
The Allies must always look for the opportu- The Japanese armed forces at the beginning "bridging" rules included in ERS. Global War
nity to achieve the opening of a supply route of an ERS game outnumber all their possible
begins with the German attack on Poland and
from India to China. If this is achieved early, enemies put together. With 72 fleet factors, six
ends with the defeat of either the Allies
American bombers can operate from China, fleet carriers (CVs) (Akagi, Kaga, Hiryu,
(France and Britain, and later on Russia, China
eliminating the need for costly amphibious Soryu, Shokaku and Zuikaku) and three light
and the United States) or the Axis (Germany,
assaults to take forward bomber bases in the carriers (CVLs), plus a fourth CVL that can be
Italy and Japan). The war does not necessarily
Pacific. built in spring 1942, the Impel;al Japanese
end in the summer of 1945, but can continue
Navy can "run wild" in the Pacific. CVs and
well past that date.
CONCLUSION CVLs are fast carriers which carry three and
two naval air factors, respectively. These may In 1939, the Japanese find themselves at war
The Allies are blessed with an overwhelming
perform a variety of functions, especially with China, and already hold four of the five
material and economic advantage and should be
attacks on enemy naval units. Escort carriers Chinese objective cities. Only Chungking still
aware of this fact during every operation. How-
ever, this advantage grows slowly. The Allied (CVEs), which only the United States pos- holds out, leaving Japan with the temptation to
player should strive to avoid large naval battles sesses, have a built-in naval air component and permanently settle the "Chinese question" by a
until late 1943, when the American naval supe- their capabilities are more limited. short campaign. If the Chinese resistance level
riority makes even the loss of several carriers The Allied naval forces in the Pacific and drops to "-4," new Nationalist Chinese con-
acceptable. Every turn that passes, due to Japan- Indian Oceans in winter 1941 consist of two struction is prevented, while a "-5" resistance
ese oil effects and the ever-increasing American Dutch fleet factors, six Australian fleet factors, level immobilizes the survivors, leaving only the
force pool, witnesses a weakening in the relative the Royal Navy (one CVL-Hermes-and nine small, but tenacious, Communist Chinese forces
position of the Imperial Japanese Navy. Of fleet factors) and the American Pacific Fleet to resist the Japanese. The collapse of Chinese
course, a Japanese assault of Midway, Pearl (three CVs-Lexington, Saratoga and Enter- resistance would allow China to be held with a
Harbor, Pago Pago, Suva or Australia may force prise-and 45 fleet factors, plus summer 1942 minimum garrison in the objective cities,
the Allies to commit their air and naval strength reinforcements of another nine fleet factors and thereby freeing most of the Imperial Japanese
early. In general, though, the Allies do well to three CVEs). Army for operations elsewhere.
put off for today what can be better fought
tomorrow. Eventually, the Americans will be *"iie," pronounced something like "ee-yeh," is a Japanese word for "no." It is extraordinarily impolite to say "no" in
able to shrug off naval losses easily, while the Japanese, so this word is almost never used in public. If a Japanese is asked to do something which he does not want
loss of even one carrier will become devastating to do, he will probably answer "yes, but. .. ," which leads to a certain amount of confusion and misunderstanding on
to the Japanese. Economically, the Allies must the part of foreigners. This cultural quirk probably also contributed to the outbreak of war in the Pacific. Emperor
rely on the growing American BRP base to fund Hirohito, along with the moderates in the Japanese government, could ask the militarists to "reconsider" their
offensives and build up their forces, while seek- aggressive course of action, but were constrained by tradition, culture and language from saying "no" to them.

22
The problem with a "China first" strategy is 72% chance of catching anyone carrier in port into account Japanese naval construction, the
that it ignores the American reaction to an (a separate dice roll is made for each American rise in tensions looks like this:
escalation of operations on the mainland. In a CV). However, it is impossible for the Japanese
manner similar to the US-Axis Tensions Table to have maximum force and maximum surprise. Fall 1939: + 1 = 1
in A3R, aggressive actions by the Japanese The sixth Japanese CV cannot be built until ten- Winter 1939: + 3 (9-factor fleet, CV) = 4
Spring 1940: + 2 (Axis conquest of the Netherlands) = 6
raise tensions via the US-Japanese Tensions sions reach 25, so only five CVs will be avail-
Summer 1940: + 5 (Axis conquest of France,
Table, allowing the American player to first able for an attack with maximum surprise. The Pacific Fleet) = 11
prepare for, and then actually declare, war chance of catching each of the American carriers Fall 1940: + 2 =13
(when US-Japanese tensions reach 50). What in port drops off quickly after tensions reach 25 Winter 1940: + 4 (9-factor fleet, CV) =17
the Americans interpret as "aggressive (note that this analysis assumes that American Spring 1941: + 2 =19
actions" includes Japanese construction of code breaking-Magic-is not used to modify Summer 1941: + 4 (German attack on Russia) =23
new aircraft carriers and fleets. (The Japanese the dice rolls). Remember the location of the Fall 1941: + 5 (9-factorfleet, CV, oil embargo) =27
player, of course, sees these as purely defen- American carriers is determined by the tension Winter 1941: + 3 =30
sive precautions!) level after tension increases for: the turn, the Even with no full offensives in China and no
Many of the tension increases occur what- American fleet being at Pearl Harbor and the oil
bombing of Chungking, the tension level is
ever the Japanese player does: + I per game embargo key.
three above the level required to stay in the "25-
turn, + I and +3 for the Axis conquest of the
Tensions: 25-27 28-30 31-33 34-36 37-39 40+ 27" column on the Pearl Harbor Surprise Table.
Netherlands and France, and +2 for the Ger-
CV is in port: 58% 42% 28% 17% 8% 0% Even if the Japanese left all three 9-factor fleets
man attack on Russia. This means US-Japan-
ese tensions will easily reach 16 by winter unbuilt, they would still have to reckon with the
Once tensions reach 40, there is no chance American Magic, which is very likely to
1941, the preferred date of a Japanese attack
that the American carriers will be in port, since increase the tension level by at least one. The
on Pearl Harbor, even if the Japanese conduct
American forces have been alerted. The best Japanese also would have to forego the occupa-
no offensives in China and build no new carri-
attack the Japanese can arrange for Pearl Harbor tion of French Indochina prior to their attack,
ers or fleets. Furthermore, once US-Japanese
is therefore six CVs with tensions at 28 to 30. even though it is the easiest conquest (10 BRPs)
tensions reach 10, the Americans may deploy
their Pacific Fleet to Pearl Harbor. This This would have to be the very next turn after on the map. This can cripple the Japanese offen-
exposes it to a Japanese surprise attack, but the sixth CV is built, since building the CV itself sive in more ways than one, because it is crucial
also raises US-Japanese tensions by an addi- raises tensions by one. for Japan to have 130 BRPs by the start of 1941.
tional + I per turn. Since US-Japanese tensions Each turn a player may spend no more than half
will usually reach 10 when France falls (prob- TIMING IS EVERYTHING his yearly allotment of BRPs. Since the Japan-
ably summer 1940), the Pacific Fleet redeploy- When should the Pearl Harbor attack ese declaration of war on the United States costs
ment would add another 6 to the tension level occur? Most Japanese players would prefer 35 BRPs, and Japanese offensives in southeast
by winter 1941. Most American players will winter 1941, because of the way the turn Asia and the Pacific cost IS BRPs each, Japan
risk the Pacific Fleet in order to raise US- needs to be able to spend at least 65 BRPs per
sequence works. In Global War, the alliance
Japanese tensions and thereby enter the war as turn (half of 130).
with the highest Basic Resource Point (BRP)
soon as possible, in order to win the war as All things being equal, it is foolish for the
level moves first in each game turn. Russia,
soon as possible. Japanese to forego construction of one-third of
Here is the major difference between the even while neutral, moves at the same time as
the Allies. Japan moves after both, followed their navy and cripple their attack into Burma in
two tension tables: US-Japanese tensions,
by China, until Japan joins the Axis by going the hope that the American Magic draw will be
once they reach the threshold of 10, become a
to war with the Western Allies. When Japan low and the dice will favor them at Pearl Harbor.
positive feedback system, rather like the snow-
attacks the Western Allies, it joins the Axis However, consider two other options.
ball that rolls downhill, becoming larger and
larger as it does so. Japanese actions increase and moves at the same time as Germany and
tensions, which spur the Americans to react by Italy in the next turn. If the Axis powers have DIPLOMACY
moving their fleet to Hawaii, which increases more BRPs than the Allies, as they normally The first is the use of diplomatic points
tensions even more. When tensions reach 24, would at this point, Japan would make a sec- (DPs) in Japan. DPs are used inA3R to represent
the Americans may impose an oil embargo on ond move before the Allies are able to diplomatic pressure short of war which major
Japan. The lack of foreign oil would, within respond. This means that if the Japanese time powers can apply to minor countries and neutral
one year, cause serious problems for the their attack correctly they will usually get a major powers. DPs are not used in ERS, since in
Japanese (the first serious oil effects occur "double move": they will move, attack and the Pacific there are no neutrals to influence
three turns after the embargo is imposed). build units, then move, attack and build units other than Japan itself. In both A3R and Global
Worse yet, with the oil embargo in place, and again before the Allies can respond. This nor- War the Axis and Allies may place DPs in
the Pacific Fleet in Pearl Harbor, tensions will mally occurs in winter 1941/spring 1942. Japan. In A3R, Japan is treated as a powerful
now rise at least three each turn. The US- It is virtually impossible to duplicate the minor country which can be manipulated by the
Japanese Tension Table simulates the mount- historical Japanese successes without the stag- contending alliances. In Global War, things are
ing and accelerating "cold war" between Japan
gering effects of a Japanese double move. If much more interesting, because each DP placed
and the United States which makes both sides
winter 1941 is the chosen date, as both history in Japan either decreases or increases US-Japan-
believe that war is inevitable-and, in game
terms, it is. and game dynamics favor, and the Japanese ese tensions. DPs may only be placed in Japan in
want to get their best shot at the American 1941, and must be used before the oil embargo
SURPRISE AT PEARL HARBOR carriers, then tensions must be no more than is in place.
If a war with America is inevitable, the 27 at the end of the fall 1941 game turn. Ten- Even with these restrictions, the Allies can
Japanese player may reason that he should sions go up by one automatically every turn, place a maximum of about six DPs in Japan,
attack the Pacific Fleet with the maximum pos- by an additional one every turn once the depending on the military situation in Europe.
sible force (six CVs with eighteen elite naval air American fleet is at Pearl Harbor and by an Japan is the only diplomatic target in which neu-
factors) as early as possible. The Pearl Harbor additional one once the oil embargo is tral Russian DPs are combined with Western
Surprise Table determines the location of the imposed. With six tension increases from Allied DPs. The Axis can attempt to counter this
three American carriers. If the Japanese attack Europe, this leaves the Japanese with little with their own DPs (also a maximum of about
early, when tensions are less than 24, there is a room for maneuver diplomatically. Taking six), so it's a fair fight. Each side can also use
23
covert operations to negate opposing DPs. Natu-
rally DPs used in Japan cannot be used else-
where, which means both sides will have to
forgo other diplomatic targets if they make the The Avalon Hill Game Company does not necessarily attend or endorse these gatherings, nor do we
Pacific their priority. guarantee that events using our titles will be held. Readers are urged to contact the listed source for
Should DPs be placed in Japan? Who can further information before making plans to attend any of these events.
say? Decreasing US-Japanese tensions might
1996 FALL CLASSIC· November 9-10, EDISON, NJ
lead to a more favorable result at Pearl Harbor, The Central New Jersey ASL Club sponsors this third annual, six-round, swiss-style, ASL tourna-
perhaps even the destruction of the entire ment. Contact [email protected] for information.
American carrier force, should fortune favor
PENTACON XII • November 15-17, 1996, Fort Wayne, IN
Japan. On the other hand, an unanticipated
This convention, which gathered 800 people last year, is sponsored by the Northeastern Indiana
increase in US-Japanese tensions might force Gaming Association and will be held at the Grand Wayne Center. It features guests, art show, flea
Japan to attack under unfavorable conditions, market, RPG, computer games, raffle, miniature painting contests and 100+ game tournaments of
abandon the attack on Pearl Harbor, or attack all types. Contact NIGA, PO Box 11174, Fort Wayne, IN 46856 or call (219) 493-1270 or email
before it is ready. 102654,[email protected].
INTENSIVE FIRE '96 • November 15-17, 1996, Wiltshire, UK
A TRUE SURPRISE The largest ASL gathering outside continental America will be at the Royal Military College of Sci-
The second possibility is a Japanese attack ence Shrivenham. Contact Neil Stevens, 4 Monkton Down Road, Blandford Camp, Blandford
in fall 1941 or even earlier. The strategic risks Forum, Dorset DTlI 8AE or email CIS: 100333,3652 or call 01258 459581.
involved are large, as rapid American eco- ALBUQUERQUE GAME FAIR '96 • December 6-8,1996, Albuquerque, NM
nomic growth and force pool increases are One of the southwest's largest conventions, this will be held at the Pinnacle Four Seasons Hotel and
triggered by the outbreak of war. The last thing features cards, boardgames, miniatures, RPGs, art, movies/anime, dealers, computer room, and Iive-
Japan wants to see is the new American carri- action masquerade. Write AGF'96, 3422 Central Ave., SE, Albuquerque, NM 87106 or email
ers sooner than necessary. Yet, if Japan can [email protected].
smash the American carriers at Pearl Harbor, it
CRUSADES '97 • January 10-12,1997, Norwalk, CT
will have the run of the Pacific for a year or Connecticut Game Club's fifth annual wintercon will be at the Ramada Inn and will feature histori-
more, just as Yamamoto promised. It will be cal miniatures and card games, with RPG and boardgames debuting this year. Write Phillip Spera, 2
able to take all of southeast Asia, and press the Sibley Lane, East Haven, CT 06512 or call (203) 469-9391 or em [email protected].
offensive to the South Pacific, Midway and
quite possibly Hawaii as well. PANDEMONIUM XIV • January 18-19, 1997, Toronto, Ontario
Accelerating the Pearl Harbor attack This convention wiU be held at Ryerson Polytechnical University in the Ryerson Hub Cafeteria.
requires careful preparation, a flexible Pre-registration is $25, but $30 after January 5th. Contact Peter Fund at 118 Roncesvalles Avenue
#34, Toronto, Ontario M6R 2K8 or call (416) 535-8265.
approach to the position and nerves of steel.
Keep a watchful eye on the European BRP lev- WINTER OFFENSIVE 1997 • January 17-19,1997, Bowie, MD
els, to determine not only whether Japan will This sixth annual "Oktobetfest"-esque ASL Tournament, sponsored by Multi-Man Publishing, will
get a double move, but also what will happen be held on a new weekend at the Comfort Inn-US Route 301 and US Route 50. All levels of play
in the 1942 YSS. Japan must also keep in mind are encouraged to attend; gaming begins at 0900 Friday (tournament games at 1700). Cash prizes,
that it won't be getting a new supply of BRPs plus a first place trophy. Weekend registration is $18, one-day is $8 ($20 and $10 after 1/15/97).
Contact Brian Youse, 8191 Turn Loop Road, Glen Burnie, Maryland 21061 or call (410) 969-2733.
before the second half of its double move, as it
does when the 1942 YSS intervenes. Japan E-CON 5 • February 1, 1997, Ann Arbor, MI
must restrict its buildup in early 1941 to save The Garners of Eastern Michigan sponsor this convention of live-action RP, card games, medieval
enough BRPs for a winter offensive in south- fighting, RPGs and CIVILIZATION. Contact the club at 404 W. Forest #209, Ypsilanti, MI48197
east Asia. or call Bernie at (313) 485-8083 or email [email protected].
The Allies should watch out for an early NAVCON IV • February 14-16, 1997, Washington, DC
Pearl Harbor attack. It's one thing to roll on This annual tournament of naval wargames (including WAS, VIP, EIS. 5FT, NVW, WSM) and
the Pearl Harbor Surprise Table, but quite miniatures will be held at the Naval Heritage Center at the US Navy Memorial located near the
another to be really surprised! If Japan tries an ArchiveslNavy Memorial subway station. Contact NAVCON IV, c/o US Navy Memorial Founda-
early attack, the dice rolls at Pearl Harbor had tion, 701 Pennsylvania Ave., NW, Suite 123, Washington, DC 2004-2608 or email Doug at
better be good. [email protected].
ORCCON 20 • February 14-17, 1997, Los Angeles, CA
CONCLUSION Strategicon sponsors this convention at the L.A. Airport Wyndham Hotel, featuring aU types of
Whatever the opposing players decide to do, family, strategy and adventure games, collectible card games, role-playing, miniatures and com-
puter gaming. Additional activ.ities include flea markets, auction, exhibitor hall, seminars, demos
the opening of the war in the Pacific is likely to and special guests. For info., contact Strategicon, 333 N. San Fernando Blvd., Burbank, CA 91502
be a tense affair. Even if the Japanese play it or Jeff Albanese at (818) 848-1748 or fax (818) 848-1098.
cool, and carefully prepare their knock-out blow
against the Americans, they may find them- THE 1997 MIDWEST OPEN· March 1-2, 1997, Kenosha, WI
This VICTORY IN THE PACIFIC tournament, held at the Days Inn at Interstate 94 and Wisconsin
selves forestalled by clever Allied maneuvering. Highway 50 is a six-round, open swiss competition (play every round, win or lose) with seeding
This brings me back to the title of this article: based upon A.R.E.A. rating (free ratings provided to the needy). Awards include five plaques and
just say no! Instead of full offensives in China, $190 in prize money. Pre-registration fee is $20 by February 15; Registration is $25 at door. Write
use limited offensives or simple attrition attacks. Glenn E. L. Petroski, 210 W. Hunt, Twin Lakes, WI 53181-9786 or call (414) 877-4178.
Resist the impulse to build units and use them PREZCON '97 • March 6-9, 1997, Charlottesville, VA
against the Chinese. Think virtuous thoughts This fourth annual boardgaming convention wiIJ be at the Best Western Mount Vernon Hotel at
about how your BRP base will grow during the routes 29 and 250 by-pass and will feature a large dose of Avalon Hill boardgames, plus some card
1941 YSS ... and plan your winter 1941 and games and SF miniatures, plus demos, games sale and dealers. Registration is $25 and pre-
spring 1942 moves very carefully. registration by February 15 gains a T-shirt or hat. Contact PrezCon, Inc., P.O. Box 4661,
Charlottesville, VA 22905 or call (804) 961-6953.
*
24

THE SICK MAN OF EUROPE


A Scenario for EMPIRES IN ARMS
By Jim Lawler

uring the first fifteen years of the nine- Serbia, the revolt collapsed and Petrowitsch fled

D
Admiral Sir John Duckworth was ordered to
teenth century, all of Europe was lead a squadron to Gallipoli in February 1807. to Austria. A second revolt in 1815 led by
embroiled in the horrors of the There the British defeated a small Turkish fleet. Petrowitsch's rival, Prince Milos Obrenovic,
Napoleonic Wars. While most of the world has While trying to negotiate a peace treaty with the made more headway by convincing the Sultan to
focused on the struggles of France and her ene- Sultan, the Ottomans under the French Ambas- accept a compromise solution guaranteeing free-
mies, there were other places where men died sador Sebastiani's advice, were able to fortify dom of religion, education and trade. By 1830
that the French were not directly involved. Constantinople so well that the English were Serbia was effectively indepedent.
This scenario covers a little known war forced to flee or risk a disastrous defeat.
where the Ottoman Empire had to fight the com- Admiral Duckworth sailed back Serbian Revolt Scenario
bined might of Great Britain and Russia. The to Malta where he received 5,000 This scenario requires counters
Turks were forced to fend off a British attempt infantry reinforcements and attempted found in the variant counter sheet
to capture the Dardanelles and threaten Istanbul, ~~..JIo..,~ to invade Egypt. In March 1807, the mailed to subscribers of volume 30,
as well as a British naval invasion of her North British successfully captured Alexan- number 6 of The GENERAL.
African territory. At the same time, they were dria. They then tried to capture Rosetta, but were
forced to fight Russia in the Balkans, in another I. Forces Setup.
repulsed in two separate assaults. This force was RUSSIAN FORCES:
of a long series of wars wherein Russia kept try- then attacked by a Turkish relief army led by
ing to gain access to the Mediterranean Sea at • Fleet I with ISS and 41 in Sevastopol.
Mohammed Ali Pasha. The British were now • Corps XI, XII and XIII with 251 and 10M,
Turkish expense. besieged and were forced to surrender on Sep-
In addition to fighting two of the great Cavalry Corps IV and V with 8C and
tember 22, 1807. In a quickly penned treaty the
powers of Europe by herself, the Ottomans had MICHALSON in Kiev.
fortunate English were allowed to withdraw
to deal with a revolt in Serbia and the reac- • Corps XIV and XV with 141 and 6M in
their force and sail away. On the whole, it was a
tionary Janissarians who stifled military reform Odessa.
total debacle for the English.
and crippled other reform efforts of the Sultan • Four Depots anywhere controlled.
While the Turks were occupied with the Eng-
Mahmoud. BRITISH FORCES:
lish and the Russians, a revolt which had started
The 1798 French invasion of Egypt by • Fleets I and II with 17S, Corp V and VI
Napoleon and his subsequent expulsion by the in 1804 was spreading throughout Serbia. The
revolt, led by George Petrowitsch (Karadjordje with III and FRAZIER in Palermo.
British, plunged French prestige to new lows in • 21 and 1M in Malta.
the Sultan's Court. Napoleon's spectacular vic- Petrovic), was sparked by the excessive force
used by local Janissaries against the population. • Two depots anywhere controlled or off
tories over Austria and Russia in 1805 reversed
The Serbian revolt gained momentum and tied map.
the Sultan's feelings about the strength of the
French and the advisability of allying himself up increasingly larger Turkish forces that were TURKISH FORCES:
with France. much needed to fight the Russian invaders. In • Egyptian Corp I with 51 in Cairo.
With the encouragement of the February of 1806, the Serbs defeated a Turkish • 21 in Alexandria.
French Ambassador, General Sebas- army. This was followed up by a victory by • 21 in Damietta.
tiani, Turkey closed the Dardanelles Petrowitsch over the Turks on August 13th at • Fleets I and II with 20S, Anatolia Corps I
'-----_-----''"" and the Bosporus Straits to all Misar and another victory at Deligrad by troops with 5FI, Janissary Corps I with 151 and
Russian and British shipping. The Sultan then led by Peter Dobrnjac late in August. GRAND VIZIER in Constantinople.
replaced the Princes Moruzzi and Ypsilanti, the The Russians had advanced down the Balkan ·61 and Nizami Cedid Corps with 121 and 2C
Hospodors of Moldavia and Wallachia, for Peninsula, slowly pushing back the divided and and PECKILUAN in Ismail.
being too pro-Russian in their attitudes. The dis- disorganized Turkish forces south until the war • 31 and Rumelia Corps with 8FC in
missal of the Princes was a clear violation of an was brought to an end by the Treaty of Bucharest.
existing treaty that was in effect between Russia Bucharest in 1812. Russian forces were with- • 31 and Bulgaria Corps with 9FI in Nicopolis.
and Turkey. drawn from Wallachia and Moldavia. There • Serbia Feudal Corps with 6FI in Belgrade.
Russia declared war on the Ottoman Empire. was, however, a secret part of this treaty grant- ·31 and Janissary Corp II with 151 in
A Russian army of 35,000, led by General ing the Russians influence over nearly all of the Ruschuk.
Michalson, invaded Moldavia. This force Balkans. The English received nothing for their • Albanian Corp with 9FI in Tirane.
defeated the local Ottoman forces in battle on trouble and wished to forget the whole affair. • Syrian Corp with 31 and 3C in Damascus.
the 23rd of December 1806. On the 27th of The Serbian revolt raged for nine years
• 61 at Galatz.
December, the Russians triumphantly marched before it collapsed under the Turkish army sent
• 31 at Silistra.
into Bucharest. by Sultan Mahmud II in 1813. It failed primarily
• Imperial Cavalry Corps with 6C within five
Meanwhile, Russia had demanded aid from because of infighting among various factions of
areas of Constantinople.
her English ally. The English government, more Serbs. This infighting deprived the Serbs of two
• Six depots anywhere controlled.
concerned with not offending a powerful ally in of their best military leaders. Petar Dobrnjac and
their struggle against 'Napoleon, reluctantly Milenko Stojkovic were exiled in 1811 and
abandoned their long standing alliance with the Petrowitsch was too ill to take an active part in
Ottoman Empire and joined the fight as an ally the 1813 campaign. The Turks finally were able
of the Russians. to bring the full weight of its military against (Continued on pg. 39)
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RNERCHASE-Birmingham. AL PADDOCK-Ocala. Fl HARFORD MALL-Balfimere. MD SMITH HAVEN-lake Grove. NY WYOMING VALLEY-Wilkes Borre. PA
W1REGRASS COMMON&-Dothan. AL ORANGE PARK II-Orange Pork. FL MONTGOMERY-Bethesda. MD CHAUTAUQUA MAll-lakewood. NY WIllOW GROVE-Willow Grove. PA
MADWN SQUARE MALL-Huntsville. AL FLORIDA MAll (EBX)-Onando. Fl COLUMBIA MALL MD-eolumbio, MD SUNRISE MAll-Massopequa. NY BERKSHIRE-Wyomissing. PA
PAR'fflAY CITY MALL-Huntsville. AL FlORIDA-0nando, FL LAKE FOREST (EBX)-Goithersberg. MD S1. LAWIRENCE CENTRE-Mossena. NY YORK GALLERIA-Yorl<. PA
MONTGOMERY AL-Montgomery. AL ORLANDC FASHION SQ.-0nando. FL MARLEY STATION-Glen Burnie, MD GALERIA AT CRYSTAL RUN-Middletown. NY WEST MANCHESTER MALL-York. PA
PARK PlAZA--uttIe Rock, AR ORLANDC AlRPORT-0nando, FL OWINGS MILLs-Dwings MiI~. MD NANUET-Nanuet. NY PlAZA CAROUNA-Carolina. PR
MCCAIN MALL-N. uttle Rock, AR GARDENS. THE-Palm Beach Gdns., Fl TOWSONTOWN CENTER-Towson. MD NANUET MALL-Nanuet. NY PlAZA FAJARDO-Fajardo. PR
MEDIA CITY CENTER-Burbank. CA GULF VIEW SQ.-Port Richey. Fl BANGOR MALL-Bangor. ME SANGERTOWN SQUARE-New Hartford. NY SAN PATRICIO PlAZA-Guaynabo. PR
PlAZA CAMINO REAL-Carisbad. CA SEMINOLE MALL-Scnford, FL MAINE MALL-Scuth Portland. ME ROCKEFELLER CENTER EBX-New Yorl<. NY PlAZA DEl NORTE-Hotllo. PR
SUN VAllEY-Concord. CA SAWGRASS MILLS MALLsunrise. FL FAIRLANE-Dearborn. MI VILLAGE BROADWAY-New Yorl<. NY PALMA REAL-Humacao. PR
VALLCO FASHION PK-Cupertino. CA GOVERNOR SQ.-Tallohassee, Fl WOODLAND MALL-Grand Rapids. MI MANHAnAN MALL-New Yorl<. NY ISABELA SHOPPING CENTER-Isabela. PR
SERRAMONTE CENTER-Daly City. CA EASTLAKE SQ. MALL-Tampa. Fl EASTLAND CENTER (MI)-Harper Woods. MI THIRD & 7lST STS.-New Yarl< City. NY MAYAGUEZ MALL-Mayaguez. PR
STONEWOOD SHOPPING CENTER-Downey. CA UNIVERSllY SQ.-Tompa. FL MIDLAND-Midland. MI ROCKEFELLER PLAZA-New Yorl< City. NY MONTEHIEDRA TOWN CENTER-San Juan. PR
NORTH COUNlY FAIR-Escondido. CA PALM BEACH MALL-West Palm Beach. FL TWELVE OAKS-Novi, MI CHAMPLAIN MALL-Plattsburgh. NY RHODE ISLAND MALL-Warwick. RI
GLENDALE GALLERIA-Glendale. CA GEORGIA SQUARE-Athens. FL FASHION SQUARE-Saginaw. MI POUGHKEEPSIE-Poughkeepsie. NY AIKEN MALL-Aiken. SC
LAKEWOOD CENTER-Lokewood. CA LENOX EBX-Atlanta. GA LAKESIDE MALL-Sterling Hts.• MI AVIATION MALL-Queensbury. NY COLUMBIA MALL SC-Calumbia. SC
BEVERLY CENTER (EBX)-Los Angeles. CA PERIMETER-Atlanta. GA SUMMIT-Waterford. MI MARKETPLACE MALL-Rochester. NY DUTCH SQUARE MALL-Columbia. SC
LOS CERRITOS CENTER-Los Cerntos. CA PHIPPS PlAZA-Atlanta. GA MALL OF AMERICA-Bloomingtan. MN IRONDEQUOIT MALL-Rochester. NY MAGNOLIA MALL-Florence. SC
GREAT MALL OF THE BAY AREA-Milpitas. CA TOWN CENTER-Kennesaw. GA MALL OF AMERICA (EBXl-Bloomington. MN ROTTERDAM SQUARE-SCHENECTADY. NY HAYWOOD MALL-Greenville. SC
MISSION VIEJO MAll-Mission Viejo. CA MOUNT BERRY SQUARE MALL-Rome. GA BURNSVILLE CENTER-Burnsville. MN STATEN ISLAND-Staten Island, NY HICKORY HOLLOW-Anitoch. TN
MONTEBELLO TOWN CENTER-Montebello, CA OGLETHORPE MALL-Scvannah, GA MAPLEWOOD MAll-St. Paul, MN CAROUSEL CENTER-Syracuse. NY NORTHGATE MALL-Chattanooga. TN
DEL MONTE-Monterey. CA NORTHPARK (IOWAl-Qavenport. IA COLUMBIA MAll-Columbia. MO RIVERSIDE MAll-Ufica. NY HAIMILTON PL.-Chottanooga. TIN
NORTHRIDGE FASHION CENTER-Northridge. CA STRATFORD SQUARE-Bloomingdale.IL EAST HillS SHOPPING CTR. (MO)-St. Joseph, MO GREEN ACRES-Volley Stream. NY RIVERGATE MAll-Goodlettsvilie. TN
PlAZA PASADENA-Posodena. CA EASTLAND MALL(IL)-B1oomington. IL TURTLE CREEK MAll-Hatt1esburg. MS EASNIEW-Victor. NY OLD HICKORY MAll-Jackson. TN
STONERIDGE-Pleosonton, CA NORTHfiELD SQUARE-Bourbonno~.IL NORTHPARK-Ridgeland. MS SALMON RUN-Watertown. NY
HillTOP MALL-IOchmend. CA WEST TOWNE MALL-Knoxvilie. TN
RIVER OAKS S/C-Calumet City.IL BILTMORE SQUARE-Ashville. NC EASTERN HILLS MALL-Williamsville. NY EASTTOWNE-Knoxville. TN
DCWNTOWN PlAZA-Sccramento. CA MARKETPLACE MALL-Champoign. IL CARY TOWN CENTER-eary, NC SUMMIT MALL-Akron, OH MEMPHIS-Memph~. TN
ARDEN FAiR-Sccramento, CA FORD CITY-Chicago.IL UNIVERSITY MALL-Chapel Hill. NC ROLLING ACRES MALL-Akron. OH
NORTHRIDGE MALL-Sclinas. CA STONES RIVER-Murfreesboro. TN
CHICAGO RIDGE MALL-Chicago Rldge.IL SOUTHPARK MALL (NCl-Charlotte. NC FAIRFIELD COMMONs-Beover Creek. OH BEllEVUE CENTER-Nashville. TN
TANFORAN PARK CENTER-Son Bruno. CA GURNEE MILLs-Gurnee. IL FOUR SEASONS TOWN CENTER-Greensboro, NC EASTGATE MALL-CIncinnati. OH
UNIV. TOWN CENTER-Son Diego. CA WESTGATE MALL-Amarillo. TX
LINCOLNWOOD TWN CTR-Uncalnwood. IL CAROLINA EAST-Greenville. NC FOREST FAIR MALL-Cincinnati. OH PARKS @ ARLINGTON-Arlington. TX
STONESTOWN GALLERIA-Son Froncisco. CA YORKTOWN CENTER-Lambard.IL OAK HOLLOW MALL-Highpoint. NC TRI·COUNTY CENTER-Cincinnati. OH
EMBARCADERO CENTER EBX-Son Froncisco. CA BARTON CREEK SQUARE-Austin. TX
ILLINOIS CENTER-Marlon. IL CRABTREE VALLEY-Raleigh. NC NORTHLAND-eolumbus.OH PARKDALE MALL-Beaumont. TX
BAY FAIR MALL-Son Leandro. CA SOUTHPARK MALL(IL)-Maline. IL GOLDEN EAST CROSSING-Rocky Mount. NC EASTLAND MALL-Columbus. OH
HILLSDALE (EBX)-San Mateo. CA LAKE LINE MALL-Cedar Park. TX
WOODFIELD MALL-Schaumburg. IL DAKOTA SQUARE-Minot. NO COLUMBUS CllY CTR.-Columbus. OH
NORTHGATE MALL-Son Rafael, CA PADRE STAPLES MALL-Corpus Christi. TX
OLD ORCHARD CENTER EBX-Klokie. IL STEEPLEGATE MALL-Concord. NH INDIAN MOUND MALL-Heath. OH NORTHPARK EBX-Dollas. TX
MAIN PLACE SANTA ANA-Santa Ana. CA EASTLAND MALL-Evansville. IN PHEASANT LN-Nashua. NH RIVER VALLEY MALL-Lancaster. OH
WEST VALLEY MALL-Tracy, CA ROCKINGHAM-Sclem, NH RED BIRD MALL-Dallos. TX
GLENBROOK SQUARE-Fort Wayne. IN GREAT LAKES MALL-Mentor. OH
VALENCIA TOWN CENTER-Valencia. CA GREENWOOD PARK-Greenwood.IN BURLINGTON-Burlington. NJ CIELO VISTA-EI Paso. TX
TOWNE MAll-Middletown. OH SUNLAND-EI Paso. TX
WESTSIDE-W Los Angeles. CA CASTLETON SQ. MALL-Indianapol~. IN CHERRY HILL-Cherry HIli, NJ RANDALL-N. Randall. OH
PLAZA AT WEST COVINA-West Covino. CA WAYETTE SQUARE-Indianapol~. IN DEPTFORD MALL-Deptford. NJ RIDGMAR MALL-Fort Worth. TX
NEW TOWNE MAll-New Philo" OH BAYBROOK MALL-Frien~ood. TX
WESTMINSTER MALL-Westminster, CA GLENDALE CENTER-Indianapol~. IN E. BRUNSWICK-East Brunswick. NJ PARMATOWN MAll-Parma, OH
AURORA MALL-Aurora. CO SOUTHLAKE MALL-Merrillville. IN MONMOUITH-Eatontown. NJ GREENSPOINT MAll~Houston. TX
RICHMOND MAll-Rk:hmond Heights, OH WEST OAKS MALL-Houston. TX
CROSSROADS MAll-Boulder. CO • UNIVERstTY PARK-MMowaka. IN FREEHOLD RACEWAY MALL-Freehold. NJ UPPER VALLEY MALL-Springfield. OH
CHIAPEL HIllS MAll-Colorado Springs. CO MISSION CENTER-Mission, KS NEWPORT CENTRE-Jersey City, NJ KillEEN MALL-Killeen. TX
LLOYD CENTER-Portland, OR VISTA RIDGE-Lewisville. TX
CHERRY CREEK MALL-Denver. CO OAK PARK MALL-0venand Pori<. KS NEWPORT CENTER EBX-Jersey City, NJ CAPITAL CITY MALL-Camp Hill, PA
SOUTHWEST PlAZA-uttleton. CO WEST RIDGE MALL-Topeka. KS QUAKER BR-lawrenceville. NJ SOUTH PLAINS MALL-lubbock. TX
CRANBERRY MALL-Cranbery. PA TOWN EAST MALL-Mesqite. TX
WESTMINISTER MALL-Westminister. CO TOWNE EAST SQUARE-WIChita. KS LIVINGSTON MALL-livingston. NJ
DANBURY-Donbury, CT PAlIVER PARK MALL-faston. PA PASADENA TOWN SQ.-Pasadena, TX
TOWNE WEST SQUARE-Wichita. KS HAMILTON MALL-Mays Landing, NJ EXTON SQUARE-Exton, PA
ENfiELD SQUARE-Enfield. CT ASHLAND TOWN CENTER-Ashland. KY HAMILTON MALL (EBX)-Moys Landing. NJ RICHARDSON MALL-Richardson, TX
WESTFARMS-Farmington. CT SCHUYLKILL MALL-Frackville. PA ROLLING OAKS MALL-Son Antonio. TX
FLORENCE MALL-Florence. KY PARAMUS PARK-Paramus. NJ WESTMORELAND MAll-Greensburg. PA
BUCKLAND HILLS-Manchesfer. CT FAYETTE MALL-Lexington. KY GARDEN STATE PlAZA-Paramus. NJ MAINLAND-Texas City. TX
CT POST MALL-Milford. CT NORTH HANOVER MALL-Hanover. PA LANDMARK CENTER-Alexandria. VA
OXMOORE CENTER-loulsville. KY PHILLIPSBURG MALL-Phillipsburg. NJ HARRISBURG EAST MALL-Harrisburg. PA
CHAPEL SQUARE MALL-New Hoven. CT CORTANA MALL-Baton Rouge. LA ROCKAWAY TOWNSQ. MALL-Rockoway. NJ PENTAGON CllY MALL-Arlington. VA
TRUMBULL Trumbull, CT INDIANA MALL-Indiana. PA CHESAPEAKE SQUARE-Chesapeake. VA
ESPLANADE-Kenner. LA OCEAN COUNlY MALL-Toms River. NJ GALLERIA @ JOHNSTOWN-Johnstown. PA
CRYSTAL MALL-Woterford. CT PECANLAND-Monroe. LA ECHELON MALL-Voorhees. NJ GREENBRIER MALL-Chesapeake. VA
GOVERNOR'S SQUARE SHP. CTR.-Bear. DE KING OF PRUSSIA PlAZA-King of Prussia. PA SOUTHPARK (VAl-Calonial Heights. VA
NEW ORLEANS CTR.-New Orleans. LA WILLOWBROOK MALL-Woyne. NJ PARK CilY-lancaster. PA
DOVER MALL-Dover, DE AUBURN MALL-Auburn. MA WOODBRIDGE CENTER-Woodbridge. NJ POTOMAC MILLS-Dale City. VA
CHRISTIANA MALL-Newark, DE OXFORD VALLEY MALL-langhorne, PA PIEDMONT MALL-Danville. VA
COPLEY PLACE (EBX)-8cston. MA MESILLA VALLEY MALL-las Cruces. NM
CONCORD MALL-Wilmington. DE GRANITE RUN-Media, PA FAIR OAKS (EBX)-Fairfax. VA
SOUTH SHORE II-Braintree. MA MEADCWS. THE-Las Vegas. NV
ALTAMONTE MALL-Mamente Spnngs. Fl BURUNGTON MALL (MAHunington. MA TOWER SHOPS @ STRATOSPHERE-Las Vegas. NV BEAVER VALLEY MALL-Monaca. PA VIRGINIA CTR. COMMONS-Glenn Allen. VA
BOCA TOWN CENTER-Boca Raton. FL CAMBRIDGESIDE GAllERIA-Cambridge. MA FASHION SHOW (THE)-las Vegas. NV MONROEVILLE MAll-Monroevilie. PA COLISEUM--Hampton. VA
BOYNTON-Boynton Beach. Fl lIBERlY TREE MAll-Danvers. MA PARK lANE MAll-Reno. NY LYCOMING MAll-Muncy. PA MANASSAS MALL-Manassas. VA
BRANDON SHOPPING CENTER-Brandon. FL HAMPSHIRE MALL-Hadley. MA MEADCWOOD MALL-Reno. NY EDGMONT SQ. SHPG. CTR.-Newtown Sq" PA lYSONS CORNER-Mclean. VA
COUNTRYstDE-Clearwafer. FL HOLYOKE @ INGLEstDE-Holyoke. MA MEADCWOOD-Reno. NY MONTGOMERY-Narth Wales. PA PATRICK HENRY MAll-Newport News, VA
CORAL SQUARE-Coral Springs, Fl CAPE COD MALL-Hyann~. MA COLONIE CENTER-Albany, NY FRAlNKLIN MILLS MALL II-Philadelphia. PA PEMBROKE MAll-VA Beach. VA
VOLUSIA MALL-Daytona Beach. FL INDEPENDENCE MALL-"ngston. MA CROSSGATES-Albany. NY ROOSEVELT MALL-Philadelphia. PA LYNNHAVEN-VA Beach. VA
WESTLAND MAll-Hialeah. FL METHUEN MALL-Methuen. MA MCKINLEY MALL-Blasedell. NY FRAlNKLIN MIllS MALL-Philadelphia. PA DIAMOND RUN MALL-Rutland, VT
REGENCY I!-Jacksonville. Fl NATICK (EBX)-Notck, MA KINGS PlAZA-Brooklyn. NY ROSS PARK-Pittsburgh. PA UNIVERSITY MAll-S. Burlington, VT
AVENUES. THE-Jacksonville. FL EMERALD SQUARE-North Attleboro. MA WALDEN GALLERIA-Butfalo, NY PlnSBURGH INTER. AIRPORT-Pittsburgh. PA SUPER MALL-Auburn. WA
TREASURE COAST-Jensen Beach. FL SHORE SHPG. CTR.-Peabody. MA CAMILLUS MALL-Camillus. NY COVENTRY MALL-Pottstown, PA EVERETT MALL-Everett. WA
EAGLE RIDGE MALL-lake Wales. FL SQUARE ONE SHOPPING CTR.-Saugus. MA GREAT NORTHERN MALL-Cloy. NY VIEWMONT MALL-Scranton. PA ALDERWOOD-Lynnwood. WA
MELBOURNE MALL-Melbourne. FL SWANSEA-Swansea. MA QUEENS CENTER-Elmhurst. NY SPRINGFIELD NORTH SHPG. CTR.-Springfield. PA WESTLAKE CENTER-Seattle, WA
MERRITT SQUARE MALL-Merritt Island. FL SILVER CllY GALLERIA-Taunton. MA DUTCHESS MALL-Fishkill. NY NITTANY MALL-State College. PA NORTHGATE MALL-Seattle. WA
FALLS-Miami. FL ARSENAL MALL-Wafertown. MA ROOSEVELT FIELD MALL-Gorden City. NY STROUD MALL-Stroudsburg. PA KITSAP MALL-Silverdale. WA
AVENTURA MALL-Miomi. FL ANNAPOLIS MALL-Annapolis. MD BROADWAY MALL-Hicksville. NY UNIONTOWN MALL-Uniontown. PA SOUTH CENTER-Tukwila. WA
DADELAND MALL-Miami. FL EASTPOINT-Baltimore. MD ARNOT MALL-Horseheads. NY CENTURY-W Mifflin. PA BAYSHORE MALL-Glendale. WI
OMNIINTERNATIONAL-Miami. Fl WHITE MARSH-Baltimore. MD WALT WHITMAN-Hunfington Stat.. NY TOWN & COUNTRY COMMONS-W Chester. PA PORT PlAZA-Green Bay. WI
AVENTURA MALL-Miami. Fl GOLDEN RING-Balfimore. MD PYRAMID MALL-Ithaca. NY LEHIGH VALLEY MALL EBX-Whitehall. PA EASTTOWN MALL-Madison. WI
COASTLAND MALL-Naples, Fl SECURITY-Baltimore. MD HUDSON VALLEY MALL-Kingston, NY LEHIGH VALLEY MALL-Whitehall, PA MORGANTOWN MALL-Morgantown. wv

