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2 MOVES nr.

51, published June/July 1980

Opening
Moves
In this issue we have the firSl of our
companion pieces for the Fecent games in
S&'T and Ares. Note that in all.cases, the ar-
ticles involve scenario material - even
though I' m al\.vays making 'negative noises
Circulation: 9100
about such material. This is more by coin-
cidence than intentionsinee it's .hardenOl)gh
Editor/Executive Art Director Redmond A. Simonsen getting any materjal 'On the most current
Managing Editor Robert]. Ryer games quickly ellough to get it into the
Art Director Manfred F. Milkuhn following 1'v[OI(ES, muc.h less gelling
Contributing Editors precisely the type of article I might want.
Greg Coslikyan, James F. Dunnigan, Eric Goldberg,Phil Kosnett, This is nOl to'say.lhallactualfy discourage
Steve List, Thomas O . Pratuch, Charles Vasey scenario material ,on the most recent issue
MO VES Magazine is copyr ighl :i:' lY 80 , Simu lmiom Publicalio ns , Inc. Primed ;n U.S.A . All righ,s rcscrved. All games - in fact, si.nce almost everyone has
edi lOrial and general mai l sh o uld he add re"cti 10 Simula tions Puhlicat io ns Inc., 257 Park Ave nue Sout h. N . Y. N. Y. t.hem (and since there. are space limits .on issue
100JO. MOVESi, )ollblish ed himQllIhly . One ycar slib sc riplio ns(six issue., ) arc ava il a ble fo r $9.60(U5). Bac k is.' lle'M games), they .are probably the mosl likely
single ~opic.\ of Ihe cu rrent issue a re a vai lable at $2 .50 pcr copy . Please remit by check Or mo ney urdeT (US funds).
candidates for such articles.
Printing a nd Ilinding by Wellesley Press, Inc., Fra mingha m. Ma. s.
ARTIC / .f : SUBMISSIO,VS: Reade rs are invited 10 suhm ;1 arti cles ftlr possible publica,i n n in MOVES MUf!,Gzine.
Note thal I have these articles done by
l\januscri pL' m us, be IYPc'w ri tt en , doublespaced, o n 8 V,x l I while bo nd , with generou s line Je.n gth of 55 It' 65 assignment - since . by the time a reader!
cha racters_ Please include you r last name and pH ge nu mber on each MS pa ge, a nd your name, address, pho ne numher. au thor gets the game, plays it, and writes his
suggested l i(h~ ! and ho no rariu m prefcrCIl\.:C on lhc cover page. \Vith .;;ubmissiOrl , indude a sLa mped self-addressed article, the subject is pretty much cold
postcard with the na me of your art icle Oil Ihe message side. Articles a nd illuql'ulio ns mnno t be returned. In no in -
Slance ! hu we \-er, can SP I as:; ume l'e~ pon ~ ibi1il y ror ma nuscri p ts and illusfra lio n:; nOt s peci fica)) y so licited _
pot.atoes. Before the issues arc evert publish-
ed, pre-produclion copies of the games are
used to develop the material f.or MOVES,
and these arlicles are wrillen by people who,
through involvement in the design or tesling
process, already have ajump on the game,
T hose of you who might be interested in
In this issue_ .. writing an article on a recent Ares or S&T
game would be well advised to first see the
Wi'l son's Creek Historical RICHARD WRIGH T 4 following MOVES issue to avoid dupl icalion
of effort. Also, please don't write profile or
On Little Round Top HA fIfI Y ROA e H 6 re view arlicles on such games - since
everyone has these games, it really doesn' t
Eric Goldberg's Kursk THOMAS HUDSON 8 make much sense lO describe them or advise
people on a purchase decision. This doesn't
The Son of the Son JOHN G. ALSEN 11 mean you can't write a critical piecc on such a
of Squad Leader game - but that criticism must be deeper
and broader than the simple "fair or foul"
Roll Up for the Mystery Tourl .Jus TIN LEl TES 15 commenlary of an ephemeral review.
& M A TTHEW T. RUFF
I'd also like lO see some more material
on non-SPI games. See the rating charts in
Flights of Fancy ROBER T S. HOPKINS 19 5& T and A res and choose from amongst
those that have high percent -played and ac-
Workshop-Talk GREG COS T/KYAN 29 ceptability ratings.
Pandora with Brains TED WOODS & DA VID RITCHIE 31 NEXT MOVES
In the next issue (52), we'll have articles
Opening MOVES REDM OND A.. S/A40NSEN 2 about Barbarian Kings (Ares 3), Tito.l (S&T
MO VES in English CHARLES VASEY (ed.) 24 81), and a spate of mini-reviews' on
P.,H BOt TON & W. M. ORR Napoleonic-era games . Designer's No tes will
be back - they were fresh out for this i ss u~
Feedback/Playback Questions vox POPULI, vox DEI 34 - and we'll catch up on Playback ratings. !
hope between this issue and next I'l! be seeing
many of you at Origins 80 - we're h;;tving a
MOVES subscriber seminar ilt he COnven-
tion, and I'll be reporting the consensus of
that get-together in MS2. ~Redm(l"d

SpiBus Lives Again!


Simu lati ons Public fl ions, Inc., 257 Park Avenue South, New York , N, Y. 10010 No later tha n issue 53 you will see SpiBU$ asain as
a regular featurewith personal comp\lter gaming
articles for .novices and experts. We need articles.
Send them directly to : Bill St. John (SpiBus
Editor) 17 Glen Drive, Troy, New York 12180.
3

NEW from the Award-Winning


Terrible Swift Sword Game System

Drive onWashington
The Battle of Monocacy Junction
In July of 1864, time was clearly running out for the
Confederacy. The years of grim attrition had all but ex-
tinguished the capacity of the Army of Northern Virginia
to carry the war home to the Yankees . Almost extin-
guished ... but not quite!
Drive on Washington recreates the last battle of the
last offensive launched by CSA forces in the East during
the War for Southern Independence. A Confederate
Corps under General Early surprised a U .S. Army Divi-
sion led by General Lew Wallace some 30 miles outside
Washington, D .C. Drive on Washington simulates the
desperate struggle that ensued when Early's troops tried
to force the Monocacy River defended by Wallac's scat-
tered brigades. The game includes special rules detailing
the influence of Early' s leadership, the Confederate
search for a hidden ford during the battle, the effects of
fighting over fences and wheatfields, and more . Drive on
Washington includes 200 counters, Exclusive and TSS-
system Standard rules books, charts and tables, and a 22"
by 34" map .

PeaRi~
Gettysburg of the West
Early in 1862, Union prospects looked bleak indeed .
Far from controlling the rebellion , the armies of the North
appeared hard pressed even to contain it. Confederate in-
roads into the border states pointed the way to potential
military and political disasters that seriously threatened
the viability of the Union war effort. The darkest hours
came on 7 and 8 March when , below the towering Pea
Ridge, an outflanked and out-numbered Union army fac-
ed a Rebel force twice its size and fought desperately to
save not only the state of Missouri, but its own collective
skins as well!
Pea Ridge simulates this critical two-day battle in a
game that can be short or long, but is always prone t o un-
foreseen reversals of fortune. "Special rules include Con-
federate militia (armed with shotguns), attachment and
detachment of brigades (fighting often splits into two
fronts, and how a player' s forces are distributed can be
decisive), and the possibilit y of the battle lasting into the
night and a second day. Pea Ridge includes 200 counters ,
TSS-system Standard and Exclusive rules books , charts
and tables, and a 22" by 34" map.
Drive on Washington; $8.95.
Pea Ridge: $8.95.
4

SCENARIOS & VARIANTS

WILSON'S CREEK HISTORICAL


The Designer Comments and Provides
by Richard Wright

With this article, it's twice in .a row that we have Suddenly your consciousness is jerked Code: C: column; Ln: line; M: mounted; D: dis-
immediatelfollow-up on an S&T game. Wilson 's back to the present by a tap on the arm by mounted; L: limbered; U: unlimbered; R: routed.
Creek was one of those games that for no par- McIntosh who has sighted a fast moving and (Unit/ Leader: Set-up Hex/ Formation):
ticula r reason had more than its share of minor excited rider. It is Colonel Snyder, General LYON: 2641.
fl uffs associated with it As Richard will relate. Rains's Chief of Staff. Almost breathless, he STURGIS: 2641; Plummer: 2441 Ln; 2 Mo: 2742
some historical data never made it through the C; Kan e: 25420; 1 US De: 2542 D .
announces, "Lyon is approaching with
sketch map stage into the art department, and
some of the co unters grew warts When it was 20,000 men and 100 pieces of artillery. They SIGEl.: 1004; 3 Mo: 0905 C; 5 Mo: 1004 C; I
printed , the map had a true printer's error in- are at this moment within a mile of Rains's US Ie: 1309 0 ; 2 US Cc: 1104 M.
trodu ced to itlthere really aren'l many such errors camp." After putting down a piece of corn- ANDREWS : 2641; 1 Mo 1: 2640 Ln; 1 Mo 2:
that yo u can legitimately blame the printer for) bread , you reply laughingly, "Oh, pshaw! 2640 Ln; Steele: 2647 C.
that was solved by a last minute run through the That's another of Rains's scares," alluding DElTZLER: 2641; I 10 1: 2644 C; 1102: 2645
press - your map has gone through the press to the Dug Springs fiasco. "Tell General C; 1 Kan 1: 2541 Ln; 1 Xan 2: 2541 Ln; 2 Kan 1:
three times instead of the norma l two times, and Rains I will come to the front myself 2642 C; 2Kan 2: 2643 C.
now it can be told! - RAS directly." BATTERIES: Totten: 2641 L; Backoff: l008L;
Colonel Snyder r'ides off and you ask DuBois: 2646 L.
You are Ben McCulloch, just SlUing General Price to pass you a second helping of
down on this 10 August 1861 morning to a beef. Within two or three minutes, another [27.21 CONFEDERATE DEPLOYMENT
fresh, piping hot breakfast of corn bread , officer rides up and reports, " Rains is falling McCULLOCH: 1926; 1 Ark Ie: 2216 RI M; 1
lean beef, and coffee. Your mind drifts a bit back before overwhelming numbers and Ark 2c: 2516 RI M; 3 XI Ie: 1819 RI M; S XT 2e:
to the events of the last several days. General needs instant and heavy reinforcements." 1923 RI M; 2 Ark e: 18290; 3 La 1: 1528 Ln; 3
Stirling Price, at whose HQ you are dining La 2: J529 Ln; 3 Ark 1: 1428 Ln.
You again express disbelief, remarking, "Oh,
this morning , and his rag-tag "army" have nonsense! That cannot be true. The Union PEARCE: J525 ; I Cav c: 2414 RI M; Carroll c:
been totally unmanageable. Ever sinc e you 1525 0; 3 Ark 2: 1526 Ln; 4 Ark 1: 1425 Ln; 4
army is in Springfield ." Glancing up from
finally got Price to relinquish command over Ark 2: 1426 Ln; 5 Ark 1: 1424 Ln; 5 Ark 2: 1524
the table, however, you, McIntosh, and Price Ln .
the combined force, it has been a constant see a great crowd of men on horseback, some
battle to keep them in step with your disci- PRICE: 1926; Rains: 1937; Hunter c: 24350;
armed, others unarmed, mixed in with
plined , well-equipped regulars. It was not ten McCowan c: 2635 D; PeJton c: 2835 D ; 1 MSG
wagons and teams and lead horses, all in 1: 0925 C; 1 MSG 2: 1025 C; 1 MSG 3: 1026 C;
days ago that you found out that Price did dreadful confusion, scampering over the hill 1 MSG 4: 1027 C.
not obey your instructions about leaving all and rushing toward you - clearly a panic-
unarmed men behind at the start of this cam- PARSONS: 1824; Kelley; 1824Ln; Brown: 2513
stricken mob. Moments later, you hear the RI M .
paign. Extra mouths to feed that cannot pro- report and see the muzzle flash of Union ar-
vide any firepower are a drain you can ill af- CI.ARK: 1726; Burbridge: 1726 Ln; Major: 2213
tillery from the direction that the mob is flee-
ford on your 10,000 man army. RI M.
ing. Then, in response, you hear enemy guns
Then, several days ago, Rains Brigade 180 0 to the south. As you quickly grab your SLACK: 1727; Hughes; 1727 Ln; Thornton:
of the Missouri State Guard was sent out to 1827 Ln; Rives c: 2433 D.
saber and mount YOUf horse, you hear
recon the Union strength while your army General Price order the "long roll" alert to McBRIDE: 2025; Wingo: 1925 Ln; Foster: 2026
was camped near Dugs Springs. Despite your be beaten out by the staff drummer. The Bat- Ln; Campbell e: 2025 D.
order not to attack and the reaffirmation of tle of Wilson's Creek has begun. BATTERIJ::S; Guibor: 1825 UL ; Woodruff:
that order by your able second in command , 1732 UL; Reid: 1622 UL; Bledsoe: 1024 L
Colonel Mcintosh, Rains' s men charged the SUPPLY WAGONS; Wagon 1; 1530; Wagon 2:
enemy and were summarily thrashed by 1629; Wagon 3: 1729.
General Nathaniel Lyon's Union regulars . [27.01 THE HISTORICAL
So complete was the rout that they stamped- SCENARIO [27.3] SPECIAL RULES
ed through the center of your camp. That ac- [27.31) During the Confederate Playe r-Turn of
tion precipitated the rout of other MSG COMMENTARY: Game-Turn One only, Confederate leaders may
units. The entire camp was in disarray. Total- In t he actual battle, the Rebels succeeded in move vo luntarily. The Confederate unit in hex
ly disgusting! holding off the Union sur prise al.lack from Bloody 2433 must make a Morale Check at the starr of the
Recently, Price has pressed you to at- Hill and wiped out Sigel' s encircling force. Confederate Movemem Phase and performs rout
tack Springfield, Missouri, where the Union However, the Confederates were unable to movemen t if necessary.
dislodge the Union force .on the summit of Bloody [27.32) Du ring Game-Turn One, all Union units
army is known to be. You were in favor of
Hill. The Federals left the field because they were north of hex row XXIO may move (all of Lyon's
maneuvering the enemy out of Springfield nearly out of ammo , not due to a successful Rebel
rather than attack the fortified camp. You Division plus independents) and all Union leaders
attack. In this scenario, the Confederates have a may move. Sigel's force cannot move except Sigel
had planned to march yesterday to the out- decided advantage and will usually be the victors. himself on Game-Turn One.
skirts of the town and attack this morning,
but the wet weather postponed that strategy. CASES: [27.33) The Confederate cavalry units which
begin play already romed may not rally until the
You assumed, of course, that even though [27.1] UNION DI<: PLOYMENT Confederate Rally Phase of Game-Turn Four.
the army was resting "on their anns," ready When playing the historical scenario, the Union These units were routed before the time frame
to move at any hour, each command would units are deployed in the following hexes and the covered by this scenario and were considerably
select sentries to protect the army from a sur- facing of the units is determined by the Union disorganized. Union units do not get the move-
pise attack. Hmmm . .. . Damn that Price! player. The formation is indicated by the following ment bonus in this scenario; delete Section 24.0.
5

[27.34J The supply wagons and Pearce's Brigade 25 rounds average per man since the cam- loch's men were equipped with Springfield
may not move till Confederate Game-Turn Four. paign started two weeks before the battle. To rifles from the Little Rock arsenal. The
[27.35] The alert rules (Section 22.0) are not used add to the Rebels' problems, Price's army of Union force had a common weapon - also
in this scenario, and all Confederate units are Missourians was equipped with shotguns and the Springfield. My dilemma was that if I in-
already alerted at the start of the game. flint-lock rifles/smoothbores, while McCul- creased the chances of the Rebel Player am-
(27.36] The Confederate units are deployed in the mo depleting, then in game strategy it would
hexes and formations listed in Case 27.2. SUMMARY OF COMBAT UNIT TYPES greatly benefit the Union Player to sit and
[27.37] Victory conditions are the same as those Front Back wait for the Rebels to ammo deplete
used in Option #3. See Section 26.0 of Wilson's themselves and then attack. I decided to
1 Ark
Creek Exclusive Rules. MrlnlSh leave ammo depletion at noI'mal for the Con-
[nfan/ry federate Player and decrease the chance for
Designer Notas RTD
the Union Player while changing the original
Overall, the game developed very victory conditions. Only half a point was
smoothly. it seems to be a real Player's game. 14 Voc 14 Var awarded to each Union strength point still on
McC,\nd MrCslnd
It allows the Union Player many options of the map with a line of communications, in-
strategy and tactics, while the Rebel Player's
reaction techniques are tested to the limit.
r pt Cavalry
p~ stead of a full point. The game balanced out
nicely during the play-testing.

-- I
Both Players must be adept at offense as well There were many people who aided my
Nelson Nelsen
as defense. Most of my design material came Indpnl Indpnl effort in the design of Wilson's Creek. I first
from source number six in my bibliography Artillery
wish to thank Jim Dunnigan for listening to
and from my personal correspondance with '-TO: unlimbered limbered my comments in a seminar at Origins '79 and
Mr. Edwin C. Bearss. then enlisting me to make this game for SPI.

I~'
The biggest problem in designing the Tom Bennett has given me constant and un-
game was that the TSS system was revised tiring support on this game. He was primary
after my initial design was submitted to SPI. s,'," W,"" blind-tester in the early stages of the game's
From that revision, two problems arose. ere wed uncrewed
design. Finally, the entire group of the
First, the map had to be scrapped. My Pioneer Valley Military Strategy Club of
geological survey map made creation of
another map easier than anticipated, but un-
fortunately I did not ask to approve the final
version of the map before blind-testing was
[J "lnK
I/\' 4 full
crew
Artillery Crew
Springfield, Massachusetts, was im-
measurably helpful in blind-testing the final
version of Wilson's Creek.
Bibliography

D
initiated. I say "unfortunately," because
most of my errata did not get onto the final Wagon Supply Wagon Crew 1. Official Records of the Rebellion,
printed map. The original map was filled Crew Series I, Volume 3
with steep crest hexsides. While they, as well 2. Battles and Leaders of the Civil War,
as other corrections, did not get onto the Volume 1

D
map, 1 found that during the play of the Van Om
game the many contour changes achieved the ~iJ
Division Leader 3. Memoirs: Historical and Personal;
same result. Brush hexes were the second 10 2 Including the Campaigns of the First
problem. The area around Wilson Creek Missouri Confederate Brigade, by Ephraim
abounds with large oak trees and con- Anderson, copywritten 1868
Slork Slork
siderable dense undergrowth. However, Van Drn Bri/:ade Leader Van Om 4. A Southern Record: The History of the
none of this type of terrain deterred artillery ~~ REPL Third Louisiana Infantry, by W. H.
3 1 (5) 20(2)
from firing to various contour levels as Tunnard, copywritten 1866
desired: hence the rule that ignores brush 5. Confederate Cavalry West of the River,

D
hexes for artillery fire but retains a modified 8rigade by Stephen B. Oates, copywritten 1961
Cmdr Replacement Leader
woods hex for infantry fire. RRPL
My next big hassle was the alert rules 2 0 (2) 6. The Battle of Wilson Creek, by Edwin
and the variable Union entry options. As C. Bearss, copywritten 1975
7. An Account of the Battle of Wilson

o
originally conceived, my alert rules just did SUMMARY OF MARKER TYPES
not provide the flavor of attacking an un- Creek or Oak Hi/ls, by Holcombe and
suspecting enemy camp. Tom Hudson, the Pinned
r::l
0
Adams, copywritten 1961
SPI game developer, really coalesced the sur-
prise attack situation with the many Union
entry options. The entry options are actual
L:J Routed
8. General Nathaniel Lyon and Missouri
in 1861, by James Peckham,
copywritten 1866
avenues of attack that Union General Lyon
had contemplated using. The only change
that I had to make in the alert rules was the
Column Forma/ion

Engaged
Q
0
9. Civil War on the Western Border:
1854-1865, by Jay Monaghan,
copywritten 1965
deletion of the possible loss of horses due to
the Rebel camp being alerted during the Con- 10. General Stirling Price, by Albert

D
federate Player-Turn. There is no historical Castel, copywritten 1961
Ammo
fact to base that rule on. In the actual battle, Depltd Ammunition Depleted
all of the Rebel cavalry were routed from Addenda
Sharp's cornfield by Sigel's guns, and [22.5] (correction) C.onfederate Cavalry

[2]
somehow the Rebs managed to escape to the Panic.
woods with their horses. Current Slrenglh Delete reference to case 22.32. Confederate
The ammo balance between the two cavalry cannot loose their horses if they are
sides was the last hurdle. The Union army alerted in the Confederate Player-Turn.

D
stuffed their pockets with ammo and percus- Game Scale (addition) The game scale is 125
sion caps just before leaving Springfield to GameTum yards from hexside to hexside. Each Strength
attack the sleeping Rebel camp. The Rebels, Point represents 100 men or I gun. Each
on the other hand, had been carrying about Game-Turn represents t~enty minutes .
6

SCENARIOS & VARIANTS

ON LlrrLE ROUND TOP


A Revision for Terrible Swift Sword
by Harry Roach, EDITOR, MILITARY IMAGES MAGAZINE

Since we dit1 a little revision/correction of (3/UIII) and 9th Mass. (2/l/V). Both were shaw back to the Rose Farm and were then
Wilson's Creek in this issue, it seemed not in- detached on picket duty and did not par- enveloped and routed in turn by the brigades
appropriate to run a revisionist article on the ticipate in the fighting on this particular por- of Semmes and Wofford.
system's parent game, Temble Swifr Sword. tion of the field. Which brings us to the subject of Con-
In case you didn't keep track, there are now Ward's Brigade (2/1/111): 1st U.S.S.S., federate unit dispositions. In the interest of
six games in the system (with the promise of 0925; 86th N.Y., 1025; 20th Ind., 1126; 99th accuracy - if one wishes to play an historical
more to come if you all go for the series-style Pa. & 4th N.Y. Lt. Arty, 1225; 124th N.Y., scenario rather than a "what-if" situation-
numbers). And if, by chance, you're one of 1224; 3d & 4th Maine, 1324; 2d U.S.S.S., Confederate units should be assigned initial
the seven people in the world who don't 1726. All sources agree that this brigade oc- dispositions and a timetable as are the
have the original game, you should by all cupied Devil's Den with the exception of the Federal units. I would suggest the following:
means go get a copy - and we'll keep on 2d U.S.S.S., which was placed at the foot of Law's .Brigade: 44th & 48th Ala. , 2131;
revising and spinning it off for you . - RAS Big Round Top. There is some evidence that 15th Ala., 2031; 4th & 47th Ala., 1932.
Devil's Den was not as heavily wooded as Robertson's Brigade: 4th & 5th Texas,
portrayed on Map C, which seems to be bas- 1832; 1st Texas & 3d Ark., 1733.
ed on the present-day foliage. Therefore I
After numerous playings of the Little Benning's Brigade: 15th & 17th Ga.,
would treat hexes 1325, 1326, and 1226 as
Round Top/ Peach Orchard scenario of Ter- 2133; 2d & 20th Ga., 2033.
clear terrain hexes.
rible Swift Sword, it became apparent that it Anderson's Brigade: 8th Ga., 1834; 11th
was almost impossible for the Confederates & 59th Ga., 1735; 7th & 9th Ga., 2033.
to reach Little Round Top in any strength. In
the actual battle, Law's brigade and half of The division's artillery was massed on
%,:~. . _~>.t,~f:':r!:~".""
Robertson's reached the hill practically :.~~~,
its left, so place it in line from 1434 to 1633.
unscathed to begin their contest with Vin- It is clear from the records that most of
cent's brigade of the Federal V Corps. Hood's division formed up east of the Em-
Research on the subject revealed major mitsburg road "in heavy woods . . . at an
errors in the Initial Deployment instructions acu te angle" to the road, so treat this area as
for the scenario, particularly On the Union wooded terrain. General Warren on Little
side. Where the historic line formed a salient, Round Top ordered the 4th N.Y. battery
the game instructions call for placement of (hex 1225) to fire a shot into these woods
the 1st Division/ III Corps on a roughly "between Plum Run and the Emmitsburg
straight north-south line from hex 0130 to road," thus revealing the Confederate loca-
1627. In fact, the di vision's line ran south on- tion. When Hood's first wave attacked (Law
ly to hex 0532 (the apex of the salient) then on the right, Robertson on the left), the units
turned east for quite a distance before jog- became intermingled in traversing the rough
ging southeast to encompass Devil's Den. ground. The 15th & 47th Alabama pushed
The dispositions given below more ac- aside the 2d U.S.S.S. and advanced to the
curately reflect the actual locations of the summit of Big Round Top. The 1st Texas, 3d
troops, insofar as brigades are concerned. Arkansas, and 44th Alabama attacked
Regimental locations within the brigade line Ward's brigade in Devil's Den and were join-
are arbitrary. If the player will set up Map C ed on the left by the brigades of Benning and
according to the following directions, the Anderson. Ward's brigade was pushed out of
discussion will be easier to follow: the Den after heavy fighting, and was then
Graham's Brigade (1/1/1111: All units reinforced by the two brigades of U.S.
placed as per original directions except 2nd regulars (2/ V). While all this was going on,
N.J. Light Arty, 0531. Henry Hunt, Chief of the 4th & 5th Texas and 4th & 48th Alabama
Artillery for thc Army of the Potomac, states DeTrobriand's Brigade (3/1/11\): 17th marched in column up the Plum Run Valley
that this unit was on the lower leg of the Maine & 40th N.Y., 0626; 3d & 5th Mich., to Little Round Top, where they formed in
triangle, facing south . Battery E, 1st R.I., 0625; 110th Pa . & Battery D, 4th N.Y. Lt. line of battle to attack Vincent's brigade
was at the apex facing west. There is one Arty, 0725. Confederate brigade commander (3/ l/V). The 15th & 47th Alabama came
mystery unit for which no location is given: Joseph Kershaw states that his first-wave down from Big Round Top and formed on
Battery K, 4th U.S. Hunt states that this unit unit passed through the Rose Farm (approx. their right. These latter two units were engag-
was pulled from the right of the IJI Corps line hex 0831) and into the woods beyond without ed in the famous fight with the 20th Maine.
and placed on "the left of the Smith House," opposition. DeTrobriand's brigade then at-
Kershaw's Brigade: 3d & 7th S.C., 1135;
but there is no Smith House on any map I tacked him in two lines from across the
15th S.c., 1035; 8th S.c. & 3d bn., 0936;
have perused. A visit to Gettysburg to locate Wheatfield. This brigade should thus be
2d S.C., 0836.
the monument of K, 4th U.S., would solve placed on the northea~t side of the Wheat-
the problem. In the meantime, I have placed field, not in the Rose Woods. DeTrobriand Semmes's Brigade: 10th Ga., 1335; 53d
this unit at 0530, on the left of the Scherfy was followed by the brigades of Tilton Ga., 1235; 51st Ga., 1136; 50th Ga., 1036.
house. In addition, two units in the infantry (l / l/V) and Sweitzer (2/ 1/ V), and Wofford's Brigade: 16th & 18th Ga'.,
reserve stacks should be eliminated: 5th N.J. Caldwell's division (l/JI), who pushed Ker- 0738; Cobb/ Phillips, 0638; 24th Ga., 0539.
7
Barksdale's Brigade 13th Miss., 0636; Establishing a timetable for the Con- (2/I1V) all showed great initiative during the
21st Miss., 0537; 17th & 18th Miss., 0436. federates presents few problems. The divi- battle. Their division commander, James
Cabell's artillery battalion was on sions were to attack in echelon from right to Barnes, was an especially ineffectual1eader,
Kershaw' s right, 1234, 1334. Alexander's left, beginning with Hood 's first wave, thus: and was relegated to command of a prison
was on the left of Barksdale, 0137-0336. Ker- 1600: Law & Robertson advance camp after the battle.
shaw states that his brigade was the first in 1620: Benning, Anderson, & Kershaw With these changes, the Second Day
McLaw ' s division to advance, followed by scenario more closely approximates the
1640: Semmes & Barksdale
Semmes. Barksdale did not advance historical situation. The Confederates have a
1700: Wofford shot at Little Round Top.
simultaneously. Kershaw's unit went for-
ward with its center guiding on the Rose A few alterations also must be made in References
Farm (0831). After crossing the Emmitsburg the Union timetable for release of reserve
road, the tHree left flank regiments faced left units: Battles & Leaders of the Civil War. Arti-
cles by Henry Hunt, Joseph Kershaw, and
to attack the Peach Orchard line held by 1600: 3/ 1/ V & Battery D, 5th U.S.
Evander Law are particularly relevant.
Graham' s brigade (l / 1/1II), while the re- 1620: balance of I / V O.W. Norton, The Attack and Defense
mainder of Kershaw's brigade passed into 1640: begin arrival of 1111 of Little Round Top. Published in 1913, this
the Rose Woods. It is clear from Kershaw's
book remains the standard referen ce of this
description that hexes 0928, 0929, and 0930 In addition, certain Union brigades portion of the battle. It is a thorough,
should be clear terrain hexes, not wooded. should be given independent status and ex- systematic analysis that leaves few questions
The drawing at the bottom of page 334, Bal- empted from divisional command and con- unanswered.
tIes & Leaders, volume III, verifies this fact. trol rules: Ward (2 / 11III) fought his own William Frassanito, Gettysburg: A
Once in the woods, Kershaw was attacked by private battle in Devil's Den; Vincent Journey in Time. This is especially helpful in
DeTrobriand. (31 11 V) , Tilton (lIl I V), and Sweitzer the areas of Devil's Den and the Rose
Farm .
8