Are you a student of World War II


.......',,,,""'.-'1 history? Have you ever wondered
how WWII would have developed if
the Germans had captured Moscow,
or invaded Britain? As the Allies,
would you like to try to invade
-"""';'l'.i£~.,_~ France before 1944? In this faithful
. "".1~ITlltiFlIi.Y.i~lr> adaptation of our popular board game
you command the armies, air forces
and navies of one of the major powers
during WWII. The game includes all
air, ground and sea forces of all the
historical belligerents plus the forces
of Spain and Turkey. Players are free
to pursue many strategies-this is a
perfect game to explore the many
"what ifs" of WWII.
• J Third Reich PC can be played by two
players or can be played alone against
the sophisticated A.I. There are four
scenarios provided, simulating the
strategic situations in 1939, 1942, 1944
and a game that covers the entire war
from 1939 to 1946.
27

"How Can They Put Such Planes into the Sky"


Adding the Defiant to LONDON'S BURNING
By Ben Knight

ey! What are you doing with that brace of firing), which was twice as much as that of the included in The GENERAL variant counter

H Spitfire aces in LONDON'S BURNING?


Shame on you. Why not accept a real
challenge and fly a Boulton Paul Defiant for as
Hurricane or Spitfire. The gunner's aim was
occasionally spoiled, though, because the pilot
controlled the aircraft's direction, and he had to
sheet sent out to subscribers with volume 30,
number 6. Non-subscribers may purchase the
counter sheet separately.] You may select the
long as you are able? guess at the gunner's line of sight. The sergeant Defiant and its crew as a replacement per rule
gunner also had another worry. It was difficult 11.5, RAF Reserve Pilots. It may replace either
HISTORICAL BACKGROUND for him to bailout, particularly if electric power aircraft #1 or #2. No more than two RAF fighters
When the Battle of Britain heated up in to the turret was lost. may be in play-you may not use the Defiant as
August 1940, Fighter Command had a daylight Despite these deficiences, 264 Squadron a third fighter in play.
interception force of fifty squadrons. Of these, moved forward to Manston airfield near the 6.1 Scramble: The Defiant is a little slower
two comprised Boulton Paul Defiants: 141 and Strait of Dover on August 24th. A German noon to scramble. Roll one die when the Defiant
264 Squadrons with 16 aircraft each. Their per- raid caught the squadron partly on the ground, attempts to scramble. On a roll of 1 through 3, it
formances in the Battle of Britain were brief and but it struggled into the air, only to suffer three scrambles as normal; on a 4 through 6, it waits on
bloody. losses, including the squadron leader, to the field until the next movement step, at which
The two-seater Defiant debuted in combat Me109s. The airfield bombing was effective and time it scrambles normally.
only three months earlier, helping in the Battle of put Manston out of action. Consequently, the 8.2 Break Off: The Defiant must break off if
France (May 1940). It enjoyed initial success squadron moved back to Hornchurch. That same its pilot or gunner is hit.
against German bombers and Mel09s. The latter afternoon, another raid caught the squadron 8.43 Recording Damage: The Defiant has
mistook the Defiants of 264 Squadron for Hurri- scrambling from Hornchurch, and during the
the same configuration as the Ju87 for the pur-
canes and dived on their tails only to meet the action another Defiant fell.
poses of locating hit damage (Engine=I,2;
concentrated fire from the Defiants' dorsal turret The morning of August 28th proved to be
Pilot=3; Gunner=4; Frame=5,6). During a dog-
guns. 264 Squadron's undoing. The squadron inter-
cepted a German raid heading toward fight, record damage on a spare Ju87 display.
Gennan fighters first encountered 141
Eastchurch. It engaged the bombers before get- 8.43 Firing & 8.44 Return Fire: The Defi-
Squadron over the English Channel on July 19,
ting bounced by Me109s of JG 26 led by ace ant's front gun value is a single 4. Roll one die
1940, knocking down six of nine Defiants. The
Adolf Galland. Half a dozen Defiants were dam- per burst, each hitting on a roll of 1 through 4.
Germans had learned how to deal with the
unusual British fighter-attack it from under- aged or destroyed. Galland wondered, "How can The rear gun value is a single 2. Roll one die per
they put such planes into the sky?" A few hours return-fire burst, each hitting on a roll of 1 or 2.
neath or head-on, where the Defiant's four
machine guns could not fire. later, the remnants of 264 Squadron had to On the ace side (which will probably never see
After its losses in July, 141 Squadron went scramble from Rochford airfield to avoid yet daylight), the gun values increase to a single 5
north to No. 13 Group to recuperate. Unfortu- another bombing. By evening, the squadron had and 3 respectively. The Defiant has ten 3-second
nately for its sister squadron, the British had not only two operational aircraft. Air Chief Marshal bursts available for each mission. Use the "+ 15
learned as quickly as the Germans about the Sir Hugh Dowding withdrew it from battle. By Seconds" marker on the Ammo Track to show
Defiant's weaknesses. When Air Vice Marshal the end of the month, he switched the role of that it has five bursts in addition to the five
Keith Park's No. 11 Group started taking heavy Defiants from day to night fighters. Their partic- already shown. The Defiant may not fire or
losses in August, he received 264 Squadron as a ipation in the fierce daylight Battle of Britain return fire if the gunner was hit or killed in a pre-
reinforcement. The squadron began operations had reached its sad end. vious attack.
from Hornchurch airfield on August 22nd. 8.5 Head-On Attacks: The Defiant may
The Defiant might have served adequately if Boulton Paul Defiant Mark I never make a head-on attack or return fire if
it had just opposed bombers, but the Luftwaffe attacked head-on.
had the frustrating habit of sending fighter 9.5 Bailing Out: Roll separately for the pilot
escorts with their bombers. In the subsequent and gunner. The gunner must apply an extra +1
battles, the Defiant's weaknesses as a day fighter on the BailOut Table.
became abundantly clear. For starters, the Defi- 11.2 RAF Pilots: There is only one pilot and
ant required more time to reach interception alti- one gunner for the Defiant. Thus, the Defiant
tude than the Hurricane or Spitfire. There were must stand down if either the pilot or the gunner
several reasons for this. It took longer for two is killed or wounded (die roll 2 through 6 on the
crewmen to get strapped in and start rolling Wound Outcome Table). You may not stand
down the runway than it did for a Hurricane or down the Defiant if the pilot and gunner both are
Spitfire pilot. The Defiant was somewhat heavy unhurt or only "shaken."
and underpowered, with a slower speed and ADDING THE DEFIANT 12.1 Aircraft Replacement: It costs one
poorer climbing rate than the other fighters. The How can they put such a plane into LONDON'S repair point to replace a destroyed Defiant. If
Defiant's gun turret could not fire forward, BURNING, you ask? Well, when you are short the Defiant crew is active, you will need to
although it was ideal for firing into the bellies of of RAF pilots in a crisis, any plane is better than replace the destroyed aircraft. You may not
enemy bombers or firing from the beam as the none. Therefore, the following rules allow you
replace the active Defiant crew with another
Defiant crossed the bombers' path. While the to add a Defiant to your reserve pool.
reserve pilot, nor allow the Defiant pilot to fly
other British fighters carried batteries of eight At Start: Add the Defiant aircraft along
a Hurricane or Spitfire.
guns, the Defiant had only four. However, each with its pilot and gunner to the RAF Reserve box
gun had 600 rounds (enough for 30 seconds of at the start of the game. {The extra markers are
*

28

SERIES REPLAY ®® Spitfire


#2

LONDON'S BURNING
(Solitaire, Short Scenario)
RAF: Howard J. mil
NEUTRAL COMMENTATOR: Ben Knight

h, how the brave few must fight to save he doesn't patrol over Rye as standard practice. over-Rye strategy, he was perfectly in place to

O England! Howard Hill is not only game


for the task of taking on the system in
this solitaire scenario, but his play also runs the
For one, he should rely on his Chain Home
radar stations and stand by at a satellite field to
keep his pilots rested. For two, Rye is a good
attack the raid. If he had stayed at Angels 20
and intercepted off Pevensey beach (or even
over Pevensey after the bombs fell), he could
gauntlet of the game designer's critique. Itali- place to patrol at 5 pm when the RAF fighters have hosed the Me 110 top cover. The Me 109s
cized sections below are the ground commentary are up sun to the raiders, but it is a bad place to would have had to climb to intercept, putting
of Avalon Hill game designer/developer Ben patrol at 7 am because the raiders are east (up them at a performance disadvantage. Howard
Knight, who recently added LONDON'S sun) of the RAF fighters. would probably have escaped damage and
BURNING to the list of his worthy credits. In the short scenario, the optional weather been able to break off. Not only would he have
Cardboard wonders like this game will help table may not be used. The Luftwaffe has been gained a kill, but there would be one less
many a lonely gamer postpone computer game assured of six days of clear weather. Chins up, fighter in the German mix to deal with on sub-
purchases. Look for several more articles on lads. sequent raids today.
this game to appear in volume 31, number 2.
-SKT 113 AUGUST (TURN 1)
10:00 am Patrol & Raid
7:00 am Patrol & Raid Drake and Holmwood patrol over Rye again,
INITIAL SET-UP Drake and Holmwood patrol over Rye, increasing fatigue from Fl to F2. Six raiders are
The RAF Base is Kenley. Initial pilots are increasing fatigue levels from FO to FI. [I reported. This time, however, the damage to the
Drake (a Hurricane pilot) and Holmwood (Hur- wouldn't patrol this early in the day, but if I did Chain Home radar network (inflicted today at
ricane). The pilots in the RAP Reserve are it would be over Manston (more to the east) and Pevensy) shortens RAP reaction time to the raid
Richey (Spitfire) and Clisby (Spitfire). at Angels 30. Why patrol lower, when altitude is by one movement phase. Germans move to D5,
easier to lose than gain?] facing E5. Drake and Holmwood move to C5,
RAF Five raiders at 10,000' altitude reported in facing D5 and drop to Angels 15. [Good show of
My basic strategy will be to husband my starting location hex 1. Drake and Holmwood restraint, Howard. The only target immediately
forces early, take on only four and possibly five move to B2, facing B3. Germans move to D2, threatened is Lympne, an emergency field. Let
plane raids, and increase my aggressiveness as facing E2. Drake and Holmwood move to C3, the raiders bomb it or penetrate deeper over
the week goes on. I chose Kenley as my base facing D2 and drop to Angels 15 (15,000'). England before you intercept. You should stay
because hopefully it'll be immune to German [Good show of restraint. Howard refrains from at Angels 20, though, which is two altitude lev-
bombers. Generally, I'll keep my fighters attacking the raid over the English Channel els higher than the reported raid.]
together, patrol over Rye because of its central where any pilots who bail out are as good as Germans move to G5, facing H4. British
position, and try nothing fancy. I've only lost. However, he should stay at Angels 20. move to F4, facing G5. [I would have inter-
played this game a few times before, so I'm There's a strong possibility of top cover at cepted at this point, assuming I had stayed at
still trying to figure out workable strategies. Angels 15, in which case he wouldn't have an Angels 20. Lympne is now a safe landing field
I'm already at a disadvantage because I've altitude advantage.] two hexes away, while the Germans are so far
drawn two Hurricanes for my initial force. This Germans move to G1. Drake and Holmwood from France that any engine damage should
should be interesting. to G2, facing HI. [Too much restraint! Go in, force them to crash.]
NEUTRAL COMMENTARY Howard! Bounce the buggers before they plaster Germans move to J5, facing K6 and bomb
Kenley is a decent base in the Long Scenario Pevensey!] West MaIling from Angels 5 with no top cover.
because, being on one flank of the board, it gets Germans bomb Pevensey from an altitude of The low altitude doubles bomb damage, but the
targeted less than North Weald, Biggin Hill or Angels 10 with heavy fighter cover (see Patrol light AA reduces the damage by one, resulting
Hornchurch (once the latter is exposed). How- and Raid log for information on raid composi- in the maximum of ten points of damage. [If the
ever, in the Short Scenario I would have chosen tion). The difficulty of hitting the radar towers true altitude of the raid was destined to be
Hornchurch as base because the German reduces bomb damage from four to two points. Angels 5, or even if it stayed at Angels 10 with
bombers have no open path to Hornchurch until RAP fighters decide to return to base. Score: no top cover, then my suggested intercept above
they first bomb the West Malling-Canewdon line British 0, Germans 1. would have missed entirely. Howard now has an
of targets. Kenley, on the other hand, starts the opportunity to prove his strategy better than
game half exposed. Any raid that penetrates the RAF mine. Look at all those fat, juicy bandits!]
Sussex area is a potential threat to Kenley. I like It's early in the game. With a relatively large Drake and Holmwood drop to Angels 10,
to get my full rest at night, so I worry about pro- raid such as this one, I prefer to await develop- move to J5, facing K6 and intercept. "Tally-
tecting my base from damage. ments in order to see what I'm getting into. Ho!" (This is a British pilot's signal that the
Starting with two Hurricanes is not so bad, Unfortunately, that means taking some damage. enemy is in sight and he is preparing to attack
particularly when Howard has two Spitfire Nevertheless, I can't afford to lose pilots. This them.) In combat round 1, Drake comes out of
pilots in immediate reserve. He shouldn't rule raid was 60% fighters; I'm glad I played it con- the sun against the MellO and fails to get a fir-
out attacking six-plane raids. The Germanforce servatively. ing position (performance 5 + out of sun 2 + die
mix has a high percentage of bombers at this roll 1 =8, versus performance 4 + die ro114 =8,
stage of the battle (58 per cent), including two NEUTRAL COMMENTARY yielding a tie and no firing time). Holmwood
Stukas which are always easy prey. Keeping his What's an Air Vice Marshal to do? Despite comes out of the sun against the Helll (the
fighters together is a sound strategy, but I hope my previous criticism of Howard's 7 am patrol- German die roll of 6 plus 1 for dropped bombs
29
cannot make up for its performance rating of 1)
and gains a nine second ftring position, but fires Patrol and Raid Log
for only six. Holrnwood wounds the pilot and Date &
hits the frame twice to destroy the Helil. The Time Patrol Status Raiders Reported Contact
Me 110 maneuvers against Holmwood, but the Tuesday, August 13
7 am Orake/Holmwood over Rye (>E4) @20,000' 5 @10,000' >1 Me110, Me109, Me109, Ju88, He111
Hurricane's superior maneuverability and the
10 am Orake/Holmwood over Rye (>E4) @20,000' 6 @10,000' >4 i Me11 0,3 0017s, Ju87, He111
presence of the unengaged Drake combine to 2 pm Holmwood on stand-by at Kenley airfield No Raid
keep it from gaining a ftring position. 5 pm Holmwood on stand-by at Kenley No Raid
In combat round 2, Drake hounds the MellO
and this time gains a ftring position, but misses Wednesday, August 14
with his two 3-second bursts, while the Mel lOs 7 am Orake/Holmwood on stand-by at Kenley 4 @10,000' >3 2 Me109s, He111, Me11 0 (db)
rear gun hits Drake's engine. Holmwood chases 10 am Orake/Holmwood on stand-by at Kenley 6 @10,000' >4 2 Me109s, 2 0017s, He111, Ju88
the Ju87 and fires two 3-second bursts, hitting 2 pm Orake/Holmwood over Rye (>E4) @20,000' No Raid
the engine and killing the pilot. However, the 5 pm Holmwood over Rye (>E4) @20,000' 4 @15,000' >3 ! 0017, He111, Ju87, Me11 0 (db)
Ju87s rear gunner hits Holmwood's engine. The Thursday, August 15
Me 110, having his choice of winged ducks, goes 7 am Orake/Holmwood over Rye (>E4) @20,000' No Raid
for Drake. The prior engine damage erases 10 am Orake/Holmwood over Rye (>E4) @20,000' *No Raid
Drake's maneuverability advantage and the 2 pm Orake/Holmwood on stand-by at Rochford No Raid
MellO gains a 6-second firing position. With 5 pm Orake/Holmwood on stand-by at Rochford 5 @20,000' >2 Me109, 0017, 3 He111 s
his Hurricane's frame riddled, engine destroyed
and body wounded, Drake bails out. Meanwhile, Friday, August 16
Holmwood "pancakes" (lands) at Rochester 7 am Orake/Holmwood over Lympne (>05) @20,000' 6@10,000'>1 Me109, 2 0017s, 2 Ju87s, He111
with his damaged Hurricane. Drake's wound 10 am Holmwood on stand-by at Kenley 4 @10,000' >2 2 Me109s, Ju87, Ju88
2 pm Clisby over Rye (>E4) @20,000' No Raid
turns out to be nothing but a flesh wound. 5 pm Clisby over Rye (>E4) @20,000' 5+1 @5,000' >6 ! 2 Me110s, 3 0017s, Ju87
Shaken, he spends the rest of the day on the
ground and makes his way back to base, where Saturday, August 17
he'll spend a restless night. Score: British 2, 7 am Orake/Clisby over Rye (>E4) @20,000' No Raid
Germans 4. 10 am Orake/ClIsby over Rye (>E4) @20,000' 4+1 @10,000' >3 2 Me109s, 2 0017s, He111
2 pm Richey/ClIsby over Rye (>E4) @20,000' *5+1 @ground >5 2 Me109s, 3 0017s, Ju88
RAF 5 pm Richey/Clisby over Rye (>E4) @20,000' No Raid
Well, I wanted to play it conservatively and
Sunday, August 18
I've already taken some serious losses. I hate to
7 am Richey/Clisby over Rye (>E4) @20,000' 5 @10,000' >3 Me109, Me11 0, 2 0017s, Ju88
sound cruel, but I wish Drake was a little more 10 am Richey/ClIsby over Rye (>E4) @20,000' 6@ 15,000' >1 ! 3 Me109s, 2 Oo17s, He111
seriously injured, so that I could have one of the 2 pm Clisby over Rye (>E4) @20,000' 4 @25,000' >5 Me109, 0017,2 Ju87s
new Spitftre pilot replacements. With Drake 5 pm Palmer over Rye (>E4) @20,000' No Raid
unable to recover fatigue, I'm going to have to
pace Holrnwood a little more. I was hoping not Notes:
to be in this position so early in the game. • Patrol status format location (>hex-facing), @altitude
• Raiders reported format: number of aircraft, @altitude, >starting location hex. * indicates remixing.
NEUTRAL COMMENTARY • Contact information: ! indicates raid is 5,000' higher than initially reported; i indicates raid is 5,000' lower; bold
indicates top cover (5,000' above main group); underlined Me109 is an ace; db is the divebomber version of the
Howard made the smart choices in combat, Me110.
but the dice failed him. Maybe Drake should
go back to gunnery school. Drake fails to hit [Gravesend or Rochford would have been a bet- pilot and damage one engine and various parts
the Me 110, whose rear gunner peppers ter place for the stand-by-more forward and to of the frame. The He III breaks off and on the
Drake's engine. Then the Me 110 pilot pulls in the east. With Pevensey radar down, it is risky power of its second engine flies the short dis-
behind and blasts Drake out of the sky. It must to stand by at Hawkinge or Manston.J tance back to France where it safely lands (see
be true that Goering put some of his best air- box on page 37 for combat details).
men in the Me 11 Os. Welcome to the Caterpil- 10:00 am Stand-By & Raid In combat round 2, Holmwood outmaneu-
lar Club, Drake. At any rate, Holmwood has Six raiders move to Dover, inflicting five vers the JuS7 and inflicts damage on the engine
two verified kills. West Malting is a complete points of damage on shipping. Again, the British and frame and wounds the pilot and gunner.
write-off though. can't catch the Germans. Score: British 2, Ger- However, the JuS7 has sufftcient altitude to limp
mans 8. back to France and land safely.
NIGHT In combat round 3, Holmwood seeks the
The British use one repair point to replace 2:00 pm Patrol Do 17 and uses his final 3-second burst of
the Hurricane (for Drake to fly tomorrow) and The RAF shifts tactics and Drake and Holm- ammunition to damage one of its engines.
the other to repair one damage point at wood patrol over Rye (increasing Drake's Holmwood, out of ammo, breaks off and
Pevensey. Holrnwood's fatigue is reduced to FO, fatigue to F3 and Holmwood's to Fl). [I would watches the three hostiles limp home, while
while Drake's remains at F2. The Germans keep Drake down but have Holmwood patrol.J the MellO proceeds to its target, Lympne.
replace both downed aircraft. Score: British 2, There, the MellO dive-bombs and inflicts two
Germans 4. 5:00 pm Patrol & Raid. points of damage on the airfield. Score:
114 AUGUST (TURN 2) Drake stands by at Kenley, while Holm-
wood's patrol increases his fatigue to Fl. Four
British 2, Germans 10.

7:00 am Stand-By & Raid raiders move to D5, facing E6. Holrnwood RAF
Four raiders move to Hawkinge where the moves to D5, facing E6 and intercepts at Angel I really thought I'd make a killing, but luck
MellO dive-bomber drops to Angels 5 while the 20. Tally-Ho! The true altitude of the raid is was against me. At least half of that raid should
Helll bombs from Angels 10 with fighter cover actually Angels 20, but it has no fighter cover. have gone down in flames. I was able to mini-
at the same altitude. The heavy AA reduces the [What? No out-of-the-sun attack? At least climb mize damage to Lympne, though. I may not get
four bomb points (2 + 1*2) by one for a total of to Angels 25.J a situation like this again, but I'll just have to
three damage points. The British have insuffi- In combat round 1, Holmwood strikes after muddle on. If Holmwood can get a little rest
cient time to catch the Germans before they the Helll, easily outperforms it, splays it with tomorrow, and Drake completely recovers, I
return to France. Score: British 2, Germans 6. two 3-second bursts which manage to wound the may have to get more aggressive. It may be a lit-
-
30
tired), while Holmwood increases fatigue from
F2 to F3. Germans move to D5, facing E6. The
British climb to Angels 10 and move to 17, facing
H6. The bandits move to G6, facing H6. The
British climb to Angels 20 and move to G7, fac-
ing G6. The raiders move to J4, facing K4. Drake
and Holmwood climb to Angels 25 and move to
H4, facing 14. [Howard is falling too far behind
the raid, which threatens not only his base (Ken-
ley) but London itself. Both of these are critical
targets that Howard should protect more than
usual.]
The Germans move to M5, facing N4, while
the British pursuit falls short in L4, facing MS.
The Germans move to 05 and bomb London,
where the heavy AA reduces the seven bomb
points to a final damage total of six. Meanwhile,
the British stand off in L2, facing L3. [Howard
should have attacked before they bombed. Lon-
don has suffered serious damage. If another Lon-
don hex or Thameshaven gets bombed, the Luft-
waffe will increase the size of their raids and will
be even harder to stop. Now, Howard is waiting
to dive on the raiders from out of the sun.
Germans move to L6, facing K7. The
British pilots move to M6, facing M7. The
bandits move to 17, facing H7 and are matched
from behind and out of the sun by Drake and
Holmwood. Tally-Hoi
In combat round 1, Drake takes on the ace in
the Me109. [Howard should throw both of his
fighters at the enemy ace; instead he throws his
most tired pilot alone. I expect trouble for him.]
Though coming out of the sun, he is tired and
The RAF waits to catch the August 15, 5 pm raid from the rear. The He111 s and Do17 must roll better than the ace by two to get off a
hammer London (06) before the Hurricanes come out of the sun for a dogfight in 17. shot-and does! His short, 3-second burst man-
ages to damage the Ace's engine (resulting in a
tIe too early, but I may have to rethink my strat- isn't much I can do, except of course get more kill, due to the German crashing in hex D7 on the
fatigued. At 2:00 pm, I will have to resort to return flight). [Piece ofcake.} Meanwhile, Holm-
egy. Let's see what tomorrow brings.
a stand-by mission at Rochford and await wood goes after and, using two bursts, destroys
one Hell1 with frame hits, while the German
NEUTRAL COMMENTARY developments.
Holmwood puts on a good show, turning gunners miss him.
2:00 pm Stand-By In combat round 2, Drake fails to maneuver
back three of the four raiders before running out
Again, no raid. into firing position against an Hell!. Holmwood
of ammo. He might have taken on the Me 110
riddles the other He111, destroying it.
dive-bomber instead of the Do 17. At Angels 20, RAF Unfortunately for the RAP, the other Gennan
and that close to France, Holmwood should not I hate to use stand-bys, because it takes so raiders manage to break off combat and disappear
have expected to collect any kills unless he long to scramble and react to a German raid, into the clouds. Score: British 5, German 12.
pumped three or more bursts into the target. Yet, but I also don't want to exhaust my pilots.
he did the right thing, because in the long run it Subtle game, eh mate? [But with Dover,
is smarter to force several enemy bombers to
RAF
Hawkinge and Lympne currently bombed out, Once again Lady Luck failed to smile upon
break off rather than to destroy one alone. the German raids will tend to penetrate deeper me. Granted, I should be happy that I shot down
over England, giving Howard's fighters more three aircraft and Drake killed an ace, but it
NIGHT time to scramble and gain altitude. He could
British use one repair point to reduce damage should have been more. Combat ended one
always patrol during the afternoon phases, round too soon. Well, tomorrow's another day
at Pevensey to zero and the other point to reduce rather than wear out his pilots on morning
damage at Lympne to one. Drake's fatigue is and maybe my luck will change. At least, I don't
missions.] have to replace aircraft. Tonight my priority will
reduced to F1 and Holmwood's to FO. Score:
British 2, German 9. 5:00 pm Stand-By & Raid be to repair airfields.

115 AUGUST (TURN 3) Five raiders finally appear.


NEUTRAL COMMENTARY
RAF Howard, Lady Luck was blowing in your
7:00 am and 10:00 am Patrols
It's a relatively large raid, but like I men- ear! The rest of us should have such luck!
Drake and Holmwood go back to patrolling tioned earlier, it's time to get aggressive. It is a good thing that Drake was too bleary-
over Rye at Angels 20, with fatigue increasing, Besides, the bigger the raid, the more targets. eyed to see all the markings on that Me109-he
but no raids occur. [I still argue against this pol- Unfortunately, that also increases the chance of might have quaked in his boots and missed.
icy. With Chain Home fully operable, these men fighters. Nobody ever said it was going to be It was a strategic mistake to let the Germans
should be standing by at a satellite field.] easy. hammer London. The Air Vice Marshal wants to
know why you caught them on the way out
RAF 5:00 pm Scramble instead of on the way in.
It really is time to be more aggressive, but Drake increases fatigue from F3 to F4 (earn-
if those Nazis decide to take the day off, there ing him the "-1" performance penalty for being (Continued on pg. 35)
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The GENERAL 31-1
CONTEST #179-THE RETURN TO PARIS
[With the release of THIRD REICH for the PC, I've had a chance to
brush up on rules, tactics and strategy. Let's see if you're up to the
challenge.-SKT} Scapa Flow:
It is the beginning of the last half of Summer, 1940 in a game of
THIRD REICH. Paris has fallen and France is conquered. Germany, Bergen:
believing Britain to be no threat, has redeployed most of her forces to
the Eastern front in preparation for Operation Barbarossa. The last rem-
nants of the British Expeditionary Forces in France have fallen back on
potts in western France. Yet, the new Prime Minister, Winston
Churchill, has not given up the fight. He sees enormous potential to
wreak havoc with German plans. He has charged you with an extraor-
dinary mission. You must liberate Paris in this quarter and have a line
of communications free of German zone of control from Paris to a
British-controlled port. With the use of and against only those forces
shown, you must think of a plan to fulfill his directive. Before your plan
will be approved, however, you must give the Prime Minister your best
estimate of the chances of success.
Germany controls all hexes on the European mainland not occupied
by the British forces shown. You may assume that Britain has all
necessary breakdown counters for air and naval operations.
Check here and forward to the Editor of The GENERAL so that he
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City State. Zip $1.00 Volume 31, Number 1 $1.00


Scenario Design: Bill Sisler
South of LAKE BALATON, HUNGARY, 14 March 1945: With the Soviet Army
firmly established on the Oder River and threatening Berlin, Hitler was still obsessed
with taking the offensive elsewhere. Being in possession of an uncommitted
reserve-the 6th SS Panzer Army-Hitler decided to launch an attack to create a
buffer zone between the Soviet forces near the Danube River and the Nagykanizsa oil
fields. Operation Friiehlingserwachen (The Awakening of Spring) began on the night
of March 5th. General Tolbukhin's main force was hit hard, and the fighting was
fierce. For the next several days, the Germans ground forward adding divisions as
they went. German armor battered away at the Soviet right flank where, on the 14th,
General Wohler threw in his last reserve formation, built out of the 6th SS Panzer
Division and fielding 200 tanks and self-propelled guns, in one final desperate push
toward the Danube.

BOARD CONFIGURATION:

BALANCE: A- 16 17 4

VICTORY CONDITIONS: Prior to Russian setup, the Germans must


secretly record one of the following Victory Conditions: a) Exit:? 36 VP
* Add one each 4-5-8, 8-0, Rus-
sian LMG and GAZ MM to the
N
(excluding prisoners) off the east edge of board 4, or b) amass:? 20 Casualty Russian reinforcement group.
VP more than the Russians. The Germans win at game end if they have accom-
plished their selected VC. '*' German
, r
Add one 9-1 Armor Leader to each
group.
TURN RECORD CHART
* RUSSIAN Sets Up First [87]

f,; GERMAN Moves First [224] 1 2 4 5 6 7 8 9 10 END

Elements of the 35th Guards Rifle Corps [ELR: 4] set up between the two roads that run 16A5-N4-Y4-GG5 and
17A6-G7-H6-R4-YlO-DD4-GG6: {SAN: 3}

* W W
4-5-8

3
4-4-7

6
k'
2-4-8

2
~
2-2-8

2
kd;
2
k~
~HMG
I
,
:t:rn
6-Jg
~MMG
:t:m
oDin
, 4-!!! t
LMG
LLU
!: 111

2
2-~
r$rn ~ MTR
LU ...
50*(3-201
M@

IDOL ....
~TM7
[!]
....
85l ..

Elements of the 23rd TarLk Corps enter on Turn 3 along the east edge of board 4:

W
4-5-8
A.. ..
11 ClCI t LLU
LMG
!!: 111
2-~

6 3 3

~
9IF
Elements of SS-Panzer Division 6 [ELR: 4] set up as indicated: {SAN: 2}
On board 11 north of hexrow Q, on hexes numbered ~6:

,. 12
f*l
6"§-!!

4 4
~';om
MMG

5-Jg i
3
LMG
UTI
3-!!
*
LU'
88l
2
"'' 'ffjJ
31512
8

On board lIon/south of hexrow Q, on hexes numbered ~6:

~.
*15
LMG ~@)

~
MMG

f*l fIfl
6'·§·!! §'+8
I ;om
5-Jg i t[jJ
3·!!
LU •
75ll
6

31512

4 4 3 2 2
AFTERMATH: General Goryachev's 35th Guards, supported by the 23rd Tank Corps and
SPECIAL RULES: two SP gun brigades from Stavka reserve, fought fiercely to hold back the German tanks from
1. Weather is Falling Snow (E3.71), with Wet EC and no wind at start. the rear defense line, halting them just short of it. On the Soviet left flank, the 30th Rifle
2. All buildings are wooden and have a ground level only. Corps and 18th Tank Corps kept the Germans back even though outflanked to the east. The
3. German AFV may set up in Motion. main German assault lumbered to a halt on the 15th with no great successes from the other
4. All German 5-4-8s/2-3-8s are considered to have an underlined Morale, have German supporting attacks. Over 500 tanks and assault guns, 300 guns, and 40,000 men had
been pounded to pieces in this last German offensive-all for no gain.
their broken-side Morale Level increased by one, and to be SS for all purposes.
5. Both forces are Elite (C8.2).
THE LIBERATORS S"",,',o,,,," M'"0,"'" ~
-
ASL SCENARIO G34
North of WIENER NEUSTADT, AUSTRIA, 2 April 1945: Following the collapse
BOARD CONFIGURATION: 22 St3 of Hitler's Awakening of Spring, on March 16th Marshall Tolbuhkin's 3rd Ukrainian
X16 Front went over to the attack. The 6th Guards Tank Army was placed at his disposal
BALANCE:
* The Germans suffer from Ammunition A- X17 X13
to deal with the stiff resistance put up by the 4th SS Panzer Corps. By March 27th, the
6th Guards were between Veszprem and Devecser roughly 40 miles from its start line.
Shortage.

"" Add one 8-3-8 to the German Turn 4 rein-


N On March 29th, Tolbukhin crossed the Raba at Sarvar and on April 2nd, having cap-
tured the large industrial center of Weiner Neustadt, he sent a column toward Vienna
spearheaded by the 9th Guards Mechanized Corps.
forcements. VICTORY CONDITIONS: The Russians win at game end if they have more
points than the Germans. ach side receives points for Control as follows: I point for
each multi-hex building, 2 points for each Factory (see SSR 2) and 3 points for each
TURN RECORD CHART intact brid O"e.
~
"" GERMAN Sets Up First

* RUSSIAN Moves First


*1 4 5 6 7 8 END

Elements of SS-Panzer Korps 1 [ELR: 5] set up between the


dIk river (see SSR 2) and the hexrow 22ZlO-3HIO (see SSR 3):
(SAN: 3)
Elements of Schwere SS-Panzer Jagd Abtielung
560 or Schwere SS-Panzer Abtielung 504
9TF enter on Turn 3 along anyone north-edge road hex:

IA:

~
"15
4A: . "
[j] • 4B: 9·' ~~
~~oo
6 6 2 2 4 2 6 88ll ". ../i\~ B8Ll 1/5/2

IB:
3 2

~
~15

.® '" '
7SL-/-/3*
Elements of SS-Pioneer Kompanie
enter on Turn 4 along anyone west-, north-, or
8
east-edge road hex north of the river:

~
'15
~~l
~
16
+@ ~,
[j] ,
,!!~l!l 2B: 3A: [j] • 3B: ISPP . T7
75LL 1/- 75ll "'" AAIIG .f-IJ

2 4 3 4 2 2 2 2

Elements of IX Guards Mechanized Corps [ELR: 4] enter on the turn indicated along the south edge of the playing area (see SSR 3): (SAN: 2)

*
Enter Turn I
~.14 ~14 ~19
. &'to@J ~~28
t
~L~ [j]~~ 9·2
ill
ff @ [j] , 00; I!J
IA: IB: ~, 76L 21414 57U
[!] gpp... TO.
2-.!l 76L 2/414 *lAMG-I-/I*