PROFILE & CRITIQUE

ERIC GOLDBERG'S KURSK


Intensity in the East
by Thomas Hudson

I know I'm eventually going to get a lot of before attempting to play the game. Players whelming. To facilitate set-up, the game in-
questions as to why I made Eric's name so are urged to forego the Optional Command cludes two Deployment Displays: one Soviet
big on the Kursk gamebox (and John Hill's System Rules (11.5) and get the thing right to (broken down into fronts) and one German
on the BarrIe for Stalingrad gameboxl. Well, begin with - you wouldn't want to render (broken down into armies). As helpful as
partly it's to distinguish between this brand most of the information pointless, would that is, perhaps the most useful touch for set-
new Kursk game and the old Kursk game. you? Kursk is a complex affair, and players up, and for play of the game, are the
The Goldberg design is a completely new should not sit down to play unless they are counters themselves. A Kursk set-up is a very
game that doesn't resemble the old one in willing to spend a considerable amount of attractive visual array; the German counters
much of anything. Of course, there's time studying the game and planning. (In this are in various shades of gray and green(each
another reason for the big designers' names, respect the game resembles the award win- army having its own individual shade) and
but you're going to have to guess that one. ning Green Fields Beyond). the Soviet counters are in shades of orange,
-RAS red, and pink (according to front). The visual
presentation not only speeds set-up (cutting
down a seemingly endless task to a
manageable two hours) but also greatly eases
Finally, the long awaited and much play. The counters also indicate which units
heralded game on one of the epic battles of are capable of mech movement, a capability
WWII - Kursk - has been published by repre,sented by yet another band of color.
SPI. Eric Goldberg's Kursk (the title makes
one wonder if we are entering an era of The Mechanics of Kursk
"famous" game designers) is a complex The basic sequence of play follows
game, and, in the words of the designer, a rather closely that of PGG. First, both
"most ambitious undertaking." Kursk is a players participate in a rather abstract Air
major effort, taking well over a year to pro- War Phase (the air game is given as an op-
duce, and deserves an in-depth analysis. tional rule, but I suggest its use as it is fairly
Readers of this magazine, as well as of S&1: simple to perform and adds a nice seasoning
have, no doubt, followed the on-again, off- to the game). The German player then moves
again progress of Kursk, from its original in- his units in the Initial Movement Phase, per-
ception as a PGG spin-off, designed by Brent forming overruns as he goes. Movement is
Nosworthy, -to its totally redesigned version greatly affected by a unit's mode (a very im
by Mr. Goldberg. portant concept in the game). The three
Mr, Goldberg seems to represent the voluntary modes a unit can be in are: mobile
"historical analysis intensive" school of (units are always considered in mobile mode
game design (if all the information is there, unless otherwise designated by a neutral
the game will take care of itself) as opposed counter), assault, and static. Units in static
to the " design for effect" school, perhaps or assault modes have only half their normal
best represented by John Hill. For example, movement allowance and may not perform
Mr. Hill's latest effort, Battlejor Stalingrad, overruns.
which has counters with little or no historical After the Initial Movement Phase comes
information on them, is indicative of an ap- Before scaring off those who run for the the First Segment Combat. Units in static
proach to design that dismisses much of the hills at the first hint of complexity, let me say mode may not attack (though they receive
information dear to Mr. Goldberg as irrele- that the game mechanics are relatively easy to beneficial shifts on the CRT when attacked
vent toward the achievement of his ends, assimilate. Although the game is fairly in- - static mode is the defensive mode). Units
which are, generally, entertainment and the novative in many areas (the combat routine is in assault mode may attack twice, creating in
cre.a tion of a certain "feel" for the subject. I especially interesting), Kursk remains a dis- effect two rounds of combat.
find it interesting that SPI has recently tant cousin to Panzergruppe Guderian and Following combat comes the Mechaniz-
published games by both gentlemen: Eric other PGG system related games. I suspect ed Movement Phase in which units may once
Goldberg's Kursk and John Hill's Battlejor that Mr. Goldberg would resent any com- again perform overruns. After the Mech
Stalingrad. parison to PGG system games, but, be that Movement Phase, the German player-turn is
The amount of research and informa- as it may, the familiar old bones are there in concluded with the Disruption Removal and
tion in Kursk is staggering. Kursk can almost Kursk. Players already familiar with over- Reorganization Phases.
be considered an historical document (some- run, mech movement and so on will have an The movement system follows fairly
thing almost unheard of in the hobby). How excellent jumping off point when trying to standard lines once modes have. been deter-
much of the information is necessary and im- master Kursk. As for the rest, a complete mined. Units must SLOp when entering enemy
portant is something else again, but Mr. course in army administration for only $15 is ZOC's, though units may exit ZOC's at the
Goldberg has presented the owner of Kursk quite a bargain. beginning of the Movement Phase by ex-
with probably the most accurate O.B. ever Setting up the game is a pain. Even pending movement points. German units
devised for an East Front game. Players though the game includes lengthy O.B. infor- may "infiltrate" - move from zoe directly
would be well advised to spend considerable mation and various playing aids, the sheer to zoe - in the first Movement Phase only.
time absorbing the lengthy O.B. information amount of information is, at first, over- Rail movement is presented with two lines:
9

single track and double track. unit to be in supply, it must be able to trace a ing of the scenario, if the unit begins off-map
Overrunning units that lose steps while Line of Communications to its parent HQ. as a possible reinforcement, if the unit is not
overrunning may continue movement, the Units are given a limited ability to trace supp- involved in the scenario at all, and finally if
single criterion for a successful overrun being ly without the use of HQ's, but this method is the unit begins play at reduced strength. In
whether or not the defending unit retreats much less efficient . A Line of Communica- the scenario I played, there were 6 indicator
from the hex . Defending units that retreat as tions is always 7 hexes, which is unaffected letters indicating various units were in-play, 8
a result of overrun also become disrupted. by enemy ZOe's or units! Once a Line of indicating various units were possible rein-
Disrupted units may neither move nor at- Communications has been established, the forcements, and 7 showing which units
tack, though they continue to exert ZOe's. HQ itself must be in supply in order to serve weren't in play at all!
Stacking is by the point (not to be con- as a source of supply. A disrupted HQ can- There are no introductory scenarios in
fused with steps); 6 points may stack in a hex, not function as a source of supply. A unit Kursk. All three scenarios are complete
which works out per hex to three German or that is either out of supply or unable to trace games that use the whole map and the ma-
two Soviet units (not including anti-tank or a Line of Communication has its movement jority of the counters.
artillery units, which stack additionally) . allowance halved and may not conduct over- As a final note before moving on to an
The combat system is one of the many runs. A unit out of supply has its combat actual playing of Kursk, there are surprising-
unique features of Kursk. The combat pro- strength halved. A limited number of units ly few charts included in the game, and of
cedure involves two segments: the Gun Seg- may be designated as independent com- those, the majority are playing aids. The
ment and the Combat Segment. In the Gun mand. designer should especially be commended for
Segment, anti-tank units stacked with the The command and supply systems are the inclusion of the Miscellaneous Informa-
defending units "attack" the attacking very important in the play of Kursk; the tion Table, which serves as a general review
units. Attacking steps lost in the Gun Seg- players must always keep in mind the of the rules that are most easily forgotten and
ment are lost before the attack is carried out. organization of their various army forma- would otherwise have to be looked up .
The attacking strength may bc further tions. Since supply is determined at the in-
decreased by defending artillery units . This stant of combat, there is considerable in- Kursk in Action
procedure is called suppression . Surviving at- fighting, giving the game a nice tactical feel. The May scenario is not the historical
tacking units (hen apply their attack strength HQ's also supply the German units with scenario, but rather a hypothetical one
against the defending units. anti-tank and artillery points (the Soviet anti- presented by Mr. Goldberg as an important
Combat units in Kursk do not have a tank and artillery are represented by in- "what-if." The actual historical battle is
defense strength per se; rather, the step value dividual counters). The German player -is represented by the July scenario: Hitler 's
of the defending units serve to modify the at- thus faced with a dilemma; he must decide Plan. Mr.. Goldberg states in the July
tack die-roll. The attacking strength may be whether or not to keep his HQ's out of scenario commentary that the Battle of
further modified by a number of column harm's way or to bring them close to the Kursk was a foredoomed affair forced on the
shifts on the CRT. The attacking strength scene of action in support of his units. I find German General Staff by Hitler. Because
can be favorably modified by artillery units that problems like this presented to the Mr. Goldberg hints that this scenario is
(called barrage) in the form of column shifts player always add enjoyment and interest to somewhat unbalanced against the Germans,
for the Soviets and an addition of strength a game. one has the impression that it would be bor-
points for the Germans. Besides column Another nice feature of Kursk is the ing to play. But, in all fairness to the
shifts for terrain and modes, there are shifts deployment of the Soviet artillery and anti- designer, I will reserve further comment until
for air . points and the composition of the tank units. They come in various strengths, I play it. The August scenario, The Begin-
defending stack (units stacked together from and before play starts they are all inverted so ning oj the End, simulates the Soviet
different armies or fronts or in independent neither player knows their exact strength. counterattack, and promised to be an engag-
command receive an unfavorable shift on the Then the Soviet player chooses a limited ing game, but again, I haven't played that
CRT). Combat results are in either "steps number of them and deploys them as he sees scenario, so I won't say anything further.
lost," "hexes retreated," or a combination fit, not knowing their actual strength until The May scenario simulates the attack
of both. The mode of the defending units used. The deployment of the artillery and planned by the German General Staff in
strictly limits the number of hexes they may anti-tank units is very important, so the order to catch the Soviets before their
retreat. The mode may also either increase or Soviet player should take some care with Siberian reinforcements could arrive. But
decrease the intensity of combat in terms of their placement. Hitler wanted to wait until his armies could
losses. Both players have the capacity to be reinforced with the new Panther tanks .
Mr. Goldberg's rules are generally clear "breakdown" a limited number of their The result was the fiasco of Kursk. Mr.
and concise; however, he occasionally drifts units into smaller formations. The mechanics Goldberg maintains that the General Staff's
into some quite inaccessable passages. One for breakdown are rather simple. plan (Von Manstein's plan) was the
example is taken from the retreat section: "A Once players have digested the rules on German's best chance.
unit is retreated three hexes. Optimally, the mechanics, they then move on to the in- The special .rules for the scenario in-
shortest route from the hex in which it ends famous Scenario Format section of the rules. dicate that many of the reinforcements (for
its retreat to the hex from which it was As mentioned previously, setting up one of both players) are conditional and won't enter
retreated is three hexes." Ah ..... the scenarios is not an easy task. initially, all play until "triggered." The German rein-
An interesting note here: Kursk has a HQ's called for in the scenario are placed on forcements are triggered if any German unit
modified version of the PCC untried unit the map; players generally have no leeway in reaches Lgov, or if a German unit comes to .
system. Some Soviet rifle divisions have a the placement of Headquarters. The combat wtihin two hexes of Kursk. As those two hex';; .
" ?" in place of the unit's designation (not units themselves are placed on the map as the are centrally located, and the capture of them
combat values). When such a unit takes a owning player sees fit so long as they meet the practicially assures the German player of vic-
step loss, the unit is flipped over to reveal its following criteria: 1) they are placed on their tory (they are worth 50 of the 71 victory
"surprise" value. Some of these units have a own si.de of the front; 2) they are placed in points needed to win), they are the obvious
"0" value and are removed from play oncc supply and communication; and 3) every objectives.
they ha ve taken a step loss . front line hex is either occupied or in the The Soviet player begins ttie game with a
ZOC of a friendly unit. healthy portion of his army in reserve. Until
Headquarters and Command This brings us to the most confusing and these reserves are activated, they can take lit-
The heart of the Kursk game system is convoluted part of the rules - The Order of tle part in the game. Reserves can be ac-
the Headquarters-Command System. Head- Battle and Set-up Sections . Each combat unit tivated in two ways: \) if the German player
quarters affect almost every aspect of the has at least one of 21 possible "indicator let- attacks them, or 2) if the Soviet player
game . Combat units are considered to be in ters" printed on it. The indicator letter tells "spends" 1 victory point. Once activated the
the same mode as their HQ . Generally, for a whether or not a unit is in play at the beginn- German player receives 1 victory point per
10
reaching to within one hex of Oboyan. I had
game-turn until game-turn 8. This is another initially decided to let the sleeping giant lie industry. He has created a simulation that re-
dilemma for the German player (choices like and not drive toward locales that would trig- quires hard work and rewards that work. He
this are always desirable in a game) - to ac- ger Soviet reserves - except those locales in has given players a complex and intricate
tivate or not to activate. the pocket itsel f: Kursk, Lgov and Oboyan. game that can delight those who perceive its
Practically all of the Soviet rein- I almost panicked when the Soviet subtleties, and he has accomplished all this
forcements are conditional, and predicated player counterattacked toward Kharkov with great ability.
on German actions. Soviet reinforcements while my units melt away. The Soviet attack For all of the game's achievements, I
are activated if the German player captures reached to within two hexes of Kharkov. can't give myself over to unq ualified praise. I
various cities (including Lgov and Kursk) On Game-Turn Two, I had mixed suc- can't whip up much enthusiasm for the
and if a German unit enters a "trigger" hex. cess: I captured Oboyan, Lgov and reached game. I would guess tha.t's the way Mr.
Trigger hexes are a line of hexes that run to within two hexes of Kursk. However, Goldberg feels about it too. I can't picture
behind the Soviet front line, generally at a some of the blunders I made on the first the designer getting Kursk off his shelf to
distance of th~ee to four hexes. Game-Tum came back to haunt me. B.F. play it .... ever. Now is that necessarily a
Kursk and Lgov are in the center of a was able to cut me up pretty bad around criticism?
huge pocket (The Kursk Pocket), surround- Oboyan and actually drove me out of the ci- This judgment is perhaps uncalled for,
ed on three sides by German units. The Ger- ty, though with very heavy losses. He con- but the nature of Mr. Goldberg's achieve-
mans have three powerful panzer armies on tinued to attack in the Ore I area but he called ment thrusts the game in the forefront of the
the south facing a relatively weak force in the off his attacks around Kharkov, throwing hobby in many ways. With Kursk, a game
Voronezh Front. On the north the Germans those forces into the fight around Belgorod. which is clearly state-of-the-art, one gets the
are strong too, but face a powerful defensive On Game-Turn Three, I retook Oboyan feeling that it is a competent design, a rehash
force in the Central Front troops. As the and came to within one hex of Kursk, at a of many "good" game systems, by a
game is only nine game-turns long, my initial cost that proved to be disastrous. B.F. designer who delights in complexity for no
plan was to attack hard almost the entire almost eliminated my entire force around other reason than to display his considerable
length of the front, especially at the bases of Kursk, destroying three whole divisions! He talents. One feels that the designer would
the pocket, both in an attempt to reduce it retook Oboyan in decisive fashion, although never want to play this game, that for him
and, in the process, perhaps destroy the en- his drive to retake Lgov proved to be ineffec- there are no absorbing concepts or problems
tire Soviet Army. The Soviet fo rces outside tive. Seeing that I had stripped my northern that attract and excite him to further crea-
the pocket were not inconsiderable and had line in order to defend Orel, B.F. attacked tion.
to be kept in mind. toward Bryansk. His initial success almost The designer should be justly proud, in
The German player has a slight edge in devastated me, but luckily the Soviet forces that he has achieved his aims: layers of com-
the initial set-up because the Soviet player were weak. Another lesson learned. plexity that do hold together. One only
must deploy his units first, thereby letting the regrets that the designer (for all his ambition)
German player know the modes of his oppo- On Game-Turn Four, I was able to cut set his goals too low.
nent before he deploys. B.F. (my opponent) through and save the rest of my forces
around Kursk. However, with the arrival of Erratum
deployed his units in the pocket in static
two Soviet reserve armies I could see the The city of 8elgurod (1520) should have a
mode, those a little farther away in mobile
handwriting on the wal!. I would never be Victory Point value of "2/ 10."
mode and those farthest away in assault
mode. On the first Game-Turn I placed all able to retake Kursk and even though the
bu t those units farthest away from the pocket Soviet losses were high, mine more than off-
in assault mode. The rest I placed in mobile set them. I conceded a tactical Soviet victory.
mode.
On Game-Turn one, I attacked all along
After-Action Report
the line in a manner that sent paroxysms of Kursk is not a game with lightning
glee through B.F. One lesson I learned im- penetration and deep thrusts; it does reward
mediately was: mass. MASS! In order for the careful planner. Kursk is a game that can- Are You Changing
any attack to be effective, the weight of at-
tack must be massed at key locations.
not be mastered easily. A game between two
inexperienced players can be a rather dull,
Your Address?
Another quick lesson was that players should sloppy affair, with little action and lots of
If YOIl a re. YOIl mus t leI. us know in advance in
generally mix the modes of their units and breaks to look up details in the rules. This is order to avoid missing an y of your isslles of
keep some units in mobile mode; it' s no t a criticism of the game, however. Once Ares, S&Tand/ or MOVES .
delightful to be able to soften up the defense mastered, the game is an absorbing and in-
1. Your name - as it appears on the mail ing
with overruns. A related point is that anti- teresting simulation, with many subtleties.
label of your A res, S& Tand/ or MO VES.
tank units are quite brittle defending against One can even admire the intricate workings
of the many parts and sub-systems. The rules 2. Your Customer Code and Expiration Codes
overruns. Surprisingly, I made some progress (this is the very lap li ne o f information on your
against the northern side of the pocket, cap- are generally clear and there were no major
mailing label) .
turing Dmitriyev-L'gorsky and destroying lapses or gliches in the rules that rendered the
game unplayable. 3. Your old address (clearly indica te it is
the 60/ CF HQ. The progress I mad,e against "old" address).
the northern side of the pocket I attribute to Kursk is not a game to approach lightly;
B.F. 's somewhat poor deployment. B.F. did it is akin to a monster game even though it 4. Yo ur new address (clearly indica te it is
has but one map . In our game we spent a " new" address).
not stack his weaker units (admittedly the ap-
pearance of Soviet strength on this front is il- good two hours on each game-turn, probably 5. The effective dale or your new address.
lusionary) , and because of the nature of the the norm for even experienced players. Nor When YOIl send us a ~hange of address, don't
defense system, stacks with low step value ac- can Kursk be recommended for those that enclos e any ofher ~ o rres pondence that does not
.tually help the attacker. are put off by complexity. For those who do pertain to thal change - it just slows up the
As it turned out, the cost for my success not mind complexity and have a large chunk processing of [he change and creates a
in the north was steep. To gain weight for my of time to invest in it, the game can be vastly possibilit y of mi ssed in forma tio,n. A postcard
rewarding. is best. Write LO:
attacks around Olkhovatka, I had stripped
my lines around Ore!. The result was a Simulations Publications, Inc.
vicious Soviet counterattack. Luckily, B.F. A Critical Analysis Customer Service, COA Dept.
257 Park Avenue South
couldn' t take full advantage of my blunder As far as I am concerned, the designer New York. New York 10010
because most of his units were weak. The has indeed attained his goals. He has
counterattack didn't reach Ore!. given players a truly impressive O.B. thaI
In the south I made good progress, must stand as a standard of excellence in the
11

GAME PROFILE

THESONOFTHE
SON OFSQUAD LEADER
Crescendo of Doom: the Latest Growth
by John G. '"Alsen
I joke a great deal about this game system - frequently is going to need something along from wrecks and moved them will no longer
not, as one defensive reader supposed, these lines because of the quantity involved. have this problem. Some of the vehicle
because I secretly admire it - but because it counters have an asterisk (*) on them. This
Refinement symbology is not explained in the game. As
is so unabashedly a kitchen sink style design
that succeeds in charming its adherents into Generally speaking, Crescendo oj near as I can tell the asterisk refers to a vehi-
suspension of disbelief. There's nothing so Doom introduces combat circa 1939 to 1941. cle with a special characteristic found only in
bad about that - but there's nothing wrong Most of the rules and counters are included the armor listings for all AFV's. On a final
with me tweaking old AH a bit now and then with this in mind. Unlike COl, Crescendo note, none of the crew-served ordnance have
either - particularly if I print a basically com - does not include any major alterations to the yet been given an identification letter even
plimentary article on one of their products. game system established in the first two though they are affected by the same rules
Now I wonder where that 'Crescendo of games . The emphasis here is on expansion, which require AFV's to have identification.
Doom' title comes from? And why AH per- clarification, fefinement and chrome.
The rules book is thirty-six pages of
sists in the propaganda that their products standard SL fare. The rules are introduced
Both new mapboards introduce major
are so well developed that they never need gradually in conjunction with individual
terrain features, and each map concentrates
errata? Tweak. Tweak. - RA S scenarios as in past games. What would nor-
on one of them. Map #6 is a French chateau
For Origins '7S, Avalon Hill promised accompanied by an orchard. The chateau is mally be called designers' notes are presented
us two additions to their production of John just a large building and does not need any with each rule as necessary rather than com- .
Hill's Squad Leader. One, Cross ojIron, was special rules. The orchard is described as bined in an article-like feature. A complete
delivered, but the othcr, Crescendo oj woods without dense undergrowth. These ordnance and armor listing for Belgium,
Doom, was delayed. The long wait by Squad lesser woods hexes allow sighting into t..,,'o Britain, and France has been included. Last,
Leader fans for this gamette was ended this hexes in summer and three hexes in winter. but not least, is a page of rules errata (adden-
year when the game was finally publishcd. Machinegun fire is unaffected for two hexes da) and three pages of questions and answers
Avalon Hill has obviously used the timc to and halved thereafter. Sighting from a higher to all rules, including those first presented in
their advantage and to the advantage of elevation creates a blind hex behind the or- Crescendo oj Doom.
gamer~ interested in the SL system. chard along the line of sight in summer only.
This gametle is not inexpensive with its Board #7 is a river which extends length- Presentation
price tag of $15. Keeping in mind that owner- wise on the board between four and nine With respect to the overall rules package
ship of both Squad Leader and Cross oj Iron hexes wide. The river includes islands and for the Squad Leader system, I believe AH
is necessary to understand and use the many additional marshland hexes . Specific has overlooked an opportunity to be in-
gamette, one would question what can rules for the fiver include fording, depth, novative in the presentation of the rules.
possibly be added to command a price this {low, bridges and assault craft with seasonal Once the decision was made to expand the
steep. The components are, however, im- variations. The rules for marsh hexes are game into a miniatures-oriented armor
pressive and include two mounted geomor- slightly changed in that they may now be system and to present WW2 infantry tactics
phic mapboards, 1324 double-printed 112" entered in the normal movement phase if in as much detail as feasible, AH must have
and 5/S" counters, a 36-page rule book, and crossing a clear terrain hexside. realized that future rules would be long and
eight cardstock sheets with twelve scenarios The boards do not have the hex size complicated. Also, AH has been in the
and two with various charts and tables. All problem of the original SL boards, but the wargaming field long enough to know that
this just barely fils into AH's I" box. color is not exactly the same, being of a for every rule there is an erratum, and that
Considering the number of com- slightly darker hue. Each hex still has the lit- the longer the rules, the more changes will be
ponents, the box is inadequate. Considering tle white dot near the middle. made. These hard facts have manifested
the numb.er of components in the SL system, The counters are a pleasant surprise themselves in three editions of Squad Leader
all three boxes are not enough. By the time after the coloration and cutting problems of notebooks, two editions of Cross oj Iron
you have sorted the COl counters, your COl. All were uniformly colored and rules, and many fulings in The General.
original SL game has grown to 7 mapboards, centered on the individual counters on both Perhaps it would have been easier to print the
over 3100 counters, lOS pages of rules and sides. The British and their allies are on a tan rules on loose-leaf sheets a la GDW's Europa.
hard data, and - if you havc subscribed to background. The French are on a medium series. Whenever a rules change/correction is.
The General and purchased supplemental shade of blue. Minor Allied forces are on a necessary, only the appropriate page(s)
scenarios - 29 cards of scenarios and game pale green. Informational counters are all would need to be reprinted instead of a com-
tables (LOtal cost about $43.00). This is a tru- white. All printing is black. There are three plete rules booklet. This is even more sensible
ly impressive package and is the equal of any major deviations from counters in the when you realize that AH could use The
of today's monster games. Storing this much previous games. First, each infantry squad General to obtain general circulation of the
material requires some additional funds. For and crew now has an identification letter. It changes.
example, I have the units sorted into a 36 is up to the gamer to letter his existing Ger- As in the other two games in the series,
drawer storage case (with room available for man, Soviet, and American units: hard to do the rules are presented a few at a lime and ac-
maybe one more gamette). The rules, map- on the shiny counters and impossible if companying a specific scenario. The
boards, and charts are stored in the three you've already numbered them. scenarios are in chronological order from
boxes, and the informational countcrs are The wreck side of all vehicle counters Poland, 1939, to Greece, 1941.
separated into four shallow plastic boxes to is black on white. Those of us who had prob- The first Crescendo scenario, or
facilitate use. Anyone who plays the game lems distinguishing functioning vehicles scenario 21, is titled "Battle for the Warta
12
Line." This is the only Polish scenario. It Additional rules introduced include
Range concealed movement, machineguns versus
finds elements of the SS Liebstandarte Regi-
ment battling time to exit almost half their Portage C OSt armor, and interrogation . Concealed move-
squads off the opposite side. ment heretofore meant the moving unit lost
Mo vement Points its concealed status . This is no more the case
Size M"diflcr (1 08.241
Passenger Survival if the moving stack stays out of the line of
Moralt Level (/08.24 /) sight of enemy units. A period rule is the one
Ponage Capacity - .......=.;;.;..;..____
that allows any MG adjacent to an AFV an
Elite Line Airborn e Home
Guard Infantry is affected by three new rules. immobilization dice roll due to the lack of ar-
Commando
First, units in advantageous terrain may be mor protection for treads and rear bogey
visited with an HE Critical Hit. The critical wheels. Lastly, there is added a fine piece of
hit will turn a positive modifier into a chrome called the interrogation table .
negative modifier. Both direct and indirect The next scenario's rules investigate the
Gurkha Elite Crew HE fire may result in a critical hit. Second.
Crew effects of fire on units and leaders in greater
infantry of all nations may go berserk, not detail. Units moving may be forced to stop
This scenario encompasses four rules. just the Russians. Third, new leaders may be
Rules for all participants in the Blitzkrieg are and take cover in the hex they are moving
creat.ed during the course of the scenario by through if a mandated morale check is just
presented first. N ati onal characteristics for
low dice rolls in certain situations. Then, a barely passed. This is called grounding. Units
the French, British, neutrals, and Finns are
tab le is consulted, the dice are rolled, and a fired on may also be pinned in their ensuing
explored. An infantry hierarchy is presented
new leader may be born. defensive fire phase if they barely pass thei r
consisting of elite. 1st line, 2nd line. Home
Guards, and crews. Some minor countries morale check. Firing units are not immune
Armor gets the benefit of one rule : to the stress that is inherent in the situation.
are given unique capabilities. Gurkhas excell
vehicular bypass movement. This rule per- Leaderless squads resolve their attacks one
in close combat and have quicker movement
mits vehicles to move around buildings and column lower if doubles are rolled . And, in a
in hills , while Finns are given the ability to
woods obstacles in the hexes. However, this rule culled from Yaquinto's Panzer game,
self rally.
rule creates many situations which must be squads may now attempt to break down into
All infantry are affected by the presence explained in the context of established rules .
of armored vehicles: if adjacent, infantry two half-squads (using crew counters). Last-
Bypass movement utilizes hexsides for move- ly, in certain instances. leaders are given the
must roll less than their morale value to re- ment. Such things as target facing, line of
main in the hex unless they have a function- chance of being only wounded rather than
sight into and out of a bypass hex, position eliminated.
ing AT weapon capable of destroying the
within the hex if the vehicle chooses or is
AFV . Infantry is finally given the ability to With or Without Sidecar
forced to stop, and loading and unloading of
move around buildings and woods obstacles.
The rule increases the mobility of infantry
passengers must be redefined .
This additional realism also has its price.
.
C,d t' Sideca r
*---
~'.
while not really dirtying the system. LOS
The rule is complex and time consuming, and
28 ." 28 ~ 24
rules are slightly modified to accommodate there are some facets of the rule which are ~., I~ 'I)
the movement along hexsides. .,
plainly ridiculous. For inst.ance, the stacking ., "
1~ " PO
Rules for ordnance. off-board artillery.
limit of one vehicle per hex still remains in
PO
" )