6 2 6 5 5

~)3
~" .- ~~
~15
2A:
~~~
122L 114"'
•®
100l

2B:
lM~TI I@ 11

122L 114'"
~~•
o@
100l

6 2 3 3 4 2
Elements of the 384th Guards Suka Regiment enter on Turn 3:

3A: 3B:

4 4 4 2 2

SPECIAL RULES: 3-8s/3-3-8s are Assault Engineers (H1.22); the 3-3-8 Half-Squads each control
one of the Goliaths, which must enter towed by a SdKfz 2. KG? SSR 13 is in
L EC areWet, with no wind at start. All roads are paved, all hedges are walls, and
no printed shellholes exist. No hills exist; other non-Cliff terrain in these hexes effect (with no date dependent DRM) for all German AFV.
exists normally at Level O. 5. The only AFV willch may set up in a building Location is the SPW251/22
(contrary to A2.9 and B23.41), but it may not change VCA willie in that Location,
2. Place overlays as follows: XI3 on 3T8-U9; XI6 on 3BB4-AA5; XI7 on 22N7- nor (re)enter any building Location once it has exited its setup Location.
M8; and St3 on 3CC3-CC4. All stream hexes are unfordable river hexes. Stone Adilltionally, while in its setup Location, the SPW251/22 loses concealment as
bridges (B6.1) exist in hexes 30Y2 and 30CC6 which connect the roads in 3YI- though it were an emplaced gun (but it may not set up HIP).
Y3 and 3DD5-BB6 respectively. Buildings 22H4, 220M6 and 30BB4 are 6. The Russians may secretly pre-designate ~ 2 M4176s as having functioning
Factories (B23.74). Hex 220M7 contains a vehicular-sized entrance (B23.742). Gyrostabilizers (DIU). The Lend-Lease M3AI inherent Passenger (U.S. Vehicle
3. Prior to setup, each side must secretly pre-designate four of the numbered Note 39) is a Russian Infantry Crew; its MG armament may be removed as per
groups willch will compose its OB for the scenario; each OB must contain one D6.631-the MA as a Russian dm .50-cal. HMG and the other as a Russian LMG.
group each numbered "I," "2," "3" and "4" and each OB must contain two groups 7. All vehicles must expend an additional MP for each E3.65 Open Ground hex-
lettered "A" and two groups lettered "B." The fourth Russian group is artillery side crossed/traversed (E3.9). Bore Sighting is NA. AFV Crews may not voluntar·
support: Group A contains one module of 120+rnm battalion mortar OBA (HE ily abandon mobile vehicles. Both forces are Elite (C8.2).
and Smoke) illrected by a 7-0 wlRadio, willch enters as a Passenger in a GAZ 67B
on Turn 3 along the south edge of the playing area; Group B contains two Fire AFTERMATH: On April 6th Hitler stripped General WoWer of command of Army Group
Missions of 80+rnm Rocket OBA (C1.9) directed by an aerial observer (E7.6)- South and gave it to Colonel-General Rendulic, whom he recalled from the Kurland pocket
the second Fire Mission may not place an AR prior to 2 complete game turns after for the task. On the day he took over his command, Rendulic was informed that the advance
guard of the 3rd Ukrainian Front was already in Klosterneuburg north of Vienna, and that the
the fIrst mission's FFE:C was last onboard. 2nd Ukrainian Front was approaching it from the south. A week later, a cease-fire was signed
4. All German non-Crew MMC are considered to have an underlined Morale in tbe famous Prater Park, but in addition to the ordeal of a week's street fighting, the
Number, have their broken-side Morale Level increased by one [EXC: 6-5-8/3-4- wretched Viennese still had to suffer much brutality and shameless looting from their "libera·
8 broken-side Morale Levels are unchanged], and to be SS for all purposes. All 8- tors."
35
SERIES REPLAY ... LONDON'S BURNING
(Continued from pg. 30)
NIGHT
British repair points erase the damage at
Lympne and reduce damage at Hawkinge to
two. Drake's fatigue drops to F2 and Holm-
wood's drops to FI. The Germans replace two of
their three destroyed aircraft. Score: British 5,
German 10.
116 AUGUST (TURN 4)
7:00 am Patrol & Raid
Drake and Holmwood shift their patrol to
Lympne at Angels 20, facing D5. [Well, if they
insist on patrolling, at least they are further east
than Rye.}
Six bandits appear this morning. The British
move to AS, dropping to Angels 15.
The raiders move to D4, facing E5, where
Drake and Holmwood jump them from out of
the sun. (Here is "some trade.") [Against six
raiders, Howard should expect some top cover.
Therefore I would have gone to Angels 20 before
intercepting-and my pilots would have missed!
That shows what I get for adding altitude to
radar reports all the time. The Germans are
sure getting cocky sending over so few escorts.
Both fighters should go after the Me 109 and
worry about the bombers next round.
In combat round 1, Drake fails to get a fir-
ing position against the Me109, while Holm-
wood goes for ace status against the Helll.
Holmwood's fire of two bursts kills the pilot,
dooming the bomber and giving Howard his
first ace. The Me109 retaliates by outmaneu-
vering Drake and destroying his engine. Drake
successfully bails out, while Holmwood looks
up from his last prey to find that the other ban-
dits have slipped away. Drake certainly is get-
ting to know the countryside of Kent.
The German bombing run continues on to my chance to do some real damage. [There's ing in two points of damage. Score: British 6,
Biggin Hill, where the Dorniers and Junkers the spirit.} Germans 16.
inflict a total offive damage points in the face of
the light AA fire. Score: British 6, Germans 13. 10:00 am Scramble RAF
Holmwood scrambles, increasing fatigue This is rapidly turning into how not to play
RAF F3. Germans move to D4, facing E4. [Drake LONDON'S BURNING. A second London hex
My luck is still against me, but in this case and some new-found friends pop out of a pub, being damaged is going to hurt, because now
maybe it was for the best. On the plus side, refreshments in hand, when they hear the Hitler will authorize larger raids. Moreover, my
Holmwood is now an ace. On the negative, sounds of engines overhead. Drake's unfolded only ace is out for the game. However, now I get
Drake will be spending the remainder of the parachute lies draped over a nearby shrub.} one of those new Spitfires. Hope springs eternal.
day legging it back to Kenley. I have to be After several moves, Holmwood climbs and
careful with Holmwood. Maybe the Germans jumps the raiders in J4, coming out of the sun. NEUTRALCO~NTARY
have had enough and will take the rest of the He finds two Junkers escorted by two Me109s. While Holmwood was right to intercept this
day off. [Break off, chap. You're outnumbered.} raid, he should have broken off immediately
Holmwood battles the two Mel09s for when he found two Me109s together. I'd rather
NEUTRAL COMMENTARY position, to no avail. One of the Me109s gains have an ace Hurricane pilot than a new Spitfire
I would have sent both fighters after the Me a firing position and presses off nine seconds pilot (better frame and more experienced fire).
109 in case one missed, as Drake did. Ofcourse, of ammo, hitting Holmwood's frame and At least Holmwood got his aircraft safely down.
both could have missed. Drake has got the hang engine and wounding him. Holmwood man-
of this silk thing. Holmwood should stand by ages to escape from the other Me109s sights, 2:00 pm Patrol
during the rest of the day. despite the total of "-3" in die roll modifiers Clisby (in his Spitfire) replaces Holmwood
10:00 am Stand-By & Raid due to the damage of the first Me109s fire. In and patrols over Rye, increasing fatigue to FI.
Four German raiders catch the RAF on the round 2, Holmwood breaks off and pancakes at No raid is reported.
ground. Detling. Holmwood is taken to a hospital
where the staff says he will be out of action for 5:00 pm Patrol & Raid
RAF three weeks. Six raiders (five plus one for London burn-
What the heck. There are only four raiders The raid continues on to London (N6), ing) appear. Before Clisby can catch them, they
and Holmwood is an ace. With any luck, they where the dive-bomber must stay at Angels 10 bomb Manston (four damage points), leaving
will all be bombers. But if it's a fighter to avoid the barrage balloons. The heavy AA the area with the MellOs at Angels 15, the
sweep ... hey, fortune favors the bold. Here's reduces the three bomb points by one, result- Do17s at Angels 10 and the Ju87 at Angels 5.
36
With only Mel lOs for top cover, the raid still to diving onto the Helll. [Good selection. plus one for London burning) take a daring
looks juicy to Clisby, who attacks them in D9, Drake is somewhat vulnerable if CUsby fails to ground level approach.
facing D 10 at Angels 10. [If CUsby had stayed at knock out the Me 109, but Drake is expendable. Clisby and Richey drop to Angels 10 as they
Angels 20, he could have attacked an Me 110 Betterfor him to take on a bomber now.] His fire move to C6. The bandits move to D7, facing E8,
head on from out ofthe sun. This would allow no destroys the port engine, but his 9-second attack where the British Spitfire tandem dives on them
return fire and little to fear from the other Me lasts too long, allowing the German tail gunner to out of the sun at Angels 5. [Against six raiders
110, which he might outmaneuver and attack in fire back and wound him. at Ground Level, I might have gone in at Angels
the second round. Because the bombers have The remnants of the German raid continues 10-in which case the Germans would have
already hit their target, CUsby might as well to its target: Lympne. The Dorniers inflict light slipped by underneath. Perhaps I should review
work over the fighters. damage (two points). my own policy. In fact, Howard just shot down
In combat round 1, Clisby dives further to Drake flies his Hurricane safely to base, but two Me 109s, so he was probably smart to inter-
attack the Ju87 at Angels 5 (guaranteed some his doctors declare his wounds to be career-end- cept this force at Angels 5, on the hope that its
fire by the performance check). Clisby, realizing ing. Score: British 10, Germans 20. escort might be weak.)
he doesn't need to save ammo for other targets, In combat round 1, Richey and Clisby
chooses to unload the maximum three bursts. RAF match up against the MelO9s. Richey fails to
The shots destroy the engine and kill the gunner, All in all, not a bad round. We flamed three get a firing position. Clisby tails his foe and
but not before the gunner squeezes off two aircraft, two of them fighters. That should lets loose three 3-second bursts, riddling the
bursts of return fire (which miss). The MellOs make future raids a little more vulnerable. pilot. [This is the second time Clisby has
are flying too high to see the action below. In Damage suffered is manageable. Drake wasted three bursts against an Me 109. I say
round 2, Clisby breaks off instead of climbing received a million dollar wound, but I get "waste" because two squirts should be suffi-
into range of the bandit fighters. Score: British another Spitfire (piloted by Richey). Perhaps cient against an Me 109. Of course, Howard
7, Germans 18. the corner has been turned. I'm running short did experience Drake once missing completely
of time though. when firing two bursts. However, CUsby needs
RAF to conserve ammo for use against bombers.]
I'm getting a little desperate. Damage is NEUTRAL COMMENTARY The remaining Mel09 turns on Richey, but
building up and I don't want to fall too far At this point, Howard needs to destroy five fails to get off a shot. The duel consumes their
behind. Normally I would avoid six-plane raids more enemy aircraft without suffering any time and fuel, and, unable to get any more
like the plague. I was extremely fortunate (is my more losses himself (aircraft or bomb damage) shots, the victorious pair pancake at Debden,
luck changing?) to knock off that lone Ju87, just to claim a tie. Two Spitfires are a strong hoping to stay out of the bombing run path.
especially with those MellOs lurking about. By team, but Goering is so excited about bombing The raiders continue on to Rochester. The
now Drake has found his way home and Clisby the British capital that the size of German low-level bomb run inflicts double damage,
should have some company. Rest up mates, raids has increased. The situation looks bleak reduced by one by the heavy AA (net of nine
tomorrow's another day. for the British. damage points). Score: British 11, Germans 22.

NIGHT 2:00 pm Patrol & Raid RAF


The British replaces Hurricane #1 with one The patrol over Rye .increases Clisby's This is very frustrating. Once again, more
repair point and reduces damage to London fatigue F3 and Richey's to Fl. Six raiders (five German airmen should have gone to their Val-
hex N6 to one. Clisby's fatigue is reduced to
FO, Drake's to Fl. The Germans replace two
of their destroyed aircraft. Score: British 7,
German 18.
117 AUGUST (TURN 5)
10:00 am Patrol & Raid
Five raiders (four plus one for London
burning) appear. Drake and Clisby drop to
Angels 15, move to B4, facing AS. The raiders
Clisby and Richey dive out of the sun to surprise the German fighter
move to D5, facing E5, where the RAP jumps
escorts of the August 18th, 7 am raid. Richey bravely tackles the Ger-
them from out of the sun. [Good show. At this
man ace and riddles the pilot with bullets. Clisby becomes an ace by
point, Howard must attack the raiders before
destroying the frame of the Me 110. They had less success in combat
they bomb. He cannot afford more damaged round 2, downing only the Ju88 before running out of ammunition.
targets. He should have gone in at Angels 20,
though.]
Upon "Joy" (contact with the enemy), the
Brits find that the raid has Me109s at Angels 15
for top cover. Clisby and Drake match up
against the Mel09s. [Howard is desperate,
attacking two Me 109s without the benefit of
altitude.]
In combat round I, Clisby gains a position
and fires three accurate bursts, obliterating the

/~
Mel09. Drake's Hurricane, however, is out-
classed and outmaneuvered by the second
Messerschmidt. The Mel09 moves against ....
Clisby, but fails to get a firing position against
the Spitfire.
In round 2, Clisby gets the drop on the second
MeI09 and unloads the rest of his ammo, wound-
ing the pilot, damaging the frame, and destroying
the engine. Meanwhile, Drake turns his attention
37
halla. Well, nobody said that war was an exact
science. Rochester was obliterated. There are Duel of the Dice: Combat Round Details
two points that are gone forever. At least my
Spitfires are still intact. RAF aircraft #1 RAF aircraft #2
Performance Checks Performance Checks
NEUTRAL COMMENTARY August 13
11 am D"ra~'kc;;e;-;-:------- --. - ---·--·--,ROlm=w;O:;oc;::o;;[::-----
Not to mention one less Me 109 in the
Gennan force mix. Round 1, RAF (3)=8 VS. MellO (4)=8 none (6)=11 VS. Hel11 (6)=8 6,3,4,1 3,5.5: kill
return fire 5 miss
Lultwane Mell 0 (1)=5 VS. (2)=7 none
5:00 pm Patrol Round 2. RAF (B)=l1 VS. Mell 0 (1 )=5 6.6.6.5 miss (4)=9 VS. JuB7 (B)=7 1,4,4.5 1,3,3: kill
The RAF pushes their pilots to the limit, with return lire 1 1: eng. return lire 1 2: engine
Clisby now flying patrol in a tired state (F4). No Lultwane MellO (6)=10 VS. (4)=8 3,5.5..;.,5 1.;",.1....3...,5_:...
ki...
I1_. _
joy-no raid appears.
August 14
NIGHT 5pm Holmwood:
The British repair the damage in London hex Round 1, RAF (3)=8 VS. Hell1 (2)=3 2.3,4,4 2.3,5,6: rtb
N6 and reduce the damage at Lympne to one. return lire 6 miss
Clisby recovers to F2 and Richey to FO. The Round 2, RAF (5)=10 VS. Ju87 (3)=3 1.1.2,4 1.3,4,6: rtb
Germans replace two aircraft. Score: British return lire 2 miss
11, German 19. Round 3, RAF (5)=10 VS. 0017 (6)=7 2,5 1: rtb
return lire 6 miss
RAF
August 15
Last day coming up. I'm in pretty good shape
5 pm Drake: Holmwood:
as far as pilots and aircraft. I can't afford any Round 1. RAF (6)=12 vs. Mel09 (4)=11 3,5 1: eng.(klll) (1)=B VS. Hel11 (4)=6 3,5,5: kill
1.2,2,6
more damage. Now that part of London has been return lire 5 miss
repaired, I won't see anymore of those large Round 2, RAF (1)=5 VS. Hell1 (5)=7 none (5)=10 VS. Hell1 (6)=8 3,3.3,4 1,2,2.3: kill
raids.. .1 hope. I have to really fly all out. My return lire 6 miss
strategy is twofold: I have to go for the bombers
to rack up points and prevent further damage to August 16
my cities, and to pray constantly the Germans 7am Drake: Holmwood:
show up regularly. I'm still in the game, but it's Round 1, RAF (1}=B VS. Melo9 (2)=8 none (3)=10 VS. Hell1 (4)=5 2,3,4,4 1,3,3,8: kill
return lire 5 miss
going to be a close run thing.
Lultwalle Melo9 (8)=12 VS. (2)=8 1,1.1,2,3.5 1,2.2.2.5: kill
Palmer and his Hurricane arrive for the RAF
reserve. lOam Holmwood:
118 AUGUST (TURN 6) Round 1, RAF
LullWalle
(1)=9 VS. Mel09 (4)=11
Mel09 (6)=12 VS. (2)=8
none
1,4,4.5,5.5 2.6,4: wnd. rtb
7:00 am Patrol & Raid Melo9 (3)=9 VS. (6)=9 none
Richey and Clisby patrol over Rye and
increase fatigue to FI and F3, respectively. They 5pm Clisby:
Round 1, RAF (2)=9 VS. JuB7 (1 )=2 1.2,3,4,5,5 2.2,4,4: kill
move to intercept the five raiders at D6 at
return lire 5.5 miss
Angels 15, coming out of the sun. [The intercept
may be too soon. Fighting the battle here means August 17
damaged Gennan aircraft are likely to return to 10 am Drake: Clisby:
France instead of crash, whereas Eastchurch is Round 1, RAF (5)=10 VS. Mel09 (6)=12 none (5)=11 VS. Melo9 (2)=B 1.2.2.2.4.42,2.3.3.6,6: kill
the closest airfield for damaged British fighters. Lultwalle Mel09 (5)=11 VS. (6)=13 none
If combat occurs at Angels 10, then Eastchurch Round 2, RAF (6)=12 VS. Hell1 (4)=5 1,2,4.5,6.6 1.1,4: kill (6)=12 VS. Melo9 (2)=8 1,2,3,4 1,2.3.5: kill
is too far away. Howard should have let the raid return lire 1,6 3: wounded
come over Kent a little farther.}
2 pm Richey: Clisby:
In combat round I, Richey goes after the Round 1. RAF (2)=10 VS. Mel09 (4)=10 none (6)=14 VS. Melo9 (5)=11 1.2.3.3.3.31,3,3.4,4.6: kill
German ace while Clisby takes on the two-seat Lultwalle Melo9 (1)=7 VS. (5)=12 none
MellO fighter. Richey catches the ace by sur-
prise and lets him have it with three bursts, August 18
wounding the pilot and destroying the engine am Richey: Clisby:
and plane. Clisby easily outclasses the MellO Round 1, RAF (6)=14 VS. Mel09 (1)=8 1.1,1,3,4.5 1,2.2.2,3: kill (6)=14 VS. MellO (4)=B 1.3.3.5.5.6 2,5.6: kill
and uses three bursts to destroy the frame of the Round 2. RAF (3)=9 VS. 0017 (B)=7 2,5,5,5 4: gunner wnd (6)=13 VS. Ju88 (4)=B 1,1.2.6 4,6,6: kill
sturdy opponent, claiming ace status. return lire 6 miss return lire 4 miss
In combat round 2, Clisby uses the rest of
10 am Richey: Clisby:
his ammo to down the Ju88 with frame hits,
Round 1. RAF (3)=9 VS. 0017 (3)=4 1,4.4.5 1.5.6: kill (3)=9 VS. Hell1 (3)=4 1.2,3,3 1.5.5.6: kill
while avoiding the return fire. Before running return lire 2 miss return lire 3 miss
out of ammo, Richey manages only to wound Lultwalle Melo9 (3)=10 VS. (5)=11 none Mel09 (2)=9 VS. (6)=12 none
the gunner of the Dornier, perhaps contribut- Mel09 (5)=12 VS. (1)=7 3.3,4.5.6.6 5.5.5: kill
ing to the poor return fire from the bomber.
The raiders continue to Dunkirk, England to 2pm Clisby:
bomb the radar station there (one damage point). Round 1, RAF (3)=11 VS. Ju87 (6)=6 1.4.5.6 1,2,6: kill
Score: British 14, Germans 20. return lire 5 miss
LullWalle Mel09 (4)=11 VS. (3)=9 2.3.5.6 3.5: wounded
RAF
I killed two fighters, which means there Note: Performance check die rolls are shown in parentheses with the modified result after the equal sign.
won't be that many to escort future bombers. I Under "Damage," the result "rtb" indicates aircraft safely returns to base. Aces are underlined.
should have downed four aircraft, but I'll settle
for the three. Clisby became an ace. Hey, I might
just pull this off.
38
R.A.F. A1lltua.
iraaftno.l
Toll of the Battle of Britain
Aircraft Losses
German: RAF: PlIot
Ammo Victoria
RAF Pilot Me109 Me110 Ju88 Do17 He111 Ju8? Hurricane Spitfire
Outol
D aKe 1 Aatmo
Holmwood d 5+d 1+d dd
Clis5y 3 1 2 a
Richey 1 1
Palmer

TOTAL LOST 5 1 6 3 2 1
Damaged (d) 1 1 1 2 1
Ground

-
Bombing Damage t-I

German 1'0
AIo6eId
Location VP Value Damage
August 13
7 am Pevensey 1 2*
The battle takes its toll as C1isby and Richey
10 am West Mailing 2 10
must patrol at ever higher states of fatigue on
August 14
August 18th, "The Hardest Day."
7 am Hawkinge 2 3
10 am Dover 2 2
5pm Lympne 2 2*
August 15
5 pm London (05) 3 6
August 16
7 am Biggin Hill 2 5
10 am London (N6) 3 2*
5pm Manston 2 4
August 17
10 am Lympne 2 2*
2 pm Rochester 2 9
August 18
7 am Dunkirk 1 1*
Clear
10 am London (06) 3 0 Sky
2 pm Gravesend 2 2
* Fully repaired before end of game.

NEUTRAL COMMENTARY well-guarded by Mel09s flying top cover at an member of the Caterpillar Club. Why break off
Of the six German aircraft in the destroyed altitude above the intercepting Brits. Howard now? Howard should finish what he started and
aircraft box, at least three are fighters (includ- might as well slug it out. He cannot win by attack the one remaining bomber. Clisby still
ing the ace), and possibly as many as five. That breaking off. I would send ace Clisby up to has a decent chance against it despite the three
should mean a weaker escort than normal on Angels 25 among the Me 109s while Richey Me 109s. That one bomber has a mission, and it
subsequent raids. With the battle going against tackles the He 111. Clisby probably wouldn't may mean one more target damaged. Now,
him, Howard needs to continue patrolling (espe- get a shot off this round, and he won't have Me Howard must pray that it attacks a site with
cially with a chain home station down), even 109s diving on his head. Richey by comparison heavy AA so that the Germans don't score
though patrolling will heavily fatigue his pilots. is expendable because of the Hurricane Pilot in again.]
reserve. The remaining Dornier with its heavy escort,
10:00 am Patrol & Raid In combat round 1, the British decide to go proceeds to London (06), where its one bomb
Clisby and Richey patrol over Rye, increas- for quick bomber kills and hope for the best. point is reduced to zero damage points by the
ing fatigue to F4 and F2, respectively. This Richey and Clisby both outmaneuver the heavy AA. Score: British 16, Germans 21.
means that Clisby will fly with the "-I" perfor- bombers easily and fire two bursts each, Richey
mance penalty for being tired (negating part of downing a Do 17 and Clisby downing the RAF
the benefit of being an ace). Six German planes He Ill-both by frame damage. Bomber gunner I was extremely lucky this time around.
at Angels 15 move inland before the RAF can return fire misses in both cases. The Me109s Three fighters! I took a real chance going after
react, due to the damage to the radar network. dive on the RAF fighters, two of them going for those bombers. Fortunately the Me109 couldn't
Richey and Clisby swoop in behind them and Richey. While he outmaneuvers one of them, the shoot well, but they still got Richey. I hate to
out of the sun in G6, facing H6. [Good intercept. other gets a 9-second lock on him and destroys sound cruel, but if he had died I could have got-
Out ofthe sun again, Eastchurch is close by, and the frame of Richey's Spitfire. Richey success- ten a replacement. As it is, I'll have to finish out
France is too far away for single-engine aircraft fully bails out. Meanwhile, Clisby finds his ace the day with good aI' Clisby. It still was a good
with engine damage to reach, even if top cover status negated by being tired, plus his opponent round: my mates killed two bombers and Lon-
is as high as Angels 25. Twin-engine aircraft gains one for diving, but Clisby manages to get don wasn't even scratched. Does Clisby under-
with one engine damaged can still reach France out of the jam by outthinking (er, rolling) him. stand the pressure he's under? He's all that
from Angels 15. But alas, it looks very ugly, Without his wingman, Clisby wisely breaks off stands between victory and ignominious defeat.
because the raid is higher than expected and and lands in Debden. [Richey becomes another (Continued on pg. 58)
39
EMPIRES IN THE BALANCE... VICTORY DISEASE SERBIA: Roll for guerrilla rein-
(Continuedfrompg.15) Historically, Japan had formulated no coher- forcements each month.
ent strategy at the point where our analysis ends. o In January, March and April,
in the Japanese side, especially if the United Having planned on waging a mainly defensive 11 in Serbia Corps anywhere in
States possesses some flexible deployment capa- war to maximize the human and material costs Serbia, even if it is besieged,
bility via a variant or research. Japanese control to the Allies, Japan discovered her reach or in a non-Turkish controlled
of the South Pacific makes it more difficult for exceeded her grasp. The cutting edge of Japan- town.
American forces to reach Australia (or India). ese naval power was diverted to a strategically 5. Time. The Scenario starts in December 1806
However Japan must beware of overextension. bankrupt raid in the Indian Ocean when Japan and ends in May of 1807.
The American player would happily begin his had no forces to mount a sustained effort in this 6. Special Rules.
counteroffensive by invading the Marshalls theater. A minor operation in the Coral Sea A. Area of play: Map II, except that Austria
rather than Tahiti, if allowed. Just as a South knocked out one-third of Japan's carrier strength is not in play.
Pacific drive complements a thrust at Pearl Har- immediately before the much more important B. Serbia is not an active player. Turkish
bor, the flank of an offensive toward Tahiti must engagement at Midway. Japan's earliest defen- player rolls one die at the start of the
sive struggle in the Solomons and New Guinea game. On a roll of 1, 3 or 5 Great Britain
be protected by seizure of Wake, Johnston and
saw piecemeal commitment of insufficient controls Serbia. On a roll of 2, 4 or 6
Midway. Japan lacks the naval and air power to
resources until long after the campaign was lost. Russia controls Serbia. That player must
cover everything from Midway to the South achieve Serbia's victory conditions as
This article has sketched the problems
Pacific. A division of Japanese forces between which confront Japan (and the Allies) at the well as his own in order to win. The
both areas will simply allow the US navy to beginning of an ERS campaign game. It has Serbian Corps can be returned to play
engage a fraction of the Japanese fleet on illustrated by example how the Japanese player the same turn it is destroyed. Serbia
numerically equal terms on water of its own can arrive at a point, in early 1942, where his Corps is always considered in supply
choosing. Hence, the South Pacific should be own strategic decisions will largely dictate the and can be returned to play at no cost on
viewed as primarily a support option for a cam- course of the game for the next year or two of any turn. Serbian Corp may only oper-
paign against Hawaii or Australia. Japan proba- the war and thereby put his fate into his own ate in Serbia or adjacent land areas.
bly cannot hold the vast areas of the South hands. Even if we cannot say definitely which Guerrillas may not leave Serbia. The
Pacific without capturing one of these other strategy he should pursue, we can say that he province guerrilla value is three.
bases. An attempt to do so may leave them should pursue some sort of a definite strategy, Serbian guerrillas follow the same rules
worse off than if they had never taken it in the rather than the improvisation which led to as Spain's. Turkish presence activates
first place, by leaving weak Japan's more criti- disaster in the actual war. guerrillas, not Russian or British.
cal areas or by exposing the Japanese navy to
defeat in detail.
Finally, there is a more conservative,
* C. The British troops of 1806 were not the
same quality troops that were trained and
led by Wellington. Use 3.5 for morale in
defensive option. Japan is well-advised to neu- SICK MAN OF EUROPE... this scenario.
tralize the US fleet in Hawaii, but could simply (Continued from pg. 24) D. Sequence of movement for land phase
absorb nearby islands as an outer defensive is Russia, England, Turkey and Serbia.
perimeter, without committing to an attempt to SERBIAN FORCES: For naval phase it is Russia, Turkey and
conquer one of the main Allied bases. Likely o Two guerrillas (use Spanish coun- England.
targets (in addition to Wake, Rabaul and ters), Serbian Corps with 41 and 7. Victory.
Nauru) are Midway, Johnston, Manus, the PETROVIC anywhere in Serbia. A. Three-player game: The scenario ends
Solomon and Ellice Island groups and perhaps Serbian infantry morale is three. in Turkish defeat if Turkey loses Con-
Santa Cruz. These and modest reinforcements Corps capacity is 14 11M, 2C. stantinople at the end of a turn. The
in northern New Guinea safeguard the Mar- 2. Starting Money. Russia starts the scenario Turkish player automatically defeats
shall and Caroline Islands from invasion. with $6, Great Britain with $5, Turkey with Russia if he captures Kiev. He also
Japanese air power need cover only four areas: $8, Serbia with none. automatically defeats Great Britain by
3. Control. Russia controls home territory. Great capturing Palermo. A defeated country
Midway, Johnston, the Solomons and the
Gilberts/Nauru. Japan can mount a strong Britain controls Malta and Sicily. Turkey con- must withdraw all troops from the map
trols home territory, Palestine, Syria and at the end of such a turn. Turkey also
defense of these areas, supported by the Impe-
Egypt. wins if neither England or Russia fulfill
rial Japanese Navy from its central position at
4. Reinforcements. their victory conditions.The British
Truk. Limited operations aimed at Ceylon or
RUSSIA: $3 per month. player wins automatically at the end of
northern Australia might be feasible in sum-
o Each month beginning in January 1807,
any turn in which Constantinople is
mer 1942, pushing the Allies further away
21 and 1M at either Kiev, Odessa or controlled (even if besieged). He also
from the vital southeast Asian resources.
Sevastopol. wins if at the end of May, Great Britain
Expansion of the "defensive" perimeter deeper
o January 1807, Corps X at any Russian city.
controls Alexandria, Cairo and Dami-
into the South Pacific would risk the kind of
o January and March 1807, IC at any Rus-
etta. The Russian player wins automat-
overextension already discussed. However, by
sian city. ically by controlling Constantinople at
building a manageable outer defense ring,
o March 1807, Corps IX at any Russian city.
the end of any turn (even if besieged).
Japan could hope to gain two to four turns of
BRITAIN: $3 per month. Russia also wins by controlling Ismail,
additional time, which might be the difference
o February, 51 in Palermo
Galatz, Bucharest and Nicopolis at the
between victory and defeat.
TURKEY: $3 per tum. end of May. In order to win in May, the
Unfortunately, this article cannot delve any
o Each month, 11 and 3FM at any controlled
player that controls Serbia must have
deeper into the strategic ql;lestions left hanging PETROVIC's Serbian Corps control-
by the survey above. Much depends on the tem- city.
o January or March 1807, lC at any con-
ling Belgrade at the end of the game to
perament of the Japanese player and his oppo- achieve independence.
nent. Ultimately, the question boils down to trolled city.
o Anatolia Corps II and ill at full strength at
B. Two-player game: The Allied player
whether Japan is better served by a defensive
Constantinople the first tum that either must achieve the above victory condi-
strategy of consolidation ("the barrier") or an
offensive strategy ("the javelin"). The former Russia or Great Britain are within either tions for Serbia, Great Britain and
concedes any chance of dealing the Allies a five land areas or three sea areas of Con- Russia or else it is a Turkish victory.
major setback, but avoids leaving any chinks in stantinople.
the defensive position. The latter keeps the o Anatolia Corp I and Janissary Corps I and
Allies off-balance and possibly pushes them II are reinforced to full strength when either
beyond the point of recovery, but at the expense Russia or England are within five land or
of swifter and surer defeat if the gamble is lost. three sea areas of Constantinople.
*
ASL ACTION PACK #1

June 29th, 1941... As Operation Barbarossa unfurls and August 7th, 1944... Bradley's First Army, having finally
the German army drives east, Army Group South finds itself broken out of the Cotentin Peninsula after Operation Cobra,
up against stiff opposition. Von Kleist's 16th Panzer Divi- is threatening to tum the comer with a major encircling
sion drives a wedge between the Soviet 5th and 6th Armies, move. The German counterattack towards Avranches,
only to find six full mechanized corps attacking its flank in designed to reseal the peninsula and blunt Bradley's break-
accordance with Timoshenko's Directive No.3. Ifthe Sovi- through, sweeps past Mortain and scatters several of the
et armor can breakthrough, perhaps they can stem the tide. lightly manned roadblocks outside of town. Time is of the
essence; progress must be made now while the Americans
July 11th, 1943... With the Allied invasion of Sicily on July
scramble to regroup.
10th, the liberation of Europe has begun. As American
troops and vehicles unload at Gela, Darby's Rangers stand January 2nd, 1945... As Patton's Third Army counterat-
guard over the beach. Backed up by the awesome frrepow- tacks in the Ardennes, its former positions in France are
er of the fleet offshore, and with the added punch provided stretched thin. Operation Nordwind, Hitler's followup to
by several captured Italian guns, the Rangers are confident Wacht am Rhein, threatens to punch through the U.S. Sev-
that they can handle any counterattack made by Italian enth Army. As Jagdtigers and Flammhetzers swarm around
infantry. The armor of the Herman Goering Division might them, the dug-in American infantry prepare to repulse the
be another story, however. SS panzergrenadiers. As always, in the end it all comes
down to the foot soldier.

Boards 42 and 43-the newest geomorphic mapboards for wargarning's best tactical-level World War II simulation-are the center-
pieces of this latest innovation for the ASL game system: the ASL Action Pack. Designed to get you right into the action, these Packs
consist of boards and scenarios that further expand the ASL game system without requiring new rules sections. Board 42 depicts a small
village crossroads: stone buildings, walls, hedges, and orchards are complimented by ponds, grainfields, and woods. Board 43 has the
feel of a farm compound surrounded by large grain fields; the open terrain is sure to provide great fields of fire for your marauding
armor. Eight new scenarios were specifically designed for use with these new boards. The actions in these battles span the length of
the war-from 1939 to 1945-and the length of Europe-from Poland to Sicily, from Russia to France. Also included in the package
is a color-coded flow chart to help you through the somewhat complicated OBA section of Chapter C.

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everywhere (product #8003-APS). If not available locally,
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41
Over time, the better players will all face
each other (barring drop-outs). Many of the
weaker players will have the opportunity to
oppose the better players. I consider both of
these advantages. We learn by playing against
those better than ourselves. We earn our position
by playing those who truly are the leaders. All
but the best players will face much stronger
opposition every couple of rounds. However,

A THe KIOSK
most often players will be facing someone on
their leveL
The disadvantage of a ladder is the lack of
any kind of winner or prize structure. Everyone
plays only for fun and pride. Your pride may not
last long, since a loss sends you for a fall half-
By Glenn E. L. Petroski way down the field. Then, you have to work
your way back up. The climb up is one rung at a
LADDERS,- PBM and OTHERWISE, time. Standings are not by actual ability, but by
the string of victories you can piece togetheL
Designed for long-term play, drop-outs are
he most popular format for play-by-mail ranked player opposing number two, while each

T (PBM) competition is the laddeL On the


other hand, you never see a ladder as a
face-to-face (FfF) tournament format. There are
pair below them is matched for a game: #3 vs
#4, #5 vs #6, etc. There are no cross-tables,
handicaps or other adjustments. Each competitor
severely penalized. Any player, even the leader,
may have to take a one-round break for personal
reasons. Upon return, he comes on as a no-name,
last-rank playeL As such, he may have to run up
some good reasons for this, To those who know plays someone listed adjacent to him on the lad-
deL One reason why it is generally best to start quite a few consecutive victories just to be con-
what a ladder is, this is all obvious, Those who
with some sort of ranking is that it will produce sidered a contender again.
lack a little understanding are often confused by This is how a competition ladder works in
the term, Let me begin with enlightenment and good games from the outset.
When the first round is finished, all of the the strictest form. The general idea is popular
clarification for alL A ladder is not a ranking and in wide-spread use. As with all systems,
system, or where you are in an A.R.E.A. rating winners move up, losers move down. However,
all winners should remain in their starting rela- there are plenty of variations going around. To
list. It is not a tournament, nor is it a tournament tell you the truth, I do not know of any GM who
system. tive ordeL If #1, #4 and #5 win their respective
matches, #1 will stay #1, #4 will then become is using it without some sort of modification.
A ladder is an ongoing competition without Some games require variations due to their game
end. There is never an absolute winneL No par- #2, and #5 will become #3. As long as they both
win or both lose, two players will not switch rel- systems. Most modifications are due only to per-
ticipant is ever eliminated. At any given sonal preferences of GMs. I use a modified sys-
moment, there is a definite leadeL However, all ative ordeL Number five must win as #2 loses
before he can pass him on the laddeL The leader tem for our VITP competition. However, I must
rankings below him are very much in question. confess that I am not too pleased with my own
The whole concept is that of "King of the HilL" will remain the leader so long as he never loses.
However, in our six-player example, #1's first modifications. Also, I do not have the foggiest
The leading player is always defending his posi- idea as to how it might work for multi-player
tion at the top of the ladder, while all others are loss will drop him to #4 for the following round
of matches. games.
scrambling among themselves for the chance to Since time is not a serious factor, the whole
At the end of every round, the list is redone.
pull the king down and replace him. Even system is suitable for PBM. It also does well for
All of the most recent winners are listed first,
though the king is on top, the fight goes on, pbem, or any situation calling for sequential
maintaining their previous relationship to each
continually. games without marathon sessions.
otheL Losers are then ranked in the same man-
This explains why it cannot be used in a FfF The Windy City Wargamers (WCW) club
ner, behind the last ranked winneL In order of
tournament. Ladders never end at a distinct uses a modified system for ongoing club compe-
the new rank, the lowest-standing winner is one
point with a clear victor. Actual tournaments tition. They have very active ASL and VITP lad-
rung above the highest-standing 10seL Using the
need both of these. This does not rule out the use new list, matches are made for the next round. ders. The current standings are listed every
of a ladder in some FfF competitions (more on The most recent #1 plays the most recent #2, et- month in their newsletteL In the WCW version,
that later). cetera. a player may challenge anyone above himself
It is probably best ifI explain how a ladder is Any player is welcome to drop out at any during the current two month "challenge
set up and run. With this understanding, we can time. His name simply comes out of the listing period." New rankings, based on the results of
then examine it more closely. and everyone below moves up one rung. Any those challenges, are listed in the next newslet-
Like any competition, a ladder starts with the player is welcome to join at any time. New ter, and everyone does it again. There are a few
Game Master (GM) collecting the names of the names are simply added to the bottom of the list more details, but that is the idea.
competitors and arranging them in some sort of in the order they join. The point is that a club can use the ladder
order. Depending on the GM's preference, this The advantages of this system are many. It is system for FfF play. This generates an ongoing
order can be anything from random to strict rank very easy to understand, involves little hassle, interest. It encourages play and interaction
by A.R.E.A., AHIKS or some other rating system. and is ongoing. It allows anyone to join mid- among members. It does all of the things that
In theory, the order at the beginning does not stream and work their way up the laddeL Drop- clubs are supposed to do. Yet, it does not place
matter, since the scramble begins immediately outs will not upset the GM or other players. undue pressure on members. No one has to be at
and will soon displace top players unable to Bookkeeping is minimal and simple. All that is a particular meeting, place or time. Each match
defeat chaIJengers. In practice, the wise GM will needed is the list from the most recent round and is individually set up between the competitors
use some firm criteria and rank his players rather the new list for the round about to start. who play at their mutual convenience. The
rigidly. At the outset, all the competition wants It also creates a fair amount of movement results are then reported to the club coordinatoL
to know is who is the leader (target). Even the and excitement among the contenders. Even This is the preferred PBM system for two-
leader will want to brag about his position, no those who watch from the sidelines understand player games. Every player can play every
matter how brief his reign may be. what is going on. The bystanders who have any round. Anyone can play. Ability or actual rank
Once the first lineup is made, all that matters interest at all also get a fair amount of excite- are not significant factors. Anyone can take a
from then are wins against the nearby competi- ment as their favorites move up, or take that sud- break. Gaming is placed in its proper perspec-
tion. Matches are established with the top- den blow and go tumbling. tive with "real Life."
42
Although not a real tournament, all players • THIRD REICH (4th edition): Not only but I have a number of interested players asking
can be a part of "something bigger." We can all have we found a GM, but a running competition, questions.
have a good time playing, or just watching what game system, seasoned assistants, organizaiton,
is going on. Our hobby, and our friendships, are • WOODEN SHIPS AND IRON MEN: No
and all! GM Bruce Hatter, #206753, Iowa State
encouraged to grow. longer lost at sea! GM Bill Rohrbeck has
Penitentiary, PO Box 316, Fort Madison, IA
returned! Box 741, Goffstown, New Hampshire
52627-0316.
REPORTING IN: 03045-0741. (603) 497-3894.
• VICTORY IN THE PACIFIC: New round
beginning! Louie Tokarz still tops 27 players! At your service,
• ADVANCED CIVILIZATION: Needs a Glenn E.L. Petroski
GM! I currently know of no PBM competition in Contact me for more info.
210 W. Hunt
progress, but I have a number of interested play-
ers asking questions.
• WAR AND PEACE: Needs a GM! I cur-
rently know of no PBM competition in progress,
Twin Lakes, Wisconsin 53181-9786
(414) 877-4178 *
• ADVANCED SQUAD LEADER: A PBM
ladder has started by my famous predecessor,
Russ Gifford. Contact Russ at 320 E. 27th A.R.E.A. RATINGS
Street, Sioux City, NE 68776. (402) 494-8746. ADVANCED THIRD REICH
Players on List: 17 Active 10
• ACROSS FIVE APRILS: GM Andy Date of Standings: August 1996
Lewis, THE A5A authority and AvalonCon GM, Name
is setting up two competitions-one each for
PBM and PBEM! Contact 16 Gosling Drive,
Lewes, DE 19958. (302) 644-1984. em:
a1ewis [email protected].
THIRD REICH, 4th Edition
• AFRIKA KORPS: Well known Joe Beard Players on List: 26 Active Players: 10
is the GM for this continual PBM favorite. 3822 Date of Standings: August 24, 1996
E Sahuaro Drive, Phoenix, AZ 95028. Rank Name Rating Qualifiers
'%"~"/'l''''·'''''·~%''·'·'"''·rL:;::.I:=-·
r::'7::::""'= ·""·-''''''',2Q17 "'-~~" DD':6~""
",.,- •.-.'-1fuo--'l.834'·--'·..- - - CEAA.s-
• BATTLE OF THE BULGE 1981: Off and
running. First round has just been matched up. A
quick response now may get you into the round.
Contact Mark Poulson, 204 E. Cannon,
Lafayette, CO 86026. THE RUSSIAN CAMPAIGN
Players on List: 92 Active Players: 45
• GETTYSBURG ('88): Chuck Synold has Date of Standings: August 24, 1996
begun a PBM competition. Prospective players _,1l2':'.~_.•_-,_=J·i~,'!'';- _ _~__"'_"""~"""'_ Ila!i!'g=_~~= ..glJalifi~,~~...
need to contact Chuck at 408 Annie Glidden ·.__.•J ..__._..,,,,,......,.. Ropgtt.B.eyrog"" """." ,w.." ,.,.~~ •••, _, ~••••,20.z.9"..."...."....". ",.EEQC.Q__
Blvd., #4. Dekalb, IL 60115. (815) 756-7314. 2 Robert Shurdut 2028 GHN-6

• HISTORY OF THE WORW: Ongoing


PBEM competition. Experienced and reliable
GM! Greg Courter, 120 Adams Road, Battle
Creek, MI 49015, (616) 964-6806,
[email protected]

• PANZERBLITZ: This took off with a


roar! With the first announcement the competi-
tion is off and running! Contact GM Paul Mar-
tin, 1971 St. Laurent Blvd. #1914, Ottawa,
Ontario K1G 3P8

• PANZER LEADER: Smooth tranSItIOn


from one GM to another. Contact new GM, Eric
Bonner, 9294 Harbin Ave., Hesperia, CA
92345. (619) 956-6561.

• RUSSIAN FRONT: Needs a GM! I cur-


rently know of no PBM competition in progress, FORTRESS EUROPA
but I have a number of interested players asking Players on List: 38 Active Players: 10
questions. Date of Standings: August 24, 1996
Rank Name Rating Qualifiers
.•••·.·1'·' MichaeINewman'-------"·-'·T960-" DD-A5
• STALINGRAD: John Grant GM's a long
standing PBM competition. Contact him at 198
--/··':r-----rc;mes Elr;;s-;';; ._- ------·--'1"759- DGGC5
Brookdale Road, Stamford, CT 06903. (203)
329-7837.
Qualifiers refer ta quantities of Games played, Opponents played, PBM games, Tournament participation, and
• THE RUSSIAN CAMPAIGN: Current Year of last activity with later leiters indicating greater quantitites and the number being the last digit of a year.
Champion is C. J. Sorbello. 35 players on the For more information on the AR.E.A rating system, contact:
roster. New players welcome in what is a tightly Glenn Petroski
run, no excuse, competition. James H. "BJ" Bjo- 210 W. Hunt
rum, 4029 Rooney, Corpus Christie, TX 78413. Twin Lakes, WI 53181-9786
43
kept, because you do not want the US infantry
The PANZER LEADER at to close on you. Once those boys pitch into your
infantry, you can expect to start taking serious
Arracourt (Part III) casualties and you probably will lose the game.
The armored infantry alone can keep your units
Situation 28-4/3 Juvelize: The Finale pinned, but when they start calling in the fire
By Steven B. Wheeler from the 105mm guns, your men are toast. Do
not forget that the American howitzers can stay
This is the third and final installment of Wheeler's analysis of the three Arracourt PANZER safely out of reach behind Grancelles or the
LEADER scenarios that appeared in Volume 28-4 of The GENERAL (previous installments western Artain, shelling you all day long with
are found in Volume 30, Numbers 3 and 4). Here, Steven takes on scenario three (Juvelize: impunity. Alas, the enemy air force denies your
The Finale). guns the same privilege.
Even if you set up your artillery way back in
ituation No. 28-4/3 pits an American However, the Germans move first and initia- the hiJls, the Thunderbolts will seek them out.

S defender replete with hard-hitting artillery,


potent Allied tank guns, three flights of
Thunderbolts and the superb armored infantry
tive is an advantage not to be surrendered
lightly. It goes against my nature to sit around
for a tum hoping the enemy will fall onto my
Furthermore, if you keep your guns away from
the front, you must keep the anti-aircraft batter-
ies with them, leaving your forward units naked
to attack from the sky. The American air power
against a German attacker who has the usual sword. That sort of tactic usually invites the
long-ranged Panthers, a reinforced battalion of enemy to leap onto your back. Therefore, I had forces you to keep your units together under the
infantry, adequate anti-aircraft coverage and a to find a way to use the guns to cause the Amer- anti-air umbrella. Fortunately, the cover around
most welcome parity in artillery. Though it is icans some casualties without risking too much Nece is sufficient for all of the artillery. You
true that the Germans have the initiative, the in the process. won't have to worry about far-flung units being
Americans can set up in such a manner as to Suppose an observer-say the 8lmrn mor- menaced by American scouts. Best of all, if they
absorb an initial blow and make a strong tars-starts in the cover of some woods near the have to, the guns can lend their direct fire to the
counter-attack while the enemy is in exposed junction of the boards where they can see the US front line if something goes haywire and the
positions. Something must give. outposts. (You can do this by using the "Woods enemy breaks through into view.
Hex Concealment" experimental rule from an In the initial turns, your artillery puts a hurt
GERMAN STRATEGY article in Vol. 25, #3.) Now you have an on the enemy. Eliminating one of his units puts
In my opinion, the most challenged player in observer who can call in my artillery on known you in the winner's column, until he eliminates
this scenario is the German. Look at his victory or suspected enemy positions. The missions are one of yours. Do not expose any of your troops
conditions: he must either destroy more of the spotted, so we don't have to worry about off-tar- to unprotected attacks from the air and certainly
enemy or exit units off the west edge of the get drift. Of course, this assumes that the US avoid foolish losses at the hands of US tanks. In
battlefield. To destroy the enemy, he first has to player will post some units in the forward towns fact, starting on tum 2, your main concern will
come to grips with the enemy. That means mov- and woods. Fortunately, human nature and the be shooting down planes that are trying to wipe
ing lip to give battle under the eyes of American tactical situation urge a player to put a few guns out your artillery. Once the US player has
air power. That's enough to give any panzer into these concealed positions. expended his air power on this, your panzers
leader the shakes, let alone having to traverse the In the happy circumstance of the American will enjoy a lot more freedom of maneuver.
length of a board attempting to exit. To say that player not putting units in these spots, you can It should take the Americans a couple of
this is difficult is beyond understatement, espe- roll a strong combined arms force right up to turns to realize that you are not going to come
cially when German transport consists of thin- Grancelles and into a smoke screen from which out into the open, but your fuing artillery
skinned trucks. you can shell the daylights out of his positions, becomes a target for his Thunderbolts immedi-
Those victory conditions were enough to then draw back out of harm's way using Sam- ately. Due to the three-planes-per-flight restric-
make me put off "The Finale" until well after bleu and a smoke screen to foil the air power. tion, it may take three turns or longer for his war
I'd played the other two Arracourt situations. The fact is, the Amis do not have the strength to birds to penetrate your AA and effectively strike
The most harrowing aspect to leap at me was cover both boards with enough fire on each to your artillery. Several turns will pass before he
the image of rocket-firing P-47s knifing down stop a mass of 44 tanks advancing under smoke concentrates his ground forces and gets them
on my panzers in open terrain. Even if they screen cover. They have just enough power to into their jump-off positions. It may take longer
didn't score instant kills, my main battle tanks stop an advance on one board only while they if you play someone who concentrates solely on
would be sitting dispersed in plain sight of screen the other one. If that screen has no depth, the air battle and lets his ground forces idle.
enemy armor or observers just waiting to call hit it hard before the enemy tanks can react. During your initial deployment, be sure to
in another strike and artillery fire. With the You might get lucky enough to play someone disperse the AA guns. Avoid the folly of setting
loss of just two Panther units, not only would dumb enough to post Shermans in Sambleu, but up the 88mm AA guns in the same hex as the
my attack stall but my hopes of forcing an exit don't count on it. Any veteran (and that is what 15cm howitzers! Keep the AA batteries within
would die outright. As for thinking of what makes up the 4th Armored in September, 1944) half range of the units they protect in order to
eight .50 calibre machine guns per plane can will realize that posting some of his dear tanks in allow concentrated fire. When the enemy comes,
do to loaded trucks, well, this was enough to exposed positions is asking for his Sunday the 88s can take care of one plane per flight,
chill my blood. I soon realized that the key for punch to get ruined on Saturday morning. No, leaving the Wirbelwind to knock down a second
the Germans is their artillery, and not just the you'll most likely find anti-tank guns, scout cars and the lighter guns to take care of the third. You
howitzers. If the Germans get into a slugging or Stuarts in these places. Get ready to blast might try placing the 15cms in a town hex with
match with the heavyweight US armored them. On turn one, your artillery should give the a dismounted infantry platoon and a truck to bol-
infantry, they will need artillery support, des- Americans a black eye. Three rolls of the die ster its defense. Now, two fighter-bombers must
perately. Once the US planes locate the firing should suffice to blow up two or three units. survive the ack-ack to wipe out your main guns.
artillery, the AA guns must be ready to knock Once that is done, you're already winning. Just Finally, place the 88s where they can use their
them down at half range before the big guns don't expect the Americans to let it go at that. anti-tank capability to maximum advantage.
are silenced. When you're looking to provoke the enemy Take a look at the near end of the woods north-
Buried in the traditional fine print was the into attacking you, you'd better be set for him west of town. From there, they can cover all of
"fine" fact that the victor need only amass when he does. Let's be clear about this: his ini- the artillery and blow away anything that tries to
more points-even one more point-than the tial advance is your golden opportunity to put come down the road from Wiln. You might keep
opposition. It dawned on me that I didn't have the game away. You must have your troops in an infantry platoon with these valuable guns, too.
to take unnecessary lumps trying to push positions which enable them to halt and destroy As for the rest of your infantry and trans-
through Grancelles or Nece to exit a remnant several US tank platoons while they are port, just keep them under cover while the
of my forces. All I had to do was make the approaching. The Panther's long 75mrn guns planes are around. Two companies dismounted
Americans lose a few units, then be ready for enable you to engage the enemy before he can on the safe side of the main hill line with their
them to try to even the score. hit back. At arm's length is where he must be trucks in the trees make a decent-sized, close
44
assault force available in the event the Ameri- tanks instead of four? Fighting four tanks in a smoke onto more than one hex per turn,
cans gain the heights. They are also handy if Panther platoon rather than five, the American depending upon how many guns you have left.
your panzers create a situation allowing a safe Shermans become capable adversaries. Against [For realism, you should limit the availability
advance for some kills. four MkIV tanks instead of five, the US Fireflies of smoke shells per battery to a maximum of
While the planes are going down in flames and Hellcats become deadly. This is a major rea- two or three turns per game.]
and the American is marshaling his ground son why the Germans cannot lightheartedly Now you have an armor duel on your hands.
troops, you should be able to maneuver your probe into American territory even if there were Chances are high that your Panthers will destroy
armor a little bit. By pushing your tanks forward no planes. Although the Hellcats have a weak several US tank platoons for each unit you lose.
a few hexes-keeping to rough or covered ter- defensive factor, they can set up in concealed Once you've knocked off two or three American
rain-you can keep the enemy away for an extra positions, of which there is a good selection. units, he will be at a decided disadvantage if he
tum or two. This is important. In football terms, From their hiding places, the Hellcats can deal a has to close up to let loose his infantry.
this is "ball control" or "protecting a lead." You lethal blow to your panzers, then use their As far as your infantry goes, you must be very
want to run down the clock on this situation, mobility to "high-tail" it out of trouble. The careful in deciding whether to commit them in
because the American will get his artillery and good news for the German player is that the close assaults on crippled enemy tanks. The pres-
heavy infantry into the fray if given enough Hellcats are not an offensive weapon as long as ence of US infantry is the deciding factor. What
time. During the early turns, while the planes are you have your Panthers. If the US tank destroy- is the advantage of your finishing off a couple
preoccupied, move your Panthers, carefully ers try to get into range, undisrupted Panthers enemy tanks if you eventually lose three or four
keeping under cover, to the forward hexes of will make mincemeat out of them. Don't expect infantry platoons in the process? You might need
Attain and the woods and ridge. From there, to see the US player advancing his Hellcats your men to repel a late-developing enemy
they cover the open ground over which the against undisrupted panzers. infantry thrust. The best counsel is to be patient
Americans must advance. Twenty hard hitting On the other hand, he will not hesitate to lead with the foot soldiers and when you do commit
behemoths will slow him down, make him any attack with his 76mm Shermans. Here them, make sure they get in the first assault.
approach Artain with caution. He may lay down again, you have him out-ranged. The long reach By the final turns, you should have an edge
smoke to approach without taking the casualties of the Panthers becomes your key to victory, but in number of enemy units destroyed. Keep his
he can't afford. you can not simply park your tanks on the best tanks at bay and don't do anything silly to
You will have to work hard to see that the hexes and stay there for perpetual intimidation. blow your lead. It's an awkward position in
Americans do not get over the ArtainlNece ridge Every second turn, you'll have to move or come which the German player finds himself, but
too quickly. The panzers must remain on the under~a crippling barrage. Then as soon as you with calculated play, he can wind up defeating
western side of the smaller Artain ridge to duel move'bff of the ridge west of Artain, the Amer- the Americans.
with the advancing US armor. For a tum or two, icans ~ill use it as a blind behind which they can
you can keep them at bay. However, keep the US advance. The US tankers know that their best AMERICAN STRATEGY
artillery in mind. Stay too long in one hex, and tactic for surviving a slugging match: with The Americans in "Juvelize-The Finale" are
you'll be on the receiving end of "in coming" Panthers is to get onto a terrain feature which both fortunate and unfortunate in the make-up of
mail. Getting your tanks pinnea in these forward doubles their defensive strength. When you have their forces. If you play this side, you have strong
hexes will lead to disaster. Once your armor to quit the ridge west of Artain, and the GIs are tank firepower and a full battalion of self-pro-
shield is gone, order yourself a coffin. ready to close in on it so that you can't get back pelled 105mm howitzers for artillery support.
When you are forced to leave the lidge and there yourself, pull all of the way through the You a1so have a full battalion of heavy-weight
town, draw back to tbe hill line above the river. town and get your tanks onto the hilltops above. armored infantry. Best of all, you have the Air
Position your Panthers and half of the MkIVs on Now you are ready to strike the US tanks as they Corps overhead. On the minus side, the Germans
the heights so that they can engage the US tanks occupy the slopes to get at you. are just as strong as you on the ground and two-
as they occupy the ridge you just left. At this point in the matcb, the tactic of plac- fifths of your best tank guns cannot afford to roll
A favorite tastic ofthe real Germans was to ing your tanks in terrain where they are visible forward in an assault. This being the case, the
have their own forward positions registered from the air assumes that the US planes are fin- Germans are more than your equal in tanks,
with their artillery. Tfiat way :they could ished with rocket attacks. If he' got" lucky because they have you out-ranged. Sure, you
swiftly call in a barrage on the enemy as they against your heavy guns and still bas a flight of hope the Germans will come out after you so that
gained those positions and milled about planes available, you must move up the your Thunderbolts and concealed weapons can
regrouping. Then the Germans would counter- Wirbelwinds to keep the armor under half- take care of them. Yet, given the choice, a vet-
attack and take their positions back. It worked range AA protection. Your AA batteries should eran panzer leader will decline this opportunity.
with gratifying regularity. be able to deal with a flight of Thunderbolts (Unlike the historical enemy, your opponent can-
There is only one problem with this plan in while the Panthers administer their lethal blows not claim he's bound to follow idiotic orders
this situation. By the time US forces are con- to the enemy armor. Any lone plane that does from higher up.) However, if your opponent is
centrated and into your forward area, his air make a complete bomb or rocket run will likely overly aggressive for some reason, like simple
power has probably knocked out some of your disrupt a single Panther unit. bone-headedness, you'll win handily.
guns, perhaps the heaviest ones. Yes, even At some point in turns 7, 8 or 9, the US What are your options for making sure a
using the 88s in their AA role will not prevent tankers drive onto the low ridge west of Artain rash opponent gets his just desserts? First of
some daring pilot from diving his shot-up plane en masse to come to grips with your panzers. all, don't be careless in setting up. About the
through your flak to release two 1,000 pound You get the first shots, so make them count. . only things you could place on bare hilltops or
bombs right onto your big guns. It's small con- You need kills. If you concentrate your fire to slopes within sight of concealed Kraut
solation to watch the stricken Thunderbolt trail gain 2-1 odds, you can engage four platoons, observers are full company stacks of medium
smoke as it makes off to the west knowing the leaving five unscathed (six, if he's brought up tanks. This is necessary to be in position in
survivors of your best battery are now in the the 105mm Shermans). That is enough punch case your opponent is crazy enough to charge
care of the medics. to disperse one or two Panthers or kill a MkIV you. It also gives his artillery a target to fire at
Chances are, you will have the 75s and the platoon and disperse one or two others, or ... so that your planes can spot them and do their
heavy mortars on hand to harass the US advance. well, you get the idea. What will happen to job. The odds are your tanks will weather the
You should call upon them without reservation. dispersed panzers in a couple of turns? The barrage, but move them to another hex as soon
It's also likely that the Americans had to spend same thing that will happen if you merrily as all three are unpinned. Don't move one or
most, if not all, of their planes to get through to leave your tanks in the same hexes for three two away and let his guns finish the remaining
your big guns. Of course, 75mm howitzers and turns. Incoming mail knocks off your armor tanks off. Be patient. His guns may play pos-
120mm mortars are not going to kill a stack of shield. Have the mortars and 75mms standing sum for a turn and this will give you a green
Shermans. In fact, they will have a hard time pin- ready to lay down a smokescreen. The best light to move.
ning a stack of armored infantry. Keep them busy countermeasure for dispersal by direct fire, as Consider your forces in the light of the ter-
all the same to aid your crucial panzer shield. well as the threatened indirect fire, is to call in rain you must defend and in light of the Ger-
Have you ever wished that all German panzer smoke and move the units the next turn. man victory conditions. You obviously cannot
units followed the SS pattern and contained five Unfortunately, you may be unable to lay let the Germans roll through your sector to grab
45
the exiting bonus, but is it possible for him to player has to do is call in barrages on likely tar- behind the ridge. The enemy might just engage a
do so with your Thunderbolts overhead? In the gets until he scores some kills. This puts you in couple more of your tank outfits and retire behind
north, even a quick moving column could not the loss column, if you fail to hit back. the high ground leaving one or two disrupted
avoid air attack due to the length of open road It's a good thing the situation is a long one. panzer platoons for you to finish with your how-
between Merden and the woods east of north- You may need all of those turns to come to grips itzers and infantry. Hopefully, this will tip the vic-
ern Nece. With your fly-boys on station over with your opponent and reach a satisfactory con- tory scale in your favor and you won't have to
the forward half of the field, any convoy clusion. As mentioned above, do not let your charge on to take Nece. The second option is to
stretching twelve road hexes will be rocket fod- tankers, infantry and scouts sit on their duffs bring the infantry in from the north. Keep the
der. Sure, he could lay down a couple of smoke while the Air Corps braves the enemy flak to panzers occupied to the front while your infantly
screens (one per hex) along the road, but there knock out his guns. Avoid stripping one sector detours through Wiln and erupts into the forest
is still the open stretch before Nece. If you stop entirely when you concentrate, though. Don't northwest of Nece. If you can get them that close
a few of his vehicles there, he'll be stuck bat- allow the enemy the chance of sneaking some to the enemy's SUppOltS, you should have happy
tling for the town under unfriendly skies as fast units offboard for cheap exit points. Position hunting among anti-aircraft batteries and possibly
your forces gather to counterattack. the Hellcats to cover the sector from which you transports. Even if the easier pickings elude you,
Alternately, you can position two of your pull your troops and leave the anti-tank guns in you now have a full battalion ready to hit the
infantry companies across the reverse slopes of place. You might even move the M7s into Nece town itself during the course of which you will be
the Merden ridge. His artillery cannot strike while you concentrate your forces to deal a able to call in the 105s to knock off substantial
with observed barrages to open a hole. If he heavy blow. numbers of the enemy.
sends his convoy churning up the ridge and gets For a moment, consider how much fun it Your corrunitment of the infantry is sure to
stuck trying to punch his way through on the would be to move through Wiln and circle mobilize the enemy. If he pulls back from the
bare hill, your artillery mauls his armor at a cost around to come up against German Nece from ridge top with his panzers, you had better be
of two or three of your infantry. Then he'll pull behind! Just imagine falling on the Kraut sup- careful about charging up there. He can still
back, and you can launch a counterattack with ports as their panzers wait for you in Artain. have ample weaponry on hand to mangle you
your armor that ruins his day as you chew up his Forget it! While you move most of your and win the game. At that point (at least turn 11
depleted tanks and blast his supports. heavy units over the river and through the or 12), take stock of who's winning. If you are,
With regard to the southern route, most of woods, the Germans mount up and smash go with "ball control" and don't expose any of
your infantry should be dug in on the Merden through your remaining defenders to exit and your outfits unnecessarily. Bring forward the
ridge, but enough of your armor should be cov- win, especially if you've depleted your air cover Hellcats to help out if the German decides to
ering Grancelles. You can forego putting anyone by then, maybe despite your air cover if he can surge over the high ground for a last tty at win-
in Sarnbleu, but you should have some Hellcats still lay down smoke. No, even though you have rung the game. Just don't put weak units Like
in Kuhn covering the diJect route into the city. the time for fancy maneuvers, you cannot leave anti-tank guns into Artain where heavy mortar
Other Hellcats can wait in the woods~adjacent to your sector open to the threat of a Gerrnim barrages could eliminate them.
Caverge where they cover the bridge and Sa,m- adVance. For the same reason, it is doubtful that m'J There is one more tactic that is worth a try in
bleu. Place some 57mm anti-tank gUl).S4 in the even a shOltened foray through Wiln and due stt'etching the enemy's resources to help guaran-
woods near the bridge on both sides of the road. south over the ridge would succeed. You must tee your victory. Send the Stuarts and Grey-
Caverge itself need contain nothing:so as not to attack head-on. Of course, the enemy isn't going hounds swinging way around to the north to
be a target for early shelling. to lay around watching you roll up to Artain come in behind the Germans. They can pick off
In Grancelles, yo are probably safe without doing his best to hinder your advance. some trucks and whoever else thinks they are
enough placing two platoons of Shermans in Fortunately for you, the 105mm guns will see to safely out of reach. Just don't lead them into a
the eastern hexes. This is because no Kraut it ~hat any of his uni~s that stay in place too long trap. These thin-skinned uruts can't take much
observer can see that far into your area to place Will be severely pumshed. fire before their raid turns into a uame loser.
observed fire. You set up first, and have an To close on Artain, y?u will have to force They must rely on mobility and speed to get into
anti-tank unit or a scout in some woods near the en.emy back..Expect hIm to make a stand on position for a safe sti'ike, or at least threaten to
the Caverge bridge, which means that he can- t~ebIg, 1'1dge line.• Hea~ the ~mor for the _,~o so. Tl;tis plOY.lllight also keep some of the
not place any units on the.exposed hills in tbe r~~erse ~lop.es ofthe lo~ I!dgerwjOst'8~t0'Nnand epemy infal}!:!,yaway from the main threat. That
forward areas when it is hi~ turn to set up..This o~cppy \t ~Ith .eve~y ~.'l:m batrIe t~ILk. Expe~t tCL)!'Hcould alsomean all the difference should your
means that enemy armor rolling .J.!P oft Gran- start sluggmg It out With the Krauts.. Sur;, thIS infantry make an attack on Nece. If the Krauts
celles, even within a smoke screen, will be far takes guts, but what are the alternattves. You decide to evacuate the town, the Stuarts can be
advanced into your sector where your tanks, slI~ply have to stand toe-to~toe for several turns in prime positions to pick off some loaded
planes and artillery can shoot the daylights out untIl you can get the hOWitzers mto actton on tr k Wh t i l tho uht'
of them even if, and especially if, they get into . d Th G ' h 1 uc s. a a ove y u",.
dIsperse panzers.. e ermans aren tt eon y To wra it u 'ust remember that your uoal
the city. ones who can call m smoke. Drop white phos-. . P p, J '" .
A competent panzer leader will not let him- ' t 't Of IS to kill at least one more of the enemy umts
h
porus on th e f orward s1opes an d ro 11
· d mOl. th 1
an you ose. Wh '
en you ve reac e h d th a goal ,
t
self in for that kind of debacle. He will realize course, you have to p1an for thi sma vance. h ' th f . ki tr? T th
that his forces are simply not strong enough for You can't afford to wait around for two or three wats euseo 1'1s ngmore oops. urn e
a full-scale offensive. It'll just be your lucky day turns once the 75 mm s1le11 s s tart fl ymg.· M as k- . tables on the Krauts.
. Pull back to favorable . pOSI-
if you face an opponent who can't see it that .mg your armor m . smo k e turns th e tabl es on th e tlOns and. make hIm come h'd after you agam.
h' If he
way. On the other hand, a wily opponent will All f dd II f th h has to clImb back up ten ge to get IS panzers
find a means to cause you some casualties with- enemy. ~ a su t e~ a 0 h'd~ armo~ has into firing position, you'll have the first shot and
out risking his ability to meet a counterattack. chover, exce P thYour Ian s are 1 en an IS can make them count. If your infantry is on the
ave expose d emse ves. .
But just because you, "the player," happen to If you pull this trick out of your bag, the sl.opes below the crest, they can deal With any
be sitting above the mapboard and can see all of enemy will have to move into cover because he dIsrupted panzers. Shou~d the ~erman player be
the pieces doesn't mean your units have such an nnot stand on the ridge top takinu shots and not rash enough to try sendmg his mfantry over the
omniscient view. In reality, military units only ~ving them. Be alert for an ope~g in which the hill, you'll really have a tU~key shoot. If they
know what is out in front of them by information armored infantry can safely move up. Now what have reached the woods behmd the ndge, well,
gained from reconnaissance patrols. While will his panzers engage: your tanks, or the you, rrught press :;n attack, or you rrught ?ot. If
patrols and air recon could see some distance infantry moving into the town? Here's where the you ve won" don t b!ow It. If you hav~n t yet,
behind the lines, most units would be under sacrifice of most of your air cover pays off. By you shouldn t be faJ from It WIth the Infantry
cover when the plane went over and foot patrols eliminating the enemy's big guns, you have ready to deal the final stroke. ThIS IS a long Slt-
could only cover so much distance on a night's made it very difficult for his infantry to trade uatlO~. Once t~e AIr Corps knocks off the Ger-
excursion. However, patrols would generalJy shots with your sluggers and come out ahead. mans mam artIllery, then time, mobilIty and the
know the front line positions in the area, and the In fact, there are two ways to get these game infantry should hand you the game.
enemy could surmise that you would out-post
road centers, villages, etc. All the German
winners into play. The ftrst option is moving
through Artain to go after whatever is on top of or *
46
-
ASL CROSSFIRE

Hill 253.5
By Robert Banozic and Rich Summers

or those ofyou unfamiliar with Crossfire de (OBs) are roughly equivalent in numbers, FP tial burst of German prep fire. Instead, I have

F articles, the authors simultaneously and


separately analyze a scenario from
opposite perspectives. They then exchange notes
and morale. The Germans have an edge in lead-
ership, but not an excessive one, given that they
are on the attack. In fact, the allocation of lead-
chosen to hide much of my non-HIP force from
any initial German LOS and so gain conceal-
ment for these units. The few hexes from which
and simultaneously write responses to their ers is very good, for a Russian OB. While the I can be damaged at the outset, such as Ul and
counterpart's comments. While no game was German MMCs slightly out-range my troops RO, risk retaliatory fire which might deter Rich
actually played (such as with a Series Replay with their inherent firepower, the expected from making use of these at all. This might make
article), the commentary is often as incisive as close-quarters fighting plus the liberal Russian any hurt worthwhile by yielding some mangled
those in Series Replays. This time Rob and Rich supply of MGs, offsets much of that advantage. Germans in the early going. I am relying on the
analyze an Advanced Squad Leader tournament The only real deficiency in the Russian OB is mines, wire and HIP guns to slow the initial Ger-
scenario found in volume 27, number 3 of The their tanks, which are completely outclassed by man onslaught. Unless they choose to climb the
GENERAL. the opposing Panzers. I tend to think of the rein- cliffs (B 11.4) it will not be possible for any Ger-
-SKT forcing KVs as Stuka bait which might distract man unit to reach the level 3 hexes without first
some attention from the newly arriving infantry. moving through mines or wire or both. In addi-
RUSSIAN They are certainly not of much use in tackling tion, most of these impediments are covered by
(Robert Banozic) the thick-skinned German machines. fire. Hence clearance attempts will be very diffi-
Rating: 75% Pro-Russian cult, although I don't think that the Germans
Russian Setup':':
have much time to try those anyway.
U5 6 A-P Mines
Advantages: Fortifications, Time, Victory Besides covering the mines and wire against
T3 Wire
Conditions infantry assault, the primary task of the HIP
T5 6 A-P Mines
T8 8 A-P Mines guns will be to stop the German Panzers with
The biggest attraction for the Russian player deliberate immobilization shots. Sure, I'll go for
S3 8 A-P Mines
in scenario T7, "Hill 253.5," is easily the gener- a kill if I can hit a Panther's side or rear target
S5 2-2-8 wi 76L ART (CA: 1)
ous provision of mines and wire. In a relatively facing, and then the APCR potential may prove
S8 Wire, 1 A-T Mine
small playing area, these obstacles-combined useful. I am hoping that the 76L at S5/l might
S9 Wire
with the protective terrain effects modifier get a side shot at a German AFV starting at Ul/5
SlO Wire
(TEM) of the Foxholes, which all Russian units (targeting P2), but I don't expect to get those
Rl Wire, 1 A-T Mine
recei ve-are a very difficult challenge for the
R3 2-2-8 wi 76L ART (CA: 1)
enemy to overcome. With only eight turns on R7 1 A-TMine
the clock, I don't think that the Germans will R8 2-2-8 wi 45L AT (CA: 1)
usually have enough time to do so. Ql Wire, I A-T Mine
The VC provision, allowing a Soviet win if a P2 IS Foxhole, 6-2-8 wi FT
single Good Order Russian multi-man counter 06 IS Foxhole, 6-2-8 wi DC
(MMC) occupies a level 3 hex at game end, N3 2S Foxhole, 8-1, 2 x (4-4-7 wi MMG)
means that the Russian player can win simply by N5 2S Foxhole, 9-1, 4-4-7 wi HMG, 4-4-7
advancing onto a level 3 hex in the last Advance w/LMG
Phase (APh) of the game, with no opportunity N7 IS Foxhole, 4-4-7
for the Germans to respond. This may be seen as N9 IS Foxhole, 8-0 wi Radio, 4-4-7 wi
a bogus way to win, but it is legal and explains LMG
much of my rationale for maintaining that this
scenario is strongly pro-Russian. *AJI mines, wire and guns set up HIP per A 12.33 (I have
deliherately chosen to place foxholes onboard, thus keeping
their contents out of view). All eligible units gain conceal-
Disadvantage: Armor ment per AI2.12.
It's difficult to identify too many real disad-
vantages facing the Russians hunkered down on It is tempting to start some of the Russian
heavily-fortified Hill 253.5 (hereafter referred to MGs with line of sight (LOS) to Hill 538 and the
by the mapboard 2 designation "Hill 621"). approaches to Hill 621. However, doing so will
Including the reinforcements, the orders of bat- subject those positions to the full effect of an ini-
47
opportunities often. If I had placed more units in scenario. Yet, with their excellent leadership and will be moving under fire while the Russians
LOS of the German starting positions, I might AFV support, they have more than enough to will be dug-in. Consequently, finding and neu-
have put a 76L at X8/6, which can produce very take their objectives in the eight allotted turns. tralizing the Bolshevik observer should rank
satisfactory results against German armor which The officer corps is the German's biggest advan- high on the German priority list.
often starts at W5/5. This naturally leads to early tage. Five leaders, including a 10-2, 9-2 and Finally, the Russian moves last. Because a
loss of the ART. In any event, by hiding my 9-1, guiding just 12 squads means that few foot Good Order Russian MMC or AFV on a level 3
units from view, I have eliminated any German soldiers will be spending much time off the front hill hex will deny German victory, the VC are a
incentive to start on level 2 of Hill 538, except line. More importantly, in the countryside little more difficult than they appear at first
perhaps for their off-board artillery (OBA) around Hill 253.5, those "-2" modifiers will rip glance. A single Russian squad hiding out of
observer. even the best protected Russian positions. Com- LOS, could steal a win by advancing onto the
My own radio man is positioned to bring pare these officers to the three Russian leaders hilltop at game end. A last ditch suicide charge
down harassing fire on the eastern portion of the with a total "-2" DRM. might also swing the contest to the Soviets. For
board if the enemy should approach here. If this The AFVs rate highly, too. This scenario this reason, its not really enough for the German
appears to be Rich's plan, I will immediately depicts the operational debut of the Panther tank to control the minimum four level 3 hexes. To
attempt to place a spotting round (SR) where it and the super heavy Ferdinand tank destroyer. ensure victory, the Germans must plan to take
has a good chance of landing in LOS-trying for They run up against some reinforcing, once-for- the entire hilltop.
hexes like Q6 or 08, for example-and then midable KV-ls. From this matchup, it's clear One final note, which sort of qualifies as a
walk it down to the target area three hexes at a who's winning the arms race (never mind that disadvantage: the German setup restrictions
time. I won't wait until I can see the enemy the Panthers do self-destruct from time to time). have been clarified from the original misprint
before converting to fire for effect (FFE). I will The German AFVs will deliver more than just and the ASL Annual 93a scenario errata. The
be seeking to use the 5-hex-wide harassing fire firepower. These beasts will also blaze trail Germans now must set up north of the road,
blast area as an additional obstacle to limit Ger- breaks through minefields (B28.61) and might not "on north" or "on/north." This always
man forward movement. The woods around T9 even take out some wire (B26.53). Most impor- seemed obvious, because Russian fortifica-
create some nice air burst potential, too. One tant, however, is the cover that they and the half- tions can be placed in the road. For those of