and mortars are also expanded. Guns that


force . In one turn a vehicle may be on the 1123.521 Po nagC' Cos
are not 'dug in are considered to be small
east side of the building. In the next turn a Terrain J:::ffe":f ~ [) R~1 (}]J .OJ} Single ....tachin ' II J3. JI
vehicles for the purposes of sighting. Off-
vehicle may be on the west side of the
board artillery is now given several new capa- Po rl ag.c C apabll l1Y M m 'eme nl Poi ru .t;
building. However, both vehicles may not be
bilities . Availability of battery fire is now stacked in the hex at the same time. I've Motorcycles, the newest vehicle
dependent on an access roll of the dice. The always thought limiting a 40 meter hex to one counter, are first seen in this scenario. Each
firer no longer knows how many' 'fire for ef- counter represents enough motorcycles to
vehicle was not all that realistic, although it is
fect" counters a given artillery module con- transport one squad and leader . Unlike most
functional in the game system . This rule goes
sists of. Continued artillery fire softens the other vehicle counters. the flip side
in the other direction. but only halfway. If
defender by decreasing the morale value by represents only one motorcycle for use by a
anyone rule should be left out. this is it. This
one step for each consecutive turn of off- single leader. Cycles with and without
rule is aptly prefaced with a warning that it
board artillery FFE. The firer is also given sidecars are given. Passengers in sidecars are
may be hazardous to your gaming pleasure.
the option of extending the area affected by given a 1;2 firepower, but do not have the
FFE to two hexes from the target hex with a The Longest Scenari o capability of firing on the move (overrun) as
2/ 3 decrease in battery firepower . Mortars "Action at Balberkamp" is a British half tracks and AFV's .
which move during the course of the scenario delaying action along the road to Trond- The scenario which accompanies these
have their breakdown number decreased by heim in Norway. Components of a British- infantry and motorcycle rules is an attempt
one to simulate the difficulty of carrying am- Norwegian force try to prevent the Germans by advance elements of a German motorcy-
munition . from opening a north/ south road. At fifteen cle battalion to force a Belgian position
The neXt two scenarios picture diverse game-turns, this is the longest scenario in before darkness stops the fighting.
situations of the Russo-Finnish war. T he Squad Leader, matched only by two other Feeling they have a good thing going
first, "The Borders are Burning," shows the Crescendo scenarios. with the motorcycles, AH features them in
ease of a tank heavy force moving through a A new unit, scouts, debuts. A scout is the next scenario as well. "Assault on a
. defender without any antitank weapons . The one man sent ahead to find mined hexes or Queen" is the only hypothetical situation in
second, "Silent Death," is the effect of com- buildings and locate hidden or concealed the set and is' based on an actual plan which
mandoes on a 'sleeping enemy. units. Any squad with a morale level of 7 or was foiled by a transport plane crashing with
New Rules better may create a scout. The creating squad the assault group on board. The rules con-
A selection of dissimilar rules includes has its morale level reduced. The scout may cern themselves with hostages and third level
those giving the Finns a more distinct identi- recombine with any squad, raising that buildings .
ty. The Finns are given the Lahti, a superb squad's morale one level. Unfortunately. a Scenario 27, "The Dinant Bridgehead,"
antitank rifle; the Kloriharsti. a pipe bomb scout does not always find what it is looking adds a tactical situation which has not been
for AFV's; and P ulkkas, reindeer powered for, except for mines. When' searching for given much attention by tactical level games:
sledges (which flip over for horse drawn enemy units a scouting table must be con- the river crossing . In fact, you would be hard
wagons) . As expected. ru les for ski troops sulted with a possibility of adverse effects for pressed to name one game which has a river
are unveiled. the scout. or water obstacle wide enough to hold a
13
counter - a necessary condition, being that treatment. There are rules for wooden
.-
the boats must be in the water to accurately
simulate a crossing in force. Crescendo more
bridges, stone bridges, pontoon bridges, and
foot bridges of all sizes. Movement across
~, L-j9 Wreck
.~
[:11
than adequately fills this void with its map- bridges may depend on the number of lanes 37* [') /1 lMT S3
board of a river and its section of rules deal-
ing with assault craft, flow, depth, etc.
and the weight of the vehicle. An important
section concerns bridge demolition. Bridges .- . - Wreck
~:::-. 8 ~
<t'~ 8
(bridges are handled in a later scenario). can be blown within the confines of the Wreck
U::~ r.~
.1
S[urmboat Kleine Flossack Grosse Hos.sack scenarios. Demolition charge ru les are ~ . 1. ......
11 1 ...
+1 J . .
modified to allow a leader or unit to scamper !tDL 76* SG
~ ;
~
S6

~:
.J> 11
onto a bridge hex, place the charge, move to "
MC~ IML
II ]8. 74) IS/3PP 7ML ~+
IS/2PP
&ML
2SI10PP
a hex 2-4 hexes away, and depress the
plunger. French armor is characterized by two
Capacit y Size Modifier Movement Points The new vehicle introduced is bicycles. restrictive rules. First, most French tanks
The emphasis here is definitely on a The rules, except some minor modifications, were designed with turrets large enough for
small unit crossing of a river. The boats are and counters are the same as for motor- one man only. In game terms this means
obviously German, but usage by all na- cycles. French tanks are handled as though they are
tionalities is allowed and rationalized by Scenarios 28 and 30, "Counterstroke at only self-propelled guns. Also, main guns
acknowledging that the craft of all nations Stonne" and "Ad Hoc at Beaurains" pre- cannot fire if coaxial MG's are fired, and
were similar to these. Usage in future sent French and British armor and additions main gun fire is automatically hampered as
scenarios will only be modified by the special to the armor game. though the vehicle was buttoned-up. The end
rules of the scenario (which are not normally
extensive).
Reading the rules gives a good idea of
the hazards of an opposed river crossing.
These hazards are then amplified in the Scenario 29 IN ROMMEL'S WAKE
c llnru~ i('m {ollollo'in g I h~ 7th Pallzu
scenario . Boats can only be launched in the 01\' THE MEll.Sl=:, .\b y 11, 19.40: In rh e-
D I \'i~ l lj n' ~ hreaio: {]Ll[, L~ olalc d French uni { ~ ~( iIL helo:. ! c r tl.H i n 8 ~ iJ .... ro~ ~ Lhl;:' Mo:u ~ ~

advance phase. This means each squad and wt"k Itl(- Cicrman infamry ~ lrult gl e1J IV ;:?ll ~ h up. Nt)w Itlenl tr'll" of Ihe XlV
r 3J11Cf sr enadier Carps, v n lIn b ;h i ~ o f Fi oC sei el S I(II .;:h I e"::l1n, hCl[le 10 grab
its boat must endure one phase of defensive anorller b Ti dl!:eh~i) d inl V f l a Jl ~ f r(1l1l ..... h ::.1 app(:an [0 be a platoon sm=nl!:lh
~uar d b d'or ~ FrO;:rl,.:1L rl:' il~ fon.'tm crm can arrjvc=. In thi.s heavily ...... ootkd l ~~ io n
fire in the open followed by the enemy fire an r t'Jlvrl ~ an.' unrd iabk but l imc= i s o f : h~ t',.."_.,_"'_.,....,.____-,
phase before it can move. The river is suffi-
Board
ciently wide to need more than one turn to C onfiguralion
cross, so units in the boats face another
round of unfriendly defensive fire and subse- A
quent offensive fire . Debarking from boats is
again restricted to the advance phase which N
allows a good chance to be pinned on the
landing hex by ensuing enemy fire phases. VICTORY CONDITIONS
Being in the boats offers little protection Ii ~ gam~ ~ nu I h ~ t.o!rman , mUM c=~ [ab li ~h fi~'e unbr ok.en .;qu illd ~ on I h~

to the occupants. There is some relief in that Rules Introduced: Sections 132 - 133 ~o ulh \ I .;.! ~
m() r~ d
(I f I he ri ~ er w ith a bT1 d g~ sl[1I m t<tn. A m illn n ~d li('rm iul ;.rr-
\:,Ir ,' ('I llrll ~ ;\, I ..... 0 '(w ad , p f ,' ~ j dill ~ il h.u ;)IlY ;)r m am-c.ru flln o.=[ i(lniIlS
the boats are considered hull-down vehicles h'(11IJl I, 3 , n ~ 41J;) d~ if n(ln- flm cl ioni ll gl. The f r o=:nd t \\ in by rr rc ~' c-min g Ih~
~~~~~~~~~~~~~-r____' -____r-~
( .~
"~m~3"~,~'c~
,o~"T
'n~"=
d'=[io="i
' ----,-----r----,-----r----,
with die roll modifiers for small target size
for direct ordnance fire, and MSG fire has no
penetration in water hexes. Unfortunately,
indirect HE fire is given a - 3 die roll modi- RrtO Il rllf'mlf'llls or Ihlf' I ht Rltlim(,lll, 2Ylh 1'1II11:Hr GJltnlldiltr Uh isil.lll enler tm _~ y , 0 in c(liumn u.!-Ing se4u t:rlllal mr:lo\'em eot wiltl i nh.ntry
nl (\lln r(:d ~) n C(l I I I1)I:a n d~l (' d b i ('yd~~:
fier. Coupled with the time it takes to
physically cross the river, there is ample time ~,2a
~~~
, l.MG
....i 2'-B
to call in indirect fire with devastating ef- ' 112 0 ~
lOl ", .I i
fects. 9 4
Infantry small arms fire has a slight twist 2 9
when directed against boats. Unless the
passengers fail a morale check, the boat is
unaffected. If they fail the morale check, the t:.lltm<rnl! or Ihlf' III Rr-j/;imltnt . l td ~' onb Arrlun Ilivision sel 1.lT' I i t ~l 011 [he ~ou[ h ~ I d ~ I.}i lh ~' 1 1 ~~ r '-I ~ing Hidden I nl.tlltllJl ;t ~~rnC'nl fOr all
bnr :\1\ ) l hr(:e" ~'(lI.l I\ {oe(~ ~' hi dl m rJ.\ 1~ et up in ~'! eW ;.rnd ~ ~ l hv UI ~' I) ll o.=c-almc-nl. Randvm ly ~c1C'(1 ;) ~ h il numtJer'l'd from I I ~) 4. T he Frc-nch ge[
boat undergoes a morale check of its own. nnl >' Ihm.e forL'tS L:lII ~d {or hy the s.c::Jerlc=d t:hn .
Failure means the boat is sunk with no sur- C hit 1 ( l .. l !
vivors. The reasoning here is that the boats
and their passengers are physically close
together. If the passengers are unaffected by 6 2
small arms fire, so is the boat.
This scenario, with its river crossing *
rules, really illustrates the ability of the
Squad Leader system to portray the many 2 2 2 8 2
A bTJd j!;C' h ~ ' t\a ~ bt('n wired ....'n ll C1 )ud(krl dem o (ha r~c In itrJU11 10 11 1(1 I h~ ;;I~ m(l char!.c ~ho\oln for U1 h~ r U \~.
2 2
coinciding facets of small unit tactics in
WW2. Included in this scenario is armor and
off-board artillery on both sides, the French 19. 1 T h e ri "'er i ~ d~ep arrlJ runllinH-'-c rl(l {mal l c~' el ....'i l h a mod':= J al~ ~' u r
r enl running 10 lh ~ .... e~l . M :\r~h h ~, c , arc e(ln~ idc rc-d mud tlal \ _
19_5 Tll r:- m (l lOr ..:~ clc C r:lounter ~ aCl uall y repre smr b IC)' d~~ _ B i~ ~'d~ s m43 Y
~rllr::"r che b oard ~ c:-quC"nl i all )' wl1h a I/ J M}-' w~1 bel"""ot'r::"n ull i ( 5 - nO~ Ih e J
and German. If anyone ever asks "Why 19.2 A on~ la:lt', ~th i ~ lI l:lr , ~lO ne bridge (: x l c n d ~ fr om "1 21 0 J18 '-Ild <l MP penal! ~' o f ~ehlcles. A blc~'[ lc:- Ulll! and ilU arm orreq ... ", rlla~' clUer (he
om' l al1C: . vehicula r. 'A'ocHkn bfidgc= (: xl c= nd~ fro m iA I\6 Iv '7/\ 1\ 8- boar d stm ullill nwu~ I ~ .....llhvul p"yin8 seQucnl i.al movement po::'naLtic:-~ for
Squad Leader?" - this scenario is the 19_J Tn" .:-hi! dra..... n by the: frc=nt:h pl ayc:-r I~ 1101 1C'\\"31ed 1(\ Inc G(:rm.an o::ach ol h r=r .
unl il t he French playu dcd ill rc ~ Ihc I.!!ilme O\'Cf The Fr c:no.= h mU.n declare 19.6 fh(' FrtiWh m~ y nnl hore.sighi (781.
answer. Ih ~ game m 'er al Ihe starl of t he rus t Rail )' Ph,he' I ) r I h~ IlJtn IndKat~tJ
by (he drillw n -r.: hit n(,lm~ r ('i r d~' d 011 lI)e Turn Record Chillrl.
A Bridge for All Gaps 19.4 The!"r!" i~ ;) ch3ncc lJ1.at one n r Ihc br id ge ~ h a ~ b~m ....i r til hy an 8-0
AfTl::RMA TH: O n l~' t-r~lKh C'f,mm;and blun r:ltr ~ had prC\ (111tci Cn fO bridS!:' IlI1m be
m ~ blu.... li t3l1L'l'r C'truin Frtn ~ h ~k fTl'~ n l' r~lTUIln~ nllrl h 01ttlC"~ 'l' r and IlN'r( Wil ~
leader who al~o ~ er~' es as a d emoht l 0n ~ e;\DI=T1 If I tl(, <'hi l pidcd ind i ~ale ~ a. ~u~ 5.llO n ~I 1() ~Aot~II J .... lrC11 Ihc bt: ld~(:!j should be blown. Th~ tr nd~ ....n~ h~1d

Skipping a scenario but keeping with iI. .... .r~tl brid:g(' h e .~ ( he he:t SrJ ..... iled ! 'HI ~ I be recordc:-d al I ho:: <JU I ~ t ;"l m1 ~'rr )' I Ql I'![ I ~ du~ {o cl1( l"rr \cnce Qr n~~~' ~ ~e.\ ~H~~ Belli br, but e~'en so {h~ bridB~ w~rC'
~n rh e rr("-'C. ~ uf beulS .... ired for demolition ""'111 arr ~ 'lJ d~ i mJ ~ rlu n D} Goerrn~
I h ~n :)(!f \ C'.a.~ ;.l hid d ~ll dot-mnl ir ioflf\o I' l a Celll~1ll n.~~ fI .V . 'L Deml) l"h::r.r~r
the subject of rivers, Crescendo showcases L' nu n ra ~ n:3r\'e nCtl b een pr e-..... i r~.d :and mU ~ 1 hi: ~' 3r ' i ~-d b\' [ he I!: _t) dcm(lll-
~ O ~I ,'an ~n d ~ ! r~d jlbllnnn tl [ bl~ rd ~ mOtJ.nlC'd lI,lantr y ,;-"pn;rrC'd. the ...."()Odc-rt
I-oriiJe i nl~ d . Suppvr!n\ b ~ verman I. MO file fr om Ihe fl.Ortn l id'l' uf Inc Meuse Ihe
[ ion charge )eulc:-J. .
bridges and a new vehicle type in "In Rom- <.iO ll ldlU l"rC'ld Il\e b ricii,~ lill re i n rn rc: emcm ~ rrom D I \' I ~ I On afri~ C'd .

mel's Wake." All aspects of bridges are given


14
result is that the German player will get the occurs and the following player turn. The Crescendo purchasers in the box advertising,
first shot in AFV engagements and, in equal first turn penalty is no further movement or but nothing is said in the rules. AH would
situations, have better accuracy . fire . If the AFV is moving there is a chance not want to hurt their sales of Tobruk. This
The second restriction deals with the the driver will be hit resulting in a one hex same complaint also holds for British versus
lack of radios in the majority of French random movement. In the second player turn German actions beyond 1941. As with Cross
AFY's. For every six AFV's or fraction, the all fire by the AFV is given a slight penalty. oj Iron, you are given every imaginable
French player must roll one die. The On top of this, further AT fire against the af- British vehicle. Most of these will remain in
resulting number is the number of AFV's fected vehicle may cause the crew to abandon their box, because no scenarios are printed
which are allowed to move that movement the vehicle or it may prolong the effects of using them. Finally, American produced
phase. This can be negated if the vehicle's the shock. vehicles used by the British - such as
commander has a line of sight to another Fourth and last is a rule which permits, Stuarts, Grants, and Shermans - are con-
AFV which has been designated as a com- in a sense, movement in the opposing spicuously absent.
mand vehicle during set-up. .player's turn. During movement, if a player Second, no attempt has been made to
British armor is not encumbered by the decides that he wishes to continue movement expand the time segment of the games. Most
above rules. However, all early antitank ord- during the next player turn, he places a mo- scenarios last about 10 turns. Although the
nance could fire only armor piercing shells tion counter on his vehicle. Vehicles with this complex rules mean a 10 turn game can last
which were not effective against. infantry. In counter are treated as moving targets during 4-5 hours, the popularity of monster games is
the SL system, it has been assumed that each the opposing player's turn. This counteracts an indication that an even longer, more in-
shot fired is either AP or HE, whichever was the involuntary stationary status conferred volved scenario or "macro-scenario" is
most effective against the selected target. For during the opposing player's turn on all your possible. Again, the box mentions the use of
the British, all their AFV guns and antitank vehicles. All fire from a vehicle in motion is the SL system to "portray any company or
ordnance counters are marked to show those treated as moving fire. In the next friendly battalion level action." But, any rules or set
guns unable to fire HE shell. All such ord- movement the vehicle must move one hex of rules for battalion level actions would
nance firing at infantry can, at best, force the and may move its full movement allowance have to include the battalion TO&E of all
target into a morale check. plus 10070 more. The Jast part of this rule is a participants of WW2. This is probably too
real sleeper. It states all vehicles buttoned-up ambitious a project for AH to take on and
The rules added to the armor rules are will have to come from other publications or
complex and do add dirt to the game system. may not use the road movement rate.
The next to last scenario, "Chateau de even other games.
The rules are straightforward enough, but do All things considered, Crescendo oj
require much memorization of causes and ef- Quesnoy," highlights the third longest rule in
the SL system. This rule covers advanced Doom is a worthy successor to Cross oj Iron.
fects or you will find yourself forever refer- There are no major problems with the rules.
ring back to the rules. The rules do have the mine warfare. The rules are too detailed to go
into in detail but cover topics such as booby The counters are plentiful and well done. The
disclaimer stating all the Cross oj Iron and scenarios are diverse and balanced. Two ma-
Crescendo rules are optional, but why buy traps (doorway and stairway), blundering
onto friendly mines, antitank mines, sap- jor new terrain features are introduced. This
the game if not to use the counters and rules? is a package with the potential to provide
The point is that AH has published rules in pers, and mine clearing vehicles. A much
shorter rule introduced with this scenario many hours of enjoyment to those interested
the SL system which are hard to assimilate, in the period. Besides, you will need this
and they have spread them out over at least detailing the use of trenches (as opposed to
entrenchments) rounds out this scenario. gamette to add the Americans in the next
three rule books. They have moved away gamette. Or, was that the gamette after the
from the original premise of a smooth, "Rehearsal for Crete," the last scenario
is a combined parachute and glider assault on next gamette?
somewhat abstract game system, but choose
the Cornith Canal. The rules sections in-
to hide from any criticism by saying the rules
troduced describe gliders, armored carriers
Feedback [conlinu.djrompage35j
are optional, and I do not feel we can expect BA TILE FOR STALiNGRAD
any sort of a master rulebook from AH in the (Bren Carriers) and a more involved method
of receiving air support. The glider rules 133. A I mapsheetl 140. H {setup timel
future. 134. B I rulesl 141. J (complexity)
parallel the parachute rules but add to them
AFV Add-Ons because of the characteristics of gliders. The 135. C Icountersl 142. K I realisml
136. D (ease of playl 143. L loveralll
Specifically, there are four rules which Bren Carrier, a uniquely British vehicle, has
131. E (rules completeness) 144. M Ithen and now)
are added to the AFV combat system. The specific rules for its crew and weapons. The 138. F (balance) 145. N {money's wonhl
first deals with the location of hits on an air support rule now includes fighters (straf- 139. G (length) 146. No question
AFY. By using two differently colored dice, ing) and dive bombers, and as one would ex-
ULTIMATUM (Yaq)
the locations of hits are deemed to be hull or pect in an infantry game there is a rule for
141. A (mapsheet) 154. H (setup time) .
upper body and turret. Anywhere from 33070 dogfights if both sides have air support on
148. B (rules) 155. J (complexity)
to 43070 of the hits will be turret or upper the board at the same time. 149. C (counters) 156. K Irealisml
body hits. Hits of this type will use the turret Expansion 150. D lease of play) IS1. L loveralll
facing to determine the target aspect. 151. E Irules comp letenessl IS8. M Itheil and now)
The second rule is based on the small As you can see, there is an abundance of 152. F Ibalancel 159. N I money's worth)
caliber of most AT guns of the period. These material presented in Crescendo. Fortunate- 153. G Ilength) 160,161. No question

weapons had very high rates of fire to the ex- Iy. there is not as much modification as we IRONCLAD (Yaq)
tent of almost being belt fed. The SL system saw in Cross oj Iron. Most of the rules here 162. A I mapsheetl 169. H Iset-up timel
has never claimed to offer shot for shot ac- add to or expand on previously written rules. 163. B Irulesl 110. J Icomplexity)
curacy, but these weapons need a method to This is countered by the fact that use of most 164. C Icountersl 171. K Irealism)
present multiple hits. Therefore, any to hit of these rules does add dirt to the SL system. 165. D lease of playl 172. L loveralll
Any prospective buyer should be forewarn- 166. E Irules completeness) 113. M !then and now)
dice roll V2 or less of the number needed in-
dicates two hits and damage is rolled for ed, unless they are already an SL enthusiast. J67. F (balance) 114. N Imoney's wonh)
Those folks will not be disappointed. 168. G (length) 115. No Question
twice.
P ANZIR (Yaq)
The third rule investigates the effects of From another point of view, the release
partial armor penetration or "shock." Any of Crescendo to expand Squad Leader raises 176. A (mapsheet) 183. H Iset-up time)
177. B Irules) 184. J Icomplexityl
to kill dice roll which is one over the number some question about the utility of this
178. C (counters) 185. K Irealisml
needed to destroy the vehicle causes the crew gamette. First, there are no rules or guide- 179. D (ease of play) 186. L loveralll
to check morale. Failure of this morale check lines for the use of SL to expand into the 180. E Irules completeness) 187. M Ithen and now)
results in shock. Shock is temporary, lasting desert warfare in North Africa. This theater 18t. F (balancel 188. N Imoney's worth)
for the balance of the player turn in which it is mentioned as an expansion area for 182. G Ilengthl 189-196. No question
15

GAME EXPANSION

ROLLUPFOR
THE MYSTERY TOURI
A Growing DeathMaze
by Justin Leites and Matthew T. Ruff