great thing about harassing fire is that you can tracks will provide for the infantry. Armored you who used to set up in the road, the game is
convert to FFE and catch enemy units in the assault movement (D9.31) will negate moving now a little bit tougher.
outer ring of the blast area when none are in the open. The vehicle's stationary TEM
known, and you do not have to make the addi- (D9.3) will provide protection for the German
tional Cl.21 chit draw (provided that there are fire bases and safe, routing terrain for the
not also non-HIP, non-known enemy units inevitable broken units.
in/adjacent to the SR hex with none being The final German advantage is firepower,
known to the observer). including a couple of flamethrowers and some
My flamethrower (FT) team is placed so as demo charges. For the first four turns, the Ger-
to bring some Bolshevik heat to bear against any mans have a raw rate-of-fire-adjusted fire-
fascists who might stumble into LOS via the power advantage of nearly 50 per cent over the
western board edge, while the demolition charge German Setup:
Russians (268 vs. 184). (If you're curious how
(DC) boys plan to throw their charge into P6 RO: Panther (CA: 4), 10-2,2 x (4-6-7 wi
this is calculated, Mark Nixon introduced the
should any blue counters take up housekeeping LMG),4-6-7
concept in volume 28, number 2. Basically,
there. The big stack at N5 covers both flanks, 51: Elefant (CA: 5),9-2,2 x (8-3-8 wi FT)
it's just the sum of the total firepower, ignor-
particularly drawing a bead on the inviting but TO: Halftrack (CA: 5)
ing To-Hit (TH) probabilities, but taking into
false shelter of the mine-ridden building at T8. Tl: 8-3-8,8-3-8 wi DC, 9-1 wi DC
account the fact that some weapons average
Another powerful stack at N3 waits for the VI: Halftrack (CA: 5),7-0 wi Radio,
more than one shot per phase.) The German
enemy to close in the end game-if he gets that 2 x (4-6-7 wi LMG), 4-6-7
will dominate the battlefield at the point of
far. The 8-1 stands ready to rescue the FT when V6: 8-0, 4-6-7, 2 x 2-4-7
contact, given the Russian need to disperse his
its current user ultimately breaks and routs. Y4: Panther (CA: 5)
units across the front, the edge in firepower,
My plan is not focused on preventing the
the excellent leadership and the standard
Germans from controlling four level 3 hexes at
German range advantage. GERMAN ATIACK PLAN
game end, although they will have to work hard From a quick glance at the board, one might
just to achieve that. My goal is to slow the Ger- conclude that a frontal assault or an attack
Disadvantages: Fortifications, Russian Moves
man attack sufficiently to allow me to advance through the woods on the eastern flank offers the
Last, ROF and Artillery
that one MMC onto a level 3 hex in the last APh. most secure route to the crest of the hill, espe-
The primary task of my reinforcing infantry will Historically, of course, Operation Citadel ran cially when compared to the narrow jumping-off
be to get into position for this game-winning afoul of the heavily fortified and deeply eche- area on the western side. Yet, this view is mis-
maneuver. The battle for aerial supremacy could loned Russian lines. Those same elements are leading. The eastern woods provide no more
playa role here; the small possibility that Stukas the key to keeping the Russian in this game. cover than an AFV (even less against artillery)
might rule the skies is a factor in my allowance With 40 factors of mines and six wire counters and, because of the curving path of the road, the
of a 25 per cent chance for a German win. How- to span a front just 10 hexes wide, no doubt the setup options in the center and east are more
ever, in general I expect my fighter-bombers to Wehrmacht is going to get a little hung up. Its than a turn's movement farther removed from
be a match for Rich's Stukas and/or assaulting fair to say that German skill at negotiating the the victory hexes than the options in the west.
infantry (and they even have a small chance of fortifications will go a long way to determining Worse yet, having worked forward to good posi-
hurting the Panzers). the outcome here. tions on the eastern flank, you must still cross
The only thing that's more fun than the plan- Next, the Russian has six weapons with a rate considerable open ground to get up the hill. The
ning is watching it happen. offrre (ROF) of two or greater, whereas the Ger- center is usually the site of the most extensive

m
mans have none. This gives the communists the fortifications. It is true that both the center and
GERMAN potential to wreak some real havoc if the dice the east provide more room for maneuver ini-
~
(Rich Summers) tially. However, with tanks for cover and top
gods smile on them. On the flip side, when these
Rating: 55% Pro-German notch leadership, the shorter western route
weapons inevitably fall to German fire, the
Russian defense will lose its sharpest teeth. seems to be the better route. Indeed, it is only
Advantages: Leadership, AFVs, Firepower eight hexes from RO to the most distant level 3
The Russian artillery can also have a big, if
The Germans may have a few hurdles (or somewhat unreliable, impact that the German hex. After breaking out in the west, the forces
should I say wire counters) to cross to win this counterpart does not fully negate. The Germans can disperse nicely.
48
The visible Russian defense does not sway the rear of the hill has been fortified. Second, Taking advantage of the narrow flank, Rob put
this analysis. Rob's men seem evenly spread with the German range advantage, there's no his FT team up front in P2. The prep fire phase
across the board, with the big stack in N5 cover- reason to close immediately. It is better to wait (PFPh) will determine whether this pays off well
ing both flanks-no doubt the lair of the 9- I until the Russian is a bit worn down. The board for him, but if these guys break they're hung out
with the HMG. Rob has also chosen to place his edge also provides decent cover for movement to dry, as they'll suffer interdiction from Ul
foxholes on board in order to use them as ad hoc and rally. The flanking penetration will help iso- when they rout back to N3. Finally, there are no
concealment counters, because stacks can't be late the hill from the Russian reinforcements, surprises in N5, except maybe for the presence
inspected prior to play (A2.9). Of course, the allowing the initial defenders to be mopped up of an LMG instead of an MMG.
height of the stacks underneath the foxholes, and casually. Finally, the wooded cluster around M3 I've got eight turns to cover eight hexes of
the foxhole size gives me a pretty good idea of is an excellent staging area that's easily accessi- territory. Thus, with no pressing engagements,
what my men will be facing. Most important are ble from the board edge. I'll put my firepower advantage to work early to
the four counters in the IS foxhole in N9. With Rob's defense is well-prepared to counter a soften up the Russian positions. This pays the
this many counters in a IS foxhole, I'm inclined thrust through Q1. The positions in P2 and N5 double dividend of minimizing return fire at the
to think that I've found the artillery observer, can pour fire into this hex, and the clever com- same time that my guys avoid those nasty nega-
probably supported by a squad armed with an munists even dug most of their foxholes out of tive movement dice roll modifiers. The main
MMG. This could be a trick-its possible that LOS of my possible setup locations. Yet, they attacks will be: a) the 20 (+ 1) from U I versus
there's just a single squad with three SW-but can't avoid Krupp steel altogether. A halftrack, the FT team in P2, b) the 10-2 leader-directed
that seems unlikely. A logical spot for the three 4-6-7 squads, and two LMGs (21 FP) on 12 (even) shot into N5, followed up by the Pan-
observer is N9, having a clear field of view to the hill in UI have their cross hairs on P2, and ther's MGs, and, if necessary, MA and c) the 8
the row T woods line that's ideal for air-bursts. I'm more than a little curious what's in this hex. (even) into S3 from S I. If this last shot reveals
In this case, I think Rob has given me more The FT team here could really close down the anything (83 per cent chance of success), the
information than he should have. I might have flank if they're not cleared out promptly. My FTs can squirt in a couple of 12 (even) shots. My
HIPd the foxholes and placed a squad on top of artillery observer is also in U 1, and he'll call in heavy firepower commitment assures me a bet-
the four counter stacks. These would then look a spotting round on R3. Notice that most of the ter than 50 per cent chance of breaking each tar-
identical, making it harder to locate the single- possible scatter locations will still be visible get. With Rob starting with 30 factors of visible
man counters (SMC). Both sides can always from here. Later, I can move the artillery back to firepower that can hit RO or Ql, I should be fac-
rearrange SW during the Rally Phase, so there's M3, threatening to blast or smoke any Russians ing less than 15, after the PFPh.
little risk to this maneuver (unless, like me, you that decide to defend in the woods. Alterna- With but a few units to move, I start things
sometimes forget to rearrange your stacks). tively, I can drop smoke on P2 if I need more off with the Ferdinand rolling past the Panther in
With the Russian artillery in the east, there's RO, pivoting and then churning to a halt in the
no question whatsoever about the German route wire in Q1. What happens next is anybody's
of attack. Still, the narrow western front will con- guess, but unless the Russian FT survives Prep
fine my men for the first few turns, forcing me to Fire unpinned and incinerates the tank destroyer
build some dangerously large stacks. Plus, I'm (less than a six per cent chance overall), at worst
scheduling most of the troops to pass through Q I I've got a pillbox in QI. Otherwise, the burning
where a few defenders could easily bottle things wreck will provide even better cover for
up. Overwhelming German firepower, however, infantry.
should take care of that problem. Next, the 8-0 and 4-6-7 in V6 make their run
To deal with the expected wire and mine- cover early on. The 10-2, three 4-6-7s and two to the woods through V8, retaining concealment,
fields along the flank, the lumbering Ferdinand LMGs in RO have an LOS to N5. What I pre- because of the three blind hexes behind the cliff.
will lead the charge. Entering wire will entail a sume to be the big money players in N5 will be A half squad (HS) from the same location
42 per cent chance of Bog, but there's also a treated to a 12 (even) shot to kick off the action. crosses the road and moves up onto the hill. I'm
small chance (17 per cent) that the wire will be A Panther provides cover for the 10-2, and will intrigued by the lack of wire in S3, so the other
eliminated. More importantly, trail breaks will HS goes CX to T2 and searches. I'd also like to
also contribute its MGs (6+2) and main arma-
be placed into any minefields, allowing attack- know if any anti-tank (A-T) mines are in the T2
ment (MA) to the attack. The 9-2, two 8-3-8s
free entry by the infantry or any follow-up AFVs and S2 road hexes. On its way, the HS will also
and the FTs in SI will squeeze off an 8 (even)
(B28.61). Hex QI could be as far as the big tank trip any possible, but unlikely, anti-personnel
shot into the vacant woods in S3. While S3 is a
destroyer gets in this scenario. Bog, mines and (A-P) mines. To open the road for later, both
pretty risky place to put a Russian gun, the Fer-
deliberate immobilization (C5.7) will each con- DCs will be placed on the wire in R1, one by the
dinand sitting in S1 surrenders a side shot (bet- 9-1, the other by an 8-3-8. (While I've never
spire to minimize the thrust of this armored
monster. That won't be a big setback, because, ter safe than sorry). The 9-2's movement seen it done, I suppose the squad or leader alone
even immobile, this behemoth will provide valu- options are sort of limited right now anyway. could place both DCs provided they had the
able cover and from QI the 88L will be sited to Two more 8-3-8s, the 9-1 and the DC are next MFs to do so.) There's a 50-50 chance that the
hit every level 3 hex of the hill. On the flip side, door in TI. If needed, these guys can contribute two DCs will clear the wire (no doubt, the first
ifthe Ferdinand isn't stopped, who knows where fire into S3. Otherwise, they'll just join the gen- DC will clear the wire so that I'll feel like a heel
this beast might end up? With DC in the OB, I eral move forward. The 8-0, a 4-6-7 and two 2- for placing both, but that's okay). After initial
also have the option to place a couple of banga- 4-7s start in V6. The 2-4-7s plan to work across hesitation, it didn't seem worthwhile to hang
lore torpedoes (B26.51) to clear any wire. the front of the hill as a diversion. If they're not onto the DCs, especially because the plan is to
Once through the QI gap, I don't intend to stopped by mines or wire, they'll crawl onto the engage the Russians from a distance. Of course,
head directly up the hill, but plan to send my hilltop. The 4-6-7 and the leader will leg it into they could have found a use against the KVs.
men south, dispersing along the wooded board the eastern woods where the squad will advance The wire removal attempt seemed to offer the
edge down to the M1 building. From here, I'll forward to keep an eye on the contents of N9. best chance of success, given the Russian tank's
launch a broad flanking move to take the hill. Finally, a Panther in Y4 sits in overwatch ready thick armor and the need to pass PAATCs (Pre-
There are a number of reasons behind this sU'at- to interdict Russian movement on the hill. AFV Attack Task Checks) to place the charges
egy. First, the near west flank of Hill 253.5 is so There's even an LOS into J4, in case this tank (unless placed by a SMC). Plus, I've got the
close to the start line that I expect it has been decides to spend the rest of the game here. half-track in Ul and the Panther in overwatch
mined. Plus, the Bolsheviks in N3 look strong, Once my units get onto the board, I can see for later maneuvers, and they'll need access
probably the 8-1 and a couple of MGs. I don't more of the Russian fortifications. As expected, through Rl.
really want to fight through mines in open wire is strung across the western flank, but I'm Advances put the 10-2 group on the wire in
ground at short range with the Russians. On the a little surprised that S3 is open, especially Ql-shielded by the Ferdinand and taking
other hand, I doubt if much of the board edge or because T3 is blocked-mines perhaps await? advantage of any trail break that might have
--------------------------------------------- ._--

49

Russians
prepare for
German
assault of
Hill 253.5
(shown as
hill 621 on
map).
Russian
infantry
sets up
concealed
under fox-
holes. Rus-

been placed. This move goes ahead even if the per cent of the time all three squads in N5 and P2 ence is that the German officers will quickly get
Ff is still in action. In this case, Rob will have will be broken. Only ten per cent of the time will their men back in the game. Whereas, as each
to choose his target, either the AFV or the the Russians come out unscathed, while the Russian position falls, it may be gone for good.
infantry, and if the soft target gets the call, I remaining 74 per cent of the games will see one By turn 3, the Germans should be operating
expect the 10-2 to pull some of his men through or two Russian squads flipped (and this ignores around 85 per cent effectiveness and mostly
the ensuing long-range attack. Even if he pin results). Even in the worst case, the best shot through the wire. On the other hand, the Rus-
doesn't, Germans that break on the wire can rout I'll have to survive is an 8 (even) into RO, and sians should be down to about 65 per cent,
beneath it and may be able to remain in the hex this has less than a 40 per cent chance of break- including the loss of several of their high ROF
(because the Ferdinand negates open ground), if ing each of the squads there. One, maybe two weapons. This won't be enough to stem the field
they don't pass their wire die roll with enough squads will go down in the worst case. gray tide, especially as the surviving AFVs start
MF to reach the 51 woods (they'll stay on a die The Russian guns, however, are another putting their mobility to work, encircling posi-
roll of 3 or higher due to rout phase overstacking story. I'm sure Rob justifiably is counting on tions and forcing failure to rout eliminations. To
in RO). With all the well-trained leaders in the them for support. Yet, by focusing on a very avoid minefields, the AFVs will initially plunge
vicinity, I expect my busted guys will be back on narrow sector of the front, I'll be surprised if I into the rear by sticking close to the board-edge
their feet in no time, with some on the Russian trigger more than one initially. Assuming the woods before turning up onto the hill. The Russ-
side of the wire! worst-a 76L in 01 or NO-the lead platoon ian reinforcements, cut off from the hill, will be
Backing up the vanguard, three 8-3-8s and will get hit again. Fortunately, the decision to too little and too late.

r
the 9-2 advance under the Panther in RO, while sit and shoot from under the Panther will limit
the other 8-3-8 meets up with the 9-1 in R1. In the devastation. Nevertheless, including ROF
the east, the concealed 4-6-7 takes his spot in and TH possibilities, the 76L's attack will be RUSSIAN RESPONSE
T9, staring down the N9 foxhole. If the radio is more-or-Iess equivalent to a 12 (even) shot. My ability to contest the ene-
here, its owner will have to dodge some bullets One or two squads could go down. Finally, my's opening moves will naturally
to get up onto the hill. The fire group in DI will Russian prep fire might hit a couple more to some extent depend on the sturdiness of my
check the foxhole in P2 before advancing. If the squads, though some earlier casualties may own men under fire. True, I may take some
Ff is still intact, they'll sit tight and dust it off in have rallied and the Ferdinand now contributes casualties from the Germans' initial blast of prep
the Defensive Fire Phase (DFPh). Otherwise, a hindrance to ground level fire. The German fire, but this was not unexpected. The woods in
they'll crawl down into TO, joining the half- vanguard is backed by strong elements. A gun N6 are ideal rally terrain for my kill stack at N5
track that's been parked there. Ifthe wire is gone in 01 or NO will face another 20 firepower. and I expect to cycle units between these posi-
in RI, the overwatch Panther will unbutton, The RO Panther can also bring a gun under fire. tions on a regular basis. The unemployed squads
preparing for some road movement next tum. The Ferdinand will keep the HMG out of the at N9 and 06 will hop on that merry-go-round
I don't expect too many turn I casualties game by pounding N5. for lack of anything better to do, and so keep the
from the visible Russian defenses. To illustrate In about half the games, the Germans will get HMG in action. The potential damage I can
the impact of the initial German fire, a fairly a bit hammered on tum 1. Don't despair, the inflict on RO is greater than Rich has suggested.
tedious odds calculation indicates that about 16 Russians will be taking losses, too. The differ- The true worst-case scenario for those Germans

50
is that the HMG survives the initial prep fire and need an accuracy die roll of '1' to achieve this, problem of the moment-there's certainly no
then maintains ROF to eliminate an entire stack! but I have plenty of time and not much else for point holding out for better targets with Stur-
Of course, this is unlikely, and I am not counting that 8-0 to do. Once positioned, I will leave the moviks on the horizon. German artillery, espe-
on this result, but the point is that the enemy SR until the Germans approach, and then bring cially performing a smoke mission, can also turn
could be hurt by more than just one or two bro- the FFE down as harassing fIre. (Rule Cl.33 around a bad beginning, although I don't think
ken squads in RO. Naturally I would prefer that seems to say that I will have to give up radio I'll have that option here, because my observer
the Ff-equipped 6-2-8 at P2 should survive contact in order to keep the SR in place. How- is defInitely in harm's way.
unscathed, but if it does go down to Rich's ever, the Q&A to Cl.335 in ASL Annual '93a In this contest, the west edge offensive
20(+1) shot, I will simply low crawl back to Q3 states that conecting or canceling the SR is not should payoff handsomely, because the Russian
with the expectation that my 8-1 can jump out required, and thus implies that the observer can guns aren't really in sites to contest it. After the
from N3 in my first APh to reactivate the Fr in leave the SR where it is-even if radio contact debacle that is VI (more on that later), the Russ-
the ensuing RPh. has been maintained.) ian ordnance threat will be all but over, leaving
I am not worried about early loss of the Fr, I foresee the Germans struggling to get my best men and whatever armor makes it
because I believe that the threat from VI will be through the mines and wire (don't overlook the through the wire and mines to tackle a patch-
quickly eliminated. My ARTs are well-posi- B26.31 "+1" infantry fire table/to-hit DRM not work defense. True, the bypassed gun crews are
tioned for this task. Although there is no Panther referenced on the counter). Even then, they will a threat to charge the crest, but the German plan
to explode in VI, the targets which Rich has have to scramble to take out the guns. Rich's to occupy the entire hilltop should limit their
offered up are even better. With both guns blaz- battle plan doesn't contemplate sending substan- mobility. Of course, someone will have to be
ing away and ROF possibilities, I have a real tial forces into the area occupied by my 76Ls, perched in Q6 just in case a crew puts on its hik-
chance oflethally mangling the German Infantry but he can't simply bypass these. Those crews ing boots and tries to scale the cliffs.
which start there, while the HT will still be could be the game-winning units occupying a German turn 2 movement options will be lim-
around for an easy kill in my upcoming PFPh. If level 3 hex on the last APh of the game. The ited by the fortifIcations and some uncertainty
I don't hurt the German OBA observer directly, necessary adjustment will soak up more time in about the position of the third gun. Plus, the HMG
he will probably at least be compelled to rout a scenario that is already too short for the in N5 will probably still be in Russian hands (bar-
back out of LOS with some broken troopers, attacker. He will also have to overcome the crew ring any bobbled recovery attempts), because
thus taking the enemy artillery out of the game of the 45L, which may be HIP still as turn 8 Rob wisely backed up this position with a spare
temporarily. The devastation that I plan to visit begins. The single squad in the east may not be squad. Of course, N5 will be buried under "-2"
upon VI will have repercussions throughout the up to the job. acquisition counters from the RO Panther and the
balance of the game. By opting for an attack up the western slope, Q I Ferdinand, both of which will open up in prep
The marauding 2-4-7 charging through T5 . Rich has sacrifIced much of his ability to bring fIre as needed. Otherwise, everybody else pretty
does not concern me either, as it is likely to be enfIlading fire to bear from the north along both much work their way cautiously through the wire.
stopped by my mines. I will probably place my sides of the ridge. I think this is to my advantage, The leaders in Q1 and Rl guarantee that their
76L at R3/1 on board (concealed) to force loss as my units will be able to fmd rally positions on moves will succeed. Each unit that rolls less than
of concealment on Rich's 8-3-8 as it assault the eastern slope free of DM fIre. In this manner, a six to get through the wire will make the move
moves into S2, though I will be holding my fire I hope to be able to cling to reverse-slope posi- as an assault move (B26.4).
in favor of the juicier targets at VI. I am hoping tions on the eastern side of the hill for that last- In the advance phase, the surviving infantry
that my A-T mine at Ql might stop the Elefant, tum advance to win the game. That is, if! haven't will start to fan out into Q2, PI and PO. To pro-
if not physically then perhaps psychologically. I already won with the same maneuver by my rein- vide cover for the boys in Q2, the overwatch
like to use I-factor A-T mines, because they forcements, or the gun crews, or maybe even an
Panther will move up into this hex (provided
allow better coverage while their minimal value unopposed KV lumbering atop the hill on turn 8.
that the wire in-RI was blown by the DCs-oth-
remains undisclosed unless I should happen to There are so many ways for the Russians to win,
erwise the Panther will have to move through Rl
attack with a die roll of '2' yielding no effect. and so little time-for the Germans!
the old-fashioned way, spending the MPs and
On any other die roll the enemy cannot know for
risking Bog). The A-T mines in Rl will be a
sure just how many A-T mine factors are in the
problem. About 30 per cent of the time I'll be
hex. Rich, by searching, might detect the mine- GERMAN RESPONSE abandoning a tank here to fight on as a crew and
field in S3-which managed to attract some use- Seventy-fIve percent pro-Russ-
an LMG. Rob's point about squandering the
less German prep fIre. However, the A-T mine ian! I had to check to make sure
DCs on the wire is well taken. Maybe if I hadn't
at RI will apparently go undiscovered. Perhaps Rob and I were playing the same scenario. It
started the Panther in overwatch I'd agree, but
it will serve as a little surprise for a later move seems we are, never mind his use of the board
the opportunity to have the tank on the hill in Q2
forward by that overwatch Panther. designation Hill 621 (scenario E, "Hill 621,"
is irresistible. Plus, I'm a little hard pressed to
I have to question the wisdom of Rich's use may well be 75 per cent pro-Russian) when
find another setup location for the Panther,
of the DCs. I think it an extravagant expenditure referring to Hill 253.5. Nonetheless, I don't
to bum both of these to remove one wire counter although T 1 has some potential.
doubt that the Russian commander has gotten
(with a 50 per cent chance of no result). I don't With Germans now showing up on the other
good mileage out of his defense. It is well
think the value of these weapons lies in their designed to take the psychological staying side of the wire, the fIrefIght begins in earnest.
uncertain ability to clear wire, nor in their anti- power out of an opponent whose forces are actu- While Hitler's finest will still have to eat some
armor potential. The DCs should be used to ally superior. With so much Russian HIP stuff, it lead early, their leadership, morale, dispersal
deliver the coup de grace to broken units which is the nature of this scenario that the German and the absence of movement modifIers will
would otherwise rout away, or to attack units forces will be caught off-guard from time-to- continue to make the job as hard as possible for
which have already final fIred or have been time. Rob's forward placement of all of his HIP Stalin's expendables. Backing up the infantry,
frozen by an AFV per A7.212. This is particu- capability guarantees that he'll be surprising the the Panthers and the Ferdinand will be hurling
larly true when there are so many high-morale German from the outset. Yet, the German's have high explosives into the Russian positions, espe-
leaders around to serve as DC delivery boys. a hitting and staying power, due to their excel- cially N5. When the Bolsheviks inevitably falter
My own radio man will begin looking for lent leadership, that the Russian simply can't the flood gates will open.
some battery access right away, although I am match. Eight turns, in my book, is actually a Russian turn 2 is likely to be the Bolshevik
not enthusiastic about squandering this on the long time for a single-board scenario. As long as high water mark. Conversely, right about now
lonely German squad attacking through the east- the German sticks to his plan and keeps pushing the goose-steppers will be feeling their lowest. I
ern woods. Nor do I have any intention of run- forward with whatever is available, the Russians imagine that Rob picks up a fair number of vic-
ning the observer onto the crest of Hill 621 will be worn ragged. tories at this point, either from outright surren-
where he would only be gunned down ignomin- The arrival of the Stukas can be particularly ders, or more likely from bonehead German play
iously. Instead, he will stay put and try to place important, if the opposition has jumped out to a spurred on by panic. Yet, the Russian should be
an SR on whichever level 3 hex appears to yield good start. These birds should drop their eggs at hurting too. Those broken 4-2-6 conscripts (after
the greatest advantage-probably K5. I will the fIrst opportunity on whatever seems to be the ELR replacement) are next to useless, and the
Sl
German stilJ has plenty of time to rally his troop- to get the Russian artillery more aggressively from the north. The S5 gun, in particular, can
ers and push them forward. Small sturm teams into the game, possibly advancing out of the N9 target 05, P5 and Q6, as well as all of the non-
that weather the fire on the enemy side of the foxhole and then trying to leg it to a position that cliff routes to Q6. I can get similar service from
wire will be working their way south along the overlooks the western flank of the hill. Admit- the other ART if I manhandle it to R4, although
board edge and preparing to engulf the hill. tedly, my German setup has done a lot to make I wouldn't try this maneuver if there's a Stuka
At the same time, the last of the assault force that move difficult, with the squad in T9 threat- circling about in search of a victim. I don't see
wiil be passing out of the QI-Rl bottleneck. ening to blow the observer away and the Ferdi- much hope for a German win at all, if the 76Ls
Mobile AFVs will begin to join the breakout, nand is well-situated to hit any of the level 3 aren't effectively countered.
while the trackless ones provide fire support. In hexes that this guy might want to occupy. Still, This brings me to the last item which I believe
this playing, I expect that both of my halftracks offensive operations are tough to carry out under is deserving of a bit more attention. Air support
are history due to Rob's setup of the 76Ls. In artillery fire, and I'm very happy that the (E7) is rare in ASL. One of the most distinctive
addition, a little bit more than one of my other artillery set up store in N9. features of "Hill 253.5" is that both sides enjoy
AFVs will probably be stopped by mines, wire Finally, there's no way I'm buying the heavy this luxuriant firepower. I think that in this con-
or transmission troubles. In some contests I may pro-Russian rating. The German OB is just too text my fighter-bombers (FBs) are clearly supe-
only have one AFV operating south of the wire, strong, as long as their commander has the per- rior. On average the Stukas should arrive a bit ear-
but coupled with the infantry, this should give sistence to match. Moreover, while I've tried to lier, and their bombs are formidable. Yet, those
my team the edge they need. Aggressive use of develop a case for a west edge offensive, this is one-shot weapons will have difficulty actually
the armor, especially in concert with the Ff not by any means the only way to win as the hitting my static and entrenched troops (my rein-
squads, should give the Russian fits, particularly German. As with any scenario, the attacker forcements are admittedly more vulnerable).
when a couple of AFVs make it south of the bar- should choose his approach with an open mind, However, the superior MG factor of the FBs is re-
ricades. My forays into enemy occupied hexes in this case steering as best as possible around usable each turn (although the auto-pin ability of
will be restricted, however, by the enemy's the perceived Russian artillery threat. The the Stuka MG is nifty for point attacks). The odds
Molotov Cocktail (MOL) capability. favor the Soviet planes in aerial combat
Yet, notice that this Russian option has (E7.22). Most importantly, my men will
its limitations, because a unit marked generally be sheltered in woods or fox-
with a first fire counter cannot make a holes-with adverse sighting task check
MOL attack (ASL Annual 93a rules and/or infantry fire table (IFf) DRMs
errata for A22.61 I). Consequently, for the Stukas. Meanwhile, the storm
any Bolshevik that fires on my infantry troopers are obliged to cross open
risks having a tank in its face, only to ground with its associated casualty-pro-
be followed by a FT attack in the ducing DRMs. Unless the Luftwaffe
advancing fire phase (if I'd kept my achieves numerical superiority in the air
Des, they'd work nicely here too). In war, the Russian craft should dominate.
desperate situations and toward the Then, Rich will find out the validity of
end game, my tankIFT teams will take that 75 per cent pro-Russian rating.
the offensive against strongpoints that
have not first fired. After all, a Russian GERMAN CONCLUSION
squad has only about a 14 per cent I don't doubt that the bypassed
chance for a MOL kill versus a non- Russian guns will still have an impact
stopped AFV [50 per cent to possess on the game, but here is where the VCs
MOL, net "+1" DRM to the To-Kill actually come to the German's aid.
(TK) roll (A22.612)]. Only four of the level 3 hexes have to
Shifting gears, my setup in UI was a boon- armored assault option makes an east flank be in Wehrmacht control at game end. Thus, the
doggle. While my prolific use of stacking in this attack feasible, if you can spring the AFVs, pos- storm troopers can win without ever setting a
contest already breaks a cardinal rule of good sibly by putting a trail break through the T9 hobnailed boot in 05, P5 or Q6, provided that the
ASL play, the situation in U1 serves as an excel- woods (B 13.421). Note that the "+3" Bog mod- Russians are kept out of these hexes. (I do not
lent reminder why stacking is so dangerous-so ifier (D8.2l) does not apply when a fuJly- recommend this course of action-a HS at least
much can be taken out so fast by so little. tracked AFV expends all of its MP to enter should challenge the guns and work down the
Because of the nan-ow western front and the woods. Of course, that's not to say that a Panther crest.) A free AFV could also be tasked with
need to clear out the Russians in P2, I still favor shouldn't risk crashing through with 1/2 of its manning these posts to keep the Bolsheviks out.
the three squads and halftrack in UI. Whatever is movement point allotment-there's almost a 60 Hence, I'm not worried too much about the
left of the squads will be back, and the half-track per cent chance of Bog-free success. guns. Once they're on the board, its pretty easy
might even turn a 76L hit into a miss. However, I strongly disagree with Rob about splitting to maneuver around their sphere of influence.
it was foolhardy to put another big ticket item- the German offense. This guarantees that every Hex P4 is a nice place to hide my forces, allow-
the artillery-in the same hex, no matter how Russian trap will be sprung, and the German will ing last turn advances into 05, P5 and Q5 to
excellent the Jines of sight are. Next time, the 7- have to eliminate each threat with less than full block the Russian. If the hill is swarming with
oand radio go in SI and the initial SR drops on fire support. If the Wehrmacht spearheads aren't Germans, as it should be, no communist, not
R2 (55 per cent of the possible scatter locations backed up strongly, the Bolsheviks will just even a gun crew, is going to be too successful in
can be seen, yielding an overall 70 per cent butcher each German thrust. Perhaps, this is why the movement department.
chance that the SR will hit the board and be Rob finds the scenario so pro-Russian. Air power probably does favor the Russians.
seen, usually with a minimal need for correc- In many ways, "Hill 253.5" captures the In many playings, the Sturmoviks will rule the
tion). So, Rob should score big in U1. Fortu- essence of Operation Citadel. If the Germans, sky for the final turns, but I hope that the Stukas
nately, while the tail-end of my attack will be with the help of airpower and artillery, can pen- can keep them tied up in a dogfight for a good
mangled, the schwerpunkt should remain intact. etrate the fortifications in decent strength, then chunk of the battle. Moreover, by game end,
That'll be more than enough to dominate the their firepower and mobility will carry the day. Russian presence on the hill should be minimal
battlefield. If not, the war is over. and it'll be the storm troopers that are sheltered
Looking at the defense, Rob's setup seems in the woods and foxholes. Eight turns is simply
solid overall. The commitment of both big guns RUSSIAN CONCLUSION too long for the brittle Bolsheviks to stand up to
in the center, however, is going to hurt him this I don't think that Rich fully appreciates the the relentless punishment that the Gelmans will
time. When playing the Russian, I like a gun in ongoing threat posed by my 76Ls. I agree that deliver.
01 both for the west flank protection and the the German goal has to be to dominate all of the Okay, Rob, let's play this one out!
ability to spray many of the hill hexes-my 45L level 3 hexes and their approaches, but this will
frequently ends up here. I also would have tried be even more difficult with the ARTs firing
*
S2

The D-Day Tactical Training


School (1944 Semester)
By Eric Sposito

Take note, those of you who relish battling with your ever-fatiguing battalions
under condition offog of war on the electronic battlefields of our World at War
series. You should be happy to hear that Avalon Hill and Grognard Simulations
will be releasing the latest addition, called BLITZKRIEG!, in 1997. The new
game will feature a hypothetical meeting engagement of balanced armored
forces set in Lorraine in September 1944 (a clash of the best of Patton and von
Manteuffel). Among the people spearheading this project is a master of the
series and author of this article, who now provides us with tips and tactics for
D-DAY: AMERICA INVADES.

ongratulations Herr Oberst, you have

C
important. The interdiction
successfully completed your mission on of movement along the
the steppes of Russia. Your absorption of roads in the Norman coun-
the rules of strategy and tactics as laid out in the tryside takes on a whole
tactical training school's earlier semester was new importance. We shall
exemplary. Now that we are bracing for the endeavor to show you how
allied invasion of Festung Europa, it is the to go about making the best
Fuhrer's wish that we continue your training so use of your forces in this
that you might be prepared for the trials and new environment.
tribulations that are sure to await.
The battles on the eastern front had their own SECTION 1.
particular characteristics. Open spaces and vast Road Interdiction
distances between terrain features were the rule During the opening
of thumb. Now we must prepare for battle in an Figure 1. Allied
phase of the battle, we
environment that is totally different. You will be envision a very fluid situa- interdiction of the
assigned to the area between Bayeaux and Cher- tion. Our forces will be road/rail network
bourg. The Norman terrain presents many strung out in their original (bombings in red
unique obstacles that serve to compartmentalize deployments near the
outlined hexes)
and channel operations. Bocage, which consists beaches where we expect
of thick hedgerows that separate the cultivation the allies to land. Rein-
fields of the inhabitants, serves to make offen- forcements must be rushed
sive operations difficult. Fields of fire are to the various choke points that have been cre- infantry in the area will take heavy losses in the
reduced, which makes paramount the capture ated by our flooding of the Rivers Vire and first few days of battle and will require quick
and possession of the high ground. The Bocage Aure. We must hold at all costs Carentan, reinforcement.
further serves to slow down mechanized forces Isigny, the river crossings west of St. Mere We expect the enemy to use their air superi-
and makes the use of roads that much more Eglise and the area east of Trevieres. Our ority to interdict our troop movements along the
main road net leading from Cherbourg and the
south. We expect that they will be using their
heavy bombers at the main road junctions to
both slow our reinforcement efforts and inflict
casualties on our mobile and infantry formations
before they have the opportunity to join battle
(see Figure 1).
The general staff has devised a way to coun-
teract this interdiction effort. You are ordered to
inform your subordinate division commanders
to have their troops avoid at all costs all main
road junctions during clear-weather, daylight
hours. It is better that the troops arrive at the
front a little later than to have them take losses
running a gauntlet of the enemy fighter
bombers. Of course, night movement toward the
front is preferable to daytime movement. If pos-
sible, all efforts should be made to move the
Figure 2. Naval time-on-target interdiction missions
mobile formations to the front during the night
isolate the German front lines east of Trevieres. hours. Needless to say, all troops should rest for
a period immediately before daylight so that
they will be fresh when committed to battle.
53

Figure 3. Allied naval, air and artillery


bombardment cuts the retreat route

Special care should be exercised when mov- ble. Although, when the need arises, they may SECTION S. Command and Control
ing along roads near the coast. We expect that be used as anti-tank units. As the last part of your training we will be
our enemies will use their overwhelming naval issuing the following orders to you. You are
forces to interdict movement along the road net SECTION 3. High Ground instructed to attach as many as you possibly can
near the coast. They will most likely attempt to The use of elevated terrain features will help of your front-line units to your higher Headquar-
isolate important areas of the battlefield to limit in our efforts to determine the path of the allied ters. The General Staff expects that there will be
our ability to reinforce our beleaguered troops at schwerpunkt. On your map you will see the ele- many problems with supply and transport due to
the points of attack (schwerpunkt). The area east vated terrain features indicated with a triangle the expected allied air superiority in the area of
of Trevieres lends itself to this type of interdic- and a hill designation number. The highlighted the invasion. By attaching many front-line units
tion very well-we must be on our guard there area (see Figure 4) on your map will help you in to the 84th Korp, 7th Armee and Cherbourg Gar-
(see Figure 2). determining the area that can be observed from rison headquarters we anticipate a much easier
The last interdiction problem that we foresee a particular hill. task of keeping them well-supplied.
is artillery time-on-target missions by the enemy You are further ordered to reattach any
on our retreating forces (see Figure 3). We SECTION 4. Air Resupply artillery units that are not involved in direct fire
expect the enemy will attempt to employ The Abwehr (in charge of intelligence), has support of the front-line troops to 24th Korps
artillery fire missions behind our front line been able to determine that the allies are amass- and 47th Korps headquarters. This might allow
troops in the hope of catching us during a retreat. ing a great fleet of air transports for resupply. your divisional assets such as the 77th, 709th,
As of yet the General Staff has not been able to The General Staff has determined that the allies 243rd and 365th Infanterie divisions the oppor-
come to grips with this tactic. It will serve us will attempt to infiltrate our front lines by mov- tunity to increase their levels of supply to the
well to have improved positions upon which to ing their units through the flooded terrain that fighting troops in the front lines.
fall back, but this will not always be an option. has resulted from our efforts to flood the River
Vire and the River Aure. This will offer the SECTION 6.
SECTION 2. Allies their best opportunities to unhinge our Construction of Fortified Positions
Protection of Anti-Aircraft Assets defensive positions. It has been our experience, All artillery units that are not engaged in
We will have many anti-aircraft units in the from the battles in the great swamps of Euro- front line fire support missions will be hereby
area in order to help limit the effect of Allied air pean Russia, that it is impossible to resupply ordered to construct rear-area fortifications upon
supremacy. We must take care to preserve these units through large swampy areas. Since the which the front-line troops may fall back in case
assets, because many of them have been taken Soviets and the Americans have been working of a breach (see Figure 6). Please also be aware
from the Fatherland's air defense system. You very closely we can only take it for granted that that, as the fortifying units experience increases
are instructed to keep these anti-aircraft units the American high command is well aware of in fatigue, their ability to perform their work will
one kilometer behind the front lines if at all pos- this fact. The General Staff is of the opinion that deteriorate. Allow all fortifying units the oppor-
sible. Keeping in mind that if our anti-aircraft the allies will attempt to resupply their infiltrat- tunity to rest before the daylight hours, so that
units are brought under artillery or naval fire, ing units by air (see Figure 5). Feld Marshall they might be able to perform their jobs in a
their fire will be suppressed and less likely to Goring has assured both the Eihrer and the Gen- timely fashion.
perform their assigned tasks. It is important that eral Staff that the Luftwaffe will be able to take
they be kept out of the front line if at all possi- control of the skies in the event of an allied inva-
sion, but we know too well from our experience
at Stalingrad that we cannot depend on the hol-
low boasts of our blowhard Kamerad.
The best strategy that we can offer you is the
suggestion of stationing any spare anti-aircraft
assets that you might have along our interior
lines near the outlets of the swamps. You are
further instructed to maintain garrisons in all
important objectives. In this way, we might be
able to render useless these infiltrators. Herr
Feld Marshall Guderian, the inspector general of
the armored forces, has further instructed us to
the use of the armor that he has sent to the area
in a mobile counterattack role. It might be best
to keep small mobile kamfgruppen (centered
Figure 4. Seize the high ground to around armor and armored infantry units)
behind our front lines to respond if any infiltrat- Figure 6. Artillery units should build
enhance your artillery field of fire.
ing allied units are detected. fortifications behind the front line.

S4

up the memory is 10 follow the instructions for the bootdisk Original v1.0
(TECH TIPS) included with the game. (urrent v1.2
Available upgrade v1.0 to v1.2
Common Problems &Solutions ADVANCED CIVILIZATION
by Don Wolker Problem: Getting a token error when running game under FLIGHT COMMANDER 2-IBM P( & Mac
Windows 95. 3.5" Disk and CO-ROM
1830 RAILROADS & ROBBER BARONS Solution: There is an upgrade available for the game which Original v1.0
Problem: Ihave a4MB system, have 2700K of EMS, but am will allow the gome to be run from within Windows 95. It is (urrent v1.04
still gelling error message that Ineed more EMS. available on any of the online sources listed at the end of this Available upgrade v1.0 to v1.04'
Solution: The game had some features added before the article, or by colling Avalon Hill Customer Service and request-
final version that increased the memory requirement to ing acopy on disk. STALINGRAf}.-IBM PC & Moe
2900K of EMS. However, on most 4MB systems, there is no 3.5" Disk and CO-ROM
way to get that much free EMS. We have apatch available for Problem: When starting the game, Iget strange video or no Original v1.0
the game that brings the memory required back down to the video at all. Current v2.0 for PC; v1.9for Mac
2700K level, so that you can run it on 4MB systems. It can be Solution: ADVANCED CIVILIZATION requires a 100% VESA Available upgrades v1.85 to v2.0 or v1.9
downloaded from the online services listed at the end of this compatible SVGA cord. Starting the game with "ADVOVIL"
column. assumes that your cord has this VESA compatibility activated. 1830 RAILROADS & ROBBER BARONS-IBM PC
If Ihis does not work, try starting the game with"ADVOVVI " 3.5" Disk and CO-ROM
Problem: Trying to start the game, Iget an error "Reconfig- and if this foils, call Avalon Hill Customer Service for further Original v1.0
ure Hardware Options." assistance. Current v1.2
Solution: The error message usually means that the sound- Available upgrade v1.0 to v1.2
cord settings in the game do not match the adual sellings for Current Versions of Avalon Hill Games
your cord. To make sure you have the proper sellings for Here are the current versions and updates available for all our D-DAY: AMERICA INVADES-IBM PC & Moe
your cord, check your Autoexec.bat file. You should find a computer games. CO-ROM only
line that looks like this: Original v1.0
KINGMAKER-IBM PC Current v1.0
SET 8LASTER=Axxx Ix Ox 3.5" Disk Available upgrade (1) IBM PC only
There may be other parameters after the "0" parameter as Original Version 1.50
well. The numbers after each leller are your soundcord set- (urrent Version 1.52 ADVANCED CIVILIZATION-IBM PC
tings. The"A" is your soundcord address (usually 220), the Available upgrade v1.50 to vl.52 CO-ROM only
"I" is the IRQ for your cord (usually 3, 5or 7), and the "0" Original v1.0
OPERATION CRUSADER-IBM PC & Mac Current v1.01
is the soundcord OMA (usually 1). Write down these numbers, Original Version 3.5" Disk
and then in the 1830 directory, type in "sound" and hit Available upgrade v1.0 to v1.01
Current Version CO-ROM
RETURN to setup 1830 with Ihe proper sellings. Original v1.0 Mac 3.5" Disk; v1.1 PC 3.5" Disk Check us out Online!
5TH FLEET (urrent v2.35 (Mac and P( CO-ROM) You can obtain demos, updates, screen shots and online
Problem: Error message "PCX 22" when trying to load Ihe Available upgrade v1.x to v2.35 technical assistance via email by accessing our areas on
game. Compuserve and America Online. Just "GO" keyword
Solution: There is not enough free EMS memory for the 5TH flEET-IBM P( "Avalon Hill" on either service. You can email us directly of
game to load up all the graphics. The simplest method to free 3.5" Disk and CO-ROM [email protected], or 72662,1207 on Compuserve.

You must attempt to construct fortified lines


well away from the enemies artillery and naval
assets. Units that are engaged in the construction
of field fortifications will take heavy losses in
both time and men if they absorb indirect fire
while performing their duties. The preferred dis-
tance is at least four kilometers behind the front
line, when attempting to construct a new line of
improved positions. As this will not always be
possible, the General Staff will leave these deci-
sions up to the field commanders.

MARCHING ORDERS
You have been given the opportunity to
SOLITAIRE OFFENSE FOR BOWL BOUND
defend the Fatherland against the Americans. By Stuart K. Tucker
Your Fuhrer and the many millions at home are
counting on you to do your duty as best as you
he college football season is here and you BOUND, provides a handy chart to operate the
can. You have been entrusted with the finest
fighting force known to man. Your NCOs and
Feld Herr are the best in the world. The General
Staff has devoted many man-hours in the formu-
T are agitated to the point of distraction.
You cannot believe the play you just saw
called by your favorite team. As we all know,
non-player defense against your wits. Alas, you,
like I, may be tired of this. It remains too pre-
dictable. Besides, the real coaching challenge is
lation of the tactics with which you have been one bad call can be a lost game, and one lost stopping one of those BOWL BOUND jugger-
trained. You must continue the great tradition of game can be the end of a team's hopes for a naut offenses. You see, BOWL BOUND's offen-
the German fighting man. bowl bid or national championship. You can sive plays are quite potent against most ran-
either stew about it or take the matter into your domly generated defensive schemes. However,
Good Luck. own hands and take your team to a bowl-vic- in my two-player game experience, good defen-
ariously, of course, through the game of BOWL sive calls can nail the opposing offensive play.
-The General Staff BOUND. Wouldn't you like to experience the thrill of
Yes, but sometimes you face a significant stopping the vaunted Nebraska running game on

* problem: no handy opponent. The game, BOWL the goal-line, even when you have no live oppo-
56

Showdown on the Rappahannock


A First Look at STONEWALL'S LAST BATTLE
By Ed Beach

t is approaching midnight, with May 1,1863 introduce new players to the game system. Yet, to General Robert Rodes, saying "You can go

I fading into May 2. At a wooded intersection


in Virginia, where the planked main road
meets a dirt track from a nearby iron furnace,
veterans of the series can rest assured that,
despite the adaptation to a new campaign and a
new graphic look, Joe Balkoski's award-win-
forward, then. " The Xl Corps will have surprise
guests for supper this evening.
Figure 1 shows Jackson's corps midway
two men in uniform sit on a log under a small ning design is still at the heart of the game. Markthrough the flank march, at the starting point for
grove ofpine trees. The bearded gentlemen con- and I strove for rules consistency with the previ- two of the four basic game scenarios. Accurately
fer in quiet, confident tones, using candlelight to ous games in the series, especially simulating Jackson's march was not possible
illuminate several hastily drawn maps. They pay STONEWALL IN THE VALLEY, the immediate using the previous rules for woods hexes in the
little heed to the bustle about them, greeting precursor. Joe Balkoski has been consulted on series. There are many examples from this cam-
only the handful of messengers that bring all major rules decisions to ensure that the few paign of units marching through the Wilderness
reports both on foot and on horse. Finally, the changes made for SLB will be retained in Vol- right by units that would normally have exerted
elder of the two men traces a sweeping arc ume 6 (ON TO RICHMOND, to be out some- a zone of control. Furthermore, the Confederates
across the map. His companion instantly com- time in 1997). In fact, players familiar with the outflanked the Union line several times due to
prehends the intent. After a brief exchange, he STONEWALL IN THE VALLEY fatigue system their willingness to push their troops off the
stands, salutes, and hurries off Thomas J. will be able to skip most of the Basic Game roads and deep into the woods Applying these
"Stonewall" Jackson is ready for his last battle, rules, needing to read only those rules sections facts to the game resulted in the new Wilderness
having conceived yet another bold strike with explicitly identified as new. The largest change woods rules, which restrict zone of controls into
his fellow Virginian, Robert E. Lee. A few hours is probably within the leader and substitute woods hexes to varying degrees for each of the
later, Jackson starts his troops on a day-long rules, where the basic mechanics from two armies.
march. Lee is there to see his lieutenant on his STONEWALL IN THE VALLEY have been SLB features four basic game scenarios. The
way. It will prove to be the last meeting between scaled up to the corps and army level to produce two longer scenarios are those based upon Jack-
two of the greatest military leaders in American a consistent command system that works for son's flank march. The final two serve as short
history. campaigns and engagements of any size. scenarios ideal for new players or opening-
If all goes well, the inspired genius of Jack- The shadows are beginning to lengthen in the round tournament play. The most novel scenario
son or Lee will be visited upon you as you play Wilderness of Spotsylvania County, as the depicts the first large-scale cavalry engagement
STONEWALL'S LAST BATTLE, Avalon Hill's Union Xl Corps receives the order to prepare of the war at Brandy Station, which followed
newest addition to the Great Campaigns of the their evening meal. As they stack their muskets soon after the Chancellorsville campaign. No
American Civil War series. Covering the Chan- and begin frying bacon, the soldiers have no other scenario in the Great Campaigns series pits
cellorsville campaign of April and May 1863, idea that Stonewall Jackson's men are massing two such arrays of horsemen against one
the fifth volume in the series recreates one of the in the woods less than a mile away. Jackson's another. This scenario, whose initial setup is
most intriguing campaigns of the war for mili- men are weary from their ten hour march, but shown in Figure 2, is often decided during one
tary historian and gamer alike. Chancellorsville alert with anticipation. They quietly press fur- of the final actions after a see-saw battle of cav-
is arguably Lee's greatest victory and the high ther into the woods, extending their line north alry charge and countercharge.
point of the war for the Confederacy. Lee's deci- past the exposed Union right flank. Finally the By nightfall, Jackson's devastating attack
sive victory in this precursor to the Gettysburg battle line is complete, and Jackson calmly turns has finally lost momentum. The Union Xl Corps
campaign is miraculous in many ways. Union has been entirely routed, but in the process the
commander Joseph Hooker sported a 2-to-l Confederate units have been
numerical advantage throughout the campaign. scattered by the pace of the
Hooker's opening moves, namely the crossing attack and the dense thickets.
of the Rappahannock upstream from Lee's river Despite the huge success,
defense line to fall on the Confederate flank, Jackson is not satisfied with
anything short of total vic-
caught Lee by surprise. Somewhere in the tan-
tory. He gathers a small
gled undergrowth of the Wilderness, Hooker
scouting party on horse and
lost his nerve when faced by the aggressive
rides out into the dark toward
maneuvering of Lee and Jackson. With
the Union lines. At last, the
STONEWALL'S LAST BATTLE, you can now
small party stops, close
try to determine how this dramatic reversal was enough to hear Union offi-
achieved. Can you follow up Hooker's early cers ordering the construc-
successes, or will Lee's troops once again force tion of breastworks some-
you back across the Rappahannock? where in the darkness ahead.
In addition to the six new scenarios that Convinced that a night attack
STONEWALL'S LAST BATTLE (SLB) adds to is his best option, Jackson is
the Great Campaigns repertoire (see Scenario now ready to return to his
Summaries box), the game sports a number of men. Unfortunately, the 18th
improvements that should appeal to long-stand- .\ North Carolina was never
ing fans and newcomers alike. Under the careful informed of the high-ranking
eye of Mark Simonitch, the series' graphics scouting party in the no
have been updated, incorporating more color man's land between the two
and using additional figures on the charts to help Figure 1: The Great Flank March armies. Hearing approach-
S7
ing horsemen, they cut loose with a volley that technology, were toppled by passing wagon mander's cautious nature and aversion for the
rips into Jackson's party. The great general is trains and artillery units. Union command paral- offensive after the recent slaughter suffered at
seriously wounded in the left arm. He will die ysis rules may affect one wing of the army on Fredericksburg. This rule has been introduced
of complications from this injury within a any given tum, as often occurred during that carefully to avoid tying the hands of the Union
week's time. week of fighting in 1863. player. The loss of confidence is tied to the cur-
The loss of key leaders is one of many addi- 3. Ammunition. Supply routes during the rent game status so that a flawless opening by
tional worries that confront players who move campaign were channeled over the handful of the Union player will significantly reduce the
on to the two Advanced Game scenarios. These river crossings and hindered by the congestion chance of any confidence loss. If the pillar falls
scenarios challenge players with the strategic along key roads. The Union loss of key positions a little harder and knocks Hooker completely out
issues of the campaign. The Union player must during the campaign was hastened by the short- of action, a more confident commander can be
decide how to best exploit his numerical superi- age of ammunition at the front. These factors are inserted in his stead, most likely the hero of Get-
ority to crack Lee's river-based defense line. modeled in the game with specialized ammuni- tysburg, George G. Meade.
The Confederate player must allocate his mea- tion replenishment rules. With the addition of SLB, the Great Cam-
ger resources carefully, attempting to hurl back Early the next morning, Joe Hooker waits on paigns of the American Civil War series now
some attacks over the river, while containing the porch of a two-and-a-half story brick farm- chronicles all of the stunning successes in the
others. To keep things interesting, all of the fac- house for the arrival ofa messenger. The roar of career of Thomas J. Jackson. Yet another crucial
tors that clouded Joe Hooker's thinking are pre- artillery dominates the day, and shells careen campaign can be relived with this popular game
sent as well: across the adjacent clearings. Suddenly, solid system. And if all goes well, you too may win
1. Threat of Confederate Reinforcements. shot from enemy artillery strikes the very pillar the great victory that Lee is credited with at
Longstreet, in southeastern Virginia with the on which he leans. The pillar splits and knocks Chancellorsville. Many view his triumphant ride
divisions of Pickett and Hood, attempted to him to the ground. For a moment, he lies sense- into the Chancellorsville crossroads as the
rejoin Lee before the battle ended and, based on less and is presumed dead. At last, he begins to crowning moment of his career:
random events, may do so during the game. stir and to regain his senses. Although he One long unbroken cheer, in which the fee-
Though during the actual campaign Longstreet refuses to relinquish command, he will spend the ble cry of those who lay helpless on the
never made it in time, the possibility scared rest of the campaign recuperating. earth blended with the strong voices of
Hooker repeatedly. The state of Hooker's mind ends up playing those who still fought, rose high above the
2. Communications Breakdowns. The two an important role in SLB. Hooker admitted after roar of battle, and hailed the presence of
wings of the Union army communicated only the battle that he had "just lost confidence in Joe the victorious chief He sat in the full real-
sporadically. Hastily erected Union telegraph Hooker." The game includes a "Hooker Loses ization of all that soldiers dream of-
poles, the latest in military communications Confidence" rule that simulates the Union com- triumph; and as I looked upon him, in the

Figure 2: Initial Deployments for the Brandy Station Scenario



58
SERIES REPLAY...LONDON'S BURNING
complete fruition of the success which his
genius, courage, and confidence in his (Continued from pg. 30) IRAF FINAL COMMENTS
army had won, I thought that it must have What can I say? How am I going to answer
been from such a scene that men in ancient I now understand the desperate feeling the RAF to the King? Perhaps, I should have been more
times rose to the dignity of gods. must have had in the late summer of 1940. aggressive in the beginning of the game, but
then I ran the risk of unacceptable losses among
-Major Charles Marshall, Lee's aide
NEUTRAL COMMENTARY the pilots. I would like to say the dice were
Phase against me, but I also remember a few times I
That lowly, dirt-hugging AA bat-
SCENARIO SUMMARIES
The following provides capsule reviews of
tery has just saved the British a VP. As
it stands now, the British can repair an
S got away with murder. All in all, I would have to
say this is a very well balanced game design. For
a solitaire game, it's one of the better designs
each scenario and gives a feel for how the airfield and a radar station tonight to reclaim
I've played. In any event, it was a hard-fought
scenarios will be used in the first three ofthe German VPs. In the remainder ofthis
contest and the game could have gone either
STONEWALL'S LAST BATTLE tournament day, Clisby must stop the bombers and chalk up
way. As Vince Lombardi once said, "we didn't
at AvalonCon 1997. two more clean kills to pull out a draw for the
lose the game, we just ran out of time." It's still
British. In two days, Clisby has already made his
Scenario 1: Salem Church a good thing I wasn't in charge of Fighter Com-
mark as the squadron's most accomplished pilot,
• Breakout of the Union left wing against mand back in the summer of 1940.
but it isn't over yet.
Early's rearguard.
• Length: about 1 hour
ICOMMENTATOR'S CONCLUSION I
2:00 pm Patrol & Raid
• Introductory scenario for new players and Eagle Week was definitely tough on the
Clisby increases fatigue to F5, and patrols
early rounds of tournaments. This one British. Howard had to suffer through 14 Ger-
over Rye. Four bandits appear at Angels 25. man raids, when the law of averages says he
often comes down to the last few attacks. {Clisby should have been patrolling at Angels should have expected 12. On the other hand, the
Scenario 2: The Great Flank March 30 to save himself the trouble of climbing now.] fighter escorts were extremely thin-only one in
• The battle for Chancellorsville from the Clisby catches up with the raid in G7 and inter- three raiders was a fighter. The German mix
flank march (May 2) through the end of cepts from Angels 30, coming out of the sun. starts with a fighter: bomber ratio of 8: I I. This
the following day. In combat round 1, Clisby ignores the top changes to 8:10 when the Me lIO dive-bomber
• Length: 2 to 3 hours cover and dives out of the sun on the Ju87. is withdrawn on August 17. In the final count,
• The first major scenario involving the {Clisby is braver than I would be, leaving that there were more raids than usual, but those
greater part of both armies. Each player Me 109 upstairs. He should have gone after it raids were lightly defended.
gets an opportunity to take the offensive. and hoped his first attack was successful, then Howard shot down 17 German aircraft for a
Middle round for tournaments. drop down on the bombers next round.] The loss of three of his own. This is nearly a 6:1 kill
Ju8Ts maneuver die roll of six is to no avail ratio, which reveals that Howard worked his
Scenario 3: Sedgwick to the Rescue and with two bursts, Clisby chalks up another pilots like they were aces even when they didn't
• Combination of Scenarios 1 and 2 to por- kill and is missed by the return fire. The have ace status. He almost always attacked out
tray both fronts of actions on May 3. Mel09 dives after Clisby and, gaining a good of the sun with both fighters, and his tactical
• Length: 3 to 4 hours firing position, manages to inflict minor frame decisions were sound. He intercepted eight of
• A tense depiction of all the primary action damage and wounds Clisby (who lands at the raids before they bombed, which is always
of the campaign. Will be used in the tour- important. However, he should have attacked
Debden).
nament's final round. the Pevensey raid and the West Malling raid on
The raiders bomb Gravesend, inflicting two
Scenario 4: Brandy Station damage points (the dive-bomber's bombs are August 13 before they bombed. Likewise, he
• First major cavalry battle of war. doubled, but the heavy AA subtracts one). should have attacked the London raid on August
• Length: about I hour Score: British 17, Germans 23. 15 before it bombed. Attacking raids after they
• Another short scenario suitable for intro- Clisby's wound is serious and ends his sto- have bombed is acceptable only when there is no
ductory play. Novelty of all-cavalry ried career. Palmer steps forward with his Hurri- other alternative, such as you cannot reach the
engagement makes this a must for experi- cane to become the last line of defense. raid in time, or you have only one fighter in
enced players as well. action and want to pick off dive-bombers. Oth-
RAF erwise, it is a losing strategy.
Scenario 5: Certain Destruction Awaits Howard patrolled much too often throughout
I think I made a tactical error. Perhaps, I
• The seven days of the campaign following the game. Note how exhausted Clisby became by
should have tried to eliminate the Me109 first,
historical Union river crossings. August 18 when it was imperative that he did
then attacked the bombers. What I was trying to
• Length: 8 or more hours patrol (the last inning). The whole reason for the
do was take out as many bombers as possible
• First of the two Advanced scenarios. Just Chain Home early warning system was to keep
before the fighter caught up with me. Oh well, I
like McClellan at Antietam, Hooker has a Fighter Command on the ground in a better
can't change it now. Again I'm going to sound
perfect opportunity to catch Lee after his state of readiness instead of wearing it out on
cruel, but at least Clisby's Spitfire wasn't
surprise river crossings to open the cam- pointless patrols.
destroyed (thereby giving the Germans another
paign. Can you capitalize on the situation This replay also shows how there are differ-
point). Poor Clisby is fighting for his life, seri-
where Hooker failed? ent strategies to pursue. Howard preferred
ously wounded, and I'm worried about his
patrolling; I prefer scrambling. Howard pre-
Scenario 6: The Chancellorsville Campaign plane. I have Palmer to take his place. This is no
ferred intercepting from one level above the
• Full ten-day campaign forcing the Union reflection on Palmer, but where's Kowalski {the
reported altitude; I prefer intercepting from two
to choose a plan of attack, locations for Polish ace] when you need him? Let's see what
levels above in most situations. Howard was
river crossings and troop allocations for 5:00 pm brings. We're starting to run out of more willing to ignore enemy fighters than I am.
each crossing force. time. {Typical British understatement here!] Howard did not win this time; I might have lost
• Length: 10 or more hours just the same. Oftentimes the dice can ruin the
• Includes special provisions for hidden 5:00 pm Patrol best situation. I recorded one game where I had
Confederate cavalry movement and secret Palmer patrols over Rye at Angels 20, but a comfortable VP lead (41:28). Then my two
Union bridge locations to add uncertainty sees no bandits. aces got killed on September 4, and their
during opening J1.loves. For even more of replacement pilots were killed the following day.
the "fog of war," add in Patrick Hirtle's NIGHT The Germans tied the score by September 6, and
hidden movement rules which are found in The British use one repair point each to went on to win the game. Therefore, I agree with
The General, Vol. 30, No.3, pp. 28-29. reduce damage to zero at Lympne and Dunkirk. Howard: victory can go either way.
Final Score: British 17, Germans 20

* *
- -- - ---

59

The Advent of the Euro-Carrier


An Advanced Third Reich Variant
By Rick D. Stuart

This article provides rules for readers to utilize artificial harbor beyond repair.) While the operatives scattered throughout European ports
the Graf Zeppelin counter found in the variant Mediterranean is less susceptible to severe or to keep tabs on capital ship movements.
counter sheet delivered to subscribers with long-term weather problems, potentially dam-
Volume 30, Number 6. Non-subscribers may aging squalls are not uncommon. For these rea- E.2.0 Euro-Carriers in Combat
order the counter sheet separately from our sons, rules governing normal patrol activities When engaged in an attempted interception of
order department. are suspended. European carriers cannot an Axis naval force, carriers operating as part of
-SKT engage in patrol activities and are limited a European "task group" use the A3R Naval
instead to carrying out naval interceptions as in Interception Table (27.565) to determine suc-
ne of the nice things about working with standard Advanced Third Reich (A3R) naval cess or failure. Carrier groups modify the inter-

O a well-designed game system like


Advanced Third Reich/EMPIRE of the
Rising Sun, is the ease with which it can be
rules, except as amended herein. Similarly, no
search rolls are ever made. Once an intercep-
tion of an enemy force is achieved combat pro-
ception die roll by using a -I DRM for every
naval air factor present within range of the inter-
ception hex (whether or not that factor is used in
any subsequent attack or not).
adapted to reflect desired changes or modifica- ceeds normally. However, the intercepting car-
tions. The deliberate inclusion of additional rier commander on the scene can select from
E.2.l Assuming a successful interception is
"experimental" British light carriers in the one of several different tactical options before
made, the owning player may continue with a
EMPIRE OF THE RISING SUN counter mix is proceeding with the attack.
normal fleet action if so desired. In such an
a case in point. Though not required, their inclu-
instance, however, the intercepting attacker
sion makes for an interesting "what-if' situation. E.Ll While operating within the boundaries
would suffer a -1 DRM to its fleet combat dice
Their utilization allows players to see for them- of the European mapboard or the US or SW
roll, and the defending naval force being inter-
selves to what extent Japanese naval power boxes, any allied carrier must be accompanied
cepted by a carrier force would have a corre-
might have been blunted, had the Royal Navy by at least I fleet factor (FF). If, as a result of
sponding +1 DRM.
decided to place more emphasis on carrier oper- combat or other redeployment needs, a
ations in the Pacific during World War II. euro-carrier finds itself alone, that unit must be E.2.2 Alternately, once a successful interception
What about the European theater of opera- SRd to the nearest friendly port at the first has been achieved, the attacking force may
tions? Every naval scholar worth his salt knows opportunity. It cannot put to sea again until a select one of three alternate combat options in
that a lowly little Swordfish torpedo-bomber corresponding minimal escort in the same port lieu of normal fleet combat. These tactical
from a British carrier ultimately did in the hex is available. Such a redeployment does not options are as follows:
mighty German battleship Bismarck. Until now, count against the owner's SR limit, but may be
however, such naval air actions in and about the intercepted by enemy naval and/or air units as E.2.2.l A Concerted Naval Air Attack can be
North Sea could only be abstracted as part of any other naval SR. made against the enemy fleet factors. This
other, wider naval activities. Still, even allowing option presumes a carrier attack is launched
that the two theaters present radically different E.l.2 So long as a carrier remains in POlt, it can from a distance of several hexes. No ship-to-
operating environments, the Advanced Third use up to half of its naval strength factors as ship fleet combat is ever resolved. Instead, all
Reich/EMPIRE of the Rising Sun system is flex- CAP for purposes of defending itself in that hex. naval air points may be used against land-based
ible enough to accommodate the inclusion of Naval air points do not provide CAP while at air cover if the enemy fleet units are within
Allied (and Axis) carriers in European waters. sea. If attacked by enemy land-based aircraft, range of friendly, face-up, land-based aircraft
With this flexibility in mind, the following rules the carrier must rely on the anti-aircraft defen- used for this purpose. Next, tbeA3R Air Defense
govern the use of carriers in the European the- sive strength of its attendant escorts, although it Table is consulted with the defender receiving a
ater of operations. could receive additional air cover support from +1 DRM on his Air Defense Table die roll. Any
friendly ground-based aircraft. This injunction is surviving naval air points now receive in turn an
EURO·CARRIERS in part due to rough weather conditions within automatic + 1 DRM when rolling on the A3R Air
Unless amended below, normal ERS rules the North Sea/Atlantic sea zones which often Attack Table. Regardless of the results obtained,
governing all aspects of carrier operations in the made CAP hazardous at best and suicidal at the only one such attack is allowed. All surviving
Pacific apply. worst. Carriers in port are presumed to have off- naval air points, their parent carrier and their
loaded their air complement to nearby airfields escorts immediately return to base.
E.l.O On Station and thus suffer no such restriction.
The major operational difference between E.2.2.2 Multiple Naval Air Assaults can be
the two environments is the harsher climactic E.L3 Carrier units are not hidden by corre- employed in situations wherein: a) the inter-
conditions prevalent in the west. Such condi- sponding task force markers. The presence of cepting force's Fleet Staying Power (27.573) is
tions preclude extended naval operations over carriers acting as part of an allied force must be equal to that of the defender, and b) a previous
any lengthy period of time. (Remember a sud- revealed, if that force is within range of Axis naval air attack resulted in at least one enemy
den storm front nearly scotched the D-Day land-based aircraft. Otherwise the exact compo- fleet factor being lost or damaged. A second
landings at the eleventh hour and that subse- sition and nature of a given allied force need not (and possibly third) naval air attack can include
quent bad weather severely hampered allied be disclosed unless that force returns to port. any naval air points originally aborted by enemy
logistics efforts when heavy seas damaged an The Axis had a sufficient number of intelligence air cover. Combat resolution is per E.2.2.1

60
except that neither the defender nor the attacker
never gains a + 1 DRM. (In the converted naval E.3.1 Carrier Additions
air attack option above, it is presumed that an
"all-or-nothing" style of attack is launched with Year of
the attacker being willing to accept a higher per- Carrier Name Launch Aircraft NAP Available Theater Build Rate
centage of losses. When multiple "standard"
attacks are employed using this tactical option, Glorious 1928 48 2 At Start Pacific *
some aircraft are intentionally held in reserve.) Courageous 1930 48 2 Fall '39 European
Despite any damage inflicted in a second or Ark Royal 1938 60 2 Fall '39 European
third air attack, a maximum of three such air llIustrious 1940 30 2 Sum. '40 European
attacks can be made, after which the carrier Formidable 1940 30 2 Fall '40 European
group must return to base. Note that this restric- Victorious 1941 30 2 Spr. '41 European -1
tion only applies to multiple attacks against Indomitable 1941 45 2 Fall '41 European -1
enemy fleet factors at sea. Carrier attacks
against units in port (e.g. the British versus the * The "At Start" carrier is initially deployed in the Pacific in accordance with Far Eastern
Italian fleet) suffer no such restriction and are deployment restrictions. However, the movement restrictions in ERS rule 27.14 are ignored
governed by 26.4521 just as if they were (that is, the carrier is free to rebase beyond the Pacific, British home port, US box, SW box
land-based aircraft. or South Africa box).

E.2.2.3 Combined Operations involves the E.4 European Carrier ConstructionlRebuilds Kriegsmarine has gained sufficient clout to win
combination of a short-range air strike which is Carriers initially available through the end of approval for the construction of Germany's first
resolved normally like land-based air attacks 1940 do not adversely affect naval reconstruc- aircraft canier by fulfilling the following condi-
against naval units at sea, and one round of tion rates per ERS 27.824, nor are any BRPs tions: a) Germany inflicts a minimum of ten
naval fleet combat. While only one round of required for their actual construction. (It is pre- points of damage against Allied naval forces
naval air combat is allowed, the defender must sumed that these costs were previously assumed during the course of the war and b) in any single
immediately remove any corresponding losses as part of a pre-war building program.) turn, the German navy inflicts losses on Allied
prior to the fleet engagement. Using this tacti- naval forces three times larger than the losses
cal option, however, the intercepting force does EA.1 Wartime construction of the remaining inflicted by the German land-based air. The Ger-
not incur a penalty for the presence of a carrier 1941 projected builds, however, as well as the man player may construct the Graf Zeppelin
as part of the battle group. The actual combat replacement of any European carrier losses will beginning with the next turn. Use the counter
force engaging the enemy consists of the entire require eight BRPs (six BRPs for the two-factor found in the variant counter sheet for The
group present minus the carrier and one FF. If carrier and two BRPs for attendant naval air GENERAL, Vol. 30, No.6. This two-factor car-
points). These builds will also incur a reduction rier costs 8 BRPs (six BRPs for the flattop and
the owner does not wish to engage the enemy
in the naval reconstruction rate for each addi- two BRPs for the attendant naval air points).
with less than his entire force, normal fleet
tionalJreplacement carrier per ERS 27.823. Once the initial BRP cost is invested, German
combat, with a DR penalty for the carrier pre-
sent, can be used instead. naval reconstruction levels are reduced by one
E.5 Euro-Carriers and ASW
until the carrier is completed. Four turns follow-
Euro-Carriers can be deployed from any
E.3 Carrier Additions for Global ing the initial investment, the German player
allied control port along the Atlantic or Mediter-
rolls one die. On a roll of 3 through 6, the Graf
War Force Pools ranean coast, or from the US Atlantic box to the
Zeppelin becomes immediately available at
Normal force pool limits and rules with SW box for ASW duty just like normal fleet fac-
Hamburg. Otherwise, construction is delayed
respect to British carrier deployment are modi- tors. Each carrier must be accompanied by at
(due to Allied bombing) and another roll must
fied to incorporate the five additional "experi- least one fleet factor, though these do count as
be made in the next turn's naval phase. The Ger-
mental" British carriers available in the ERS part of the total available units for ASW compu-
man player may abandon the carrier construc-
counter mix. Individual carriers potentially tational purposes.
tion effort at any time in order to favorably read-
available to the British player are listed below just his reconstruction rate, but a resumption of