Whether you like it or not, wargamer-types, Gargoyles become child's play to deal with. decide what all of his original abilities are,
role-playing/ adventure style games are get- When this happens you either have to begin and which spells he may use.
ting to be 'hot stuff these days . And if you' re again or continue as you are, eventually A Witch Hunter begins the game with 7
to tally in the dark about it, DeathMaze is a becoming invincible. Wound Points and a Magic Resistance of 2.
good way to get your feet wet without swim- In addition, he is totally immune to the
3. WHAT WE HOPE Charm ability of Vampires. Witch Hunters
ming the Atlantic. Of course, once you r feet
TO ACCOMPLISH are able to use all weapons. However, any
are wet. can your kneecaps be far behind? To
IN THIS EXPANSION party which has a Witch Hunter in it will
assuage the urge to immerse yourself in the
magic pool, we here present an enhance- In this article we have tried to enhance automatically receive a "Failure" result
ment of the original game, with which we the original DeathMaze rules, adding to when trying to negotiate with Vampires ,
hope you' re enchanted. -RAS them without actually changing any of the Skeletons, Mummies, and Vampire Bats; ad-
main systems . Many of the charts have been ditionally any of the these above monsters
made larger by simply increasing the number will always attack the Witch Hunter if they
of dice rolled when using them, thus increas- can .
ing the possible number of results. A fourth A Healer begins the game with 4
1. THE ORIGINAL DEATHMAZE character class has been added, and this has Wound Points and a Magic Resistance of 1.
DeathMaze is a miniature adventure and been subdivided into three basic types, offer- As their sole purpose in life is to heal the sick
role-playing fantasy game, in which players ing more variety. Also included are rules on and wounded, Healers will only use daggers
assume the personae of heroic adventurers allowing players to play the part of monster- in combat, and only if they are attacked and
and descend into the Corridors of Doom, a adventurers. hit first. Their list of spells reflect this curing
dead ly dungeon. Each player is represented purpose .
by an individual playing piece and another A Peace Maker begins the game with 6
counter is used to represent the entire party. Wound Points and a Magic Resistance of 1.
As the game progresses, the players actually Theirs is a philosophy of non violence , and
build a dungeon step by step as they move they will never carry weapons or engage in
from room to room, using a random method combat. However, to make up for this,
of dravl ing corridor and room chits. Peace Makers get a + 4 on all negotiations,
There are also counters for the and several negotiation type spells. Also,
monsters, the terrible denizens of the maze when facing monsters of over 15 Wound
world, and treasure galore for any who can Points, they may apply this + 4 as a - 4 on
defeat its guardians. This treasure is deter- the Bribery Table roll .
mined through the use of special Treasure All of the above begin the game with one
Charts and Tables. spell, and use and gain more spells in the ex-
2. WHY AN EXPANSION KIT? act same way as Wizards. Each has a separate
listing of spells. Cost is the cost in Wound
DeathMaze as its stands now is a neat . Points to cast the spell.
and entertaining game and game system. It is
a well-balanced game, requiring skill and WITCH HUNTER SPELLS
luck to survive and leaving the ou tcome for- Witch Hunters are fanatics when it comes LO
ever in doubt. religion. and if they so wish. they may cast a spell
Be that as it may, DeathMaze at present even if the subtraction in Wound P6itlls would kill
[hem. However, the suicidal spell must be an at-
is somewhat limited in scope, and the ex-
tack spell. used against an undead monster.
perienced role-player will soon become bored Undead creatures include Vampire.l , Vampire
after all of the possibilities have been ex- Bats. Skeletons. and Mummies.
plored. It is, after all, a mini-game and there-
Protection From Undeed (Cost: I, Combat
fore relatively simple. Spell) When this spell is cast , all undead creatures,
Another point that may annoy the ad- attacking the party must make their magic
vanced fantasy role-player is the somewhat Obviously, this article will be of little use resistance roll. Those that fail to resist this spell
limited number of Character Classes. Three to those who are not familiar with the rules of may not attack the Witch Hunter. This is not an at
types - Hero, Thief and Wizard - are more DeathMaze. It might be best to first become tack spell for the purposes of the Witch Hunter
than enough for the beginner, but a seasoned well accquainted with the game system commiting suicide (see above).
player who has played games with many beforeattempting to read further. Light Ray (Cost: 2. Comba t Spell) An undead
more classes will want greater variety in his monster that fails to resist this spell suffers "\ D
game. + 2" wounds.
Finally, there is the question of what to 4. NEW CHARACTER CLASSES Righteous Fury (Cos t: 2, Combat Spell) When
do if, when playing the Character Continuity A priest is a fourth type of character, this spell is casi, the Witch Hunter goes berserk.
Rule, your character or characters become able to cast spells in the same manner as a He receives a "+ 1" to hit in combat, and" + 3"
very powerful. The game loses l1avor when Wizard . The first thing that must be done agaimt Undead Monsters.
you have so many Wound Points and when choosing a priest is to decide which of Redeem Traitor (Cost: 3. Combat Spell) Any
magical items that even Vampires and three types he will be. The type chosen will character who has been charmed during .the pre-
16
sent combat is returned to the party, the charm On monsters with a 4 or higher negotiation value, may not wield weapons; they instead fight as
having been broken. the spell only works on a roll of 1-3. a normal monster with a combat die roll of
Dispel! Undead (Cost: variable, Combat Spell) Skin Saver (The Run-For-Your-Life Spell) "ID6" on the monster column on the Com-
An undead monster is killed if he fails to resist this (Cost: 4, Non-Combat Spell) When this spell is bat Results Table. As with other adventurers,
spell. The cost is 4 for Vampires, 3 for Mummies, cast, no monsters in the entire dungeon will attack experience may add a Combat Bonus to this
and 1 for Skeletons and Vampire Bats. In addi- the party. The spell is broken at the moment the ability (e.g., Weapon Skill). Also, three
tion, for each extra Wound Point paid by the party attacks any monsters; it is best used when the times per game, the Cronk player may use his
caster, ")" is added to the resistance die roll. pany wishes to exit the dungeon with no hassle special Stench ability before entering com-
Wrath of God (Cost: 6, Combat Spell) Each from wandering monsters. However, the high cost
often makes it unusable if the Peace Maker has us- bat, which is the same as the normal Cronk
monster attacking the party must resist or it Suf- Stench in the Advanced Gall1e Rules of the
fers "~D6 + 2" Wounds. ed any other spells that adventure.
original DeathMaze (see 12.32). '
Ogres, Goblins, and Orcs are treated
HEALER SPELLS 5. MONSTERS AS
as normal Heroes.
Healers may not cast a spell if the subtraction in PLAYER CHARACTERS
Trolls begin the game with 8 Wound
Wound Points would kill them . Also, their heal In addition to straightforward adven- Points, and may fight either with weapons or
spells will not cure wounds caused by spell casting. turers, Players may want to try playing bare-handed on the Monster Column. They
Heal (Cost : I, Non-Combat Spell) The spell reci- monster-explorers for change. The special have an original Magic Resistance value of 2.
pient immediately cures "ID6" wounds. rules below describe several possible Also, once a Troll has gained four points of
Dispel Poison (Cost: I, Non-Combat Spell) This monster-character types and their statistics Ability, he gains the special Troll Regenerate
spell, if cast immediately after a character is and powers. Players may run parties con- Ability described in the game rules (see
poisoned (before rolling the damage), results in the sisting entirely of monsters, or they may mix 12.35). However, due to his stupidity, a Troll
character taking no damage from the poison . them with normal adventurers. To represent req ui res 100 Experience Points and 150
Premonition (Cost: I, Non-Combat Spell) This the monster-characters, use counters from Bezants in order to gain an additional point
spell results in an immediate "Detrap" of any the original counter-mix or make your own. of Ability.
trap. It may be cast after trap's existence is
discovered (by die roll), but must be cast before
Cronks begin the game with 6 Wound Vampire begins the game with 6
any attempt is made by a thief to detrap it. The Points, and a Magic Resistance of 1. Cranks Wound Points, and a Magic Resistance of 2.
Healer receives no experience for the detrapping.
Heavy Heal (Cost: 2, Non-Combat Spell) The
spell recipient immediately cures "2D6 + I"
wounds. Deathmaze Counter Section Nr. 1 (100 pieces): Front
Magic Shield (Cost: 3, Combat Spell) The Quan!i!) of Sections of Ihis idenlicall)Ile: 2. Tolal Quanlil)' of Sections (a t! 1}'Ill'S) in game: 2.
character on whom this spell is cast is immune to
all spells that cause damage (i.e., Charm and
similar spells still have full effect).
+.~ Horo Here

I
Wizard

i
Wizard

Q 1 2 3
5 3+0

--i ~t ~~
4 1+0 4 1+~
Resurrection (Cost: 5, Non-Combat Spell) This

-
is an extremely powerful spell, used to bring back
Thief Thief W 1+6 W 1+4 W 1+3 9 3+1
to life characters who have just died. This spell
must be cast immediately at the end of the combat
or event in which a character died. The character
returns to life with full Wound Points, unless a
~ i 4 5 6 !~
, ,i\~
~ ~~ $I
<i' ~

MONSTlRS
" I" is rolled on one die, in which case he is dead
forever; the spell is considered wasted . 8 2+0 4 2+0 2 2+0 7 4 1+2 4 1+2

mf ~f
3 2+0 W 1-' WI-I WI - I 1+2
PEACE MAKER SPELLS
Peace Makers may not cast a spell if the su btrac-
, ~~ ~f ~i ~f ~~ ~f ~f ~~ - ~
-- .j)

tion in Wound Points would kill them . As


previously mentioned, any party containing a
Peace Maker automatically gets a "+ 4" on
W 1.0

.~ ~~
W 1+0 W 1+0

~W
2 1.0

~f
2 1+0
~,
2

~~
1+0 6
~~
2.' 11 3+0
~;J
-'" ~~
.-.- -..i
o Yt+~

!l'
!l ~ +0

!l'
negotiation die rolls.
Sleep (Cost: 1, Combat Spell) This is a cheaper (in
Wound Points) version of the Wizard Sleep Spell .
Monsters get a "+ I" on the resistance die roll
against this spell.
Cow (Cost: 2, Negotiation Spell) When this spell
is cast, the result is as if a "Cow" result had been
rolled on the Negotiation Table. There is no
..
o lh +~
~
!l'

resista nce roll.


Fair Fight (Cost: 2, Combat Spell) The monster
(or group of monsters) on whom this spell is cast
cannot use its special ability (if it has one) during
thi s combat. If the num ber of monsters is great.er
than the number of characters, eliminate monsters
until the numbers are equal.
Hesitate (Cost: 2, Combat Spell) When this spell
is cast, the party may cast heal spells and use heal-
ing potions, immediately before entering combat.
Cease Fire (Cost: 3, Combat Spell) This spell has
the same effect ' as an "Agreement" on the
Negotiation Table. The advantage of this spell is
that it may be used after combat has begun, par-
ticularly if the party is losing.
Friends (Cost : 3, Negotiation Spell) This spell has
all of the effects of a "Cow" result on the Negotia-
tion Table, except that the monsters hand over half
their Bezants, and any magic items they may have.
17

A Vampire may fight either with a weapon or rolls on the Combat Results Table, add the in- [6.25J ADVANCED STATUE TABLE (308)
using the Monster Column. Due to his great dicated number to his die roll. Monster Num:
Die Result
strength, a Vampire Character begins the Multiply the number of monsters encountered on a
level by the indicated multiple. (Thus, an indica- 3 No Effect
game with a "+ 3" Weapon Skill in the
tion of an encounter with 3 goblins on the third 4 Medusa Face
monster column. A Vampire also gains the
level becomes an encounter with 6 -g oblins.) Treas
special Charm Ability after he has gained 4 5-6 Statue Falls
Type: Whenever rolling on the Treasure Table,
A bilily points. shift down the column the number of letters in- 7-9 Becomes Gargoyle
Werewolf begins the game as a normal dicated. (For example, a monster that normally 10-12 Potion
Hero, but wiih 10 Wound Points. However, has Treasure Type C would have Treasure Type D
13-14 Misi
whenever engaged in combat, a die roll is if encountered on the third level.) Exception : A
made each round during the Party Reorgan- monster that normally has Treasure Type A will 15-16 Gems
ization Phase. On a roll of 1-3, the Werewolf always have Treasure Type A. If the shift takes you 17 Medallion
Player becomes a normal Werewolf, keeping beyond Type J, (see table below). Exp Points:
18 Magic Weapon
Whenever a character gains experience points,
his own Wound Point Total but using all the
multiply the number gained by the given multiple. EXPLANATION.OF RESULTS:
combat values of a Werewolf. He then moves
Medusa Face: The adventurer investigating the
to any adjacent open space on the Monsters' [9.81] EXPANSION OF
Statue must make a successful resi stance roll or
first rank (they will make room for him if TREASURE TYPE TABLE
turn to stone. Statue Falls: The adventurer in-
necessary), and will fight with the Monsters Type Bezants Gems Magic Items vestigating the Statue has the Statue fall on him,
during their Combat Phase. During the next K 6:2D6x 20 3:ID6 3:ID3 and suffers "ID6" \Vounds. Becomes
Monster Reorganization Phase, another die Gargoyle: The Statue is now a living Gargoyle,
L 6:2D6x 25 4:ID6 4:1D3
roll is made, and the character reverts to which may be attacked or negotiated with. It may
M 6:3D6x 25 3:2D6 3:ID6 have treasure just like any other monster. Potion:
human form and rejoins the Party on a roll
of 1 or 2. There is no limit to the number of The party finds a Potion in the base of the Statue.
Note: Treasure Types K, L, and M may be trap-
Mist: A magical mist emanates from the Statue's
times he may revert back and forth during ped (see 10.0).
mouth. Roll on the Mist Sub-Table. Gems: T he
one battle. B. Other Charts and Tables eyes of the Statue are two gems that may be pried
6. CHARTS AND TABLES The charts and tables in this section out. Roll twice on the Gems Table to determine
replace the game charts and tables with the their value. Medallion: Around the statue's neck
A. Deeper Into the Dungeon
same title and number; simply roll the is a magical Medallion that may be taken by the
The following table is provided for party. Magic Weapon: The Statue holds a Magic
number of dice indicated next to the title of
those who wish to increase the elemen t of risk Sword that may be taken by the Party.
the new chart or table instead of the old
in the game, especially when the charaeter(s)
number of dice. Also included are two totally [6.35] ADVANCED TRAP DOOATABLE (3DSI
have become advanced and more experienc-
new tables, the Mist and Bribery Tables, and Die Results
ed. Due to the great variety in character
instruction on their use. No Effect
classes and ways of "improving oneself," it 3
is impossible to say exactly when to go on to 4-5 Cronk Hole

~
the second or deeper levels. The temptation ....' 6-7 Pit
will be strong, for as one goes deeper, the
Room wilh ~ 8-10 Room
treasures increase as well as the dangers. Fountain
There are basically two methods of "go- 11-12 Type J Treasure
ing deeper." The- simplest is to begin the [6.15] ADVANCED FOUNTAIN TABLE (308) 13-14 Mist
game as if starting at the entrance to the 2nd 15-17 Trap
Die Result
Level. Though the dungeon is harder, getting 18 No Effect
back to the entrance is as easy as ever. 3 No Effect
In the seco.nd method, whenever a roll 4-6 Poison EXPLANATION OF RESULTS:
onthe Trap Door Table indicates a "room," 7-8 Treasure Pool Cronk Hole: Trap Door is really home for
instead of making it a room with no exits, "ID3 + I" Cronks, who may be negotiated with or
9 Alcohol attacked. They may have treasure just like any
draw a room chit from the Room Cup and
10-12 Potion monster. Pit: Adventurer investigating the Trap
begin making a 2nd map, one level lower Door falls into a shallow pit, taking "1 D6"
than the one begun in. In this way it is possi- 13-15 Mist
Wounds. However, on a roll of 6, the pit is a
ble to descend several levels in one game, 16 Alligator Pool magical bottomless pit; if the adventurer fa ils to
although the counters may run out eventual- 17 Midas's Waters resist he is gone forever and cannot be resurrected .
ly. To leave this dungeon, retrace your steps - 18 No Effect Otherwise he takes no damage. Room: The Trap
all the way back up to the starting level. Door leads to a room directly below the present
EXPLANATION OF RESULTS: room_ This room automatically has no doors or
Level Numbflr Poison: Adventurer testing Fountain immediately Special Features, but may contain monsters and
New Rule 2 3 4 5 takes "1 D3" Wounds. Treesure Pool: Find a treasures as usual. Type J Treasure: Finda Type
type C Treasure in Fountain. Alcohol: Adven- J Treasure behind the Trap Door _Mist: A magical
": ~;9';;~~i!~~;;~\i~[~j!f~~~7b~if}t';H~~ turer testing the Fountain is considered drunk. and mist billows up from behind the Trap Door. Roll
Monster Com +0 +1 +2 +4 +5 has a - 2" Combat Bonus for the remainder of on the Mist Sub-Table. Trap: The Trap Door is
' M:~lf,~Ie~pltf?EX~I~l~??X:~::dg:3~~~Th~ the game. Potion : Roll for a Potion on the Potion trapped. Roll on the Trap Table. This trap aul0,_
Table. The party gets one dose of the Potion. In matically affects the adventurer investigating the .
Treas Type +0 +1 +1 +2 +3 addition, the adventurer testing the Fountain im- Trap Door, unless he is a thie r and can detrap it.
~I?R~~l!~i!~E~y;~:iAt>~12~;~'jtt!~171Ji~~#: mediately undergoes the effects of the Potion.
C. The- Bribery Table (Negotiation)
Mist: A strange - Mist eminates from the
To use the chan, simply find the level number that Founlain', waters; roll on the Mis t Sub-Table. The Bribery Table is a special negotia-
you are on, and read down the column, applying Alligator Pool: An alligator lives in the Fountain.
the indicated modifiers during the game. tion table that may be used any time during
It makes one aitack roll on the adventurer testi ng the Game-Turn before combat begins. It is
EXPLANATION OF MODIFIERS: the Fountain, and after the results are applied,
generally used as a last resort, after normal
Monster Hd: When rolling for monster's Wound normal combat is undertaken. The alligator may
Points, add this number to the Ilumher of dice nor- nor be negotiated with, but it may have treasure.
negotiation has failed, because it involves
mally rolled for each monster. (Thus, rolling Midas's Waters: The adventurer testing the paying the monsters Bezants, or their
Wound Points for a monster with a Wound Point Fountain turns to gold, and is now worth 20 equivalent in gems, to change their minds.
die rol l of "2 + 2" when on the thi rd level, you Bezal1ls for every hit point that he had. A Stone- To use the table, simply cross-index the
would actually roll "3 + 2" dice to determine To-Flesh Spell will revive the advemurer, but this sum of the Wound Points and Negotiation
Wounds.) Monster Com: Whenever a monster must be done immediately; the gold is lost. Value (from the Monster Characteristics
/cmrtinued on page 23J
18

SPI announces
a major new
fantasy role-playing
title
- the leading edge product
of a totally
organized and designed
state-of-the-art
fantasy world
generation system
and
role-play
gaming
rules.

INTRODUCTION n General Course of Play 0 Game Equipment 0 ELEMENTS OF ROLE- PLAY 0 HOW TO BE A
GAMES MASTER 0 CHARACTER GENERAT ION 0 Description of Characteristics 0 Effec ts of Cha racteristics 0
Character istic Generation 0 Birthrights n Aspects LJ Heritage 0 COMBAT O lntroduction to Combat 0 Combat Equipment
o Preparation for Combat 0 Basic Tactica l Proced ure 0 Maneuver Actions 0 Martial Actions 0 Restrictions on Actions 0
Strike Proced ure 0 Inflicting Damage n Grievo us Injury 0 Weapons 0 Unarmed Combat 0 Specia l Strikes 0 Mounted Com-
ba t 0 Infection 0 Mu lti Hex Characters 0 MAGIC 0 Definition of Magic Terms n How Magic Wor ks 0 How to CaS1 Spelts 0
The Effects of Spells 0 Restr ictions on Magic 0 Backfire (from Spell s) 0 Resisting Spells and Counterspe ll s 0 Special Magical
Preparation 0 Incorporating Magic into Combat 0 The Colleges of Magic 0 Magic Conventions 0 The College of
En sorcelme nts and Enchantments 0 The College of the Mi nd 0 The College of Il lu sions 0 The College of Naming Incanta tions
o The College of Air Magics 0 The College of Water (Ocean) Mag ics 0 The College of Fi re tviagics fJ The College of Earth
Magics 0 The College of Celestial Magics 0 The College of Black Magic 0 The College of Necromantic Conjurations 0 The
Colleg e of Greater (Demonic) Summonings 0 SKILLS 0 Li mita ti ons on Ski lls [l Special Skills: Spoken and Written Languages
o Alchemist 0 Assass in 0 Astro loger 0 Be,ast Masler 0 Courtesan Healer 0 Mecha nician 0 Mercllant 0 Mil itary
Scientist 0 Naviga tor 0 Ranger 0 Spy and Thief 0 Tro ubador 0 MONSTERS 0 Encountering Mons ters and Non Player
Characters 0 Reactions 10 Encoun ters 0 How to Read the Monster Descriptions 0 Land Ma mmals 0 Avia ns LJ Aquilt ics 0
Lizards, Snakes and Insects 0 Giants, Fairies and Earth Dwellers 0 Fan tastic Monsters r Creatures of Night and Shadow 0
Summ oned Creatu res 0 Undead 0 Drilgons 0 Ridin g Beasts 0 ADV ENTURE 0 Se t-up for Adventu re 0 Ga me Conventions
o Adve nture Seq uence 0 Organizing a Party U Monetary Matters 0 Encumbrance 0 Adventure Actions 0 Consequences
o Recove ring from Affl ictions 0 How Experience is Ga ined U How Experience is Used 0 The Continui ng Campa ign
Available now f rom SPI and in stores
nationwide for $9.95
19

SCENARIOS & VARIANTS

FI-IGHTS OF FANCY
Scenario Models for AirWar Update
by Robert S. Hopkins

Air War continues to sell gratifyingly well, determined by referring to Table 25.94, the dependence in the location of these factors.
even though it is one of the more concep- Target Destruction Table. -In many cases, a It is recommended however, that the maps be
tually difficult games to adjust to in the U _S_ scenario may be made more challenging (or arranged to facilitate achievement of the vic-
In some ways, Air War is our Squad Leader balanced, in a novice/expert situation) by tory conditions within the game length. It is
- tremendous detail, steady sales, and selecting weapons which are less than advan- unrealistic to expect ten MiO-21 's to fly
system capable of withstanding modification tageous to the destruction of the target. Bear across eight maps to dogfight eight F-4's in
and addition (plus we did go to the mat at in mind that there may be ground defenses only ten game-turns.
least twice on its errata), Now one of these surrounding or en route to the target - be During play testing all optional rules
days we'll do an air war game that feels like certain to account for imy defense suppres- were used, as well as a number of proposed
flying! -RAS sion which may be necessary. Likewise, for rules. Players may use any of these, although
the defending player, it is preferable to select certain optional rules require some attention.
defensive weaponry in relation to the Pilot capability is best used when trying
historical environs of the target and to the to balance a scenario. For example, a novice
skill levels of the players involved. player might take a "Honcho" while the
Once the target and weapons have been more experienced player would be
selected, the aircraft involved may now be "Normal." Further, when practising against
The concept of individual-unit tactical
chosen. Again, the main constraints are an equal opponent, one player might opt for
combat in simulations is not new nor unique.
historical utilization and play balance. This is a "Novice" or "Turkey" rating in an effort
Games such as Tank, Patrol, Dauntless and
not to say that only historical scenarios may to improve his own game skills.
Squad Leader have been available for quite The presence of land is an interesting
be considered. In fact, experimentation is en-
some time and have been well received. In variable, and players are encouraged to play
couraged. It remains, however, that players
designing and developing scenarios for these the scenarios with multiple land contours,
should be realistic in selecting their aircraft.
games, players had little to do other than especially in ground attack scenarios. Pilots
select the number of individual units involv-
who forget about the ground usually find
ed and, on some occasions, the armament us- themselves six feet under that very same
ed. Most scenarios had a specific objective as ground. This author is one of those
a term in the victory conditions, and time was pilots ... .
seldom a factor.
Visual sighting is probably one of the
In SPI's Air War, the problem of few important rules which were frequently
scenario design and development is much omitted during general (although not final)
more significant. The vast number of aircraft play testing. It is time-consuming and is best
and weapons involved in the game make
used in an unbalanced scenario where one
authentic or historical selection difficult, to player must rely upon "getting past"
say the least, for the novice aerial enthusiast.
without detection.
During play test sessions for the newly- Weather is an interesting concept, and
released Air War Updated Edition, it became we encourage the use of all kinds of weather,
painfully obvious that the typical player of
especially bad weather. Clouds are the most .
Air War was in many cases misled by arma- useful, since aircraft can hide in them or ap-
ment availability charts, and frequently
pear from them. Clouds also tend to make at-
underarmed or misarmed his aircraft. Fur- tacking ground targets much more in-
ther, in establishing scenario parameters, teresting, particularly if the aircraft fails to
most players failed to allow sufficient dif- see the radar-directed tlak emplacement ....
ferences among the aircraft and starting con-
ditions to allow a unique and exciting game The selection of Electronic Counter-
session. measures (ECM) is rather simple, taking
what is available and what works (see the new
General Guidelines ECM-Specificity Table in Updated Edition).
When designing a potential scenario for [t should be noted that using an ALQ-123~
Air War, it is best to have a general objective pod is useless against flak or radar-directed
in mind. Select the victory conditions (or part A time limit is then placed on the game. missiles. A final note: avoid ECM pods
of the victory conditions) in advance. If the Normally, 15 to 30 game-turns are more than unless a bsolu tely necessary. Pods "load"
scenario involves some form of ground at- sufficient, although players may wish to aircraft, and are essentially useless, especially
tack, set a specific target's destruction as the make things more difficult by introducing in a twisting dogfight. Some may argue that
main goal in the victory conditions. Implicit time limitations or by allowing open-ended it is appropriate to carry a pod until engaged,
in this selection is a consideration of the type scenarios. and then jettison the pod. This is the sole ex-
of target and, in many cases, the nationalities The arrangement of the maps is essen- ception to the "avoid" maximo.
of the aircraft involved. tially irrelevant. What is relevant is the ar-
Once the target has been selected, the rangement of the aircraft, targets, and Armament Selection
next problem lies in the selection of defenses on the maps. Except. in cases of The second step in the formula of
weaDonry to destroy the target. This is best historical reenactment, players have total in- scenario design is the most difficult: how to
20
arm the aircraft. The Bomb Capacity Table; this is also what makes a good flyer. In Air Pilot Capability: RAAF-6; NKAF-8
28.3, lists maximum loads of specific War this skill can best be achieved by flying Land Altitude: 20
weaporrs, but it is not explicit in the arrange- an inferior aircraft in an outnumbered situa- Game-Turns: 25
ment. For example, most players will arm an tion against an opponent of equal or greater One group of six MiG-IS's is on the board. The se-
F-4 with four Walleye ASM weapons, and no skill. A tall order indeed, but one which will cond group appears after the NKAF rolls two dice
more. Yet another rack remains, and players undoubtedly sharpen the skills of any player. and totals them, thi s being the number of turns of
may add other weapons to this centerline sta- This author has a personal fondness for the delay before entry. Use the values after the slash
tion. In g~neral, players unknowingly cheal MiG-I7 in a number of situations, and claims for these aircraft. The second group may enter
themselves out of potential armament an F-15 among his ten Fresco kills. anywhere along the northern or eastern mapedge.
because of the massive number of unknown Regretably, my regular opponent (himself a Victory Conditions
options. Of course, many other factors are Naval Aviator) has quite a few MiG-17 kills. The RAAF player wins if he shoots down more
MiGs than the NKAF player shoots down
involved: internal and external fuel load, ex- (An interesting idea for players who thrive on
Meteors, but at least one Meteor must remain at
ternal temperature, airfield length and reco rds or bookwork: keep records of the the end of the game. The NKAF (Russian?) player
altitude all determine maximum load. number of kills for each type of aircraft. wins if he shoots down one Meteor without NKAF
Aircraft charts are equally guilty. The Once an airplane has at least five kills, ad- loss or if he shoots down all of the Meteors,
F-15 carries both four AIM-9 HS missiles vance it from "Normal" to "Honcho." The regardless of loss. Any .other result is a draw.
and four AIM-7 RH missiles. Most players hard-.core player may select the "Turkey"
believe that only a maximum combination of status when flying an aircraft for the firsl
four may be carried, and once agaill short- time, progressing in rating with ensuing 2. MORE MUSHROOMS
change themselves. flights and/ or victories.) Sortie 02 of the 479th BS at Wurrsmith AFB is
The second dilemma is easily solved. completing the third leg of its Single Integrated
The former, however, remains a formidable Some New Scenarios Operations Plan deep within the Soviet Union.
Equipped with the ALCM, the B-52 provides a
problem. What is the standard load of an While preparing scenarios for Updated formidable target for the Foxbat-E. (Designer's
A-lO? (I'm sure that only an A-lO pilot really Edition, Dave Isby and this author realized Note: This is an interesting scenario, similar to the
knows ... ) Of course, the beauty of the that there simply was not enough space "penetration" scenario of the Updated Edilion.)
airplane is that it can vary so widely. The available for all of the new and exciting Map Arrangement
table lists normal air-to-air loads . It should scenarios developed. To that end, some of F
A BCD E
be noted that these loads are those most fre- those scenarios are presenteo here to give the
quently encountered or most widely used. reader.an idea of how these guidelines exhibit USAF
Aircraft: 1 B-52G
For example, although the Mirage mc can themselveswithin the finished product.
carry two HS and one RH missile, the Israelis
~- , . *, ..

~
normally arm their J-models with two AIM-9 1. THE FIRST MEETING 4
Gloester Meteo r F.8's of 77 Squadron, RAAF,
or Raphael Shafrir HS missiles. were first used in Korea as air superiority fighters.
A Ircrafl Name'
Scenario Balancing On 29 Augusl 1951, the Meteors clashed with
MiG-IS's. One Meteor was los t; the cla,h fueled Boeing B-529 Stratofortress
The purpose of scenario balancing is to the argument against the Meteor as a true air
make an otherwise one-sided scenario more superiority fighter. (Designer's note: This banle is Ba~ic Aircraft Informalion Table
amenable to both players. While preparing not the same as the scenario for a "Meteor vs. Aircraft Type: Strategic Heavy Bomber
and play testing scenarios for Updated Edi- MiG" battle which is the Updated Edition - This Cannon Type: A, rear mounted
tion, a great deal of time was spent on at- one occurred a few miles away at the same time.) Cannon Shots:20
RH Missiles: 0
tempting to achieve the most challenging Map Arrangement
HS Missiles: 0
scenarios. What would happen if the Iraqis A B Damage Capacity: 50
sent two Hunters out to surprise the USS C D Ceiling: 244
Eisenhower in the Eastern Med (due to a Deceleration: 30
RAAF
hypothetical oil confrontation)? There is lit- Size: 9
tle doubt that the two Tomcats sent to in- Aircraft: 4 Meteor F.8
Number of Crew Members: 6
tercept them might deal the little Hunters Movement Allowance: 3
Point Value: 5/ 44
fatal blows. The scenario becomes more Throttle Selling: 3 Within Altilude Groups: LO MLMH HI
challenging (and balanced) when three Iraqi Energy Points: 0 Maximum ThrOllle: 5 5 5 5
MiG-23's show up. Acceleration Points: 0 Minimum Throtrle: 1 2 2 2
In another case, one might balance a Wings: Level Maximum Energy: 9 to 12 13
scenario by omitting certain weapons. For Dive/Climb: Level Flight Maximum Energy Addition/Turn: 4
example, three Syrian MiG-17's with cannon Missile.s: None Cruise Speed: 4
might meet two Israeli F-J5"s with cannon Hexes: 00805,01106, 00908, D1208 Special Rules:
and Shaf rir, but with no AIM-7 radar- Altitudes: 140 I. Electron ics given for rules are only for
homing missiles. The scenario becomes more Headings: NNE modified B-52s existing since c. 1976.
equitable by adding a "Honcho" to the 2. The B-52s tail -mounted cannon has a
Syrian flight while leaving the Israelis all NKAF range of nine hexes . with the three divi,ions
(Aussies said they were Russians) being t-3. 4-6, 79 hexes re.'pectivcly. Other
"Norma!. " than this they are treated as normal.
Again, the purpose of balancing is to Aircraft: 12 MiG-15
.make the scenario more equitable, par- Movement Allowance: 3/4
ticularly in terms of drastic disparity in Throttle Setting: 3/ 5 Movement Allowance: 4
equipment or pilot capability, and in the case Energy Points: 012 Throille Selling: 4
of players of unequal skill. Balancing may be Acceleration Points: 0 Energy Points: 0
used in other cases, with equally significant Wings: Level Acceleration Points: 9
effect. Dive / Climb: Level Flight Wings: Level
The ability to play Air War is tanta- Missiles : None Dive/Climb: Level Flight
mount to the ability to fly well. That is not to Hexes: A0403, A0703, A0405, A0604, Mis.liles: None
say that an expert Air War player would A0306, A0407 Altitude: 1
necessarily make an excellent pilot. It simply Altitudes: 160/175 Hexes: A0901
posits that the ability to take all of what the Headings: SSE Heading: E
game and particular airplane offer and put it Special and. Optional Rules USSR
to use in any given situation; it happens that Sun Direction: ESE Aircraft: 1 MiG-25 Foxbat-E
21
Movement Allowance: 4 Two A-4's were downed immediately . Rein- G07XX through G JOXX, inclusive, 4
Throttle Selting: 4 forcements were on the way, as 16 Mirage Ill's GIIXX t.hrough GI5XX, inclusive, 6
Energy Points: 3 dropped three of the Frescos. (Designer's Note: A G16XX through HI6XX, inclusive, 8
Acceleration Points: 0 historical situation from 1970.) Victory CondItIons
Wings: Level Map Arrangement The Israeli player receives 2 points for each MiG
Dive/Clihlb: Level Flight (maps are immovable laterally) destroyed, I point for each truck destroyed, and 2
Missiles: 6 AA-X-9 ABC D E F G H points for each tank destroyed. The Syrian player
recei ves 4 points for each A-4 destroyed, 2 points
Altitude: 32
for each A-4 which jettisons any armament which
Hexes: F0918 /sr8e/ it carries, and 5 points for each Mirage III
Heading: W Aircraft: 4 A-4F, 8 Mirage III destroyed.
Special and Optional Rules Movement Allowance: 517
Sun Direction: As per Case 32. 1 Throttle Setting: 517
5. CLASH OVER THE SINAI
Game Turns: Unlimited Acceleration Points: 0/0
Tired of repeated violations of Israeli Air space,
Pilot Capability: Both 5 Energy Points: 0/6
F-15's from the 133rd Sqd. at Eqron were scrambl-
Terrain: Up to the Players' discretion Wings: Level/Level ed to intercept two Libyan MiG-25's.
ECM: Use B-1 values for B-52 Dive/Climb: Level Flight/Type I Dive
Map Arrangement
Cannon: B-52G uses Type "0" Missiles: 012 AIM-9B on 4 Miarage
ALCM: the B-52 carries 4 ALCM Hexes: A-4: ElD07, E1207, ElllO, E0911; A BCD E F G H
ISTBel
Mir.age: AID02, A1203, AI 106, A1207, A0709,
Victory Conditions A091O, A1510, AI412 Aircraft: 2 F-15
The USSR player receives 15 points for each

~
ALCM destroyed and 10 points for the destruction
Altitudes: A-4: 2; Mirage: 28
Headings: E
4
of the B-52. The US player gelS 20 points for each Aircraft /'iame:
ALCM exited from the Eastern edge of map F and SyriB
20 points for the B-52 if it exi ts anywhere off of Aircraft: 6 MiG-17 McDonnell Douglas FlSA
mapF.
Eagle .
7 ,
3. 1971INDO-PAKISTANI
Basic Aircraft Inf()rmat;,," Tahle
Airerafl Type' fightcc and fightcr-bomber
Two Pakistani Mirage IlIEP's bounced four In- Aircraft Name:
dian Hunters. One Mirage downed two Hunters Cannon Tvpe: A
Mikoyan MiG17CFresco-C
with AIM-9's and succeeded in damaging the other Cannon Shots: 4
two with cannon fire. RH Missiles: 4
Dusic A ircrafl Information Table
HS :\1issiles: 4
Map Arrangement A ircraft Type: fighter and fighter-bomber. Dama~e Capacity: 18
A B Cannon Type: C Ceilillp: 312
C D Cannon Shots: 2 Decel~rati()n: 17
RH Missiles: 0
PBkistBn Size: S
HS Missiles: 2 (somelimes)
Aircraft: 2 Mirage IIIEP Numher of Crew Memhers:
Damage Capacily: 5
Movement Allowance: 4 Point Value: 11 / 15
Ceiling: 210
Within Altitude Group,: 10 MI. MH HI
Throttle Setling: 5 DeceleraTion: 6
MaXllllUm Throllle: 7 9 10 t 2
Energy Points: 2 Size: 5
Minimum Throttle: 1 2
Acceleration Points: 0 Number of Crew Members: I
Maximum Ener~y: 14 16 17 19
Wings: Level Poinl Value: 51!
Maximum Ener~y A dd per Game- Turn: 5
Climb/Dive: Type I Dive Within Allitude Groups: LO MLMH H1
Cruise Speed: 4
Missiles: 2 AIM-9D Maximum Throllle: 5 5 5
Special Rules:
Hexes: D0608, D0806 Minimum Throlfle: I I 2 2
~hy !la'oc up to 2 lock-ons ,irnuliancollslv.
Altitudes: 60 Maximum Energy: 9 9 9 10
May rirc HSM at other targets while havCng
Headings: NNW Maximum Energy Add per Game-Turn: 2 lock-on.
IndiB Cruise Speed: 4 Other \'cesi()m:
Special Rules: nonc RF-I51\: armed rccOllnai ssance vc,,;on,
Aircraft: 4 Hunter F.6
R~lain s armamrrH.
Movement Allowance: 4 Other Versions:
MiG-17 Fresco-A: Use ,mailer number of cannon
Throttle Setting: 4 Movement Allowance: 3
shot ~ and lowC'r al'cdcra[ inn figurc~. MiG-17
Energy Points: 0 Fresco-E: Ha, radar; can use AA-l missiles: other- Throttle Setting: 10
Acceleration PointS: 0 wist like MiGI7C ! D.
Energy Points: 0
Wings: Level
Acceleration Points: 2
Climb/Dive: Level Flight Movement Allowance: 4
Wings: Level
Missiles: None Thrott.le Setting: 4
Dive/ Climb: Type III Climb
Hexes: A1014, A1212, A1214, A1412 Acccleration Points: 0
Missiles, 4 AIM-7F
Altitudes: 24 Energy Points: 2
Altit.udes: 185
Headings: SW Wings: Level
Hexes: H0909, HI01\
Special and Optional Rules Dive/Climb: Level Flight
Headings: W
Sun Direction: SE Missiles: None
Libya
Game Turns: 30 Hexes: A: H0403, H0602, H0701;
B: H0214, H0414, H0513 Aircraft: 2 MiG-25A
Pilot Capability: Pakistan-4, India-5
Altitudes: 14 Movement Allowance: JO
Victory Conditions
Headings: A: W; B: NW Throttle Seni ng: JO
The Pakistani Player wins if he destroys two or
more Hunters without loss. The Indian player wins Special and Optional Rules Energy Points: 0
if he destroys at least one Mirage while losing Sun Direction: S Acceleration Points: 0
fewer than two Hunters. Any other result is a Game Turns: 20 Wings: Level
draw. Pilot Capability: Israeli: 2; Syrian: 8 Dive/Climb: Level Flight
Ground t.argets : Trucks on Map G, hcxc.1 1007, Missiles: 2 AA 6 heat seeking,
4. SURPRISE OVER THE GOLAN 1008,11 10, and 0711. Tanks on Map G, hexes 2 AA-6 radar-homing
Four Israeli A-4 Skyhawks were flying an "air- 0705,0805, 0806, and 0610. Altitudes: 272
borne art.illery" mission over the Golan Height> Land Altimde (hexrows) Hexes: A0607, A0510
when they were bounccd by six Syrian MiG-I7's. G02XX through G06XX, inclusive, 2 Heading: E
22
Spacial and Optional Rules
Sun Direction: E
Land Altitude: 0
Sun Direction : W
Game-Turns: 20
Pilot Capability: USAF: 5; Cuba: 6 Aircraft Name:
,
Game-Turns: Unlimited Each F-looD carries 4 lOoo lb bombs. A hardened Mikoyan MiG-2IE, F, J and K
Libyan Foxbats may not change flight configura- "SAM" site is on hex F0507 with 5 12.7mm flak Fishbed (late model)
tion until they spot an F-15, a missile, or take units placed within l wo hexes of F0507.
damage. Victory Conditions
Victory Conditions US player receives 20 points for destroying the
Basic Aircraft Information Table
The Libyan player gets 5 VP's for each undamaged "SAM" site, 3 points for each MiG-17 5hot down ,
A ireraJt Type: Figh ter
MiG-25 which exits the eastern edge of map H, 2 and no points for each flak gun destroyed. The
Cuban player receives 4 points for each F-loo shot
Cannon Type: B
points for each damaged Foxbat which exits the
down and 3 points for eaeh F-loo which jettisons Cannon Shots: 5
eastern edge of map H. The Libyan gets 10 poims
its load while the "SAM" site has not been RH Missiles: 0
for each F-15 destroyed . The Israeli player gets 3
destroyed. HS Missiles: 4
points for each damaged MiG-25 and 7 poims for
each destroyed Fox bal.
Damage Capacity: 8
7. 18APRIL 1989 Ceiling: 251
8. THE MISSILES OF OCTOBER F-I06 Delta DaTis stationed at Pusan AB in South Deceleration: 8
One alternative to the Cuban Missile Cris is Korea are scrambled to provide support for a se- Size: 5
response was tile "su rgical" extraction of the cond EC-121 under attack by North Korean MiGs . Number oJ Crew Members:
Soviet missile sites. Such a strike could have (Designer' s Notes: This never happened but it Point Value: 8/ 1
possibly met with some aerial resistance. sounds interesting - it's one rugged EC-12l , Wilhin Altitude Groups: LO ML MH HI
however.) Maximum Throllle: 7 8 9 10
Map Arrangement
Map Arrangement Minimum Throllle: I 2 2 3
ABC
A BCD E Maximum Energy: 12 13 14 15
D. E F
USAF Maximum Ener!!J' Add per Game-Turn: 3
USAF
Cruise Speed: 4
Aircraft: 4 F-looD '\ircraft: 4 F-I06, I EC-121
Special Rules : none_

5 -----
I

Airerajl Name:
-4 Other Versions:
MiG-21 C & D (earl~ model): Cannon: Type
D. HS Missiles: 2 Ceilin g: 230 levels. Turn
A ireraf! Name: Convair F-I06 Mode: use figures after -siasnes where dif-
Delta Dart ferent. Acceleration: use figures after slashes
North American F-IOOD where different. Roll: 1-2 PIS., 0 MP cost;
Super Sabre 3-5 Pts., I MP cost; 6+ pIS , 2 MP cost.

Basic Aircraft In forma tion Tahle


Basic Aircraft Information Table Airerafl Type: fighter
Airerajl Type: figh ter and figh ler-b omber Cannon Type: A (non pre-1975)
Cannon Type: Q Cannon Shots: 4 Acceleration Points: 0
Cannon Shols: 4 RH Missiles: 4 (Falcon only-may carry "Vings: Level
RH Missiles.- 0 any mix of A1M -45) Dive/ Climb : Type I Dive
HS Missiles: 4 HS Missiles: 0 Missiles: 2 Atoll
Damaf(e Capacily: 9 8if( Nuclear Rockels: 1 Hexes: E 1202, E1304, EII06
Ceiling: 204 Damage Capacily: 10 Altitudes: 140
Deceleralion: 7 Ceiling: 229 Headings: SW
Size: 6 Decelerarioll: 7 Special and Optional Rules
Number of Crew M embers: 1 Size: 6 Sun Directio n: SW
Poinl Value: 6/ 2 Num~er of Crew Members: 1 in F- I06A, 2 Game Length : 20 turns
Within Altitude Groups: LO ML MH HI in F-106B Pilot Capability: USAF: 3; NKAF: 8
Maximum Throllle: 6 6 6 6 Poinl Value: 7/ 1 Use the 8-52 counter and chart for the EC-121
Minimum Throille: 222 Within Altitude Groups: 1.0 ML MH HI with the following modifi<:ations: the aircraft may
Maximum Energy: 9 9 10 10 Maximum ThrOllle: 7 8 9 10 not accelerate past an MA of 2. The EC-121 is
i.faximum Enerf;y Add per Game-Turn: J Minimum Throllle: I 2 2 3 unarmed and carries a crew of 18, has a ceiling of
Cruise Speed: 4 Maximum Energv: IJ 14 14 15 164, may add no more than 2 energy points per
game-turn, and carries 20 Oares . T he EC-121 has a
,Waximum Energy Add per Game-Turn: 3
Movement Allowance: 4 damage capacity of 25 (Designer suggests 12) and
Cruise Speed: 4 has a loaded ceiling of 140. All other loaded
Throttle Setting: 4
Special Rules: Ca n usc Bi Nuclear Rocket characteristics are those of the B-52.
Acceleration Points: 0 (blivel), See Case 106.2. "
Victory Conditions
Wings: Level
The NKAF playe r gets 10 points for downing the
Dive/ Climb: Level Flight .
EC-121, or 4 points if it is damaged to a loaded
Missiles: none Movement Allowance: 7/2 condi tion . The NKAF player gets 5 points for each
Hexes: A0704 , A0707, A0506, A0905 Throttle Setting : 712 F-l06 destroyed and 1 poin t for each F-106
Altitudes: 28 Energy Points: 0/ 0 damaged to a loaded condition. The US player
Headings: S Acceleration Points: 0/ 0 gets 15 points if the EC- J2l escapes off the
Cuba Wings: Level southern edge of map B, 7'points if the EC-121 is
Dive/ Climb: Level Flight loaded and escapes. The US player also gets 3
Aircraft: 2 MiG-17 "Fishbed-C"
points for each MiG-21 shot down.
Movement Allowance: 3 l\1issiles: 2 AIM-4F, 2AIM-4G
Throttle Setting: 5 Hexes : F-106: A0408 , A0606, A071l, A0813;
Acceleration Points: 0 EC-121: DI509 8, THE "ARAB-EGYPTIAN" WAR
Wings: Level Altitudes: F-106 : 44; EC-121 : 116 Constant provocation by the Libyans of the now
Headings : E pro-Israeli Egyptians has led to a "punishment"
Dive/ Climb: Type IT Climb
strike by the Egyptians. Newly-acquired F .9 Fan-
Missiles: none NKAF
tans are striking th e EI Uotia airfield.
Hexes: F0206, F0403 Aircraft : 3 MiG-21 C
Movement Allowance: 4 Map Arrangement
Altitudes: 10
Headings: NW Throttle Setting: 4 A B E
Special and Optional Rules Energy Points: 3 C D F
23
REAF Wings: Level Mystery Tourl [contiKUedjrompage 17}
Aircraft : 4 F.9 Fantan Dive/ Climb : Level Flight Table) of the strongest monster in the group,
Movement Allowance: 4 Missiles: 2 Atoll with the amount in Bezants (or their
Throttle Setting: 4 Altitudes: 4S equivalent) offered by the party. The in-
Energy Points: 0 Hexes : AOS13, AIOII dicated number is the number that the party
Accelcr~on Points: 0 Headings: SE must roll equal to or less than on a single
Wings: Level Special and Optional Rules "D6" to convince the monster(s). Success in-
Dive/ Climb: Level Flight Sun Direction: W dicates that the equivalent of an
Missiles: none Game Turns: 20 "agreement" on the Ne,gotiation Table has
Altitudes: 32 Pilot Capability: REAF : 6; LAF: 10 been reached. Bribery may be tried only once
Hexes: F040S, F0607 , F0511, FOSIO
Victory Conditions per group of monsters , and if successful the
Headings: NW
The Egyptian player wins if he gets at least 2 F.9's party subtrac ts the appropriate number of
(all are in a loaded condition due to armament) off Bezants from their treasure and gives it to the
LAF of the western edge of map A. The Libyan wins if monsters . if the monsters are later slain, the
he can prevent this . If the Libyan player has any treasure is regained.
Aircraft: 2 Mirage V
"Honchos," these are assumed to be Soviet-
Movement Allowan ce: 5 piloted aircraft. If any non-Egyptian "Honcho" is BRIBEAYTABLE
Throttle Setting: 5 shot down, upgrade the level of victory once in Sum of Monstflr Wounds
Energy Poinls: 0 favor of the Egyptian player, e.g., draw to Egyp- + Nflgotifltion Value
Acceleration Points : 0 tianwin . 8-9 10-12 13-16 17-20 21 +

"Standard" Air-t~Air Loads for Ai, Wa, Aircraft


All aircraft cannon-armed unless otherwise noted.
Aircraft HS RH Aircraft HS RH
~M"J~i~:~~14.t1b~~~~'2~1I~:P~~1;~~:7:'~, ~2i~~1~l~i:;~~3j~S:s~~~G2'~~7;fE~~~;~~~
Mirage F. l 2 2 2
~~l~t?i~i~~~~t~~:?ll~l~J:f~;;:~ EXPLANATION OF RESULTS:
Ouragon lor 2 I = Plavers mUSt roll this number or less on
~~~ft~f;JfJ~E;fij~~~~~~~~~~:Rt!lr. "I 06" i~ order to reach an "agreement" with the
monsters. Note: Negotiation is not possible after
MRCA 4 A-7 2 Bribery, no matter what the result.
GWW~e.ilf::~~;~:~~~~fi~i5'{~~f~~~~4,:~~~ ~~~~ti~i0~3~;;;ig"~r~0~;ri:~~fF~~ D. MistSub-Table
Draken 2 A-1O
This table is used in conjunction with
!;~~g;}~"~~;~iI.~~~:;;:~~;:*j;i;:~i;r~ the three Advanced Special Features Tables.
MiG-17E 2 or 2 B-52 Roll on this table whenever instructed to by a
die roll result. This table uses a die roll of
~1~g:9P~~~~1;iJ!t~!~ tf~~~~~~~~~~2~r;fI;r::~~~1~~[~ "lD6" for resolution.
MiG-19D 4 or 4 F-4F 4
Die TYPfI of Mist
~~~~~:~ii?i?~Jk~~~ ~:[IL~$~~?~~~~::~~~~~~~~ 1 Lycanthrope Fog
MiG-21C,F 2 F-5 2
2-3 Healing Vapor
~l~~iq!~~~t~~~~f;~~~ 4 Midas's Mist
MiG-2lJ-N 2/4 2/ 0 5-6 Stone Haze
EXPLANATION OF RESULTS:
MiG-25A 2/ 0 2/ 4 F-16 2 Lycanthrope Fog: Player investigating the
~1:I~t[*f~~~ii~"~~~ Special Feature is from this point on governed by
the Werewolf Player Character rules, although his
MiG-27 2 F-86 Wound Points remain the same. Healing Vapor:
Each member of the party is healed of "106"
wounds . Midas's Mist: Effects identical to that"
Su-7 x x of Midas's Waters on the Advanced Fountain
Table (6.15) . Stone Ha~e: The Player in-
vestigating the Special Feature must resist or be
SU-19 x x F-106 2/0/4 214/0 turned to sto ne .

Numbers represent quantity of missiles of seen with the missile. It is unknown if Japan or
given type (RH =Radar Homing; HS = Heat- China (PRC) will purchase the Harrier and, if
Seeking) that may be carried. x =Missile type so, whether they will carry this missile. PRC
carried in undetermined quantity. and India will probably missile-arm their Har-
riers, possibly with Matra 550's.
I. The United States Navy is currently
evaluating the feasibility of two AlM-9L's on 3. Not cannon-armed.
A-6E's. Decision has not been made as of this 4. The French F-SE (FN) can carry only two
writing. R530 RH missiles"
2. U.S. Marine Corps Harriers can carry twO 5. The F-I04S may carry two AIM-7's, but
AIM-9's. UK and Spanish Harriers are seldom may not carry cannon if so armed.
24