E.5.1 For every three carriers so employed, the
by name, with the turn in which they are first carrier construction at a later date will impose a
Axis player incurs a -1 DRM (in addition to any
available and the theater of operations in which other modifiers applicable) when determining -1 DRM to the completion roll.
the vessel must be initially employed. When SWeffects.
operating in the European theater of operations, E.6.2 Thank You Mr. Churchill In the event of
all carriers operate under the optional rules gov- E.5.2 Carriers cannot be eliminated as ASW a British surrender, Germany may ask that a por-
erning their deployment as euro-carriers, regard- points. However, if all other fleet factors are so tion of the British navy be turned over to the
less of their original deployment or prior combat eliminated (including their escorts) the carrier is Kreigsmarine as partial indemnity. Under such
service. Launch date and maximum aircraft immediately returned to its origin. terms, for every British carrier (and its manda-
complement data below are given for historical tory attendant one surface fleet factor) so
E.6 Graf Zeppelin and Beyond removed from the new British force pool levels
flavor only.
Germany never fielded a carrier presence in and given over to Germany, such a transfer is the
the North Sea, though the hull for one carrier, the equivalent of a level 2 concession on the British
GrafZeppelin, was actually laid down during the Concession Table. This may be used, in part, to
war. Carrier construction was stiffly resisted by satisfy the general terms of peace between the
Reich Marshal Goering, who perceived the two belligerents. Note that the above transfer
establishment of a naval arm as a threat to his pertains to British carriers and attendant escort
vaunted Luftwaffe. There are two ways in which fleet factors only-not to catTier naval aircraft
such opposition could have been overcome, points. Up to two additional BRPs must be spent
thereby allowing Germany to actually deploy in subsequent construction phases to convert
one or more aircraft carriers during the course of equivalent land air points to carrier-based air-
the war. These two options are as follows: craft. These must be in the form of new builds,
as they reflect adaptations of existing aircraft
E.6.1 Goering Who? The German player designs and the time needed for the training of
should keep a running total of all Allied naval
units lost during the course of the game. The
*
62

(~:~~~C~O~m~in~g~A~tt~r~ac~t~io~n~S~~~=!J)
great introductory game, especially for children canal and the bridge. PEGASUS BRIDGE
In the 23rd centUly, the Imperial courier and people new to gaming. It is designed to be includes the village rules from KAMPF-
ship Tori lies broken in space, its passengers played solitaire or by up to six players. Each GRUPPE PEIPER and a very accurate map of
hostage to Dar Yamaguchi. Among them is game takes less than 90 minutes to play, even the area. New rules cover new terrain types and
Princess Ryan, the I2 year-old titular monarch with young or inexperienced gamers. campaign game rules and Chapter H notes for all
of Earth and local representative of the Holy, -Mark McLaughlin the new vehicles introduced. BEYOND VALOR,
Universal Galactic Empire. The princess must YANKS, and WEST OF ALAMEIN are required
be rescued from Yamaguchi's base, the Dark for playing the PEGASUS BRIDGE module.
Citadel. Time 'is short. Only one force can reach At sixteen minutes past midnight, June 6th -Brian Youse
the planet in time to save her: the antiquated 1944, a lone glider touches down within 40
Earth Armed Freighter Schnectady, crewed by meters of a key bridge over the Caen Canal in
a small company of third-rate Imperial auxil- Normandy, its nose breaching the wire It is 1348 in downtown Weymouth, Eng-
iaries. Though poorly equipped with outmoded defenses of the German garrison guarding the land. Business is booming-cemetery business,
battle suits and obsolescent weapons, their bridge. A platoon of highly trained British that is! It is the year of the "Black Death." RA TS
morale is high and their motivation is personal, light infantry storm across and capture the re-creates what the Weymouth and neighboring
for this company is drawn from Ryan's own bridge intact. Two platoons of infantry follow town of Melcombe Regis may have been like in
regiment: Princess Ryan's Star Marines. The behind the first glider at one minute intervals. the 14th century.
whole ship echoes with their battle cry: "Save The reinforced company must hold the bridge
Simply put, the object of this not-altogether-
the Princess!" ... and that is what you alone or until the British paratroopers land, organize
serious, "historical" strategy game is to drive
with up to four other Marine players have to themselves, and relieve the company. Loss of
around the towns to collect corpses. The winner
accomplish to win this game. the bridge could result in the isolation and
elimination of the entire British 6th Airborne is the first player to bury a total of 99 victims.
Each of the 25 Star Marines available for the
division. Throughout the remainder of June You score points when your wagon load makes
mission has some special characteristic or abil-
6th, the glidermen of D Company, 2nd it to a cemetery.
ity. The teams begin with weapons ranging
Oxfordshire and Buckinghamshire Light In context with the game's morbid humor,
from can openers and power drills to photon
missiles and hovertanks. Infantry and the paratroopers of the 7th Battal- the rules are short and funny. Historical liberties
The Star Marines must make their way ion, 6th Airborne Division repulse eight differ- taken in the design involve the appearance of a
through an ever-changing battlefield fraught ent German counterattacks on the bridgehead, vacuum cleaner to suck up offending fleas, a
with traps, fortifications, ambushes and never- until finally relieved by the Warwickshires cropduster which sprays insecticide and ... well,
ending hordes of Black Guard ground and air advancing from Sword beach. part of the enjoyment of RATS will be digesting
forces. Star Marines can make outflanking PEGASUS BRIDGE, the fourth historical all the anachronisms.
moves by packing a pile of Star Marines into a module for the ADVANCED SQUAD LEADER RATS features an aerial view (purportedly
flying mini-van, blindly dropping into enemy game system, focuses on the night landing and taken by helicopter) of Weymouth and Mel-
territory and crash-landing their assault shuttle. seizure of the Caen Canal bridge and the towns combe Regis as they looked in 1348. The map-
Several decks of cards are used to portray of Benouville and Le Port, plus the German board includes an auto park designed by Henry
the characters, marines, weapons and guards. efforts to retake the bridge. Six scenarios high- VIII (in anticipation of future parking prob-
Cards are used to determine the terrain and light the key moments of the battle, and range lems) on which 48 humorously written Black
events that the Star Marines encounter. They from several small scenarios easily played Death cards are placed. Play of these cards can
can find enemies or allies or pick up special twice in an evening to the traditional "mon- cause the best laid plans to go awry, thus
bonuses or stumble into traps. ster" scenario which may require two evenings snatching defeat from victory at the last minute.
The Guards themselves have stationary and to finish. One's fortune may reverse itself many times
mobile defense units, drawn from a deck of The heart of PEGASUS BRIDGE is the two during play. RATS is "not over 'til it's over" to
cards ranging in strength and quality from light campaign games included in the module. The quote an old Shakespearean expression.
infantry, snipers and lizard-mounted scouts to first, in eight separate scenarios, recreates the Shakespeare, himself, vacuuming rats and
squadrons of fighter-planes and platoons of entire battle-from the glider landings through fleas, graces the cover of the game box. Okay,
armored grenadiers in jet packs. the relief efforts of the Warwickshires. The sec- so the great bard came a little later ... it's just
Players earn promotion points which can be ond campaign game recreates the battle from one anachronism after another.
used to buy extra weapons and special event dawn through relief, using five separate cam- Inside the box comes a whole bunch of die-
cards. The Star Marines, when losing too many paign game scenarios which allow players to cut counters representing (named) rats and
men or weapons, can regroup. Regrouping takes enjoy the module without the added detail of the fleas. Strategy dictates avoidance of fleas and
time. Run out of time or out of marines, and the glider landing and night rules.
rats placed in your path by opponents. The fleas
Black Guards win. If Princess Ryan's Star The British player should have little trouble
"kill" wagon drivers thus delaying your trip to a
Marines face impossible odds, they shout "It's securing the bridge, but must take care to con-
burial site. Rats can also be used to stampede
Better That Way." serve as much of the British force as possible.
The German player starts out with weak forces your horse thus causing a few bodies to drop
Players like the cooperative, team aspect of
hardly able to defend themselves, let alone from your careening wagon on it's way to a bur-
the game. It is also one of the very few games in
which the whole family can be on the same side mount a counterattack, but must nonetheless do ial ground. Get the drift? The cats and vacuum
(the rules allow for the Guards to be run by a so. The Germans must try to seize the bridge cleaner are your only allies, so keep them near.
system or by a player). The Star Marines have before the paratroopers reinforce the glidermen. It may be a cat-eat-rat world, but in this game,
to win as a team before any player can claim the At a minimum, they must force a fight to wear the rats rule from the docks to the cemetery on
victory by saving the Princess. This need for down the British glidermen and paratroopers, the hill.
teamwork opens the way to a lot of negotiation hoping that a battle of attrition will give them RATS is best played with 3-4 players, with
among the 1?layers, as they try to amass the best the opportunity to win the game before the War- game length varying between 1-112 to 4 hours
Star Marines, weapons and special equipment wickshires arrive from the beach. depending on the pre-determined victory
for the final assault. The module includes a single map which conditions.
PRINCESS RYAN'S STAR MARINES is a covers the towns of Le Port and Benouville, the -Tom Shaw
.-~-------------------------- -- ----- -

63
Despite numerous instances of positive feeback Contest #177 (Does it Matter if London's Burn-
verbally and online, the mail-in "rate the issue"
response was thin, but did show the qualitative dif-
The ing?) required contestants to count up the VP situ-
ation and assess the possibilities for the last raid of
ferences that I would have expected from a more
representative sampling of readers (except for the
Infiltrator's the day. Damaged airfields, shipping, radar and
Thameshaven adds up to 44 VPs for the Luftwaffe.
overrating of the AH Philosophy). Congratulations
are due to Mr. Sheikh for writing the top-rated arti-
Report RAF losses of 10 aircraft mean that the situation
begins with a 54-54 tie. If there is no raid, then
cle (and to John Liebl, the outside artist whose Hornchurch's two points of damage get repaired at
drawings graced the pages). The overall rating for night and the final score is an RAF victory 54-52.
the issue was 4.7. However, if there is an unopposed raid, then Lon-
don will be damaged with at least three points of
Achtung MUSTANGS! 200 damage, resulting in an RAF loss 54-55. The RAF,
When Bad Things Happen to must therefore try to intercept any raid in order to
Good Weapons 182 increase its chance of victory.
AH Philosophy #171, The Since the RAF has only one pilot (against two
Average Gamer 127 or more fighters escorting the raid), it is highly
The Last Roundup of MUSTANGS Strays 109 unlikely that you will win an air battle by downing
Churchill's Few 109 two more aircraft than you lose. Therefore, you
A Great War Ending for must intercept the raid at its reported altitude (to
HISTORY OF THE WORLD 73 ensure combat) prior to the bombing run and limit
At the Kiosk: GMing PBM Competition 73 the damage to London to two or fewer (reparable)
Rodeos, Rhubarbs and Circuses . . . . . . . . . . . 73 points, plus finish the battle having downed one
MARCH MADNESS Revisited 73 aircraft more than you lose. A head-on attack on a
Staff Briefing: An Interview with Heill or Ju88 followed by a quick exit from the air
Bill Levay 55 battle is the best approach, because no performance
Breaking Down the Numbers 18 roll is necessary and any hit (>97% chance) on the
ASL Scenarios 18 bomber will force it to abort (because frame and
Letters . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 18 ***** gunner hits in head-on attacks are converted to pilot
and engine hits), leaving the Germans with two or
In addition to helping us put together the best
***** convention around, AvalonCon GMs are also key
fewer bombs to drop on London (after the effects of
AA). The final element of your decision is how to
As many of you know, Avalon Hill and Multi- experts on our games. Many of the Question &
intercept the raid. Due to the damaged radar sta-
Man Publishing have joined forces to put out qual- Answer work is done by these unheralded hobby-
tions, the raiders will get four moves before you do,
ity ASL material for the hobby, via modules, the ists. Much to my chagrin, I incorrectly answered
putting them just short of London on hex row M.
ASL Annual and The GENERAL. MMP has two ACROSS FIVE APRILS questions in the Therefore, you cannot afford to sit on the ground,
recently finished the ASL Action Pack (more sce- QUESTION BOX of volume 30, number 5. GM but must patrol at an altitude close to the final alti-
narios). This issue's Coming Attractions column Andy Lewis has quickly stepped forward to note tude of the raiders and in a location in range of the
gives you a glimpse of the first module that they are the errors and will be handling future Q&A for that row M location of the raiders, such that you can
releasing with us, PEGASUS BRIDGE. In addition, game. While all Q&A for all TAHGC games may make the head-on approach (a variety of combina-
Multi-Man Publishing is currently working on be channeled to Avalon Hill, a quick way to get to tions will work, depending upon the raider's path).
BLOOD REEF: TARAWA, a historical module Andy regarding A5A is to email At this distance from France, the damaged Helll
based on the Marine invasion of Tarawa; THE [email protected]. will crash, giving you your 55th VP. With any luck,
THIRD BRIDGE, a historical module based on the
your tired ace will outperform the enemy fighters
British defense of Arnhem during Operation Mar- ***** and deny them a VP. You will gain a tie at worst
ket Garden; ASL Annual '97 and the second ASL
At the 1996 Origins convention, Avalon Hill and have a better chance at victory than sitting on
Action Pack scenariofboard package.
Games COLONIAL DIPLOMACY and EMPIRE the ground. You call Richey and tell him to finish
OF THE RISING SUN received 1995 Or{gins his coffee when he gets back.
Awards (Best Pre-20th Century Boardgame and The 5pm pick is "4 raiders" reported at 20,000'
Best Modern-Day Boardgame, respectively). Way at location 1. The raiders move in paths 5, 4, 6, 4,
to go, team! 6 and then hit London. One successful solution
involves patrolling over N6 at Angels 25, dropping
***** to Angels 20 and moving through N7 into M7 to
intercept the raid head-on after its fourth move (and
As for the actual contest inside volume 30, in full view of the airfield below). Richey finds that
number 5 (#176 Five By Five), I received some the reported altitude is correct and that the fighters
creative responses (though the potentially best are not providing topcover. Richey encounters air-
entry was hobbled by a misreading of the instruc- craft 5,9, 18 and 20 and flies straight at the Hell 1.
tions). Contestants had to give both the answers for One burst from his guns yields two hits (1, 5),
each of the 25 boxes as well as game titles in which destroying the port engine of the Hell1. The
each answer appears. Among the music that was Heill's front gun return fire is ineffective (5). In
found: The Battle Hymn of the Republic (A5A) , the German move, the first Me109 outperforms
Dixie (HCR) and God Save the Queen (LBG). Con- Richey (6 to 5), fires one burst (3, 5), and hits him
Prior champion John Cole (right) passes the gratulations and a $10 merchandise certificate are once (1), causing engine damage. Despite Richey's
Avalon Hill FOOTBALL STRATEGY League's due to Roger Cox (Inman, SC), whose weak list of engine damage and fatigue, the second Me109 fails
rotating trophy to Super Bowl XXII winner, Ed lakes made him very beatable this time (total score to get a shot (performance rolls of 3 to 4). Richey
Okimoto. This was Ed's third championship, of 146). If I can't entice readers to knock Cox off breaks off and glides his fighter to a safe landing at
reward for a 31-6 thrashing of Keven Keller's Dal- the top of these lists with contests that anybody can the only possible airfield, the damaged base at
las Cowboys. The thirty-member league has just enter, let's see about a contest on an old favorite of Hornchurch, where you pin a medal on him and
begun its 23rd consecutive season in which they the grognards-soon-to-be a new one among com- hand him his coffee and a touch of brandy. The
play the NFL schedule in its entirety. Okimoto puter gamers: THIRD REICH (see the contest on p. German raid continues to London where it causes
applied his big game magic in a way the real Buf- 32). Like the SAT, winning answers that are no damage (due to heavy AA fire). You win 55-52.
falo Bill's envy-taking his 8-8 wild card team all guesses will look no different than those based Even if the raid had included a Ju88, the damage to
the way and building his post-season record to an upon accurate calculations, but unlike the SAT London would have been reparable and the victory
unsurpassed 15-4. wrong answers are not penalized, so give it a try. would have been 55-54.
ill
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COUNTERS made. Similarly, Japan would make a single AIR
Japanese Partisans: The variant counter attrition die roll against both Nationalist 26.1731B How many fleet factors are
sheet for vol. 30, no. 6 contains these China and Russia. required to sea transport or sea escort three
counters. naval air factors?
Japanese Strategic Bombers: The variant UNIT CONSTRUCTION A. Two. Three naval air factors are equiva-
counter sheet for vol. 30, no. 6 contains 19.3 May units be constructed in isolated lent to one army air factor for such pur-
these counters. Siberian objectives? poses.
Japanese Rockets: There are no specific A.No. 26.195, 42.463 May fast carriers be
counters provided for Japanese rockets; use 19.35 May British units be constructed if deployed to the SW box without their full
German rocket counters. India is conquered by Japan? complement of naval air factors? May naval
A. Not unless and until the Allies reconquer it. air factors on a fast carrier transfer to port in
MAP 19.24, Unit Conversion Table May Ameri- the SW deployment phase in which the fast
Map Errata: There should be one red and can ground units be broken down or com- carrier deploys to the SW box?
one black port in Tnik, as there is in Pearl bined in Pearl Harbor? A. No to both.
Harbor. Similarly, Naha (Okinawa) and
A. Yes. The Unit Conversion Table refers 26.197 What happens to naval air factors if
Agana (Guam) should be red, not black, to only to the locations at which ADVANCED their carrier is sunk in port?
reflect their objective status.
THIRD REICH units may be exchanged for A. They are in the port, unless their pres-
Q. Is Port Moresby a jungle/mountain hex? ERS units. The United States may break down ence in the port would exceed air stacking
A. Yes. and combine ERS ground units in both Pearl limits at the end of the enemy attack. If their
Q. Is hex GG24 a beach? The example in Harbor and the US box. port is attacked by enemy air units, naval air
29.542 refers to "the beach hex southwest of factors are considered to be based in the
Rabaul," but it's hard to see the beach on the ARMOR port itself, not on their carriers. They are
mapboard. 14.8, 15.61, 15.62, 23.2 Mayan armor unit therefore attacked separately and their fate
A. There were several production errors on in rough terrain overrun an enemy unit in an is unrelated to that of their carrier.
the mapboard, and this is one of them. adjacent clear hex, create a breakthrough, or
26.67 When are army air squadrons recom-
GG24 was supposed to be a beach, but it move to a breakthrough hex created by
bined into air factors and their ultimate
was omitted from the mapboard. Accept the another armor unit? .
losses resolved?
mapboard, warts and all, so there is no beach A. No to all three questions. An armor unit
A. When all combat involving the army
southwest of RabauI. in a swamp, jungle, mountain or jungle/ air units is resolved for the battle in ques-
Q. May sea activities to and from Manila be mountain hex acts as an infantry unit.
tion. For example, three army air factors
conducted through hexes V9 and W9, north- flying CAP over their air base are treated
east and east of Manila? CHINDITS as nine army air squadrons. Their base is
A. No. A quick look at an atlas often helps 24.51 Must Britain select an offensive attacked by enemy naval air units and they
with such questions, Manila is on the west option to airdrop a Chindit? lose two air squadrons in air combat, leav-
coast of Luzon. A. No. A Chindit may be airdropped as a ing seven army air squadrons. The attack-
4.62 Is Singapore an island? limited offensive option costing one BRP. ing naval air units then bomb the base,
A. No. Units defending in Singapore against 19.33, 24.4, 24.51 Is a Chindit rebuilt as an eliminating another two air squadrons and
an attack from the landward side do not Indian unit? damaging three others. The defender has
receive any defensive benefits. A. Yes, although a Chindit may not be lost four air squadrons and has had three
47.67 Is Hong Kong part of China? rebuilt in the turn it is eliminated. damaged, leaving him with two undam-
A.No. aged air squadrons for the next round of
PARTISANS attacks. It is incorrect to convert back to
ATTRITION 25.22 May Russia build partisans in army air factors every time the army air
16.11, 48.4 Are Nationalist Chinese units Siberia? units engage in combat. Since the army air
adjacent to Japanese units in French A.No. units operate as squadrons throughout .
Indochina or Burma counted in the attrition 25.23 May partisans be placed in an enemy each battle, it is necessary to remember
total for the Southeast Asian front? ZOC at the start of a scenario? that a single army air squadron is too weak
A. Not unless they are lent or a +2 Chinese A. No. Thus, Chinese partisans may remain to modify a search die roll or attack enemy
resistance result isin effect. out of play until an opportunity for their naval units, although it can still defend
16.2 If Communist China has activated as a placement arises. Partisans which are not itself and combine with other army air
Russian minor ally, do Nationalist China placed at the start of a scenario must be con- units to attack enemy naval units.
and Communist ChinalRussia make sepa- structed normally, at a cost of two BRPs per 26.671,27.5845 If two army air factors are
rate attrition die rolls? partisan, in the tum they are actually placed bombed by naval air units, and incur a "2/4"
A. No. Once Communist China has acti- on the board. result, what is the final effect? What if one
vated as a Russian minor ally, Nationalist 25.6 Do Japanese partisans in India have to of the attacked army air factors was Ameri-
Chinese and Russian options on the Asian be next to New Delhi to inflict BRP damage can and one was Australian?
front must be in harmony, and if both select on Britain? A. One army air factor is eliminated and
an attrition option, one attrition die roll is A.No. one is inverted. If the attacked force con-

lll$crt to Th(] GJ3NERAL, Vol. 3t,No.l


-
sisted of mixed nationalities, the defender task force, or to bomb the patrolling task A. Air strikes from a patrolling task force
would choose which army air factor was force? during the movement phase may reduce the
eliminated. A. Yes, because neither air activity would defender's naval force and permit invasion
26.1732,26.671 Are army air factors con- take place until after the air strike was during the combat phase. Naval air units
verted to air squadrons when resolving air resolved. Air attacks from land-based air which survive such air strikes may be used
attacks against enemy naval units in port? units are resolved during the combat phase, as for ground support as welL If the air strikes
A.No. detailed in 26.452. were conducted during the combat phase,
27.3195H A patrolling force prepares to however, each naval air factor could be used
NAVAL launch an air strike against a target base. A only once.
27.113 May more than one artificial port be defending naval force based in the target 27.5711 Do all rounds of naval combat
constructed in a hex? base intercepts the patrolling task force occur in the interception hex?
A.No. before it launches its air strike. The inter- A. Yes.
27.319 May naval units which are not in a cepting force is defeated and returns to its
27.578 Once fleet combat is underway, does
task force carry out a patrol? Is the patrol base, and the air strike is resolved. Are
each player still make a search die roll each
aborted if losses reduce the naval force defending naval units which were damaged
round?
below the minimum nine naval factors in the naval battle repaired before the air
A. Yes. The result could affect fleet combat
required for a task force? strike is resolved?
as well as air strikes.
A. No to both. Only task forces may conduct A. Yes, but if surprise were achieved, and the
patrols. However, once a task force begins a patrolling force's first air strike damaged 27.58 May attacking naval air units abort
patrol, it may continue even if losses cause defending air or naval units, these would their air strike after seeing the strength of
it to lose its task force status. remain damaged until all air stlikes were their target, including its CAP?
resolved, even if undamaged naval units from A.No.
27.319 May task forces from different
bases combine to carry out a patrol in the the target base engaged in naval combat with 27.579 What happens to the naval air fac-
same hex? the patrolling force in between air strikes. tors on a carrier which is sunk after an "8+"
A. Yes. 27.3195L If the defender automatically inter- surprise result?
cepts a patrolling force which remains in its A. Naval air units assigned to air strikes are
27.319 May the same base be attacked by
patrol hex after it has completed its air strikes, eliminated. Naval air units assigned to CAP
two different patrols?
does this take place in the movement phase or would engage the attacking air units after
A. Yes, except for Pearl Harbor in the tum
the combat phase? they complete their air strike, then would
of the initial Japanese surprise attack.
A. The movement phase. The victorious force land elsewhere as per rule 27.5857.
Patrols are resolved sequentially; once the
first patrol completes all its air strikes, the may remain in the patrol hex and operate dur- 27.592,27.596 Naval units engaged in fleet
second patrol is resolved. Similarly, a base ing the ensuing combat phase. combat are placed on the board. Are such
may be counterair attacked, then attacked by 27.3196 During the combat phase, does a naval units still considered to be a combat
a patrol, or attacked by a patrol, then by a patrolling task force which counterintercepts group?
normal naval mission. an enemy naval interception return to its A. Yes. All naval units engaged in fleet
patrol hex? May it then use any remaining combat merge into a single combat group,
27.3195F Are interceptions of a patrol in
naval air factors to intercept enemy defensive although such combat groups have no
the patrol hex announced after the patrolling
air support? effect on search die rolls and are not con-
force has allocated its air units?
A. Yes to both, unless the patrolling force sidered to be numbered combat groups
A. Yes.
loses the naval battle with the intercepting when determining the effects of naval
27.3195F A patrolling task force reaches its enemy naval force, in which case it returns to searches. If one side withdraws from or
patrol hex and prepares to launch an air its original port and is inverted. loses all the naval units it had engaged in SOl
strike against a target base. The defender the fleet combat, all the opposing side's l:la~
27.3196 Maya patrolling task force provide ·Iaq
announces his intention to intercept the survivors from the fleet combat remain in a
patrolling task force in its patrol hex, using
shore bombardment during the combat as
phase? single combat group for the remainder of :ral
naval units in the target base. The attacker the naval battle.
A.No.
achieves surprise. Are naval air units on car-
riers in the defender's force allowed to fly 27.3196 May a patrolling task force launch
an air strike against an enemy base during the SUPPLY
CAP over the target base?
combat phase? 29.213 May Western Allied supply sources
A. Yes. The air strike is resolved before the supply Nationalist Chinese units?
defender's naval force leaves port, and all A.No.
A. Yes.
naval air units in the defender's naval force 26.311, 27.44 May carriers attack enemy
fly CAP over their port. bases as an offensive mission during the com- 29.222 Is Chungking a limited supply
bat phase rather than during the movement source for Western Allied units?
26.453, 26.52, 27.3195H, 27.57732,
phase as a patrol? A. Yes.
27.5845 A patrolling task force achieves
surprise and launches an air strike against an A. Yes. 29.32 May Russia trace supply to Kam-
air base. Air combat with the defending air 27.3195, 27.3196, 27.432 May air attacks chatka from the north edge of the board?
factors flying CAP is resolved, then the sur- during the movement phase reduce enemy A. Yes.
viving attackers inflict losses and damage naval forces in an invasion hex and thus 29.33 May a two-hex island such as New
on the base. Does this reduce the number of permit invasion? May naval air units used Ireland or Palawan be supplied if there is no
defending air factors available to provide air for such attacks also be used to support the bridgehead on the island?
cover for an interception of the patrolling invasion? A.No.

Insert to The GENERAL, Vol. 31, No.1


OIL AUSTRALIA AND INDIA ALLIED UNPREPAREDNESS
30.2C, 42.46 May Japan deploy naval 57.24, 58.24 May Japanese air units SR to 66.2E May Japanese units also move after
units to the SW box while oil effect 30~2C tbe Australia or India box if there are Japan- ipvading undefended one-hex islands?
is in force? ese units in the box, even if the box is still A. Yes.
A. Yes. controlled by the Allies?
A.No. SCENARIOS
STRATEGIC WARFARE Appendix I (Campaign Game) May
40.7,58.4,58.8 Does Japan receive 5 BRPs
27.232, 42.5211 May Allied submarines Indian infantry factors be used to satisfy tbe
if it controls Colombo, in Ceylon?
pass by a Japanese-controlled S~ngapoJ.:eto requirement that three British infantry fac-
A.No. tors deploy in Singapore?
attack the Japanese convoy route? .
A.No. A.No.
COMMUNIST' CHINA Errata for Dutch setup in" Campaign
42.5214 Is hex B8 on the "eastern edge of 59 Who gets theBRPsfor Chinese objectives
the mapboard" for the purpose of deter- Game scenario and Global War game
controlled by tbe Communist Chinese? The BRS Campaign Game permits the
mining the effectiveness ()f Japanese sub- A. If Communist China has a.ctivated asa
marines against American convoy routes? DutCh naval. and air units to begin the game
Russian minor ally in a Global War game, in any port in the Dutcb East Indies, while
A. Yes. Russia receives five BRPs for each Chinese in the Glqbal War.. game, they are restricted
42.532, 42.533, R20.11 May the Allies objective controlled by Communist China. to the Dutch objectives. Is this inconsistent?
bomb Japan if they have a base within Prior to Communist Chinese activation, no fA. Xes. Players should use the GlobalWar
range of Osaka or Kogoshima, but not one receives the. BRPs for Chinese objec- restrictions in theirERS Campaign Games.
Tokyo? tives under Communist Chinese control.
A. Yes. 42.532 should say "any Japanese EXAMPLE OF PLAY
key economic area". NATIONALIST CHINA
Round 4, Fleet Combat The text says
47.3, Chinese Resistance Table Do non-
Japanese Combat Group 2 has nine fleet
BRP GROWTH LIMITS Chinese Allied units in hexes 025 and P24
factors. Is this an error?
Errata for 33.2 The amount by Which a (tbe Indian side of the Himalayas) count as·
A.Yes. Something strange happened to this
major power may increase its13RP base in being "in China" for the purpose of modify-
combat group in the course of the battle. It
a YSS is limited to its growth rates times ing the Chinese Resistance level?
began the battle with two CVs, two CVLs
its BRP base in the previous YSS.BRPs A. No. Tbese hexes should be considered
and 14 fleet factors. In round 2 it was
which may not be appliedto.BE-P growth Indian for all purposes..
attacked by American air, and one of its
at the end of a year because oLthis limit 60.1 May Nationalist Chinese air units fly CVs was damaged and two of its fleet fac-
are reduced like normal by thegrowthrate defensive air support f{)f British units in Hong tors were eliminated and another four dam-
and carried over (added totbe BRP total) Kong during the initial turn of the Japanese aged, leaving one CV, two CVLs and eight
without increasing the BRP base The attack? ' fleet factors. But it is depicted in Figure 5 as
automatic US BRP base increaseS are A. No. Nationalist China is not Allied until' baving 11 fleet factors, and then in Figure 6
counted toward this limit, but the USBRP the start of the following Allied player turn. as having only six fleet factors, when in fact
base may always grow at least by the 27.433, 42.5212, 42.532, 45.21, R21.33 it still has eight fleet factors. The accompa-
amount of the automatic US BRP base When may Chinese cities be used by the nying text is one fleet factor off-it gives
increases. BRP growth limits do not apply Western Allies for: a) invasion support, b) the group as having nine fleet factors when
to the Pacific portion of US BRPsun,tlLthe submarine bases, c) strategic bomber bases in fact it has eight.
United States is at war.\¥ith J~pan. Nor do and d) atomic attack bases?
the limits apply to Japlln.untit it 'is at. war A. Tbe city must be
with the United States. In.GlobalWar, the , ist China, the Un' GLOBAL WAR RULE CHANGES
limits do not apply to the Soviet" Uniol1" must be fully
until it is at war with Germany;. not do the Allied, not Chine
limits apply to tbe Atlantic 'l?ortion,of U~ exception t
BRPs until the United Stati'lsisatwar With atomic attack
Germany. . d Stites or Bri
if supply. could
JAPANESE Bo.MBING Allied sup ly
43.1 May Colombo be bombed by Jll, ooc
army air factors? " to f
A.No. or moreeffe
n
American expenditures on "DOW +" force UNIT>(JONSTRUCTION DUTCH EAST INDIES
pool additions reduce the American BRP 19 In a Global War game, once the United 63 Is the status of the Dutch East Indies
level, but not the American base. Statesis at war in both theaters, are there any altered if The Netherlands remains neutral
4. The following status modifier is added to restrictions as to the US box in which Ameri- or is conquered by tbe Allies?
the US-Japanese Tension Table: can force pool additions may be constructed, A.No.
+1 for each US "DOW +" force pool addi- and the deployment of American units once
tion which has been fully constructed, constructed? ALLIED UNPREPAREDNESS
beginning with the tum of construction A. No. The European and Pacific force pool 66, 67 If the Japanese attack Britain in Fall
(DOW +2: +1 per tum; DOW +2 and DOW additions only govern when the additional 1941, may they still attack Pearl Harbor in
+4: +2 per tum; DOW +2, DOW +4 and American forces enter the game. Thus the Winter 1941? How is such an attack
DOW +6: +3 per tum, etc.) American player could build all his army air resolved?
INTER-THEATER TRANSFERS factors in the US Atlantic box and use them A. The Japanese may attack Pearl Harbor,
1. Beginning in the tum following the all against Germany. and all the normal rules apply. As a glance
arrival of the final American "DOW +" at the Pearl Harbor Surprise Table will con-
force pool addition, the United States may DECLARATIONS OF WAR fmn, such an attack is usually a bad idea.
transfer from one theater to the other each 46.3 In a Global War game, Germany is at Even if US-Japanese tensions are over 40
tum a total of no more than: war with Russia. Does a Japanese declaration and the Allied unpreparedness rules don't
A. five air factors, of war against Britain put it at war with Rus- apply, US air units in Pearl Harbor are
B. one am10r, airborne or marine unit, sia? Does a Japanese declaration of war inverted if the Japanese attack, US naval
C. nine infantry factors, and against Russia put it at war with Britain? units in Pearl Harbor may not intercept the
D. 18 naval factors. A. No to both. Japan would have to make two Japanese attack, and the location of the US
2. This per tum limit applies to both the declarations of war, at a cost of 35 BRPs each, carrier task forces is determined by dice
rebuilding of eliminated units and to SRs if it wanted to attack botb Britain and Russia. rolls.
from one mapboard to the other. Force pool History can assist in resolving such ques-
additions from research may be built freely tions-in the real war, Japan attacked Britain US·JAPANESE TENSION TABLE
in either theater. and the United States but remained at peace Q. Are DPs placed in Japan in a Global War
EXAMPLE: The "DOW +10" force pool with Russia, despite the Russo-German war. game triggered after normal diplomatic die
additions for the Pacific theater arrive in rolls, in the same manner as for DPs placed
Winter 1944. Starting in Spring 1945, LENT UNITS in the United States?
American rebuilds and inter-theater SRs are 51.2 In a Global War game, may Nationalist A. Yes.
subject to the limitations set out above. Chinese units be lent to Britain before Britain
and Japan are at war? US ELECTION
A No. Q. If the United States signs a separate
GLOBAL WAR QUESTIONS peace with Japan, wben are US forces
AUSTRALIA AND INDIA moved to US-controlled, US pre-war terri-
DEPLOYMENT LIMITS 19.34,57,58 In a Global War game, may tories?
64.2 How many Japanese 3-2 infantry units Australian and Indian units move and SR A. Immediately after resolving the election,
are required for the Manchurian garrison? before the outbreak of war with Japan? May in contrast to Europe, where US forces are
A. Two. This is correctly stated in rule 64.2 they be broken down or combined once they SRd back to the United States during the
and for the ERS scenarios-the Global War are initially placed on the board? May they Allied SR phase(s) following the election
deployment limits are in enor. If Japan left stack with British units before they activate? result.
only one 3-2 infantry unit in Manchuria, A. Yes to all of the above questions. Aus- Q. Is Japan considered to be under an oil
Russia could transfer a 3-2 infantry unit to tralian and Indian units may only be broken embargo for the purposes of US-Japanese
Europe (65.5). down or combined if they are first moved or tensions after an adverse US election result?
64.21 May Japan replace a 3-2 infantry unit SRd to their respective boxes. A. Yes, unless the United States signs a sep-
in Manchuria with three 1-2 infantry units 29.3,58.23 If Japan invades the Indian box, arate peace with Japan and US-Japanese
without allowing Russia to transfer a 3-2 it IIJ.ust trace sea supply to its units t/;lrough a tensions are below 24.
infantry unit to Europe? bridgehead. If Japanese units subsequel,ltly Q. Do US-Japanese tensions increase after
A. No. The Japanese garrison must remain establish an overland route to the India box, an adverse US election result if Japan
in Manchuria throughout the Japanese tum. are they considered to have linked up with the rebuilds a CV? A CVB? If it builds a CV or
Q. May British or Russian European forces bridgehead? a CVB acquired through research?
begin the game in mapboard boxes? A. Yes. A. Yes to all tl1e above questions. Fleet con-
A.No. struction does not trigger a tension increase
Q. May Russian units listed under "Russian FRENCH INDOCffiNA after a US election result, but the rebuilding
Force Pool-Europe" begin the game in 62.5 May Japan stage air units into Saigon in of a CV or CVB increases tensions when
Siberia? order to "occupy" French Indochina? the carrier in question is launched (but not
A. Yes. A. No. Japan must sea transport, invade, air- when reconstruction begins and the BRP
Q. May the United States transfer units from drop or SR a ground unit into Saigon in order cost for tl1e carrier is incurred). The con-
one US box to the other before it is at war? to take control of French Indochina. Japan struction of a new CV or CVB acquired
A. Yes, subject to the restriction that it must may therefore not use airbases in southern through research increases tensions in the
keep at least one American CV in the US French Indochina in the tum it attacks the tum it is built.
Pacific box and two CVs in the US Atlantic Western Allies unless it bas occupied French
box. Indochina in a previous tum.

Insert to The GENERAL, Vol. 31, No.1

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