MOVES IN ENGLISHeditedbyCharlesVasey

FREEDOM IN THE
GALAXY
by P. H. Bolton and W M. Orr

Role-playing is a strange sector of the hobby. The game is split into three levels: Star also dangerous, and units moving from one
What currently passes for role-playing seems System, Province, and Galactic levels. While planet to another have to go into orbit
rather far distant from the old concept of each of the three levels is only moderately around each planet in turn. The stacking limit
playing a game rather as a method actor complex, the three together add up to a fairly is controlled by the Environ Size (see
might portray a character and not as a cun- complex game with over thirty pages of rules, Diagram I) which limits the number of units
ning games-player with an eye for the rules plus details and descriptions of all char- and also the number of action cards that can
loophole . It now seems role-playing has ap- acters, planets, etc. The game comprises: be drawn. Within the restriction of environ
proximated to the introduction of characters A. A 22" X 34" four colour map which is size, units can move freely about a planet.
rather than just units. FfTG seems to be unusual, as it consists of 25 star systems with Overall, the military movement system is
within this definition, but it's interesting for a total of 51 planets. A typical planet is simple to operate and effective. Movement
another reason - simply that the rules are shown in Diagram I. As can be seen, each of large stacks is difficult, but it is possible
required to handle such massive differences planet has a number of environs of differing while taking risks to send a small force over
in scale and size . It is asking a lot of a types. vast distances.
designer to be able to swing from small
bands of galactic heroes to the sight of the B. 140 cards representing Characters and
Military combat, both in space and on
Imperial Death Ships. My limited playing of Possessions and signifying events.
land, is resolved O'n a straightforward odds
the game indicated considerable success, C. 400 counters which represent Characters, ratio CRT. Column shifts are introduced
and these reviewers seem to agree . - CHV Possessions or military units. because of leaders, elite units, or special rebel
units. Land combat, because of certain
System Effectiveness shifts, tends to favour the Rebel player. Nor-
"Ly Mantok piloted the damaged The Star System game, the simplest mally, for the Imperial player to get
spaceship Explorer through the defense level of PITG, is useful only in learning how favourable odds against the Rebel units, he is
screen of the Planetary Defense Bases of to play. As the Province level, dealing with a forced to either use a large force or commit
Sufi. The !?ebel cause had suffered a number of star systems grouped together, one of his few characters to lead the attack.
devasting set-back on Mrane when the changes a large number of the Star System Hence, the simple combat system gives the
Imperial Forces, using the Planetary rules, there is no point in discussing how the Rebel player an advantage, as would exist in
Stabilizer, ripped through the outer crust of Star System game works. a real situation whe re the Rebel is able to pick
the planet and hurtled everything on the Due to the unusual nature of PITG, it is his time for fighting.
surface into space. Ly and a few others had worthwhile highlighting some features of the An unusual aspect of the system is the
been lucky enough to escape, although the game's mechanics before commenting on the fulfillment of combat results. Each combat
Explorer had been badly damaged by the effectiveness of the system. T he game's se- can require the player to remove up to, but
orbiting Imperial spacecraft around Mrane. quence in the province game is: never more than, a certain number of combat
The rebels only hope was Jor Ly, Doctor Operational Phase. The phasing player's strength points. For example, say the result
Sontag and Yarra Latac to convince Drakir military and character units move. The non- called for the loss of two combat points; if
Grebb, Prince oj Suli, to come over to the phasing player has a limited reaction phase your smallest unit is a strength three, you lose
Rebel cause. " wherein a number of his units can move in nothing . However, if you have a combat
response to the phasing player's movement. strength two unit or two ones, you have to
Thus do events unfold in Freedom in the Combat is initiated between military units if lose either the two or both ones. Also, there
Galaxy (FITG in shorthand form), which is either party wishes. are two dice throws for each combat, one for
one of SPI's responses to the recent flood of Search. The non-phasing player may search the defender's losses and one for the at-
science fiction games . In PITG, the goodies for detected phasing player's characters. tacker's. Both dice throws are resolved on
- consistent with the standard plot in the the same CRT column, thus increasing the
endless series of Stu'r Wars type movies - rid Mission Phase. Characters can perform uncertainty when attacking, because even at
the Galaxy of the baddies. The gallant band any of the 15 different missions in this seg- high odds, high combat strength units can
of rebels overcome impossible odds to make ment. A typical mlSSlOn would be fail. Except for these two dice throws, large
the GalaXy a safer place for us all to live. Diplomacy, whereby the characters try to units could have become invulnerable. High
FITG has a relatively simple role- change the Loyalty rating of a planet. strength point units, which represent elite
playing element compared with the more Military combat and movement, as units , thus have built-in advantages to show
popular fantasy role-playing (FRP) games, mentioned earlier, are slightly abstract. their superior fighting abilities.
such as D&D. To this base is added an There is ' no cietailed ship-to-ship action; All combat in space occurs in orbit
abstract land and space combat and move- rather combat is at group level. Each military around planets; either player can intercept
ment system (there is no detailed ship to ship unit has a land and space combat value, while rival units entering or leaving a planet.
combat as per BattlePleet: Mars) and an the latter value also acts indirectly as a move- Unlike land combat, however, there is no
abstract Galaxy game which provides for ment allowance. While it is possible to move limit to the size of the rival stacks, so it is
strategic events. So, in one game, events a low navigation unit several times its printed possible to have two large stacks in orbital
range from man-to-man combat to events second value, the farther one goes, the combat slugging it out, with each side only
having 'major effects on several planetary greater the probability that units will be lost chipping away at the other's stack. It is not
and star systems. in space. Similarly, moving large stacks is advisable for the Imperial player to tie up so
25
many units just to take off a few Rebel units game credits list Bill Seligman, who is well . tion readily, yet it is not so complex that it
per turn. known throughout FRP circles, if only for will confuse anyone not used to the basic
Before rounding off this section on the his efforts in A/arums and Excursions and idea. In the game, the Rebel player's chance
military aspects of the game system, mention other FRP APA's. Given Bill's experience, of victory wholly depends on his choice of
must be It)ade of the Planetary Defense Base one would expect a good character system. characters to go on individual missions . As
(PDB), which represents a planet-wide net- [Ed. Note: The character system for FlTG can be seen from Table I, the primary mis-
work of tracking, detection, and weapons was designed and developed by Howard sions, such as Diplomacy, Coup, and
systems. Control and use ofPDB's is critical Barasch and John Butterfield.] Sabotage, have a success probability of
to the success of either side. The PDB's are a The main function of characters, par- around 10-20070 per card. J-lence, the riumber
means of detecting characters. They are also ticularly the Rebel characters (at least in the of cards drawn must be maximized to ensure
useful for space combat and bottling up both early part of the game when the Rebels can success. This can best be done by the correct
military units and characters on the surface not hope to challenge the Imperial military selection of the characters who undertake a
of planets. units) is to undertake missions. In the Pro- mission, as different characters qualify for
To sum up the military movement and vince game, there are 13 missions that the different bonus draws.
combat system, it is slightly unusual and Rebel character can perform. The individual The abilities of various characters are
presents problems (e.g., in picking your missions are listed in Table I. The Imperial vitally important. Anyone who has played
force mix). Do you go for a small force of player has fewer options available. any FRP games will be acquainted with this
large semi-invulnerable uni ts, or a large Having decided on the missions to be concept. Each character has six abilities, as
number of small easily destroyed units? The undertaken, the appropriate number of ac- shown by a typical character card in Diagram
movement system allows each player the op- tion cards, as given by the environ size, are II. Obviously, characters with high combat
tion of trying to overjump their ability, so drawn and acted upon. Table II shows the and endurance values make good fighters,
you can never be certain of how far rein- likely effects of the action cards. There are 30 while characters with a high navigation value
forcements can come from. Large stacks are different cards which act as random event make good spaceship pilots. In addition to
unwieldly to move. Overall, although the generators. As there can be eight or nine dif- these traits, most characters have either
military unit segment of the rules is at a more ferent mission groups drawing on a limited bonus draws or other special powers.
abstract level than the character level, it is in- number of cards, one of the major One of the reasons for the success of the
teresting, challenging, and demands atten- drawbacks of the game system appears . You FRP games is the gamer's ability to identify
tion to details. will be surprised after a while how irritating it with and assume the role and the mannerisms
becomes shuffling the cards. Imagine doing of the character he is playing. As FITG is a
Characters in Action this over eighty times as is possible in the role-playing game, the question must be ask-
The character leyel rules are really the Galactic Game. ed: Can a player identify with the characters?
essence of the whole game. -Each character is Undoubtedly one of the strengths of the Yes! This identification is due to the amount
provided with an individual counter. Com- game system is the wide variety of the mis- of detail provided and to the fact that each
pared to most FRP games, the character side sions that can be undertaken. Anyone used character is suffidently different from the
of FITG is at a very much simpler level. The to role-playing games will adapt to this func- others to maintain his own personality.
Furthermore, each character has substantial-
DIAGRAM I: Planel Track from Freedom in tlie Galaxy.
ly different probabilities of success on mis-
sions and chances of surviving attacks. While
the system is simple, there is enough meat to
bite on.
All the characters, planets, possessions,
ctc., have their own potted history. Anyone
accustomed to SPI games knows what to ex-
G pect from these biographies, particularly the
creatures and wandering monsters.
Combat between characters is handled
Ge//as D
differently than between military units. The
differential CRT has column shifts for un-
successfully trying to break off combat and
.I --~ trying to capture rather than wound an oppo-
nent. Again , FRP garners will see this as a
very simple system. Simplicity does not imply
ineffectiveness, however. While the system
lacks such subtleties as hit location, for ex-
ample, it is still enjoyable to play. The relec
vant question is whether you can identify
with your characer during combat. Again .
the answer is yes.
Search and Destroy
A critical point in any guerrilla warfare
game is how it handles the necessary limited
intelligence aspect. SPI falls back on the time
honoured system of not being able to attack
unless the enemy is spotted. FITG adds an
A. Orbit box (name and identity number of planel). F. En"iron size (its population and geographic size). additional search procedure. First, the
B. Political status of planet (information on capital , G. Environ race (siar next to race indicales it is character has to be detected. The opponent
Throne, secret, or star-faring race). starfaring) . can then try to search for that character dur-
C. Political Track (for determining loyally of planet). H. Resource Rating ing the search phase. If the search is suc-
n. Planet'S loyalty at beginning of scenario I. Coup Raling or name of sovereign. cessful then that character can be attacked by
(A = Al'megeddon; S = Start .Rebellion; J. Environ Type Symbol (Urban, Wild, Liquid. the successful searching party. Unless a
AC = Rebel Controlled). Subterranean, Air, or Fire) , character has been detected, no searches can
E. Environ. k . Creatures . be made . Detection can occur either via the
26
action cards or when leaving or entering a the Domino Effect will be examined. All that Freedom in t he Galaxy
planet by an active Planetary Defense Base . needs to be said is that it has a major bearing The preceding comments apply primari-
Military units are always found and hence on the game. ly to the Province Game, but there is one
can always be attacked. Bouquets & Brickbats more level. While few new rules are introduc-
This sys,tem, like all the present "state- The question, as it relates to FITG, is ed - only 2 Vz pages - there is a major in-
of-the-art" systems, suffers from the pro- whether the whole is greater than the sum of crease in scope. Whereas, in the Province
blem that although the contents of a st.ack the parts . Overall the system plays well. Game, the maximum number of planets that
may be hidden, its whereabouts - and hence Although complex in total. each subsection are in play is 14, the Galactic Game encom-
the rival's reaction to it - is biased by the is relatively straightforward. The player who passes 51 . SPI reckons that the Province
location of the attack. Since at some time has a long term plan is rewarded; patience Game shou ld take five hOlm, while the
during the game most units take part in com- and thoughtfulness lead to victory. Each Galactic Game can be played in about 20
bat, it is not too difficult to work out what player has many options. and the built-in hours. Some people fee.! that SPI generally
most stacks contain. AB can be seen from re- randomness of the system ensures that no underestimates the time taken to play their
cent articles in MOVES, no easY-lo-operate, two games are the same. Within the limita- games, so you can judge for yourself how
foolproof system has yet been developed for tions of the state of the art, guerrilla warfare long the Galactic Game takes. It is definitely
this type of game. Can you imagine playing a is reasonably well represented. one for a long weekend or a desert island. To
game of this type with most of the counters There is , however, one majo r problem. work out the optimum strategy, if one exists,
as dummies, all being moved about to con- There is a gross imbalance in the work load of would take a good part of a lifetime
fuse your rival? Until micro-computers each player. The Imperial player will have to The sequence of play in the Galactic
become more widespread and games are sit back and watch the Rebel player for long Game is slightly different from that of the
played on them, limited intelligence will periods, particularly during the Rebel Province Game, in that a single turn in the
always be a weak part of many games, FITG player's mission phase. The only fun the Im- Galactic Game consists of two entire Pro-
being no exception . perial player can have is watching the Rebel vince Game turns plus one Galactic Stage.
Another important aspect of a guerrilla being attacked by monsters or irate locals. This consists of three parts: Galactic Event,
game is how the loyalty of the population is But the Imperial player can do very little to Resources, and Imperial Strategic Assign-
measured. Considering the number of affect the outcome of the Rebel's missions. ment Phases.
planets and the possible changes in loyalty, a While the Rebel has to be patient , the Im- The Galactic Event Phase is another
simple, easy-to-operate system is necessary. perial player has to be even more so . The draw of an event card and is more or less a
SPI has supplied one . There are several states system does not suit the all-out attack . random event. Typical events include
in which the population can be, ranging from How could the major criticisms of the changes in planet loyalty, attacks by a ghost
Imperial to Rebel control through various in- system be overcome? One possible way is to fleet or pirates, and movement restrictions.
between states. Going from one extreme to adopt the system used in Football Strategy, In the Resource Phase, the imperial
the other is arduous, and it is thus difficult which has a matrix where the defensive Player can tax the populations he controls.
for the Imperial 'player to get a planet out of player secretly picks one of a number of The rates of taxation affect the loyalty rating
rebellion. Therefore, most of the struggle for possible defenses, and then the o ffensive of the planet. This revenue is used by the Im-
the hearts and minds of the populace takes player picks his option and the two are cross perial player to maintain existing units and
place in the middle ground . The whole objec- referenced. Each side is constantly trying to build new forces. The Rebels gain resources
tive of the Rebel player is to shift planets out-guess the other, which is surely the by placing planets in rebellion . The Rebel
from the Imperial faction to his own . The essence of guerrilla warfare. Also, the units must travel from the Rebel Secret Base
game successfully recreates the long slow number of options could be limited by the Planet, however, while the Imperial player
struggle that takes place, with the normal ex- loyalty rating of each planet. After each side can bring his on from several planets.
ponential growth once the critical point is picks an option, these could be cross The Imperial Strategic Assignment
reached. A large part of this phenomenon is referenced to determine which action chan Phase is another random event which
provided by the Domino Effect. What hap- to use. These action charts would have a list restricts Imperial movement. Following this
pens on one planet can affect the loyalty of probable likely events . A dice throw could phase there is a Rebel turn, broken down as
rating on another planet. Either player will then show which event happens . This pro- previously outlined, then an Imperial turn,
ignore this rule only at his peril. During the cedure would add a bit to the complexity, but and finally another Rebel and Imperial turn,
later discussion on tactics, the importance of thewhole of the game would be improved. and then back to the Galactic Event Phase.
The Imperial Strategic Assignment is a sim-
DIA GRAM II: Character Card from Freedom in t"~ Galaxy. ple yet effective way of restricting the Im-
perial movement to show a typical
bureaucratic army mentality - the attitude
nr.12 REBEL RHONE that tries to fight this war like the last one.
Doctor Sontag The phase introduces a known restriction to
the Imperial movement without letting the
Rebel know these restrictions. What happens
Combat: 2 is that the Imperial Player picks fourteen
Endurance: 2 Strategic Assignment Cards, each of which
In {ell igence: 4 outlines some movement limitation. The Im-
perial player can arrange these cards in any
Leadership: sequence he wishes. However, this order reo
Diplomacy: 3 mains unknown to the Rebel player.
Navigation: 0
Niceties & Atrocities
Home Planet: Orlog
The Galactic Game also' introduces
May heal other characters (see Planet Secrets and Imperial Atrocities . Up
Case 13.72). Receives two until now there is little in the lean, efficient
bonus draws on Gather Infor- system that can be called chrome . However,
mation mission (I). Planet Secrets fall into the chrome category.
Doctor Sontag Sixteen of the planets have some secret such
as hidden wealth, or a special effect such as
increasing all characteristic ratings by one.
27
While it adds some colour to the game, the a shock to be attacked for the fi rst time by Where the game really scores well is in the
concept adds very little to the system. the Rebel player. The Imperial player has to character game. It has a simple, effective, yet
Imperial Atrocities range from minor get used to the idea that the Rebels are well constructed role-playing game.
atrocities like sneak attacks (Rebel takes fighting back. Due to the nature of the col- Although it obviously cannot have the depth
dou ble losses '" in combat) to the Planet umn shifts in the CRT available to the and detail of the more popular role-playing
Stabilizer, which destroys whole planets. Ob- Rebels , the Imperial forces have to mass to games , the players should nevertheless have
viously, the atrocities have some drawbacks obtain suitable odds . Then suddenly, it is not no trouble in identifying with the characters.
in that they are sometimes one shot weapons always possible to attack the Rebel forces at However, FITG will not be everyone's
and / or can change a planet's loyalties. favourable odds . favourite game, as playing the Imperial side
However, their threat is very effective. Just Keeping revenue demand at a low level demands a player who .is not overly ag-
watch the Rebel units disappear if he thinks increases the loyalty rating of planets in gressive and who can sit back and wait for his
that the Planet Stabilizer is in orbit! Also, favour of the Imperium, so prudent Imperial chance to come. There is no doubt that play-
while the Suicide Squad is not an Atrocity economic management is called for. ing the Rebel side is more fun and provides
unit, it will make Rebel characters melt away. Remember that the Imperium , unlike the more control over density. Most people
A wise Rebel player will spend the first few Rebels, can never win until the last turn. It would rather side with the goodies anyway
turns working Out what the Imperial force can be very discouraging to think you have and rid the Galaxy of evil once and for all .
mix is . It is harder for the Imperial player to the Rebel forces bottled up, while all along
work out what the Rebel player has, because there is a danger just around the corner. It Tactics
most of them are hiding. just lakes a few careless slips to turn a strong Due to the scope and playing 'time of the
Although there are few additional rules , position into a weak one. Galactic Game, few people will ever try to
the Galactic Game is several magnitudes During his long periods of concentra- discover the optimum moves, if they exist.
more complex than the Province Game, tion, one of the few pleasures the Imperial However, general comments can be given.
mainly because of the increase in the number player has, besides watching the Rebels be at- These are adequately covered in the Players
of planets and options open to each side. tacked by monsters, is to bluff the Rebel Notes section of the rules, so there is no need
Long term planning is now even more impor- player over the location of the Atr ocities to go into details on them.
tant. The Strategic Assignment Cards require units or the Suicide Squad. While these units It is useful to show a few ideas of how to
the Imperial player to decide a t the start of are costly, the knowledge that they are pre- play the Province Game, as most people will
the game where he thinks the Rebels ' main sent stops the Rebel player from presenting settle for this level of complexity because of
blow will fall every turn; otherwise a great too large a target in one place. The Rebel time restrictions. The first thing to consider
deal of reshuffling of Imperial forces wiLl be always knows that the Imperial force has big is the Planetary Defense Bases. A level two
required just to get around the Assigment guns capable of blowing away any target. PDB that is up is a very effective force
Cards. Also , it is wise for the Imperial player In summary, FITG has a number of very against both characters and military units.
to husband his resource points, because at good points. The wide scale of the game One of the early objectives of the Rebel
some time in the game the Rebel player will demands long term planning, patience, and player is therefore to put the PDB's down, as
move from guerrilla to a full military level of carefully thought-out ideas. While the mili- this gives him a greater flexibility of move-
fighting. Up until this stage, the Imperial tary combat system is abstract and lacks a ment . Remember that, unless a character is
player has a vast superiority in units, and it is feel for space combat, it is satisfactory. already detected, he cannot be searched for ,

TABLE II: Probability of Action Cards Events


Event Urban Special Wild
" Missi~~ Ab6tttd *~ '
., ',. SuliY~ir' tw;ps ::
~ : , <... ~,... . '-"

-.',. : Start Rebellion 3.3


6.7 Diplopia.eyt :,.:' :3.3/ 6;7 ,
" ] Q,O:, ';-J).3
, Coup 10.0 10.0
Coup 16.7 16.7 ,. Cnp;a(Jters;ij~teeted ' 16.7 . 13: 3' '',,:z:l l.3:?'~
J biplomll,~Y :,':' lJ.3~ ' 10.0 No Searches 6.7 10.0 10.0
Free P risoners 16.7 20.0 16 ,7 ' ~Local~ Raid En~niy ' 6:7 - " 3.3 '" 3i}
.Gain', C.haracters ~: 16.7 I f ;f' . ij,j Extra Bonus Cards 10,0 6.7 6.7
- Gather Information 13 .3 10.0 10,0 '~o Creature Attac>~s This .T urn - CU) "" "O.Q .- '.3.; 3. "'''-
";' ,'.
' Seave!J.:ge Joi.Fossessi6ru~. 13.3 '" :" B.3 d6 ~ 7 Populace Goes Wild 6.7 6.7 6.7
, Start Rebellion/ Stop Rebellion 16 .7 16.7 16.7 Attack ~ ?y q reatures Qr' LocalS ~6.7 13.3 i3>~ ,: "
~ s liho tage .. ~,
' 16:7 , 16.7 '1 6.7 Accidents (One Wound) 3.3 0.0 .
,'''' .. ,
~ ' . 0.0
> Subvert Troops 6.7 6.7 6.7 , ' E[1emy Ageni: ReveaIS'.Mi~.Sion . 3.3 ;-" 3:~ 1: ' 3.3 ,:
PRO VINCE i
F. VEl., 6,7
No Bonus Cards This Turn 6.7 6.7
Summon Sovereign 10.0
"'
10.0 10.0
>
Mission Group StuinbI.e son E nemy " , 0.0 i .l ~3 ;3 '
Spaceship Quest 'C 10'.0 "" 10.0 W.O Atrocity 3.3 3.3 3.3
~~.~;~.., .. ~.

GALA CTlC LEVEL ' 'Civil War 3.,3 ' : 3'~T , n :.


, Steal Enemy Resources 10.0 10:0 10.0
The percentage chance numbers are based on one Miss ion Group per En-
10;0 lOiO 1.0.0 viron as multiple miss ion gro ups affect odds slightly . This is the
minimum , as the "Enemy Agent Reveals Miss ion" card will increase the
chances of a n aborted mi ss ion . t Character with Diplomacy rating greater
than two/ rating less than tW O.
28
and a level two PDB makes a good detector. even be helpful (e.g., Zop on Mitrith [143]
A level two PDB has a three colum shift on will actually give things to help the INSTRUCTIONS TO AUTHORS
detected spaceships. Only the better space- Rebellion). The only time in the early part of FOR MO YES MAGAZINE
ships and crews shQuld contemplate trying to the game that a Rebel character is not under- Most of the articles in MOVES are written
get past one . One should not get the idea that taking a mission is when ' he' is recovering by its reader,. We'd like you to give it a try - if
PDB's are invulnerable, as the Sabotage mis- from wounds. Hence if you have one your article i, well written and on a subject of
sion is very effective against them; even so, character left over from the selected mission interest [0 readers, there's a good chance it will
attacking a downed PDB with large space groups, go back and redo the groups. Always see publication. The Subject of your article is
units is the safest way to destroy them. have the maximum number of groups possi- up to you. From time to time the Editor will
The Imperial player never has the luxury ble, particularly in the early part of the game. :;uggest potential article topics. Don't be afraid
to write on other publishers gan1es - MOVES
of too many units, so he must make optimum Some of the missions are more impor- is not a "house organ" that ignores the rest of
use of those he has. In the early turns, before tant. or useful that others. The Sabotage mis- the gaming world .
the Rebel starts to gather milita ry units, the sion will bring PDB's down to allow more Types of Articles. The kinds of articles
Imperial forces can try to bOLlle up and freedom of movement. The differences in the we're looking for fa ll into the following
destroy the Rebel characters. The Imperial success and failure of Coup and Diplomacy . general.categories:
player should always obtain the Suicide missions are sho""n in Tables I and II. You I. Operational AnalYSis. Deals with the tactics
Squad and choose his force mix to contain as will have to decide for yourself which one is and strategy of play in a specific game.
many large units as possible. He should then best. The Rebel Camp mission is useful only 2. Game Profile/ Review. Description of a
follow the Rebel characters around, waiting in an environ at the Patriotic Loyalty rating, game or games with particular attention to its
simulationalsystem and playability . Any criti-
for a chance to attack the characters. The as they have to be disbanded when the rating
cism must be well-supported by logical argu-
Imperial player should always use squads to becomes Dissent or Unrest. Whether you ment and fact (not simply personal opinion).
attack t.he Rebel characters, as his own want additional characters or possessions 3. Documented Play . Description of and com-
characters are too few in number for him to depends on how things are going. Obviously, ment on the move-by-move progress of an ac-
afford losses. Also keep forces in orbit to if a number of characters are killed, thev tual t.wo-player or mUlti-player game. Docu-
discourage the Rebel player from sending his must be replaced, particularly if killed earl)' melllcd play should be the result of several
characters to a planet. Planets with two on. 1\-1ost of the other cards have specialized playings, the mO.l t relevant of which being lhe
space-faring races should always be a,
well uses which are only occasionally called upon. subject of the article.
4. Field Report. Provides organized, va lid in-
defended as possible because of the Domino The most important is the Start Rebellion
which, if you have a number of planets in formation un some aspect of conflict simula-
Effect. The Imperial characters normally re-
tion of general ilHcrest.
main stacked with their units to get satisfac- unrest, can trigger them all off. Hence you
5. Scenarjoplex. An experimental section of
tory combat odds, so the Imperial player should not have to use the mission often , if scenarios (each no longer than two Iype.wrillen
should accept that nOL only are his mission you are doing things right. pages) in the style of the parent game rules.
options fewer than the Rebel player's, but 6. Footnotes. Short essa ys (no longer than 500
also that his number of missions will be Dominoes words) on almost any subject relatcd to gam -
smaller. The Rebels should remember that One of the biggest aids for t.he Rebel is ing . 0 honorarium is paid for Footnote~ .
some of his own units gel column shifts for the Domino Effect. The Rebel objective is to 7. Mis,ellaneous. Ar ticles that don't fit in the
being in certain types of environs during get several planets with space-faring races in- specific categories, but which the author feels
combat, so he ought to keep mixed units to unrest, to be triggered off by one St.an appropriate for publication in MOVES .
Rebellion. There is nothing worse for the Im- Manuscript Requirements. Typewritten,
together. to get this column shift as often as double-spaced on white bond. Line length 55
possible. perial player to watch than planet after
to 65 characters; no more than 25 lines per
planet going into rebellion because of the page . Min-max lcngth: 6 tu 30 manuscript
The Mission's the Thing Domino Effect. The Imperial player should pages . Pages should be numbered and tagged
At the character level, it is especially im- heavily defend planets with two space-faring with author's last name. Cover sheet .s hould
portant to decide on the missions. Tables [ races. Always walch the number of planets in give date written, full-name, address, phone
and II show the probabilities of success and the unrest class. Remember that in order to number, suggested title, and honorarium
t.he risks of each different mission in the three stop a planet changing from rebellion to preference.
different environs . They are useful aids in Rebel control, the Imperial player must sta- Honorariums. For all published submis-
helping one to decide on the best type of mis- tion troops there. It is extremely difficult for ,ions (except leller, and Footnot.es) MOVES
sions to undertake. the Imperial player to get a planet out of Magazine pays an honorarium at the rate of $5
pcr running 10" of edited text , calculated to the
As well as deciding what missions must rebellion, and the Imperial forces on any nearest half column. Alternatively, Authors
be undertaken and where, the size and com- planet in rebellion must be a prime target for may elect to take their honorarium in SPI pro-
position of the mission groups is importanl. Rebel units nearby. ducts at the ratc of $10 per 10" rendered
Obviously certain mission chances are im- The Rebel player should realize and ac- against the list price of the items. Honorariums
proved by certain character characteristics . cept that during the early part of the game his (cash or credit slip) will be rcndered 30 days
Another important factor is the number of characters will be detected a large percentage after publication.
bonus cards that can be drawn; and you of the time. If the Imperial player is doing as Cop)'rights and Agreement are located on
should,. examine what type of monsters and he should and keeping military units with the the back flap of the Feedback card in this issue.
locals inhabit the environ that the mission Rebel characters, there is only one thing for A facsimilie may be used.
group is in, ~o that the combat strength and the Rebel player to do - keep moving . Please include with your submission a
endurance necessary for the mission group to Hence, Rebel characters should always land stamped, self-addressed postcard. On t.he
survive an attack can be determined. on a planet with two or more environs while message side of the card wrile I.he name or your
being always wary of walking into a Suicide article. This card will be used [0 inform you of
Needless to say, there are many con-
the st.atus of your submission. Articles and iIIu-
straints and boundary conditions placed on Squad. During character combat, always st.rations cannot be returned. Address all sub-
the selection of missions, mission groups and remember that only the defender can break mis sio ns to:
where they take place. Some decisions are away, never the attacker, so never attack with Redmond Simonsen, Editor, MOVES
easy: for example, Doctor Sontag should your characters unless you are prepared to MAGAZINE, SPI, 257 Park Aven ue South,
never pilot a spaceship. Other choices are lose them or you are very sure of victory . New York , N.Y. 10010
harder. Very few missions are ever under-
taken by only one character - no character British Isles. Readers in the British Isles
is that good. wishing to submit articles to MOVES should
Not all monsters are dangerous. Some direct their submissions and correspondence 10:
Charles Vasey, 5 Albion Terrace,
are just irritations, and hence there is no fear
Guisborough, Cleveland TS146JH, UK
of attack from them . Some monsters can
29

INTERVIEW

WORKSHOP-TALK
A Conversation with Marc Miller
by Greg Costikyan

Young 'Bulldog' Costikyan once again has tion for instructors for classroom use. That's I'm not making up ideas and then simulating
thrust his brash taperecorder into the face of where CHACO came from; it was designed them, I'm trying to simulate something that
one of the giants of the industry and caused for a Latin American history class. We did a feels real, even if it is fiction. In my future, I
it to speak. Marc Miller is one of the major bunch of other games - speech games, see myself doing a Jot more science fiction -
people at Game Designers Workshop - at political science games, and when our money I'm alre'ady doing a lot of science fiction -
least one of whose games you probably ran out, we pretty much decided to go off on while keeping my left hand into historical
own . Unlike most of the poohbahs in our in- our own. At that time, we produced Drang games. I'll probably do one or two historical
dustry, the guys at GDW are publicity-shy, Nach Osten, trying to beat SPI to the punch games a year in addition to the science fic-
self-effacing Midwestern types, and so we - they'd been promising War in the East for tional games.
doped their Dr. Pepper's to get one of them a long time - and we went to press. The suc- GC: Were you a fan before you got involved
to talk to us. Sorry, Marc. - RAS cess of DNO and the success of Unent- in gaming or did your interest in science fic-
schieden, which followed on within three tion develop afterwards?
months, really got us started, and we all were
MM: I was a very strong science fiction
kind of committed by that point. We
reader, but I didn ' t know science fiction fan-
GC: Where were you born, where did you go published Triplanetary at about the same
dom existed. It's only in the last couple of
to school, ~hat did you do before you got in- time and just slaved away. I think all of us
years that I have realized more and more that
to gaming? had extra jobs, part-time jobs, or we were
fandom does exist.
MM: I was born in Annapolis, Maryland in students or doing something. For about three
years, we worked part-time, trying to get our GC: That's true for a lot of people.
'47. I went to school all around - I was in a
Navy family, and ended up living in the games published. By '75, we had all transfer- MM: I realize that I'm much stronger in
Chicago area. I spent a year at the University red to the company on full-time salaries. So gaming.
that's how I got started.
of Illinois at Chicago, and then three years GC: Triplanetary was actually one of the
down state at the University of Illinois at first games I got. At the time I was publishing
Champaign-Urbana. I graduated in '69 with a small science fiction fanzine called Gigo. I
a degree in sociology and went right into the gave it a favorable review and you people ex-
ArmY'as a lieutenant - a result of ROTC. I cerpted the review as part of your advertising
spent two and a half years in the Army, in the - and sent me a check, which I guess was the
Air Defense Corps, including a year in Viet- first check I got for something that was ac-
nam, and got out when they cut back the size tually published . Where do you think that
of the Army after the war. I guess that's gaming is headed in the future.?
when my life really started . I was bumming MM: Well, I don't think it's going into the
around taking unemployment, and- when it computer gaming. I think that's probably my
ran out I took the Gl Bill and came down to strongest thought. People keep looking to
Illinois State University, mainly to take where gaming is going, and when we first
courses that I could never take when I was looked, all we had was boardgaming, and we
working for a degree - so I could take said "We used to be miniatures and now
chemistry and art and not have to worry we're boardgaming." And pretty soon they
about meeting requirements . It was there saw, "Well, here's role-playing games." And
that I met Rich Banner and Frank Chadwick, I don't see it going much beyond that. I see
who'd already been in gaming for some time. more of a blending between the two - Com-
I showed up at the games club meeting really mando is a good example. More of the role-
for lack of anything better to do. They were playing being inserted into the boardgames,
running a really good club here at the time. more of boardgaming being inserted into the
What happened was, they had a program set role-playing games, more miniatures being
up where if you hadn't played a game, they'd used in both. I see more quality coming
assign a member to playa game with you. I GC: Well, that pretty much answers my next
two questions . SO ... what do you see for out .. .
ended up playing France 40 with a geography
professor which was very nice because he was yourself in the future in the field? GC: Well, I hope you're right there ...
an adult who knew how to play and talked MM: It's strange. Science fiction is really big MM: If you look at the history of what
me through it - we got about half-way righ t now, and people are starting to realize ODW's done, we filled a void, because there
through before we quit, but by then I knew that sCience fiction is big. My first game was was basically SPI and Avalon Hill here. Peo-
how to play games. That was in '72. By the a science fiction game, but then I turned ple wanted more variety, and they were a lit-
end of '72, I'd designed my first game, which around and started producing historical tle discontented with some of the stuff they
was Triplanetary. About that time, Rich and games , because that's where we were produc- got from Avalon Hill; they didn' t get
Frank had gone a bit further afield and got- ing games . There was no market for science enough , basically. It's pretty hard for a small
ten some educational incentive money and fiction at the time. It's given me a strong company to get started today. They' ve got to
set up a simulations design department as a background in producing games which play do so much of the merchandising. I mean,
project here at Illinois State University. The realistically - I think it' s helped the science they've got to have a box, they've got to have
idea was to design simulations to specifica- fiction games I've done as a result - because good advertising - and that often counts
30
more than the game inside. People who do Now, they wear armor and carry swords and
just bagged games don't get very far, and it's slay dragons - which is a more healthy
ashame. enterprise, I think. That's what has happend, MARC MILLER:
CC: The Chaosium's having problems with that a lot of people really transfer their feel- Game Design Credits
that. ings into the role-playing - something which Game PUb. YBB'
wasn't available to them before. To some ex- :;''C::'"Z;;1c.''''
[:"''<''00' ''''';s:'0;;; ,*~i.,+,z;,,,,,,,,,";o'"'",,,,,~""~C''i<'~';S:
MM: Yeah. Lou Coatney, who's a fellow up tent, that has cleared the historical market ,,,Top anetary"r-"" , " ",=="'GDW",,=s.b,13 ",
~~ . . ~ .. :."::'"'':: .-;:::::~ ..'!..';: -::: ""'-:r.-:_~.~~:::~,,;;-:~~...... ;~~'.;:::--:~":::: .........;'.~~::h ...0"!2
in Alaska, publishing a $14 game on the Rus- Chaco GDW 1973
out.
sian front - and it's a good game, it's a very
good game. It's just very difficult for him to GC: I know what you mean. It is amazing, 1<?~t1FSeJI~?ft~:fC{K~~Ef;:~GQ~~~~~12?~~1
get it out to enough people to make any some of the people who get deeply involved "Their Finest Hour"
splash in the hobby .... Where are we going? I in role-playing. I know several people who (with Chadwick
guess the strongest thing J can say is, not have essentially flunked out of college and Banner) GDW 1975
because they're playing D&D or one of the

~~II!;f~lif;~~'Y~;:!
computer games. The cost is just too high.
People who play games don't want to spend role-playing games to such an extent that
that kind of money for just one game. Some they don't get the work done.
people do, but not enough to make it a MM: Right. And they used to do it when
market. I mean, the same people who go into SSN (developer) GDW 1975
they were playing Russian Front games. Now
the hobby :;hops, that's where they spend they do it with role-playing games, and I at :;iJ~~tfFfot:id~*y,,00~;",t2RWJ:5~~::i:9:7~5:~
their money, not on electronics. least think it's healthier. They aren't forced Burma (developer) GDW 1976
now to feel Nazi feelings - anyone can feel
CC: Although, as the cost of home com-
fantasy feelings without being looked down :,,;~,~ghiIl' ~17 it~f@~:!offt~~~R~f:t~;J:~;nrl:i
puting , comes down, that will make home Traveller GDW 1977
computers more common, and also make it upon politically or socially. I think it's a lot
possible to sell computer games somewhat healthier. I see a lot of expansion of role- ~1J!iP~,,~~!:1>;tq~~~W~J:IQ9illJlsf,,')9fjJlfk
more cheaply, since there will be a larger playing into other fields. I see some mating Indian Ocean
market. of role-playing with the boardgames. I see Adventure GDW 1978
specific areas turning up role-playing games
MM: That's true. Just to criticize computer
- like piracy, like World War II - which :;M~i~fty " "- . ~;.:,\ 5ipVl.,=;,/; t~?~;<
games for a minute, computers do things you Agincourt GDW 1978
hasn't been done yet. Unfortunately, or
can't do with boardgames, but they don't do
things you can do with boardgames. And
perhaps fortunately, those role-playing ::Ve'idnn "," '" '
there's the big problem. I mean, computers
games are going to be minor. The major em- '~(d..eve/ofJ~r'''2fJd edL ' ' CoArifc:t :~;;ti7~;' ,
phasis is on people who live alternate lives,
are great for hidden movement systems, but 1942! GDW 1979
and the Society for Creative Anachronism is
computers aren't all that smart. And until
another aspect of the same thing. Fields for " DQuble Star . " Bi[)"W'~ "" ij79~~'
they get reasonably smart that they can't play
role-playing are relatively limited in that Belter GDW
even Afrika Korps a]ainst you, they're not
sense, for people who'll grow totally : ~Spapsho~
going to provide much of a challenge.
dedicated to them. They end up being science
CC: Well, possibly. I think the situation fiction and fantasy. High Guard
with computer games is a bit more com- (Traveller supplement)
CC: What do you consider your best game,
plicated than that. You don't necessarily
and why?
have to have a computer playing one side of
the game - you can have a multi-terminal MM: Imperium - my best because it plays
multi-player game, Secondly, it seems to m~ well. It's really a distillation of all the science
that there are more solitaire-system games fiction work I did for four years - including
being produced, and those can be adapted Triplanetary, including a lot of stuff that
more easily to computer play. never got published, and a lot of stuff we that you can't cross the T. I thought people
played to death here but we never published would see it was not all that important. I
MM: I think thai you may have hit on one of
because we didn't think there was a market should have realized that simply because it
the imporqmt points there, which is that the
for it. It all fit together in '77 when I started was mentioned so often, I would have to in-
computer will probably not be your oppo-
working on it again. It turned out very well. I clude it. That's why I would have to put that
nent. I use a computer right now to take care
think the time I spent working on it is what game at the bottom of my list.
of the paperwork. I've got programs, and I
made it come out so welL It also came at an
ask it something and it tells me information I CC: Do you 'have any particular philosophy
opportune time. Science fiction was just start-
want to know, generating it randomly, and of design?
ing 10 burgeon at that point. It was a boxed
it's easier than me generating it randomly. MM: Oh, sure do. I go for playability. I go
game - on a scale of one to ten of what's im-
That's what I use it for. I use it for role- for simplicity. That doesn't mean simple
portant, a box ends up being important
playing, for the most part - I manipulate my games; I prefer to cur some corners - like
because the retailers will buy it to put it in
characters that way, using the data the com- leaving off crossing the T - in order to make
their stores, so that you the customer can
puter has given me. the game flow faster. I think that in the end it
notice it and buy it.
CC: What do you think the role of role- makes the game more popular. I've found
playing games is and will be in gaming?
ce: Conversely, what do you consider your
worst game, and why? that in historical games that is not always the
truth - primarily because the people I get
MM: Role-playing games are really big right
MM: Tsushima. The problem is that I also feedback from are the more vocal and 'more
now. Personally, I see it taking care of a ma-
consider it one of my better games. Tsushima dedicated people, who want more detail. In
jor problem serious garners have always had
is the naval part of Russo-Japanese War- science fiction games, I think I probably have
- which is the closet Nazi. Once upon a
there's a land version and a naval version, a reputation for putting in mor~ detail than
time, we had a lot of problems with people
and together they make up the whole war. most people do. Yet I think I know enough to
who really wanted to be the Germans, not
It's a nice system. It works welL It's put the kind of detail in that people want,
because they're Nazis but because they're
reasonably easy to understand. 1 put in what without grubbing the thing up with unneeded
really good, or because they had colorful
I thought were the important aspects of the detail. That's pretty much my philosophy.
uniforms. And those people were kind of
men without a country. They didn't really war, to fit within the parameters of the game, GC: In other words, what you're looking
have any place to go, and it ended up that the but I left out crossing the T. That's the single for is not so much simple mechanics as
closet Nazi syndrome appealed to them. most common criticism I get of that game, elegant mechanics.
{continued on puge J3j
31

GAME EXPANSION

PANDORA WITH BRAINS


The Specimens As Player Roles
by Ted Woods and David Ritchie

I have an intuitive feeling that this form of trol of the ship. A number of the sections First Player must roll for hull breaches before the
Pandora may turn out to be the most popular below can be plugged into the existing game start of the game. If the First Player must roll for
of all - the sides are so clearly drawn, the even if players do not wish to play out the hull breaches one or more times, he consults the
scenario provided . They follow the same for- Breach Location Table (17.3) and rolls two dice
victory conditions so primal. Who amongst
fOf each possible breach (maximum of 2). By in-
us hasn't at one time or another wished to be mat as the original Pandora rules for easy
dexing the first die with the second die on the
an all powerful monster, stalking the puny reference. Breach Location Table, he determines the location
humans in the shadowy claustrophobic con- of any breaches at the start of the game. He then
fines of a death-trap space ship? Isn't being a places a Hull Breach Marker in each space (Pod or
source of terror a greater thrill than being its Tube) on the Ship Display where the Breach Loca-
victim? -RAS tion Table indicates that a breach has occurred.
Once all Hull Breach Markers (if any) arc in place,
[17 .0] Placing Hull Breaches play may commence.
(Optional) CASES:
[17.1] A Hull Breach Marker may not
COMMENTARY:
A game, like a novel, tends to develop a be placed initially in a space containing
Early in testing, somebody gOt the bright idea
life of its own, exclusive of the intentions of a Crew Member or in a space which
of placing hull breaches around the ship during the
its designer or developer. Regardless of what initial set-up. The appeal of that idea was not suf- would prevent a Crew Member from
the designer is trying to say ar how the ficient to balance OUI the dirt it added to the game, exiting the deck he currently occupies.
developer is trying to say it, the game will in- but some of the situations that result when this rule If such a situation arises as a result of a roll on
is used are quite interesting. the Breach Location Table, the Hull Breach
evitably wander down many a shadowy dead
Marker is not placed and the First Player must roll
end and explore any number of obscure cor- again on the Breach Location Table until he gets a
ners during its developmental existence. Part result which is possible without violating this rule.
of being a developer is (hopefully) knowing
when to let the game "find its own way" and
when to cut a bit of extraneous fluff. If the
[17.21 Hull Breach Table
developer guesses right, he usually ends up Number of Players
with a clean "player" dressed in just enough DIE 2 3 4 5 6
chrome so that it retains the players' interest. :';1--
If he guesses wrong, he may end up with a
2
game that is so streamlined as to be barren,
or with an ornate monstrosity that only a
parent could love . The milestones marking 4 2
the degree of success or failure are manu-
script pages filled with notes on all those 6 2 2 2 2
great ideas that never made it into the finish-
edgame. - = No Hull Breach Markers are placed at stan.
In the case of SPI's Ares #2 game, The t = The First Player must roll the dice this number
of times to determine the possible placement of
Wreck oj the Pandora, not a week went by Hull Breach Markers (fe-rolls due to 17.1 do not
when the ever-inventive members of the count).
Munchkin Brigade who were testing the
thing did not come up with some new bit of
oprjonal insanity. Many of these ideas were [17.3] Breach Location Table
actually quite good, but they simply did not
Second Die Roll
fit into an 8-page rules format. Others were FIRST
180 0 opposed to the design concept. Pandora DIE 1 2 3 4 5 6
was supposed to be a solitaire game first, and [~gfillI~~fr~~ft;~~~t~~~~~~frJIi~j
a two-player or multi-player game second, 2 7a 14a NB NB 25a 7a
and had been designed accordingly. It was
also designed primarily for team play in a GENERAL RULE: ~~~~~~~S'~t:~~;'~~4biii'~!~i1TiK~~~
As part of the initial set-up of the game, after 4 7b 14b NB NB 25b 7b
semi-cooperative setting. The idea of a stan-
dard two-player competitive game was out- all crew members have been placed on the map and
the order of movement has been determined (see
~!:~~~~~2~E;~~#5.~~~1::g~i]
side the scope of the project. Yet, it was ex- 6 7c 14c NB NB 25c 7c
1.0), the First Player determines the number and
actly this idea that kept creeping into play location of hull breaches according to the pro-
(and into the testers' suggestions)_ So .... 1a, 2a, 38, etc. = The alpha-numeric code of the
cedure below. Pod or Tube in which a Hull Breach Marker is
The rules that follow are designed for
PROCEDURE: placed . NB = No Breach ; no Hull Breach Marker
use in a two-player game of Pandora in The First Player rolls I die and indexes the is placed on the map as a result of this roll, and the
which one player plays the crew members resulting number with the number of Players in the First Player does not re-roll the dice. Unless a se-
and the other player takes on the role of one game as shown on the Hull Breach Table (17.2). cond po,sible Hull Breach must be checked for,
of the escaped specimens in a battle for con- The resulti ng number is the number of times the the Players proceed to the first Game-Turn.
32
[18.0] Sealing Locks This action requires no die roll and involves F: May increase Impair by 1 for all purposes.
no delay in movement. The Lock may be resealed G: May increase Shield by I for all purposes.
(Optional) afterwards using the procedures outlined in this H: May use Crew Member's own Impair Rating
rules section. If not resealed, the Lock will con- (tripled) in Stun Mode (i.e., as if armed with a
COMMENTARY: tinue to open at the approach of any Crew
A continuing refrain on the pan of testers was Weapon with a Stun capacity).
Member, bot, or specimen.
"what do I do when Mother, Typhoo and Grendel
are all three following me around and I can't seem CO
to shake them?" One suggestion was that Crew Strol
Members be allowed to seal Locks behind them to [19.0] Special Crew Attributes Stunned
keep the specimens out of the way. Unfortunately,
that tended to make it too easy in a test conducted COMMENTARY: I: May automatically recover from Stun during
by the developer. As it turned out, the developer Strangely enough, the question didn't really the first SLUn Recovery Phase after having been
made a snap judgment based on that one test and arise in testing, but afterwards a number of people stunned.
was wrong. Subsequent testing indicated that a wondered why all of the Crew Members
(regardless of their position and, presumably, J: May subtract 2 from Aggression of any
few modifications in the mechanic suggested made
their talents and training) had the same basic at- specimen when making a Reaction Check.
it a valuable tactic without giving the Players a
"lock" on the game, so to speak. By then, tributes. Neema Strof, for example, could have ex- K: May subtract 2 from specimen's Shield for
however, the game was in the can and it was too actly the same Repair as L.J . Gepidus, despite the purposes of Stun Recovery if the specimen was
late to change the rules. fact that Gepidus, as SO, could be expected to stunned as a direct result of one's actions (not ac-
know more about systems functioning (or even bot tion by Bots).
GENERAL RULE:
functioning) than Strof. The point is, of course, L: May increase Port by 2.
Crew Members (only) may seal a Lock
well taken - even more so when one realizes that M: May increase Speed by 2.
through which they move during their Movement
the system included in this section takes very little
Phase. After moving through a Lock, the Crew N: May Remote Survey Pod from any other Pod
play time to implement.
Member's Player rolls the dice to determine if he (i f one possesses the appropriate Pod Marker).
successfully seals the Lock behind him. A Crew GENERAL RULE:
Member cannot seal a Lock which he has not mov- Each Crew Member's Player may select one
ed through in that Movement Phase. A Crew special ability for that Crew Member from those
Member cannot seal a Lock during a Movement listed on the Special Crew Abilities Table (see
[20.0] The Specimens Strike
Phase in which he used Hasty Movement. 19.1). Only those abilities listed opposite each Back (Scenario)
PROCEDURE: Crew Member's name on the Special Crew
If the Crew Member's actions during a Move- Abilities Table may be chosen for that Crew COMMENTARY:
ment Phase could not cause one or more Member. Almost from the first, someone wanted to
specimens or berserk bOIs to react by following play the specimens against the crew. It was an at-
PROCEDURE:
him through a particular Lock, he may seal that tractive idea, but not really in line with the design
After assigning all attributes 10 the Crew
Lock behind him automatically. If there is a concept of the game. Here, we do not labor under
Members as outlined in 4.0, the Players individual-
possibility [hat a specimen or bot could follow a such constraints.
ly (and in secret) assign to their Crew Member any
Crew Member through a Lock, the Crew one special ability from among those listed for that GENERAL RULE:
Member's Player must roll a die to determine if he Crew Member. The nature of each ability is This scenario is designed for two Players, on-
seals the Lock. On a roll of 1-3, the Lock is sealed. described in 19.2. The Crew Member is then con- ly. One Player takes on the role of from I to 5
On a roll of 4-6, the Crew Member is unable to seal sidered to possess this ability throughout the Crew Members (his choice) while the second
the Lock in time, and any specimens or berserk game. The nature of the ability chosen is not Player takes on the role of one of the specimens
bats that' might react by following the Crew revealed until it is actually used in play. (blindly drawn from an opaque container at the
Member through that Lock during the ensuing start of the game). The First Player is called the
Reaction Phase do so automatically. The Player CASES:
Crew Player. The Second Player is called the
checks for their reaction during the ensuing Reac- Specimen Player. The two Players fully control the
tion Phase only to determine if they attack him in [19.1] Special Crew Abilities Table
individual Specimen or Crew Members on their
addition to following him through the Lock. All Crew Member Speciel Abilities side. The specimen controlled by the Specimen
reactions except a Move-Kill are ignored and Player is considered to be an Active Specimen;
Neema Strof, CO D, E, F , G, M
treated as a si mple Move Reaction. that is, he is possessed of the same Intelligence as
L. J. Gepidus, SO A, B, C, D, J
CASES: Crew Members and may move and act in all ways
Najeb Kelly, MO A, C, E, F, L as a Crew Mem ber.
[IB.I] A sealed Lock is impassable
unless "forced." Blnt Skraaling, GSO G, H, K, M, N PROCEDURE:
All Locks have a nominal Shield Rating of 8. Hesiod Charybdis, BIO B, I, J, L, N At the beginning of the game, all attributes of
Any specimen or bot which would have to pass the Active Specimen are generated as described in
through a sealed Lock as part of its reaction must [19.2] The following special abilities are 4.2 with the following exceptions:
either force the Lock or remain stationary. Only represented by the alphabetical code 1. Neither Intelligence nor Aggression is rolled
specimens with an intelligence of 5 or greater may opposite each Crew Member's name in for. The Active Specimen is presumed to be in-
attempt 10 force a sealed Lock. Bots may always 19.1: telligent, and his actions and reactions are con-
aLtempt to do so. The specimen or bot attempting trolled by the Specimen Player.
to force the Lock "attacks" the sealed Lock as if it A: May increase Repair by 1 when attempting to
repair CompPod, CompComm, or CompKit. 2. All Active Specimen attributes are rolled im-
were a Crew Member (more than one specimen or
B: May increase Repair by I when attempting to mediately before the start of the game (not when
bot can attack at the same time) and any successful
repair MedPod, MedKit, or Crew. used as de.scribed in 4.2).
attack (i.e., one resulting in damage) forces the
Lock and allows the specimen or bot to pass Sr>etQ:" 3. The specimen's Intelligence modifier is used to
through,it. Once forced, the Lock opens and doses 5s~' ~ modify a die roll which is used to determine the
automatically as it did prior to being sealed. It 9 ~O specimen's Repair. In addition, 2 is subtracted
may not be sealed again. from the die roll. Modified die rolls of less than I
c: May increase Repair by I when attempting to are treated as 1.
repair all Bats. After the specimen's attributes have been
0: May increase Repair by I when attempting to generated, the Specimen Player chooses one
repair any Major System (Power, Envio, Comp, special ability for the specimen from the Special
[IB.2] Locks leading into spaces Con, or Nav). Specimen Abilities Table (20.2). All attributes and
containing Hull Breach Markers may
not be forced.
Stunguo

2si
o 0
J 21
7!
,9
Armorig

8
2
abilities are chosen secretly by both Players. Once
the Players have determined their characters' at-
tributes and abilities, the characters are placed on
[lB.3] Crew Members may the map as described in 1.0 and play may com-
automatically unseal a sealed Lock by E: May increase Repair by I when attempting to mence. All rules from Sections 1.0 through 21.0
moving throuah it . repair all Weapons or Rigs. are employed in this scenario.
33.
CASES: G: May increase Repair by 2 when allempting to or restrained (in the same manner and according to
repair any Pod other than a Major Sys tem. the same rules as for specimens) in order for ' the -
[20.1) The Active Specimen is treated in
Specimen Player to win, and the Active Specimen
all ways as a Crew Member. H: May autOmatically recover from Stun during
must be dead or restrained for the Crew Player to
The order in which the Crew Members move the first Stun Recovery Phase after having been win . Exception: See 20.7.
is determined normally, but the Active Specimen is stunned.
[20.51 The Players may choose to keep
treated as a Crew Member. This means that there 1: May increase Speed by 2.
a re up to 6 Player-Turns possible with the -Crew
any knowledge secret from one
J: May increase P Orl by 2. another in this scenario.
Player executing up to 5 of these individual turns.
Active Specimens may attack Crew Members (and K: Can survive in va cuum (space containing a By mutual agreement, the Players may keep
vice versa), may repair and use Pods, Tools, con- Hull Breach or Open Lock Marker) without the nature of all Pods secret and need not reveal
trol Bots, etc., and generally function as Crew damage. the nature or number of tools in each other's
Members. L: Empath. Can control the actions of any other possession. When this option is used, the map
should be machine-copied and all information
[20.21 Special Specimen Abilities Table specimen in the same space as if that specimen
were a Bot so long as the combined Intelligence normally recorded by markers should be written
Specimen Special Abilities and Aggression of the specimen being controlled is on the machine copy in pencil. The progress of the
Mother B,D , K,L,M 12 or less. ship toward Cold Shutdown is always recorded on
the Display.
Mouse E,F,a,K,O M: Alien Disease. Contact between the Active
[20.6] If more than one Crew Member
Grendel A , B, H, J, 0 Specimen and any other specimen or Crew
Member in the same space leads to a loss to
is present at the beginning of the
Golem H, J, M, 0, Q
Stamina (or Shield) for the other specimen or the
scenario, the SpeCimen Player may
Typhoo A, L , P , Q_, B Crew Member of I per Game-Turn. Beginning 6 attempt to select a second special
turns after the contact between the two figures, the ability for the Active Specimen.
Shazam A,H,I,K,O
stricken Crew Member or specimen removes I The Specimen Player secretly rolls a die and
Mary C,D,E,L , O adds to the resulting number the number of C.rew
from the appropriate attribute at the beginning of
Blind Pig A,H , J, M, N each turn until dead or until a Tepair atlemptleads Members his opponent is using. If the result is
to an increase of I or more to Stamina (or Shield) grea-t er than 6, the Specimen Player may choose
Fletcher C, E , J, L, N
of the character. A stricken figure does not infect one additional special ability.
Scrod B, a, K, M, N
others.
[20.3) The following special abilities are N: May use specimen's own Impair Rating in Stun
represented by the alphabetical code Mode .
opposite each specimen's name in 20.3.
0: Specimen moves 3 spaces when using Hasty [20.7J Typhoo, Shazam, and the Blind
A : May increase Impair by 2 for all purposes. Movement. Pig win the game by slaying all Crew
B: May increase Shield by 2 for all purposes . P: Electrical Field. May increase Impair by 2 Members.
C: May increase Repair by 1 when attempting to when attacking Bots . They need not re-establish control of the ship,
repair all Kits. seal Hull Breaches, or Restart Major Systems.
Q: Fear. All Crew Members or specimens in the
They can win even if they, themselves, die in the
D: May increase Repair by 1 when attempting to same space at the beginning of a Reaction Phase
process of killing the crew. However, they subtract
repair any Major Syst em. must roll their Shield or less or implement a Flee 3 (not 2) from their Repair, and they cannot seal
E: May increase _Repair by 1 when attempting to Reaction ou t of the space.
Locks, use the Scapecraft, Restart the ship, or use
repair _all Bo ts . [20.4J The Players win by meeting the Tools or Pods. They can further damage equip-
F: May increase Repair by 1 when attempting to Victory Conditions of 16.0. ment by attempting to repair it.
repair any Weapon or Rig. Additionally, all Crew Members must be dead [20.8J Specimens cannot use Rigs. it.

Workshop-Talk {continuedfrompagdO! Hall of Fame last year, although he did not. closely with their companies, instead of being
He's been trying to figure out how to quash like novelists who go to a publisher to see if
MM: Right. I have a philosophy I call that rumor without destroying his own ego. they can get published. The Guild is currently
counter-dynamics. If I have twenty units GC: What do you think is the role of the in an adversary position with Avalon HilI
which are all the same, I'll go back - conventions in the hobby, and do you think and SP!. I think that's going to have to end.
especially in an historical game - go back they're going to play an important part in the Unless the Guild gets awfully powerful
and look at them and find the worst one and future? awfully quick, it's not going to make
downgrade it for some reason. And I will MM: I think Avalon Hill took a really great anybody toe the line for Ouild policy. The
find the best one, and upgrade it, so that step by setting up Origins. Before then there Guild has to become more cooperative. But
these units are not totally inter-changeable was really nothing to bring the companies with the population base the Guild has now,
anymore . It makes people pay more atten- together. Right now any company that with all the designers it can get hold of and
tion to the units they have under their finger- doesn't show up at Origins is really left out in talks to every three months, I think it's en-
tips. Yet that is very simple - rather than the cold. Conventions are a lot of fun for the tirely possible that it can become less of an
rating each individual unit on a very specific people who go. I make about five conven- adversary and more of an important group
basis and giving them all characteristics that tions a year; but in my mind, the real benefit within the hobby.
differ. has to be for the professional designer, GC: What do you see .as its purpose, then?
GC: Who do you see, other than yourself, as because we can get together at the cons and What should the Guild be doing?
being the best active designers? get to know each other and get to understand
each other. That's what I see as the real MM: Very strictly, I think it should be
MM: It would have to be Frank Chadwick. value. representing designers and designers' in-
Notwithstanding the fact that he is my part-. terests. I don't know that we're going to be
ner, and that he and I work together a lot. GC: What do you see as the role of the able to force anyone to pay us better salaries.
I'm amazed at his ability to design systems. I Game Designers' Guild? As a result, we're going to have to be a little
can walk into his office with a piece of paper MM: The Game Designers' Guild is in a more soft-spoken. But I think that the Guild
and say, "Look, Frank, I'm doing really difficult spot, because it really isn't can play an important role in letting
s0mething." And he'll say, "You know, you getting the support it needs from Avalon Hill designers know what they can get as opposed
can do this with that." Just off the top of his and SPI. Until it does, it's got a hard road to to what they have been getting. It's also im-
he'a d he can spout full-blown systems. I think follow. On the other hand, most of the other portant in letting designers know what's go-
he's really an unsung hero. Perfidious Al- designers are owner-operators - they own ing on. Right now, the only place they find
bion has been listing him as having won the their own companies, or they work very out is at Origins .
34
pre-Napoleonic (1600 - 1790); 4 = Napoleonic (1790 - Rights" representatives at the Continental Congress have
1830); 5 = Civil Warl19th Century 11830 - 1900) ; 6 = pushed through a Constitution which has preserved the
World War 1 11900 - 1930); 7 = World War II (1930 - selfgovernment of each state at the expense of the
1945); 8 = post-Wor ld War II (1945 - presentl; 9 =

Feedback
federal government. As a result , the thi rteen states are
Science Fic tion and Fantasy. strong riva ls (much like the sovereign Germani C states in
36, How did you purchase this copy of the magazine? 1 the 18th century), more than willing to go to war to
MOVES nr. 51, published Jun/JuI1980 ~ by subscription ; 2 = by mail as a single copy; 3 = in a preserve their hard-won rights. War of the American
store; 4 = it was passed along to me by a friend; 5 = Scates is a mUlt i-player, alternate-history Simulatio n in
other means 1describel which each playe r would contro l one state (or morel and
attem pt to bui ld it into the strongest and most influential
How to use the Feedback Response Card: After you've Rate the fol/owing game proposals on a scale of 1 to 9, entity on the continent. Through diplomacy, trade em
finished reading this issue of MOVES, please read the with 1 indicating very little inclination to buy the game if bargoes, industrial development, and hiring of foreign
Feedback questions below, and give us your answers by p ublished up through 9 indicating a definite intention to mercenaries (if necessary I , each stale would prepare itself
writing the answer-numbers on the card in the response purchase it. for war - if one state grows 100 powerful. The game
boxes which correspond to each question number. See WOu ld include a 22" x 34" map of the thirteen colonies,
37 . The Legions of the Han. In 98 A .D. a Chinese
centerfold fo r card . 400 ca rdboard playing pieces, and various economic-
General, Pan Chao, began an epic campaign which cut a
military produ ction displays. Depending on the success of
Please be sure to answer all questions (but do not write swath from China to within one day's march of the
the o riginal game, the series might be expanded to cover
anything in the box for question-numbers labelied " no Roman garrison in Parthia. Their objective: to defeat the
other regions, as they develop into self-governing states.
question") , Cards that are incompletely filled out cannot "additional kingdom" of Rome, centered at the supposed
To sell for $12.
be processed. Roman capital of A ntioch. Trajan. the "Soldi er Emperor. "
was in his fi rst year on the Imperial Throne, after a hard TSS-System Games: There are a great number of Civil
What the numbers mean: When answering questions,
fight to the top . Who would win in this colossal encounter War battles, small, medium, and large. Many of chem are
" 0" always means NO OPINION or NOT APPLICABLE .
of east meets west, each wi th its distinctive, highly suc- exciting and quite playable. and we are just beginning our
When the Question is a "yes or no" question, "I" means
cessful combat system? This simulation crea tes that efforts to simulate as many of these as possible with an
YES and "2" means NO. When the question is a rating
hypothetical co nflict, stressing the tactical-operational eye toward creating a solid library of CivtJ War games.
question, "I" is the WORST rating, "9" is the BEST
differences of the two armies , each responsible for main- Please rate the following prospective titles (questions
rating, "5" is an AVERAGE rating, and all numbers be-
tain ing the largest empires in antiquity. To be designed by 4244), all of which are under consideration.
tween express various shades of approval or disapproval.
the author of Armies and Enemies of Ancient China. 42. Olustee: The Battle for Florida. This was the battle,
SECTION A Would include one 22" x 34" map, 400 counters and sell ordered for political reasons, that w as to decide the fate
for $12. of Florida . Special rules include Union cavalry doctrine,
1-3. No question (leave blank!.
38 . Triumvirate. A political-diplomatic game set in the the Confederate railroad gun, new te rrain types (such as
Questions 4 through 18 ask you to rate the articles in this marsh and bay edge), and a free set-up scena ri o in addi-
tumultuous first century A . D. Rome's emperors were nOt
issue on a scale of 1 = poor, 9= excellent, O=; no opinion. tion to the historical one. 22" x 17" map, 100coun ters. To
always the offspring of other emperors. PatriCian and ple-
4. Wilson's Creek Historical bian families alike con1ributed members to the Purple. sell for $7 .
5, On Little Round Top Players take the part of "family patria rchs" and attempt to 43. Brice 's Crossroads. Nathan Bedford Forrest defea ts a
6. The Son of the Son of Squad Leader gain positions of note such as tribune, consul, pro- group of Union infantry and cavalry wh ich out-num'ber
consul, commander of the Preto rian Guard , etc., all w ith him two to one . It was a remarkable Confederate victory
7. Roll Up for the Mystery Tour!
the aim of assuming the throne. If an Empero r's rival is and tactical performan ce. 22" x 17" map, 100 counters .
8. Flights of Fancy getting too powerful, guess who is dispatched to quell the To sell fo r $7.
9. Pandora with Brains revolt in Judea? But beware the Preto rian commander. As
Nero can attest, this man can have great power, especia l-
44. Champion 's Hill: Prelude to Vicksburg. The Con-
10. Workshop-Talk federates pu ll their scattered army togethe r fo r one last
ly in the "C ity of Rome" display superimposed on the pro-
11. Eric Goldberg's Kursk vincial map . Would include one 22" x 34" map. 400 chance at stoppi ng Grant on his march towards the fo r-
12. Opening MOVES tress of VickSburg. This is one of The truly deCisive banles
counters, cards, and not a little chrome, and wou ld sell
for$15. of the Civil War . O~e22" x 34" map, 200 counters, $9.
13. MOVES in English
14. issue (overalll 39. Magna Carta. A two or three player game covering 45. The Relreat co Vic tory. An operational simulation of
the turbulent and exciting era of early 13th centu ry the fi rst engagements of the First World War o n the
15. Was thi s issue better than the las t one? Western Front from the Ardennes to th e Sea, 10 August
Eng la nd and France, out of which arose the cornerstone
16-24. No Question to 15 September, 1914. This intense wa r of maneuver
of human f reedom, Magna Carta . The situation is loaded
25. Assume that you don't subscribe to MOVES . Wou ld wi th political power plays as well as bloody civil wars, and commenced w ith the German invasion of Belgium and
the quality of this issue alone motivate you to subscribe? stunning (and sometimes disastrous) campaigns of con- culminated. one month later, wi th the decisive Allied vic-
quest. The two basic players are King John (and his Plan tory at the Battle of the Ma rne. In the interim, the nor-
26. For how many issues have you had a continuous
lagenet followers) and the rcbellious barons, led by Fitz- thern group of German armies, led by von Kluck's First
subscription to MOVES? 0= I don't subscribe; 1 = This is
A rmy, had overrun Belgium and dangerously threatened
my first issue; 2 = This is my second or third issue; Walter and de Vescey. The thi rd pla yer (who in two
player versions wi ll probably be somewhat of a rand om, if Paris. Combat units wou ld operate at divisiona l level on
3 = This is my founh or fifth issue; 4 = This is my sixth
powerful, effect) is t he mighty Phil ip Augu stus of France, hexes representing approximately five miles across. Time
issue; 5 ~ This is my sevenTh through eleventh issue;
scale would be two days per Game-Turn . All in all, a game
6 = This is my twelfth issue; 7 = Tllis is my thirteenth and his son , th e SOOn to be Louis VII Iwho at one point
of subtle movement and leadershi p. Simple rules, 200
through eighteenth issue; 8 = This is my nineteenth or was actually crowned Kin g of England!!. John's
counters. In a I" box for $9.
subsequent issue; 9 = I am a MOVES Lifetime Subscrib er disastrous French campaigns, the sinking of Phili p's en-
(regardless of number of issues received), ti re fl eet at Damme, the stunning victory over the Eng lish 46 . Singapore, The Campaign In Malaya, 1941-42. A
27. What level of complexitY do you prefer in games? at Bouviens. the treache ry of the Lusignans, and the over- Simu lation of the Japanese Blitzkrieg against British
Rate your preference on a 1-9 scale, with higher numbers poweri ng attempts of the barons to assert their Malaya in World Wa r II , using 40 backprinted counters to
indicating in creased complexity . Use these games as prerogatives leading to a vicious civi l wa r, all of these and represent brigades and reg iments. A main map
guidelines: 4-5 = Chickamauga; 7 = Parroll; 9 ~ A ir War. more wil l be covered in a mil itary/po liti cal game in wllic h (11" x 17" 1 using a scal e of 1 hex per 16 miles and weekly
the ba lance of power sways like a pendulum . Complexi ty tu rns is supplemented by an inset map of Singapore
28. Your age: 1 = 13 years old or younger; 2 = 14 17; Island at a scale of 1 hex per 3.5 miles, w ith 3 "mini-turns"
will be moderate, at about t he sa me level as Kingmaker.
3= 18-21 ; 4= 2227 ; 5 = 28-35; 6= 360r older.
One map, 100-200 counters, 56 cards, boxed for $12. to the week. Standard rules, w ith special effects for armor
29. Your sex: 1 = Male; 2 = Female. and air support, Japanese amphi bious assau lt, and in
40, The Thirty Years' War. The Thirty Years' War was
34). Education: 1 = 11 yea rs or less; 2 ~ 12 yea rs; 3= 13- 15 one of the most decisive conflicts in modern history. It en filtration . Three game lengths: Standard 114 turnsi , Short
years; 4= 1315 years and still in school; 5 = 16 years ; 110 tu rnsi and Extend ed {26 turnsl. Th e meat of the gam e
sured the survival of Pro testantism, iT th warted t~le
6 = 17 yea rs or more. is co ntain ed in 10 opti ona l rulos which demonstrate
Swed is h ambiti on to obtai n mastery over the Baltic Sea ,
31. How long have you been playing con fl ic t simulation and it ensured that Germany would remain weak and
histoncaloptions open to the British. Using the opt ions, it
games] 0 = less than a year; 1 = 1 year; 2 = 2 yea rs. . 8 ~ 8 divided . One of the most con fUSing. bloody, and drawn becomes appOrent that even with slim resources, a
years; 9 = 9 or more years. resolute and farsighted British command could have turn
out conflicts in history, it is a subject which has gone vir-
tually unnoticed by game designers. The Thirty Years' ed the tables on the Japanese, and wi th proper prepara
32. What is the average number o f hours you spend play ti ons the campaign wou ld have been anything but a fo re-
inq si mulati on games each monttll 0 = none; 1 = 1 hour or War is a game for two to five players, dealing with the war
gon e co nclusion. Optiona l Rules include increased Brit ish
less; 2 =25 hours; 3=6-9 hours ; 4 =1 01 5 hours ; on a st rategi c leve l. Great attention w il l be paid to the
problem of supply, the nature of leadership and the infra- and Japanese rei nforcements, British ai r support, the
5= 1620 hours; 6 = 2125; 7 = 26-30; 8=3 1-40; 9= 40 or
Prince of Wales and Repulse, Malaya n guerrill as, extend-
more hours . structu re of the mercenary armi es w ith w hich all nations
ed British fo rtifications, British training options for anti-
33. How many simu lati on games (of all publishersl do but Sweden fought the wa r. Diplomatic interaction will be
tank, antii nvasion and ju ngle tacti cs. $6 .
highly importan t. and many of The smaller states may
you possessl. 1 = 1-1 0; 2=1 1-20; 3 = 21-30; 4= 31-40;
defect ~rom one side to another in the course of play. The 47. Normandy Beachhead. After the successfu l A ll ied in-
5 = 41-50; 6= 51-60; 7=6170; B=7 180; 9=81 or more.
Swedish-P olish con flict, which was ancilliarl' to the Thi rty vasion of France, in early June of 1944, the A llied armies
34. Did you send in the feedback card for your last issue Years' W ar and w hich dictated the nature of Swedish squared off with the once vaunted Wehrmacht in some of
of MOVES? 1 = yes; 2 = no. intervention, will also be covered. 600 counters, 4-color the best defensive terrain in all of Europe. To run a suc-
3S . Pick the one area about wh ich you would most like to 34" x 22" ga me-ma p, 32 pages of rules, to sell for S1 5. cessfu l campa ign in France, the Allied armies had to ac-
see games and arti cles done : 1 = Ancient {Rome, Greek, compl is h two essentia l ta sks: capture a working deep
Biblical , 3000 BC - 600 AD}; 2 = Dark Ages and 41. War of the American States. American In- waTer port to support the vast logistical base of the Allied
Renaissance 1600 AD - 1600 AD); 3 = 30 Years War and dependence has been won from England, but " States' army, and gain room so th .. prowing Allied army could
35
d!<ploy ilS full amount of cambilt divisions in the front lhe range of present-day teChnology: and onother in moi nly historica l but inciudt:d some science 'ic Tion and
li""'5. Normandy Beachhead w il! tre?t this decisive cam- which solar power is not worth the investmont under tan tas'!. you w rite "2" or "3;" evenly divided. in teres t
paign on a divisional level, using a unique system of almosl ev{!ry Circ umstance. One 22" x 34" game bmu d , '"",oll id be " 5. " and, o f course, pure silt in terest would
limited mtelligence so the attacking pluyer usually docs 400 counters, 32 PJges 01 rules: to sell for $12. rateiJ "9."
not know the s\renglh of the defending units until tIC at- 58. MegalOn. The game would silllllla,e lil e strategic and Please rate the acceptability of the following games on a
lacks. Tne g8me would in clude an 11" x 17" map, and oDmational o8c-isions of 0 nuclea war. The plaYRrs woul d scale of 1-9. Rate only games you have played within the
TOO COlmTers, In a 1" box for $6. con trol the ICBM's. bombers, nuclear submarines, cruise last 12 months.
48_ The 8artle for Leyw Gulf. October, 1944: The mrssiles, and oth er IIuclear weapons of today's super- 85 . "Vilson', Cree
Japanese "S ho" (Vic\Oryl Plan was put into opemtion in pov'Iers. anrJ 'vvOil ld try to neunalize enemy nucleAr and 86. Ter iDle Swi ', S'Nord
ttl e last-ditch 811empt to prevent the America n seizu re 0; c onv entional force,. US well as, in some situations. to kill
the Philippine ISlands - an accomplish ment thot would civilian populalion. Victor'! would depend Oil offic lency of 87 . E ic Goldbp.rg's Kurs',
cu \ the Japanese Em pire In .wu _ The J apanese FI~et was '.,\'eapon use, as 'Nel! IS reliJtive damAgR betvveen th e 88, Crescen do o Doom
spl it imo three Task For ces and lau nchRd towa rds l uzon sides . Rules feaT ures wou ld " ,elude: nuclea r do clri ne . 89. Dea Thrvt aze
~cconjir1~ to an ingenio us and deceptive Dian oi opera grollnd ~ l a-Ai r missiles and other defense SVR Te l11s. corn-
90. AirWal
I,ons. HOWRver, numerouS c ummand failures t-rll)(fered Oland breakdown. city UOI '\)i ng, submarine tracking. and
the Jap.nese effort ano, despite a severe scare to Admrral the effects of radiation fa lloli t ~ Scena rios would include 91. Pu"dOI03
H~ i Rey's Third and Admiral ' inkard's Seventh rIeelS, the full-sca le cunflicts oe\Ween the eaSlern and WeS tern 92 . Freedom in the Giliaxy
pl~n en- cd in disaster. Thirty Ships and 500 airer81 t were iiilialices. US/Soviet con fl ict, pre-er )ptlve st nk" siTua- 93. T iplanetar,.
10$,. cflpp li fl9 the Ja panese Fleel for the remUince r of lile :ion5, Sino/ SovieT bombing, third w orlo situations , ~nd 94. Imperi\)m
Nar. The Battle for L,,'fIU GuN would be a simple. qu ,ckly- mu lti -country c onliicts. Siluations would be n1()dern for
most scenarios, bUT potential SUPCf pO""ier ccn fl iCT in the 95-96. No question
play"d simufatlon of rhis decisive naval engagement . Twu
l(1e'Hical capsule size maps would be used to resolve SO'5 would also be de,llt WI tn. Tile game wou Id ha'l0 a 22"
srrruegic SCarCC1f';S f or the enmv. An fJbstraci tactical x 34" map ancl200 to 400 count er,: to SCil la, $12.
SV!; ti.W1 WOLJl rl r P-~()lve .all forms of combuL Ti me sea lu 59. Targer. Earth. .t;" operatio nal !evel tr~alrnent of The
'NOVIO be flpprnxi m~te l v 12 hou s pe, Game-Turn . 'IJ claSSIC science fiction tl1 crne of nn ext~(] t err(:sr.r ia l m VfJ si0n
counters .. S10 . of Earth . SeT in the pr esent-day north eas tern Uni led SF.CTION B
The following proposals 149-55 !would be packaged in our Slates. the qame 'Nou !d cre8te t e ini tia l land in,]s 8nd The results of the following survey are used in our
new one inch box format and would feature quick- subseq"enr 'confusion and hvstclla of the populuce PLA YBACK system. This system reviews games by
playing. highly developed, novel systems that have been foBowen by Ihe tim el'llhopefully) derl ovment of milnary showing the response of the people who play the games.
carefully balanced for competitive play. Each game would fr.rces v....ith conven ti onal nnn nuclem (lir and n rolJnd Questions 104-188 are part of PL A YBACK_
have an 11" x 17" map, 100 coun ters, four pages of ....vc;:.po ns. Spp.ciai utes 'Nould allow for variable
ff.Jles, and would self for $5-6. capBbi!iTies and m,-ibutus of Ule invaoers. Would inclu de After each game title there are thirteen Questions !lettered
one 22" x 34" map, 200 counters and rules. To sell fo r $8. "A" through " N"!. Unless otherwise no ted, these qu~s
49. l.iule Rour;d Top. The critical action at lhe battle of tio ns are answered with a " 1" I poor] through "9' lex-
GBirysburg . 60. Snubfiphrer. A acticill simulation o - I!uflstic sr ace cellent! mtiny.
combar.. One pl8yw is in -:omC',a"d of a flight of snut;
50. Orr.aha Beac!). The 1st ~ nd 29th DiVISions hit t'1e Question A - Wha, d,d you think of Ihe phl'sical Qua li ty
':->8.::chcs on D-Day, fightes - small, one-man attac', ;;hips. 'J,signed to
dRS HOY the second player's command , the evil I "sta l!.,- and la you~ of the ma p,-;heel?
51. Sdn JiJ8n !-/ill. Ted dy Rooseve!t rea e'11 9 be,!ond tion . T 8 C;dpsu le-Slled rrrop wou ld dupict the 'nu ln- Question B - Whm did you thin k of Ule p hysica I quality
rnar lJ:es t desti nv. leve led section of the InS Tallation "nder " nac <, Wilh T"8 and lavou t of The ru 16s (older?
52. BSrbBrossa, S trat8glc \//\/'./11 Eastern Fro L miJp symbuls keye d ?iO Th e..,.' c Eln repwsunt different 0 '0 -
QueS:,on C - \"!hat did vou r.hin~ oi the physicill Quality
Jer-Ts in diff erent SC01\all05. The p.ight Dages ul Iules w ill
53 . Hornan Ernpire. S trnTeg ic- level H8(;tmen t 0 1 St'vercl "r'c! layout 01 tho lnit COllnters?
cover pilo t ralings, dep~ rting contro lled fhnht, oomblng,
HornnT1 r.amp8 tgns . Question D - W hat did )'ou think of the 9~ me'5 "ease of
Slroing. sraceshlp design. ane! sRveral " hislOrical"
54. Romiln Gladialor Lions. Cnristlans, \hwnhs ur , and sCEnari o~ . VoJit h l OU (;Uu nter5 ?o rlO an 11" x 1 r
map in 8 pln\''' IIlow well thR game mowd alann)?
in J m05uo . .""'rl , 1" box for $6. Quesli on E - VoJ 8t did \,Oll H,i ll' of t!i~ "c;omp lst\lnt:SS"
55 . r/le A.1..:3:no. D?vA Crockea and TexfJs's n ne~t hour . The following questions con c 71 lJi,'er mag,wnes. Pick
of the g8me's ru les Iwas everyThlllg tho oUQh ly
explained Ii
56 . BiJwball When rhp. GI'flSS was ReEJ/. Babe Ruth . Lou one statement th.1t is most true Ilb [}Jt each maga,dfle~ 1
Gehrig . Joe D,MaCjej 0, Teet W illi8ms, Willie M DW - il ll - I h8ve never seen a copy; 2 ~ I almost never buy a Ques lion F - W hat d id you think of the g~ me . play
:J reat American 101 heroes of lhL' :30s. 4O's, alld 50s. copy; 3 ~ I occasionallv buy a copy, but I do not have a b~ lance IWdS :i'le name intereSt ing for bOll sidesi?
&asehal! W.~en rhe GriJss was Real would I)e a det8'led subscription; 4 = I did have a subscription to this OIJp.stlon G - What did vou think about the ap-
;i ~'u I<Hlon of the <Widen era of baoetall. FOCU Sing on The magazine in the past, but I clo not read it anymore; 5 = I o'opniltonp-ss o f . e lengtn 01 the average game?
HU 'V Ir stori e 110ments of this era throuqh " thorouqh did have a subscrip tion to the magazine in the past, but I
anAivs,s o f the sc{entif lc uspectS 0 1 the qar; ,e. th iS sirrll. ia- only buy it on the newsstand now; 6 = I hctve II subscrip- OUl:stion H - iNna- did you thi nk of the amOUnT 01 " sel-
non \lv'ould slrivo to rep re~en t th:=: RlJhtle IflTr u:.;cip.5 of tion to the magll7ine for o"e vear or less; 7 = I have liP time" needec t)efOfe VOU could begin playinn lhe
subscribed to this magazine for -two years or less; 8 ~ I
game? .
b"lSuf)a il that brought constrH1t fascinu inn to ns spec-
t.'10rs . Rep lay ,\1 8 classic "1933 A.II -Sta r Llame. In wli let'l have siJb scribad to this m8g~zin~ for 3 to 5 years; 9 - I Quusli on J - Whm did 'IO U t t'link 01 t,16 8Pproprimeness
(Pol' Hubbe ll of the NY Gi;. lnts cons'cc' li','c!y struck oul have subscribed to this magazine for over 5 vears. of th e comp lexi1\" of this game?
five ~!f the .A.rneriC6 [1 LeClque's nr ealest sllJoqers, 11"1- 61. St"~leq'l8 Toc ues. Questlo ll K - What did yau thi ,, ', of Ul is fjame's realism?
cl udlr,; Babe Ru lil, I 01.1 Gehng , ann .Ji mmy Foxx. Repla v
62, MOVES Questi on L - W ~,8t did you t!'olnk of thIS game overall !
th e 9 th int1 tPg of th e h Is tori e 194 1 VVorid Serim; C1asn be
tween the Brooklvn Dodgers iHld lhe NY YanKees, III 63. A.rPo;
QucsrJon M - Wou ld yau still have bOllg t this gam.;: if
'~v n c h ~./tlckey O'~vefi , tno Dodner c;-ncher, d.rOPPAd Thp. 64. The General you knR\h' then \vttt.=l you knovv nov", ~hout it (1 - Yes; 2
3id SVik8 o f \Nh?t v . . ouln nc;ve been the iu5t OU1 at t c 65 . Fire and MDvement = No\ ~
nAme, eventuu lly ~l ivin,1 lhe Yanks tile vic tory . Position
66. T ,e Space Game. Qucs non N - Do "lOU I hink you received your money's
'lou r li f..:,k :ers Ul l he fa mous " \..VIII18rn5 S lltf ;:," d eVised by
61. SC" CE!rer's ApW?r.tlc", worth w;ih thi s galTlc? 11 = Yes; 2 = N oL
Cleveland shonstop Lou Boudreall TO contilin til e Red
Sox .=:Iugger. Baseba;l When- the Grass was RCti/ v'iould 68 . T hp. Dragon We will ask you (0 rate six games. If you have not plilyed
Slmu lfllo' i,s aC lion ill c deto:led. p lt~h-b'l-pitr;h systel11. 69. Compa l~n
these games, or have not played them enough to be able
r elde' s wUlI ld be posi li oned in specif iC lo ca ti ons on tl e 10. Diff~(ent Wo rlds
to evaluate them, then simplv place "0" in the boxes.
D'~yi"q field ~ no ph ysica l aCTion (~. g . bose- rll n ring,
1. ~H OWj ng, caTching, b:JtTingl . . vou ltl be unde rtakon bv
i} , Journa l of Triive llAr's Ai d Soc iety
PATTON 'S THIRD ARMY
pinyers individu allv 2H..:c.ordirlq to C::: refl lUV re.,se5fcl"JBd n . Th" Dung80niler
copabrit \'6S. All in air, a " "'Que baseball ~i:irne Thm <;lIow5 73_ An~ , ug
104. A Irn~ps l.eeti J11 . H (sel,up tim e)
\"Ie r lovers to understamJ lhe sub tI t,,:s of t)a sei).311 skills 105_ B (rulesl 112. J (complexitvi
14. Orr"" 106. C (counters'l \\3 . K Iretlilmll
rather than si rnply l olling dir.p. FInd 0 htaining outcomes of
each play. T05ell for $12. 15. Fanlas..," & Sc,el)cP' Fiction 107. D lease of rla,; 1 114. L IOvralil
16. Galax',' 108, E In,les completeness) US, M (then and nowl
57_ Energv C":s,". An emnomic simulatior 0 1 Aml'riCJ 's 77. I S~nc ./\;;:i n10V S r M :Jguzine 109. F Ibalance) 116, N lmon\Jv's vvorthl
future_ A soli taire gar"8, Ihe pl8yenilkes the pail of a )la,
tiondl economic p lAnnp.r, w ho must ublain enoug h p,op.r';J V
78. Galilee 110, G (leng rhi U7, No qlJ<;;stiQn
to k~.ep America's economy running, whj l ~ S! mu lwneous 19. Starb ;l FREEDOMINlHEG~LAXY
Iy devp.loping new SourCOS of energ-y . A l Thp. su m8 , imc, 80. T~e GrBnmJier 118, A I marshee,1 l2~. H (set-up timel
I)~ must prevOnt econoln i ~ col la p,e. et:U c" \\~S llOphe
81. P~r f idious Al bi on lJ9 , fl
Iru les l 126, J logmplexiTi'
Tli rou g h overpopulmion. i:in~ war lhro l.l lJh ove r-
Ilggressive attemPts 10 sei7e foreign oil. Severill differenl 82. SWClbber5 120. C ICOUO\f),sl 127. K Ireali.s ml
sceniuios wou ld be inciudc<,J tu satis fy the rrejudices of ~II 83 . AH IK S 121. D lease o f P Ily) 1~8 . l l.over,,111
players - i. l.)" ulle in whic li "Ilclear power is completel y 84. I ndictlte Em u 1 TO 9 histori cill to SI / f SoeC-Lru I'n ...vllere g2_ ~ (ru l!js coml'!let<;n\ls$) lZ~ , tv! lthen 'lnd now)
s?f!", one in wh'ch lluGle'lf power is hideouSly dange rou s, you r interest lies. For e~ump !e , if YUU v'lorr; (:)nl''I in ~ (:r eSls:9 )23, F (pal.ancel 13Q. N (monel"s '.."grttt)
one in which solar powp,r is cheap. easY, al1Q well within ill ,islurical games , \,ou ' d w rile "1; " if YOW ' mterest w~re 1M, )32 . N B oue li qn
It]rrl!i!I~U!g t;m page !4j
Simulations Publications, Inc.
257 Park A venue Sourh BU LK RATE
Nev. York ,N .Y . lOOIO U.S. PO ST AG E PAID
ADDRESS CORRECTION REQUESTED PERMIT NO. 15
FRAMINGHAM , MA.

The Magazine of Science Fiction


and Fantasy Simulation
A totally new magazine experience, Ares places you in control of
events as they may unfold in the dist.ant future, and as they occur-
red in the fantastic past. Included in every bimonthly issue of Ares
is an original work of science fictio n or fantasy presented as a com-
plete simulation game. Out standing feat ure length fiction, plus
a uthoritative and provoking science fact articles and reviews of all
media, are offered in a formal marked by first quality design ,
graphics, and illustration .

Reduced reproduclion of Pandora map and COUnlers.

Rates: I year (6 issues): $14.00.2 years (12 issues): $26.00.


3 years (18 issues): $36.00.
Single Issue: $3.00.

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